The duel skill learns the board is a torus

Eric, after game eleven: the warping edges mean there is no center
column — sew the right column onto the left and the geography is
identical. Seat-quality and distance judgments made in coordinates
are rendering artifacts; only the edge-and-warp graph is real. The
router always knew; the narrator now does too.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
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Eric Wagoner
2026-08-28 13:06:03 -04:00
co-authored by Claude Fable 5
parent 7585a5e88d
commit b7c8428ed5
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@@ -198,6 +198,17 @@ probing legality is free, so when unsure, try it and read the error.
warps rewire, routes invert. After any rotate/relocate event, throw
away every cached route and re-run the router.
## The board is a torus (from Eric, after game eleven)
- The warping rims mean there is NO center and NO edge: take the right
column and sew it onto the left — identical geography. "Central" and
"peripheral" seats are rendering artifacts of where the map unrolls.
Thinking in those terms is a trap that limits your options (his
words). Judge NOTHING by coordinates: distance is graph distance,
threat is graph threat, and the router (BFS over edges + warps) is
the only geometry that exists. Mentally re-unroll the map from
wherever you stand — every wizard is the center of their own map.
## The board is the truth (I keep paying for this one)
- NEVER narrate a persistent effect without re-verifying it in the