ed9585aa5909ff062691b3a3602f37656c85206a
moves like a giant, and the boards are diagram-verified TELEPORT as a counteraction (official FAQ: "the attack has no chance of hitting you"): the defender names an escape square within four spaces, the escape resolves before anything lands, and an ANTI-ANTI pins their boots to the floor. Additive — no revision gate needed. FILL SQUARE WITH SLIME holds spells now: an attack cast at the slime sticks in the gel (leaving the discard pile), springs once at whoever is inside or next enters, and counteractions against the trapped blast cannot touch its caster — reflections vanish into the ooze. A five-point waterbolt washes the slime and its cargo away, and the waterwall waves clear slime from their path. BIG MAN, under rules rev 5, finally moves like the card says: he pushes players and monsters down the corridor ahead of him (stuck or unpushable occupants block his advance), steps over a pit, tacks, or killer ooze for two movement points without ever entering the square (click two cells beyond the hazard), and monsters may not enter his square. All gated so stored games replay under their own rules. The boards were never wrong — the rulebook's Set-Up Diagram photo confirms every pairing the code already had: 2p crossed, 3p stair with the Aisle Warp arc, 4p/6p straight-across, 5p plus with all four corner arcs. The stale TODOs are gone, replaced by tests pinning each letter pair, and relocation's "only opposite board edges connect" (which discards the aisle warp) is pinned too. Wall of Fire vs Waterbolt turned out to be implemented and tested all along — its TODO comment was the only thing wrong. Also: hotseat saves now request durable storage (iOS evicts unprotected origins under pressure). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Description
A web port of the 6th edition Wiz-War by Jolly Games / Chessex
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