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| author | Florian Fischer <florian.fischer@muhq.space> | 2023-08-07 14:42:30 +0200 |
|---|---|---|
| committer | Florian Fischer <florian.fischer@muhq.space> | 2024-03-26 09:55:57 +0100 |
| commit | e81b0d2628586238b311a82cbf88990cb6a1b8b3 (patch) | |
| tree | 8a509e51a4a469d19c6e558a1811f2735b387bd0 /rules/en | |
| parent | 6170cd6a63782d5be0001702434ce087361135f9 (diff) | |
| download | muhqs-game-e81b0d2628586238b311a82cbf88990cb6a1b8b3.tar.gz muhqs-game-e81b0d2628586238b311a82cbf88990cb6a1b8b3.zip | |
improve rules
* add seperate action and buy phase section
* fix typos
Diffstat (limited to 'rules/en')
| -rw-r--r-- | rules/en/rules.md | 35 |
1 files changed, 22 insertions, 13 deletions
diff --git a/rules/en/rules.md b/rules/en/rules.md index cf90ac3c..09ee5694 100644 --- a/rules/en/rules.md +++ b/rules/en/rules.md @@ -17,7 +17,7 @@ An additional short summary of gameplay relevant mechanics of muhq's game: * **Words** with defined meaning by the rules are written in **bold**. * *Verbs* specified by the rules with special meaning are printed in *italic*. * Square brackets ([]) symbol optional instructions, rules or properties. -* Pointed brackets (<>) symbol placeholder which must be replaced with concrete text. +* Pointed brackets (<>) symbol placeholders which must be replaced with concrete text. * Text written on cards override the rules * If rules are not clear the players have to find and agree on a solution. * If the players can not agree on a solution, they should first ask themselves why they are playing together or secondly decide by chance. @@ -49,10 +49,10 @@ While there are two piles and each player has less than 25 cards * players take turns alternating * A turn exist of five steps: * [shuffle **pile** and replace empty **deck**] - * [draw cards till you have three cards in hand] + * [draw cards until you have three cards in hand] * **Upkeep** - * actions-step - * buying-step + * [**actions phase**](#action-phase) + * [**buying phase**](#buying-phase) * [put any number of cards from your hand onto your pile] ## Upkeep @@ -63,7 +63,7 @@ While there are two piles and each player has less than 25 cards ``` For each of your units - Pay upkeep cost or destoy unit + Pay upkeep cost or destroy unit ``` ## Actions @@ -74,7 +74,7 @@ For each of your units * **Actions** caused by a **trigger** are *triggered* * **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** +* All game activities 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** * Cards without **playing cost** (not cards with `playing cost = 0`) can not be played as an action in this way. * *Controlled* **permanents** (e.g. **units**) can be "used" via their **actions** @@ -82,9 +82,13 @@ For each of your units * By *declaring* an **action** the player announces the desired effects, all its *targets* and pays all required costs * The execution of an **action** is the atomic applying of all its effect. * **Actions** have different timing restriction when a player can *declare* them - * **Slow actions** can only be *declared* during ones action phase + * **Slow actions** can only be *declared* during ones **action phase** * **Fast actions** can always be *declared* -* The action phase of a turn: + +### Action Phase + +* **Slow actions** can be declared during a players own **action phase** +* The action phase sequence: ``` While you control an untapped permanent or have a playable card in hand @@ -97,10 +101,10 @@ While you control an untapped permanent or have a playable card in hand ### Action-Stack -* The processing of **actions** is based on batch processing +* The processing of **actions** is based on a stack * The last *declared* **action** is executed first -* Each *declared* **action** is put on the action-stack before its execution -* The last **action** on the stack is executed if nobody *declares* a new **action** +* Each *declared* **action** is put on the **action-stack** before its execution +* The last *declared* **action** on the stack is executed if nobody *declares* a new **action** ### Slow Actions @@ -115,7 +119,7 @@ While you control an untapped permanent or have a playable card in hand ### Free Actions * **Free actions** consist of their cost and their effect ("\<cost\>: \<effect\>") -* **Free actions** are **fast actions** and can be executed anytime +* **Free actions** are **fast actions** and can be *declared* anytime * To *declare* a **free action** you must pay its cost * **Permanents** can have **free actions** @@ -126,6 +130,11 @@ While you control an untapped permanent or have a playable card in hand * Only one card can be *bought* per turn * The *bought* card is put onto the **discard pile** * Cards without **buy cost** can not be *bought* +* Cards can only be bought during ones **buying phase** + +### Buying phase + +* Section of a players turn in which the active player may *buy* a card # Deck @@ -376,7 +385,7 @@ Additional States a **unit** is in are represented by putting appropriate marker * **Permanents** may be *pushed* as effect of an **action** or **combat** * *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** + * If the **push** is not caused by a **permanent** the **actions** **controller** chooses an originating **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** |
