Rev 22: TELEPORT crosses the maze's outer edge anywhere
A teleporter ignores walls, and the outer edge is no more than a wall to it: a line leaving the maze at any square's edge re-enters at the opposite edge on the same row or column, one space on. The lettered openings connect as they always did. Older games crossed the edge only at the openings, and replay so; U3U2, dealt at rev 21 with no teleport yet cast, was re-stamped to 22 at its table's request. 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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@@ -255,6 +255,10 @@ export const HOUSE_RULINGS: HouseRuling[] = [
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id: "mad-dash", title: "Mad Dash", cards: ["mad-dash", "power-run"],
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body: ["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 are doubled as well."],
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},
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{
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id: "teleport", title: "Teleporting across the maze's edge", cards: ["teleport"],
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body: ["TELEPORT ignores the maze's outer edge as it ignores any wall. A teleporter leaving the maze at any square's edge re-enters at the opposite edge on the same line, one space on — the lettered openings are not needed. Four spaces straight up from two squares below the top edge lands two squares up from the bottom."],
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},
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{
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id: "pits", title: "Crossing a pit", cards: ["create-pit"],
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body: [
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