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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Eric WagonerandClaude Fable 5.1 committed 2026-10-26 19:24:50 -04:00
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@@ -635,9 +635,9 @@ Good luck, and may all your moves be ones that Rexfelis would envy. . . .
## Decisions
Where the text contradicts itself, leaves a case open, or needs a rule
chess players take for granted, the engine does the following. Each is a
reading of the text above, not a change to it, except the two marked as
options the host may choose.
chess players take for granted, the engine does the following. Each reads the
text above as it stands, except the two marked as options the host may
choose.
1. **Board numbers.** The notation paragraph makes the upper board 1 and
the lower 3, but every piece description, every example and the
@@ -652,8 +652,8 @@ options the host may choose.
are in.
3. **Light and dark.** With a light square in Gold's near right corner,
square l1 is light and a1 dark. Gold's Sylphs therefore start on a2,
c2, e2, g2, i2 and k2 and Scarlet's on a7, c7, e7, g7, i7 and k7 (the
same files, as the diagram shows); the Dwarves start on b, d, f, h, j
c2, e2, g2, i2 and k2 and Scarlet's on a7, c7, e7, g7, i7 and k7, the
same files, as the diagram shows. The Dwarves start on b, d, f, h, j
and l of their second rank.
4. **Captures on board-changing moves.** The text says "move" for the
Mage's step on the upper or lower board, for the Paladin's knight-like
@@ -668,7 +668,7 @@ options the host may choose.
the square on the middle board vacant. The Elemental's two-square
orthogonal step needs the square between vacant, as the general rule
says. The Elemental's move up needs its first, sideways square vacant
and the square above that to hold an enemy; its move down needs the
and the square above that to hold an enemy. Its move down needs the
square beneath vacant and lands by a further orthogonal step, with or
without a capture.
6. **The Dragon's capture from afar** is a whole move. The Dragon stays
@@ -679,12 +679,12 @@ options the host may choose.
except that it still occupies its square. A frozen King attacked by
another piece is in check and may be rescued only by capturing the
attacker or interposing.
8. **Check, checkmate, stalemate, repetition.** As in chess: a move may
8. **Check, checkmate, stalemate, repetition.** As in chess. A move may
not leave one's own King attacked, a King attacked with no escape is
mated and the game is lost, a player with no legal move and not in
check is stalemated and the game is drawn, and a position seen three
times with the same side to move is a draw. The text names only
checkmate; the other endings follow "as in standard chess".
checkmate, and the other endings follow "as in standard chess".
9. **Promotion** happens the moment a Warrior arrives on the far rank, to
a Hero, with no choice. A Sylph on the far rank keeps its downward
capture and comes back to life by moving up into a vacant home square.