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# 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 @Operations { @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} tag {{@Xrgb firebrick} @CTag E1}
  @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} tag {{@Xrgb firebrick} @CTag E2}
  @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 @Planning { @VCard {
  @CHeader title {Planning} tag {{@Xrgb goldenrod} @CTag P0}
  @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 @Passage { @VCard {
  @CHeader title {Passage of Time I} tag {{@Xrgb goldenrod} @CTag P1}
  @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 @Passage_ { @VCard {
  @CHeader title {Passage of Time II} tag {{@Xrgb goldenrod} @CTag P2}
  @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 @Actions { @VCard {
  @CHeader title {Din{@Char eacute} Actions} tag {{@Xrgb olivedrab4} @CTag A0}
  @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 olivedrab4} @CTag A1}
  @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 slateblue1} @CTag I0}
  @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 @Victory { @VCard {
  @CHeader title {Victory Check} tag {{@Xrgb violetred} @CTag V0}
  @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 seagreen3} @CTag T0}
  /.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 @Operations
@Display @EnemyInstructions
@Display @EnemyInstructions_
@Display @Planning
@Display @Passage
@Display @Passage_
@Display @Actions
@Display @Raid
@Display @Intruder
@Display @Victory
@Display @Trade
@Display @Battle
@Display @BattleSpoil
#@Display @TestCard
#@Display @VCard
#@Display @VCard {updated since previous upload to BGG}

@End @Text