1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
|
# 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 { 0.5c @OrIfPlain 6f }
@FootMargin { 0.5c @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 @EnemyOperations { @VCard {
@CHeader title {Enemy Operations} 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{draw bag} 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{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{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}}
@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{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{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{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{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 }
@RawEndList}
@EndList
} }
def @EnemyInstructions_ { @VCard {
@CHeader title {Enemy Instructions II} 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{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{ 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{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
@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{-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 right}
@ListItem{@B may perform 1 special action @Sym slash @I Elder @LLP success on 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{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}
@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{@I Reset Cubes : @I Recovery @Sym arrowdblright @I{draw bag} and @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 {1.1f}
@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{@I Reset Cubes :
@BulletList
indent {.5v}
@ListItem{@I Recovery @Sym arrowdblright @I{draw bag} and @I Raided @Sym arrowdblright @I Recovery}
@RawEndList}
@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} tag {{@Xrgb sienna1} @CTag B2}
@LLP
# @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{draw bag}}
@Row
paint {@Greyyy}
format { @Cell paint {lightgrey} 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}}
@Row
paint {@Greyyy}
format { @Cell paint {lightgrey} 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} | @Cell paint {@Greyb} B | @Cell mr {0c} C }
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 }
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 }
A {@Brown} B {|.4v +1 @I Horse in @I Resources}
@Row
format { @Cell paint {@Greyy} 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
@BulletList
indent {.6v}
@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{draw bag}}
@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 (Planning 1 @Sym slash @I Woman)}
@Rowe A {6 @I Corn points}
@Rowe A {1 @I AP (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{draw bag} @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} tag {{@Xrgb sienna1} @CTag B1}
@LLP @LLP
Select the live 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
/1.2v |.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{@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}
@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
} }
def @TestCard { @VCard {
@CHeader title {Test} 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{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 @Intruder
@Display @Trade
@Display @Battle
@Display @BattleSpoil
@Display @Raid
#@Display @TestCard
#@Display @VCard
#@Display @VCard {updated since previous upload to BGG}
@End @Text
|