The attack on the stack has always shown its line; a creation or a
curse resolved in the same breath showed nothing, so a legal aim
through a Visionstone and out a lettered opening (PPL7, move 309)
looked like a cheat. The line a cast was accepted on — plain, through
the one wall a VISIONSTONE dissolves, or AROUND THE CORNER's two legs —
now draws on the live board for a few seconds and on that move of any
reel, traced after the fact so the cast's own dust cloud cannot blind it.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
Connection: while the socket is down a notice says so, the hand, board,
and action buttons go quiet, a card left selected stays selected, and
table talk stays in its box. A command that could not leave is named
as not sent; one that left before the drop is named as unconfirmed
until the board answers. A command on its way shows as sending beside
End turn and confirms when the table replies. Talk shows as sending
until the table echoes it, and comes back to the composer if the
socket drops first.
Rematch: anyone at a finished table may call one. The server makes a
new room hosted by the caller, with the same clockwork at the same
tiers and moods (a mystery stays a mystery) and the same expansion
setting, and keeps seats for the last table's other wizards, who find
the call on the finished table and in their lobby ledger and sit with
one click. The old table's replay stays where it was. A solo table
against the clockwork keeps "play again".
Reading the table: an ongoing spell's chip opens its card with a plain
account — what it does, who cast it on whom, and when it ends, in the
rulebook's own terms. Each score row counts the treasures a wizard has
carried home, and marks a wizard one carry from winning.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
A THORNBUSH or ROSEBUSH "will be destroyed" by five points of damage,
and the FAQ lets only fire hurt a KILLER OOZE; the table refused every
attack aimed at one. An attack tapped onto a bush or ooze now lands on
it, the damage accumulating across attackers and turns, and the
fifth point clears the square. A WIZARDBLADE is swung from the square
beside it, as its text asks of a target that fills a square.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
"Gather your wizards" leads, with the room code and the seat count
beneath it. The roster is the picture: each seat's portrait, name, and
role, an empty seat showing what fills it, and beneath it the two ways
to fill one — copy the invite link, add a computer wizard — with the
raw URL folded away for pasting by hand. Your own row carries the
wizard picker, a deliberate three-by-two with a check on the chosen
one, open by itself until you have a wizard. Adding a computer wizard
is a panel with difficulty and personality, a line on what the chosen
personality does, and one explicit button. Readiness and Start sit
together at the bottom: "Waiting for one more wizard" above the
button, "Start game · 2 wizards" once it can flip; the expansion
option is nearby and quiet, and abandoning the room is a small link.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
The rules tab is one body — the condensed rules, the rulebook, the
expansion, and the FAQ — with a contents list, a search that labels
each hit by source, and a link on every section. The rulebook's
emphasis renders, and the (6E: …) notes are set apart from the original
words. The card library gains filters for set, type, and target, ranks
an exact name first, counts its results, and says so when there are
none; a card opens as an entry: the card itself beside reading-size
text with the printed wording, deck counts, the official FAQ, this
table's rulings, and links to the cards it names. The house rulings are
organized by card, in the present tense, with the revision history kept
off the page. Every page and card has a link (/?help=rules/…, /?card=…)
that opens the desk to it, and the desk reopens on the tab, search, and
scroll position it was closed at.
About leads with the worn box and the friends, shows the workshops as a
small gallery with a direct link to the demo reel, and says plainly
what an online ledger keeps and what a passed-around device keeps to
itself. The tally leads with finished games, treasure and combat wins,
and hours played, and explains that wizards are counted by name and
table time by the clock between moves.
Escape closes only the foremost layer and returns focus to the card
that opened it; the tabs wrap on a phone instead of clipping.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
- Help said "walk, then act"; the rules let moves and cards come in any
order, and now the help does too.
- The council's advice is derived from the live view while its panel is
open, so a Number just played for movement is no longer recommended.
It rests when the turn is not yours; "ask again" had nothing to add.
- The landing puts the name and the ways in before the clip, and beside
it on a desktop: at 1280x720 the play button and Create/Join are above
the fold.
- The replay page opens with the same deed the share card promises, and
"play free" stands beside the reel instead of after the history.
- In hotseat the "pass the device" scrim stood above the roll-off, so the
first click on "begin" landed on the handoff card. The handoff waits
for the dice.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
On a desktop the table is pinned to the window and the board's row may
shrink to nothing; four hands of cards beneath it did exactly that in
room 7S6C, and nothing put them away. The reveal now scrolls inside a
capped frame and its header carries a fold button.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
Engine: pit-rim exits live in one helper (pitRimExits) shared by the
resolver and the automaton; chargeReach names the six-stride cap; dust
sight is inDust + dustAtEnd; PushPending is exported once; the force-field
counter builds its events in one list; drawUnderSlowDeath says what it
draws under. Test groups are named for the rule they pin, not the
revision that introduced it.
Client: one smoothstep; one edgeScar per battle-scarred edge; one
board-zone rule (which also seats the caption strip on phones); the
compass names live in SIDE_NAMES; net.flash() is the one toast; MediaQuery
replaces two hand-rolled matchMedia listeners; sprites carry their sizes
as plain numbers and their CSS in one rule each; canvas helpers are
formatted like the rest of the tree. Comments that told how a cel or a
fallback used to look now say what it draws. The actions-over notice no
longer blames a pickup when slime ended the turn.
Server and ops: dataRoot() is the one data directory; headlineOf builds
its deeds without a cast; the rollup and skills read the same way the
code behaves.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
Randy raised his double, selected it, and could cast nothing through
it: the card's whole point — "it may use any of the spells in your
hand, and you need not be in its L.O.S." — had never been wired. A
cast may now name the double, and the double's square becomes the
spell's origin: sight, reach, the launch point the reel films, and
the direction a knockback or rout pushes. The hand, the attack, and
every answer to it stay the caster's. Spells that move the caster's
own body — a goat's charge, a swap — do not travel through it. On the
board, the double's sight lights the eligible squares; selecting the
double and then a card aims from where it stands. A test hides the
caster and fires through the double.
The first-stride caption sat on the maze and hid the walls beside the
wizard; it now stands above the board with a color chip for "you."
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
On a desktop the game grid is now exactly the window's height. The
board and the paper rail share the top row, the rail scrolling in
place, and the hand with its End turn sit pinned beneath — nothing a
first turn needs is ever below the fold. The board's window fills
whatever height the row allows instead of a fixed subtraction. A
wide, short window — a laptop in landscape — stands the hand beside
the board on its own until the player chooses a side, since a tall
maze under a bottom hand left a postage stamp. A short window shrinks
the bottom hand's cards a little. The eyes toggle floats over the
board's corner so it costs no height, and the masthead's "invite
friends" hides on phones where it wrapped.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
The landing says the pitch before it asks for a name — steal treasure,
blast through walls, outwit your friends — and states the goal. The
coach says "select a card, then choose its target," which is what the
cards actually want. The turn banner counts treasures home beside the
moves left. The council speaks once when its three voices agree. A
friend arriving on an invite link meets "Join Eric's game," a name
field, and a seat, with the gallery an afterthought; the masthead
says "invite friends" beside the room code. The first-person view has
a toggle beside the board instead of a checkbox in preferences. How
to play opens with winning. And a shared moment's card is titled by
the turn's story — the treasure carried home, the blow that landed,
the spell cast — instead of whose turn it was.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
One shared motion policy: the OS's reduce-motion setting, read live
through Svelte's own media query, folds into the flourishes switch.
Under it the board plays no flourishes, the reel skips its die
interlude and slate wipes, bodies jump between squares instead of
gliding, the canvas holds its ambient shimmers still, and the camera
cuts wherever the director would have panned — in the cockpit as in
the reel, so the eye still lands on what the director chose to watch.
Timers and animation frames are cleared when the policy flips or the
pane closes. A first turn and two reels stepped clean under the
setting with no errors.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
It lit every turn of the first game. Now a browser's first game lights
its first turn on its own, and the preference is an explicit switch
that keeps it on every turn for anyone who wants it. The old
preference key retires with it, so nobody is left lit by accident.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
The token, flourish, and eyes workshops opened as bare rooms with no
way back. The masthead now heads each, wordmark linking home, with
the table, the clips, and the other workshops a tap away.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
The last of the inked look. Walls carry stone joints and highlights,
doors their grain, hinges, and a brass lock plate whose keyhole turns
to a cross when jammed; battle scars fracture and branch with the
damage; illusion walls drift as tapered wisps with breathing glints;
the wall of fire burns in flat three-tone flames on a stepped flicker;
warp mouths and destinations are painted curls. Through a wizard's
eyes the punch is a three-tone hand with an ink contour and a
hand-cut POW, the same on every platform where the emoji glyph was
not, and the incoming fist no longer reverses late in its travel. The
inked stand-ins for missing conjuration files match. Goldens
re-blessed: every board frame, and the web's third ring.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
Eric repainted the maze. The first-person materials are painterly
sandstone, flagstone, and iron; the hand-drawn token set is redrawn
with matching chests and hats; the standing conjurations — hedges,
jello, dust, safe, warp light — and the effect billboards are redone
in the same hand; and the board's flourishes trade their filters and
gradients for flat cel silhouettes cut from five shared shapes, which
read better against the counters and cost a phone nothing. Thirty
scene goldens re-blessed against the new walls.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
Two of Randy's flourishes. Every chronicle line now carries a small
square in the color of the wizard acting — whoever cast, struck,
walked, or countered, else the turn's owner — so one player's doings
can be picked out of the scroll at a glance. And the life-points row
of the wizard whose turn it is wears an accent bar and a tint, since
bold alone was lost in the handwriting.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
The eleventh scene, written for the new conjurations. Wanderer fills
the corridor between them with a dust cloud — no sight, no spells —
so Rival lays a dimensional warp with one mouth under his own feet
and the other at her back, steps through the light, and lands on her
square fists first. She bolts into her own cloud, and the die picks
where she goes: into a wall. Three beats through the eyes — the cloud
billowing, the arrival, the blind stagger with the far pillar of light
at the corridor's end — and the board at the arrival.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
The engine has trapped spells in slime since the card arrived; the
board never offered the tap. LIGHTNING BLAST on a slime square now
lodges there for the next wizard in, as the card says.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
Kestrel stood against a wall Mad Hywel turned to water, was washed one
square back into stone, and was crushed twice. The sweep walked the
way it pushed: having shoved him onto the next square, its next probe
found him there and shoved him again with the force left. From rev 20
a sweep names every victim along its line first, then pushes each
once; older games replay the double shove. A test washes a wizard one
square into a wall under both readings.
With it, a client fix: a tap on a bare square while holding a card no
longer walks there. Kestrel tapped a slime with LIGHTNING BLAST in hand
and strode into it. The tap now says the card is aimed at a wizard or
creature and leaves the feet alone.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
Three strangers this week pressed play, looked at the board for a
minute, and closed it. What they saw: a small maze under a roll-off
card, a column of prose, seven strange cards, and nothing that said
where they were or what to tap. Now, on a browser's first game, the
squares a stride can reach glow and the rest of the maze falls into
shadow, with one line hung over the wizard for the first stride. The
turn banner says what winning is for the first two rounds. And when
the clockwork rolls first, its opening turn waits behind the roll-off
card instead of playing out unwatched, then arrives a beat at a time.
The step light switches off once that first game is won, and lives in
preferences for anyone who wants it back.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
The bite rides a counteraction stack, so the batch that springs the
Ward carries no damage; the notice read that as a bite with no
purchase and the three points landed later unannounced. It now says
the bite waits on the taker's answer, and the counteractions follow.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
Kestrel stood beside a pit dug against the board's west edge, walls
north and south of it, and was told there was nothing to land on — the
rim check counted only neighbouring squares, and the warp mouth beyond
the pit is not one. From rev 17 a mouth on the rim is an exit like any
square, named at a fork like any other; every older game takes the
mouth when no square offers, so the refused crossing goes through as
it stands. The jump through a mouth carries `via: "warp"`: the board
shimmers both mouths instead of streaking across the maze, and the
reel cuts rather than gliding. The automaton leaves a pit only by its
exits. Three tests walk the rim under both readings.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
The shortest walk on this turn's legs, no ceiling, MAD DASH doubling
the lot — the reading the engine has held since rev 10 and the
combo it only just began to allow at full length.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
Sentry WIZWAR-5: a table open through a deploy asked for the replay
module by its old hashed name, the deploy had deleted it, and the
server answered with the app shell as text/html — "not a valid
JavaScript MIME type". Three guards: deploys keep old chunks for a
week instead of deleting them; a missing asset is a plain 404, never
the shell; and the client reloads once when Vite reports a failed
import, so the live bundle takes over.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
The two choices sat in the hint strip with life-points pre-selected,
so a tap on the monster cast before the choice was seen. Tapping the
monster now asks — life-points or movement, with the monster's
current numbers shown — and the cast waits on the answer.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
It checked its own plain flag first and returned, so the turn was
never read and never tracked; the effect ran once and slept. The turn
is read first now, and the flag is reactive.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
Eric, a giant on his first turn, could only shove a wizard in a
straight line: the engine shoved in the giant's own direction or
refused. The FAQ says otherwise — "If Big Man pushes someone to an
intersection, then the other player gets to decide which direction to
go." Now a pushed wizard leaves by any open side but the way the giant
came. One open side is taken. Several are theirs to choose: the stride
hangs in a pushPending window like the Ward's, the pushed wizard
answers with pushChoice (a dialog offers the ways; an automaton steps
out of the giant's line), and the stride resumes with the answer — a
blinded giant's roll is not rolled twice.
Rounding a corner was a refusal before, so every game may do it now.
Only the case that used to resolve — straight ahead open — keeps its
old reading in games dealt before rev 15; from rev 15 the pushed
wizard chooses there too. Tests pin the corner, the fork's window and
its refusals, and the older reading; 84 ledgers replay.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
The table's reading of CREATE PIT: a thin ledge runs around the rim,
and "jumping over" is edging along it, trying not to fall. So on a 2,
3, or 4 the walker lands on an open square beside the pit — the only
one if there is one, otherwise the one they name (a click on that
square sends `exit` with the move) — and a pit with no way off cannot
be entered from there at all, refused before any die is rolled. The
FAQ's diagonal crossing at an intersection is this rule.
Older games bounced the walker back and charged the stride; they keep
that under their frozen revision, so GDCN's seven bounces replay. The
clockwork's path search treats a pit as a road when any side of its
rim is open and names the exit its path leaves by. Tests pin the fork,
the single way off, the closed pit under both revisions, and the
brain's route.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
Kestrel's archmage berserker dug a pit at the far mouth of a warp,
then tried to walk through that mouth seven times: each stride landed
on its own pit with a thornbush beyond, the maze bounced it back and
charged the stride, and on the seventh it rolled the 1 and fell in.
Cursed with SLOW DEATH at seven life, it kept drawing two cards a
turn at a point apiece, raised a SHADOW that drinks a point a turn,
and bled to death in three turns.
The path search now refuses a pit it cannot leap beyond — the same
test the maze applies — whether the pit is a waypoint or the goal.
Under SLOW DEATH the end-of-turn draw keeps four life in hand and
draws nothing when it cannot; while bleeding, or at six life or less,
no SHADOW is raised. Three tests pin them.
The chronicle tells the bounce as what it was: "leaps the pit —
nothing to land on beyond it — and teeters back", not a blind blunder
into a wall; and the shadow's last drink no longer trails a zero-damage
line. Brain and chronicle changes only, ungated; 83 ledgers replay.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
Advice offered on a first turn stayed on the sidebar until dismissed,
as advice a player asked for should. Offered advice now clears when
the turn passes; asking again keeps it.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
For visitors: the landing shows a clip card of the maze before asking
for a name; "Play now against a clockwork wizard" is one tap from the
landing to the first turn (the room, the seat, and the flip each
follow as the server confirms the last); pass-the-device and seat
transfer fold behind "More ways to play".
For a first game: automatons default to apprentice until this browser
has seen a game through, then step up to adept unless the tier was
picked by hand; the council speaks once unasked on a first turn; a
finished game offers "play again" (the same bots re-seated in a fresh
room) and "share the tale" (the whole replay as a link).
For players who know the box: a House rulings tab in help — what the
digital table does differently, every rulings revision (now exported
from the engine as RULES_REVISIONS, which the deckRev doc block points
at), and the 76 cards the FAQ has spoken on. And the arrow keys and
WASD walk on the board as they already did in the first-person pane.
The recorder's poster settle lengthens to outlast a change-of-eyes
wipe; two cards had caught the title card instead of the maze.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
Pick your color first; then one section, "Fill the table", holds the
invite link, the roster, and the computer wizards, with a line saying
friends, automatons, or a mix all count toward the two to six. Abandon
sits below Start on its own line.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
Two evening arrivals created a room and left in the lobby: one never
seated anyone, one seated a bot and never pressed the button. The card
led with "share the link" as if company were required, the row of
temperaments had no word saying they were computer opponents, and the
start button said only "Flip the boards".
Now the card has three headings — Invite friends, Your colour, Or seat
a computer wizard — with one line on what a hunter, berserker, and
worrier do; the start button says Start the game with "flip the
boards · N wizards" beneath; and while it is disabled a line says what
would enable it.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
Two newcomers on announcement day left within minutes at the same
moment: they picked up a treasure, the turn's actions ended as the
rules say, every walk after that was refused, and the status line's
"turn spent" told them nothing about why or what the treasure was for.
Both had stalled over a minute before their first move as well.
Now: on a first turn, a coaching slip says what a turn is — walk this
many squares, a NUMBER card walks farther, tap a card to cast, End
turn — dismissed once with "got it" and remembered in prefs. After a
pickup, the status line says the pickup ended the actions and the
treasure comes along, and to end the turn and carry it home. While
carrying on later turns, a slip names whose treasure it is, how far
home is, and that two scored wins; your own treasure scores nothing
in your arms.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
Two blind reviews of everything since the last pass (afa0e17), every
finding checked against the code, no behavior changed: all thirty
scene goldens match without a re-bless and the engine suite is
untouched.
Reel and renderer: the camera's look-down rule is stated once, beside
LOOK_DOWN, instead of twice in the effect; the empty aim branch that
stood where a cutaway used to be is gone (the guard it implied is now
explicit); the pit events and the punch are handled by their own
types, not through "in" casts; smoothstep is one export used by every
tween instead of eleven inline copies; the two floor rings share one
painter; project() takes a Billboard instead of a third hand-typed
copy of its fields; the strides-left figure and the web rim no longer
shadow the reel's steps and the pane's fx; the die card's verdict is
built from events, not by matching an emoji; the workshop asks for the
hover cue by name instead of passing an empty click handler.
Server and engine: one requestBase() for the origin, one slug pattern
in store.ts gating both the clip page and its files, one 404 for both;
LOOPBACK sits above its only caller; doCounteract names what a counter
is played against once; fearCells sits beside its own docblock rather
than between sightedCellsFor and its.
Deploy: chromiumExe, the private server, ffmpeg, and the reel rewind
live in deploy/lib/harness.mjs, shared by the gate, the recorder, and
the card cutter instead of pasted three times; the recorder drops its
duplicate frame counters and names its poster settle; the card uses the
gallery's exact gold; the one-time Sentry URL bootstrap leaves
deploy.sh; the backup comment states the rule rather than the incident.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
Eric grabbed a warded treasure and took the Ward's three points — but
the attack modal showed a bare-knuckled punch, the hint line said the
owner "attacks with a punch", and the cast panel called it a physical
blow with no card behind it. The engine knew better: the stack has
carried sourceName ("warded treasure") since rev 9, and the damage
line used it. The client never read it.
Now every cardless stack with a name shows that name — and, for the
Ward, the Ward card itself — in the modal, the hint line, and the
cast panel, with the damage inbound. In the chronicle, a counteraction
played against it records "warded treasure" rather than "punch", and
an EMPATHY echo of it names the same. Chronicle-only, ungated; all 58
production ledgers replay clean.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
The box lid links to the clips beside the about line, and the gallery
pages wear the site's own dress — its masthead with a way back to the
table, Oswald headings, Archivo Narrow body, the parchment-and-gold
buttons — so a shared clip and the game it came from read as one
place. The clip page's subtitle is the blurb alone, the title being
the heading.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
Springing the Trap never showed its fireball: Rival stepped into the
watched corridor facing the way he walked, and the ambush's fireball
flew in from the mouth behind him while only the caption told of it.
The director now aims at incoming magic and punches — the caster's or
attacker's square, straight or through a mouth — and a stride that
ends with something to watch turns once more after the walk, the
slate holding the outcome until the eyes face it. The fireball comes
through the wormhole at the camera, then the blow lands.
The trap's first beat re-blessed for it.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
The Warp Sniper cut to another angle the moment the fireball landed,
though the caster could see the whole thing: the director counted a
warp mouth before the target as blocked sight. Sight threads warps as
the rules say, and now the camera does too. director.sightline finds
the heading that actually sees a point — straight, or through a mouth
by aiming at the target's position in the far room and asking whether
the bent ray reaches it — and both the aim and the turn-toward-the-
actor rules use it. Only a point no ray reaches earns the cutaway.
Warp Sniper's second beat re-blessed: Wanderer's eyes now find Rival
through the mouth as the turn passes to him.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
A day of Eric watching the clips as a newcomer would.
The camera can pitch: FirstPerson takes a `pitch` that shears the
horizon up the pane (walls center on it, the eye stays half a wall
high), so the ground at the pane's foot comes within half a cell. The
director uses it for deeds at your own feet — a conjuration on your
square, a treasure taken up, the pit you fell down — instead of the
cutaway that stepped outside your body.
Everything shows through a warp. The floor pass now runs between the
cast and the wall draw, so a column that bent through a mouth maps its
ground through the warp's rigid motion and wears the far room's decals
— the pit past the wormhole included — under the same violet haze as
its walls.
A wizard down a pit is public (inPit on the player view), drawn sunk to
the floor line in first person and dimmed on the board. A body sharing
your square, which had no depth to draw at, stands right in front of
you. A pit leap glides like a shove instead of cutting. And the
director's blocked-sight test no longer counts a warp BEYOND the
target as a block, nor stands a cutaway camera inside another wizard's
square — the pair that put Wanderer's face across the whole pane.
The reel stops for a die: a card over the held world names who rolls
and for what, tumbles the faces on the reel's own clock, lands the
roll, and only then plays the outcome; the beat, the fx, the glides
and the camera all wait it out. A punch by you drives a fist into the
scene; one at you comes at the camera; both land with a comic POW.
film-clips rolls until the reel's last move rather than a fixed count,
and the gate settles longer on a step whose caption rolls a die. All
thirty goldens re-blessed.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
Two things for a viewer who has never seen the game. When the reel's
pov passes to another wizard, the cut used to be instant — one wizard
apparently teleporting. Now a slate wipes across the pane: a dark band
sweeps in over the old sight, holds with the new wizard's standee and
THROUGH THE EYES OF <name>, and sweeps off to reveal theirs. It is an
FpFx ("slate") drawn by the renderer on the reel's own clock, so the
harness and the film see the same frames.
The caption grows a right-hand column: strides left to spend this turn
as a countdown, ♥ life, and chips for what the wizard carries,
displays, or suffers — a treasure, displayed cards, spells on them
with turns remaining, lost turns, banked Pass Wall, attack spent. The
save-video composite carries the same column.
All thirty scene goldens re-blessed: the caption is inside every
frame. The 3D panes are pixel-identical to the previous goldens.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG