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# encoding : iso-8859-1

@SysInclude { langdefs }
@SysInclude { bsf }
@SysInclude { dsf }
@SysInclude { docf }
@SysInclude { xrgb }
@SysInclude { tbl }
@SysInclude { diag }

@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		  { 2 }
  @ColumnGap		    { .5c }
  @TopMargin		    { .5c	@OrIfPlain 6f	}
  @FootMargin		    { .5c	@OrIfPlain 6f	}
  @OddLeftMargin	  { .5c	@OrIfPlain 10s	}
  @OddRightMargin	  { .5c	@OrIfPlain 10s	}
  @EvenLeftMargin	  { .5c	@OrIfPlain 10s	}
  @EvenRightMargin	{ .5c	@OrIfPlain 10s	}
}
@Use { @OrdinarySetup }
@SysDatabase @FontDef  { fontdefs }
@SysDatabase @RefStyle { refstyle }

def @Initial {@B{Initial Raid counters} :
  @BulletList
  @ListItem{+@Sym summation @I Ferocity of in-play @I Families}
  @ListItem{+2 during @I American Period}
  @EndList
}

def @PlaceRaid {@B{Place Raid counters} :
  @BulletList
  @ListItem{in the next @I Area @B closest (in @I Mps) toLP alphabetic order @B but, then @B within @I Chelly}
  @ListItem{place 2 counters in @I Area with @I Corn or @I Harass counter @LLP if only 1 available @Sym arrowdblright @B{Raid Ends}}
  @EndList
}

def @PlayerReaction {@B{Player Reaction} (never from @I{Canyon de Chelly} ) :
  @BulletList
  @ListItem{@B 1 Action with @B 1 @I Family not in an @I Area @Sym lessequal @I Outpost or with @I Fort}
  @ListItem{@B Ambush 1 @I AP, same @I Area, @I Military @Sym greater 0, @I Ferocity @Sym greater 0
    @BulletList
    @ListItem{@B Battle : @B {remove all} placed @I Raid counters on @I FV{@Sym slash}@I MFV}
    @RawEndList}
  @ListItem{@B Negociate 1 @I AP, same @I Area (@B fail on pure 1)
    @BulletList
    @ListItem{@B if 1d6 + spent @I{Trade Goods} + @I Evade @Sym greater 5 @B or @I pure 6
      @BulletList
      @ListItem{place all @I Families in the @I Area into the @I Escape box}
      @RawEndList}
    #@ListItem{@B {else or} @I pure 1 @Sym arrowdblright @B{Raid Resolution}}
    @RawEndList}
  @ListItem{@B Harass 1 @I AP
    @BulletList
    @ListItem{place an @I Harass counter in an @B empty @I Area}
    @ListItem{@B max 3 away from a @I Family with @I Man}
    @ListItem{@B never in an @I Area @Sym lessequal @I Outpost on same track}
    @RawEndList}
  @ListItem{@B Evade, free, same @I Area
    @BulletList
    @ListItem{@B if 1d6 + @I Evade +1 @I Manuelito's @Sym greater {@Sym numbersign}@I Area (fail on pure 1) :
      @BulletList
      @ListItem{move to result {@Sym numbersign}@I Area @B if there is no @I Raid counter}
      @RawEndList}
    @ListItem{@B or pure 6 @B or 7+ : move to {@Sym numbersign}6 @I Area @B or any @I Chelly}
    @RawEndList}
  @EndList
}

def @RaidResolution {@B{Raid Resolution} :
  @BulletList
  @ListItem{each @I Family must either @B Battle (@B if @I Military @Sym greater 0 @B and @I Man) @B or :
    @BulletList
    @ListItem{1 @I Population @Sym arrowdblright @I{Passage of Time}, do @B{no adjustment} yet}
    @ListItem{+1 @I{Enemy Morale} @B if 1d6 in range of removed @I Population}
    @ListItem{-1 @I Culture @Sym slash empty slot in the @I Family}
    @ListItem{-1 @I{Enemy Ferocity}}
    @ListItem{@I Family @Sym arrowdblright @I Caught box @B {or if} from @I{Canyon de Chelly}:
      @BulletList
      @ListItem{@I Family @Sym arrowdblright @I Caught box of any other @I Territory}
      @ListItem{remaining @I Population @Sym arrowdblright @I{Passage of Time}}
      @RawEndList}
    @RawEndList}
  @EndList
}

def @RaidEnds {@B{Raid Ends} :
@BulletList
@ListItem{place an @I Outpoust in {@Sym numbersign}1 @I Area of each @I Territory @B that :
  @BulletList
  @ListItem{contains @I Raid counters @B {and no} @I Outpost of the same type}
  @ListItem{@B {and no} @I Family counter, including @I Caught and @I Escape boxes}
  @RawEndList}
@ListItem{@B if no @I Raid counter was @B ever placed in a @I Territory with a @I Family :
  @BulletList
  @ListItem{@Sym arrowdblright @B Build}
  @RawEndList}
@ListItem{@B if @I Raid counters remains in @I{Santa F{@Char eacute}} @Sym arrowdblright @B Subvert with them}
@ListItem{@B remove @I Raid @B and @I Harass counters}
@ListItem{-1 @I{Enemy Morale} @B {if no} @I Family in @I Caught box}
@ListItem{+1 @I{Enemy Morale} @Sym slash @I Family in @I Caught box}
#@ListItem{+1 @I{Enemy Morale} @Sym slash @I Family in @I Caught box, -1 @I{Enemy Morale} @B if none}
@ListItem{@I Families in @I Caught or @I Escape boxes, @B if with @I Adult:
  @BulletList
  @ListItem{@B if with @I Adult : @Sym arrowdblright @B any @I Area of that @I Territory with @B any @I Ferocity}
  @ListItem{@B else : @I Child @Sym arrowdblright @I{Passage of Time}, @I Family @Sym arrowdblright @I{Out of Play}}
  @RawEndList}
@EndList
}

def @InitialT {@B{Initial Tribal Raid counters} :
  @BulletList
  @ListItem{{@Sym numbersign}@I Families in-play}
  @EndList
}

def @PlaceRaidT {@B{Place Raid counters} :
  @BulletList
  @ListItem{into 1d6 @I Territory @LLP lowest {@Sym numbersign}@I Area without a @I Raid counter}
  @EndList
}

def @RaidEndsT {@B{Raid Ends} :
  @BulletList
  @ListItem{remove @I{Tribal Raid} counters}
  @ListItem{place @I Families in @I Caught and @I Escape boxes @LLP in @B any @I Area of that @I Territory with @B any @I Ferocity}
  @EndList
}

def @MayEvade {@B{one Family may Evade} :
  @BulletList
#  @ListItem{@B if 1d6 + @I Evade +1 @I Manuelito's @Sym greater {@Sym numbersign}@I Area :
#    @BulletList
#    @ListItem{move to result {@Sym numbersign}@I Area}
#    @RawEndList}
#  @ListItem{@B or pure 6 @B or 7+ : move to {@Sym numbersign}6 @I Area @B or any @I Chelly}
#  @ListItem{@B fail on pure 1}
  @ListItem{1d6 + @I Evade +1 @I Manuelito's :
    @BulletList
    @ListItem{7+ @B or pure 6 : move to {@Sym numbersign}6 @I Area @B or any @I Chelly}
    @ListItem{@Sym greater {@Sym numbersign}@I Area : move to result {@Sym numbersign}@I Area}
    @RawEndList}
  @ListItem{@B fail on pure 1}
  @EndList
}

def @ConductRaid {@B{Conduct Raid}
  @BulletList
  @ListItem{@B success 1d6 + mod @Sym greaterequal {@Sym numbersign}@I Area @B or pure 6:
    @BulletList
    @ListItem{-1 @Sym slash @I Resources @Sym arrowdblright @I{Out of Play}}
    @ListItem{+1 @B if @I Comanche}
    @ListItem{+highest {@Sym numbersign}Area with @I {Tribal Raid} - 1}
    @ListItem{+3 @B during @I {Kit Carson} Campaign
      @BulletList
      @ListItem{@B and +2 @B if @I Fort in @I Territory}
      @ListItem{@B and +{@Sym numbersign}@I Area with @I Outpost in @I Territory}
      @RawEndList}
  @RawEndList}
  #@ListItem{@B success on pure 6 @B or @Sym greaterequal {@Sym numbersign}@I Area}
  @ListItem{@B failure on pure 1}
  @EndList
}

def @RaidResolutionT {@B{Raid Resolution} :
  @BulletList
  @ListItem{each @I Family must either @B Battle @LLP (@B if @I Military @Sym greater 0 @B and @I Man) @B or :
    @BulletList
    @ListItem{1 @I Population @Sym arrowdblright @I{Passage of Time}}
    @ListItem{-1 @I Culture @Sym slash empty slot in the @I Family}
    @ListItem{@B if has @I Adults @Sym arrowdblright @I Caught box @LLP @B else @I{Out of Play}}
    @RawEndList}
  @EndList
}

@Document
@InitialSpace { lout }
//
@Text @Begin
@CurveBox {
  @Tbl
  {
    @Row format {@Cell {@Xrgb firebrick} @Colour 9p @Font @B @Underline A | @Cell B | @Cell i {right} C}
    A {Enemy Raid} B {@B Ignore @I Families that are in the same @I Area as a @I Fort.} C {v1.1}
  }
  @LLP
  @Diag {
    @Tbl
      rule {no}
      i {ctr}
      iv {foot}
    {
      @Row
       format { @StartHSpan @Cell height {1.8c} A | @HSpan | @StartVSpan @Cell iv {top} C }
       A { A:: @CurveBox outlinewidth {1p} @Initial }
       C { F:: @CurveBox @RaidResolution }
      @Row
       format { @StartHSpan @Cell height {2.2c} A | @HSpan | @VSpan }
       A { B:: @CurveBox @PlaceRaid }
      @Row
       format { @Cell A | @Cell ml {1c} mr{1c} B | @Cell C }
       A { C:: @Diamond margin {11p} break {clines} {@I Raid counter @LLP in @I Chelly} }
       B { D:: @Diamond margin {11p} break {clines} {@I Raid counter @LLP with a @I Family} }
       C { G:: @Diamond margin {14p} {0 @I Raid in Santa F{@Char eacute} @LLP @B or 0 @I Family in-play} } @Rowa
      @Row
       format { @StartHSpan @Cell A | @HSpan | @Cell iv {ctr} C }
       A { E:: @CurveBox @PlayerReaction }
       C { H:: @CurveBox outlinewidth {1p} @RaidEnds }
    }
    //
    @Arrow from { A } to { B }
    @Arrow from { B } to { C }
    @Arrow from { C } to { D } ylabel {@B Yes} pathcolor {@Xrgb olivedrab}
    @Link  from { C } to { E } arrow {yes} path {ccurve} bias {1.3c} xlabel {@B No} pathcolor {@Xrgb firebrick}
    @Link  from { E } to { D } arrow {yes} path {ccurve} bias {1.3c}
    @Link  from { D } to { F } arrow {yes} path {acurve} xlabel {@B Yes} pathcolor {@Xrgb olivedrab}
    @Arrow from { D } to { G } xlabel {@B No} pathcolor {@Xrgb firebrick}
    @Arrow from { F } to { G }
    @Link  from { G } to { B } arrow {yes} path {ccurve} xlabel {@B No} pathcolor {@Xrgb firebrick}
    @Arrow from { G } to { H } ylabel {@B Yes} pathcolor {@Xrgb olivedrab}
  }
}
@LP
@LP
@LP
@CurveBox {
  @Tbl
  {
    @Row format {@Cell {@Xrgb goldenrod} @Colour 9p @Font @B @Underline A | @Cell B | @Cell i {right} C}
    A {Tribal Raid} B {@B Ignore @I Families that are in the same @I Area as a @I Fort or in an {@Sym numbersign}@I Area @Sym lessequal @I Outpost.} C {v1.1}
  }
  @LLP
  @Diag {
    @Tbl
      rule {no}
      i {ctr}
      iv {ctr}
    {
      @Row
       format {@StartHSpan @Cell A | @HSpan }
       A { C:: @CurveBox @MayEvade }
      @Row
       format {@Cell A | @Cell B }
       A { A:: @CurveBox outlinewidth {1p} @InitialT}
       B { G:: @Diamond margin {11p} break {clines} {@I Raid counter @LLP with a @I Family} }
      @Row
       format {@Cell A | @Cell B }
       A { B:: @CurveBox @PlaceRaidT }
       B { J:: @Diamond margin {11p} break {clines} {has more @LLP @I{Tribal Raid}} }
      @Row
       format {@StartHSpan @Cell A | @HSpan }
       A { F:: @CurveBox outlinewidth {1p} @RaidEndsT }
    }
    @Tbl
      rule {no}
      m {0c}
    {
      @Row
       format { @Cell A }
       A { D:: @CurveBox @ConductRaid }
      @Row
       format { @Cell ma {.4c}  A }
       A { E:: @CurveBox @RaidResolutionT}
    }
    //
    @Arrow from { A } to { B }
    @Arrow from { B } to { G }
    @Arrow from { G } to { C } xlabel {@B Yes} pathcolor {@Xrgb olivedrab}
    @Arrow from { G } to { J } ylabel {@B No} pathcolor {@Xrgb firebrick}
    @Arrow from { C } to { D }
    @Arrow from { D } to { J } ylabel {@B Failure} pathcolor {@Xrgb firebrick}
    @Arrow from { D } to { E } ylabel {@B Success} pathcolor {@Xrgb olivedrab}
    @Arrow from { J } to { B } ylabel {@B Yes} pathcolor {@Xrgb olivedrab}
    @Arrow from { J } to { F } xlabel {@B No} pathcolor {@Xrgb firebrick}
    @Arrow from { E } to { J }
  }
}
@End @Text