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>
This commit is contained in:
Eric Wagoner
2026-10-21 19:54:43 -04:00
co-authored by Claude Opus 5.5
parent 3368a92cf5
commit 8dcdfd2415
5 changed files with 109 additions and 5 deletions
@@ -331,6 +331,27 @@ describe("sector manipulation", () => {
}
});
it("a glued treasure turns with its sector, and the glue turns with it (KFJL)", () => {
// GLUE keeps its cell's key in the sustained effect's edge slot; the
// rotation once read it as an edge key and threw.
let { state } = newGame();
const me = activePlayer(state);
const chest = state.treasures.find((t) => t.owner === me.id)!;
const key = cellKey(chest.position!);
state.gluedCells[key] = true;
state.sustained.push({
id: "fx-glue", cardId: "glue", casterId: me.id, targetId: me.id, remainingTurns: 4, data: {}, edge: key,
});
const rs = giveCard(state, me.id, "rotate-sector");
state = must(state, me.id, {
type: "cast", instanceId: rs.instanceId,
target: { kind: "cell", cell: me.position }, params: { clockwise: true },
});
const moved = cellKey(state.treasures.find((t) => t.id === chest.id)!.position!);
expect(state.gluedCells).toEqual({ [moved]: true });
expect(state.sustained.find((s) => s.id === "fx-glue")!.edge).toBe(moved);
});
it("relocate sector slides everything and keeps adjacency", () => {
let { state } = newGame(); // 2 players: 5x10 column, sectors at y=0 and y=5
const me = activePlayer(state);