A reflected Lightning Blast ends the caster's turn on the spot (rev 28)
FAQ: 'If this gets FULLY REFLECTED, you lose the rest of your turn and cannot draw cards (in addition to damage).' When the returned bolt stuns its own caster mid-turn, their remaining actions end at once and the end-of-turn draw comes up empty (new turn.drawForbidden flag); the normal stun still costs them the next turn. The affected player sees 'Your own bolt has left you reeling' in place of the usual spent-turn slip. Older revisions played on and stored games replay so. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
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Claude Fable 5
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@@ -1023,3 +1023,45 @@ describe("the reflected-attack window (rules rev 25)", () => {
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expect(state.players.find((p) => p.id === attacker)!.life).toBe(5);
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});
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});
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describe("a reflected lightning blast ends the caster's turn (rules rev 28)", () => {
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function boltRig(deckRev: number) {
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let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic"], deckRev });
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state = toRound2(state);
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const { attacker, defender } = faceOff(state);
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const lb = giveCard(state, attacker, "lightning-blast");
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giveCard(state, attacker, "number-3", "N", 1);
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giveCard(state, defender, "full-reflection", "FR", 0);
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state = must(state, attacker, {
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type: "cast", instanceId: lb.instanceId, numberInstanceIds: ["number-3#N"],
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target: { kind: "player", playerId: defender },
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});
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state = must(state, defender, { type: "counteract", instanceId: "full-reflection#FR" });
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state = must(state, attacker, { type: "pass" });
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// rev 25+: the returned bolt opens its window; the caster declines to answer.
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if (state.stack) state = must(state, attacker, { type: "pass" });
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return { state, attacker, defender };
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}
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it("FAQ: 'you lose the rest of your turn and can't draw cards'", () => {
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let { state, attacker } = boltRig(28);
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expect(state.players.find((p) => p.id === attacker)!.life).toBe(12);
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expect(state.turn.actionsEnded).toBe(true);
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// No more marching, and the end-of-turn draw comes up empty.
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expect(applyCommand(state, attacker, { type: "move", direction: "N" }).ok).toBe(false);
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const before = state.players.find((p) => p.id === attacker)!.hand.length;
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state = must(state, attacker, { type: "endTurn", draw: 2 });
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expect(state.players.find((p) => p.id === attacker)!.hand.length).toBe(before);
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// And the stun still costs the next turn.
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expect(state.players.find((p) => p.id === attacker)!.lostTurns
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+ (activePlayer(state).id === attacker ? 1 : 0)).toBeGreaterThanOrEqual(1);
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});
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it("rev 27 keeps the old behavior: the caster plays on and draws", () => {
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let { state, attacker } = boltRig(27);
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expect(state.turn.actionsEnded).toBe(false);
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const before = state.players.find((p) => p.id === attacker)!.hand.length;
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state = must(state, attacker, { type: "endTurn", draw: 2 });
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expect(state.players.find((p) => p.id === attacker)!.hand.length).toBeGreaterThan(before);
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});
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});
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