Stable cottage playtest.
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@ -9,7 +9,7 @@
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\energy{1}
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\health{1}
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\name{Damaged}
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\text{Destroy this card. When you discard this card, end your turn immediately.}
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\text{Destroy this card. \vskip 0.5em When you discard this card, end your turn immediately.}
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\flava{You have been hurt.}
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\type{token}
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\end{card}
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@ -99,7 +99,7 @@ cards/sleds/here_boy.pdf
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cards/sleds/trade_dog.pdf
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cards/sleds/new_sled.pdf
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cards/util/rest.pdf
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cards/util/rifle.pdf
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cards/util/dog_trap.pdf
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cards/util/campfire.pdf
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cards/util/sleeping_bag.pdf
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cards/util/daylight_savings_time.pdf
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@ -9,7 +9,7 @@
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\energy{3}
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\health{3}
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\name{Downhill slide}
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\text{Move 3 \Mms. Draw a card.}
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\text{Move 3 \Mms twice.}
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\flava{It's like skiing, but with dogs and a sled.}
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\type{movement}
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\end{card}
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@ -6,10 +6,11 @@
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\begin{document}
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\begin{card}
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\art{mush.jpg}
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\energy{1}
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\health{1}
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\energy{2}
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\health{2}
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\risk{1}
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\name{Mush}
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\text{Move 3 \Mms.}
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\text{Move 10 \Mms.}
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\flava{Comes from the french word 'Marche'.}
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\type{movement}
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\end{card}
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@ -8,7 +8,7 @@
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\art{push.jpg}
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\energy{1}
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\name{Push}
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\text{Move 2 \Mms.}
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\text{Move 5 \Mms.}
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\flava{Not a full mush, but still putting in some effort.}
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\type{movement}
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\end{card}
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@ -6,7 +6,7 @@
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\begin{document}
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\begin{card}
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\art{rush.jpg}
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\health{5}
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\health{3}
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\risk{1}
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\name{Rush}
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\text{Move 8 \Mms.}
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@ -1,4 +1,3 @@
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list.pdf
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cards/stretches/town.pdf
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cards/stretches/frozen_lake.pdf
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cards/stretches/hills.pdf
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@ -318,10 +317,10 @@ cards/util/rest.pdf
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cards/util/rest.pdf
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cards/util/rest.pdf
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cards/util/rest.pdf
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cards/util/rifle.pdf
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cards/util/rifle.pdf
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cards/util/rifle.pdf
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cards/util/rifle.pdf
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cards/util/dog_trap.pdf
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cards/util/dog_trap.pdf
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cards/util/dog_trap.pdf
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cards/util/dog_trap.pdf
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cards/util/campfire.pdf
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cards/util/campfire.pdf
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cards/util/campfire.pdf
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@ -386,11 +385,3 @@ cards/damaged.pdf
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cards/damaged.pdf
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cards/damaged.pdf
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cards/damaged.pdf
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cards/damaged.pdf
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cards/damaged.pdf
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cards/damaged.pdf
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cards/damaged.pdf
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cards/damaged.pdf
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cards/damaged.pdf
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cards/damaged.pdf
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cards/damaged.pdf
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@ -6,7 +6,7 @@
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\begin{document}
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\begin{card}
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\art{cliff_face.jpg}
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\health{2}
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\energy{2}
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\name{Cliff Face}
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\text{Risks are doubled.}
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\flava{Don't fall!}
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@ -6,7 +6,6 @@
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\begin{document}
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\begin{card}
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\art{forest.jpg}
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\health{3}
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\name{Forest}
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\text{At the end of each day, kill a dog.}
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\flava{Beware of bear.}
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@ -9,7 +9,7 @@
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\energy{2}
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\health{2}
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\name{Mountain}
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\text{Discard your deck when you enter.}
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\text{Pay 10 health cost when you enter.}
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\flava{Getting a sled up a mountain is \textbf{hard}.}
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\type{5 \Mms}
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\end{card}
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@ -1,15 +1,15 @@
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\documentclass{iditacard}
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\cardtype{utility}
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\rarity{starting}
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\rarity{common}
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\begin{document}
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\begin{card}
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\art{rifle.jpg}
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\art{rifle.jpg} % TODO
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\energy{3}
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\health{1}
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\risk{2}
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\name{Rifle}
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\name{Dog Trap}
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\text{All other players must kill a dog.}
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\flava{Isn't that illegal?}
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\type{utility}
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118
explanation.tex
118
explanation.tex
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% This is compiled and printed on the back of the board!
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% NOTE TO SELF: Dice faces use the LaTeX font that starts with j iirc
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\documentclass{article}
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\pagenumbering{gobble}
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\usepackage[papersize={10in,10in},margin=0.5in]{geometry}
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\usepackage[papersize={10in,10in},margin=0.25in]{geometry}
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\usepackage{fontspec}
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\usepackage{multicol}
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\usepackage{graphicx}
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\usepackage{titlesec}
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\setmainfont{GFS Didot}
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\newfontfamily\Racing{Faster One}
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\usepackage{lipsum}
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\titleformat{\section}[runin]{%
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\fontsize{16}{16}\Racing}{}{0em}{}
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\begin{document}
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\begin{multicols}{3}
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{\noindent\fontsize{24}{24}\Racing How to play\par}
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\section{Setup}
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\vskip0.3em
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\hrule
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\vskip1em
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{\noindent\fontsize{18}{18}\Racing Setup\par}
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To begin the game separate out the upgrade cards from the rest of the cards. You
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should be left with the starter cards (grey border), the special cards
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(lots of text, no image), and the stretch cards (have a distance at the
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bottom).
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\textsc{To} begin the game separate out the upgrade cards from the rest of the cards.
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You should be left with the starter cards (grey border), and the stretch
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cards (have a distance at the bottom).
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Separate the starter cards into 4 equal decks (with the exact same cards in
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them). For reference, each player should begin with the cards listed on the
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list card in their deck.
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them).
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Setup the rest of the game by giving each player a starting deck, a red die,
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a blue die, and a token. Their token should be placed before the starting
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line on the map.
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{\noindent\fontsize{18}{18}\Racing Objective\par}
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\section{Objective}
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This is a race. Just like the real iditarod your goal is to be the first to
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\textsc{This} is a race. Just like the real iditarod your goal is to be the first to
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travel 1600km (160 myriameters). Each square on the board is a single
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myriameter, so there are 160 of them.
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{\noindent\fontsize{18}{18}\Racing Costs\par}
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\section{Costs}
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The core mechanic of this game is the way in which costs on cards are
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\textsc{The} core mechanic of this game is the way in which costs on cards are
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played.
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When a card is played the three costs are resolved in order.
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First, the player must discard the "energy" cost (blue number) of the card
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from their hand.
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First, the player must discard a number of cards equal to the "energy" cost
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(blue number) of the card from their hand.
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Second, the player must discard the "health" cost (red number) of the card
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from the top of their deck. If the player fails to pay either cost, the card
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does nothing.
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Second, the player must discard a number of cards equal to the "health" cost
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(red number) of the card from the top of their deck. If the player fails to
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pay either cost, the card does nothing.
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Finally the player must resolve the "risk" of the card.
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{\noindent\fontsize{16}{16}\Racing Risk\par}
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\section{Risk}
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Whatever the risk (black number) of a card is, that many cards must be
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played on the subsequent turns successfully. Only once all such cards are
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played does the effect of the original card take place.
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\textsc{Whatever} the risk (black number) of a card is, that many cards must be
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played from the top of your deck on the subsequent turns successfully. Only
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once all such cards are played does the effect of the original card take
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place.
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If another risk occurs as payment for a risk they do stack, but once the
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risk of the second card is paid its effect happens even if the original risk
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If at any point you cannot afford the cards being played as risk, the risk
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card fizzles and does nothing.
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{\noindent\fontsize{18}{18}\Racing New Days\par}
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\section{New Days}
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On any turn a player may choose to take a new day instead of playing a card.
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In this case any current risks are abandoned and the player shuffles their
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discard pile and hand into their deck. They then draw a new starting hand.
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\textsc{On} any turn a player may choose to take a new day instead of playing a card.
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In this case any current risk the player is in the process of resolving are
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abandoned and the player shuffles their discard pile and hand into their
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deck and draw a new starting hand.
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At this point any of the other players may choose to partake in the new day,
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taking the same actions as the player who initiated it, or race through the
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night and continue as they are.
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Additionally some cards and stretches have effects that occur at the
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beginning or end of a day. A day is marked by whenever any player causes a
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new day, not just the player to whom the effect applies.
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The starting hand is, by default, 6 cards. This number is frequently
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modified however.
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{\noindent\fontsize{18}{18}\Racing Destruction\par}
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\section{Weather}
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There is an important distinction between discarding and destroying a card.
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\textsc{At} the start of each new day, roll the white weather die to determine the
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weather for the day. The effects are as follows:
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\begin{itemize}
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\setlength\itemsep{-1em}
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\item \includegraphics[width=1.5em]{images/die/snowflake} Snowy weather cancels all sled cards.
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\item \includegraphics[width=1.5em]{images/die/sun} Sunny weather provides a +1 speed bonus.
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\item \includegraphics[width=1.5em]{images/die/wind} Windy weather provides a +5 speed bonus but gives all players hypothermia.
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\item \includegraphics[width=1.5em]{images/die/cloud} Cloudy weather gives a -1 speed penalty.
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\item \includegraphics[width=1.5em]{images/die/storm} Stormy weather cancels all movement.
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\item \includegraphics[width=1.5em]{images/die/rain} Rainy weather provides a +3 speed bonus but gives all players starvation.
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\end{itemize}
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\section{Destruction}
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\textsc{There} is an important distinction between discarding and destroying a card.
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When a card is discarded it is merely added to its player's discard pile and
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will return to their deck when they take a new day. A card which is
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destroyed is removed from play and will not be used in the current game ever
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again.
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{\noindent\fontsize{18}{18}\Racing Stretch Effects\par}
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\section{Stretch Effects}
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Each stretch has a unique effect when you enter it. Like other cards,
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\textsc{Each} stretch has a unique effect when you enter it. Like other cards,
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stretches may have red and blue numbers on them. These set your starvation
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and hypothermia respectively.
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your current track. If you move beyond the town you will have 0 starvation
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and hypothermia.
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All stretch effects take precedent over other effects. This means that they
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occur first.
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\section{Special Effects}
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{\noindent\fontsize{18}{18}\Racing Special Effects\par}
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Recover allows you to move the specified number of cards from your discard
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\textsc{Recover} allows you to move the specified number of cards from your discard
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pile into either your hand or your deck. The choice is yours.
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When you pass a player on the board you take 1 damage and they are moved
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@ -121,27 +140,28 @@
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someone you take a damage and they move back one, even if they were moving
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backwards.
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{\noindent\fontsize{18}{18}\Racing Card Types\par}
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\section{Card Types}
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The following is a summary of how each card type works:
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\textsc{The} following is a summary of how each card type works:
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\begin{itemize}
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\item Dog cards are brown. When you play a dog it stays in front of you
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\setlength\itemsep{-0.8ex}
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\item \textsc{Dog} cards are brown. When you play a dog it stays in front of you
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and provides a passive bonus. You may only have 6 dogs at a time,
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but may kill a dog whenever you wish. A killed dog is destroyed (not
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discarded).
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\item Attachment cards are blue. You must play an attachment on a dog
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\item \textsc{Attachment} cards are blue. You must play an attachment on a dog
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and dogs may only hold one attachment each. You may not remove an
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attachment once played. Like dogs, attachments provide passive
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bonuses. When the dog an attachment is on is killed, that attachment
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is discarded.
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\item Food cards are yellow. As soon as you play a food card your
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\item \textsc{Food} cards are yellow. As soon as you play a food card your
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starvation is reduced by 1. This happens before payment and whether
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or not payment succeeds.
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\item Personal cards are purple. As soon as you play a personal card
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\item \textsc{Personal} cards are purple. As soon as you play a personal card
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your hypothermia is reduced by 1. This happens before payment and
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whether or not payment succeeds. Personal cards typically have the
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text "Destroy up to X of Y" on them. This means that you look at the
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and which to draw into your hand. Using a personal card is referred
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to as "healing".
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\item Sled cards are green. They typically have the text "Take X of Y"
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\item \textsc{Sled} cards are green. They typically have the text "Take X of Y"
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on them. This means that you look at the top Y cards of the upgrade
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deck, choose X of them to place in your discard pile, and destroy
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the rest. As they are immediately discarded all other players may
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see what they are. Additionally you may not use them until the next
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day (unless you recover them).
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\item Utility cards are white. They tend to be interactive. They have no
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\item \textsc{Utility} cards are white. They tend to be interactive. They have no
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effect whatsoever when you are immune. This means that they do
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nothing if you play them, and do not effect you if someone else
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plays them. Remove the utility cards from the game when playing
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solitaire.
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\item Movement cards are blue. When you play a movement card add your
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\item \textsc{Movement} cards are blue. When you play a movement card add your
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current speed to its effect.
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\end{itemize}
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@ -57,15 +57,18 @@
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}
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\newcommand{\energy}[1]{%
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\fill [energy] (50.0/300.0,875.0/300.0) rectangle (150.0/300.0,775.0/300.0) node [text=black,pos=0.5] {\bf\fontsize{25}{30}\bebas #1};
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\fill [black] (50.0/300.0,875.0/300.0) rectangle (150.0/300.0,775.0/300.0);
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\fill [energy] (55.0/300.0,870.0/300.0) rectangle (145.0/300.0,780.0/300.0) node [text=black,pos=0.5] {\bf\fontsize{25}{30}\bebas #1};
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}
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\newcommand{\health}[1]{%
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\fill [health] (50.0/300.0,725.0/300.0) rectangle (150.0/300.0,625.0/300.0) node [text=black,pos=0.5] {\bf\fontsize{25}{30}\bebas #1};
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\fill [black] (50.0/300.0,725.0/300.0) rectangle (150.0/300.0,625.0/300.0);
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\fill [health] (55.0/300.0,720.0/300.0) rectangle (145.0/300.0,630.0/300.0) node [text=black,pos=0.5] {\bf\fontsize{25}{30}\bebas #1};
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}
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\newcommand{\risk}[1]{%
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\fill [risk] (50.0/300.0,575.0/300.0) rectangle (150.0/300.0,475.0/300.0) node [text=white,pos=0.5] {\bf\fontsize{25}{30}\bebas #1};
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\fill [white] (50.0/300.0,575.0/300.0) rectangle (150.0/300.0,475.0/300.0);
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\fill [risk] (55.0/300.0,570.0/300.0) rectangle (145.0/300.0,480.0/300.0) node [text=white,pos=0.5] {\bf\fontsize{25}{30}\bebas #1};
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}
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\newcommand{\@condcost}[2]{\ifnum 0<#1#2\fi}
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6
images/die/cloud.svg
Normal file
6
images/die/cloud.svg
Normal file
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@ -0,0 +1,6 @@
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<?xml version="1.0" encoding="utf-8"?>
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<!-- Generated by IcoMoon.io -->
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<!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd">
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<svg version="1.1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" width="32" height="32" viewBox="0 0 32 32">
|
||||
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<path fill="#000" d="M14.976 16.032c0 0-1.76 1.44-1.76 3.072 0 0.96 0.8 1.76 1.76 1.76s1.76-0.8 1.76-1.76c0-1.632-1.76-3.072-1.76-3.072z"></path>
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After Width: | Height: | Size: 797 B |
6
images/die/snowflake.svg
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</svg>
|
After Width: | Height: | Size: 2.2 KiB |
11
images/die/storm.svg
Normal file
11
images/die/storm.svg
Normal file
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<path fill="#000" d="M24.768 16.864c0-0.096 0-0.224 0-0.352 0-3.296-2.688-5.952-5.952-5.952-0.512 0-0.992 0.064-1.472 0.192-0.64-1.44-2.048-2.4-3.68-2.4-2.208 0-4 1.792-4 4 0 0.608 0.064 1.152 0.384 1.728-1.472 0.96-2.432 2.624-2.432 4.512 0 0 0 0 0 0s0 0 0 0.032c0 3.008 2.432 5.44 5.44 5.44 0.48 0 0.896-0.416 0.896-0.896s-0.384-0.896-0.896-0.896c-1.952 0-3.584-1.6-3.616-3.552 0-0.032 0.032-0.096 0.032-0.128 0-0.608 0.16-1.152 0.416-1.664 0.608-1.12 1.792-1.888 3.168-1.888 0.256 0 0.576 0.032 0.832 0.096 0.448 0.16 0.896 0.416 1.216 0.64 0.416 0.256 0.96 0.16 1.248-0.256 0.256-0.416 0.16-0.96-0.256-1.248-0.16-0.096-0.32-0.224-0.512-0.32 0.768-0.96 1.952-1.568 3.232-1.568 2.272 0 4.128 1.856 4.128 4.128 0 0.224-0.032 0.448-0.064 0.704-0.064 0.384 0.128 0.8 0.512 0.96 0.768 0.352 1.248 1.12 1.248 1.952 0 1.184-0.96 2.144-2.144 2.144-0.48 0-0.896 0.416-0.896 0.896s0.384 0.896 0.896 0.896c2.176 0 3.936-1.792 4-3.968 0-1.28-0.672-2.496-1.728-3.232zM13.056 13.152c-0.48 0-0.928 0.064-1.376 0.192-0.16-0.256-0.224-0.48-0.224-0.992 0-1.216 0.992-2.208 2.208-2.208 0.864 0 1.664 0.544 2.016 1.312-0.704 0.448-1.344 1.056-1.824 1.792-0.256-0.064-0.512-0.096-0.8-0.096z"></path>
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<path fill="#000" d="M18.88 22.4h-0.8l1.504-2.176c0.288-0.416 0.192-0.96-0.224-1.248s-0.96-0.192-1.248 0.224l-2.496 3.584c-0.192 0.288-0.224 0.64-0.064 0.928s0.48 0.48 0.8 0.48h0.864l-1.632 2.56c-0.256 0.416-0.128 0.992 0.288 1.248 0.16 0.096 0.32 0.128 0.48 0.128 0.32 0 0.608-0.16 0.8-0.384l2.496-3.936c0.192-0.288 0.192-0.64 0.032-0.928s-0.48-0.48-0.8-0.48z"></path>
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<path fill="#000" d="M13.664 7.264c0.512 0 0.896-0.384 0.896-0.896v-0.928c0-0.48-0.416-0.896-0.896-0.896s-0.896 0.384-0.896 0.896v0.928c0 0.48 0.384 0.896 0.896 0.896z"></path>
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<path fill="#000" d="M8.8 8.768c0.192 0.16 0.416 0.256 0.64 0.256s0.448-0.096 0.64-0.256c0.352-0.352 0.352-0.928 0-1.28l-0.64-0.64c-0.352-0.352-0.928-0.352-1.28 0s-0.352 0.928 0 1.28l0.64 0.64z"></path>
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<path fill="#000" d="M8.576 12.352c0-0.48-0.384-0.896-0.896-0.896h-0.928c-0.48 0-0.896 0.384-0.896 0.896 0 0.48 0.384 0.896 0.896 0.896h0.928c0.512 0 0.896-0.416 0.896-0.896z"></path>
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<path fill="#000" d="M17.888 9.024c0.224 0 0.448-0.096 0.64-0.256l0.64-0.64c0.352-0.352 0.352-0.928 0-1.28s-0.928-0.352-1.28 0l-0.64 0.64c-0.352 0.352-0.352 0.928 0 1.28 0.192 0.16 0.416 0.256 0.64 0.256z"></path>
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</svg>
|
After Width: | Height: | Size: 2.6 KiB |
14
images/die/sun.svg
Normal file
14
images/die/sun.svg
Normal file
|
@ -0,0 +1,14 @@
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<?xml version="1.0" encoding="utf-8"?>
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<path fill="#000" d="M16 11.008c-2.912 0-5.312 2.368-5.312 5.312 0 2.912 2.368 5.312 5.312 5.312s5.312-2.368 5.312-5.312c0-2.912-2.368-5.312-5.312-5.312zM16 19.84c-1.952 0-3.52-1.568-3.52-3.52s1.568-3.52 3.52-3.52 3.52 1.568 3.52 3.52-1.568 3.52-3.52 3.52z"></path>
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<path fill="#000" d="M16 9.792c0.512 0 0.896-0.384 0.896-0.896v-1.312c0-0.48-0.384-0.896-0.896-0.896-0.48 0-0.896 0.384-0.896 0.896v1.312c0 0.48 0.384 0.896 0.896 0.896z"></path>
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<path fill="#000" d="M10.112 11.712c0.192 0.16 0.416 0.256 0.64 0.256s0.448-0.096 0.64-0.256c0.352-0.352 0.352-0.928 0-1.28l-0.928-0.928c-0.352-0.352-0.928-0.352-1.28 0s-0.352 0.928 0 1.28l0.928 0.928z"></path>
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<path fill="#000" d="M9.472 16.32c0-0.48-0.384-0.896-0.896-0.896h-1.312c-0.48 0-0.896 0.384-0.896 0.896 0 0.48 0.384 0.896 0.896 0.896h1.312c0.512 0 0.896-0.384 0.896-0.896z"></path>
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<path fill="#000" d="M10.112 20.928l-0.928 0.928c-0.352 0.352-0.352 0.928 0 1.28 0.192 0.16 0.416 0.256 0.64 0.256s0.448-0.096 0.64-0.256l0.928-0.928c0.352-0.352 0.352-0.928 0-1.28s-0.928-0.352-1.28 0z"></path>
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<path fill="#000" d="M16 22.848c-0.48 0-0.896 0.384-0.896 0.896v1.312c0 0.48 0.384 0.896 0.896 0.896s0.896-0.384 0.896-0.896v-1.312c0-0.48-0.384-0.896-0.896-0.896z"></path>
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<path fill="#000" d="M21.888 20.928c-0.352-0.352-0.928-0.352-1.28 0s-0.352 0.928 0 1.28l0.928 0.928c0.192 0.16 0.416 0.256 0.64 0.256s0.448-0.096 0.64-0.256c0.352-0.352 0.352-0.928 0-1.28l-0.928-0.928z"></path>
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<path fill="#000" d="M24.736 15.424h-1.312c-0.48 0-0.896 0.384-0.896 0.896 0 0.48 0.384 0.896 0.896 0.896h1.312c0.512 0 0.896-0.384 0.896-0.896 0-0.48-0.384-0.896-0.896-0.896z"></path>
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<path fill="#000" d="M21.248 11.968c0.224 0 0.448-0.096 0.64-0.256l0.928-0.928c0.352-0.352 0.352-0.928 0-1.28s-0.928-0.352-1.28 0l-0.928 0.928c-0.352 0.352-0.352 0.928 0 1.28 0.192 0.16 0.416 0.256 0.64 0.256z"></path>
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</svg>
|
After Width: | Height: | Size: 2.1 KiB |
8
images/die/wind.svg
Normal file
8
images/die/wind.svg
Normal file
|
@ -0,0 +1,8 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
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<svg version="1.1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" width="32" height="32" viewBox="0 0 32 32">
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||||
<path fill="#000" d="M17.504 16.576c0-1.12-0.928-2.048-2.048-2.048-0.48 0-0.896 0.416-0.896 0.896s0.384 0.896 0.896 0.896c0.16 0 0.256 0.128 0.256 0.256 0 0.16-0.128 0.256-0.256 0.256h-10.88c-0.48 0-0.896 0.384-0.896 0.896 0 0.48 0.384 0.896 0.896 0.896h10.88c1.12 0 2.048-0.928 2.048-2.048z"></path>
|
||||
<path fill="#000" d="M19.328 21.696h-8.16c-0.48 0-0.896 0.416-0.896 0.896s0.384 0.896 0.896 0.896h8.16c0 0 0 0 0 0 0.16 0 0.256 0.096 0.256 0.256s-0.128 0.256-0.256 0.256c-0.48 0-0.896 0.416-0.896 0.896s0.384 0.896 0.896 0.896c1.152 0 2.048-0.928 2.048-2.048s-0.928-2.048-2.048-2.048z"></path>
|
||||
<path fill="#000" d="M22.656 13.248c-2.144 0-3.872 1.728-3.872 3.872 0 0.48 0.384 0.896 0.896 0.896 0.48 0 0.896-0.384 0.896-0.896 0-1.152 0.928-2.080 2.080-2.080s2.080 0.928 2.080 2.080-0.928 2.080-2.080 2.080h-14.464c-0.48 0-0.896 0.384-0.896 0.896 0 0.48 0.384 0.896 0.896 0.896h14.464c2.144 0 3.872-1.728 3.872-3.872s-1.728-3.872-3.872-3.872z"></path>
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||||
</svg>
|
After Width: | Height: | Size: 1.2 KiB |
16
thaughts.txt
16
thaughts.txt
|
@ -1,16 +0,0 @@
|
|||
Remaining hand/deck cards have some effect at end of day? - encourage balancing.
|
||||
|
||||
|
||||
-- Solo ideas --
|
||||
|
||||
Interaction via central played cards pool. Maybe change price based on similar
|
||||
cards played before? Encourage thinking of others and maintaining a diverse
|
||||
deck! Played cards don't discard until someone takes a new day. Maybe could be
|
||||
stolen or destroyed! huge avenue for interaction.
|
||||
|
||||
-- Partnered ideas --
|
||||
|
||||
OVERALL: Greatly improves interaction, greatly reduces "independent" feel.
|
||||
Perhaps partnered 2x2?
|
||||
Movement effects both partners, but uses bonuses from only 1 dog sled?
|
||||
|
Loading…
Reference in a new issue