"If this spell is REFLECTed, both players take 1/2 point of damage per
space moved" (WALKING DEAD); "In case of REFLECTION, both players are
affected" (IDIOT); SLOW DEATH follows REFLECTION's own rule that a
spell works for both parties. A permanent curse has no duration for
the reflection's split to halve, so the caster went untouched; the
curse is now laid on them as well, as if cast back. Older games replay
as they were; PRPM, reflected at seq 108 with no move since, was
re-stamped to 24 at its table's request.
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
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
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
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
An audit of every card in the deck, prompted by the Alter Ego, found
two more whose cast worked but whose promise was never kept.
LIFESAVER — "immune to the effects of losing both of your treasures"
— was cast and remembered and never asked where a wizard is
eliminated for exactly that; twenty-three recorded casts never
mattered. FORCE FIELD stopped the spell and vanished, though the card
keeps it standing until the opponent's turn ends, barring them from
entering its caster's square or casting on or past them. Both are
honored from rev 21, the field on every side where the card says one.
Older games replay as they were played. Tests pin both readings.
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
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
The automaton stood in Kestrel's DUST CLOUD and filled a square with
stone three rows away. The cloud blocked only sight lines passing
through it; the square a line began or ended in was never asked. The
FAQ is plain: no LOS spell may be cast by a wizard in a cloud, nor at
one, though a spell upon oneself still works, and VISIONSTONE does
not see through dust. From rev 19 the engine's sight and the view's —
the targeting aid the client and the automaton both read — refuse a
line with dust at either end. Older games keep their sight.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
Kestrel's blade came back halved off the automaton's REFLECTION and
landed before he could raise the ABSORB in his hand. FULL REFLECTION's
return was already a fresh attack with the caster's own window; the
half now goes the same way — its damage and any split duration ride
a returned stack the caster may meet with an ABSORB, a BLUNT, or
another REFLECTION. Trapped spells and creatures' touches keep the
instant half. Older games replay as they landed. A test soaks the
half and takes it, under rev 18 and rev 17.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
Only a bare step is a matter of revision: from rev 17 a square beside a
mouth is a fork to name; before it the step lands on the square, as the
recorded games did. Naming the mouth was never recorded, so it opens
for every game.
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
Two-thirds of a ledger replay was structuredClone; a recursive copy of
plain data does the same work in a fraction of the time, so a server
boot — every ledger replayed — is half as long, and the automaton's
lookahead is quicker with it. Caddy now holds a request for up to
thirty seconds while the game restarts, dialing every quarter second,
so a visitor who lands during a deploy waits instead of meeting a 502.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
Reuben, a goat with a 5 played and eight legs, aimed at a wizard eight
corridor steps away and was told he had no wings. The charge measures
the walk through real corridors, as rev 10 made it, but the walk was
searched only six steps deep and anything past that came back as
unreachable. From rev 16 the search runs as far as the legs do; older
games keep the six-step reading. A test charges seven or eight steps
under both revisions.
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
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
Two blind reviews of everything since the last pass (afa0e17), every
finding checked against the code, no behavior changed: all thirty
scene goldens match without a re-bless and the engine suite is
untouched.
Reel and renderer: the camera's look-down rule is stated once, beside
LOOK_DOWN, instead of twice in the effect; the empty aim branch that
stood where a cutaway used to be is gone (the guard it implied is now
explicit); the pit events and the punch are handled by their own
types, not through "in" casts; smoothstep is one export used by every
tween instead of eleven inline copies; the two floor rings share one
painter; project() takes a Billboard instead of a third hand-typed
copy of its fields; the strides-left figure and the web rim no longer
shadow the reel's steps and the pane's fx; the die card's verdict is
built from events, not by matching an emoji; the workshop asks for the
hover cue by name instead of passing an empty click handler.
Server and engine: one requestBase() for the origin, one slug pattern
in store.ts gating both the clip page and its files, one 404 for both;
LOOPBACK sits above its only caller; doCounteract names what a counter
is played against once; fearCells sits beside its own docblock rather
than between sightedCellsFor and its.
Deploy: chromiumExe, the private server, ffmpeg, and the reel rewind
live in deploy/lib/harness.mjs, shared by the gate, the recorder, and
the card cutter instead of pasted three times; the recorder drops its
duplicate frame counters and names its poster settle; the card uses the
gallery's exact gold; the one-time Sentry URL bootstrap leaves
deploy.sh; the backup comment states the rule rather than the incident.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
Eric grabbed a warded treasure and took the Ward's three points — but
the attack modal showed a bare-knuckled punch, the hint line said the
owner "attacks with a punch", and the cast panel called it a physical
blow with no card behind it. The engine knew better: the stack has
carried sourceName ("warded treasure") since rev 9, and the damage
line used it. The client never read it.
Now every cardless stack with a name shows that name — and, for the
Ward, the Ward card itself — in the modal, the hint line, and the
cast panel, with the damage inbound. In the chronicle, a counteraction
played against it records "warded treasure" rather than "punch", and
an EMPATHY echo of it names the same. Chronicle-only, ungated; all 58
production ledgers replay clean.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
A day of Eric watching the clips as a newcomer would.
The camera can pitch: FirstPerson takes a `pitch` that shears the
horizon up the pane (walls center on it, the eye stays half a wall
high), so the ground at the pane's foot comes within half a cell. The
director uses it for deeds at your own feet — a conjuration on your
square, a treasure taken up, the pit you fell down — instead of the
cutaway that stepped outside your body.
Everything shows through a warp. The floor pass now runs between the
cast and the wall draw, so a column that bent through a mouth maps its
ground through the warp's rigid motion and wears the far room's decals
— the pit past the wormhole included — under the same violet haze as
its walls.
A wizard down a pit is public (inPit on the player view), drawn sunk to
the floor line in first person and dimmed on the board. A body sharing
your square, which had no depth to draw at, stands right in front of
you. A pit leap glides like a shove instead of cutting. And the
director's blocked-sight test no longer counts a warp BEYOND the
target as a block, nor stands a cutaway camera inside another wizard's
square — the pair that put Wanderer's face across the whole pane.
The reel stops for a die: a card over the held world names who rolls
and for what, tumbles the faces on the reel's own clock, lands the
roll, and only then plays the outcome; the beat, the fx, the glides
and the camera all wait it out. A punch by you drives a fist into the
scene; one at you comes at the camera; both land with a comic POW.
film-clips rolls until the reel's last move rather than a fixed count,
and the gate settles longer on a step whose caption rolls a die. All
thirty goldens re-blessed.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
The aura's warp-walking diamond — dreadDistance ≤ 3, extracted to one
shared fearCells so the board's dashed ring, the cockpit's floor stain,
and the engine's refusal can never disagree — now tints the flagstones
violet in first person, breathing like the board's aura, beneath the
dread ring already at the bearer's feet.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
Server: turnFacts joins actingSeat's full priority order (a hanging
ward or slow-death window now reads as the lobby's attention, stubs
included), summarize and stubOf share one baseSummary, the stranded
doc comment returns to summarize, the protocol contract names
feedbackList, Sentry init moves below the imports it cannot precede,
randomBytes joins its group, the feedback path hoists once with the
operator-fields note. Engine: the safe's sight check trusts castSight
alone, the locked-safe predicate becomes lockedSafeAt, the doomed-grab
test drives both seats and must reach endTurn. Web: the twin safe
handlers merge, paPoints joins the reset ritual with a derived burnable
range, five decorative empty handlers and a dead class go, the hand
earns real list semantics, fitHandCards cites Card.svelte's tokens,
two wrap-sites reindent, feedbackReports moves home as a named type,
and the chronicle's stay-mounted reason is stated. feedback-reply.sh
adopts its siblings' set/usage conventions and speaks Node. Two test
screenshots leave the repo root.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
Two cards drawn is a two-point blow: ABSORB soaks up to three of the
total, BLUNT halves it rounding up (so it finally earns a place — 2
becomes 1), counters may chain, declining takes the rest. The client
labels each counter with the exact points it leaves; the bots weigh
the total against their floor. Amends rev 13 minutes after it shipped;
every production ledger still replays clean.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
Operational: auto-reboot for kernel patches (09:30 UTC), Caddy access
logs at /var/lib/caddy (self-rotating; the sandbox denies /var/log),
logrotate for the backup log, a restore drill proving a Spaces snapshot
boots 56/56 rooms clean, the about page's plain sentence on permanent
recording, and /wizwar-pulse to read it all weekly.
Rules: safes now smash — attacks aimed at the box accumulate on it and
the fifteenth point bursts it (widening, ungated). And SLOW DEATH's
bites pause for a victim holding an ABSORB — the card named by the FAQ,
not Absorb Spell — each soaking exactly one point, rev-gated at 13 with
the instant-bite legacy pinned. Bots weigh the soak against their life.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
'All LOCK-type cards will work on it' was never wired: openSafes was
reset every turn and filled by nothing. A PICK LOCK or MASTER KEY
aimed at a safe's square (underfoot or beside) now opens it until
turn's end, with its own chronicle line; the dead never-emitted
safeOpened variant and its null humanize go. The automaton — H4EN's
Automaton II spent six turns grabbing at a locked lid saying 'I meant
to do that' — now cracks the box first (key or DISPEL CREATION, which
it held the whole time) and drops unopenable safes from its goals
rather than marching to one forever.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
'Including NUMBER cards and other add-ons' now means it: a number
riding the cast fuels the dash — (base + number) × 2 — and numbers or
POWER RUN points played under it double as well. The 5BM4 five that
vanished into a borrowed 'burns 0 life for speed' line gets its own
madDash event and chronicle voice. Older games doubled only the base
and replay so, pinned at deckRev 11.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
The extracted rebuildRoom loop reflowed to the file's indent and its
doc comments unstacked; liftIdiotIfSatisfied moves below idiotBlocked
so each keeps its own comment; the pickup's duplicated owner lookup
folds to one; the cloned grab-refusal chain hoists to grabRefused; a
one-off #8a7a5c rejoins the #8a7a5e palette; an inert overflow-x line
and a duplicate import go; span 6 and the two cache strategies say why;
the reversed walking-dead test moves beside its biting sibling. Also:
the replay harness now honors lobby kicks, which VVZU (five bots
seated, two kicked) was the first production ledger to exercise.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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