12a655868b964136ebe87800664d27771f7d4671
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
Description
A web port of the 6th edition Wiz-War by Jolly Games / Chessex
299 MiB
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