The rulebook's movable-object list is wider than the stones: "magic
stones, treasure chests, the dagger, the large rock, and the
wizardblade" — and the expansion expects wands to change hands, since
"its remaining charges go with it." A new isMovableObject helper in
the engine names that full set, doDropObject honors it, and the hint
bar's "Drop it here" button follows suit. Charges are keyed by card
instance, so a dropped wand carries them to whoever picks it up —
covered by new tests, along with the refusal to drop spell cards.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Wands charge on first use from the number card(s) played (Amplify and
Add both work when setting charges), spend one charge per use with a
hard once-per-turn limit, stay displayed while charged, and crumble
to the discard when the last charge goes. They are isolated from
their wielder — usable under NO SPELL — and Absorb Spell cannot eat
them. BLASTER WAND fires 3-point bolts through the normal
counteraction stack; STICKY WAND webs its victim (movement -3 for a
turn, +2 to any fire damage, including hotter firewall crossings);
SHIFT WAND shoves a wizard one space in any direction straight
through stone walls; WARP WAND opens a wall section that snaps back
at the end of the turn. DEJA-VU retrieves any discard except a wand.
The wands' 5e-era "stick" subtype is renamed "wand" per Eric (the 6e
faces say Wand; Exp2 shelf cards keep their period names). Client:
charge badges, shove targeting, retrieve-by-name. 101 tests passing.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>