707297da17c92042a021645654df51c0a8a7ce44
Eric walked a five-player board's corner warp and the world stretched. The lane rule — carry the along-the-edge offset through unchanged — is only correct for half the side pairings: for the rest (N to N, E to N, and their kin, the ones five-player boards deal), the proper rotation lands the entry axis head-to-head against the exit axis, and preserving the raw lane smuggled a REFLECTION into the traversal — rays crossing over at the mouth, parallax inverted, the far room swimming. warpLaneMirrored computes the pairing's sign from the rotation itself; castRay mirrors the lane where required, and warpMotion anchors the far mouth at its opposite corner to stay the same pure rotation — so sprites and projectile legs agree with the rays again. The workshop grows ?players=2..6 to stand on any table size (the mirror-class mouths live on the five-player boards). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Description
A web port of the 6th edition Wiz-War by Jolly Games / Chessex
274 MiB
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