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authorFlorian Fischer <florian.fischer@muhq.space>2022-02-15 14:47:52 +0100
committerFlorian Fischer <florian.fischer@muhq.space>2022-02-15 14:50:17 +0100
commita3f101a7e09ccaecdee262c833fcbc6ab84a7dea (patch)
tree89a46f6c1c4d8744cdd8fca3b129beb7cef17533 /rules/en
parent123b2523c051122f7c02378c0ae9d6e9358e186b (diff)
downloadmuhqs-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.md35
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