Expansion wave 1: the creature system and first eight monster cards

Creatures are first-class citizens: TROLL (D4 punches, 6 damage to
kill, regenerates at its creator's turn end), SKELETON (2-point
punches), WRAITH (walks through one wall a turn; its touch deals 2
and steals a random card), FIRE IMP (a stationary turret scorching
anyone in sight once per turn — including its creator — killed only
by Waterbolt or a Waterwall wave), DEMOCRATIC MONSTER (moved three
spaces by EVERY player on their turn, one claw per round), SHADOW (a
second body costing a life point per turn, destroyed by any damage),
and ALTER EGO (a stationary double). Monsters obey their creators,
move on the controller's turn, attack once per turn but never on
their creation turn (summoning IS your attack), refuse to strike
their creators, and vanish when their creator dies. Attacks can
target creatures directly (no counteraction window — monsters don't
counter); Dispel Creation un-creates them. Plus MEGA-MONSTER (double
a monster's toughness or speed), ADRENALINE (two attacks a turn),
MAD DASH, and LIFESAVER. Expansion Set #2 confirmed by Eric as a
5e-era product — marked historical-only in the data; the 6e game is
exactly base + Expansion #1 (200 cards, all verified). Lobby gains an
"include Expansion Set #1" toggle; the client renders creatures as
diamond tokens with select-move-attack interaction. 95 tests passing.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Eric Wagoner
2026-08-15 22:41:54 -04:00
co-authored by Claude Fable 5
parent e475253fb0
commit df0675c735
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import { describe, expect, it } from "vitest";
import {
applyCommand,
activePlayer,
createGame,
boardView,
creatureAt,
gameLos,
type Command,
type GameState,
type PlayerId,
} from "../src/game";
import { cellKey, SIDES, stepTarget, type Cell, type Side } from "../src/board";
import type { CardInstance } from "../src/cards";
function newGame(seed = 42) {
return createGame({ playerIds: ["alice", "bob"], seed, sets: ["basic", "expansion1"] });
}
function must(state: GameState, player: PlayerId, command: Command): GameState {
const result = applyCommand(state, player, command);
if (!result.ok) throw new Error(`command failed: ${result.error}`);
return result.state;
}
function giveCard(state: GameState, playerId: PlayerId, cardId: string, tag = "T", slot = 0): CardInstance {
const p = state.players.find((p) => p.id === playerId)!;
const instance = { instanceId: `${cardId}#${tag}`, cardId };
p.hand[slot] = instance;
return instance;
}
function toRound2(state: GameState): GameState {
state = must(state, activePlayer(state).id, { type: "endTurn", draw: 0 });
state = must(state, activePlayer(state).id, { type: "endTurn", draw: 0 });
return state;
}
function emptyNeighborCell(state: GameState, of: Cell): { cell: Cell; side: Side } {
const view = boardView(state);
for (const side of SIDES) {
const t = stepTarget(view, of, side);
if (t.kind !== "step") continue;
const key = cellKey(t.to);
if (view.homes.some((h) => cellKey(h) === key)) continue;
if (state.treasures.some((tr) => tr.position && cellKey(tr.position) === key)) continue;
if (state.players.some((p) => cellKey(p.position) === key)) continue;
return { cell: t.to, side };
}
throw new Error("no empty neighbor");
}
/** Summon a creature next to its creator (round 2+, consumes the attack). */
function summon(state: GameState, playerId: PlayerId, kind: string, tag = "S") {
const me = state.players.find((p) => p.id === playerId)!;
const spot = emptyNeighborCell(state, me.position);
const card = giveCard(state, playerId, kind, tag);
const next = must(state, playerId, {
type: "cast", instanceId: card.instanceId, target: { kind: "cell", cell: spot.cell },
});
return { state: next, at: spot.cell };
}
describe("expansion deck", () => {
it("basic + expansion1 builds the full 200-card game", () => {
const { state } = newGame();
const total = state.deck.length + state.discard.length +
state.players.reduce((s, p) => s + p.hand.length, 0);
expect(total).toBe(200);
});
});
describe("monsters", () => {
it("summoning uses your attack; the monster moves now but attacks next turn", () => {
let { state } = newGame();
state = toRound2(state);
const me = activePlayer(state).id;
const r = summon(state, me, "skeleton");
state = r.state;
const skeleton = creatureAt(state, r.at)!;
expect(skeleton.kind).toBe("skeleton");
expect(state.turn.attackUsed).toBe(true);
// It can move on the creation turn...
const view = boardView(state);
for (const side of SIDES) {
if (stepTarget(view, skeleton.position, side).kind === "step") {
state = must(state, me, { type: "moveCreature", creatureId: skeleton.id, direction: side });
break;
}
}
// ...but cannot attack until next turn.
const other = state.players.find((p) => p.id !== me)!;
other.position = { ...state.creatures[0]!.position };
const refused = applyCommand(state, me, {
type: "creatureAttack", creatureId: state.creatures[0]!.id, targetId: other.id,
});
expect(refused.ok).toBe(false);
// Next turn: the skeleton punches for 2.
state = must(state, me, { type: "endTurn", draw: 0 });
state = must(state, other.id, { type: "endTurn", draw: 0 });
const victim = state.players.find((p) => p.id !== me)!;
victim.position = { ...state.creatures[0]!.position };
state = must(state, me, {
type: "creatureAttack", creatureId: state.creatures[0]!.id, targetId: victim.id,
});
expect(state.players.find((p) => p.id !== me)!.life).toBe(13);
});
it("a monster will not obey the enemy and will not strike its creator", () => {
let { state } = newGame();
state = toRound2(state);
const me = activePlayer(state).id;
const r = summon(state, me, "skeleton");
state = r.state;
const id = state.creatures[0]!.id;
const other = state.players.find((p) => p.id !== me)!.id;
state = must(state, me, { type: "endTurn", draw: 0 });
expect(applyCommand(state, other, { type: "moveCreature", creatureId: id, direction: "N" }).ok).toBe(false);
state = must(state, other, { type: "endTurn", draw: 0 });
const creator = state.players.find((p) => p.id === me)!;
creator.position = { ...state.creatures[0]!.position };
expect(applyCommand(state, me, { type: "creatureAttack", creatureId: id, targetId: me }).ok).toBe(false);
});
it("the troll rolls a D4 for damage and regenerates at its creator's turn end", () => {
let { state } = newGame();
state = toRound2(state);
const me = activePlayer(state).id;
const r = summon(state, me, "troll");
state = r.state;
const troll = state.creatures[0]!;
// Hurt the troll, then watch a point come back at end of turn.
const fb = giveCard(state, me, "fireball", "F", 1);
// (can't attack again this turn — adrenaline not in play — so wound it via
// test surgery instead)
void fb;
troll.damage = 3;
state = must(state, me, { type: "endTurn", draw: 0 });
expect(state.creatures[0]!.damage).toBe(2);
});
it("the wraith slips through one wall per turn and its touch steals cards", () => {
let { state } = newGame();
state = toRound2(state);
const me = activePlayer(state).id;
const r = summon(state, me, "wraith");
state = r.state;
const wraith = state.creatures[0]!;
// Walk it through a wall if one is adjacent.
const view = boardView(state);
for (const side of SIDES) {
const t = stepTarget(view, wraith.position, side);
if (t.kind === "blocked" && t.by === "wall") {
const dest = { x: wraith.position.x + (side === "E" ? 1 : side === "W" ? -1 : 0),
y: wraith.position.y + (side === "S" ? 1 : side === "N" ? -1 : 0) };
if (!view.cells[cellKey(dest)]) continue;
state = must(state, me, { type: "moveCreature", creatureId: wraith.id, direction: side });
expect(state.creatures[0]!.wallPassUsed).toBe(1);
break;
}
}
// Its touch: 2 damage and a random card lost. March it onto the enemy.
state = must(state, me, { type: "endTurn", draw: 0 });
const enemy = state.players.find((p) => p.id !== me)!;
state = must(state, enemy.id, { type: "endTurn", draw: 0 });
const w = state.creatures[0]!;
const enemy2 = state.players.find((p) => p.id !== me)!;
enemy2.position = { ...w.position };
// step the wraith one cell and back onto the enemy? Simply move enemy onto
// wraith is not a touch (wraith must enter). Move wraith away then back.
const view2 = boardView(state);
for (const side of SIDES) {
const t = stepTarget(view2, w.position, side);
if (t.kind === "step") {
const back: Side = side === "N" ? "S" : side === "S" ? "N" : side === "E" ? "W" : "E";
state = must(state, me, { type: "moveCreature", creatureId: w.id, direction: side });
state = must(state, me, { type: "moveCreature", creatureId: w.id, direction: back });
break;
}
}
const bitten = state.players.find((p) => p.id !== me)!;
expect(bitten.life).toBe(13);
expect(bitten.hand.length).toBe(6);
});
it("the fire imp scorches on sight and dies only to water", () => {
let { state } = newGame();
state = toRound2(state);
const me = activePlayer(state).id;
const r = summon(state, me, "fire-imp");
state = r.state;
const imp = state.creatures[0]!;
// Fireball cannot destroy it...
state = must(state, me, { type: "endTurn", draw: 0 });
const enemy = state.players.find((p) => p.id !== me)!;
// (enemy may have been scorched at turn start if in LOS — note life)
const enemyLife = enemy.life;
void enemyLife;
const enemyNow = state.players.find((p) => p.id !== me)!;
enemyNow.position = { ...imp.position }; // stand at the imp for clear sight
const fb = giveCard(state, enemy.id, "fireball", "F", 0);
state = must(state, enemy.id, {
type: "cast", instanceId: fb.instanceId, target: { kind: "creature", creatureId: imp.id },
});
expect(state.creatures.length).toBe(1);
// ...but a waterbolt douses it instantly.
state = must(state, enemy.id, { type: "endTurn", draw: 0 });
state = must(state, me, { type: "endTurn", draw: 0 });
state.players.find((p) => p.id !== me)!.position = { ...state.creatures[0]!.position };
const wb = giveCard(state, enemy.id, "waterbolt", "W", 0);
state = must(state, enemy.id, {
type: "cast", instanceId: wb.instanceId, target: { kind: "creature", creatureId: imp.id },
});
expect(state.creatures.length).toBe(0);
});
it("the democratic monster is moved by every player", () => {
let { state } = newGame();
state = toRound2(state);
const me = activePlayer(state).id;
const r = summon(state, me, "democratic-monster");
state = r.state;
const id = state.creatures[0]!.id;
state = must(state, me, { type: "endTurn", draw: 0 });
const other = activePlayer(state).id;
expect(other).not.toBe(me);
const view = boardView(state);
for (const side of SIDES) {
if (stepTarget(view, state.creatures[0]!.position, side).kind === "step") {
const result = applyCommand(state, other, { type: "moveCreature", creatureId: id, direction: side });
expect(result.ok).toBe(true);
break;
}
}
});
it("mega-monster doubles a monster's toughness; dispel un-creates it", () => {
let { state } = newGame();
state = toRound2(state);
const me = activePlayer(state).id;
const r = summon(state, me, "skeleton");
state = r.state;
const id = state.creatures[0]!.id;
const mm = giveCard(state, me, "mega-monster", "MM", 1);
state = must(state, me, {
type: "cast", instanceId: mm.instanceId, target: { kind: "creature", creatureId: id },
});
expect(state.creatures[0]!.maxDamage).toBe(8);
const dc = giveCard(state, me, "dispel-creation", "DC", 2);
state = must(state, me, {
type: "cast", instanceId: dc.instanceId, target: { kind: "cell", cell: state.creatures[0]!.position },
});
expect(state.creatures.length).toBe(0);
});
it("monsters vanish when their creator dies", () => {
let { state } = newGame();
state = toRound2(state);
const me = activePlayer(state).id;
const r = summon(state, me, "skeleton");
state = r.state;
const creator = state.players.find((p) => p.id === me)!;
const enemy = state.players.find((p) => p.id !== me)!;
creator.life = 1;
enemy.position = { ...creator.position };
state = must(state, me, { type: "endTurn", draw: 0 });
state = must(state, enemy.id, { type: "punch", targetId: me });
state = must(state, me, { type: "pass" });
expect(state.players.find((p) => p.id === me)!.alive).toBe(false);
expect(state.creatures.length).toBe(0);
});
});
describe("expansion support cards", () => {
it("adrenaline allows a second attack in one turn", () => {
let { state } = newGame();
state = toRound2(state);
const attacker = activePlayer(state);
const defender = state.players.find((p) => p.id !== attacker.id)!;
defender.position = { ...attacker.position };
const adr = giveCard(state, attacker.id, "adrenaline");
giveCard(state, attacker.id, "number-2", "N", 1);
state = must(state, attacker.id, {
type: "cast", instanceId: adr.instanceId, numberInstanceIds: ["number-2#N"],
});
const fb1 = giveCard(state, attacker.id, "fireball", "F1", 0);
state = must(state, attacker.id, { type: "cast", instanceId: fb1.instanceId, target: { kind: "player", playerId: defender.id } });
state = must(state, defender.id, { type: "pass" });
const fb2 = giveCard(state, attacker.id, "fireball", "F2", 0);
state = must(state, attacker.id, { type: "cast", instanceId: fb2.instanceId, target: { kind: "player", playerId: defender.id } });
state = must(state, defender.id, { type: "pass" });
expect(state.players.find((p) => p.id === defender.id)!.life).toBe(5);
// A third is refused.
const fb3 = giveCard(state, attacker.id, "fireball", "F3", 0);
expect(applyCommand(state, attacker.id, {
type: "cast", instanceId: fb3.instanceId, target: { kind: "player", playerId: defender.id },
}).ok).toBe(false);
});
it("shadow costs a life point per turn and dies to any damage", () => {
let { state } = newGame();
state = toRound2(state);
const me = activePlayer(state).id;
const r = summon(state, me, "shadow");
state = r.state;
expect(state.creatures[0]!.kind).toBe("shadow");
const lifeBefore = state.players.find((p) => p.id === me)!.life;
// Around to my next turn: upkeep costs 1.
state = must(state, me, { type: "endTurn", draw: 0 });
state = must(state, activePlayer(state).id, { type: "endTurn", draw: 0 });
expect(state.players.find((p) => p.id === me)!.life).toBe(lifeBefore - 1);
// Any damage destroys it.
const enemy = state.players.find((p) => p.id !== me)!.id;
state = must(state, me, { type: "endTurn", draw: 0 });
state.players.find((p) => p.id === enemy)!.position = { ...state.creatures[0]!.position };
const fb = giveCard(state, enemy, "fireball", "F", 0);
state = must(state, enemy, {
type: "cast", instanceId: fb.instanceId,
target: { kind: "creature", creatureId: state.creatures[0]!.id },
});
expect(state.creatures.length).toBe(0);
});
});