Five fidelity gaps closed: teleport escapes, slime traps, the Big Man

moves like a giant, and the boards are diagram-verified

TELEPORT as a counteraction (official FAQ: "the attack has no chance
of hitting you"): the defender names an escape square within four
spaces, the escape resolves before anything lands, and an ANTI-ANTI
pins their boots to the floor. Additive — no revision gate needed.

FILL SQUARE WITH SLIME holds spells now: an attack cast at the slime
sticks in the gel (leaving the discard pile), springs once at whoever
is inside or next enters, and counteractions against the trapped
blast cannot touch its caster — reflections vanish into the ooze. A
five-point waterbolt washes the slime and its cargo away, and the
waterwall waves clear slime from their path.

BIG MAN, under rules rev 5, finally moves like the card says: he
pushes players and monsters down the corridor ahead of him (stuck or
unpushable occupants block his advance), steps over a pit, tacks, or
killer ooze for two movement points without ever entering the square
(click two cells beyond the hazard), and monsters may not enter his
square. All gated so stored games replay under their own rules.

The boards were never wrong — the rulebook's Set-Up Diagram photo
confirms every pairing the code already had: 2p crossed, 3p stair
with the Aisle Warp arc, 4p/6p straight-across, 5p plus with all four
corner arcs. The stale TODOs are gone, replaced by tests pinning each
letter pair, and relocation's "only opposite board edges connect"
(which discards the aisle warp) is pinned too. Wall of Fire vs
Waterbolt turned out to be implemented and tested all along — its
TODO comment was the only thing wrong.

Also: hotseat saves now request durable storage (iOS evicts
unprotected origins under pressure).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Eric Wagoner
2026-08-16 14:17:37 -04:00
co-authored by Claude Fable 5
parent 28bc91c3ac
commit ed9585aa59
11 changed files with 779 additions and 21 deletions
+4 -3
View File
@@ -2,9 +2,10 @@
// shuffled and randomly rotated, then laid out per player count; each player
// gets the sector containing their home star.
//
// Implemented: 2 players (1x2 column, crossed side pairings per the diagram)
// and 4 players (2x2 square, straight-across pairings). 3 players (L-shape
// with the AUTO WARP corner connector) and 5+ (two sets) are TODO.
// All five layouts are verified against the rulebook's Set-Up Diagram
// (research/images/6e-rules-setup-diagram.jpg): 2p crossed pairs, 3p stair
// with the Aisle Warp arc, 4p and 6p straight-across, 5p plus with corner
// warps at every notch. board.test.ts pins each pairing.
import {
assembleBoard,