diff options
| author | Florian Fischer <florian.fischer@muhq.space> | 2025-07-22 18:59:35 -0400 |
|---|---|---|
| committer | Florian Fischer <florian.fischer@muhq.space> | 2025-08-20 15:57:29 +0200 |
| commit | 0aa0446e3f3371d2401a167e26206ae5cef209b5 (patch) | |
| tree | 278bca83af7469aa5289244a2941022279463b86 /rules | |
| parent | 4a3cc2211062deeae5aa1c6cefaed772ba44efc3 (diff) | |
| download | muhqs-game-0aa0446e3f3371d2401a167e26206ae5cef209b5.tar.gz muhqs-game-0aa0446e3f3371d2401a167e26206ae5cef209b5.zip | |
improve english tile rules
Diffstat (limited to 'rules')
| -rw-r--r-- | rules/en/tiles.md | 62 |
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 |
