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| author | Florian Fischer <florian.fischer@muhq.space> | 2022-09-25 13:10:02 +0200 |
|---|---|---|
| committer | Florian Fischer <florian.fischer@muhq.space> | 2022-09-25 13:16:31 +0200 |
| commit | 33089a99a56426917f95e2fba1899397ccf73d89 (patch) | |
| tree | 45c38db87a447e07990ef42374fb32fe7973fd55 /rules/en | |
| parent | c98802cd4aaa4751c11da6bae91e3a0b3bfd36de (diff) | |
| download | muhqs-game-33089a99a56426917f95e2fba1899397ccf73d89.tar.gz muhqs-game-33089a99a56426917f95e2fba1899397ccf73d89.zip | |
improve English rules
* Be consistent wih puncuation (do no end items with '.')
* Use more correct English capitalisation
* Escape <> chars where needed
* Be conistent with the font of 's (use normal font)
* Improve the language and fix typos
* Improve action phase algorithm
* Specify when slow actions can be declared
* Define activated permanents
* Rename long-distance combat to ranged combat
Diffstat (limited to 'rules/en')
| -rw-r--r-- | rules/en/rules.md | 159 |
1 files changed, 81 insertions, 78 deletions
diff --git a/rules/en/rules.md b/rules/en/rules.md index bc023dd9..dd4954c3 100644 --- a/rules/en/rules.md +++ b/rules/en/rules.md @@ -28,7 +28,7 @@ An additional short summary of gameplay relevant mecahnics of muhq's game: * Choose card sets * Shuffle all selected cards * *Draft* player decks -* Prepare needed game material (Figures, Tokens, Dice, Marker) +* Prepare needed game material (figures, tokens, dice, marker) * Give each player the map defined starting deck * Each player openly lays out their drafted cards as their **store** @@ -59,11 +59,11 @@ While there are two piles and each player has less than 25 cards * Gain amount of resource defined by the map * Process all triggered effects -* Pay your **Units**: +* Pay your **units**: ``` -For each of your Units - Pay upkeep cost or destoy Unit +For each of your units + Pay upkeep cost or destoy unit ``` ## Actions @@ -72,7 +72,7 @@ For each of your Units * **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> ..." + * **Triggers** are usually recognizable by their conditional language and commonly written as: `"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 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** @@ -87,12 +87,12 @@ For each of your Units * The action phase of a turn: ``` -While you control an untapped card on the board or have a playable card in hand - Play a card from hand - Or select an untapped card on the board - While the selected card hat actions left - Declare/execute a available action - Or tap the card +While you control an untapped permanent or have a playable card in hand + You may play a card from your hand + Or select an untapped permanent <P> you control + While <P> is untapped and has actions left + You may declare/execute an available action of <P> + Tap <P>'s card ``` ### Action-Stack @@ -104,16 +104,17 @@ While you control an untapped card on the board or have a playable card in hand ### Slow Actions +* **Slow actions** can only be *declared* if no other **action** is currently *declared* * Playing a **permanent** card is a **slow action** -* **Unit** **actions** are **slow actions** and have no cost except using a **units** **action** +* **Unit** **actions** are **slow actions** and have no cost except using a **unit**'s **action** for the turn ### Fast Actions -* Playing a **spell** card is a fast action +* Playing a **spell** card is a **fast action** ### Free Actions -* **Free actions** consist of their cost and their effect ("<cost>: <effect>") +* **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** @@ -170,7 +171,7 @@ While you control an untapped card on the board or have a playable card in hand * Win conditions are not specified by the rules but the selected map * The following win conditions are only examples: - * VIP: destroy special enemy **Unit**, like chess + * VIP: destroy special enemy **unit**, like chess * Resource battle: gain a resource threshold to win. Possible to steal/destroy/gain **resource** using **units** * Capture points: * Gain points for *held* regions @@ -184,7 +185,7 @@ While you control an untapped card on the board or have a playable card in hand * **Resource** can be saved * **Resource** usually changes during each round * Depends on the game state -* Depends on the amount of *controlled* **Units** +* Depends on the amount of *controlled* **units** * Base gain specified by the map # Cards @@ -202,8 +203,8 @@ While you control an untapped card on the board or have a playable card in hand * All cards have during the game: * **Owner**: The player from which's store the card originated * **Controller**: The player currently controlling the card - * A **spell's** **controller** is always it's **owner** - * A **permanents's** **controller** on the map can be any player + * A **spell**'s **controller** is always it's **owner** + * A **permanents**'s **controller** on the map can be any player * Cards may have: * **buy cost** * **play cost** / **upkeep cost** @@ -211,13 +212,14 @@ While you control an untapped card on the board or have a playable card in hand * 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**" +* *** TODO:** define *tapped* and *untapped* cards ## Tokens -* Representations of cards created during the game are called **Tokens** +* Representations of cards created during the game are called **tokens** * **Tokens** have no **buying cost** * **Tokens** can not exists in a **discard pile** or **decks** -* If a **Token** would be put into a **discard pile** or **deck**, instead remove it from the game +* If a **token** would be put into a **discard pile** or **deck**, instead remove it from the game # Range @@ -225,22 +227,22 @@ While you control an untapped card on the board or have a playable card in hand * **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 -* 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 $$abs(y) + floor(abs(x) / 2)$$. +* 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* +* A **step** is performed by placing a **permanent** from its current **tile** onto an *adjacent* one # Permanents * **Permanents** are game pieces which exclusively occupy one **tile** on the map * No **permanent** can be placed on a **tile** occupied by another **permanent** * A **Permanent** has an **owner** and a **controller**. - * **Owner** of a **permanent** is the player from which's **store** the **permanent's** card originates + * **Owner** of a **permanent** is the player from which's **store** the **permanent**'s card originates * **Controller** of a **permanent** is the player actually *controlling* the **permanent** * **Permanents** stay on the map till they are *destroyed* -* When a **permanent** is *destroyed* drop a possible contained pile, remove all marks from it and put its card in the **owner's** **discard pile** +* When a **permanent** is *destroyed* drop a possible contained pile, remove all marks from it and put its card in the **owner**'s **discard pile** * *Sacrificing* a **permanent** means its **controller** destroys it * *Sacrificing* is not different from *destroying* except its name so effect can reference either specifically @@ -252,15 +254,15 @@ While you control an untapped card on the board or have a playable card in hand * A **permanent** with **shroud** can not be targeted -### Protection from <X> +### Protection from \<X\> -* A **permanent** with **protection from <X>** can not be targeted by <X> or **actions** from <X> -* <X> can not deal damage to a **permanent** with **protection from <X>** -* <X> can be a card, card-typ or any condition +* A **permanent** with **protection from \<X\>** can not be targeted by \<X\> or **actions** from \<X\> +* \<X\> can not deal damage to a **permanent** with **protection from \<X\>** +* \<X\> can be a card, card-typ or any condition * Examples: * "Protection from Die!" * "Protection from units" - * "Protection from Units with buy cost > 7" + * "Protection from units with buy cost > 7" ## Permanent Piles @@ -268,7 +270,7 @@ While you control an untapped card on the board or have a playable card in hand * **Permanents** placed on another **permanent** form a **pile** * The **tile** of a **pile** is that of the *containing* **permanent** * If a *containing* **permanent** leaves the map its **pile** is *dropped* on its current **tile** -* To *drop* a **pile** the **piles's** **controller** executes the following: +* To *drop* a **pile** the **piles**'s **controller** executes the following: ``` For each permanent in the pile @@ -279,7 +281,7 @@ For each permanent in the pile ## Available Tiles * If a **tile** is *available* to a **permanent** depends both on the **tile** and the **permanent** -* A *avaiable* **tile** is not occupied by another permanent unable to *contain* a **pile** +* An *avaiable* **tile** is not occupied by another permanent unable to *contain* a **pile** * Common constraints: * *Swimming* **permanents** can only be placed on **tiles** which explicitly say so (**deep water**) * Not *swimming* **permanents** can be placed on any **tile** which not explicitly forbids it (**deep water**) @@ -289,24 +291,25 @@ For each permanent in the pile * **Units** are **permanents** * **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 +* **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* +* A **unit** is *activated* when it is selected during the **action phase** to perform action * Are only playable as **slow actions** -* Can be played only on **tile** marked by the map or some effects +* Can be played only on **tiles** marked by the map or some effects * **Units** have a **move** and **attack action** per turn * **Units** may have: * **Full actions** * To use a **full action** the **unit** must have at least one **move** and one **attack action** available * Using a **full action** uses all available **actions** of a **unit** * **[Free Actions](#free-actions)** -* They have passive effects -* They may have **[state effects](#state-marks)** (symbolized with a status specific mark on the card) -* They may have **Mele** or **long-distance combat** +* They can have passive effects +* They can have **[state effects](#state-marks)** (symbolized with a status specific mark on the card) +* They can have **Mele** or **ranged combat** * **Melee**: **Attack** with **range** 1 - * **Long-distance combat**: **Attack** with **Range** > 1 - * **Units** with **long-distance combat** can also fight in **melee** + * **Ranged combat**: **Attack** with **Range** > 1 + * **Units** with **ranged combat** can also fight in **melee** * **Units** may have a movement restricted to a certain kind of **tiles** -* **Units** in a **pile** provide their attack to *containing* **permanent** +* **Units** in a **pile** provide their attack to the *containing* **permanent** * **Attacks** in the same **range** are added * Examples: A *containing* **permanent** with "attack X range R" *contains* a **pile** which's **units** have the following attacks * X=1 **range** R=1 + **pile** {1 **range** 1} -> 2 **range** 1 @@ -319,51 +322,51 @@ For each permanent in the pile * 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** +* 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 -* Effects describe any property a **unit** in addition to is base properties (life, attack, movement, costs) +* Effects describe any property a **unit** has in addition to is base properties (life, attack, movement, costs) ### Crew X -* A **unit** with **crew <X>** can be *crewed* by <X> other **units** -* A **unit**is crewed by another if the *crewing* one ends its **movement** on the *crewed one* -* All *crewing* **units** form a **pile** on the *crewed* **unit**. -* *Crewing* **units** provide their **attack** to the *crewed* **unit** (See **[pile](#permanent-piles)**). +* A **unit** with **crew \<X\>** can be *crewed* by \<X\> other **units** +* A **unit** is crewed by another if the *crewing* one ends its **movement** on the *crewed one* +* All *crewing* **units** form a **pile** on the *crewed* **unit** +* *Crewing* **units** provide their **attack** to the *crewed* **unit** (See **[pile](#permanent-piles)**) ## State Marks -Additional States a **Unit** is in are represented by putting appropriate State marks on the **Unit**'s card. +Additional States a **unit** is in are represented by putting appropriate markers on the **unit**'s card ### 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. +* **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 ### Poison -* A **Unit** with **Posion** marks is *poisoned*. -* When a *poisond* **Unit** gets activated put an additional *Posion* marker on it. -* If there are more **Poison** marks on a **Unit** than its health it gets destroyed. +* A **unit** with **posion** marks is *poisoned* +* When a *poisoned* **unit** gets *activated* put an additional *poison* marker on it +* If there are more **poison** marks on a **unit** than its **health** it gets *destroyed* ### Panic -* A **Unit** with **Panic** marks is *panic*. -* When a *panic* **Unit** gets activated execute the **Shy** AI with it and remove one **Panic** mark from it. +* A **unit** with **panic** marks is *panicked* +* When a *panicked* **unit** gets *activated* execute the **shy** AI with it and remove one **panic** mark from it ### Rage -* A **Unit** with **Rage** marks is *enraged*. -* When a *enraged* **Unit** gets activated execute the **Aggressive** AI with it and remove one **Rage** mark from it. +* A **unit** with **rage** marks is *enraged* +* When an *enraged* **unit** gets *activated* execute the **aggressive** AI with it and remove one **rage** mark from it ### Ward -* A **Unit** with **Ward** marks is *warded<M-2>*. -* 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** +* A **unit** with **ward** marks is *warded* +* When a *warded* **unit** is dealt damage prevent that damage and remove that much **ward** marks from it +* Damage is always prevented completely independent of how many **ward** marks are on the *warded* **unit** # Push [X] @@ -373,47 +376,47 @@ Additional States a **Unit** is in are represented by putting appropriate State * *Pushing* a **permanent** always requires a **tile** where the **push** originates * If a **permanent** *pushes* another **permanent** the originating **tile** is the current **tile** of the *pushing* **permanent** * If the **push** is not caused by a **permanent** the **actions** **controller** choses an originating **tile** -* Each step must be in a straight line determined by the originating **tile** and the current **tile** +* 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** + * 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** * For example if a not *swimming* **permanent** is pushed onto **deep water** is is destroyed or vice versa # Combat -* Is initialized with an **Unit's** **attack action** or an effect +* Is initialized with an **unit**'s **attack action** or an effect * A **combat** has always an *attacking* **unit** which is used to initialize the **combat** -* When initializing a **combat** the **controller** of the *attacking* **Unit** declares the *attacked* **permanent** +* When initializing a **combat** the **controller** of the *attacking* **unit** declares the *attacked* **permanent** * *Attacking* **unit** and the *attacked* **permanent** must differ * The *attacked* **permanent** must be in the **attack-range** of the *attacking* **unit** * Both **participants** deal damage equal to their **attack** to each other if possible * Damage can be changed by effects -* **Unit** can only deal damage in **range** of their **attack** +* **Units** can only deal damage in **range** of their **attack** * **Melee** means **attack** with **range** 1 - * **Long-range combat** means **attack** with **range** > 1 -* **Long-distance combat** can use **high ground** + * **Ranged combat** means **attack** with **range** > 1 +* **Ranged combat** can use **high ground** ## High Ground -* \+ 1 **range** for **units** with **long-distance combat** +* \+ 1 **range** for **units** with **ranged combat** # Artifacts * **Artifacts** are **permanents** * **Artifacts** can have passive effects * **Artifacts** can have **free actions** -* **Artifacts** can be *transported* by *adjacent* **Units** as a **full action** within the **units** **movement range**. The *transported* **artifact** is placed on a *available* **tile** next to the *transporting* **Unit** +* **Artifacts** can be *transported* by *adjacent* **units** as a **full action** within the **units** **movement range**. The *transported* **artifact** is placed on an *available* **tile** next to the *transporting* **unit** * **Units** can change **tiles** with an *adjacent* **artifact** as their **move action** ## Effects Of Artifacts -* Effects describe passive Properties of an **artifact** +* Effects describe passive properties of an **artifact** -### Solid <X> +### Solid \<X\> * A enemy **units** can not transport or switch **tiles** with *solid* **artifacts** -* Enemy **Units** can attack *solides* **Artifakt** -* *Solid* **artifacts** are *destroyed* if they are dealt more damage then their *solid* value <X> +* Enemy **units** can attack *solid* **artifacts** +* *Solid* **artifacts** are *destroyed* if they are dealt more damage then their *solid* value \<X\> ## Equipments @@ -421,11 +424,11 @@ Additional States a **Unit** is in are represented by putting appropriate State * **Equipments** are **artifacts** * **Equipments** have a **durability** value * **Equipments** with a **durability** < 1 are *destroyed* -* **Equipments** can be *equipped* by **Units** -* An **equipment** forms a pile on the *equipped* **Unit** +* **Equipments** can be *equipped* by **units** +* 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 @@ -441,9 +444,9 @@ Additional States a **Unit** is in are represented by putting appropriate State * **Itentions** if played place an **intention mark** on the **intentions** target * **Itensions** are only playable if there is no **itention mark** already on the map * When playing an **intention** put it to the side until its **intention mark** leaves the map -* If an **intention's** **intension mark** leaves the map put the **intention** in the **discard pile** +* If an **intention**'s **intension mark** leaves the map put the **intention** on the **discard pile** ## Intentions marks -* **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 +* **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 |
