Rev 12: vanishing and water answer the call to arms
INVISIBLE's corner reads NEUTRAL/COUNTERACTION, and ANTI-ANTI's own face names it an escape — yet the engine refused it at the door. Now it counters: the vanishing goes up mid-stack (duration from a NUMBER card riding the counteract command), the attacker's 1-in-4 hit roll happens at resolution, the spell lingers after the exchange, and ANTI-ANTI cannot pin it. WATERWALL — "Acts as counteraction to FIREBALL" — now mirrors WALL OF FIRE's waterbolt-stopping role and counts as a total stop. WALL OF FIRE itself joins the total-stop set at rev 12 only: stored rev-10/11 games bounced after it and replay so. While responding, tapping a number card holds it to ride the next counter (unless a displayed Shieldstone makes the number itself the counteraction, as before). The automatons learn the trick too: vanish when the blow is heavy and the shields are spent, and never waste ANTI-ANTI against an escape. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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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 = 11;
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const RULES_REV = 12;
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const ROOM_CODE_ALPHABET = "ABCDEFGHJKLMNPQRSTUVWXYZ23456789";
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