From 417ee7a0819ba760994bd532b184125eca13d231 Mon Sep 17 00:00:00 2001 From: Florian Fischer Date: Sat, 20 Feb 2021 19:31:54 +0100 Subject: remove outogenerated html --- html/build/rules/en/ai.html | 201 --------------- html/build/rules/en/rules.html | 541 ----------------------------------------- html/build/rules/en/tiles.html | 200 --------------- 3 files changed, 942 deletions(-) delete mode 100644 html/build/rules/en/ai.html delete mode 100644 html/build/rules/en/rules.html delete mode 100644 html/build/rules/en/tiles.html (limited to 'html/build/rules/en') diff --git a/html/build/rules/en/ai.html b/html/build/rules/en/ai.html deleted file mode 100644 index 97d7fe22..00000000 --- a/html/build/rules/en/ai.html +++ /dev/null @@ -1,201 +0,0 @@ - - - - - - - AI - - - - -
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AI

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Concepts

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Units

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To execute a units AI the players follow the introductions in the AI logic in descending order. If no further steps can be executed the unit gets tapped.

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Any ambiguity is decided at random (multiple units in attack range, multiple most distant tiles, …). ### Aggressive 1. If enemy Unit in attack Range then attack enemy Unit in Range 2. While move action available do move towards nearest enemy unit if attack action avail then proceed at 1.

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Shy

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1. If not in the attack Range of an enemy Unit then
-    activate full action if available
-2. If move action available then
-    move to most distant point from all enemy units
-3. If enemy Unit in attack Range then
-    attack enemy Unit in Range
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Wandering X

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1. If enemy unit in Range X then
-    execute aggressive AI
-2. If move action available then
-    move to random tile in movement Range
-    proceed at 1.
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Supportive

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1. Use full action if possible
-2. move towards nearest allied Unit
-3. If enemy Unit in attack Range
-    attack enemy Unit in Range
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The Kraken

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Instructions for the opponent player in “The Kraken” game mode.

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Turn structure

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0. (Shuffle discard pile into empty deck)
-1. Get #players * 5 Resource
-2. Upkeep:
-    2.1 While sum of upkeep cost bigger than available resource
-        destroy random unit
-    2.2 Pay all upkeep cost
-3. Actions:
-    3.1 Draw a card
-    3.2 If the card is playable then
-        play the card
-        proceed at 3.1
-4. Discard the unused card
- - diff --git a/html/build/rules/en/rules.html b/html/build/rules/en/rules.html deleted file mode 100644 index 5b2b9516..00000000 --- a/html/build/rules/en/rules.html +++ /dev/null @@ -1,541 +0,0 @@ - - - - - - - muhq’s game rules - - - - -
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muhq’s game rules

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Ideas

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Game Preparations

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Draft

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Solange noch zwei Stapel vorhanden und erst weniger als 25 Karten pro Spieler
-    Jeder Spieler nimmt einen Stapel
-    Solange Karten im Stapel
-        Nimm eine Karte aus deinem Stapel und gib in an den naechsten Spieler weiter
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Player Turns

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Upkeep

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For each of your Units
-    Pay upkeep cost or destoy Unit
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Actions

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While you control an untapped card on the board or have a playable card in hand
-    Play a card from hand
-    Or select an untapped card on the board
-        While the selected card hat actions left
-            Declare/execute a available action
-            Or tap the card
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Free Actions

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Action-Stack

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Slow Actions

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Fast Actions

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Buying

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Deck

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Discard Pile

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Store

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Map

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Win Conditions

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Ressource

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Karten

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Zauber

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Units

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Artifacts

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Range

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Kampf

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High Ground Bonus

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Permanents

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Permanent Stapel

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Für jedes Permanent des Stapels
-    Lege das Permanent auf ein verfügbares Feld in Range 1.
-    Falls kein Feld verfügbar ist wird das Permanent zerstört.
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Verfügbare Felder

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* Nicht von einem anderen **Permanent** besetzt
-* Schwimmende **Permanents** können nur **deep water** Felder besetzen
-* Nicht schwimmende **Permanents** können nur nicht **deep water** Felder besetzen
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Units

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Bewegung

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Effekte

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Crew X - Bemannen X

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Zustände

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Die Zustände einer Unit werden mit entsprechenden Zustandsmarken auf der Unit Karte markiert.

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Paralyse

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Gift

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Artefakte

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Effekte

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Solid X

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Equipments

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muhq’s game common map tiles

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Common tiles

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House

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Tower

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Farm field

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Spawns

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Harbor

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Street

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Deep Water

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Water

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