diff options
author | Jérémy Zurcher <jeremy@asynk.ch> | 2022-11-04 17:07:19 +0100 |
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committer | Jérémy Zurcher <jeremy@asynk.ch> | 2022-11-04 17:07:19 +0100 |
commit | 4e5e9dc9f351789047eff6a03e831a350d96bf5d (patch) | |
tree | 66a0b70d7d235ab92b23d962620d23fb3bce7db6 /NavajoWars | |
parent | 16b19a373571ace7cb090d65574121b9e565ad99 (diff) | |
download | asynk-rules-4e5e9dc9f351789047eff6a03e831a350d96bf5d.zip asynk-rules-4e5e9dc9f351789047eff6a03e831a350d96bf5d.tar.gz |
NWars : first commit
Diffstat (limited to 'NavajoWars')
-rw-r--r-- | NavajoWars/Makefile | 22 | ||||
-rw-r--r-- | NavajoWars/NavajoWars-cards.lou | 762 | ||||
-rw-r--r-- | NavajoWars/NavajoWars-cards.pdf | bin | 0 -> 65422 bytes | |||
-rw-r--r-- | NavajoWars/NavajoWars-charts.lou | 264 | ||||
-rw-r--r-- | NavajoWars/NavajoWars-charts.pdf | bin | 0 -> 33058 bytes | |||
-rw-r--r-- | NavajoWars/NavajoWars.pdf | bin | 0 -> 91796 bytes | |||
-rw-r--r-- | NavajoWars/README | 107 |
7 files changed, 1155 insertions, 0 deletions
diff --git a/NavajoWars/Makefile b/NavajoWars/Makefile new file mode 100644 index 0000000..8744470 --- /dev/null +++ b/NavajoWars/Makefile @@ -0,0 +1,22 @@ +.SUFFIXES: .lou .ps .pdf + +#.lou.pdf: +# lout -Z $< -o $@ + +.lou.ps: + lout $< -o $@ + +.ps.pdf: + ps2pdf -sPAPERSIZE=a4 $< + +all: NavajoWars.pdf + +NavajoWars.pdf: NavajoWars-cards.pdf NavajoWars-charts.pdf + pdfunite NavajoWars-cards.pdf NavajoWars-charts.pdf NavajoWars.pdf + +NavajoWars-cards.pdf: NavajoWars-cards.lou +NavajoWars-charts.pdf: NavajoWars-charts.lou + +clean: + -@ rm NavajoWars-cards.pdf NavajoWars-charts.pdf NavajoWars.pdf *.li *.ld + diff --git a/NavajoWars/NavajoWars-cards.lou b/NavajoWars/NavajoWars-cards.lou new file mode 100644 index 0000000..34e8eaa --- /dev/null +++ b/NavajoWars/NavajoWars-cards.lou @@ -0,0 +1,762 @@ +# encoding : iso-8859-1 + +@SysInclude { langdefs } +@SysInclude { bsf } +@SysInclude { dsf } +@SysInclude { docf } +@SysInclude { xrgb } +@SysInclude { tbl } + +@Use { @BasicSetup + @InitialFont { Times Base 7p } + @ListOuterGap { 0.60v @OrIfPlain 1f } + @ListGap { 0.60v @OrIfPlain 1f } + @ListIndent { 0s } + @ListLabelWidth { 0.60f @OrIfPlain 5s } +} +@Use { @DocumentSetup + @PageType { A4 } + @PageOrientation { Landscape } + @ColumnNumber { 4 } + @ColumnGap { .1c @OrIfPlain 6s } + @TopMargin { 0.5c @OrIfPlain 6f } + @FootMargin { 0.5c @OrIfPlain 6f } + @OddLeftMargin { .1c @OrIfPlain 10s } + @OddRightMargin { .1c @OrIfPlain 10s } + @EvenLeftMargin { .1c @OrIfPlain 10s } + @EvenRightMargin { .1c @OrIfPlain 10s } +} +@Use { @OrdinarySetup } +@SysDatabase @FontDef { fontdefs } +@SysDatabase @RefStyle { refstyle } + +def @Grey {rgb .95 .95 .95} +def @Stop {{red} @Color @B ;} + +def @CHeader + named tags {} + named title {} + named version {1.0} + named tag {} +{ + @Tbl + rule {no} + m {0c} + { + @Row + format { + @Cell i {right} ml {.5c} mr {.3c} 8p @Font @B A + | @Cell i {left} ma {.05c} width {5.7c} 8p @Font @B B + | @Cell m {.05c} 6p @Font C + | @Cell D + } + A {tags} B {title} C {version} D {tag} + } +} +def @CTag left c right x { white @Color @CurveBox margin {2p} paint {c} x } +# 65mm x 89mm +def @HCard right x { 90d @Rotate black @Color @CurveBox margin {.1c} 8.7c @Wide 6.3c @High black @Color { x } } +def @VCard right x { black @Color @CurveBox margin {.1c} 6.3c @Wide 8.7c @High black @Color { x } } + +def @Cube right x { lightgrey @Color @ShadowBox shadow {.1f} margin {0c} black @Color @Box margin {0c} @Box margin {1p} paint {x} {x} @Color C} +def @Red { @Cube {@Xrgb firebrick} } +def @Green { @Cube {@Xrgb olivedrab4} } +def @Blue { @Cube {@Xrgb blue4} } +def @Yellow { @Cube {@Xrgb gold1} } +def @Brown { @Cube {@Xrgb peru} } +def @White { @Cube {@Xrgb white} } +def @Black { @Cube {@Xrgb black} } + +def @Operations { @VCard { + @CHeader title {Enemy Operations} tag {{@Xrgb firebrick} @CTag E0} + @LLP + @List + gap {.9v} + #labelwidth {.2c} + @ListItem{- @B{Special Enemy Instruction} : + @BulletList + @ListItem{@B Peace : + @BulletList + @ListItem{@B if 1d6 @Sym less @Sym numbersign @I APs in @I{Raided Cubes} @B then -1 @I AP @Sym arrowdblright @B Build @Stop} + @ListItem{@B else @B{end Peace} : + @BulletList + @ListItem{@I APs in @I{Raided Cubes} @Sym arrowdblright @I{Enemy APs Available}} + @ListItem{@I Peace @Sym arrowdblright topmost @I Inactive empty instruction slot} + @RawEndList} + @RawEndList} + @ListItem{@B Defend : + @BulletList + @ListItem{@B if {@Sym numbersign}@I{Raided Cubes} @Sym greater 0 @B and @Sym greater @I{Enemy APs} @B then + @BulletList + @ListItem{@B add @I APs from @I{Out of Play} to @Sym equal {@Sym numbersign}@I{Raided Cubes} @Stop} + @RawEndList} + @ListItem{@B else @B{end Defend} : + @BulletList + @ListItem{@I APs in @I{Raided Cubes} @Sym arrowdblright @I{Enemy APs Available}} + @ListItem{@I Recovery @Sym arrowdblright @I{draw bag} and @I Raided @Sym arrowdblright @I Recovery} + @ListItem{@I Peace @Sym arrowdblright topmost @I Inactive empty instruction slot} + @RawEndList} + @RawEndList} + @RawEndList} + @ListItem{- @B {Collect Enemy APs} : + @BulletList + @ListItem{Card @I APs + {@Sym numbersign} @Red @I{Subjugation of NM} - {@Sym numbersign}@I{Raided Cubes}} + @RawEndList} + @ListItem{- @B {Flip Random Instructions} + @BulletList + @ListItem{2d6 : @B if double swap filled row @B else flip @I Active @B unless stripped} + @RawEndList} + @ListItem{- @B {Execute Enemy Instructions}} + @ListItem{- @B {Reset Instructions} + @BulletList + @ListItem{slide @I Active instructions up, @I Inactive instructions down-left-up} + @RawEndList} + @EndList +} } + +def @EnemyInstructions { @VCard { + @CHeader title {Enemy Instructions} tag {{@Xrgb firebrick} @CTag E1} + @LLP + @BulletList + 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}} + @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{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{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{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{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 } + @RawEndList} + @EndList +} } + +def @EnemyInstructions_ { @VCard { + @CHeader title {Enemy Instructions} tag {{@Xrgb firebrick} @CTag E2} + @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{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{ 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}} + @RawEndList} + @ListItem{@B Raid! : + @BulletList + @ListItem{@B {Enemy Raid} with {@Sym numbersign}spent @I APs @I{Enemy Raid!} counters} + @RawEndList} + @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}} + @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 + @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{-1 @I Culture @Sym slash spent AP, no more than {@Sym numbersign}@I Outposts} + @RawEndList} + @ListItem{@B Utes : same as @B Comanche} + @EndList +} } + +def @Planning { @VCard { + @CHeader title {Planning} tag {{@Xrgb goldenrod} @CTag P0} + @LLP + @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 : + @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{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} + @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} + @ListItem{@B if @I Culture @Sym greater 0 : @B may spend 1 @I AP @Sym arrowdblright 1 @I{Trade Goods} @Sym slash @I Woman}# @LPP @I{Out of Play} @Sym arrowdblright @I Reserve} + #@ListItem{1 @I AP @Sym slash @I Family with a @I Man @Sym arrowdblright @I Tribal @I Warfare or @I Diplomacy + @ListItem{@B may spend 1 @I AP @Sym slash @I Family with a @I Man @B to : + @BulletList + indent {1v} + @ListItem{target an @I Active @B Comanche or @B Utes instruction @B and} + @ListItem{@B if @I Military @Sym greater 0 @I{Tribal Warfare} @Sym arrowdblright @B Battle + @BulletList + indent {1v} + @ListItem{on @I FV or @I MVF @Sym arrowdblright swap with 1d6 @I Standby instruction} + @RawEndList} + @ListItem{@B or @I{Tribal Diplomacy} : 1D6 + @I{Trade Goods} + @I Evade + @BulletList + indent {1v} + @ListItem{on pure 6 or 6+ @Sym arrowdblright swap with 1d6 @I Standby instruction} + @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} + @EndList +} } + +def @Passage { @VCard { + @CHeader title {Passage of Time I} tag {{@Xrgb goldenrod} @CTag P1} + @LLP + @BulletList + gap {1.9f} + @ListItem{Adjust Population : + @BulletList + indent {1v} + gap {1f} + @ListItem{@B may convert counters in @I Population or @I{Passage of Time} : + @BulletList + indent {1v} + @ListItem{age counters : @I Child @Sym arrowdblright @I Adult @Sym arrowdblright @I Elder} + @ListItem{converted counters @Sym arrowdblright @I{Passage of Time}} + @ListItem{any @I Family without adults is removed from play} + @RawEndList} + @ListItem{@B may move counters from @I{Passage of Time} into @LLP in-play @I Families @B or @I{Elder Display}} + @ListItem{if @I Culture @Sym greater 0 : + @BulletList + indent {1v} + @ListItem{@B may create @I Family(0) in @I{Canyon de Chelly}} + @RawEndList} + @ListItem{-1 @I Culture @Sym slash empty slot in each in-play @I Family} + @ListItem{+1 @I Culture @Sym slash newly-placed @I Elder} + @ListItem{discard remaining @I Population counters in @I{Passage of Time}} + @RawEndList} + @ListItem{Return and Breed Animals + @BulletList + indent {1v} + @ListItem{animals in the @I Family and @I{Passage of Time} @Sym arrowdblright @I Resources} + @ListItem{each animal type in the @I Resouces @Sym arrowdblright @B +1 matching animal} + @RawEndList} + @ListItem{Harvest @I Corn (@Sym arrowdblright @I Resources) : + @BulletList + indent {1v} + @ListItem{@B may if in the same @I Area as a @I Family} # @Sym arrowdblright @I Resources} must designate all before collecting + @ListItem{@B must designate all counters to be collected before doing it} + @RawEndList} + @EndList +} } + +def @Passage_ { @VCard { + @CHeader title {Passage of Time II} tag {{@Xrgb goldenrod} @CTag P2} + @LLP + @BulletList + gap {1.1f} + @ListItem{Feed Population : (@B must) + @BulletList + indent {.5v} + @ListItem{1 @I Territory with 1+ @I Family : (3 - @I Drought - @I Rancho) counters} + @ListItem{1 @I Sheep : 4 counters} + @ListItem{1 @I Corn : x counters} + @ListItem{unfed counters @Sym arrowdblright @I{Out of Play}} + @RawEndList} + @ListItem{Feed Animals: + @BulletList + indent {.5v} + @ListItem{1 @I Territory with @I Family feeds : 1 @I Horse and 1 @I Sheep} + @ListItem{unfed counters @Sym arrowdblright @I{Out of Play}} + @RawEndList} + @ListItem{Elder Death Check : + @BulletList + indent {.5v} + @ListItem{each @I Elder dies on 1d6 @Sym lessequal @I{Elder Rating}} + @RawEndList} + @ListItem{Land Recovery : + @BulletList + indent {.5v} + @ListItem{remove 1 @I Drought in 1d6 @I Territory} + @ListItem{if none, from adjacent @I Territory with lowest @Sym numbersign as possible} + @RawEndList} + @ListItem{Return @I Corn + @BulletList + indent {.5v} + @ListItem{@I Corn counters in the @I Reserve @Sym arrowdblright @I{draw cup}} + @RawEndList} + @ListItem{Card {@Sym numbersign}41 (@I{Pueblo Revolt}) + @BulletList + 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 : + @BulletList + indent {.5v} + @ListItem{@I Recovery @Sym arrowdblright @I{draw bag} and @I Raided @Sym arrowdblright @I Recovery} + @RawEndList} + @EndList +} } + +def @Actions { @VCard { + @CHeader title {Din{@Char eacute} Actions} tag {{@Xrgb olivedrab4} @CTag A0} + @LP /.7v + {@Sym numbersign}@B Families : {@Sym numbersign}@I Elder + max(1, {@Sym numbersign}@I Family in @I{Cannyon de Chelly}) + @LLP {@Sym numbersign}@B MPs = 6 - empty slot in the @I Family + @LLP @Tbl + rule {yes} + aformat { @Cell rl {no} ml {.1v} A | @Cell B | @Cell rr {no} mr {0c} C } + { + @Rowa paint {@Grey} + A {Find @B Water Hole} + B {9 - {@Sym numbersign}@I Area(*)} + C {-1 @I Drought} + @Rowa + A {@B Move to @LLP Adjacent Area} + B {{@Sym numbersign}@I{dest Area}(*) @LLP +1 @B if @I Outpost @Sym greaterequal dest @LLP +1 @B if @I Fort} + C {+1d6 from @I Fort @LLP and 0 MP spent} + @Rowa paint {@Grey} + A {@B Move to{@Sym slash}from @LLP @I{Canyon de Chelly}} + B {all MPs exclusive} + C {@B not from @I Fort} + @Rowa + A {@B Plant @I Corn} + B {4 + {@Sym numbersign}@I Area} + @Rowa paint {@Grey} + A {@B Harvest @I Corn} + B {4 + {@Sym numbersign}@I Area} + C {@B if 1d6 @Sym greater (@I Drought @LLP + @I Rancho)} + @Rowa + A {@B Trade at @I Fort} + B {all remaining MPs @LLP any @I{Trade Goods}} + C {-1 @I Culture @LLP @I Ferocity = 0} + @Rowa paint {@Grey} + A {Tribal @B Council} + B {all MPs exclusive} + C {@B if 1d6 @Sym greaterequal {@Sym numbersign}@I Area @LLP +1 @I AP} + @Rowa + A {@B Raid NM} + B {@Sym summation {@Sym numbersign}@I Area(*) to enter @LLP or all MPs exclusive} + C {@B not from @I Fort} + @Rowa paint {@Grey} + A {@B Raid @I Outpost{@Sym slash}@I Fort} + B {{@Sym numbersign}@I Area(*)} + C {from same @I Area @LLP or @Sym lessequal @I Outpost} + } + @BulletList + indent {.6v} + @ListItem{to @B Raid : @I Military @Sym greater 0 and @I Family has a @I Man, @Underline{ends @B Peace} !} + @ListItem{a @B Corn without a @I Family is removed} + @ListItem{@B disband a @I Family(@Sym greater 0) that ends its activation with a @I Fort} + @EndList +} } + +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 olivedrab4} @CTag A1} + @LLP +# @LP /.1v +# to @B Raid : @I Military @Sym greater 0 and @I Family has a @I Man + @LLP @Tbl + r {yes} + iv {ctr} + { + @Row + i {ctr} + format { @Cell ra {no} rl {no} | @Cell ra {no} @B B | @Cell ra {no} rr {no} mr {0c} @B C } + B {New Mexico} C {Outpost @Sym slash Fort} + @Row + i {ctr} + paint {@Greyy} + format { @Cell m {.1v} A | @StartHSpan @Cell B | @HSpan } + A {@Red} B {cube @Sym arrowdblright @I{Subjugation of NM} then @B draw} + @Row + i {ctr} + paint {lightgrey} + format { @Cell m {.1v} A | @StartHSpan @Cell B | @HSpan } + 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 } + 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}} + @Row + paint {@Greyyy} + format { @Cell paint {lightgrey} 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} + paint {@Greyy} + format { @Cell m {.1v} A | @StartHSpan @Cell B | @HSpan } + 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} + @Row + paint {@Greyyy} + format { @Cell paint {@Greyy} 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 } + A {@Brown} B {|.4v +1 @I Horse in @I Resources} + @Row + format { @Cell paint {@Greyy} 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 + @BulletList + indent {.6v} + @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} + @ListItem {retreat counter or remove it if already in {@Sym numbersign}1 @I Area} + @RawEndList} + @ListItem{destroy @I Fort @B{Defiance 3 hits} @I Fort @B{Fauntleroy 5 hits} + @BulletList + @ListItem {+1 @I{Family Ferocity}} + @ListItem {@B remove @I Fort, -2 @I{Enemy Morale} @B and +2 @I{Enemy Ferocity}} + @RawEndList} + @EndList +} } + +def @Intruder { @VCard { + @CHeader title {Intruder Counter} tag {{@Xrgb slateblue1} @CTag I0} + @LP /.1v Resolve if on the same @I Area as a @I Family + @LLP Unless stated differently : @I{Intruder Counter} @Sym arrowdblright @I{draw cup} + @BulletList + indent {.6v} + gap {0.8v} + @ListItem{@B Ambush (2) : + @BulletList + @ListItem{-1 @I Population counter @Sym arrowdblright @I{Passage of Time}} + @ListItem{-1 @I Culture @Sym slash empty slot in the @I Family} # draw cup + @RawEndList} + @ListItem{@B {False Rumor} (2)} + @ListItem{@B Firearms (4) : @Sym arrowdblright @I Resources (@I{Out of Play} when used)} + @ListItem{@B Fortune (2) : @Sym arrowdblright @I Resources + @BulletList + @ListItem{spend to redraw a cube @B or reroll all dice} + @RawEndList} + @ListItem{@B {Intruders Moved} (2) : + @BulletList + @ListItem{place a new @I{Intruder Counter} on 1d6 @I Territory, 1d6 @I Area} + @RawEndList} + @ListItem{@B Misson (2) : + @BulletList + @ListItem{place the @I Mission in {@Sym numbersign}1 @I Area of the @I Territory} + @ListItem{@B if there is already a @I Mission @Sym arrowdblright @B Expand } + @RawEndList} + @ListItem{@B {Skin Walker} (2) : + @BulletList + @ListItem{@B if @I APs = 0 : +1 @I AP @Sym slash @I Elder} + @ListItem{@B or @I APs = 0} + @RawEndList} + @ListItem{@B Trade (2) : @Sym arrowdblright @I Resources (@I{draw cup} when used)} + @ListItem{@B {Wandering Natives} (2) : @Sym arrowdblright @I{Out of Play} + @BulletList + @ListItem{+1 @I Population @Sym arrowdblright @I{Passage of Time}} + @RawEndList} + @EndList +} } + +def @Victory { @VCard { + @CHeader title {Victory Check} tag {{@Xrgb violetred} @CTag V0} + @LP /.7v + @B each @I Military @B or @I Culture point that can't be reduced @LLP + is converted into a loss of @B 2 points of the other type + @LLP + @BulletList + gap {1.3v} + @ListItem{Din{@Char eacute} @I VP = @Sym summation @I VPs @I Territory with @I Family + @BulletList + @ListItem{@B if Din{@Char eacute} @I VP @Sym greater @I VP Card @B then +1 @I Military } + @ListItem{@B else lose the difference in @I Military} + @RawEndList} + @ListItem{@I Military -= @I{Enemy Morale} @B then @I{Enemy Morale} = 0} + @ListItem{@B if @I Military = 0 @B and @I Culture = 0 @Sym arrowdblright @B {Major Defeat}} + @ListItem{+1 @I Military @Sym slash @I Man in a @I Territory @B without @I Fort + @BulletList + @ListItem{do @B not increase above 7, @I{Enemy Morale} @B follows up} + @RawEndList} + @ListItem{+1 @I{Enemy Morale} @Sym slash @I Outpost} + @ListItem{+1 @I Culture @Sym slash @I Woman in a @I Territory @B without @I Fort @B then limit @Sym lessequal 9} + @ListItem{-1 @I Culture @Sym slash @I Fort} + @ListItem{unless {@Sym numbersign}45 or {@Sym numbersign}50 @B may spend 1 @I Culture to buy a @I Development} + @ListItem{APs = 0, @I cubes in @I Raided @B and Recovery @Sym arrowdblright @I{draw bag}} + @ListItem{@B remove @Char onehalf round up of the @I Population in the @I{Passage of Time}} + @EndList +} } + +def @Trade { @VCard { + @CHeader title {Trade Goods} tag {{@Xrgb seagreen3} @CTag T0} + /.1v + @LLP @Tbl + r {yes} + paint {@Grey} + aformat { @StartVSpan @Cell iv {ctr} A | @Cell B } + bformat { @VSpan | @Cell B } + cformat { @VSpan | @Cell paint {none} B } + dformat { @Cell A | @StartVSpan @Cell iv {ctr} B} + eformat { @Cell A | @VSpan} + { + @Rowa A {2 Trade Goods} B {+1 @I AP} + @Rowb B {cancel 1 @I Instruction flip (Enemy OP 3)} + @Row + format { @StartVSpan @Cell paint {none} iv {ctr} A | @Cell paint {none} B } + A {3 Trade Goods} B {1 @I Animal : @I {Out of Play} @Sym arrowdblright @I Resources } + @Rowc B {@B reroll all dice} + @Rowc B {@B redraw 1 cube} + @Rowc B {@B cancel @I{Minor Event} @B or @I {Enemy Way} effect} + @Rowd A {3 @I Animals} B {collect 1 @I {Trade Goods} @LLP (Planning 1 @Sym slash @I Woman)} + @Rowe A {6 @I Corn points} + @Rowe A {1 @I AP (Planning)} + } + @LLP + /1.2v |.8c 8p @Font @B {Good Medicine} + @LLP @Tbl + r {yes} + paint {@Grey} + aformat { @Cell iv {ctr} A | @Cell B } + bformat { @Cell paint {none} iv {ctr} A | @Cell paint {none} B } + { + @Rowa + A {{@Sym numbersign}41 {@Sym numbersign}42 {@Sym numbersign}46 @LLP{@Sym numbersign}47 {@Sym numbersign}51 {@Sym numbersign}52} + B {+1 @I{Enemy Morale} @LLP -1 @Black @Sym arrowdblright @I{Subjugation of NM}} + @Rowb + A {{@Sym numbersign}43 {@Sym numbersign}48 {@Sym numbersign}53} + B {+1 @I{Enemy Morale} @LLP -2 @Black @Sym arrowdblright @I{Subjugation of NM}} + @Rowa + A {{@Sym numbersign}44 {@Sym numbersign}49 {@Sym numbersign}54} + B {+1 @I{Enemy Morale} @LLP -3 @Black @Sym arrowdblright @I{Subjugation of NM}} + @Rowb + A {{@Sym numbersign}45 {@Sym numbersign}50 {@Sym numbersign}55} + B {Not possible !} + } + @LLP + @LLP + @Black priority : @I{draw bag} @Sym arrowdblright @I{Recovery} @Sym arrowdblright @I{Raided Cubes} +} } + +def @MFV {@Xrgb olivedrab3} +def @FV {@Xrgb darkseagreen3} +def @FE {@Xrgb beige} +def @RGD {@Xrgb lightgoldenrod} +def @TTD {@Xrgb goldenrod} +def @EV {@Xrgb indianred} +def @MEV {@Xrgb firebrick} +def @Battle { @VCard { + @CHeader title {Battle} tag {{@Xrgb sienna1} @CTag B0} + @LLP + @B{Din{@Char eacute}} = 1d6 + @I Ferocity (x2 if @I Ambush @B max {@Sym numbersign}@I Area) @LLP + |2.5v +1 @I Horse +2 @I Firearms +1 @I Manuelito @LLP + @B others = 1d6 + (@I {Ferocity Enemy} @B or 4 @I Ute @B or 5 @I Comanche) + @LLP @Tbl + r {yes} + i {ctr} + iv {ctr} + m {.2v} + paint {@Xrgb tan} + bformat { @Cell A | @Cell B | @Cell C | @Cell D | @Cell E } + { + @Row + format { @Cell paint {none} ra {none} rl {none} @B A | @Cell @B B | @Cell @B C | @Cell @B D | @Cell @B E } + A {diff} B {@I Area {@Sym numbersign}1-2} C {@I Area {@Sym numbersign}3-4} D {@I Area {@Sym numbersign}5-6} E {@I {Din{@Char eacute} Raid} or @LLP @I {Tribal Warfare}} + @Row + paint {@MFV} + format { @Cell paint {@Xrgb lemonchiffon} @B A | @Cell paint {@FV} @B B | @Cell @B C | @Cell @B D | @Cell @B E } + A {4+} B {FV} C {MFV} D {MFV} E {MFV} + @Row + paint {@FV} + format { @Cell paint {@Xrgb lemonchiffon} @B A | @Cell paint {@FE} @B B | @Cell @B C | @Cell paint {@MFV} @B D | @Cell @B E } + A {3} B {FE} C {FV} D {MFV} E {FV} + @Row + paint {@FV} + format { @Cell paint {@Xrgb lemonchiffon} @B A | @Cell paint {@FE} @B B | @Cell @B C | @Cell @B D | @Cell @B E } + A {2} B {FE} C {FV} D {FV} E {FV} + @Row + paint {@RGD} + format { @Cell paint {@Xrgb lemonchiffon} @B A | @Cell @B B | @Cell paint {@FE} @B C | @Cell paint {@FV} @B D | @Cell @B E } + A {1} B {RGD} C {FE} D {FV} E {RGD} + @Row + paint {@RGD} + format { @Cell paint {@Xrgb lemonchiffon} @B A | @Cell @B B | @Cell @B C | @Cell @B D | @Cell @B E } + A {0} B {RGD} C {RGD} D {RGD} E {RGD} + @Row + paint {@TTD} + format { @Cell paint {@Xrgb lemonchiffon} @B A | @Cell paint {@Xrgb indianred} @B B | @Cell @B C | @Cell @B D | @Cell @B E } + A {-1} B {EV} C {TTD} D {TTD} E {TTD} + @Row + paint {@EV} + format { @Cell paint {@Xrgb lemonchiffon} @B A | @Cell @B B | @Cell @B C | @Cell @B D | @Cell @B E } + A {-2} B {EV} C {EV} D {EV} E {EV} + @Row + paint {@EV} + format { @Cell paint {@Xrgb lemonchiffon} @B A | @Cell @B B | @Cell @B C | @Cell paint {@MEV} @B D | @Cell @B E } + A {-3} B {EV} C {EV} D {MEV} E {EV} + @Row + paint {@MEV} + format { @Cell paint {@Xrgb lemonchiffon} @B A | @Cell @B B | @Cell @B C | @Cell @B D | @Cell @B E } + A {-4 or less} B {MEV} C {MEV} D {MEV} E {MEV} + } + @LLP + @LLP @Tbl + r {yes} + i {ctr} + iv {ctr} + m {.2v} + aformat {@Cell A | @Cell B | @Cell C | @Cell D | @Cell E} + { +# @Row +# format {@Cell ra {none} rl {none} A | @Cell B | @StartHSpan @Cell C | @HSpan | @Cell D} +# A{} B{@I Ferocity} C{@I Morale{@Sym slash}@I Ferocity @B or @I Military} D{} + @Row + format {@Cell ra {none} rl {none} A | @Cell B | @Cell C | @Cell D | @Cell E | @Cell F | @Cell G} + A{} B{@I {D Fer}} C{@I{E M}{@Sym slash}@I F} D{@I{T Mil}} E{Raid} F{@I Man @I Horse} G{} + @Row + format {@Cell paint {@MFV} A | @Cell B | @Cell C | @Cell D | @Cell E | @Cell | @Cell G} + A{MFV} B{+1} C{-1 @Sym slash +2} D{+1} E{Escape} G{Spoils} + @Row + format {@Cell paint {@FV} A | @Cell B | @Cell C | @Cell D | @Cell E | @Cell | @Cell} + A{FV} B{+1} C{-1 @Sym slash +1} D{+1} E{Escape} + @Row + format {@Cell paint {@FE} A | @StartHSpan @Cell B | @HSpan | @HSpan | @HSpan | @HSpan | @HSpan } + A{FE} B{ @I Family @Sym arrowdblright first higher @I Area without @I Raid @B or Escape} + @Row + format {@Cell paint {@RGD} A | @Cell B | @Cell C | @Cell D | @Cell E | @Cell F | @Cell} + A{RGD} B{@Sym equal 0} C{} D{} E{Escape} F {@I PoT} + @Row + format {@Cell paint {@TTD} A | @Cell B | @Cell C | @Cell D | @Cell E | @Cell F | @Cell} + A{TTD} B{@Sym equal 0} C{} D{} E{Escape} F {OoP} + @Row + format {@Cell paint {@EV} A | @Cell B | @Cell C | @Cell D | @Cell E | @Cell F | @Cell} + A{EV} B{@Sym equal 0} C{+1 @Sym slash -1} D{-1} E{Caught} F{OoP} + @Row + format {@Cell paint {@MEV} A | @Cell B | @Cell C | @Cell D | @Cell E | @Cell F | @Cell G} + A{MEV} B{@Sym equal 0} C{+1 @Sym slash -2} D{-1} E{Caught} F{OoP} G{1 @I Pop @Sym arrowdblright PoT} + } +} } + +def @BattleSpoil { @VCard { + @CHeader title {Battle Spoil} tag {{@Xrgb sienna1} @CTag B1} + @LLP @LLP + Select the live above if not available + @LLP @Tbl + r {yes} + i {ctr} + iv {ctr} + m {.2v} + aformat {@Cell A | @Cell B } + { + @Rowa A {1} B{1 @I Man @Sym arrowdblright @I{Passage of Time}} + @Rowa A {2-3} B{1 @I{Trade Goods} @Sym arrowdblright @I Resources} + @Rowa A {4-5} B{1 @I Horse @Sym arrowdblright @I{Passage of Time}} + @Rowa A {6} B{1 @I Firearms @Sym arrowdblright @I Resources} + } + @LLP + /1.2v |.8c 8p @Font @B {Subjugation on New Mexico} + @BulletList + @ListItem{if there is 3 @Red in @I{Subjugation of NM} + @BulletList + @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} + @RawEndList} + @EndList + @LLP |.8c 8p @Font @B {Cubes} + @LLP @Tbl + r {yes} + i {ctr} + iv {ctr} + m {.2v} + aformat {@Cell A | @Cell @I B | @Cell C | @Cell @I D} + { + @Rowa A {@Black } B{Horses and Sheeps} C {@Red} D {Stability of New Mexico} + @Rowa A {@Brown} B{Horses} C {@Green} D {Spanish and Mexican sordiers} + @Rowa A {@White} B{Sheeps} C {@Blue} D {American soldiers} + @Rowa A {@Yellow} B{Slaves} C {@Yellow} D {Slaves} + } + @LLP +} } + +def @TestCard { @VCard { + @CHeader title {Test} tag {{@Xrgb violetred} @CTag XY} + @LLP + @BulletList + @ListItem{@B Begin : + @BulletList + @ListItem{Start + @BulletList + @ListItem{Cubes : @Red @Green @Blue @Yellow @Brown @White @Black} + @RawEndList} + @RawEndList} + @ListItem{@B TODO : + @BulletList + @ListItem{Ferocity Adjustment} + @ListItem{Culture @Sym ampersand Military Adjustment} + @RawEndList} + @EndList +} } + +@Document +@InitialSpace { lout } +// +@Text @Begin + +@LLP @LLP # silence : 8.9c object too high for 0.0c space; will try elsewhere, but why ? +@Display @Operations +@Display @EnemyInstructions +@Display @EnemyInstructions_ +@Display @Planning +@Display @Passage +@Display @Passage_ +@Display @Actions +@Display @Raid +@Display @Intruder +@Display @Victory +@Display @Trade +@Display @Battle +@Display @BattleSpoil +#@Display @TestCard +#@Display @VCard +#@Display @VCard {updated since previous upload to BGG} + +@End @Text diff --git a/NavajoWars/NavajoWars-cards.pdf b/NavajoWars/NavajoWars-cards.pdf Binary files differnew file mode 100644 index 0000000..13f4034 --- /dev/null +++ b/NavajoWars/NavajoWars-cards.pdf diff --git a/NavajoWars/NavajoWars-charts.lou b/NavajoWars/NavajoWars-charts.lou new file mode 100644 index 0000000..2c1dbb6 --- /dev/null +++ b/NavajoWars/NavajoWars-charts.lou @@ -0,0 +1,264 @@ +# encoding : iso-8859-1 + +@SysInclude { langdefs } +@SysInclude { bsf } +@SysInclude { dsf } +@SysInclude { docf } +@SysInclude { xrgb } +@SysInclude { tbl } +@SysInclude { diag } + +@Use { @BasicSetup + @InitialFont { Times Base 7p } + @ListOuterGap { 0.60v @OrIfPlain 1f } + @ListGap { 0.60v @OrIfPlain 1f } + @ListIndent { 0s } + @ListLabelWidth { 0.60f @OrIfPlain 5s } +} +@Use { @DocumentSetup + @PageType { A4 } + @PageOrientation { Landscape } + @ColumnNumber { 2 } + @TopMargin { 0.5c @OrIfPlain 6f } + @FootMargin { 0.5c @OrIfPlain 6f } + @OddLeftMargin { .2c @OrIfPlain 10s } + @OddRightMargin { .2c @OrIfPlain 10s } + @EvenLeftMargin { .2c @OrIfPlain 10s } + @EvenRightMargin { .2c @OrIfPlain 10s } +} +@Use { @OrdinarySetup } +@SysDatabase @FontDef { fontdefs } +@SysDatabase @RefStyle { refstyle } + +def @Initial {@B{Initial Raid counters} : + @BulletList + @ListItem{+@Sym summation @I Ferocity of in-play @I Families} + @ListItem{+2 during @I American Period} + @EndList +} + +def @PlaceRaid {@B{Place Raid counters} : + @BulletList + @ListItem{in the next @I Area @B closest (in @I Mps) to a @I Family, @LLP alphabetic order @B but, then @B within @I Chelly} + @ListItem{place 2 counters in @I Area with @I Corn or @I Harass counter @LLP if only 1 available @Sym arrowdblright @B{Raid Ends}} + @EndList +} + +def @PlayerReaction {@B{Player Reaction} : + @BulletList + @ListItem{@B 1 Action with @B 1 @I Family not in an @I Area @Sym lessequal @I Outpost or with @I Fort} + @ListItem{@B Ambush 1 @I AP, same @I Area, @I Military @Sym greater 0, @I Ferocity @Sym greater 0 + @BulletList + @ListItem{@B Battle : @B {remove all} placed @I Raid counters on @I FV{@Sym slash}@I MFV} + @RawEndList} + @ListItem{@B Negociate 1 @I AP, same @I Area (@B fail on pure 1) + @BulletList + @ListItem{@B if 1d6 + spent @I{Trade Goods} + @I Evade @Sym greater 5 @B or @I pure 6 + @BulletList + @ListItem{place all @I Families in the @I Area into the @I Escape box} + @RawEndList} + #@ListItem{@B {else or} @I pure 1 @Sym arrowdblright @B{Raid Resolution}} + @RawEndList} + @ListItem{@B Harass 1 @I AP + @BulletList + @ListItem{place an @I Harass counter in an @B empty @I Area} + @ListItem{@B max 3 away from a @I Family with @I Man} + @ListItem{@B never in an @I Area @Sym lessequal @I Outpost on same track} + @RawEndList} + @ListItem{@B Evade, free, same @I Area + @BulletList + @ListItem{@B if 1d6 + @I Evade +1 @I Manuelito's @Sym greater {@Sym numbersign}@I Area : + @BulletList + @ListItem{move to result {@Sym numbersign}@I Area @B if there is no @I Raid counter} + @RawEndList} + @ListItem{@B or pure 6 @B or 7+ : move to {@Sym numbersign}6 @I Area or any @I Chelly} + @RawEndList} + @EndList +} + +def @RaidResolution {@B{Raid Resolution} : + @BulletList + @ListItem{each @I Family must either @B Battle (@B if @I Military @Sym greater 0 @B and @I Man) @B or : + @BulletList + @ListItem{1 @I Population @Sym arrowdblright @I{Passage of Time}, do @B{no adjustment} yet} + @ListItem{+1 @I{Enemy Morale} @B if 1d6 in range of removed @I Population} + @ListItem{-1 @I Culture @Sym slash empty slot in the @I Family} + @ListItem{-1 @I{Enemy Ferocity}} + @ListItem{@I Family @Sym arrowdblright @I Caught box @B {or if} from @I{Canyon de Chelly}: + @BulletList + @ListItem{@I Family @Sym arrowdblright @I Caught box of any other @I Territory} + @ListItem{remaining @I Population @Sym arrowdblright @I{Passage of Time}} + @RawEndList} + @RawEndList} + @EndList +} + +def @RaidEnds {@B{Raid Ends} : +@BulletList +@ListItem{place an @I Outpoust in {@Sym numbersign}1 @I Area of each @I Territory @B that : + @BulletList + @ListItem{contains @I Raid counters @B {and no} @I Outpost of the same type} + @ListItem{@B {and no} @I Family counter, including @I Caught and @I Escape boxes} + @RawEndList} +@ListItem{@B if no @I Raid counter was @B ever placed in a @I Territory with a @I Family : + @BulletList + @ListItem{@Sym arrowdblright @B Build} + @RawEndList} +@ListItem{@B if @I Raid counters remains in @I{Santa F{@Char eacute}} @Sym arrowdblright @B Subvert with them} +@ListItem{@B remove @I Raid @B and @I harass counters} +#@ListItem{-1 @I{Enemy Morale} @B {if no} @I Family in @I Caught box} +@ListItem{+1 @I{Enemy Morale} @Sym slash @I Family in @I Caught box, -1 @I{Enemy Morale} @B if none} +@ListItem{@I Families in @I Caught or @I Escape boxes, @B if with @I Adult: + @BulletList + @ListItem{place in @B any @I Area of that @I Territory with @B any @I Ferocity} + @RawEndList} +@ListItem{@B else : @I Child @Sym arrowdblright @I{Passage of Time}, @I Family @Sym arrowdblright @I{Out of Play}} +@EndList +} + +def @InitialT {@B{Initial Raid counters} : + @BulletList + @ListItem{{@Sym numbersign}@I Families in-play} + @EndList +} + +def @PlaceRaidT {@B{Place Raid counters} : + @BulletList + @ListItem{into 1d6 @I Territory @LLP lowest {@Sym numbersign}@I Area without a @I Raid counter} + @EndList +} + +def @RaidEndsT {@B{Raid Ends} : + @BulletList + @ListItem{remove @I{Tribal Raid} counters} + @ListItem{place @I Families in @I Caught and @I Escape boxes @LLP in @B any @I Area of that @I Territory with @B any @I Ferocity} + @EndList +} + +def @MayEvade {@B{1 Family may Evade} : + @BulletList + @ListItem{@B If 1d6 + @I Evade + 1 @I Manuelito @Sym greater {@Sym numbersign}@I Area: + @BulletList + @ListItem{move to result {@Sym numbersign}@I Area} + @RawEndList} + @ListItem{@B or pure 6 : move to {@Sym numbersign}6 @I Area or any @I Chelly} + @EndList +} + +def @ConductRaid {@B{Conduct Raid} : 1d6 + @BulletList + @ListItem{-1 @Sym slash @I Resources @Sym arrowdblright @I{Out of Play}} + @ListItem{+1 @B if @I Comanche} + @ListItem{+highest {@Sym numbersign}Area with @I {Tribal Raid} - 1} + @ListItem{+3 @B during @I {Kit Carson} Campaign + @BulletList + @ListItem{@B and +2 @B if @I Fort in @I Territory} + @ListItem{@B and +{@Sym numbersign}@I Area with @I Outpost in @I Territory} + @RawEndList} + @EndList +} + +def @RaidResolutionT {@B{Raid Resolution} : + @BulletList + @ListItem{each @I Family must either @B Battle @LLP (@B if @I Military @Sym greater 0 @B and @I Man) @B or : + @BulletList + @ListItem{1 @I Population @Sym arrowdblright @I{Passage of Time}} + @ListItem{-1 @I Culture @Sym slash empty slot in the @I Family} + @ListItem{@B if has @I Adults @Sym arrowdblright @I Caught box @LLP @B else @I{Out of Play}} + @RawEndList} + @EndList +} + +@Document +@InitialSpace { lout } +// +@Text @Begin +@CurveBox { + 9p @Font @B {Enemy Raid} |1c @B Ignore @I Families that are in the same @I Area as a @I Fort. + @LLP + @Diag { + @Tbl + rule {no} + i {ctr} + iv {foot} + { + @Row + format { @StartHSpan @Cell height {1.8c} A | @HSpan | @StartVSpan @Cell iv {top} C } + A { A:: @CurveBox outlinewidth {1p} @Initial } + C { F:: @CurveBox @RaidResolution } + @Row + format { @StartHSpan @Cell height {2.2c} A | @HSpan | @VSpan } + A { B:: @CurveBox @PlaceRaid } + @Row + format { @Cell A | @Cell ml {1c} mr{1c} B | @Cell C } + A { C:: @Diamond margin {14p} break {clines} {@I Raid counter @LLP in @I Chelly} } + B { D:: @Diamond margin {14p} break {clines} {@I Raid counter @LLP with a @I Family} } + C { G:: @Diamond margin {14p} {0 @I Raid in Santa F{@Char eacute} @LLP @B or 0 @I Family in-play} } @Rowa + @Row + format { @StartHSpan @Cell A | @HSpan | @Cell iv {ctr} C } + A { E:: @CurveBox @PlayerReaction } + C { H:: @CurveBox outlinewidth {1p} @RaidEnds } + } + // + @Arrow from { A } to { B } + @Arrow from { B } to { C } + @Arrow from { C } to { D } ylabel {@B Yes} pathcolor {@Xrgb olivedrab} + @Link from { C } to { E } arrow {yes} path {ccurve} bias {1.3c} xlabel {@B No} pathcolor {@Xrgb firebrick} + @Link from { E } to { D } arrow {yes} path {ccurve} bias {1.3c} + @Link from { D } to { F } arrow {yes} path {acurve} xlabel {@B Yes} pathcolor {@Xrgb olivedrab} + @Arrow from { D } to { G } xlabel {@B No} pathcolor {@Xrgb firebrick} + @Arrow from { F } to { G } + @Link from { G } to { B } arrow {yes} path {ccurve} xlabel {@B No} pathcolor {@Xrgb firebrick} + @Arrow from { G } to { H } ylabel {@B Yes} pathcolor {@Xrgb olivedrab} + } +} +@LP +@LP +@LP +@CurveBox { + 9p @Font @B {Tribal Raid} |1c @B Ignore @I Families that are in the same @I Area as a @I Fort. + @LLP + @Diag { + @Tbl + rule {no} + i {ctr} + iv {ctr} + { + @Row + format { @StartHSpan @Cell i {right} A | @HSpan | @Cell B } + A { A:: @CurveBox outlinewidth {1p} @InitialT } + B { B:: @CurveBox @PlaceRaidT } + @Row + format { @StartHSpan @Cell A | @HSpan | @Cell B } + A { F:: @CurveBox outlinewidth {1p} @RaidEndsT } + B { G:: @Diamond margin {14p} break {clines} {@I Raid counter @LLP with a @I Family} } + @Row + format { @StartVSpan @Cell i {right} A | @Cell B | @Cell C} + A { E:: @CurveBox @RaidResolutionT} + B { J:: @Diamond margin {14p} break {clines} {has more @LLP @I{Tribal Raid}} } + C { C:: @CurveBox @MayEvade } + @Row + format { @VSpan | @Cell i {right} iv {top} B | @StartVSpan @Cell C} + B { H:: @Diamond margin {10p} {pure 1} } + C { D:: @CurveBox margin {6p} @ConductRaid} + @Row + format { @VSpan | @Cell i {left} iv {top} B | @VSpan } + B { I:: @Diamond margin {14p} break {clines} {pure 6 @B or @LLP {@Sym numbersign}@I Area @Sym lessequal result} @LLP @LLP @LLP } + } + // + @Arrow from { A } to { B } + @Arrow from { B } to { G } + @Arrow from { G } to { C } xlabel {@B Yes} pathcolor {@Xrgb olivedrab} + @Link from { G } to { J } path {acurve} bias {10p} arrow {yes} xlabel {@B No} pathcolor {@Xrgb firebrick} + @Arrow from { C } to { D } + @Arrow from { D } to { H } + @Arrow from { H } to { J } xlabel {@B Yes} pathcolor {@Xrgb olivedrab} + @Arrow from { H } to { I } xlabel {@B No} pathcolor {@Xrgb firebrick} + @Link from { I } to { E } path {acurve} bias {10p} arrow {yes} xlabel {@B Yes} pathcolor {@Xrgb olivedrab} + @Link from { I } to { J } path {ccurve} bias {10p} arrow {yes} xlabel {@B No} pathcolor {@Xrgb firebrick} + @Link from { J } to { B } path {ccurve} bias {10p} arrow {yes} xlabel {@B Yes} pathcolor {@Xrgb olivedrab} + @Arrow from { J } to { F } xlabel {@B No} pathcolor {@Xrgb firebrick} + @Arrow from { E } to { J } + } +} +@End @Text diff --git a/NavajoWars/NavajoWars-charts.pdf b/NavajoWars/NavajoWars-charts.pdf Binary files differnew file mode 100644 index 0000000..a53fc64 --- /dev/null +++ b/NavajoWars/NavajoWars-charts.pdf diff --git a/NavajoWars/NavajoWars.pdf b/NavajoWars/NavajoWars.pdf Binary files differnew file mode 100644 index 0000000..bc5f3b7 --- /dev/null +++ b/NavajoWars/NavajoWars.pdf diff --git a/NavajoWars/README b/NavajoWars/README new file mode 100644 index 0000000..44e143e --- /dev/null +++ b/NavajoWars/README @@ -0,0 +1,107 @@ + +* Discard Phase + -1 Culture OR -1 Military if 1d6 <= #Families in the same Area as a Fort + set Ferocity to 0 Familly without a man + +* Culture (max 19) + -2/Military point loss that can't be satisfied + * Enemy Actions + * Expand + -1/Outpost moving forward + -2/Outpost that can't move forward (already at 6) + * Subvert + -1/AP (max #Outpost) + * Tribal Raid + -1/empty population space per impacted Family + * Diné Actions + Trade at Fort + -1 & set Ferocity to 0 + * Battle + +1 MFV / FV if vs Tribe + -1 EV / MEV if vs Tribe + * Raid + +1 if Outpost destroyed + * Planning + +-1 with Military + +1 if Ferocity reduced and Culture < 5 + > 0 each woman can spend 1 Ap to buy 1 Trade Goods + * Passage of Time + > 0 to create new Families + -1/empty population space per Family + +1/new Elder + * Victory Check + +1/Woman in a Territory without Fort + reduced to 9 + -1/Fort + may spend to buy 1 Cultural Development + +* Military (max 19) + -2/Culture point loss that can't be satisfied + * Enemy Actions + * Actions + * Raid, Ambush, Battle + > 0 + * Planning + +-1 with Culture + +1 if Ferocity increased and Military < 5 + > 0 to conduct Tribal Warfare + * Passage of Time + * Victory Check + +1 if Territory VP > Card VP + -x if Territory VP < Card VP + +1/Man in a Territory without Fort (max 7) + may spend to buy 1 Cultural Development + +* Ferocity + > 0 disband if end activation in an Area with a Fort + * Enemy Actions + * Peace + set to 0 all Families + * Slaves + #AP cost if F counter + * Raid + +#Families on map + +1 if Outpost/Fort destroyed + * Diné Actions + * Trade at Fort + set to 0 & -1 Culture + * Battle + > 0 => +# (unless Ambush) + +1 MFV / FV + set to 0 RGD/TTD/EV/MEV + * Ambush + > 0 => +2# (max Area Value) + * Raid + +1 yellow/brown/white/black + * Planning + +-1 may increase Culture or Military + * Caught/Escape + set as desired + +* Enemy Morale + * Enemy Actions + * Raid + +1/Family cought + -1 if no Family cought + * Diné Actions + * Battle + -1 MFV / FV + +1 EV / MEV + * Raid all + +1 green/blue or +1/+2 Ferocity + -2 if Fort destroyed + * Victory Check + +1/Outpost (max Military + #Outpost) + +* Enemy Ferocity + * Diné Actions + * Battle + +2 MFV + +1 FV + -1 EV + -2 MEV + * Raid NM + +1 green or +1 Morale + +2 blue or +1 Morale + +2 if Fort destroyed + |