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>
This commit is contained in:
Eric Wagoner
2026-08-21 12:45:35 -04:00
co-authored by Claude Fable 5
parent e8df6efcde
commit 8a50ff7f36
19 changed files with 383 additions and 685 deletions
+7 -12
View File
@@ -784,7 +784,7 @@ function respond(view: GameView, style: AutomatonStyle, tier: TierTraits): Comma
}
// Or vanish: INVISIBLE gives the attacker a 1-in-4 hit and lingers after.
const vanish = find("invisible");
if (vanish && (!stack.creatureId || view.deckRev >= 13) && incoming >= 3 - flinch) {
if (vanish && incoming >= 3 - flinch) {
const num = numbersInHand(view)[0];
return {
type: "counteract", instanceId: vanish.instanceId,
@@ -957,11 +957,6 @@ function selfCare(view: GameView, style: AutomatonStyle, tier: TierTraits): Comm
// Three or more wizards: LIFESAVER takes elimination off the table.
const lifesaver = inHand(view, "lifesaver");
if (lifesaver && view.players.length > 2) return { type: "cast", instanceId: lifesaver.instanceId };
// The ward guards the gold while its owner is away robbing yours
// (arming retired at rev 31: the window asks in the moment instead).
if (view.deckRev < 31 && inHand(view, "ward") && !view.yourWardArmed) {
return { type: "armWard", armed: true };
}
const enemyNear = livingEnemies(view).some(
(p) => Math.abs(p.position.x - self.position.x) + Math.abs(p.position.y - self.position.y) <= 3,
);
@@ -1323,12 +1318,12 @@ export function automatonCommand(
}
}
// IDIOT's curse: the maze no longer forces the feet (rev 37), so the
// IDIOT's curse: the maze no longer forces the feet, so the
// clockwork honors the march to its own gold itself — and when a thief
// carries that gold, DROP OBJECT (the rev-37 carve-out) shakes it onto
// the floor where it can finally be stood upon.
// carries that gold, DROP OBJECT (an IDIOT aid) shakes it onto the
// floor where it can finally be stood upon.
const cursedIdiot = view.sustained.some((e) => e.cardId === "idiot" && e.targetId === view.you);
if (cursedIdiot && view.deckRev >= 37 && view.turn.round > 1 && !view.turn.attackUsed) {
if (cursedIdiot && view.turn.round > 1 && !view.turn.attackUsed) {
const dropper = inHand(view, "drop-object");
if (dropper) {
const sighted = sightedCellsFor(view);
@@ -1365,8 +1360,8 @@ export function automatonCommand(
pathToward(view, self.position, objectives, { canUnlock }) ??
pathToward(view, self.position, enemyCells, { canUnlock });
// A shimmering illusion on the best crossing costs nothing to doubt:
// roll the free test before spending any card on that wall (rev 29).
if (view.deckRev >= 29) {
// roll the free test before spending any card on that wall.
{
const crossing = bestWallCrossing(view, self, objectives, canUnlock);
if (crossing && crossing.total < (path?.distance ?? Infinity)) {
const k = edgeKey(crossing.cell, crossing.side);
+120 -281
View File
@@ -191,14 +191,14 @@ export interface CastStack {
params: CastParams | null;
kind: "spell" | "physical";
counters: { player: PlayerId; card: CardInstance; nullified: boolean; cell?: Cell;
/** FULL REFLECTION vs SWAP MEET: the reflector's chosen trade (rev 27). */
/** FULL REFLECTION vs SWAP MEET: the reflector's chosen trade. */
cardId?: string }[];
waitingOn: PlayerId;
/** CHAOS only: the defender's FULL SHIELD sat them out rather than stopping it. */
defenderShielded?: boolean;
/** Set when a creature, not a wizard, delivers the attack. */
creatureId?: string;
/** A FULL REFLECTION turned the spell around (rules rev 25): this stack
/** A FULL REFLECTION turned the spell around: this stack
* is the returned blow, damage and duration already settled the new
* defender (the original caster) answers with counteractions of their
* own. Another full reflection here turns it around again. */
@@ -259,9 +259,8 @@ export interface GameState {
wallDamage: Record<string, number>;
/** Spells stuck in slime, waiting for the next visitor (by cell key). */
slimeTraps: Record<string, { card: CardInstance; casterId: PlayerId; numberValue: number | null; amplifyFactor: number }[]>;
/** Players whose WARD is set to spring (rules rev 3+; their secret). */
wardArmed: PlayerId[];
/** A treasure was just grabbed and its owner holds WARD (rules rev 31):
/** Players whose WARD is set to spring. */
/** A treasure was just grabbed and its owner holds WARD:
* the table waits while they choose to play it "at that time" or not. */
wardPending: { ownerId: PlayerId; takerId: PlayerId } | null;
/** CHAOS is landing: each queued player may play FULL SHIELD to sit out. */
@@ -349,11 +348,11 @@ export function losBlockers(state: GameState): Record<string, true> {
return blockers;
}
/** A held-open door is an open doorway to the eye (rules rev 15): REMOVE
/** A held-open door is an open doorway to the eye: REMOVE
* LOCK's "still considered to block L.O.S." speaks of a CLOSED door, and
* the table holds doors open precisely to cast back through them. */
function openHeldDoors(state: GameState, board: AssembledBoard): AssembledBoard {
if ((state.config.deckRev ?? 1) < 15 || state.heldDoors.length === 0) return board;
if (state.heldDoors.length === 0) return board;
const edges = { ...board.edges };
for (const h of state.heldDoors) delete edges[h.key];
return { ...board, edges };
@@ -372,10 +371,9 @@ function parseEdgeKey(key: string): { cell: Cell; side: Side } {
}
/**
* What does this player believe about an illusion wall? Before rules rev 29
* the 50% chance rolled lazily the first time it mattered; from rev 29 the
* test is an explicit act (the testIllusion command) and an untested wall
* simply IS a wall to this player until they choose to doubt it.
* What does this player believe about an illusion wall? The test is an
* explicit act (the testIllusion command); an untested wall simply IS a
* wall to this player until they choose to doubt it.
*/
function illusionBelief(
state: GameState,
@@ -385,15 +383,8 @@ function illusionBelief(
): "believes" | "seesThrough" {
const wall = state.illusionWalls[key]!;
if (wall.createdBy === playerId) return "seesThrough";
const known = wall.belief[playerId];
if (known) return known;
if ((state.config.deckRev ?? 1) >= 29) return "believes"; // untested blocks; no roll
const [roll, rngNext] = rollDie(state.rng);
state.rng = rngNext;
const result = roll <= 2 ? "seesThrough" : "believes";
wall.belief[playerId] = result;
events.push({ type: "illusionTested", player: playerId, edge: key, result });
return result;
// An untested illusion blocks; testing it is its own free action.
return wall.belief[playerId] ?? "believes";
}
/** The board as one player perceives it: believed illusions become walls. */
@@ -786,7 +777,6 @@ function rollJunctionAlterations(
origin: Cell,
): Set<string> {
const travel = new Set<string>();
if ((state.config.deckRev ?? 1) < 20) return travel;
const inSector = (c: Cell) =>
c.x >= origin.x && c.x < origin.x + 5 && c.y >= origin.y && c.y < origin.y + 5;
const altered = new Set<string>([
@@ -851,12 +841,9 @@ const CARD_EFFECTS: Record<string, AttackEffect | NeutralEffect | CounterEffect>
if (ctx.damageDealt <= 0) return;
// "Destroys all magical stones an opponent is CARRYING": a stone
// still hidden in the hand is a secret card, not a carried stone —
// only displayed stones burn (rules rev 33; earlier games burned
// the hand's hidden stones too and replay so).
const rev33 = (ctx.state.config.deckRev ?? 1) >= 33;
// only displayed stones burn.
const stones = ctx.defender.hand.filter((c) =>
isMagicStone(c.cardId) &&
(!rev33 || ctx.defender.displayed.includes(c.instanceId)));
isMagicStone(c.cardId) && ctx.defender.displayed.includes(c.instanceId));
if (stones.length === 0) return;
ctx.defender.hand = ctx.defender.hand.filter(
(c) => !stones.some((s) => s.instanceId === c.instanceId),
@@ -878,10 +865,9 @@ const CARD_EFFECTS: Record<string, AttackEffect | NeutralEffect | CounterEffect>
ctx.events.push({ type: "stunned", player: ctx.defender.id, turnsLost: 1 });
// Stunned mid-own-turn (the bolt came back): FAQ — "If this gets FULLY
// REFLECTED, you lose the rest of your turn and can't draw cards (in
// addition to damage)." Rules rev 28; older games played on and replay so.
// addition to damage)."
const st = ctx.state;
if ((st.config.deckRev ?? 1) >= 28 &&
st.players[st.turn.activeIndex]!.id === ctx.defender.id) {
if (st.players[st.turn.activeIndex]!.id === ctx.defender.id) {
st.turn.actionsEnded = true;
st.turn.drawForbidden = true;
}
@@ -940,11 +926,7 @@ const CARD_EFFECTS: Record<string, AttackEffect | NeutralEffect | CounterEffect>
onResolved: (ctx) => {
if (ctx.fullyStopped || !ctx.defender.alive) return;
const n = ctx.stack.numberValue ?? 1;
if ((ctx.state.config.deckRev ?? 1) >= 36) {
goAwayRout(ctx.state, ctx.events, ctx.attacker, ctx.defender, n);
} else {
knockBack(ctx.state, ctx.events, ctx.attacker, ctx.defender, n);
}
ctx.defender.lostTurns++;
ctx.events.push({ type: "stunned", player: ctx.defender.id, turnsLost: 1 });
},
@@ -1147,9 +1129,9 @@ const CARD_EFFECTS: Record<string, AttackEffect | NeutralEffect | CounterEffect>
}
// Breaching the maze's outer rim breaks through BOTH sides — the
// default wraparound connects opposite edges, so a new warp opens
// (rules rev 19; sector moves recompute openings and forget it).
//.
const offBoard = !view.cells[cellKey(neighbor(cell, side))];
if ((state.config.deckRev ?? 1) >= 19 && offBoard && !pair) {
if (offBoard && !pair) {
const far = oppositePerimeter(view, cell, side);
const farKey = far ? edgeKey(far.cell, far.side) : "";
if (far && (boardView(state).edges[farKey] ?? "open") === "wall") {
@@ -1161,13 +1143,11 @@ const CARD_EFFECTS: Record<string, AttackEffect | NeutralEffect | CounterEffect>
applyDamage(state, events, p, 4, "collapsing wall", caster.id, "physical");
}
}
if ((state.config.deckRev ?? 1) >= 21) {
for (const cr of [...state.creatures]) {
if (cellKey(cr.position) === cellKey(far.cell)) {
damageCreature(state, events, cr, 4, "collapsing wall");
}
}
}
state.board.warps.push(
{ from: { cell, side }, to: { cell: far.cell, side: far.side } },
{ from: { cell: far.cell, side: far.side }, to: { cell, side } },
@@ -1182,15 +1162,13 @@ const CARD_EFFECTS: Record<string, AttackEffect | NeutralEffect | CounterEffect>
}
}
// "Anyone in either square" includes monsters — the expansion sheet
// says so in as many words (rules rev 21).
if ((state.config.deckRev ?? 1) >= 21) {
// says so in as many words.
for (const cr of [...state.creatures]) {
if (cellKey(cr.position) === cellKey(c)) {
damageCreature(state, events, cr, 4, "collapsing wall");
}
}
}
}
checkVictory(state, events);
return null;
},
@@ -1257,8 +1235,8 @@ const CARD_EFFECTS: Record<string, AttackEffect | NeutralEffect | CounterEffect>
if (wallIgnoringDistance(view, caster.position, to) > 4) {
return "teleport reaches at most four spaces";
}
// A teleport is a willing move: FEAR's bubble refuses it (rev 32).
if ((state.config.deckRev ?? 1) >= 32 && fearRepels(state, caster.id, caster.position, to)) {
// A teleport is a willing move: FEAR's bubble refuses it.
if (fearRepels(state, caster.id, caster.position, to)) {
return "an unnatural dread keeps you away";
}
const from = caster.position;
@@ -1417,12 +1395,10 @@ const CARD_EFFECTS: Record<string, AttackEffect | NeutralEffect | CounterEffect>
const { cell, side } = cmd.target;
const view = boardView(state);
// A warp mouth at the maze's rim is a corridor too — the wraparound
// connects it to the opposite edge (rev 39; older ledgers refused it
// and replay so). The fire takes BOTH mouths, so the crossing burns
// connects it to the opposite edge. The fire takes BOTH mouths, so the crossing burns
// no matter which rim the wizard steps in from.
const offBoard = !view.cells[cellKey(neighbor(cell, side))];
const warp = offBoard && (state.config.deckRev ?? 1) >= 39
? findWarp(view, cell, side) : undefined;
const warp = offBoard ? findWarp(view, cell, side) : undefined;
if (!view.cells[cellKey(cell)] || (offBoard && !warp)) {
return "the fire must span a corridor between two spaces";
}
@@ -1461,10 +1437,10 @@ const CARD_EFFECTS: Record<string, AttackEffect | NeutralEffect | CounterEffect>
if (!cmd.target || cmd.target.kind !== "edge") return "waterwall targets a corridor edge";
const { cell, side } = cmd.target;
const view = boardView(state);
// A rim warp mouth is a corridor too (rev 40): the collapse washes
// A rim warp mouth is a corridor too: the collapse washes
// both rims inward (waveFromEdge follows the tunnel).
const offBoard = !view.cells[cellKey(neighbor(cell, side))];
const warpMouth = offBoard && (state.config.deckRev ?? 1) >= 40 && findWarp(view, cell, side);
const warpMouth = offBoard && findWarp(view, cell, side);
if (!view.cells[cellKey(cell)] || (offBoard && !warpMouth)) {
return "the wave must span a corridor between two spaces";
}
@@ -1624,11 +1600,11 @@ const CARD_EFFECTS: Record<string, AttackEffect | NeutralEffect | CounterEffect>
if (!cmd.target || cmd.target.kind !== "edge") return "illusion wall targets a wall edge";
const { cell, side } = cmd.target;
const view = boardView(state);
// A rim warp mouth takes the scrim too (rev 40) — the bluff of
// A rim warp mouth takes the scrim too — the bluff of
// create-wall's brick-over. The illusion hangs on the mouth it was
// painted on; the far mouth shows nothing (nothing physical exists).
const offBoard = !view.cells[cellKey(neighbor(cell, side))];
const warpMouth = offBoard && (state.config.deckRev ?? 1) >= 40 && findWarp(view, cell, side);
const warpMouth = offBoard && findWarp(view, cell, side);
if (!view.cells[cellKey(cell)] || (offBoard && !warpMouth)) {
return "the illusion must span two spaces on the board";
}
@@ -1802,11 +1778,11 @@ const CARD_EFFECTS: Record<string, AttackEffect | NeutralEffect | CounterEffect>
state.tempWarpEdges.push({ key, prior: state.edgeOverrides[key] ?? null });
state.edgeOverrides[key] = "open";
events.push({ type: "wallWarpedOpen", player: caster.id, edge: { cell, side } });
// A rim wall warped open bores a temporary wraparound (rev 40): the
// A rim wall warped open bores a temporary wraparound: the
// far rim wall vanishes with it and a warp runs until turn's end.
// (Pre-40 rim casts opened a dead edge and replay so.)
const offBoard = !view.cells[cellKey(neighbor(cell, side))];
if ((state.config.deckRev ?? 1) >= 40 && offBoard && !findWarp(view, cell, side)) {
if (offBoard && !findWarp(view, cell, side)) {
const far = oppositePerimeter(view, cell, side);
const farKey = far ? edgeKey(far.cell, far.side) : "";
if (far && (view.edges[farKey] ?? "open") === "wall") {
@@ -1876,9 +1852,9 @@ const CARD_EFFECTS: Record<string, AttackEffect | NeutralEffect | CounterEffect>
const { cell, side } = cmd.target;
const key = edgeKey(cell, side);
const view = boardView(state);
// No doors through the maze's rim (rev 40): a rim door would open onto
// No doors through the maze's rim: a rim door would open onto
// nothing traversable — the wraparound belongs to breaches, not doors.
if ((state.config.deckRev ?? 1) >= 40 && !view.cells[cellKey(neighbor(cell, side))]) {
if (!view.cells[cellKey(neighbor(cell, side))]) {
return "the door must stand between two spaces";
}
if ((view.edges[key] ?? "open") === "open") {
@@ -1994,19 +1970,17 @@ const CARD_EFFECTS: Record<string, AttackEffect | NeutralEffect | CounterEffect>
const { cell, side } = cmd.target;
const key = edgeKey(cell, side);
// Doors are "small entryways in a stone wall" — stone melts as
// stone (rev 38; older ledgers had refused doors and replay so).
// stone.
const current = view.edges[key];
const meltable = current === "wall" ||
((state.config.deckRev ?? 1) >= 38 && current === "door");
const meltable = current === "wall" || current === "door";
if (!meltable) return "that is not a stone wall";
if (!losToEdge(view, caster.position, cell, side)) return "no line of sight";
state.edgeOverrides[key] = "open";
delete state.doorStates[key];
delete state.createdEdges[key];
events.push({ type: "stoneTurnedToWater", caster: caster.id, at: null, edge: { cell, side } });
if ((state.config.deckRev ?? 1) >= 40) {
// A brick over a warp mouth melts at BOTH ends — the tunnel is one
// wall line (rev 40, mirroring DESTROY WALL's pair rule).
// wall line.
const pair = pairedWarpMouth(view, cell, side);
const pairKey = pair ? edgeKey(pair.cell, pair.side) : "";
if (pair && state.createdEdges[pairKey]) {
@@ -2032,7 +2006,6 @@ const CARD_EFFECTS: Record<string, AttackEffect | NeutralEffect | CounterEffect>
events.push({ type: "warpOpened", a: { cell, side }, b: far });
}
}
}
// "Wall turns into a WATERWALL with a range and damage of 2."
waveFromEdge(state, events, cell, side, 2);
checkVictory(state, events);
@@ -2239,13 +2212,12 @@ const CARD_EFFECTS: Record<string, AttackEffect | NeutralEffect | CounterEffect>
kind: "attack",
baseDamage: () => 0,
// Everyone's hands into one pile, shuffled, dealt back in equal counts.
// "FULL SHIELD removes a player from participation": under rules rev 3
// every bystander gets a shield window before the pile forms; earlier
// revisions scramble at once so stored games replay unchanged.
// "FULL SHIELD removes a player from participation": every bystander
// gets a shield window before the pile forms.
onResolved: (ctx) => {
if (ctx.fullyStopped) return;
const excluded = ctx.stack.defenderShielded ? [ctx.defender.id] : [];
if ((ctx.state.config.deckRev ?? 1) >= 3) {
{
const order = turnOrderFrom(ctx.state, ctx.attacker.id);
const queue = order.filter((id) =>
id !== ctx.attacker.id && id !== ctx.defender.id &&
@@ -2292,13 +2264,9 @@ const CARD_EFFECTS: Record<string, AttackEffect | NeutralEffect | CounterEffect>
if (ctx.fullyStopped) return;
const [mineId, theirsId] = (ctx.stack.params!.cardId ?? "").split(";");
// "Swap any two carried items": every movable object trades — daggers,
// rocks, wands, stones (rules rev 26; earlier games matched only
// object-typed cards and replay so) — and a carried TREASURE is an
// rocks, wands, stones — and a carried TREASURE is an
// item too, named by the "treasure" token (never in older ledgers).
const tradable = (id: string) =>
(ctx.state.config.deckRev ?? 1) >= 26
? isMovableObject(id)
: cardDef(id).cardType === "object";
const tradable = (id: string) => isMovableObject(id);
type TradeSide = { kind: "card"; idx: number } | { kind: "treasure" };
const side = (p: PlayerState, id: string): TradeSide | null => {
if (id === "treasure") return p.carriedTreasureId ? { kind: "treasure" } : null;
@@ -2418,10 +2386,8 @@ const CARD_EFFECTS: Record<string, AttackEffect | NeutralEffect | CounterEffect>
if (!hasTreasureOut) return; // "ends if both treasures are being carried"
// FAQ: "If you happen to already be carrying one of your treasures
// when you are hit with this spell, it has no effect on you."
if ((ctx.state.config.deckRev ?? 1) >= 23) {
const carried = ctx.state.treasures.find((t) => t.id === ctx.defender.carriedTreasureId);
if (carried?.owner === ctx.defender.id) return;
}
attachSustained(ctx.state, ctx.events, "idiot", ctx.attacker.id, ctx.defender.id, PERMANENT_TURNS);
},
},
@@ -2463,7 +2429,7 @@ const CARD_EFFECTS: Record<string, AttackEffect | NeutralEffect | CounterEffect>
kind: "neutral",
// "Signify their new directions by placing the A tokens on one set of
// exits & the B tokens on the other" — the two exits you choose become a
// pair (rules rev 9), and their former partners pair with each other.
// pair, and their former partners pair with each other.
// Earlier revisions swapped the two exits' destinations instead.
resolve: (state, events, caster, cmd) => {
const a = cmd.params?.cell;
@@ -2473,7 +2439,6 @@ const CARD_EFFECTS: Record<string, AttackEffect | NeutralEffect | CounterEffect>
const wa = state.board.warps.find((w) => cellKey(w.from.cell) === cellKey(a));
const wb = state.board.warps.find((w) => cellKey(w.from.cell) === cellKey(b));
if (!wa || !wb || wa === wb) return "pick two different outer exits";
if ((state.config.deckRev ?? 1) >= 9) {
if (cellKey(wa.to.cell) === cellKey(wb.from.cell)) return "those exits already connect";
const pa = state.board.warps.find((w) => cellKey(w.from.cell) === cellKey(wa.to.cell));
const pb = state.board.warps.find((w) => cellKey(w.from.cell) === cellKey(wb.to.cell));
@@ -2484,17 +2449,6 @@ const CARD_EFFECTS: Record<string, AttackEffect | NeutralEffect | CounterEffect>
pa.to = { cell: { ...pb.from.cell }, side: pb.from.side };
pb.to = { cell: { ...pa.from.cell }, side: pa.from.side };
}
} else {
// Legacy: swap destinations and fix the reciprocal warps to match.
const destA = { ...wa.to };
const destB = { ...wb.to };
wa.to = destB;
wb.to = destA;
for (const w of state.board.warps) {
if (cellKey(w.from.cell) === cellKey(destA.cell)) w.to = { cell: { ...wb.from.cell }, side: wb.from.side };
if (cellKey(w.from.cell) === cellKey(destB.cell)) w.to = { cell: { ...wa.from.cell }, side: wa.from.side };
}
}
events.push({ type: "exitsRedirected", caster: caster.id });
return null;
},
@@ -2667,21 +2621,19 @@ function terrainEffect(kind: SquareContent["kind"]): NeutralEffect {
/**
* How hard a wave still pushes someone it finds `dist` cells from its
* source: the force spent reaching them is gone (rules rev 24), so a
* source: the force spent reaching them is gone, so a
* range-2 wave throws its adjacent victim 2 spaces but a victim at its far
* edge only 1 and never converts spent force into crush damage.
*/
function waveForce(state: GameState, range: number, dist: number): number {
return (state.config.deckRev ?? 1) >= 24 ? range - dist : range;
return range - dist;
}
/** A collapsing waterwall wave from an edge: wash players back `range`. */
function waveFromEdge(state: GameState, events: GameEvent[], cell: Cell, side: Side, range: number, reason = "rushing water"): void {
// A warp mouth's "far side" is the opposite rim: the collapse washes both
// mouths inward (rev 40; older ledgers' rim waves pushed into the void
// and replay so). A plain edge washes its two adjacent cells apart.
const warp = (state.config.deckRev ?? 1) >= 40 &&
!boardView(state).cells[cellKey(neighbor(cell, side))]
// mouths inward. A plain edge washes its two adjacent cells apart.
const warp = !boardView(state).cells[cellKey(neighbor(cell, side))]
? findWarp(boardView(state), cell, side) : undefined;
const pushes: { start: Cell; dir: Side }[] = warp
? [
@@ -2703,7 +2655,7 @@ function waveFromEdge(state: GameState, events: GameEvent[], cell: Cell, side: S
if (cellKey(c.position) !== cellKey(probe)) continue;
if (c.kind === "fire-imp") {
destroyCreature(state, events, c, reason);
} else if ((state.config.deckRev ?? 1) >= 17) {
} else {
washBackCreature(state, events, c, dir, force);
}
}
@@ -2731,7 +2683,7 @@ function waveFromCell(state: GameState, events: GameEvent[], center: Cell, range
if (cellKey(c.position) !== cellKey(probe)) continue;
if (c.kind === "fire-imp") {
destroyCreature(state, events, c, "rushing water");
} else if ((state.config.deckRev ?? 1) >= 17) {
} else {
washBackCreature(state, events, c, dir, force);
}
}
@@ -2804,9 +2756,8 @@ function emptySquareTarget(
if (state.players.some((p) => p.alive && cellKey(p.position) === key)) return "someone is standing there";
if (state.treasures.some((t) => t.position && cellKey(t.position) === key)) return "a treasure rests there";
if ((state.groundObjects[key] ?? []).length > 0) return "an object lies there";
// "You can't create an object on a DIMENSIONAL WARP" (rules rev 8).
if ((state.config.deckRev ?? 1) >= 8 &&
state.dimWarps.some((w) => cellKey(w.a) === key || cellKey(w.b) === key)) {
// "You can't create an object on a DIMENSIONAL WARP".
if (state.dimWarps.some((w) => cellKey(w.a) === key || cellKey(w.b) === key)) {
return "the warp shimmers there — nothing can form on it";
}
if (!gameLos(state, caster.position, cell)) return "no line of sight";
@@ -2833,7 +2784,7 @@ function washBackN(state: GameState, events: GameEvent[], p: PlayerState, dir: S
}
}
/** The wave carries monsters as it carries wizards (rules rev 17): washed
/** The wave carries monsters as it carries wizards: washed
* back, and crushed a point per space the maze refuses them. Fire imps
* never reach this water destroys them outright. */
function washBackCreature(state: GameState, events: GameEvent[], c: CreatureState, dir: Side, range: number): void {
@@ -2892,9 +2843,8 @@ function spawnCreature(
movementUsed: 0, // "It may move on that turn." (Exp1 sheet)
// "Cannot attack the turn they are created" is justCreated's job; the
// democratic monster's attackUsed budgets its ROUND, so spending it at
// birth would mute a mid-round summon until the round rolled over
// (rules rev 18).
attackUsed: !(kind === "democratic-monster" && (state.config.deckRev ?? 1) >= 18),
// birth would mute a mid-round summon until the round rolled over.
attackUsed: kind !== "democratic-monster",
justCreated: true,
wallPassesPerTurn: stats.wallPasses,
wallPassUsed: 0,
@@ -2983,15 +2933,14 @@ function doMoveCreature(prev: GameState, creatureId: string, direction: Side): C
} else {
const content = state.squareContents[cellKey(target.to)];
if (content?.kind === "stone") return err("that square is solid stone");
if ((state.config.deckRev ?? 1) >= 5 &&
state.players.some((o) => o.alive && cellKey(o.position) === cellKey(target.to) &&
if (state.players.some((o) => o.alive && cellKey(o.position) === cellKey(target.to) &&
sustainedOn(state, o.id, "big-man").length > 0)) {
return err("a giant fills that corridor");
}
creature.position = target.to;
}
// FEAR holds monsters off too (rules rev 32): "no player or monster".
if ((state.config.deckRev ?? 1) >= 32 && fearRepels(state, null, from, creature.position)) {
// FEAR holds monsters off too: "no player or monster".
if (fearRepels(state, null, from, creature.position)) {
creature.position = from;
if (creature.wallPassUsed > 0) creature.wallPassUsed--;
return err("an unnatural dread stops the beast");
@@ -3000,38 +2949,23 @@ function doMoveCreature(prev: GameState, creatureId: string, direction: Side): C
events.push({ type: "creatureMoved", creatureId: creature.id, from, to: creature.position, direction, by: active.id });
// Touch effects on entering a player's square.
const rev4 = (state.config.deckRev ?? 1) >= 4;
for (const p of state.players) {
if (!p.alive || cellKey(p.position) !== cellKey(creature.position)) continue;
if (p.id === creature.controllerId && creature.kind !== "democratic-monster") continue; // won't hurt creator
if (creature.kind === "wraith" && !creature.attackUsed) {
creature.attackUsed = true;
events.push({ type: "creatureTouched", creatureId: creature.id, kind: creature.kind, player: p.id });
if (rev4) {
// The victim may counteract ("REFLECTIONs used on the wraith's touch
// will damage the wraith" — the card assumes exactly this window).
openCreatureStack(state, creature, p, 2, "wraith");
return { ok: true, state, events };
}
applyDamage(state, events, p, 2, "wraith's touch", null);
if (p.alive && p.hand.length > 0) {
const [idx, rngNext] = nextInt(state.rng, p.hand.length);
state.rng = rngNext;
const [card] = p.hand.splice(idx, 1);
p.displayed = p.displayed.filter((id) => id !== card!.instanceId);
state.discard.push(card!);
events.push({ type: "cardsDiscarded", player: p.id, cards: [card!] });
}
}
if (creature.kind === "democratic-monster" && !creature.attackUsed && !creature.justCreated) {
creature.attackUsed = true; // "may attack only one player per round of turns"
events.push({ type: "creatureTouched", creatureId: creature.id, kind: creature.kind, player: p.id });
if (rev4) {
openCreatureStack(state, creature, p, 2, "claw");
return { ok: true, state, events };
}
applyDamage(state, events, p, 2, "clawing monster", null);
}
}
checkVictory(state, events);
return { ok: true, state, events };
@@ -3063,7 +2997,7 @@ function springSlimeTrap(state: GameState, events: GameEvent[], victim: PlayerSt
};
}
/** Rules rev 4: a creature's blow opens a counteraction window like any attack. */
/** A creature's blow opens a counteraction window like any attack. */
function openCreatureStack(
state: GameState,
creature: CreatureState,
@@ -3128,11 +3062,8 @@ function doCreatureAttack(prev: GameState, creatureId: string, targetId: string)
}
events.push({ type: "creatureAttacked", creatureId: creature.id, kind: creature.kind, target: targetId, dieRoll: roll });
if (targetPlayer) {
if ((state.config.deckRev ?? 1) >= 4) {
openCreatureStack(state, creature, targetPlayer, amount);
return { ok: true, state, events };
}
applyDamage(state, events, targetPlayer, amount, `${creature.kind}'s blow`, null, "physical");
} else {
damageCreature(state, events, targetCreature!, amount, `${creature.kind}'s blow`);
}
@@ -3238,10 +3169,8 @@ function remapState(
for (const t of state.treasures) {
if (t.position && inSector(t.position)) t.position = mapCell(t.position);
}
// A moving sector carries everything standing on it. Earlier revisions left
// creatures, traps, glue, safes, and warp tokens at their old coordinates;
// their stored games must replay with that flaw intact (rules rev 11).
if ((state.config.deckRev ?? 1) >= 11) {
// A moving sector carries everything standing on it.
{
for (const c of state.creatures) {
if (inSector(c.position)) c.position = mapCell(c.position);
}
@@ -3289,11 +3218,6 @@ function relocateSector(state: GameState, index: number, dest: Cell, travelKeys?
const placements = state.board.placements;
const current = placements[index]!.origin;
if (dest.x === current.x && dest.y === current.y) return "the sector is already there";
// The grid has no wall at zero: a sector may land beyond the old origin and
// the whole maze renormalizes back into positive coordinates (rules rev 11).
if ((state.config.deckRev ?? 1) < 11 && (dest.x < 0 || dest.y < 0)) {
return "the sector cannot go there";
}
for (let i = 0; i < placements.length; i++) {
if (i === index) continue;
const o = placements[i]!.origin;
@@ -3317,13 +3241,11 @@ function relocateSector(state: GameState, index: number, dest: Cell, travelKeys?
const newPlacements = placements.map((p, i) => (i === index ? { ...p, origin: dest } : p));
// Zero-anchor the maze after the move: negative landings shift back into
// positive coordinates, and vacating the origin corner pulls the maze snug
// instead of leaving a blank band (rules rev 11; older games never shift).
const shift = (state.config.deckRev ?? 1) >= 11
? {
// instead of leaving a blank band.
const shift = {
x: -Math.min(...newPlacements.map((p) => p.origin.x)),
y: -Math.min(...newPlacements.map((p) => p.origin.y)),
}
: { x: 0, y: 0 };
};
const shifted = shift.x || shift.y
? newPlacements.map((p) => ({ ...p, origin: { x: p.origin.x + shift.x, y: p.origin.y + shift.y } }))
: newPlacements;
@@ -3534,7 +3456,7 @@ export function createGame(config: GameConfig): { state: GameState; events: Game
);
let fullDeck = buildDeck(config.sets);
if ((config.deckRev ?? 1) >= 2 && n === 2) {
if (n === 2) {
fullDeck = fullDeck.filter((c) => c.cardId !== "lifesaver");
}
const [deckShuffled, rng3] = shuffle(rng, fullDeck);
@@ -3580,7 +3502,6 @@ export function createGame(config: GameConfig): { state: GameState; events: Game
edgeOverrides: {},
wallDamage: {},
slimeTraps: {},
wardArmed: [],
wardPending: null,
chaosPending: null,
doorStates: {},
@@ -3778,7 +3699,7 @@ function applyCommandInner(state: GameState, playerId: PlayerId, command: Comman
case "punch": return doPunch(state, command.targetId);
case "punchWall": return doPunchWall(state, command.cell, command.side);
case "testIllusion": return doTestIllusion(state, command.cell, command.side);
case "armWard": return doArmWard(state, command.armed);
case "armWard": return doArmWard();
case "wardChoice": return err("no grab is hanging on your Ward");
case "warpStep": return doWarpStep(state);
case "moveCreature": return doMoveCreature(state, command.creatureId, command.direction);
@@ -3850,23 +3771,16 @@ export function dreadDistance(board: AssembledBoard, a: Cell, b: Cell): number {
/**
* FEAR: "no player or monster will move to within 3 spaces of you." True
* for every WILLING move walking, warp steps, self-teleports, commanded
* monsters (rules rev 32 widened it beyond walking wizards; forced movement
* such as knockback or a wave is not willing and passes).
* monsters. Forced movement such as knockback or a wave is not willing
* and passes.
*/
function fearRepels(state: GameState, moverId: PlayerId | null, from: Cell, to: Cell): boolean {
// The wrap joined the measure at rev 32; older ledgers were recorded
// under the flat diamond and replay so.
const wraps = (state.config.deckRev ?? 1) >= 32;
const board = wraps ? boardView(state) : null;
const board = boardView(state);
for (const other of state.players) {
if (!other.alive || other.id === moverId) continue;
if (sustainedOn(state, other.id, "fear").length === 0) continue;
const d = board
? dreadDistance(board, other.position, to)
: Math.abs(other.position.x - to.x) + Math.abs(other.position.y - to.y);
const dBefore = board
? dreadDistance(board, other.position, from)
: Math.abs(other.position.x - from.x) + Math.abs(other.position.y - from.y);
const d = dreadDistance(board, other.position, to);
const dBefore = dreadDistance(board, other.position, from);
if (d <= 3 && d < dBefore) return true;
}
return false;
@@ -3891,15 +3805,6 @@ function doMove(prev: GameState, direction: Side, over = false): CommandResult {
const p = activePlayer(state);
const events: GameEvent[] = [];
// IDIOT: every move heads for the nearest of their own treasures.
// Rev 37 retires the steering: a greedy per-step recalculation ping-pongs
// between routes that tie at a corner and can wall the victim off from
// the cure entirely. The march is the player's to honor (like FEAR's
// duty); the automatons steer themselves. Older ledgers replay steered.
if ((state.config.deckRev ?? 1) < 37 && sustainedOn(state, p.id, "idiot").length > 0) {
const steered = idiotSteer(state, p);
if (steered) direction = steered;
}
// BLIND (or a DUST CLOUD): "must roll direction on D4 if attempting to
// move ... bumping into a wall counts as one space of movement."
@@ -3911,8 +3816,7 @@ function doMove(prev: GameState, direction: Side, over = false): CommandResult {
{
const key = edgeKey(p.position, direction);
const shimmer = state.illusionWalls[key];
if (shimmer && (state.config.deckRev ?? 1) >= 29 &&
shimmer.createdBy !== p.id && !shimmer.belief[p.id]) {
if (shimmer && shimmer.createdBy !== p.id && !shimmer.belief[p.id]) {
if (isBlinded(state, p)) return blindBump(state, events, p, direction);
return err("the wall shimmers oddly — test your eyes before you can pass");
}
@@ -3924,11 +3828,11 @@ function doMove(prev: GameState, direction: Side, over = false): CommandResult {
const view = boardView(state);
// BIG MAN: "Using 2 movement points, you can step over a PIT, TACKS, or
// KILLER OOZE" (rules rev 5). The giant strides the hazard square without
// KILLER OOZE". The giant strides the hazard square without
// entering it — one point charged here, then the normal step below lands
// him beyond it with every usual arrival effect (and the second point).
if (over) {
const big = (state.config.deckRev ?? 1) >= 5 && sustainedOn(state, p.id, "big-man").length > 0;
const big = sustainedOn(state, p.id, "big-man").length > 0;
if (!big) return err("only a giant steps over hazards");
if (isBlinded(state, p)) return err("you cannot leap what you cannot see");
if (state.turn.movementAllowance - state.turn.movementUsed < 2) return err("stepping over costs 2 movement");
@@ -3952,8 +3856,8 @@ function doMove(prev: GameState, direction: Side, over = false): CommandResult {
const edge = view.edges[key] ?? "open";
const dest = neighbor(p.position, direction);
if (!view.cells[cellKey(dest)]) {
// A fire on a warp mouth (rev 39 casts allow it): the wraparound
// corridor still runs — through flame.
// A fire on a warp mouth: the wraparound corridor still runs —
// through flame.
const warp = edge === "firewall" ? findWarp(view, p.position, direction) : undefined;
if (!warp) {
if (isBlinded(state, p)) return blindBump(state, events, p, direction);
@@ -4002,10 +3906,9 @@ function doMove(prev: GameState, direction: Side, over = false): CommandResult {
}
}
// BIG MAN pushes: "You can push monsters or other players (in an adjacent
// square) down the corridor ahead of you as you move" (rules rev 5). No
// square) down the corridor ahead of you as you move". No
// room to shove them onward means no way forward for the giant either.
if ((state.config.deckRev ?? 1) >= 5 && via === "step" &&
sustainedOn(state, p.id, "big-man").length > 0) {
if (via === "step" && sustainedOn(state, p.id, "big-man").length > 0) {
const here = cellKey(p.position);
const pushPlayers = state.players.filter((o) => o.id !== p.id && o.alive && cellKey(o.position) === here);
const pushCreatures = state.creatures.filter((c) => cellKey(c.position) === here);
@@ -4200,7 +4103,7 @@ function doWarpStep(prev: GameState): CommandResult {
const dest = cellKey(pair.a) === here ? pair.b : pair.a;
if (state.squareContents[cellKey(dest)]?.kind === "stone") return err("the far side is solid stone");
const from = p.position;
if ((state.config.deckRev ?? 1) >= 32 && fearRepels(state, p.id, from, dest)) {
if (fearRepels(state, p.id, from, dest)) {
return err("an unnatural dread keeps you away");
}
p.position = { ...dest };
@@ -4290,10 +4193,10 @@ function castingBlocked(
// needed)" — and per the FAQ, spells that aid the march to the treasure.
if (sustainedOn(state, playerId, "idiot").length > 0 &&
!opts?.counteraction && !(opts?.cardId && IDIOT_AIDS.has(opts.cardId))) {
// Rev 37: DROP OBJECT that shakes YOUR OWN treasure out of a thief's
// arms serves the march — while carried, that treasure cannot even be
// DROP OBJECT that shakes YOUR OWN treasure out of a thief's arms
// serves the march — while carried, that treasure cannot even be
// stood upon, so without this the curse can be unsatisfiable.
const freesOwnGold = (state.config.deckRev ?? 1) >= 37 &&
const freesOwnGold =
opts?.cardId === "drop-object" && opts.pickedCardId === "treasure" &&
opts.targetPlayerId != null &&
state.treasures.some((t) => t.owner === playerId && t.carriedBy === opts.targetPlayerId);
@@ -4312,30 +4215,12 @@ function castingBlocked(
* instant cure.
*/
function idiotBlocked(state: GameState, playerId: PlayerId): string | null {
if ((state.config.deckRev ?? 1) >= 23 && sustainedOn(state, playerId, "idiot").length > 0) {
if (sustainedOn(state, playerId, "idiot").length > 0) {
return "What am I doing here...? (you can do nothing but head for your treasure)";
}
return null;
}
/** IDIOT: the victim's moves are steered toward their nearest own treasure. */
function idiotSteer(state: GameState, p: PlayerState): Side | null {
const targets = state.treasures.filter((t) => t.owner === p.id && t.position);
if (targets.length === 0) return null;
const view = boardView(state);
let best: { side: Side; dist: number } | null = null;
for (const side of SIDES) {
const step = stepTarget(view, p.position, side);
if (step.kind === "blocked") continue;
if (state.squareContents[cellKey(step.to)]?.kind === "stone") continue;
for (const t of targets) {
const d = walkingDistance(state, step.to, t.position!);
if (best === null || d < best.dist) best = { side, dist: d };
}
}
return best?.side ?? null;
}
/** "One cannot attack or be attacked while in a bush"; mist-bodies neither. */
function attackBlockedByStatus(state: GameState, attacker: PlayerState, target: PlayerState): string | null {
if (sustainedOn(state, target.id, "big-man").length > 0 &&
@@ -4415,24 +4300,11 @@ function doWardChoice(prev: GameState, play: boolean): CommandResult {
}
/** Arm (or stand down) the WARD trap on your treasures. Your secret. */
function doArmWard(prev: GameState, armed: boolean): CommandResult {
// Rev 31 reads the card literally: the Ward is played in the moment of
// the grab, never set ahead. Older games keep their arming and replay so.
if ((prev.config.deckRev ?? 1) >= 31) {
function doArmWard(): CommandResult {
// The card is read literally: the Ward is played in the moment of the
// grab, never set ahead.
return err("the Ward is played in the moment — you will be asked when your treasure is grabbed");
}
const state = clone(prev);
const p = activePlayer(state);
if (!p.hand.some((c) => c.cardId === "ward")) return err("you hold no WARD");
const already = state.wardArmed.includes(p.id);
if (armed === already) return err(armed ? "your ward is already set" : "your ward is not set");
state.wardArmed = armed ? [...state.wardArmed, p.id] : state.wardArmed.filter((id) => id !== p.id);
return {
ok: true,
state,
events: [{ type: "wardSet", player: p.id, armed, visibleTo: p.id }],
};
}
/** Player ids in seat order, starting after `fromId`. */
function turnOrderFrom(state: GameState, fromId: PlayerId): PlayerId[] {
@@ -4466,13 +4338,12 @@ function finishChaosIfReady(state: GameState, events: GameEvent[]): void {
}
/**
* TEST AN ILLUSION (rules rev 29): a free act on your turn. Standing beside
* TEST AN ILLUSION: a free act on your turn. Standing beside
* the shimmer or seeing it, you roll your 50% doubt the wall then either
* hardens (for you) or dissolves (for you). Nobody else's eyes are moved by
* your verdict, or by anyone strolling through it.
*/
function doTestIllusion(prev: GameState, cell: Cell, side: Side): CommandResult {
if ((prev.config.deckRev ?? 1) < 29) return err("illusions test themselves in this vintage of the rules");
const state = clone(prev);
const p = activePlayer(state);
const key = edgeKey(cell, side);
@@ -5094,10 +4965,9 @@ function doSetAmbush(prev: GameState, cmd: Extract<Command, { type: "setAmbush"
numbers.push(c);
}
if (numbers.length > 1) return err("one number card per action");
// Cell-needing spells commit their destination when the trap is laid
// (rules rev 35; older games armed them blind and their springs fizzle).
// Cell-needing spells commit their destination when the trap is laid.
const needsCell = spell.cardId === "teleport-opponent" || spell.cardId === "mental-force";
if (needsCell && (prev.config.deckRev ?? 1) >= 35) {
if (needsCell) {
if (!cmd.cell) return err("choose where the ambush will send them");
const v = boardView(state);
if (!v.cells[cellKey(cmd.cell)]) return err("that destination is off the board");
@@ -5219,13 +5089,12 @@ function checkAmbushes(
/** Damage dealt inside an attack's own resolution hook still honors
* EMPATHY "Any attack done in ANY form against you acts against both you
* and the caster" (rules rev 16; earlier ledgers resolved these blows
* unmirrored and replay so). */
* and the caster". */
function resolvedBlow(
ctx: ResolutionContext, dmg: number, source: string, kind?: "physical",
): void {
applyDamage(ctx.state, ctx.events, ctx.defender, dmg, source, ctx.attacker.id, kind);
if ((ctx.state.config.deckRev ?? 1) >= 16 && dmg > 0 && ctx.attacker.alive &&
if (dmg > 0 && ctx.attacker.alive &&
sustainedOn(ctx.state, ctx.defender.id, "empathy").length > 0) {
applyDamage(ctx.state, ctx.events, ctx.attacker, dmg, `${source} (empathy)`, ctx.defender.id, kind);
}
@@ -5259,8 +5128,8 @@ function doCounteract(
const castBlock = castingBlocked(state, playerId, { counteraction: true });
if (castBlock) return err(castBlock);
// "REFLECTIONS have no effect" against CHAOS (rules rev 3).
if (stack.attackCard?.cardId === "chaos" && (state.config.deckRev ?? 1) >= 3 &&
// "REFLECTIONS have no effect" against CHAOS.
if (stack.attackCard?.cardId === "chaos" &&
(card.cardId === "reflection" || card.cardId === "full-reflection")) {
return err("REFLECTIONS have no effect against CHAOS");
}
@@ -5322,9 +5191,6 @@ function doCounteract(
// The spell truly goes up — duration from an attached NUMBER card — and
// the attacker's 1-in-4 hit roll happens at resolution.
if (card.cardId === "invisible") {
if (stack.creatureId && (state.config.deckRev ?? 1) < 13) {
return err("in this game's revision, creatures are not fooled by the vanishing");
}
const duration = counterDuration(state, player, numberInstanceIds);
takeFromHand(player, instanceId);
state.discard.push(card);
@@ -5440,11 +5306,9 @@ function doCounteract(
if (card.cardId !== "anti-anti") return err("only ANTI-ANTI or ABSORB SPELL can answer a counteraction");
if (!targetCounter) return err("no counteraction to nullify");
// "Does not work against escape, such as SHRINK, TELEPORT, or INVISIBLE"
// (the card face). Teleport is rev-6-gated — earlier games replay their
// old chains; invisible needs no gate, since no earlier engine ever
// accepted it as a counteraction for a ledger to contain.
// (the card face).
if (targetCounter.card.cardId === "invisible" ||
((state.config.deckRev ?? 1) >= 6 && targetCounter.card.cardId === "teleport")) {
targetCounter.card.cardId === "teleport") {
return err("ANTI-ANTI does not work against escape");
}
takeFromHand(player, instanceId);
@@ -5478,23 +5342,18 @@ function doPass(prev: GameState, playerId: PlayerId): CommandResult {
const events: GameEvent[] = [];
// A self-stack (a democratic monster touching its own creator) has one
// party wearing both hats: their pass RESOLVES — bouncing it "to the
// defender" would hand the exchange back to themselves forever
// (rules rev 22; older ledgers hold those no-op bounces and replay so).
const selfStack =
stack.attackerId === stack.defenderId && (state.config.deckRev ?? 1) >= 22;
// defender" would hand the exchange back to themselves forever.
const selfStack = stack.attackerId === stack.defenderId;
if (playerId === stack.attackerId && !selfStack) {
// The attacker declining to answer bounces the exchange back so the
// defender may stack further counters — but not past a total stop:
// re-prompting then reads as "your shield failed" and goads the table
// into burning cards against a spell that is already dead (rules rev 10).
const rev = state.config.deckRev ?? 1;
const totalStop = rev >= 10 &&
// into burning cards against a spell that is already dead.
const totalStop =
stack.counters.some((c) =>
!c.nullified &&
(TOTAL_STOP_COUNTERS.has(c.card.cardId) ||
// Wall-of-fire counters pre-date the total-stop rule; their stored
// exchanges bounced, and replay so (rules rev 12).
(rev >= 12 && c.card.cardId === "wall-of-fire")) &&
c.card.cardId === "wall-of-fire") &&
(stack.kind === "spell" || c.card.cardId === "teleport"));
if (!totalStop) {
stack.waitingOn = stack.defenderId;
@@ -5517,10 +5376,10 @@ function resolveStack(state: GameState, events: GameEvent[]): void {
// Hit rolls against INVISIBLE (attacker guesses a direction: 1-in-4) and
// SHRINK ("Reduces opponent's chance to hit you by 50% in any attack").
// Creature blows roll the same dice from rev 13 — the cards carve out no
// exception for monsters; earlier games skipped the rolls and replay so.
// A reflected spell returns to its sender unerringly — no fresh hit rolls.
const missRolls = (!stack.creatureId || (state.config.deckRev ?? 1) >= 13) && !stack.reflectedBase;
// Creature blows roll the same dice — the cards carve out no exception
// for monsters. A reflected spell returns to its sender unerringly — no
// fresh hit rolls.
const missRolls = !stack.reflectedBase;
if (missRolls && sustainedOn(state, defender.id, "invisible").length > 0) {
const roll = rollD4(state, events, attacker.id, "aiming at the unseen — only a 1 finds them");
if (roll !== 1) {
@@ -5548,13 +5407,12 @@ function resolveStack(state: GameState, events: GameEvent[]): void {
base += 2;
}
// STONE DEAD: number x the stones the defender carries — and "carrying"
// means displayed, as with fireball's burning (rules rev 34): a hidden
// stone is a secret card, and counting it would broadcast the secret in
// the damage total. Earlier games counted the whole hand and replay so.
// means displayed, as with fireball's burning: a hidden stone is a
// secret card, and counting it would broadcast the secret in the
// damage total.
if (attackId === "stone-dead") {
const inPlay = (state.config.deckRev ?? 1) >= 34
? defender.hand.filter((c) => isMagicStone(c.cardId) && defender.displayed.includes(c.instanceId))
: defender.hand.filter((c) => isMagicStone(c.cardId));
const inPlay = defender.hand.filter((c) =>
isMagicStone(c.cardId) && defender.displayed.includes(c.instanceId));
base = (stack.numberValue ?? 1) * inPlay.length;
}
base *= stack.amplifyFactor;
@@ -5597,7 +5455,7 @@ function resolveStack(state: GameState, events: GameEvent[]): void {
reversed: false,
kind: stack.kind,
};
if (attackId === "chaos" && (state.config.deckRev ?? 1) >= 3) {
if (attackId === "chaos") {
const shielded = stack.counters.some((c) => !c.nullified && c.card.cardId === "full-shield");
if (shielded) {
stack.defenderShielded = true;
@@ -5658,9 +5516,9 @@ function resolveStack(state: GameState, events: GameEvent[]): void {
: undefined;
if (pipe.redirected) {
// SWAP MEET turned: "FULL REFLECTION lets the other player decide which
// objects, if any, will be swapped" (rules rev 27). The reflector's
// objects, if any, will be swapped". The reflector's
// choice rode their counter — absent, or "none", nothing trades.
if (attackId === "swap-meet" && (state.config.deckRev ?? 1) >= 27) {
if (attackId === "swap-meet") {
const fr = stack.counters.find((c) => !c.nullified && c.card.cardId === "full-reflection");
const chosen = fr?.cardId;
if (chosen && chosen !== "none" && effect?.onResolved && !attackingCreature) {
@@ -5684,9 +5542,8 @@ function resolveStack(state: GameState, events: GameEvent[]): void {
return;
}
// The returned spell is a fresh attack on its own caster — who gets a
// defender's counteraction window against it (rules rev 25). Earlier
// revisions land the blow instantly and stored games replay so.
if ((state.config.deckRev ?? 1) >= 25 && !stack.trapped && !attackingCreature &&
// defender's counteraction window against it.
if (!stack.trapped && !attackingCreature &&
attacker.alive && (pipe.damage > 0 || pipe.duration > 0)) {
state.stack = {
attackerId: defender.id,
@@ -5800,7 +5657,7 @@ function resolveStack(state: GameState, events: GameEvent[]): void {
}
/**
* GO AWAY's rout (rules rev 36): "must move away a number of spaces equal
* GO AWAY's rout: "must move away a number of spaces equal
* to the NUMBER card played, in as straight a line as possible. Roll D4
* for random direction, if necessary." The victim keeps moving away,
* holding their line while it is open, bending around walls when it is
@@ -6007,26 +5864,14 @@ function doPickUpTreasure(prev: GameState, treasureId?: string): CommandResult {
const events: GameEvent[] = [
{ type: "treasurePickedUp", player: p.id, treasureId: t.id, owner: t.owner, at: p.position },
];
// WARD: "you may play at that time (out of turn) this card on him."
// From rules rev 31 that is literal: the grab hangs while the owner
// decides. Rev 3-30 committed the choice ahead of time by arming; rev
// 1-2 sprang automatically. Stored games replay their own vintage.
// WARD: "you may play at that time (out of turn) this card on him"
// literally: the grab hangs while the owner decides.
const owner = state.players.find((q) => q.id === t.owner);
const rev = state.config.deckRev ?? 1;
if (owner && owner.alive && owner.id !== p.id) {
const holdsWard = owner.hand.some((c) => c.cardId === "ward");
if (rev >= 31 && holdsWard) {
if (holdsWard) {
state.wardPending = { ownerId: owner.id, takerId: p.id };
events.push({ type: "wardWindow", owner: owner.id, victim: p.id });
} else if (holdsWard && (rev >= 3 ? state.wardArmed.includes(owner.id) : true)) {
const wardIdx = owner.hand.findIndex((c) => c.cardId === "ward");
const [card] = owner.hand.splice(wardIdx, 1);
owner.displayed = owner.displayed.filter((id) => id !== card!.instanceId);
state.discard.push(card!);
state.wardArmed = state.wardArmed.filter((id) => id !== owner.id);
events.push({ type: "wardSprung", owner: owner.id, victim: p.id });
applyDamage(state, events, p, 3, "warded treasure", null);
checkVictory(state, events);
}
}
checkAmbushes(state, events, p, { pickedUpTreasure: true });
@@ -6132,9 +5977,8 @@ function checkVictory(state: GameState, events: GameEvent[]): void {
p.displayed = [];
events.push({ type: "playerEliminated", player: p.id, reason: "treasuresLost" });
// A treasure in the fallen wizard's arms lands where they stood, as
// it does when a wizard is killed (rules rev 30; earlier games let
// it vanish with them and replay so).
if ((state.config.deckRev ?? 1) >= 30 && p.carriedTreasureId) {
// it does when a wizard is killed.
if (p.carriedTreasureId) {
const t = state.treasures.find((t) => t.id === p.carriedTreasureId)!;
t.carriedBy = null;
t.position = p.position;
@@ -6147,7 +5991,7 @@ function checkVictory(state: GameState, events: GameEvent[]): void {
onHomeOf: homeOwnerAt(state, p.position),
});
}
if ((state.config.deckRev ?? 1) >= 14) sweepEliminated(state, p.id);
sweepEliminated(state, p.id);
}
}
@@ -6226,9 +6070,6 @@ function beginTurnFor(state: GameState, events: GameEvent[], index: number): voi
c.scorchedThisTurn = [];
if (c.kind === "democratic-monster") {
c.movementUsed = 0;
// Rev <18 refreshed the claw here — which never fires once the
// first-rolled wizard is dead, since only the living begin turns.
if ((state.config.deckRev ?? 1) < 18 && index === state.turn.firstIndex) c.attackUsed = false;
} else if (c.controllerId === player.id) {
c.movementUsed = 0;
c.wallPassUsed = 0;
@@ -6412,9 +6253,9 @@ function doEndTurn(prev: GameState, draw: number): CommandResult {
p.extraTurns--;
beginTurnFor(state, events, state.turn.activeIndex);
// "If you have SPEED on you while under the influence of a duration
// spell, it uses up a turn of that duration" — recipient-counted (FAQ;
// rules rev 8). Self-cast durations already burned in beginTurnFor.
if ((state.config.deckRev ?? 1) >= 8) {
// spell, it uses up a turn of that duration" — recipient-counted (FAQ).
// Self-cast durations already burned in beginTurnFor.
{
const surviving: SustainedEffect[] = [];
for (const s of state.sustained) {
if (s.targetId === p.id && s.casterId !== p.id) {
@@ -6441,13 +6282,11 @@ function doEndTurn(prev: GameState, draw: number): CommandResult {
state.turn.round++;
// The democratic monster's one claw per round refreshes at the TRUE
// round boundary — even when the first-rolled wizard is dead or
// skipped and never begins a turn (rules rev 18).
if ((state.config.deckRev ?? 1) >= 18) {
// skipped and never begins a turn.
for (const c of state.creatures) {
if (c.kind === "democratic-monster") c.attackUsed = false;
}
}
}
const candidate = state.players[next]!;
if (!candidate.alive) continue;
if (candidate.lostTurns > 0) {
+8 -13
View File
@@ -42,7 +42,8 @@ export interface GameView {
winReason: "treasures" | "lastStanding" | null;
turn: TurnState;
activePlayerId: PlayerId;
/** The game's rules revision — the client mirrors rev-gated legality. */
/** The game's rules revision (a fresh count from 1; gates return if the
* rules ever fork again while games are live). */
deckRev: number;
/** Board with dynamic wall changes already merged in. */
board: AssembledBoard;
@@ -70,7 +71,7 @@ export interface GameView {
createdEdges: string[];
/** Illusion edges YOU know are fake (creator or saw through); others see walls. */
knownIllusionEdges: string[];
/** Every illusion edge and YOUR verdict on it (rules rev 29+): untested
/** Every illusion edge and YOUR verdict on it: untested
* shimmers, believes renders solid, mine/seesThrough are ghosts. */
illusionEdges: Record<string, "untested" | "believes" | "seesThrough" | "mine">;
creatures: CreatureState[];
@@ -82,9 +83,7 @@ export interface GameView {
outOfTurnWindow: { playerId: PlayerId; kind: "interrupt" | "opportunity-fire" } | null;
/** CHAOS shield windows in progress (public: everyone sees it coming). */
chaosPending: { casterId: PlayerId; queue: PlayerId[] } | null;
/** Whether YOUR ward is set to spring. */
yourWardArmed: boolean;
/** A grab hangs while the treasure's owner decides their Ward (rev 31). */
/** A grab hangs while the treasure's owner decides their Ward. */
wardPending: { ownerId: PlayerId; takerId: PlayerId } | null;
/** YOUR armed ambushes. Other players' ambushes are invisible. */
yourAmbushes: AmbushState[];
@@ -95,20 +94,17 @@ export interface GameView {
export function viewFor(state: GameState, playerId: PlayerId): GameView {
const you = state.players.find((p) => p.id === playerId);
// Illusion walls render as real walls unless this viewer knows better.
// From rules rev 29 their locations are open knowledge (the cast is
// public at a table) — what stays personal is each player's verdict.
// Their locations are open knowledge (the cast is public at a table) —
// what stays personal is each player's verdict.
const base = boardView(state);
const rev29 = (state.config.deckRev ?? 1) >= 29;
const knownIllusionEdges: string[] = [];
const illusionEdges: Record<string, "untested" | "believes" | "seesThrough" | "mine"> = {};
let edges = base.edges;
for (const [key, wall] of Object.entries(state.illusionWalls)) {
const knows = wall.createdBy === playerId || wall.belief[playerId] === "seesThrough";
if (rev29) {
illusionEdges[key] =
wall.createdBy === playerId ? "mine"
: wall.belief[playerId] ?? "untested";
}
if (knows) {
knownIllusionEdges.push(key);
} else {
@@ -169,7 +165,6 @@ export function viewFor(state: GameState, playerId: PlayerId): GameView {
chaosPending: state.chaosPending
? { casterId: state.chaosPending.casterId, queue: [...state.chaosPending.queue] }
: null,
yourWardArmed: state.wardArmed.includes(playerId),
wardPending: state.wardPending ? { ...state.wardPending } : null,
yourAmbushes: state.ambushes
.filter((a) => a.ownerId === playerId)
@@ -205,9 +200,9 @@ export function sightedCellsFor(view: GameView): Set<string> {
/** The board-as-seen and sight blockers this view's sight rules run against. */
function sightBasis(view: GameView): { board: GameView["board"]; blockers: Record<string, true> } {
// Held-open doors are open doorways to the eye (rules rev 15).
// Held-open doors are open doorways to the eye.
let board = view.board;
if (view.deckRev >= 15 && view.heldDoorEdges.length > 0) {
if (view.heldDoorEdges.length > 0) {
const edges = { ...board.edges };
for (const k of view.heldDoorEdges) delete edges[k];
board = { ...board, edges };
+16 -17
View File
@@ -33,7 +33,6 @@ function playOut(
playerIds: ids,
seed,
sets: expansion ? ["basic", "expansion1"] : ["basic"],
deckRev: 8,
});
let commands = 0;
let stuck = 0;
@@ -120,7 +119,7 @@ describe("automaton vs automaton", () => {
});
function underAttack(attackId: string, defenderHand: { instanceId: string; cardId: string }[], rig?: (s: GameState, defender: string) => void) {
let { state } = createGame({ playerIds: ["human", "bot"], seed: 42, sets: ["basic", "expansion1"], deckRev: 13 });
let { state } = createGame({ playerIds: ["human", "bot"], seed: 42, sets: ["basic", "expansion1"] });
// burn round 1
for (let i = 0; i < 2; i++) {
const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
@@ -175,7 +174,7 @@ describe("the clockwork guards gold only within sight", () => {
// A refused cast forfeits the bot's whole turn (the fallback is endTurn),
// so SAFE must only ever be offered where the engine's sight rule allows it.
function goldOnTheFloor() {
let { state } = createGame({ playerIds: ["bot", "foe"], seed: 7, sets: ["basic", "expansion1"], deckRev: 36 });
let { state } = createGame({ playerIds: ["bot", "foe"], seed: 7, sets: ["basic", "expansion1"] });
while (actingSeat(state) !== "bot") {
const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
if (!r.ok) throw new Error(r.error);
@@ -227,7 +226,7 @@ describe("the clockwork guards gold only within sight", () => {
describe("the clockwork honors IDIOT's march", () => {
// Rev 37 retired the engine's steering, so the duty falls to the brain.
function cursedBot() {
let { state } = createGame({ playerIds: ["bot", "foe"], seed: 7, sets: ["basic", "expansion1"], deckRev: 37 });
let { state } = createGame({ playerIds: ["bot", "foe"], seed: 7, sets: ["basic", "expansion1"] });
// Past round 1 (no combat) and around to the bot's turn.
for (let i = 0; i < 2; i++) {
const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
@@ -285,7 +284,7 @@ describe("the clockwork honors IDIOT's march", () => {
describe("a clogged hand gets shed, not hoarded", () => {
it("the bot discards dead weight so the end-of-turn draw has room", () => {
let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic"], deckRev: 13 });
let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic"] });
while (actingSeat(state) !== "bot") {
const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
if (!r.ok) throw new Error(r.error);
@@ -331,7 +330,7 @@ describe("the clockwork honors absorb's fine print", () => {
describe("the clockwork wields destroy wall", () => {
it("blasts its way out when no road leads to the gold", () => {
let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic"], deckRev: 24 });
let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic"] });
while (actingSeat(state) !== "bot") {
const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
if (!r.ok) throw new Error(r.error);
@@ -353,7 +352,7 @@ describe("the clockwork wields destroy wall", () => {
});
it("values destroy wall above the chaff when forced to discard", () => {
let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic"], deckRev: 24 });
let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic"] });
const bot = state.players.find((p) => p.id === "bot")!;
bot.hand = [
{ instanceId: "destroy-wall#T", cardId: "destroy-wall" },
@@ -376,7 +375,7 @@ describe("the clockwork wields destroy wall", () => {
describe("the clockwork wields pass through wall", () => {
it("banks a crossing when bricked in, then steps through the wall", () => {
let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic"], deckRev: 24 });
let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic"] });
while (actingSeat(state) !== "bot") {
const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
if (!r.ok) throw new Error(r.error);
@@ -408,7 +407,7 @@ describe("the clockwork wields pass through wall", () => {
describe("the clockwork denies the road", () => {
it("walls a thief's corridor when its treasure is being carried home", () => {
let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic"], deckRev: 24 });
let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic"] });
while (actingSeat(state) !== "bot") {
const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
if (!r.ok) throw new Error(r.error);
@@ -446,7 +445,7 @@ describe("the clockwork denies the road", () => {
describe("the widened spellbook", () => {
it("dispels a conjured wall standing between it and the only road", () => {
let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic", "expansion1"], deckRev: 24 });
let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic", "expansion1"] });
while (actingSeat(state) !== "bot") {
const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
if (!r.ok) throw new Error(r.error);
@@ -468,7 +467,7 @@ describe("the widened spellbook", () => {
});
it("offers a buddy pact to the hound at its heels", () => {
let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic", "expansion1"], deckRev: 24 });
let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic", "expansion1"] });
while (actingSeat(state) !== "bot") {
const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
if (!r.ok) throw new Error(r.error);
@@ -490,7 +489,7 @@ describe("the widened spellbook", () => {
describe("finishing tactics: exile and adrenaline", () => {
it("exiles a thief carrying its gold to the far end of nowhere", () => {
let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic", "expansion1"], deckRev: 24 });
let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic", "expansion1"] });
// burn round 1 and reach the bot's turn
for (let guard = 0; guard < 10 && !(actingSeat(state) === "bot" && state.turn.round > 1); guard++) {
const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
@@ -518,7 +517,7 @@ describe("finishing tactics: exile and adrenaline", () => {
});
it("casts adrenaline when two blows finish what one cannot", () => {
let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic", "expansion1"], deckRev: 24 });
let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic", "expansion1"] });
for (let guard = 0; guard < 10 && !(actingSeat(state) === "bot" && state.turn.round > 1); guard++) {
const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
if (!r.ok) throw new Error(r.error);
@@ -543,7 +542,7 @@ describe("finishing tactics: exile and adrenaline", () => {
describe("the fireball-then-buddy lockout", () => {
it("burns the target, then signs the pact so they cannot hit back", () => {
let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic", "expansion1"], deckRev: 24 });
let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic", "expansion1"] });
for (let guard = 0; guard < 10 && !(actingSeat(state) === "bot" && state.turn.round > 1); guard++) {
const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
if (!r.ok) throw new Error(r.error);
@@ -584,7 +583,7 @@ describe("the fireball-then-buddy lockout", () => {
describe("a pact once signed is honored", () => {
it("will not attack the wizard it just buddied", () => {
let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic", "expansion1"], deckRev: 25 });
let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic", "expansion1"] });
for (let guard = 0; guard < 10 && !(actingSeat(state) === "bot" && state.turn.round > 1); guard++) {
const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
if (!r.ok) throw new Error(r.error);
@@ -610,7 +609,7 @@ describe("a pact once signed is honored", () => {
describe("no number is wasted on a turn that ends at a grab", () => {
it("gold two free steps away: the berserker charges without spending its 5", () => {
let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic", "expansion1"], deckRev: 29 });
let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic", "expansion1"] });
for (let guard = 0; guard < 10 && !(actingSeat(state) === "bot" && state.turn.round > 1); guard++) {
const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
if (!r.ok) throw new Error(r.error);
@@ -636,7 +635,7 @@ describe("no number is wasted on a turn that ends at a grab", () => {
describe("the clockwork flees the dread", () => {
it("caught in FEAR's bubble, it spends its legs moving away", () => {
let { state } = createGame({ playerIds: ["bot", "grim"], seed: 42, sets: ["basic"], deckRev: 32 });
let { state } = createGame({ playerIds: ["bot", "grim"], seed: 42, sets: ["basic"] });
for (let guard = 0; guard < 10 && !(actingSeat(state) === "bot" && state.turn.round > 1); guard++) {
const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
if (!r.ok) throw new Error(r.error);
+3 -3
View File
@@ -201,7 +201,7 @@ describe("setup diagram pairings (rulebook Set-Up Diagram)", () => {
});
it("relocation discards the aisle warp: only opposite edges connect after", () => {
let { state } = createGame({ playerIds: ["a", "b", "c"], seed: 7, sets: ["basic"], deckRev: 5 });
let { state } = createGame({ playerIds: ["a", "b", "c"], seed: 7, sets: ["basic"] });
const bent = (warps: typeof state.board.warps) =>
warps.filter((w) => w.from.cell.x !== w.to.cell.x && w.from.cell.y !== w.to.cell.y);
expect(bent(state.board.warps).length).toBeGreaterThan(0); // the arc exists
@@ -244,7 +244,7 @@ describe("the aisle warp treats its corner as adjacent — sight included", () =
describe("bricking over a warp mouth", () => {
it("create wall seals a lettered opening: no passage, no sight", () => {
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic"], deckRev: 18 });
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic"] });
// round 1 passes
for (let i = 0; i < 2; i++) {
const r = applyCommand(state, activePlayer(state).id, { type: "endTurn", draw: 0 });
@@ -283,7 +283,7 @@ describe("bricking over a warp mouth", () => {
describe("breaching the rim (rules rev 19)", () => {
it("destroying a perimeter wall opens both sides as a new warp", () => {
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic"], deckRev: 19 });
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic"] });
for (let i = 0; i < 2; i++) {
const r = applyCommand(state, activePlayer(state).id, { type: "endTurn", draw: 0 });
if (!r.ok) throw new Error(r.error);
+42 -111
View File
@@ -31,10 +31,10 @@ describe("attack spells", () => {
d.hand[1] = { instanceId: "full-shield#T", cardId: "full-shield" };
state = must(state, attacker, { type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: defender } });
// Full shield stops everything -> stones survive.
// Full shield stops everything -> stones survive. (A total stop
// resolves on the attacker's pass; no bounce back.)
state = must(state, defender, { type: "counteract", instanceId: "full-shield#T" });
state = must(state, attacker, { type: "pass" });
state = must(state, defender, { type: "pass" });
const after = state.players.find((p) => p.id === defender)!;
expect(after.life).toBe(15);
expect(after.hand.some((c) => c.cardId === "powerstone")).toBe(true);
@@ -111,7 +111,8 @@ describe("attack spells", () => {
state = must(state, attacker, { type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: defender } });
state = must(state, defender, { type: "counteract", instanceId: "full-reflection#T" });
state = must(state, attacker, { type: "pass" });
state = must(state, defender, { type: "pass" });
// The returned spell is a fresh attack on its caster: their window.
state = must(state, attacker, { type: "pass" });
expect(state.players.find((p) => p.id === defender)!.life).toBe(15);
expect(state.players.find((p) => p.id === attacker)!.life).toBe(10);
});
@@ -308,16 +309,14 @@ describe("stored-log compatibility", () => {
});
describe("deck revisions", () => {
it("revision 2 removes LIFESAVER at two players, and only there", () => {
const two = createGame({ playerIds: ["a", "b"], seed: 9, sets: ["basic", "expansion1"], deckRev: 2 });
it("two-player games shed LIFESAVER; bigger tables keep it", () => {
const two = createGame({ playerIds: ["a", "b"], seed: 9, sets: ["basic", "expansion1"] });
const inGame = (s: typeof two.state) =>
[...s.deck, ...s.discard, ...s.players.flatMap((p) => p.hand)].some((c) => c.cardId === "lifesaver");
expect(inGame(two.state)).toBe(false);
// Three players keep it; old two-player games (no deckRev) keep it too.
const three = createGame({ playerIds: ["a", "b", "c"], seed: 9, sets: ["basic", "expansion1"], deckRev: 2 });
// Three players keep it.
const three = createGame({ playerIds: ["a", "b", "c"], seed: 9, sets: ["basic", "expansion1"] });
expect(inGame(three.state)).toBe(true);
const legacy = createGame({ playerIds: ["a", "b"], seed: 9, sets: ["basic", "expansion1"] });
expect(inGame(legacy.state)).toBe(true);
});
});
@@ -380,42 +379,31 @@ describe("attacking walls and doors", () => {
});
});
describe("ward arming and chaos shields (rules rev 3)", () => {
function rev3Game(seed = 42) {
return createGame({ playerIds: ["alice", "bob", "cara"], seed, sets: ["basic", "expansion1"], deckRev: 3 });
describe("the ward window and chaos shields", () => {
function threeGame(seed = 42) {
return createGame({ playerIds: ["alice", "bob", "cara"], seed, sets: ["basic", "expansion1"] });
}
it("ward springs only when its owner armed it", () => {
let { state } = rev3Game();
it("the grab hangs while the ward's owner decides — and arming ahead is refused", () => {
let { state } = threeGame();
state = toRound2(state);
state = must(state, activePlayer(state).id, { type: "endTurn", draw: 0 });
const thief = activePlayer(state);
const owner = state.players.find((p) => p.id !== thief.id)!;
giveCard(state, owner.id, "ward", "W", 0);
expect(applyCommand(state, owner.id, { type: "armWard", armed: true }).ok).toBe(false);
const treasure = state.treasures.find((t) => t.owner === owner.id)!;
// Unarmed: the grab goes unpunished.
thief.position = { ...treasure.position! };
let s2 = must(state, thief.id, { type: "pickUpTreasure" });
expect(s2.players.find((p) => p.id === thief.id)!.life).toBe(15);
expect(s2.players.find((p) => p.id === owner.id)!.hand.some((c) => c.cardId === "ward")).toBe(true);
// Armed (on the owner's own turn): the trap bites for 3.
const ownerTurnState = (() => {
let s = state;
while (activePlayer(s).id !== owner.id) s = must(s, activePlayer(s).id, { type: "endTurn", draw: 0 });
return s;
})();
let s3 = must(ownerTurnState, owner.id, { type: "armWard", armed: true });
while (activePlayer(s3).id !== thief.id) s3 = must(s3, activePlayer(s3).id, { type: "endTurn", draw: 0 });
s3.players.find((p) => p.id === thief.id)!.position = { ...treasure.position! };
s3 = must(s3, thief.id, { type: "pickUpTreasure" });
expect(s3.players.find((p) => p.id === thief.id)!.life).toBe(12);
expect(s3.wardArmed).not.toContain(owner.id);
state = must(state, thief.id, { type: "pickUpTreasure" });
expect(state.wardPending).toEqual({ ownerId: owner.id, takerId: thief.id });
// Spring it: the thief bleeds 3 and the ward is spent.
state = must(state, owner.id, { type: "wardChoice", play: true });
expect(state.players.find((p) => p.id === thief.id)!.life).toBe(12);
expect(state.players.find((p) => p.id === owner.id)!.hand.some((c) => c.cardId === "ward")).toBe(false);
});
it("chaos: bystanders may shield out, reflections are refused", () => {
let { state } = rev3Game();
let { state } = threeGame();
state = toRound2(state);
state = must(state, activePlayer(state).id, { type: "endTurn", draw: 0 });
const caster = activePlayer(state);
@@ -442,7 +430,7 @@ describe("ward arming and chaos shields (rules rev 3)", () => {
});
it("chaos: the defender's full shield sits them out without stopping it", () => {
let { state } = rev3Game();
let { state } = threeGame();
state = toRound2(state);
state = must(state, activePlayer(state).id, { type: "endTurn", draw: 0 });
const caster = activePlayer(state);
@@ -458,7 +446,6 @@ describe("ward arming and chaos shields (rules rev 3)", () => {
});
state = must(state, defender.id, { type: "counteract", instanceId: "full-shield#S" });
state = must(state, caster.id, { type: "pass" }); // caster declines to anti-anti
state = must(state, defender.id, { type: "pass" }); // defender rests on the shield
// Bystander declines; the scramble happens without the defender.
expect(state.chaosPending?.queue[0]).toBe(bystander.id);
state = must(state, bystander.id, { type: "pass" });
@@ -466,17 +453,6 @@ describe("ward arming and chaos shields (rules rev 3)", () => {
expect(defenderHand()).toEqual(kept);
});
it("legacy games (rev < 3) keep the automatic ward", () => {
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic"] });
state = toRound2(state);
const thief = activePlayer(state);
const owner = state.players.find((p) => p.id !== thief.id)!;
giveCard(state, owner.id, "ward", "W", 0);
const treasure = state.treasures.find((t) => t.owner === owner.id)!;
thief.position = { ...treasure.position! };
state = must(state, thief.id, { type: "pickUpTreasure" });
expect(state.players.find((p) => p.id === thief.id)!.life).toBe(12);
});
});
describe("zero-damage utility attacks", () => {
@@ -517,8 +493,8 @@ describe("zero-damage utility attacks", () => {
target: { kind: "player", playerId: defender },
});
state = must(state, defender, { type: "counteract", instanceId: "full-shield#FS" });
state = must(state, attacker, { type: "pass" });
const result = applyCommand(state, defender, { type: "pass" });
// A total stop settles on the attacker's pass.
const result = applyCommand(state, attacker, { type: "pass" });
if (!result.ok) throw new Error(result.error);
const resolved = result.events.find((e) => e.type === "attackResolved");
expect(resolved && "fullyStopped" in resolved && resolved.fullyStopped).toBe(true);
@@ -539,33 +515,13 @@ describe("teleport as a counteraction", () => {
type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: defender },
});
state = must(state, defender, { type: "counteract", instanceId: tp.instanceId, params: { cell: escape } });
// The escape is a total stop: the attacker's pass settles it.
state = must(state, attacker, { type: "pass" });
state = must(state, defender, { type: "pass" });
const after = state.players.find((p) => p.id === defender)!;
expect(after.life).toBe(15);
expect(cellKey(after.position)).toBe(cellKey(escape));
});
it("ANTI-ANTI pins the boots in pre-rev-6 games (their stored chains replay)", () => {
let { state } = newGame();
state = toRound2(state);
const { attacker, defender } = faceOff(state);
const fb = giveCard(state, attacker, "fireball");
const aa = giveCard(state, attacker, "anti-anti", "AA", 1);
const tp = giveCard(state, defender, "teleport", "TP", 0);
const d = state.players.find((p) => p.id === defender)!;
const home = { ...d.position };
state = must(state, attacker, {
type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: defender },
});
state = must(state, defender, { type: "counteract", instanceId: tp.instanceId, params: { cell: { x: home.x, y: home.y + 1 } } });
state = must(state, attacker, { type: "counteract", instanceId: aa.instanceId });
state = must(state, defender, { type: "pass" });
const after = state.players.find((p) => p.id === defender)!;
expect(cellKey(after.position)).toBe(cellKey(home));
expect(after.life).toBe(10);
});
it("reaches at most four spaces", () => {
let { state } = newGame();
state = toRound2(state);
@@ -585,7 +541,7 @@ describe("teleport as a counteraction", () => {
describe("slime holds spells", () => {
function slimeRig() {
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev: 5 });
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"] });
state = toRound2(state);
const caster = activePlayer(state);
const victim = state.players.find((p) => p.id !== caster.id)!;
@@ -638,7 +594,6 @@ describe("slime holds spells", () => {
state = must(state, rig.victim, { type: "move", direction: rig.slimeAt.side });
state = must(state, rig.victim, { type: "counteract", instanceId: "full-reflection#FR" });
state = must(state, rig.caster, { type: "pass" });
state = must(state, rig.victim, { type: "pass" });
expect(state.players.find((p) => p.id === rig.caster)!.life).toBe(15);
expect(state.players.find((p) => p.id === rig.victim)!.life).toBe(15);
});
@@ -664,7 +619,7 @@ describe("slime holds spells", () => {
describe("answering counteractions (FAQ rulings)", () => {
function rev6() {
return createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic"], deckRev: 6 });
return createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic"] });
}
it("ABSORB SPELL steals a FULL REFLECTION out of the air", () => {
@@ -719,7 +674,6 @@ describe("answering counteractions (FAQ rulings)", () => {
const r = applyCommand(state, attacker, { type: "counteract", instanceId: aa.instanceId });
expect(r.ok).toBe(false);
state = must(state, attacker, { type: "pass" });
state = must(state, defender, { type: "pass" });
const after = state.players.find((p) => p.id === defender)!;
expect(after.life).toBe(15);
expect(cellKey(after.position)).toBe(cellKey(escape));
@@ -728,7 +682,7 @@ describe("answering counteractions (FAQ rulings)", () => {
describe("speed and warp-token creation (rules rev 8)", () => {
it("a SPEED bonus turn burns a turn of durations on the hastened wizard", () => {
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic"], deckRev: 8 });
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic"] });
state = toRound2(state);
const me = activePlayer(state);
const other = state.players.find((p) => p.id !== me.id)!;
@@ -747,7 +701,7 @@ describe("speed and warp-token creation (rules rev 8)", () => {
});
it("nothing can be created on a dimensional warp token", () => {
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev: 8 });
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"] });
state = toRound2(state);
const me = activePlayer(state);
const spot = { x: me.position.x + 1, y: me.position.y };
@@ -763,7 +717,7 @@ describe("speed and warp-token creation (rules rev 8)", () => {
describe("redirection (rules rev 9)", () => {
it("the two chosen exits connect; their old partners pair with each other", () => {
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic"], deckRev: 9 });
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic"] });
state = toRound2(state);
const me = activePlayer(state);
// Pick two exits that are NOT already partners.
@@ -788,7 +742,7 @@ describe("redirection (rules rev 9)", () => {
describe("total stops end the exchange (rules rev 10)", () => {
function rev10Game() {
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic"], deckRev: 10 });
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic"] });
state = toRound2(state);
const { attacker, defender } = faceOff(state);
return { state, attacker, defender };
@@ -839,7 +793,7 @@ describe("total stops end the exchange (rules rev 10)", () => {
describe("escapes and elemental walls as counteractions", () => {
function rigged(attackId: string, defenderCards: { instanceId: string; cardId: string }[]) {
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic"], deckRev: 12 });
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic"] });
state = toRound2(state);
const { attacker, defender } = faceOff(state);
const atk = giveCard(state, attacker, attackId);
@@ -901,7 +855,7 @@ describe("escapes and elemental walls as counteractions", () => {
describe("empathy as a counteraction", () => {
function empathyRig() {
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev: 15 });
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"] });
state = toRound2(state);
const { attacker, defender } = faceOff(state);
const fb = giveCard(state, attacker, "fireball");
@@ -942,7 +896,7 @@ describe("empathy as a counteraction", () => {
describe("empathy mirrors resolution-hook blows (rules rev 16)", () => {
it("a believed illusion bites both wizards", () => {
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev: 16 });
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"] });
state = toRound2(state);
const { attacker, defender } = faceOff(state);
const ill = giveCard(state, attacker, "illusionary-attack");
@@ -963,9 +917,9 @@ describe("empathy mirrors resolution-hook blows (rules rev 16)", () => {
});
});
describe("the reflected-attack window (rules rev 25)", () => {
describe("the reflected-attack window", () => {
function reflectRig() {
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic"], deckRev: 25 });
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic"] });
state = toRound2(state);
const { attacker, defender } = faceOff(state);
const sd = giveCard(state, attacker, "sudden-death");
@@ -1007,26 +961,11 @@ describe("the reflected-attack window (rules rev 25)", () => {
expect(state.players.find((p) => p.id === defender)!.life).toBe(5);
expect(state.players.find((p) => p.id === attacker)!.life).toBe(15);
});
it("rev 24 lands the reflected blow instantly, as stored games replay", () => {
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic"], deckRev: 24 });
state = toRound2(state);
const { attacker, defender } = faceOff(state);
const sd = giveCard(state, attacker, "sudden-death");
giveCard(state, defender, "full-reflection", "FR", 0);
state = must(state, attacker, {
type: "cast", instanceId: sd.instanceId, target: { kind: "player", playerId: defender },
});
state = must(state, defender, { type: "counteract", instanceId: "full-reflection#FR" });
state = must(state, attacker, { type: "pass" });
expect(state.stack).toBeNull();
expect(state.players.find((p) => p.id === attacker)!.life).toBe(5);
});
});
describe("a reflected lightning blast ends the caster's turn (rules rev 28)", () => {
function boltRig(deckRev: number) {
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic"], deckRev });
describe("a reflected lightning blast ends the caster's turn", () => {
function boltRig() {
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic"] });
state = toRound2(state);
const { attacker, defender } = faceOff(state);
const lb = giveCard(state, attacker, "lightning-blast");
@@ -1044,7 +983,7 @@ describe("a reflected lightning blast ends the caster's turn (rules rev 28)", ()
}
it("FAQ: 'you lose the rest of your turn and can't draw cards'", () => {
let { state, attacker } = boltRig(28);
let { state, attacker } = boltRig();
expect(state.players.find((p) => p.id === attacker)!.life).toBe(12);
expect(state.turn.actionsEnded).toBe(true);
// No more marching, and the end-of-turn draw comes up empty.
@@ -1056,19 +995,11 @@ describe("a reflected lightning blast ends the caster's turn (rules rev 28)", ()
expect(state.players.find((p) => p.id === attacker)!.lostTurns
+ (activePlayer(state).id === attacker ? 1 : 0)).toBeGreaterThanOrEqual(1);
});
it("rev 27 keeps the old behavior: the caster plays on and draws", () => {
let { state, attacker } = boltRig(27);
expect(state.turn.actionsEnded).toBe(false);
const before = state.players.find((p) => p.id === attacker)!.hand.length;
state = must(state, attacker, { type: "endTurn", draw: 2 });
expect(state.players.find((p) => p.id === attacker)!.hand.length).toBeGreaterThan(before);
});
});
describe("fireball burns only the stones in play (rules rev 33)", () => {
it("a displayed stone dies; a hidden one stays secret and safe", () => {
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic"], deckRev: 33 });
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic"] });
state = toRound2(state);
const { attacker, defender } = faceOff(state);
const fb = giveCard(state, attacker, "fireball");
@@ -1086,7 +1017,7 @@ describe("fireball burns only the stones in play (rules rev 33)", () => {
describe("stone dead counts only the stones in play (rules rev 34)", () => {
it("hidden stones neither add damage nor betray their count", () => {
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic", "expansion1"], deckRev: 34 });
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic", "expansion1"] });
state = toRound2(state);
const { attacker, defender } = faceOff(state);
const sd = giveCard(state, attacker, "stone-dead");
+27 -55
View File
@@ -17,7 +17,8 @@ function summon(state: GameState, playerId: PlayerId, kind: string, tag = "S") {
describe("expansion deck", () => {
it("basic + expansion1 builds the full 200-card game", () => {
const { state } = newGame();
// Three seats: two-player games shed LIFESAVER from the build.
const { state } = newGame(42, ["a", "b", "c"]);
const total = state.deck.length + state.discard.length +
state.players.reduce((s, p) => s + p.hand.length, 0);
expect(total).toBe(200);
@@ -59,6 +60,8 @@ describe("monsters", () => {
state = must(state, me, {
type: "creatureAttack", creatureId: state.creatures[0]!.id, targetId: victim.id,
});
// The blow opens the victim's counteraction window; they take it raw.
state = must(state, victim.id, { type: "pass" });
expect(state.players.find((p) => p.id !== me)!.life).toBe(13);
});
@@ -136,6 +139,8 @@ describe("monsters", () => {
break;
}
}
// The touch opens the victim's counteraction window; they take it raw.
state = must(state, enemy2.id, { type: "pass" });
const bitten = state.players.find((p) => p.id !== me)!;
expect(bitten.life).toBe(13);
expect(bitten.hand.length).toBe(6);
@@ -293,9 +298,9 @@ describe("expansion support cards", () => {
});
});
describe("counteracting a creature's blow (rules rev 4)", () => {
describe("counteracting a creature's blow", () => {
function rev4() {
return createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev: 4 });
return createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"] });
}
function wraithOnVictim(state: GameState) {
state = toRound2(state);
@@ -341,20 +346,11 @@ describe("counteracting a creature's blow (rules rev 4)", () => {
const wraith = state.creatures.find((c) => c.id === "w1")!;
expect(wraith.damage).toBe(2);
});
it("legacy games (rev < 4) keep the instant touch", () => {
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"] });
const rig = wraithOnVictim(state);
state = rig.state;
state = must(state, rig.controller, { type: "moveCreature", creatureId: "w1", direction: rig.side });
expect(state.stack).toBeNull();
expect(state.players.find((p) => p.id === rig.victim)!.life).toBe(13);
});
});
describe("big man (rules rev 5)", () => {
function bigRig() {
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev: 5 });
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"] });
state = toRound2(state);
const giant = activePlayer(state);
state.sustained.push({
@@ -450,9 +446,9 @@ describe("big man (rules rev 5)", () => {
});
});
describe("monsters roll to hit the hidden (rules rev 13)", () => {
function creatureVsInvisible(deckRev: number) {
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev });
describe("monsters roll to hit the hidden", () => {
function creatureVsInvisible() {
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"] });
state = toRound2(state);
const me = activePlayer(state).id;
const victim = state.players.find((p) => p.id !== me)!;
@@ -470,29 +466,18 @@ describe("monsters roll to hit the hidden (rules rev 13)", () => {
}
it("rev 13: the skeleton's blow takes the 1-in-4 roll — 'any attack' means any", () => {
let { state, me, victim, skeletonId } = creatureVsInvisible(13);
let { state, me, victim, skeletonId } = creatureVsInvisible();
const rngBefore = JSON.stringify(state.rng);
state = must(state, me, { type: "creatureAttack", creatureId: skeletonId, targetId: victim.id });
state = must(state, victim.id, { type: "pass" });
// The die was consumed, whichever way it landed.
expect(JSON.stringify(state.rng)).not.toBe(rngBefore);
});
it("earlier revisions keep the old certainty: no roll, the blow just lands", () => {
let { state, me, victim, skeletonId } = creatureVsInvisible(12);
const lifeBefore = state.players.find((p) => p.id === victim.id)!.life;
const rngBefore = JSON.stringify(state.rng);
state = must(state, me, { type: "creatureAttack", creatureId: skeletonId, targetId: victim.id });
state = must(state, victim.id, { type: "pass" });
expect(state.players.find((p) => p.id === victim.id)!.life).toBeLessThan(lifeBefore);
// No die was consumed on the way.
expect(JSON.stringify(state.rng)).toBe(rngBefore);
});
});
describe("elimination sweeps the board either way (rules rev 14)", () => {
it("a treasure-eliminated wizard's fire imp vanishes with them", () => {
let { state } = createGame({ playerIds: ["a", "b", "c"], seed: 42, sets: ["basic", "expansion1"], deckRev: 14 });
let { state } = createGame({ playerIds: ["a", "b", "c"], seed: 42, sets: ["basic", "expansion1"] });
const victim = state.players.find((p) => p.id === "c")!;
state.creatures.push({
id: "imp1", kind: "fire-imp", controllerId: "c",
@@ -524,7 +509,7 @@ describe("elimination sweeps the board either way (rules rev 14)", () => {
describe("creatures walk open doorways", () => {
it("a skeleton passes a door whose lock was removed", () => {
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic", "expansion1"], deckRev: 16 });
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic", "expansion1"] });
state = toRound2(state);
const view = boardView(state);
for (const [key, edge] of Object.entries(view.edges)) {
@@ -553,7 +538,7 @@ describe("creatures walk open doorways", () => {
describe("the wave carries monsters (rules rev 17)", () => {
it("a cornered skeleton takes the waterwall crush", () => {
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic", "expansion1"], deckRev: 17 });
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic", "expansion1"] });
state = toRound2(state);
const caster = activePlayer(state);
// A skeleton pinned against solid stone, one square from the wave's edge.
@@ -592,7 +577,7 @@ describe("the wave carries monsters (rules rev 17)", () => {
describe("the democratic monster's claw survives the first wizard's death (rules rev 18)", () => {
it("refreshes each round even with the roll-off winner dead", () => {
let { state } = createGame({ playerIds: ["a", "b", "c"], seed: 42, sets: ["basic", "expansion1"], deckRev: 18 });
let { state } = createGame({ playerIds: ["a", "b", "c"], seed: 42, sets: ["basic", "expansion1"] });
state = toRound2(state);
const firstId = state.players[state.turn.firstIndex]!.id;
const dm = {
@@ -619,7 +604,7 @@ describe("the democratic monster's claw survives the first wizard's death (rules
describe("a mid-round democratic monster claws on the next turn (rules rev 18)", () => {
it("creation spends the turn, not the round", () => {
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic", "expansion1"], deckRev: 18 });
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic", "expansion1"] });
state = toRound2(state);
const creator = activePlayer(state);
const r0 = summon(state, creator.id, "democratic-monster");
@@ -641,9 +626,9 @@ describe("a mid-round democratic monster claws on the next turn (rules rev 18)",
});
});
describe("collapsing walls crush monsters too (rules rev 21)", () => {
function wallRig(deckRev: number) {
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic", "expansion1"], deckRev });
describe("collapsing walls crush monsters too", () => {
function wallRig() {
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic", "expansion1"] });
state = toRound2(state);
const view = boardView(state);
for (const [key, edge] of Object.entries(view.edges)) {
@@ -672,21 +657,16 @@ describe("collapsing walls crush monsters too (rules rev 21)", () => {
}
it("rev 21: the adjacent troll takes the four points", () => {
const state = wallRig(21);
const state = wallRig();
const troll = state.creatures.find((c) => c.id === "tr1");
// Four points on a six-point troll: hurt but standing (or regenerating).
expect(troll?.damage).toBe(4);
});
it("earlier revisions leave the troll dusty but unharmed", () => {
const state = wallRig(20);
expect(state.creatures.find((c) => c.id === "tr1")!.damage).toBe(0);
});
});
describe("the self-stack resolves on a pass (rules rev 22)", () => {
function selfTouch(deckRev: number) {
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic", "expansion1"], deckRev });
describe("the self-stack resolves on a pass", () => {
function selfTouch() {
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic", "expansion1"] });
state = toRound2(state);
const creator = activePlayer(state);
state.creatures.push({
@@ -702,7 +682,7 @@ describe("the self-stack resolves on a pass (rules rev 22)", () => {
}
it("rev 22: passing your own monster's touch takes the claw and moves on", () => {
const { state, creator } = selfTouch(22);
const { state, creator } = selfTouch();
if (!state.stack) return; // a wall between: the touch never opened
expect(state.stack.attackerId).toBe(creator);
expect(state.stack.defenderId).toBe(creator);
@@ -711,19 +691,11 @@ describe("the self-stack resolves on a pass (rules rev 22)", () => {
expect(r.state.stack).toBeNull();
expect(r.state.players.find((p) => p.id === creator)!.life).toBe(13);
});
it("rev 21 keeps its recorded bounce, no-op as it was", () => {
const { state, creator } = selfTouch(21);
if (!state.stack) return;
const r = applyCommand(state, creator, { type: "pass" });
if (!r.ok) throw new Error(r.error);
expect(r.state.stack).not.toBeNull();
});
});
describe("fear holds off monsters and unwilling feet alike (rules rev 32)", () => {
it("a commanded monster cannot close within three of the fearsome", () => {
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic", "expansion1"], deckRev: 32 });
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic", "expansion1"] });
const a = state.players.find((p) => p.id === "a")!;
const b = state.players.find((p) => p.id === "b")!;
// b radiates fear; a's troll stands exactly four away, aimed straight at b.
@@ -339,8 +339,8 @@ describe("cast modifiers", () => {
target: { kind: "player", playerId: defender },
});
state = must(state, defender, { type: "counteract", instanceId: "reverse#R" });
// REVERSE is a total stop of the harm: the attacker's pass settles it.
state = must(state, attacker, { type: "pass" });
state = must(state, defender, { type: "pass" });
const d = state.players.find((p) => p.id === defender)!;
expect(d.life).toBe(19); // gained 4 instead of losing it
expect(d.lostTurns).toBe(1); // the stun still applies
@@ -349,7 +349,7 @@ describe("cast modifiers", () => {
describe("holding the door open (Pick Lock / Master Key)", () => {
function doorRig() {
let { state } = createGame({ playerIds: ["holder", "guest"], seed: 42, sets: ["basic"], deckRev: 14 });
let { state } = createGame({ playerIds: ["holder", "guest"], seed: 42, sets: ["basic"] });
state = toRound2(state);
// Find a door edge; stand the acting player beside it.
const view = boardView(state);
@@ -410,9 +410,9 @@ describe("holding the door open (Pick Lock / Master Key)", () => {
});
});
describe("a held door is an open doorway to the eye (rules rev 15)", () => {
function sightRig(deckRev: number) {
let { state } = createGame({ playerIds: ["holder", "pursuer"], seed: 42, sets: ["basic"], deckRev });
describe("a held door is an open doorway to the eye", () => {
function sightRig() {
let { state } = createGame({ playerIds: ["holder", "pursuer"], seed: 42, sets: ["basic"] });
state = toRound2(state);
const view = boardView(state);
for (const [key, edge] of Object.entries(view.edges)) {
@@ -431,7 +431,7 @@ describe("a held door is an open doorway to the eye (rules rev 15)", () => {
}
it("rev 15: the holder blasts the pursuer through the doorway", () => {
let { state, cell, side, holder, pursuer } = sightRig(15);
let { state, cell, side, holder, pursuer } = sightRig();
const pick = giveCard(state, holder, "pick-lock");
state = must(state, holder, {
type: "cast", instanceId: pick.instanceId,
@@ -447,7 +447,7 @@ describe("a held door is an open doorway to the eye (rules rev 15)", () => {
});
it("an unheld unlocked door still blocks sight", () => {
let { state, cell, side, holder, pursuer } = sightRig(15);
let { state, cell, side, holder, pursuer } = sightRig();
const pick = giveCard(state, holder, "pick-lock");
state = must(state, holder, {
type: "cast", instanceId: pick.instanceId,
@@ -459,18 +459,4 @@ describe("a held door is an open doorway to the eye (rules rev 15)", () => {
});
expect(refused.ok).toBe(false);
});
it("earlier revisions keep the blocked sightline, hold or no", () => {
let { state, cell, side, holder, pursuer } = sightRig(14);
const pick = giveCard(state, holder, "pick-lock");
state = must(state, holder, {
type: "cast", instanceId: pick.instanceId,
target: { kind: "edge", cell, side }, params: { hold: true },
});
const fb = giveCard(state, holder, "fireball", "FB", 1);
const refused = applyCommand(state, holder, {
type: "cast", instanceId: fb.instanceId, target: { kind: "player", playerId: pursuer },
});
expect(refused.ok).toBe(false);
});
});
+20 -24
View File
@@ -106,7 +106,7 @@ describe("expansion combat cards", () => {
expect(state.players.find((p) => p.id === attacker)!.life).toBe(10);
});
it("ward springs when a trapped treasure is grabbed", () => {
it("ward springs in the moment: the grab hangs on the owner's choice", () => {
let { state } = newGame();
const me = activePlayer(state);
const enemy = state.players.find((p) => p.id !== me.id)!;
@@ -114,6 +114,8 @@ describe("expansion combat cards", () => {
const treasure = state.treasures.find((t) => t.owner === enemy.id && t.position)!;
me.position = { ...treasure.position! };
state = must(state, me.id, { type: "pickUpTreasure" });
expect(state.wardPending).toEqual({ ownerId: enemy.id, takerId: me.id });
state = must(state, enemy.id, { type: "wardChoice", play: true });
expect(state.players.find((p) => p.id === me.id)!.life).toBe(12);
expect(state.players.find((p) => p.id === enemy.id)!.hand.some((c) => c.cardId === "ward")).toBe(false);
});
@@ -164,7 +166,7 @@ describe("expansion combat cards", () => {
it("idiot at rev 23 forbids item handling and punches but allows counteractions", () => {
let { state } = createGame({
playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev: 23,
playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"],
});
state = toRound2(state);
const { attacker, defender } = faceOff(state);
@@ -198,9 +200,9 @@ describe("expansion combat cards", () => {
expect(applyCommand(state, defender, { type: "counteract", instanceId: "absorb-spell#AB" }).ok).toBe(true);
});
it("idiot at rev 37 no longer steers the march — the step goes where asked", () => {
it("idiot never steers the march — the step goes where asked", () => {
let { state } = createGame({
playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev: 37,
playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"],
});
state = toRound2(state);
const { attacker, defender } = faceOff(state);
@@ -225,10 +227,10 @@ describe("expansion combat cards", () => {
expect(cellKey(state.players.find((p) => p.id === defender)!.position)).toBe(cellKey(away.to));
});
it("idiot at rev 37 permits DROP OBJECT that frees the victim's own treasure", () => {
for (const deckRev of [36, 37]) {
it("idiot permits DROP OBJECT that frees the victim's own treasure", () => {
{
let { state } = createGame({
playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev,
playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"],
});
state = toRound2(state);
const { attacker, defender } = faceOff(state);
@@ -252,13 +254,13 @@ describe("expansion combat cards", () => {
type: "cast", instanceId: dr.instanceId,
target: { kind: "player", playerId: attacker }, params: { cardId: "treasure" },
});
expect(r.ok).toBe(deckRev >= 37);
expect(r.ok).toBe(true);
}
});
it("idiot at rev 23 has no effect on a victim carrying their own treasure", () => {
let { state } = createGame({
playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev: 23,
playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"],
});
state = toRound2(state);
const { attacker, defender } = faceOff(state);
@@ -394,9 +396,9 @@ describe("ambushes (async interrupts)", () => {
});
});
describe("swap meet trades carried items (rules rev 26)", () => {
function rig(deckRev: number) {
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev });
describe("swap meet trades carried items", () => {
function rig() {
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"] });
state = toRound2(state);
const { attacker, defender } = faceOff(state);
const sm = giveCard(state, attacker, "swap-meet");
@@ -412,21 +414,15 @@ describe("swap meet trades carried items (rules rev 26)", () => {
}
it("a dagger trades for a wand — both are carried items", () => {
const { state, attacker, defender } = rig(26);
const { state, attacker, defender } = rig();
expect(state.players.find((p) => p.id === attacker)!.hand.some((c) => c.cardId === "blaster-wand")).toBe(true);
expect(state.players.find((p) => p.id === defender)!.hand.some((c) => c.cardId === "dagger")).toBe(true);
});
it("older revisions matched only object-typed cards and replay so", () => {
const { state, attacker, defender } = rig(25);
expect(state.players.find((p) => p.id === attacker)!.hand.some((c) => c.cardId === "dagger")).toBe(true);
expect(state.players.find((p) => p.id === defender)!.hand.some((c) => c.cardId === "blaster-wand")).toBe(true);
});
});
describe("swap meet trades treasures too", () => {
function treasureRig(theirsToken: string, mineToken: string) {
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev: 26 });
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"] });
state = toRound2(state);
const { attacker, defender } = faceOff(state);
const a = state.players.find((p) => p.id === attacker)!;
@@ -459,7 +455,7 @@ describe("swap meet trades treasures too", () => {
it("the trade refuses to overload full arms", () => {
// The attacker also carries a treasure: claiming theirs with a dagger
// would mean two in hand — the swap quietly cannot happen.
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev: 26 });
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"] });
state = toRound2(state);
const { attacker, defender } = faceOff(state);
const a = state.players.find((p) => p.id === attacker)!;
@@ -481,7 +477,7 @@ describe("swap meet trades treasures too", () => {
});
it("treasure for treasure trades both armfuls", () => {
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev: 26 });
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"] });
state = toRound2(state);
const { attacker, defender } = faceOff(state);
const a = state.players.find((p) => p.id === attacker)!;
@@ -506,7 +502,7 @@ describe("swap meet trades treasures too", () => {
describe("full reflection hands the swap meet choice to the reflector (rev 27)", () => {
function reflectedSwapRig(reflectorChoice?: string) {
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev: 27 });
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"] });
state = toRound2(state);
const { attacker, defender } = faceOff(state);
const a = state.players.find((p) => p.id === attacker)!;
@@ -553,7 +549,7 @@ describe("full reflection hands the swap meet choice to the reflector (rev 27)",
describe("go away routs around walls (rules rev 36)", () => {
it("a victim against a wall bends the line instead of standing still", () => {
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev: 36 });
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"] });
state = toRound2(state);
const { attacker, defender } = faceOff(state);
const a = state.players.find((p) => p.id === attacker)!;
+28 -41
View File
@@ -162,10 +162,10 @@ describe("expansion terrain", () => {
// Wave side effects vary by geometry; the melt itself is the pinned behavior.
});
it("wall of fire takes a rim warp from rev 39 — both mouths burn the crossing", () => {
for (const deckRev of [38, 39]) {
it("wall of fire takes a rim warp — both mouths burn the crossing", () => {
{
let { state } = createGame({
playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev,
playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"],
});
const me = activePlayer(state);
const warp = state.board.warps[0]!;
@@ -175,8 +175,7 @@ describe("expansion terrain", () => {
type: "cast", instanceId: wof.instanceId,
target: { kind: "edge", cell: warp.from.cell, side: warp.from.side },
});
expect(r.ok).toBe(deckRev >= 39);
if (!r.ok) continue;
if (!r.ok) throw new Error(r.error);
state = r.state;
const nearKey = edgeKey(warp.from.cell, warp.from.side);
const farKey = edgeKey(warp.to.cell, warp.to.side);
@@ -191,10 +190,10 @@ describe("expansion terrain", () => {
}
});
it("waterwall takes a rim warp from rev 40 — the collapse washes both rims", () => {
for (const deckRev of [39, 40]) {
it("waterwall takes a rim warp — the collapse washes both rims", () => {
{
let { state } = createGame({
playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev,
playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"],
});
const me = activePlayer(state);
const other = state.players.find((p) => p.id !== me.id)!;
@@ -206,8 +205,7 @@ describe("expansion terrain", () => {
type: "cast", instanceId: ww.instanceId,
target: { kind: "edge", cell: warp.from.cell, side: warp.from.side },
});
expect(r.ok).toBe(deckRev >= 40);
if (!r.ok) continue;
if (!r.ok) throw new Error(r.error);
// Both wizards stood in the mouths; the collapse washed both inward.
const meAfter = r.state.players.find((p) => p.id === me.id)!;
const otherAfter = r.state.players.find((p) => p.id === other.id)!;
@@ -216,10 +214,10 @@ describe("expansion terrain", () => {
}
});
it("illusion wall hangs on a rim warp mouth from rev 40", () => {
for (const deckRev of [39, 40]) {
it("illusion wall hangs on a rim warp mouth", () => {
{
const { state } = createGame({
playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev,
playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"],
});
const me = activePlayer(state);
const warp = state.board.warps[0]!;
@@ -229,17 +227,17 @@ describe("expansion terrain", () => {
type: "cast", instanceId: il.instanceId,
target: { kind: "edge", cell: warp.from.cell, side: warp.from.side },
});
expect(r.ok).toBe(deckRev >= 40);
expect(r.ok).toBe(true);
if (r.ok) {
expect(r.state.illusionWalls[edgeKey(warp.from.cell, warp.from.side)]).toBeDefined();
}
}
});
it("stone to water breaches the outer rim from rev 40, opening a warp", () => {
for (const deckRev of [39, 40]) {
it("stone to water breaches the outer rim, opening a warp", () => {
{
let { state } = createGame({
playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev,
playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"],
});
const me = activePlayer(state);
const board = boardView(state);
@@ -264,20 +262,15 @@ describe("expansion terrain", () => {
type: "cast", instanceId: stw.instanceId,
target: { kind: "edge", cell: rim.cell, side: rim.side },
});
if (deckRev >= 40) {
// The far rim melted with it and the wraparound now runs.
expect(state.board.warps.length).toBe(warpsBefore + 2);
} else {
// Older vintages left a dangling opening and replay so.
expect(state.board.warps.length).toBe(warpsBefore);
}
}
});
it("no doors through the rim from rev 40", () => {
for (const deckRev of [39, 40]) {
it("no doors through the rim", () => {
{
const { state } = createGame({
playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev,
playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"],
});
const me = activePlayer(state);
const board = boardView(state);
@@ -299,15 +292,14 @@ describe("expansion terrain", () => {
type: "cast", instanceId: cd.instanceId,
target: { kind: "edge", cell: rim.cell, side: rim.side },
});
// Rev 39 hung a dead door there (and replays so); rev 40 refuses.
expect(r.ok).toBe(deckRev < 40);
expect(r.ok).toBe(false);
}
});
it("stone to water melts a door from rev 38 — a small entryway in a stone wall", () => {
for (const deckRev of [37, 38]) {
it("stone to water melts a door — a small entryway in a stone wall", () => {
{
const { state } = createGame({
playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev,
playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"],
});
const me = activePlayer(state);
const board = boardView(state);
@@ -329,7 +321,7 @@ describe("expansion terrain", () => {
type: "cast", instanceId: stw.instanceId,
target: { kind: "edge", cell: doorAt.cell, side: doorAt.side },
});
expect(r.ok).toBe(deckRev >= 38);
expect(r.ok).toBe(true);
if (r.ok) {
const key = edgeKey(doorAt.cell, doorAt.side);
expect(boardView(r.state).edges[key] ?? "open").toBe("open");
@@ -389,11 +381,11 @@ describe("eligibility dimming mirrors the engine", () => {
});
});
describe("a wave's force is spent as it travels (rules rev 24)", () => {
describe("a wave's force is spent as it travels", () => {
/** Caster at B, one cell above A; the target wall is A's south edge, so
* the range-2 wave covers A (dist 0) and B (dist 1). */
function rig(deckRev: number, behind: "open" | "wall") {
const { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic", "expansion1"], deckRev });
function rig(behind: "open" | "wall") {
const { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic", "expansion1"] });
const me = activePlayer(state);
const A = { x: 4, y: 5 }, B = { x: 4, y: 4 }, Bn = { x: 4, y: 3 }, Bnn = { x: 4, y: 2 };
for (const c of [A, B, Bn, Bnn]) expect(boardView(state).cells[cellKey(c)]).toBeTruthy();
@@ -412,20 +404,15 @@ describe("a wave's force is spent as it travels (rules rev 24)", () => {
}
it("a victim at the wave's far edge is carried one space, unhurt", () => {
const { me, Bn } = rig(24, "open");
const { me, Bn } = rig("open");
expect(cellKey(me.position)).toBe(cellKey(Bn));
expect(me.life).toBe(15);
});
it("only unspent force crushes: one space of push blocked is one damage", () => {
const { me, B } = rig(24, "wall");
const { me, B } = rig("wall");
expect(cellKey(me.position)).toBe(cellKey(B));
expect(me.life).toBe(14);
});
it("older revisions keep the flat full-range wash for replay fidelity", () => {
const { me, Bnn } = rig(23, "open");
expect(cellKey(me.position)).toBe(cellKey(Bnn));
expect(me.life).toBe(15);
});
});
+4 -4
View File
@@ -229,7 +229,7 @@ describe("treasures and victory", () => {
describe("elimination by lost treasures drops what the fallen carried (rev 30)", () => {
it("the carried treasure lands where the wizard stood", () => {
let { state } = createGame({ playerIds: ["a", "b", "c"], seed: 42, sets: ["basic"], deckRev: 30 });
let { state } = createGame({ playerIds: ["a", "b", "c"], seed: 42, sets: ["basic"] });
const A = state.players.find((p) => p.id === "a")!;
const B = state.players.find((p) => p.id === "b")!;
const C = state.players.find((p) => p.id === "c")!;
@@ -267,7 +267,7 @@ describe("elimination by lost treasures drops what the fallen carried (rev 30)",
describe("the Ward is played in the moment (rules rev 31)", () => {
function grabRig() {
let { state } = createGame({ playerIds: ["thief", "owner"], seed: 42, sets: ["basic"], deckRev: 31 });
let { state } = createGame({ playerIds: ["thief", "owner"], seed: 42, sets: ["basic"] });
const thief = state.players.find((p) => p.id === "thief")!;
const owner = state.players.find((p) => p.id === "owner")!;
giveCard(state, "owner", "ward", "W", 0);
@@ -307,7 +307,7 @@ describe("the Ward is played in the moment (rules rev 31)", () => {
});
it("arming is refused in this vintage", () => {
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic"], deckRev: 31 });
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic"] });
giveCard(state, state.players[state.turn.activeIndex]!.id, "ward", "W", 0);
const r = applyCommand(state, state.players[state.turn.activeIndex]!.id, { type: "armWard", armed: true });
expect(r.ok).toBe(false);
@@ -316,7 +316,7 @@ describe("the Ward is played in the moment (rules rev 31)", () => {
describe("an ambushed teleport carries its destination (rules rev 35)", () => {
it("the trap springs and the victim lands where the trapper said", () => {
let { state } = createGame({ playerIds: ["trapper", "prey"], seed: 42, sets: ["basic", "expansion1"], deckRev: 35 });
let { state } = createGame({ playerIds: ["trapper", "prey"], seed: 42, sets: ["basic", "expansion1"] });
for (let guard = 0; guard < 10 && !(state.players[state.turn.activeIndex]!.id === "trapper" && state.turn.round > 1); guard++) {
const r = applyCommand(state, state.players[state.turn.activeIndex]!.id, { type: "endTurn", draw: 0 });
if (!r.ok) throw new Error(r.error);
@@ -143,13 +143,16 @@ describe("illusion wall", () => {
expect(after.ok).toBe(true);
});
it("opponents test the illusion when they bump it — some see through, some believe", () => {
it("an untested illusion blocks the bump; a tested eye rolls its verdict", () => {
let believed = 0, sawThrough = 0;
for (let seed = 1; seed <= 12; seed++) {
const { state, caster, side } = setupIllusion(seed);
const other = state.players.find((p) => p.id !== caster)!;
other.position = { ...state.players.find((p) => p.id === caster)!.position };
let s = must(state, caster, { type: "endTurn", draw: 0 });
// Bumping blind is refused: eyes must be tested first.
expect(applyCommand(s, other.id, { type: "move", direction: side }).ok).toBe(false);
s = must(s, other.id, { type: "testIllusion", cell: other.position, side });
const result = applyCommand(s, other.id, { type: "move", direction: side });
if (result.ok) sawThrough++;
else believed++;
@@ -223,11 +226,16 @@ describe("sector manipulation", () => {
type: "cast", instanceId: rel.instanceId,
target: { kind: "cell", cell: dest }, params: { cell: me.position },
});
// The maze zero-anchors after the move; measure against the sector's
// origin as it settled, not the requested landing.
const after = state.players.find((p) => p.id === me.id)!;
const dx = dest.x - myOrigin.x, dy = dest.y - myOrigin.y;
const newOrigin = state.board.placements[idx]!.origin;
const dx = newOrigin.x - myOrigin.x, dy = newOrigin.y - myOrigin.y;
expect(after.position).toEqual({ x: posBefore.x + dx, y: posBefore.y + dy });
expect(after.home).toEqual({ x: homeBefore.x + dx, y: homeBefore.y + dy });
expect(state.board.placements[idx]!.origin).toEqual(dest);
// My sector sits east of the other, as asked.
const otherAfter = state.board.placements[idx === 0 ? 1 : 0]!.origin;
expect(newOrigin).toEqual({ x: otherAfter.x + 5, y: otherAfter.y });
// The map reassembled: every treasure/wizard cell exists on the new board.
for (const t of state.treasures) {
if (t.position) expect(state.board.cells[cellKey(t.position)]).toBe(true);
@@ -319,8 +327,8 @@ describe("6e card-face corrections", () => {
params: { damage: 4, knockback: 0 },
});
state = must(state, defender.id, { type: "counteract", instanceId: "wall-of-fire#WOF" });
// The fire is a total stop: the attacker's pass settles it.
state = must(state, attacker.id, { type: "pass" });
state = must(state, defender.id, { type: "pass" });
expect(state.players.find((p) => p.id === defender.id)!.life).toBe(15);
// But it cannot counter a fireball.
@@ -337,7 +345,7 @@ describe("6e card-face corrections", () => {
describe("relocation past the origin (rules rev 11)", () => {
function rev11Game() {
const { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic"], deckRev: 11 });
const { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic"] });
return state;
}
@@ -438,7 +446,7 @@ describe("relocation past the origin (rules rev 11)", () => {
describe("junction alterations roll for their sector (rules rev 20)", () => {
it("a conjured wall on the seam obeys the die: 1-2 stays, 3-4 travels", () => {
const { state: fresh } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic"], deckRev: 20 });
const { state: fresh } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic"] });
let state = toRound2(fresh);
// The 2p board is two sectors stacked: the seam runs between them.
const [p0, p1] = state.board.placements;
@@ -503,7 +511,7 @@ describe("sight tracing", () => {
describe("illusions are tested by choice (rules rev 29)", () => {
function shimmerRig() {
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic"], deckRev: 29 });
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic"] });
state = toRound2(state);
const caster = activePlayer(state);
const mark = state.players.find((p) => p.id !== caster.id)!;
@@ -280,7 +280,7 @@ describe("control effects", () => {
describe("picking one of two treasures", () => {
it("a named treasure is the one taken", () => {
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic"], deckRev: 16 });
let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic"] });
state = toRound2(state);
const p = activePlayer(state);
const [t1, t2] = state.treasures.filter((t) => t.owner !== p.id);
+1 -1
View File
@@ -145,7 +145,7 @@ describe("magic wands", () => {
it("warp wand bores the rim for one turn from rev 40 — a temporary wraparound", () => {
let { state } = createGame({
playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev: 40,
playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"],
});
const me = activePlayer(state);
const view = boardView(state);
+4 -2
View File
@@ -53,8 +53,10 @@ export interface Room {
const rooms = new Map<string, Room>();
/** Rules revision new games are dealt under (stored games keep their own). */
const RULES_REV = 40;
/** Rules revision new games are dealt under (stored games keep their own).
* Reset to 1 on 2026-08-21: every earlier room was retired and the engine's
* vintage gates collapsed into one canonical ruleset. */
const RULES_REV = 1;
const ROOM_CODE_ALPHABET = "ABCDEFGHJKLMNPQRSTUVWXYZ23456789";
+2 -23
View File
@@ -227,8 +227,6 @@
const k = `${c.x},${c.y}`;
if (seen.has(k)) continue;
seen.add(k);
// Before rev 11 the grid stopped at zero; newer games renormalize.
if (view!.deckRev < 11 && (c.x < 0 || c.y < 0)) continue;
if (origins.some((o) => o.x === c.x && o.y === c.y)) continue;
const next = origins.map((o, j) => (j === idx ? c : o));
if (next.every((o, j) => next.some((p, m) => m !== j && adjacent(o, p)))) out.push(c);
@@ -255,7 +253,6 @@
});
clearSelection();
}
const holdingWard = $derived(view?.yourHand.some((c) => c.cardId === "ward") ?? false);
/** A live moment to interrupt: another wizard acts, no attack is pending. */
const canInterruptNow = $derived(
view != null && !isYourTurn && !view.stack && !view.chaosPending &&
@@ -400,7 +397,7 @@
// Fully reflecting a SWAP MEET: "lets the other player decide which
// objects, if any, will be swapped" — the choice rides the counter.
if (youMustRespond && card.cardId === "full-reflection" &&
view.stack?.attackCard?.cardId === "swap-meet" && view.deckRev >= 27) {
view.stack?.attackCard?.cardId === "swap-meet") {
reflectSwapCard = card;
reflectSwapMine = null;
return;
@@ -912,11 +909,8 @@
reflectSwapCard = null;
reflectSwapMine = null;
}
// Older rooms' rules trade only object-typed cards (rev < 26): the picker
// must offer exactly what that room's engine will honor.
function tradableHere(cardId: string): boolean {
if (!view) return false;
return view.deckRev >= 26 ? isMovableObject(cardId) : cardDef(cardId).cardType === "object";
return view != null && isMovableObject(cardId);
}
/** What one side can put on a trade table: hand (yours) or displayed
* cards (theirs), plus a carried treasure. Their treasure is claimable
@@ -1753,9 +1747,6 @@
</div>
{/if}
{#if view.yourWardArmed}
<div class="slip ambush-note">🗡 Your ward is set — a thief who grabs your treasure bleeds for 3.</div>
{/if}
{#if youMustShield}
<div class="slip urgent">
Chaos comes for your hand — tap your Full Shield to sit out, or
@@ -1808,20 +1799,12 @@
{/if}
{#if isYourTurn && view.sustained.some((e) => e.cardId === "idiot" && e.targetId === view.you)}
<div class="slip urgent">
{#if view.deckRev >= 37}
🥴 "What am I doing here…?" — IDIOT drives you to the nearest
of your own treasures. Spend your movement marching toward it;
you may cast only counteractions, spells that speed the trip,
and Drop Object to shake your own treasure from a thief's
arms. It lifts when you stand on your treasure. (The marching
is yours to honor.)
{:else}
🥴 "What am I doing here…?" — IDIOT drives you to the nearest
of your own treasures. Spend your movement marching (the maze
will steer your steps); you may cast only counteractions and
spells that speed the trip. It lifts when you stand on your
treasure.
{/if}
</div>
{/if}
{#if actionsSpent}
@@ -2136,10 +2119,6 @@
onclick={() => dispatch({ type: "pickUpObject", instanceId: obj.instanceId })}>
Pick up {cardDef(obj.cardId).name}</button>
{/each}
{#if holdingWard && view.deckRev < 31}
<button class="stamp" onclick={() => dispatch({ type: "armWard", armed: !view.yourWardArmed })}>
{view.yourWardArmed ? "Stand down the ward" : "Set the ward"}</button>
{/if}
<button class="stamp" class:primary={punchWallMode} disabled={view.turn.attackUsed && !punchWallMode}
onclick={() => (punchWallMode = !punchWallMode)}>
{punchWallMode ? "Click the wall to punch — or cancel" : "Punch a wall…"}</button>
-2
View File
@@ -63,8 +63,6 @@ function describe(view: GameView, cmd: Command): string {
return `set the monster on ${cmd.targetId}`;
case "setAmbush":
return `lay an ambush with ${nameOf(view, cmd.instanceId)}`;
case "armWard":
return cmd.armed ? "arm the Ward over the gold" : "stand the Ward down";
case "discard":
return `shed ${cmd.instanceIds.map((id) => nameOf(view, id)).join(", ")} to make room`;
case "endTurn":
-1
View File
@@ -136,7 +136,6 @@ class LocalGame {
seed,
sets: expansion ? ["basic", "expansion1"] : ["basic"],
...(colors ? { colors } : {}),
deckRev: 36,
};
const { state, events } = createGame(config);
for (const e of events) {
+12
View File
@@ -418,6 +418,18 @@ class Net {
if (g.yourTurn && !was) this.notifyTurn(g);
this.lastYourTurn.set(key, g.yourTurn);
}
// A seat the server answered for but did not list is gone — the
// room was deleted (or the seat's token voided). Quietly drop it
// from the ledger rather than showing "unreachable" forever.
// (The server checks at most 50 seats per ask; never prune blind.)
if (this.seats.length <= 50) {
const listed = new Set((msg.games as GameSummary[]).map((g) => `${g.roomId}:${g.name}`));
const kept = this.seats.filter((s) => listed.has(`${s.roomId}:${s.name}`));
if (kept.length !== this.seats.length) {
this.seats = kept;
saveSeats(this.seats);
}
}
break;
}
case "error":