c6913ea1bc2bc0e58488b1947ffc3b200cc23658
The table's reading of CREATE PIT: a thin ledge runs around the rim, and "jumping over" is edging along it, trying not to fall. So on a 2, 3, or 4 the walker lands on an open square beside the pit — the only one if there is one, otherwise the one they name (a click on that square sends `exit` with the move) — and a pit with no way off cannot be entered from there at all, refused before any die is rolled. The FAQ's diagonal crossing at an intersection is this rule. Older games bounced the walker back and charged the stride; they keep that under their frozen revision, so GDCN's seven bounces replay. The clockwork's path search treats a pit as a road when any side of its rim is open and names the exit its path leaves by. Tests pin the fork, the single way off, the closed pit under both revisions, and the brain's route. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
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A web port of the 6th edition Wiz-War by Jolly Games / Chessex
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