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* Discard Phase
-1 Culture OR -1 Military if 1d6 <= #Families in the same Area as a Fort
set Ferocity to 0 Familly without a man
* Culture (max 19)
-2/Military point loss that can't be satisfied
* Enemy Actions
* Expand
-1/Outpost moving forward
-2/Outpost that can't move forward (already at 6)
* Subvert
-1/AP (max #Outpost)
* Tribal Raid
-1/empty population space per impacted Family
* Diné Actions
Trade at Fort
-1 & set Ferocity to 0
* Battle
+1 MFV / FV if vs Tribe
-1 EV / MEV if vs Tribe
* Raid
+1 if Outpost destroyed
* Planning
+-1 with Military
+1 if Ferocity reduced and Culture < 5
> 0 each woman can spend 1 Ap to buy 1 Trade Goods
* Passage of Time
> 0 to create new Families
-1/empty population space per Family
+1/new Elder
* Victory Check
+1/Woman in a Territory without Fort
reduced to 9
-1/Fort
may spend to buy 1 Cultural Development
* Military (max 19)
-2/Culture point loss that can't be satisfied
* Enemy Actions
* Actions
* Raid, Ambush, Battle
> 0
* Planning
+-1 with Culture
+1 if Ferocity increased and Military < 5
> 0 to conduct Tribal Warfare
* Passage of Time
* Victory Check
+1 if Territory VP > Card VP
-x if Territory VP < Card VP
+1/Man in a Territory without Fort (max 7)
may spend to buy 1 Cultural Development
* Ferocity
> 0 disband if end activation in an Area with a Fort
* Enemy Actions
* Peace
set to 0 all Families
* Slaves
#AP cost if F counter
* Raid
+#Families on map
+1 if Outpost/Fort destroyed
* Diné Actions
* Trade at Fort
set to 0 & -1 Culture
* Battle
> 0 => +# (unless Ambush)
+1 MFV / FV
set to 0 RGD/TTD/EV/MEV
* Ambush
> 0 => +2# (max Area Value)
* Raid
+1 yellow/brown/white/black
* Planning
+-1 may increase Culture or Military
* Caught/Escape
set as desired
* Enemy Morale
* Enemy Actions
* Raid
+1/Family cought
-1 if no Family cought
* Diné Actions
* Battle
-1 MFV / FV
+1 EV / MEV
* Raid all
+1 green/blue or +1/+2 Ferocity
-2 if Fort destroyed
* Victory Check
+1/Outpost (max Military + #Outpost)
* Enemy Ferocity
* Diné Actions
* Battle
+2 MFV
+1 FV
-1 EV
-2 MEV
* Raid NM
+1 green or +1 Morale
+2 blue or +1 Morale
+2 if Fort destroyed
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