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authorFlorian Fischer <florian.fischer@muhq.space>2025-07-22 18:59:35 -0400
committerFlorian Fischer <florian.fischer@muhq.space>2025-08-20 15:57:29 +0200
commit0aa0446e3f3371d2401a167e26206ae5cef209b5 (patch)
tree278bca83af7469aa5289244a2941022279463b86 /rules
parent4a3cc2211062deeae5aa1c6cefaed772ba44efc3 (diff)
downloadmuhqs-game-0aa0446e3f3371d2401a167e26206ae5cef209b5.tar.gz
muhqs-game-0aa0446e3f3371d2401a167e26206ae5cef209b5.zip
improve english tile rules
Diffstat (limited to 'rules')
-rw-r--r--rules/en/tiles.md62
1 files changed, 33 insertions, 29 deletions
diff --git a/rules/en/tiles.md b/rules/en/tiles.md
index 82a564ca..b811d83c 100644
--- a/rules/en/tiles.md
+++ b/rules/en/tiles.md
@@ -1,64 +1,68 @@
-% muhq's game common map tiles
+---
+title: Muhq's Game - Map Tiles
+header-includes: '<script src="../../js/linkableRules.js"></script>'
+---
# Common tiles
## House
+> A small structural building
-* A small structural building.
-* **Units** on this tile can't be attacked from ranges > 1
+1. **Units** on this tile can't be attacked from ranges > 1
## Tower
+> A military building for area control
-* A military building for area control.
-* **Units** with attack range X > 1 have attack range X + 1
+1. **Units** on this tile with attack range X > 1 have attack range X + 1
## Farm field
+> A place to generate resource through agriculture
-* A place to generate resource through agriculture
-* A **Farmer** standing on a **Farm field** has full-action: gain 3 resource
+1. A **Farmer** standing on a **Farm field** has full-action: gain 3 resource
## Spawns
+> A tactical military location
-* A tactical military location
-* Spawns are owned by a single player
-* Player can play permanents on a spawn they own
+1. **Spawns** are owned by a single player
+2. Players can play **permanents** on their **spawns**
## Harbor
+> A place where swimming stuff is build
-* A place where swimming stuff is build
-* Harbors are owned by a single player
-* Player can play swimming permanents on deep water tiles in range 1
+1. **Harbors** are owned by a single player
+2. Player can play *swimming* **permanents** on adjacent **deep water** tiles
## Street
+> Routes for faster movement
-* Routes for faster movement
-* A **unit** on a street has an additional move action which must result on a connected street in its movement range
-* Street are connected if they are adjacent
+1. A **unit** on a **street** has an additional **move action** which must end on a *connected* **street** in its **movement range**
+2. **Streets** are *connected* if they are adjacent
## Deep Water
+> Oceans, Lakes, big rivers or canals
-* Oceans, Lakes, big rivers or canal
-* Only **unit** with swimming can be placed on deep water
+1. Only *swimming* **permanents** can be placed on **deep water**
## Water
+> Water that is passable by a person
-* Water that is passable by a person
-* Not swimming **Units** must end their movement on the first water tile they enter
+1. Not *swimming* **Units** must end their movement on the first **water** tile they enter
## Wall
+> Walls are constructions to prevent movement of troops
-* Walls are constructions to prevent movement of troops
-* **Unit** can not be placed on walls
-* Treat **walls** as neutral **artifacts** with *solid 10* (no **units** can *switch place* or *carry* them)
+1. **Permanents** can not be placed on walls
+2. Treat **walls** as neutral **artifacts** with *solid 10* (no **units** can *switch place* or *carry* them)
## Gate
+> Gates are passable parts of walls
-* Gates are passable parts of walls
-* **Units** must end their movement on the first **gate** tile they enter
+1. **Units** must end their movement on the first **gate** tile they enter
## Stores
+> A place to buy shiny new things
-* A place to buy shiny new things
-* **Stores** are tiles to buy cards in player vs AI games
-* All available cards are randomly and distributed between all **Stores** face-down
-* If a **unit** is placed on a **store** its controller may buy cards from this **store**
+1. **Stores** are tiles to buy cards in player vs AI games
+2. Initially all available cards are randomly distributed between all **stores** face-down
+3. If a **unit** is placed on a **store** its controller may buy cards from this **store**
+4. If a **store** is *neutralized* *exile* all its remaining cards