4bda6087b139224505d8467459ae23f9a1a718dc
Per the owner's briefing on how these cards are actually played: - Roadwork on the march: DISPEL CREATION un-creates conjured walls and filled squares; STONE TO WATER melts walls and stone blocks (cast only from outside its own wave); CREATE DOOR plus a lock-opener turns a wall into a doorway; DIMENSIONAL WARP folds a 6+-step detour into one step, and the bot steps through its tokens when the far side is closer. - Path denial grows: JAM LOCK seals doors on a threat's road, ILLUSION WALL stands in for CREATE WALL, the full nuisance shelf (pit, slime, ooze, rosebush, tacks, dust cloud) joins stone and thornbush, and a BOOBYTRAP lands mid-path when nothing can reroute the thief. - Bursts: ADD joins a second number to the march; MAD DASH doubles the sprint to gold (never while carrying); POWER RUN buys the last spaces of a winning delivery with blood. - Breathing room when pressed (worrier, treasure-carrier, or bleeding): FEAR at three paces, UGLY when they crowd in, BUDDY to pacify the hound. - AROUND THE CORNER: an enemy one bend out of sight can be attacked; new bentSightFor mirrors the engine's bentLos from the viewer's knowledge. - GameView gains createdEdges (public — the table watched them conjured). All newly playable cards leave the bottom discard tier via USEFUL_NEUTRALS. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
Description
A web port of the 6th edition Wiz-War by Jolly Games / Chessex
254 MiB
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