The cards settle what the morning's feature got wrong. DIMENSIONAL
WARP: "There is no L.O.S. through the warp." The AUTO WARP: "for all
purposes, treat the connected board edges as though they are
adjacent" — an explicit grant, for edges that physically meet at a
corner. The lettered wraparounds get no grant at all: their rule is
about walking. So the pattern is that warps carry movement, not
sight, unless the text says otherwise — and only the aisle corners
say otherwise.
Warps now carry an aisle flag (the 3-player AUTO WARP and the
5-player corner arcs); hasWarpLineOfSight honors only those, with
the adjacency geometry — diagonals through the corner mouth —
unchanged from this morning where it rightfully applies. Games begun
before rev 7 keep the wider sight their logged commands were
validated against, via a legacy flag boardView stamps from the
game's rules revision. Tests pin all three states: lettered mouths
see nothing, aisle mouths see the corner fan, legacy games see
everything they used to.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Playtesting caught the gap with a sticky wand: a target visible
through the opening but one square off the corridor axis was refused.
The colinear-only model was stricter than the rulebook, whose actual
instruction is to treat the connected edges as adjacent boards with a
straight center-to-center line — and a straight line through a
one-cell opening may run diagonally, exactly as through a doorway.
hasWarpLineOfSight now abuts the far side virtually at the mouth
(rotating when the pairing turns a corner, as aisle warps do), finds
where the center-to-center line crosses the rim, requires that
crossing to fall strictly within the open mouth (corner-grazing stays
blocked — the strict reading), and checks the two legs against real
walls on each side of the seam. hasLineOfSight's core became a shared
segmentClear to serve both legs. The colinear corridor cases remain
as the special case they always were; a new test pins that off-axis
squares are visible through mouths.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
"Opportunity Fire isn't letting me use a wand" — the window and the
wand both worked (verified headless); what refused him was the wand's
own first-use rule, which players from wandless editions have never
met: charges are set by a NUMBER card on first use. Selecting an
uncharged wand now says exactly that in the hint strip, before the
engine has to say no.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The home-base star polygon had no pointer-events rule, so clicking
the middle of a home square hit the star instead of the floor — you
had to aim around its points to move or target there. The star and
every other decorative vector (terrain fallbacks, treasure circles,
dim warp rings) are now click-transparent; the floor rect beneath
owns every tap, as the token-art images always did.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>