Commit Graph
460 Commits
Author SHA1 Message Date
Eric WagonerandClaude Fable 5.1 3f909b485b A sprung Ward is named as one, not as a punch
Eric grabbed a warded treasure and took the Ward's three points — but
the attack modal showed a bare-knuckled punch, the hint line said the
owner "attacks with a punch", and the cast panel called it a physical
blow with no card behind it. The engine knew better: the stack has
carried sourceName ("warded treasure") since rev 9, and the damage
line used it. The client never read it.

Now every cardless stack with a name shows that name — and, for the
Ward, the Ward card itself — in the modal, the hint line, and the
cast panel, with the damage inbound. In the chronicle, a counteraction
played against it records "warded treasure" rather than "punch", and
an EMPATHY echo of it names the same. Chronicle-only, ungated; all 58
production ledgers replay clean.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
2026-09-03 09:41:12 -04:00
Eric WagonerandClaude Fable 5.1 3723b8f211 The clip gallery joins the site
The box lid links to the clips beside the about line, and the gallery
pages wear the site's own dress — its masthead with a way back to the
table, Oswald headings, Archivo Narrow body, the parchment-and-gold
buttons — so a shared clip and the game it came from read as one
place. The clip page's subtitle is the blurb alone, the title being
the heading.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
2026-09-02 21:39:53 -04:00
Eric WagonerandClaude Fable 5.1 86070b42a3 The eyes turn to meet magic thrown at them, even after a stride
Springing the Trap never showed its fireball: Rival stepped into the
watched corridor facing the way he walked, and the ambush's fireball
flew in from the mouth behind him while only the caption told of it.
The director now aims at incoming magic and punches — the caster's or
attacker's square, straight or through a mouth — and a stride that
ends with something to watch turns once more after the walk, the
slate holding the outcome until the eyes face it. The fireball comes
through the wormhole at the camera, then the blow lands.

The trap's first beat re-blessed for it.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
2026-09-02 21:28:52 -04:00
Eric WagonerandClaude Fable 5.1 86856781df The eyes watch through a warp mouth; a cutaway is for what no sight reaches
The Warp Sniper cut to another angle the moment the fireball landed,
though the caster could see the whole thing: the director counted a
warp mouth before the target as blocked sight. Sight threads warps as
the rules say, and now the camera does too. director.sightline finds
the heading that actually sees a point — straight, or through a mouth
by aiming at the target's position in the far room and asking whether
the bent ray reaches it — and both the aim and the turn-toward-the-
actor rules use it. Only a point no ray reaches earns the cutaway.

Warp Sniper's second beat re-blessed: Wanderer's eyes now find Rival
through the mouth as the turn passes to him.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
2026-09-02 20:16:47 -04:00
Eric WagonerandClaude Fable 5.1 7c0a761c59 The eyes look down, the die stops the reel, and a punch is a fist
A day of Eric watching the clips as a newcomer would.

The camera can pitch: FirstPerson takes a `pitch` that shears the
horizon up the pane (walls center on it, the eye stays half a wall
high), so the ground at the pane's foot comes within half a cell. The
director uses it for deeds at your own feet — a conjuration on your
square, a treasure taken up, the pit you fell down — instead of the
cutaway that stepped outside your body.

Everything shows through a warp. The floor pass now runs between the
cast and the wall draw, so a column that bent through a mouth maps its
ground through the warp's rigid motion and wears the far room's decals
— the pit past the wormhole included — under the same violet haze as
its walls.

A wizard down a pit is public (inPit on the player view), drawn sunk to
the floor line in first person and dimmed on the board. A body sharing
your square, which had no depth to draw at, stands right in front of
you. A pit leap glides like a shove instead of cutting. And the
director's blocked-sight test no longer counts a warp BEYOND the
target as a block, nor stands a cutaway camera inside another wizard's
square — the pair that put Wanderer's face across the whole pane.

The reel stops for a die: a card over the held world names who rolls
and for what, tumbles the faces on the reel's own clock, lands the
roll, and only then plays the outcome; the beat, the fx, the glides
and the camera all wait it out. A punch by you drives a fist into the
scene; one at you comes at the camera; both land with a comic POW.

film-clips rolls until the reel's last move rather than a fixed count,
and the gate settles longer on a step whose caption rolls a die. All
thirty goldens re-blessed.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
2026-09-02 19:20:03 -04:00
Eric WagonerandClaude Fable 5.1 7223f8eb0d The reel slates a change of eyes and captions the wizard's state
Two things for a viewer who has never seen the game. When the reel's
pov passes to another wizard, the cut used to be instant — one wizard
apparently teleporting. Now a slate wipes across the pane: a dark band
sweeps in over the old sight, holds with the new wizard's standee and
THROUGH THE EYES OF <name>, and sweeps off to reveal theirs. It is an
FpFx ("slate") drawn by the renderer on the reel's own clock, so the
harness and the film see the same frames.

The caption grows a right-hand column: strides left to spend this turn
as a countdown, ♥ life, and chips for what the wizard carries,
displays, or suffers — a treasure, displayed cards, spells on them
with turns remaining, lost turns, banked Pass Wall, attack spent. The
save-video composite carries the same column.

All thirty scene goldens re-blessed: the caption is inside every
frame. The 3D panes are pixel-identical to the previous goldens.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
2026-09-02 13:21:04 -04:00
Eric WagonerandClaude Fable 5.1 6a933f030c A warp crossing is just a step; only a wormhole opening surges
Eric's direction: passing through an ordinary warp mouth is a normal
stride. The veil already marks the doorway, and the wizard walks through
it as through any door — no shimmer, no surge, and the eyes carry on
the way they were going instead of turning back to show the mouth. The
surge stays for the moment a wormhole is cast, staged straight from the
warpOpened event through both its new mouths.

The heist's pinned frames re-blessed for it: at the crossing the reel
now looks down the corridor at the enemy's home rather than back
through the mouth.

deploy/film-clips.mjs films the catalog for the gallery — every scene
in both takes, the reel playing under the paused clock at one frame per
40ms, muxed to 25fps mp4s with the first pinned beat as the poster. The
recorder used for the first clip set lived in a session scratchpad and
was lost; this one lives here.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
2026-09-02 12:56:53 -04:00
Eric WagonerandClaude Fable 5.1 a7f77367a6 A warp crossing surges the veil itself, not a billboard over the wizard
Every board effect the cockpit had no art for landed as the same purple
lightning-ring sprite, so a body stepping through a warp mouth wore the
ring over its own portrait. Eric wanted the purple wall to do the
animating. The portal effect now becomes a "surge" keyed by the mouth's
index in board.warps: the veil hung in that opening floods with its
texture, the swirl quickens and pales, and a ripple runs out to the
jambs before it settles back — nothing drawn over whoever stands in it.

The director used to steer the eyes toward that ring's cell on the pov
wizard's own crossing; it now aims at a surging mouth the same way, so
the heist's pinned frames render as before. Illusion and Pass Wall
crossings keep the shimmer sprite — stone has no veil to surge.

Scene gate: 29 of 30 frames unchanged. stone-gaze-s10-board drifts
0.21% with or without this change (the dashed sight line's phase), a
pre-existing flake left unblessed.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
2026-09-02 12:43:28 -04:00
Eric WagonerandClaude Fable 5.1 8488e9a8d1 Clips unfurl: share cards, faststart video, a share button
Each clip page already carried its own title, blurb, poster and
og:video — but the assets behind the tags let the unfurl down. The mp4s
were tail-indexed, so previewers in iMessage, Discord, Slack and
Facebook gave up before finding a player; the tags carried no video
dimensions, without which those same sites refuse to embed one; and the
poster was a 736x578 screenshot of the workshop chrome, cropped to
nothing by any share sheet.

deploy/clips-prep.mjs fixes the set before clips-publish.sh ships it:
a lossless faststart remux of every take, a 1200x630 card per clip cut
from the poster's first-person viewport with the title set over it (an
HTML card screenshot through the harness's chromium — ffmpeg here has
no drawtext), and the fpv frame size stamped into clips.json. The page
emits the card with its dimensions, og:video:width/height, and a Share
button that opens the phone's share sheet or copies the link.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
2026-09-02 11:26:27 -04:00
Eric WagonerandClaude Fable 5 bea8a2e1e1 deploy.sh installs the backup script it ships
The droplet's cron ran /usr/local/bin/wizwar-backup.sh while the repo
improved deploy/wizwar-backup.sh — two copies, no bridge, and the
Sentry check-ins never reached the box, so the cron monitor starved and
alarmed on 2026-09-02. Every deploy now installs the repo copy.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-09-02 09:13:01 -04:00
Eric WagonerandClaude Fable 5 58d1d34cb0 The render harness: every screenplay's beats pinned as golden frames
deploy/verify-scenes.sh replays each screenplay to its authored beats
under a paused Playwright clock — pulses, tweens, and fx advance only
on the harness's schedule, so the same beat renders the same bytes
every run — screenshots the reel, and diffs pixels against the goldens
in deploy/scene-goldens (30 frames: warp transits, impacts, curses
landing, in both views). A channel may drift 6 before a pixel counts,
0.2% of pixels before a beat fails; --update blesses intended changes.

Proven both ways before landing: a clean double-run reproduces all 30
goldens exactly, and resurrecting the warp-smear cutaway bug fails the
warp-transit beat at 61% pixel drift.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-09-01 16:58:43 -04:00
Eric WagonerandClaude Fable 5 6c48174376 Screenplays: authored scenes the engine performs and the reel films
?fpv&script=<name> plays a screenplay — a seeded deal, cards slipped
into hands as props, then a command list run through applyCommand, so
every event on screen is a legal move under the real rules. Ten scenes
ship in the catalog: wormhole heists, a fireball threaded through a
warp, an ambush that watches its corridor through a mouth, the leap
over a conjured pit, and the wall between two homes coming down.

The server grows a public gallery to hang them in: /clips lists the
catalog, /clips/<name> pages each scene in two takes — through the
wizard's eyes and from the board — with og:video unfurls and
Range-served mp4s (Safari refuses video without it). Files live in
the clip vault beside the rooms, shipped by deploy/clips-publish.sh;
the name gate is the security.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-09-01 13:16:01 -04:00
Eric WagonerandClaude Fable 5 7c201554f5 The cutaway camera may not walk through a warp mouth
A ray threads a warp and keeps counting; a body cannot. Both cutaway
cameras (reel and live pane) backed down deepestFacing's corridor,
which meant a mouth-adjacent shot could measure its backing room
THROUGH the warp and park the eye off the board — a second of smeared
nothing whenever someone stepped a rim warp. cutawayStand now measures
standable ground, clamping warped rays at the mouth, so the shot stands
on real floor watching the veil instead.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-09-01 12:41:17 -04:00
Eric WagonerandClaude Fable 5 c8f719f467 The cockpit's webs and dread ring learn to sit right
Sticky-web silk becomes a real web — hub, spokes, two sagging rings —
each strand shadowed so it reads against busy token art. The dread
ring moves behind the body onto the floor plane, sharing the ember
ring's flattened perspective instead of smouldering over the sprite.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-09-01 12:17:55 -04:00
Eric WagonerandClaude Fable 5 19888f9e84 FEAR stains the forbidden ground in the cockpit too
The aura's warp-walking diamond — dreadDistance ≤ 3, extracted to one
shared fearCells so the board's dashed ring, the cockpit's floor stain,
and the engine's refusal can never disagree — now tints the flagstones
violet in first person, breathing like the board's aura, beneath the
dread ring already at the bearer's feet.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-09-01 12:06:00 -04:00
Eric WagonerandClaude Fable 5 203b6101bd The cockpit wears the board's ongoing spells
Sticky webs strand across a caught body, MEDUSA drains it to gray
stone, the invisible and the misted go translucent, BIG MAN towers and
SHRINK dwindles the billboard, and FEAR smoulders a dark-red dread
ring at its bearer's feet — the six condition looks the 2D board wore
alone. Marks flow billboard → projection → draw, painted only when
the walls show the sprite. The workshop poses them: ?wear=card;card
dresses the Rival.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-09-01 12:00:28 -04:00
Eric WagonerandClaude Fable 5 b996c2bc93 The cockpit learns to aim: marked beings, verdict-bearing crosshair
While a targeted card is armed, wizards and creatures standing on
castable ground wear a pulsing ember ring at their feet — drawn behind
the body, only when the walls actually show it, and only when the card
could land on a being (creations still light floor alone). The hover
cue now carries a verdict: gold outline and bright name for what the
cast can reach, cold slate for what stands beyond it. The workshop
poses it all: ?aim=1 arms a pretend cast and ?rival=x,y stands the
Rival wherever the shot needs them.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-09-01 11:41:27 -04:00
Eric WagonerandClaude Fable 5 afa0e17483 Credibility pass: the fast-edit shavings swept from the ops-and-rev-13 batch
Server: turnFacts joins actingSeat's full priority order (a hanging
ward or slow-death window now reads as the lobby's attention, stubs
included), summarize and stubOf share one baseSummary, the stranded
doc comment returns to summarize, the protocol contract names
feedbackList, Sentry init moves below the imports it cannot precede,
randomBytes joins its group, the feedback path hoists once with the
operator-fields note. Engine: the safe's sight check trusts castSight
alone, the locked-safe predicate becomes lockedSafeAt, the doomed-grab
test drives both seats and must reach endTurn. Web: the twin safe
handlers merge, paPoints joins the reset ritual with a derived burnable
range, five decorative empty handlers and a dead class go, the hand
earns real list semantics, fitHandCards cites Card.svelte's tokens,
two wrap-sites reindent, feedbackReports moves home as a named type,
and the chronicle's stay-mounted reason is stated. feedback-reply.sh
adopts its siblings' set/usage conventions and speaks Node. Two test
screenshots leave the repo root.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-09-01 11:04:01 -04:00
Eric WagonerandClaude Fable 5 d37bc62c28 Test screenshots do not live in the repo root
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-09-01 10:43:04 -04:00
Eric WagonerandClaude Fable 5 8cfd911a3e Slow Death's draw is one blow, countered against its total (table ruling)
Two cards drawn is a two-point blow: ABSORB soaks up to three of the
total, BLUNT halves it rounding up (so it finally earns a place — 2
becomes 1), counters may chain, declining takes the rest. The client
labels each counter with the exact points it leaves; the bots weigh
the total against their floor. Amends rev 13 minutes after it shipped;
every production ledger still replays clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-09-01 10:41:47 -04:00
Eric WagonerandClaude Fable 5 92613d7386 Ops hardening plus two rules gaps close (rev 13)
Operational: auto-reboot for kernel patches (09:30 UTC), Caddy access
logs at /var/lib/caddy (self-rotating; the sandbox denies /var/log),
logrotate for the backup log, a restore drill proving a Spaces snapshot
boots 56/56 rooms clean, the about page's plain sentence on permanent
recording, and /wizwar-pulse to read it all weekly.

Rules: safes now smash — attacks aimed at the box accumulate on it and
the fifteenth point bursts it (widening, ungated). And SLOW DEATH's
bites pause for a victim holding an ABSORB — the card named by the FAQ,
not Absorb Spell — each soaking exactly one point, rev-gated at 13 with
the instant-bite legacy pinned. Bots weigh the soak against their life.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-09-01 10:35:52 -04:00
Eric WagonerandClaude Fable 5 a66b058c68 The wizwar Sentry project goes live: DSN into service and bundle
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-09-01 10:01:02 -04:00
Eric WagonerandClaude Fable 5 b06da1f1f1 Sentry plumbing, inert until a DSN exists
Server: errors-only @sentry/node behind SENTRY_DSN, capturing the
unhandled-protocol catch with its message type and room. Client:
errors-only @sentry/browser behind VITE_SENTRY_DSN baked at build.
Backup: Sentry Crons check-ins (in_progress/ok/error) when
/root/.wizwar-sentry-cron holds the check-in URL. No DSN, no behavior.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-09-01 09:58:26 -04:00
Eric WagonerandClaude Fable 5 68f171215d The reports digest speaks in the players' own words, untruncated
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-09-01 09:46:52 -04:00
Eric WagonerandClaude Fable 5 bcd610aecb The reports desk becomes a skill: fetch, digest, process, reply
/wizwar-reports encodes the whole feedback loop — the JSONL shapes and
legacy-id rule, replay-to-the-pin forensics (roster kicks, refused
commands leaving no trace), cards.json before code, the verdict
vocabulary, rev-gating discipline, and the reply voice — so working
the desk is one invocation.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-09-01 09:43:02 -04:00
Eric WagonerandClaude Fable 5 539c2f25bb The reports ledger loads on connect, not into a closed socket
The first refreshFeedback fired while the websocket was still
connecting and pre-open sends drop silently; the games list survives
because onopen re-asks. Feedback now re-asks there too, and rides the
45-second poll so replies land while the lobby sits open.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-09-01 09:37:46 -04:00
Eric WagonerandClaude Fable 5 5abd0ba60e Players see their reports answered in the lobby ledger
Reports gain ids; replies live in the same JSONL, folding onto their
report when read (legacy reports answer to their timestamp). The lobby
asks with the same seat-token proof as the games ledger — wake-free —
and lists each report with its reply and status, or 'the wizards are
studying the moment'. deploy/feedback-reply.sh answers one from here.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-09-01 09:34:20 -04:00
Eric WagonerandClaude Fable 5 eabc10f18c Safes finally open to keys — and the clockwork stops clawing at the lid
'All LOCK-type cards will work on it' was never wired: openSafes was
reset every turn and filled by nothing. A PICK LOCK or MASTER KEY
aimed at a safe's square (underfoot or beside) now opens it until
turn's end, with its own chronicle line; the dead never-emitted
safeOpened variant and its null humanize go. The automaton — H4EN's
Automaton II spent six turns grabbing at a locked lid saying 'I meant
to do that' — now cracks the box first (key or DISPEL CREATION, which
it held the whole time) and drops unopenable safes from its goals
rather than marching to one forever.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-09-01 09:22:56 -04:00
Eric WagonerandClaude Fable 5 12ece6065a Mad Dash doubles everything it promises (rules rev 12)
'Including NUMBER cards and other add-ons' now means it: a number
riding the cast fuels the dash — (base + number) × 2 — and numbers or
POWER RUN points played under it double as well. The 5BM4 five that
vanished into a borrowed 'burns 0 life for speed' line gets its own
madDash event and chronicle voice. Older games doubled only the base
and replay so, pinned at deckRev 11.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-30 16:25:30 -04:00
Eric WagonerandClaude Fable 5 6189b4935c The casting panel: the rail becomes the spell while you build it
While a card is selected (or an attack demands an answer) on a wide
screen, the chronicle and chat yield their column to a casting panel:
the card at reading size, attached numbers and modifiers as cards with
their total, and the whole guidance strip — targeting hints, pickers,
discard, cancel — moved in beside them. Counteractions get the same
panel with the incoming card, its power, and every counter played so
far. The under-board strip remains for phones, where a rail below the
fold is no place to aim from. The guidance markup extracts into one
snippet rendered wherever the mode calls it.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-30 16:12:12 -04:00
Eric WagonerandClaude Fable 5 beaae4a0a4 The selected-card preview zooms to the full reading modal on a click
Selecting a hand card must not throw a modal over the board — the aim
comes next — so the corner preview becomes the doorway: click it and
the card opens at tile-peek size, close it and the selection stands.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-30 15:55:21 -04:00
Eric WagonerandClaude Fable 5 51aae53ae2 Player yellow brightens so laptop panels cannot read it as orange
Mustard #c9a72a drifted orange on washed-out screens and blurred into
the red beside it in rings, dots, and names. #ecc716 stays yellow on
any panel. The accent gold elsewhere keeps the house tone — it never
stands next to a player's red.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-30 15:50:42 -04:00
Eric WagonerandClaude Fable 5 9aaccf4f30 Six answers to the first wave of player feedback
The turn slip says 'turn spent' instead of counting phantom moves once
actions end; the attacking card (or the counter being countered) shows
in the respond slip so counters are chosen with eyes open; the absorb
chronicle line names the card it swallowed — which answers the KTXQ
mystery, where an automaton's ABSORB SPELL took Blind into its hand and
Reuse Spell rightly found nothing to retrieve. POWER ATTACK gains its
missing UI: attach it like any modifier and pick the life to burn.
Hand cards drag to reorder (browser-local arrangement over the
server's authoritative contents), and the left-hand layout scales its
two columns to the space without ever growing a scrollbar.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-30 15:47:37 -04:00
Eric WagonerandClaude Fable 5 e8a7fa1b73 The games ledger peeks without waking a single room
The 45-second myGames poll called getRoom per held seat — every open
browser kept its whole game history warm and dragged sleeping rooms
back out of their ledgers, hollowing the eviction it ran beside.
peekSummary answers live rooms without touching their clocks and
sleeping rooms from a stub snapped at eviction (a sleeping room cannot
change, so the stub stays true until a real join or watch wakes it).
Bad tokens void as before; tokenMatches takes any token map.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-30 15:03:28 -04:00
Eric WagonerandClaude Fable 5 9aac790e71 Four token revisions clear the board's last confusions
The Democratic Monster goes crab-red (two heads, per the card), the
rock warms to brown against the gray stone, and the ooze and slime
split on silhouette — one stands up toothy, the other hangs and drips.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-30 14:52:36 -04:00
Eric WagonerandClaude Fable 5 553754a596 Mid-game invite links and a surprise-report slip
The masthead's room code is now a button: one click copies the /join
link, which seats newcomers in a waiting room and the gallery once the
boards flip. And a 🐞 report opens a two-question slip — what happened,
what was expected — that lands in feedback.jsonl beside the rooms with
the room code, move number, round, and rules rev attached, so any
surprise can be replayed to its exact moment.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-30 14:08:39 -04:00
Eric WagonerandClaude Fable 5 a1fdb37c54 Credibility pass: the splice marks sanded from the rev-11 batch
The extracted rebuildRoom loop reflowed to the file's indent and its
doc comments unstacked; liftIdiotIfSatisfied moves below idiotBlocked
so each keeps its own comment; the pickup's duplicated owner lookup
folds to one; the cloned grab-refusal chain hoists to grabRefused; a
one-off #8a7a5c rejoins the #8a7a5e palette; an inert overflow-x line
and a duplicate import go; span 6 and the two cache strategies say why;
the reversed walking-dead test moves beside its biting sibling. Also:
the replay harness now honors lobby kicks, which VVZU (five bots
seated, two kicked) was the first production ledger to exercise.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-30 13:58:02 -04:00
Eric WagonerandClaude Fable 5 e83d70116f Room ids pass a strict alphabet before touching the filesystem
The lazy room wake handed caller-supplied ids to fileFor; an 8-char
traversal like '../../aa' fit through the length trim. Only [A-Z0-9]
codes reach disk now — reads refuse quietly, server-minted writes
fail loud.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-30 13:48:34 -04:00
Eric WagonerandClaude Fable 5 002698085f Ready for a crowd: idle rooms sleep, share cards render once
Memory now carries only live tables — a sweep puts finished rooms to
bed after 30 minutes and anything untouched after a day, and getRoom
wakes a sleeping room from its ledger the moment anyone asks (the
seed plus the log IS the game). The room cap counts ledgers on disk,
not just rooms awake. Share-card PNGs render once per share id and
cache immutable. Rate-limit kicks use terminate() so an abuser cannot
hold the socket open by ignoring the closing handshake.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-30 13:43:23 -04:00
Eric WagonerandClaude Fable 5 9cc0430ee2 The left-hand hand deals into two columns and the map takes the height
Player refinement: no vertical scrolling through a tall single file —
the side hand lays out two cards abreast, and with the bottom strip
holding only buttons the board viewport stretches to the freed room.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-29 23:36:13 -04:00
Eric WagonerandClaude Fable 5 7bcad12449 The ward's bite gets its name, and shrink slips past the giant
Two chronicle truths from tonight's table: the cardless ward stack fell
through to 'punch from <owner>' — stacks now carry a sourceName, and the
bite reads 'warded treasure' as it always did pre-rev-9. And a SHRUNK
wizard walks straight through BIG MAN's square (table ruling: small
enough to slip between the giant's boots) — a widening, shipped ungated.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-29 23:36:13 -04:00
Eric WagonerandClaude Fable 5 d334b267a2 The hand may stand at the board's left (preference)
A player asked for cards down the side instead of along the bottom.
With the new pref on (wide screens only), the hand claims a sticky,
scrolling column at the left while the hint strips and action buttons
stay beneath the board — the table-edge dissolves into the grid so its
children place themselves. The strip moves inside the .game grid to
make that possible; the default bottom layout spans the full row as
before, and phones keep their one-column flow.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-29 23:28:00 -04:00
Eric WagonerandClaude Fable 5 b538a0a2ae Reversed, Walking Dead heals half a point per step (rules rev 11)
The same FAQ turn as Slow Death's: a REVERSE riding the cast attaches
the curse backward, and every second space walked gains the point the
bite would have taken. Older ledgers attached it biting and replay so.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-29 23:01:01 -04:00
Eric WagonerandClaude Fable 5 4430a0def1 The board gets a zoom dial, and its size is never left to chance
Players wanted to magnify crowded squares; the board now lives in a
scrolling viewport with +/− controls (1x fit to 4x), zoom centered on
the view. The svg's width is always set explicitly — fit × zoom,
remeasured by a ResizeObserver — which also cures the stale small
board left behind when the first-person pane closed: auto-sizing
against shifting CSS constraints is gone entirely.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-29 22:57:55 -04:00
Eric WagonerandClaude Fable 5 7f82aa47e0 Auto-grab asks before pocketing your own treasure
Walking off a square holding your own chest is the capture clause's
favorite setup, so the end-turn caution now names it before the
auto-grab preference takes it.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-29 22:36:04 -04:00
Eric WagonerandClaude Fable 5 7ee3c01e44 Idiot lifts the moment its march turns impossible
The all-carried check ran only on the victim's own step, so a curse
whose last floor treasure was hauled off mid-turn kept its grip until
the idiot happened to move. The lift check now also runs at the pickup
that empties the floor, and at attach for a victim already standing on
their chest.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-29 22:35:00 -04:00
Eric WagonerandClaude Fable 5 dd6ba59220 Reflected permanent curses return to their caster (rules rev 11)
SLOW DEATH, WALKING DEAD, and IDIOT ride no damage or duration pipe, so
a FULL REFLECTION used to evaporate them; per the FAQ reflections act on
the cast, so the returned curse now opens its stack against the caster
like any reflected spell. Marked permanentCurse on the three defs; older
ledgers keep the evaporation.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-29 22:23:53 -04:00
Eric WagonerandClaude Fable 5 e885325098 Reversed, Slow Death heals a point per draw (rules rev 11)
Per the FAQ: a REVERSE riding the cast turns the whole curse — the
victim gains a point for every card drawn, as permanently as the bite.
The stack's reversed verdict now reaches onResolved, and the sustained
effect carries it in its data scratch. Older ledgers attached the
biting curse regardless and replay unchanged (pinned at deckRev 10).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-29 22:20:29 -04:00
Eric WagonerandClaude Fable 5 e930d013f8 The invite card knows a finished tale from a live one
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-29 21:58:25 -04:00
Eric WagonerandClaude Fable 5 691f44d858 Room invite links: /join/<CODE> recruits with a card of its own
A living room's link unfurls as an invitation (waiting rooms beckon a
seat, started games a gallery view) via the shared ogPage baker. The
client follows the path: a held seat resumes, a waiting room offers
join-or-watch from the lobby, a started game is watched at once. The
address bar carries the invite link at any table, with a copy button
beside the roster.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-29 21:57:38 -04:00