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
+39 -9
View File
@@ -236,8 +236,10 @@ export interface CastParams {
* Rev 6: STRENGTH's treasure-tear opens a counteraction window ("this would * Rev 6: STRENGTH's treasure-tear opens a counteraction window ("this would
* be an attack") instead of resolving instantly. * be an attack") instead of resolving instantly.
* Rev 7: DISEASE is a self-cast plague ("You're the carrier!") the caster * Rev 7: DISEASE is a self-cast plague ("You're the carrier!") the caster
* carries it, sharing a square bites both directions, no counteraction. */ * carries it, sharing a square bites both directions, no counteraction.
export const CURRENT_RULES_REV = 7; * Rev 8: the fire imp's scorch is a SPELL (FAQ) counteractable, magical
* and SOULSTONE's floor holds even at 3 life or below. */
export const CURRENT_RULES_REV = 8;
export interface GameConfig { export interface GameConfig {
playerIds: PlayerId[]; playerIds: PlayerId[];
@@ -603,7 +605,7 @@ export type GameEvent =
| { type: "attackResolved"; attacker: PlayerId; defender: PlayerId; attackCardId: string | null; damageDealt: number; reflectedDamage: number; fullyStopped: boolean; redirected: boolean } | { type: "attackResolved"; attacker: PlayerId; defender: PlayerId; attackCardId: string | null; damageDealt: number; reflectedDamage: number; fullyStopped: boolean; redirected: boolean }
| { type: "damaged"; player: PlayerId; amount: number; source: string; lifeAfter: number; | { type: "damaged"; player: PlayerId; amount: number; source: string; lifeAfter: number;
soaks?: { what: "bloodstone" | "soulstone"; amount: number }[] } soaks?: { what: "bloodstone" | "soulstone"; amount: number }[] }
| { type: "damageImmune"; player: PlayerId; source: string; because: "medusa" | "bloodstone" } | { type: "damageImmune"; player: PlayerId; source: string; because: "medusa" | "bloodstone" | "soulstone" }
| { type: "lifeGained"; player: PlayerId; amount: number; source: string; lifeAfter: number } | { type: "lifeGained"; player: PlayerId; amount: number; source: string; lifeAfter: number }
| { type: "stunned"; player: PlayerId; turnsLost: number } | { type: "stunned"; player: PlayerId; turnsLost: number }
| { type: "knockedBack"; player: PlayerId; from: Cell; to: Cell; squares: number } | { type: "knockedBack"; player: PlayerId; from: Cell; to: Cell; squares: number }
@@ -3010,7 +3012,20 @@ function impCheck(state: GameState, events: GameEvent[], onlyPlayer?: PlayerId):
if (!gameLos(state, imp.position, p.position)) continue; if (!gameLos(state, imp.position, p.position)) continue;
imp.scorchedThisTurn.push(p.id); imp.scorchedThisTurn.push(p.id);
events.push({ type: "impScorches", creatureId: imp.id, player: p.id }); events.push({ type: "impScorches", creatureId: imp.id, player: p.id });
applyDamage(state, events, p, 2, "fire imp", null); // Rev 8, per the FAQ: every imp attack is technically a spell — the
// scorch opens a counteraction window and burns as MAGICAL fire
// (soulstone's floor holds). One victim's window at a time; the
// sweep finds the rest on its next pass. Older games keep the
// instant kindless burn their ledgers recorded.
if ((state.config.deckRev ?? 1) >= 8) {
if (!state.stack) {
openCreatureStack(state, imp, p, 2, undefined, "spell");
break;
}
imp.scorchedThisTurn.pop(); // window busy: burn on a later sweep
} else {
applyDamage(state, events, p, 2, "fire imp", null);
}
} }
} }
checkVictory(state, events); checkVictory(state, events);
@@ -3168,6 +3183,7 @@ function openCreatureStack(
victim: PlayerState, victim: PlayerState,
damage: number, damage: number,
touch?: "wraith" | "claw", touch?: "wraith" | "claw",
kind: "physical" | "spell" = "physical",
): void { ): void {
state.stack = { state.stack = {
attackerId: creature.controllerId, attackerId: creature.controllerId,
@@ -3178,7 +3194,7 @@ function openCreatureStack(
extendFactor: 1, extendFactor: 1,
powerAttackPoints: 0, powerAttackPoints: 0,
params: { damage }, params: { damage },
kind: "physical", kind,
counters: [], counters: [],
waitingOn: victim.id, waitingOn: victim.id,
creatureId: creature.id, creatureId: creature.id,
@@ -6213,10 +6229,24 @@ function applyDamage(
soaks.push({ what: "bloodstone", amount: 1 }); soaks.push({ what: "bloodstone", amount: 1 });
} }
// SOULSTONE: "Last three points ... can only be lost to physical damage." // SOULSTONE: "Last three points ... can only be lost to physical damage."
if (damageKind === "spell" && displays(target, "soulstone") && target.life > 3) { // Rev 8: the floor holds even from below — a bearer already at 3 or
const clamped = Math.min(amount, target.life - 3); // less takes NOTHING from spells. Earlier revisions clamped only from
if (clamped < amount) soaks.push({ what: "soulstone", amount: amount - clamped }); // above (a bearer at 1 could be burned to death), and their ledgers
amount = clamped; // replay that flaw.
if (damageKind === "spell" && displays(target, "soulstone")) {
if ((state.config.deckRev ?? 1) >= 8) {
const clamped = Math.max(0, Math.min(amount, target.life - 3));
if (clamped === 0) {
events.push({ type: "damageImmune", player: target.id, source, because: "soulstone" });
return;
}
if (clamped < amount) soaks.push({ what: "soulstone", amount: amount - clamped });
amount = clamped;
} else if (target.life > 3) {
const clamped = Math.min(amount, target.life - 3);
if (clamped < amount) soaks.push({ what: "soulstone", amount: amount - clamped });
amount = clamped;
}
} }
target.life -= amount; target.life -= amount;
+70 -6
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@@ -146,29 +146,37 @@ describe("monsters", () => {
expect(bitten.hand.length).toBe(6); 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", () => { it("the fire imp scorches on sight and dies only to water", () => {
let { state } = newGame(); let { state } = newGame();
state = toRound2(state); state = toRound2(state);
const me = activePlayer(state).id; const me = activePlayer(state).id;
const r = summon(state, me, "fire-imp"); const r = summon(state, me, "fire-imp");
state = r.state; state = drain(r.state);
const imp = state.creatures[0]!; const imp = state.creatures[0]!;
// Fireball cannot destroy it... // 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)!; const enemy = state.players.find((p) => p.id !== me)!;
// (enemy may have been scorched at turn start if in LOS — note life) // (enemy may have been scorched at turn start if in LOS — note life)
const enemyNow = state.players.find((p) => p.id !== me)!; const enemyNow = state.players.find((p) => p.id !== me)!;
enemyNow.position = { ...imp.position }; // stand at the imp for clear sight enemyNow.position = { ...imp.position }; // stand at the imp for clear sight
const fb = giveCard(state, enemy.id, "fireball", "F", 0); 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 }, type: "cast", instanceId: fb.instanceId, target: { kind: "creature", creatureId: imp.id },
}); }));
expect(state.creatures.length).toBe(1); expect(state.creatures.length).toBe(1);
// ...but a waterbolt douses it instantly. // ...but a waterbolt douses it instantly.
state = must(state, enemy.id, { type: "endTurn", draw: 0 }); state = drain(must(state, enemy.id, { type: "endTurn", draw: 0 }));
state = must(state, me, { 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 }; state.players.find((p) => p.id !== me)!.position = { ...state.creatures[0]!.position };
const wb = giveCard(state, enemy.id, "waterbolt", "W", 0); const wb = giveCard(state, enemy.id, "waterbolt", "W", 0);
state = must(state, enemy.id, { state = must(state, enemy.id, {
@@ -787,3 +795,59 @@ describe("creatures and the dimensional warp", () => {
if (!r.ok) expect(r.error).toContain("stone"); 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);
});
});