A "Send word" section with the keeper's addresses: email, Bluesky,
Mastodon, and the home roost at kestrelsnest.social — for feedback,
bug reports, and faint praise alike.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
"Not applicable in a 2-player game." — the card face. New games deal
from deck revision 2, which removes it when exactly two wizards sit
down; three or more keep it. The revision travels in GameConfig and
the persisted start line, and stored games without one replay against
the original build — changing an existing game's deck composition
would scramble its deterministic replay. Test pins all three cases:
removed at two, present at three, present in legacy two-player games.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The Hover A record resolves, so og:image and twitter:image move from
the sslip.io fallback to wizwar.kestrelsnest.social.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
A three-reviewer sweep for tells of piecemeal machine generation,
every finding verified against the code before touching it. No
behavior changes; the full suite passes unchanged (plus two
strengthened pins).
Engine: removed four void-silenced fossils (a parseEdgeKey call
voided where it stood, stoneEffect's ignored cardId parameter, the
actualTarget remnant in doCast, a voided loop variable in shadow
upkeep); fixed the initialize-then-overwrite narration in
spawnCreature; replaced a filter(() => false) no-op; waterwall now
rides waveFromEdge instead of carrying its own verbatim copy (and the
single-caller washBack wrapper went with it); blind wall-bumps and
LOS blockers each collapsed to one implementation; the wand-id list
and the "permanent" duration sentinel became named constants; the
ambush number local no longer shadows the imported numberValue
function; assorted reviewer-aimed phrasings rewritten as the
constraints they guard.
Server/deploy: the protocol header now documents all eleven message
types; dropped an eslint pragma with no eslint, a test script with no
tests, and an rsync exclude anchored at a path that never existed
(the real data/ dir now excluded); the Caddy vhost has one source of
truth; stale "pending DNS" note removed — the record resolves.
Web: ~90 lines of CSS swallowed verbatim into a mobile media query
deduplicated; the reduced-motion guard on the board now actually
stops the marked-cell pulse; one shared color module replaces two
drifted palettes; an orphaned doc comment rejoined its function.
Tests: the ten-times-pasted helper block became test/helpers.ts;
wave-numbered files renamed for the behaviors they pin; deliberation
comments and void-ed corpses of unwritten assertions deleted; silent
seed-dependent early-returns now fail loudly; one assertion that
compared a value to itself now pins the home-translation it meant to;
the stored-log single-number command form gained the explicit
compatibility test it deserved.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The rulebook tab had it, but the quick how-to never stated the most
basic number in the game. The movement section now opens with it.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Instead of re-scanning every room's log on demand, stats.json now
accumulates beside the room files: each room is remembered at its
highest counted stage (created → started → finished), so boots and
replays reconcile without double-counting, and the tally will survive
any future pruning of old rooms. Finished games contribute their
moves, table-time, and manner of victory exactly once, at the moment
of victory.
And with an accumulator to receive them, hotseat games finally count:
each local game mints an anonymous id, pings "started" with its
player count, tracks its own between-moves clock, and on the final
move reports counts only — commands, minutes, players, win reason.
No names, no moves leave the device. The server dedupes by id, clamps
everything to sane ranges, and the booklet's tally now shows how many
of the games were hotseat tables.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
A new tab in the help booklet answers "how much is this getting
played?" from the ledgers themselves: games chronicled (begun and
fought to a finish), distinct wizards seated, every spell, step, and
punch recorded, time at the table estimated by the clock between
moves (gaps over ten minutes don't count — async games tell the
truth), victories split by treasure-theft versus last standing, the
longest game, the fullest table, and the date the first game was
dealt. Computed server-side over the in-memory rooms with a 60-second
cache, fetched over the socket when the tab opens.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Sharing the game's URL now unfurls a proper card: Open Graph and
Twitter meta tags with a 1200x630 preview composed from the physical
set's own counter art — WIZ-WAR in tall caps over the parchment, the
tagline in script, a row of wizard, troll, and treasure tokens, and
the fan-project line beneath. The favicon becomes the purple wizard
in his black hat, cropped from the counter sheet; the your-turn
variant wears a red badge, replacing the old lettered SVGs.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Elimination destroys the evidence: a killed wizard's cards pass to
the killer, a treasure-lost wizard's go to the discard — so the
post-game reveal showed "empty-handed" for exactly the player whose
hand everyone wants to see. Both elimination paths now snapshot the
hand at the moment of death (finalHand), the finished view serves it,
and the gallery marks those rows "as they fell" in script. Because
rooms replay from the command log, already-finished games show their
fallen hands too. Test kills a wizard holding a Fireball and a 6 and
finds them in the reveal.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Once the game is won, the view stops keeping secrets: revealedHands
carries every player's cards, and the table replaces your hand row
with a face-up gallery — each wizard's name (trophy on the winner)
beside their final hand, tap any card to enlarge, "empty-handed"
written in script for those who died with nothing. In hotseat this is
the thing the winner passes around after dismissing the fanfare; in
async games it greets each player when they open the finished game.
Redaction still guards every phase before "finished."
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Winning showed only as a small slip in the rail — anticlimactic, as
playtesting put it. The engine now records HOW the game was won
(winReason: treasures carried home, or last wizard standing) alongside
the winner, the view carries it, and the finish opens a gold-ringed
modal: trophy, the winner's name in tall caps, and the manner of
victory in a handwritten line. "Behold the final board" dismisses it
to the finished table. In hotseat the one screen proclaims to the
whole table at once; in async games each player is greeted by it when
they next open the game.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Illusionary Attack, Deja-Vu, Card Erasure, and the other name-a-card
spells asked for exact spell names from memory. The field is now a
native datalist: type a few letters and matching card names appear,
tuned per card — Illusionary Attack offers only attack spells (it can
only pretend to be one), Drop Object offers only the movable objects
plus Treasure, and the rest offer the whole playable pool.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The engine has always accepted it — edge target, line of sight to the
edge, open corridor only — but the client's EDGE_CARDS list never
included illusion-wall, so selecting it offered no clickable wall
lines and the card was simply uncastable. The LOS dimming that
appears alongside is correct and stays: placement requires sight of
the wall line, so the lit squares show where the shimmering can go.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
view.sustained was never rendered — every duration spell in play was
invisible, Big Man included, as playtesting found. Now each player's
scoresheet row lists the spells on them as violet chips (name and
turns remaining, tap to read the card), beside their displayed cards.
And on the board itself, Big Man makes the wizard token tower half
again as large, Shrink dwindles it — the exact at-a-glance "I have
become big" the table owes you.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Tapping a creature you command now does both things at once: selects
it for orders AND opens its card in the inspector corner, with a
stats line pinned beneath — hits left, moves left, attack ready or
spent (or barred on the turn it appears; the shadow reports itself
unharmed by ordinary damage). The same stats ride along on any
hold-to-peek of a creature, and they are derived live, so marching
the monster updates the numbers as you spend its moves. While
commanding, the hint strip carries the same line beside the hand,
with a "done" to dismiss. Deselecting closes the card.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The press-and-hold card peek lived only on the floor rects, and any
creature or wizard token sitting there swallowed the pointer events —
so the democratic monster, whose plain tap selects it for commands,
had no path to its card at all. The hold gesture now lives on the
tokens too (a fired hold swallows the tap so nothing double-fires),
and the board suppresses the mobile long-press callout so the gesture
stays clean on phones.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The engine always warped a creature marched off a lettered opening —
verified headless — but the table offered no way to ask for it: cell
clicks for a selected creature matched only geometric neighbors, and
the warp arrows moved only your wizard. Now a selected creature
standing on an opening lights the arrow (and, per the existing cue,
its destination), the arrow marches the creature through, and
clicking the far mouth directly does the same.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Summoned monsters act during their controller's turn, but nothing
reminded you — a democratic monster in play was invisibly waiting on
every single player. Now each creature you may command this turn gets
a moss-green slip in the paper rail: name, moves remaining, whether
its attack is ready (respecting no-attack-on-creation and the
democratic monster's one-attack-per-round), and the tap-to-command
hint. The democratic monster reminds every player on their turn,
since all players get to move it.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
"What does a rosebush do again?" now has an in-game answer: press and
hold any square (450ms) to open the card behind whatever occupies it —
creature, terrain, dropped object, warp token, or boobytrap marker —
in the view-only inspector corner. A plain click that claims no game
action peeks too: out of turn, every tap reads; on your turn, taps
beyond your reach read instead of doing nothing, and clicking an
opponent's creature with nothing selected reads its card. Priority
when a square holds several stories: creature, then terrain, then the
topmost dropped object.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
At the table, a displayed card sits in front of its wizard for all to
see — Master Key, Wizardblade, the stones, wands. The view always
carried every player's displayed cards, but only your own hand marked
them. Now each scoresheet row lists that player's face-up cards as
parchment chips, wands with their remaining charges as pips, and
tapping a chip enlarges the card in the inspector corner, view-only.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Selecting an L.O.S. card now drops every square you cannot see into
shadow, leaving eligible targets lit — computed by the engine's own
hasLineOfSight over the player's VIEW, so illusion walls you still
believe in block your aim, stone and bushes and the Big Man block
everyone's, and Around The Corner widens the light one bend when
attached. ADJACENT cards light just your square and its four
neighbors. The shade paints over tokens and wizards alike, and
switches off while arming an ambush, since ambushes aim at the
future. A new sightedCellsFor lives in the engine view module so the
client can never disagree with the rules.
Speedstone, meanwhile, only took effect at next turn's allowance
recompute — displaying it mid-turn granted nothing, as playtesting
found. It now bumps the current allowance by one on display (a delta,
so number-card movement already played survives), unless SLOW or a
zeroed allowance says otherwise. Test covers the immediate grant and
the persistence into later turns.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Being attacked was announced only by a slip in the paper rail, easy
to miss mid-turn — the playtest complaint was real. Now an attack on
you (or a counter to your spell) opens a modal: the attacker's name
in red Oswald caps, the actual card face enlarged, the number backing
it if any, a bare 👊 for a punch, and a single "To arms!" stamp.
Dismissing it leaves the actionable prompt in the hint strip beside
your hand — where the counteraction cards you would tap actually
live — with the "let it resolve" escape. The rail keeps a one-line
reminder. Each new decision point in a counter-chain re-announces.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Placing the two tokens worked, but using them asked too much: the
only affordance was a "Step through the warp" button in the actions
row, easy to miss and far from the board. Now standing on a warp
token pulses its twin with the same green dashed ring the lettered
edge openings use, and clicking the twin steps you through — one
gesture, learned once, working for both kinds of warp. The button
stays for those who found it.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Dimensional Warp, Trader, Redirection, and Relocate Sector all take
two clicks, but only the hint bar acknowledged the first — the board
itself sat unchanged until the second click landed. The first chosen
square now wears a pulsing amber dashed ring (same rhythm as the warp
destination ring, still under prefers-reduced-motion) until the spell
completes or is cancelled.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The rulebook's movable-object list is wider than the stones: "magic
stones, treasure chests, the dagger, the large rock, and the
wizardblade" — and the expansion expects wands to change hands, since
"its remaining charges go with it." A new isMovableObject helper in
the engine names that full set, doDropObject honors it, and the hint
bar's "Drop it here" button follows suit. Charges are keyed by card
instance, so a dropped wand carries them to whoever picks it up —
covered by new tests, along with the refusal to drop spell cards.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The engine always knew how — dropObject and pickUpObject were in the
command set from the start — but the table never offered a hand for
it. Now selecting a magic stone (or any object card) on your turn
shows a "Drop it here" button in the hint bar, and standing on a
square with objects lying on it offers a "Pick up <name>" stamp per
object, disabled once your actions have ended (picking anything up
ends them, per the rulebook). The chronicle narrates both.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
A handwritten "about this game — a labor of love" link on the box lid
opens a new About tab in the booklet: what Wiz-War is, that Tom Jolly
created it in 1983, that this is a faithful reproduction of the
out-of-print Chessex sixth edition (with its one expansion) that Eric
and his friends played for countless hours in the early nineties —
rebuilt from that very copy, card by photographed card, wall by
verified wall, with the original hand-inked token art. It names Steve
Jackson Games as the current rightsholder, states plainly that this
is an unofficial, non-commercial fan work made with love and
admiration, and closes by pointing anyone the game delights toward
the edition currently in print and a real table.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Eric's diagnosis: "in the moment" interruption cards are worthless in
correspondence play — there is no moment. The answer was already in
the game: WARD is a contingency card, and ambushes generalize it. On
your turn, playing Interrupt or Opportunity Fire now arms an ambush:
commit it with an attack from your hand (plus an optional number
card) and a trigger — an opponent entering your line of sight, coming
beside you, or grabbing a treasure — and it springs automatically
when the condition occurs, whether you are watching or asleep. The
sprung attack opens the normal counteraction stack, so the victim
gets their defense (asynchronously, like any attack). Committed cards
leave your hand until the trap springs or you disarm it; ambushes are
invisible to everyone but their owner (view-level redaction), die
with their owner, stay armed if the shot is momentarily illegal, and
honor the no-combat first round. Live play in the moment still works
too — and the client now actually offers it (the old UI never let
you click those cards out of turn). The rail shows your armed traps
with a disarm control; the chronicle announces AMBUSH! when one
springs. 124 tests passing.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
"While you were away": returning to a game with unseen moves shows a
banner — "You missed N moves. Watch what happened" — that opens a
replay reel. The server rebuilds the game and captures a redacted
per-move view for the viewer (own hand only, capped at the last 200
moves); the client plays the reel on a full board with the actor and
humanized events captioned per step, auto-advancing with pause,
step-back/forward, arrow-key control, and skip-to-now. Seen progress
is tracked per room in the browser (every state broadcast now carries
the log sequence), so the banner only appears when there is genuinely
something to watch.
Attention between turns is now named, not just signaled: game
summaries carry WHY a game waits on you — your turn, counteract
(you're being attacked mid-someone-else's-turn), forced discard, or a
pending interruption — the ledger prints it ("UNDER ATTACK —
respond!"), and browser notifications say "you are under attack in
GNSK!" rather than a generic your-turn.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Waiting rooms now show the six wizard standees: tap to claim yours,
claimed ones gray out with the claimant named for screen readers, the
roster shows each player's chosen standee (or "choosing..."), and
conflicts are refused first-come. Choices sync live to everyone in
the room, resolve to first-free defaults for the undecided when the
host flips the boards, persist in the start line of the room log (so
restored games keep their colors), and flow through the same engine
config field the hotseat picker uses. Also fixed: the static-serving
realpath guard crashed the dev server when no client build exists —
it now 404s static requests instead. Verified end to end: claim,
conflict refusal, second pick, start, and in-game colorIndex 5/2.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The naming round now shows the six real wizard standees; each player
taps theirs before typing their name, claimed standees gray out, and
the next player defaults to the first free one. The choice travels as
an optional colors array in the engine config, the view exposes each
player's colorIndex, and the board, score sheet, treasure chests, and
wizard art all follow the chosen color instead of seat order —
persisting through hotseat saves. Verified: Alice claimed the yellow
standee and marched onto the board as the yellow wizard with yellow
treasure chests. (Online rooms still assign by seat order; a lobby
color picker can reuse the same config field later.)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The comma-separated name field is gone. Hotseat now starts with a
2-6 count picker and "Gather N wizards", which opens a naming round
in the pass-the-device style: "Wizard 1 of 3 — what is your name?",
type it, pass the device on; the last wizard's button reads "Flip the
boards" and starts the game. Duplicate and empty names are refused
in place, the roster-so-far shows beneath, and "never mind" backs
out. Verified end to end: three names entered, game started, opening
handoff went to the die-roll winner.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The box lid combined width:100% with 2.6rem side padding and no
box-sizing reset, so the card ran off the right edge of real phones
(Join, Play Here, and Claim all clipped). A global border-box reset
fixes the class of bug; the hotseat and claim rows now wrap, their
inputs go full-width on narrow screens, and the lid tightens its
padding and title below 900px.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Selecting any card in hand now also shows a 1.55x (1.3x on phones)
enlarged rendering floating at the corner — full card text readable
without pinch-zooming — with a dismiss button, auto-reset when the
selection changes, and the board left clear for choosing a target.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
At phone width the layout now flows board -> actions -> your hand ->
turn slip -> score sheet -> chronicle, instead of burying the cards
beneath the paperwork below the fold. The board caps at 56dvh (dvh
throughout, for iOS's shifting address bar), the chronicle stops
hogging height, and the masthead holds one line. The hand is a
thumb-swipeable card row; pinch-zoom stays enabled for reading fine
card text.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Production shape: one Node process serves the built client and the
websocket on a single port (SPA fallback, same-origin wss in the
client), with Caddy terminating auto-TLS in front. The droplet
(nyc3, $6/mo) runs it under systemd as an unprivileged user with room
files on the persistent disk at /var/lib/wizwar/rooms — deploys and
reboots cannot eat a game. deploy/ carries the one-time droplet setup
script, the systemd unit, the Caddyfile, an everyday deploy script
(build locally, rsync, install, restart), and a README. Live at
https://wizwar.104.236.96.198.sslip.io via sslip.io, so TLS needed no
DNS setup at all. Verified over the real internet: room created,
second player joined, expansion game started, hands dealt, room file
persisted. Fixed en route: rsync's unanchored "data" exclude was
stripping the engine's card database, and tsx must ship (it is the
runtime).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
A square can legally hold terrain, a wizard or three, two treasures
(the win condition itself), floor objects, creatures, a warp token,
and a boobytrap disc all at once. The cell is now zoned: terrain
underlays the whole square, wizards fan across the top, treasures fan
across the bottom, floor objects stack bottom-left, creatures fan in
from the right, the dimensional warp shrinks into the top-left
corner, and boobytrap discs sit top-right. Two treasures on a home
base — the winning tableau — now reads as two treasures.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
All 45 tokens cropped from Eric's photos of the physical counter
sheets by connected-component segmentation (with cable/reflection
filtering, merged-blob rescue, and one hand-tuned crop for the red
treasure the charging cable was hugging). Terrain squares, monsters,
wizards, treasures, floor objects, and dimensional warps now render
the genuine hand-inked art: solid stone, thornbush, rosebush, killer
ooze, dustcloud, slime, tacks, pit, safe, skeleton, troll, wraith,
fire imp, democratic monster, shadow, alter ego, dagger, rock,
master key, magic stones and wands, the six wizard standees, and the
six color-keyed treasure chests. Wizards and creatures wear a thin
controller-color ring; art tokens cast a soft cardboard shadow;
terrain art passes clicks through to the floor while wizards and
creatures stay clickable. Every vector rendering remains in place as
automatic fallback (USE_TOKEN_ART flag plus per-kind mapping), per
Eric's request. Sprites live in packages/web/public/tokens at 144px.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Hotseat runs the engine entirely client-side; no server is involved.
The lobby takes comma-separated names (2-6 wizards), and the game
plays through the same table UI, with one addition: a full-screen
hand-off card between actors — "pass the device to Morgana, tap when
only they can see the screen" — shown whenever the needed input moves
to another wizard (turns, counteractions, forced discards,
interrupts). Each player sees only their own hand while seated. The
game saves itself to localStorage after every command (config +
command log, replayed on resume — the server's own determinism
trick), so "set the game aside" keeps it and "abandon game" forgets
it; a Resume Hotseat button appears whenever a save exists. Fixed en
route: the engine's structuredClone cannot digest Svelte's reactive
proxies, so hotseat snapshots state before every engine call.
Verified live: 3-player game started, reloaded, resumed, turn ended,
device handed to the next wizard.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Three player counts join the square and the column: 3 players get the
stair/L with the AUTO WARP joining the two openings that face the
concave notch (convex openings pair geometrically — flagged as
interpretation of the diagram's letters); 5 players get the plus/cross
with tip-to-tip wraps and aisle-warp corners; 6 players get the 3x2
rectangle with straight-across wraps. All six verified layouts are
drawn on, so no count repeats a sector. Rooms accept up to six seats;
the lobby copy follows. 122 tests passing.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
"Help & rules" in the masthead (lobby and table alike) opens a paper
booklet with three tabs: How To Play (the client's own controls —
moving, casting, attaching numbers and modifiers, fighting, turns,
transfers), The Rules (the 6th edition rules condensed faithfully
from the verified rulebook transcription, exact numbers throughout,
with a Jolly Games colophon), and a Card Library — all 135 playable
cards rendered as the real card faces, searchable by name or text,
each labeled with its quantity and set. Escape closes.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
While seated, "transfer seat" in the masthead mints a spoken-word
one-time phrase from the game's own vocabulary (ember-troll-dagger),
good for ten minutes. Typing it into the lobby's "claim a transferred
seat" box on any other device hands over the seat's token, adds the
game to that browser's ledger, and sits you straight down at the
table. Phrases are single-use, expire, are voided by a server restart
(seats never are), and both devices keep the seat afterward — the
phone on the couch and the desktop upstairs can play the same wizard.
Verified end to end: mint, claim, rejoin, and a second claim refused.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The lobby is now the front door to all your games. A "your games"
ledger lists every seat this browser holds — room code, whose turn it
is (including counteraction/discard/interrupt waits, which count as
your turn), the round, and how long since the last move — with
one-click resume, a forget control, and a green highlight when a game
waits on you. The server answers a token-validated myGames query with
per-seat summaries; the client polls every 45 seconds, so turns in
other rooms reach you wherever you are. Turn signals travel three
ways: the tab title flips to "● Your turn", the favicon grows a green
dot, and — opt-in via "notify me on my turn" — a browser notification
fires when a turn becomes yours anywhere. Landing in the app now
shows the ledger rather than teleporting into the last game;
mid-game socket drops still walk straight back to the table.
Verified live: two seeded games, ledger showing "gandalf's turn" and
YOUR TURN, one-click resume into the correct game with history.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Every room is now an append-only JSONL file (data/rooms/CODE.jsonl):
a birth-certificate meta line, then every join, start, and command.
Because the engine is deterministic, seed + log IS the game — on boot
the server replays each file and reconstructs the exact state, hands,
deck order, and chronicle. Verified live: create, join, play, KILL
the server, restart ("restored 1 room(s) from disk"), rejoin with the
seat token — identical positions, deck count, and hand, with the
chronicle history redelivered redacted per player. The client
remembers its seat (name, room, token) in localStorage and walks back
to the table automatically on connect, clearing the memory if the
seat is stale; a quiet "leave table" control forgets it on purpose.
This is the foundation phase 2 (play-by-turn) sits on: games now wait
indefinitely for their players — and debugging restarts cost nothing.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
"You may add two NUMBER cards together for any single action" —
movement included. The engine accepts a second movement number when an
ADD accompanies it (once per turn); the client spends your Add
automatically and says so on the button. 120 tests passing.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The rulebook allows discarding cards purely to churn for new ones, but
the client had no way to start it: a "Discard cards..." action now
switches the hand into marking mode (with a "never mind" exit), and
confirming sends the discard. Alongside it, the hair-trigger casts are
gone: selecting a card never plays it anymore — untargeted spells and
stone displays get a Cast button in the hint bar, and a bare number
card gets an explicit "Play for +N movement" button. Every play is
now a two-step, which is the correct cost in a game with no undo.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Paired openings now share a printed letter (A, B, C ...), exactly as
the physical boards mark them — making the 2-player crossed pairings
legible at a glance. While standing on an opening, its destination
square pulses with a dashed green ring, so "leave at B, re-enter at B"
stops being a leap of faith.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The engine's warps worked all along (verified in all six directions),
but the client offered no way to trigger one short of clicking the
destination cell across the map. The warp arrows are now buttons: when
you stand on an opening its arrow lights green — click it to step
through. Clicking a far arrow behaves as a click on its cell.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Pick Up Treasure is disabled unless an uncarried treasure sits on your
square (and your actions haven't ended); Drop Treasure unless you are
actually carrying one. The warp-step button reuses the same derived
state. Buttons stay visible for stable layout — they just stop
inviting impossible clicks.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>