The tear waits for counteractions (rules rev 6)

STRENGTH's card says the grab "would be an attack," but the engine
resolved it instantly while punches opened counteraction windows — the
defender never got their say. At rev 6 the tear rides the stack like
any physical attack: the clutch roll waits out the counters, and only
an unstopped grab still in arm's reach of a still-laden defender gets
its wrestle. A TELEPORT escape now genuinely saves the chest (FULL
SHIELD does not — the card stops spell attacks only, and the grab is
physical). The automatons counter tears at their carried gold by not
being there when the hand closes. Narrowing, so rev-gated: games
pinned at rev 5 keep their instant tears and replay unchanged — all 29
ledgers verify.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
This commit is contained in:
Eric Wagoner
2026-08-27 22:40:12 -04:00
co-authored by Claude Fable 5
parent cbd4d80dea
commit e388691858
6 changed files with 144 additions and 8 deletions
+10
View File
@@ -775,6 +775,16 @@ function respond(view: GameView, style: AutomatonStyle, tier: TierTraits): Comma
const atk = attackId ? ATTACKS[attackId] : null;
const affliction = attackId ? AFFLICTIONS[attackId] != null : false;
// A tear at the treasure in my arms outranks its zero damage: the stake
// is the chest, not the bruise. The grab is PHYSICAL — shields part
// around it; the only real answer is to not be there when it closes.
if (stack.tearTreasure && me(view).carriedTreasureId != null) {
const tp = find("teleport");
const out = tp ? escapeCell(view, me(view).position) : null;
if (tp && out) return { type: "counteract", instanceId: tp.instanceId, params: { cell: out } };
return { type: "pass" };
}
if (attackId && UTILITY_ATTACKS.has(attackId)) {
const stopper = find("full-shield") ?? find("force-field");
const stakes =