% muhq's game rules # Ideas An additional short summary of gameplay relevant mechanics of muhq's game: * Multiple thematically or mechanically coherent card sets * Draft cards from subsets of available sets (determines decks and used strategies) -> players can adjust their gameplay according to the used map * Deck building during gameplay (essential part of game progression) * Cards in hand are redrawn each round * Tabletop (satisfy a win condition) * There is only one kind of resource * Map significantly impacts game process and strategy -> replay value # About The Rules * **Words** with defined meaning by the rules are written in **bold**. * *Verbs* specified by the rules with special meaning are printed in *italic*. * Square brackets ([]) symbol optional instructions, rules or properties. * Pointed brackets (<>) symbol placeholder which must be replaced with concrete text. * Text written on cards override the rules * If rules are not clear the players have to find and agree on a solution. * If the players can not agree on a solution, they should first ask themselves why they are playing together or secondly decide by chance. # Game Preparations * Choose map * Choose card sets * Shuffle all selected cards * *Draft* player decks * Prepare needed game material (figures, tokens, dice, marker) * Give each player the map defined starting deck * Each player openly lays out their drafted cards as their **store** # Draft * **TODO: give better and more generic draft instructions** * Separate all selected cards in piles of 10 cards each ``` While there are two piles and each player has less than 25 cards Each player picks a pile While there are cards in the pile Pick a card from the pile and pass the pile to the next player ``` # Player Turns * players take turns alternating * A turn exist of five steps: * [shuffle **pile** and replace empty **deck**] * [draw cards till you have three cards in hand] * **Upkeep** * actions-step * buying-step * [put any number of cards from your hand onto your pile] ## Upkeep * Gain amount of resource defined by the map * Process all triggered effects * Pay your **units**: ``` For each of your units Pay upkeep cost or destoy unit ``` ## Actions * **Actions** model everything happening in muhq's game * **Actions** can be issued by a player or *triggered* by some condition * A condition *triggering* an **action** is called a **trigger** * **Actions** caused by a **trigger** are *triggered* * **Triggers** are usually recognizable by their conditional language and commonly written as: `"Whenever , If ..., When ..."` * Example: "Whenever the equipped **unit** *attacks* gain 1 **resource**" - "the equipped **unit** *attacks*" is the condition and "gain 1 **resource**" is the *triggered* **action** * All game activity a player does are **actions** * Playing a card is an **action**, in doing so they must pay the card's **playing cost** as the cost for the **action** * Cards without **playing cost** (not cards with `playing cost = 0`) can not be played as an action in this way. * *Controlled* **permanents** (e.g. **units**) can be "used" via their **actions** * Actions are processed in two steps: * By *declaring* an **action** the player announces the desired effects, all its *targets* and pays all required costs * The execution of an **action** is the atomic applying of all its effect. * **Actions** have different timing restriction when a player can *declare* them * **Slow actions** can only be *declared* during ones action phase * **Fast actions** can always be *declared* * The action phase of a turn: ``` While you control an untapped permanent or have a playable card in hand You may play a card from your hand Or select an untapped permanent

you control While

is untapped and has actions left You may declare/execute an available action of

Tap

's card ``` ### Action-Stack * The processing of **actions** is based on batch processing * The last *declared* **action** is executed first * Each *declared* **action** is put on the action-stack before its execution * The last **action** on the stack is executed if nobody *declares* a new **action** ### Slow Actions * **Slow actions** can only be *declared* if no other **action** is currently *declared* * Playing a **permanent** card is a **slow action** * **Unit** **actions** are **slow actions** and have no cost except using a **unit**'s **action** for the turn ### Fast Actions * Playing a **spell** card is a **fast action** ### Free Actions * **Free actions** consist of their cost and their effect ("\: \") * **Free actions** are **fast actions** and can be executed anytime * To *declare* a **free action** you must pay its cost * **Permanents** can have **free actions** ## Buying * Cards must be *bought* from the own **store** * To buy a card a player pays **resource** equal to the **buy cost** of the card * Only one card can be *bought* per turn * The *bought* card is put onto the **discard pile** * Cards without **buy cost** can not be *bought* # Deck * The game features dynamic **Decks** * A **deck** starts with *X* start cards which are defined by the map * The **deck** can be changed by *buying* cards or effects * If your **deck** is empty during your **upkeep** shuffle your **discard pile** into your **deck** * It is possible to have a permanently empty **deck** # Discard Pile * The **discard pile** contains all used cards * Each player's **discard pile** is public information and can be looked at anytime * **Discard piles** have no card order # Store * Each player has its own **store** * When the game starts the **store** contains all cards of a player # Map * Defines win condition, base resource gain and the start deck * Is divided into **tiles** * On each **tile** only one **permanent** can be placed ## Tiles * **Permanents** can be placed on **tiles** * **Tiles** can have a type and an effect * **Tiles** may grant actions to players or **permanents** ### Free Tiles * *Free* **tiles** contain no **permanent** ### Available Tiles * **Tiles** are *available* to a **permanent** if the **permanent** can be placed on the **tile** ## Win Conditions * Win conditions are not specified by the rules but the selected map * The following win conditions are only examples: * VIP: destroy special enemy **unit**, like chess * Resource battle: gain a resource threshold to win. Possible to steal/destroy/gain **resource** using **units** * Capture points: * Gain points for *held* regions * Tiles are considered *held* if you control the most **units** in a region * Destroy buildings (like in a moba) * Stick of Victory, the: A **equipment** that must be *equipped* to gain points # Resource * There is only a single kind of resource * **Resource** can be saved * **Resource** usually changes during each round * Depends on the game state * Depends on the amount of *controlled* **units** * Base gain specified by the map # Cards * All cards have: * A set of cards they belong to * A unique name * A card type: * **[Spells](#spells)** * **[Units](#units)** * **[Artifacts](#artifacts)** * **[Equipments](#equipments)** * **[Potions](#potions)** * **[Itentions](#intentions)** * All cards have during the game: * An **owner**: The player from which's store the card originated * A **controller**: The player currently controlling the card * A **spell**'s **controller** is always it's **owner** * A **permanents**'s **controller** on the map can be any player * Cards may have: * **buy cost** * **play cost** / **upkeep cost** * Cards without a **buy cost**: * Can not be part of a **store** * Can not be part of a **draft** * Each player has the **free action** "Discard 2 cards: gain 1 **resource**" * How those characteristics are represented on a card can be seen on the exemplary [explanation card](../../latex-build/en/unit_explanation.png) * *** TODO:** define *tapped* and *untapped* cards ## Tokens * Representations of cards created during the game are called **tokens** * **Tokens** have no **buying cost** * **Tokens** can not exists in a **discard pile** or **decks** * If a **token** would be put into a **discard pile** or **deck**, instead remove it from the game # Range * **Ranges** define a sphere of **tiles** * **Ranges** have a origin * **Ranges** have a radius `r` * **Ranges** with the radius `r` include all **tiles** which are reachable with `r` **steps** from the origin, counting each second diagonal **step** twice * More precisely: a **tile** (x, y), where x and y are relative to the its origin (0, 0), is in the **range** r iff $$x > y$$ and $$abs(x) + floor(abs(y) / 2) <= r$$ else $$abs(y) + floor(abs(x) / 2) <= r$$ * *Adjacent* is a common Abbreviation for "in **range** 1" ## Step * A **step** is performed by placing a **permanent** from its current **tile** onto an *adjacent* one # Permanents * **Permanents** are game pieces which exclusively occupy one **tile** on the map * No **permanent** can be placed on a **tile** occupied by another **permanent** * A **Permanent** has an **owner** and a **controller**. * **Owner** of a **permanent** is the player from which's **store** the **permanent**'s card originates * **Controller** of a **permanent** is the player actually *controlling* the **permanent** * **Permanents** stay on the map till they are *destroyed* * When a **permanent** is *destroyed* drop a possible contained pile, remove all marks from it and put its card in the **owner**'s **discard pile** * *Sacrificing* a **permanent** means its **controller** destroys it * *Sacrificing* is not different from *destroying* except its name so effect can reference either specifically ## Effects Of Permanents * Effects describe optional properties of a **permanent** ### Shroud * A **permanent** with **shroud** can not be targeted ### Protection from \ * A **permanent** with **protection from \** can not be targeted by \ or **actions** from \ * \ can not deal damage to a **permanent** with **protection from \** * \ can be a card, card-typ or any condition * Examples: * "Protection from Die!" * "Protection from units" * "Protection from units with buy cost > 7" ## Permanent Piles * **Permanents** can be piled on some other **permanents** * **Permanents** placed on another **permanent** form a **pile** * The **tile** of a **pile** is that of the *containing* **permanent** * If a *containing* **permanent** leaves the map its **pile** is *dropped* on its current **tile** * To *drop* a **pile** the **piles**'s **controller** executes the following: ``` For each permanent in the pile Place the permanent on a avaiable tile in range 1 If not possible destroy the permanent ``` ## Available Tiles * If a **tile** is *available* to a **permanent** depends both on the **tile** and the **permanent** * An *avaiable* **tile** is not occupied by another permanent unable to *contain* a **pile** * Common constraints: * *Swimming* **permanents** can only be placed on **tiles** which explicitly say so (**deep water**) * Not *swimming* **permanents** can be placed on any **tile** which not explicitly forbids it (**deep water**) # Units * **Units** are **permanents** * **Units** have **health**, **movement**, **attack**, **upkeep cost** * They are *destroyed* if they received more **damage** than they have **health** or an effect explicitly *destroys* them * **Damage** dealt to a **unit** is persistent and is commonly marked on a **unit**'s card using a die or other kind of marks * A *destroyed* **unit** *dies* * A **unit** is *activated* when it is selected during the **action phase** to perform action * Are only playable as **slow actions** * Can be played only on **tiles** marked by the map or some effects * **Units** have a **move** and **attack action** per turn * **Units** may have: * **Full actions** * To use a **full action** the **unit** must have at least one **move** and one **attack action** available * Using a **full action** uses all available **actions** of a **unit** * **[Free Actions](#free-actions)** * They can have passive effects * They can have **[state effects](#state-marks)** (symbolized with a status specific mark on the card) * They can have **Melee** or **ranged combat** * **Melee**: **Attack** with **range** 1 * **Ranged combat**: **Attack** with **Range** > 1 * **Units** with **ranged combat** can also fight in **melee** * **Units** may have a movement restricted to a certain kind of **tiles** * **Units** in a **pile** provide their attack to the *containing* **permanent** * **Attacks** in the same **range** are added * Examples: A *containing* **permanent** with "attack X range R" *contains* a **pile** which's **units** have the following attacks * X=1 **range** R=1 + **pile** {1 **range** 1} -> 2 **range** 1 * X=1 **range** R=1 + **pile** {1 **range** 2} -> 1 **range** 2; 2 **range** 1 * X=1 **range** R=2 + **pile** {1 **range** 1} -> 1 **range** 2; 2 **range** 1 * X=1 **range** R=1 + **pile** {2 **range** 1, 1 **range** 1} -> 4 **range** 1 * X=1 **range** R=3 + **pile** {1 **range** 2, 1 **range** 1} -> 1 **range** 3; 2 **range** 2; 3 **range** 1 ## Movement * A **unit** can be *moved* by using its **move action** * A **unit** can *move* within the **range** specified by its **movement** * The *moved* **unit** can make at most `m` **steps** where `m` is equal to its **movement** * Each second diagonal **step** counts twice ## Effects Of Units * Effects describe any property a **unit** has in addition to is base properties (life, attack, movement, costs) ### Crew X * A **unit** with **crew \** can be *crewed* by \ other **units** * A **unit** is crewed by another if the *crewing* one ends its **movement** on the *crewed one* * All *crewing* **units** form a **pile** on the *crewed* **unit** * *Crewing* **units** provide their **attack** to the *crewed* **unit** (See **[pile](#permanent-piles)**) ## State Marks Additional States a **unit** is in are represented by putting appropriate markers on the **unit**'s card ### Paralysis * **Units** with **paralysis** marks are *paralyzed* * *Paralyzed* **units** can not activate **actions** * A *paralyzed* **unit** can spent one of its **actions** to remove one **paralysis** mark from it ### Poison * A **unit** with **posion** marks is *poisoned* * When a *poisoned* **unit** gets *activated* put an additional *poison* marker on it * If there are more **poison** marks on a **unit** than its **health** it gets *destroyed* ### Panic * A **unit** with **panic** marks is *panicked* * When a *panicked* **unit** gets *activated* execute the **shy** AI with it and remove one **panic** mark from it ### Rage * A **unit** with **rage** marks is *enraged* * When an *enraged* **unit** gets *activated* execute the **aggressive** AI with it and remove one **rage** mark from it ### Ward * A **unit** with **ward** marks is *warded* * When a *warded* **unit** is dealt damage prevent that damage and remove that much **ward** marks from it * Damage is always prevented completely independent of how many **ward** marks are on the *warded* **unit** # Push [X] * `X` can be neglected if it is 1 * To *push* a **permanent** *move* it `X` **steps** in a straight line * **Permanents** may be *pushed* as effect of an **action** or **combat** * *Pushing* a **permanent** always requires a **tile** where the **push** originates * If a **permanent** *pushes* another **permanent** the originating **tile** is the current **tile** of the *pushing* **permanent** * If the **push** is not caused by a **permanent** the **actions** **controller** choses an originating **tile** * Each **step** must be in a straight line determined by the originating **tile** and the current **tile** * If a **permenent** would be *pushed* onto a *not free* **tile** it is not *pushed* further * A **unit** colliding in this way is dealt 1 **damage** by the other **permenent** * If a **permenent** would be *pushed* onto a *free* but not *available* **tile** destroy the **permanent** * For example if a not *swimming* **permanent** is pushed onto **deep water** is is destroyed or vice versa # Combat * Is initialized with an **unit**'s **attack action** or an effect * A **combat** has always an *attacking* **unit** which is used to initialize the **combat** * When initializing a **combat** the **controller** of the *attacking* **unit** declares the *attacked* **permanent** * *Attacking* **unit** and the *attacked* **permanent** must differ * The *attacked* **permanent** must be in the **attack-range** of the *attacking* **unit** * Both **participants** deal damage equal to their **attack** to each other if possible * Damage can be changed by effects * **Units** can only deal damage in **range** of their **attack** * **Melee** means **attack** with **range** 1 * **Ranged combat** means **attack** with **range** > 1 * **Ranged combat** can use **high ground** ## High Ground * \+ 1 **range** for **units** with **ranged combat** # Artifacts * **Artifacts** are **permanents** * **Artifacts** can have passive effects * **Artifacts** can have **free actions** * **Artifacts** can be *transported* by *adjacent* **units** as a **full action** within the **units** **movement range**. The *transported* **artifact** is placed on an *available* **tile** next to the *transporting* **unit** * **Units** can change **tiles** with an *adjacent* **artifact** as their **move action** ## Effects Of Artifacts * Effects describe passive properties of an **artifact** ### Solid \ * A enemy **units** can not transport or switch **tiles** with *solid* **artifacts** * Enemy **units** can attack *solid* **artifacts** * *Solid* **artifacts** are *destroyed* if they are dealt more damage then their *solid* value \ ## Equipments * **Equipments** are **artifacts** * **Equipments** have a **durability** value * **Equipments** with a **durability** < 1 are *destroyed* * **Equipments** can be *equipped* by **units** * An **equipment** forms a pile on the *equipped* **unit** * An **equipment** can be played normally or already *equipped* by the next played **unit** * Reduce the **durability** of each **equipment** in a **pile** by one if the **pile** gets *dropped* * An *adjacent* **unit** can *equip* an **equipment** using either a **move** or **attack action** ## Potions * **Potions** are **artifacts** * **Potions** are **equipments** * **Potions** have **durability** 1 * An *equipped* **potion** may be used as a **free action** of the *equipped* **unit** # Intentions * **Itentions** are **spells** available to **the tyrant** * **Itentions** if played place an **intention mark** on the **intentions** target * **Itensions** are only playable if there is no **itention mark** already on the map * When playing an **intention** put it to the side until its **intention mark** leaves the map * If an **intention**'s **intension mark** leaves the map put the **intention** on the **discard pile** ## Intentions marks * **Itentions marks** give the *adjacent* *"the tyrant"*: "full_action: Remove this **intention** mark and resolve the intentions effect" * **Itentions marks** on **units** are removed if the *containing* **unit** leaves the map