The door can be held open, as both key cards always promised

MASTER KEY and PICK LOCK each read: "You may 'hold the door open' for
others, if you wish" — and the engine always slammed it at end of
turn. Now the cast takes a hold param: the door stays unlocked past
the turn, for anyone, as long as its holder stands adjacent and
alive. A step away, a shove, a teleport, or a killing blow lets it
swing shut — swept after every command, since anything can move a
wizard. New state, new param: no old ledger contains either, so no
rev gate is needed.

The client offers a "hold the door open" checkbox when either card is
selected; a held door shows pale with a green jamb ("held open by a
standing wizard"), and the chronicle records the holding and the
shutting. Pinned: a held door outlives the turn and admits the other
wizard; walking away releases it.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Eric Wagoner
2026-08-17 13:15:57 -04:00
co-authored by Claude Fable 5
parent d2b40ec6f8
commit a0c65413ef
6 changed files with 122 additions and 3 deletions
+2
View File
@@ -74,6 +74,8 @@ export function humanize(e: GameEvent): string | null {
case "cardsStolen": return `${e.to} steals ${e.count} card(s) from ${e.from}'s thoughts!`;
case "handRevealed": return `${e.to} reads ${e.player}'s mind — their hand is revealed.`;
case "doorUnlocked": return `${e.player} unlocks a door.`;
case "doorHeld": return `${e.player} holds the door open.`;
case "doorReleased": return `The held door swings shut.`;
case "doorsRelocked": return `The door swings shut and relocks.`;
case "doorJammed": return `${e.player} jams a door's lock solid.`;
case "lockRemoved": return `${e.player} removes a door's lock for good.`;