diff options
Diffstat (limited to 'NavajoWars')
| -rw-r--r-- | NavajoWars/NavajoWars-cards.lou | 108 | ||||
| -rw-r--r-- | NavajoWars/NavajoWars-cards.pdf | bin | 65422 -> 79307 bytes | |||
| -rw-r--r-- | NavajoWars/NavajoWars-charts.lou | 132 | ||||
| -rw-r--r-- | NavajoWars/NavajoWars-charts.pdf | bin | 33058 -> 33994 bytes | |||
| -rw-r--r-- | NavajoWars/NavajoWars.pdf | bin | 91796 -> 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 Binary files differindex 13f4034..77d586a 100644 --- a/NavajoWars/NavajoWars-cards.pdf +++ b/NavajoWars/NavajoWars-cards.pdf 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 Binary files differindex a53fc64..76e1973 100644 --- a/NavajoWars/NavajoWars-charts.pdf +++ b/NavajoWars/NavajoWars-charts.pdf diff --git a/NavajoWars/NavajoWars.pdf b/NavajoWars/NavajoWars.pdf Binary files differindex bc5f3b7..fa92bd0 100644 --- a/NavajoWars/NavajoWars.pdf +++ b/NavajoWars/NavajoWars.pdf  | 
