Rev 23: POWER DRAIN drains the number played; the troll punches walls; the first-person stack fits
POWER DRAIN's gain is the number played, BLUNTed or ABSORBed or not (FAQ: the counter blunts the damage done, not the drain), and a wall drained for its points gives them up too. Older games gave only what the opponent lost and nothing from a wall, and replay so. "This rock-hard beast can punch a player (or a wall, etc.)": a commanded troll now punches a wall line beside it for a D4, once a turn — a new command, so no old game changes. Under the first-person pane the board strip could run into the dock on a short or tall window; the pane now takes no more height than the row can spare and the strip shrinks beneath it. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
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co-authored by
Claude Fable 5.1
parent
803c51415e
commit
80dd7a7865
@@ -603,8 +603,12 @@
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const attackVsWall = $derived(
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selectedCard != null && cardDef(selectedCard.cardId).cardType === "attack" && !EDGE_CARDS.has(selectedCard.cardId),
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);
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const trollInHand = $derived(
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selectedCreature != null && selectedCard == null &&
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view?.creatures.some((c) => c.id === selectedCreature && c.kind === "troll" && c.controllerId === view!.you) === true,
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);
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const edgeSelectMode = $derived(
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(selectedCard != null && EDGE_CARDS.has(selectedCard.cardId)) || attackVsWall || punchWallMode,
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(selectedCard != null && EDGE_CARDS.has(selectedCard.cardId)) || attackVsWall || punchWallMode || trollInHand,
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);
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const cellSelectMode = $derived(
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(selectedCard != null && CELL_CARDS.has(selectedCard.cardId)) || pendingCellFor !== null,
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@@ -1182,6 +1186,11 @@
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punchWallMode = false;
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return;
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}
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// A commanded troll punches the wall line beside it.
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if (selectedCreature && !selectedCard) {
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dispatch({ type: "creatureAttackWall", creatureId: selectedCreature, cell, side });
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return;
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}
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if (!selectedCard || !edgeSelectMode) return;
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// The attached number rides along for every edge cast: wand charges,
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// wall-of-fire durations, wall attacks alike.
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@@ -2712,7 +2721,7 @@
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<span>Your <strong>double</strong> stands ready — select a card and it casts from the double's square, by the double's sight.</span>
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{:else}
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<span>Commanding <strong>{cardDef(sc.kind).name}</strong> — {creatureStats(sc)}.
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Tap a square beside it to march, a target in its square to attack.</span>
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Tap a square beside it to march, a target in its square to attack{sc.kind === "troll" ? ", or a wall line beside it to punch" : ""}.</span>
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{/if}
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{#if dmWarnCell}
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<span class="hint-alert">⚠ it will claw YOU the moment it enters your square — tap again if you mean it</span>
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@@ -4233,7 +4242,14 @@
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.table-stack { flex: 1 1 0; min-height: 0; }
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.board-frame { flex: 1 1 0; min-height: 0; display: flex; flex-direction: column; }
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.board-viewport { height: auto; flex: 1 1 0; min-height: 0; }
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.fpv-primary .board-viewport { flex: 0 0 30dvh; }
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/* Under the first-person pane the board is a strip that may shrink
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further, never overflowing into the dock beneath. */
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.fpv-primary .board-viewport { flex: 0 1 30dvh; min-height: 5rem; }
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.fpv-primary .board-frame { min-height: 0; }
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/* The pane keeps its aspect but never more height than the row can
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spare above the board strip and the dock. */
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.fpv-primary :global(.live-fp) { flex: 0 1 auto; min-height: 0; }
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.fpv-primary :global(.fpv-canvas) { width: auto; max-width: 100%; max-height: calc(100dvh - 34.5rem); margin: 0 auto; }
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.game:not(.hand-left) .table-edge { margin-top: 0.5rem; }
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.game.hand-left {
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grid-template-columns: minmax(17.4rem, 24rem) minmax(340px, 1fr) minmax(250px, 330px);
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@@ -152,7 +152,9 @@ export function humanize(e: GameEvent): string | null {
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case "sectorRelocated": return `The maze SHUDDERS — an entire sector slides away!`;
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case "creatureCreated": return `${e.controller} summons a ${e.kind.replace(/-/g, " ")}!`;
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case "creatureMoved": return null;
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case "creatureAttacked": return e.dieRoll != null ? `The ${spellName(e.kind)} swings (rolled ${e.dieRoll})!` : `The ${spellName(e.kind)} strikes!`;
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case "creatureAttacked":
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if (e.target === "wall") return `The ${spellName(e.kind)} punches the wall (rolled ${e.dieRoll ?? "?"})!`;
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return e.dieRoll != null ? `The ${spellName(e.kind)} swings (rolled ${e.dieRoll})!` : `The ${spellName(e.kind)} strikes!`;
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case "creatureTouched": return `The ${spellName(e.kind)} falls upon ${e.player}!`;
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case "creatureDamaged": return e.amount > 0 ? `The ${spellName(e.kind)} takes ${e.amount} damage.` : `The attack has no effect on the ${spellName(e.kind)}.`;
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case "creatureDestroyed": return `The ${e.kind.replace(/-/g, " ")} is destroyed (${e.by})!`;
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@@ -219,7 +221,8 @@ export function humanize(e: GameEvent): string | null {
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case "slimeWashed": return `The wave washes the slime away.`;
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case "wallDamaged": {
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const what = e.needed === 15 ? "door" : "wall";
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return `${e.player} batters the ${what} with ${e.source === "punch" ? "bare fists" : cardDef(e.source).name} — ${e.total}/${e.needed}.`;
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const weapon = e.source === "punch" ? "bare fists" : e.source === "troll" ? "the troll's fist" : cardDef(e.source).name;
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return `${e.player} batters the ${what} with ${weapon} — ${e.total}/${e.needed}.`;
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}
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case "treasureDropped": return e.onHomeOf ? `${e.player} drops a treasure on ${e.onHomeOf}'s home base!` : `${e.player} drops a treasure.`;
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case "playerEliminated": return e.reason === "treasuresLost" ? `${e.player} is eliminated — both treasures lost!` : null;
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@@ -259,6 +259,14 @@ export const HOUSE_RULINGS: HouseRuling[] = [
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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: "power-drain", title: "Power Drain", cards: ["power-drain", "blunt", "absorb"],
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body: ["POWER DRAIN drains the number played. The caster gains it whether the blow is BLUNTed or ABSORBed — the FAQ has the counter blunting the damage done, not the drain — and a wall drained for its points gives them up as a wizard would. A FULL SHIELD stops the drain with the spell."],
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},
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{
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id: "troll", title: "The troll's fist", cards: ["troll"],
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body: ["A commanded TROLL punches a wall line beside it as it punches a wizard: a D4 of damage toward the wall's fall, once a turn."],
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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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