The great simplification: every vintage gate collapses, the count restarts at 1
All 50 rooms were retired (backed up on the droplet and in Spaces), so no ledger needs an old branch to replay: forty revisions of deckRev gates fold into one canonical ruleset — the newest behavior everywhere. The ward's arming, the idiot's steering, the lazy illusion roll, the legacy redirection swap, and the flat wave all leave with their gates; RULES_REV restarts at 1 for whenever the rules fork again. Old-vintage test pins go with them. The opening screen now quietly drops seats whose rooms the server no longer knows, instead of listing them "unreachable" forever. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Claude Fable 5
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@@ -201,7 +201,7 @@ describe("setup diagram pairings (rulebook Set-Up Diagram)", () => {
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});
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it("relocation discards the aisle warp: only opposite edges connect after", () => {
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let { state } = createGame({ playerIds: ["a", "b", "c"], seed: 7, sets: ["basic"], deckRev: 5 });
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let { state } = createGame({ playerIds: ["a", "b", "c"], seed: 7, sets: ["basic"] });
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const bent = (warps: typeof state.board.warps) =>
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warps.filter((w) => w.from.cell.x !== w.to.cell.x && w.from.cell.y !== w.to.cell.y);
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expect(bent(state.board.warps).length).toBeGreaterThan(0); // the arc exists
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@@ -244,7 +244,7 @@ describe("the aisle warp treats its corner as adjacent — sight included", () =
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describe("bricking over a warp mouth", () => {
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it("create wall seals a lettered opening: no passage, no sight", () => {
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let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic"], deckRev: 18 });
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let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic"] });
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// round 1 passes
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for (let i = 0; i < 2; i++) {
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const r = applyCommand(state, activePlayer(state).id, { type: "endTurn", draw: 0 });
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@@ -283,7 +283,7 @@ describe("bricking over a warp mouth", () => {
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describe("breaching the rim (rules rev 19)", () => {
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it("destroying a perimeter wall opens both sides as a new warp", () => {
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let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic"], deckRev: 19 });
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let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic"] });
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for (let i = 0; i < 2; i++) {
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const r = applyCommand(state, activePlayer(state).id, { type: "endTurn", draw: 0 });
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if (!r.ok) throw new Error(r.error);
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