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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@@ -65,6 +65,8 @@ export function humanize(e: GameEvent): string | null {
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case "warpOpened": return `The outer wall breaches clean through — a new warp opens across the maze!`;
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case "extraTurnGranted": return `${e.player} speeds up — extra turn banked.`;
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case "wardWindow": return `The grab hangs in the air — ${e.owner} clutches something…`;
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case "pushWindow": return `${e.giant} bears down on ${e.pushee} at a fork — which way will they go?`;
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case "pushChosen": return `${e.pushee} breaks ${e.direction === "N" ? "north" : e.direction === "S" ? "south" : e.direction === "E" ? "east" : "west"}.`;
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case "treasureTorn": return e.toFloor
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? `${e.attacker} TEARS the treasure from ${e.defender}'s arms — it tumbles to the floor!`
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: `${e.attacker} TEARS the treasure from ${e.defender}'s arms!`;
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