Commit Graph
3 Commits
Author SHA1 Message Date
Eric WagonerandClaude Fable 5 500d9a7154 How-to-play gains 'The automatons': temperaments, tiers, mysteries
The help never explained the clockwork — hunter/berserker/worrier
moods, the mystery deal and its end-of-game unmasking, and what the
difficulty tiers actually change (resources and repertoire, never
fairness).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-18 01:03:28 -04:00
Eric WagonerandClaude Fable 5 580af58424 How-to-play says the base movement is three
The rulebook tab had it, but the quick how-to never stated the most
basic number in the game. The movement section now opens with it.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-16 11:40:24 -04:00
Eric WagonerandClaude Fable 5 8d10dfee67 In-game help: how-to-play guide, the 6e rules, and a card library
"Help & rules" in the masthead (lobby and table alike) opens a paper
booklet with three tabs: How To Play (the client's own controls —
moving, casting, attaching numbers and modifiers, fighting, turns,
transfers), The Rules (the 6th edition rules condensed faithfully
from the verified rulebook transcription, exact numbers throughout,
with a Jolly Games colophon), and a Card Library — all 135 playable
cards rendered as the real card faces, searchable by name or text,
each labeled with its quantity and set. Escape closes.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-16 00:06:51 -04:00