Thumb of God gets its ceremony: prompt, sighted dimming, and the die
The cast always worked (click a square), but nothing guided it and nothing marked its arrival. Now: a targeting prompt, eligibility dimming to the caster's sighted squares (the engine demands LOS to the aim point), and a flourish — the aiming mark, a shadow gathering, the die crashing down out of a clear sky with a bounce and flung grit, a drift line when fate moves it, and every scattered token streaking to where it lands. In the /?fx gallery as die-drop. 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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@@ -352,6 +352,10 @@ export function eligibleCellsFor(view: GameView, cardId: string): Set<string> |
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return out;
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}
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if (cardId === "thumb-of-god") {
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// The die is aimed by sight; where it lands after drifting is fate's.
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return sighted;
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}
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if (cardId === "stone-to-water") {
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// The cast demands sight of the stone block, so only sighted ones light.
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// The card equally targets stone WALLS — edges the cell-shadow cannot
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