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authorFlorian Fischer <florian.fischer@muhq.space>2024-03-26 10:14:00 +0100
committerFlorian Fischer <florian.fischer@muhq.space>2024-03-26 10:14:00 +0100
commitd80325d21c4e651ed0e31c9c7db126c5f350b016 (patch)
tree8ecc0e3640c79bf4191a7bcdfa3ea079c4b452c1 /rules/en
parenta50455235dcd6b1b9d8b72fdd3049c3ddba4336c (diff)
downloadmuhqs-game-d80325d21c4e651ed0e31c9c7db126c5f350b016.tar.gz
muhqs-game-d80325d21c4e651ed0e31c9c7db126c5f350b016.zip
use literal blocks and 2 space indentation for rules
Diffstat (limited to 'rules/en')
-rw-r--r--rules/en/ai.md116
1 files changed, 64 insertions, 52 deletions
diff --git a/rules/en/ai.md b/rules/en/ai.md
index 37d71ea2..7667d9c4 100644
--- a/rules/en/ai.md
+++ b/rules/en/ai.md
@@ -18,38 +18,46 @@ If no further steps can be executed the unit gets tapped.
Any ambiguity is decided at random (multiple units in attack range, multiple most distant tiles, ...).
## Aggressive
- 1. If enemy Unit in attack Range then
- attack enemy Unit in Range
- 2. While move action available do
- 3a. If enemy unit exists
- move towards nearest enemy unit until it is in attack range
- if attack action avail then proceed at 1.
- 3b. Otherwise
- move to random tile in movement range
+```
+1. If enemy Unit in attack Range then
+ attack enemy Unit in Range
+2. While move action available do
+ 3a. If enemy unit exists
+ move towards nearest enemy unit until it is in attack range
+ if attack action avail then proceed at 1.
+ 3b. Otherwise
+ move to random tile in movement range
+```
## Shy
- 1. If not in the attack Range of an enemy Unit then
- activate full action if available
- 2. If move action available then
- move to most distant point from all enemy units
- 3. If enemy Unit in attack Range then
- attack enemy Unit in Range
+```
+1. If not in the attack Range of an enemy Unit then
+ activate full action if available
+2. If move action available then
+ move to most distant point from all enemy units
+3. If enemy Unit in attack Range then
+ attack enemy Unit in Range
+```
## Wandering X
- 1. If enemy unit in Range X then
- execute aggressive AI
- 2. If move action available then
- move to random tile in movement Range
- proceed at 1.
+```
+1. If enemy unit in Range X then
+ execute aggressive AI
+2. If move action available then
+ move to random tile in movement Range
+ proceed at 1.
+```
## Target-oriented TARGET
- 1. Use full action if possible
- 2a. If a TARGET exists and is reachable
- Move onto or towards nearest TARGET
- 3a. If enemy Unit in attack Range
- attack enemy Unit in Range
- 2b. Otherwise
- execute wandering 3 AI
+```
+1. Use full action if possible
+2a. If a TARGET exists and is reachable
+ Move onto or towards nearest TARGET
+ 3a. If enemy Unit in attack Range
+ attack enemy Unit in Range
+2b. Otherwise
+ execute wandering 3 AI
+```
# The Kraken
@@ -57,19 +65,21 @@ Instructions for the opponent player in "The Kraken" game mode.
It starts the game with *The Kraken* unit on its spawn tile.
## Turn structure
- 0. (Shuffle discard pile into empty deck)
- 1. Gain 5 Resource per player
- 2. Upkeep:
- 2.1 While sum of upkeep cost bigger than available resource
- destroy random unit
- 2.2 Pay all upkeep cost
- 3. Actions:
- 3.1 Draw a card
- 3.2 If the card is playable then
- play the card
- proceed at 3.1
- 3.3 activate all own units
- 4. Discard the unused card
+```
+0. (Shuffle discard pile into empty deck)
+1. Gain 5 Resource per player
+2. Upkeep:
+ 2.1 While sum of upkeep cost bigger than available resource
+ destroy random unit
+ 2.2 Pay all upkeep cost
+3. Actions:
+ 3.1 Draw a card
+ 3.2 If the card is playable then
+ play the card
+ proceed at 3.1
+ 3.3 activate all own units
+4. Discard the unused card
+```
# The Tyrant
@@ -79,16 +89,18 @@ It starts the game with *The Kraken* unit on its spawn tile.
* They loose the game if at least 2 repression marks per player are placed on *The Tyrant*.
## Turn structure
- 0. (Shuffle discard pile into empty deck)
- 1. Gain 5 resource per player
- 2. Upkeep:
- 2.1 While sum of upkeep cost bigger than available resource
- destroy random unit
- 2.2 Pay all upkeep cost
- 3. Actions:
- 3.1 Draw a card
- 3.2 If the card is playable then
- play the card
- proceed at 3.1
- 3.3 activate all own units
- 4. Discard the unused card
+```
+0. (Shuffle discard pile into empty deck)
+1. Gain 5 resource per player
+2. Upkeep:
+ 2.1 While sum of upkeep cost bigger than available resource
+ destroy random unit
+ 2.2 Pay all upkeep cost
+3. Actions:
+ 3.1 Draw a card
+ 3.2 If the card is playable then
+ play the card
+ proceed at 3.1
+ 3.3 activate all own units
+4. Discard the unused card
+```