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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 @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{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{@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{draw bag}}
#@ListItem{move cubes in @I{Raided Cubes} and @I Recovery into the @I{draw bag}}
@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{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{@Underline{red @Colour @I Reset Cubes} :
@BulletList
indent {.5v}
@ListItem{@I Recovery @Sym arrowdblright @I{draw bag} and @I Raided @Sym arrowdblright @I Recovery}
@RawEndList}
@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{draw bag}}
@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 {|.4v +1 @I Child in @I{Passage of Time}} C {@B{1 hit}}
@Row
format { @Cell paint {@Greyy} i {ctr} m {.1v} A | @Cell paint {@Greyb} B | @VSpan }
A {@Brown} B {|.4v +1 @I Horse in @I Resources}
@Row
format { @Cell paint {@Greyy} i {ctr} m {.1v} A | @Cell paint {@Greyb} B | @VSpan }
A {@White} B {|.4v +1 @I Sheep in @I Resources}
@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}}
}
/.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{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 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
/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{@Underline{red @Colour @I Reset Cubes} : @I Recovery @Sym arrowdblright @I{draw bag} and @I Raided @Sym arrowdblright @I Recovery}
@RawEndList}
@EndList
@LLP |.8c 8p @Font @B {Cubes}
@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 @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{Ceremony Dice}
@ListItem{Sequence of Play}
@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 @Intruder
@Display @Trade
@Display @Battle
@Display @BattleSpoil
@Display @Raid
@Display @TodoCard
@Display @VCard
@Display @VCard
@Display @VCard {updated since previous upload to BGG}
@Display @EnemyOperations
@Display @EnemyInstructions_
@Display @Raid
@End @Text
|