An audit of every card in the deck, prompted by the Alter Ego, found
two more whose cast worked but whose promise was never kept.
LIFESAVER — "immune to the effects of losing both of your treasures"
— was cast and remembered and never asked where a wizard is
eliminated for exactly that; twenty-three recorded casts never
mattered. FORCE FIELD stopped the spell and vanished, though the card
keeps it standing until the opponent's turn ends, barring them from
entering its caster's square or casting on or past them. Both are
honored from rev 21, the field on every side where the card says one.
Older games replay as they were played. Tests pin both readings.
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
A bare ping to a slug Sentry has never been told about is accepted
and dropped, so the rollup monitor never existed and a missed night
would have alarmed nobody. The check-in now carries the monitor's
shape and upserts it.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
The automaton stood in Kestrel's DUST CLOUD and filled a square with
stone three rows away. The cloud blocked only sight lines passing
through it; the square a line began or ended in was never asked. The
FAQ is plain: no LOS spell may be cast by a wizard in a cloud, nor at
one, though a spell upon oneself still works, and VISIONSTONE does
not see through dust. From rev 19 the engine's sight and the view's —
the targeting aid the client and the automaton both read — refuse a
line with dust at either end. Older games keep their sight.
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's blade came back halved off the automaton's REFLECTION and
landed before he could raise the ABSORB in his hand. FULL REFLECTION's
return was already a fresh attack with the caster's own window; the
half now goes the same way — its damage and any split duration ride
a returned stack the caster may meet with an ABSORB, a BLUNT, or
another REFLECTION. Trapped spells and creatures' touches keep the
instant half. Older games replay as they landed. A test soaks the
half and takes it, under rev 18 and rev 17.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
Only a bare step is a matter of revision: from rev 17 a square beside a
mouth is a fork to name; before it the step lands on the square, as the
recorded games did. Naming the mouth was never recorded, so it opens
for every game.
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
Idle rooms already went back to their ledgers, but a boot replayed
every ledger before the first sweep could put them to bed again — most
of a restart's fifteen seconds spent rebuilding games nobody was at.
A room put to sleep now leaves a stub beside the ledgers, with the
ledger's size at that moment; at boot a stub whose size still matches
answers for the room and the ledger stays unreplayed. Replayed rooms
take their eviction clock from the ledger's last line, so the first
sweep after a boot writes the stubs for everything long idle.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
Two-thirds of a ledger replay was structuredClone; a recursive copy of
plain data does the same work in a fraction of the time, so a server
boot — every ledger replayed — is half as long, and the automaton's
lookahead is quicker with it. Caddy now holds a request for up to
thirty seconds while the game restarts, dialing every quarter second,
so a visitor who lands during a deploy waits instead of meeting a 502.
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
Reuben, a goat with a 5 played and eight legs, aimed at a wizard eight
corridor steps away and was told he had no wings. The charge measures
the walk through real corridors, as rev 10 made it, but the walk was
searched only six steps deep and anything past that came back as
unreachable. From rev 16 the search runs as far as the legs do; older
games keep the six-step reading. A test charges seven or eight steps
under both revisions.
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
Once written, the poster's countdown fell back to idle while the same
move still showed, re-armed, and overwrote the poster with the next
move — for two scenes, the change-of-eyes wipe. A done flag holds 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
/usr/local/bin/wizwar-visitors.sh prints one screen — live sockets and
rooms touched in the hour, today's traffic row, the names seated today
with the first-time ones marked, every room opened today with its
state, move counts, span, and last human move, humans' chat verbatim,
and the desk's count — and the wizwar-visitors skill reads it aloud.
It replaces the four hand-written versions of the same report from
announcement day.
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
Reddit and BoardGameGeek send no referrer, so a visitor from either
looks direct. A ?ref=<name> on the posted link says where they came
from; the rollup counts those (one per address per day, Facebook's
fbclid as its own) beside the referrers browsers do send. The pulse
gains a right-now recipe: live sockets, rooms touched in the last
hour, and today's partial row.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG