aboutsummaryrefslogtreecommitdiff
path: root/html
diff options
context:
space:
mode:
authorFlorian Fischer <florian.fischer@muhq.space>2021-12-07 14:37:52 +0100
committerFlorian Fischer <florian.fischer@muhq.space>2021-12-07 14:37:52 +0100
commite7c34f305c80fdc263f62cb6be953333f9cd9a31 (patch)
tree32064caad157855e39e38723e9171a5ed51b600b /html
parenta38f2687c1908ddbdae6a0807653084b13a6c8c1 (diff)
downloadmuhqs-game-e7c34f305c80fdc263f62cb6be953333f9cd9a31.tar.gz
muhqs-game-e7c34f305c80fdc263f62cb6be953333f9cd9a31.zip
add blog post about economy pieces
Diffstat (limited to 'html')
-rw-r--r--html/Makefile9
-rw-r--r--html/blog/eco-piece-comparision.md104
-rw-r--r--html/index.md2
3 files changed, 112 insertions, 3 deletions
diff --git a/html/Makefile b/html/Makefile
index 28de1982..6df8a547 100644
--- a/html/Makefile
+++ b/html/Makefile
@@ -40,7 +40,11 @@ LANG_CARDS_LISTINGS := $(foreach card_listing, $(DE_CARDS_LISTING) $(EN_CARDS_LI
SITES := index.md rules.md cards.md maps.md tools.html decks.md
HTML := $(addprefix $(BUILDDIR)/,$(SITES:.md=.html))
-VPATH := $(RULES_ROOT)
+BLOG_SOURCEDIR := $(HTML_ROOT)/blog
+BLOG_POSTS_MD := $(shell find $(BLOG_SOURCEDIR) -mindepth 1 -type f -name "*.md" -printf "%f\n")
+BLOG_POSTS_HTML := $(addprefix $(BUILDDIR)/blog/,$(BLOG_POSTS_MD:.md=.html))
+
+VPATH := $(RULES_ROOT) $(BLOG_SOURCEDIR)
# Create a list of yaml card definitions
CARDS_YAML := $(foreach dir,$(SETS_SOURCEDIRS),$(wildcard $(dir)/*.yml))
@@ -48,7 +52,7 @@ CARDS_YAML := $(foreach dir,$(SETS_SOURCEDIRS),$(wildcard $(dir)/*.yml))
MAKEFILE_LIST := Makefile
.PHONY: all clean maps
-all: $(HTML) $(RULES_HTML) maps $(BUILDDIR)/latex-build $(BUILDDIR)/cards-data
+all: $(HTML) $(RULES_HTML) maps $(BUILDDIR)/latex-build $(BUILDDIR)/cards-data $(BLOG_POSTS_HTML)
clean:
rm -rf $(BUILDDIR)
@@ -107,3 +111,4 @@ endef
$(eval $(call generateHtml, $(BUILDDIR),))
$(eval $(call generateHtml, $(BUILDDIR)/rules, -N))
+$(eval $(call generateHtml, $(BUILDDIR)/blog,))
diff --git a/html/blog/eco-piece-comparision.md b/html/blog/eco-piece-comparision.md
new file mode 100644
index 00000000..02447e5b
--- /dev/null
+++ b/html/blog/eco-piece-comparision.md
@@ -0,0 +1,104 @@
+% Economy piece comparison
+
+This is a comparison mostly for my own deck building purposes.
+What are cards that I consider economy pieces?
+Everything that can generate resource on their own.
+In addition there are economy engines, which are a combination of cards that
+can repeatedly create resource.
+
+## Basic pieces
+
+The first economy pieces I designed and the most basic ones are: [Ritual!], [Tax Collector] and [Relic].
+
+### Ritual!
+
+![](build/latex-build/en/magic/ritual!.png){#id .class width=355 height=532}
+[Ritual!] is the most basic of the three.
+It is a spell you have to draw which nets you without any shenanigans 2 resource
+when played.
+Gaining two every turn is the strongest of the three economy pieces.
+Ritual! gets worse when you don't see it every turn.
+It has spell synergies for example with [catalyst] and the only real
+interaction from the opponent is [no!] or increasing your deck size with [wormtongue]
+for example.
+Due to its buy cost of 7 [Ritual!] is usable at the earlist on turn 3 (considering a base income of 5 and a 3 cards start deck).
+
+ T1, 0 R: Gain 5, Draw 3, Discard 2 -> Gain 1
+ T2, 6 R: Gain 5, Draw 2, Discard 2 -> Gain 1, Buy Ritual!
+ T3, 5 R: Gain 5, Draw 2 (hopefully containing Ritual!)
+
+
+### Tax Collector
+
+![](build/latex-build/en/base/tax_collector.png){#id .class width=355 height=532}
+[Tax Collector] is the economy piece of choice for unit decks and decks
+looking for a steady income in the late game if decks contain more cards.
+If not threatened it nets one resource per turn and is thus slower than one [Ritual!]
+per turn.
+But in contrary to the spell it is also board presence which may have benefits when
+interacting with the map but it is also weaker to enemy units and removal spells.
+Because [Tax Collector] only costs 5 to buy it is most of the time one turn earlier playable than
+[Ritual!].
+
+ T1, 0 R: Gain 5, Draw 3, Discard 2 -> Gain 1, Buy Tax Collector
+ T2, 1 R: Gain 5, Draw 2 (hopefully containing Tax Collector)
+
+But the most common play pattern for any deck using [Tax Collector] with a start
+deck containing [Farmer] will probably be:
+
+ T1, 0 R: Gain 5, Draw 3, Discard 2 -> Gain 1, Play Farmer, Buy Tax Collector
+ T2, 0 R: Gain 5, Draw 3, Play Tax Collector, ...
+
+
+### Relic
+
+![](build/latex-build/en/equipments/relic.png){#id .class width=355 height=532}
+[Relic] is the weirdest of the basic economy cards.
+And I am not quite sure what to do with it.
+It is usable for more shenanigans since it is an artifact.
+[Smith] can clone it; [Tinkerer] may loop [Standard] and [Relic].
+But it may has to be rebalanced to be playable.
+Stay tuned ...
+
+## Synergy based
+
+### Power To The People!
+
+![](build/latex-build/en/exp1/power_to_the_people!.png){#id .class width=355 height=532}
+[Power To The People!] is slower than the basic economy pieces and need some board setup
+to be usable. But the resource gain is not limited and scales with the number of units you
+control.
+I imagine it a really strong economy piece if combined with any token generator
+such as [Recruiter], [Illusionist], or [Tinkerer] looping [Standard]
+
+### Cash or Trash!
+
+![](build/latex-build/en/equipments/cash_or_trash.png){#id .class width=355 height=532}
+Similar to [Power To The People!] [Cash or Trash!] is slow and synergy based.
+I have not figured out a good way to use it.
+But I am sure that it could be a powerful part of an artifact deck using
+[Smith] and or [Tinkerer].
+
+## Engines
+
+### Relic & Smith
+
+In muhq's magical Christmasland if you have a not pressured Smith sitting somewhere
+on the board freely cloning Relics, this will quickly get out of hand and
+will generate huge amount of resource.
+
+Further engines have to be found (or designed).
+
+
+[Ritual!]: ../en/cards_listing.html#ritual
+[Tax Collector]: ../en/cards_listing.html#tax-collector
+[Relic]: ../en/cards_listing.html#relic
+[catalyst]: ../en/cards_listing.html#catalyst
+[no!]: ../en/cards_listing.html#no
+[wormtongue]: ../en/cards_listing.html#wormtongue
+[Farmer]: ../en/cards_listing.html#farmer
+[Power To The People!]: ../en/cards_listing.html#power-to-the-people
+[Recruiter]: ../en/cards_listing.html#recruiter
+[Illusionist]: ../en/cards_listing.html#illusionist
+[Tinkerer]: ../en/cards_listing.html#tinkerer
+[Standard]: ../en/cards_listing.html#standard
diff --git a/html/index.md b/html/index.md
index 1466a2ec..65bcdff3 100644
--- a/html/index.md
+++ b/html/index.md
@@ -1,7 +1,7 @@
% Muhq's Game (working title)
<hr>
-[rules](rules.html) [cards](cards.html) [decks](decks.html) [maps](maps.html) [web-tools](tools.html)
+[rules](rules.html) [cards](cards.html) [decks](decks.html) [maps](maps.html) [web-tools](tools.html) [blog](blog/)
<hr>
Muhq's game is a mashup of multiple game mechanics I enjoy.