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| author | Florian Fischer <florian.fischer@muhq.space> | 2022-04-02 15:09:22 +0200 |
|---|---|---|
| committer | Florian Fischer <florian.fischer@muhq.space> | 2022-04-02 15:09:22 +0200 |
| commit | e56fa3b6937b97dcec04ea6c7349c466819f796e (patch) | |
| tree | 2a51a9e2f391537a9d14eb2a14a7866f2994ebdc | |
| parent | 3811396cd26e473e13abebb5d66b07b171541d33 (diff) | |
| download | muhqs-game-e56fa3b6937b97dcec04ea6c7349c466819f796e.tar.gz muhqs-game-e56fa3b6937b97dcec04ea6c7349c466819f796e.zip | |
minor improvements
* more rule highlights
* typo fixes
...
| -rw-r--r-- | data/cards/exp1/hoarder.yml | 1 | ||||
| -rw-r--r-- | rules/de/rules.md | 5 | ||||
| -rw-r--r-- | rules/en/rules.md | 49 |
3 files changed, 28 insertions, 27 deletions
diff --git a/data/cards/exp1/hoarder.yml b/data/cards/exp1/hoarder.yml index 748b2576..329e1097 100644 --- a/data/cards/exp1/hoarder.yml +++ b/data/cards/exp1/hoarder.yml @@ -7,7 +7,6 @@ upkeep: 1 health: 2 movement: 2 attack: X - effect: en: X is half the number of artifacts you control rounded down de: X ist die Hälfte der Anzahl an Artefakten, die du kontrollierst, abgerundet diff --git a/rules/de/rules.md b/rules/de/rules.md index 774f6dce..0fbd6e08 100644 --- a/rules/de/rules.md +++ b/rules/de/rules.md @@ -396,7 +396,8 @@ Für jedes Permanent des Stapels * Bei Initialisierung gibt der **Besitzer** der *angreifenden* **Unit** das *angegriffene* **Permanent** an * *Angreifende* und *angegriffenes* **Permanent** müssen sich unterscheiden * Die *angegriffene* **Unit** muss in der **Angriffsrange** des **Angriffs** der *angreifenden* **Unit** sein. -* Beide am Kampf Beteiligen fügen sich gleichzeitig Schaden zu falls möglich +* Die Effekte eines Kampfes werden gleichzeitig angewendet + * Beide am Kampf Beteiligten fügen sich gleichzeitig Schaden zu falls möglich * Schaden kann durch Effekte verändert werden * **Unit** können Schaden nur in ihrer **Angriffsrange** zufügen * **Nahkampf** beschreibt Angriffe der Form: X **Range** 1 @@ -413,7 +414,7 @@ Für jedes Permanent des Stapels * **Artefakte** können Effekte haben * **Artefakte** können **freie Aktionen** haben * **Artefakte** können von *angrenzenden* **Units** als **Volle Aktion** die Bewegungsrate der **Unit** transportiert werden. Das transportierte **Artefakt** wird auf ein *verfügbar* **Feld** neben der transportierenden **Unit** abgelegt. -* **Units** können statt einer Bewegung oder Angriffs mit einem angrenzenden **Artefakt** **Felder** tauschen +* **Units** können statt einer Bewegung oder Angriffs mit einem *angrenzenden* **Artefakt** **Felder** tauschen ## Effekte diff --git a/rules/en/rules.md b/rules/en/rules.md index feb752a7..bda78c4f 100644 --- a/rules/en/rules.md +++ b/rules/en/rules.md @@ -68,15 +68,16 @@ For each of your Units ## Actions -* Actions model everything happening in muhq's game -* Actions can be issued by a player or *triggered* by some condition -* A condition *triggering* an **action** is called a **trigger** and the produced **action** as *triggered* +* **Actions** model everything happening in muhq's game +* **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> ..." * 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 action 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** +* 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** * Cards without **playing cost** (not cards with `playing cost = 0`) can not be played as an action in this way. -* Using a **permanent** like **units** are **actions** +* *Controlled* **permanents** (e.g. **units**) can be "used" via their **actions** * Actions are processed in two steps: * 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. @@ -103,8 +104,8 @@ While you control an untapped card on the board or have a playable card in hand ### Slow Actions -* Playing a **permanent** card is a slow action -* **Unit** actions are slow actions and have no cost except using a **units** **action** +* Playing a **permanent** card is a **slow action** +* **Unit** **actions** are **slow actions** and have no cost except using a **units** **action** ### Fast Actions @@ -112,10 +113,10 @@ While you control an untapped card on the board or have a playable card in hand ### 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 +* **Permanents** can have **free actions** ## Buying @@ -128,10 +129,10 @@ While you control an untapped card on the board or have a playable card in hand # Deck * The game features dynamic **Decks** -* A deck starts with *X* start cards which are defined by the map -* The deck can be changed by *buying* cards or effects +* A **deck** starts with *X* start cards which are defined by the map +* The **deck** can be changed by *buying* cards or effects * If your **deck** is empty during your **upkeep** shuffle your **discard pile** into your **deck** -* It is possible to have a permanently empty deck +* It is possible to have a permanently empty **deck** # Discard Pile @@ -148,7 +149,7 @@ While you control an untapped card on the board or have a playable card in hand * Defines win condition, base resource gain and the start deck * Is divided into **tiles** -* On each **tile** only one **permanent** can be placed +* On each **tile** only one **permanent** can be placed <!-- * Kann *einzigen* (mutable) Effekt haben --> ## Tiles @@ -191,7 +192,7 @@ While you control an untapped card on the board or have a playable card in hand * All cards have: * Set * Name - * Typ + * Type: * **[Spells](#spells)** * **[Units](#units)** * **[Artifacts](#artifacts)** @@ -206,11 +207,11 @@ While you control an untapped card on the board or have a playable card in hand * Cards may have: * **buy cost** * **play cost** / **upkeep cost** -* Cards without a **buy cost** can not be part of a **store** -* Cards without a **buy cost** can not be part of a **draft** +* Cards without a **buy cost**: + * 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**" - ## Tokens * Representations of cards created during the game are called **Tokens** @@ -286,9 +287,9 @@ For each permanent in the pile # Units * **Units** are **permanents** -* **Units** have life, movement, attack, upkeep cost -* They are *destroyed* if they received more damage than they have life 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 +* **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 * A *destroyed* **unit** *dies* * Are only playable as **slow actions** * Can be played only on **tile** marked by the map or some effects @@ -339,8 +340,8 @@ Additional States a **Unit** is in are represented by putting appropriate State ### 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. +* *Paralyzed* **Units** can not activate **actions**. +* A *paralyzed* **Unit** can spent one of its **actions** to remove one **Paralysis** mark from it. ### Poison @@ -422,7 +423,7 @@ Additional States a **Unit** is in are represented by putting appropriate State * 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 @@ -442,5 +443,5 @@ Additional States a **Unit** is in are represented by putting appropriate State ## Intentions marks -* **Itentions marks** give the adjacent *the tyrant*: "full_action: Remove this **intention** mark and resolve the intentions effect" +* **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 |
