461c1a5c83adf9a64654c79dfbce749d7ec889c5
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
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A web port of the 6th edition Wiz-War by Jolly Games / Chessex
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