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% muhq's game rules
# Ideas
An additional short summary of gameplay relevant mecahnics 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** and the produced **action** as *triggered*
* Conditions are usually recognizable by their conditional language and commonly written as follows: "Whenever <condition> <action>, If <condition> <action> ..., When <condition> <action> ..."
* 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 action 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**
* Using a **permanent** like **units** are **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 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
```
### 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
* Playing a **permanent** card is a slow action
* **Unit** actions are slow actions and have no cost except using a **units** **action**
### Fast Actions
* Playing a **spell** card is a fast action
### Free Actions
* **Permanents** can have **free actions**
* **Free actions** consist of their cost and their effect ("<cost>: <effect>")
* **Free actions** are **fast actions** and can be executed anytime
* To *declare* a **free action** you must pay its cost
## 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**
# 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 can have a type and an effect
<!-- * Kann *einzigen* (mutable) Effekt haben -->
## 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:
* Set
* Name
* Typ
* **[Spells](#spells)**
* **[Units](#units)**
* **[Artifacts](#artifacts)**
* **[Equipments](#equipments)**
* All cards have during the game:
* **Owner**: The player from which's store the card originated
* **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**
* Each player has the **free action** "Discard 2 cards: gain 1 **resource**"
## Tokens
* Cards created during the game are called **Tokens**
* **Tokens** have no **buying cost**
# 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 $$abs(x) + floor(abs(y) / 2)$$ else $$abs(y) + floor(abs(x) / 2)$$.
* *Adjacent* is a common Abbreviation for "in **range** 1"
# 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 *attacked* **Unit**
* *Attacking* and *attacked* **unit** must differ
* The *attacked* **Unit** must be in **range** of the **attack** of the *attacking* **unit**
* Both **units** deal damage equal to their **atack** to each other if possible
* Damage can be changed by effects
* **Unit** can only deal damage in **range** of their **attack**
* **Melee** means **attack** with **range** 1
* **Long-range combat** means **attack** with **range** > 1
* **Long-distance combat** can use **high ground**
## High Ground
* \+ 1 **range** for **units** with **long-distance combat**
# 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 <X>
* A **permanent** with **protection from <X>** can not be targeted by <X> or **actions** from <X>
* <X> can not deal damage to a **permanent** with **protection from <X>**
* <X> 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**
* A *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 life, movement, attack, upkeep cost
* They are *destroyed* if they received more damage than they have life 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*
* Are only playable as **slow actions**
* Can be played only on **tile** 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 have passive effects
* They may have **[state effects](#state-marks)** (symbolized with a status specific mark on the card)
* They may have **Mele** or **long-distance combat**
* **Melee**: **Attack** with **range** 1
* **Long-distance combat**: **Attack** with **Range** > 1
* **Units** with **long-distance 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 *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 move within the **range** specified by its **movement**
* The *moved* **Unit** can make as many steps in its **movement range** as its **movement**
* Each second diagonal step counts twice
## Effects Of Units
* Effects describe any property a **unit** in addition to is base properties (life, attack, movement, costs)
### Crew X
* A **unit** with **crew <X>** can be *crewed* by <X> 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 State marks 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 *poisond* **Unit** gets activated put an additional *Posion* 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 *panic*.
* When a *panic* **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 a *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<M-2>*.
* When a *warded* **Unit** is dealt damage prevent that damage and remove that much **Ward** marks from it.
* Damage is always prevented completely independent how many **Ward** marks are on the *warded* **Unit**
# 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 a **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 <X>
* A enemy **units** can not transport or switch **tiles** with *solid* **artifacts**
* Enemy **Units** can attack *solides* **Artifakt**
* *Solid* **artifacts** are *destroyed* if they are dealt more damage then their *solid* value <X>
## 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 either a **move** or **atack action** of the *equipped* **unit**
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