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| author | Florian Fischer <florian.fischer@muhq.space> | 2022-02-15 14:47:52 +0100 |
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| committer | Florian Fischer <florian.fischer@muhq.space> | 2022-02-15 14:50:17 +0100 |
| commit | a3f101a7e09ccaecdee262c833fcbc6ab84a7dea (patch) | |
| tree | 89a46f6c1c4d8744cdd8fca3b129beb7cef17533 /rules/en | |
| parent | 123b2523c051122f7c02378c0ae9d6e9358e186b (diff) | |
| download | muhqs-game-a3f101a7e09ccaecdee262c833fcbc6ab84a7dea.tar.gz muhqs-game-a3f101a7e09ccaecdee262c833fcbc6ab84a7dea.zip | |
update combat rules and unify German Eigentuemer/Besitzer nomenclature
Diffstat (limited to 'rules/en')
| -rw-r--r-- | rules/en/rules.md | 35 |
1 files changed, 17 insertions, 18 deletions
diff --git a/rules/en/rules.md b/rules/en/rules.md index da3b21ad..8f241797 100644 --- a/rules/en/rules.md +++ b/rules/en/rules.md @@ -210,24 +210,6 @@ While you control an untapped card on the board or have a playable card in hand * 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" -# Combat - -* 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 *attacked* **Unit** -* *Attacking* and *attacked* **unit** must differ -* The *attacked* **Unit** must be in **range** of the **attack** of the *attacking* **unit** -* Both **units** deal damage equal to their **atack** to each other if possible -* Damage can be changed by effects -* **Unit** 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** - -## High Ground - -* \+ 1 **range** for **units** with **long-distance combat** - # Permanents * **Permanents** are game pieces which exclusively occupy one **tile** on the map @@ -360,6 +342,23 @@ 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** +# Combat + +* 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** +* *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** + * **Melee** means **attack** with **range** 1 + * **Long-range combat** means **attack** with **range** > 1 +* **Long-distance combat** can use **high ground** + +## High Ground + +* \+ 1 **range** for **units** with **long-distance combat** # Artifacts |
