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authorFlorian Fischer <florian.fischer@muhq.space>2022-04-02 15:07:30 +0200
committerFlorian Fischer <florian.fischer@muhq.space>2022-04-02 15:07:30 +0200
commit3811396cd26e473e13abebb5d66b07b171541d33 (patch)
treeffa3e80040bbe93e4ed36b2ea5c966dac9f522b2 /rules/en/rules.md
parent9bd116478b953edaa7e3e372b70b4175700e26fd (diff)
downloadmuhqs-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.
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1 files changed, 22 insertions, 5 deletions
diff --git a/rules/en/rules.md b/rules/en/rules.md
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@@ -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