Commit Graph
141 Commits
Author SHA1 Message Date
Eric WagonerandClaude Fable 5 64e4e243dc The MASTER KEY earns its display
"Display Immediately," says the card — now the key lives up to it.
Cast bare (a new Display button beside the hold-the-door checkbox),
it goes straight on display; once displayed, it turns in every lock
its bearer walks through — no more casting at each door — with the
door relocking behind them at turn's end like any picked lock, and
the doorUnlocked event still swinging the door in the reels. Cast at
an adjacent door it still works one lock like PICK LOCK, including
holding the door open for others. A JAMmed LOCK refuses it as ever,
and the adjacent peek through workable locks already rode the rev-2
sight rules. Replay-safe ungated: bare casts were never recorded
(they were refused), displayed cards still count against the hand
limit, and walking through a locked door only widens what is
accepted.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-25 20:46:23 -04:00
Eric WagonerandClaude Fable 5 805fb09782 Chaos aims at no one
The client always offered CHAOS from the hint bar without a target,
and the engine refused it: "attack spells target a player". Not this
one — cast bare, it sweeps every other living wizard into the pile,
each offered their FULL SHIELD sit-out in turn order from the caster.
No stack forms; full shields only ever excluded a player from the
storm, so the queue is the whole defense. The older player-targeted
form stays accepted, so stored games replay unchanged. The scramble
joins the chronicle's notable events — a turn that redeals every hand
earns its eye.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-25 20:35:12 -04:00
Eric WagonerandClaude Fable 5 168e57ab91 The thief-chase serves the blow, not the nearness
An automaton beside the wizard carrying its gold shuttled on and off
their square until every move was spent — the chase goal flipped
between "the thief's cell" and "the gold" with each step, because it
keyed on whether the thief stood underfoot. The chase now claims the
march only while the blow it exists to deliver is still live (an
attack in hand, the turn's attack unspent, casting open): those gates
hold still as the clockwork walks, so the goal cannot flip mid-march.
Caught with the strike live, it stands its ground; otherwise the gold
has its legs for the turn. A regression walks the exact scene and
forbids the A-B-A shuttle. The bot-vs-bot harness also learns to
route WARD's pending moment to the treasure's owner.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-25 20:35:12 -04:00
Eric WagonerandClaude Fable 5 71a3c81670 The stone pierces walls for creations too (rules rev 3)
VISIONSTONE only ever lit the attack path: casterLos knew it, but
every sight check routed through gameLos — creations like THORNBUSH,
dispels, CREATE DOOR, STONE TO WATER — refused "no line of sight"
through the bearer's one wall. gameLos now honors the stone whenever
the viewer bears it, at every revision: widening what a cast may
target never changes how a recorded command replays, so games already
in flight get the fix at once. Only the ambush's mid-move eye is
frozen per game (rev 3) — springing lands in the ledger's flow, and
stored games must replay their blindness. All 18 production ledgers
verified; 272 engine tests.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-25 20:21:32 -04:00
Eric WagonerandClaude Fable 5 7adf4b6cd6 The client's eye learns the VISIONSTONE
The engine always honored the stone — its bearer casts through exactly
one wall or door — but the targeting shadow never did: sightedCellsFor
kept every square behind a wall dimmed, so the aid told the bearer the
stone wasn't working. The sighted set now retries each unseen square
with a single edge removed, mirroring casterLos; the automaton shares
the function, so bots see through their stones too. Two tests pin the
engine ruling and the client parity.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-25 20:14:02 -04:00
Eric WagonerandClaude Fable 5 154e00141c Three rulings from the night games (rules rev 2)
Teleport wraps the maze's rim: its four counted squares now step
through warp mouths like any doorway, so a wizard can blink off one
side of the board and onto the other.

A wizard at a door's threshold may pull it open and peek — lock
removed, door unlocked this turn, or PICK LOCK / MASTER KEY in hand —
without stepping through. The door still hangs shut to everyone down
the hallway; only a HELD door is propped open for every eye. Gated
behind rules rev 2 (now sourced from the engine's CURRENT_RULES_REV)
so stored games replay with their doors dark; the client's sight
mirror learns the same peek.

Fear no longer nails a cornered wizard to the floor: a step closer to
the dread is allowed when it walks the shortest way out of it, so
escape can round a corner. Standing outside and stepping in is still
refused.

All 15 production ledgers verified before deploy; 269 engine tests.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-25 14:28:12 -04:00
Eric WagonerandClaude Fable 5 7a32370ccb Credibility pass: the reel's scars sanded, the veil finally hung
Three blind reviews over the first-person arc, every finding verified
against the source. History-narrating comments made timeless or cut;
the stacked BUDDY comment collapsed to one voice. Dead code out: the
orphaned FACE copy, the DIR_ANGLE duplicate, the dead loop-counter
poke, the impossible-state sentinel. The never-produced "warp" hit
kind resolved the right way — warp mouths now hang a translucent veil
of the painted warp texture, so art that never rendered finally does.
Types tightened (SlabStrike named once, ShareData rides CatchUpStep,
botTier loses its casts), the gallery reads MATERIALS instead of a
hand-copied list, the chronicle resets through one helper, a
superseded share mint rejects instead of stranding, and the conjured
safe gains the growth key its siblings had. Tests lose a triple
assignment, a tautology, and two self-swallowing regex alternatives.
The sprite spec — which still told the artist to paint for additive
compositing the renderer no longer uses — now describes the renderer
that exists.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 21:41:11 -04:00
Eric WagonerandClaude Fable 5 a4f572a164 The telepath audit becomes a guard test, and the audits get a skill
ui-coverage.test.ts fails the suite the moment an engine event has no
client handling (allowlist entries require a written reason) or a
cell/edge-targeting card is missing from the board's aim sets — the
one-at-a-time bug reports become a red test instead. The wizwar-audits
skill documents the three house audits (UI coverage, ledger inspection
by room code, the determinism gate); .claude/skills/ joins the repo so
they travel with it.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 12:01:22 -04:00
Eric WagonerandClaude Fable 5 ef921a0c2b Three more cautions: the un-grabbed chest, the biting ground, the starved draw
Ending a turn on a treasure nobody picked up now asks first (unless the
auto-grab preference is about to take it, or the grab would be refused —
laden arms, weakness, spent actions, glue, a locked safe, or your own
home where the chest already scores; the view learns gluedCells and
openSafes so the check is honest). Stepping onto ground that bites —
thornbush, tacks, pit, ooze — warns with the exact price, unless you are
mist. And the sticky draw picker no longer quietly starves anyone: a
draw below what would fit asks too.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 11:04:05 -04:00
Eric WagonerandClaude Fable 5 39ddbb452d The clockwork wades, shelters, and honors pacts it can actually break
Game 6XDY's prisoners expose a nest of turn-burners. The pathfinder
treated pits, ooze, bushes, and slime as walls in transit, so bots stood
"trapped" in pockets any human would wade out of: the march now falls
back to a teeth-gritted hazard route when no clean road exists. Bots no
longer aim attacks into (or out of) a thornbush's shelter the engine
refuses; WIZARDBLADE learns it is a blade (same square only); a cursed
IDIOT skips every rung the curse would refuse instead of burning turns
on them; BUDDY's orientation is righted — whoever pacted YOU is
untouchable, your own pacts are merely precious — and a thief standing
underfoot no longer becomes a null destination that freezes two laden
wizards on the same square forever.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-21 17:53:26 -04:00
Eric WagonerandClaude Fable 5 76207c6264 Strength gets its grip: tear a treasure from a wizard's arms
The card's second power was never built. New tearTreasure command: with
STRENGTH on you, in the same square as a carrier, the tear spends your
attack; the victim keeps the treasure only on a D4 roll of 1. Per the
FAQ it is not a pickup (your turn's actions continue), and full or
weakened arms tear it loose onto the floor instead. A torn treasure's
warded owner gets their window, blind grabs flail like blind punches,
and the automatons wrestle too. A new command breaks no stored ledger,
so live games gain the grip at once.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-21 13:44:50 -04:00
Eric WagonerandClaude Fable 5 4a91d56d24 Credibility pass: the collapse loses its scaffolding
Blind reviews over the rev-37..40 features and the gate collapse. The
scripted surgery's scars come out: bare brace blocks unwrapped (with one
hiding an unreachable scrambleHands), the amputated comment healed, the
dead events parameter unthreaded from the illusion-sight chain, the
laziness probe in perceivedBoard collapsed to the rule it always produced,
GameView.deckRev retired with its last reader, the ward's arming stub
told honestly, and every comment or test title still citing the retired
revision numbering reworded to the rule it guards. Rim mechanics unify on
rimWarpMouth and breachRim; the test suite gains plainRimWall and
pushSustained and loses its loop-shaped scars and rev-named helpers.
No behavior changes; 255 tests pass unchanged.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-21 13:04:01 -04:00
Eric WagonerandClaude Fable 5 8a50ff7f36 The great simplification: every vintage gate collapses, the count restarts at 1
All 50 rooms were retired (backed up on the droplet and in Spaces), so no
ledger needs an old branch to replay: forty revisions of deckRev gates
fold into one canonical ruleset — the newest behavior everywhere. The
ward's arming, the idiot's steering, the lazy illusion roll, the legacy
redirection swap, and the flat wave all leave with their gates; RULES_REV
restarts at 1 for whenever the rules fork again. Old-vintage test pins go
with them. The opening screen now quietly drops seats whose rooms the
server no longer knows, instead of listing them "unreachable" forever.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-21 12:45:35 -04:00
Eric WagonerandClaude Fable 5 e8df6efcde Every wall card learns the rim (rules rev 40)
The full audit Wall of Fire started: WATERWALL crashes on a warp mouth,
washing both rims inward; ILLUSION WALL hangs its scrim on a mouth (the
create-wall bluff); STONE TO WATER melts a brick over a warp at both ends
and breaches a plain rim wall exactly as DESTROY WALL does — far side
washes out, a warp opens, the wave floods the fresh tunnel; the WARP WAND
bores a temporary wraparound that closes when its wall returns; and
CREATE DOOR stops hanging dead doors onto the void. Older ledgers keep
their refusals and danglings, and replay so.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-21 12:04:27 -04:00
Eric WagonerandClaude Fable 5 f82e4625af Wall of Fire takes the rim warps (rules rev 39)
A warp mouth at the maze's edge is a corridor — the wraparound connects
it to the opposite rim — so the fire may bar it. It takes BOTH mouths
(each with its own burn-out clock), and the crossing steps through flame
for the usual 4 from either side. Older ledgers refused the cast and
replay so.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-21 11:53:08 -04:00
Eric WagonerandClaude Fable 5 2afc4e3973 Stone to Water melts doors too (rules rev 38)
"Small entryways in a stone wall" are stone: a door melts exactly as a
wall does — edge opens, lock state washes away, the two-point wave
crashes. Older ledgers had the refusal and replay so.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-21 11:43:27 -04:00
Eric WagonerandClaude Fable 5 118bfd236b IDIOT trusts the feet and yields to a jailbreak drop (rules rev 37)
The per-step steering recalculated greedily, ping-ponging between routes
that tie at a corner and able to wall the victim off from the cure; rev 37
retires it — the march is the player's to honor, and the automatons steer
themselves. DROP OBJECT that shakes the victim's OWN treasure out of a
thief's arms is now an aid, not an attack: while carried, that treasure
cannot even be stood upon, so the curse could be unsatisfiable. Older
ledgers replay steered and strict.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-21 11:11:25 -04:00
Eric WagonerandClaude Fable 5 6adcbe23b5 Credibility pass: the accretion sanded smooth
Blind reviews over d2b40ec..HEAD (engine / web / server+deploy). Orphaned
doc comments rejoined their functions; the swap-meet tradables collapsed
from four pasted deriveds to one (killing the "the's treasure" label);
FEAR's aura and banner now share the engine's own dreadDistance; the
long-press peek got one home; rulebook.ts stopped wearing JSON quotes;
process-named tests and war-story comments now state the constraints they
pin; the protocol doc caught up to its handlers; verify-ledgers.sh can
actually count failures; the runbook learned about the determinism gate
and the nightly backups. No behavior changes — 255 tests and all 48
production ledgers replay identically.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-21 10:58:08 -04:00
Eric WagonerandClaude Fable 5 e30f3f0903 The automaton guards gold only within sight (X2XN stall)
The guard-the-gold rung cast SAFE/GLUE at a floor treasure with no
line-of-sight check; the engine refused the cast and the fallback
burned the bot's whole turn.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-20 21:21:00 -04:00
Eric WagonerandClaude Fable 5 0d2b25ad74 Go Away routs 'as straight a line as possible' (rules rev 36)
The card's line bends: a victim shoved against a wall moved zero
squares and just lost the turn, because GO AWAY borrowed waterbolt's
straight-line knockback. Its own rout now holds the heading while open,
bends around walls, sidesteps when no ground can be gained, rolls the
D4 only when options tie, and stops early only when truly cornered.
Waterbolt's physical shove stays straight, as a shove should. Ledgers
verified before deploy.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-20 11:15:19 -04:00
Eric WagonerandClaude Fable 5 76dd019d5d Ambushed teleports carry their destination; room 59UN unstuck (rev 35)
An ambush springing TELEPORT OPPONENT opened a stack with params null —
the spring bypasses cast validation and nothing ever asked where the
victim goes — and resolution crashed on the missing cell, wedging the
room 'waiting on Automaton'. Three layers:
- Crash guards: teleport-opponent and mental-force fizzle gracefully on
  a destination-less stack (ungated: no stored command had resolved one).
- The trap commits its destination when laid: setAmbush carries a cell
  ('wherever you say', said in advance), the spring passes it into the
  stack, and the client's arming flow asks for the click.
- Rev 35 refuses arming those spells without a destination; older
  ledgers armed blind and their springs fizzle.
All ledgers verified before deploy.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-20 10:51:16 -04:00
Eric WagonerandClaude Fable 5 e8c25ddc19 Stone Dead counts only the stones in play (rules rev 34)
Same reading as fireball's rev 33: 'carrying' means displayed. Counting
hidden hand stones both inflated the damage and broadcast the secret
count in the total. The automatons' estimate (displayed as the visible
floor) is now simply the truth. All production ledgers verified clean
before deploy.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-19 22:22:45 -04:00
Eric WagonerandClaude Fable 5 b67f2a4c8a Fireball burns only the stones in play (rules rev 33)
'Destroys all magical stones an opponent is CARRYING' — the owner's
ruling: a stone hidden in the hand is a secret card, not a carried
stone. Only displayed stones burn; the old all-hand burning also leaked
hidden information by announcing cards nobody knew existed. Earlier
games replay their broader fire. All 42 production ledgers verified
before deploy.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-19 22:19:20 -04:00
Eric WagonerandClaude Fable 5 c87b8cb28d Hotfix: the wrap gains its vintage gate; every ledger verified
Same lesson twice in one night: the toroidal dread applied at every rev
and QD3S (recorded flat) refused seq 76 again on restore. rev >= 32
wraps; older vintages measure the flat diamond they were played under.
This time verified properly: a strict replay harness (any refused
command is a hard failure) ran all 41 production ledgers against the
new engine before deploy — 0 failures. That harness now lives in the
repo as the pre-deploy determinism check it always should have been.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-19 22:03:21 -04:00
Eric WagonerandClaude Fable 5 0a0108c48c The dread wraps: fear's diamond continues from the opposite rim
The maze is a torus — a wizard walking through walls off one edge
arrives at the other, so the crow flies around the wrap too.
dreadDistance measures toroidal manhattan; the aura's wash wraps with
it. No rev-32 game has cast fear yet, so the measure corrects in
place; older vintages replay flat as they were played.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-19 22:00:29 -04:00
Eric WagonerandClaude Fable 5 6ec9d6ab55 FEAR's rout: bots flee it, humans are told their duty
'Players or monsters must move away from you on their turn if within
range, if they can.' Automatons caught in the dread now spend their
legs escaping before any other marching — the step that most increases
distance, a true dead end excusing them per the card. Humans keep their
freedom but get the compulsion spelled out in an urgent slip (move
away, even by card or through danger; only a dead end excuses you),
with the maze trusting the table to honor it — the owner's chosen
depth of enforcement.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-19 21:51:22 -04:00
Eric WagonerandClaude Fable 5 fdb44ab09f Fear measures as the card says: through walls, never diagonal, no warps
The FAQ is exact: 'The 3 spaces away is measured as a Wizard walks (if
he could walk through walls), not diagonally' — manhattan, at every
vintage. The walking-distance detour is reverted (no rev-32 ledger ever
recorded under it); the rev-32 gains stand: monsters, warp-steps, and
teleports all honor the dread. The aura returns to the true diamond,
now as a wash on its member squares.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-19 21:46:44 -04:00
Eric WagonerandClaude Fable 5 724d178636 Hotfix: fear's new metric leaked into old vintages and broke replay
QD3S failed to restore ('replay failed at seq 76: an unnatural dread
keeps you away'): the walkingDistance switch ran at every rev, refusing
a move that was legal under the crow-flies rule when it was played.
fearRepels now measures walked spaces at rev 32+ and as the crow flies
below, so every stored ledger replays its own vintage. No data was
lost; the room's ledger was intact throughout.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-19 21:40:48 -04:00
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