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-rw-r--r--NavajoWars/NavajoWars-cards.lou108
-rw-r--r--NavajoWars/NavajoWars-cards.pdfbin65422 -> 79307 bytes
-rw-r--r--NavajoWars/NavajoWars-charts.lou132
-rw-r--r--NavajoWars/NavajoWars-charts.pdfbin33058 -> 33994 bytes
-rw-r--r--NavajoWars/NavajoWars.pdfbin91796 -> 106907 bytes
5 files changed, 136 insertions, 104 deletions
diff --git a/NavajoWars/NavajoWars-cards.lou b/NavajoWars/NavajoWars-cards.lou
index 92b2a24..4566159 100644
--- a/NavajoWars/NavajoWars-cards.lou
+++ b/NavajoWars/NavajoWars-cards.lou
@@ -68,7 +68,7 @@ def @White { @Cube {@Xrgb white} }
def @Black { @Cube {@Xrgb black} }
def @EnemyOperations { @VCard {
- @CHeader title {Enemy Operations} tag {{@Xrgb firebrick} @CTag E0}
+ @CHeader title {Enemy Operations} version {1.1} tag {{@Xrgb firebrick} @CTag E0}
@LLP
@List
gap {.9v}
@@ -100,7 +100,7 @@ def @EnemyOperations { @VCard {
@RawEndList}
@ListItem{- @B {Collect Enemy APs} :
@BulletList
- @ListItem{Card @I APs + {@Sym numbersign} @Red @I{Subjugation of NM} - {@Sym numbersign}@I{Raided Cubes}}
+ @ListItem{@B min 1 : card @I APs + {@Sym numbersign}@Red @I{Subjugation of NM} - {@Sym numbersign}@I{Raided Cubes}}
@RawEndList}
@ListItem{- @B {Flip Random Instructions}
@BulletList
@@ -121,49 +121,49 @@ def @EnemyInstructions { @VCard {
gap {1.2f}
@ListItem{@B Build :
@BulletList
- @ListItem{if all @I Territories have @I Outposts @Sym arrowdblright @B Subvert @Stop}
- @ListItem{place 1 @I Outpost in {@Sym numbersign}1 @I Area of lowest {@Sym numbersign} @I Territory without one}
- @ListItem{remove any @I Corn counter from that @I Area into the @I{draw cup}}
+ @ListItem{@B if all @I Territories have @I Outposts @Sym arrowdblright @B Subvert @Stop}
+ @ListItem{place 1 @I Outpost in {@Sym numbersign}1 @I Area of lowest {@Sym numbersign} @I Territory @B without one}
+ @ListItem{any @I Corn counter in that @I Area @Sym arrowdblright @I{draw cup}}
@RawEndList}
@ListItem{@B {Build + Subvert} : conduct @B Build then @B Subvert instruction}
@ListItem{@B Colonize :
@BulletList
- @ListItem{if 0 cubes in the @I{Raided Cubes} @Sym arrowdblright @B Expand @Stop}
- @ListItem{if 0 @I Outpost on map @Sym arrowdblright @B Build @Stop}
+ @ListItem{@B if 0 cubes in the @I{Raided Cubes} @Sym arrowdblright @B Expand @Stop}
+ @ListItem{@B if 0 @I Outpost on map @Sym arrowdblright @B Build @Stop}
@ListItem{move max {@Sym numbersign}@I AP cubes from @I{Raided Cubes} @Sym arrowdblright @I Recovery}
@RawEndList}
@ListItem{@B {Comanche} :
@BulletList
- @ListItem{if @Sym less 3 cubes in @I{Subjugation of NM} @Sym arrowdblright @B Subjugate @Stop}
+ @ListItem{@B if @Sym less 3 cubes in @I{Subjugation of NM} @Sym arrowdblright @B Subjugate @Stop}
#@ListItem{resolve @B{Tribal Raid} with {@Sym numbersign}Families in-play counters}
@ListItem{@B{Tribal Raid} with {@Sym numbersign}Families in-play @I{Tribal Raid} counters}
@RawEndList}
@ListItem{@B {Defend NM} :
@BulletList
- @ListItem{if 1 @I Inactive @B Defend or @B Peace instruction @Sym arrowdblright flip and resolve @Stop}
+ @ListItem{@B if 1 @I Inactive @B Defend or @B Peace instruction @Sym arrowdblright flip and resolve @Stop}
@ListItem{spend all @I APs (min 1), @B Defend @Sym arrowdblright @I{Raided Cubes}}
#@ListItem{spend all @I APs (min 1), @B Defend instruction into @I{Raided Cubes}}
@RawEndList}
@ListItem{@B Expand :
@BulletList
- @ListItem{if 0 @I Outpost on map @Sym arrowdblright @B Build @Stop}
+ @ListItem{@B if 0 @I Outpost on map @Sym arrowdblright @B Build @Stop}
@ListItem{move each @I Outpost deeper in its @I Territory (remove @I Corn)}
- @ListItem{-1 @I Culture @Sym slash @I Outpost that moves, -2 if already in @I Area {@Sym numbersign}6 }
+ @ListItem{-1 @I Culture @Sym slash @I Outpost that moves, -2 @B if already in @I Area {@Sym numbersign}6 }
@RawEndList}
@EndList
} }
def @EnemyInstructions_ { @VCard {
- @CHeader title {Enemy Instructions II} tag {{@Xrgb firebrick} @CTag E3}
+ @CHeader title {Enemy Instructions II} version {1.1} tag {{@Xrgb firebrick} @CTag E3}
@LLP
@BulletList
gap {1.2f}
@ListItem{@B Peace :
@BulletList
- @ListItem{if 1 @I Inactive @B Defend or @B Peace instruction @Sym arrowdblright flip and resolve @Stop}
- @ListItem{return @I Raided and @I Recovery cubes into the @I{draw bag}}
+ @ListItem{@B if 1 @I Inactive @B Defend or @B Peace instruction @Sym arrowdblright flip and resolve @Stop}
+ @ListItem{@I Raided @Sym ampersand @I Recovery cubes @Sym arrowdblright @I{draw bag}}
#@ListItem{move cubes in @I{Raided Cubes} and @I Recovery into the @I{draw bag}}
- @ListItem{place spent @I APs into the @I{Raided Cubes}, remove the others}
+ @ListItem{spent @I APs @Sym arrowdblright @I{Raided Cubes}, set available @I Aps to 0}
@ListItem{ set @I{Families Ferocity} and @I Aps to 0, @B Peace @Sym arrowdblright @I{Raided Cubes}}
#@ListItem{ set Diné @I APs and @I{Families Ferocity} to 0}
#@ListItem{place @B Peace instruction into @I{Raided Cubes}}
@@ -175,18 +175,19 @@ def @EnemyInstructions_ { @VCard {
@ListItem{@B Slaves :
@BulletList
@ListItem{1D6 @I Territory : remove 1 @I Child @Sym arrowdblright @I Woman from it}
- @ListItem{if none remove 1 @I Child @Sym arrowdblright @I Woman from the @I{Passage of Time}}
+ @ListItem{@B if none remove 1 @I Child @Sym arrowdblright @I Woman from the @I{Passage of Time}}
@RawEndList}
@ListItem{@B Subjugate :
@BulletList
- @ListItem{draw 1 cube @Sym slash spent @I AP}
- @ListItem{red cubes @Sym arrowdblright @I{Subjugation of NM}, others @Sym arrowdblright @I{Recovery}}
- @ListItem{check @I{Subjugation of NM} chart if 3 cubes} # FIXME
+ @ListItem{@B first : draw 1 cube @Sym slash spent @I AP}
+ @ListItem{@B then red cubes @Sym arrowdblright @I{Subjugation of NM}, others @Sym arrowdblright @I{Recovery}}
+ @ListItem{@B if 3 cubes in @I{Subjugation of NM} @Sym arrowdblright @B {Subjugation of NM}}
+ #@ListItem{check @I{Subjugation of NM} chart @B if 3 cubes} # FIXME
@RawEndList}
@ListItem{@B Subvert :
@BulletList
- @ListItem{if @Sym less 3 cubes in @I{Subjugation of NM} @Sym arrowdblright @B Subjugate @Stop}
- @ListItem{if 3 cubes in @I{Subjugation of NM} but 0 @I Outpost @Sym arrowdblright @B Build @Stop}
+ @ListItem{@B if @Sym less 3 cubes in @I{Subjugation of NM} @Sym arrowdblright @B Subjugate @Stop}
+ @ListItem{@B if 3 cubes in @I{Subjugation of NM} but 0 @I Outpost @Sym arrowdblright @B Build @Stop}
@ListItem{-1 @I Culture @Sym slash spent AP, no more than {@Sym numbersign}@I Outposts}
@RawEndList}
@ListItem{@B Utes : same as @B Comanche}
@@ -199,22 +200,22 @@ def @DinePlanning { @VCard {
@BulletList
gap {.9f}
@ListItem{@B add 1 card matching @I Population @Sym arrowdblright @I{Passage of Time}}
- @ListItem{+1 @I AP @Sym slash @I Elder then @B slide each @I Elder to the right}
- @ListItem{@B may perform 1 special action @Sym slash @I Elder @LLP success on 1D6 @Sym lessequal @I Elder Rating :
+ @ListItem{+1 @I AP @Sym slash @I Elder then @B slide each @I Elder to the @B right}
+ @ListItem{@B may perform 1 special action @Sym slash @I Elder @LLP @B success : 1D6 @Sym lessequal @I Elder Rating :
@BulletList
gap {.8f}
indent {1v}
@ListItem{+1 @I AP}
- @ListItem{if @I Culture @Sym greater @I Military @Sym arrowdblright @I Culture - 1, @I Military + 1}
- @ListItem{if @I Culture @Sym less @I Military @Sym arrowdblright @I Culture + 1, @I Military - 1}
- #@ListItem{if @I Military @Sym greater @I Culture @Sym arrowdblright @I Military - 1, @I Culture + 1}
+ @ListItem{@B if @I Culture @Sym greater @I Military @Sym arrowdblright @I Culture - 1, @I Military + 1}
+ @ListItem{@B if @I Culture @Sym less @I Military @Sym arrowdblright @I Culture + 1, @I Military - 1}
+ #@ListItem{@B if @I Military @Sym greater @I Culture @Sym arrowdblright @I Military - 1, @I Culture + 1}
@ListItem{adjust 1 @I Family's @I Ferocity @Sym plusminus 1 (once per @I Family) :
@BulletList
indent {1v}
- #@ListItem{if 0 @I Man @Sym arrowdblright @I Ferocity = 0}
- @ListItem{@I Ferocity = 0 if the @I Family has 0 @I Man}
- @ListItem{if @I Ferocity + 1 and @I Military @Sym less 5 @Sym arrowdblright @I Military + 1}
- @ListItem{if @I Ferocity - 1 and @I Culture @Sym less 5 @Sym arrowdblright @I Culture + 1}
+ #@ListItem{@B if 0 @I Man @Sym arrowdblright @I Ferocity = 0}
+ @ListItem{@I Ferocity = 0 @B if the @I Family has 0 @I Man}
+ @ListItem{@B if @I Ferocity + 1 and @I Military @Sym less 5 @Sym arrowdblright @I Military + 1}
+ @ListItem{@B if @I Ferocity - 1 and @I Culture @Sym less 5 @Sym arrowdblright @I Culture + 1}
@RawEndList}
@RawEndList}
#@ListItem{if @I Culture @Sym greater 0 @B may spend 1 @I AP @Sym slash @I Woman to buy 1 @I{Trade Goods}}# @LLP @I{Out of Play} @Sym arrowdblright @I Reserve}
@@ -236,7 +237,7 @@ def @DinePlanning { @VCard {
@ListItem{pure 1 is always a failure}
@RawEndList}
@RawEndList}
- @ListItem{@I Reset Cubes : @I Recovery @Sym arrowdblright @I{draw bag} and @I Raided @Sym arrowdblright @I Recovery}
+ @ListItem{@Underline{red @Colour @I Reset Cubes} : @I Recovery @Sym arrowdblright @I{draw bag} and @I Raided @Sym arrowdblright @I Recovery}
@EndList
} }
@@ -321,7 +322,7 @@ def @DinePassage_ { @VCard {
indent {.5v}
@ListItem{-1 @I Morale if {@Sym numbersign}41 is @B removed and @I{Subjugation of NM} @Sym less 3}
@RawEndList}
- @ListItem{@I Reset Cubes :
+ @ListItem{@Underline{red @Colour @I Reset Cubes} :
@BulletList
indent {.5v}
@ListItem{@I Recovery @Sym arrowdblright @I{draw bag} and @I Raided @Sym arrowdblright @I Recovery}
@@ -386,8 +387,7 @@ def @Greyy {rgb .9 .9 .9}
def @Greyyy {rgb .95 .95 .95}
def @Greyb {rgb .9 .9 .95}
def @Raid { @VCard {
- @CHeader title {Raid Resolution} tag {{@Xrgb sienna1} @CTag B2}
- @LLP
+ @CHeader title {Raid Resolution} version {1.1} tag {{@Xrgb sienna1} @CTag B2}
# @LP /.1v
# to @B Raid : @I Military @Sym greater 0 and @I Family has a @I Man
@LLP @Tbl
@@ -410,12 +410,12 @@ def @Raid { @VCard {
A {} B {cube @Sym arrowdblright @I{draw bag}}
@Row
paint {@Greyyy}
- format { @Cell paint {lightgrey} m {.1v} A | @Cell B | @StartVSpan @Cell paint {@Greyb} mr {0c} C }
+ format { @Cell paint {lightgrey} i {ctr} m {.1v} A | @Cell B | @StartVSpan @Cell paint {@Greyb} mr {0c} C }
A {@Green} B {+1 @I{Enemy Morale} @LLP @B or +1 @I{Enemy Ferocity} @Sym arrowdblright @B Battle}
- C {same + Raid Ends @LLP if @B{Manuelito}}
+ C {@Sym arrowdblright @B and Raid Ends @LLP |.4v @B if @I Outpost @B{Manuelito}}
@Row
paint {@Greyyy}
- format { @Cell paint {lightgrey} m {.1v} A | @Cell B | @VSpan }
+ format { @Cell paint {lightgrey} i {ctr} m {.1v} A | @Cell B | @VSpan }
A {@Blue} B {+1 @I{Enemy Morale} @LLP @B or +2 @I{Enemy Ferocity} @Sym arrowdblright @B Battle}
@Row
i {ctr}
@@ -424,26 +424,27 @@ def @Raid { @VCard {
A {} B {cube @Sym arrowdblright @I{Raided Cubes}}
@Row
paint {@Greyyy}
- format {@Cell paint {@Greyy} | @Cell paint {@Greyb} B | @Cell mr {0c} C }
- B {+1 @I{Family Ferocity} @B and :} C {@B draw if @B not destroyed}
+ format {@Cell paint {@Greyy} A | @Cell paint {@Greyb} B | @Cell mr {0c} C }
+ A {+} B {+1 @I{Family Ferocity} @B and :} C {@B draw if @B not destroyed}
@Row
paint {@Greyyy}
- format { @Cell paint {@Greyy} m {.1v} A | @Cell paint {@Greyb} B | @StartVSpan @Cell mr {0c} C }
+ format { @Cell paint {@Greyy} i {ctr} m {.1v} A | @Cell paint {@Greyb} B | @StartVSpan @Cell mr {0c} C }
A {@Yellow} B {|.4v +1 @I Child in @I{Passage of Time}} C {@B{1 hit}}
@Row
- format { @Cell paint {@Greyy} m {.1v} A | @Cell paint {@Greyb} B | @VSpan }
+ format { @Cell paint {@Greyy} i {ctr} m {.1v} A | @Cell paint {@Greyb} B | @VSpan }
A {@Brown} B {|.4v +1 @I Horse in @I Resources}
@Row
- format { @Cell paint {@Greyy} m {.1v} A | @Cell paint {@Greyb} B | @VSpan }
+ format { @Cell paint {@Greyy} i {ctr} m {.1v} A | @Cell paint {@Greyb} B | @VSpan }
A {@White} B {|.4v +1 @I Sheep in @I Resources}
@Row
paint {@Greyyy}
format {@Cell paint {@Greyy} i {ctr} m {.1v} A | @Cell paint {@Greyb} B | @Cell mr {0c} C }
A {@Black} B {|.4v +1 @I Sheep @B or @I Horse in @I Resources} C {@B{2 hits}}
}
- /.6v
+ /.4v
@BulletList
indent {.6v}
+ @ListItem{@B Manuelito's : may redraw 1 cube, @B once per @I Activation }
@ListItem{destroy @I Outpost @Sym slash @I Fort : @B{2 hits} in {@Sym numbersign}1 @I Area or @B {1 hit}
@BulletList
@ListItem {+1 @I{Family Ferocity} @B and +1 @I Culture}
@@ -677,7 +678,7 @@ def @Battle { @VCard {
def @BattleSpoil { @VCard {
@CHeader title {Battle Spoil} tag {{@Xrgb sienna1} @CTag B1}
@LLP @LLP
- Select the live above if not available
+ Select the line above if not available
@LLP @Tbl
r {yes}
i {ctr}
@@ -698,7 +699,7 @@ def @BattleSpoil { @VCard {
@ListItem{@B if in-play @B remove {@Sym numbersign}41 @I{Pueblo Revolt} from game}
@ListItem{+1 @I{Enemy Morale}}
@ListItem{flip @I Spanish Instructions @I{A, B, F} on their @I Raid side}
- @ListItem{@I Reset Cubes : @I Recovery @Sym arrowdblright @I{draw bag} and @I Raided @Sym arrowdblright @I Recovery}
+ @ListItem{@Underline{red @Colour @I Reset Cubes} : @I Recovery @Sym arrowdblright @I{draw bag} and @I Raided @Sym arrowdblright @I Recovery}
@RawEndList}
@EndList
@LLP |.8c 8p @Font @B {Cubes}
@@ -717,8 +718,8 @@ def @BattleSpoil { @VCard {
@LLP
} }
-def @TestCard { @VCard {
- @CHeader title {Test} tag {{@Xrgb violetred} @CTag XY}
+def @TodoCard { @VCard {
+ @CHeader title {TODO} tag {{@Xrgb violetred} @CTag XY}
@LLP
@BulletList
@ListItem{@B Begin :
@@ -730,6 +731,9 @@ def @TestCard { @VCard {
@RawEndList}
@ListItem{@B TODO :
@BulletList
+ @ListItem{Ceremony Dice}
+ @ListItem{Sequence of Play}
+ @ListItem{Scenarios}
@ListItem{Ferocity Adjustment}
@ListItem{Culture @Sym ampersand Military Adjustment}
@RawEndList}
@@ -755,8 +759,12 @@ def @TestCard { @VCard {
@Display @Battle
@Display @BattleSpoil
@Display @Raid
-#@Display @TestCard
-#@Display @VCard
-#@Display @VCard {updated since previous upload to BGG}
+@Display @TodoCard
+@Display @VCard
+@Display @VCard
+@Display @VCard {updated since previous upload to BGG}
+@Display @EnemyOperations
+@Display @EnemyInstructions_
+@Display @Raid
@End @Text
diff --git a/NavajoWars/NavajoWars-cards.pdf b/NavajoWars/NavajoWars-cards.pdf
index 13f4034..77d586a 100644
--- a/NavajoWars/NavajoWars-cards.pdf
+++ b/NavajoWars/NavajoWars-cards.pdf
Binary files differ
diff --git a/NavajoWars/NavajoWars-charts.lou b/NavajoWars/NavajoWars-charts.lou
index 2c1dbb6..b4b11ff 100644
--- a/NavajoWars/NavajoWars-charts.lou
+++ b/NavajoWars/NavajoWars-charts.lou
@@ -19,12 +19,13 @@
@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 }
+ @ColumnGap { .5c }
+ @TopMargin { .5c @OrIfPlain 6f }
+ @FootMargin { .5c @OrIfPlain 6f }
+ @OddLeftMargin { .5c @OrIfPlain 10s }
+ @OddRightMargin { .5c @OrIfPlain 10s }
+ @EvenLeftMargin { .5c @OrIfPlain 10s }
+ @EvenRightMargin { .5c @OrIfPlain 10s }
}
@Use { @OrdinarySetup }
@SysDatabase @FontDef { fontdefs }
@@ -39,12 +40,12 @@ def @Initial {@B{Initial Raid counters} :
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{in the next @I Area @B closest (in @I Mps) toLP 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} :
+def @PlayerReaction {@B{Player Reaction} (never from @I{Canyon de Chelly} ) :
@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
@@ -67,11 +68,11 @@ def @PlayerReaction {@B{Player Reaction} :
@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 :
+ @ListItem{@B if 1d6 + @I Evade +1 @I Manuelito's @Sym greater {@Sym numbersign}@I Area (fail on pure 1) :
@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}
+ @ListItem{@B or pure 6 @B or 7+ : move to {@Sym numbersign}6 @I Area @B or any @I Chelly}
@RawEndList}
@EndList
}
@@ -105,18 +106,19 @@ def @RaidEnds {@B{Raid Ends} :
@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{@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}
+#@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}
+ @ListItem{@B if with @I Adult : @Sym arrowdblright @B any @I Area of that @I Territory with @B any @I Ferocity}
+ @ListItem{@B else : @I Child @Sym arrowdblright @I{Passage of Time}, @I Family @Sym arrowdblright @I{Out of Play}}
@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} :
+def @InitialT {@B{Initial Tribal Raid counters} :
@BulletList
@ListItem{{@Sym numbersign}@I Families in-play}
@EndList
@@ -135,26 +137,38 @@ def @RaidEndsT {@B{Raid Ends} :
@EndList
}
-def @MayEvade {@B{1 Family may Evade} :
+def @MayEvade {@B{one Family may Evade} :
@BulletList
- @ListItem{@B If 1d6 + @I Evade + 1 @I Manuelito @Sym greater {@Sym numbersign}@I Area:
+# @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}
+# @RawEndList}
+# @ListItem{@B or pure 6 @B or 7+ : move to {@Sym numbersign}6 @I Area @B or any @I Chelly}
+# @ListItem{@B fail on pure 1}
+ @ListItem{1d6 + @I Evade +1 @I Manuelito's :
@BulletList
- @ListItem{move to result {@Sym numbersign}@I Area}
+ @ListItem{7+ @B or pure 6 : move to {@Sym numbersign}6 @I Area @B or any @I Chelly}
+ @ListItem{@Sym greater {@Sym numbersign}@I Area : move to result {@Sym numbersign}@I Area}
@RawEndList}
- @ListItem{@B or pure 6 : move to {@Sym numbersign}6 @I Area or any @I Chelly}
+ @ListItem{@B fail on pure 1}
@EndList
}
-def @ConductRaid {@B{Conduct Raid} : 1d6
+def @ConductRaid {@B{Conduct Raid}
@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
+ @ListItem{@B success 1d6 + mod @Sym greaterequal {@Sym numbersign}@I Area @B or pure 6:
@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}
+ @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}
+ @RawEndList}
+ #@ListItem{@B success on pure 6 @B or @Sym greaterequal {@Sym numbersign}@I Area}
+ @ListItem{@B failure on pure 1}
@EndList
}
@@ -174,7 +188,11 @@ def @RaidResolutionT {@B{Raid Resolution} :
//
@Text @Begin
@CurveBox {
- 9p @Font @B {Enemy Raid} |1c @B Ignore @I Families that are in the same @I Area as a @I Fort.
+ @Tbl
+ {
+ @Row format {@Cell {@Xrgb firebrick} @Colour 9p @Font @B @Underline A | @Cell B | @Cell i {right} C}
+ A {Enemy Raid} B {@B Ignore @I Families that are in the same @I Area as a @I Fort.} C {v1.1}
+ }
@LLP
@Diag {
@Tbl
@@ -191,8 +209,8 @@ def @RaidResolutionT {@B{Raid Resolution} :
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} }
+ A { C:: @Diamond margin {11p} break {clines} {@I Raid counter @LLP in @I Chelly} }
+ B { D:: @Diamond margin {11p} 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 }
@@ -216,7 +234,11 @@ def @RaidResolutionT {@B{Raid Resolution} :
@LP
@LP
@CurveBox {
- 9p @Font @B {Tribal Raid} |1c @B Ignore @I Families that are in the same @I Area as a @I Fort.
+ @Tbl
+ {
+ @Row format {@Cell {@Xrgb goldenrod} @Colour 9p @Font @B @Underline A | @Cell B | @Cell i {right} C}
+ A {Tribal Raid} B {@B Ignore @I Families that are in the same @I Area as a @I Fort or in an {@Sym numbersign}@I Area @Sym lessequal @I Outpost.} C {v1.1}
+ }
@LLP
@Diag {
@Tbl
@@ -225,38 +247,40 @@ def @RaidResolutionT {@B{Raid Resolution} :
iv {ctr}
{
@Row
- format { @StartHSpan @Cell i {right} A | @HSpan | @Cell B }
- A { A:: @CurveBox outlinewidth {1p} @InitialT }
- B { B:: @CurveBox @PlaceRaidT }
+ format {@StartHSpan @Cell A | @HSpan }
+ A { C:: @CurveBox @MayEvade }
@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} }
+ format {@Cell A | @Cell B }
+ A { A:: @CurveBox outlinewidth {1p} @InitialT}
+ B { G:: @Diamond margin {11p} 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 }
+ format {@Cell A | @Cell B }
+ A { B:: @CurveBox @PlaceRaidT }
+ B { J:: @Diamond margin {11p} break {clines} {has more @LLP @I{Tribal Raid}} }
@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}
+ format {@StartHSpan @Cell A | @HSpan }
+ A { F:: @CurveBox outlinewidth {1p} @RaidEndsT }
+ }
+ @Tbl
+ rule {no}
+ m {0c}
+ {
+ @Row
+ format { @Cell A }
+ A { D:: @CurveBox @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 }
+ format { @Cell ma {.4c} A }
+ A { E:: @CurveBox @RaidResolutionT}
}
//
@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 { G } to { J } ylabel {@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 { D } to { J } ylabel {@B Failure} pathcolor {@Xrgb firebrick}
+ @Arrow from { D } to { E } ylabel {@B Success} pathcolor {@Xrgb olivedrab}
+ @Arrow from { J } to { B } ylabel {@B Yes} pathcolor {@Xrgb olivedrab}
@Arrow from { J } to { F } xlabel {@B No} pathcolor {@Xrgb firebrick}
@Arrow from { E } to { J }
}
diff --git a/NavajoWars/NavajoWars-charts.pdf b/NavajoWars/NavajoWars-charts.pdf
index a53fc64..76e1973 100644
--- a/NavajoWars/NavajoWars-charts.pdf
+++ b/NavajoWars/NavajoWars-charts.pdf
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diff --git a/NavajoWars/NavajoWars.pdf b/NavajoWars/NavajoWars.pdf
index bc5f3b7..fa92bd0 100644
--- a/NavajoWars/NavajoWars.pdf
+++ b/NavajoWars/NavajoWars.pdf
Binary files differ