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
This commit is contained in:
Eric Wagoner
2026-09-17 23:07:41 -04:00
co-authored by Claude Fable 5.1
parent f26893f45b
commit f738957100
3 changed files with 45 additions and 1 deletions
+19 -1
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@@ -247,7 +247,7 @@ export interface CastParams {
} }
/** The revision new games are dealt under; GameConfig.deckRev pins it per game. */ /** The revision new games are dealt under; GameConfig.deckRev pins it per game. */
export const CURRENT_RULES_REV = 23; export const CURRENT_RULES_REV = 24;
/** Every rulings revision since the baseline, newest last the entries a /** Every rulings revision since the baseline, newest last the entries a
* game's deckRev freezes it before or after. Shown to players as the house * game's deckRev freezes it before or after. Shown to players as the house
@@ -275,6 +275,7 @@ export const RULES_REVISIONS: { rev: number; note: string }[] = [
{ 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." }, { 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." },
{ 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." }, { 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." },
{ 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." }, { 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." },
{ 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." },
]; ];
export interface GameConfig { export interface GameConfig {
@@ -6610,6 +6611,23 @@ function resolveStack(state: GameState, events: GameEvent[]): void {
redirected: pipe.redirected, redirected: pipe.redirected,
}); });
// Rev 24: "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). A permanent curse has no duration for
// REFLECTION's split to halve, so the curse is laid on the caster as
// well, as if the defender had cast it back.
const curseShared = effect?.permanentCurse === true && (state.config.deckRev ?? 1) >= 24 &&
!pipe.redirected && !pipe.fullyStopped && !stack.reflectedBase && !stack.trapped && attacker.alive &&
stack.counters.some((c) => !c.nullified && c.card.cardId === "reflection");
if (effect?.onResolved && curseShared) {
effect.onResolved({
state, events,
attacker: defender, defender: attacker,
origin: defender.position,
damageDealt: 0, fullyStopped: false, reversed: pipe.reversed, duration: pipe.duration,
stack,
});
}
if (effect?.onResolved && !pipe.redirected) { if (effect?.onResolved && !pipe.redirected) {
effect.onResolved({ effect.onResolved({
state, state,
+25
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@@ -1394,3 +1394,28 @@ describe("disease makes the caster the carrier (rev 7)", () => {
throw new Error("no adjacent step for the return walk"); throw new Error("no adjacent step for the return walk");
}); });
}); });
describe("a REFLECTION against a permanent curse afflicts both (rev 24)", () => {
const cursed = (s: GameState, id: string) => s.sustained.some((e) => e.cardId === "walking-dead" && e.targetId === id);
const play = (deckRev: number) => {
let { state } = createGame({ playerIds: ["alice", "bob"], seed: 42, sets: ["basic"], deckRev });
state = toRound2(state);
const { attacker, defender } = faceOff(state);
const wd = giveCard(state, attacker, "walking-dead");
state.players.find((p) => p.id === defender)!.hand[0] = { instanceId: "reflection#T", cardId: "reflection" };
state = must(state, attacker, { type: "cast", instanceId: wd.instanceId, target: { kind: "player", playerId: defender } });
state = must(state, defender, { type: "counteract", instanceId: "reflection#T" });
state = drain(state);
return { state, attacker, defender };
};
it("lays WALKING DEAD on the caster too", () => {
const { state, attacker, defender } = play(24);
expect(cursed(state, defender)).toBe(true);
expect(cursed(state, attacker)).toBe(true);
});
it("older games left the caster untouched", () => {
const { state, attacker, defender } = play(23);
expect(cursed(state, defender)).toBe(true);
expect(cursed(state, attacker)).toBe(false);
});
});
+1
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@@ -245,6 +245,7 @@ export const HOUSE_RULINGS: HouseRuling[] = [
"A REVERSE against SLOW DEATH or WALKING DEAD turns the whole curse, as the FAQ rules: a point gained per card drawn, half a point per space walked, permanently.", "A REVERSE against SLOW DEATH or WALKING DEAD turns the whole curse, as the FAQ rules: a point gained per card drawn, half a point per space walked, permanently.",
"A FULL REFLECTION returns a permanent curse — SLOW DEATH, WALKING DEAD, IDIOT — onto its caster instead of letting it evaporate.", "A FULL REFLECTION returns a permanent curse — SLOW DEATH, WALKING DEAD, IDIOT — onto its caster instead of letting it evaporate.",
"REFLECTION's returning half is an attack on the caster in its own right, with the caster's own counteraction window: an ABSORB or a BLUNT meets it as it would any blow.", "REFLECTION's returning half is an attack on the caster in its own right, with the caster's own counteraction window: an ABSORB or a BLUNT meets it as it would any blow.",
"A REFLECTION against a permanent curse afflicts both wizards. WALKING DEAD and IDIOT say so on the card; SLOW DEATH follows REFLECTION's own rule that a spell works for both parties.",
], ],
}, },
{ {