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
This commit is contained in:
Eric Wagoner
2026-08-28 23:36:48 -04:00
co-authored by Claude Fable 5
parent 5dde7b4c21
commit 019deedd85
2 changed files with 109 additions and 15 deletions
+70 -6
View File
@@ -146,29 +146,37 @@ describe("monsters", () => {
expect(bitten.hand.length).toBe(6);
});
/** Rev 8: scorches open counteraction windows — wave them through. */
function drain(state: GameState): GameState {
while (state.stack) {
state = must(state, state.stack.waitingOn, { type: "pass" });
}
return state;
}
it("the fire imp scorches on sight and dies only to water", () => {
let { state } = newGame();
state = toRound2(state);
const me = activePlayer(state).id;
const r = summon(state, me, "fire-imp");
state = r.state;
state = drain(r.state);
const imp = state.creatures[0]!;
// Fireball cannot destroy it...
state = must(state, me, { type: "endTurn", draw: 0 });
state = drain(must(state, me, { type: "endTurn", draw: 0 }));
const enemy = state.players.find((p) => p.id !== me)!;
// (enemy may have been scorched at turn start if in LOS — note life)
const enemyNow = state.players.find((p) => p.id !== me)!;
enemyNow.position = { ...imp.position }; // stand at the imp for clear sight
const fb = giveCard(state, enemy.id, "fireball", "F", 0);
state = must(state, enemy.id, {
state = drain(must(state, enemy.id, {
type: "cast", instanceId: fb.instanceId, target: { kind: "creature", creatureId: imp.id },
});
}));
expect(state.creatures.length).toBe(1);
// ...but a waterbolt douses it instantly.
state = must(state, enemy.id, { type: "endTurn", draw: 0 });
state = must(state, me, { type: "endTurn", draw: 0 });
state = drain(must(state, enemy.id, { type: "endTurn", draw: 0 }));
state = drain(must(state, me, { type: "endTurn", draw: 0 }));
state.players.find((p) => p.id !== me)!.position = { ...state.creatures[0]!.position };
const wb = giveCard(state, enemy.id, "waterbolt", "W", 0);
state = must(state, enemy.id, {
@@ -787,3 +795,59 @@ describe("creatures and the dimensional warp", () => {
if (!r.ok) expect(r.error).toContain("stone");
});
});
describe("the imp's fire is a spell (rev 8)", () => {
function impRig() {
let { state } = createGame({ playerIds: ["imp-owner", "mark"], seed: 42, sets: ["basic", "expansion1"] });
state = toRound2(state);
while (activePlayer(state).id !== "imp-owner") {
state = must(state, activePlayer(state).id, { type: "endTurn", draw: 0 });
}
return state;
}
it("scorch opens a counteraction window and FULL SHIELD stops it", () => {
let state = impRig();
const owner = state.players.find((p) => p.id === "imp-owner")!;
const mark = state.players.find((p) => p.id === "mark")!;
mark.position = { ...owner.position };
const impCard = giveCard(state, "imp-owner", "fire-imp", "FI", 0);
const spot = emptyNeighborCell(state, owner.position);
let r = applyCommand(state, "imp-owner", {
type: "cast", instanceId: impCard.instanceId, target: { kind: "cell", cell: spot.cell },
});
if (!r.ok) throw new Error(r.error);
state = r.state;
if (!state.stack) state = must(state, "imp-owner", { type: "endTurn", draw: 0 });
// The scorch rides the stack now: a counteraction window, spell-kind.
expect(state.stack?.creatureId).toBeTruthy();
expect(state.stack?.kind).toBe("spell");
giveCard(state, "mark", "full-shield", "FS", 0);
state = must(state, "mark", { type: "counteract", instanceId: "full-shield#FS" });
while (state.stack) state = must(state, state.stack.waitingOn, { type: "pass" });
expect(state.players.find((p) => p.id === "mark")!.life).toBe(15);
});
it("soulstone's floor holds from below: a bearer at 2 takes nothing from the flame", () => {
let state = impRig();
const owner = state.players.find((p) => p.id === "imp-owner")!;
const mark = state.players.find((p) => p.id === "mark")!;
mark.position = { ...owner.position };
mark.life = 2;
mark.displayed.push("SS");
mark.hand[0] = { instanceId: "SS", cardId: "soulstone" };
const impCard = giveCard(state, "imp-owner", "fire-imp", "FI", 1);
const spot = emptyNeighborCell(state, owner.position);
let r = applyCommand(state, "imp-owner", {
type: "cast", instanceId: impCard.instanceId, target: { kind: "cell", cell: spot.cell },
});
if (!r.ok) throw new Error(r.error);
state = r.state;
if (!state.stack) state = must(state, "imp-owner", { type: "endTurn", draw: 0 });
expect(state.stack?.kind).toBe("spell");
while (state.stack) state = must(state, state.stack.waitingOn, { type: "pass" });
const after = state.players.find((p) => p.id === "mark")!;
expect(after.life).toBe(2);
expect(after.alive).toBe(true);
});
});