Rev 20: the junction wall rolls for its allegiance
The rulebook (Cards And Actions That Change The Map): a CREATE WALL or DESTROY WALL alteration on a junction between sectors rolls a 50-50 when "some other moron" rotates one of them — 1-2 stays with the standing sector, 3-4 travels with the moving one, per the book's own low/high convention. Both rotation and relocation roll (the same seam tears either way), demolished holes roll alongside conjured walls, the pips land loud in the chronicle, and a traveling edge rides anchored to its in-sector cell. Rev-gated: the roll consumes dice that stored games never spent. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Claude Fable 5
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@@ -54,7 +54,7 @@ export interface Room {
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const rooms = new Map<string, Room>();
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/** Rules revision new games are dealt under (stored games keep their own). */
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const RULES_REV = 19;
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const RULES_REV = 20;
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const ROOM_CODE_ALPHABET = "ABCDEFGHJKLMNPQRSTUVWXYZ23456789";
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