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authorFlorian Fischer <florian.fischer@muhq.space>2022-09-25 13:10:02 +0200
committerFlorian Fischer <florian.fischer@muhq.space>2022-09-25 13:16:31 +0200
commit33089a99a56426917f95e2fba1899397ccf73d89 (patch)
tree45c38db87a447e07990ef42374fb32fe7973fd55
parentc98802cd4aaa4751c11da6bae91e3a0b3bfd36de (diff)
downloadmuhqs-game-33089a99a56426917f95e2fba1899397ccf73d89.tar.gz
muhqs-game-33089a99a56426917f95e2fba1899397ccf73d89.zip
improve English rules
* Be consistent wih puncuation (do no end items with '.') * Use more correct English capitalisation * Escape <> chars where needed * Be conistent with the font of 's (use normal font) * Improve the language and fix typos * Improve action phase algorithm * Specify when slow actions can be declared * Define activated permanents * Rename long-distance combat to ranged combat
-rw-r--r--rules/en/rules.md159
1 files changed, 81 insertions, 78 deletions
diff --git a/rules/en/rules.md b/rules/en/rules.md
index bc023dd9..dd4954c3 100644
--- a/rules/en/rules.md
+++ b/rules/en/rules.md
@@ -28,7 +28,7 @@ An additional short summary of gameplay relevant mecahnics of muhq's game:
* Choose card sets
* Shuffle all selected cards
* *Draft* player decks
-* Prepare needed game material (Figures, Tokens, Dice, Marker)
+* Prepare needed game material (figures, tokens, dice, marker)
* Give each player the map defined starting deck
* Each player openly lays out their drafted cards as their **store**
@@ -59,11 +59,11 @@ While there are two piles and each player has less than 25 cards
* Gain amount of resource defined by the map
* Process all triggered effects
-* Pay your **Units**:
+* Pay your **units**:
```
-For each of your Units
- Pay upkeep cost or destoy Unit
+For each of your units
+ Pay upkeep cost or destoy unit
```
## Actions
@@ -72,7 +72,7 @@ For each of your Units
* **Actions** can be issued by a player or *triggered* by some condition
* A condition *triggering* an **action** is called a **trigger**
* **Actions** caused by a **trigger** are *triggered*
- * Conditions are usually recognizable by their conditional language and commonly written as follows: "Whenever <condition> <action>, If <condition> <action> ..., When <condition> <action> ..."
+ * **Triggers** are usually recognizable by their conditional language and commonly written as: `"Whenever <condition> <action>, If <condition> <action> ..., When <condition> <action> ..."`
* Example: "Whenever the equipped **unit** *attacks* gain 1 **resource**" - "the equipped **unit** *attacks*" is the condition and "gain 1 **resource**" is the *triggered* **action**
* All game activity a player does are **actions**
* Playing a card is an **action**, in doing so they must pay the card's **playing cost** as the cost for the **action**
@@ -87,12 +87,12 @@ For each of your Units
* The action phase of a turn:
```
-While you control an untapped card on the board or have a playable card in hand
- Play a card from hand
- Or select an untapped card on the board
- While the selected card hat actions left
- Declare/execute a available action
- Or tap the card
+While you control an untapped permanent or have a playable card in hand
+ You may play a card from your hand
+ Or select an untapped permanent <P> you control
+ While <P> is untapped and has actions left
+ You may declare/execute an available action of <P>
+ Tap <P>'s card
```
### Action-Stack
@@ -104,16 +104,17 @@ While you control an untapped card on the board or have a playable card in hand
### Slow Actions
+* **Slow actions** can only be *declared* if no other **action** is currently *declared*
* Playing a **permanent** card is a **slow action**
-* **Unit** **actions** are **slow actions** and have no cost except using a **units** **action**
+* **Unit** **actions** are **slow actions** and have no cost except using a **unit**'s **action** for the turn
### Fast Actions
-* Playing a **spell** card is a fast action
+* Playing a **spell** card is a **fast action**
### Free Actions
-* **Free actions** consist of their cost and their effect ("<cost>: <effect>")
+* **Free actions** consist of their cost and their effect ("\<cost\>: \<effect\>")
* **Free actions** are **fast actions** and can be executed anytime
* To *declare* a **free action** you must pay its cost
* **Permanents** can have **free actions**
@@ -170,7 +171,7 @@ While you control an untapped card on the board or have a playable card in hand
* Win conditions are not specified by the rules but the selected map
* The following win conditions are only examples:
- * VIP: destroy special enemy **Unit**, like chess
+ * VIP: destroy special enemy **unit**, like chess
* Resource battle: gain a resource threshold to win. Possible to steal/destroy/gain **resource** using **units**
* Capture points:
* Gain points for *held* regions
@@ -184,7 +185,7 @@ While you control an untapped card on the board or have a playable card in hand
* **Resource** can be saved
* **Resource** usually changes during each round
* Depends on the game state
-* Depends on the amount of *controlled* **Units**
+* Depends on the amount of *controlled* **units**
* Base gain specified by the map
# Cards
@@ -202,8 +203,8 @@ While you control an untapped card on the board or have a playable card in hand
* All cards have during the game:
* **Owner**: The player from which's store the card originated
* **Controller**: The player currently controlling the card
- * A **spell's** **controller** is always it's **owner**
- * A **permanents's** **controller** on the map can be any player
+ * A **spell**'s **controller** is always it's **owner**
+ * A **permanents**'s **controller** on the map can be any player
* Cards may have:
* **buy cost**
* **play cost** / **upkeep cost**
@@ -211,13 +212,14 @@ While you control an untapped card on the board or have a playable card in hand
* Can not be part of a **store**
* Can not be part of a **draft**
* Each player has the **free action** "Discard 2 cards: gain 1 **resource**"
+* *** TODO:** define *tapped* and *untapped* cards
## Tokens
-* Representations of cards created during the game are called **Tokens**
+* Representations of cards created during the game are called **tokens**
* **Tokens** have no **buying cost**
* **Tokens** can not exists in a **discard pile** or **decks**
-* If a **Token** would be put into a **discard pile** or **deck**, instead remove it from the game
+* If a **token** would be put into a **discard pile** or **deck**, instead remove it from the game
# Range
@@ -225,22 +227,22 @@ While you control an untapped card on the board or have a playable card in hand
* **Ranges** have a origin
* **Ranges** have a radius `r`
* **Ranges** with the radius `r` include all **tiles** which are reachable with `r` **steps** from the origin, counting each second diagonal **step** twice
-* More precisely: a **tile** (x, y), where x and y are relative to the its origin (0, 0), is in the **range** r iff $$x > y$$ and $$abs(x) + floor(abs(y) / 2)$$ else $$abs(y) + floor(abs(x) / 2)$$.
+* More precisely: a **tile** (x, y), where x and y are relative to the its origin (0, 0), is in the **range** r iff $$x > y$$ and $$abs(x) + floor(abs(y) / 2)$$ else $$abs(y) + floor(abs(x) / 2)$$
* *Adjacent* is a common Abbreviation for "in **range** 1"
## Step
-* A **step** is performed by placing a **permanent** from its current **tile** onto an *adjacent*
+* A **step** is performed by placing a **permanent** from its current **tile** onto an *adjacent* one
# Permanents
* **Permanents** are game pieces which exclusively occupy one **tile** on the map
* No **permanent** can be placed on a **tile** occupied by another **permanent**
* A **Permanent** has an **owner** and a **controller**.
- * **Owner** of a **permanent** is the player from which's **store** the **permanent's** card originates
+ * **Owner** of a **permanent** is the player from which's **store** the **permanent**'s card originates
* **Controller** of a **permanent** is the player actually *controlling* the **permanent**
* **Permanents** stay on the map till they are *destroyed*
-* When a **permanent** is *destroyed* drop a possible contained pile, remove all marks from it and put its card in the **owner's** **discard pile**
+* When a **permanent** is *destroyed* drop a possible contained pile, remove all marks from it and put its card in the **owner**'s **discard pile**
* *Sacrificing* a **permanent** means its **controller** destroys it
* *Sacrificing* is not different from *destroying* except its name so effect can reference either specifically
@@ -252,15 +254,15 @@ While you control an untapped card on the board or have a playable card in hand
* A **permanent** with **shroud** can not be targeted
-### Protection from <X>
+### Protection from \<X\>
-* A **permanent** with **protection from <X>** can not be targeted by <X> or **actions** from <X>
-* <X> can not deal damage to a **permanent** with **protection from <X>**
-* <X> can be a card, card-typ or any condition
+* A **permanent** with **protection from \<X\>** can not be targeted by \<X\> or **actions** from \<X\>
+* \<X\> can not deal damage to a **permanent** with **protection from \<X\>**
+* \<X\> can be a card, card-typ or any condition
* Examples:
* "Protection from Die!"
* "Protection from units"
- * "Protection from Units with buy cost > 7"
+ * "Protection from units with buy cost > 7"
## Permanent Piles
@@ -268,7 +270,7 @@ While you control an untapped card on the board or have a playable card in hand
* **Permanents** placed on another **permanent** form a **pile**
* The **tile** of a **pile** is that of the *containing* **permanent**
* If a *containing* **permanent** leaves the map its **pile** is *dropped* on its current **tile**
-* To *drop* a **pile** the **piles's** **controller** executes the following:
+* To *drop* a **pile** the **piles**'s **controller** executes the following:
```
For each permanent in the pile
@@ -279,7 +281,7 @@ For each permanent in the pile
## Available Tiles
* If a **tile** is *available* to a **permanent** depends both on the **tile** and the **permanent**
-* A *avaiable* **tile** is not occupied by another permanent unable to *contain* a **pile**
+* An *avaiable* **tile** is not occupied by another permanent unable to *contain* a **pile**
* Common constraints:
* *Swimming* **permanents** can only be placed on **tiles** which explicitly say so (**deep water**)
* Not *swimming* **permanents** can be placed on any **tile** which not explicitly forbids it (**deep water**)
@@ -289,24 +291,25 @@ For each permanent in the pile
* **Units** are **permanents**
* **Units** have **health**, **movement**, **attack**, **upkeep cost**
* They are *destroyed* if they received more **damage** than they have **health** or an effect explicitly *destroys* them
-* **Damage** dealt to a **unit** is persistent and is commonly marked on a **unit's** card using a die or other kind of marks
+* **Damage** dealt to a **unit** is persistent and is commonly marked on a **unit**'s card using a die or other kind of marks
* A *destroyed* **unit** *dies*
+* A **unit** is *activated* when it is selected during the **action phase** to perform action
* Are only playable as **slow actions**
-* Can be played only on **tile** marked by the map or some effects
+* Can be played only on **tiles** marked by the map or some effects
* **Units** have a **move** and **attack action** per turn
* **Units** may have:
* **Full actions**
* To use a **full action** the **unit** must have at least one **move** and one **attack action** available
* Using a **full action** uses all available **actions** of a **unit**
* **[Free Actions](#free-actions)**
-* They have passive effects
-* They may have **[state effects](#state-marks)** (symbolized with a status specific mark on the card)
-* They may have **Mele** or **long-distance combat**
+* They can have passive effects
+* They can have **[state effects](#state-marks)** (symbolized with a status specific mark on the card)
+* They can have **Mele** or **ranged combat**
* **Melee**: **Attack** with **range** 1
- * **Long-distance combat**: **Attack** with **Range** > 1
- * **Units** with **long-distance combat** can also fight in **melee**
+ * **Ranged combat**: **Attack** with **Range** > 1
+ * **Units** with **ranged combat** can also fight in **melee**
* **Units** may have a movement restricted to a certain kind of **tiles**
-* **Units** in a **pile** provide their attack to *containing* **permanent**
+* **Units** in a **pile** provide their attack to the *containing* **permanent**
* **Attacks** in the same **range** are added
* Examples: A *containing* **permanent** with "attack X range R" *contains* a **pile** which's **units** have the following attacks
* X=1 **range** R=1 + **pile** {1 **range** 1} -> 2 **range** 1
@@ -319,51 +322,51 @@ For each permanent in the pile
* A **unit** can be *moved* by using its **move action**
* A **unit** can *move* within the **range** specified by its **movement**
-* The *moved* **Unit** can make at most m **steps** where m is equal to its **movement**
+* The *moved* **unit** can make at most `m` **steps** where `m` is equal to its **movement**
* Each second diagonal **step** counts twice
## Effects Of Units
-* Effects describe any property a **unit** in addition to is base properties (life, attack, movement, costs)
+* Effects describe any property a **unit** has in addition to is base properties (life, attack, movement, costs)
### Crew X
-* A **unit** with **crew <X>** can be *crewed* by <X> other **units**
-* A **unit**is crewed by another if the *crewing* one ends its **movement** on the *crewed one*
-* All *crewing* **units** form a **pile** on the *crewed* **unit**.
-* *Crewing* **units** provide their **attack** to the *crewed* **unit** (See **[pile](#permanent-piles)**).
+* A **unit** with **crew \<X\>** can be *crewed* by \<X\> other **units**
+* A **unit** is crewed by another if the *crewing* one ends its **movement** on the *crewed one*
+* All *crewing* **units** form a **pile** on the *crewed* **unit**
+* *Crewing* **units** provide their **attack** to the *crewed* **unit** (See **[pile](#permanent-piles)**)
## State Marks
-Additional States a **Unit** is in are represented by putting appropriate State marks on the **Unit**'s card.
+Additional States a **unit** is in are represented by putting appropriate markers on the **unit**'s card
### Paralysis
-* **Units** with **Paralysis** marks are *paralyzed*.
-* *Paralyzed* **Units** can not activate **actions**.
-* A *paralyzed* **Unit** can spent one of its **actions** to remove one **Paralysis** mark from it.
+* **Units** with **paralysis** marks are *paralyzed*
+* *Paralyzed* **units** can not activate **actions**
+* A *paralyzed* **unit** can spent one of its **actions** to remove one **paralysis** mark from it
### Poison
-* A **Unit** with **Posion** marks is *poisoned*.
-* When a *poisond* **Unit** gets activated put an additional *Posion* marker on it.
-* If there are more **Poison** marks on a **Unit** than its health it gets destroyed.
+* A **unit** with **posion** marks is *poisoned*
+* When a *poisoned* **unit** gets *activated* put an additional *poison* marker on it
+* If there are more **poison** marks on a **unit** than its **health** it gets *destroyed*
### Panic
-* A **Unit** with **Panic** marks is *panic*.
-* When a *panic* **Unit** gets activated execute the **Shy** AI with it and remove one **Panic** mark from it.
+* A **unit** with **panic** marks is *panicked*
+* When a *panicked* **unit** gets *activated* execute the **shy** AI with it and remove one **panic** mark from it
### Rage
-* A **Unit** with **Rage** marks is *enraged*.
-* When a *enraged* **Unit** gets activated execute the **Aggressive** AI with it and remove one **Rage** mark from it.
+* A **unit** with **rage** marks is *enraged*
+* When an *enraged* **unit** gets *activated* execute the **aggressive** AI with it and remove one **rage** mark from it
### Ward
-* A **Unit** with **Ward** marks is *warded<M-2>*.
-* When a *warded* **Unit** is dealt damage prevent that damage and remove that much **Ward** marks from it.
-* Damage is always prevented completely independent how many **Ward** marks are on the *warded* **Unit**
+* A **unit** with **ward** marks is *warded*
+* When a *warded* **unit** is dealt damage prevent that damage and remove that much **ward** marks from it
+* Damage is always prevented completely independent of how many **ward** marks are on the *warded* **unit**
# Push [X]
@@ -373,47 +376,47 @@ Additional States a **Unit** is in are represented by putting appropriate State
* *Pushing* a **permanent** always requires a **tile** where the **push** originates
* If a **permanent** *pushes* another **permanent** the originating **tile** is the current **tile** of the *pushing* **permanent**
* If the **push** is not caused by a **permanent** the **actions** **controller** choses an originating **tile**
-* Each step must be in a straight line determined by the originating **tile** and the current **tile**
+* Each **step** must be in a straight line determined by the originating **tile** and the current **tile**
* If a **permenent** would be *pushed* onto a *not free* **tile** it is not *pushed* further
- * A **Unit** colliding in this way is dealt 1 **damage** by the other **permenent**
+ * A **unit** colliding in this way is dealt 1 **damage** by the other **permenent**
* If a **permenent** would be *pushed* onto a *free* but not *available* **tile** destroy the **permanent**
* For example if a not *swimming* **permanent** is pushed onto **deep water** is is destroyed or vice versa
# Combat
-* Is initialized with an **Unit's** **attack action** or an effect
+* Is initialized with an **unit**'s **attack action** or an effect
* A **combat** has always an *attacking* **unit** which is used to initialize the **combat**
-* When initializing a **combat** the **controller** of the *attacking* **Unit** declares the *attacked* **permanent**
+* When initializing a **combat** the **controller** of the *attacking* **unit** declares the *attacked* **permanent**
* *Attacking* **unit** and the *attacked* **permanent** must differ
* The *attacked* **permanent** must be in the **attack-range** of the *attacking* **unit**
* Both **participants** deal damage equal to their **attack** to each other if possible
* Damage can be changed by effects
-* **Unit** can only deal damage in **range** of their **attack**
+* **Units** can only deal damage in **range** of their **attack**
* **Melee** means **attack** with **range** 1
- * **Long-range combat** means **attack** with **range** > 1
-* **Long-distance combat** can use **high ground**
+ * **Ranged combat** means **attack** with **range** > 1
+* **Ranged combat** can use **high ground**
## High Ground
-* \+ 1 **range** for **units** with **long-distance combat**
+* \+ 1 **range** for **units** with **ranged combat**
# Artifacts
* **Artifacts** are **permanents**
* **Artifacts** can have passive effects
* **Artifacts** can have **free actions**
-* **Artifacts** can be *transported* by *adjacent* **Units** as a **full action** within the **units** **movement range**. The *transported* **artifact** is placed on a *available* **tile** next to the *transporting* **Unit**
+* **Artifacts** can be *transported* by *adjacent* **units** as a **full action** within the **units** **movement range**. The *transported* **artifact** is placed on an *available* **tile** next to the *transporting* **unit**
* **Units** can change **tiles** with an *adjacent* **artifact** as their **move action**
## Effects Of Artifacts
-* Effects describe passive Properties of an **artifact**
+* Effects describe passive properties of an **artifact**
-### Solid <X>
+### Solid \<X\>
* A enemy **units** can not transport or switch **tiles** with *solid* **artifacts**
-* Enemy **Units** can attack *solides* **Artifakt**
-* *Solid* **artifacts** are *destroyed* if they are dealt more damage then their *solid* value <X>
+* Enemy **units** can attack *solid* **artifacts**
+* *Solid* **artifacts** are *destroyed* if they are dealt more damage then their *solid* value \<X\>
## Equipments
@@ -421,11 +424,11 @@ Additional States a **Unit** is in are represented by putting appropriate State
* **Equipments** are **artifacts**
* **Equipments** have a **durability** value
* **Equipments** with a **durability** < 1 are *destroyed*
-* **Equipments** can be *equipped* by **Units**
-* An **equipment** forms a pile on the *equipped* **Unit**
+* **Equipments** can be *equipped* by **units**
+* An **equipment** forms a pile on the *equipped* **unit**
* An **equipment** can be played normally or already *equipped* by the next played **unit**
* Reduce the **durability** of each **equipment** in a **pile** by one if the **pile** gets *dropped*
-* An *adjacent* **Unit** can *equip* an **equipment** using either a **move** or **attack action**
+* An *adjacent* **unit** can *equip* an **equipment** using either a **move** or **attack action**
## Potions
@@ -441,9 +444,9 @@ Additional States a **Unit** is in are represented by putting appropriate State
* **Itentions** if played place an **intention mark** on the **intentions** target
* **Itensions** are only playable if there is no **itention mark** already on the map
* When playing an **intention** put it to the side until its **intention mark** leaves the map
-* If an **intention's** **intension mark** leaves the map put the **intention** in the **discard pile**
+* If an **intention**'s **intension mark** leaves the map put the **intention** on the **discard pile**
## Intentions marks
-* **Itentions marks** give the *adjacent* *the tyrant*: "full_action: Remove this **intention** mark and resolve the intentions effect"
-* **Itentions marks** on **Units** are removed if the *containing* **Unit** leaves the map
+* **Itentions marks** give the *adjacent* *"the tyrant"*: "full_action: Remove this **intention** mark and resolve the intentions effect"
+* **Itentions marks** on **units** are removed if the *containing* **unit** leaves the map