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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@@ -20,6 +20,7 @@ import {
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type GameState,
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type GameView,
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type PlayerId,
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CURRENT_RULES_REV,
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} from "@wizwar/engine";
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import { appendLine, ensureDataDir, readAllRooms, roomFileExists, type RoomLine } from "./store";
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import { recordRoom } from "./stats";
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@@ -56,7 +57,7 @@ const rooms = new Map<string, Room>();
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/** Rules revision new games are dealt under (stored games keep their own).
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* A rules change while games are live must bump this and gate the engine;
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* local hotseat games ride the engine's default and follow in lockstep. */
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const RULES_REV = 1;
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const RULES_REV = CURRENT_RULES_REV;
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const ROOM_CODE_ALPHABET = "ABCDEFGHJKLMNPQRSTUVWXYZ23456789";
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