The icon link was added by the layout at runtime, so the served shell had
none and browsers cached Caddy's HTML fallback as the icon. favicon.ico
and favicon.svg now live in static/ and app.html links both.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0141G6xqLeNRYEtviLWSB5Up
Brought over from the game kit, where they were ported from Wiz-War. The
host may let the Peanut Gallery talk; a watcher signs a name no seat
holds. A seated wizard may challenge Kestrel, the keeper: a seat is held,
the call rings Sentry once per table, and the lobby says what hour it is
where the keeper lives. A finished table may call for a rematch with the
same company and bots, seats held. Transfer seat mints four words good
for ten minutes and one use; the hall claims them. The hall forgets a
held seat only on the second refusal in a row.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0141G6xqLeNRYEtviLWSB5Up
A seat line now carries the SHA-256 of its token, compared in constant
time; the token itself goes once to the browser that earned it. Ledgers
written before this are read once more by their raw token, and
deploy/hash-tokens.ts rewrites them in place. Each submitted move is its
own ledger line, so a half-written turn survives a restart. A room code
is never reissued over an evicted room's ledger. Only the host seats a
bot. The deploy gate compares against the gallery view, so no token
leaves the ledger for it.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0141G6xqLeNRYEtviLWSB5Up
Turning the ledger toward a wizard summed a sticky cell's offset, which
moves with the scroll; it now uses viewport rectangles and the width the
pinned columns cover, so repeated and switched taps land the same. The
masthead's actions wrap instead of running off a phone. The phone bar
names you, the wizard in focus and the count, with the roster a tap away.
The hands row's first cell is pinned with the rest of the turn column.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0141G6xqLeNRYEtviLWSB5Up
Threats are keyed by seat as well as hand and spell, so two opponents
building the same spell no longer crash the board (regression test).
Past three wizards the rail lists the others on a line each with health,
condition and whether they have moved; a row of names turns the ledger
toward any wizard, as do pressing a warning or choosing a target; each
seat keeps one colour across the ledger, the warnings and the rail. The
result strip folds untouched wizards into one line. A full table no
longer begins by itself: the host begins at every size and may send a
bot away. Target lists carry health and condition, and an intent
sentence says what the reveal will do.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0141G6xqLeNRYEtviLWSB5Up
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
A Report button in a room's masthead files what happened and what was
expected, with a screenshot if there is one, pinned to the room and the
turn and rung through Sentry. Reports and the keeper's replies live in
feedback.jsonl beside the ledgers; the hall shows each seat's reports
with the thread under them and a line to answer. pull-reports.sh mirrors
the desk locally, report-reply.sh answers, and a skill works the desk.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0141G6xqLeNRYEtviLWSB5Up
The about panel gets wizwar's contact paragraph (mail, Bluesky, Mastodon,
the source), and the colophons, the guide and the rules page each carry
a one-line way to report a rule read wrong.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0141G6xqLeNRYEtviLWSB5Up
A room's link without a seat is now a place in the gallery: a tokenless
view that withholds any gesture hidden from anyone at the table, counted
for the table and the lobby. Seated wizards can talk; each line is a
ledger line, shown in the rail and in the lobby, and the hall counts
what was said while you were away. The hall's pitch no longer says two
wizards.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0141G6xqLeNRYEtviLWSB5Up
A walk through the hall, the table, the ledger, the hands, the warnings,
the reveal, the rail and the phone layout, in the game's voice, with a
figure for each. Linked from the hall, both board pages and the rules.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0141G6xqLeNRYEtviLWSB5Up
Rooms take up to twelve seats and the host begins the duel with whoever
is seated; a full table begins by itself. The lobby is a roster with a
bot seat and the host's begin button. The ledger pins the turn and your
own columns and scrolls sideways to the rest; the phone bar shows every
wizard's health; a wizard who is out watches the rest; each charmed
wizard gets their own gesture; an unnamed spell goes at whoever hurt you
last, else the weakest opponent; a stab has a target from the start.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0141G6xqLeNRYEtviLWSB5Up
Every deploy first replays every production ledger with the engine about
to ship. The droplet gains a nightly rollup of counts and a nightly
backup to Spaces, a pulse script the pulse skill reads, rate limits on
opening rooms and taking seats, and eviction of idle rooms from memory
with reload from their ledgers on the next visit.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0141G6xqLeNRYEtviLWSB5Up
try_files ran before reverse_proxy and rewrote /api to the shell; handle
blocks are exclusive. Both setup scripts render deploy/Caddyfile.tmpl.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
The home page is a centred card: title and pitch, your name, play the
bot or continue the duel under way, create or join a duel by code, a
sample ledger, the duels this browser holds with whose move it is, and
the story of the game. The single-player board lives at /play. The
droplet gains the duel server as a systemd service behind Caddy.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
The store plays any seat, locally against the bot or remotely through
the server. A room has a four-letter code that is also its invite link;
the hall opens or joins one and lists the seats this browser holds with
whose move it is. The ledger and summary show every seat, threats name
their wizard, and the board is one component shared by the hall and the
room page.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Plain HTTP for actions and a websocket that only says "fetch again". A
room is its append-only ledger replayed from the top; the engine is
deterministic given the seed and the recorded inputs. Each seat sees a
view filtered to what the rules let it know. Bot seats are filled at
resolution time.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Seats are a list on the state; a spell with no named target goes at the
first opponent still standing; a wizard who dies or surrenders is out
and their creatures go with them; the duel ends when one wizard stands,
or when a surrender and a death coincide, as the rules decide. The bot
attacks the weakest opponent and reads threats from all of them. The
two-seat duel is unchanged.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
One module decides where a spell most likely goes given the field (a
fireball at an ice elemental, charm monster at their strongest creature,
remove enchantment at the wizard only if enchanted); the bot and the
dropdown both use it. The dropdown lists that subject first and marks
creatures by whose they are.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Blocked blows now say what blocked them (shield, counter-spell, dispel
magic or protection from evil), the first counter-spell cast at the
other wizard earns a one-time explanation that it protects its subject,
and the spell's description says to cast it on yourself.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Duplicated logic and styling that had drifted apart is unified: the
gesture-sharing check, the hostile spell list, the enchanted test, the
plan limits, and the shared button, link, field and disabled styles.
Dead plumbing is gone: the always-true implemented flag, the unread
cast length, an unreachable guard, an impossible time-stop condition,
the unused sequence formatter and utility class, the template
placeholder. The counter-spell tests now put a counter-spell in front
of a spell, the test helpers live in one file, and the resolver's
sections are numbered in order. The deploy script's cache headers now
do what its comment says, and the README describes the screen rather
than listing features in the order they arrived.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
The default cast was chosen only when a gesture was clicked, so a hand
bound to repeat its last gesture finished its spell and let it pass.
Defaults are now chosen at the start of every turn.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
The result strip comes into view with the last two ledger rows above it,
so the revealed gestures and their outcome are the first thing seen.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
An inline editor in the standfirst; the name is remembered in the
browser, applied to the current duel, and used for every duel after.
The opponent is drawn from the list avoiding the player's name.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
The tags live in app.html because link scrapers do not run the client,
and the card and icon are rendered from the site's own palette and the
Spellcast snap silhouette.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
SvelteKit 5 single-player version against a heuristic bot. The engine
resolves all forty spells simultaneously as the rules describe, the
ledger of gestures is the interface, and the duel is saved in the
browser. Tester feedback rounds added per-hand planning, threat
evidence, a result strip with one-time rule explanations, a phone
layout and a structured rules page. Deploys as a static site behind
Caddy.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>