BIG MAN pushes around corners; at a fork the pushed wizard chooses
Eric, a giant on his first turn, could only shove a wizard in a straight line: the engine shoved in the giant's own direction or refused. The FAQ says otherwise — "If Big Man pushes someone to an intersection, then the other player gets to decide which direction to go." Now a pushed wizard leaves by any open side but the way the giant came. One open side is taken. Several are theirs to choose: the stride hangs in a pushPending window like the Ward's, the pushed wizard answers with pushChoice (a dialog offers the ways; an automaton steps out of the giant's line), and the stride resumes with the answer — a blinded giant's roll is not rolled twice. Rounding a corner was a refusal before, so every game may do it now. Only the case that used to resolve — straight ahead open — keeps its old reading in games dealt before rev 15; from rev 15 the pushed wizard chooses there too. Tests pin the corner, the fork's window and its refusals, and the older reading; 84 ledgers replay. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
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Claude Fable 5.1
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@@ -91,6 +91,7 @@ export interface GameView {
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chaosPending: { casterId: PlayerId; queue: PlayerId[] } | null;
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/** A grab hangs while the treasure's owner decides their Ward. */
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wardPending: { ownerId: PlayerId; takerId: PlayerId } | null;
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pushPending: GameState["pushPending"];
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slowDeathPending: { playerId: PlayerId; points: number } | null;
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/** YOUR armed ambushes. Other players' ambushes are invisible. */
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yourAmbushes: AmbushState[];
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@@ -176,6 +177,7 @@ export function viewFor(state: GameState, playerId: PlayerId): GameView {
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? { casterId: state.chaosPending.casterId, queue: [...state.chaosPending.queue] }
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: null,
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wardPending: state.wardPending ? { ...state.wardPending } : null,
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pushPending: state.pushPending ? { ...state.pushPending, exits: [...state.pushPending.exits] } : null,
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slowDeathPending: state.slowDeathPending ? { ...state.slowDeathPending } : null,
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yourAmbushes: state.ambushes
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.filter((a) => a.ownerId === playerId)
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