Wall of Fire takes the rim warps (rules rev 39)

A warp mouth at the maze's edge is a corridor — the wraparound connects
it to the opposite rim — so the fire may bar it. It takes BOTH mouths
(each with its own burn-out clock), and the crossing steps through flame
for the usual 4 from either side. Older ledgers refused the cast and
replay so.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Eric Wagoner
2026-08-21 11:53:08 -04:00
co-authored by Claude Fable 5
parent 2afc4e3973
commit f82e4625af
3 changed files with 70 additions and 18 deletions
@@ -162,6 +162,35 @@ describe("expansion terrain", () => {
// Wave side effects vary by geometry; the melt itself is the pinned behavior.
});
it("wall of fire takes a rim warp from rev 39 — both mouths burn the crossing", () => {
for (const deckRev of [38, 39]) {
let { state } = createGame({
playerIds: ["alice", "bob"], seed: 42, sets: ["basic", "expansion1"], deckRev,
});
const me = activePlayer(state);
const warp = state.board.warps[0]!;
me.position = { ...warp.from.cell };
const wof = giveCard(state, me.id, "wall-of-fire", "WF", 0);
const r = applyCommand(state, me.id, {
type: "cast", instanceId: wof.instanceId,
target: { kind: "edge", cell: warp.from.cell, side: warp.from.side },
});
expect(r.ok).toBe(deckRev >= 39);
if (!r.ok) continue;
state = r.state;
const nearKey = edgeKey(warp.from.cell, warp.from.side);
const farKey = edgeKey(warp.to.cell, warp.to.side);
expect(boardView(state).edges[nearKey]).toBe("firewall");
expect(boardView(state).edges[farKey]).toBe("firewall");
// The corridor still runs — through flame: the crossing lands on the
// far rim and burns for 4.
state = must(state, me.id, { type: "move", direction: warp.from.side });
const after = state.players.find((p) => p.id === me.id)!;
expect(cellKey(after.position)).toBe(cellKey(warp.to.cell));
expect(after.life).toBe(11);
}
});
it("stone to water melts a door from rev 38 — a small entryway in a stone wall", () => {
for (const deckRev of [37, 38]) {
const { state } = createGame({