45666bca1685b0e7c76c4cdbff239076199d327c
Eric's diagnosis: "in the moment" interruption cards are worthless in correspondence play — there is no moment. The answer was already in the game: WARD is a contingency card, and ambushes generalize it. On your turn, playing Interrupt or Opportunity Fire now arms an ambush: commit it with an attack from your hand (plus an optional number card) and a trigger — an opponent entering your line of sight, coming beside you, or grabbing a treasure — and it springs automatically when the condition occurs, whether you are watching or asleep. The sprung attack opens the normal counteraction stack, so the victim gets their defense (asynchronously, like any attack). Committed cards leave your hand until the trap springs or you disarm it; ambushes are invisible to everyone but their owner (view-level redaction), die with their owner, stay armed if the shot is momentarily illegal, and honor the no-combat first round. Live play in the moment still works too — and the client now actually offers it (the old UI never let you click those cards out of turn). The rail shows your armed traps with a disarm control; the chronicle announces AMBUSH! when one springs. 124 tests passing. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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A web port of the 6th edition Wiz-War by Jolly Games / Chessex
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