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