0750fe3f21734757c32c966749796995b0b0ff5a
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
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A web port of the 6th edition Wiz-War by Jolly Games / Chessex
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