Three rulings from the night games (rules rev 2)

Teleport wraps the maze's rim: its four counted squares now step
through warp mouths like any doorway, so a wizard can blink off one
side of the board and onto the other.

A wizard at a door's threshold may pull it open and peek — lock
removed, door unlocked this turn, or PICK LOCK / MASTER KEY in hand —
without stepping through. The door still hangs shut to everyone down
the hallway; only a HELD door is propped open for every eye. Gated
behind rules rev 2 (now sourced from the engine's CURRENT_RULES_REV)
so stored games replay with their doors dark; the client's sight
mirror learns the same peek.

Fear no longer nails a cornered wizard to the floor: a step closer to
the dread is allowed when it walks the shortest way out of it, so
escape can round a corner. Standing outside and stepping in is still
refused.

All 15 production ledgers verified before deploy; 269 engine tests.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
This commit is contained in:
Eric Wagoner
2026-08-25 14:28:12 -04:00
co-authored by Claude Fable 5
parent 2932d1e500
commit 154e00141c
6 changed files with 241 additions and 45 deletions
+22
View File
@@ -500,6 +500,28 @@ describe("zero-damage utility attacks", () => {
});
});
describe("teleport wraps the maze's rim", () => {
it("four spaces counted through a warp mouth reach the far side", () => {
let { state } = newGame();
state = toRound2(state);
// Stand the active wizard at a wraparound mouth; the paired cell is
// ONE teleport step away, exactly as it is one walking step.
const active = activePlayer(state);
const warp = boardView(state).warps[0]!;
active.position = { ...warp.from.cell };
const tp = giveCard(state, active.id, "teleport", "TP", 0);
const r = applyCommand(state, active.id, {
type: "cast", instanceId: tp.instanceId,
target: { kind: "cell", cell: { ...warp.to.cell } },
});
expect(r.ok).toBe(true);
if (r.ok) {
const after = r.state.players.find((p) => p.id === active.id)!;
expect(cellKey(after.position)).toBe(cellKey(warp.to.cell));
}
});
});
describe("teleport as a counteraction", () => {
it("the attack has no chance of hitting you — you are simply elsewhere", () => {
let { state } = newGame();