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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@@ -445,7 +445,7 @@ describe("a held door is an open doorway to the eye", () => {
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expect(state.players.find((p) => p.id === pursuer)!.life).toBeLessThan(lifeBefore);
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});
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it("an unheld unlocked door still blocks sight", () => {
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it("an unlocked door is an open doorway to the wizard at its threshold", () => {
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let { state, cell, side, holder, pursuer } = sightRig();
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const pick = giveCard(state, holder, "pick-lock");
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state = must(state, holder, {
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@@ -453,9 +453,56 @@ describe("a held door is an open doorway to the eye", () => {
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target: { kind: "edge", cell, side },
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});
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const fb = giveCard(state, holder, "fireball", "FB", 1);
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const refused = applyCommand(state, holder, {
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const cast = applyCommand(state, holder, {
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type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: pursuer },
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});
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expect(cast.ok).toBe(true);
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});
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it("a lock REMOVED lets any wizard beside the door peek through", () => {
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let { state, cell, side, holder, pursuer } = sightRig();
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const rm = giveCard(state, holder, "remove-lock");
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state = must(state, holder, {
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type: "cast", instanceId: rm.instanceId,
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target: { kind: "edge", cell, side },
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});
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const fb = giveCard(state, holder, "fireball", "FB", 1);
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const cast = applyCommand(state, holder, {
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type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: pursuer },
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});
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expect(cast.ok).toBe(true);
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});
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it("PICK LOCK in hand is enough to ease a locked door open a crack", () => {
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let { state, cell, side, holder, pursuer } = sightRig();
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giveCard(state, holder, "pick-lock");
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const fb = giveCard(state, holder, "fireball", "FB", 1);
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const cast = applyCommand(state, holder, {
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type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: pursuer },
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});
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expect(cast.ok).toBe(true);
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});
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it("the wizard down the hallway sees no further than the shut door", () => {
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let { state, cell, side, holder, pursuer } = sightRig();
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// Pull the pursuer one square further down the hall, so the door is
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// no longer on their threshold; clear their path to the doorway.
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const near = neighbor(cell, side);
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const far = neighbor(near, side);
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if (!boardView(state).cells[cellKey(far)]) return; // the maze ends here; geometry unavailable
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state.players.find((p) => p.id === pursuer)!.position = far;
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state.edgeOverrides[edgeKey(near, side)] = "open";
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const rm = giveCard(state, holder, "remove-lock");
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state = must(state, holder, {
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type: "cast", instanceId: rm.instanceId,
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target: { kind: "edge", cell, side },
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});
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state = must(state, holder, { type: "endTurn", draw: 0 });
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const fb = giveCard(state, pursuer, "fireball", "FB", 1);
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const refused = applyCommand(state, pursuer, {
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type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: holder },
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});
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expect(refused.ok).toBe(false);
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if (!refused.ok) expect(refused.error).toContain("line of sight");
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});
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});
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