Rev 10: a total stop ends the exchange, and the modal stops goading
Slow Death, countered with Force Field — and the battle modal popped right back up as if nothing had happened, goading a second counter out of a hand that had already won the exchange. The engine was bouncing every attacker's pass back to the defender so counters could stack; correct for partial stops (Blunt, Absorb, Reflection numbers), senseless past a total one. Under rules rev 10, when a Full Shield, Force Field, Teleport escape, Full Reflection, or Reverse stands unnullified, the attacker's declined answer resolves the stack on the spot. Older ledgers keep the bounce and replay unchanged. And when the exchange legitimately returns — a partial counter standing, or a shield broken by Anti-Anti — the modal now says so: "Your Blunt stands — only what slips past it will land," or "Your Full Shield was nullified — the attack comes on unchecked," instead of replaying the fanfare of a fresh, unanswered attack. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -56,7 +56,7 @@ export interface Room {
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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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const RULES_REV = 9;
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const RULES_REV = 10;
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const ROOM_CODE_ALPHABET = "ABCDEFGHJKLMNPQRSTUVWXYZ23456789";
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