Commit Graph
100 Commits
Author SHA1 Message Date
Eric WagonerandClaude Fable 5 e83d70116f Room ids pass a strict alphabet before touching the filesystem
The lazy room wake handed caller-supplied ids to fileFor; an 8-char
traversal like '../../aa' fit through the length trim. Only [A-Z0-9]
codes reach disk now — reads refuse quietly, server-minted writes
fail loud.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-30 13:48:34 -04:00
Eric WagonerandClaude Fable 5 002698085f Ready for a crowd: idle rooms sleep, share cards render once
Memory now carries only live tables — a sweep puts finished rooms to
bed after 30 minutes and anything untouched after a day, and getRoom
wakes a sleeping room from its ledger the moment anyone asks (the
seed plus the log IS the game). The room cap counts ledgers on disk,
not just rooms awake. Share-card PNGs render once per share id and
cache immutable. Rate-limit kicks use terminate() so an abuser cannot
hold the socket open by ignoring the closing handshake.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-30 13:43:23 -04:00
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 7bcad12449 The ward's bite gets its name, and shrink slips past the giant
Two chronicle truths from tonight's table: the cardless ward stack fell
through to 'punch from <owner>' — stacks now carry a sourceName, and the
bite reads 'warded treasure' as it always did pre-rev-9. And a SHRUNK
wizard walks straight through BIG MAN's square (table ruling: small
enough to slip between the giant's boots) — a widening, shipped ungated.

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 b538a0a2ae Reversed, Walking Dead heals half a point per step (rules rev 11)
The same FAQ turn as Slow Death's: a REVERSE riding the cast attaches
the curse backward, and every second space walked gains the point the
bite would have taken. Older ledgers attached it biting and replay so.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-29 23:01:01 -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 7ee3c01e44 Idiot lifts the moment its march turns impossible
The all-carried check ran only on the victim's own step, so a curse
whose last floor treasure was hauled off mid-turn kept its grip until
the idiot happened to move. The lift check now also runs at the pickup
that empties the floor, and at attach for a victim already standing on
their chest.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-29 22:35:00 -04:00
Eric WagonerandClaude Fable 5 dd6ba59220 Reflected permanent curses return to their caster (rules rev 11)
SLOW DEATH, WALKING DEAD, and IDIOT ride no damage or duration pipe, so
a FULL REFLECTION used to evaporate them; per the FAQ reflections act on
the cast, so the returned curse now opens its stack against the caster
like any reflected spell. Marked permanentCurse on the three defs; older
ledgers keep the evaporation.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-29 22:23:53 -04:00
Eric WagonerandClaude Fable 5 e885325098 Reversed, Slow Death heals a point per draw (rules rev 11)
Per the FAQ: a REVERSE riding the cast turns the whole curse — the
victim gains a point for every card drawn, as permanently as the bite.
The stack's reversed verdict now reaches onResolved, and the sustained
effect carries it in its data scratch. Older ledgers attached the
biting curse regardless and replay unchanged (pinned at deckRev 10).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-29 22:20:29 -04:00
Eric WagonerandClaude Fable 5 e930d013f8 The invite card knows a finished tale from a live one
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-29 21:58:25 -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 f2af1e26f8 Duel skill: game-fourteen scars (soft terrain, grab-time interception, warp-landing traps)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-29 18:59:30 -04:00
Eric WagonerandClaude Fable 5 100f15651d OPSEC's final form: metaphors count
Game fourteen, third leak of the series: "a door my pick answers"
revealed a pick-lock without naming it. Table prose may reference
only public state — the board, never my options, in any costume.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-29 18:50:35 -04:00
Eric WagonerandClaude Fable 5 eaa672236b The boobytrap keeps its secret
The public boobytrapPlaced event and every subsequent view shipped
the four token cells in casting order — with the real trap always
first, a tell readable by any client. Tokens are now stored and
broadcast in canonical cell order while the truth lives only in
realKey (and the caster's private event). Deterministic sort, no rng
touched, replays unaffected; a test casts in reverse order and checks
that position whispers nothing.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-29 00:21:02 -04:00
Eric WagonerandClaude Fable 5 8ba0a934cc The goat charges on legs, not wings (rules rev 10)
Eric's table ruling: BUTT-HEAD's ram IS movement — the charge walks
real corridors on the turn's legal legs (three plus numbers played)
and spends them, with the walked distance as the damage. The engine
allowed an unlimited-range homing goat, and game thirteen ended on an
eight-square ram its own caster ruled illegal. At rev 10 the cast
refuses beyond-reach targets up front, a victim who slips away leaves
the goat winded ("outran"), and the legacy test pins the old behavior
at rev 9 for the ledgers that recorded it. The skill also gains the
passivity audit: a turn that only draws is a lost turn.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-29 00:17:32 -04:00
Eric WagonerandClaude Fable 5 cadba96b43 The ward tests wave the rev-9 window through
The bite rides the stack now, so the three tests that expected an
instant sting drain the counteraction window before asserting the
wound. Green across the suite; the earlier commit shipped with these
red, which the pipeline should never have allowed — noted in the
operator's own scar tissue.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-29 00:12:05 -04:00
Eric WagonerandClaude Fable 5 2a8539e59a Rev 9 ships with game thirteen's scars
The WARD's bite now rides the stack per its card text, cardless traps
carry their own damage through resolution, and the duel skill records
the goat: BUTT-HEAD's charge is cross-map physical that no spell-
counter answers, custody of one's own chest is a dial not a state, and
junction terrain outlives every spell cast near it. Ledgers verified.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-29 00:10:13 -04:00
Eric WagonerandClaude Fable 5 019deedd85 The imp's fire is a spell; the soulstone floor holds (rules rev 8)
Eric flagged both mid-game, and the second one killed me while he
typed: the scorch carried no damage kind, slipping past SOULSTONE
entirely, and the stone's own clamp guarded only from above — a bearer
already at 3 or less had no protection at all, the exact opposite of
"last three points cannot be taken by spell attack." At rev 8 the
floor holds from below (spell damage at or under the floor is simply
immune), and per the FAQ the scorch is a SPELL: it opens a
counteraction window, burns as magical fire, and FULL SHIELD parts it.
One victim's window at a time; the sweep finds the rest next pass.
Older games — including tonight's, where the flaw was fatal — replay
their recorded flames unchanged; all 34 ledgers verify.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-28 23:36:48 -04:00
Eric WagonerandClaude Fable 5 5dde7b4c21 Salience is Euclidean even when geometry is not
Eric's final layer on the torus lesson: humans see center tiles and
aim there, so the center-perceived seat pays an attention tax — and a
strong player arbitrages the gap between how the board looks and how
it routes. The bots, running true-graph BFS, have neither the bias
nor the ability to exploit it.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-28 13:30:17 -04:00
Eric WagonerandClaude Fable 5 b32db9878d Relocate sector is a topology weapon
Eric's framing after the six-player postmortem: on wrap boards one
sector shift breaks every curved warp at once — the card's payload is
the whole table's stale mental maps. The skill now says to hold it for
the moment an enemy plan leans on a wrap, and never to build a plan
whose only road is a warp while an opponent might hold it.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-28 13:09:45 -04:00
Eric WagonerandClaude Fable 5 b7c8428ed5 The duel skill learns the board is a torus
Eric, after game eleven: the warping edges mean there is no center
column — sew the right column onto the left and the geography is
identical. Seat-quality and distance judgments made in coordinates
are rendering artifacts; only the edge-and-warp graph is real. The
router always knew; the narrator now does too.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-28 13:06:03 -04:00
Eric WagonerandClaude Fable 5 7585a5e88d Two idle-bot loops cured; visionstone reaches the walls
Game eleven's silent turns, diagnosed from the ledger. Automaton III
proposed DESTROY WALL at a wall its visionstone could see — but the
engine's edge-target casts never honored the stone, despite the
declared policy that it is the bearer's sight wherever sight is asked.
castSightEdge now dissolves one wall for the look, and the three raw
losToEdge gates (create-wall, destroy-wall, attacks on walls) route
through it, gaining visionstone and bent-corner sight alike. Automaton
II cast REMOVE CURSE with no patient and no ailment named; the rung
now writes the full prescription. Refusal-fallback loops read as idle
bots — both replays march again. Ledgers verified.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-28 12:58:57 -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 db3b14fd51 The duel skill records the carrier-breaker combo
Game ten went the distance: the champion unpacked my winning carry
with drop-object + adrenaline + teleport-exile, ferried his own
clause-vulnerable chest beside him rather than leave it stealable,
and banked at ten life through a point-blank fireball. Scars: verify
a card counters before trusting it (NO SPELL is a curse, not a
counter), carry through his reach only with real counteractions, and
re-route everything after a sector relocation rewrites the world.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-28 12:00:19 -04:00
Eric WagonerandClaude Fable 5 f90fdfa42e The duel skill learns to rob one victim twice
Game nine, four rounds: Kestrel stole both of one bot's treasures —
two bankings for the win, the second doubling as the victim's
elimination. Concentrated theft beats spread theft: same points, one
fewer opponent. Also recorded: never chain move commands blind after
the (6,6) nook ate a full turn of refused exits.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-28 11:23:10 -04:00
Eric WagonerandClaude Fable 5 b59e11a4e4 The duel skill gains a turn poller and game-eight's swap gambit
Game eight: my SWAP HOME BASES mid-delivery eliminated Kestrel for
the first time in the series (instant bank + cross-board exile + the
captured-treasures clause), then the automaton shot me off its vault
steps at one life and won its second straight. The skill records the
poller workflow — a background watcher that exits when the game waits
on Claude, launched ONLY via run_in_background so the harness
actually wakes on it.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-28 10:42:29 -04:00
Eric WagonerandClaude Fable 5 ca9b09c029 Powerstone blesses a number already played this turn
On the table the stone and the number land together; digitally the
display can come a beat late and the +1 silently vanished. Displaying
POWERSTONE now grants the stride retroactively when a number was
already played for movement this turn, with a chronicle line so the
gain is visible. Pure widening — no rev needed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-28 10:22:59 -04:00
Eric WagonerandClaude Fable 5 ca0a4ef2e3 Forced drops bank honestly; half-dead sockets confess
DROP OBJECT's forced drop hardcoded onHomeOf null and skipped the
victory check — a treasure shaken loose over a home square neither
reported the banking nor triggered scoring or the captured-treasures
clause until something else prodded the engine. It now lands like any
drop: homeOwnerAt reported, checkVictory immediate.

And the stuck-game mystery from 38YP: a deploy restart left the
browser holding a half-dead socket that never fired onclose, so the
existing reconnect loop and masthead banner never engaged and a live
game wore a frozen face. The client now pings every 15s and force-
closes a socket silent for 45s, which wakes the reconnect machinery;
the server answers pong.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 23:45:26 -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 5f1eda2731 Boobytrap decoys die their own deaths
Stepping on a face-down token flips it: a blank leaves the board the
moment it is discovered, instead of all four indicators lingering
until the real one detonates. The trap itself still waits, the caster
still strolls over everything unharmed, and the chronicle narrates
the flip so the table learns which squares stopped being scary.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 22:52:09 -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 cbd4d80dea The clockwork learns three lessons from losing to Kestrel
Game six's table play, distilled into rungs. LOCK IN PLACE now roots
an enemy carrier closing on their home — the tempo theft that opened
game five, turned against the table. A pressed carrier of ANY
temperament casts MIST-BODY with its biggest number: an untouchable
delivery beats fear's radius, as the winning heist demonstrated. And
the pathfinder learns the thornbush is a jail, not a wade — entering
ends the turn, eats the next, and stings — so only a wizard with no
road at all dives in ("few will dive into one unless they are
desperate"). Also acquits Automaton II of game-six dithering: replay
showed its loop-de-loop was the true 13-step shortest path through a
walled quadrant.

Brains ship ungated; all 28 ledgers replay clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 21:53:47 -04:00
Eric WagonerandClaude Fable 5 3c70b9aedc The duel skill learns the thornbush is a jail
Game six went to Kestrel 6-0 by heist: a five-turn mist-body robbed
the bank I had just consolidated while I sat in his thornbush having
read only the flattering half of the card. Scars recorded: thornbush
ends your turn and eats the next, mist is immune to attack-typed
counterplay so plan for where it lapses, forks that only threaten
your own assets are published to-do lists, and spoken analysis is a
shown card.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 21:44:05 -04:00
Eric WagonerandClaude Fable 5 37a390ebbf A laden clockwork delivers before it avenges
Game five's automaton stood four steps from a winning drop and instead
warped across the board to chase the bot carrying its other treasure —
two compounding brain faults. First, the thief-chase rung outranked
delivery even while carrying; a carrier now never chases. Second, the
pathing ladder fell back to "march on any enemy with a clean corridor"
before trying the true objective through hazards, so one thornbush on
the road to the thief rerouted the whole campaign toward a bystander.
The objective now exhausts its hazard-waded route before any generic
enemy march. Replayed the FRP3 moment: the brain marches E,N,E straight
home instead of W through the warp. Brains ship ungated; ledgers
verified.

The duel skill gains game-five scars: the captured-treasures
elimination clock, FEAR as a self-cast aura, key-cutters without keys,
and Kestrel's two-players-per-card table play.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 20:35:40 -04:00
Eric WagonerandClaude Fable 5 825a73b154 The cockpit's spells fire: fx timers survive the state message
Two lightning blasts at an adjacent wizard drew nothing in first
person. The fx pipeline staged the bolt correctly — then died unfired:
the server sends `events` and `state` back to back, the state message
re-derives `me`, and the fx effect tracked it, so Svelte ran the
cleanup — which cleared every pending timer and stripped in-flight
sprites — before the bolt's zero-delay start could fire. Every live
cast effect in the pane died this way since the pane was born.

The effect now tracks only the batch; everything else reads under
untrack, and timers are cleared only when the component goes down.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 19:15:55 -04:00
Eric WagonerandClaude Fable 5 773f0a7d21 Visionstone shots draw their ray and mark the pierced wall
A stone-bearing automaton fired Blind through a warp mouth and one
wall, and the table saw nothing but the attack modal — the sight trace
only knew plain and bent-corner lines, so a legal shot read as a cheat.
When the attacker displays VISIONSTONE and no plain line exists,
stackSightTrace now finds the single edge whose removal opens the line
(warp legs included), draws the ray through it, and the keymap pulses
the dissolved wall so the answer to "how can he even see me?" is on
the board. Verified against the live LZ5R blind moment: warp mouths
at (0,2)W and (4,7)E, pierced wall V:3,8.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 18:52:46 -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 f53f26ace9 The cockpit's camera ignores your own casts entirely
A cast through the glass is aimed by the eyes that fired it — you
face it by definition — and a keymap cast is a deliberate off-screen
act. Neither moves the camera. Aims and cutaways serve only deeds
done by others.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 16:10:27 -04:00
Eric WagonerandClaude Fable 5 72f5df5bba Your own casts never cut away
Casting a door onto the wall you already faced tripped the blocked-
sight cutaway: the camera leapt to film the wall from another
vantage, reading as a spin that put your back to your own door. In
the live cockpit your own deeds now only ever TURN the head, gently
and never past a quarter-turn — cutaways remain for things done TO
you.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 16:09:57 -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 a4a871592b First person play arrives: the pane is the game
The first-person-play branch merges. The 3D pane becomes a full
cockpit — click-to-act with hover answers, eligibility dimming in the
world, tappable and keyable movement in a bezel of instruments, the
at-your-feet and sharing-your-square trays, creature possession with
the facing ribbon riding the mount, warp-preserved headings, and the
keymap wearing the camera's compass. Ships opt-in via preferences.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 15:58:00 -04:00
Eric WagonerandClaude Fable 5 64a6041a28 The first-person pane becomes an invitation, not a default
Through-your-eyes ships opt-in: the preferences toggle turns it on,
and only an explicit yes is remembered.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 15:57:32 -04:00
Eric WagonerandClaude Fable 5 4354a1860f 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 15:53:17 -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 4e93a77e8d 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 15:51:40 -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 bdfe357429 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 15:47:27 -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 2206982c05 Forward rides above the glass, back below it
The strides map to the space they move you through: step-forward
centered in the top bezel, step-back centered in the bottom, matching
the hand's instinct from the old edge chevrons.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 15:45:26 -04:00
Eric WagonerandClaude Fable 5 3bd7e3c81d Credibility pass: the duels leave the code, staying in the ledgers
Third pass, scoped from 7a32370. Three blind reviewers (engine, web,
server/tools) each concluded the work is coherent engineering with
seam-level tells; every finding was verified before touching a line.

Session biography left the comments: the bot brain's heuristics no
longer cite the opponent who taught them, the RNRX coma parenthetical
and the thief-chase citation are gone, the seat-wallet comments state
their invariants without the war stories, and process-named test
groups now name the behaviors they pin. The incident record lives
where history belongs — commit messages and the ledgers.

Structural dedup: one VISIONSTONE one-edge-sight loop serves both
LOS paths; one creature-arrival touch handler serves walking and
warp-stepping (error text aligned); one facingWedge helper draws both
keymap ribbons; one spriteVisibleInCol rule serves the draw pass and
the hover test (which also stops re-sorting per pointermove); and
deepestFacing joins the director, replacing four copied scans.

Test hardening exposed real rot the tells were hiding: the tight
CreatureState cast caught two literals with a bogus field masking
three missing ones; the number-hoarding rig had NEVER run (its
column didn't exist on seed 42 — it now carves its own geometry);
the bank-guard rig now drives the whole table to an arrival
assertion; the bent-trace test walls off straight sight so the bend
must answer. Silent `return`-on-rig-failure became loud throws, and
can-never-fail assertions were removed.

Sweep-up: the eyeTurn ghost comment, the stacked leave() doc
comments (leave now delegates to leaveLocal), the dead ternary in
the seat client, the kick handler's name-coercion drift, kick ledger
lines gain timestamps, archiveRoomFile reuses fileFor, the RULES_REV
alias retires in favor of the engine constant, hitTest un-exports,
the NUL-sentinel hover shape becomes an honest "none" variant, and
the steering holds get named constants. The bezel's stride cluster
also centers per the table's note.

288 tests, 24 ledgers verified, all workspaces typecheck.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 15:43:24 -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 043a8b94a2 Bodies sharing your square get a tray of their own
A wizard or creature standing IN your square lives inside the
renderer's near plane — no sprite, nothing to click, though
same-square is exactly where punches, thieves, and a mount's claws
operate. A "sharing your square" tray now joins the cockpit above the
feet tray: co-located bodies as clickable portraits, routed through
the same target handler a sprite click uses — so a possessed skeleton
claws its square-mate and a wizard punches theirs, all from inside
the pane.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 15:13:46 -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 714c5bef80 Dismounting hands back the exact view you left
Stepping out of a creature's skull treated the return as a fresh cut,
and fresh cuts face the deepest corridor — spinning the rider 90
degrees from where they had been looking. The saddle now remembers:
your position and facing are saved at mount and restored verbatim on
every dismount path (the button, the turn passing, the mount dying),
with no cut and no re-aim.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 15:01:18 -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 5f91e30eb4 Warps preserve your heading, not your bearing
Stepping through a rim warp spun the live camera 180: the director
aimed along the displacement vector, and a top-to-bottom wrap's
vector points exactly opposite the walk. The exit facing now comes
from the warp's own geometry — the far mouth's inward direction —
so travel carries straight through plain wraps and rotates correctly
where boards were laid rotated; a dimensional token step keeps the
facing it entered with.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 14:51:56 -04:00
Eric WagonerandClaude Fable 5 770e79d063 The ribbon brightens and grows a hair
Full-strength marigold instead of muted brass, and the rise goes to a
quarter of the token's width.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 14:48:18 -04:00
Eric WagonerandClaude Fable 5 a254e46c5e The facing mark becomes a ribbon on the token's brow
Per the table's taste: not a needle but a short wide golden triangle
hugging the token's leading edge — base as wide as the token itself,
rising a fifth of that width outward, turning with the pane's
quarter-turns.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 14:46:56 -04:00
Eric WagonerandClaude Fable 5 e4a93ec3aa Forfeit legs earn no scolding (from the FPV playtest)
Picking up an object ends the turn's actions and movement, yet the
end-turn caution still tallied the unspendable points as a regret.
The unspent-movement reason now stays quiet once actions have ended.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-27 13:56:11 -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 3d2bf17585 Absence is not evidence: the seat wallet trusts only verdicts
The games-list reply pruned any wallet seat the server did not vouch
for — so one poll against a restarting (or wrong) server silently
deleted live credentials, the second seat-burning path this session's
server-squatting exposed. myGames now returns explicit verdicts:
a seat is voided only when its room EXISTS and refused that exact
token. Absent rooms earn no verdict and absent seats survive; the
wallet caps by age at fifty instead of by trust.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-26 14:03:29 -04:00
Eric WagonerandClaude Fable 5 72148dd7c2 A missing room must not burn the seat
The client deleted its saved seat credentials on "no such room" — but
that error proves nothing about the seat: a restarting server, a
stale restore, or a wrong backend all say it, and burning the token
on a transient locked a live player out of a live game (room 22EC,
after this session's server-squatting incident). Now only "name is
taken" — this exact token tried and refused — clears the credential;
a not-found shows its error and keeps the key for the reconnect that
finds the room home again.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-26 14:00:30 -04:00
Eric WagonerandClaude Fable 5 b396469bea The facing needle surfaces from under the token
The keymap's facing wedge rendered BENEATH the wizard's own art, its
tips a pixel past the portrait's edge — present in the DOM, invisible
at the table. It now draws above the token as a proper compass
needle, tip half a cell out, dark-stroked for contrast. Verified in
rendered pixels this time, not element existence.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-26 13:53:56 -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 365cb3821e Idle bot turns confess; the chronicle fills its gaps
A clockwork whose chosen command the engine refuses now stumbles
visibly: the refusal is logged server-side with the offending command
(the RNRX coma took three silent turns to notice), and the bot says
so in character at the table — "RECALCULATING." — instead of an
unexplained idle turn. And six event types that never spoke in the
chronicle find their lines: the wave's wash-back, thornbush entry,
dragged objects, the opening deal, stolen-card and revealed-hand
privates. Replay captions inherit them all through humanize.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-26 12:10:55 -04:00
Eric WagonerandClaude Fable 5 75f1217c77 The RNRX coma: tacks are scattered, not thrown
Automaton II froze for three turns of game four: pathDenial proposed
HANDFUL OF TACKS on a square four steps away, the engine refused the
cast every turn ("you must be adjacent to scatter tacks"), and the
refusal-fallback loop read as a coma. The denial planner now offers
tacks only at the caster's feet — and the walker learns tacks are a
floor hazard, so a bot no longer mines its own doorstep and strolls
straight into it (also RNRX, seq 194-195). The frozen ledger moment
replays cured; a regression pins the planner's proposals to
engine-accepted commands. 288 tests; 24 ledgers verified.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-26 12:04:57 -04:00
Eric WagonerandClaude Fable 5 6d88b35516 The clockworks study three lost duels
Six instincts learned playing Kestrel live, taught to the automatons.
Bank guard: enemy gold banked at home is a scoreboard anyone can rob —
an empty-handed raider within two of a stocked bank pulls the walker
home (the predicate reads only enemy positions, the thief-chase
shuttle lesson), and pathDenial blockades the raider's road.
Repossession: the bot's own treasure banked by an enemy one delivery
from winning becomes a march goal, and the underfoot grab learns the
owner exception. Infrastructure: holding DIMENSIONAL WARP near home
in the early rounds, the bot anchors one mouth at its doorstep and
one beside the richest distant gold — the home-anchored superhighway
that won its teacher two games. Turn theft: a carrier one delivery
from winning eats LIGHTNING BLAST's stun over any bigger point total.
The teleport delivery: carrying with home a blink away but farther by
boot, it jumps the ambush and drops next command. Last-counter
thrift: a lone remaining counteraction at healthy life waits for
something big. A/B vs the prior brain across 100 mirrors: parity
(44-52, historical noise band) — the patterns are anti-human, and
mirrors don't play like humans. Three scenario tests pin the rungs;
287 tests; 23 ledgers verified.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-26 11:27:13 -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 4c7633097b The seat client sees wormholes; the skill records defeat three
Kestrel has won two of three duels through dimensional-warp tokens
the ASCII view never rendered — a !! line now names every token pair.
The skill's game-three scars: never lead the attack against him,
destroy walls from range, and count deliveries, not flourishes.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-26 10:58:59 -04:00
Eric WagonerandClaude Fable 5 063cd2a78c The seat file follows the join, not the ghost
Joining a new room while an old seat file lingered kept the OLD room
id beside the NEW room's token — orphaning the fresh seat as an
unkickable lobby ghost the moment the file was cleared. A join now
records the room it actually joined; only resumes inherit the file.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-26 10:43:42 -04:00
Eric WagonerandClaude Fable 5 86ac86b6bc The duel skill carries game two's scars
Scoreboard-first thinking, the contested bank, free-angle LOS, the
illusionary-attack counter rule, router-before-sprint, and Eric's
meta-warfare against bot upgrades.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-26 10:39:33 -04:00
Eric WagonerandClaude Fable 5 9e4807eab8 The needle shows itself; floor objects answer a tap
Two findings from duel two (room UNS6). AROUND THE CORNER's bent
sight was legal but invisible: a 1-by-6 diagonal threading six open
edge spans read as an impossible shot because the table never saw the
line. The stack now records bentCorner, and stackSightTrace finds the
middle square and returns both legs; the board draws them with a
pulsing diamond on the corner the sight bent around — the answer to
"how can he even see me?" now covers the bent case.

Floor objects (a dropped wizardblade) showed a marker but answered
only a 450ms hold; a plain click did nothing. The marker itself is
now a click target that opens the same card peek.

All 21 ledgers verified; 284 tests.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-26 10:38:57 -04:00
Eric WagonerandClaude Fable 5 858fdc6a56 The wizwar-duel skill: Claude takes a seat at the table
tools/claude-seat.mjs is the one-shot websocket seat (join/view/do/
chat, token persisted between invocations, live events separated from
replayed history) that let Claude play room 9UA6 as a real player.
The skill teaches the next session everything game one cost to learn:
map reading, the command surface, the grab-ends-actions rule, warp
sides, repossession, ambush transitions — and the operational lesson
about narrating one's own hand to one's opponent.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-26 00:00:57 -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 df2913f366 The archmage learns the lessons humans taught it
Eric beats the clockwork four games in five; these close the holes he
walks through. The treasure race: no number card is hoarded for a war
chest when no enemy stands within six squares, and never against the
delivery that wins the game outright. The kill: bestAttack now shops
every number and the amplify separately, preferring a killing blow at
minimal spend (with three points of soak margin, or an ABSORB undoes
it) over maximum splash, banking the big numbers for the next fight.
The last stand: a blow that would be lethal escalates past every
thrift threshold — any counter that can save the clockwork is cheap
at that price, ABSORB's three soaked points included when they are
exactly the margin. The race denial: TELEPORT OPPONENT and DROP
OBJECT now fire on any carrier one delivery from winning, not just
the thief of the bot's own gold. And the MASTER KEY goes on display
the turn it is drawn, opening every workable lock on the march for
free. A/B against the prior brain across 300 mirror games: parity
(the features aim at human play patterns mirrors rarely exercise);
three scenario tests pin the new instincts. Ships ungated — brains
choose commands, ledgers record them.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-25 22:30:03 -04:00
Eric WagonerandClaude Fable 5 324853ce51 Every turn wears the eye
The chronicle stops judging what is share-worthy: the 👁 now rides
every turn's opening line — headers, skipped turns, extra turns — and
the players decide which moments deserve reliving. The game-winning
line keeps its own crown eye. The notable-event catalog and the
one-eye bookkeeping retire with the judgment.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-25 21:14:37 -04:00
Eric WagonerandClaude Fable 5 beb4947ad8 'It will relock behind you' means at your back (rules rev 4)
Both PICK LOCK and MASTER KEY promise the door relocks behind the
walker — not that it stands unlocked for the turn. Passing through
any door unlocked this turn now shuts it at once at the walker's
back, unless a hand holds it open; the pick-and-peek stays (an
unpassed door keeps its opening until turn's end), and holding via a
targeted cast works as ever, displayed key included. The displayed
key's own walk-through likewise leaves no lingering opening for
bystanders — their peek needs a held door. Frozen behind rev 4 so
stored games keep their turn-long openings. 18 ledgers verified; 277
tests.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-25 20:53:01 -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 805fb09782 Chaos aims at no one
The client always offered CHAOS from the hint bar without a target,
and the engine refused it: "attack spells target a player". Not this
one — cast bare, it sweeps every other living wizard into the pile,
each offered their FULL SHIELD sit-out in turn order from the caster.
No stack forms; full shields only ever excluded a player from the
storm, so the queue is the whole defense. The older player-targeted
form stays accepted, so stored games replay unchanged. The scramble
joins the chronicle's notable events — a turn that redeals every hand
earns its eye.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-25 20:35:12 -04:00
Eric WagonerandClaude Fable 5 168e57ab91 The thief-chase serves the blow, not the nearness
An automaton beside the wizard carrying its gold shuttled on and off
their square until every move was spent — the chase goal flipped
between "the thief's cell" and "the gold" with each step, because it
keyed on whether the thief stood underfoot. The chase now claims the
march only while the blow it exists to deliver is still live (an
attack in hand, the turn's attack unspent, casting open): those gates
hold still as the clockwork walks, so the goal cannot flip mid-march.
Caught with the strike live, it stands its ground; otherwise the gold
has its legs for the turn. A regression walks the exact scene and
forbids the A-B-A shuttle. The bot-vs-bot harness also learns to
route WARD's pending moment to the treasure's owner.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-25 20:35:12 -04:00
Eric WagonerandClaude Fable 5 71a3c81670 The stone pierces walls for creations too (rules rev 3)
VISIONSTONE only ever lit the attack path: casterLos knew it, but
every sight check routed through gameLos — creations like THORNBUSH,
dispels, CREATE DOOR, STONE TO WATER — refused "no line of sight"
through the bearer's one wall. gameLos now honors the stone whenever
the viewer bears it, at every revision: widening what a cast may
target never changes how a recorded command replays, so games already
in flight get the fix at once. Only the ambush's mid-move eye is
frozen per game (rev 3) — springing lands in the ledger's flow, and
stored games must replay their blindness. All 18 production ledgers
verified; 272 engine tests.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-25 20:21:32 -04:00
Eric WagonerandClaude Fable 5 7adf4b6cd6 The client's eye learns the VISIONSTONE
The engine always honored the stone — its bearer casts through exactly
one wall or door — but the targeting shadow never did: sightedCellsFor
kept every square behind a wall dimmed, so the aid told the bearer the
stone wasn't working. The sighted set now retries each unseen square
with a single edge removed, mirroring casterLos; the automaton shares
the function, so bots see through their stones too. Two tests pin the
engine ruling and the client parity.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-25 20:14:02 -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 154e00141c Three rulings from the night games (rules rev 2)
Teleport wraps the maze's rim: its four counted squares now step
through warp mouths like any doorway, so a wizard can blink off one
side of the board and onto the other.

A wizard at a door's threshold may pull it open and peek — lock
removed, door unlocked this turn, or PICK LOCK / MASTER KEY in hand —
without stepping through. The door still hangs shut to everyone down
the hallway; only a HELD door is propped open for every eye. Gated
behind rules rev 2 (now sourced from the engine's CURRENT_RULES_REV)
so stored games replay with their doors dark; the client's sight
mirror learns the same peek.

Fear no longer nails a cornered wizard to the floor: a step closer to
the dread is allowed when it walks the shortest way out of it, so
escape can round a corner. Standing outside and stepping in is still
refused.

All 15 production ledgers verified before deploy; 269 engine tests.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
2026-08-25 14:28:12 -04:00
Eric WagonerandClaude Fable 5 ffd2cc7a82 The helm grows tappable: chevron strips ride the pane's edges
Milestone two opens with touch. Faint chevrons live along the pane's
four edges — left and right strips quarter-turn the camera (always),
top and bottom stride forward and back (your turn only, through the
same commands, cautions, and wall-bounces as the keys). Quiet under a
resting eye, brighter under a pointer, generous under a thumb.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-24 00:14:16 -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 2932d1e500 The instant replay graduates: on by default
The eye earned its place — every notable turn offers its reel unless a
player has switched it off, and an explicit off stays respected.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 22:27:56 -04:00
Eric WagonerandClaude Fable 5 be7c451437 Overlays paint around a body, not merely behind it
The per-column sprite gate blanked an overlay's WHOLE column wherever a
nearer body touched it — a treasure chest masked the warp veil all the
way to the ceiling. Each column now remembers its nearest sprite's
vertical span as well as its depth, and every overlay family (veils,
ghost walls, lintels, rising conjurations) draws in segments above and
below the covered band, sampling the matching slice of its texture — so
the shimmer wraps the chest instead of vanishing over it.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 21:53:20 -04:00
Eric WagonerandClaude Fable 5 b235a7a9cd Overlays yield to the body standing in front of them
The warp veil painted over a wizard standing before the mouth — the
overlay passes ran after the sprites with no knowledge of their depth.
Each column now remembers its nearest sprite, and every overlay family
(veils, ghost walls, doorway lintels, rising conjurations) skips the
columns where a body stands closer, while still washing translucently
over anything beyond.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 21:46:27 -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