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+# 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