Chaos aims at no one
The client always offered CHAOS from the hint bar without a target, and the engine refused it: "attack spells target a player". Not this one — cast bare, it sweeps every other living wizard into the pile, each offered their FULL SHIELD sit-out in turn order from the caster. No stack forms; full shields only ever excluded a player from the storm, so the queue is the whole defense. The older player-targeted form stays accepted, so stored games replay unchanged. The scramble joins the chronicle's notable events — a turn that redeals every hand earns its eye. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
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Claude Fable 5
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@@ -402,6 +402,35 @@ describe("the ward window and chaos shields", () => {
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expect(state.players.find((p) => p.id === owner.id)!.hand.some((c) => c.cardId === "ward")).toBe(false);
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});
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it("chaos casts bare — no target, every other wizard queued for a shield", () => {
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let { state } = threeGame();
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state = toRound2(state);
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state = must(state, activePlayer(state).id, { type: "endTurn", draw: 0 });
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const caster = activePlayer(state);
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const others = state.players.filter((p) => p.id !== caster.id).map((p) => p.id);
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const chaos = giveCard(state, caster.id, "chaos", "C", 0);
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const shielder = others[0]!;
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giveCard(state, shielder, "full-shield", "S", 0);
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const shielderHand = () => state.players.find((p) => p.id === shielder)!.hand.map((c) => c.instanceId).sort();
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const kept = shielderHand().filter((id) => id !== "full-shield#S").sort();
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state = must(state, caster.id, { type: "cast", instanceId: chaos.instanceId });
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// No stack: the queue opens at once, in turn order from the caster.
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expect(state.stack).toBeNull();
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expect(state.chaosPending?.queue.length).toBe(2);
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const first = state.chaosPending!.queue[0]!;
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state = first === shielder
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? must(state, first, { type: "counteract", instanceId: "full-shield#S" })
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: must(state, first, { type: "pass" });
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const second = state.chaosPending!.queue[0]!;
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state = second === shielder
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? must(state, second, { type: "counteract", instanceId: "full-shield#S" })
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: must(state, second, { type: "pass" });
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expect(state.chaosPending).toBeNull();
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// The shielded hand rode out the storm untouched.
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expect(shielderHand()).toEqual(kept);
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});
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it("chaos: bystanders may shield out, reflections are refused", () => {
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let { state } = threeGame();
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state = toRound2(state);
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