Commit Graph
179 Commits
Author SHA1 Message Date
Eric WagonerandClaude Fable 5 9cc0430ee2 The left-hand hand deals into two columns and the map takes the height
Player refinement: no vertical scrolling through a tall single file —
the side hand lays out two cards abreast, and with the bottom strip
holding only buttons the board viewport stretches to the freed room.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-29 23:36:13 -04:00
Eric WagonerandClaude Fable 5 d334b267a2 The hand may stand at the board's left (preference)
A player asked for cards down the side instead of along the bottom.
With the new pref on (wide screens only), the hand claims a sticky,
scrolling column at the left while the hint strips and action buttons
stay beneath the board — the table-edge dissolves into the grid so its
children place themselves. The strip moves inside the .game grid to
make that possible; the default bottom layout spans the full row as
before, and phones keep their one-column flow.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-29 23:28:00 -04:00
Eric WagonerandClaude Fable 5 4430a0def1 The board gets a zoom dial, and its size is never left to chance
Players wanted to magnify crowded squares; the board now lives in a
scrolling viewport with +/− controls (1x fit to 4x), zoom centered on
the view. The svg's width is always set explicitly — fit × zoom,
remeasured by a ResizeObserver — which also cures the stale small
board left behind when the first-person pane closed: auto-sizing
against shifting CSS constraints is gone entirely.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-29 22:57:55 -04:00
Eric WagonerandClaude Fable 5 7f82aa47e0 Auto-grab asks before pocketing your own treasure
Walking off a square holding your own chest is the capture clause's
favorite setup, so the end-turn caution now names it before the
auto-grab preference takes it.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-29 22:36:04 -04:00
Eric WagonerandClaude Fable 5 691f44d858 Room invite links: /join/<CODE> recruits with a card of its own
A living room's link unfurls as an invitation (waiting rooms beckon a
seat, started games a gallery view) via the shared ogPage baker. The
client follows the path: a held seat resumes, a waiting room offers
join-or-watch from the lobby, a started game is watched at once. The
address bar carries the invite link at any table, with a copy button
beside the roster.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-29 21:57:38 -04:00
Eric WagonerandClaude Fable 5 e93bcc15a2 Credibility pass: session residue swept from the rev-10 run
War-story comments become timeless constraints (carrier rule, boobytrap
tell, remove-curse prescription); the rev changelog reunites under
GameConfig.deckRev; three hand-copied cardless stack literals fold into
openCardlessStack; the visionstone one-edge loop is shared via
throughOneEdge with the edge-target hairpin exclusion stated; drain()
moves to test helpers and replaces four inline copies; the butt-head
sweep test loses its dead scaffolding and its expect(refused || true)
tautology and now asserts both branches; a process-named suite is
renamed for the behavior it pins; dead .bezel-spacer CSS and the fx
effect's fossilized cleanup story go. No behavior changes: 304 engine
tests pass, 36/36 ledgers replay, web typecheck clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-29 19:14:03 -04:00
Eric WagonerandClaude Fable 5 b99c22f14a Disease makes its caster the carrier (rules rev 7)
The card says it plainly — "You're the carrier! Disease caused by
spell does not affect you, only others" — but the engine cast it AT an
adjacent victim, making them the plague rat. At rev 7 it is a
self-cast on fear's pattern: no target, no counteraction window
("REFLECTIONs have no effect against this"), duration equals the
number, and sharing a square bites in both directions — the carrier
walking in, or anyone walking onto the carrier. Older ledgers hold
targeted disease casts with full stack exchanges, so the legacy attack
path survives for rev ≤6 games and all 33 ledgers replay clean. The
client offers the plain Cast button for it in rev-7 games.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-28 12:35:35 -04:00
Eric WagonerandClaude Fable 5 5eb5312637 The attached number rides every cast path too
A number attached to SHIFT WAND silently stayed in hand: the two-stage
caster paths (shift-wand, teleport-opponent, mental-force) went through
withMods, which carried the modifier cards but not the separately-held
attached number. withMods now folds the number in wherever the call
site did not already carry it, so what the hand shows attached is what
the command carries — all of it, on every path.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 23:22:56 -04:00
Eric WagonerandClaude Fable 5 e388691858 The tear waits for counteractions (rules rev 6)
STRENGTH's card says the grab "would be an attack," but the engine
resolved it instantly while punches opened counteraction windows — the
defender never got their say. At rev 6 the tear rides the stack like
any physical attack: the clutch roll waits out the counters, and only
an unstopped grab still in arm's reach of a still-laden defender gets
its wrestle. A TELEPORT escape now genuinely saves the chest (FULL
SHIELD does not — the card stops spell attacks only, and the grab is
physical). The automatons counter tears at their carried gold by not
being there when the hand closes. Narrowing, so rev-gated: games
pinned at rev 5 keep their instant tears and replay unchanged — all 29
ledgers verify.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 22:40:12 -04:00
Eric WagonerandClaude Fable 5 358633022c Attachments ride every targeted cast, not just player targets
The engine learned to bend neutral spells, but the client only sent
aroundCornerInstanceId (and amplify/add/extend) on player-target casts
— applyMods was never called on the cell, edge, creature, two-cell,
trap, or teleport-opponent paths, so a SAFE aimed around the corner
went out bare and the engine rightly refused it. All targeted cast
dispatches now pass through withMods, so what the hand shows attached
is what the command carries.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 17:41:52 -04:00
Eric WagonerandClaude Fable 5 3bf3c33fdc Around the Corner bends every spell, hairpins included
Two holes, found when a SAFE cast at a treasure 'around the 180 degree
corner' refused with no line of sight (room LZ5R). First: the bend was
honored only in the attack path — every neutral resolve (creations,
summons, utilities, edge targets) checked straight sight and ignored
the attached card, though the card says 'any line of sight spell'.
castSight/castSightEdge now thread the bend through all of them, and
the chronicle narrates the neutral bend too.

Second: the bend itself pivoted only at cell centers, so the card's
flagship shot — doubling back up to 180 degrees around a wall's end —
never resolved: both legs graze the corner and die. The pivot may now
sit in the wall's open gap itself (bentSightThroughGap), which is what
rounding a corner physically is. Closed doors still block; two corners
still refuse.

The client lights bent-reachable squares for real now instead of the
old one-step-adjacency guess, creations included. Pure widening, so no
rev bump: every one of these casts was refused before, so no ledger
holds one. All 26 production ledgers replay clean; the LZ5R moment
itself replayed and the exact refused cast now lands.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 17:34:48 -04:00
Eric WagonerandClaude Fable 5 e2dfbd14e3 Edge cards light their targets; own casts never wrench the neck
Raising an edge-target card now makes every wall and door face
breathe faint gold in the pane — the cockpit's answer to the board's
edge handles — with hover still brightening the chosen face. And the
director's own-magic aim gains a quarter-turn cap: a deed you aimed
behind you via the keymap stays behind you, while deeds done TO you
may still spin the world.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 16:08:51 -04:00
Eric WagonerandClaude Fable 5 37d3265c67 Rules divide the checkbox stanza only
Between checkboxed rows and nowhere else — no frame above or below
the stanza, none around the control rows.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 15:52:58 -04:00
Eric WagonerandClaude Fable 5 95bfecb206 The preferences read as a ruled ledger
Rows rule apart with the games ledger's own brown line, fill the
panel's width so the checkbox column aligns, and control rows
right-justify their controls opposite their labels.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 15:51:36 -04:00
Eric WagonerandClaude Fable 5 054b06c631 Preferences wear the table's ink; hand-drawn becomes alternate
The native checkboxes clashed with the parchment: they are now
stamp-bordered boxes checked solid with a parchment tick, and their
labels rag left with the box instead of centering. The token-art
toggle's second option reads "alternate".

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 15:46:58 -04:00
Eric WagonerandClaude Fable 5 7bd8eff11c The instruments move into the bezel; the windshield goes bare
Per the table's suggestion: chevrons and trays no longer overlay the
canvas — a frame holds them. The top bezel carries the ride controls,
the sharing-your-square portraits, and the hide button; tall turn
paddles flank the glass; the bottom bezel holds the strides, the
at-your-feet tray, hazard chips, the warp-step, and the key hint.
Every canvas pixel is now permanently hover-and-click target glass,
and the yield-while-targeting hack retires unneeded.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 15:23:14 -04:00
Eric WagonerandClaude Fable 5 0530ecb039 The helm yields the glass while a card is aimed
The drive chevrons are buttons over the canvas edges, and the
back-stride strip owns the bottom band — exactly where an adjacent
square's floor renders. With a card selected, hovering there showed
no target and a click would have STEPPED backward instead of casting
(the tacks report: the pane refused what the map allowed). While a
card is aimed the strips now fade and stop catching the pointer, so
every pixel of the pane hovers and clicks as a target; the arrow keys
still steer throughout.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 15:21:05 -04:00
Eric WagonerandClaude Fable 5 728f9fc28a The feet tray learns hazards and the warp step
Two blind spots close. The active body — wizard or ridden mount —
standing on a dimensional-warp token gets a "step through the warp"
button in the feet tray, dispatching warpStep for the wizard and
creatureWarpStep for the mount (the command the RNRX troll report
earned). And whatever you stand IN shows as a warning chip: tacks,
slime, dust, a pit, the ooze — the near plane's last secrets told.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 15:19:22 -04:00
Eric WagonerandClaude Fable 5 e499df22d7 The facing ribbon rides the mount
While the pane possesses a creature, the keymap's golden ribbon moves
to the mount's token — same shallow triangle, sized to the smaller
body, turning with the borrowed eyes — and leaves the wizard's brow
until the rider returns.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 15:02:28 -04:00
Eric WagonerandClaude Fable 5 1595118410 Possession: ride your creature's eyes; the cockpit stops flinching
The pane learns the menagerie. On your turn, a "ride" button appears
for each creature you command with moves or claws unspent; mounting
seats the camera in its skull facing its longest corridor, hides its
own hide from its eyes, and hands it the helm — chevrons and arrows
stride IT, an adjacent floor click steps it, and clicking an enemy
sharing its square lands its blow. A banner shows the mount's
remaining legs; one tap (or the turn passing, or the mount dying)
returns you to your own eyes, where the director reseats you fresh.

Two cockpit-dignity fixes from live play ride along: a cutaway to
your own body now plays only for things done TO you — dropping a
dagger no longer flings your eyes out of your skull — and a standing
camera is never "rescued" off a wall you deliberately faced; the
deepest-corridor default applies only to fresh cuts.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 14:56:29 -04:00
Eric WagonerandClaude Fable 5 19752e55e1 Forfeit legs earn no scolding; the pane sees your boots
Picking up an object ends the turn's actions AND movement — yet the
end-turn caution still tallied the unspendable points as regret. The
unspent-movement reason now stays quiet once actions have ended:
those points cannot be spent, only mourned.

And the raycaster has no downward pitch, so whatever lay in your own
square — a treasure, a dropped blade — was invisible from inside the
cockpit. An "at your feet" tray now rides the pane's bottom edge on
your turn: your square's floor treasures and objects as clickable
icons, each a one-tap pickup through the same commands the board's
buttons send.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 13:51:27 -04:00
Eric WagonerandClaude Fable 5 22c443d2c5 The crosshair answers before the click commits
Hovering the pane now shows what a click would do: a wizard or
creature outlines in gold with its name at the crosshair, a wall or
door face lights across every column it owns, and a floor square
draws its perspective-true quad on the ground. Warp-bent ground still
targets truly but labels itself "through the warp" rather than
drawing a quad in the wrong geometry. And when a cell-target card is
selected, the ineligible ground dims in the 3D view itself — the same
litCells the board's shadow uses, rasterized into the floor pass.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-26 12:35:12 -04:00
Eric WagonerandClaude Fable 5 42d872df6d Milestone two: the pane becomes the wand hand
Clicks in the first-person view now act. The renderer keeps what the
last frame knew — per-column depth, warp bends, every wall hit's edge,
every sprite's screen rect with its identity — and hitTest inverts the
projection: the nearest visible sprite answers as its wizard or
creature, a struck wall or door answers as its edge, and the ground
answers as the square under the pixel, warp-bent columns mapping their
virtual floor back to real cells through the warp's own rigid motion.
The pane hands each target to the very functions the top-down board's
clicks use, so pane and map can never disagree: click the floor ahead
and you walk there; click a door with a key selected and the lock
turns; click a wizard with an attack and the spell flies.

The keymap token now wears a golden wedge showing the camera's compass
quadrant — the cockpit and the chart always agree on which way you
face. Verified live: a floor click became a real move command in the
room ledger, edge clicks resolve and defer correctly, and the wedge
tracks quarter-turns.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-26 12:28:51 -04:00
Eric Wagoner aac06dd2b5 Merge branch 'main' into first-person-play 2026-08-26 12:13:13 -04:00
Eric WagonerandClaude Fable 5 9af7bd80ce The host clears seats and closes rooms
Two lobby-lifecycle gaps from tonight's duels (a token lost to a
client bug left an unkickable ghost seat holding a chair in VQJW).
kickSeat: the host removes any other seat from an unstarted room —
the kick is a ledger line so restarts replay it, and a kicked live
socket is set adrift with notice. abandonRoom: the host dissolves a
lobby or a finished game; every member is notified and detached, and
the ledger is archived to rooms-abandoned/ — moved, never deleted.
The lobby shows hosts a ✕ per seat and an abandon-room control.
Proven live: kick with notice, kick surviving a server restart, and
abandonment archiving its ledger.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-26 11:05:42 -04:00
Eric WagonerandClaude Fable 5 dd87f1d843 Monsters ride the wormhole; mental force fails loudly (rules rev 5)
Two findings from the first human-vs-Claude duel (room 9UA6). A
creature standing on a DIMENSIONAL WARP token had no way through it —
warpStep obeys only wizards. The new creatureWarpStep command steps a
commanded creature through the tokens under the walker's rules: one
move spent, solid stone refuses it, FEAR holds the beast, touch
effects greet whoever shares the landing; the board taps the paired
token like a rim mouth. Replay-safe ungated — a new command widens
nothing that was recorded.

MENTAL FORCE ate its card silently when the destination lay beyond
the victim's three walked spaces — the caster spent an attack and
learned nothing (ask me how I know). Rev 5 refuses the impossible
destination up front with the card kept; when the victim slips out of
range between cast and resolution, a mentalForceFizzled event tells
the table what happened instead of nothing. All 20 production ledgers
verified, the duel's own among them; 283 tests.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-25 23:59:31 -04:00
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 b16bbe82a6 The masthead wears its deploy stamp
A small yyyy.mm.dd.hh.mm mark beside the edition line, baked in at
build time — and the deploy builds moments before it ships, so the
stamp reads as deploy time.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-25 14:34:06 -04:00
Eric WagonerandClaude Fable 5 b8bb60cf6d Milestone one: the pane becomes the cockpit
FPV play begins. On your turn the pane takes the helm: arrows or WASD
— quarter-turns are free camera, a stride issues a REAL move command
through the same cautions and refusals as a board click, and a wall
bounces you with the table's own toast. While the player steers, the
director keeps its hands off the idle facings; your own magic still
turns your head, and cutaways still fire. The layout inverts to match
the mode: the 3D view is the primary window into the game, the
top-down board reduced to a keymap beneath it, with the control hint
in the pane's corner. Typing in chat is never hijacked.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-24 00:02:16 -04:00
Eric WagonerandClaude Fable 5 c7109fcddf The pane sits square on the board's shoulders
Eric's layout call: the first-person pane wears exactly the board's
width, directly above it. A shrink-wrapped column stacks the two, with
the pane held out of the intrinsic sizing (width:0, min-width:100%) so
the BOARD alone decides how wide the column is; the canvas keeps its
aspect as it scales.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 23:46:20 -04:00
Eric WagonerandClaude Fable 5 e6ef5f6315 First person comes to the living table (branch work)
A pane above the board plays the game through your own eyes while you
play it — the board below stays the tactical truth. One new module,
fpv/director.ts, extracts the reel's directorial instincts (the aim
ladder, the hurl test, the glide gatherer) so the replay and the live
pane share one eye and can never drift; Replay is refactored onto it
unchanged. LiveFirstPerson.svelte feeds the shared FirstPerson
renderer from the live event stream: every batch plays through the
same fx pipeline as the instant replay — projectiles, door swings,
conjurations growing — while the camera walks your strides, turns to
your aims and to actors in your sight, cuts away (with your own body
in frame) to deeds beyond it, and never idles nose-to-brick. Bodies
glide between server views. A ✕ hides the pane; the liveFp preference
(on by default) brings it back.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 23:29:03 -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 5fc5805354 Odds, ends, and every missing effect: doorways dressed, victory earns its fireworks
The audit Eric called for, delivered whole. Open doors are DOORWAYS
now: stone jamb posts at both ends and a lintel hung across the top
(paintable as textures/doorframe.png), the way through open to the eye.
Battle damage shows — the engine's per-edge wallDamage wears painted
cracks into any wall, heavier as harm mounts. The wall safe stands as
a strongbox volume instead of a flat token. Hedges take root: an
underbrush floor decal covers the whole square beneath them (Eric's
report — a billboard at center depth can't reach the floor trapezoid's
near edge), and the hedge itself widens past the cell. Rubble
stretches across the fallen wall's full gap, corner piles landing at
the posts, exactly as its art was painted.

The first-person effect gaps close: victory now throws SIX fireworks
climbing over the winner's home with gold washing the screen; sector
rotations flash violet and heave the whole world; the Thumb of God
lands with a burst and a shudder; walls conjured from nothing rise in
stone dust; and every hazard pratfall plays — pit falls (with a dark
drop and jolt for the faller's own eyes), ooze slips, tack yelps,
thorn snaps, slime, dust. Dying in first person fades long and dark.

And the whole tale travels: a finished game's full replay carries the
share button too — turn -1 mints a link to every turn of the game,
each through its wizard's own eyes, titled for the winner's triumph.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 19:32:42 -04:00
Eric WagonerandClaude Fable 5 a28d27eedc The camera always wears the turn-taker's eyes, and knows whose turn zero is
Eric's rule, applied everywhere: every reel — moment, catch-up, whole
tale — follows the wizard whose turn it is, the pov switching at each
handover as boundaries scroll past. And the J8LL mystery dies with it:
turn zero's opening boundary lives in the DEAL, before any command, so
scanning a moment's steps found the NEXT turn's start instead and put
the camera in the wrong wizard's head. momentSteps now names the owner
from the very boundary that opened the turn — counted through the deal
— and carries it to the client and the share page, where it also fixes
the same latent mis-titling.

Also aboard: the cutaway shot. When the eyes aim at something they
cannot see — a wraith summoned across the maze, a spell through walls —
the camera cuts to the target's cell for that beat, standing back down
its deepest corridor, and cuts home on the next step. The wraith no
longer materializes off-screen.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 18:56:02 -04:00
Eric WagonerandClaude Fable 5 6788de2f6e The chronicle remembers everything, and holds still while you read it
The game log's sixty-line window was a render cap, not a limit of what
the client holds — a rejoin replays the whole game into memory. The
chronicle now renders every line back to the deal, and its auto-scroll
grows manners: it follows the newest line only while the reader sits at
the bottom, and holds its place once they scroll up into history.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 18:35:15 -04:00
Eric WagonerandClaude Fable 5 4838996cf0 Share a turn with the world: /watch links, cards and chrome included
The share button lands on the instant replay. One click mints a slug —
persistent, unguessable, one per (room, turn) — and copies a /watch
link anyone can open: the server rebuilds exactly that turn for the
nameless SPECTATOR, public knowledge only, none of the rest of the
game visible. The page arrives with its OpenGraph card pre-baked into
the head (crawlers never run the app): the turn's title and round in
the text, and an og.png of the maze itself — cells, walls, doors, warp
mouths, homes, standees — painted server-side and PNG-encoded with
nothing but node's own zlib. The viewer page wears its chrome: the
WIZ-WAR masthead linking home, the turn's title, the reel opening
straight into the turn-owner's eyes with a "watch it again" loop, and
a footer that says what this table is and deals the visitor in.

The share page loads as its own entry so a shared link never drags the
full app's socket appetite along; the reel's modal scrim learns to
stand in a page instead of over one.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 17:34:00 -04:00
Eric WagonerandClaude Fable 5 f52d0d88a9 The instant replay: a chronicle line's eye relives the turn, firsthand
The dream feature lands, behind a preference that ships off for now.
The chronicle's lines grow structure — each knows its turn, counted by
the same boundary events on both ends of the wire (the server counts
the deal's own events too, or every number would sit one turn behind).
The first notable line of a turn — combat, spectacle, a targeted cast
— wears a small eye; clicking it asks the server for that one turn's
steps, rebuilt and redacted like any reel, and the replay opens
STRAIGHT into first person through the eyes of the wizard whose turn
it was: their position, the viewer's knowledge, nothing private leaked.
It plays that turn and stops. Save-video and the board toggle come
along for free.

Two camera bugs die with it: the replay tween effect tracked its own
writes, restarting the ease every frame until walks decayed into the
slow wall-piercing drift Eric saw — untracked reads run one tween per
step now. And the reel camera follows whichever eyes the reel wears,
not always your own.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 16:05:07 -04:00
Eric WagonerandClaude Fable 5 3c479eddbb The maze through a wizard's eyes: the first-person raycaster (/?fpv)
Stage one of the replay vision: a canvas raycaster over the GameView —
walls on edges marched by DDA, doors with lintels, firewalls that
flicker, rim warp mouths that shimmer violet, token art billboarded and
occluded per column, torchlit vignette. It renders the view a player
would be SENT, so an illusion this wizard has not seen through stands as
solid as stone in first person too. The /?fpv workshop free-flies a
dealt maze with wall collision, a minimap eye-cone, and ?seed=&x=&y=&dir=
to stand the camera anywhere. Next: drive it from the replay reel.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 12:19:03 -04:00
Eric WagonerandClaude Fable 5 813f92d419 The full telepath audit: every private glimpse held up, every silence voiced
A sweep of all 142 engine events against the client found three more
telepath-class drops and eight silent chronicle gaps. THOUGHT STEAL's
plunder and a kill's hand-spoils now get the reveal modal (generalized
from the mind-read one — title, note, the cards fanned out); your own
end-of-turn draw names its cards in the log. The mute events speak:
dispels, walls of fire rising/burning/guttering, filled squares,
crashing waterwalls, clattering thrown objects, and REUSE SPELL's
retrieval. Also verified clean: every param-taking card has collection
UI, and every cell/edge-targeting card is aimable on the board.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 11:53:17 -04:00
Eric WagonerandClaude Fable 5 6165d43639 Unspent legs are no regret atop another wizard's gold
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 11:10:23 -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 6e1ccb0195 "Hold on —": cautions before easy-to-regret plays, and a house bot tier
An optional confirmation (on by default, one checkbox to silence) catches
the classic table groans before they land: ending the turn with movement
unspent, ending it with a hand too full to take the draw, and walking off
— or ending on — your own home with a deliverable treasure still in your
arms. Preferences also learn a default automaton skill, remembered from
either the prefs panel or the lobby's tier picker.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 10:59:26 -04:00
Eric WagonerandClaude Fable 5 bde68aa85c Telepath's glimpse gets held up to the light
The engine sent the caster a private handRevealedPrivate event carrying
the victim's cards; the client logged the public line and dropped the
private one on the floor. The stolen mind is now a modal — the cards
fanned out, once, until dismissed — in the trap-notice pattern.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 10:49:35 -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 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 3445d12206 The Peanut Gallery: nameless read-only spectators, counted but never named
Watch a room by code alone: no seat, no ledger line, no voice in chat.
Views and events are redacted for the empty viewer id (which no seat can
hold), so hands, wards, ambushes and boobytrap truths stay dark. The
table sees only a head count.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-21 10:41:33 -04:00