Rev 16: empathy mirrors the blows that resolve by their own hand

A believed ILLUSIONARY ATTACK, the goat's ram, and the hurled
treasure all deal their damage inside the attack's own resolution
hook — past the pipeline where the empathy mirror lived, so a linked
caster walked away unbloodied. One resolvedBlow helper now carries
the mirror to all three: "any attack done in ANY form" means these
too. Rev-gated: proactive empathy predates this, so stored ledgers
may hold unmirrored blows and replay them as struck.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Eric Wagoner
2026-08-17 13:37:37 -04:00
co-authored by Claude Fable 5
parent 89ba225fe5
commit 94ec714e35
4 changed files with 42 additions and 5 deletions
+23
View File
@@ -947,3 +947,26 @@ describe("empathy as a counteraction", () => {
expect(state.sustained.some((f) => f.cardId === "empathy" && f.targetId === defender)).toBe(false);
});
});
describe("empathy mirrors resolution-hook blows (rules rev 16)", () => {
it("a believed illusion bites both wizards", () => {
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev: 16 });
state = toRound2(state);
const { attacker, defender } = faceOff(state);
const ill = giveCard(state, attacker, "illusionary-attack");
const d = state.players.find((p) => p.id === defender)!;
d.hand[0] = { instanceId: "empathy#T", cardId: "empathy" };
state = must(state, attacker, {
type: "cast", instanceId: ill.instanceId,
target: { kind: "player", playerId: defender },
params: { cardId: "fireball" },
});
state = must(state, defender, { type: "counteract", instanceId: "empathy#T" });
state = must(state, attacker, { type: "pass" });
state = must(state, defender, { type: "pass" });
const dAfter = state.players.find((p) => p.id === defender)!;
const aAfter = state.players.find((p) => p.id === attacker)!;
// Whichever way belief rolled, the two lives moved in lockstep.
expect(15 - aAfter.life).toBe(15 - dAfter.life);
});
});