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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Claude Fable 5
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@@ -136,7 +136,7 @@ class LocalGame {
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seed,
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sets: expansion ? ["basic", "expansion1"] : ["basic"],
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...(colors ? { colors } : {}),
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deckRev: 28,
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deckRev: 29,
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};
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const { state, events } = createGame(config);
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for (const e of events) {
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