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
Per the owner's favorite play: the pact only breaks when its caster
attacks the target, so a blow landed BEFORE the pact leaves it intact.
After spending its attack, a non-berserker bot with BUDDY in hand signs
it onto the weakest visible unpacted enemy — the one it likely just
burned — barring their revenge. The berserker skips it: it would only
break its own pact tomorrow.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
- TELEPORT OPPONENT exiles a delivery in progress — the thief of the
bot's gold, or any carrier within six of home — to the square farthest
(by walking distance) from the victim's own home; a sealed pocket wins
outright. No LOS needed for the destination, per the card.
- WARP WAND joins the roadwork: a wall slips open for a 4+-step shortcut
when the crossing fits this turn's remaining legs (the wall returns at
end of turn); charges itself with the smallest number on first use.
- ADRENALINE is the finisher: cast when no single attack in hand kills
the target but the top two together do; the attack window now honors
the second swing.
- STRENGTH doubles a thrown dagger or rock exactly when that turns a
wound into a kill.
- EXTEND rides afflictions, doubling the misery's stay.
- MEGA-MONSTER doubles a pet's stride (movement over life) so the
menagerie actually catches people.
All six leave the bottom discard tier.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
Per the owner's briefing on how these cards are actually played:
- Roadwork on the march: DISPEL CREATION un-creates conjured walls and
filled squares; STONE TO WATER melts walls and stone blocks (cast only
from outside its own wave); CREATE DOOR plus a lock-opener turns a wall
into a doorway; DIMENSIONAL WARP folds a 6+-step detour into one step,
and the bot steps through its tokens when the far side is closer.
- Path denial grows: JAM LOCK seals doors on a threat's road, ILLUSION
WALL stands in for CREATE WALL, the full nuisance shelf (pit, slime,
ooze, rosebush, tacks, dust cloud) joins stone and thornbush, and a
BOOBYTRAP lands mid-path when nothing can reroute the thief.
- Bursts: ADD joins a second number to the march; MAD DASH doubles the
sprint to gold (never while carrying); POWER RUN buys the last spaces
of a winning delivery with blood.
- Breathing room when pressed (worrier, treasure-carrier, or bleeding):
FEAR at three paces, UGLY when they crowd in, BUDDY to pacify the hound.
- AROUND THE CORNER: an enemy one bend out of sight can be attacked; new
bentSightFor mirrors the engine's bentLos from the viewer's knowledge.
- GameView gains createdEdges (public — the table watched them conjured).
All newly playable cards leave the bottom discard tier via USEFUL_NEUTRALS.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
The end-of-turn shed was eating cards the brain itself casts: BIG MAN,
MIST BODY, SHRINK, LIFESAVER, and STONE DEAD all sat at or below the shed
threshold. But worth is contextual — LIFESAVER is genuinely dead at a
two-seat table, BIG MAN outside the berserker's book — so discardValue now
takes the view and style: STONE DEAD joins the attacks tier outright, the
rest are kept exactly by the wizard who can play them.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
Pass Through Wall joins the march: the bot banks a crossing when stepping
through one wall beats the walk by 4+ steps (or no road exists), walks to
the chosen wall, and spends the charge stepping through. passWallCharges
is now in PlayerPublicView — the cast is public at a physical table.
Path denial for guardGold tiers: when an enemy carries the bot's treasure
toward home, or closes on its gold on the floor, the bot reconstructs the
threat's shortest path and prices every corridor line and empty square on
it; CREATE WALL, FILL SQUARE WITH STONE, or THORNBUSH lands wherever the
detour costs the enemy 3+ steps, legality mirrored from the engine
(sighted, empty, off homes and warp tokens).
All five cards leave the bottom discard tier (2 -> 6).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
Rules rev 24: a waterwall wave that finds a victim dist cells from its
source has only range-dist spaces of push left — a range-2 wave throws its
adjacent victim two spaces but a victim at its far edge only one, and
spent force never converts into crush damage. Applies to WATERWALL and
both STONE TO WATER waves; older revisions keep the flat full-range wash
so stored games replay unchanged.
Automatons now use DESTROY WALL on the march: two BFS distance maps (from
the bot, from its objectives) price every visible wall by the shortcut its
removal opens; the bot blasts when it saves 4+ steps of walking — or when
no road exists at all — never standing beside the blast unless trapped
and healthy. The card also leaves the shed pile: discardValue 2 -> 6.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
The cast validation demands LOS to a stone block, but the dimming aid lit
every stone square on the map — including ones the caster cannot see. Now
only sighted blocks light; and since the card equally targets stone walls
(edges the cell-shadow cannot express), no sighted block means no shadow
at all rather than a maze dimmed away from its true targets.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
The 5e-inherited card database carried 85 rows tagged expansion2; 6e has
only the basic deck and Expansion Set #1, and buildDeck never dealt them.
They kept leaking into things that cite the database (rulebook text, the
IDIOT aid list), so the rows are gone and CardSet no longer names the set.
Other editions can reintroduce their own sets when they arrive.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
vampire, werewolf, flight, and exploding-door are expansion2 rows in the
card database — a set this edition does not have; buildDeck never deals
them. Listing them as idiot-permitted aids cited cards that cannot occur.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
Rules rev 23 — IDIOT, per the card and FAQ:
- No handling items: pick up / drop of treasures and objects refused
(dropping was the exploit: capturing a stolen treasure on your own home,
or dropping your own treasure underfoot for an instant cure)
- No punching, no thrown dagger / large rock (attacks on players)
- No effect on a victim already carrying one of their own treasures
Ungated (permissive): counteractions are now castable while idiotized (the
one thing the card expressly allows — the gate wrongly blocked them), and
goal-aiding spells (IDIOT_AIDS: destroy-wall, teleport, mad-dash, ...) per
the FAQ's 'you could, however, destroy a wall'.
Sight tracing: while an LOS attack sits on the stack, the board draws the
line it traveled — straight when direct, leg by leg through both warp
mouths (with pulsing rings) when the maze's wraparound carried it. Engine
traceSight/traceSightFor/stackSightTrace; overlay in Board.svelte; shown
live and in replays. Verified against H3PC's cross-board Idiot cast.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
A democratic monster touching its own creator opens a stack where one
player wears both hats, and doPass matched the attacker first: every
pass "bounced the exchange to the defender" — the same wizard —
forever. Room 928D livelocked there at seq 83; once the boot kick
revived its pump, the automaton politely passed 389 times. At rev 22
a self-stack pass RESOLVES (the claw lands, the game moves on);
older ledgers hold their recorded bounces and replay so. 928D itself
was repaired by truncating the no-op run and lifting it to rev 22,
verified clean and unstuck on a copy before installation.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The bot pump only ran when a command or join arrived, so a server
restart landing mid-bot-turn left the restored room waiting forever
for a human to poke it — room 928D sat exactly there, its automaton
holding a perfectly answerable stack. Boot now kicks the pump for
every restored still-running room, two seconds after restore.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Two numbers for movement work by playing them one after another, the
Add spending itself on the second — but clicking the ADD card itself,
the natural first instinct, showed nothing but a cancel button. It
now says how the ride works; a second number without an Add in hand
says what is missing instead of offering a doomed button; and the
button's label says "spends your Add" at the moment it does.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
DESTROY WALL's "anyone in either square next to the wall takes 4
points" swept only wizards; a troll leaned on the falling masonry
untouched. The expansion sheet is explicit — "if a card specifies
'Opponent' or 'Anyone' as a target, this includes Monsters" — so the
collapse now crushes creatures in both squares, at the rim breach's
far side too. Earlier ledgers keep their charmed monsters.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The rules tab carried a paraphrase and the FAQ; now the court of
final appeal sits between them — the full base rulebook text (the
5th-edition wording the 6th shipped with) and the Expansion Set 1
sections, word for word from the designer's own wizwar.com, with
copyright and provenance shown rather than hidden. This edition has
no Expansion 2 — Artifacts and Transformations do not exist here and
are not included. The text moves out of research/ into real source.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The rulebook (Cards And Actions That Change The Map): a CREATE WALL
or DESTROY WALL alteration on a junction between sectors rolls a
50-50 when "some other moron" rotates one of them — 1-2 stays with
the standing sector, 3-4 travels with the moving one, per the book's
own low/high convention. Both rotation and relocation roll (the same
seam tears either way), demolished holes roll alongside conjured
walls, the pips land loud in the chronicle, and a traveling edge
rides anchored to its in-sector cell. Rev-gated: the roll consumes
dice that stored games never spent.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Destroying a wall on the board's outer edge used to leave a one-sided
hole into nothing. The table's physics prevail: the outer rim wraps,
so the breach goes clean through — the opposite perimeter wall in the
same row or column crumbles too (collapse damage and all), and a new
warp pair opens between the two edges, shimmering at both mouths.
Rev-gated: stored games hold one-sided breaches and replay so. Sector
moves recompute the wraparounds and forget improvised openings, as
the maze's own reshaping always has.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Create Wall refused the board-edge openings: no far cell, so "walls
must be created between two spaces". But bricking over a lettered
opening is a classic play, and the far space is the tunnel itself.
A warp mouth now counts as wallable — with the wall raised at BOTH
mouths, since a tunnel has one passage: no walking in from the far
board, no warp sight through a sealed pair, and tearing down either
end reopens both. The client grows edge hitboxes at the perimeter
mouths so the line is clickable at all.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
GIFT FROM BELOW bit for three in the middle of end-of-turn noise and
nobody saw it — not live, not in the replay, where its log line even
claimed "lose a turn" (the other trap's fate). The trapSprung event
now names its card; drawing a trap YOURSELF raises the full modal —
the card, what it did, "Curse the deck" — and the chronicle tells
each trap's true consequence. The amplify narration was already
fixed; replays re-derive events, so both now show in old games'
reels too.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Room 9BBV's "impossible" 14-point powerthrust was an archmage playing
correctly: 2 + 5, AMPLIFIED. The engine's math was honest and its
narration was not — neither the log line nor the attack modal
mentioned the amplify, so a legal kill read as a bug. The spellCast
event now carries its amplify count, the chronicle says "casts
Powerthrust with a 5, AMPLIFIED, at Kestrel", and the modal's power
line shows "powered by a 5 — AMPLIFIED ×2" while there is still time
to respect it.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Every creature is born with attackUsed spent — the right way to say
"cannot attack the turn created" for monsters whose flag refreshes
next turn. But the democratic monster's flag budgets its ROUND, so a
mid-round summon arrived pre-spent and bumped harmlessly until the
round rolled over. Creation-turn pacifism now rides justCreated
alone for the monster (checked at the touch), and its round-claw
starts live — folded into rev 18 with the boundary refresh.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Its one-attack-per-round refreshed inside beginTurnFor when the turn
index matched the roll-off winner's seat — and only the living begin
turns, so once that wizard fell the claw never refreshed again: one
attack, then a lifetime of harmless bumping. The refresh now lives at
the true round boundary in the turn-advance loop, which passes dead
seats without skipping the count. Earlier ledgers keep their gummed
monster and replay so.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The relocation flourish corrected its coordinates against the view —
but effects are mapped when the events arrive, one message before
the new state, so the correction read the PRE-move board and the
ghost slid between unrelated squares. The sectorRelocated event now
carries its origins in final coordinates, computed after the maze
renormalizes, and the flourish trusts the event alone.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Stone to Water's wave (and every waterwall collapse) washed wizards
back and crushed them against the maze — while a skeleton in the
same water stood dry. The wave only knew creatures well enough to
drown fire imps. From rev 17 it carries them all: washed back along
the surge, one point of crush per space the maze refuses, fire imps
still destroyed outright. Earlier ledgers keep their dry monsters
and replay so.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
pickUpTreasure grabbed whichever treasure the list offered first —
with two on a square, no choice and sometimes the wrong one. The
command now takes an optional treasureId (absent in every stored
ledger, so old replays keep their old grab), and when the square
holds more than one, the button asks "whose?" before dispatching.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
SWAP HOME BASES traded homes correctly but borrowed the
positionsSwapped event, so the chronicle claimed the wizards
themselves changed places. It now speaks its own event — "swap home
bases — the maze's loyalties shift!" — and both hearths shimmer as
their allegiance changes.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Player movement asked the full question of a door — removed, keyed
this turn, or held — while creature movement only saw "door" and
refused, so a skeleton balked at a doorway its master had unlocked
for good. One doorIsOpen() now answers for both, and an open doorway
costs a wraith none of its wall passes.
And the interruption window earns the modal it deserved: "The maze
holds its breath" — the card shown, the instruction plain, dismissed
with "Seize it". No more hunting the rail for a slip while time
stands parted.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
OPPORTUNITY FIRE and INTERRUPT bought a moment the client would not
honor: every selection and targeting gate asked "is it your turn?",
and mid-interruption it is not — so the window's holder could click
attack cards into silence while the engine sat ready to accept the
cast. A window is now yourMoment: hand selection, player/creature/
cell/edge targeting, and the dimming aid all open exactly as on your
own turn, and the slip says what to do with it ("pick an attack card
and a target") instead of the cryptic "cast now".
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
A believed ILLUSIONARY ATTACK, the goat's ram, and the hurled
treasure all deal their damage inside the attack's own resolution
hook — past the pipeline where the empathy mirror lived, so a linked
caster walked away unbloodied. One resolvedBlow helper now carries
the mirror to all three: "any attack done in ANY form" means these
too. Rev-gated: proactive empathy predates this, so stored ledgers
may hold unmirrored blows and replay them as struck.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
An automaton's ILLUSIONARY ATTACK arrived as a mystery: the modal
showed only the illusion card, never the spell being faked — though
the stack has always carried it face-up. The defender now sees both
cards side by side, the caption names the fake ("an ILLUSIONARY
Fireball — it bites only if believed"), and the hint bar says which
spell to weigh a counter against.
And EMPATHY — corner: COUNTERACTION — was refused at the door like
INVISIBLE before it, while the automatons' own counter ladder had
been reaching for it and silently failing into the fallback all
along. It now raises mid-stack: the blow lands on both wizards, the
link lingers for its NUMBER card's turns, and ANTI-ANTI severs it
cleanly (empathy is no escape). The number-riding-a-counter idiom is
one shared helper now. Permissive both ways: no stored ledger
contains either play, so no rev gate.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
An automaton answered NO SPELL with an Absorb — which "has no effect
on duration-based spells." Afflictions sat outside the price table
and drew the phantom two-point default, tripping the point-soaking
rungs. An affliction's weight is now its duration, and the two
counters that touch only points — ABSORB and REVERSE — stand aside
for it, leaving the ones that genuinely bite durations: full shield,
remove curse, blunt, reflection, shieldstone numbers. Pinned: under
NO SPELL with both in hand, the bot blunts, never absorbs.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The table holds doors open to cast back through them at pursuers;
our held door opened for feet but not for eyes. From rev 15 a held
door is an open doorway to sight — casting at players, creatures,
and squares sees through it, the client's dimming aid and the
automatons alike (they share sightedCellsFor). REMOVE LOCK's "still
considered to block L.O.S." stands: that speaks of a CLOSED door,
and an unheld unlocked door still blocks. Rev-gated because rev-14
ledgers may already contain holds and must replay blind.
Pinned three ways: the holder blasts a pursuer through the held
doorway; an unheld unlocked door still blocks; rev 14 stays blind.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
MASTER KEY and PICK LOCK each read: "You may 'hold the door open' for
others, if you wish" — and the engine always slammed it at end of
turn. Now the cast takes a hold param: the door stays unlocked past
the turn, for anyone, as long as its holder stands adjacent and
alive. A step away, a shove, a teleport, or a killing blow lets it
swing shut — swept after every command, since anything can move a
wizard. New state, new param: no old ledger contains either, so no
rev gate is needed.
The client offers a "hold the door open" checkbox when either card is
selected; a held door shows pale with a green jamb ("held open by a
standing wizard"), and the chronicle records the holding and the
shutting. Pinned: a held door outlives the turn and admits the other
wizard; walking away releases it.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Scoped to everything since the last pass (3308850). Three blind
reviews, every finding verified before touching anything.
Confirmed and fixed: two identical comment-splitting insertions left
doc comments orphaned from their fields (net and local alike); a
51-line CSS fossil of the pre-extraction inline effects survived in
Board.svelte; the rev-13 miss-roll test asserted tautologies while
its comment claimed a check the code never made — it now proves the
die was consumed, and the skeleton is no longer returned as trollId;
the sprite registry's `as never` silently disabled the completeness
its annotation advertised (now a mapped type, one cast at the
dispatch seam); a dead ternary guarded a union that doesn't exist;
Bolt carried a duplicate .fork rule from a color iteration; fxTtl
contradicted three sprites' real animation lengths; the permanence
sentinel was reinvented as a magic 9000 (the engine now exports
isPermanentDuration); CELL was declared thrice (fx.ts now imports
it); App and Replay ran two divergent fx schedulers (one scheduleFx
now, cancellable — stale flourishes can no longer fire after leaving
a game); TokenArt retried missing files forever; the anti-anti
escape guards merge with the gate asymmetry explained; wall-of-fire's
rev-12 carve-out is marked; overLimit ignored a displayed BRAINSTONE
(bots over-discarded by two); botRemark's header mis-stated its own
branches; deliverGold fired on any drop, not a home-base delivery;
escape and win banter never fired from the steps that carry them.
Rejected: "as a human would" (house voice); FxGallery's dev-harness
framing (trimmed one plea, kept the facts).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Clicking a board token now shows the thing itself, enlarged, above
its card in the peek modal — whichever art is active, photograph or
SVG. The art tables move to art.ts so the board renderer and the
modal share one source.
First cut overlapped: the card scales 2.1x out of its layout box, so
flow neighbors sat underneath its visual footprint (the note had been
compensating with a 6.8rem margin hack). A card-stage now reserves
the card's TRUE visual size; token above, note below, nothing buried.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
An svg referenced through an <image> element is rasterized once at
its layout size in user units — about 29 pixels for a wizard — and
scales as a blurry bitmap thereafter, defeating the entire point of
vector art. TokenArt.svelte now fetches each file once, namespaces
its ids (45 tokens' worth of filter and pattern defs share one
document), and inlines it as a nested <svg>: live vector at any
zoom, verified crisp at 3x device scale. PNG art keeps the <image>
path untouched, and the token style family goes :global to reach the
component's elements.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The symlink into research/ becomes real files: public/tokens-svg now
owns the hand-drawn set, edited in place and served as-is by the dev
server. The research folder is scaffolding with a demolition date,
not a place for shipped assets to live.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The hand-drawn SVG token set wires in behind deliberately
undocumented query params — svgPlayers, svgCreatures, svgTerrain,
svgObjects, each =true — swapping that category's art everywhere it
draws: board tokens, lobby standees, roster. public/tokens-svg
symlinks research/tokens-svg, so under the dev server an edit to the
source art shows on the next refresh, and the production build copies
real files through the link. Nobody finds the door unless handed the
key; the photographed set remains the face of the game.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Projectiles flew cell-center to cell-center, launching from the
caster's feet and landing under the target's chin — tokens sit high
in their squares and fan sideways when crowded. Every travelling
effect (fireball, waterbolt, bolt, streak, and the reflection's
return flight) now resolves token anchors that mirror the board's
exact positioning, fan-out included: caster's center to target's
center, wizard or creature. Spots with no token to aim at fall back
to sensible cell points, and wash/knockback streaks end on the
carried wizard wherever they fanned to.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Tokens jumped square to square, which made the portal shimmer look
late — the wizard had already re-appeared before the threshold lit.
Wizards and creatures are now identity-keyed movers positioned by a
transform, so the DOM node survives a move and a single step glides
(260ms). Anything farther than a step — teleports, warps, drags,
sector moves — snaps as before, because sliding a wizard across the
whole maze would tell a false story; the warp's instant jump beside
its threshold shimmer is now the point, not the bug. Replays glide
the same way, and reduced motion stills it all.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The transmutation fired no flourish: its event carried no coordinates
for the wall case and the mapper knew neither it nor the wave it
raises. The event now carries its edge; the burst splashes both sides
of the vanished wall (or the freed square, for a block), and every
wizard the collapsing wave carries leaves a wash streak — which also
gives the plain WATERWALL's wave its motion for free.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Winning raised the modal on the same frame the fireworks lit,
covering them. The modal now waits behind the curtain for 2.4
seconds — three volleys over the winner's home, seen — then takes
the stage.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The bolt deepens to saturated gold over a dark amber glow; the splash
throws a wider crown of five droplets over a broader pool; the
fireworks lose their protractor — uneven angles, lengths, sizes, and
staggered timing, as a real burst has; the portal-cell's void gains
turning swirl arms so the dark center reads as motion, not blur; the
streak narrows and softens so its peak frame no longer resembles a
drawn white line.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The whiff darkens to slate and sweeps longer; the portal-cell opens
a dark void behind its collapsing rings — an opening in space, not a
selected square; the tacks grow half again and recoil harder; the
streak's reveal slows so the travel reads even in a sampled frame;
dust lifts its contrast a step without turning heavy. The sector
ghosts stay board-machinery on purpose — the reviewer allowed it,
and the maze grinding IS an operation, not a spell.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The outside review's diagnosis was right — the weak sprites had one
element doing one motion. Now each tells its story: the whiff is
three air streaks sweeping past a dodger with a wobble; the hit is a
contact flash, a compressed ring punched outward, and flying debris;
the streak's head visibly travels, drawing a tapered trail that
collapses into the destination; the sparkle snaps white-hot between
counter-rotating glints and sheds motes; the tacks are drawn
silhouettes now, points up as a tack on the floor menaces, hopping in
sequence; the claw slashes reveal one by one along their length with
a bright leading edge while the whole strike rakes sideways.
The sector ghosts keep their dashed frames but earn motion arcs,
directional chevrons, corner dust, and a grinding shudder as they
settle. The portal opens wide, ripples along its length, and pinches
shut; cell mouths collapse rings of energy inward. The thornbush
springs actual branches with thorn spurs. The slime is an asymmetric
blob that grips, with elastic strands snapping toward the caught.
Dust gains contrast, varied grain, and blows perpendicular to the
wall that shed it.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Its hole was a near-black disc that sat on the parchment like spilled
ink. Now an earthen gradient ellipse, offset toward the far wall,
with the far lip catching the light — a hole you look INTO.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Eric's fireball lands as the house style — layered construction,
gradient core, glow halo, a directional tail riding rotate="auto" —
with its defs scoped per instance via $props.id(), so simultaneous
fireballs cannot steal each other's gradients. The rest of the
catalog is rebuilt in its image: the waterbolt becomes its cold
sibling (spray tail, no turbulence — one heavy filter stack is
enough); lightning grows a glowing core and branching forks; the
burst blooms through a fire gradient with a shockwave and flying
embers; the splash throws a crown of droplets; the shield raises a
gradient dome with a rim strike; the pow star flashes white and
radiates speed dashes; claws leave tapered gashes; the absorbed card
spirals in along a pull ring; the soul is a proper little ghost with
eyes, swaying as it rises; fireworks ride colored trails; Chaos
catches card slips in its vortex; the pit opens a gradient hole that
swallows a faller; ooze splats and flings blobs; the thornbush sheds
leaves; slime closes over and pops bubbles; masonry dust goes soft
with falling grit. Whiff, tacks, portal, and the sector ghosts keep
their simpler forms on purpose — restraint is part of the style.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>