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authorFlorian Fischer <florian.fischer@muhq.space>2023-08-07 14:42:30 +0200
committerFlorian Fischer <florian.fischer@muhq.space>2024-03-26 09:55:57 +0100
commite81b0d2628586238b311a82cbf88990cb6a1b8b3 (patch)
tree8a509e51a4a469d19c6e558a1811f2735b387bd0 /rules/en
parent6170cd6a63782d5be0001702434ce087361135f9 (diff)
downloadmuhqs-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.md35
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**