diff --git a/README.md b/README.md index 9acaa6dc..c2ce8bb0 100644 --- a/README.md +++ b/README.md @@ -39,6 +39,9 @@ Advanced Hajr is played immediately after a completed Force Movement and its required arrival decisions. Basic keeps its broader own-turn timing. The [Ornithopter combination](docs/RICHESE_ORNITHOPTER_ENGINE_AUDIT.md#hajr-and-unused-movement-entitlements--18-october-2026) uses one unused movement entitlement and retains Hajr's separate move. +The single physical Hajr can be played again after legitimate +[paid Box recovery](docs/RICHESE_ORNITHOPTER_ENGINE_AUDIT.md#recovered-hajr-replay--18-october-2026). +Advanced still requires a fresh post-movement opportunity. Before starting, open **Configure** on an AI seat to change its difficulty, faction or player circle without replacing it. Changes save immediately and diff --git a/components/game-table.tsx b/components/game-table.tsx index 40561713..ecd84ae5 100644 --- a/components/game-table.tsx +++ b/components/game-table.tsx @@ -5005,6 +5005,7 @@ export function GameTable({

{g.ornithopter &&

Provisional card composition: Ornithopter replaces one unused movement. Its two groups must be different; Hajr adds one separate normal move and may move those forces again.

} {g.advanced && me.hand?.some(card => card.effect === 'hajr') &&

Play Hajr immediately after a completed Force Movement and its required arrival decisions, before your next voluntary action.

} + {!!me.hajrPlays &&

{me.hajrPlays} Hajr play{me.hajrPlays === 1 ? '' : 's'} this turn. Each legal play grants one additional movement. A recovered Hajr must return to your hand; Advanced requires a fresh post-move opportunity.

} {transportPreview && ( <>