Rev 18: the democratic monster's claw outlives the first wizard
Its one-attack-per-round refreshed inside beginTurnFor when the turn index matched the roll-off winner's seat — and only the living begin turns, so once that wizard fell the claw never refreshed again: one attack, then a lifetime of harmless bumping. The refresh now lives at the true round boundary in the turn-advance loop, which passes dead seats without skipping the count. Earlier ledgers keep their gummed monster and replay so. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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co-authored by
Claude Fable 5
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@@ -5505,8 +5505,9 @@ function beginTurnFor(state: GameState, events: GameEvent[], index: number): voi
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c.scorchedThisTurn = [];
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if (c.kind === "democratic-monster") {
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c.movementUsed = 0;
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// its single attack refreshes per ROUND: on the first player's turn
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if (index === state.turn.firstIndex) c.attackUsed = false;
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// Rev <18 refreshed the claw here — which never fires once the
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// first-rolled wizard is dead, since only the living begin turns.
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if ((state.config.deckRev ?? 1) < 18 && index === state.turn.firstIndex) c.attackUsed = false;
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} else if (c.controllerId === player.id) {
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c.movementUsed = 0;
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c.wallPassUsed = 0;
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@@ -5709,7 +5710,17 @@ function doEndTurn(prev: GameState, draw: number): CommandResult {
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let next = state.turn.activeIndex;
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for (;;) {
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next = (next + 1) % n;
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if (next === state.turn.firstIndex) state.turn.round++;
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if (next === state.turn.firstIndex) {
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state.turn.round++;
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// The democratic monster's one claw per round refreshes at the TRUE
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// round boundary — even when the first-rolled wizard is dead or
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// skipped and never begins a turn (rules rev 18).
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if ((state.config.deckRev ?? 1) >= 18) {
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for (const c of state.creatures) {
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if (c.kind === "democratic-monster") c.attackUsed = false;
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}
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}
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}
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const candidate = state.players[next]!;
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if (!candidate.alive) continue;
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if (candidate.lostTurns > 0) {
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@@ -589,3 +589,30 @@ describe("the wave carries monsters (rules rev 17)", () => {
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throw new Error("setup: no horizontal wall with a floor below");
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});
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});
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describe("the democratic monster's claw survives the first wizard's death (rules rev 18)", () => {
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it("refreshes each round even with the roll-off winner dead", () => {
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let { state } = createGame({ playerIds: ["a", "b", "c"], seed: 42, sets: ["basic", "expansion1"], deckRev: 18 });
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state = toRound2(state);
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const firstId = state.players[state.turn.firstIndex]!.id;
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const dm = {
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id: "dm1", kind: "democratic-monster" as const, controllerId: state.players[0]!.id,
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position: { x: 0, y: 0 }, damage: 0, maxDamage: 5, movesPerTurn: 3,
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movementUsed: 0, attackUsed: true, justCreated: false,
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wallPassesPerTurn: 0, wallPassUsed: 0, scorchedThisTurn: [] as string[],
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};
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state.creatures.push(dm);
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// The roll-off winner falls.
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const first = state.players.find((p) => p.id === firstId)!;
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first.alive = false;
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first.finalHand = [...first.hand];
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// Walk a full round of the survivors: the claw must refresh.
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for (let i = 0; i < 4 && state.creatures[0]!.attackUsed; i++) {
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const active = activePlayer(state);
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const r = applyCommand(state, active.id, { type: "endTurn", draw: 0 });
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if (!r.ok) throw new Error(r.error);
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state = r.state;
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}
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expect(state.creatures[0]!.attackUsed).toBe(false);
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});
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});
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@@ -54,7 +54,7 @@ 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 = 17;
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const RULES_REV = 18;
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const ROOM_CODE_ALPHABET = "ABCDEFGHJKLMNPQRSTUVWXYZ23456789";
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@@ -136,7 +136,7 @@ class LocalGame {
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seed,
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sets: expansion ? ["basic", "expansion1"] : ["basic"],
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...(colors ? { colors } : {}),
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deckRev: 17,
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deckRev: 18,
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};
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const { state, events } = createGame(config);
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for (const e of events) {
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