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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@@ -136,7 +136,7 @@ class LocalGame {
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seed,
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sets: expansion ? ["basic", "expansion1"] : ["basic"],
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...(colors ? { colors } : {}),
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deckRev: 19,
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deckRev: 20,
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};
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const { state, events } = createGame(config);
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for (const e of events) {
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