ADD explains itself instead of dead-ending
Two numbers for movement work by playing them one after another, the Add spending itself on the second — but clicking the ADD card itself, the natural first instinct, showed nothing but a cancel button. It now says how the ride works; a second number without an Add in hand says what is missing instead of offering a doomed button; and the button's label says "spends your Add" at the moment it does. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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co-authored by
Claude Fable 5
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2ac046611d
@@ -1681,10 +1681,20 @@
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clearSelection();
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}}>Drop it here</button>
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{/if}
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{#if selectedCard?.cardId === "add"}
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<span>— ADD rides a second NUMBER: play one number for movement,
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then play another, and the Add spends itself</span>
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{/if}
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{#if selectedCard && isNumberCard(selectedCard.cardId)}
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<button class="stamp tiny" onclick={playNumberForMovement}>
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Play for +{cardDef(selectedCard.cardId).value} movement{view.turn.numberPlayedForMovement ? " (uses your Add)" : ""}
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</button>
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{@const needsAdd = view.turn.numberPlayedForMovement}
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{@const haveAdd = view.yourHand.some((c) => c.cardId === "add")}
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{#if needsAdd && !haveAdd}
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<span>— a second movement number needs an ADD card</span>
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{:else}
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<button class="stamp tiny" onclick={playNumberForMovement}>
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Play for +{cardDef(selectedCard.cardId).value} movement{needsAdd ? " (spends your Add)" : ""}
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</button>
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{/if}
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{/if}
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<button class="hint-cancel" onclick={clearSelection}>cancel</button>
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{/if}
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