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diff --git a/2MinutesToMidnight/2M2M.lou b/2MinutesToMidnight/2M2M.lou new file mode 100644 index 0000000..42bce95 --- /dev/null +++ b/2MinutesToMidnight/2M2M.lou @@ -0,0 +1,113 @@ +# encoding : iso-8859-1 + +@SysInclude { langdefs } +@SysInclude { bsf } +@SysInclude { dsf } +@SysInclude { docf } +@SysInclude { tbl } +@SysInclude { xrgb } + +@Use { @BasicSetup + @InitialFont { Times Base 9p } + @ListOuterGap { 0.80v @OrIfPlain 1f } + @ListGap { 0.70v @OrIfPlain 1f } + @ListIndent { 3s } + @ListLabelWidth { 0.60f @OrIfPlain 5s } +} +@Use { @DocumentSetup + @PageType { A4 } + @PageOrientation { Landscape } + @PageHeaders { None } + @TopMargin { .5c } + @FootMargin { .2c } + @OddLeftMargin { .5c } + @OddRightMargin { .0c } + @EvenLeftMargin { .5c } + @EvenRightMargin { .0c } + @ColumnNumber { 3 } + @ColumnGap { 0p } +} +@Use { @OrdinarySetup } +@SysDatabase @FontDef { fontdefs } +@SysDatabase @RefStyle { refstyle } + +def @Red {rgb 1 .1 0} +def @Blue {rgb .06 .31 .62} +def @Grey {rgb .5 .5 .5} +def @Green {rgb .2 .76 .36} + +def @USA { @Box margin {1p} paint {@Blue} white @Color USA } +def @USSR { @Box margin {1p} paint {@Red} white @Color USSR } +#def @US { @Box margin {1p} paint {@Blue} white @Color US } +#def @Soviet { @Box margin {1p} paint {@Red} white @Color Soviet } +def @US { @Blue @Color US } +def @Soviet { @Red @Color Soviet } +def @Democratic { @Blue @Color @B Democratic } +def @Authoritarian { @Grey @Color @B Authoritarian } +def @Communist { @Red @Color @B Communist } + +def @MTitle right x { 11p @Font @B x } +def @MBox right x { @CurveBox margin {2p} paint {rgb .95 .95 .95} 10c @Wide x} + +@Include { content.lou } + +@Document +@InitialSpace { lout } +// +@Text @Begin +@LLP +@Tbl + ruleright {yes} + marginvertical {1.1vx} + aformat { @Cell A } + bformat { @Cell ra {yes} A } + cformat { @Cell rr {no} A } + dformat { @Cell ra {yes} rr {no} A } + eformat { @Cell rr {no} rl {yes} A } +{ +#@Rowa A{@Actions} +@Row format{ @Cell margin {0p} mb {10p} A} A{@Actions} + #A{@CurveBox margin {2p} 9.5c @Wide @Actions} +@Rowb A{@Investment} +@Rowb A{@Influence} +@Rowa A{@PlaceSpy} +@Rowb A{@Technology} +@Rowd A{@Military} +@Rowd A{@Nuclear} +@Rowd A{@Occupied} +@Rowe A{@SpyActions} +@Row format{ @Cell rr {no} margin {0p} ml {2p} A} A{@MBox @MarkersActions} + #A{@CurveBox margin {2p} 9c @Wide @MarkersActions} +} +@LLP +@Tbl + aformat { @Cell A } + bformat { @Cell rl {yes} rr{yes} A} + cformat { @Cell rr{yes} A} + dformat { @Cell marginabove {1.8v} A } +{ +@Rowa A{@Aggression} +@Rowb A{@Coup} +@Rowd A{@MBox @MarkersCoup} +@Rowd A{@MBox @MarkersAggression} +@Rowc A{@CivilWar} +@Rowa A{@MBox @MarkersCivilWar} +} +@LLP +@Tbl + aformat { @Cell A } + bformat { @Cell rl {yes} rr{yes} A} + cformat { @Cell rr{yes} A} + dformat { @Cell marginabove {1.8v} A } +{ +@Rowa A{@EndOfTurn} +@Rowd A{@MBox @NuclearBalance} +@Rowb A{@USSpecific} +@Rowd A{@MBox @ConventionalBalance} +@Rowd A{@MBox @NavalBalance} +@Rowd A{@MBox @IntelAssessment} +@Rowa A{@SovietSpecific} +@Rowa A{@MBox @Definitions} +} + +@End @Text diff --git a/2MinutesToMidnight/2M2M.pdf b/2MinutesToMidnight/2M2M.pdf Binary files differnew file mode 100644 index 0000000..79ee9ce --- /dev/null +++ b/2MinutesToMidnight/2M2M.pdf diff --git a/2MinutesToMidnight/Makefile b/2MinutesToMidnight/Makefile new file mode 100644 index 0000000..4f6dcf0 --- /dev/null +++ b/2MinutesToMidnight/Makefile @@ -0,0 +1,11 @@ + +.SUFFIXES: .lou .pdf + +.lou.pdf: + lout -Z $< -o $@ + +2M2M.pdf: 2M2M.lou content.lou + +clean: + -@ rm 2M2M*.pdf *.li *.ld + diff --git a/2MinutesToMidnight/content.lou b/2MinutesToMidnight/content.lou new file mode 100644 index 0000000..6d2b5ed --- /dev/null +++ b/2MinutesToMidnight/content.lou @@ -0,0 +1,667 @@ +# encoding : iso-8859-1 + +def @Actions { +@LP @MTitle Actions +@BulletList +@ListItem{you may activate @B{up to 2} @I Spies /.5v @B{before or after} resolving any card of your @B{own colour}} +@EndList +@CurveBox margin {8p} paint {rgb .95 .95 .95 } { +@BulletList +#@ListItem{@B{money owed} : must always be paid back @B first} +@ListItem{2x any amongs : Influence, Investment, Spy} +@ListItem{3x Investment in 0-1 @I Worth country} +@ListItem{Technology Research} +@ListItem{Build a Military Unit} +@ListItem{Deploy Nuclear Weapon} +@ListItem{Remove an Occupied Marker} +@ListItem{Resolve an Aggression} +@ListItem{@Soviet occupies a @Soviet-aligned country : /.5v +1 @I Occupied @Sym ampersand +1 @I {Money Owed}} +@EndList +} } + +def @Investment { +@Underline{@B Investment} - any country : +@BulletList +@ListItem{place 1 @I Investment (cancel each other with an enemy one)} +@ListItem{@B once per country, you @B may spend the just placed @I Investment : + @BulletList + @ListItem{remove this @I Investment @Sym ampersand 1 @I Unrest} + @ListItem{@B more than @B once @B if @US in a @Democratic country} + @RawEndList} + @ListItem{@B once per turn @B {after all} @I Investment have been placed : + @BulletList + @ListItem{use the just placed @I Investment to improve the country} + @ListItem{2d6 + {@Sym numbersign}@I Investments - leftmost marker modifier} + @ListItem{@B 6+ : remove @B all @I Investments and the @I Trade {@Sym slash} @I Destruction} + @RawEndList} +@EndList +} + +def @Influence { +@Underline{@B Influence} - @B not in @I{Civil War} : +@BulletList +@ListItem{success on @B 6+ (pure 1-2 is a failure) + @BulletList + @ListItem{+1 per @I Investment} + @ListItem{+1 if same government @B or adjacent to a @I{fully aligned} country} + @RawEndList} +@ListItem{on @Underline failure : @B{may once} exhaust 1 @I Spy in the country to re-roll} +@ListItem{on @Underline success : remove 1 friendly @I Investment + @BulletList + #@ListItem{shift @I alignment 1 step towards you} + @ListItem{place 1 @I {Influence Cube} (cancel each other with an enemy one)} + @ListItem{@B{or may if} @I aligned (@I{fully aligned} @B if @I Occupied) + @BulletList + @ListItem{replace government with yours} + @ListItem{place 1 @I Unrest} + @ListItem{remove any @I Occupied} + @RawEndList} + @RawEndList} +@EndList +} + +def @Technology { +@Underline{Technology @B Research} : +@BulletList +@ListItem{place 1 @I bunker into your @I{force pool}} +@ListItem{@B or place 1 @I Tech cube in a technology} +@ListItem{@B{after any} of the above @B Research actions (regular or free) + @BulletList + @ListItem{@B if @I Supercomputer : +1 @I Tech cube : if 2 remove and place 1} + @ListItem{@B if @I{Silicon Transistor} : place 1 more @I Tech cube in a technology} + @RawEndList} +#@ListItem{place a @I{Tech Theft} in the box when @US completes a tech +@ListItem{@B when @US completes a technology : place 1 @I{Tech Theft} in the box + @BulletList + @ListItem{if 2 remove and roll to place 1 on the map (@Soviet chooses) /.5v max 2 @I{Thech Theft} in a country (if not possible, it's lost)} + @RawEndList} +@EndList +} + +def @PlaceSpy { +@Underline{@B Spy} - any country : +@BulletList +#@ListItem{when playing a @Red @Color Red or @Blue @Color Blue card, the corresponding player /.5v @B may activate up to 2 @I Spies @B{before or after} resolving the card} +@ListItem{place @B or move 1 @B if none in the @I{force pool}, /.5v @B may be activated this turn} +@EndList +} + +def @SpyActions { +@Underline{@B Spy Actions} : |2c 1d6 @Sym slash 2d6 from adjacent @Sym slash same country +@BulletList +@ListItem{@Soviet @Underline{Suppress @I Unrest} in @Communist country : @B 5+ -1 @I Unrest} +@ListItem{@Soviet @Underline{Steal Technology} : @B 6+ -1 @I{Tech Theft} per success + @BulletList + @ListItem{+1 if @I Unrest} + @ListItem{1 @I{Tech Theft} @Sym arrowdblright 2 cubes in 1 Tech (ony 1 in Farming {@Sym slash} Industry)} + @RawEndList} +@ListItem{@US @Underline{Secure Secret} : @B 5+ -1 @I{Tech Theft} per success} +@ListItem{@US @Underline{Remove @I{Trade Item}} : 2d6 @B : @B 2x4+ -1 @I{Trade Item}} +@ListItem{@Underline{Place @I Unrest} : @B 6+ place 1 @I Unrest per success + @BulletList + @ListItem{@B not in @I{Civil War}} + @ListItem{+1 @B if 0-1 @I Worth country with @I Unrest} + @ListItem{@US @I Spy in @USSR @B {may instead} place 1 @I Reform cube} + @RawEndList} +@ListItem{@Underline Counterintelligence : @B 6+ -1 @I Spy per success + @BulletList + @ListItem{country with @I Spy and not the enemy government} + @ListItem{+1 @B if more than 1 @I Spy in the country} + @ListItem{+1 @B if @Communist @Sym slash @Authoritarian country} + @RawEndList} +@EndList +} + +def @Military { +@Underline{Build @B Military unit} - from your @I{force pool} : +@BulletList +@ListItem{construct 1 @I bunker move it back into the @I{bunkers} box + @BulletList + @ListItem{remove 1 @I Unrest from your @I homeland} + @ListItem{remove 1 enemy @I{Startegic Weapon} from the box} + @RawEndList} +@ListItem{@B or place 1 non-{@I Army} into the @I{Strategic Weapons} box + @BulletList + @ListItem{@B may be used to cancel an enemy @I{Strategic Weapon} instead} + @RawEndList} +@ListItem{@B or place 1 @I Army into a @I{Civil War}, @I aligned without enemy @I Army + @BulletList + @ListItem{@US places 1 @I Unrest in @I homeland} + @ListItem{on 1d6 @B 3+ : add 1 @I Tech cube in @I{Land @Sym slash Air} technology} + @RawEndList} +@EndList +} + +def @Nuclear { +@Underline{Deploy @B{Nuclear Weapon}} - in @I Allied country : +@BulletList +@ListItem{grants 2d6 to MAD roll to prevent aggression} +@ListItem{@B if the government changes to the enemy : + @BulletList + @ListItem{remove @I{Nuclear Weapons} from game} + @ListItem{place 1 enemy @I Influence within 2 spaces of the country} + @RawEndList} +@ListItem{@B if mutual @I{Nuclear Weapons} within 2 spaces of @I homeland : + @BulletList + @ListItem{remove 1 for 1 now (do not care about SLBM)} + @RawEndList} +#@ListItem{@B if within 2 spaces of enemy @I homeland without SLBM +# @BulletList +# @ListItem{add 1 @I Unrest at the @Underline{end of each turn}} +# @RawEndList} +@EndList +} + +def @Occupied{ +@Underline{Remove @B Occupied marker} - any country : |1.3c facilitate gov change +@BulletList +@ListItem{remove 1 of its own @I Occupied marker} +@ListItem{@Soviet add 1 @I Reform cube} +@EndList +} + +def @EndOfTurn { +@MTitle {End Of Turn} +@BulletList +@ListItem{turn 4+ : check for @B{Sudden Death} delta 3+} +@ListItem{advance the @I Turn marker} +#@ListItem{move the @I Turn marker and reset @I{Civil War} track} +@ListItem{@Soviet : + @BulletList + @ListItem{roll for the @I{5 Year Plan}} + @ListItem{roll for a new @I{Tech Theft}} + @ListItem{roll for @I Leadership change} + @ListItem{add @I Reform cubes to the @I{Freedom @Char ampersand Reforms} track} + @ListItem{@B may exhaust @I Spies in the @USSR to remove @I Reform cubes} + @ListItem{remove 1 @I Embargo marker from the @I{Western Trade}} + @ListItem{roll for a new @I{Trade Item} into the @I{Western Trade}} + @RawEndList} +@ListItem{@US : + @BulletList + @ListItem{move the @I{National Debt} track marker 1 space to the right} + @ListItem{roll for the @I President} + @RawEndList} +@ListItem{reset the @I{Civil War} track} +@ListItem{flip all @I Spies to unused} +#@ListItem{add 1 @I Unrest {@Sym slash} @I{First Strike} enemy @I{Nuclear Weapon}} +@ListItem{if no @I SLBM add 1 @I Unrest {@Sym slash} enemy @I{Nuclear Weapon} (without flag) /.5v within 2 spaces of your @I homeland} +@ListItem{remove discs on @I Codebreaking} +@ListItem{place 1 @I Tech cube for @I{Mainframe Computer}} +@ListItem{discard then reassign @I{Intelligence Assessment} re-roll markers} +@ListItem{reconstitute deck with : @I Turn, @I Cycle and @Red @Color @I{Oil Production} cards} +@EndList +} + +def @Aggression { +@MTitle Aggression +@BulletList +@ListItem{target country must be adjacent to an @I Allied country} +#@ListItem{consult the @I{Conventional Balance}} +@ListItem{@I minor aggression @B only against a @B not @I Occupied 0-1 @I Worth country} +#@ListItem{@I major aggression against any country} +@ListItem{@US aggression : place 1 @I Unrest in @I homeland (2 if @I Major)} +@ListItem{@Soviet aggression : place 2 @I Embargo in @I{Western Trade} box (3 if @I Major) /.5v @US gains a free @I{Remove Trade Item} action (do not exhaust the spy)} +@ListItem{MAD roll @B if target is @I Occupied @B or has enemy government : /.5v (@Soviet needs the Atom Bomb) + @BulletList + @ListItem{defender rolls 1d6 (2d6 if @I{Nuclear Weapon}) vs @I{Nuclear Balance} : + @BulletList + @ListItem{on @Underline success : no aggression} + @RawEndList} + @RawEndList} +@EndList +@BulletList +@ListItem{2d6 (max +{@Sym slash}-2) : + @BulletList + @ListItem{+ Aggression modifier (@I{Conventional Balance})} + @ListItem{+1 @B if target in @I{Civil War}} + @ListItem{-1 @B if through sea connection without @I Naval advantage} + @ListItem{-1 per 2+ @I Worth adjacent enemy government country /.5v ignore sea connections @B if @I Naval advantage} + @ListItem{@I Superpuissance with Naval advantage @B may after roll : + @BulletList + @ListItem{add a -1 DRM} + @ListItem{add 1 @I Unrest to @I homeland on 1d6 1-3} + @RawEndList} + @RawEndList} +@EndList +@BulletList +@ListItem{@B{1-3} @Underline Failure : + @BulletList + @ListItem{+1 @I Unrest in target country} + @ListItem{+1 @I Unrest in aggressor's @I homeland (+2 on modified 1)} # FIXME or +3 ??? + @RawEndList} +@ListItem{@B 4 @Underline{Political Success} : + @BulletList + @ListItem{shift @I Influence 1 step towards aggressor} + @ListItem{@B or place 1 @I Unrest and 1 @I Investment} + @RawEndList} +@ListItem{@B 5 @Underline Success : + @BulletList + @ListItem{set to aggressor government} + @ListItem{shift @I Influence 1 step towards aggressor} + @ListItem{place a @I Destruction over the rightmost factory} + @ListItem{@B if @I{Civil War} place an @I Army} + @ListItem{@B else place an @I Occupied @B if none} + @RawEndList} +@ListItem{@B 6 @Underline Blitzkrieg : + @BulletList + @ListItem{same as @Underline Success} + @ListItem{@B{and may} continue same level aggression from target country /.5v @B without adding @I Embargo or @I Unrest} + @RawEndList} +@EndList +} + +def @Coup { +#@ListItem{@Soviet @B may Occupy an @Soviet-aligned country : @LLP take 1 @I{Money Owed} and place 1 @I Occupied marker} +@MTitle Coup +@BulletList +#@ListItem{@Underline @I{Neutral Unoccupied} country : +# @BulletList +# @ListItem{set to 1 @I Unrest} +# @ListItem{remove any government marker (revert to map default)} +# @ListItem{1d6 : |.3c @B 1: +1 @US @I Influence |.5c @B{5-6}: +1 @Soviet @I Influence} +# @RawEndList} +#@ListItem{@Underline @I{Neutral Occupied} country : +# @BulletList +# @ListItem{DRM : |.1c @B -1 if @US @I Occupied |.4c @B +1 if @Soviet @I Occupied} +# @ListItem{1d6 : |.3c @B 1: +1 @US @I Influence |.4c @B{5-6}: +1 @Soviet @I Influence} +# @RawEndList} +@ListItem{@Underline @I{Neutral} country : + @BulletList + @ListItem{set to 1 @I Unrest (keep @I Occupied)} + @ListItem{@B {if not} @I Occupied : /.5v remove any government marker (revert to map default)} + @ListItem{@B else : /.5v DRM @B -1 if @US @I Occupied |.4c @B +1 if @Soviet @I Occupied} + @ListItem{1d6 : |.3c @B 1: +1 @US @I Influence |.4c @B{5-6}: +1 @Soviet @I Influence} + @RawEndList} +@ListItem{@Underline @I Aligned country : 2d6 + @BulletList + @ListItem{@B{1-3} @Underline{Armed Conflict} + @BulletList + @ListItem{@B if @I Occupied @B or @I Worth 2+ : /.5v set to 1 @I Unrest (keep @I Occupied)} + @ListItem{@B else +1 @I{Civil War} +1 @I Destruction} + @RawEndList} + @ListItem{@B 4 @Underline{Strongman @Sym slash Puppet} + @BulletList + @ListItem{set to 1 @I Unrest (keep @I Occupied)} + #@ListItem{place 1 @Underline rebel @I Influence} + @ListItem{shift @I Influence 1 step towards @Underline rebels} + @ListItem{set to @Authoritarian government @B unless @I Occupied} + @RawEndList} + @ListItem{@B{5-6} @Underline Success + @BulletList + @ListItem{set to 1 @I Unrest (keep @I Occupied)} + #@ListItem{place 1 @Underline rebel @I Influence, 2 on a 6} + @ListItem{shift @I Influence 1 step towards @Underline rebels (2 steps on a 6)} + @ListItem{set to @Underline rebel government @B unless @I Occupied} + @RawEndList} + @RawEndList} +@EndList +} + +def @CivilWar { +@MTitle {Civil War} +@BulletList +@ListItem{@Underline gov is : @I government @Sym arrowdblright @I Influence @Sym arrowdblright @I Occupied @Sym arrowdblright @US} +@ListItem{replace any @I Occupied with 1 @I Army} +@ListItem{each side rolls 2 + {@Sym numbersign}Army d6 (+3 max DRM) : #@B 6+ is a @B Hit + @BulletList + @ListItem{+1 per @I Army} + @ListItem{+1 per @I Investment} + @ListItem{+1 if has @I Spy} + @ListItem{+1 if 3+ @I{Civil War} markers (@Underline rebels only)} + @RawEndList} +@ListItem{@B 6+ is a @B Hit} +@ListItem{remove all @I Investments} +@ListItem{@B may withdraw all @I Armies (-1 @B Hit opposing side)} +@ListItem{- 1 @I Unrest to the @I Army's @I homeland @Sym slash @B Hit (even if withdrawed)} +#@ListItem{add 1 @I Unrest @Sym slash @B Hit to the @I Army's @I homeland (even if withdrawed)} +@ListItem{@B if 0 @Underline rebel Army at the start of the @I{Civil War}: #-1 @I{Civil War} @Sym slash @B Hit} + @BulletList + @ListItem{-1 @I{Civil War} @Sym slash @B Hit} + @ListItem{@Underline gov wins @B if 0 @I{Civil War} left} + @RawEndList} + #@BulletList + #@ListItem{@Underline gov wins} + #@RawEndList} +@ListItem{@B if 0 gov Army at the start @B and 1+ Civil War @B and 1+ @Underline rebel @B Hit : + @BulletList + @ListItem{@Underline rebels win : set to @Authoritarian government} + @RawEndList} +@ListItem{@B else no winner: + @BulletList + @ListItem{@B if no @Underline gov @B Hit : +1 @I{Civil War} (max 3)} + @RawEndList} +@ListItem{@B if there is a winner : + @BulletList + @ListItem{remove all @I{Civil War} markers} + @ListItem{replace any @I Army with 1 @I Occupied} + @ListItem{set to 1 @I Unrest (keep @I Occupied)} + @ListItem{set to at least @I aligned with the @B winner} + #@ListItem{@B unless country was @Authoritarian @B and @I Neutral @B and not @I Occupied + @ListItem{@B unless @Underline gov was set to @US by default, winner gets : + @BulletList + @ListItem{+1 Progress} + @ListItem{+1 Progress @B if winner's @I Army was present at the start} + @RawEndList} + @RawEndList} +@EndList +} + +def @Definitions { +@BulletList +#@ListItem{@Soviet player always acts first} +@ListItem{@B neutral country : 0 @I Influence cube} +@ListItem{@B aligned country : 1 @I Influence cube} +@ListItem{@B {fully aligned} country : 2-3 @I Influence cubes} +@ListItem{@B allied country : same @I government and at least @I aligned} +@ListItem{@B worth: sum of visible @I Factory values} +@ListItem{@I allied countries @B not in @I{Civil War} earn you factory @I Worth} +#@ListItem{@B{occupied} marker : counts has 1 @I Unrest} +#@ListItem{@B{set to 1 unrest} : remove all @I Unrest then add 1 if no @I Occupied} +@ListItem{@B{money owed} : must always be paid back @B first} +@ListItem{@B{homeland crisis} : @USA or @USSR with 3+ @I Unrest + @BulletList + @ListItem{@US must place @I Investment to remove @I Unrest} + @ListItem{@Soviet must place @I Investment @B or use @I Spy to remove @I Unrest} + @RawEndList} +#@ListItem{@B Waterway : +1 Naval Balance per @Soviet-allied country} +@ListItem{@B{Geographical Objectives} : + @BulletList + @ListItem{lose 1 @I Intel per country @I Allied to the enemy} + @ListItem{@USSR +1 @I Reform cube per country at the end of each turn } + @RawEndList} +@EndList +} + +def @USSpecific { +@MTitle {@US Specific Rules} +@BulletList +@ListItem{@Underline{National Debt} : + @BulletList + @ListItem{end of turn : shift once right} + @ListItem{@B may at any moment shift left and add @US @I{Debt Money}} + @RawEndList} +@ListItem{@Underline{President} : + @BulletList + @ListItem{end of turn : 2d6} + @ListItem{-1 per @I Unrest in @USA} + @ListItem{+1 @B if @US is losing} + @ListItem{place 2 discs} + @ListItem{on double 1, 2 or 3 President Assassination : + @BulletList + @ListItem{+1 @I Unerst in @USA} + @ListItem{re-roll 1 die and place only 1 disc} + @RawEndList} + @RawEndList} +@ListItem{@Underline{@US Oil Thirst} : + @BulletList + @ListItem{1 card turn 5 cycle} + @ListItem{@B if @USSR Oil Price is 2$ or 3$ : + @BulletList + @ListItem{+1 @I Unrest in @USA} + @RawEndList} + @ListItem{sum Oil @I Worth of countries not @I aligned with @USSR} + @ListItem{@B if less than the Oil value show on the turn track : + @BulletList + @ListItem{per short : shift @I{Debt Track} left @B or +2 @I Unrest in @USA} + @RawEndList} + @RawEndList} +@EndList +} + +def @SovietSpecific { +@MTitle {@Soviet Specific Rules} +@BulletList +@ListItem{@Underline{@Soviet 5-year plan} : + @BulletList + @ListItem{end of turn roll : codebreaking does not count} + @RawEndList} +@ListItem{@Underline{@Soviet Oil Production} : + @BulletList + @ListItem{end of turn : add 0-2 @I{Oil Production} card to the deck} + @ListItem{when drawn : add @I{Oil Money} if @I{Oil Price} is @Sym greater than $1} + @ListItem{@I{Soviet Oil} card turn 2 cycle : improve production} + @RawEndList} +@ListItem{@Underline{Western Trade} : + @BulletList + @ListItem{end of turn roll} + @ListItem{can be bought with @I{Oil Money} or @I{Military Export} cards} + @RawEndList} +@ListItem{@Underline{@Soviet Leadership} : + @BulletList + @ListItem{end of turn roll} + @ListItem{1d6 + @I Leadership and @I{Freedom @Char ampersand Reforms} DRMs} + @ListItem{add 0-4 cubes into the @I Reform track} + @ListItem{@B if Progressive : remove all @Soviet @I Occupations + @BulletList + #@ListItem{remove all @Soviet @I Occupations} + @ListItem{cannot reoccupy countries} + @RawEndList} + @RawEndList} +@ListItem{@Underline{Freedom @Char ampersand Reforms} : + @BulletList + @ListItem{-1 @I Unrest : @Soviet may remove 1 @I Unrest anywhere} + @ListItem{+ @I Unrest : @USA may place them in @USSR /.5v or any @Communist country adjacent to the Ukraine} + @RawEndList} +@ListItem{@Underline{Waterway} : +1 Naval Balance per @Soviet-allied country} +@ListItem{@Underline{Interceptor} : @B 5+ remove 1 built @US Bomber} +@EndList +} + +def @MarkersAggression { +@B Aggression +@BulletList +@ListItem{@Underline{Influence} : minimize @I Influence shift towards aggressor} +@ListItem{@Underline{Government} : enables MAD roll to prevents @I Aggression} +@ListItem{@Underline{Occupied} : prevents minor @I Aggression @Sym ampersand enables MAD roll} +@ListItem{@Underline{Nuclear Weapon} : @B 2d6 in MAD roll} +@ListItem{@Underline{Naval Balance} : @B may weight heavily} +@ListItem{shifts @I Influence towards aggressor @Sym ampersand replace government} +@EndList +} + +def @MarkersCoup { +@B Coup +@BulletList +@ListItem{@Underline{Unrest + Occupied} : leads to @I Coup} +@ListItem{@Underline{Influence} : minimize @I Influence shift towards rebels} +@ListItem{@Underline{Occupied} : prevents government change} +@ListItem{shifts @I Influence towards rebels @Sym ampersand replace government} +@EndList +} + +def @MarkersCivilWar { +@B {Civil War} +@BulletList +#@ListItem{@Underline{Occupied} : is replaced by an @I Army} +@ListItem{@Underline{Army} : prevents @Underline enemy victory (@I Occupied @Sym arrowright @I Army @Sym arrowright @I Occupied)} +@ListItem{@Underline {DRM} : + @BulletList + @ListItem{+1 @B if 3+ @I {Civil War} markers} + @ListItem{+1 @B if any @I Spy} + @ListItem{+1 per @I Investment} + @ListItem{+1 +1d6 per @I Army} + @RawEndList} +@ListItem{@B if @Underline gov wins : set to at least @I aligned} +@ListItem{@B if @Underline rebels win : set to @Authoritarian} +@EndList +} + +def @MarkersActions { +@B Markers +@BulletList +@ListItem{@Underline{Government} : + @BulletList + @ListItem{+1 place @I Influence} + @ListItem{prevents @I Spy @I Counterintelligence @Sym ampersand enables MAD roll} + #@ListItem{enables MAD roll to prevents @I Aggressions} + @RawEndList} +@ListItem{@Underline{Influence} : + @BulletList + @ListItem{needed to change government} + @ListItem{protects against @I Influence shift in @I Coup @Sym ampersand @I Aggression} + @RawEndList} +@ListItem{@Underline{Investment} : + @BulletList + @ListItem{remove @I Unrest, @I Destruction} + @ListItem{+1 per @I Investment in @I Influence placement @Sym ampersand @I{Civil War}} + @RawEndList} +@ListItem{@Underline{Unrest} : + @BulletList + @ListItem{leads to @I{Homeland Crisis} and @I Coup} + @ListItem{+1 @I{Steal Technoogy} @Sym ampersand @I{Place Unrest}} + @RawEndList} +@ListItem{@Underline{Occupied} : + @BulletList + @ListItem{is replaced by an @I Army in @I{Civil War}} + @ListItem{prevents @Sym slash harden government change in @I Coup @Sym slash @I Influence} + @ListItem{prevents minor @I Aggressions @Sym ampersand enables MAD roll} + @RawEndList} +@ListItem{@Underline{Spy} : + @BulletList + @ListItem{re-roll in @I Influence placement} + @ListItem{+1 in @I{Civil War} @Sym ampersand @I Counterintelligence} + @RawEndList} +@ListItem{@Underline{Army} : +1 +1d6 @Sym ampersand prevents enemy victory in @I {Civil War}} +@EndList +} + +def @Markers { +@MTitle {Markers Definitions} +@BulletList +@ListItem{@Underline{Government} : + @BulletList + @ListItem{+1 place @I Influence} + @ListItem{prevents @I Spy @I Counterintelligence @Sym ampersand enables MAD roll} + #@ListItem{enables MAD roll to prevents @I Aggressions} + @RawEndList} +@ListItem{@Underline{Influence} : + @BulletList + @ListItem{needed to change government} + @ListItem{protects against @I Influence shift in @I Coup @Sym ampersand @I Aggression} + @RawEndList} +@ListItem{@Underline{Investment} : + @BulletList + @ListItem{remove @I Unrest, @I Destruction} + @ListItem{+1 per @I Investment in @I Influence placement @Sym ampersand @I{Civil War}} + @RawEndList} +@ListItem{@Underline{Unrest} : + @BulletList + @ListItem{leads to @I{Homeland Crisis} and @I Coup} + @ListItem{+1 @I{Steal Technoogy} @Sym ampersand @I{Place Unrest}} + @RawEndList} +@ListItem{@Underline{Occupied} : + @BulletList + @ListItem{is replaced by an @I Army in @I{Civil War}} + @ListItem{prevents @Sym slash harden government change in @I Coup @Sym slash @I Influence} + @ListItem{prevents minor @I Aggressions @Sym ampersand enables MAD roll} + @RawEndList} +@ListItem{@Underline{Spy} : + @BulletList + @ListItem{re-roll in @I Influence placement} + @ListItem{+1 in @I{Civil War} @Sym ampersand @I Counterintelligence} + @RawEndList} +@ListItem{@Underline{Army} : + @BulletList + @ListItem{+1d +1 @Sym ampersand prevents enemy victory in @I {Civil War}} + @RawEndList} +@ListItem{Coup @Sym ampersand Aggression : + @BulletList + @ListItem{shift @I Influence} + @ListItem{replace government} + @RawEndList} +@ListItem{Civil War : + @BulletList + @ListItem{@B if @Underline gov wins : set to at least @I aligned} + @ListItem{@B if @Underline rebels win : set to @Authoritarian} + @RawEndList} +@EndList +} + +def @NuclearBalance { +@B @Underline{Nuclear Balance} +@BulletList +@ListItem{a built @I{Strategic Weapon} goes into the @I{Strategic Weapons} box /.5v @B or is used to cancel another one : + @BulletList + @ListItem{Bombers @Sym arrowdblright Bombers} + @ListItem{ICBM @Sym arrowdblright ICBM or Bombers} + @ListItem{SLBM @Sym arrowdblright SLBM, ICBM or Bomber} + @ListItem{MIRV @Sym arrowdblright MIRV} + @ListItem{Mobile Missile @Sym arrowdblright Mobile Missile} + @ListItem{Bunker @Sym arrowdblright any} + @ListItem{the UK Nukes is concidered a Bomber} + @RawEndList} +@ListItem{@B may limits @I Aggression via MAD roll} +@EndList +} + +def @ConventionalBalance { +@B @Underline{Conventional Balance} +@BulletList +@ListItem{is influenced by technologies @Sym ampersand @I{The Red Army card}} +@ListItem{limits @I Aggression and sets @I Aggression DRM} +@EndList +} +def @NavalBalance { +@B @Underline{Naval Balance} +@BulletList +@ListItem{is influenced by technologies @Sym ampersand @USSR control of @I{Waterways}} +@ListItem{@B may weight heavily on @I Aggression} +@EndList +} + +def @IntelAssessment { +@B @Underline{Intel Assessment} : +@BulletList +@ListItem{is influenced by technologies @Sym ampersand @I{Geographical Objectives}} +@ListItem{differential grants re-roll markers} +@ListItem{any 1 die may be re-rolled except for end of turns die rolls} +@EndList +} + +#def @Definitions { +#@B @Underline{Definitions} : +#@BulletList +#@ListItem{@Underline{Aligned country} : with at least 1 @I Influence} +#@ListItem{@Underline{Fully Aligned country} : with 2+ @I Influence} +#@ListItem{@Underline{Allied country} : same government @Sym ampersand @I Aligned} +#@ListItem{} +#@ListItem{} +#@EndList +#} + +def @StrategicOutlook { +@MTitle {Strategic Outlook} +@BulletList +@ListItem{@Underline{Nuclear Balance} : + @BulletList + @ListItem{a built Strategic Weapon goes into the Strategic Weapons box /.5v @B or is used to cancel another one : + @BulletList + @ListItem{Bombers cancels Bombers} + @ListItem{ICBM cancels ICBM or Bombers} + @ListItem{SLBM cancels SLBM, ICBM or Bomber} + @ListItem{MIRV cancels MIRV} + @ListItem{Mobile Missile cancels Mobile Missile} + @ListItem{Bunker cancels any} + @ListItem{the UK Nukes is concidered a Bomber} + @RawEndList} + @ListItem{@B may limits @I Aggression via MAD roll} + @RawEndList} +@ListItem{@Underline{Conventional Balance} : + @BulletList + @ListItem{is influenced by technologies @Sym ampersand @I{The Red Army card}} + @ListItem{limits @I Aggression and sets @I Aggression DRM} + @RawEndList} +@ListItem{@Underline{Naval Balance} : + @BulletList + @ListItem{is influenced by technologies @Sym ampersand @USSR control of @I{Waterways}} + @ListItem{@B may weight heavily on @I Aggression} + @RawEndList} +@ListItem{@Underline{Intel Assessment} : + @BulletList + @ListItem{is influenced by technologies @Sym ampersand @I{Geographical Objectives}} + @ListItem{differential grants re-roll markers} + @ListItem{any 1 die may be re-rolled except for end of turns die rolls} + @RawEndList} +@EndList +} + |