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>
This commit is contained in:
Eric Wagoner
2026-08-16 21:07:47 -04:00
co-authored by Claude Fable 5
parent fb2266b401
commit 4d8584ae44
6 changed files with 141 additions and 16 deletions
+1 -1
View File
@@ -132,7 +132,7 @@ class LocalGame {
seed,
sets: expansion ? ["basic", "expansion1"] : ["basic"],
...(colors ? { colors } : {}),
deckRev: 11,
deckRev: 12,
};
const { state, events } = createGame(config);
this.config = config;