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+
+* 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
+