Terrain layer: FILL SQUARE WITH STONE (impassable, blocks LOS via new
cell-blocking sight checks), THORNBUSH (enter = 1 damage + turn ends +
next turn lost; no attacking in or into a bush), WALL OF FIRE (new
firewall edge state — passable for 4 magical damage, blocks LOS,
expires with its duration), WATERWALL (instant wave: players within
two spaces washed back two, 1 damage per blocked space), and DISPEL
CREATION with provenance tracking (only conjured walls/fire/stone/
bushes dispel — printed maze is safe). Objects: DAGGER (3) and LARGE
ROCK (2) are physical throws Full Shield cannot stop; they land on the
floor and anyone may pick them up (ending their turn's actions, hand
limit enforced); DROP OBJECT forces a named object or carried treasure
to the ground; DRAG pulls floor objects, treasures, or players
straight toward the caster. Control: LOCK IN PLACE (no moving or
being moved — teleports, swaps, knockbacks and drags all respect it),
BUDDY (a pact the caster breaks by attacking), MIST-BODY (through
walls and doors, cannot attack or be attacked, still burns in
firewalls), REUSE SPELL (retrieve your last spell). Client renders
terrain, firewalls, and ground objects, with cell/edge/two-stage
targeting and card-name inputs. 40 cards implemented; 63 tests pass.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Duration system: sustained effects expire at the start of the caster's
turns; SLOW (movement 1, no number cards, attack every other turn),
NO SPELL, MEDUSA (paralysis + damage immunity), INVISIBLE (1-in-4 hit
roll), SHRINK (50% miss, movement 2). Doors: PICK LOCK and MASTER KEY
(displayed, reusable) unlock adjacent doors until end of turn, REMOVE
LOCK is permanent, JAM LOCK seals a door for everyone. Movement:
TELEPORT (4 spaces through walls, ends movement), PASS THROUGH WALL
charges, POWER RUN (life for spaces), SWAP (consumes movement),
GO AWAY (knockback + lost turn), TELEPORT OPPONENT. Card warfare:
CARD ERASURE (named), THOUGHT-STEAL (2 random via seeded RNG),
TELEPATH (private hand reveal), POWER DRAIN (damage feeds the caster),
SUDDEN DEATH, STONE DEAD, WIZARDBLADE (same-square, number-powered,
stays displayed). Cast modifiers: AMPLIFY doubles power/duration
(stackable x2), ADD permits two number cards, EXTEND doubles duration;
REVERSE heals instead of harms but keeps secondary effects. Counters
now also halve durations (BLUNT) and split them (REFLECTION).
Security (from review findings): room codes and game seeds now come
from node:crypto, and every seat gets a secret token — reclaiming a
name in a room requires its token, closing the impersonation hole.
29 cards implemented; 51 tests passing.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Server: room registry with 4-letter codes, host/join/start flow, the
authoritative command loop (seed + append-only command log per room —
the replay/async foundation), and per-player redacted views and events
broadcast after every change. Client: lobby, SVG board (floors, walls,
doors, homes, color-keyed treasures and wizard tokens matching the
physical set's six colors, warp arrows), click-to-move, click-to-punch,
card hand with tooltips from verified card text, cast flow with number
card attachment and waterbolt split, edge-click targeting for wall
spells, counteract-or-pass prompt, discard flow, end-turn draw
selector, and a humanized event log. Verified end-to-end over real
websockets with two clients: join, start, private deals, moves, turn
sync.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
npm workspaces with three TypeScript packages: @wizwar/engine (pure
game logic), @wizwar/server (Node websocket authority), @wizwar/web
(Svelte 5 + Vite client). Server handshake and client build verified.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>