The imp's fire is a spell; the soulstone floor holds (rules rev 8)
Eric flagged both mid-game, and the second one killed me while he typed: the scorch carried no damage kind, slipping past SOULSTONE entirely, and the stone's own clamp guarded only from above — a bearer already at 3 or less had no protection at all, the exact opposite of "last three points cannot be taken by spell attack." At rev 8 the floor holds from below (spell damage at or under the floor is simply immune), and per the FAQ the scorch is a SPELL: it opens a counteraction window, burns as magical fire, and FULL SHIELD parts it. One victim's window at a time; the sweep finds the rest next pass. Older games — including tonight's, where the flaw was fatal — replay their recorded flames unchanged; all 34 ledgers verify. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
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Claude Fable 5
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@@ -236,8 +236,10 @@ export interface CastParams {
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* Rev 6: STRENGTH's treasure-tear opens a counteraction window ("this would
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* be an attack") instead of resolving instantly.
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* Rev 7: DISEASE is a self-cast plague ("You're the carrier!") — the caster
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* carries it, sharing a square bites both directions, no counteraction. */
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export const CURRENT_RULES_REV = 7;
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* carries it, sharing a square bites both directions, no counteraction.
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* Rev 8: the fire imp's scorch is a SPELL (FAQ) — counteractable, magical —
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* and SOULSTONE's floor holds even at 3 life or below. */
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export const CURRENT_RULES_REV = 8;
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export interface GameConfig {
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playerIds: PlayerId[];
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@@ -603,7 +605,7 @@ export type GameEvent =
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| { type: "attackResolved"; attacker: PlayerId; defender: PlayerId; attackCardId: string | null; damageDealt: number; reflectedDamage: number; fullyStopped: boolean; redirected: boolean }
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| { type: "damaged"; player: PlayerId; amount: number; source: string; lifeAfter: number;
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soaks?: { what: "bloodstone" | "soulstone"; amount: number }[] }
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| { type: "damageImmune"; player: PlayerId; source: string; because: "medusa" | "bloodstone" }
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| { type: "damageImmune"; player: PlayerId; source: string; because: "medusa" | "bloodstone" | "soulstone" }
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| { type: "lifeGained"; player: PlayerId; amount: number; source: string; lifeAfter: number }
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| { type: "stunned"; player: PlayerId; turnsLost: number }
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| { type: "knockedBack"; player: PlayerId; from: Cell; to: Cell; squares: number }
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@@ -3010,7 +3012,20 @@ function impCheck(state: GameState, events: GameEvent[], onlyPlayer?: PlayerId):
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if (!gameLos(state, imp.position, p.position)) continue;
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imp.scorchedThisTurn.push(p.id);
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events.push({ type: "impScorches", creatureId: imp.id, player: p.id });
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applyDamage(state, events, p, 2, "fire imp", null);
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// Rev 8, per the FAQ: every imp attack is technically a spell — the
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// scorch opens a counteraction window and burns as MAGICAL fire
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// (soulstone's floor holds). One victim's window at a time; the
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// sweep finds the rest on its next pass. Older games keep the
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// instant kindless burn their ledgers recorded.
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if ((state.config.deckRev ?? 1) >= 8) {
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if (!state.stack) {
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openCreatureStack(state, imp, p, 2, undefined, "spell");
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break;
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}
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imp.scorchedThisTurn.pop(); // window busy: burn on a later sweep
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} else {
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applyDamage(state, events, p, 2, "fire imp", null);
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}
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}
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}
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checkVictory(state, events);
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@@ -3168,6 +3183,7 @@ function openCreatureStack(
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victim: PlayerState,
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damage: number,
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touch?: "wraith" | "claw",
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kind: "physical" | "spell" = "physical",
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): void {
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state.stack = {
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attackerId: creature.controllerId,
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@@ -3178,7 +3194,7 @@ function openCreatureStack(
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extendFactor: 1,
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powerAttackPoints: 0,
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params: { damage },
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kind: "physical",
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kind,
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counters: [],
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waitingOn: victim.id,
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creatureId: creature.id,
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@@ -6213,10 +6229,24 @@ function applyDamage(
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soaks.push({ what: "bloodstone", amount: 1 });
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}
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// SOULSTONE: "Last three points ... can only be lost to physical damage."
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if (damageKind === "spell" && displays(target, "soulstone") && target.life > 3) {
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const clamped = Math.min(amount, target.life - 3);
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if (clamped < amount) soaks.push({ what: "soulstone", amount: amount - clamped });
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amount = clamped;
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// Rev 8: the floor holds even from below — a bearer already at 3 or
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// less takes NOTHING from spells. Earlier revisions clamped only from
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// above (a bearer at 1 could be burned to death), and their ledgers
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// replay that flaw.
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if (damageKind === "spell" && displays(target, "soulstone")) {
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if ((state.config.deckRev ?? 1) >= 8) {
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const clamped = Math.max(0, Math.min(amount, target.life - 3));
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if (clamped === 0) {
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events.push({ type: "damageImmune", player: target.id, source, because: "soulstone" });
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return;
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}
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if (clamped < amount) soaks.push({ what: "soulstone", amount: amount - clamped });
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amount = clamped;
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} else if (target.life > 3) {
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const clamped = Math.min(amount, target.life - 3);
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if (clamped < amount) soaks.push({ what: "soulstone", amount: amount - clamped });
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amount = clamped;
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}
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}
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target.life -= amount;
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