Credibility pass: the collapse loses its scaffolding
Blind reviews over the rev-37..40 features and the gate collapse. The scripted surgery's scars come out: bare brace blocks unwrapped (with one hiding an unreachable scrambleHands), the amputated comment healed, the dead events parameter unthreaded from the illusion-sight chain, the laziness probe in perceivedBoard collapsed to the rule it always produced, GameView.deckRev retired with its last reader, the ward's arming stub told honestly, and every comment or test title still citing the retired revision numbering reworded to the rule it guards. Rim mechanics unify on rimWarpMouth and breachRim; the test suite gains plainRimWall and pushSustained and loses its loop-shaped scars and rev-named helpers. No behavior changes; 255 tests pass unchanged. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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co-authored by
Claude Fable 5
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@@ -227,7 +227,7 @@ describe("treasures and victory", () => {
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});
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});
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describe("elimination by lost treasures drops what the fallen carried (rev 30)", () => {
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describe("elimination by lost treasures drops what the fallen carried", () => {
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it("the carried treasure lands where the wizard stood", () => {
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let { state } = createGame({ playerIds: ["a", "b", "c"], seed: 42, sets: ["basic"] });
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const A = state.players.find((p) => p.id === "a")!;
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@@ -265,7 +265,7 @@ describe("elimination by lost treasures drops what the fallen carried (rev 30)",
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});
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});
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describe("the Ward is played in the moment (rules rev 31)", () => {
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describe("the Ward is played in the moment", () => {
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function grabRig() {
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let { state } = createGame({ playerIds: ["thief", "owner"], seed: 42, sets: ["basic"] });
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const thief = state.players.find((p) => p.id === "thief")!;
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@@ -306,15 +306,15 @@ describe("the Ward is played in the moment (rules rev 31)", () => {
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expect(applyCommand(state, "thief", { type: "endTurn", draw: 0 }).ok).toBe(true);
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});
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it("arming is refused in this vintage", () => {
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it("arming ahead is refused — the ward waits for the grab", () => {
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let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic"] });
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giveCard(state, state.players[state.turn.activeIndex]!.id, "ward", "W", 0);
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const r = applyCommand(state, state.players[state.turn.activeIndex]!.id, { type: "armWard", armed: true });
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const r = applyCommand(state, state.players[state.turn.activeIndex]!.id, { type: "armWard" });
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expect(r.ok).toBe(false);
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});
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});
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describe("an ambushed teleport carries its destination (rules rev 35)", () => {
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describe("an ambushed teleport carries its destination", () => {
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it("the trap springs and the victim lands where the trapper said", () => {
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let { state } = createGame({ playerIds: ["trapper", "prey"], seed: 42, sets: ["basic", "expansion1"] });
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for (let guard = 0; guard < 10 && !(state.players[state.turn.activeIndex]!.id === "trapper" && state.turn.round > 1); guard++) {
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