Expansion wave 4: 27 combat, curse, and utility cards
Fortune: GIFT FROM ABOVE (+3, no ceiling), GIFT FROM BELOW (a trap in the deck — 3 damage on the draw, harmless in the opening deal). Modifiers: POWER ATTACK burns life into any damage spell. Curses: WEAKNESS (drop your treasure, take double, carry nothing), STRENGTH (double physical dealt; the two cancel), WALKING DEAD (half a point per space walked, forever), DISEASE (the victim becomes a carrier who infects everyone in squares they enter), IDIOT (the victim shambles toward their nearest own treasure, able only to counteract, until they stand on it and ask "What am I doing here?"). Defense: EMPATHY (attacks bite their caster too), FORCE FIELD (spell-stopping counteraction). Mischief: MENTAL SWAP (trade whole hands), MENTAL FORCE (march someone three spaces), BUTT-HEAD (become a goat, ram for the distance charged), HEAVE-HO (throw your carried treasure as a weapon), THIEF and SWAP-MEET (item larceny), CHAOS (all hands in a pile, shuffled, redealt), ILLUSIONARY ATTACK (a fake spell that hurts if believed), WARD (a trapped treasure bites its thief), REMOVE CURSE (strip any duration spell, rolling to hit the shrunken or invisible), SWARTHMORE'S ENCHANTMENT (+1 on an enchanted object). Space-time: DIMENSIONAL WARP (paired step-through tokens), REDIRECTION (swap two outer exits' wraparounds), BIG MAN (fills the corridor: no entry, no punches, no casting past him), FEAR (nobody approaches within 3), and the out-of-turn pair — INTERRUPT and OPPORTUNITY FIRE — which open a one-action window in another player's turn. Only THUMB OF GOD remains, awaiting its digital redesign. 117 tests passing. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Claude Fable 5
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@@ -78,6 +78,42 @@ function humanize(e: GameEvent): string | null {
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case "shadowUpkeep": return `The shadow drains its master (${e.lifeAfter} life left).`;
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case "impScorches": return `The fire imp scorches ${e.player}!`;
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case "monsterBoosted": return `The monster GROWS — its ${e.boost} doubles!`;
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case "wandCharged": return `${e.player} charges a wand (${e.charges} charges).`;
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case "wandUsed": return e.chargesLeft > 0 ? `The wand crackles (${e.chargesLeft} left).` : null;
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case "wandExhausted": return `${e.player}'s wand crumbles to dust.`;
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case "wallWarpedOpen": return `A section of wall shimmers out of existence!`;
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case "wallsWarpedBack": return `The warped wall snaps back into place.`;
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case "shoved": return `${e.player} is shoved bodily by ${e.by}!`;
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case "webbed": return `${e.player} is tangled in sticky webs!`;
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case "cardRetrieved": return `${e.player} plucks a card from the discard pile.`;
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case "slippedInOoze": return `${e.player} slips flat on their face in the ooze!`;
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case "struggledInOoze": return e.stood ? `${e.player} staggers upright.` : `${e.player} flounders in the ooze.`;
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case "steppedOnTacks": return `${e.player} steps on tacks! OW OW OW.`;
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case "jumpedPit": return `${e.player} leaps the pit!`;
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case "fellInPit": return `${e.player} misjudges the jump and plummets in!`;
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case "climbedFromPit": return e.success ? `${e.player} hauls themselves out of the pit.` : `${e.player} scrabbles at the pit walls in vain.`;
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case "stuckInSlime": return `${e.player} squelches into the slime and sticks fast.`;
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case "boobytrapPlaced": return `${e.caster} places four suspicious tokens...`;
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case "boobytrapSprung": return `SNAP! ${e.player} finds the real boobytrap!`;
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case "objectsGlued": return `Everything on that square is glued down (${e.turns} turns).`;
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case "safeCreated": return `A massive safe slams down around the loot.`;
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case "safeOpened": return null;
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case "itemsTraded": return `Two items blink and trade places.`;
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case "stoneTurnedToWater": return `Stone runs like water — a wave crashes out!`;
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case "handsSwapped": return `${e.a} and ${e.b} trade entire hands of cards!`;
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case "handsScrambled": return `CHAOS! Every hand is thrown in a pile and redealt!`;
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case "rammed": return `BAAA! ${e.attacker} turns into a goat and rams ${e.target} (${e.distance} spaces)!`;
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case "treasureThrown": return `${e.attacker} HURLS their treasure (${e.distance} spaces)!`;
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case "illusionBelieved": return e.believed ? `${e.player} flinches — the illusion feels real!` : `${e.player} laughs off the illusion.`;
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case "itemStolen": return `${e.to} picks ${e.from}'s pocket.`;
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case "itemsSwapped": return `${e.a} and ${e.b} swap items.`;
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case "wardSprung": return `${e.owner}'s treasure was WARDED — it bites ${e.victim}!`;
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case "curseRemoved": return `${e.caster} lifts a curse from ${e.target}.`;
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case "objectEnchanted": return `An object gleams with Swarthmore's enchantment.`;
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case "warpTokensPlaced": return `Two dimensional warp tokens hum to life.`;
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case "warpStepped": return `${e.player} steps through the dimensional warp!`;
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case "exitsRedirected": return `The maze's outer exits twist and reconnect!`;
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case "outOfTurnWindow": return `${e.player} interrupts the flow of time (${e.kind === "interrupt" ? "Interrupt" : "Opportunity Fire"})!`;
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case "trapRedrawnDuringDeal": return null;
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case "died": return `☠ ${e.player} is dead${e.killedBy ? ` — killed by ${e.killedBy}` : ""}.`;
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case "handTaken": return `${e.to} takes ${e.count} cards from ${e.from}'s body.`;
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