Duels record the rules revision they began under
CURRENT_RULES is stamped on the start line and the game state, and a ledger replays under the revision it recorded (1 when it has none), so a future fix that changes how a past turn resolves can keep the old path for old duels. The reports desk skill now says when to bump it: only when the deploy gate flags ledgers. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0141G6xqLeNRYEtviLWSB5Up
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Claude Fable 5.1
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@@ -61,10 +61,15 @@ to hear his players' voices; never compress their words into a table.
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ruling; ask him and hold the reply).
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4. **Fix under house discipline.** The engine is deterministic and every
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deploy replays all production ledgers against the server
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(`deploy/verify-ledgers.sh`). A fix that changes how a past turn
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resolves will fail that gate for the ledgers it touches; when that
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happens, show Eric which ledgers diverge and let him decide whether
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to ship. Add a test in `src/lib/game/engine.test.ts` pinning the
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(`deploy/verify-ledgers.sh`). Run it before deciding how to ship:
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- Gate passes: the fix diverges from no ledger. Ship it ungated.
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- Gate flags ledgers: the fix changes how an already-played turn
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resolves. Bump `CURRENT_RULES` in `src/lib/game/state.ts`, add the
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entry to its doc block, keep the old path behind
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`state.rules < N`, and pin BOTH paths with tests (the legacy one by
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passing `rules` to `createGame`). Old ledgers then replay as their
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players saw them; new duels get the fix.
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Either way add a test in `src/lib/game/engine.test.ts` pinning the
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corrected behaviour. Deploy with `deploy/deploy.sh 159.203.98.71`.
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5. **Reply.** `bash deploy/report-reply.sh 159.203.98.71 <reportId> <status> "text"`.
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Pass the id as ONE clean argument. Write to the PLAYER: name what you
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