# encoding : iso-8859-1 @SysInclude { langdefs } @SysInclude { bsf } @SysInclude { dsf } @SysInclude { docf } @SysInclude { xrgb } @SysInclude { tbl } @Use { @BasicSetup @InitialFont { Times Base 7p } @ListOuterGap { 0.60v @OrIfPlain 1f } @ListGap { 0.60v @OrIfPlain 1f } @ListIndent { 0s } @ListLabelWidth { 0.60f @OrIfPlain 5s } } @Use { @DocumentSetup @PageType { A4 } @PageOrientation { Landscape } @ColumnNumber { 4 } @ColumnGap { .1c @OrIfPlain 6s } @TopMargin { .5c @OrIfPlain 6f } @FootMargin { .5c @OrIfPlain 6f } @OddLeftMargin { .1c @OrIfPlain 10s } @OddRightMargin { .1c @OrIfPlain 10s } @EvenLeftMargin { .1c @OrIfPlain 10s } @EvenRightMargin { .1c @OrIfPlain 10s } } @Use { @OrdinarySetup } @SysDatabase @FontDef { fontdefs } @SysDatabase @RefStyle { refstyle } def @Grey {rgb .95 .95 .95} def @Stop {{red} @Color @B ;} def @CHeader named tags {} named title {} named version {1.0} named tag {} { @Tbl rule {no} m {0c} { @Row format { @Cell i {right} ml {.5c} mr {.3c} 8p @Font @B A | @Cell i {left} ma {.05c} width {5.7c} 8p @Font @B B | @Cell m {.05c} 6p @Font C | @Cell D } A {tags} B {title} C {version} D {tag} } } def @CTag left c right x { white @Color @CurveBox margin {2p} paint {c} x } # 65mm x 89mm def @HCard right x { 90d @Rotate black @Color @CurveBox margin {.1c} 8.7c @Wide 6.3c @High black @Color { x } } def @VCard right x { black @Color @CurveBox margin {.1c} 6.3c @Wide 8.7c @High black @Color { x } } def @Cube right x { lightgrey @Color @ShadowBox shadow {.1f} margin {0c} black @Color @Box margin {0c} @Box margin {1p} paint {x} {x} @Color C} def @Red { @Cube {@Xrgb firebrick} } def @Green { @Cube {@Xrgb olivedrab4} } def @Blue { @Cube {@Xrgb blue4} } 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} @LLP @List gap {.9v} #labelwidth {.2c} @ListItem{- @B{Special Enemy Instruction} : @BulletList @ListItem{@B Peace : @BulletList @ListItem{@B if 1d6 @Sym less @Sym numbersign @I APs in @I{Raided Cubes} @B then -1 @I AP @Sym arrowdblright @B Build @Stop} @ListItem{@B else @B{end Peace} : @BulletList @ListItem{@I APs in @I{Raided Cubes} @Sym arrowdblright @I{Enemy APs Available}} @ListItem{@I Peace @Sym arrowdblright topmost @I Inactive empty instruction slot} @RawEndList} @RawEndList} @ListItem{@B Defend : @BulletList @ListItem{@B if {@Sym numbersign}@I{Raided Cubes} @Sym greater 0 @B and @Sym greater @I{Enemy APs} @B then @BulletList @ListItem{@B add @I APs from @I{Out of Play} to @Sym equal {@Sym numbersign}@I{Raided Cubes} @Stop} @RawEndList} @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{Raid Pool} and @I Raided @Sym arrowdblright @I Recovery} @ListItem{@I Peace @Sym arrowdblright topmost @I Inactive empty instruction slot} @RawEndList} @RawEndList} @RawEndList} @ListItem{- @B {Collect Enemy APs} : @BulletList @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 @ListItem{2d6 : @B if double swap filled row @B else flip @I Active @B unless stripped} @RawEndList} @ListItem{- @B {Execute Enemy Instructions}} @ListItem{- @B {Reset Instructions} @BulletList @ListItem{slide @I Active instructions up, @I Inactive instructions down-left-up} @RawEndList} @EndList } } def @EnemyInstructions { @VCard { @CHeader title {Enemy Instructions I} tag {{@Xrgb firebrick} @CTag E2} @LLP @BulletList gap {1.2f} @ListItem{@B Build : @BulletList @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{@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{@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{@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{@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 @B if already in @I Area {@Sym numbersign}6 } @RawEndList} @EndList } } def @EnemyInstructions_ { @VCard { @CHeader title {Enemy Instructions II} version {1.1} tag {{@Xrgb firebrick} @CTag E3} @LLP @BulletList gap {1.2f} @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{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} #@ListItem{place @B Peace instruction into @I{Raided Cubes}} @RawEndList} @ListItem{@B Raid! : @BulletList @ListItem{@B {Enemy Raid} with {@Sym numbersign}spent @I APs @I{Enemy Raid!} counters} @RawEndList} @ListItem{@B Slaves : @BulletList @ListItem{1D6 @I Territory : remove 1 @I Child @Sym arrowdblright @I Woman from it} @ListItem{@B if none remove 1 @I Child @Sym arrowdblright @I Woman from the @I{Passage of Time}} @RawEndList} @ListItem{@B Subjugate : @BulletList @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{@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} @EndList } } def @DinePlanning { @VCard { @CHeader title {Planning} tag {{@Xrgb goldenrod} @CTag D1} @LLP @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 @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{@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{@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} @ListItem{@B if @I Culture @Sym greater 0 : @B may spend 1 @I AP @Sym arrowdblright 1 @I{Trade Goods} @Sym slash @I Woman}# @LPP @I{Out of Play} @Sym arrowdblright @I Reserve} #@ListItem{1 @I AP @Sym slash @I Family with a @I Man @Sym arrowdblright @I Tribal @I Warfare or @I Diplomacy @ListItem{@B may spend 1 @I AP @Sym slash @I Family with a @I Man @B to : @BulletList indent {1v} @ListItem{target an @I Active @B Comanche or @B Utes instruction @B and} @ListItem{@B if @I Military @Sym greater 0 @I{Tribal Warfare} @Sym arrowdblright @B Battle @BulletList indent {1v} @ListItem{on @I FV or @I MVF @Sym arrowdblright swap with 1d6 @I Standby instruction} @RawEndList} @ListItem{@B or @I{Tribal Diplomacy} : 1D6 + @I{Trade Goods} + @I Evade @BulletList indent {1v} @ListItem{on pure 6 or 6+ @Sym arrowdblright swap with 1d6 @I Standby instruction} @ListItem{pure 1 is always a failure} @RawEndList} @RawEndList} @ListItem{@Underline{red @Colour @I Reset Cubes} : @I Recovery @Sym arrowdblright @I{Raid Pool}, @I Raided @Sym arrowdblright @I Recovery} @EndList } } def @DinePassage { @VCard { @CHeader title {Passage of Time I} tag {{@Xrgb goldenrod} @CTag D2} @LLP @BulletList gap {1.9f} @ListItem{Adjust Population : @BulletList indent {1v} gap {1f} @ListItem{@B may convert counters in @I Population or @I{Passage of Time} : @BulletList indent {1v} @ListItem{age counters : @I Child @Sym arrowdblright @I Adult @Sym arrowdblright @I Elder} @ListItem{converted counters @Sym arrowdblright @I{Passage of Time}} @ListItem{any @I Family without adults is removed from play} @RawEndList} @ListItem{@B may move counters from @I{Passage of Time} into @LLP in-play @I Families @B or @I{Elder Display}} @ListItem{if @I Culture @Sym greater 0 : @BulletList indent {1v} @ListItem{@B may create @I Family(0) in @I{Canyon de Chelly}} @RawEndList} @ListItem{-1 @I Culture @Sym slash empty slot in each in-play @I Family} @ListItem{+1 @I Culture @Sym slash newly-placed @I Elder} @ListItem{discard remaining @I Population counters in @I{Passage of Time}} @RawEndList} @ListItem{Return and Breed Animals @BulletList indent {1v} @ListItem{animals in the @I Family and @I{Passage of Time} @Sym arrowdblright @I Resources} @ListItem{each animal type in the @I Resouces @Sym arrowdblright @B +1 matching animal} @RawEndList} @ListItem{Harvest @I Corn (@Sym arrowdblright @I Resources) : @BulletList indent {1v} @ListItem{@B may if in the same @I Area as a @I Family} # @Sym arrowdblright @I Resources} must designate all before collecting @ListItem{@B must designate all counters to be collected before doing it} @RawEndList} @EndList } } def @DinePassage_ { @VCard { @CHeader title {Passage of Time II} tag {{@Xrgb goldenrod} @CTag D3} @LLP @BulletList gap {1.3f} @ListItem{Feed Population : (@B must) @BulletList indent {.5v} @ListItem{1 @I Territory with 1+ @I Family : (3 - @I Drought - @I Rancho) counters} @ListItem{1 @I Sheep : 4 counters} @ListItem{1 @I Corn : x counters} @ListItem{unfed counters @Sym arrowdblright @I{Out of Play}} @RawEndList} @ListItem{Feed Animals: @BulletList indent {.5v} @ListItem{1 @I Territory with @I Family feeds : 1 @I Horse and 1 @I Sheep} @ListItem{unfed counters @Sym arrowdblright @I{Out of Play}} @RawEndList} @ListItem{Elder Death Check : @BulletList indent {.5v} @ListItem{each @I Elder dies on 1d6 @Sym lessequal @I{Elder Rating}} @RawEndList} @ListItem{Land Recovery : @BulletList indent {.5v} @ListItem{remove 1 @I Drought in 1d6 @I Territory} @ListItem{if none, from adjacent @I Territory with lowest @Sym numbersign as possible} @RawEndList} @ListItem{Return @I Corn @BulletList indent {.5v} @ListItem{@I Corn counters in the @I Reserve @Sym arrowdblright @I{draw cup}} @RawEndList} @ListItem{Card {@Sym numbersign}41 (@I{Pueblo Revolt}) @BulletList 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} : @I Recovery @Sym arrowdblright @I{Raid Pool}, @I Raided @Sym arrowdblright @I Recovery} @EndList } } def @DineActions { @VCard { @CHeader title {Din{@Char eacute} Actions} tag {{@Xrgb goldenrod} @CTag D0} @LP /.7v {@Sym numbersign}@B Families : {@Sym numbersign}@I Elder + max(1, {@Sym numbersign}@I Family in @I{Cannyon de Chelly}) @LLP {@Sym numbersign}@B MPs = 6 - empty slot in the @I Family @LLP @Tbl rule {yes} aformat { @Cell rl {no} ml {.1v} A | @Cell B | @Cell rr {no} mr {0c} C } { @Rowa paint {@Grey} A {Find @B Water Hole} B {9 - {@Sym numbersign}@I Area(*)} C {-1 @I Drought} @Rowa A {@B Move to @LLP Adjacent Area} B {{@Sym numbersign}@I{dest Area}(*) @LLP +1 @B if @I Outpost @Sym greaterequal dest @LLP +1 @B if @I Fort} C {+1d6 from @I Fort @LLP and 0 MP spent} @Rowa paint {@Grey} A {@B Move to{@Sym slash}from @LLP @I{Canyon de Chelly}} B {all MPs exclusive} C {@B not from @I Fort} @Rowa A {@B Plant @I Corn} B {4 + {@Sym numbersign}@I Area} @Rowa paint {@Grey} A {@B Harvest @I Corn} B {4 + {@Sym numbersign}@I Area} C {@B if 1d6 @Sym greater (@I Drought @LLP + @I Rancho)} @Rowa A {@B Trade at @I Fort} B {all remaining MPs @LLP any @I{Trade Goods}} C {-1 @I Culture @LLP @I Ferocity = 0} @Rowa paint {@Grey} A {Tribal @B Council} B {all MPs exclusive} C {@B if 1d6 @Sym greaterequal {@Sym numbersign}@I Area @LLP +1 @I AP} @Rowa A {@B Raid NM} B {@Sym summation {@Sym numbersign}@I Area(*) to enter @LLP or all MPs exclusive} C {@B not from @I Fort} @Rowa paint {@Grey} A {@B Raid @I Outpost{@Sym slash}@I Fort} B {{@Sym numbersign}@I Area(*)} C {from same @I Area @LLP or @Sym lessequal @I Outpost} } @BulletList indent {.6v} @ListItem{to @B Raid : @I Military @Sym greater 0 and @I Family has a @I Man, @Underline{ends @B Peace} !} @ListItem{a @B Corn without a @I Family is removed} @ListItem{@B disband a @I Family(@Sym greater 0) that ends its activation with a @I Fort} @EndList } } 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} 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 r {yes} iv {ctr} { @Row i {ctr} format { @Cell ra {no} rl {no} | @Cell ra {no} @B B | @Cell ra {no} rr {no} mr {0c} @B C } B {New Mexico} C {Outpost @Sym slash Fort} @Row i {ctr} paint {@Greyy} format { @Cell m {.1v} A | @StartHSpan @Cell B | @HSpan } A {@Red} B {cube @Sym arrowdblright @I{Subjugation of NM} then @B draw} @Row i {ctr} paint {lightgrey} format { @Cell m {.1v} A | @StartHSpan @Cell B | @HSpan } 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 } A {@Green} B {+1 @I{Enemy Morale} @LLP @B or +1 @I{Enemy Ferocity} @Sym arrowdblright @B Battle} C {@Sym arrowdblright @B and Raid Ends @LLP |.4v @B if @I Outpost @B{Manuelito}} @Row paint {@Greyyy} 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} paint {@Greyy} format { @Cell m {.1v} A | @StartHSpan @Cell B | @HSpan } A {} B {cube @Sym arrowdblright @I{Raided Cubes}} @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} @Row paint {@Greyyy} format { @Cell paint {@Greyy} i {ctr} m {.1v} A | @Cell paint {@Greyb} B | @StartVSpan @Cell mr {0c} C } 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 {|.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 {|.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 {|.3v +1 @I Horse @B or @I Sheep @Sym arrowdblright @I Resources} C {@B{2 hits}} } /.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} @ListItem {retreat counter or remove it if already in {@Sym numbersign}1 @I Area} @RawEndList} @ListItem{destroy @I Fort @B{Defiance 3 hits} @I Fort @B{Fauntleroy 5 hits} @BulletList @ListItem {+1 @I{Family Ferocity}} @ListItem {@B remove @I Fort, -2 @I{Enemy Morale} @B and +2 @I{Enemy Ferocity}} @RawEndList} @EndList } } def @Intruder { @VCard { @CHeader title {Intruder Counter} tag {{@Xrgb olivedrab4} @CTag M0} @LP /.1v Resolve if on the same @I Area as a @I Family @LLP Unless stated differently : @I{Intruder Counter} @Sym arrowdblright @I{draw cup} @BulletList indent {.6v} gap {0.8v} @ListItem{@B Ambush (2) : @BulletList @ListItem{-1 @I Population counter @Sym arrowdblright @I{Passage of Time}} @ListItem{-1 @I Culture @Sym slash empty slot in the @I Family} # draw cup @RawEndList} @ListItem{@B {False Rumor} (2)} @ListItem{@B Firearms (4) : @Sym arrowdblright @I Resources (@I{Out of Play} when used)} @ListItem{@B Fortune (2) : @Sym arrowdblright @I Resources @BulletList @ListItem{spend to redraw a cube @B or reroll all dice} @RawEndList} @ListItem{@B {Intruders Moved} (2) : @BulletList @ListItem{place a new @I{Intruder Counter} on 1d6 @I Territory, 1d6 @I Area} @RawEndList} @ListItem{@B Misson (2) : @BulletList @ListItem{place the @I Mission in {@Sym numbersign}1 @I Area of the @I Territory} @ListItem{@B if there is already a @I Mission @Sym arrowdblright @B Expand } @RawEndList} @ListItem{@B {Skin Walker} (2) : @BulletList @ListItem{@B if @I APs = 0 : +1 @I AP @Sym slash @I Elder} @ListItem{@B or @I APs = 0} @RawEndList} @ListItem{@B Trade (2) : @Sym arrowdblright @I Resources (@I{draw cup} when used)} @ListItem{@B {Wandering Natives} (2) : @Sym arrowdblright @I{Out of Play} @BulletList @ListItem{+1 @I Population @Sym arrowdblright @I{Passage of Time}} @RawEndList} @EndList } } def @EnemyVictory { @VCard { @CHeader title {Victory Check} tag {{@Xrgb firebrick} @CTag E1} @LP /.7v @B each @I Military @B or @I Culture point that can't be reduced @LLP is converted into a loss of @B 2 points of the other type @LLP @BulletList gap {1.3v} @ListItem{Din{@Char eacute} @I VP = @Sym summation @I VPs @I Territory with @I Family @BulletList @ListItem{@B if Din{@Char eacute} @I VP @Sym greater @I VP Card @B then +1 @I Military } @ListItem{@B else lose the difference in @I Military} @RawEndList} @ListItem{@I Military -= @I{Enemy Morale} @B then @I{Enemy Morale} = 0} @ListItem{@B if @I Military = 0 @B and @I Culture = 0 @Sym arrowdblright @B {Major Defeat}} @ListItem{+1 @I Military @Sym slash @I Man in a @I Territory @B without @I Fort @BulletList @ListItem{do @B not increase above 7, @I{Enemy Morale} @B follows up} @RawEndList} @ListItem{+1 @I{Enemy Morale} @Sym slash @I Outpost} @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{Raid Pool}} @ListItem{@B remove @Char onehalf round up of the @I Population in the @I{Passage of Time}} @EndList } } def @Trade { @VCard { @CHeader title {Trade Goods} tag {{@Xrgb olivedrab4} @CTag M1} /.1v @LLP @Tbl r {yes} paint {@Grey} aformat { @StartVSpan @Cell iv {ctr} A | @Cell B } bformat { @VSpan | @Cell B } cformat { @VSpan | @Cell paint {none} B } dformat { @Cell A | @StartVSpan @Cell iv {ctr} B} eformat { @Cell A | @VSpan} { @Rowa A {2 Trade Goods} B {+1 @I AP} @Rowb B {cancel 1 @I Instruction flip (Enemy OP 3)} @Row format { @StartVSpan @Cell paint {none} iv {ctr} A | @Cell paint {none} B } A {3 Trade Goods} B {1 @I Animal : @I {Out of Play} @Sym arrowdblright @I Resources } @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 (1 @I{Trade goods} @Sym slash @I Woman during @I Planning)} @Rowe A {6 @I Corn points} @Rowe A {1 @I AP (@I Planning)} } @LLP /1.2v |.8c 8p @Font @B {Good Medicine} @LLP @Tbl r {yes} paint {@Grey} aformat { @Cell iv {ctr} A | @Cell B } bformat { @Cell paint {none} iv {ctr} A | @Cell paint {none} B } { @Rowa A {{@Sym numbersign}41 {@Sym numbersign}42 {@Sym numbersign}46 @LLP{@Sym numbersign}47 {@Sym numbersign}51 {@Sym numbersign}52} B {+1 @I{Enemy Morale} @LLP -1 @Black @Sym arrowdblright @I{Subjugation of NM}} @Rowb A {{@Sym numbersign}43 {@Sym numbersign}48 {@Sym numbersign}53} B {+1 @I{Enemy Morale} @LLP -2 @Black @Sym arrowdblright @I{Subjugation of NM}} @Rowa A {{@Sym numbersign}44 {@Sym numbersign}49 {@Sym numbersign}54} B {+1 @I{Enemy Morale} @LLP -3 @Black @Sym arrowdblright @I{Subjugation of NM}} @Rowb A {{@Sym numbersign}45 {@Sym numbersign}50 {@Sym numbersign}55} B {Not possible !} } @LLP @LLP @Black priority : @I{Raid Pool} @Sym arrowdblright @I{Recovery} @Sym arrowdblright @I{Raided Cubes} } } def @MFV {@Xrgb olivedrab3} def @FV {@Xrgb darkseagreen3} def @FE {@Xrgb beige} def @RGD {@Xrgb lightgoldenrod} def @TTD {@Xrgb goldenrod} def @EV {@Xrgb indianred} def @MEV {@Xrgb firebrick} def @Battle { @VCard { @CHeader title {Battle} tag {{@Xrgb sienna1} @CTag B0} @LLP @B{Din{@Char eacute}} = 1d6 + @I Ferocity (x2 if @I Ambush @B max {@Sym numbersign}@I Area) @LLP |2.5v +1 @I Horse +2 @I Firearms +1 @I Manuelito @LLP @B others = 1d6 + (@I {Ferocity Enemy} @B or 4 @I Ute @B or 5 @I Comanche) @LLP @Tbl r {yes} i {ctr} iv {ctr} m {.2v} paint {@Xrgb tan} bformat { @Cell A | @Cell B | @Cell C | @Cell D | @Cell E } { @Row format { @Cell paint {none} ra {none} rl {none} @B A | @Cell @B B | @Cell @B C | @Cell @B D | @Cell @B E } A {diff} B {@I Area {@Sym numbersign}1-2} C {@I Area {@Sym numbersign}3-4} D {@I Area {@Sym numbersign}5-6} E {@I {Din{@Char eacute} Raid} or @LLP @I {Tribal Warfare}} @Row paint {@MFV} format { @Cell paint {@Xrgb lemonchiffon} @B A | @Cell paint {@FV} @B B | @Cell @B C | @Cell @B D | @Cell @B E } A {4+} B {FV} C {MFV} D {MFV} E {MFV} @Row paint {@FV} format { @Cell paint {@Xrgb lemonchiffon} @B A | @Cell paint {@FE} @B B | @Cell @B C | @Cell paint {@MFV} @B D | @Cell @B E } A {3} B {FE} C {FV} D {MFV} E {FV} @Row paint {@FV} format { @Cell paint {@Xrgb lemonchiffon} @B A | @Cell paint {@FE} @B B | @Cell @B C | @Cell @B D | @Cell @B E } A {2} B {FE} C {FV} D {FV} E {FV} @Row paint {@RGD} format { @Cell paint {@Xrgb lemonchiffon} @B A | @Cell @B B | @Cell paint {@FE} @B C | @Cell paint {@FV} @B D | @Cell @B E } A {1} B {RGD} C {FE} D {FV} E {RGD} @Row paint {@RGD} format { @Cell paint {@Xrgb lemonchiffon} @B A | @Cell @B B | @Cell @B C | @Cell @B D | @Cell @B E } A {0} B {RGD} C {RGD} D {RGD} E {RGD} @Row paint {@TTD} format { @Cell paint {@Xrgb lemonchiffon} @B A | @Cell paint {@Xrgb indianred} @B B | @Cell @B C | @Cell @B D | @Cell @B E } A {-1} B {EV} C {TTD} D {TTD} E {TTD} @Row paint {@EV} format { @Cell paint {@Xrgb lemonchiffon} @B A | @Cell @B B | @Cell @B C | @Cell @B D | @Cell @B E } A {-2} B {EV} C {EV} D {EV} E {EV} @Row paint {@EV} format { @Cell paint {@Xrgb lemonchiffon} @B A | @Cell @B B | @Cell @B C | @Cell paint {@MEV} @B D | @Cell @B E } A {-3} B {EV} C {EV} D {MEV} E {EV} @Row paint {@MEV} format { @Cell paint {@Xrgb lemonchiffon} @B A | @Cell @B B | @Cell @B C | @Cell @B D | @Cell @B E } A {-4 or less} B {MEV} C {MEV} D {MEV} E {MEV} } @LLP @LLP @Tbl r {yes} i {ctr} iv {ctr} m {.2v} aformat {@Cell A | @Cell B | @Cell C | @Cell D | @Cell E} { # @Row # format {@Cell ra {none} rl {none} A | @Cell B | @StartHSpan @Cell C | @HSpan | @Cell D} # A{} B{@I Ferocity} C{@I Morale{@Sym slash}@I Ferocity @B or @I Military} D{} @Row format {@Cell ra {none} rl {none} A | @Cell B | @Cell C | @Cell D | @Cell E | @Cell F | @Cell G} A{} B{@I {D Fer}} C{@I{E M}{@Sym slash}@I F} D{@I{T Mil}} E{Raid} F{@I Man @I Horse} G{} @Row format {@Cell paint {@MFV} A | @Cell B | @Cell C | @Cell D | @Cell E | @Cell | @Cell G} A{MFV} B{+1} C{-1 @Sym slash +2} D{+1} E{Escape} G{Spoils} @Row format {@Cell paint {@FV} A | @Cell B | @Cell C | @Cell D | @Cell E | @Cell | @Cell} A{FV} B{+1} C{-1 @Sym slash +1} D{+1} E{Escape} @Row format {@Cell paint {@FE} A | @StartHSpan @Cell B | @HSpan | @HSpan | @HSpan | @HSpan | @HSpan } A{FE} B{ @I Family @Sym arrowdblright first higher @I Area without @I Raid @B or Escape} @Row format {@Cell paint {@RGD} A | @Cell B | @Cell C | @Cell D | @Cell E | @Cell F | @Cell} A{RGD} B{@Sym equal 0} C{} D{} E{Escape} F {@I PoT} @Row format {@Cell paint {@TTD} A | @Cell B | @Cell C | @Cell D | @Cell E | @Cell F | @Cell} A{TTD} B{@Sym equal 0} C{} D{} E{Escape} F {OoP} @Row format {@Cell paint {@EV} A | @Cell B | @Cell C | @Cell D | @Cell E | @Cell F | @Cell} A{EV} B{@Sym equal 0} C{+1 @Sym slash -1} D{-1} E{Caught} F{OoP} @Row format {@Cell paint {@MEV} A | @Cell B | @Cell C | @Cell D | @Cell E | @Cell F | @Cell G} A{MEV} B{@Sym equal 0} C{+1 @Sym slash -2} D{-1} E{Caught} F{OoP} G{1 @I Pop @Sym arrowdblright PoT} } } } def @BattleSpoil { @VCard { @CHeader title {Battle Spoil} version {1.1} tag {{@Xrgb sienna1} @CTag B1} @LLP @LLP Select the line above if not available @LLP @Tbl r {yes} i {ctr} iv {ctr} m {.2v} aformat {@Cell A | @Cell B } { @Rowa A {1} B{1 @I Man @Sym arrowdblright @I{Passage of Time}} @Rowa A {2-3} B{1 @I{Trade Goods} @Sym arrowdblright @I Resources} @Rowa A {4-5} B{1 @I Horse @Sym arrowdblright @I{Passage of Time}} @Rowa A {6} B{1 @I Firearms @Sym arrowdblright @I Resources} } @LLP /.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{Raid Pool}, @I Raided @Sym arrowdblright @I Recovery} @RawEndList} @EndList @LLP |.8c 8p @Font @B {Cubes} @LLP @Tbl r {yes} i {ctr} iv {ctr} m {.2v} aformat {@Cell A | @Cell @I B | @Cell C | @Cell @I D} { @Rowa A {@Black } B{Horses and Sheeps} C {@Red} D {Stability of New Mexico} @Rowa A {@Brown} B{Horses} C {@Green} D {Spanish and Mexican sordiers} @Rowa A {@White} B{Sheeps} C {@Blue} D {American soldiers} @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 { @CHeader title {TODO} tag {{@Xrgb violetred} @CTag XY} @LLP @BulletList @ListItem{@B Begin : @BulletList @ListItem{Start @BulletList @ListItem{Cubes : @Red @Green @Blue @Yellow @Brown @White @Black} @RawEndList} @RawEndList} @ListItem{@B TODO : @BulletList @ListItem{Scenarios} @ListItem{Ferocity Adjustment} @ListItem{Culture @Sym ampersand Military Adjustment} @RawEndList} @EndList } } @Document @InitialSpace { lout } // @Text @Begin @LLP @LLP # silence : 8.9c object too high for 0.0c space; will try elsewhere, but why ? @Display @EnemyOperations @Display @EnemyVictory @Display @EnemyInstructions @Display @EnemyInstructions_ @Display @DineActions @Display @DinePlanning @Display @DinePassage @Display @DinePassage_ @Display @Battle @Display @BattleSpoil @Display @Raid @Display @Intruder @Display @Trade @Display @Misc @Display @ScenariosSpanish @Display @ScenariosMexican @Display @ScenariosAmerican @Display @ScenariosAmerican_ @End @Text