Eight quality-of-life turns for strangers, newcomers, and veterans
For visitors: the landing shows a clip card of the maze before asking for a name; "Play now against a clockwork wizard" is one tap from the landing to the first turn (the room, the seat, and the flip each follow as the server confirms the last); pass-the-device and seat transfer fold behind "More ways to play". For a first game: automatons default to apprentice until this browser has seen a game through, then step up to adept unless the tier was picked by hand; the council speaks once unasked on a first turn; a finished game offers "play again" (the same bots re-seated in a fresh room) and "share the tale" (the whole replay as a link). For players who know the box: a House rulings tab in help — what the digital table does differently, every rulings revision (now exported from the engine as RULES_REVISIONS, which the deckRev doc block points at), and the 76 cards the FAQ has spoken on. And the arrow keys and WASD walk on the board as they already did in the first-person pane. The recorder's poster settle lengthens to outlast a change-of-eyes wipe; two cards had caught the title card instead of the maze. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
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Claude Fable 5.1
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@@ -240,6 +240,24 @@ export interface CastParams {
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/** The revision new games are dealt under; GameConfig.deckRev pins it per game. */
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export const CURRENT_RULES_REV = 13;
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/** Every rulings revision since the baseline, newest last — the entries a
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* game's deckRev freezes it before or after. Shown to players as the house
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* rulings; new entries go here alongside the CURRENT_RULES_REV bump. */
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export const RULES_REVISIONS: { rev: number; note: string }[] = [
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{ rev: 2, note: "a wizard beside a door they can open (lock removed, door unlocked this turn, or PICK LOCK / MASTER KEY in hand) sees through the doorway; the hallway behind them still cannot." },
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{ rev: 3, note: "VISIONSTONE pierces its one wall for every sight the game asks of its bearer — creations and utility spells included — not only direct attacks." },
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{ rev: 4, note: "\"the door will relock behind you\" means it — passing through an unlocked door shuts it at the walker's back unless a hand holds it; unpassed, it relocks at turn's end as before." },
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{ rev: 5, note: "MENTAL FORCE refuses a destination the victim cannot walk to in three spaces, instead of eating the card silently at resolution." },
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{ rev: 6, note: "STRENGTH's treasure-tear opens a counteraction window (\"this would be an attack\") instead of resolving instantly." },
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{ rev: 7, note: "DISEASE is a self-cast plague (\"You're the carrier!\") — the caster carries it, sharing a square bites both directions, no counteraction." },
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{ rev: 8, note: "the fire imp's scorch is a SPELL (FAQ) — counteractable, magical — and SOULSTONE's floor holds even at 3 life or below." },
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{ rev: 9, note: "the WARD's bite is counteractable (\"COUNTERACTIONs ... otherwise work as written\"), though nothing a counter does touches its caster." },
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{ rev: 10, note: "BUTT-HEAD's ram is MOVEMENT — the charge walks real corridors on the turn's legal legs (three plus numbers) and spends them." },
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{ rev: 11, note: "a REVERSE against SLOW DEATH or WALKING DEAD turns the whole curse (FAQ) — a point gained per card drawn, half a point per space walked, permanently — and a FULL REFLECTION returns a permanent curse (SLOW DEATH, WALKING DEAD, IDIOT) onto its caster instead of letting it evaporate." },
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{ rev: 12, note: "MAD DASH doubles \"NUMBER cards and other add-ons\" too — a number riding the cast fuels it, and numbers or POWER RUN points played under the dash double; older games doubled only the base allowance and consumed the rider without effect." },
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{ rev: 13, note: "SLOW DEATH's per-draw bites land as ONE blow that pauses for a victim holding ABSORB or BLUNT — countered against the total (absorb soaks up to 3, blunt halves rounding up); older games bit instantly." },
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];
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export interface GameConfig {
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playerIds: PlayerId[];
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seed: number;
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@@ -251,43 +269,7 @@ export interface GameConfig {
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/**
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* Rules revision, frozen per game so stored games replay unchanged.
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* Absent = rev 1, the baseline all earlier revisions collapsed into.
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* Rev 2: a wizard beside a door they can open (lock removed, door
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* unlocked this turn, or PICK LOCK / MASTER KEY in hand) sees through
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* the doorway; the hallway behind them still cannot.
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* Rev 3: VISIONSTONE pierces its one wall for every sight the game
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* asks of its bearer — creations and utility spells included — not
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* only direct attacks.
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* Rev 4: "the door will relock behind you" means it — passing through
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* an unlocked door shuts it at the walker's back unless a hand holds
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* it; unpassed, it relocks at turn's end as before.
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* Rev 5: MENTAL FORCE refuses a destination the victim cannot walk to
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* in three spaces, instead of eating the card silently at resolution.
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* Rev 6: STRENGTH's treasure-tear opens a counteraction window ("this
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* would be an attack") instead of resolving instantly.
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* Rev 7: DISEASE is a self-cast plague ("You're the carrier!") — the
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* caster carries it, sharing a square bites both directions, no
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* counteraction.
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* Rev 8: the fire imp's scorch is a SPELL (FAQ) — counteractable,
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* magical — and SOULSTONE's floor holds even at 3 life or below.
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* Rev 9: the WARD's bite is counteractable ("COUNTERACTIONs ...
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* otherwise work as written"), though nothing a counter does touches
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* its caster.
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* Rev 10: BUTT-HEAD's ram is MOVEMENT — the charge walks real
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* corridors on the turn's legal legs (three plus numbers) and spends
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* them.
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* Rev 11: a REVERSE against SLOW DEATH or WALKING DEAD turns the whole
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* curse (FAQ) — a point gained per card drawn, half a point per space
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* walked, permanently — and a FULL REFLECTION returns a permanent
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* curse (SLOW DEATH, WALKING DEAD, IDIOT) onto its caster instead of
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* letting it evaporate.
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* Rev 12: MAD DASH doubles "NUMBER cards and other add-ons" too — a
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* number riding the cast fuels it, and numbers or POWER RUN points
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* played under the dash double; older games doubled only the base
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* allowance and consumed the rider without effect.
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* Rev 13: SLOW DEATH's per-draw bites land as ONE blow that pauses
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* for a victim holding ABSORB or BLUNT — countered against the total
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* (absorb soaks up to 3, blunt halves rounding up); older games bit
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* instantly.
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* What each revision changed is RULES_REVISIONS, above.
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*/
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deckRev?: number;
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}
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