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>
"It's not letting me cast Absorb Spell on your Full Shield" — and
Jolly's FAQ says exactly why: "ABSORB SPELL will work on FULL
REFLECTION or REFLECTION, but not FULL SHIELD, as that is not used
against you, but cast upon the player using it." The refusal stands,
now with that reason in the error — and the neighboring case the
engine wrongly refused is fixed: an attacker may answer a reflection
with ABSORB SPELL, nullifying it and taking the reflection card into
their hand, with the original spell then landing unturned.
And the card face corrects my own hours-old work: ANTI-ANTI "does not
work against escape, such as SHRINK, TELEPORT, or INVISIBLE" — so
under rules rev 6 it can no longer pin a teleport escape. Earlier
games keep their stored chains.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
moves like a giant, and the boards are diagram-verified
TELEPORT as a counteraction (official FAQ: "the attack has no chance
of hitting you"): the defender names an escape square within four
spaces, the escape resolves before anything lands, and an ANTI-ANTI
pins their boots to the floor. Additive — no revision gate needed.
FILL SQUARE WITH SLIME holds spells now: an attack cast at the slime
sticks in the gel (leaving the discard pile), springs once at whoever
is inside or next enters, and counteractions against the trapped
blast cannot touch its caster — reflections vanish into the ooze. A
five-point waterbolt washes the slime and its cargo away, and the
waterwall waves clear slime from their path.
BIG MAN, under rules rev 5, finally moves like the card says: he
pushes players and monsters down the corridor ahead of him (stuck or
unpushable occupants block his advance), steps over a pit, tacks, or
killer ooze for two movement points without ever entering the square
(click two cells beyond the hazard), and monsters may not enter his
square. All gated so stored games replay under their own rules.
The boards were never wrong — the rulebook's Set-Up Diagram photo
confirms every pairing the code already had: 2p crossed, 3p stair
with the Aisle Warp arc, 4p/6p straight-across, 5p plus with all four
corner arcs. The stale TODOs are gone, replaced by tests pinning each
letter pair, and relocation's "only opposite board edges connect"
(which discards the aisle warp) is pinned too. Wall of Fire vs
Waterbolt turned out to be implemented and tested all along — its
TODO comment was the only thing wrong.
Also: hotseat saves now request durable storage (iOS evicts
unprotected origins under pressure).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
DROP OBJECT resolved correctly — the treasure fell — but the
chronicle announced "The attack is completely stopped," because the
attackResolved event branded any attack that dealt zero damage as
stopped. Utility attacks deal zero by design; only an attack that was
TRYING to wound counts as stopped when nothing lands. Tests pin both
sides: uncountered DROP OBJECT reports unstopped and drops the
treasure; FULL SHIELD reports stopped and the treasure stays carried.
Not deployed — a live game is in progress.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
"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>
"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>
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>
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>
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>
Eric chose the "divine meteor" redesign for the one card that cannot
be digitized faithfully (the physical version has you flick the die at
the board from six inches). Digital form: aim at a square in sight;
the die drifts 0-2 squares in a random direction, then every token in
and around the landing square — ground objects, treasures, creatures,
and wizards alike — is flung to a random nearby square. Walls mean
nothing to falling cardboard; tokens knocked off the board settle at
the nearest edge, per the original card; there is no counteraction.
With this, all 128 unique cards of the 6th edition game (69 basic +
59 Expansion Set #1) are implemented, tested, and playable online.
The "unimplemented card" guard test now points at an Expansion #2
shelf card, which is the only kind left. 119 tests passing.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
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>
Duration system: sustained effects expire at the start of the caster's
turns; SLOW (movement 1, no number cards, attack every other turn),
NO SPELL, MEDUSA (paralysis + damage immunity), INVISIBLE (1-in-4 hit
roll), SHRINK (50% miss, movement 2). Doors: PICK LOCK and MASTER KEY
(displayed, reusable) unlock adjacent doors until end of turn, REMOVE
LOCK is permanent, JAM LOCK seals a door for everyone. Movement:
TELEPORT (4 spaces through walls, ends movement), PASS THROUGH WALL
charges, POWER RUN (life for spaces), SWAP (consumes movement),
GO AWAY (knockback + lost turn), TELEPORT OPPONENT. Card warfare:
CARD ERASURE (named), THOUGHT-STEAL (2 random via seeded RNG),
TELEPATH (private hand reveal), POWER DRAIN (damage feeds the caster),
SUDDEN DEATH, STONE DEAD, WIZARDBLADE (same-square, number-powered,
stays displayed). Cast modifiers: AMPLIFY doubles power/duration
(stackable x2), ADD permits two number cards, EXTEND doubles duration;
REVERSE heals instead of harms but keeps secondary effects. Counters
now also halve durations (BLUNT) and split them (REFLECTION).
Security (from review findings): room codes and game seeds now come
from node:crypto, and every seat gets a secret token — reclaiming a
name in a room requires its token, closing the impersonation hole.
29 cards implemented; 51 tests passing.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The attack/counteraction stack: casting an attack (or punching) opens a
stack; the defender counteracts or passes, the attacker may respond
(ANTI-ANTI nullifies a counter), and resolution runs the damage
pipeline in play order. First effect wave, encoded from verified card
text: Fireball (flat 5 + destroys carried magic stones if damage gets
through), Lightning Blast (number damage + stun unless fully stopped),
Powerthrust (2 + optional number), Waterbolt (caster-chosen
damage/knockback split with push-away movement), Blunt (halve, round
result up), Absorb (-3), Full Shield (spell-only stop), Reflection
(half to both), Full Reflection (redirect), Absorb Spell (nullify and
steal the attack card), Create/Destroy Wall (dynamic edge overrides
layered over the board; collapse deals 4 to adjacent squares), Speed
(extra turn), and TRAP! on draw (lose next turn, redraw). Lost turns
skip on advance; unimplemented cards refuse to cast with a clear
error. 35 tests passing.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>