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authorFlorian Fischer <florian.fischer@muhq.space>2021-06-03 17:47:03 +0200
committerFlorian Fischer <florian.fischer@muhq.space>2021-06-03 17:47:03 +0200
commit44367da0cbc4b21651c1e3e3858e51b8d548f56b (patch)
tree63968e9291cccc43926a4a0504521657098ed285
parent8d476e47a637213de655229f5cf5494896efc1fa (diff)
downloadmuhqs-game-44367da0cbc4b21651c1e3e3858e51b8d548f56b.tar.gz
muhqs-game-44367da0cbc4b21651c1e3e3858e51b8d548f56b.zip
[rules] improvements
* reduce redundant links under #cards * improve word fonts * fix links
-rw-r--r--rules/de/rules.md22
-rw-r--r--rules/en/rules.md58
2 files changed, 32 insertions, 48 deletions
diff --git a/rules/de/rules.md b/rules/de/rules.md
index 0f8dfaf8..964c83d8 100644
--- a/rules/de/rules.md
+++ b/rules/de/rules.md
@@ -179,6 +179,10 @@ Solange kontrollierte ungetappte Karte auf dem Spielfeld oder spielbare Karte in
* Set
* Namen
* Typ
+ * **[Zauber](#zauber)**
+ * **[Units](#units)**
+ * **[Artefakte](#artefakte)**
+ * **[Equipments](#equipments)**
* Alle Karten haben während des Spiels:
* **Besitzer**: der Spieler aus dessen **Store** die Karte stammt
* **Beherrscher**: der Spieler der die Karte aktuell kontrolliert
@@ -189,18 +193,6 @@ Solange kontrollierte ungetappte Karte auf dem Spielfeld oder spielbare Karte in
* **Spielkosten** / **Upkeep-Kosten**
* Jeder Spieler hat die **freie Aktion** "Wirf 2 Karten ab: erhalte 1 **Ressource**"
-## Zauber
-
-* Siehe **[Zauber](#zauber)**
-
-## Units
-
-* Siehe **[Units](#units)**
-
-## Artefakts
-
-* Siehe **[Artefakte](#artefakte)**
-
## Token
* **Token** bezeichnet Karten die erst während des Spiels erzeugt werden
@@ -302,16 +294,16 @@ Für jedes Permanent des Stapels
* Sind besiegt wenn ihnen mehr Schaden zugefügt wurde als sie Leben haben oder Effekt sie explizit besiegt
* Einer **Unit** zugefuegter Schaden ist bleibend und wird gewöhnlich mit einem Wuerfel oder anderen Markierungen auf der Karte der **unit** vermerkt
* Eine *zerstörte* **Unit** *stirbt*.
-* Nur als **[Langsame Aktion](#langsame aktion)** spielbar
+* Nur als **[Langsame Aktion](#langsame-aktion)** spielbar
* Können auf **Feldern**, die durch das Spielfeld und Effekten bestimmt werden, ausgespielt werden
* **Units** haben eine **Bewegung** und eine **Angriff Aktion** pro Zug
* **Units** können darüber hinaus:
* **Volle Aktionen** haben
* Um eine **volle Aktion** auszuführen muss die **Unit** mindestens noch über eine Bewegungs und eine Angriffs Aktion verfügen
* Eine **volle Aktion** verbraucht alle verfügbaren Aktionen einer **Unit**
- * **[Freie Aktionen](#freie aktionen)** haben
+ * **[Freie Aktionen](#freie-aktionen)** haben
* Können dauerhafte passive Effekte haben
-* Können **[Zustände](#unit zustände)** haben (entsprechende Marken auf Karte)
+* Können **[Zustände](#zustände)** haben (entsprechende Marken auf Karte)
* Haben Fern- oder Nahkampf
* Fernkampf: Angriff mit **Range** > 1
* Nahkampf: Angriff mit **Range** = 1
diff --git a/rules/en/rules.md b/rules/en/rules.md
index 888a38c9..e8b54d51 100644
--- a/rules/en/rules.md
+++ b/rules/en/rules.md
@@ -12,9 +12,9 @@ An additional short summary of gameplay relevant mecahnics of muhq's game:
* There is only one kind of resource
* Map significantly impacts game process and strategy -> replay value
-# About the following rules text
+# About The Rules
-* **Begriffe** die durch Regeln definiert und eine besondere Bedeutung haben werden **fett** geschrieben.
+* **Words** with defined meaning by the rules are written in **bold**.
* *Verbs* specified by the rules with special meaning are printed in *italic*.
* Square brackets ([]) symbol optional instructions, rules or properties.
* Pointed brackets (<>) symbol placeholder which must be replaced with concrete text.
@@ -77,11 +77,11 @@ For each of your Units
* Playing a card is an action, in doing so they must pay the card's **playing cost** as the cost for the **action**
* Using a **permanent** like **units** are **actions**
* Actions are processed in two steps:
- * By declaring an action the player announces the action, all its targets and pays any required cost
- * The execution of an action is the atomic applying of all its effect.
-* Actions have different timing restriction when a player can declare them
- * Slow actions can only be declared during ones action phase
- * Fast actions can always be declared
+ * By *declaring* an **action** the player announces the desired effects, all its *targets* and pays all required costs
+ * The execution of an **action** is the atomic applying of all its effect.
+* **Actions** have different timing restriction when a player can *declare* them
+ * **Slow actions** can only be *declared* during ones action phase
+ * **Fast actions** can always be *declared*
* The action phase of a turn:
```
@@ -95,10 +95,10 @@ While you control an untapped card on the board or have a playable card in hand
### Action-Stack
-* The processing of actions is based on batch processing
-* The last declared action is executed first
-* Each declared action is put on the action-stack before its execution
-* The last action on the stack is executed if nobody declares a new action
+* The processing of **actions** is based on batch processing
+* The last *declared* **action** is executed first
+* Each *declared* **action** is put on the action-stack before its execution
+* The last **action** on the stack is executed if nobody *declares* a new **action**
### Slow Actions
@@ -108,14 +108,13 @@ While you control an untapped card on the board or have a playable card in hand
### Fast Actions
* Playing a **spell** card is a fast action
-* **Free actions** are fast actions
### Free Actions
* **Permanents** can have **free actions**
* **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
+* **Free actions** are **fast actions** and can be executed anytime
+* To *declare* a **free action** you must pay its cost
## Buying
@@ -172,12 +171,16 @@ While you control an untapped card on the board or have a playable card in hand
* Depends on the amount of *controlled* **Units**
* Base gain specified by the map
-# Karten
+# Cards
* All cards have:
* Set
* Name
* Typ
+ * **[Spells](#spells)**
+ * **[Units](#units)**
+ * **[Artifacts](#artifacts)**
+ * **[Equipments](#equipments)**
* All cards have during the game:
* **Owner**: The player from which's store the card originated
* **Controller**: The player currently controlling the card
@@ -188,17 +191,6 @@ While you control an untapped card on the board or have a playable card in hand
* **play cost** / **upkeep cost**
* Each player has the **free action** "Discard 2 cards: gain 1 **resource**"
-## Spells
-
-* See **[Spells](#spells)**
-
-## Units
-
-* See **[Units](#units)**
-
-## Artifacts
-
-* See **[Artifacts](#artifacts)**
## Tokens
@@ -243,7 +235,7 @@ While you control an untapped card on the board or have a playable card in hand
* *Sacrificing* a **permanent** means its **controller** destroys it
* *Sacrificing* is not different from *destroying* except its name so effect can reference either specifically
-## Effects of permanents
+## Effects Of Permanents
* Effects describe optional properties of a **permanent**
@@ -275,7 +267,7 @@ For each permanent in the pile
If not possible destroy the permanent
```
-## Available tiles
+## 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**
@@ -297,9 +289,9 @@ For each permanent in the pile
* **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)**
+ * **[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 **[state effects](#state-marks)** (symbolized with a status specific mark on the card)
* They may have **Mele** or **long-distance combat**
* **Melee**: **Attack** with **range** 1
* **Long-distance combat**: **Attack** with **Range** > 1
@@ -320,7 +312,7 @@ For each permanent in the pile
* The *moved* **Unit** can make as many steps in its **movement range** as its **movement**
* Each second diagonal step counts twice
-## Effects
+## Effects Of Units
* Effects describe any property a **unit** in addition to is base properties (life, attack, movement, costs)
@@ -329,7 +321,7 @@ For each permanent in the pile
* 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)**).
+* *Crewing* **units** provide their **attack** to the *crewed* **unit** (See **[pile](#permanent-piles)**).
## State Marks
@@ -372,7 +364,7 @@ Additional States a **Unit** is in are represented by putting appropriate State
* **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**
* **Units** can change *tiles* with an *adjacent* **artifact** as their **move action**
-## Effects
+## Effects Of Artifacts
* Effects describe passive Properties of an **artifact**