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
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Claude Fable 5
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@@ -84,6 +84,8 @@ export interface GameView {
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chaosPending: { casterId: PlayerId; queue: PlayerId[] } | null;
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/** Whether YOUR ward is set to spring. */
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yourWardArmed: boolean;
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/** A grab hangs while the treasure's owner decides their Ward (rev 31). */
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wardPending: { ownerId: PlayerId; takerId: PlayerId } | null;
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/** YOUR armed ambushes. Other players' ambushes are invisible. */
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yourAmbushes: AmbushState[];
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/** Once the game is finished, every hand goes face-up on the table. */
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@@ -168,6 +170,7 @@ export function viewFor(state: GameState, playerId: PlayerId): GameView {
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? { casterId: state.chaosPending.casterId, queue: [...state.chaosPending.queue] }
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: null,
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yourWardArmed: state.wardArmed.includes(playerId),
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wardPending: state.wardPending ? { ...state.wardPending } : null,
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yourAmbushes: state.ambushes
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.filter((a) => a.ownerId === playerId)
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.map((a) => ({ ...a, numbers: [...a.numbers] })),
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