Eric WagonerandClaude Fable 5 75d3d44c6c The Ward is played in the moment (rules rev 31)
'When a player picks up one of your treasures, you may play at that
time (out of turn) this card on him' — the owner read the card and is
right: no arming ahead. When a treasure whose owner holds WARD is
grabbed, the grab hangs (new wardPending phase, outranking all other
input) and the owner alone answers: spring it (3 damage, card spent)
or let them go (card kept, silence). Automatons always spring it on a
thief of their gold. The arming mechanic is refused at rev 31 and its
button hidden; rev 3-30 games keep their armed wards and rev 1-2 keep
the automatic spring, replaying unchanged. The window does reveal that
the owner holds SOMETHING - as it would at any real table when the
room turns to look at them.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
2026-08-19 20:17:43 -04:00
2026-08-17 11:27:28 -04:00
2026-08-16 16:21:28 -04:00
S
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A web port of the 6th edition Wiz-War by Jolly Games / Chessex
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