diff options
author | Jérémy Zurcher <jeremy@asynk.ch> | 2022-11-06 12:48:22 +0100 |
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committer | Jérémy Zurcher <jeremy@asynk.ch> | 2022-11-06 12:48:22 +0100 |
commit | 51e1f3da71e293d94e242d708b83b67bbd1491dd (patch) | |
tree | efdb578bbc6a74b091965f485de59e1c71ac95a8 /NavajoWars/NavajoWars-cards.lou | |
parent | 312840a43c60ab4e25b57fa49a0f7c91ca94e22f (diff) | |
download | asynk-rules-51e1f3da71e293d94e242d708b83b67bbd1491dd.zip asynk-rules-51e1f3da71e293d94e242d708b83b67bbd1491dd.tar.gz |
NWars : fix min AP, Subjugate, Manuelito, charts
Diffstat (limited to 'NavajoWars/NavajoWars-cards.lou')
-rw-r--r-- | NavajoWars/NavajoWars-cards.lou | 108 |
1 files changed, 58 insertions, 50 deletions
diff --git a/NavajoWars/NavajoWars-cards.lou b/NavajoWars/NavajoWars-cards.lou index 92b2a24..4566159 100644 --- a/NavajoWars/NavajoWars-cards.lou +++ b/NavajoWars/NavajoWars-cards.lou @@ -68,7 +68,7 @@ def @White { @Cube {@Xrgb white} } def @Black { @Cube {@Xrgb black} } def @EnemyOperations { @VCard { - @CHeader title {Enemy Operations} tag {{@Xrgb firebrick} @CTag E0} + @CHeader title {Enemy Operations} version {1.1} tag {{@Xrgb firebrick} @CTag E0} @LLP @List gap {.9v} @@ -100,7 +100,7 @@ def @EnemyOperations { @VCard { @RawEndList} @ListItem{- @B {Collect Enemy APs} : @BulletList - @ListItem{Card @I APs + {@Sym numbersign} @Red @I{Subjugation of NM} - {@Sym numbersign}@I{Raided Cubes}} + @ListItem{@B min 1 : card @I APs + {@Sym numbersign}@Red @I{Subjugation of NM} - {@Sym numbersign}@I{Raided Cubes}} @RawEndList} @ListItem{- @B {Flip Random Instructions} @BulletList @@ -121,49 +121,49 @@ def @EnemyInstructions { @VCard { gap {1.2f} @ListItem{@B Build : @BulletList - @ListItem{if all @I Territories have @I Outposts @Sym arrowdblright @B Subvert @Stop} - @ListItem{place 1 @I Outpost in {@Sym numbersign}1 @I Area of lowest {@Sym numbersign} @I Territory without one} - @ListItem{remove any @I Corn counter from that @I Area into the @I{draw cup}} + @ListItem{@B if all @I Territories have @I Outposts @Sym arrowdblright @B Subvert @Stop} + @ListItem{place 1 @I Outpost in {@Sym numbersign}1 @I Area of lowest {@Sym numbersign} @I Territory @B without one} + @ListItem{any @I Corn counter in that @I Area @Sym arrowdblright @I{draw cup}} @RawEndList} @ListItem{@B {Build + Subvert} : conduct @B Build then @B Subvert instruction} @ListItem{@B Colonize : @BulletList - @ListItem{if 0 cubes in the @I{Raided Cubes} @Sym arrowdblright @B Expand @Stop} - @ListItem{if 0 @I Outpost on map @Sym arrowdblright @B Build @Stop} + @ListItem{@B if 0 cubes in the @I{Raided Cubes} @Sym arrowdblright @B Expand @Stop} + @ListItem{@B if 0 @I Outpost on map @Sym arrowdblright @B Build @Stop} @ListItem{move max {@Sym numbersign}@I AP cubes from @I{Raided Cubes} @Sym arrowdblright @I Recovery} @RawEndList} @ListItem{@B {Comanche} : @BulletList - @ListItem{if @Sym less 3 cubes in @I{Subjugation of NM} @Sym arrowdblright @B Subjugate @Stop} + @ListItem{@B if @Sym less 3 cubes in @I{Subjugation of NM} @Sym arrowdblright @B Subjugate @Stop} #@ListItem{resolve @B{Tribal Raid} with {@Sym numbersign}Families in-play counters} @ListItem{@B{Tribal Raid} with {@Sym numbersign}Families in-play @I{Tribal Raid} counters} @RawEndList} @ListItem{@B {Defend NM} : @BulletList - @ListItem{if 1 @I Inactive @B Defend or @B Peace instruction @Sym arrowdblright flip and resolve @Stop} + @ListItem{@B if 1 @I Inactive @B Defend or @B Peace instruction @Sym arrowdblright flip and resolve @Stop} @ListItem{spend all @I APs (min 1), @B Defend @Sym arrowdblright @I{Raided Cubes}} #@ListItem{spend all @I APs (min 1), @B Defend instruction into @I{Raided Cubes}} @RawEndList} @ListItem{@B Expand : @BulletList - @ListItem{if 0 @I Outpost on map @Sym arrowdblright @B Build @Stop} + @ListItem{@B if 0 @I Outpost on map @Sym arrowdblright @B Build @Stop} @ListItem{move each @I Outpost deeper in its @I Territory (remove @I Corn)} - @ListItem{-1 @I Culture @Sym slash @I Outpost that moves, -2 if already in @I Area {@Sym numbersign}6 } + @ListItem{-1 @I Culture @Sym slash @I Outpost that moves, -2 @B if already in @I Area {@Sym numbersign}6 } @RawEndList} @EndList } } def @EnemyInstructions_ { @VCard { - @CHeader title {Enemy Instructions II} tag {{@Xrgb firebrick} @CTag E3} + @CHeader title {Enemy Instructions II} version {1.1} tag {{@Xrgb firebrick} @CTag E3} @LLP @BulletList gap {1.2f} @ListItem{@B Peace : @BulletList - @ListItem{if 1 @I Inactive @B Defend or @B Peace instruction @Sym arrowdblright flip and resolve @Stop} - @ListItem{return @I Raided and @I Recovery cubes into the @I{draw bag}} + @ListItem{@B if 1 @I Inactive @B Defend or @B Peace instruction @Sym arrowdblright flip and resolve @Stop} + @ListItem{@I Raided @Sym ampersand @I Recovery cubes @Sym arrowdblright @I{draw bag}} #@ListItem{move cubes in @I{Raided Cubes} and @I Recovery into the @I{draw bag}} - @ListItem{place spent @I APs into the @I{Raided Cubes}, remove the others} + @ListItem{spent @I APs @Sym arrowdblright @I{Raided Cubes}, set available @I Aps to 0} @ListItem{ set @I{Families Ferocity} and @I Aps to 0, @B Peace @Sym arrowdblright @I{Raided Cubes}} #@ListItem{ set Diné @I APs and @I{Families Ferocity} to 0} #@ListItem{place @B Peace instruction into @I{Raided Cubes}} @@ -175,18 +175,19 @@ def @EnemyInstructions_ { @VCard { @ListItem{@B Slaves : @BulletList @ListItem{1D6 @I Territory : remove 1 @I Child @Sym arrowdblright @I Woman from it} - @ListItem{if none remove 1 @I Child @Sym arrowdblright @I Woman from the @I{Passage of Time}} + @ListItem{@B if none remove 1 @I Child @Sym arrowdblright @I Woman from the @I{Passage of Time}} @RawEndList} @ListItem{@B Subjugate : @BulletList - @ListItem{draw 1 cube @Sym slash spent @I AP} - @ListItem{red cubes @Sym arrowdblright @I{Subjugation of NM}, others @Sym arrowdblright @I{Recovery}} - @ListItem{check @I{Subjugation of NM} chart if 3 cubes} # FIXME + @ListItem{@B first : draw 1 cube @Sym slash spent @I AP} + @ListItem{@B then red cubes @Sym arrowdblright @I{Subjugation of NM}, others @Sym arrowdblright @I{Recovery}} + @ListItem{@B if 3 cubes in @I{Subjugation of NM} @Sym arrowdblright @B {Subjugation of NM}} + #@ListItem{check @I{Subjugation of NM} chart @B if 3 cubes} # FIXME @RawEndList} @ListItem{@B Subvert : @BulletList - @ListItem{if @Sym less 3 cubes in @I{Subjugation of NM} @Sym arrowdblright @B Subjugate @Stop} - @ListItem{if 3 cubes in @I{Subjugation of NM} but 0 @I Outpost @Sym arrowdblright @B Build @Stop} + @ListItem{@B if @Sym less 3 cubes in @I{Subjugation of NM} @Sym arrowdblright @B Subjugate @Stop} + @ListItem{@B if 3 cubes in @I{Subjugation of NM} but 0 @I Outpost @Sym arrowdblright @B Build @Stop} @ListItem{-1 @I Culture @Sym slash spent AP, no more than {@Sym numbersign}@I Outposts} @RawEndList} @ListItem{@B Utes : same as @B Comanche} @@ -199,22 +200,22 @@ def @DinePlanning { @VCard { @BulletList gap {.9f} @ListItem{@B add 1 card matching @I Population @Sym arrowdblright @I{Passage of Time}} - @ListItem{+1 @I AP @Sym slash @I Elder then @B slide each @I Elder to the right} - @ListItem{@B may perform 1 special action @Sym slash @I Elder @LLP success on 1D6 @Sym lessequal @I Elder Rating : + @ListItem{+1 @I AP @Sym slash @I Elder then @B slide each @I Elder to the @B right} + @ListItem{@B may perform 1 special action @Sym slash @I Elder @LLP @B success : 1D6 @Sym lessequal @I Elder Rating : @BulletList gap {.8f} indent {1v} @ListItem{+1 @I AP} - @ListItem{if @I Culture @Sym greater @I Military @Sym arrowdblright @I Culture - 1, @I Military + 1} - @ListItem{if @I Culture @Sym less @I Military @Sym arrowdblright @I Culture + 1, @I Military - 1} - #@ListItem{if @I Military @Sym greater @I Culture @Sym arrowdblright @I Military - 1, @I Culture + 1} + @ListItem{@B if @I Culture @Sym greater @I Military @Sym arrowdblright @I Culture - 1, @I Military + 1} + @ListItem{@B if @I Culture @Sym less @I Military @Sym arrowdblright @I Culture + 1, @I Military - 1} + #@ListItem{@B if @I Military @Sym greater @I Culture @Sym arrowdblright @I Military - 1, @I Culture + 1} @ListItem{adjust 1 @I Family's @I Ferocity @Sym plusminus 1 (once per @I Family) : @BulletList indent {1v} - #@ListItem{if 0 @I Man @Sym arrowdblright @I Ferocity = 0} - @ListItem{@I Ferocity = 0 if the @I Family has 0 @I Man} - @ListItem{if @I Ferocity + 1 and @I Military @Sym less 5 @Sym arrowdblright @I Military + 1} - @ListItem{if @I Ferocity - 1 and @I Culture @Sym less 5 @Sym arrowdblright @I Culture + 1} + #@ListItem{@B if 0 @I Man @Sym arrowdblright @I Ferocity = 0} + @ListItem{@I Ferocity = 0 @B if the @I Family has 0 @I Man} + @ListItem{@B if @I Ferocity + 1 and @I Military @Sym less 5 @Sym arrowdblright @I Military + 1} + @ListItem{@B if @I Ferocity - 1 and @I Culture @Sym less 5 @Sym arrowdblright @I Culture + 1} @RawEndList} @RawEndList} #@ListItem{if @I Culture @Sym greater 0 @B may spend 1 @I AP @Sym slash @I Woman to buy 1 @I{Trade Goods}}# @LLP @I{Out of Play} @Sym arrowdblright @I Reserve} @@ -236,7 +237,7 @@ def @DinePlanning { @VCard { @ListItem{pure 1 is always a failure} @RawEndList} @RawEndList} - @ListItem{@I Reset Cubes : @I Recovery @Sym arrowdblright @I{draw bag} and @I Raided @Sym arrowdblright @I Recovery} + @ListItem{@Underline{red @Colour @I Reset Cubes} : @I Recovery @Sym arrowdblright @I{draw bag} and @I Raided @Sym arrowdblright @I Recovery} @EndList } } @@ -321,7 +322,7 @@ def @DinePassage_ { @VCard { indent {.5v} @ListItem{-1 @I Morale if {@Sym numbersign}41 is @B removed and @I{Subjugation of NM} @Sym less 3} @RawEndList} - @ListItem{@I Reset Cubes : + @ListItem{@Underline{red @Colour @I Reset Cubes} : @BulletList indent {.5v} @ListItem{@I Recovery @Sym arrowdblright @I{draw bag} and @I Raided @Sym arrowdblright @I Recovery} @@ -386,8 +387,7 @@ def @Greyy {rgb .9 .9 .9} def @Greyyy {rgb .95 .95 .95} def @Greyb {rgb .9 .9 .95} def @Raid { @VCard { - @CHeader title {Raid Resolution} tag {{@Xrgb sienna1} @CTag B2} - @LLP + @CHeader title {Raid Resolution} version {1.1} tag {{@Xrgb sienna1} @CTag B2} # @LP /.1v # to @B Raid : @I Military @Sym greater 0 and @I Family has a @I Man @LLP @Tbl @@ -410,12 +410,12 @@ def @Raid { @VCard { A {} B {cube @Sym arrowdblright @I{draw bag}} @Row paint {@Greyyy} - format { @Cell paint {lightgrey} m {.1v} A | @Cell B | @StartVSpan @Cell paint {@Greyb} mr {0c} C } + format { @Cell paint {lightgrey} i {ctr} m {.1v} A | @Cell B | @StartVSpan @Cell paint {@Greyb} mr {0c} C } A {@Green} B {+1 @I{Enemy Morale} @LLP @B or +1 @I{Enemy Ferocity} @Sym arrowdblright @B Battle} - C {same + Raid Ends @LLP if @B{Manuelito}} + C {@Sym arrowdblright @B and Raid Ends @LLP |.4v @B if @I Outpost @B{Manuelito}} @Row paint {@Greyyy} - format { @Cell paint {lightgrey} m {.1v} A | @Cell B | @VSpan } + format { @Cell paint {lightgrey} i {ctr} m {.1v} A | @Cell B | @VSpan } A {@Blue} B {+1 @I{Enemy Morale} @LLP @B or +2 @I{Enemy Ferocity} @Sym arrowdblright @B Battle} @Row i {ctr} @@ -424,26 +424,27 @@ def @Raid { @VCard { A {} B {cube @Sym arrowdblright @I{Raided Cubes}} @Row paint {@Greyyy} - format {@Cell paint {@Greyy} | @Cell paint {@Greyb} B | @Cell mr {0c} C } - B {+1 @I{Family Ferocity} @B and :} C {@B draw if @B not destroyed} + format {@Cell paint {@Greyy} A | @Cell paint {@Greyb} B | @Cell mr {0c} C } + A {+} B {+1 @I{Family Ferocity} @B and :} C {@B draw if @B not destroyed} @Row paint {@Greyyy} - format { @Cell paint {@Greyy} m {.1v} A | @Cell paint {@Greyb} B | @StartVSpan @Cell mr {0c} C } + format { @Cell paint {@Greyy} i {ctr} m {.1v} A | @Cell paint {@Greyb} B | @StartVSpan @Cell mr {0c} C } A {@Yellow} B {|.4v +1 @I Child in @I{Passage of Time}} C {@B{1 hit}} @Row - format { @Cell paint {@Greyy} m {.1v} A | @Cell paint {@Greyb} B | @VSpan } + format { @Cell paint {@Greyy} i {ctr} m {.1v} A | @Cell paint {@Greyb} B | @VSpan } A {@Brown} B {|.4v +1 @I Horse in @I Resources} @Row - format { @Cell paint {@Greyy} m {.1v} A | @Cell paint {@Greyb} B | @VSpan } + format { @Cell paint {@Greyy} i {ctr} m {.1v} A | @Cell paint {@Greyb} B | @VSpan } A {@White} B {|.4v +1 @I Sheep in @I Resources} @Row paint {@Greyyy} format {@Cell paint {@Greyy} i {ctr} m {.1v} A | @Cell paint {@Greyb} B | @Cell mr {0c} C } A {@Black} B {|.4v +1 @I Sheep @B or @I Horse in @I Resources} C {@B{2 hits}} } - /.6v + /.4v @BulletList indent {.6v} + @ListItem{@B Manuelito's : may redraw 1 cube, @B once per @I Activation } @ListItem{destroy @I Outpost @Sym slash @I Fort : @B{2 hits} in {@Sym numbersign}1 @I Area or @B {1 hit} @BulletList @ListItem {+1 @I{Family Ferocity} @B and +1 @I Culture} @@ -677,7 +678,7 @@ def @Battle { @VCard { def @BattleSpoil { @VCard { @CHeader title {Battle Spoil} tag {{@Xrgb sienna1} @CTag B1} @LLP @LLP - Select the live above if not available + Select the line above if not available @LLP @Tbl r {yes} i {ctr} @@ -698,7 +699,7 @@ def @BattleSpoil { @VCard { @ListItem{@B if in-play @B remove {@Sym numbersign}41 @I{Pueblo Revolt} from game} @ListItem{+1 @I{Enemy Morale}} @ListItem{flip @I Spanish Instructions @I{A, B, F} on their @I Raid side} - @ListItem{@I Reset Cubes : @I Recovery @Sym arrowdblright @I{draw bag} and @I Raided @Sym arrowdblright @I Recovery} + @ListItem{@Underline{red @Colour @I Reset Cubes} : @I Recovery @Sym arrowdblright @I{draw bag} and @I Raided @Sym arrowdblright @I Recovery} @RawEndList} @EndList @LLP |.8c 8p @Font @B {Cubes} @@ -717,8 +718,8 @@ def @BattleSpoil { @VCard { @LLP } } -def @TestCard { @VCard { - @CHeader title {Test} tag {{@Xrgb violetred} @CTag XY} +def @TodoCard { @VCard { + @CHeader title {TODO} tag {{@Xrgb violetred} @CTag XY} @LLP @BulletList @ListItem{@B Begin : @@ -730,6 +731,9 @@ def @TestCard { @VCard { @RawEndList} @ListItem{@B TODO : @BulletList + @ListItem{Ceremony Dice} + @ListItem{Sequence of Play} + @ListItem{Scenarios} @ListItem{Ferocity Adjustment} @ListItem{Culture @Sym ampersand Military Adjustment} @RawEndList} @@ -755,8 +759,12 @@ def @TestCard { @VCard { @Display @Battle @Display @BattleSpoil @Display @Raid -#@Display @TestCard -#@Display @VCard -#@Display @VCard {updated since previous upload to BGG} +@Display @TodoCard +@Display @VCard +@Display @VCard +@Display @VCard {updated since previous upload to BGG} +@Display @EnemyOperations +@Display @EnemyInstructions_ +@Display @Raid @End @Text |