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