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
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Claude Fable 5
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@@ -500,6 +500,28 @@ describe("zero-damage utility attacks", () => {
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});
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});
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describe("teleport wraps the maze's rim", () => {
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it("four spaces counted through a warp mouth reach the far side", () => {
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let { state } = newGame();
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state = toRound2(state);
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// Stand the active wizard at a wraparound mouth; the paired cell is
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// ONE teleport step away, exactly as it is one walking step.
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const active = activePlayer(state);
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const warp = boardView(state).warps[0]!;
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active.position = { ...warp.from.cell };
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const tp = giveCard(state, active.id, "teleport", "TP", 0);
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const r = applyCommand(state, active.id, {
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type: "cast", instanceId: tp.instanceId,
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target: { kind: "cell", cell: { ...warp.to.cell } },
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});
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expect(r.ok).toBe(true);
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if (r.ok) {
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const after = r.state.players.find((p) => p.id === active.id)!;
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expect(cellKey(after.position)).toBe(cellKey(warp.to.cell));
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}
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});
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});
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describe("teleport as a counteraction", () => {
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it("the attack has no chance of hitting you — you are simply elsewhere", () => {
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let { state } = newGame();
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