Commit Graph
20 Commits
Author SHA1 Message Date
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 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 db1fbf7099 Duration spells show themselves: chips on the sheet, size on the board
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>
2026-08-16 10:55:45 -04:00
Eric WagonerandClaude Fable 5 d34173df9f Hold-to-read works on occupied squares — creatures and wizards included
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>
2026-08-16 10:49:59 -04:00
Eric WagonerandClaude Fable 5 6e6691c6c0 Creatures step through board-edge warps by click, like wizards
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>
2026-08-16 10:46:35 -04:00
Eric WagonerandClaude Fable 5 97a3305d07 Every token on the board can be read as its card
"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>
2026-08-16 10:39:56 -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 57bd036417 The first square of a two-square spell now shows on the board
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>
2026-08-16 10:17:57 -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 002dbd2547 Crowded squares: every token type gets its own zone, multiples fan out
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>
2026-08-16 00:27:05 -04:00
Eric WagonerandClaude Fable 5 bd8ca99dc0 The real 1993 token art takes the board
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>
2026-08-16 00:26:06 -04:00
Eric WagonerandClaude Fable 5 d7afe3a5ca Letter the warp openings and show where they lead
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>
2026-08-15 23:31:42 -04:00
Eric WagonerandClaude Fable 5 87a5067c77 Make wraparound warps usable: click the arrow to step through
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>
2026-08-15 23:28:51 -04:00
Eric WagonerandClaude Fable 5 9501a85be4 Design pass: the client becomes Eric's table
The design system is the physical set itself, taken from the scans:
card-stock cream, warm ink, and the six wizard marker colors, laid on
a dark leather tabletop. Cards in your hand are now the actual cards —
vertical corner rails (ATTACK / L.O.S. / ADJACENT), condensed gothic
titles, brown body text on cream, number cards as big bordered
numerals with per-value border styles; selecting lifts a card from
the fan. The board matches the physical tiles: ink-outlined white
brick walls on cracked flagstone, plank doors, eight-point home stars
in each wizard's color, swirled treasure discs, warp arrows. The
sidebar is paper: a turn slip, the rulebook's own hand-scrawled
life-points score sheet (Caveat over ruled lines), and a typewritten
chronicle that scrolls itself. The lobby is the box lid. Type:
Oswald condensed display / Archivo Narrow body / Courier Prime log.
Buttons are ink stamps. Board height-caps so board, actions, and the
full hand share one screen; responsive stack below 900px; reduced
motion respected. Verified with live screenshots at 1440x900.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 23:21:03 -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 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