An editing pass over every word a player reads, and two false claims of only put right: the Unicorn is not the land's one leaper, nor the Paladin its one vaulter
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01CCLa2PaEeCj8njQZSWGqHx
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@@ -635,9 +635,9 @@ Good luck, and may all your moves be ones that Rexfelis would envy. . . .
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## Decisions
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Where the text contradicts itself, leaves a case open, or needs a rule
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chess players take for granted, the engine does the following. Each is a
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reading of the text above, not a change to it, except the two marked as
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options the host may choose.
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chess players take for granted, the engine does the following. Each reads the
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text above as it stands, except the two marked as options the host may
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choose.
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1. **Board numbers.** The notation paragraph makes the upper board 1 and
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the lower 3, but every piece description, every example and the
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@@ -652,8 +652,8 @@ options the host may choose.
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are in.
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3. **Light and dark.** With a light square in Gold's near right corner,
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square l1 is light and a1 dark. Gold's Sylphs therefore start on a2,
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c2, e2, g2, i2 and k2 and Scarlet's on a7, c7, e7, g7, i7 and k7 (the
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same files, as the diagram shows); the Dwarves start on b, d, f, h, j
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c2, e2, g2, i2 and k2 and Scarlet's on a7, c7, e7, g7, i7 and k7, the
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same files, as the diagram shows. The Dwarves start on b, d, f, h, j
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and l of their second rank.
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4. **Captures on board-changing moves.** The text says "move" for the
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Mage's step on the upper or lower board, for the Paladin's knight-like
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@@ -668,7 +668,7 @@ options the host may choose.
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the square on the middle board vacant. The Elemental's two-square
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orthogonal step needs the square between vacant, as the general rule
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says. The Elemental's move up needs its first, sideways square vacant
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and the square above that to hold an enemy; its move down needs the
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and the square above that to hold an enemy. Its move down needs the
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square beneath vacant and lands by a further orthogonal step, with or
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without a capture.
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6. **The Dragon's capture from afar** is a whole move. The Dragon stays
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@@ -679,12 +679,12 @@ options the host may choose.
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except that it still occupies its square. A frozen King attacked by
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another piece is in check and may be rescued only by capturing the
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attacker or interposing.
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8. **Check, checkmate, stalemate, repetition.** As in chess: a move may
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8. **Check, checkmate, stalemate, repetition.** As in chess. A move may
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not leave one's own King attacked, a King attacked with no escape is
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mated and the game is lost, a player with no legal move and not in
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check is stalemated and the game is drawn, and a position seen three
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times with the same side to move is a draw. The text names only
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checkmate; the other endings follow "as in standard chess".
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checkmate, and the other endings follow "as in standard chess".
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9. **Promotion** happens the moment a Warrior arrives on the far rank, to
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a Hero, with no choice. A Sylph on the far rank keeps its downward
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capture and comes back to life by moving up into a vacant home square.
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