Powerstone blesses a number already played this turn

On the table the stone and the number land together; digitally the
display can come a beat late and the +1 silently vanished. Displaying
POWERSTONE now grants the stride retroactively when a number was
already played for movement this turn, with a chronicle line so the
gain is visible. Pure widening — no rev needed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
This commit is contained in:
Eric Wagoner
2026-08-28 10:22:59 -04:00
co-authored by Claude Fable 5
parent ca0a4ef2e3
commit ca9b09c029
2 changed files with 11 additions and 1 deletions
+10 -1
View File
@@ -715,6 +715,7 @@ export type GameEvent =
| { type: "treasureTorn"; attacker: PlayerId; defender: PlayerId; treasureId: string; toFloor: boolean } | { type: "treasureTorn"; attacker: PlayerId; defender: PlayerId; treasureId: string; toFloor: boolean }
| { type: "tearResisted"; attacker: PlayerId; defender: PlayerId } | { type: "tearResisted"; attacker: PlayerId; defender: PlayerId }
| { type: "treasureTearAttempted"; attacker: PlayerId; defender: PlayerId } | { type: "treasureTearAttempted"; attacker: PlayerId; defender: PlayerId }
| { type: "powerstoneBoost"; player: PlayerId; newAllowance: number }
| { type: "treasureDropped"; player: PlayerId; treasureId: string; at: Cell; onHomeOf: PlayerId | null } | { type: "treasureDropped"; player: PlayerId; treasureId: string; at: Cell; onHomeOf: PlayerId | null }
| { type: "playerEliminated"; player: PlayerId; reason: "killed" | "treasuresLost" } | { type: "playerEliminated"; player: PlayerId; reason: "killed" | "treasuresLost" }
| { type: "cardsDiscarded"; player: PlayerId; cards: CardInstance[] } | { type: "cardsDiscarded"; player: PlayerId; cards: CardInstance[] }
@@ -1652,7 +1653,15 @@ const CARD_EFFECTS: Record<string, AttackEffect | NeutralEffect | CounterEffect>
}, },
// --- Magic stones --------------------------------------------------------- // --- Magic stones ---------------------------------------------------------
bloodstone: stoneEffect(), bloodstone: stoneEffect(),
powerstone: stoneEffect(), // "Add 1 to any NUMBER card played." On the table the stone and the
// number land together; digitally the display may come a beat late, so
// it blesses a number already played for movement this turn.
powerstone: stoneEffect((state, events, caster) => {
if (activePlayer(state).id === caster.id && state.turn.numberPlayedForMovement) {
state.turn.movementAllowance += 1;
events.push({ type: "powerstoneBoost", player: caster.id, newAllowance: state.turn.movementAllowance });
}
}),
shadowstone: stoneEffect(), shadowstone: stoneEffect(),
soulstone: stoneEffect(), soulstone: stoneEffect(),
speedstone: stoneEffect((state, _events, caster) => { speedstone: stoneEffect((state, _events, caster) => {
+1
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@@ -67,6 +67,7 @@ export function humanize(e: GameEvent): string | null {
: `${e.attacker} TEARS the treasure from ${e.defender}'s arms!`; : `${e.attacker} TEARS the treasure from ${e.defender}'s arms!`;
case "tearResisted": return `${e.defender} clutches the treasure with white knuckles — ${e.attacker} comes away empty!`; case "tearResisted": return `${e.defender} clutches the treasure with white knuckles — ${e.attacker} comes away empty!`;
case "treasureTearAttempted": return `${e.attacker} grabs for the treasure in ${e.defender}'s arms!`; case "treasureTearAttempted": return `${e.attacker} grabs for the treasure in ${e.defender}'s arms!`;
case "powerstoneBoost": return `The powerstone hums over the number already played — ${e.player} gains a stride (${e.newAllowance} total).`;
case "trapSprung": return e.cardId === "gift-from-below" case "trapSprung": return e.cardId === "gift-from-below"
? `${e.player} draws GIFT FROM BELOW — it bites for 3, then deals again!` ? `${e.player} draws GIFT FROM BELOW — it bites for 3, then deals again!`
: `${e.player} walked into an old TRAP! Lose a turn.`; : `${e.player} walked into an old TRAP! Lose a turn.`;