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* rules: fix melee typoFlorian Fischer2025-01-251-1/+1
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* rules: actually add condition to range statementFlorian Fischer2023-01-122-3/+2
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* potions: power up potion use by making it a free actionFlorian Fischer2022-12-282-4/+4
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* improve card rules language and link to exmplenation cardFlorian Fischer2022-09-251-5/+6
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* fix typoFlorian Fischer2022-09-251-1/+1
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* improve English rulesFlorian Fischer2022-09-251-78/+81
| | | | | | | | | | | | * 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
* add push! and specify push without an origin determined by a permanentFlorian Fischer2022-04-022-4/+6
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* add examples for pushing permanents on free but not available tilesFlorian Fischer2022-04-022-0/+2
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* minor improvementsFlorian Fischer2022-04-022-26/+28
| | | | | | * more rule highlights * typo fixes ...
* add push mechanicFlorian Fischer2022-04-022-8/+41
| | | | | | | 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.
* change how tokens and especially misinformations are handledFlorian Fischer2022-03-312-9/+13
| | | | | | | | | | | 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.
* rules: define free and available tilesFlorian Fischer2022-02-252-18/+44
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* fix Verhuellt typoFlorian Fischer2022-02-151-1/+1
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* update combat rules and unify German Eigentuemer/Besitzer nomenclatureFlorian Fischer2022-02-153-44/+44
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* use the more intuitive German word Kaufpreis instead of KaufkostenFlorian Fischer2022-02-151-3/+3
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* add rules for cards without buy or play costFlorian Fischer2022-02-152-4/+8
| | | | | No buy cost -> can not be bought. No play cost -> can not be played.
* improve wording of german rulesFlorian Fischer2022-01-031-9/+9
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* rules/ai: improve aggresive aiFlorian Fischer2022-01-032-4/+10
| | | | | Previously aggresive ai was not definied if there is no enemey unit on the map.
* [tiles] add rules for storesFlorian Fischer2021-12-122-1/+15
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* rules/intentions: increase effect of intention marksFlorian Fischer2021-12-122-2/+2
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* [tiles] treat walls as solid and let gates stop motionFlorian Fischer2021-12-122-1/+5
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* Improve AI rulesFlorian Fischer2021-12-122-7/+11
| | | | | * Let target-oriented AI wander if target is not reachable * Spell out rules and win conditions for the tyrant game
* improve AI opeonentsFlorian Fischer2021-12-102-12/+16
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* tyrant ai explicitly mention upkeep effectsFlorian Fischer2021-12-102-4/+6
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* add the tyrant ai rules and tyrant set to cards.htmlFlorian Fischer2021-12-102-0/+36
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* rules: clarify water ruleFlorian Fischer2021-12-102-2/+2
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* add intension rulesFlorian Fischer2021-12-104-0/+48
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* [de/rules] use Spiel-/ and Unterhaltskosten for play and upkeep costFlorian Fischer2021-10-101-3/+3
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* add unfinished potions setFlorian Fischer2021-10-082-2/+17
| | | | | | | | | | | 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.
* [rules/de] add editorconfig and fix typosFlorian Fischer2021-10-074-7/+14
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* [rules] ai generalize supportive AI into target-orientedFlorian Fischer2021-09-033-7/+7
| | | | | Supportive == target-oriented allied unit. This allows more way more design space.
* [rules] clarify that units can not attack themselvesFlorian Fischer2021-09-033-5/+7
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* [rules] improvementsFlorian Fischer2021-06-032-48/+32
| | | | | | * reduce redundant links under #cards * improve word fonts * fix links
* [rules] further translate and update english rulesFlorian Fischer2021-06-032-237/+294
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* [rules/de] misc improvementsFlorian Fischer2021-06-031-16/+18
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* [rules/ai] remove one headline levelFlorian Fischer2021-04-282-16/+16
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* markup start of markup explanationFlorian Fischer2021-04-061-2/+2
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* improve actions and introduce triggers and triggered actionsFlorian Fischer2021-04-051-15/+22
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* add introduction and explain used markupFlorian Fischer2021-04-051-13/+26
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* improve permanent's destruction and mention sacrificingFlorian Fischer2021-04-051-5/+7
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* add mathematical definition of rangesFlorian Fischer2021-04-051-4/+6
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* improve german rulesFlorian Fischer2021-03-272-30/+89
| | | | | | * define shroud, protection from, armor * improve text * introduce tokens and spells
* improve agressive AI for ranged unitsFlorian Fischer2021-03-262-2/+2
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* add state rules for panic, rage, wardFlorian Fischer2021-03-252-11/+36
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* slightly improve german rulesFlorian Fischer2021-03-071-3/+3
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* [AI] switch from supprotive to wandering 3 if no allied unit existsFlorian Fischer2021-03-072-6/+14
| | | | Fix Kraken AI don't activating its units
* add newline before agression headline in ai rulesFlorian Fischer2021-02-262-0/+2
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* add new line before Paralyse headlineFlorian Fischer2021-02-241-0/+1
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* improve german rules wordingFlorian Fischer2021-02-241-14/+12
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* add simple website to make muhq's game more accessibleFlorian Fischer2021-02-206-13/+326
| | | | TODO: show all cards on the website