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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