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
This commit is contained in:
Eric Wagoner
2026-09-17 00:07:34 -04:00
co-authored by Claude Fable 5.1
parent 803c51415e
commit 80dd7a7865
6 changed files with 145 additions and 11 deletions
+19 -3
View File
@@ -603,8 +603,12 @@
const attackVsWall = $derived(
selectedCard != null && cardDef(selectedCard.cardId).cardType === "attack" && !EDGE_CARDS.has(selectedCard.cardId),
);
const trollInHand = $derived(
selectedCreature != null && selectedCard == null &&
view?.creatures.some((c) => c.id === selectedCreature && c.kind === "troll" && c.controllerId === view!.you) === true,
);
const edgeSelectMode = $derived(
(selectedCard != null && EDGE_CARDS.has(selectedCard.cardId)) || attackVsWall || punchWallMode,
(selectedCard != null && EDGE_CARDS.has(selectedCard.cardId)) || attackVsWall || punchWallMode || trollInHand,
);
const cellSelectMode = $derived(
(selectedCard != null && CELL_CARDS.has(selectedCard.cardId)) || pendingCellFor !== null,
@@ -1182,6 +1186,11 @@
punchWallMode = false;
return;
}
// A commanded troll punches the wall line beside it.
if (selectedCreature && !selectedCard) {
dispatch({ type: "creatureAttackWall", creatureId: selectedCreature, cell, side });
return;
}
if (!selectedCard || !edgeSelectMode) return;
// The attached number rides along for every edge cast: wand charges,
// wall-of-fire durations, wall attacks alike.
@@ -2712,7 +2721,7 @@
<span>Your <strong>double</strong> stands ready — select a card and it casts from the double's square, by the double's sight.</span>
{:else}
<span>Commanding <strong>{cardDef(sc.kind).name}</strong> — {creatureStats(sc)}.
Tap a square beside it to march, a target in its square to attack.</span>
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>
{/if}
{#if dmWarnCell}
<span class="hint-alert">⚠ it will claw YOU the moment it enters your square — tap again if you mean it</span>
@@ -4233,7 +4242,14 @@
.table-stack { flex: 1 1 0; min-height: 0; }
.board-frame { flex: 1 1 0; min-height: 0; display: flex; flex-direction: column; }
.board-viewport { height: auto; flex: 1 1 0; min-height: 0; }
.fpv-primary .board-viewport { flex: 0 0 30dvh; }
/* Under the first-person pane the board is a strip that may shrink
further, never overflowing into the dock beneath. */
.fpv-primary .board-viewport { flex: 0 1 30dvh; min-height: 5rem; }
.fpv-primary .board-frame { min-height: 0; }
/* The pane keeps its aspect but never more height than the row can
spare above the board strip and the dock. */
.fpv-primary :global(.live-fp) { flex: 0 1 auto; min-height: 0; }
.fpv-primary :global(.fpv-canvas) { width: auto; max-width: 100%; max-height: calc(100dvh - 34.5rem); margin: 0 auto; }
.game:not(.hand-left) .table-edge { margin-top: 0.5rem; }
.game.hand-left {
grid-template-columns: minmax(17.4rem, 24rem) minmax(340px, 1fr) minmax(250px, 330px);