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Diffstat (limited to 'NavajoWars/README')
-rw-r--r-- | NavajoWars/README | 107 |
1 files changed, 107 insertions, 0 deletions
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 + |