The shared replay page had no rules for a narrow screen: the reel's
header stacked into a column, the caption ran large, and the controls
ran off the right edge. Under 640px the title takes its own line with
the count and buttons beneath, the caption reads smaller, and the
controls wrap. The share page also pins its text size against
Safari's inflation.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
On a laptop the right column scrolls in place, and the turn banner,
the coaching, and the scoresheet pushed the casting panel — where an
attack is answered and a number is played for movement — below the
fold, showing as a sliver. The panel now leads the column while a card
is aimed or a blow answered, and a number's "Play for +N movement"
also stands in the dock beneath the board.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
The lobby tells a challenger what to expect in the table's own voice:
the keeper answers every raven, sometimes within the minute, sometimes
after a night's sleep; the seat is held either way, and the table is
theirs meanwhile. A Create or Join tried before the socket is open
used to vanish; it now says the table is still being reached.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
"Challenge Kestrel, the keeper" holds a seat under the keeper's name,
writes the call to the ledger, says so at the table, and raises a
Sentry issue fingerprinted to the room — one ring per call, with the
room's link in the message — which is the alarm the keeper's phone
listens for. The keeper answers by the link: taking the seat, and
leaving a word if the game must wait. For that word, and for any table
to settle when to start, the lobby now shows its talk and carries a
composer; a joiner sees what was said before they sat. Three calls per
address per hour, one per room.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
A returning player's slip now lists what happened while they were away
— "Automaton took your treasure.", "You lost 3 life.", "It's your
turn." — each fact opening the catch-up reel at its moment, read from
the missed steps as the server redacted them for that seat; when
nothing touched them it says what each wizard was up to instead. The
reel gains a timeline: a tick per move in the mover's color, taller
where a turn begins, a blow lands, or gold changes hands, and any tick
jumps the reel there.
The chronicle takes a filter — All, Game, Table talk — with an unread
count on the talk that arrived while the casting panel covered it (a
wizard's own words never count), a peek at the latest line above the
composer while the panel is up, and the composer itself no longer
leaves when a response is owed.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
POWER DRAIN's gain is the number played, BLUNTed or ABSORBed or not
(FAQ: the counter blunts the damage done, not the drain), and a wall
drained for its points gives them up too. Older games gave only what
the opponent lost and nothing from a wall, and replay so.
"This rock-hard beast can punch a player (or a wall, etc.)": a commanded
troll now punches a wall line beside it for a D4, once a turn — a new
command, so no old game changes.
Under the first-person pane the board strip could run into the dock on
a short or tall window; the pane now takes no more height than the row
can spare and the strip shrinks beneath it.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
A teleporter ignores walls, and the outer edge is no more than a wall
to it: a line leaving the maze at any square's edge re-enters at the
opposite edge on the same row or column, one space on. The lettered
openings connect as they always did. Older games crossed the edge only
at the openings, and replay so; U3U2, dealt at rev 21 with no teleport
yet cast, was re-stamped to 22 at its table's request.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
The board's controls had three homes: zoom in the corner, the eyes
toggle floating above it, and the turn's actions wrapping into rows
beneath. Now a toolbar hugs the board's top — First-person at the
left; − · level · + · Fit at the right — and a dock sits beneath it in
three groups: what the square offers, the tools (punch a wall, hints,
discard) set quieter, and draw beside End turn pinned at the right.
While a card is aimed the dock leads with the decision in a line —
"Choose a destination · lit squares are within 4 · ends your movement"
— and a cancel, so the lit squares always say what they mean. The
panel beside the board keeps the card and the full account, now with
the instruction first and discarding demoted to a quiet last resort.
A phone keeps the offers and End turn in view and its tools behind
More. With the hand at the left, the columns grow with the cards so
they no longer overlap.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
Each resolved attack now folds a receipt under its line, read off the
engine's own record: the blow as it came in, what each counter left of
it in the order they were weighed, what landed, and whose life moved.
The resolution event carries the incoming damage and duration and the
trail of counters for it. Hotseat chronicles carry the same.
The line a cast was accepted on stayed on the board: its timer compared
a reactive proxy to the object it held. Kept raw, it clears.
The board jumped while walking. The "sending" note added a line beside
End turn and took it away again, and the refusal toast stood in the
flow above the table for five seconds; both now float and move
nothing.
Teleport reaches through the lettered openings in the engine, but the
board dimmed the squares beyond them. The eligibility map follows the
warps as the engine does.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
The attack on the stack has always shown its line; a creation or a
curse resolved in the same breath showed nothing, so a legal aim
through a Visionstone and out a lettered opening (PPL7, move 309)
looked like a cheat. The line a cast was accepted on — plain, through
the one wall a VISIONSTONE dissolves, or AROUND THE CORNER's two legs —
now draws on the live board for a few seconds and on that move of any
reel, traced after the fact so the cast's own dust cloud cannot blind it.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
Connection: while the socket is down a notice says so, the hand, board,
and action buttons go quiet, a card left selected stays selected, and
table talk stays in its box. A command that could not leave is named
as not sent; one that left before the drop is named as unconfirmed
until the board answers. A command on its way shows as sending beside
End turn and confirms when the table replies. Talk shows as sending
until the table echoes it, and comes back to the composer if the
socket drops first.
Rematch: anyone at a finished table may call one. The server makes a
new room hosted by the caller, with the same clockwork at the same
tiers and moods (a mystery stays a mystery) and the same expansion
setting, and keeps seats for the last table's other wizards, who find
the call on the finished table and in their lobby ledger and sit with
one click. The old table's replay stays where it was. A solo table
against the clockwork keeps "play again".
Reading the table: an ongoing spell's chip opens its card with a plain
account — what it does, who cast it on whom, and when it ends, in the
rulebook's own terms. Each score row counts the treasures a wizard has
carried home, and marks a wizard one carry from winning.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
A THORNBUSH or ROSEBUSH "will be destroyed" by five points of damage,
and the FAQ lets only fire hurt a KILLER OOZE; the table refused every
attack aimed at one. An attack tapped onto a bush or ooze now lands on
it, the damage accumulating across attackers and turns, and the
fifth point clears the square. A WIZARDBLADE is swung from the square
beside it, as its text asks of a target that fills a square.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
"Gather your wizards" leads, with the room code and the seat count
beneath it. The roster is the picture: each seat's portrait, name, and
role, an empty seat showing what fills it, and beneath it the two ways
to fill one — copy the invite link, add a computer wizard — with the
raw URL folded away for pasting by hand. Your own row carries the
wizard picker, a deliberate three-by-two with a check on the chosen
one, open by itself until you have a wizard. Adding a computer wizard
is a panel with difficulty and personality, a line on what the chosen
personality does, and one explicit button. Readiness and Start sit
together at the bottom: "Waiting for one more wizard" above the
button, "Start game · 2 wizards" once it can flip; the expansion
option is nearby and quiet, and abandoning the room is a small link.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
The rules tab is one body — the condensed rules, the rulebook, the
expansion, and the FAQ — with a contents list, a search that labels
each hit by source, and a link on every section. The rulebook's
emphasis renders, and the (6E: …) notes are set apart from the original
words. The card library gains filters for set, type, and target, ranks
an exact name first, counts its results, and says so when there are
none; a card opens as an entry: the card itself beside reading-size
text with the printed wording, deck counts, the official FAQ, this
table's rulings, and links to the cards it names. The house rulings are
organized by card, in the present tense, with the revision history kept
off the page. Every page and card has a link (/?help=rules/…, /?card=…)
that opens the desk to it, and the desk reopens on the tab, search, and
scroll position it was closed at.
About leads with the worn box and the friends, shows the workshops as a
small gallery with a direct link to the demo reel, and says plainly
what an online ledger keeps and what a passed-around device keeps to
itself. The tally leads with finished games, treasure and combat wins,
and hours played, and explains that wizards are counted by name and
table time by the clock between moves.
Escape closes only the foremost layer and returns focus to the card
that opened it; the tabs wrap on a phone instead of clipping.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
- Help said "walk, then act"; the rules let moves and cards come in any
order, and now the help does too.
- The council's advice is derived from the live view while its panel is
open, so a Number just played for movement is no longer recommended.
It rests when the turn is not yours; "ask again" had nothing to add.
- The landing puts the name and the ways in before the clip, and beside
it on a desktop: at 1280x720 the play button and Create/Join are above
the fold.
- The replay page opens with the same deed the share card promises, and
"play free" stands beside the reel instead of after the history.
- In hotseat the "pass the device" scrim stood above the roll-off, so the
first click on "begin" landed on the handoff card. The handoff waits
for the dice.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
On a desktop the table is pinned to the window and the board's row may
shrink to nothing; four hands of cards beneath it did exactly that in
room 7S6C, and nothing put them away. The reveal now scrolls inside a
capped frame and its header carries a fold button.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
Engine: pit-rim exits live in one helper (pitRimExits) shared by the
resolver and the automaton; chargeReach names the six-stride cap; dust
sight is inDust + dustAtEnd; PushPending is exported once; the force-field
counter builds its events in one list; drawUnderSlowDeath says what it
draws under. Test groups are named for the rule they pin, not the
revision that introduced it.
Client: one smoothstep; one edgeScar per battle-scarred edge; one
board-zone rule (which also seats the caption strip on phones); the
compass names live in SIDE_NAMES; net.flash() is the one toast; MediaQuery
replaces two hand-rolled matchMedia listeners; sprites carry their sizes
as plain numbers and their CSS in one rule each; canvas helpers are
formatted like the rest of the tree. Comments that told how a cel or a
fallback used to look now say what it draws. The actions-over notice no
longer blames a pickup when slime ended the turn.
Server and ops: dataRoot() is the one data directory; headlineOf builds
its deeds without a cast; the rollup and skills read the same way the
code behaves.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
Randy raised his double, selected it, and could cast nothing through
it: the card's whole point — "it may use any of the spells in your
hand, and you need not be in its L.O.S." — had never been wired. A
cast may now name the double, and the double's square becomes the
spell's origin: sight, reach, the launch point the reel films, and
the direction a knockback or rout pushes. The hand, the attack, and
every answer to it stay the caster's. Spells that move the caster's
own body — a goat's charge, a swap — do not travel through it. On the
board, the double's sight lights the eligible squares; selecting the
double and then a card aims from where it stands. A test hides the
caster and fires through the double.
The first-stride caption sat on the maze and hid the walls beside the
wizard; it now stands above the board with a color chip for "you."
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
On a desktop the game grid is now exactly the window's height. The
board and the paper rail share the top row, the rail scrolling in
place, and the hand with its End turn sit pinned beneath — nothing a
first turn needs is ever below the fold. The board's window fills
whatever height the row allows instead of a fixed subtraction. A
wide, short window — a laptop in landscape — stands the hand beside
the board on its own until the player chooses a side, since a tall
maze under a bottom hand left a postage stamp. A short window shrinks
the bottom hand's cards a little. The eyes toggle floats over the
board's corner so it costs no height, and the masthead's "invite
friends" hides on phones where it wrapped.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
The landing says the pitch before it asks for a name — steal treasure,
blast through walls, outwit your friends — and states the goal. The
coach says "select a card, then choose its target," which is what the
cards actually want. The turn banner counts treasures home beside the
moves left. The council speaks once when its three voices agree. A
friend arriving on an invite link meets "Join Eric's game," a name
field, and a seat, with the gallery an afterthought; the masthead
says "invite friends" beside the room code. The first-person view has
a toggle beside the board instead of a checkbox in preferences. How
to play opens with winning. And a shared moment's card is titled by
the turn's story — the treasure carried home, the blow that landed,
the spell cast — instead of whose turn it was.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
One shared motion policy: the OS's reduce-motion setting, read live
through Svelte's own media query, folds into the flourishes switch.
Under it the board plays no flourishes, the reel skips its die
interlude and slate wipes, bodies jump between squares instead of
gliding, the canvas holds its ambient shimmers still, and the camera
cuts wherever the director would have panned — in the cockpit as in
the reel, so the eye still lands on what the director chose to watch.
Timers and animation frames are cleared when the policy flips or the
pane closes. A first turn and two reels stepped clean under the
setting with no errors.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
It lit every turn of the first game. Now a browser's first game lights
its first turn on its own, and the preference is an explicit switch
that keeps it on every turn for anyone who wants it. The old
preference key retires with it, so nobody is left lit by accident.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
The token, flourish, and eyes workshops opened as bare rooms with no
way back. The masthead now heads each, wordmark linking home, with
the table, the clips, and the other workshops a tap away.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
The last of the inked look. Walls carry stone joints and highlights,
doors their grain, hinges, and a brass lock plate whose keyhole turns
to a cross when jammed; battle scars fracture and branch with the
damage; illusion walls drift as tapered wisps with breathing glints;
the wall of fire burns in flat three-tone flames on a stepped flicker;
warp mouths and destinations are painted curls. Through a wizard's
eyes the punch is a three-tone hand with an ink contour and a
hand-cut POW, the same on every platform where the emoji glyph was
not, and the incoming fist no longer reverses late in its travel. The
inked stand-ins for missing conjuration files match. Goldens
re-blessed: every board frame, and the web's third ring.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
Eric repainted the maze. The first-person materials are painterly
sandstone, flagstone, and iron; the hand-drawn token set is redrawn
with matching chests and hats; the standing conjurations — hedges,
jello, dust, safe, warp light — and the effect billboards are redone
in the same hand; and the board's flourishes trade their filters and
gradients for flat cel silhouettes cut from five shared shapes, which
read better against the counters and cost a phone nothing. Thirty
scene goldens re-blessed against the new walls.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
Two of Randy's flourishes. Every chronicle line now carries a small
square in the color of the wizard acting — whoever cast, struck,
walked, or countered, else the turn's owner — so one player's doings
can be picked out of the scroll at a glance. And the life-points row
of the wizard whose turn it is wears an accent bar and a tint, since
bold alone was lost in the handwriting.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
The eleventh scene, written for the new conjurations. Wanderer fills
the corridor between them with a dust cloud — no sight, no spells —
so Rival lays a dimensional warp with one mouth under his own feet
and the other at her back, steps through the light, and lands on her
square fists first. She bolts into her own cloud, and the die picks
where she goes: into a wall. Three beats through the eyes — the cloud
billowing, the arrival, the blind stagger with the far pillar of light
at the corridor's end — and the board at the arrival.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
The engine has trapped spells in slime since the card arrived; the
board never offered the tap. LIGHTNING BLAST on a slime square now
lodges there for the next wizard in, as the card says.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
Kestrel stood against a wall Mad Hywel turned to water, was washed one
square back into stone, and was crushed twice. The sweep walked the
way it pushed: having shoved him onto the next square, its next probe
found him there and shoved him again with the force left. From rev 20
a sweep names every victim along its line first, then pushes each
once; older games replay the double shove. A test washes a wizard one
square into a wall under both readings.
With it, a client fix: a tap on a bare square while holding a card no
longer walks there. Kestrel tapped a slime with LIGHTNING BLAST in hand
and strode into it. The tap now says the card is aimed at a wizard or
creature and leaves the feet alone.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
Three strangers this week pressed play, looked at the board for a
minute, and closed it. What they saw: a small maze under a roll-off
card, a column of prose, seven strange cards, and nothing that said
where they were or what to tap. Now, on a browser's first game, the
squares a stride can reach glow and the rest of the maze falls into
shadow, with one line hung over the wizard for the first stride. The
turn banner says what winning is for the first two rounds. And when
the clockwork rolls first, its opening turn waits behind the roll-off
card instead of playing out unwatched, then arrives a beat at a time.
The step light switches off once that first game is won, and lives in
preferences for anyone who wants it back.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
The bite rides a counteraction stack, so the batch that springs the
Ward carries no damage; the notice read that as a bite with no
purchase and the three points landed later unannounced. It now says
the bite waits on the taker's answer, and the counteractions follow.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
Kestrel stood beside a pit dug against the board's west edge, walls
north and south of it, and was told there was nothing to land on — the
rim check counted only neighbouring squares, and the warp mouth beyond
the pit is not one. From rev 17 a mouth on the rim is an exit like any
square, named at a fork like any other; every older game takes the
mouth when no square offers, so the refused crossing goes through as
it stands. The jump through a mouth carries `via: "warp"`: the board
shimmers both mouths instead of streaking across the maze, and the
reel cuts rather than gliding. The automaton leaves a pit only by its
exits. Three tests walk the rim under both readings.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
The shortest walk on this turn's legs, no ceiling, MAD DASH doubling
the lot — the reading the engine has held since rev 10 and the
combo it only just began to allow at full length.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
Sentry WIZWAR-5: a table open through a deploy asked for the replay
module by its old hashed name, the deploy had deleted it, and the
server answered with the app shell as text/html — "not a valid
JavaScript MIME type". Three guards: deploys keep old chunks for a
week instead of deleting them; a missing asset is a plain 404, never
the shell; and the client reloads once when Vite reports a failed
import, so the live bundle takes over.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
The two choices sat in the hint strip with life-points pre-selected,
so a tap on the monster cast before the choice was seen. Tapping the
monster now asks — life-points or movement, with the monster's
current numbers shown — and the cast waits on the answer.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
It checked its own plain flag first and returned, so the turn was
never read and never tracked; the effect ran once and slept. The turn
is read first now, and the flag is reactive.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
Eric, a giant on his first turn, could only shove a wizard in a
straight line: the engine shoved in the giant's own direction or
refused. The FAQ says otherwise — "If Big Man pushes someone to an
intersection, then the other player gets to decide which direction to
go." Now a pushed wizard leaves by any open side but the way the giant
came. One open side is taken. Several are theirs to choose: the stride
hangs in a pushPending window like the Ward's, the pushed wizard
answers with pushChoice (a dialog offers the ways; an automaton steps
out of the giant's line), and the stride resumes with the answer — a
blinded giant's roll is not rolled twice.
Rounding a corner was a refusal before, so every game may do it now.
Only the case that used to resolve — straight ahead open — keeps its
old reading in games dealt before rev 15; from rev 15 the pushed
wizard chooses there too. Tests pin the corner, the fork's window and
its refusals, and the older reading; 84 ledgers replay.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
The table's reading of CREATE PIT: a thin ledge runs around the rim,
and "jumping over" is edging along it, trying not to fall. So on a 2,
3, or 4 the walker lands on an open square beside the pit — the only
one if there is one, otherwise the one they name (a click on that
square sends `exit` with the move) — and a pit with no way off cannot
be entered from there at all, refused before any die is rolled. The
FAQ's diagonal crossing at an intersection is this rule.
Older games bounced the walker back and charged the stride; they keep
that under their frozen revision, so GDCN's seven bounces replay. The
clockwork's path search treats a pit as a road when any side of its
rim is open and names the exit its path leaves by. Tests pin the fork,
the single way off, the closed pit under both revisions, and the
brain's route.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
Kestrel's archmage berserker dug a pit at the far mouth of a warp,
then tried to walk through that mouth seven times: each stride landed
on its own pit with a thornbush beyond, the maze bounced it back and
charged the stride, and on the seventh it rolled the 1 and fell in.
Cursed with SLOW DEATH at seven life, it kept drawing two cards a
turn at a point apiece, raised a SHADOW that drinks a point a turn,
and bled to death in three turns.
The path search now refuses a pit it cannot leap beyond — the same
test the maze applies — whether the pit is a waypoint or the goal.
Under SLOW DEATH the end-of-turn draw keeps four life in hand and
draws nothing when it cannot; while bleeding, or at six life or less,
no SHADOW is raised. Three tests pin them.
The chronicle tells the bounce as what it was: "leaps the pit —
nothing to land on beyond it — and teeters back", not a blind blunder
into a wall; and the shadow's last drink no longer trails a zero-damage
line. Brain and chronicle changes only, ungated; 83 ledgers replay.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
Advice offered on a first turn stayed on the sidebar until dismissed,
as advice a player asked for should. Offered advice now clears when
the turn passes; asking again keeps it.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
For visitors: the landing shows a clip card of the maze before asking
for a name; "Play now against a clockwork wizard" is one tap from the
landing to the first turn (the room, the seat, and the flip each
follow as the server confirms the last); pass-the-device and seat
transfer fold behind "More ways to play".
For a first game: automatons default to apprentice until this browser
has seen a game through, then step up to adept unless the tier was
picked by hand; the council speaks once unasked on a first turn; a
finished game offers "play again" (the same bots re-seated in a fresh
room) and "share the tale" (the whole replay as a link).
For players who know the box: a House rulings tab in help — what the
digital table does differently, every rulings revision (now exported
from the engine as RULES_REVISIONS, which the deckRev doc block points
at), and the 76 cards the FAQ has spoken on. And the arrow keys and
WASD walk on the board as they already did in the first-person pane.
The recorder's poster settle lengthens to outlast a change-of-eyes
wipe; two cards had caught the title card instead of the maze.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG