5310fbdca972e6e0bba71912f2ba23d7b9a42425
Room M9QJ, seq 190: a berserker played a 5 to charge a distant enemy, walked two squares, crossed a treasure, and the gold-underfoot rung — which outranks everything — ended its actions with six paid moves unwalked. Before spending a number, the march now checks whether any goal treasure lies within the free legs: if the turn is going to end at a grab, the number stays in hand. (Even a charging berserker stoops for loot; it just shouldn't pay toll first.) Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
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A web port of the 6th edition Wiz-War by Jolly Games / Chessex
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