'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
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
'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
'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
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
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
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
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
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
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
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
"The creature shares your square — there is nowhere to hide" appeared
on no card and in no rulebook. Neither did the convention beneath it:
the engine skipped INVISIBLE and SHRINK miss rolls for creature blows
on the theory that a monster in your square has nothing to aim. The
cards say otherwise — SHRINK reduces the chance to hit "in any
attack", and INVISIBLE's D4 carves out no exception for monsters.
From rev 13, creature blows roll the same dice as every other attack
(1 finds the unseen; 1-2 find the tiny), INVISIBLE may be counter-
cast against a creature's blow, and the automatons will do so. The
rolls consume RNG, so earlier games keep their certainty and replay
without them — the refusal survives only there, reworded to blame the
revision instead of inventing a rule.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
INVISIBLE's corner reads NEUTRAL/COUNTERACTION, and ANTI-ANTI's own
face names it an escape — yet the engine refused it at the door. Now
it counters: the vanishing goes up mid-stack (duration from a NUMBER
card riding the counteract command), the attacker's 1-in-4 hit roll
happens at resolution, the spell lingers after the exchange, and
ANTI-ANTI cannot pin it. WATERWALL — "Acts as counteraction to
FIREBALL" — now mirrors WALL OF FIRE's waterbolt-stopping role and
counts as a total stop. WALL OF FIRE itself joins the total-stop set
at rev 12 only: stored rev-10/11 games bounced after it and replay so.
While responding, tapping a number card holds it to ride the next
counter (unless a displayed Shieldstone makes the number itself the
counteraction, as before). The automatons learn the trick too: vanish
when the blow is heavy and the shields are spent, and never waste
ANTI-ANTI against an escape.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
"Doubles the existing life-points OR movement rate" — the engine
always took the OR's left side because the client never asked. With
Mega-Monster selected, the hint bar now offers the choice (hit points
lit by default), and the pick rides the cast as params.boost — its
own field, freeing params.cardId for the name-a-card spells it
belongs to. Both halves of the OR are pinned in the creature suite.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Scoped to everything since the last pass (695307d). The residue of
fast iteration, removed: a reduced-motion media query that had
swallowed a full copy of the .faq-seal rules; doc comments orphaned
from their functions by inserted methods; the FAQ scrape's seams
(section headings run into ruling bodies under the wrong topics, a
next-page heading shipped as a ruling, an amputated "h", and rulings
filed under alphabetically-nearest strangers — Large Rock/Dagger now
lives on those cards; Book of Spells and Torquemada describe no card
in this set and are gone); the write-only aisle flag left behind by
the reverted rev 7; a linter-silenced dead destructure; a duplicated
median lookup; dead casts; and the fallback path that ignored the
apprentice's one-card draw.
Tests now typecheck (tsconfig includes test/), which surfaced the
missing type imports and a drifted creature literal hiding under an
as-cast. Also: a no-op self-assignment, mid-file imports hoisted, a
dynamic-import habit made static, a hedge comment replaced with a
loud setup failure, the fallback-retries-itself dead rung removed
from both bot drivers, and the twin peek scrims merged.
Deliberately kept: the TIERS lookup guard (ledger JSON is untrusted),
the wand-cost stanzas (they differ on the power-attack trade — a
rules question, not a dedup), and rollDie's coexistence with rollD4
(migrating changes visible logs; future work).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Relocate Sector could never land a sector west or north of the origin
— placements the physical game allows by simply sliding the whole map
across the table. The coordinate grid still cannot go negative, but
now it does not need to: a sector may land at negative coordinates
and the whole maze renormalizes, zero-anchoring on both axes (which
also pulls the maze snug when the origin corner is vacated, instead
of leaving a blank band). The client offers the new landings as ghost
slots on every side, verified slot-for-slot against engine truth.
The move also closes a real gap: remapState never carried creatures,
boobytrap tokens, glue, open safes, or dimensional warp tokens when a
sector relocated or rotated — they were left hovering at their old
coordinates. Sectors now carry everything standing on them. Both
changes ride rules rev 11; older ledgers replay their flaws intact,
as replay determinism demands.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Slow Death, countered with Force Field — and the battle modal popped
right back up as if nothing had happened, goading a second counter
out of a hand that had already won the exchange. The engine was
bouncing every attacker's pass back to the defender so counters could
stack; correct for partial stops (Blunt, Absorb, Reflection numbers),
senseless past a total one. Under rules rev 10, when a Full Shield,
Force Field, Teleport escape, Full Reflection, or Reverse stands
unnullified, the attacker's declined answer resolves the stack on the
spot. Older ledgers keep the bounce and replay unchanged.
And when the exchange legitimately returns — a partial counter
standing, or a shield broken by Anti-Anti — the modal now says so:
"Your Blunt stands — only what slips past it will land," or "Your
Full Shield was nullified — the attack comes on unchecked," instead
of replaying the fanfare of a fresh, unanswered attack.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Playtesting read the card right and the engine had it wrong. "Placing
the A tokens on one set of exits & the B tokens on the other" means
the two exits you mark BECOME a pair — and their former partners pair
with each other — not that the two exits trade destinations. Under
rev 9, click the exit and then the exit you want it to connect TO
(the hint now says so); already-connected exits are refused. Earlier
games keep the swap their logs were validated against. Test pins the
full four-way rewiring.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Live chat interleaved correctly, but a reload sank every past message
to the bottom: the rejoin sent the whole game history first and the
chat history after. Talk is now a tableTalk event in the room's event
stream at the moment it was said — the room file already preserved
the interleaving, since chat lines append between command lines — so
rejoining players read the banter between the battle lines where it
happened. The separate chatHistory message retires; unread counting
rides the event stream instead.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Every player-facing D4 roll now lands in the chronicle as pips with
its purpose: "🎲 alice rolls a 3 — aiming at the unseen — only a 1
finds them." A shared rollD4 helper threads the generic dieRolled
event through blind staggers and swings, pit leaps, ooze and pit
struggles, and the invisible/shrink miss rolls — the table sees the
die land, exactly as it would in person. Rolls whose numbers already
showed (the troll's swing, the misdirection direction, the opening
roll-off) keep their lines.
And the physical die's other job — "any 50-50 call" — gets its
button: 🎲 beside the say-box in online games (server-rolled,
published through the chat ledger so it persists, replays, and counts
toward unread badges) and under the chronicle in hotseat, rolled on
the device. Chronicle only; no game state touched.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Rules rev 8 closes the last two fidelity threads. A SPEED bonus turn
burns a turn of duration spells on the hastened wizard — recipient-
counted, per the FAQ's most obscure ruling — with self-cast durations
already burning through the normal turn-start sweep (expiry extracted
into expireEffect so both paths share the cleanup). And nothing can
be created on a DIMENSIONAL WARP token, as the card face always said.
The general-topic FAQ sections (Combat, Line of Sight, Monsters,
Treasures, and five more) join the rules tab verbatim under a double-
ruled divider, completing the FAQ's absorption: card rulings on the
cards, general rulings in the rules.
The four promoted UX items: cell-target spells now dim ineligible
squares (creations mirror emptySquareTarget from the viewer's
knowledge, summons want clear sighted squares, teleport BFSes its
four spaces exactly as the engine does, stone-to-water lights only
stone, dispel lights only creations); hotseat games get the full
replay reel, each step seen from its actor's own seat; a "stop
announcing attacks on this device" link in the fanfare modal (undo
lives beside the notification toggle in the lobby); the corner
inspector now serves only the selected casting card, with every
examine-a-card peek unified on the centered treatment; and the dev
socket URL keys on vite's port instead of hijacking every localhost.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
An hour of rules archaeology, summarized: DIMENSIONAL WARP denies
LOS explicitly (its tokens stay sightless); the AUTO WARP describes
how to trace sight across a join; and on the lettered wraparounds
the texts are silent — no grant, no denial. The FAQ's Permawarp
rulings even have area effects counting distance through warps. Where
the texts are silent, the edition's own table breaks the tie, and the
table says the open sides see. Board openings carry sight in every
revision (a permissive change: every stored game's log replays
clean); the brief rev-7 restriction and its legacy flag are gone,
along with the sophistry that justified them. The adjacency geometry
stands. The friend's sticky-wand shot through the C opening was legal
after all.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
"It's not letting me cast Absorb Spell on your Full Shield" — and
Jolly's FAQ says exactly why: "ABSORB SPELL will work on FULL
REFLECTION or REFLECTION, but not FULL SHIELD, as that is not used
against you, but cast upon the player using it." The refusal stands,
now with that reason in the error — and the neighboring case the
engine wrongly refused is fixed: an attacker may answer a reflection
with ABSORB SPELL, nullifying it and taking the reflection card into
their hand, with the original spell then landing unturned.
And the card face corrects my own hours-old work: ANTI-ANTI "does not
work against escape, such as SHRINK, TELEPORT, or INVISIBLE" — so
under rules rev 6 it can no longer pin a teleport escape. Earlier
games keep their stored chains.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
moves like a giant, and the boards are diagram-verified
TELEPORT as a counteraction (official FAQ: "the attack has no chance
of hitting you"): the defender names an escape square within four
spaces, the escape resolves before anything lands, and an ANTI-ANTI
pins their boots to the floor. Additive — no revision gate needed.
FILL SQUARE WITH SLIME holds spells now: an attack cast at the slime
sticks in the gel (leaving the discard pile), springs once at whoever
is inside or next enters, and counteractions against the trapped
blast cannot touch its caster — reflections vanish into the ooze. A
five-point waterbolt washes the slime and its cargo away, and the
waterwall waves clear slime from their path.
BIG MAN, under rules rev 5, finally moves like the card says: he
pushes players and monsters down the corridor ahead of him (stuck or
unpushable occupants block his advance), steps over a pit, tacks, or
killer ooze for two movement points without ever entering the square
(click two cells beyond the hazard), and monsters may not enter his
square. All gated so stored games replay under their own rules.
The boards were never wrong — the rulebook's Set-Up Diagram photo
confirms every pairing the code already had: 2p crossed, 3p stair
with the Aisle Warp arc, 4p/6p straight-across, 5p plus with all four
corner arcs. The stale TODOs are gone, replaced by tests pinning each
letter pair, and relocation's "only opposite board edges connect"
(which discards the aisle warp) is pinned too. Wall of Fire vs
Waterbolt turned out to be implemented and tested all along — its
TODO comment was the only thing wrong.
Also: hotseat saves now request durable storage (iOS evicts
unprotected origins under pressure).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
"The creature-1 takes 2 damage" — the creature events carried only
internal ids, so the log printed them. creatureAttacked, Touched, and
Damaged now carry the creature's kind, and the lines read like a
table: "The Wraith strikes!", "The Troll swings (rolled 3)!", "The
Skeleton takes 2 damage."
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The WRAITH card assumes the window exists — "REFLECTIONs used on the
wraith's touch will damage the wraith" — but creature damage applied
instantly, so BLUNT had nothing to catch, as playtesting found. Under
revision 4 every creature blow against a wizard opens the same
counteraction stack a spell does: the wraith's entry touch, the
democratic monster's claw, and commanded troll/skeleton/shadow
attacks. The blow's damage rides the stack; BLUNT halves it (round
up); reflections work by name against creatures — half back for
REFLECTION, the whole blow for FULL REFLECTION — landing on the
creature, not its controller; FULL SHIELD correctly does nothing
("does not stop any physical attack"); the wraith's card theft is a
secondary effect that lands only if damage does. No aim-miss rolls
against invisible or shrunk defenders — the creature is already in
the square. The attack fanfare shows the creature's own card.
Earlier revisions keep the instant touch so every stored game — and
the live one that found this — replays unchanged.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
DROP OBJECT resolved correctly — the treasure fell — but the
chronicle announced "The attack is completely stopped," because the
attackResolved event branded any attack that dealt zero damage as
stopped. Utility attacks deal zero by design; only an attack that was
TRYING to wound counts as stopped when nothing lands. Tests pin both
sides: uncountered DROP OBJECT reports unstopped and drops the
treasure; FULL SHIELD reports stopped and the treasure stays carried.
Not deployed — a live game is in progress.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
WARD's text says "you may play at that time" — under rules revision 3
the choice is made by setting the trap: an armWard command toggles it
on your own turn (your secret; a private wardSet event and a rail
note), and the spring fires only while set, consuming the card and
the arming together. Async games keep their agency without an
interrupt window, exactly as the ambush system solved this before.
CHAOS gains its printed interactions: "FULL SHIELD removes a player
from participation" — a defender's shield sits them out instead of
stopping the spell, and after the counter chain every bystander gets
a shield window in seat order (chaosPending; queue head owes a
response in lobby summaries, the rail says whose hand hangs in the
balance) before the pile forms among the unshielded. "REFLECTIONS
have no effect" — both reflections are refused as counters. ABSORB
SPELL still eats the whole thing through the existing absorb path.
Both changes are frozen behind deckRev 3 so every stored game — and
the live one — replays byte-for-byte under its own rules. Five new
tests cover armed/unarmed wards, shielded defenders and bystanders,
the reflection refusal, and the legacy auto-ward.
Not deployed — a live game is in progress.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
"It is possible, though time-consuming, to punch a wall down. A wall
takes 20 points of damage to destroy; a door takes 15. Any attack
against an inanimate object counts as your one attack for the turn."
Damage accumulates per edge in wallDamage (remapped through sector
rotations, public in the view), fed two ways: a punchWall command for
the bare-fisted (1 point, from a square touching the edge) and attack
spells cast at an edge target — LOS to the wall for L.O.S. cards,
touching it for same-square cards, amplify and power-attack honored,
wand charges spent, no counteractions since stonework plays none.
Thrown daggers and rocks clatter to the floor at the foot of the
wall. At the threshold the edge opens through the same override path
destroy-wall uses.
On the table: damaged walls wear spreading cracks, an attack card's
hint offers "or a wall line to batter it" with the edge layer live,
and a "Punch a wall…" stamp arms a click-the-wall mode. The chronicle
counts the blows: "alice batters the wall with bare fists — 3/20."
Not deployed — a live game is in progress.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>