diff options
Diffstat (limited to 'NavajoWars')
-rw-r--r-- | NavajoWars/NavajoWars-cards.lou | 215 | ||||
-rw-r--r-- | NavajoWars/NavajoWars-cards.pdf | bin | 79307 -> 83654 bytes | |||
-rw-r--r-- | NavajoWars/NavajoWars-charts.lou | 18 | ||||
-rw-r--r-- | NavajoWars/NavajoWars-charts.pdf | bin | 33994 -> 33361 bytes | |||
-rw-r--r-- | NavajoWars/NavajoWars.pdf | bin | 106907 -> 110774 bytes |
5 files changed, 188 insertions, 45 deletions
diff --git a/NavajoWars/NavajoWars-cards.lou b/NavajoWars/NavajoWars-cards.lou index 4566159..2f2f1d2 100644 --- a/NavajoWars/NavajoWars-cards.lou +++ b/NavajoWars/NavajoWars-cards.lou @@ -19,8 +19,8 @@ @PageOrientation { Landscape } @ColumnNumber { 4 } @ColumnGap { .1c @OrIfPlain 6s } - @TopMargin { 0.5c @OrIfPlain 6f } - @FootMargin { 0.5c @OrIfPlain 6f } + @TopMargin { .5c @OrIfPlain 6f } + @FootMargin { .5c @OrIfPlain 6f } @OddLeftMargin { .1c @OrIfPlain 10s } @OddRightMargin { .1c @OrIfPlain 10s } @EvenLeftMargin { .1c @OrIfPlain 10s } @@ -66,6 +66,10 @@ def @Yellow { @Cube {@Xrgb gold1} } def @Brown { @Cube {@Xrgb peru} } def @White { @Cube {@Xrgb white} } def @Black { @Cube {@Xrgb black} } +def @MajorVictory right x { black @Color @Box margin {0c} @Box margin {1p} paint {@Xrgb olivedrab} black @Color x} +def @MinorVictory right x { black @Color @Box margin {0c} @Box margin {1p} paint {@Xrgb limegreen} black @Color x} +def @MinorDefeat right x { black @Color @Box margin {0c} @Box margin {1p} paint {@Xrgb sienna1} black @Color x} +def @MajorDefeat right x { black @Color @Box margin {0c} @Box margin {1p} paint {@Xrgb firebrick} black @Color x} def @EnemyOperations { @VCard { @CHeader title {Enemy Operations} version {1.1} tag {{@Xrgb firebrick} @CTag E0} @@ -93,7 +97,7 @@ def @EnemyOperations { @VCard { @ListItem{@B else @B{end Defend} : @BulletList @ListItem{@I APs in @I{Raided Cubes} @Sym arrowdblright @I{Enemy APs Available}} - @ListItem{@I Recovery @Sym arrowdblright @I{draw bag} and @I Raided @Sym arrowdblright @I Recovery} + @ListItem{@I Recovery @Sym arrowdblright @I{Raid Pool} and @I Raided @Sym arrowdblright @I Recovery} @ListItem{@I Peace @Sym arrowdblright topmost @I Inactive empty instruction slot} @RawEndList} @RawEndList} @@ -161,8 +165,8 @@ def @EnemyInstructions_ { @VCard { @ListItem{@B Peace : @BulletList @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{@I Raided @Sym ampersand @I Recovery cubes @Sym arrowdblright @I{Raid Pool}} + #@ListItem{move cubes in @I{Raided Cubes} and @I Recovery into the @I{Raid Pool}} @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} @@ -237,7 +241,7 @@ def @DinePlanning { @VCard { @ListItem{pure 1 is always a failure} @RawEndList} @RawEndList} - @ListItem{@Underline{red @Colour @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{Raid Pool}, @I Raided @Sym arrowdblright @I Recovery} @EndList } } @@ -286,7 +290,7 @@ def @DinePassage_ { @VCard { @CHeader title {Passage of Time II} tag {{@Xrgb goldenrod} @CTag D3} @LLP @BulletList - gap {1.1f} + gap {1.3f} @ListItem{Feed Population : (@B must) @BulletList indent {.5v} @@ -322,11 +326,7 @@ 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{@Underline{red @Colour @I Reset Cubes} : - @BulletList - indent {.5v} - @ListItem{@I Recovery @Sym arrowdblright @I{draw bag} and @I Raided @Sym arrowdblright @I Recovery} - @RawEndList} + @ListItem{@Underline{red @Colour @I Reset Cubes} : @I Recovery @Sym arrowdblright @I{Raid Pool}, @I Raided @Sym arrowdblright @I Recovery} @EndList } } @@ -407,7 +407,7 @@ def @Raid { @VCard { i {ctr} paint {lightgrey} format { @Cell m {.1v} A | @StartHSpan @Cell B | @HSpan } - A {} B {cube @Sym arrowdblright @I{draw bag}} + A {} B {cube @Sym arrowdblright @I{Raid Pool}} @Row paint {@Greyyy} format { @Cell paint {lightgrey} i {ctr} m {.1v} A | @Cell B | @StartVSpan @Cell paint {@Greyb} mr {0c} C } @@ -425,21 +425,21 @@ def @Raid { @VCard { @Row paint {@Greyyy} 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} + A {} B {+1 @I{Family Ferocity} @B and :} C {@B draw if @B not destroyed} @Row paint {@Greyyy} 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}} + A {@Yellow} B {|.3v +1 @I Child @Sym arrowdblright @I{Passage of Time}} C {@B{1 hit}} @Row format { @Cell paint {@Greyy} i {ctr} m {.1v} A | @Cell paint {@Greyb} B | @VSpan } - A {@Brown} B {|.4v +1 @I Horse in @I Resources} + A {@Brown} B {|.3v +1 @I Horse @Sym arrowdblright @I Resources} @Row format { @Cell paint {@Greyy} i {ctr} m {.1v} A | @Cell paint {@Greyb} B | @VSpan } - A {@White} B {|.4v +1 @I Sheep in @I Resources} + A {@White} B {|.3v +1 @I Sheep @Sym arrowdblright @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}} + A {@Black} B {|.3v +1 @I Horse @B or @I Sheep @Sym arrowdblright @I Resources} C {@B{2 hits}} } /.4v @BulletList @@ -521,7 +521,7 @@ def @EnemyVictory { @VCard { @ListItem{+1 @I Culture @Sym slash @I Woman in a @I Territory @B without @I Fort @B then limit @Sym lessequal 9} @ListItem{-1 @I Culture @Sym slash @I Fort} @ListItem{unless {@Sym numbersign}45 or {@Sym numbersign}50 @B may spend 1 @I Culture to buy a @I Development} - @ListItem{APs = 0, @I cubes in @I Raided @B and Recovery @Sym arrowdblright @I{draw bag}} + @ListItem{APs = 0, @I cubes in @I Raided @B and Recovery @Sym arrowdblright @I{Raid Pool}} @ListItem{@B remove @Char onehalf round up of the @I Population in the @I{Passage of Time}} @EndList } } @@ -546,9 +546,9 @@ def @Trade { @VCard { @Rowc B {@B reroll all dice} @Rowc B {@B redraw 1 cube} @Rowc B {@B cancel @I{Minor Event} @B or @I {Enemy Way} effect} - @Rowd A {3 @I Animals} B {collect 1 @I {Trade Goods} @LLP (Planning 1 @Sym slash @I Woman)} + @Rowd A {3 @I Animals} B {collect 1 @I {Trade Goods} @LLP (1 @I{Trade goods} @Sym slash @I Woman during @I Planning)} @Rowe A {6 @I Corn points} - @Rowe A {1 @I AP (Planning)} + @Rowe A {1 @I AP (@I Planning)} } @LLP /1.2v |.8c 8p @Font @B {Good Medicine} @@ -573,7 +573,7 @@ def @Trade { @VCard { } @LLP @LLP - @Black priority : @I{draw bag} @Sym arrowdblright @I{Recovery} @Sym arrowdblright @I{Raided Cubes} + @Black priority : @I{Raid Pool} @Sym arrowdblright @I{Recovery} @Sym arrowdblright @I{Raided Cubes} } } def @MFV {@Xrgb olivedrab3} @@ -676,7 +676,7 @@ def @Battle { @VCard { } } def @BattleSpoil { @VCard { - @CHeader title {Battle Spoil} tag {{@Xrgb sienna1} @CTag B1} + @CHeader title {Battle Spoil} version {1.1} tag {{@Xrgb sienna1} @CTag B1} @LLP @LLP Select the line above if not available @LLP @Tbl @@ -692,14 +692,14 @@ def @BattleSpoil { @VCard { @Rowa A {6} B{1 @I Firearms @Sym arrowdblright @I Resources} } @LLP - /1.2v |.8c 8p @Font @B {Subjugation on New Mexico} + /.7v |.8c 8p @Font @B {Subjugation on New Mexico} @BulletList @ListItem{if there is 3 @Red in @I{Subjugation of NM} @BulletList @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{@Underline{red @Colour @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{Raid Pool}, @I Raided @Sym arrowdblright @I Recovery} @RawEndList} @EndList @LLP |.8c 8p @Font @B {Cubes} @@ -716,6 +716,153 @@ def @BattleSpoil { @VCard { @Rowa A {@Yellow} B{Slaves} C {@Yellow} D {Slaves} } @LLP + /.7v |.8c 8p @Font @B {The Blessing Way} + @BulletList + @ListItem{@B instead of dice roll in : @I{Player Operations}, @I Battle, @I Evasion /.2v @B not @I Negotiate, @I Raid rolls unless @I Evade } + @EndList +} } + +def @Misc { @VCard { + @CHeader title {Discard Phase} tag {{@Xrgb olivedrab4} @CTag M2} + @LLP + @BulletList + @ListItem{@B {Discard Phase} + @BulletList + @ListItem{@B if any @I Family in the same @I Area as a @I Fort: + @BulletList + @ListItem{-1 @I Culture @B or @I Military} + @ListItem{@B if enemy @I Morale = 0 : + @BulletList + @ListItem{enemy @I Morale = {@Sym numbersign}@I Outposts + {@Sym numbersign}@I Forts} + @RawEndList} + @RawEndList} + @ListItem{@B elsif enemy @I Morale = 0 : + @BulletList + @ListItem{@B if 1d6 @Sym greater {@Sym numbersign}@I Outposts + {@Sym numbersign}@I Forts @Sym arrowdblright @B{Major Victory}} + @ListItem{@B else : enemy @I Morale = {@Sym numbersign}@I Outposts + {@Sym numbersign}@I Forts} + @RawEndList} + @ListItem{set @I Ferocity to 0 of any @I Family @B without a @I Man} + @RawEndList} + @EndList +} } + +def @ScenariosSpanish { @VCard { + @CHeader title {Spanish Scenarios} tag {{@Xrgb violetred} @CTag S0} + @BulletList + gap {1.4v} + @ListItem{@B {Rise of the People} : + @BulletList + gap {.8v} + @ListItem{9 @I Culture, 5 @I Military, 5 @I Morale, 4 @I Ferocity, 3 @I APs} + @ListItem{@I Family A, B, C any @I Ferocity, 1 in each @I Territory : @LLP @B{San Juan} Valley, Area of @B Shiprock, Canyon de @B Chelly} +# @BulletList +# @ListItem{Area of Shiprock} +# @ListItem{San Juan Valley} +# @ListItem{Canyon de Chelly} +# @RawEndList} + @ListItem{1 @I Elder in each of the 3 leftmost boxes} + @ListItem{@I{Remove from play} : 6 {@Sym slash} 9 @I{Trade Goods}, 2 {@Sym slash} 4 @I Harass} + @ListItem{@I{Spanish Instructions} : randomly remove 2 @I Instructions} + @ListItem{@I {Raid Pool} : |.8f 3 @Black |.8f 3 @Brown |.8f 3 @White |.8f 3 @Red |.8f 2 @Yellow |.8f 1 @Green} + @ListItem{@I{Cultural Development} : select 1 set, randomly remove 3 sets @LLP collect for @I free 1 level 1 card} + @ListItem{@I Deck : shuffle (8 cards + {@Sym numbersign}41) @Sym arrowdblright shuffle(8 cards + {@Sym numbersign}42)} + @ListItem{@I Victory after card {@Sym numbersign}42 @I{Franciscan Faction} is resolved : + @BulletList + @ListItem{+1 @I{Enemy Morale} @Sym slash @Black in @I{Subjugation of NM}} + @ListItem{@I Military - @I{Enemy Morale} : @MajorVictory {{@Sym arrowdblleft};3} @MinorVictory {2;1} @MinorDefeat {0;-1;-2} @MajorDefeat {-3;@Sym arrowdblright}} + @RawEndList} + @RawEndList} + @ListItem{@B {Los Due{@Char ntilde}os Del Mundo} : + @BulletList + gap {.8v} + @ListItem{same as @B{Rise of the People} but :} + @ListItem{@I Deck : shuffle 5 times (8 cards + {@Sym numbersign}41 to {@Sym numbersign}45)} + @ListItem{@I Victory after card {@Sym numbersign}45 @I{Mexican Independence} is resolved} + @RawEndList} + @EndList +} } + +def @ScenariosMexican { @VCard { + @CHeader title {Mexican Scenario} tag {{@Xrgb violetred} @CTag S1} + @BulletList + @ListItem{@B {A Broken Country} : + @BulletList + gap {.8v} + @ListItem{12 @I Culture, 7 @I Military, 7 @I Morale, 4 @I Ferocity, 3 @I APs} + @ListItem{@I Family A, B, C, D any @I Ferocity, 1 in each @I Territory : @LLP @B{San Juan} - @B Shiprock - @B Zuni - @B Hopi} + @ListItem{place 1 @I Drought in each @I Territory} + @ListItem{1 @I Elder in each of the 3 leftmost boxes} + @ListItem{@I{Remove from play} : 6 {@Sym slash} 9 @I{Trade Goods}, 2 {@Sym slash} 4 @I Harass} + @ListItem{place in @I{Resources} : 3 @I Horses and 3 @I Sheeps} + @ListItem{@I{Mexican Instructions} : randomly remove 2 @I Instructions} + @ListItem{place 3 @Red in @I{Subjugation on New Mexico}} + @ListItem{@I {Raid Pool} : |.8f 3 @Black |.8f 4 @Brown |.8f 4 @White |.8f 2 @Yellow |.8f 3 @Green} + @ListItem{Cultural Development : select 1 set, randomly remove 3 sets @LLP purchase up to 4 cards} + @ListItem{card {@Sym numbersign}45 @I{Mexican Independance} is in-play} + @ListItem{@I Deck : shuffle 5 times (8 cards + {@Sym numbersign}46 to {@Sym numbersign}50)} + @ListItem{@I Victory after card {@Sym numbersign}50 @I{Army of the West} is resolved : + @BulletList + @ListItem{+1 @I{Enemy Morale} @Sym slash @Black in @I{Subjugation of NM}} + @ListItem{@I Military - @I{Enemy Morale} : @MajorVictory {{@Sym arrowdblleft};3} @MinorVictory {2;1} @MinorDefeat {0;-1;-2} @MajorDefeat {-3;@Sym arrowdblright}} + @RawEndList} + @RawEndList} + @EndList +} } + +def @ScenariosAmerican { @VCard { + @CHeader title {American Scenario I} tag {{@Xrgb violetred} @CTag S2} + @BulletList + @ListItem{@B {The Fearing Time} : + @BulletList + gap {.5v} + @ListItem{5 @I Culture, 5 @I Military, 5 @I Ferocity, 3 @I Morale, 3 @I APs} + @ListItem{@I Family A, B, C, D, E @I Ferocity 0, 1 in each @I Territory : @LLP @B{San Juan} - @B Shiprock - @B Zuni - @B Hopi - @B Chelly} + @ListItem{place 1 @I Drought in each @I Territory} + @ListItem{place 1 @I Rancho in {@Sym numbersign}3 of @B Shiprock and {@Sym numbersign}2 of @B{San Juan}} + @ListItem{1 @I Elder in each of the 3 leftmost boxes} + @ListItem{@I{Remove from play} : 6 {@Sym slash} 9 @I{Trade Goods}, 2 {@Sym slash} 4 @I Harass} + @ListItem{place in @I{Resources} : 4 @I Horses and 4 @I Sheeps} + @ListItem{@I{American Instructions} : randomly remove 2 @I Instructions} + @ListItem{place 3 @Red in @I{Subjugation on New Mexico}} + @ListItem{@I {Raid Pool} : |.8f 3 @Black |.8f 4 @Brown |.8f 4 @White |.8f 2 @Yellow |.8f 1 @Green |.8f 1 @Blue} + @ListItem{Cultural Development : select 1 set, randomly remove 3 sets @LLP collect for @I free up to 8 cards} + @ListItem{card {@Sym numbersign}50 @I{Army of the West} is in-play} + @ListItem{@I Deck : shuffle 5 times (8 cards + {@Sym numbersign}51 to {@Sym numbersign}55)} + @ListItem{@I Victory after card {@Sym numbersign}55 @I {Kit Carson} is resolved : + @BulletList + @ListItem{+1 @I{Enemy Morale} @Sym slash @Black in @I{Subjugation of NM}} + @ListItem{Military > 0 : @MajorVictory {> Morale} @MinorVictory {= Morale} @MinorDefeat {< Morale}} + @ListItem{Military = 0 : @MinorDefeat {= Morale} @MajorDefeat {< Morale}} + @RawEndList} + @RawEndList} + @EndList +} } + +def @ScenariosAmerican_ { @VCard { + @CHeader title {American Scenario II} tag {{@Xrgb violetred} @CTag S3} + @BulletList + @ListItem{@B {The Rope Thrower} : + @BulletList + gap {.6v} + @ListItem{5 @I Culture, 5 @I Military, 5 @I Ferocity, 5 @I Morale, 0 @I APs} + @ListItem{@I Family A, B, C, D, E @I Ferocity 0, 1 in each @I Territory : @LLP @B{San Juan} - @B Shiprock - @B Zuni - @B Hopi - @B Chelly} + @ListItem{remove 1 counter per @I Family, rolling against the poplation @Sym numbersign} + @ListItem{place @I Manuelito with any on map @I Family} + @ListItem{place 1 @I Drought in each @I Territory} + @ListItem{place 1 @I Rancho in {@Sym numbersign}1 of @B Shiprock and {@Sym numbersign}1 of @B{San Juan}} + @ListItem{place 1 @I Fort in {@Sym numbersign}1 of @B Zuni and {@Sym numbersign}1 of @B{Hopi}} + @ListItem{1 @I Elder in each of the 3 leftmost boxes} + @ListItem{@I{Remove from play} : 6 {@Sym slash} 9 @I{Trade Goods}, 2 {@Sym slash} 4 @I Harass} + @ListItem{place in @I{Resources} : 4 @I Horses, 4 @I Sheeps and 1 @I Firearms} + @ListItem{@I{American Instructions} : randomly filled} + @ListItem{@I {Raid Pool} : |.8f 3 @Red |.8f 3 @Black |.8f 4 @Brown |.8f 4 @White |.8f 2 @Yellow |.8f 1 @Green |.8f 1 @Blue} + @ListItem{Cultural Development : select 1 set, randomly remove 3 sets @LLP collect for @I free 4 complete sets, discard the last one} + @ListItem{cards {@Sym numbersign}50, {@Sym numbersign}52, {@Sym numbersign}53, {@Sym numbersign}54 are in-play} + @ListItem{@I Deck : shuffle(5 Ope cards) @Sym arrowdblright shuffle(3 Ope cards + {@Sym numbersign}55)} + @ListItem{draw 3 @I Ceremony cards : add pop to the @I{Passage of Time} @LLP may keep the card if none in hand} + @ListItem{@I Victory : same as @B{The Fearing Time}} + @RawEndList} + @EndList } } def @TodoCard { @VCard { @@ -731,8 +878,6 @@ def @TodoCard { @VCard { @RawEndList} @ListItem{@B TODO : @BulletList - @ListItem{Ceremony Dice} - @ListItem{Sequence of Play} @ListItem{Scenarios} @ListItem{Ferocity Adjustment} @ListItem{Culture @Sym ampersand Military Adjustment} @@ -754,17 +899,15 @@ def @TodoCard { @VCard { @Display @DinePlanning @Display @DinePassage @Display @DinePassage_ -@Display @Intruder -@Display @Trade @Display @Battle @Display @BattleSpoil @Display @Raid -@Display @TodoCard -@Display @VCard -@Display @VCard -@Display @VCard {updated since previous upload to BGG} -@Display @EnemyOperations -@Display @EnemyInstructions_ -@Display @Raid +@Display @Intruder +@Display @Trade +@Display @Misc +@Display @ScenariosSpanish +@Display @ScenariosMexican +@Display @ScenariosAmerican +@Display @ScenariosAmerican_ @End @Text diff --git a/NavajoWars/NavajoWars-cards.pdf b/NavajoWars/NavajoWars-cards.pdf Binary files differindex 77d586a..2bfa079 100644 --- a/NavajoWars/NavajoWars-cards.pdf +++ b/NavajoWars/NavajoWars-cards.pdf diff --git a/NavajoWars/NavajoWars-charts.lou b/NavajoWars/NavajoWars-charts.lou index b4b11ff..ae88d92 100644 --- a/NavajoWars/NavajoWars-charts.lou +++ b/NavajoWars/NavajoWars-charts.lou @@ -19,13 +19,13 @@ @PageType { A4 } @PageOrientation { Landscape } @ColumnNumber { 2 } - @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 } + @ColumnGap { .6c } + @TopMargin { .6c @OrIfPlain 6f } + @FootMargin { .6c @OrIfPlain 6f } + @OddLeftMargin { .6c @OrIfPlain 10s } + @OddRightMargin { .6c @OrIfPlain 10s } + @EvenLeftMargin { .6c @OrIfPlain 10s } + @EvenRightMargin { .6c @OrIfPlain 10s } } @Use { @OrdinarySetup } @SysDatabase @FontDef { fontdefs } @@ -40,14 +40,14 @@ def @Initial {@B{Initial Raid counters} : def @PlaceRaid {@B{Place Raid counters} : @BulletList - @ListItem{in the next @I Area @B closest (in @I Mps) toLP alphabetic order @B but, then @B within @I Chelly} + @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} (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 1 action with @B 1 @I Family not in {@Sym numbersign}@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} diff --git a/NavajoWars/NavajoWars-charts.pdf b/NavajoWars/NavajoWars-charts.pdf Binary files differindex 76e1973..3c47d54 100644 --- a/NavajoWars/NavajoWars-charts.pdf +++ b/NavajoWars/NavajoWars-charts.pdf diff --git a/NavajoWars/NavajoWars.pdf b/NavajoWars/NavajoWars.pdf Binary files differindex fa92bd0..2320108 100644 --- a/NavajoWars/NavajoWars.pdf +++ b/NavajoWars/NavajoWars.pdf |