| Commit message (Collapse) | Author | Age | Files | Lines |
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* add seperate action and buy phase section
* fix typos
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* Be consistent wih puncuation (do no end items with '.')
* Use more correct English capitalisation
* Escape <> chars where needed
* Be conistent with the font of 's (use normal font)
* Improve the language and fix typos
* Improve action phase algorithm
* Specify when slow actions can be declared
* Define activated permanents
* Rename long-distance combat to ranged combat
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* more rule highlights
* typo fixes
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The push mechanic is heavily inspired by `Into the Breach`.
Pushing a permanent moves it involuntarily in a straight line.
On collisions units receive damage and permenents pushed onto free but
unavailable tiles are destroyed.
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Currently misinformation token are not working as intended, because they
could not be part of a players deck because they are tokens.
But it is a fundamental part of their design that they delute a players deck.
So handle them like other real cards withou buycost like farmers.
Specify that tokens can not exists in discard piles or decks and
that cards without buy cost can not be part of stores or drafts.
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No buy cost -> can not be bought.
No play cost -> can not be played.
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Potions are designed as a different on field resource to diversify
game play.
Potions may be used offensively or defensively.
They are a on field equivalent to spells with harder timing restrictions,
public information but artifact synergies and thus should be cheaper
than their spell equivalent.
In particular because unused spells can be used to generate resource
by discarding two cards. Played potions are "dead" until they are used.
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* reduce redundant links under #cards
* improve word fonts
* fix links
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TODO: show all cards on the website
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