The Ward is played in the moment (rules rev 31)

'When a player picks up one of your treasures, you may play at that
time (out of turn) this card on him' — the owner read the card and is
right: no arming ahead. When a treasure whose owner holds WARD is
grabbed, the grab hangs (new wardPending phase, outranking all other
input) and the owner alone answers: spring it (3 damage, card spent)
or let them go (card kept, silence). Automatons always spring it on a
thief of their gold. The arming mechanic is refused at rev 31 and its
button hidden; rev 3-30 games keep their armed wards and rev 1-2 keep
the automatic spring, replaying unchanged. The window does reveal that
the owner holds SOMETHING - as it would at any real table when the
room turns to look at them.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
This commit is contained in:
Eric Wagoner
2026-08-19 20:17:43 -04:00
co-authored by Claude Fable 5
parent b7f93fe454
commit 75d3d44c6c
8 changed files with 137 additions and 12 deletions
+8 -2
View File
@@ -956,8 +956,9 @@ function selfCare(view: GameView, style: AutomatonStyle, tier: TierTraits): Comm
// Three or more wizards: LIFESAVER takes elimination off the table.
const lifesaver = inHand(view, "lifesaver");
if (lifesaver && view.players.length > 2) return { type: "cast", instanceId: lifesaver.instanceId };
// The ward guards the gold while its owner is away robbing yours.
if (inHand(view, "ward") && !view.yourWardArmed) {
// The ward guards the gold while its owner is away robbing yours
// (arming retired at rev 31: the window asks in the moment instead).
if (view.deckRev < 31 && inHand(view, "ward") && !view.yourWardArmed) {
return { type: "armWard", armed: true };
}
const enemyNear = livingEnemies(view).some(
@@ -1086,6 +1087,10 @@ export function automatonCommand(
const tier = TIERS[tierName] ?? TIERS.archmage;
if (view.phase !== "playing") return null;
if (view.wardPending) {
// A Ward is free damage on a thief of OUR gold: always spring it.
return view.wardPending.ownerId === you ? { type: "wardChoice", play: true } : null;
}
if (view.pendingDiscard === you) {
return { type: "discard", instanceIds: worstCards(view, Math.max(1, overLimit(view)), style) };
}
@@ -1460,6 +1465,7 @@ export function automatonCommand(
/** The safe fallback when the automaton's choice was refused. */
export function automatonFallback(view: GameView, tierName: AutomatonTier = "archmage"): Command {
const you = view.you;
if (view.wardPending?.ownerId === you) return { type: "wardChoice", play: false };
if (view.pendingDiscard === you) {
return { type: "discard", instanceIds: worstCards(view, Math.max(1, overLimit(view))) };
}