The card's line bends: a victim shoved against a wall moved zero
squares and just lost the turn, because GO AWAY borrowed waterbolt's
straight-line knockback. Its own rout now holds the heading while open,
bends around walls, sidesteps when no ground can be gained, rolls the
D4 only when options tie, and stops early only when truly cornered.
Waterbolt's physical shove stays straight, as a shove should. Ledgers
verified before deploy.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
An ambush springing TELEPORT OPPONENT opened a stack with params null —
the spring bypasses cast validation and nothing ever asked where the
victim goes — and resolution crashed on the missing cell, wedging the
room 'waiting on Automaton'. Three layers:
- Crash guards: teleport-opponent and mental-force fizzle gracefully on
a destination-less stack (ungated: no stored command had resolved one).
- The trap commits its destination when laid: setAmbush carries a cell
('wherever you say', said in advance), the spring passes it into the
stack, and the client's arming flow asks for the click.
- Rev 35 refuses arming those spells without a destination; older
ledgers armed blind and their springs fizzle.
All ledgers verified before deploy.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
Same reading as fireball's rev 33: 'carrying' means displayed. Counting
hidden hand stones both inflated the damage and broadcast the secret
count in the total. The automatons' estimate (displayed as the visible
floor) is now simply the truth. All production ledgers verified clean
before deploy.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
'Destroys all magical stones an opponent is CARRYING' — the owner's
ruling: a stone hidden in the hand is a secret card, not a carried
stone. Only displayed stones burn; the old all-hand burning also leaked
hidden information by announcing cards nobody knew existed. Earlier
games replay their broader fire. All 42 production ledgers verified
before deploy.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
Same lesson twice in one night: the toroidal dread applied at every rev
and QD3S (recorded flat) refused seq 76 again on restore. rev >= 32
wraps; older vintages measure the flat diamond they were played under.
This time verified properly: a strict replay harness (any refused
command is a hard failure) ran all 41 production ledgers against the
new engine before deploy — 0 failures. That harness now lives in the
repo as the pre-deploy determinism check it always should have been.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
The maze is a torus — a wizard walking through walls off one edge
arrives at the other, so the crow flies around the wrap too.
dreadDistance measures toroidal manhattan; the aura's wash wraps with
it. No rev-32 game has cast fear yet, so the measure corrects in
place; older vintages replay flat as they were played.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
The engine already steers every step and bars items, attacks, and
non-aiding casts; the one honor-bound piece is spending the movement at
all. The afflicted now see the card's demand in an urgent slip the
moment their turn opens, matching the FEAR pattern: bots comply
mechanically, humans get the words.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
'Players or monsters must move away from you on their turn if within
range, if they can.' Automatons caught in the dread now spend their
legs escaping before any other marching — the step that most increases
distance, a true dead end excusing them per the card. Humans keep their
freedom but get the compulsion spelled out in an urgent slip (move
away, even by card or through danger; only a dead end excuses you),
with the maze trusting the table to honor it — the owner's chosen
depth of enforcement.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
The FAQ is exact: 'The 3 spaces away is measured as a Wizard walks (if
he could walk through walls), not diagonally' — manhattan, at every
vintage. The walking-distance detour is reverted (no rev-32 ledger ever
recorded under it); the rev-32 gains stand: monsters, warp-steps, and
teleports all honor the dread. The aura returns to the true diamond,
now as a wash on its member squares.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
QD3S failed to restore ('replay failed at seq 76: an unnatural dread
keeps you away'): the walkingDistance switch ran at every rev, refusing
a move that was legal under the crow-flies rule when it was played.
fearRepels now measures walked spaces at rev 32+ and as the crow flies
below, so every stored ledger replays its own vintage. No data was
lost; the room's ledger was intact throughout.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
The owner caught the metric: a wizard eight squares away as the crow
flies stood three WALKED spaces away through a warp, and the manhattan
check waved it through (while falsely blocking approaches manhattan-
near through solid walls). fearRepels now measures walkingDistance —
the same BFS the maze walks, warps included, walls respected. The
board's aura follows suit: the diamond becomes a violet wash on every
square within three walked spaces, computed by the same BFS, warp
mouths included. No rev-32 ledger existed yet, so the metric corrects
inside rev 32.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
The dread was invisible, so a wizard legally circling at four squares
read as a rules failure (QD3S: no wizard ever actually breached the
bubble — only the monster, fixed at rev 32). Every feared player now
radiates a manhattan-3 diamond, dashed violet, breathing slowly; what
the engine refuses, the board now shows.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
Room QD3S: Kestrel cast Fear and a Democratic Monster warp-stepped from
eight squares away to ONE — moveCreature never knew the card existed.
'No player or monster will move to within 3 spaces of you' now guards
every willing move: walking wizards (as before), commanded monsters
(walks, wall-passes, and warp mouths alike), dimensional warp-steps,
and self-teleports. Forced movement — knockback, waves, Mental Force,
Teleport Opponent — is not willing, and still throws you anywhere.
The shared fearRepels helper replaces the inline wizard-only check.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
Its card claws WHOEVER's square it enters, mover included — the owner
learned this standing beside a troll it could not touch. The client now
warns on the first tap ('it will claw YOU') and commits on the second;
no warning when its round's claw is already spent, when the walk is
safe.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
'When a player picks up one of your treasures, you may play at that
time (out of turn) this card on him' — the owner read the card and is
right: no arming ahead. When a treasure whose owner holds WARD is
grabbed, the grab hangs (new wardPending phase, outranking all other
input) and the owner alone answers: spring it (3 damage, card spent)
or let them go (card kept, silence). Automatons always spring it on a
thief of their gold. The arming mechanic is refused at rev 31 and its
button hidden; rev 3-30 games keep their armed wards and rev 1-2 keep
the automatic spring, replaying unchanged. The window does reveal that
the owner holds SOMETHING - as it would at any real table when the
room turns to look at them.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
Your wizard's name pre-fills the lobby (and is remembered whenever you
create or join), and a preferred color — six swatches in the slip, tap
again for none — is claimed quietly in any lobby where it is free and
you have not chosen. First-come still wins a contested color; the
preference never bumps anyone.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
A wizard eliminated by treasuresLost took any carried treasure into the
void with them — the killed path drops it, but checkVictory's branch
never did. At rev 30 the treasure lands where they stood, with the
usual treasureDropped event (onHomeOf included, so a capture completed
by the falling is honored in the same breath). Stored games replay the
vanishing unchanged.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
'Preferences', 'Token art', and the checkbox labels were cream on cream
- .attack-title never had a color rule, so modals inherited the dark
table's pale text. Explicit dark ink; the illusion-test modal shared
the class and heals with it.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
A ⚙ preferences slip in the masthead, saved to this device:
- Token art, all or nothing: the photographed cardboard or the
hand-drawn vectors (the workshop's per-category query params stay as
the undocumented editing override).
- Ending a turn on a lone grabbable treasure picks it up on the way
out — never on your own home, never when two share the square.
- Spell flourishes on or off, honored by the live board and the
replay reel alike (trap notices still fire; they are information).
Preferences change what you see or what routine commands the client
sends for you — never what is legal.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
Room M9QJ, seq 190: a berserker played a 5 to charge a distant enemy,
walked two squares, crossed a treasure, and the gold-underfoot rung —
which outranks everything — ended its actions with six paid moves
unwalked. Before spending a number, the march now checks whether any
goal treasure lies within the free legs: if the turn is going to end at
a grab, the number stays in hand. (Even a charging berserker stoops
for loot; it just shouldn't pay toll first.)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
The card prints no LOS and the engine asks none — but the client never
offered the two-step flow (click the victim, then click where they go),
so every cast arrived without a destination and was refused. It joins
teleport-opponent and shift-wand in the destination gate, with a hint
naming the three-space walk limit and the no-sight freedom.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
'ANY CARD MAY BE PLAYED WITHOUT A NUMBER CARD, but its power is only 1.'
The wand first-use gate was the engine's one remaining missing-number
refusal — everything else already defaults its power to 1. A wand cast
bare now charges to one, fires once, and crumbles; the client hint says
so. Ungated: the refused casts never reached a ledger.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
Wiz-War never says hitpoints. Walls and doors quote the rulebook's own
phrasing ('20 points to destroy', '13 of 20 points left'), and the
Mega-Monster boost button says life-points, as its card does.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
The same 450ms hold that peeks a square now works on walls, doors, and
fire walls: the segment's full description (state, lock, hitpoints, the
fire's burn warning) rises in the peek scrim. Shimmering illusions keep
their richer tap modal.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
'a wall — 20 hitpoints'; battered, 'a wall — 13 of 20 hitpoints left';
doors the same against their 15, lock states included ('held open by a
standing wizard — 15 hitpoints'). The crack overlay already told the
damage; now the wall itself tells what still stands.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
Only the special door lock states carried titles. Now plain walls ('a
wall'), locked doors, the wall of fire (with its 4-damage warning), the
untested shimmer ('tap to test your eyes'), the known-illusion ghost,
and battle cracks (damage taken so far) all speak on hover. The
firewall's hover target is its bar; the flames stay click-through.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
The game has never used token art for edge effects — created walls,
doors and their lock states, fire walls, illusions are all vector edge
treatments. The ten unreferenced file pairs (wall, wall-2, door,
fire-wall, illusion-wall, destroy-wall, jam-lock, lock-gone,
redirection-a/b) are gone from both art sets, and the Token Workshop
gains 'Walls & doors — as the maze draws them': every edge state
(locked, ajar, held, removed, jammed), the standing fire, and both
faces of an illusion, rendered by the same EdgeGlyph / FirewallEdge /
IllusionShimmer components the board mounts. EdgeGlyph is newly
extracted from Board so the display cannot drift.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
All 45 tokens in both arts — the photographed physical set beside the
hand-drawn contingency — grouped (wizards, treasures, monsters, terrain,
objects & markers), each at board size and close-up. The drawn column
renders through TokenArt, so it previews exactly as the board inlines
it. Cross-linked with the flourish workshop.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
FirewallEdge (both orientations), the illusion shimmer, and the sight
trace (direct and through-a-warp) join the /?fx gallery — and to keep
the display honest, the shimmer and sight trace were extracted from
Board.svelte's inline markup into IllusionShimmer.svelte and
SightTraceOverlay.svelte, so the workshop mounts the very components
the live board does. No copies to drift.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
The pulsing red rectangle becomes a standing fire: a glowing gradient
bar seated on the wall line, five tongues of flame licking on staggered
beats, and embers drifting off the top. Pure CSS on a handful of shapes
- no turbulence filters, which stay budgeted for the one-shot Fireball,
since firewalls burn indefinitely. Vertical walls flame just as well as
horizontal ones; reduced motion stills the fire but keeps it visible.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
The owner's idea for teaching novices: a hints button runs all three
temperaments' brains against YOUR view — the same cards and board you
see, nothing hidden — and each says what it would do in your robes.
The Hunter (eyes on the gold), the Berserker (eyes on the blood), the
Worrier (eyes on the exits). Available on your turn and while under
fire (counter advice included); purely advisory, computed client-side,
nothing dispatched. hints.ts translates any Command into plain words.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
Shedding a single card meant entering discard mode, marking, and
confirming. Now any selected card offers 'Discard it' right in its
action strip — beside 'Drop it here' when the card is an object, so
the drop-or-discard choice sits in one place. The bulk discard flow
stays for multi-card sheds.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
Per the owner's design — and truer to a real table, where the cast is
public: every illusion wall's location is open knowledge, rendered as a
shimmering wall to any player whose eyes have not yet ruled on it.
Testing is an explicit act: tap the shimmer (or bump into it) and a
modal explains the 50/50 and offers 'Roll to test your eyes' — the new
testIllusion command rolls once, then the wall either hardens or
dissolves for you alone. Nobody's verdict is moved by watching someone
else stroll through (the Q3WZ mystery: an automaton walking through
its own round-1 fake). Untested walls block movement and sight without
consuming RNG; the pre-29 lazy belief roll is preserved for stored
games. Automatons doubt free shimmers on their best crossing before
spending any card on that wall.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
The help never explained the clockwork — hunter/berserker/worrier
moods, the mystery deal and its end-of-game unmasking, and what the
difficulty tiers actually change (resources and repertoire, never
fairness).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
Per the owner's ruling: EMPATHY mirrors only delivered damage, so a
damage-less curse gives it nothing — the berserker keeps it sheathed
against afflictions (an automaton burned one on SLOW DEATH). And the
permanent curses (slow death, walking dead, idiot) ride no duration
pipe, so BLUNT and shieldstone numbers can't shorten them: only a full
stop or REMOVE CURSE answers those, and the ladder now knows it.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
The name cell was a fixed-height nowrap/ellipsis line, clipping even
plain 'archmage hunter' mid-game. The temper tag now wraps below the
name as one piece and the row grows to fit.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
Hands already go face-up when the maze is won; now the roster does
too — a secret automaton's row reads 'archmage berserker (was a
mystery)' once the game finishes, broadcast with the final command
from either a human or the bot pump. Mid-game, the mood stays its
own business.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
'Takes 2 damage' from a 3-point bolt read as broken arithmetic unless
you remembered the bloodstone. The damaged event now carries its soaks
(bloodstone's flat point, soulstone's spell-damage clamp) and the log
prints them: 'takes 2 damage (lightning-blast (reflected) — bloodstone
soaks 1)'. A blow the bloodstone drinks entirely — previously silent —
announces itself too. Events are derived, so replays gain the notes
retroactively.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
FAQ: 'If this gets FULLY REFLECTED, you lose the rest of your turn and
cannot draw cards (in addition to damage).' When the returned bolt
stuns its own caster mid-turn, their remaining actions end at once and
the end-of-turn draw comes up empty (new turn.drawForbidden flag); the
normal stun still costs them the next turn. The affected player sees
'Your own bolt has left you reeling' in place of the usual spent-turn
slip. Older revisions played on and stored games replay so.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
The carried-treasure chest in the scoresheet is now a button: tapping
it raises the big-peek scrim with the chest at full size and a note
naming whose treasure sits in whose arms.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
A gold dot said 'carrying' but never whose. The badge on the carrier's
shoulder is now the treasure owner's colored chest — always the drawn
SVG chest, which stays legible at badge size in either art mode. The
dot survives only as a fallback for a treasure the view cannot resolve.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
The cast always worked (click a square), but nothing guided it and
nothing marked its arrival. Now: a targeting prompt, eligibility
dimming to the caster's sighted squares (the engine demands LOS to the
aim point), and a flourish — the aiming mark, a shadow gathering, the
die crashing down out of a clear sky with a bounce and flung grit, a
drift line when fate moves it, and every scattered token streaking to
where it lands. In the /?fx gallery as die-drop.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
'This is most certainly an object' (WIZARDBLADE's FAQ) — and the card
data already says so: every physical item bears the OBJECT subtype on
its face. isMovableObject now reads it from there, retiring the
hand-kept list — which had missed MASTER KEY and HANDFUL OF TACKS,
both object-marked. Ungated: no stored ledger holds a swap or drop
this widens (verified against production), and refused commands are
never recorded.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
'FULL REFLECTION lets the other player decide which objects, if any,
will be swapped' — the reflector's choice now rides their counteract
(params.cardId, reflector's item first), resolved with the roles
swapped when the reflection settles; 'none' or no choice trades
nothing. The client walks the reflector through the same give-and-take
picker, with a 'swap nothing' refusal.
Also from room XRT7: the trade picker now honors each room's own rules
revision (older rooms trade only object-typed cards), so it can no
longer offer a wizardblade a rev-25 engine will quietly refuse — and a
fizzled swap finally says so in the log instead of vanishing.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
The trade grammar gains a 'treasure' token (never present in stored
ledgers, so no gate needed): a dagger can buy back the treasure in a
thief's arms, or two armfuls of gold can change hands outright. The
one-treasure carry limit and WEAKNESS both hold in a trade as at a
grab — a one-way treasure needs an open slot and an able back. The
picker offers each side's carried treasure alongside displayed items,
withholding theirs when your own arms are already full.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
The pact fix: a clockwork no longer attacks a wizard it holds a BUDDY
pact on — Eric watched one sign the pact and punch him the next turn.
A pact is torn up for exactly one thing: a kill. And the post-attack
pact is signed only by a wizard who wants OUT of the fight (hauling
gold, bleeding, or with other enemies left) — a healthy duelist keeps
its options, and mutual-pact stalemates stay out of bot wars.
Swap Meet drops the 'name a card' prompt for a real trade picker:
click the other trader, choose one of your carried items, then claim
one of their displayed items. Rules rev 26 widens the engine's match
from object-typed cards to every movable object (daggers, rocks,
wands, stones); older games matched narrowly and replay so.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
A FULL REFLECTION's returned spell is a fresh attack on its own caster —
who, per the owner's ruling, gets a defender's counteraction window
against it (absorb the blast, shield it, or FULL REFLECTION again: the
ping-pong war ends when the cards run out). The reflection now settles
into a new stack with the roles swapped and the damage pre-priced
(numbers, amplifies, and surviving counters already applied); the blow
returns to its sender unerringly, with no fresh hit rolls. onResolved
effects run with the swapped roles, so a reflected IDIOT now afflicts
its own caster. Earlier revisions land the blow instantly and stored
games replay unchanged.
Automatons price the incoming reflected damage off the stack; the attack
modal announces 'Your own spell comes screaming back!' with the inbound
total.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc