Mist shields its wizard from creatures; a glued square turns with its sector; Waterbolt splits the power it is cast with
Three of Ramses's reports from KFJL: - Rev 28: MIST-BODY's "may not attack or be attacked" holds against creatures. A wraith's or democratic monster's touch, a fire imp's scorch, and an ordered troll/skeleton/shadow blow all pass the mist by; older games keep the strike their ledgers recorded. The automaton no longer orders its creatures at a misted wizard. - ROTATE and RELOCATE SECTOR threw while GLUE was down: GLUE keeps its cell's key in the sustained effect's edge slot, and the remap read it as an edge. It maps as a cell now (the throw never reached a ledger, so this ships ungated). - WATERBOLT's damage/knockback split was sized by the NUMBER's face; the engine weighs POWERSTONE's +1 and AMPLIFY's doubling, so a 5 behind a powerstone was refused for not totalling 6. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -1472,7 +1472,9 @@ export function automatonCommand(
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// Command the menagerie: creatures march and maul before the wizard moves.
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for (const c of view.creatures) {
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if (c.controllerId !== you || c.justCreated) continue;
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const enemyHere = livingEnemies(view).find((p) => cellKey(p.position) === cellKey(c.position));
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const enemyHere = livingEnemies(view).find((p) => cellKey(p.position) === cellKey(c.position) &&
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// Rev 28: creatures cannot strike the mist either.
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!(view.deckRev >= 28 && view.sustained.some((s) => s.cardId === "mist-body" && s.targetId === p.id)));
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if (enemyHere && !c.attackUsed &&
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(c.kind === "troll" || c.kind === "skeleton" || c.kind === "shadow")) {
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return { type: "creatureAttack", creatureId: c.id, targetId: enemyHere.id };
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@@ -247,7 +247,7 @@ export interface CastParams {
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}
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/** The revision new games are dealt under; GameConfig.deckRev pins it per game. */
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export const CURRENT_RULES_REV = 27;
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export const CURRENT_RULES_REV = 28;
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/** Every rulings revision since the baseline, newest last — the entries a
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* game's deckRev freezes it before or after. Shown to players as the house
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@@ -279,6 +279,7 @@ export const RULES_REVISIONS: { rev: number; note: string }[] = [
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{ rev: 25, note: "An attack on a bush or the ooze is an attack on an inanimate object like any wall: POWER ATTACK's bought points count, and a thrown DAGGER or LARGE ROCK lands at the foot of the bush instead of vanishing into the discard. Older games took neither." },
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{ rev: 26, note: "BUTT-HEAD's ram is physical damage like any other: STRENGTH doubles it, AMPLIFY doubles it, WEAKNESS doubles it, POWER ATTACK adds to it, and ABSORB or BLUNT soak it. Older games dealt the bare distance, whatever rode the cast." },
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{ rev: 27, note: "An ILLUSIONARY ATTACK is priced as the spell it fakes, so a BLUNT halves it, an ABSORB soaks it, and a shield stops it, exactly as against the real thing; the belief roll then decides whether the weighed blow lands at all. Older games dealt a believed illusion's full points past every counteraction." },
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{ rev: 28, note: "MIST-BODY's \"may not be attacked\" holds against creatures too: a wraith's chill or a democratic monster's claw passes through a misted wizard, a fire imp's scorch finds nothing to burn, and no troll, skeleton or shadow may be ordered to strike one. Older games let creatures attack the mist." },
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];
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export interface GameConfig {
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@@ -624,6 +625,12 @@ function isMisted(state: GameState, playerId: PlayerId): boolean {
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return sustainedOn(state, playerId, "mist-body").length > 0;
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}
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/** Rev 28: MIST-BODY — "You may not attack or be attacked" — shields its
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* wizard from creatures as from wizards. Older games let them strike. */
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function mistShieldsFromCreatures(state: GameState, p: PlayerState): boolean {
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return (state.config.deckRev ?? 1) >= 28 && isMisted(state, p.id);
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}
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function isLockedInPlace(state: GameState, playerId: PlayerId): boolean {
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return sustainedOn(state, playerId, "lock-in-place").length > 0;
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}
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@@ -3188,6 +3195,7 @@ function impCheck(state: GameState, events: GameEvent[], onlyPlayer?: PlayerId):
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if (onlyPlayer && p.id !== onlyPlayer) continue;
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if (imp.justCreated && p.id === imp.controllerId) continue; // not its creator on creation turn
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if (imp.scorchedThisTurn.includes(p.id)) continue;
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if (mistShieldsFromCreatures(state, p)) continue;
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// "Imp cannot see through a FIREWALL!" — gameLos already blocks on
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// firewall edges and terrain.
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if (!gameLos(state, imp.position, p.position)) continue;
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@@ -3221,6 +3229,7 @@ function creatureTouchOnArrival(state: GameState, events: GameEvent[], creature:
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for (const p of state.players) {
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if (!p.alive || cellKey(p.position) !== cellKey(creature.position)) continue;
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if (p.id === creature.controllerId && creature.kind !== "democratic-monster") continue; // won't hurt creator
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if (mistShieldsFromCreatures(state, p)) continue;
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if (creature.kind === "wraith" && !creature.attackUsed) {
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creature.attackUsed = true;
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events.push({ type: "creatureTouched", creatureId: creature.id, kind: creature.kind, player: p.id });
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@@ -3432,6 +3441,7 @@ function doCreatureAttack(prev: GameState, creatureId: string, targetId: string)
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return err("the creature must share its target's square");
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}
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if (targetPlayer && targetPlayer.id === creature.controllerId) return err("it will not hurt its creator");
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if (targetPlayer && mistShieldsFromCreatures(state, targetPlayer)) return err("your target is mist and cannot be attacked");
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creature.attackUsed = true;
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let amount: number;
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@@ -3571,7 +3581,8 @@ function remapState(
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state.slimeTraps = remapRecord(state.slimeTraps, mapCellKey);
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state.groundObjects = remapRecord(state.groundObjects, mapCellKey);
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for (const fx of state.sustained) {
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if (fx.edge) fx.edge = mapEdgeKey(fx.edge);
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// GLUE keeps its glued cell's key where edge spells keep an edge's.
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if (fx.edge) fx.edge = fx.cardId === "glue" ? mapCellKey(fx.edge) : mapEdgeKey(fx.edge);
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}
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for (const p of state.players) {
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if (inSector(p.position)) p.position = mapCell(p.position);
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