Rev 24: a REFLECTION against a permanent curse afflicts both wizards
"If this spell is REFLECTed, both players take 1/2 point of damage per space moved" (WALKING DEAD); "In case of REFLECTION, both players are affected" (IDIOT); SLOW DEATH follows REFLECTION's own rule that a spell works for both parties. A permanent curse has no duration for the reflection's split to halve, so the caster went untouched; the curse is now laid on them as well, as if cast back. Older games replay as they were; PRPM, reflected at seq 108 with no move since, was re-stamped to 24 at its table's request. 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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@@ -247,7 +247,7 @@ export interface CastParams {
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}
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/** The revision new games are dealt under; GameConfig.deckRev pins it per game. */
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export const CURRENT_RULES_REV = 23;
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export const CURRENT_RULES_REV = 24;
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/** Every rulings revision since the baseline, newest last — the entries a
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* game's deckRev freezes it before or after. Shown to players as the house
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@@ -275,6 +275,7 @@ export const RULES_REVISIONS: { rev: number; note: string }[] = [
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{ rev: 21, note: "Two cards keep their whole promise. LIFESAVER's holder is not eliminated for losing both treasures. FORCE FIELD, after stopping the spell, stands until the end of the opponent's turn: they may not enter its caster's square, nor cast on or past them — on every side, where the card says one." },
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{ rev: 22, note: "TELEPORT ignores the maze's outer edge as it ignores any wall: a teleporter leaving the maze at any square's edge re-enters at the opposite edge on the same line, one space on. Older games crossed the edge only at the lettered openings." },
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{ rev: 23, note: "POWER DRAIN drains the number played: the caster gains it whether the blow is BLUNTed or ABSORBed (FAQ: the counter blunts the damage done, not the drain), and a wall drained for its points gives them up too. Older games gave the caster only what the opponent lost, and nothing from a wall." },
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{ rev: 24, note: "A REFLECTION against a permanent curse afflicts both wizards: WALKING DEAD and IDIOT say so on the card, and SLOW DEATH follows REFLECTION's own rule that a spell works for both parties. Older games left the caster untouched." },
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];
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export interface GameConfig {
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@@ -6610,6 +6611,23 @@ function resolveStack(state: GameState, events: GameEvent[]): void {
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redirected: pipe.redirected,
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});
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// Rev 24: "If this spell is REFLECTed, both players take 1/2 point of
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// damage per space moved" (WALKING DEAD); "In case of REFLECTION, both
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// players are affected" (IDIOT). A permanent curse has no duration for
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// REFLECTION's split to halve, so the curse is laid on the caster as
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// well, as if the defender had cast it back.
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const curseShared = effect?.permanentCurse === true && (state.config.deckRev ?? 1) >= 24 &&
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!pipe.redirected && !pipe.fullyStopped && !stack.reflectedBase && !stack.trapped && attacker.alive &&
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stack.counters.some((c) => !c.nullified && c.card.cardId === "reflection");
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if (effect?.onResolved && curseShared) {
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effect.onResolved({
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state, events,
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attacker: defender, defender: attacker,
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origin: defender.position,
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damageDealt: 0, fullyStopped: false, reversed: pipe.reversed, duration: pipe.duration,
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stack,
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});
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}
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if (effect?.onResolved && !pipe.redirected) {
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effect.onResolved({
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state,
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@@ -1394,3 +1394,28 @@ describe("disease makes the caster the carrier (rev 7)", () => {
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throw new Error("no adjacent step for the return walk");
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});
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});
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describe("a REFLECTION against a permanent curse afflicts both (rev 24)", () => {
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const cursed = (s: GameState, id: string) => s.sustained.some((e) => e.cardId === "walking-dead" && e.targetId === id);
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const play = (deckRev: number) => {
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let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic"], deckRev });
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state = toRound2(state);
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const { attacker, defender } = faceOff(state);
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const wd = giveCard(state, attacker, "walking-dead");
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state.players.find((p) => p.id === defender)!.hand[0] = { instanceId: "reflection#T", cardId: "reflection" };
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state = must(state, attacker, { type: "cast", instanceId: wd.instanceId, target: { kind: "player", playerId: defender } });
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state = must(state, defender, { type: "counteract", instanceId: "reflection#T" });
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state = drain(state);
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return { state, attacker, defender };
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};
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it("lays WALKING DEAD on the caster too", () => {
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const { state, attacker, defender } = play(24);
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expect(cursed(state, defender)).toBe(true);
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expect(cursed(state, attacker)).toBe(true);
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});
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it("older games left the caster untouched", () => {
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const { state, attacker, defender } = play(23);
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expect(cursed(state, defender)).toBe(true);
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expect(cursed(state, attacker)).toBe(false);
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});
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});
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