8d308bc6064dcfe0c552efb6a6e5a4203bce1925
The rulebook (Cards And Actions That Change The Map): a CREATE WALL or DESTROY WALL alteration on a junction between sectors rolls a 50-50 when "some other moron" rotates one of them — 1-2 stays with the standing sector, 3-4 travels with the moving one, per the book's own low/high convention. Both rotation and relocation roll (the same seam tears either way), demolished holes roll alongside conjured walls, the pips land loud in the chronicle, and a traveling edge rides anchored to its in-sector cell. Rev-gated: the roll consumes dice that stored games never spent. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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A web port of the 6th edition Wiz-War by Jolly Games / Chessex
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