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Diffstat (limited to 'NavajoWars/NavajoWars-charts.lou')
-rw-r--r-- | NavajoWars/NavajoWars-charts.lou | 264 |
1 files changed, 264 insertions, 0 deletions
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 |