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
@@ -417,7 +417,11 @@ describe("strength tears treasures from wizards' arms", () => {
let torn = 0, kept = 0;
for (let seed = 1; seed <= 12; seed++) {
const { state, attacker, defender, treasure } = grip(seed);
const r = applyCommand(state, attacker, { type: "tearTreasure", targetId: defender });
let r = applyCommand(state, attacker, { type: "tearTreasure", targetId: defender });
if (!r.ok) throw new Error(r.error);
// Rev 6: the grab waits out its counteraction window first.
expect(r.state.stack?.tearTreasure).toBe(true);
r = applyCommand(r.state, defender, { type: "pass" });
if (!r.ok) throw new Error(r.error);
expect(r.state.turn.attackUsed).toBe(true);
// FAQ: tearing is not picking up — the turn's actions continue.
@@ -477,7 +481,10 @@ describe("strength tears treasures from wizards' arms", () => {
state = must(state, "alice", {
type: "cast", instanceId: st.instanceId, numberInstanceIds: ["number-2#N"],
});
const r = applyCommand(state, "alice", { type: "tearTreasure", targetId: "bob" });
let r = applyCommand(state, "alice", { type: "tearTreasure", targetId: "bob" });
if (!r.ok) throw new Error(r.error);
// Rev 6: the grab waits out its counteraction window first.
r = applyCommand(r.state, "bob", { type: "pass" });
if (!r.ok) throw new Error(r.error);
const after = r.state.treasures.find((t) => t.id === caras.id)!;
if (after.carriedBy === "bob") continue; // Bob rolled his 1 — try again