A Deathrattle summon used the dying minion's board index from before the Death Creation Step removed anything. That index is stale when a minion to its left dies in the same step, so the token landed one place too far right. Each Death Event now records `before`: the nearest minion to the right that is not dying in the same step. The position handed to the effect context is resolved when the trigger resolves: the current index of `before`, or the right end. Applied to the Rust and TS references of Modules 3-10. Module 3 gains two tests, documented in scenarios.md: test_03_summon_position_after_simultaneous_deaths (fails before the fix) and test_03_simultaneous_summons_keep_board_order. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
Module 4 reference engine (TypeScript)
The course's own engine as of the end of Module 4. It adds auras as card data and one routine that decides how many times a queued trigger activates, so "Your minions trigger their Deathrattles twice." is a card, not a change to Deathrattle. It also adds playing a minion from hand, and Battlecries. Module 3's reference was the starting point, so a diff between the two shows what this module adds. Module 5's reference starts from this one.
src/engine/: generic machinery. Names no cards.aura.ts: the Aura Update (Other), which snapshots the auras of every minion in play, andactivations, the one routine that reads the snapshot and returns how many times a trigger of a given kind activates for a given player. Stacking policy (maxoradditive) is a field of each multiplier.queue.ts: actions, the context an effect sees, and the resolver. The end of the outermost Phase runs the Death Creation Step, then the Aura Update (Other). Summoning a minion also runs the Aura Update; playing one does not. Each queued trigger asksactivationsonce, as it starts, and then activates that many times back to back. APlayaction moves a minion from hand to board and raises aPlayedevent, which the minion's Battlecry answers.death.ts: the Death Creation Step, unchanged from Module 3.world.ts: entities, zones, order of play, heroes, stats, Armor, the pending-destroy flag, the aura snapshot and the log.card.ts: card definitions (stats, triggers, auras, a spell's effect) and the library.event.ts: the engine's events.Playedis engine-only:src/harness.tsleaves it out of the course'sGameEventlog, where the played minion'sSummonedalready shows it.
src/content/index.ts: card definitions. Baron Rivendare is one aura entry:triggerMultiplierondeathrattle,times2, stackingmax. Twisting Nether (the Module 3 Expansion Drop) is here because the Module 4 tests use it.src/harness.ts: the adapter the course tests call.summongoes through the engine's summon, so it runs an Aura Update.play(the Module 1 Expansion Drop) runs one Sequence with aPlayaction.
Run it with the module's tests: node tools/verify-references.mjs 04 from the course repository.