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