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>
The attack/counteraction stack: casting an attack (or punching) opens a
stack; the defender counteracts or passes, the attacker may respond
(ANTI-ANTI nullifies a counter), and resolution runs the damage
pipeline in play order. First effect wave, encoded from verified card
text: Fireball (flat 5 + destroys carried magic stones if damage gets
through), Lightning Blast (number damage + stun unless fully stopped),
Powerthrust (2 + optional number), Waterbolt (caster-chosen
damage/knockback split with push-away movement), Blunt (halve, round
result up), Absorb (-3), Full Shield (spell-only stop), Reflection
(half to both), Full Reflection (redirect), Absorb Spell (nullify and
steal the attack card), Create/Destroy Wall (dynamic edge overrides
layered over the board; collapse deals 4 to adjacent squares), Speed
(extra turn), and TRAP! on draw (lose next turn, redraw). Lost turns
skip on advance; unimplemented cards refuse to cast with a clear
error. 35 tests passing.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Pure deterministic game core in @wizwar/engine: seeded RNG (mulberry32,
state in GameState so seed+commands replays identically), sector
assembly with rotation, junction merging, and wraparound warps
(configurable pairings; the 2p diagram crosses its side openings),
movement (3 + one number card), geometric line of sight, deck building
from the verified card data (asserts 125/200 totals), and the
command-to-event reducer: setup with TRAP! redraw and die-roll first
player, punching (no combat round 1, no self-attack, once per turn),
damage/death with killer-takes-cards and forced discard, treasure
stealing with both victory conditions, pick-up-ends-turn, and
end-of-turn draw. Events carry full spatial detail for future replay
rendering; private card knowledge rides on visibleTo events with a
redaction helper. 21 tests passing.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
IMG_4684-4687: all 33 token types, six double-sided wizard standees
(front and back views), and 12 color-keyed treasure tokens documented
in research/tokens-6e.md. Verification checklist is now fully closed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Owner-measured: sector boards are 7.5in to a side (1.5in per space);
no errata sheet in the 6e box. Closes the physical checklist except
the optional counter-sheet inventory.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
IMG_4680-4683: Butt-Head and Mega-Monster (the last two cards with no
text from any source) transcribed verbatim; Force Field, Gift From
Above, Redirection, Dimensional Warp renames confirmed; Troll, Wraith,
Skeleton, Thought Steal, Warp Wand, Sticky Wand faces verified; number
cards confirmed to carry no rules text. cards.json is now 208 verbatim
/ 9 paraphrased / 3 uncertain (all Exp2, not owned). VERIFICATION.md
updated to v3 with all priority checks done.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
cards.json: 220 cards across base/Exp1/Exp2 with official 6E quantities
from Eric's rulebook (base = exactly 125, Exp1 = exactly 75), verbatim
text for all but two cards, FAQ rulings, and per-card verification
flags. boards.json: all six sector layouts, now physically verified
against Eric's board photos with zero corrections (research/
boards-verification.md), plus 2-8 player setup configurations.
rules-notes.md is the engine implementer's reference; VERIFICATION.md
tracks the few remaining spot-checks (Butt-Head and Mega-Monster card
text foremost).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
IMG_4674-4679: the four base-game boards plus the two Expansion Set #1
boards, photographed straight-down. These supersede the low-res BGG
scans as the authoritative source for wall and door positions.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Primary source photos of the complete 6th edition rulebook and the
Expansion Set #1 rules sheet, both including official card lists with
quantities. Transcribed to official-6e-card-list.md; both lists sum
exactly to their stated deck sizes (125 and 75), closing the biggest
research gaps: per-card quantities and number-card distribution.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Assembled from the Wayback Machine (Tom Jolly's wizwar.com), BGG, and
fan archives: 5E rules transcription (6E is a light revision), Jolly's
2002 FAQ, ~208-card Chessex-era card pool with mechanics, all six
sector board layouts reconstructed from photos + fan redraws, and
setup diagrams. Gaps flagged for verification against Eric's copy.
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>