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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Claude Opus 5.5
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3368a92cf5
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8dcdfd2415
@@ -1044,3 +1044,64 @@ describe("the troll's fist on a wall", () => {
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expect(again.ok).toBe(false);
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});
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});
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describe("creatures cannot strike the mist (rev 28)", () => {
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// MIST-BODY: "You may not attack or be attacked." Rev 28 holds the
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// card against creatures as well as wizards; older games let them strike.
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function mistRig(deckRev?: number) {
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let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic", "expansion1"], deckRev });
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state = toRound2(state);
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const creator = activePlayer(state);
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state = summon(state, creator.id, "democratic-monster").state;
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state = must(state, creator.id, { type: "endTurn", draw: 0 });
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const mover = activePlayer(state);
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const victim = state.players.find((p) => p.id !== mover.id)!;
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pushSustained(state, { id: "fx-mist", cardId: "mist-body", casterId: victim.id, targetId: victim.id, remainingTurns: 2 });
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const dm = state.creatures.find((c) => c.kind === "democratic-monster")!;
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const spot = emptyNeighborCell(state, victim.position);
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dm.position = { ...spot.cell };
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return { state, mover: mover.id, victim: victim.id, dm: dm.id, into: opposite(spot.side) };
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}
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it("a democratic monster passes through a misted wizard without clawing", () => {
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const { state, mover, dm, into } = mistRig();
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const r = applyCommand(state, mover, { type: "moveCreature", creatureId: dm, direction: into });
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if (!r.ok) throw new Error(r.error);
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expect(r.state.stack).toBeNull();
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expect(r.events.some((e) => e.type === "creatureTouched")).toBe(false);
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expect(r.state.creatures.find((c) => c.id === dm)!.attackUsed).toBe(false);
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});
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it("older games let the monster claw the mist", () => {
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const { state, mover, dm, into } = mistRig(27);
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const r = applyCommand(state, mover, { type: "moveCreature", creatureId: dm, direction: into });
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if (!r.ok) throw new Error(r.error);
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expect(r.state.stack?.creatureId ?? null).toBe(dm);
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});
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function skeletonRig(deckRev?: number) {
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let { state } = createGame({ playerIds: ["a", "b"], seed: 42, sets: ["basic", "expansion1"], deckRev });
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state = toRound2(state);
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const me = activePlayer(state).id;
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state = summon(state, me, "skeleton").state;
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state = must(state, me, { type: "endTurn", draw: 0 });
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const other = activePlayer(state).id;
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state = must(state, other, { type: "endTurn", draw: 0 });
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const victim = state.players.find((p) => p.id === other)!;
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victim.position = { ...state.creatures[0]!.position };
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pushSustained(state, { id: "fx-mist", cardId: "mist-body", casterId: other, targetId: other, remainingTurns: 2 });
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return { state, me, victim: other, skeleton: state.creatures[0]!.id };
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}
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it("no skeleton may be ordered to strike a misted wizard", () => {
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const { state, me, victim, skeleton } = skeletonRig();
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const r = applyCommand(state, me, { type: "creatureAttack", creatureId: skeleton, targetId: victim });
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expect(r.ok).toBe(false);
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});
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it("older games let the order stand", () => {
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const { state, me, victim, skeleton } = skeletonRig(27);
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const r = applyCommand(state, me, { type: "creatureAttack", creatureId: skeleton, targetId: victim });
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expect(r.ok).toBe(true);
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});
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});
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@@ -331,6 +331,27 @@ describe("sector manipulation", () => {
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}
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});
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it("a glued treasure turns with its sector, and the glue turns with it (KFJL)", () => {
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// GLUE keeps its cell's key in the sustained effect's edge slot; the
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// rotation once read it as an edge key and threw.
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let { state } = newGame();
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const me = activePlayer(state);
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const chest = state.treasures.find((t) => t.owner === me.id)!;
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const key = cellKey(chest.position!);
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state.gluedCells[key] = true;
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state.sustained.push({
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id: "fx-glue", cardId: "glue", casterId: me.id, targetId: me.id, remainingTurns: 4, data: {}, edge: key,
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});
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const rs = giveCard(state, me.id, "rotate-sector");
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state = must(state, me.id, {
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type: "cast", instanceId: rs.instanceId,
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target: { kind: "cell", cell: me.position }, params: { clockwise: true },
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});
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const moved = cellKey(state.treasures.find((t) => t.id === chest.id)!.position!);
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expect(state.gluedCells).toEqual({ [moved]: true });
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expect(state.sustained.find((s) => s.id === "fx-glue")!.edge).toBe(moved);
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});
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it("relocate sector slides everything and keeps adjacency", () => {
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let { state } = newGame(); // 2 players: 5x10 column, sectors at y=0 and y=5
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const me = activePlayer(state);
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