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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@@ -61,6 +61,7 @@ export function humanize(e: GameEvent): string | null {
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case "wallDestroyed": return e.wasDoor ? `A door is blasted to rubble!` : `A wall crumbles!`;
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case "warpOpened": return `The outer wall breaches clean through — a new warp opens across the maze!`;
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case "extraTurnGranted": return `${e.player} speeds up — extra turn banked.`;
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case "wardWindow": return `The grab hangs in the air — ${e.owner} clutches something…`;
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case "trapSprung": return e.cardId === "gift-from-below"
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? `${e.player} draws GIFT FROM BELOW — it bites for 3, then deals again!`
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: `${e.player} walked into an old TRAP! Lose a turn.`;
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