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authorFlorian Fischer <florian.fischer@muhq.space>2022-04-02 15:09:22 +0200
committerFlorian Fischer <florian.fischer@muhq.space>2022-04-02 15:09:22 +0200
commite56fa3b6937b97dcec04ea6c7349c466819f796e (patch)
tree2a51a9e2f391537a9d14eb2a14a7866f2994ebdc
parent3811396cd26e473e13abebb5d66b07b171541d33 (diff)
downloadmuhqs-game-e56fa3b6937b97dcec04ea6c7349c466819f796e.tar.gz
muhqs-game-e56fa3b6937b97dcec04ea6c7349c466819f796e.zip
minor improvements
* more rule highlights * typo fixes ...
-rw-r--r--data/cards/exp1/hoarder.yml1
-rw-r--r--rules/de/rules.md5
-rw-r--r--rules/en/rules.md49
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