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| author | Florian Fischer <florian.fischer@muhq.space> | 2022-04-02 15:07:30 +0200 |
|---|---|---|
| committer | Florian Fischer <florian.fischer@muhq.space> | 2022-04-02 15:07:30 +0200 |
| commit | 3811396cd26e473e13abebb5d66b07b171541d33 (patch) | |
| tree | ffa3e80040bbe93e4ed36b2ea5c966dac9f522b2 /rules/en/rules.md | |
| parent | 9bd116478b953edaa7e3e372b70b4175700e26fd (diff) | |
| download | muhqs-game-3811396cd26e473e13abebb5d66b07b171541d33.tar.gz muhqs-game-3811396cd26e473e13abebb5d66b07b171541d33.zip | |
add push mechanic
The push mechanic is heavily inspired by `Into the Breach`.
Pushing a permanent moves it involuntarily in a straight line.
On collisions units receive damage and permenents pushed onto free but
unavailable tiles are destroyed.
Diffstat (limited to 'rules/en/rules.md')
| -rw-r--r-- | rules/en/rules.md | 27 |
1 files changed, 22 insertions, 5 deletions
diff --git a/rules/en/rules.md b/rules/en/rules.md index 150435a1..feb752a7 100644 --- a/rules/en/rules.md +++ b/rules/en/rules.md @@ -222,11 +222,15 @@ While you control an untapped card on the board or have a playable card in hand * **Ranges** define a sphere of **tiles** * **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 +* **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 $$abs(y) + floor(abs(x) / 2)$$. * *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* + # Permanents * **Permanents** are game pieces which exclusively occupy one **tile** on the map @@ -312,9 +316,10 @@ For each permanent in the pile ## Movement -* A **unit** can move within the **range** specified by its **movement** -* The *moved* **Unit** can make as many steps in its **movement range** as its **movement** -* Each second diagonal step counts twice +* 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** +* Each second diagonal **step** counts twice ## Effects Of Units @@ -359,6 +364,18 @@ Additional States a **Unit** is in are represented by putting appropriate State * 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** +# Push [X] + +* `X` can be neglected if it is 1 +* To *push* a **permanent** *move* it `X` **steps** in a straight line +* **Permanents** may be *pushed* as effect of an **action** or **combat** +* *Pushing* a **permanent** always requires a **tile** where the **push** originates + * When a **unit** *pushes* a **permanent** the originating **tile** is the current **tile** of the *pushing* **unit** +* 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** +* If a **permenent** would be *pushed* onto a *free* but not *available* **tile** destroy the **permanent** + # Combat * Is initialized with an **Unit's** **attack action** or an effect |
