Commit Graph
36 Commits
Author SHA1 Message Date
Eric WagonerandClaude Fable 5 154e00141c Three rulings from the night games (rules rev 2)
Teleport wraps the maze's rim: its four counted squares now step
through warp mouths like any doorway, so a wizard can blink off one
side of the board and onto the other.

A wizard at a door's threshold may pull it open and peek — lock
removed, door unlocked this turn, or PICK LOCK / MASTER KEY in hand —
without stepping through. The door still hangs shut to everyone down
the hallway; only a HELD door is propped open for every eye. Gated
behind rules rev 2 (now sourced from the engine's CURRENT_RULES_REV)
so stored games replay with their doors dark; the client's sight
mirror learns the same peek.

Fear no longer nails a cornered wizard to the floor: a step closer to
the dread is allowed when it walks the shortest way out of it, so
escape can round a corner. Standing outside and stepping in is still
refused.

All 15 production ledgers verified before deploy; 269 engine tests.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-25 14:28:12 -04:00
Eric WagonerandClaude Fable 5 ef921a0c2b Three more cautions: the un-grabbed chest, the biting ground, the starved draw
Ending a turn on a treasure nobody picked up now asks first (unless the
auto-grab preference is about to take it, or the grab would be refused —
laden arms, weakness, spent actions, glue, a locked safe, or your own
home where the chest already scores; the view learns gluedCells and
openSafes so the check is honest). Stepping onto ground that bites —
thornbush, tacks, pit, ooze — warns with the exact price, unless you are
mist. And the sticky draw picker no longer quietly starves anyone: a
draw below what would fit asks too.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 11:04:05 -04:00
Eric WagonerandClaude Fable 5 4a91d56d24 Credibility pass: the collapse loses its scaffolding
Blind reviews over the rev-37..40 features and the gate collapse. The
scripted surgery's scars come out: bare brace blocks unwrapped (with one
hiding an unreachable scrambleHands), the amputated comment healed, the
dead events parameter unthreaded from the illusion-sight chain, the
laziness probe in perceivedBoard collapsed to the rule it always produced,
GameView.deckRev retired with its last reader, the ward's arming stub
told honestly, and every comment or test title still citing the retired
revision numbering reworded to the rule it guards. Rim mechanics unify on
rimWarpMouth and breachRim; the test suite gains plainRimWall and
pushSustained and loses its loop-shaped scars and rev-named helpers.
No behavior changes; 255 tests pass unchanged.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-21 13:04:01 -04:00
Eric WagonerandClaude Fable 5 8a50ff7f36 The great simplification: every vintage gate collapses, the count restarts at 1
All 50 rooms were retired (backed up on the droplet and in Spaces), so no
ledger needs an old branch to replay: forty revisions of deckRev gates
fold into one canonical ruleset — the newest behavior everywhere. The
ward's arming, the idiot's steering, the lazy illusion roll, the legacy
redirection swap, and the flat wave all leave with their gates; RULES_REV
restarts at 1 for whenever the rules fork again. Old-vintage test pins go
with them. The opening screen now quietly drops seats whose rooms the
server no longer knows, instead of listing them "unreachable" forever.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-21 12:45:35 -04:00
Eric WagonerandClaude Fable 5 75d3d44c6c The Ward is played in the moment (rules rev 31)
'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
2026-08-19 20:17:43 -04:00
Eric WagonerandClaude Fable 5 d5b2b92f2c Illusion walls shimmer until YOU test them (rules rev 29)
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
2026-08-18 01:54:53 -04:00
Eric WagonerandClaude Fable 5 e412463aae Thumb of God gets its ceremony: prompt, sighted dimming, and the die
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
2026-08-17 23:09:40 -04:00
Eric WagonerandClaude Fable 5 4bda6087b1 The automatons learn Eric's tactics: roadwork, denial, bursts, breathing room
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
2026-08-17 20:14:55 -04:00
Eric WagonerandClaude Fable 5 78085e26fb Automatons wield Pass Through Wall and deny roads with terrain
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
2026-08-17 19:50:41 -04:00
Eric WagonerandClaude Fable 5 dfd7a2ff56 Stone to Water's targeting aid honors sight and its wall targets
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
2026-08-17 19:31:26 -04:00
Eric WagonerandClaude Fable 5 cdeb3d5103 Idiot enforces its card (rev 23) + attack sight-line tracing
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
2026-08-17 19:03:09 -04:00
Eric WagonerandClaude Fable 5 adf463effa Rev 15: the held doorway carries sight — the whole point of holding it
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>
2026-08-17 13:20:45 -04:00
Eric WagonerandClaude Fable 5 a0c65413ef The door can be held open, as both key cards always promised
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>
2026-08-17 13:15:57 -04:00
Eric WagonerandClaude Fable 5 9493873b64 Dispel Creation reaches every creation, and edge hints tell the truth
An opponent's wraith refused to be dispelled — the engine was willing
all along (any controller's creature, sight required), but creature
clicks never routed cell-target spells, so the cast never left the
client. Clicking a creature with a cell spell selected now lands on
its square. The dimming aid told the same lie twice over: it lit
every created square including ones out of sight (a caster's own
thornbush beyond the walls) and never lit creatures at all. It now
mirrors the engine — anything created, whoever made it, in sight.

And "click a wall line" stops standing in for every edge card: each
now says what the click actually is — a locked door for the keys, a
corridor line for the fire, the creation itself for the dispel — and
attacks no longer show two hints for one wall.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-16 21:59:18 -04:00
Eric WagonerandClaude Fable 5 3308850bb6 Credibility pass: sweep the workshop floor
Scoped to everything since the last pass (695307d). The residue of
fast iteration, removed: a reduced-motion media query that had
swallowed a full copy of the .faq-seal rules; doc comments orphaned
from their functions by inserted methods; the FAQ scrape's seams
(section headings run into ruling bodies under the wrong topics, a
next-page heading shipped as a ruling, an amputated "h", and rulings
filed under alphabetically-nearest strangers — Large Rock/Dagger now
lives on those cards; Book of Spells and Torquemada describe no card
in this set and are gone); the write-only aisle flag left behind by
the reverted rev 7; a linter-silenced dead destructure; a duplicated
median lookup; dead casts; and the fallback path that ignored the
apprentice's one-card draw.

Tests now typecheck (tsconfig includes test/), which surfaced the
missing type imports and a drifted creature literal hiding under an
as-cast. Also: a no-op self-assignment, mid-file imports hoisted, a
dynamic-import habit made static, a hedge comment replaced with a
loud setup failure, the fallback-retries-itself dead rung removed
from both bot drivers, and the twin peek scrims merged.

Deliberately kept: the TIERS lookup guard (ledger JSON is untrusted),
the wand-cost stanzas (they differ on the power-attack trade — a
rules question, not a dedup), and rollDie's coexistence with rollD4
(migrating changes visible logs; future work).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-16 20:20:37 -04:00
Eric WagonerandClaude Fable 5 73150a89b5 Rev 11: the maze has no wall at zero, and moving sectors carry everything
Relocate Sector could never land a sector west or north of the origin
— placements the physical game allows by simply sliding the whole map
across the table. The coordinate grid still cannot go negative, but
now it does not need to: a sector may land at negative coordinates
and the whole maze renormalizes, zero-anchoring on both axes (which
also pulls the maze snug when the origin corner is vacated, instead
of leaving a blank band). The client offers the new landings as ghost
slots on every side, verified slot-for-slot against engine truth.

The move also closes a real gap: remapState never carried creatures,
boobytrap tokens, glue, open safes, or dimensional warp tokens when a
sector relocated or rotated — they were left hovering at their old
coordinates. Sectors now carry everything standing on them. Both
changes ride rules rev 11; older ledgers replay their flaws intact,
as replay determinism demands.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-16 20:07:01 -04:00
Eric WagonerandClaude Fable 5 ac53773fe4 The dimming aid stops lying about boobytrap, glue, and safe
Three cards sat wrongly in the creation bucket of eligibleCellsFor,
so the targeting dim demanded sighted empty squares the engine never
asks for. Boobytrap tokens go anywhere on the board but solid stone —
no sight required; a trap you can see coming is a poor trap. Glue and
the safe were worse than restricted: inverted. Both seize a square
that HOLDS a loose object or treasure, exactly the squares the empty-
square rule dimmed out. Each now has its own branch mirroring the
engine's actual checks, pinned by tests.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-16 19:31:57 -04:00
Eric WagonerandClaude Fable 5 d6d34887e3 The whole punch list: rev 8, general FAQ, and four promoted UX items
Rules rev 8 closes the last two fidelity threads. A SPEED bonus turn
burns a turn of duration spells on the hastened wizard — recipient-
counted, per the FAQ's most obscure ruling — with self-cast durations
already burning through the normal turn-start sweep (expiry extracted
into expireEffect so both paths share the cleanup). And nothing can
be created on a DIMENSIONAL WARP token, as the card face always said.

The general-topic FAQ sections (Combat, Line of Sight, Monsters,
Treasures, and five more) join the rules tab verbatim under a double-
ruled divider, completing the FAQ's absorption: card rulings on the
cards, general rulings in the rules.

The four promoted UX items: cell-target spells now dim ineligible
squares (creations mirror emptySquareTarget from the viewer's
knowledge, summons want clear sighted squares, teleport BFSes its
four spaces exactly as the engine does, stone-to-water lights only
stone, dispel lights only creations); hotseat games get the full
replay reel, each step seen from its actor's own seat; a "stop
announcing attacks on this device" link in the fanfare modal (undo
lives beside the notification toggle in the lobby); the corner
inspector now serves only the selected casting card, with every
examine-a-card peek unified on the centered treatment; and the dev
socket URL keys on vite's port instead of hijacking every localhost.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-16 15:45:59 -04:00
Eric WagonerandClaude Fable 5 0ebae03b1c The discard pile lies face-up, and the chronicle names what falls
At the table the discards sit face-up for anyone to leaf through. The
view now carries the pile (deck order stays secret), the "discards N"
count in the rail became a link, and it opens a booklet-styled reader:
every cast-away card newest first, tap any to enlarge. And the
chronicle stops mumbling "discards 1 card(s)" — it names names, so a
wraith's theft reads "bob discards Fireball," exactly what a table
would see as the card hits the pile.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-16 13:28:55 -04:00
Eric WagonerandClaude Fable 5 7e3e00bf97 Rules rev 3: Ward is a choice, Chaos honors the shield
WARD's text says "you may play at that time" — under rules revision 3
the choice is made by setting the trap: an armWard command toggles it
on your own turn (your secret; a private wardSet event and a rail
note), and the spring fires only while set, consuming the card and
the arming together. Async games keep their agency without an
interrupt window, exactly as the ambush system solved this before.

CHAOS gains its printed interactions: "FULL SHIELD removes a player
from participation" — a defender's shield sits them out instead of
stopping the spell, and after the counter chain every bystander gets
a shield window in seat order (chaosPending; queue head owes a
response in lobby summaries, the rail says whose hand hangs in the
balance) before the pile forms among the unshielded. "REFLECTIONS
have no effect" — both reflections are refused as counters. ABSORB
SPELL still eats the whole thing through the existing absorb path.

Both changes are frozen behind deckRev 3 so every stored game — and
the live one — replays byte-for-byte under its own rules. Five new
tests cover armed/unarmed wards, shielded defenders and bystanders,
the reflection refusal, and the legacy auto-ward.

Not deployed — a live game is in progress.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-16 12:55:58 -04:00
Eric WagonerandClaude Fable 5 41c384274d Walls and doors fall to sustained assault
"It is possible, though time-consuming, to punch a wall down. A wall
takes 20 points of damage to destroy; a door takes 15. Any attack
against an inanimate object counts as your one attack for the turn."
Damage accumulates per edge in wallDamage (remapped through sector
rotations, public in the view), fed two ways: a punchWall command for
the bare-fisted (1 point, from a square touching the edge) and attack
spells cast at an edge target — LOS to the wall for L.O.S. cards,
touching it for same-square cards, amplify and power-attack honored,
wand charges spent, no counteractions since stonework plays none.
Thrown daggers and rocks clatter to the floor at the foot of the
wall. At the threshold the edge opens through the same override path
destroy-wall uses.

On the table: damaged walls wear spreading cracks, an attack card's
hint offers "or a wall line to batter it" with the edge layer live,
and a "Punch a wall…" stamp arms a click-the-wall mode. The chronicle
counts the blows: "alice batters the wall with bare fists — 3/20."

Not deployed — a live game is in progress.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-16 12:48:49 -04:00
Eric WagonerandClaude Fable 5 64454ffc3e Sight travels through the wraparound openings
"If casting a spell, or checking line of sight through the AUTO WARP,
treat it as a straight line, and the two connected boards as though
they were adjacent" — and the lettered openings reconnect edges the
same way. hasWarpLineOfSight models it: the line must run straight
down the corridor, out one mouth, and in through the paired mouth,
with both corridor legs clear and neither mouth filled solid. The new
sightBetween (direct or through-a-warp) is now the game's LOS check
everywhere — spells, ambush triggers, Around The Corner, the
visionstone sweep, and the targeting dim on the client.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-16 12:43:57 -04:00
Eric WagonerandClaude Fable 5 695307daa8 Credibility pass: one voice, no scars
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>
2026-08-16 11:56:55 -04:00
Eric WagonerandClaude Fable 5 da4ab03135 The reveal remembers the hand a wizard fell holding
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>
2026-08-16 11:20:10 -04:00
Eric WagonerandClaude Fable 5 e7b17f7643 The finished table lays every hand face-up
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>
2026-08-16 11:17:07 -04:00
Eric WagonerandClaude Fable 5 13aeeea0ef Victory gets its moment: a gold-ringed proclamation
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>
2026-08-16 11:11:24 -04:00
Eric WagonerandClaude Fable 5 4f3083c490 Targeting dims out-of-reach squares; Speedstone pays out immediately
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>
2026-08-16 10:33:02 -04:00
Eric WagonerandClaude Fable 5 45666bca16 Ambushes: the async-native form of Interrupt and Opportunity Fire
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>
2026-08-16 01:36:53 -04:00
Eric WagonerandClaude Fable 5 77ae65b263 Pick your standee: hotseat wizards choose their color while naming
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>
2026-08-16 01:15:07 -04:00
Eric WagonerandClaude Fable 5 06eea72ded Expansion wave 4: 27 combat, curse, and utility cards
Fortune: GIFT FROM ABOVE (+3, no ceiling), GIFT FROM BELOW (a trap in
the deck — 3 damage on the draw, harmless in the opening deal).
Modifiers: POWER ATTACK burns life into any damage spell. Curses:
WEAKNESS (drop your treasure, take double, carry nothing), STRENGTH
(double physical dealt; the two cancel), WALKING DEAD (half a point
per space walked, forever), DISEASE (the victim becomes a carrier who
infects everyone in squares they enter), IDIOT (the victim shambles
toward their nearest own treasure, able only to counteract, until
they stand on it and ask "What am I doing here?"). Defense: EMPATHY
(attacks bite their caster too), FORCE FIELD (spell-stopping
counteraction). Mischief: MENTAL SWAP (trade whole hands), MENTAL
FORCE (march someone three spaces), BUTT-HEAD (become a goat, ram for
the distance charged), HEAVE-HO (throw your carried treasure as a
weapon), THIEF and SWAP-MEET (item larceny), CHAOS (all hands in a
pile, shuffled, redealt), ILLUSIONARY ATTACK (a fake spell that hurts
if believed), WARD (a trapped treasure bites its thief), REMOVE CURSE
(strip any duration spell, rolling to hit the shrunken or invisible),
SWARTHMORE'S ENCHANTMENT (+1 on an enchanted object). Space-time:
DIMENSIONAL WARP (paired step-through tokens), REDIRECTION (swap two
outer exits' wraparounds), BIG MAN (fills the corridor: no entry, no
punches, no casting past him), FEAR (nobody approaches within 3),
and the out-of-turn pair — INTERRUPT and OPPORTUNITY FIRE — which
open a one-action window in another player's turn. Only THUMB OF GOD
remains, awaiting its digital redesign. 117 tests passing.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 23:01:42 -04:00
Eric WagonerandClaude Fable 5 3a35922a40 Expansion wave 3: twelve terrain cards
KILLER OOZE (1 damage on entry, slip on 1-2: drop treasure, 2 more,
flat on your face until you roll to stand), CREATE PIT (jumps roll a
D4 — clear it on 2-4, fall in on a 1 and climb out on later rolls),
ROSEBUSH (3-point passage, blocks sight), DUST CLOUD (a permanent
zone of blindness: direction rolls inside, no LOS through, defeats
Visionstone), FILL SQUARE WITH SLIME (entering ends your actions,
blocks sight), HANDFUL OF TACKS (adjacent-only scatter, 3 points to
cross), CREATE DOOR (a new locked door in any wall or corridor),
BOOBYTRAP (four face-down tokens, one secretly real — 4 points under
anyone but the caster; the caster's view alone marks the true token),
GLUE (objects pinned for twice the number card), SAFE (items locked
away from everyone but the creator), TRADER (swap two floor items in
sight; glue and safes hold fast), and STONE TO WATER (walls melt into
range-2 waves, stone blocks into range-4 bursts). LOS blocking is now
per-terrain-kind. The board renders all of it, boobytrap placement is
a four-click ritual, and Trader is two. 108 tests passing.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 22:52:34 -04:00
Eric WagonerandClaude Fable 5 28949bdb7d Expansion wave 2: the magic wand system, plus Deja-Vu
Wands charge on first use from the number card(s) played (Amplify and
Add both work when setting charges), spend one charge per use with a
hard once-per-turn limit, stay displayed while charged, and crumble
to the discard when the last charge goes. They are isolated from
their wielder — usable under NO SPELL — and Absorb Spell cannot eat
them. BLASTER WAND fires 3-point bolts through the normal
counteraction stack; STICKY WAND webs its victim (movement -3 for a
turn, +2 to any fire damage, including hotter firewall crossings);
SHIFT WAND shoves a wizard one space in any direction straight
through stone walls; WARP WAND opens a wall section that snaps back
at the end of the turn. DEJA-VU retrieves any discard except a wand.
The wands' 5e-era "stick" subtype is renamed "wand" per Eric (the 6e
faces say Wand; Exp2 shelf cards keep their period names). Client:
charge badges, shove targeting, retrieve-by-name. 101 tests passing.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 22:45:51 -04:00
Eric WagonerandClaude Fable 5 df0675c735 Expansion wave 1: the creature system and first eight monster cards
Creatures are first-class citizens: TROLL (D4 punches, 6 damage to
kill, regenerates at its creator's turn end), SKELETON (2-point
punches), WRAITH (walks through one wall a turn; its touch deals 2
and steals a random card), FIRE IMP (a stationary turret scorching
anyone in sight once per turn — including its creator — killed only
by Waterbolt or a Waterwall wave), DEMOCRATIC MONSTER (moved three
spaces by EVERY player on their turn, one claw per round), SHADOW (a
second body costing a life point per turn, destroyed by any damage),
and ALTER EGO (a stationary double). Monsters obey their creators,
move on the controller's turn, attack once per turn but never on
their creation turn (summoning IS your attack), refuse to strike
their creators, and vanish when their creator dies. Attacks can
target creatures directly (no counteraction window — monsters don't
counter); Dispel Creation un-creates them. Plus MEGA-MONSTER (double
a monster's toughness or speed), ADRENALINE (two attacks a turn),
MAD DASH, and LIFESAVER. Expansion Set #2 confirmed by Eric as a
5e-era product — marked historical-only in the data; the 6e game is
exactly base + Expansion #1 (200 cards, all verified). Lobby gains an
"include Expansion Set #1" toggle; the client renders creatures as
diamond tokens with select-move-attack interaction. 95 tests passing.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 22:41:54 -04:00
Eric WagonerandClaude Fable 5 1924114b6d Final wave: complete the 6th edition basic set (69/69 cards)
The hard six: AROUND THE CORNER attaches to any LOS attack and bends
the sight line through one intermediate cell. BLIND victims lurch in
die-rolled directions (bumping a wall costs the movement point, per
the card) and their attacks fly wherever the die says — hitting
whoever stands that way, or dissipating. UGLY drives every opponent
in sight fleeing along shortest paths (breadth-first, die-broken ties)
until they cannot see the caster. ILLUSION WALL is per-player reality:
each opponent rolls 50/50 the first time it matters and the wall is
real for believers forever — believers' views render it as a wall,
the caster and those who saw through it get a ghostly dashed line,
and Dispel Creation banishes it. ROTATE SECTOR turns a sector 90
degrees with every wall, door, wizard, treasure, object, firewall and
alteration turning in place (the home star, being the exact center,
never moves); RELOCATE SECTOR slides a sector anywhere that keeps all
sectors adjacent, reassembling the map and recomputing wraparounds.

Client: modifier attachment (Amplify/Add/Extend/Around The Corner),
two-stage relocate, rotation direction toggle, dashed known-illusions.
Every card in the 6th edition basic deck is now implemented.
81 tests passing.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 20:29:09 -04:00
Eric WagonerandClaude Fable 5 2d88b4ab40 Card wave 3: terrain, thrown objects, drag, and control spells
Terrain layer: FILL SQUARE WITH STONE (impassable, blocks LOS via new
cell-blocking sight checks), THORNBUSH (enter = 1 damage + turn ends +
next turn lost; no attacking in or into a bush), WALL OF FIRE (new
firewall edge state — passable for 4 magical damage, blocks LOS,
expires with its duration), WATERWALL (instant wave: players within
two spaces washed back two, 1 damage per blocked space), and DISPEL
CREATION with provenance tracking (only conjured walls/fire/stone/
bushes dispel — printed maze is safe). Objects: DAGGER (3) and LARGE
ROCK (2) are physical throws Full Shield cannot stop; they land on the
floor and anyone may pick them up (ending their turn's actions, hand
limit enforced); DROP OBJECT forces a named object or carried treasure
to the ground; DRAG pulls floor objects, treasures, or players
straight toward the caster. Control: LOCK IN PLACE (no moving or
being moved — teleports, swaps, knockbacks and drags all respect it),
BUDDY (a pact the caster breaks by attacking), MIST-BODY (through
walls and doors, cannot attack or be attacked, still burns in
firewalls), REUSE SPELL (retrieve your last spell). Client renders
terrain, firewalls, and ground objects, with cell/edge/two-stage
targeting and card-name inputs. 40 cards implemented; 63 tests pass.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 20:13:14 -04:00
Eric WagonerandClaude Fable 5 36b3ffe9a6 Wire online multiplayer: game rooms, protocol, playable Svelte client
Server: room registry with 4-letter codes, host/join/start flow, the
authoritative command loop (seed + append-only command log per room —
the replay/async foundation), and per-player redacted views and events
broadcast after every change. Client: lobby, SVG board (floors, walls,
doors, homes, color-keyed treasures and wizard tokens matching the
physical set's six colors, warp arrows), click-to-move, click-to-punch,
card hand with tooltips from verified card text, cast flow with number
card attachment and waterbolt split, edge-click targeting for wall
spells, counteract-or-pass prompt, discard flow, end-turn draw
selector, and a humanized event log. Verified end-to-end over real
websockets with two clients: join, start, private deals, moves, turn
sync.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 19:52:10 -04:00