Commit Graph
113 Commits
Author SHA1 Message Date
Eric WagonerandClaude Fable 5 410ebc0135 Fear's spaces are walked, not flown — warps carry the dread
The owner caught the metric: a wizard eight squares away as the crow
flies stood three WALKED spaces away through a warp, and the manhattan
check waved it through (while falsely blocking approaches manhattan-
near through solid walls). fearRepels now measures walkingDistance —
the same BFS the maze walks, warps included, walls respected. The
board's aura follows suit: the diamond becomes a violet wash on every
square within three walked spaces, computed by the same BFS, warp
mouths included. No rev-32 ledger existed yet, so the metric corrects
inside rev 32.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-19 21:34:15 -04:00
Eric WagonerandClaude Fable 5 0e9d482495 Fear repels every willing step (rules rev 32)
Room QD3S: Kestrel cast Fear and a Democratic Monster warp-stepped from
eight squares away to ONE — moveCreature never knew the card existed.
'No player or monster will move to within 3 spaces of you' now guards
every willing move: walking wizards (as before), commanded monsters
(walks, wall-passes, and warp mouths alike), dimensional warp-steps,
and self-teleports. Forced movement — knockback, waves, Mental Force,
Teleport Opponent — is not willing, and still throws you anywhere.
The shared fearRepels helper replaces the inline wizard-only check.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-19 21:23:47 -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 62c4680d1f The fallen drop what they carry, however they fall (rev 30)
A wizard eliminated by treasuresLost took any carried treasure into the
void with them — the killed path drops it, but checkVictory's branch
never did. At rev 30 the treasure lands where they stood, with the
usual treasureDropped event (onHomeOf included, so a capture completed
by the falling is honored in the same breath). Stored games replay the
vanishing unchanged.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-19 12:25:41 -04:00
Eric WagonerandClaude Fable 5 5310fbdca9 No movement number is spent on a turn that ends at a grab
Room M9QJ, seq 190: a berserker played a 5 to charge a distant enemy,
walked two squares, crossed a treasure, and the gold-underfoot rung —
which outranks everything — ended its actions with six paid moves
unwalked. Before spending a number, the march now checks whether any
goal treasure lies within the free legs: if the turn is going to end at
a grab, the number stays in hand. (Even a charging berserker stoops
for loot; it just shouldn't pay toll first.)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-18 16:50:17 -04:00
Eric WagonerandClaude Fable 5 4720ec25ff A bare wand lights a single charge
'ANY CARD MAY BE PLAYED WITHOUT A NUMBER CARD, but its power is only 1.'
The wand first-use gate was the engine's one remaining missing-number
refusal — everything else already defaults its power to 1. A wand cast
bare now charges to one, fires once, and crumbles; the client hint says
so. Ungated: the refused casts never reached a ledger.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-18 10:47:05 -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 7d97bb1093 Bots stop wasting counters on what cannot be countered
Per the owner's ruling: EMPATHY mirrors only delivered damage, so a
damage-less curse gives it nothing — the berserker keeps it sheathed
against afflictions (an automaton burned one on SLOW DEATH). And the
permanent curses (slow death, walking dead, idiot) ride no duration
pipe, so BLUNT and shieldstone numbers can't shorten them: only a full
stop or REMOVE CURSE answers those, and the ladder now knows it.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-18 00:57:31 -04:00
Eric WagonerandClaude Fable 5 5243a173a8 Stone soaks show their work in the damage line
'Takes 2 damage' from a 3-point bolt read as broken arithmetic unless
you remembered the bloodstone. The damaged event now carries its soaks
(bloodstone's flat point, soulstone's spell-damage clamp) and the log
prints them: 'takes 2 damage (lightning-blast (reflected) — bloodstone
soaks 1)'. A blow the bloodstone drinks entirely — previously silent —
announces itself too. Events are derived, so replays gain the notes
retroactively.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-18 00:02:07 -04:00
Eric WagonerandClaude Fable 5 1d7407cb20 A reflected Lightning Blast ends the caster's turn on the spot (rev 28)
FAQ: 'If this gets FULLY REFLECTED, you lose the rest of your turn and
cannot draw cards (in addition to damage).' When the returned bolt
stuns its own caster mid-turn, their remaining actions end at once and
the end-of-turn draw comes up empty (new turn.drawForbidden flag); the
normal stun still costs them the next turn. The affected player sees
'Your own bolt has left you reeling' in place of the usual spent-turn
slip. Older revisions played on and stored games replay so.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-17 23:47:25 -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 5351e345c3 Object-ness comes from the card face, not a parallel list
'This is most certainly an object' (WIZARDBLADE's FAQ) — and the card
data already says so: every physical item bears the OBJECT subtype on
its face. isMovableObject now reads it from there, retiring the
hand-kept list — which had missed MASTER KEY and HANDFUL OF TACKS,
both object-marked. Ungated: no stored ledger holds a swap or drop
this widens (verified against production), and refused commands are
never recorded.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-17 22:39:46 -04:00
Eric WagonerandClaude Fable 5 2bb2ca62d8 Reflected Swap Meet: the reflector chooses the trade (rev 27)
'FULL REFLECTION lets the other player decide which objects, if any,
will be swapped' — the reflector's choice now rides their counteract
(params.cardId, reflector's item first), resolved with the roles
swapped when the reflection settles; 'none' or no choice trades
nothing. The client walks the reflector through the same give-and-take
picker, with a 'swap nothing' refusal.

Also from room XRT7: the trade picker now honors each room's own rules
revision (older rooms trade only object-typed cards), so it can no
longer offer a wizardblade a rev-25 engine will quietly refuse — and a
fizzled swap finally says so in the log instead of vanishing.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-17 22:36:00 -04:00
Eric WagonerandClaude Fable 5 3aef6694f3 Swap Meet trades treasures — a carried treasure is a carried item
The trade grammar gains a 'treasure' token (never present in stored
ledgers, so no gate needed): a dagger can buy back the treasure in a
thief's arms, or two armfuls of gold can change hands outright. The
one-treasure carry limit and WEAKNESS both hold in a trade as at a
grab — a one-way treasure needs an open slot and an able back. The
picker offers each side's carried treasure alongside displayed items,
withholding theirs when your own arms are already full.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-17 22:19:29 -04:00
Eric WagonerandClaude Fable 5 00517e08b1 Pacts are honored; Swap Meet trades items, not card names (rev 26)
The pact fix: a clockwork no longer attacks a wizard it holds a BUDDY
pact on — Eric watched one sign the pact and punch him the next turn.
A pact is torn up for exactly one thing: a kill. And the post-attack
pact is signed only by a wizard who wants OUT of the fight (hauling
gold, bleeding, or with other enemies left) — a healthy duelist keeps
its options, and mutual-pact stalemates stay out of bot wars.

Swap Meet drops the 'name a card' prompt for a real trade picker:
click the other trader, choose one of your carried items, then claim
one of their displayed items. Rules rev 26 widens the engine's match
from object-typed cards to every movable object (daggers, rocks,
wands, stones); older games matched narrowly and replay so.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-17 22:14:57 -04:00
Eric WagonerandClaude Fable 5 06faea0c79 The reflected-attack window (rules rev 25)
A FULL REFLECTION's returned spell is a fresh attack on its own caster —
who, per the owner's ruling, gets a defender's counteraction window
against it (absorb the blast, shield it, or FULL REFLECTION again: the
ping-pong war ends when the cards run out). The reflection now settles
into a new stack with the roles swapped and the damage pre-priced
(numbers, amplifies, and surviving counters already applied); the blow
returns to its sender unerringly, with no fresh hit rolls. onResolved
effects run with the swapped roles, so a reflected IDIOT now afflicts
its own caster. Earlier revisions land the blow instantly and stored
games replay unchanged.

Automatons price the incoming reflected damage off the stack; the attack
modal announces 'Your own spell comes screaming back!' with the inbound
total.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-17 22:02:16 -04:00
Eric WagonerandClaude Fable 5 21884fa26e The fireball-then-buddy lockout
Per the owner's favorite play: the pact only breaks when its caster
attacks the target, so a blow landed BEFORE the pact leaves it intact.
After spending its attack, a non-berserker bot with BUDDY in hand signs
it onto the weakest visible unpacted enemy — the one it likely just
burned — barring their revenge. The berserker skips it: it would only
break its own pact tomorrow.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-17 21:03:40 -04:00
Eric WagonerandClaude Fable 5 3087f00bdc Round two of the owner's tactics: exile, wand-slip, finishers, boosts
- TELEPORT OPPONENT exiles a delivery in progress — the thief of the
  bot's gold, or any carrier within six of home — to the square farthest
  (by walking distance) from the victim's own home; a sealed pocket wins
  outright. No LOS needed for the destination, per the card.
- WARP WAND joins the roadwork: a wall slips open for a 4+-step shortcut
  when the crossing fits this turn's remaining legs (the wall returns at
  end of turn); charges itself with the smallest number on first use.
- ADRENALINE is the finisher: cast when no single attack in hand kills
  the target but the top two together do; the attack window now honors
  the second swing.
- STRENGTH doubles a thrown dagger or rock exactly when that turns a
  wound into a kill.
- EXTEND rides afflictions, doubling the misery's stay.
- MEGA-MONSTER doubles a pet's stride (movement over life) so the
  menagerie actually catches people.
All six leave the bottom discard tier.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-17 20:33:45 -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 4e14926c0c Discard valuation knows whose hand it is; the shed spares the playbook
The end-of-turn shed was eating cards the brain itself casts: BIG MAN,
MIST BODY, SHRINK, LIFESAVER, and STONE DEAD all sat at or below the shed
threshold. But worth is contextual — LIFESAVER is genuinely dead at a
two-seat table, BIG MAN outside the berserker's book — so discardValue now
takes the view and style: STONE DEAD joins the attacks tier outright, the
rest are kept exactly by the wizard who can play them.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-17 19:57:26 -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 2d53ba4bc0 Waves spend their force as they travel (rev 24); bots wield Destroy Wall
Rules rev 24: a waterwall wave that finds a victim dist cells from its
source has only range-dist spaces of push left — a range-2 wave throws its
adjacent victim two spaces but a victim at its far edge only one, and
spent force never converts into crush damage. Applies to WATERWALL and
both STONE TO WATER waves; older revisions keep the flat full-range wash
so stored games replay unchanged.

Automatons now use DESTROY WALL on the march: two BFS distance maps (from
the bot, from its objectives) price every visible wall by the shortcut its
removal opens; the bot blasts when it saves 4+ steps of walking — or when
no road exists at all — never standing beside the blast unless trapped
and healthy. The card also leaves the shed pile: discardValue 2 -> 6.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-17 19:40:41 -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 77c5a6342f Purge expansion2 card rows — a set this edition does not have
The 5e-inherited card database carried 85 rows tagged expansion2; 6e has
only the basic deck and Expansion Set #1, and buildDeck never dealt them.
They kept leaking into things that cite the database (rulebook text, the
IDIOT aid list), so the rows are gone and CardSet no longer names the set.
Other editions can reintroduce their own sets when they arrive.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-17 19:12:15 -04:00
Eric WagonerandClaude Fable 5 c013ba7e86 Trim IDIOT_AIDS to cards that exist in the 6e deck
vampire, werewolf, flight, and exploding-door are expansion2 rows in the
card database — a set this edition does not have; buildDeck never deals
them. Listing them as idiot-permitted aids cited cards that cannot occur.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-17 19:06:10 -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 7372bfc5e8 Rev 22: the self-stack resolves — one wizard cannot bounce to himself
A democratic monster touching its own creator opens a stack where one
player wears both hats, and doPass matched the attacker first: every
pass "bounced the exchange to the defender" — the same wizard —
forever. Room 928D livelocked there at seq 83; once the boot kick
revived its pump, the automaton politely passed 389 times. At rev 22
a self-stack pass RESOLVES (the claw lands, the game moves on);
older ledgers hold their recorded bounces and replay so. 928D itself
was repaired by truncating the no-op run and lifting it to rev 22,
verified clean and unstuck on a copy before installation.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 18:14:18 -04:00
Eric WagonerandClaude Fable 5 7df58d29fa Rev 21: collapsing walls crush anyone — monsters included
DESTROY WALL's "anyone in either square next to the wall takes 4
points" swept only wizards; a troll leaned on the falling masonry
untouched. The expansion sheet is explicit — "if a card specifies
'Opponent' or 'Anyone' as a target, this includes Monsters" — so the
collapse now crushes creatures in both squares, at the rim breach's
far side too. Earlier ledgers keep their charmed monsters.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 17:47:14 -04:00
Eric WagonerandClaude Fable 5 8d308bc606 Rev 20: the junction wall rolls for its allegiance
The rulebook (Cards And Actions That Change The Map): a CREATE WALL
or DESTROY WALL alteration on a junction between sectors rolls a
50-50 when "some other moron" rotates one of them — 1-2 stays with
the standing sector, 3-4 travels with the moving one, per the book's
own low/high convention. Both rotation and relocation roll (the same
seam tears either way), demolished holes roll alongside conjured
walls, the pips land loud in the chronicle, and a traveling edge
rides anchored to its in-sector cell. Rev-gated: the roll consumes
dice that stored games never spent.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 17:34:33 -04:00
Eric WagonerandClaude Fable 5 a17b5238f0 Rev 19: breaching the rim opens a new warp across the maze
Destroying a wall on the board's outer edge used to leave a one-sided
hole into nothing. The table's physics prevail: the outer rim wraps,
so the breach goes clean through — the opposite perimeter wall in the
same row or column crumbles too (collapse damage and all), and a new
warp pair opens between the two edges, shimmering at both mouths.
Rev-gated: stored games hold one-sided breaches and replay so. Sector
moves recompute the wraparounds and forget improvised openings, as
the maze's own reshaping always has.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 17:25:25 -04:00
Eric WagonerandClaude Fable 5 766ec0a726 A warp mouth is a wallable line — and the tunnel seals whole
Create Wall refused the board-edge openings: no far cell, so "walls
must be created between two spaces". But bricking over a lettered
opening is a classic play, and the far space is the tunnel itself.
A warp mouth now counts as wallable — with the wall raised at BOTH
mouths, since a tunnel has one passage: no walking in from the far
board, no warp sight through a sealed pair, and tearing down either
end reopens both. The client grows edge hitboxes at the perimeter
mouths so the line is clickable at all.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 17:22:49 -04:00
Eric WagonerandClaude Fable 5 bed7d849eb The cruel draw gets its modal, and its own words
GIFT FROM BELOW bit for three in the middle of end-of-turn noise and
nobody saw it — not live, not in the replay, where its log line even
claimed "lose a turn" (the other trap's fate). The trapSprung event
now names its card; drawing a trap YOURSELF raises the full modal —
the card, what it did, "Curse the deck" — and the chronicle tells
each trap's true consequence. The amplify narration was already
fixed; replays re-derive events, so both now show in old games'
reels too.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 17:13:36 -04:00
Eric WagonerandClaude Fable 5 028ff813f3 Amplify announces itself
Room 9BBV's "impossible" 14-point powerthrust was an archmage playing
correctly: 2 + 5, AMPLIFIED. The engine's math was honest and its
narration was not — neither the log line nor the attack modal
mentioned the amplify, so a legal kill read as a bug. The spellCast
event now carries its amplify count, the chronicle says "casts
Powerthrust with a 5, AMPLIFIED, at Kestrel", and the modal's power
line shows "powered by a 5 — AMPLIFIED ×2" while there is still time
to respect it.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 17:10:06 -04:00
Eric WagonerandClaude Fable 5 b4adb97536 The mid-round democratic monster claws when its turn comes
Every creature is born with attackUsed spent — the right way to say
"cannot attack the turn created" for monsters whose flag refreshes
next turn. But the democratic monster's flag budgets its ROUND, so a
mid-round summon arrived pre-spent and bumped harmlessly until the
round rolled over. Creation-turn pacifism now rides justCreated
alone for the monster (checked at the touch), and its round-claw
starts live — folded into rev 18 with the boundary refresh.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 16:53:28 -04:00
Eric WagonerandClaude Fable 5 3b0aa01867 Rev 18: the democratic monster's claw outlives the first wizard
Its one-attack-per-round refreshed inside beginTurnFor when the turn
index matched the roll-off winner's seat — and only the living begin
turns, so once that wizard fell the claw never refreshed again: one
attack, then a lifetime of harmless bumping. The refresh now lives at
the true round boundary in the turn-advance loop, which passes dead
seats without skipping the count. Earlier ledgers keep their gummed
monster and replay so.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 16:51:44 -04:00
Eric WagonerandClaude Fable 5 d89d995daf The sector ghost slides where the sector actually went
The relocation flourish corrected its coordinates against the view —
but effects are mapped when the events arrive, one message before
the new state, so the correction read the PRE-move board and the
ghost slid between unrelated squares. The sectorRelocated event now
carries its origins in final coordinates, computed after the maze
renormalizes, and the flourish trusts the event alone.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 16:48:20 -04:00
Eric WagonerandClaude Fable 5 e57307efbe Rev 17: the wave carries monsters as it carries wizards
Stone to Water's wave (and every waterwall collapse) washed wizards
back and crushed them against the maze — while a skeleton in the
same water stood dry. The wave only knew creatures well enough to
drown fire imps. From rev 17 it carries them all: washed back along
the surge, one point of crush per space the maze refuses, fire imps
still destroyed outright. Earlier ledgers keep their dry monsters
and replay so.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 15:07:34 -04:00
Eric WagonerandClaude Fable 5 aef88d892a Two treasures, one square: the taker names their prize
pickUpTreasure grabbed whichever treasure the list offered first —
with two on a square, no choice and sometimes the wrong one. The
command now takes an optional treasureId (absent in every stored
ledger, so old replays keep their old grab), and when the square
holds more than one, the button asks "whose?" before dispatching.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 15:03:34 -04:00
Eric WagonerandClaude Fable 5 794b809a1b Swapping homes stops announcing a body swap
SWAP HOME BASES traded homes correctly but borrowed the
positionsSwapped event, so the chronicle claimed the wizards
themselves changed places. It now speaks its own event — "swap home
bases — the maze's loyalties shift!" — and both hearths shimmer as
their allegiance changes.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 15:01:07 -04:00
Eric WagonerandClaude Fable 5 e7c8ddc0b3 Creatures walk open doorways, and the interruption gets its fanfare
Player movement asked the full question of a door — removed, keyed
this turn, or held — while creature movement only saw "door" and
refused, so a skeleton balked at a doorway its master had unlocked
for good. One doorIsOpen() now answers for both, and an open doorway
costs a wraith none of its wall passes.

And the interruption window earns the modal it deserved: "The maze
holds its breath" — the card shown, the instruction plain, dismissed
with "Seize it". No more hunting the rail for a slip while time
stands parted.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 13:50:38 -04:00
Eric WagonerandClaude Fable 5 94ec714e35 Rev 16: empathy mirrors the blows that resolve by their own hand
A believed ILLUSIONARY ATTACK, the goat's ram, and the hurled
treasure all deal their damage inside the attack's own resolution
hook — past the pipeline where the empathy mirror lived, so a linked
caster walked away unbloodied. One resolvedBlow helper now carries
the mirror to all three: "any attack done in ANY form" means these
too. Rev-gated: proactive empathy predates this, so stored ledgers
may hold unmirrored blows and replay them as struck.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 13:37:37 -04:00
Eric WagonerandClaude Fable 5 89ba225fe5 Illusions show their face, and empathy answers the call
An automaton's ILLUSIONARY ATTACK arrived as a mystery: the modal
showed only the illusion card, never the spell being faked — though
the stack has always carried it face-up. The defender now sees both
cards side by side, the caption names the fake ("an ILLUSIONARY
Fireball — it bites only if believed"), and the hint bar says which
spell to weigh a counter against.

And EMPATHY — corner: COUNTERACTION — was refused at the door like
INVISIBLE before it, while the automatons' own counter ladder had
been reaching for it and silently failing into the fallback all
along. It now raises mid-stack: the blow lands on both wizards, the
link lingers for its NUMBER card's turns, and ANTI-ANTI severs it
cleanly (empathy is no escape). The number-riding-a-counter idiom is
one shared helper now. Permissive both ways: no stored ledger
contains either play, so no rev gate.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 13:33:24 -04:00
Eric WagonerandClaude Fable 5 ea3b9e5bd6 The clockwork reads absorb's fine print
An automaton answered NO SPELL with an Absorb — which "has no effect
on duration-based spells." Afflictions sat outside the price table
and drew the phantom two-point default, tripping the point-soaking
rungs. An affliction's weight is now its duration, and the two
counters that touch only points — ABSORB and REVERSE — stand aside
for it, leaving the ones that genuinely bite durations: full shield,
remove curse, blunt, reflection, shieldstone numbers. Pinned: under
NO SPELL with both in hand, the bot blunts, never absorbs.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 13:27:14 -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 d2b40ec6f8 Credibility pass: the seams get sanded
Scoped to everything since the last pass (3308850). Three blind
reviews, every finding verified before touching anything.

Confirmed and fixed: two identical comment-splitting insertions left
doc comments orphaned from their fields (net and local alike); a
51-line CSS fossil of the pre-extraction inline effects survived in
Board.svelte; the rev-13 miss-roll test asserted tautologies while
its comment claimed a check the code never made — it now proves the
die was consumed, and the skeleton is no longer returned as trollId;
the sprite registry's `as never` silently disabled the completeness
its annotation advertised (now a mapped type, one cast at the
dispatch seam); a dead ternary guarded a union that doesn't exist;
Bolt carried a duplicate .fork rule from a color iteration; fxTtl
contradicted three sprites' real animation lengths; the permanence
sentinel was reinvented as a magic 9000 (the engine now exports
isPermanentDuration); CELL was declared thrice (fx.ts now imports
it); App and Replay ran two divergent fx schedulers (one scheduleFx
now, cancellable — stale flourishes can no longer fire after leaving
a game); TokenArt retried missing files forever; the anti-anti
escape guards merge with the gate asymmetry explained; wall-of-fire's
rev-12 carve-out is marked; overLimit ignored a displayed BRAINSTONE
(bots over-discarded by two); botRemark's header mis-stated its own
branches; deliverGold fired on any drop, not a home-base delivery;
escape and win banter never fired from the steps that carry them.

Rejected: "as a human would" (house voice); FxGallery's dev-harness
framing (trimmed one plea, kept the facts).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 12:12:03 -04:00
Eric WagonerandClaude Fable 5 64709f6c9c Stone to water splashes like it means it
The transmutation fired no flourish: its event carried no coordinates
for the wall case and the mapper knew neither it nor the wave it
raises. The event now carries its edge; the burst splashes both sides
of the vanished wall (or the freed square, for a block), and every
wizard the collapsing wave carries leaves a wash streak — which also
gives the plain WATERWALL's wave its motion for free.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 10:47:42 -04:00
Eric WagonerandClaude Fable 5 13ce8c442c The clockwork throws more spells and fewer fists
Punching was mostly deck arithmetic — nineteen castable damage cards
in a 196-card deck — but three leaks made it worse. The march was
burning the biggest NUMBER card on long walks, starving waterbolts
and lightning; the biggest number is now reserved whenever an attack
in hand wants it. Heave-Ho, priced for defense, was being cast
without a treasure to throw (refused, turn stumbled) — now never
cast. Illusionary Attack was cast without naming a spell to fake —
now it fakes a fireball, the best-selling lie. And STONE DEAD joins
the arsenal against anyone flashing displayed stones: number times
the visible count, cast when the arithmetic beats the alternatives.

Measured across thirty berserker mirrors: attack casts up a quarter,
the tier handicap sharper (25-5), no stalls.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 09:18:32 -04:00
Eric WagonerandClaude Fable 5 d4565006bc Rev 14: elimination sweeps the board by either door
Two ways out of the game, one cleanup. A wizard killed by damage took
their monsters, sustained spells, and armed ambushes with them; a
wizard eliminated by treasure loss left everything standing — a fire
imp scorching for a dead master, a Medusa still gazing at a corpse.
Both paths now share one sweep, gated at rev 14 so stored games keep
their orphans acting as recorded.

Also: Lifesaver lasts until used, carried as a near-billion-turn
sentinel — which the scoresheet printed. Durations that mean forever
no longer show a number.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-16 22:27:14 -04:00
Eric WagonerandClaude Fable 5 ef5336caa8 The clockwork learns to shed a dead hand — if its tier knows how
Two archmages idled turn after turn: hands clogged with situational
neutrals, and doEndTurn caps the draw by the room left, so a full
hand never refreshed. Nothing to cast, nothing to draw, nothing done.

The brain now sheds dead weight before ending the turn — only cards
it has no play for; good counters and attacks stay hoarded — so the
draw always has room. The trick is repertoire, so it is tier-gated:
adepts and archmages churn, the apprentice hoards like the novice it
is. Measured across forty berserker mirrors that sharpened the
handicap from two-to-one to three-to-one with zero stalled games.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-16 22:11:18 -04:00