..."`
> Example: "Whenever the equipped **unit** *attacks* gain 1 **resource**" - "the equipped **unit** *attacks*" is the condition and "gain 1 **resource**" is the *triggered* **action**
5. If multiple **Actions** are triggered at once the players declare their **actions** in turn order
6. Most game activities a player does are **actions**
7. Playing a card is an **action**, in doing so they must pay the card's **playing cost** as the cost for the **action**
8. Cards without **playing cost** (not cards with `playing cost = 0`) can not be played as an **action** in this way
9. *Controlled* **permanents** (e.g. **units**) can be "used" via their **actions**
10. **Actions** are processed in two steps:
1. By *declaring* an **action** the player announces the desired effects, all its *targets* and pays all required costs
2. The execution of an **action** is the atomic applying of all its effect
11. **Actions** have different timing restriction when a player can *declare* them
1. **Slow actions** can only be *declared* during ones **action phase** and if no other **action** is already *declared*
2. **Fast actions** can always be *declared* when a player has **priority**
### Priority
1. **Priority** is the time a player is allowed to declare **Actions**
2. To change from a turn's phase into the next each player has to pass **priority** without *declaring* an **action**
3. **Priority** is asigned in turn order
### Action Phase
1. **Slow actions** can be declared during a players own **action phase**
2. The **action phase** sequence:
```
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
1. The processing of **actions** is based on a stack
2. The last *declared* **action** is *executed* first
3. Each *declared* **action** is put on the **action-stack** before its execution
4. The last *declared* **action** on the stack is *executed* if nobody *declares* a new **action**
### Slow Actions
1. **Slow actions** can only be *declared* if no other **action** is currently *declared*
2. Playing a **permanent** card is a **slow action**
3. **Unit** **actions** are **slow actions** and have no cost except using a **unit**'s **action** for the turn
### Fast Actions
1. Playing a **spell** card is a **fast action**
2. **Fast action** actions can be *declared* whenever a player has **priority**
### Free Actions
1. **Free actions** consist of their cost and their effect ("\: \")
2. **Free actions** are **fast actions**
3. Either **Permanents** or cards can have **free actions**
### State-based actions
1. **State-based actions** are not **actions** as defined by [actions](#actions), they are not *declared* and do not use the **action-stack**
2. **State-based actions** are performed every time before a player receives **priority**
3. **State-based actions** handle the following:
1. **Units** with more **damage** than **health** are *destroyed*
2. *Poisoned* **units** with more **poison** marks than **health** are *destroyed*
3. **Equipments** without **durability** are *destroyed*
4. Granted effects end, which's condition are no longer satisfied
5. The winners are declared, if the map's win condition is met
## Buying
1. Cards must be *bought* from the own **store**
2. To buy a card a player pays **resource** equal to the **buy cost** of the card
3. Only one card can be *bought* per turn
4. The *bought* card is put onto the **discard pile**
5. Cards without **buy cost** can not be *bought*
6. Cards can only be bought during ones **buying phase**
### Buying phase
1. Section of a player's turn in which the active player may *buy* a card
# Zones
1. Muhq's game features 6 distinct zones, where cards can be during the game:
* In a player's **Deck**
* In a player's **Hand**
* In a player's **Discard Pile**
* In a player's **Store**
* On the **Map**
* In **Exile*
## Deck
1. Each player has an individual **Deck**
2. Initially a **deck** contains only the start-cards defined by the **map**
3. The **deck** can be changed by *buying* cards or effects
4. If your **deck** is empty during your **upkeep** shuffle your **discard pile** into your **deck**
5. It is possible to have a permanently empty **deck**
## Discard Pile
1. A player's **discard pile** contains all their used cards
2. Each player's **discard pile** is public information and can be looked at anytime
3. **Discard piles** have no card order
## Store
1. Each player has its own **store**
2. When the game starts the **store** contains all cards of a player
## Hand
1. The cards in a player's **hand** are secret information and only known by them
2. A player's hand may contain any number of cards
## Exile
1. Cards in **Exile** are no longer part of the game
# Map
1. The chosen **map** defines the following aspects of the game:
* The win condition
* The **resource** gained during a player's **upkeep**
* The players start decks
2. **Maps** are divided into **tiles**
## Tiles
1. Only a single **Permanents** can be placed on a certain **tile**
2. All **Tiles** have a type
3. **Tiles** without a type defined by the **map** are considered **neutral**
4. **Tiles** may have effects defined in [tiles.html](common tiles) or by the **map**
5. **Tiles** may grant actions to players or their **permanents**
### Free Tiles
1. **Tiles** contain no **permanent** are considered *free*
### Available Tiles
1. **Tiles** are *available* to a **permanent** if the **permanent** can be placed on the **tile**
2. *Available* **tiles** are always *free*
## Win Conditions
1. The game's win conditions is not specified by the rules but the selected **map**
2. Possible win conditions are:
* VIP/King: *destroy* special enemy **unit** (king in 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: An **equipment** that must be *equipped* to gain points
# Resource
1. There is only a single kind of resource
2. **Resource** can be saved
3. **Resource** usually changes during each round
> Changes to a player's **resource** are dependent on the game state.
> The amount of controllable units, and which cards to buy are dependent on your income of resource per turn.
> Cards, units or tiles on the map can help you to gain resource.
4. The amount of **resource** gained during a player's **upkeep** is specified by the **map**
# Cards
1. Each card has the following [characteristics](../../latex-build/en/unit_explanation.png) listed on the physical card:
1. A set of cards they belong to
2. A unique name
3. A card type:
* **[Spell](#spells)**
* **[Unit](#units)**
* **[Boss](#boss)**
* **[Artifact](#artifacts)**
* **[Equipment](#equipments)**
* **[Potion](#potions)**
* **[Itention](#intentions)**
2. All cards have the following characteristics tracked during the game:
1. An **owner**: The player from which's **store** the card originated
2. A **controller**: The player currently controlling the card
1. A **spell**'s **controller** is always it's **owner**
2. A **permanents**'s **controller** can be any player
3. Cards may have the following characteristics:
1. **buy cost**
2. **play cost** / **upkeep cost**
4. Cards without **buy cost**:
1. Can not be part of a **store**
2. Can not be part of a **draft**
5. Each player has the **free action** "Discard two cards: gain one **resource**"
6. How those characteristics are represented on a card can be seen on the exemplary [explanation card](../../latex-build/en/unit_explanation.png)
7. To track the state of a card's permanent, the card is openly placed on the table
> The following representation of the game state are suggestion to improve your play experience:
> Represent received **damage** and **marks** on the physical card with dice or pieces of paper.
> To symbolize that a unit has no more actions you can *tap* its card by turning it 90 degrees.
> If a unit gets paid for during the **upkeep action** *untap* its card by turning it upright.
## Tokens
1. Representations of cards created during the game are called **tokens**
2. **Tokens** can only exist on the **map**
3. If a **token** leaves the **map**, remove it from the game
# Range
1. **Ranges** define a sphere of **tiles**
2. **Ranges** have an origin
3. **Ranges** have a radius `r`
4. **Ranges** with the radius `r` include all **tiles** which are reachable with `r` **steps** from the origin, counting each second diagonal **step** twice
5. 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 $$abs(y) + floor(abs(x) / 2) <= r$$
6. "Adjacent" is a common abbreviation for "in **range** 1"
## Step
1. A **step** is performed by placing a **permanent** from its current **tile** onto an *adjacent* one
# Permanents
1. **Permanents** are game pieces which exclusively occupy one **tile** on the map
2. No **permanent** can be placed on a **tile** occupied by another **permanent**
3. **Permanents** can only be played onto **available spawn tiles**
1. Most **maps** declare **spawn tiles** for each player
2. Effects may specify additional **spawn tiles**
4. A **Permanent** has an **owner** and a **controller**.
1. **Owner** of a **permanent** is the player from which's **store** the **permanent**'s card originates
2. **Controller** of a **permanent** is the player actually *controlling* the **permanent**
5. **Permanents** stay on the **map** until they are *destroyed*
6. When a **permanent** is *destroyed* drop a possible contained **pile**, remove all marks from it and put its card in its **owner**'s **discard pile**
7. *Sacrificing* a **permanent** means its **controller** destroys it
1. *Sacrificing* is not different from *destroying* except its name so effects can reference either specifically
## Effects Of Permanents
Effects describe optional properties of a **permanent**
### Shroud
1. A **permanent** with **shroud** can not be targeted
### Protection from \
1. A **permanent** with **protection from \** can not be targeted by \ or **actions** from \
2. \ can not deal damage to a **permanent** with **protection from \**
3. \ can be a card, card-type or any condition
> Examples:
> * "Protection from Die!"
> * "Protection from units"
> * "Protection from units with buy cost > 7"
## Permanent Piles
1. **Permanents** can be *piled* on some other **permanents**
2. **Permanents** placed on another **permanent** form a **pile**
3. The **tile** of a **pile** is that of the *containing* **permanent**
4. If a *containing* **permanent** leaves the map its **pile** is *dropped* on its current **tile**
5. 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
1. If a **tile** is *available* to a **permanent** depends both on the **tile** and the **permanent**
2. An *avaiable* **tile** is not occupied by another permanent unable to *contain* a **pile**
3. Common constraints for *available* **tiles** are:
1. *Swimming* **permanents** can only be placed on **tiles** which explicitly say so ([**deep water**](tiles.html#deep-water))
2. Not *swimming* **permanents** can be placed on any **tile** which not explicitly forbids it
# Units
1. **Units** are **permanents**
2. All **Units** have **health**, **movement**, **attack**, **upkeep cost**
3. They are *destroyed* if they received more **damage** than they have **health** or an effect explicitly *destroys* them
4. **Damage** dealt to a **unit** is persistent (it is commonly marked on a **unit**'s card using a die or other kind of marks)
5. A *destroyed* **unit** *dies*
6. A **unit** is *activated* when it is selected during the **action phase** to perform action
7. **Unit** cards are only playable as **slow actions**
8. Can be played only on **spawn tiles** marked by the map or some effects
9. **Units** have one **move** and one **attack action** per turn
10. **Units** may have:
1. **Full actions**
1. To use a **full action** the **unit** must have at least one **move** and one **attack action** available
2. Using a **full action** uses all available **actions** of a **unit**
2. **[Free Actions](#free-actions)**
11. **Units** may have passive effects
12. They can be affected by **[state effects](#state-marks)** (symbolized with a status specific mark on the card)
13. They can fight in **melee** or **ranged combat**
1. **Melee**: **Attack** with **range** 1
2. **Ranged combat**: **Attack** with **Range** > 1
3. **Units** with **ranged combat** can also fight in **melee**
14. **Units** may have a **movement** restricted to a certain kind of **tiles**
15. **Units** in a **pile** provide their attack to the *containing* **permanent**
1. **Attacks** of *piled* **units** with 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
1. A **unit** can be *moved* by using its **move action**
2. A **unit** can *move* within the **range** specified by its **movement**
3. The *moved* **unit** can make at most `m` **steps** where `m` is equal to its **movement**
4. 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
1. A **unit** with **crew \** can be *crewed* by \ other **units**
2. A **unit** is *crewed* by another if the *crewing* one ends its **movement** on the *crewed* one
3. All *crewing* **units** form a **pile** on the *crewed* **unit**
4. *Crewing* **units** provide their **attack** to the *crewed* **unit** (See **[pile](#permanent-piles)**)
## State Marks
States a **unit** is in are represented by putting appropriate markers on the **unit**'s card
### Paralysis
1. **Units** with **paralysis** marks are *paralyzed*
2. *Paralyzed* **units** can not activate **actions**
3. A *paralyzed* **unit** can spent one of its **actions** to remove one **paralysis** mark from it
### Poison
1. A **unit** with **posion** marks is *poisoned*
2. When a *poisoned* **unit** gets *activated* put an additional *poison* marker on it
3. If there are more **poison** marks on a **unit** than its **health** it is *destroyed*
### Panic
1. A **unit** with **panic** marks is *panicked*
2. When a *panicked* **unit** gets *activated* execute the [**shy** AI](ai.html#shy) with it and remove one **panic** mark from it
### Rage
1. A **unit** with **rage** marks is *enraged*
2. When an *enraged* **unit** gets *activated* execute the [**aggressive** AI](ai.html#aggressive) with it and remove one **rage** mark from it
### Ward
1. A **unit** with **ward** marks is *warded*
2. When a *warded* **unit** is dealt **damage** prevent that **damage** and remove that much **ward** marks from it
3. **Damage** is always prevented completely independent of how many **ward** marks are on the *warded* **unit**
# Boss
The **boss** type is used to differentiate special permanents in cooperative game modes
1. A **boss** is a **permanent** similar to but not a **unit**
2. They behave most of the time like **units** but for target selection they do not count as **units**
3. A **boss** has no **upkeep costs**
4. **Boss** cards only exist on the map
# Combat
1. **Combat** is initialized with an **unit**'s **attack action** or an effect
2. **Combat** has always an *attacking* **unit** which is used to initialize the **combat**
3. When initializing **combat** the **controller** of the *attacking* **unit** declares the *attacked* **permanent**
4. *Attacking* **unit** and the *attacked* **permanent** must differ
5. The *attacked* **permanent** must be in the **attack-range** of the *attacking* **unit**
6. Both **participants** deal **damage** equal to their **attack** to each other if possible
7. **Damage** can be changed by effects
8. **Units** can only deal damage in **range** of their **attack**
1. **Melee** is an abbreviation for **attack** with **range** 1
2. **Ranged combat** describes **attacks** with **range** > 1
9. **Ranged combat** can use ["high ground"](tiles.html#tower) and is blocked by ["cover"](tiles.html#house)
# Artifacts
1. **Artifacts** are **permanents**
2. **Artifacts** can have passive effects
3. **Artifacts** can have **free actions**
4. **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**
5. **Units** can change **tiles** with an *adjacent* **artifact** as their **move action**
## Effects Of Artifacts
Effects describe passive properties of **artifacts**
### Solid \
1. Enemy **units** can not transport or switch **tiles** with *solid* **artifacts**
2. Enemy **units** can attack *solid* **artifacts**
3. *Solid* **artifacts** are *destroyed* if they are dealt more **damage** then their *solid* value \
## Equipments
1. **Equipments** are **artifacts**
2. **Equipments** have a **durability** value
3. **Equipments** with a **durability** < 1 are *destroyed*
4. **Equipments** can be *equipped* by **units**
5. An **equipment** forms a pile on the *equipped* **unit**
6. An **equipment** can be played normally or already *equipped* by the next played **unit**
1. Each **equipment** not played onto a spawn tile and not *equipped* to a subsequently played **unit** is put into its **owner's** **discard pile** at end of turn.
7. Reduce the **durability** of each **equipment** in a **pile** by one if the **pile** gets *dropped*
8. An *adjacent* **unit** can *equip* an **equipment** using either a **move** or **attack action**
## Potions
1. **Potions** are **equipments**
2. **Potions** have **durability** 1
3. An *equipped* **potion** may be used as a **free action** of the *equipped* **unit**
# Intentions
1. **Itentions** are **spells** available to **the tyrant**
2. **Itentions** if played place an **intention mark** on the **intentions** target
3. **Itensions** are only playable if there is no **itention mark** already on the map
4. When playing an **intention** put it to the side until its **intention mark** leaves the map
5. If an **intention**'s **intension mark** leaves the map put the **intention** on the **discard pile**
## Intentions marks
1. **Itentions marks** give the *adjacent* **"the tyrant"**: "full_action: Remove this **intention** mark and resolve the **intentions** effect"
2. **Itentions marks** on **units** are removed if the *containing* **unit** leaves the **map**
# Experimental
Experimental rules are not finalized yet at may change or be considered stable in the future.
## Push [X]
1. `X` can be neglected if it is 1
2. To *push* a **permanent** *move* it `X` **steps** in a straight line
3. **Permanents** may be *pushed* as effect of an **action** or **combat**
4. *Pushing* a **permanent** always requires a **tile** where the **push** originates
1. If a **permanent** *pushes* another **permanent** the originating **tile** is the current **tile** of the *pushing* **permanent**
2. If the **push** is not caused by a **permanent** the **actions** **controller** chooses an originating **tile**
5. Each **step** must be in a straight line determined by the originating **tile** and the current **tile**
6. If a **permanent** would be *pushed* onto a *not available* **tile** it is not *pushed* further
1. A **unit** colliding in this way is dealt 1 **damage** by the other **permanent**
2. If a **permanent** 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