moves like a giant, and the boards are diagram-verified
TELEPORT as a counteraction (official FAQ: "the attack has no chance
of hitting you"): the defender names an escape square within four
spaces, the escape resolves before anything lands, and an ANTI-ANTI
pins their boots to the floor. Additive — no revision gate needed.
FILL SQUARE WITH SLIME holds spells now: an attack cast at the slime
sticks in the gel (leaving the discard pile), springs once at whoever
is inside or next enters, and counteractions against the trapped
blast cannot touch its caster — reflections vanish into the ooze. A
five-point waterbolt washes the slime and its cargo away, and the
waterwall waves clear slime from their path.
BIG MAN, under rules rev 5, finally moves like the card says: he
pushes players and monsters down the corridor ahead of him (stuck or
unpushable occupants block his advance), steps over a pit, tacks, or
killer ooze for two movement points without ever entering the square
(click two cells beyond the hazard), and monsters may not enter his
square. All gated so stored games replay under their own rules.
The boards were never wrong — the rulebook's Set-Up Diagram photo
confirms every pairing the code already had: 2p crossed, 3p stair
with the Aisle Warp arc, 4p/6p straight-across, 5p plus with all four
corner arcs. The stale TODOs are gone, replaced by tests pinning each
letter pair, and relocation's "only opposite board edges connect"
(which discards the aisle warp) is pinned too. Wall of Fire vs
Waterbolt turned out to be implemented and tested all along — its
TODO comment was the only thing wrong.
Also: hotseat saves now request durable storage (iOS evicts
unprotected origins under pressure).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
makeRoomCode checked only the in-memory map, which covers every live
and restored room — but a file that failed to restore stays on disk
with no map entry, and a new room taking its code would append a
second game into the orphaned file, corrupting both. The generator
now rerolls on disk presence too.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The static server sent no Cache-Control at all, so browsers
heuristically cached index.html — and a stale index.html pins its
user to last deploy's hashed assets no matter how often they reload.
That is how "watch the whole game" could show someone an app without
the feature minutes after it shipped. Hashed assets now cache forever
(immutable); everything else revalidates.
And per playtesting: a finished game offers no actions — isYourTurn
now requires the playing phase, which retires the pick-up/drop/punch/
discard/end-turn row the moment the trophy drops.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>