Commit Graph
196 Commits
Author SHA1 Message Date
Eric WagonerandClaude Fable 5 e8c25ddc19 Stone Dead counts only the stones in play (rules rev 34)
Same reading as fireball's rev 33: 'carrying' means displayed. Counting
hidden hand stones both inflated the damage and broadcast the secret
count in the total. The automatons' estimate (displayed as the visible
floor) is now simply the truth. All production ledgers verified clean
before deploy.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-19 22:22:45 -04:00
Eric WagonerandClaude Fable 5 b67f2a4c8a Fireball burns only the stones in play (rules rev 33)
'Destroys all magical stones an opponent is CARRYING' — the owner's
ruling: a stone hidden in the hand is a secret card, not a carried
stone. Only displayed stones burn; the old all-hand burning also leaked
hidden information by announcing cards nobody knew existed. Earlier
games replay their broader fire. All 42 production ledgers verified
before deploy.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-19 22:19:20 -04:00
Eric WagonerandClaude Fable 5 0a0108c48c The dread wraps: fear's diamond continues from the opposite rim
The maze is a torus — a wizard walking through walls off one edge
arrives at the other, so the crow flies around the wrap too.
dreadDistance measures toroidal manhattan; the aura's wash wraps with
it. No rev-32 game has cast fear yet, so the measure corrects in
place; older vintages replay flat as they were played.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-19 22:00:29 -04:00
Eric WagonerandClaude Fable 5 bcd2155fe0 IDIOT's duty spelled out, like FEAR's
The engine already steers every step and bars items, attacks, and
non-aiding casts; the one honor-bound piece is spending the movement at
all. The afflicted now see the card's demand in an urgent slip the
moment their turn opens, matching the FEAR pattern: bots comply
mechanically, humans get the words.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-19 21:53:01 -04:00
Eric WagonerandClaude Fable 5 6ec9d6ab55 FEAR's rout: bots flee it, humans are told their duty
'Players or monsters must move away from you on their turn if within
range, if they can.' Automatons caught in the dread now spend their
legs escaping before any other marching — the step that most increases
distance, a true dead end excusing them per the card. Humans keep their
freedom but get the compulsion spelled out in an urgent slip (move
away, even by card or through danger; only a dead end excuses you),
with the maze trusting the table to honor it — the owner's chosen
depth of enforcement.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-19 21:51:22 -04:00
Eric WagonerandClaude Fable 5 fdb44ab09f Fear measures as the card says: through walls, never diagonal, no warps
The FAQ is exact: 'The 3 spaces away is measured as a Wizard walks (if
he could walk through walls), not diagonally' — manhattan, at every
vintage. The walking-distance detour is reverted (no rev-32 ledger ever
recorded under it); the rev-32 gains stand: monsters, warp-steps, and
teleports all honor the dread. The aura returns to the true diamond,
now as a wash on its member squares.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-19 21:46:44 -04:00
Eric WagonerandClaude Fable 5 410ebc0135 Fear's spaces are walked, not flown — warps carry the dread
The owner caught the metric: a wizard eight squares away as the crow
flies stood three WALKED spaces away through a warp, and the manhattan
check waved it through (while falsely blocking approaches manhattan-
near through solid walls). fearRepels now measures walkingDistance —
the same BFS the maze walks, warps included, walls respected. The
board's aura follows suit: the diamond becomes a violet wash on every
square within three walked spaces, computed by the same BFS, warp
mouths included. No rev-32 ledger existed yet, so the metric corrects
inside rev 32.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-19 21:34:15 -04:00
Eric WagonerandClaude Fable 5 644d651ae0 Fear wears its bubble: a breathing dashed diamond at three spaces
The dread was invisible, so a wizard legally circling at four squares
read as a rules failure (QD3S: no wizard ever actually breached the
bubble — only the monster, fixed at rev 32). Every feared player now
radiates a manhattan-3 diamond, dashed violet, breathing slowly; what
the engine refuses, the board now shows.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-19 21:29:31 -04:00
Eric WagonerandClaude Fable 5 0e9d482495 Fear repels every willing step (rules rev 32)
Room QD3S: Kestrel cast Fear and a Democratic Monster warp-stepped from
eight squares away to ONE — moveCreature never knew the card existed.
'No player or monster will move to within 3 spaces of you' now guards
every willing move: walking wizards (as before), commanded monsters
(walks, wall-passes, and warp mouths alike), dimensional warp-steps,
and self-teleports. Forced movement — knockback, waves, Mental Force,
Teleport Opponent — is not willing, and still throws you anywhere.
The shared fearRepels helper replaces the inline wizard-only check.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-19 21:23:47 -04:00
Eric WagonerandClaude Fable 5 172fbc6ff8 Marching the Democratic Monster onto yourself takes two taps
Its card claws WHOEVER's square it enters, mover included — the owner
learned this standing beside a troll it could not touch. The client now
warns on the first tap ('it will claw YOU') and commits on the second;
no warning when its round's claw is already spent, when the walk is
safe.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-19 20:39:42 -04:00
Eric WagonerandClaude Fable 5 75d3d44c6c The Ward is played in the moment (rules rev 31)
'When a player picks up one of your treasures, you may play at that
time (out of turn) this card on him' — the owner read the card and is
right: no arming ahead. When a treasure whose owner holds WARD is
grabbed, the grab hangs (new wardPending phase, outranking all other
input) and the owner alone answers: spring it (3 damage, card spent)
or let them go (card kept, silence). Automatons always spring it on a
thief of their gold. The arming mechanic is refused at rev 31 and its
button hidden; rev 3-30 games keep their armed wards and rev 1-2 keep
the automatic spring, replaying unchanged. The window does reveal that
the owner holds SOMETHING - as it would at any real table when the
room turns to look at them.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-19 20:17:43 -04:00
Eric WagonerandClaude Fable 5 b7f93fe454 Name and color join the preferences
Your wizard's name pre-fills the lobby (and is remembered whenever you
create or join), and a preferred color — six swatches in the slip, tap
again for none — is claimed quietly in any lobby where it is free and
you have not chosen. First-come still wins a contested color; the
preference never bumps anyone.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-19 18:53:44 -04:00
Eric WagonerandClaude Fable 5 62c4680d1f The fallen drop what they carry, however they fall (rev 30)
A wizard eliminated by treasuresLost took any carried treasure into the
void with them — the killed path drops it, but checkVictory's branch
never did. At rev 30 the treasure lands where they stood, with the
usual treasureDropped event (onHomeOf included, so a capture completed
by the falling is honored in the same breath). Stored games replay the
vanishing unchanged.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-19 12:25:41 -04:00
Eric WagonerandClaude Fable 5 f1743e6fe5 Modal ink: .attack-title and pref rows stop inheriting the table's cream
'Preferences', 'Token art', and the checkbox labels were cream on cream
- .attack-title never had a color rule, so modals inherited the dark
table's pale text. Explicit dark ink; the illusion-test modal shared
the class and heals with it.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-19 10:05:07 -04:00
Eric WagonerandClaude Fable 5 6aae40ad5f Player preferences: art set, auto-grab, flourishes
A ⚙ preferences slip in the masthead, saved to this device:
- Token art, all or nothing: the photographed cardboard or the
  hand-drawn vectors (the workshop's per-category query params stay as
  the undocumented editing override).
- Ending a turn on a lone grabbable treasure picks it up on the way
  out — never on your own home, never when two share the square.
- Spell flourishes on or off, honored by the live board and the
  replay reel alike (trap notices still fire; they are information).
Preferences change what you see or what routine commands the client
sends for you — never what is legal.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-19 09:45:12 -04:00
Eric WagonerandClaude Fable 5 63e8d4c545 Mental Force becomes castable: the destination step it never got
The card prints no LOS and the engine asks none — but the client never
offered the two-step flow (click the victim, then click where they go),
so every cast arrived without a destination and was refused. It joins
teleport-opponent and shift-wand in the destination gate, with a hint
naming the three-space walk limit and the no-sight freedom.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-18 16:21:09 -04:00
Eric WagonerandClaude Fable 5 4720ec25ff A bare wand lights a single charge
'ANY CARD MAY BE PLAYED WITHOUT A NUMBER CARD, but its power is only 1.'
The wand first-use gate was the engine's one remaining missing-number
refusal — everything else already defaults its power to 1. A wand cast
bare now charges to one, fires once, and crumbles; the client hint says
so. Ungated: the refused casts never reached a ledger.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-18 10:47:05 -04:00
Eric WagonerandClaude Fable 5 1e5b7ee985 The game's own vocabulary: 'points' for segments, 'life-points' for the living
Wiz-War never says hitpoints. Walls and doors quote the rulebook's own
phrasing ('20 points to destroy', '13 of 20 points left'), and the
Mega-Monster boost button says life-points, as its card does.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-18 10:44:12 -04:00
Eric WagonerandClaude Fable 5 0f91d30a3e Press-and-hold peeks a segment — the tooltip, for hands without a mouse
The same 450ms hold that peeks a square now works on walls, doors, and
fire walls: the segment's full description (state, lock, hitpoints, the
fire's burn warning) rises in the peek scrim. Shimmering illusions keep
their richer tap modal.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-18 10:40:55 -04:00
Eric WagonerandClaude Fable 5 497c2245a3 Every segment states its hitpoints in the tooltip
'a wall — 20 hitpoints'; battered, 'a wall — 13 of 20 hitpoints left';
doors the same against their 15, lock states included ('held open by a
standing wizard — 15 hitpoints'). The crack overlay already told the
damage; now the wall itself tells what still stands.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-18 10:37:57 -04:00
Eric WagonerandClaude Fable 5 9eeb89caca Every edge answers a hover: tooltips for walls, doors, fire, illusions
Only the special door lock states carried titles. Now plain walls ('a
wall'), locked doors, the wall of fire (with its 4-damage warning), the
untested shimmer ('tap to test your eyes'), the known-illusion ghost,
and battle cracks (damage taken so far) all speak on hover. The
firewall's hover target is its bar; the flames stay click-through.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-18 10:36:41 -04:00
Eric WagonerandClaude Fable 5 d8b8f8fd53 Wall-segment 'tokens' retire; the gallery shows edges as the maze draws them
The game has never used token art for edge effects — created walls,
doors and their lock states, fire walls, illusions are all vector edge
treatments. The ten unreferenced file pairs (wall, wall-2, door,
fire-wall, illusion-wall, destroy-wall, jam-lock, lock-gone,
redirection-a/b) are gone from both art sets, and the Token Workshop
gains 'Walls & doors — as the maze draws them': every edge state
(locked, ajar, held, removed, jammed), the standing fire, and both
faces of an illusion, rendered by the same EdgeGlyph / FirewallEdge /
IllusionShimmer components the board mounts. EdgeGlyph is newly
extracted from Board so the display cannot drift.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-18 10:16:28 -04:00
Eric WagonerandClaude Fable 5 e1aeeaabff The Token Workshop: every token, twice, at /?tokens
All 45 tokens in both arts — the photographed physical set beside the
hand-drawn contingency — grouped (wizards, treasures, monsters, terrain,
objects & markers), each at board size and close-up. The drawn column
renders through TokenArt, so it previews exactly as the board inlines
it. Cross-linked with the flourish workshop.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-18 09:16:46 -04:00
Eric WagonerandClaude Fable 5 ed7a58a698 The workshop gains 'The standing fires': board furniture on display
FirewallEdge (both orientations), the illusion shimmer, and the sight
trace (direct and through-a-warp) join the /?fx gallery — and to keep
the display honest, the shimmer and sight trace were extracted from
Board.svelte's inline markup into IllusionShimmer.svelte and
SightTraceOverlay.svelte, so the workshop mounts the very components
the live board does. No copies to drift.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-18 09:13:31 -04:00
Eric WagonerandClaude Fable 5 ce556b5508 Wall of Fire burns like it means it
The pulsing red rectangle becomes a standing fire: a glowing gradient
bar seated on the wall line, five tongues of flame licking on staggered
beats, and embers drifting off the top. Pure CSS on a handful of shapes
- no turbulence filters, which stay budgeted for the one-shot Fireball,
since firewalls burn indefinitely. Vertical walls flame just as well as
horizontal ones; reduced motion stills the fire but keeps it visible.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-18 09:07:36 -04:00
Eric WagonerandClaude Fable 5 b1f03fee81 Ask the automatons: the council of three offers hints from your seat
The owner's idea for teaching novices: a hints button runs all three
temperaments' brains against YOUR view — the same cards and board you
see, nothing hidden — and each says what it would do in your robes.
The Hunter (eyes on the gold), the Berserker (eyes on the blood), the
Worrier (eyes on the exits). Available on your turn and while under
fire (counter advice included); purely advisory, computed client-side,
nothing dispatched. hints.ts translates any Command into plain words.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-18 02:19:32 -04:00
Eric WagonerandClaude Fable 5 5ac1c9ed70 One-tap discard from the hand: select a card, 'Discard it'
Shedding a single card meant entering discard mode, marking, and
confirming. Now any selected card offers 'Discard it' right in its
action strip — beside 'Drop it here' when the card is an object, so
the drop-or-discard choice sits in one place. The bulk discard flow
stays for multi-card sheds.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-18 02:12:39 -04:00
Eric WagonerandClaude Fable 5 d5b2b92f2c Illusion walls shimmer until YOU test them (rules rev 29)
Per the owner's design — and truer to a real table, where the cast is
public: every illusion wall's location is open knowledge, rendered as a
shimmering wall to any player whose eyes have not yet ruled on it.
Testing is an explicit act: tap the shimmer (or bump into it) and a
modal explains the 50/50 and offers 'Roll to test your eyes' — the new
testIllusion command rolls once, then the wall either hardens or
dissolves for you alone. Nobody's verdict is moved by watching someone
else stroll through (the Q3WZ mystery: an automaton walking through
its own round-1 fake). Untested walls block movement and sight without
consuming RNG; the pre-29 lazy belief roll is preserved for stored
games. Automatons doubt free shimmers on their best crossing before
spending any card on that wall.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-18 01:54:53 -04:00
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 3323f81fba Roster rows wrap instead of truncating the temperament
The name cell was a fixed-height nowrap/ellipsis line, clipping even
plain 'archmage hunter' mid-game. The temper tag now wraps below the
name as one piece and the row grows to fit.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-18 00:48:37 -04:00
Eric WagonerandClaude Fable 5 5243a173a8 Stone soaks show their work in the damage line
'Takes 2 damage' from a 3-point bolt read as broken arithmetic unless
you remembered the bloodstone. The damaged event now carries its soaks
(bloodstone's flat point, soulstone's spell-damage clamp) and the log
prints them: 'takes 2 damage (lightning-blast (reflected) — bloodstone
soaks 1)'. A blow the bloodstone drinks entirely — previously silent —
announces itself too. Events are derived, so replays gain the notes
retroactively.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-18 00:02:07 -04:00
Eric WagonerandClaude Fable 5 1d7407cb20 A reflected Lightning Blast ends the caster's turn on the spot (rev 28)
FAQ: 'If this gets FULLY REFLECTED, you lose the rest of your turn and
cannot draw cards (in addition to damage).' When the returned bolt
stuns its own caster mid-turn, their remaining actions end at once and
the end-of-turn draw comes up empty (new turn.drawForbidden flag); the
normal stun still costs them the next turn. The affected player sees
'Your own bolt has left you reeling' in place of the usual spent-turn
slip. Older revisions played on and stored games replay so.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-17 23:47:25 -04:00
Eric WagonerandClaude Fable 5 67157ad3a2 Ledger chests tap open full-size, like the table's other peeks
The carried-treasure chest in the scoresheet is now a button: tapping
it raises the big-peek scrim with the chest at full size and a note
naming whose treasure sits in whose arms.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-17 23:31:01 -04:00
Eric WagonerandClaude Fable 5 f4355a60c6 Ledger chest doubled — big enough to read the color at a glance
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-17 23:28:15 -04:00
Eric WagonerandClaude Fable 5 1069730880 The ledger's money bag becomes the owner's chest too
The scoresheet's carrier mark now shows whose gold is being hauled —
the same colored SVG chest as the board badge, inline at text height.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-17 23:26:10 -04:00
Eric WagonerandClaude Fable 5 4a5baed853 The carried-treasure dot becomes the owner's chest
A gold dot said 'carrying' but never whose. The badge on the carrier's
shoulder is now the treasure owner's colored chest — always the drawn
SVG chest, which stays legible at badge size in either art mode. The
dot survives only as a fallback for a treasure the view cannot resolve.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-17 23:23:55 -04:00
Eric WagonerandClaude Fable 5 e412463aae Thumb of God gets its ceremony: prompt, sighted dimming, and the die
The cast always worked (click a square), but nothing guided it and
nothing marked its arrival. Now: a targeting prompt, eligibility
dimming to the caster's sighted squares (the engine demands LOS to the
aim point), and a flourish — the aiming mark, a shadow gathering, the
die crashing down out of a clear sky with a bounce and flung grit, a
drift line when fate moves it, and every scattered token streaking to
where it lands. In the /?fx gallery as die-drop.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-17 23:09:40 -04:00
Eric WagonerandClaude Fable 5 2bb2ca62d8 Reflected Swap Meet: the reflector chooses the trade (rev 27)
'FULL REFLECTION lets the other player decide which objects, if any,
will be swapped' — the reflector's choice now rides their counteract
(params.cardId, reflector's item first), resolved with the roles
swapped when the reflection settles; 'none' or no choice trades
nothing. The client walks the reflector through the same give-and-take
picker, with a 'swap nothing' refusal.

Also from room XRT7: the trade picker now honors each room's own rules
revision (older rooms trade only object-typed cards), so it can no
longer offer a wizardblade a rev-25 engine will quietly refuse — and a
fizzled swap finally says so in the log instead of vanishing.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-17 22:36:00 -04:00
Eric WagonerandClaude Fable 5 3aef6694f3 Swap Meet trades treasures — a carried treasure is a carried item
The trade grammar gains a 'treasure' token (never present in stored
ledgers, so no gate needed): a dagger can buy back the treasure in a
thief's arms, or two armfuls of gold can change hands outright. The
one-treasure carry limit and WEAKNESS both hold in a trade as at a
grab — a one-way treasure needs an open slot and an able back. The
picker offers each side's carried treasure alongside displayed items,
withholding theirs when your own arms are already full.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-17 22:19:29 -04:00
Eric WagonerandClaude Fable 5 00517e08b1 Pacts are honored; Swap Meet trades items, not card names (rev 26)
The pact fix: a clockwork no longer attacks a wizard it holds a BUDDY
pact on — Eric watched one sign the pact and punch him the next turn.
A pact is torn up for exactly one thing: a kill. And the post-attack
pact is signed only by a wizard who wants OUT of the fight (hauling
gold, bleeding, or with other enemies left) — a healthy duelist keeps
its options, and mutual-pact stalemates stay out of bot wars.

Swap Meet drops the 'name a card' prompt for a real trade picker:
click the other trader, choose one of your carried items, then claim
one of their displayed items. Rules rev 26 widens the engine's match
from object-typed cards to every movable object (daggers, rocks,
wands, stones); older games matched narrowly and replay so.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-17 22:14:57 -04:00
Eric WagonerandClaude Fable 5 06faea0c79 The reflected-attack window (rules rev 25)
A FULL REFLECTION's returned spell is a fresh attack on its own caster —
who, per the owner's ruling, gets a defender's counteraction window
against it (absorb the blast, shield it, or FULL REFLECTION again: the
ping-pong war ends when the cards run out). The reflection now settles
into a new stack with the roles swapped and the damage pre-priced
(numbers, amplifies, and surviving counters already applied); the blow
returns to its sender unerringly, with no fresh hit rolls. onResolved
effects run with the swapped roles, so a reflected IDIOT now afflicts
its own caster. Earlier revisions land the blow instantly and stored
games replay unchanged.

Automatons price the incoming reflected damage off the stack; the attack
modal announces 'Your own spell comes screaming back!' with the inbound
total.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-17 22:02:16 -04:00
Eric WagonerandClaude Fable 5 dcaf358a93 Right the dimensional warp token — its caption stood on its head
The physical-set crop was rotated 180; sips -r 180 sets it upright.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-17 21:12:13 -04:00
Eric WagonerandClaude Fable 5 2d53ba4bc0 Waves spend their force as they travel (rev 24); bots wield Destroy Wall
Rules rev 24: a waterwall wave that finds a victim dist cells from its
source has only range-dist spaces of push left — a range-2 wave throws its
adjacent victim two spaces but a victim at its far edge only one, and
spent force never converts into crush damage. Applies to WATERWALL and
both STONE TO WATER waves; older revisions keep the flat full-range wash
so stored games replay unchanged.

Automatons now use DESTROY WALL on the march: two BFS distance maps (from
the bot, from its objectives) price every visible wall by the shortcut its
removal opens; the bot blasts when it saves 4+ steps of walking — or when
no road exists at all — never standing beside the blast unless trapped
and healthy. The card also leaves the shed pile: discardValue 2 -> 6.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-17 19:40:41 -04:00
Eric WagonerandClaude Fable 5 cdeb3d5103 Idiot enforces its card (rev 23) + attack sight-line tracing
Rules rev 23 — IDIOT, per the card and FAQ:
- No handling items: pick up / drop of treasures and objects refused
  (dropping was the exploit: capturing a stolen treasure on your own home,
  or dropping your own treasure underfoot for an instant cure)
- No punching, no thrown dagger / large rock (attacks on players)
- No effect on a victim already carrying one of their own treasures
Ungated (permissive): counteractions are now castable while idiotized (the
one thing the card expressly allows — the gate wrongly blocked them), and
goal-aiding spells (IDIOT_AIDS: destroy-wall, teleport, mad-dash, ...) per
the FAQ's 'you could, however, destroy a wall'.

Sight tracing: while an LOS attack sits on the stack, the board draws the
line it traveled — straight when direct, leg by leg through both warp
mouths (with pulsing rings) when the maze's wraparound carried it. Engine
traceSight/traceSightFor/stackSightTrace; overlay in Board.svelte; shown
live and in replays. Verified against H3PC's cross-board Idiot cast.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-17 19:03:09 -04:00
Eric WagonerandClaude Fable 5 7372bfc5e8 Rev 22: the self-stack resolves — one wizard cannot bounce to himself
A democratic monster touching its own creator opens a stack where one
player wears both hats, and doPass matched the attacker first: every
pass "bounced the exchange to the defender" — the same wizard —
forever. Room 928D livelocked there at seq 83; once the boot kick
revived its pump, the automaton politely passed 389 times. At rev 22
a self-stack pass RESOLVES (the claw lands, the game moves on);
older ledgers hold their recorded bounces and replay so. 928D itself
was repaired by truncating the no-op run and lifting it to rev 22,
verified clean and unstuck on a copy before installation.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 18:14:18 -04:00
Eric WagonerandClaude Fable 5 2ac046611d ADD explains itself instead of dead-ending
Two numbers for movement work by playing them one after another, the
Add spending itself on the second — but clicking the ADD card itself,
the natural first instinct, showed nothing but a cancel button. It
now says how the ride works; a second number without an Add in hand
says what is missing instead of offering a doomed button; and the
button's label says "spends your Add" at the moment it does.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 17:59:39 -04:00
Eric WagonerandClaude Fable 5 7df58d29fa Rev 21: collapsing walls crush anyone — monsters included
DESTROY WALL's "anyone in either square next to the wall takes 4
points" swept only wizards; a troll leaned on the falling masonry
untouched. The expansion sheet is explicit — "if a card specifies
'Opponent' or 'Anyone' as a target, this includes Monsters" — so the
collapse now crushes creatures in both squares, at the rim breach's
far side too. Earlier ledgers keep their charmed monsters.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 17:47:14 -04:00
Eric WagonerandClaude Fable 5 6380fae134 The rulebook itself joins the shelf, verbatim
The rules tab carried a paraphrase and the FAQ; now the court of
final appeal sits between them — the full base rulebook text (the
5th-edition wording the 6th shipped with) and the Expansion Set 1
sections, word for word from the designer's own wizwar.com, with
copyright and provenance shown rather than hidden. This edition has
no Expansion 2 — Artifacts and Transformations do not exist here and
are not included. The text moves out of research/ into real source.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 17:40:00 -04:00
Eric WagonerandClaude Fable 5 8d308bc606 Rev 20: the junction wall rolls for its allegiance
The rulebook (Cards And Actions That Change The Map): a CREATE WALL
or DESTROY WALL alteration on a junction between sectors rolls a
50-50 when "some other moron" rotates one of them — 1-2 stays with
the standing sector, 3-4 travels with the moving one, per the book's
own low/high convention. Both rotation and relocation roll (the same
seam tears either way), demolished holes roll alongside conjured
walls, the pips land loud in the chronicle, and a traveling edge
rides anchored to its in-sector cell. Rev-gated: the roll consumes
dice that stored games never spent.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 17:34:33 -04:00
Eric WagonerandClaude Fable 5 a17b5238f0 Rev 19: breaching the rim opens a new warp across the maze
Destroying a wall on the board's outer edge used to leave a one-sided
hole into nothing. The table's physics prevail: the outer rim wraps,
so the breach goes clean through — the opposite perimeter wall in the
same row or column crumbles too (collapse damage and all), and a new
warp pair opens between the two edges, shimmering at both mouths.
Rev-gated: stored games hold one-sided breaches and replay so. Sector
moves recompute the wraparounds and forget improvised openings, as
the maze's own reshaping always has.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 17:25:25 -04:00