Illusion walls shimmer until YOU test them (rules rev 29)
Per the owner's design — and truer to a real table, where the cast is public: every illusion wall's location is open knowledge, rendered as a shimmering wall to any player whose eyes have not yet ruled on it. Testing is an explicit act: tap the shimmer (or bump into it) and a modal explains the 50/50 and offers 'Roll to test your eyes' — the new testIllusion command rolls once, then the wall either hardens or dissolves for you alone. Nobody's verdict is moved by watching someone else stroll through (the Q3WZ mystery: an automaton walking through its own round-1 fake). Untested walls block movement and sight without consuming RNG; the pre-29 lazy belief roll is preserved for stored games. Automatons doubt free shimmers on their best crossing before spending any card on that wall. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
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co-authored by
Claude Fable 5
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@@ -360,8 +360,10 @@ function parseEdgeKey(key: string): { cell: Cell; side: Side } {
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}
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/**
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* What does this player believe about an illusion wall? Rolls the 50% chance
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* lazily the first time it matters ("when they gain L.O.S. to it").
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* What does this player believe about an illusion wall? Before rules rev 29
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* the 50% chance rolled lazily the first time it mattered; from rev 29 the
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* test is an explicit act (the testIllusion command) and an untested wall
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* simply IS a wall to this player until they choose to doubt it.
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*/
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function illusionBelief(
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state: GameState,
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@@ -373,6 +375,7 @@ function illusionBelief(
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if (wall.createdBy === playerId) return "seesThrough";
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const known = wall.belief[playerId];
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if (known) return known;
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if ((state.config.deckRev ?? 1) >= 29) return "believes"; // untested blocks; no roll
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const [roll, rngNext] = rollDie(state.rng);
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state.rng = rngNext;
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const result = roll <= 2 ? "seesThrough" : "believes";
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@@ -649,6 +652,7 @@ export type Command =
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| { type: "playNumberForMovement"; instanceId: string; addInstanceId?: string }
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| { type: "punch"; targetId: PlayerId }
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| { type: "punchWall"; cell: Cell; side: Side }
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| { type: "testIllusion"; cell: Cell; side: Side }
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| { type: "armWard"; armed: boolean }
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| { type: "warpStep" }
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| { type: "moveCreature"; creatureId: string; direction: Side }
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@@ -3631,6 +3635,7 @@ function applyCommandInner(state: GameState, playerId: PlayerId, command: Comman
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case "playNumberForMovement": return doPlayNumberForMovement(state, command.instanceId, command.addInstanceId);
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case "punch": return doPunch(state, command.targetId);
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case "punchWall": return doPunchWall(state, command.cell, command.side);
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case "testIllusion": return doTestIllusion(state, command.cell, command.side);
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case "armWard": return doArmWard(state, command.armed);
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case "warpStep": return doWarpStep(state);
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case "moveCreature": return doMoveCreature(state, command.creatureId, command.direction);
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@@ -3721,8 +3726,13 @@ function doMove(prev: GameState, direction: Side, over = false): CommandResult {
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// A believed (or untested, when bumped) ILLUSION WALL blocks the believer.
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{
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const key = edgeKey(p.position, direction);
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if (state.illusionWalls[key] &&
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illusionBelief(state, events, p.id, key) === "believes") {
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const shimmer = state.illusionWalls[key];
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if (shimmer && (state.config.deckRev ?? 1) >= 29 &&
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shimmer.createdBy !== p.id && !shimmer.belief[p.id]) {
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if (isBlinded(state, p)) return blindBump(state, events, p, direction);
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return err("the wall shimmers oddly — test your eyes before you can pass");
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}
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if (shimmer && illusionBelief(state, events, p.id, key) === "believes") {
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if (isBlinded(state, p)) return blindBump(state, events, p, direction);
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return err("blocked by wall");
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}
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@@ -4232,6 +4242,35 @@ function finishChaosIfReady(state: GameState, events: GameEvent[]): void {
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scrambleHands(state, events, pending.casterId, pending.excluded);
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}
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/**
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* TEST AN ILLUSION (rules rev 29): a free act on your turn. Standing beside
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* the shimmer or seeing it, you roll your 50% doubt — the wall then either
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* hardens (for you) or dissolves (for you). Nobody else's eyes are moved by
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* your verdict, or by anyone strolling through it.
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*/
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function doTestIllusion(prev: GameState, cell: Cell, side: Side): CommandResult {
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if ((prev.config.deckRev ?? 1) < 29) return err("illusions test themselves in this vintage of the rules");
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const state = clone(prev);
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const p = activePlayer(state);
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const key = edgeKey(cell, side);
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const wall = state.illusionWalls[key];
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if (!wall) return err("there is no illusion there");
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if (wall.createdBy === p.id) return err("you made it — you know exactly what it is");
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if (wall.belief[p.id]) return err("your eyes have already ruled on that wall");
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const events: GameEvent[] = [];
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const board = openHeldDoors(state, perceivedBoard(state, events, p.id));
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if (!isAdjacentToEdge(p.position, cell, side) &&
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!losToEdge(board, p.position, cell, side)) {
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return err("you cannot see that wall from here");
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}
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const [roll, rngNext] = rollDie(state.rng);
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state.rng = rngNext;
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const result = roll <= 2 ? "seesThrough" : "believes";
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state.illusionWalls[key]!.belief[p.id] = result;
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events.push({ type: "illusionTested", player: p.id, edge: key, result });
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return { ok: true, state, events };
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}
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function doPunchWall(prev: GameState, cell: Cell, side: Side): CommandResult {
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const pre = attackPreconditions(prev);
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if (pre) return err(pre);
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