..."`
* 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 activities 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*
### Action Phase
* **Slow actions** can be declared during a players own **action phase**
* 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
* The processing of **actions** is based on a stack
* The last *declared* **action** is executed first
* Each *declared* **action** is put on the **action-stack** before its execution
* The last *declared* **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 *declared* 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*
* Cards can only be bought during ones **buying phase**
### Buying phase
* Section of a players turn in which the active player may *buy* a card
# 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:
* **[Spell](#spells)**
* **[Unit](#units)**
* **[Boss](#boss)**
* **[Artifact](#artifacts)**
* **[Equipment](#equipments)**
* **[Potion](#potions)**
* **[Itention](#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**
* **Permanents** can only be played onto **available spawn tiles**
* Most maps declare **spawn tiles** for each player
* Other effects may specifie additional **spawn tiles**
* 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**
# Boss
* A **boss** is a **permanent** similar to but not a unit
* They behave most of the time like **units** but for target selection they do not count as **units**
* A **boss** has no **upkeep costs**
* **Boss** cards only exist on the map
* The **boss** type is used to differentiate special permanents in cooperative game modes
# 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** chooses an originating **tile**
* Each **step** must be in a straight line determined by the originating **tile** and the current **tile**
* If a **permanent** 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 **permanent**
* 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
# 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**
* 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.
* 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