Slow Death's draw is one blow, countered against its total (table ruling)

Two cards drawn is a two-point blow: ABSORB soaks up to three of the
total, BLUNT halves it rounding up (so it finally earns a place — 2
becomes 1), counters may chain, declining takes the rest. The client
labels each counter with the exact points it leaves; the bots weigh
the total against their floor. Amends rev 13 minutes after it shipped;
every production ledger still replays clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
This commit is contained in:
Eric Wagoner
2026-09-01 10:41:47 -04:00
co-authored by Claude Fable 5
parent 92613d7386
commit 8cfd911a3e
5 changed files with 91 additions and 51 deletions
+34 -24
View File
@@ -284,9 +284,10 @@ export interface GameConfig {
* number riding the cast fuels it, and numbers or POWER RUN points
* played under the dash double; older games doubled only the base
* allowance and consumed the rider without effect.
* Rev 13: SLOW DEATH's bites pause for a victim holding ABSORB each
* absorb soaks exactly one point (FAQ: "only stop the damage incurred
* by one card"); older games bit instantly.
* Rev 13: SLOW DEATH's per-draw bites land as ONE blow that pauses
* for a victim holding ABSORB or BLUNT countered against the total
* (absorb soaks up to 3, blunt halves rounding up); older games bit
* instantly.
*/
deckRev?: number;
}
@@ -304,8 +305,9 @@ export interface GameState {
/** 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;
/** SLOW DEATH's bites hang while the victim decides whether an ABSORB
* soaks a point ("only stop the damage incurred by one card"). */
/** SLOW DEATH's bites hang while the victim weighs counteractions:
* the draw's total is one blow ABSORB soaks up to three of it,
* BLUNT halves it rounding up (table ruling). */
slowDeathPending: { playerId: PlayerId; points: number } | null;
/** CHAOS is landing: each queued player may play FULL SHIELD to sit out. */
chaosPending: { casterId: PlayerId; excluded: PlayerId[]; queue: PlayerId[] } | null;
@@ -752,7 +754,7 @@ export type GameEvent =
| { type: "madDash"; player: PlayerId; newAllowance: number }
| { type: "safeOpened"; player: PlayerId; cell: Cell; withCardId: string }
| { type: "slowDeathWindow"; player: PlayerId; points: number }
| { type: "slowDeathAbsorbed"; player: PlayerId; remaining: number }
| { type: "slowDeathCountered"; player: PlayerId; cardId: string; remaining: number }
| { type: "safeDamaged"; attacker: PlayerId; cell: Cell; amount: number; total: number }
| { type: "safeSmashed"; attacker: PlayerId; cell: Cell }
| { type: "trapSprung"; player: PlayerId; cardId?: string }
@@ -796,7 +798,7 @@ export type Command =
| { type: "testIllusion"; cell: Cell; side: Side }
| { type: "armWard" }
| { type: "wardChoice"; play: boolean }
| { type: "slowDeathChoice"; absorbInstanceId?: string }
| { type: "slowDeathChoice"; counterInstanceId?: string }
| { type: "warpStep" }
| { type: "moveCreature"; creatureId: string; direction: Side }
| { type: "creatureWarpStep"; creatureId: string }
@@ -3901,8 +3903,8 @@ function applyCommandInner(state: GameState, playerId: PlayerId, command: Comman
// SLOW DEATH's window: the bites hang while the victim weighs an absorb.
if (state.slowDeathPending) {
if (playerId !== state.slowDeathPending.playerId) return err("waiting on the slow death's victim");
if (command.type !== "slowDeathChoice") return err("soak a point with an Absorb or take the bites");
return doSlowDeathChoice(state, playerId, command.absorbInstanceId);
if (command.type !== "slowDeathChoice") return err("counter the bites or take them");
return doSlowDeathChoice(state, playerId, command.counterInstanceId);
}
if (state.pendingDiscard) {
@@ -6704,10 +6706,12 @@ function applySlowDeathOnDraw(state: GameState, events: GameEvent[], p: PlayerSt
}
const bites = cardsDrawn * (curses.length - blessed);
if (bites === 0) return;
// Rev 13, per the FAQ: ABSORB "will only stop the damage incurred by one
// card" — one point, one bite. A victim holding an ABSORB gets the choice
// before the bites land. Older games bit instantly and replay so.
if ((state.config.deckRev ?? 1) >= 13 && p.hand.some((c) => c.cardId === "absorb")) {
// Rev 13 (table ruling): the draw's bites land as ONE blow, countered
// against the total — ABSORB soaks up to three, BLUNT halves rounding
// up. A victim holding either gets the window; older games bit
// instantly and replay so.
if ((state.config.deckRev ?? 1) >= 13 &&
p.hand.some((c) => c.cardId === "absorb" || c.cardId === "blunt")) {
state.slowDeathPending = { playerId: p.id, points: bites };
events.push({ type: "slowDeathWindow", player: p.id, points: bites });
return;
@@ -6719,22 +6723,28 @@ function applySlowDeathOnDraw(state: GameState, events: GameEvent[], p: PlayerSt
checkVictory(state, events);
}
/** The victim's answer to hanging SLOW DEATH bites: each ABSORB soaks
* exactly one point ("the damage incurred by one card" is one bite);
* declining, or running out of absorbs, takes the rest. */
function doSlowDeathChoice(prev: GameState, playerId: PlayerId, absorbInstanceId?: string): CommandResult {
/** The victim's answer to hanging SLOW DEATH bites. The batch is one
* blow countered against its total: ABSORB soaks up to three points,
* BLUNT halves it rounding up, and counters may chain as they would
* against any attack. Declining takes what remains. */
function doSlowDeathChoice(prev: GameState, playerId: PlayerId, counterInstanceId?: string): CommandResult {
const state = clone(prev);
const pending = state.slowDeathPending!;
const p = state.players.find((q) => q.id === playerId)!;
const events: GameEvent[] = [];
if (absorbInstanceId) {
const card = p.hand.find((c) => c.instanceId === absorbInstanceId);
if (!card || card.cardId !== "absorb") return err("that is not an Absorb in your hand");
takeFromHand(p, absorbInstanceId);
if (counterInstanceId) {
const card = p.hand.find((c) => c.instanceId === counterInstanceId);
if (!card || (card.cardId !== "absorb" && card.cardId !== "blunt")) {
return err("only an Absorb or a Blunt answers the rot");
}
takeFromHand(p, counterInstanceId);
state.discard.push(card);
pending.points -= 1;
events.push({ type: "slowDeathAbsorbed", player: p.id, remaining: pending.points });
if (pending.points > 0 && p.hand.some((c) => c.cardId === "absorb")) {
pending.points = card.cardId === "absorb"
? Math.max(0, pending.points - 3)
: Math.ceil(pending.points / 2);
events.push({ type: "slowDeathCountered", player: p.id, cardId: card.cardId, remaining: pending.points });
if (pending.points > 0 &&
p.hand.some((c) => c.cardId === "absorb" || c.cardId === "blunt")) {
return { ok: true, state, events };
}
}