Finished updating instructions

This commit is contained in:
Louis Burke 2019-07-12 19:38:19 -04:00
parent e05389a5bd
commit 463f9da610
10 changed files with 238 additions and 317 deletions

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@ -30,6 +30,7 @@ endif
RAW_DECK_LIST=$(shell ./scripts/decklist.sh) first second third RAW_DECK_LIST=$(shell ./scripts/decklist.sh) first second third
DECK_LIST=$(RAW_DECK_LIST:%=$(GENERATED_DIR)/%) DECK_LIST=$(RAW_DECK_LIST:%=$(GENERATED_DIR)/%)
DECK_DEPENDENCIES=$(DECK_LIST:%=%.d) DECK_DEPENDENCIES=$(DECK_LIST:%=%.d)
DECK_EXPORT_DIRS=$(DECK_LIST:%=outputs/%)
$(SENTINEL): cards.sql $(SENTINEL): cards.sql
./scripts/generate_cards.sh $(GENERATED_DIR) ./scripts/generate_cards.sh $(GENERATED_DIR)
@ -42,6 +43,7 @@ $(SENTINEL): cards.sql
for card in legs/first/*.tex; do echo $${card%tex}pdf >> $(GENERATED_DIR)/first.list; done for card in legs/first/*.tex; do echo $${card%tex}pdf >> $(GENERATED_DIR)/first.list; done
for card in legs/second/*.tex; do echo $${card%tex}pdf >> $(GENERATED_DIR)/second.list; done for card in legs/second/*.tex; do echo $${card%tex}pdf >> $(GENERATED_DIR)/second.list; done
for card in legs/third/*.tex; do echo $${card%tex}pdf >> $(GENERATED_DIR)/third.list; done for card in legs/third/*.tex; do echo $${card%tex}pdf >> $(GENERATED_DIR)/third.list; done
mkdir $(DECK_EXPORT_DIRS)
touch $@ touch $@
%.d: %.list %.d: %.list
@ -73,8 +75,7 @@ export: instructions.pdf
rm $*.aux rm $*.aux
rm $*.log rm $*.log
# TODO: Clean this up! instructions.pdf: instructions.tex instructions-anatomy.pdf
instructions.pdf: instructions.tex cards/dogs/husky0.pdf cards/attachments/armour0.pdf cards/food/breakfast0.pdf cards/food/lunch0.pdf cards/sleds/repair_sled0.pdf cards/sleds/upgrade_sled0.pdf cards/movement/move0.pdf cards/food/dinner0.pdf cards/personal/first_aid0.pdf cards/dogs/good_dog0.pdf cards/util/vigilance.pdf cards/damaged.pdf cards/util/daylight_savings_time.pdf cards/util/sleeping_bag.pdf cards/sleds/new_sled.pdf cards/sleds/stop_and_shop.pdf cards/sleds/satiated.pdf cards/personal/ibuprofin.pdf cards/util/utility_knife.pdf
$(XELATEX) -interaction=batchmode -halt-on-error --shell-escape --output-directory=$(@D) $< $(XELATEX) -interaction=batchmode -halt-on-error --shell-escape --output-directory=$(@D) $<
$(XELATEX) -interaction=batchmode -halt-on-error --shell-escape --output-directory=$(@D) $< # Twice, for TOC $(XELATEX) -interaction=batchmode -halt-on-error --shell-escape --output-directory=$(@D) $< # Twice, for TOC

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@ -175,12 +175,12 @@ INSERT INTO Card_Effects VALUES(115,8,0);
INSERT INTO Card_Effects VALUES(115,2,1); INSERT INTO Card_Effects VALUES(115,2,1);
INSERT INTO Card_Effects VALUES(116,5,1); INSERT INTO Card_Effects VALUES(116,5,1);
INSERT INTO Card_Effects VALUES(116,6,1); INSERT INTO Card_Effects VALUES(116,6,1);
INSERT INTO Card_Effects VALUES(117,5,1); INSERT INTO Card_Effects VALUES(117,5,5);
INSERT INTO Card_Effects VALUES(117,6,5); INSERT INTO Card_Effects VALUES(117,6,1);
INSERT INTO Card_Effects VALUES(118,5,1); INSERT INTO Card_Effects VALUES(118,5,5);
INSERT INTO Card_Effects VALUES(118,6,5); INSERT INTO Card_Effects VALUES(118,6,1);
INSERT INTO Card_Effects VALUES(119,5,1); INSERT INTO Card_Effects VALUES(119,5,2);
INSERT INTO Card_Effects VALUES(119,6,2); INSERT INTO Card_Effects VALUES(119,6,1);
INSERT INTO Card_Effects VALUES(119,2,1); INSERT INTO Card_Effects VALUES(119,2,1);
INSERT INTO Card_Effects VALUES(120,4,1); INSERT INTO Card_Effects VALUES(120,4,1);
INSERT INTO Card_Effects VALUES(121,3,2); INSERT INTO Card_Effects VALUES(121,3,2);
@ -302,7 +302,7 @@ SELECT
Cards.Flavour AS 'Flavour', Cards.Flavour AS 'Flavour',
Cards.Image AS 'Image', Cards.Image AS 'Image',
Types.Name AS 'Type', Types.Name AS 'Type',
group_concat(replace(Effects.Command,'#',Card_Effects.Amount), '\\') AS 'Effect(s)', group_concat(replace(Effects.Command,'#',Card_Effects.Amount), '\quad ') AS 'Effect(s)',
Decks.Name AS 'In Deck', Decks.Name AS 'In Deck',
Deck_Cards.Amount AS 'Count', Deck_Cards.Amount AS 'Count',
Rarities.Name AS 'Rarity' Rarities.Name AS 'Rarity'

View file

@ -124,7 +124,7 @@
\newcommand{\see}[1]{\texticon{-0.4cm}{0}{-0.2}{see}{#1}} \newcommand{\see}[1]{\texticon{-0.4cm}{0}{-0.2}{see}{#1}}
\newcommand{\destroy}[1]{\texticon{-0.4cm}{0}{-0.2}{destroy}{#1}} \newcommand{\destroy}[1]{\texticon{-0.4cm}{0}{-0.2}{destroy}{#1}}
\newcommand{\speed}[1]{\raisebox{-0.1em}{\includegraphics[height=1em]{icons/speed.png}} #1} \newcommand{\speed}[1]{\raisebox{-0.1em}{\includegraphics[height=1em]{icons/speed.png}} #1}
\newcommand{\move}[1]{\raisebox{-0.1em}{\includegraphics[height=1em]{icons/move.png}} #1} \newcommand{\move}[1]{\raisebox{-0.1em}{\includegraphics[height=1em,width=2em]{icons/move.png}} #1}
\newcommand{\discardonkill}{Discarded when killed} \newcommand{\discardonkill}{Discarded when killed}
\newcommand{\inplayatstart}{Play when the game starts} \newcommand{\inplayatstart}{Play when the game starts}

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@ -2,11 +2,10 @@
\cardtype{utility} \cardtype{utility}
\rarity{common} \rarity{common}
\deck{starter0} \deck{starter}
\begin{document} \begin{document}
\begin{card} \begin{card}
\art{anatomy}
\energy{X} \energy{X}
\health{Y} \health{Y}
\risk{Z} \risk{Z}

View file

@ -9,17 +9,38 @@
\usepackage{fancybox} \usepackage{fancybox}
\usepackage{wrapfig} \usepackage{wrapfig}
\usepackage{subfig} \usepackage{subfig}
\usepackage{fontspec}
\newfontfamily\bebas{Bebas Neue Regular}
\titleformat{name=\section}[display]{}{\thetitle.}{0.8em}{\Heading\Large} \titleformat{name=\section}[display]{}{\thetitle.}{0.8em}{\Heading\Large}
\titlespacing{\section}{0pt}{0pt plus 4pt minus 4pt}{0pt plus 4pt minus 4pt} %\titlespacing{\section}{0pt}{0pt plus 4pt minus 4pt}{0pt plus 4pt minus 4pt}
\titleformat{name=\subsection}[display]{}{\thetitle.}{0.5em}{\Heading\large} \titleformat{name=\subsection}[display]{}{\thetitle.}{0.5em}{\Heading\large}
\titlespacing{\subsection}{0pt}{0pt plus 4pt minus 4pt}{0pt plus 4pt minus 4pt} %\titlespacing{\subsection}{0pt}{0pt plus 4pt minus 4pt}{0pt plus 4pt minus 4pt}
\titleformat{name=\subsubsection}[runin]{}{\thetitle.}{0.5em}{\itshape}[.] \titleformat{name=\subsubsection}[runin]{}{\thetitle.}{0.5em}{\itshape}[.]
\titlespacing{\subsubsection}{0pt}{0pt}{0.5em} %\titlespacing{\subsubsection}{0pt}{0pt}{0.5em}
\titleformat{name=\paragraph,numberless}[runin]{}{}{0em}{}[.] \titleformat{name=\paragraph,numberless}[runin]{}{}{0em}{}[.]
\titlespacing{\paragraph}{0em}{0em}{0.5em} %\titlespacing{\paragraph}{0em}{0em}{0.5em}
\titleformat{name=\subparagraph,numberless}[runin]{}{}{0em}{}[.] \titleformat{name=\subparagraph,numberless}[runin]{}{}{0em}{}[.]
\titlespacing{\subparagraph}{0em}{0em}{0.5em} %\titlespacing{\subparagraph}{0em}{0em}{0.5em}
\newcommand{\useicon}[1]{\raisebox{-0.1em}{\includegraphics[height=1em]{images/icons/#1.png}}}
% Arguments are: Baseline, Text Xcm, Text Ycm, iconfile, amount
\newcommand{\texticon}[5]{%
\begin{tikzpicture}[baseline=#1,x=1cm,y=1cm]
\node[centered, minimum width=0pt, text width=1cm, inner sep=0pt, outer sep=0pt] at (0,0) {\includegraphics[width=1cm,height=1.6cm]{images/icons/#4.png}};
\node[centered, minimum width=0pt, text width=0.6cm, inner sep=0pt, outer sep=0pt] at (#2,#3) {\fontsize{16}{16}\bebas#5};
\end{tikzpicture}%
}
\newcommand{\daydraw}[1]{\texticon{-0.4cm}{0}{-0.2}{daydraw}{#1}}
\newcommand{\draw}[1]{\texticon{-0.28cm}{-0.1}{-0.08}{draw}{#1}}
\newcommand{\supply}[1]{\texticon{-0.4cm}{0}{-0.2}{supply}{#1}}
\newcommand{\take}[1]{\texticon{-0.4cm}{0}{-0.2}{take}{#1}}
\newcommand{\see}[1]{\texticon{-0.4cm}{0}{-0.2}{see}{#1}}
\newcommand{\destroy}[1]{\texticon{-0.4cm}{0}{-0.2}{destroy}{#1}}
\newcommand{\speed}[1]{\raisebox{-0.1em}{\includegraphics[height=1em]{images/icons/speed.png}} #1}
\newcommand{\move}[1]{\raisebox{-0.1em}{\includegraphics[height=1em,width=2em]{images/icons/move.png}} #1}
\definecolor{utility}{HTML}{FFFFFF} \definecolor{utility}{HTML}{FFFFFF}
\definecolor{attachment}{HTML}{5FAFCF} \definecolor{attachment}{HTML}{5FAFCF}
@ -76,11 +97,11 @@ bottom right corner:
\setlength\itemsep{-1em} \setlength\itemsep{-1em}
\item 4 Starter Decks - 22 cards each (\includegraphics[width=1em]{images/deck/starter1.png} \includegraphics[width=1em]{images/deck/starter2.png} \includegraphics[width=1em]{images/deck/starter3.png} \includegraphics[width=1em]{images/deck/starter4.png}) \item 4 Starter Decks - 22 cards each (\includegraphics[width=1em]{images/deck/starter1.png} \includegraphics[width=1em]{images/deck/starter2.png} \includegraphics[width=1em]{images/deck/starter3.png} \includegraphics[width=1em]{images/deck/starter4.png})
\item 1 Legendary Deck - 12 cards (\includegraphics[width=1em]{images/deck/legendary.png}) \item 1 Legendary Deck - 12 cards (\includegraphics[width=1em]{images/deck/legendary.png})
\item 2 Upgrade Decks - 26 cards each (\includegraphics[width=1em]{images/deck/race.png} \includegraphics[width=1em]{images/deck/survivor.png}) \item 2 Upgrade Decks - 26 cards each (\includegraphics[width=1em]{images/deck/race.png} \includegraphics[width=1em]{images/deck/survival.png})
\item 1 Damage Deck - 10 cards (\includegraphics[width=1em]{images/deck/token.png}) \item 1 Damage Deck - 10 cards (\includegraphics[width=1em]{images/deck/damage.png})
\end{itemize} \end{itemize}
Additionally there are 32 smaller leg cards. Additionally there are 18 leg cards.
The game also contains: The game also contains:
@ -89,8 +110,8 @@ The game also contains:
\item This manual \item This manual
\item The box the game came with \item The box the game came with
\item One weather die with special symbols on it \item One weather die with special symbols on it
\item Two board halves \item One play board
\item 20 player tokens (5 of each colour) \item 4 player tokens
\end{itemize} \end{itemize}
\clearpage \clearpage
@ -106,18 +127,8 @@ line is the square \emph{after} the last square on the board.
\section{Setup} \section{Setup}
% How to get the game ready for play. There shouldnt be anything in here that mentions what components are used for or why they are important--save that for the 'Gameplay' section. Just make sure that in this section everything is laid out clearly--if diagrams are necessary (they almost always are) dont be afraid to put those in! % How to get the game ready for play. There shouldnt be anything in here that mentions what components are used for or why they are important--save that for the 'Gameplay' section. Just make sure that in this section everything is laid out clearly--if diagrams are necessary (they almost always are) dont be afraid to put those in!
The board comes in two halves that should just be placed together to create To start the game each player must pick a colour. They take the token of that
a continuous playing surface. colour placing them on the board at the starting line.
To start the game each player must pick a colour. They take the tokens of that
colour placing them on the board at:
\begin{itemize}
\setlength\itemsep{-1em}
\item The starting space (on top of the text ``Start'')
\item Both 0 spaces
\item The ``Full'' and ``Warm'' spaces
\end{itemize}
Take the starter deck of your colour, find the \emph{Wheel Dog}, and place it Take the starter deck of your colour, find the \emph{Wheel Dog}, and place it
on the table in front of you. Then shuffle it and place it face down in front on the table in front of you. Then shuffle it and place it face down in front
@ -136,8 +147,8 @@ weather die goes first. They roll it, then take their turn.
% The main gameplay section tells you how the game is broken up (rounds, turns, phases, etc.) and summarizes what players do in each of those stages. This section should explain the flow of the game from start to completion. % The main gameplay section tells you how the game is broken up (rounds, turns, phases, etc.) and summarizes what players do in each of those stages. This section should explain the flow of the game from start to completion.
The game is broken into turns. Each turn you may either play a card, or take The game is broken into turns. Each turn you may either play a card, or take
a new day. At the end of your turn you move 1 myriameter (1 square). After you a new day. At the end of your turn you move automatically a distance equal to
finish moving the player to your left begins their turn. your speed. After you finish moving the player to your left begins their turn.
During gameplay you will often discard cards. It is important to note that During gameplay you will often discard cards. It is important to note that
discarded cards will be returned to your deck frequently. This is in contrast discarded cards will be returned to your deck frequently. This is in contrast
@ -160,32 +171,20 @@ called 'passing' the space.
If you pass another player they move back one space and you take one damage If you pass another player they move back one space and you take one damage
(damage will be explained later). (damage will be explained later).
The first time you pass each checkpoint If you pass a cold space (\includegraphics[width=2em]{images/icons/hypo.png})
(\includegraphics[width=2em]{images/rules/checkpoint.png}) add one of your then you get hypothermia.
legendary cards of your choice to your discard pile.
Similarly if you pass a hungry space
(\includegraphics[width=2em]{images/icons/starve.png}) then you get starvation.
If you pass the checkerboard finish line you win the game. If you pass the checkerboard finish line you win the game.
\subsection{Card Anatomy} \subsection{Card Anatomy}
\begin{tikzpicture}[x=\textwidth,y=\textwidth] \includegraphics{instructions-anatomy.pdf}
\node at (0.5,0.5) {\includegraphics[width=10em]{cards/dogs/husky0.pdf}};
\draw (0.5,0.8) node[anchor=south, inner sep=0.5ex] {Card Name} -- (0.5,0.71); In this example card, the energy cost is \emph{X} the health cost is \emph{Y}
\draw (0.25,0.75) node[anchor=east, inner sep=0.5ex] {Energy Cost} -- (0.35,0.65); and the risk cost is \emph{Z}.
\draw (0.25,0.6) node[anchor=east, inner sep=0.5ex] {Health Cost} -- (0.35,0.58);
\draw (0.25,0.45) node[anchor=east, inner sep=0.5ex] {Risk Cost} -- (0.35,0.5);
\draw (0.75,0.45) node[anchor=west, inner sep=0.5ex] {Card Effect} -- (0.58,0.45);
\draw (0.75,0.2) node[anchor=west, inner sep=0.5ex] {Card Deck} -- (0.63,0.3);
\draw (0.5,0.2) node[anchor=north, inner sep=0.5ex] {Card Type} -- (0.5,0.288);
\end{tikzpicture}
At the top of a card is its name. Along the left side of a card the costs are
listed. Behind the costs is the artwork of a card. Underneath the artwork is
the effect of a card. In the bottom-right corner of a card is a symbol
indicating which deck a card belongs to. Along the bottom the type of a card
is listed. This type is reinforced by the background colour of a card. Above the
type is the flavour text, which has no impact on the gameplay.
\clearpage \clearpage
@ -193,7 +192,9 @@ type is the flavour text, which has no impact on the gameplay.
When a card is played its costs are paid in order from top to bottom. When a card is played its costs are paid in order from top to bottom.
\subsubsection{Health} \subsubsection{Energy}
\includegraphics[width=5em]{images/icons/hand.png}
The first cost to be paid is the ``energy'' cost. Energy cost is paid by The first cost to be paid is the ``energy'' cost. Energy cost is paid by
choosing cards from the hand to discard. Note that discarded cards will be choosing cards from the hand to discard. Note that discarded cards will be
@ -201,7 +202,9 @@ returned later in the form of \emph{New Days}. For example if the energy cost of
a card is 2, then you must select 2 cards to discard from your hand to pay for a card is 2, then you must select 2 cards to discard from your hand to pay for
it. it.
\subsubsection{Energy} \subsubsection{Health}
\includegraphics[width=5em]{images/icons/deck.png}
The second cost to be paid is the ``health'' cost. Health cost is paid by The second cost to be paid is the ``health'' cost. Health cost is paid by
discarding cards from the top of the deck. For example if the health cost of discarding cards from the top of the deck. For example if the health cost of
@ -210,6 +213,8 @@ it.
\subsubsection{Risk} \subsubsection{Risk}
\includegraphics[width=5em]{images/icons/risk.png}
The final cost to be paid is the ``risk'' cost. Risk cost is paid by playing The final cost to be paid is the ``risk'' cost. Risk cost is paid by playing
cards from the top of the deck. These cards are played on subsequent turns. If cards from the top of the deck. These cards are played on subsequent turns. If
the player is unable to pay for these cards, then the payment fails. The card's the player is unable to pay for these cards, then the payment fails. The card's
@ -221,100 +226,6 @@ Additional risk costs that occur during the payment of a risk will stack.
\clearpage \clearpage
\subsubsection{Example}
To clarify how costs work, lets look at an example:
You want to play the husky card while you have armour and breakfast in your
hand and 21 cards left in your deck.
\begin{tabular}{c c c c}
\includegraphics[scale=0.2]{cards/dogs/husky0.pdf} &
\ovalbox{\includegraphics[width=0.3in]{cardback.png}} $\times 21$ &
&
\begin{tikzpicture}[x=1em,y=0.8em]
\node at (0,0) {\includegraphics[scale=0.2]{cards/attachments/armour0.pdf}};
\node at (0,-1) {\includegraphics[scale=0.2]{cards/food/breakfast0.pdf}};
\end{tikzpicture} \\
In Play & Deck & Discard & Hand \\
\end{tabular}
To pay the energy cost you discard both cards in your hand, while to pay for the
health cost you discard the top two cards of your deck.
\begin{tabular}{c c c c}
\includegraphics[scale=0.2]{cards/dogs/husky0.pdf} &
\ovalbox{\includegraphics[width=0.3in]{cardback.png}} $\times 19$ &
\begin{tikzpicture}[x=1em,y=0.6em]
\node at (0,0) {\includegraphics[scale=0.2]{cards/attachments/armour0.pdf}};
\node at (0,-1) {\includegraphics[scale=0.2]{cards/food/breakfast0.pdf}};
\node at (0,-2) {\includegraphics[scale=0.2]{cards/food/lunch0.pdf}};
\node at (0,-3) {\includegraphics[scale=0.2]{cards/sleds/repair_sled0.pdf}};
\end{tikzpicture} & \\
In Play & Deck & Discard & Hand \\
\end{tabular}
Now you wait for your turn, then reveal the top card of your deck as the first
risk payment. You reveal breakfast, so you pay the health cost by discarding the
top three cards of your deck (upgrade sled, move, and dinner). Once you pay for
breakfast you get its effect, so you draw three cards, filling your hand with
first aid, move, and good dog.
\begin{tabular}{c c c c}
\begin{tikzpicture}[x=1em,y=0.8em]
\node at (0,0) {\includegraphics[scale=0.2]{cards/dogs/husky0.pdf}};
\node at (0,1) {\includegraphics[scale=0.2]{cards/food/breakfast0.pdf}};
\end{tikzpicture} &
\ovalbox{\includegraphics[width=0.3in]{cardback.png}} $\times 12$ &
\begin{tikzpicture}[x=1em,y=0.6em]
\node at (0,0) {\includegraphics[scale=0.2]{cards/attachments/armour0.pdf}};
\node at (0,-1) {\includegraphics[scale=0.2]{cards/food/breakfast0.pdf}};
\node at (0,-2) {\includegraphics[scale=0.2]{cards/food/lunch0.pdf}};
\node at (0,-3) {\includegraphics[scale=0.2]{cards/sleds/repair_sled0.pdf}};
\node at (0,-4) {\includegraphics[scale=0.2]{cards/sleds/upgrade_sled0.pdf}};
\node at (0,-5) {\includegraphics[scale=0.2]{cards/movement/move0.pdf}};
\node at (0,-6) {\includegraphics[scale=0.2]{cards/food/dinner0.pdf}};
\end{tikzpicture} &
\begin{tikzpicture}[x=1em,y=0.8em]
\node at (0,0) {\includegraphics[scale=0.2]{cards/personal/first_aid0.pdf}};
\node at (0,-1) {\includegraphics[scale=0.2]{cards/movement/move0.pdf}};
\node at (0,-2) {\includegraphics[scale=0.2]{cards/dogs/good_dog0.pdf}};
\end{tikzpicture} \\
In Play & Deck & Discard & Hand \\
\end{tabular}
On your next turn you reveal lunch. Luckily breakfast refilled your hand so you
can successfully discard two cards to pay for it and draw three cards. Finally,
now that all of the risk has been paid, the effect of husky is active and you
get to add it to your sled team.
\begin{tabular}{c c c c}
\begin{tikzpicture}[x=1em,y=0.8em]
\node at (0,0) {\includegraphics[scale=0.2]{cards/dogs/husky0.pdf}};
\node at (0,1) {\includegraphics[scale=0.2]{cards/food/breakfast0.pdf}};
\node at (0,2) {\includegraphics[scale=0.2]{cards/food/lunch0.pdf}};
\end{tikzpicture} &
\ovalbox{\includegraphics[width=0.3in]{cardback.png}} $\times 9$ &
\begin{tikzpicture}[x=1em,y=0.6em]
\node at (0,0) {\includegraphics[scale=0.2]{cards/attachments/armour0.pdf}};
\node at (0,-1) {\includegraphics[scale=0.2]{cards/food/breakfast0.pdf}};
\node at (0,-2) {\includegraphics[scale=0.2]{cards/food/lunch0.pdf}};
\node at (0,-3) {\includegraphics[scale=0.2]{cards/sleds/repair_sled0.pdf}};
\node at (0,-4) {\includegraphics[scale=0.2]{cards/sleds/upgrade_sled0.pdf}};
\node at (0,-5) {\includegraphics[scale=0.2]{cards/movement/move0.pdf}};
\node at (0,-6) {\includegraphics[scale=0.2]{cards/food/dinner0.pdf}};
\node at (0,-7) {\includegraphics[scale=0.2]{cards/dogs/good_dog0.pdf}};
\node at (0,-8) {\includegraphics[scale=0.2]{cards/personal/first_aid0.pdf}};
\end{tikzpicture} &
\begin{tikzpicture}[x=1em,y=0.8em]
\node at (0,-1) {\includegraphics[scale=0.2]{cards/movement/move0.pdf}};
\node at (0,-2) {\includegraphics[scale=0.2]{cards/sleds/repair_sled0.pdf}};
\node at (0,-3) {\includegraphics[scale=0.2]{cards/personal/first_aid0.pdf}};
\node at (0,-4) {\includegraphics[scale=0.2]{cards/movement/move0.pdf}};
\end{tikzpicture} \\
In Play & Deck & Discard & Hand \\
\end{tabular}
\subsection{New Days} \subsection{New Days}
On any turn the current player may choose to take a new day. Any other players On any turn the current player may choose to take a new day. Any other players
@ -338,23 +249,25 @@ The six sides of the die show the six kinds of weather that can happen. The
board shows a summary of what each weather's effect is. Here they are described board shows a summary of what each weather's effect is. Here they are described
more fully. more fully.
\includegraphics[width=1.5em]{images/die/snowflake} Snow causes the supply to be \includegraphics[width=1.5em]{images/die/snowflake} Snow causes all players to
gain hypothermia.
\includegraphics[width=1.5em]{images/die/sun} Sun causes the supply to be
emptied. All cards in the supply are destroyed and removed from play. emptied. All cards in the supply are destroyed and removed from play.
\includegraphics[width=1.5em]{images/die/sun} Sun causes all players to have $1$ \includegraphics[width=1.5em]{images/die/cloud} Cloudy weather causes all
additional speed. players to gain starvation.
\includegraphics[width=1.5em]{images/die/wind} Wind causes all players to have \includegraphics[width=1.5em]{images/die/wind} Wind causes hypothermia as well
$5$ additional speed, however each player gets hypothermia. as emptying the supply. It is similar to the effects of snow and sun combined.
\includegraphics[width=1.5em]{images/die/cloud} Cloudy weather cancels all speed \includegraphics[width=1.5em]{images/die/storm} Stormy weather causes starvation
bonuses. as well as emptying the supply. It is similar to the effects of cloud and sun
combined.
\includegraphics[width=1.5em]{images/die/storm} Stormy weather prevents \includegraphics[width=1.5em]{images/die/rain} Rainy weather causes both
increased initial hand sizes from taking effect. starvation and hypothermia. It is similar to the effects of snow and cloud
combined.
\includegraphics[width=1.5em]{images/die/rain} Rain causes all players to have
$3$ additional speed, however each player starves.
\section{Effects} \section{Effects}
@ -366,51 +279,52 @@ described here.
Speed (\includegraphics[height=1em]{images/icons/speed}) is provided by some Speed (\includegraphics[height=1em]{images/icons/speed}) is provided by some
cards and is added to the distance you move every time you move (including the cards and is added to the distance you move every time you move (including the
automatic movement at the end of your turn). For example if have $+3$ speed in automatic movement at the end of your turn). For example if have $+3$ speed in
play, then you would move $4$ spaces at the end of your turn. You can keep track play, then you would move $3$ spaces at the end of your turn.
of your speed over time using the meters on the side of the board.
\subsection{Legs} \subsection{Legs}
Each coloured section of the board represents a leg of the race. The effects of Each coloured section of the board represents a leg of the race. The effects of
each leg are indicated by the leg cards drawn at the start of the game. These each leg are indicated by the leg cards drawn at the start of the game. These
effects are incurred by any players on the given leg. Each leg card has the effects are incurred by any players on the given leg.
effects for a leg in the first half of the game, on the left, and one for a leg
in the second half of the game, on the right.
Many legs incur starvation or hypothermia. When you enter these tracks you Certain leg spaces incur starvation or hypothermia. When you pass these spaces
increase your starvation or hypothermia counters appropriately. The effects of you gain starvation or hypothermia appropriately. The effects of hypothermia and
hypothermia and starvation are described in the following sections. starvation are described in the following sections.
\subsection{Hypothermia} \subsection{Hypothermia and Starvation}
Each point of hypothermia you have alternates between reducing your speed by If you have either hypothermia or starvation then you do not move automatically
1 and increasing the at the end of your turn. If you have both hypothermia and starvation then you
\includegraphics[width=1em,height=1em]{images/icons/hand.png} of each of your move backwards a distance equal to your speed, rather than forwards.
cards by 1. These effects are tracked on the scale in the corner of the board.
Whenever you play a {\color{personal}personal} card you reduce your hypothermia by 1 as soon as Whenever you play a {\color{personal}personal} card you reduce your hypothermia
it hits the table, before resolving its cost, even if you fail to pay for it. by one, even if you fail to pay for it.
If you reach a hypothermia of 7 it can no longer increase, but you cannot move Similarly, whenever you play a {\color{food}food} card you reduce your
until it is reduced. starvation by one, even if you fail to pay for it.
\subsection{Starvation} \subsection{Legendary Addition}
Each point of starvation you have alternates between reducing your speed by Some spaces have the \includegraphics[height=1em]{images/icons/legend.png} symbol
1 and increasing the on them. The first time you pass each of these spaces choose one of the legendary
\includegraphics[width=1em,height=1em]{images/icons/deck.png} of each of your cards given at the start of the game to add to your hand.
cards by 1. These effects are tracked on the scale in the corner of the board.
Whenever you play a {\color{food}food} card you reduce your starvation by 1 as \subsection{Damage}
soon as it hits the table, before resolving its cost, even if you fail to pay
for it.
If you reach a starvation of 7 it can no longer increase, but you cannot move Damage is an effect that some cards provide and that also happens whenever you
until it is reduced. pass another player. When you take damage add a damage card to your discard
pile. These cards cannot be used to pay for costs and can cause cards to fail
even though you have enough cards in your deck if they show up.
Luckily damage cards can be played as a normal card, and when you do so you
destroy the damage card.
Passing a \includegraphics[height=1em]{images/icons/damage.png} space also incurs
a damage.
\section{Card Types} \section{Card Types}
There are 7 unique types of playing cards in the game. This section describes There are 6 unique types of playing cards in the game. This section describes
each of them in detail. each of them in detail.
\subsection{\color{dog} Dogs} \subsection{\color{dog} Dogs}
@ -422,6 +336,11 @@ kill one of your own dogs. If you are unable to do so then the card has no
effect. You may also sacrifice any of your dogs at any time, typically to make effect. You may also sacrifice any of your dogs at any time, typically to make
space for other dogs. space for other dogs.
Common effects dogs have include:
- \daydraw{X} Draw an extra \emph{X} cards when you take a new day.
- \speed{X} Move an extra \emph{X} spaces whenever you move.
\subsection{\color{attachment} Attachments} \subsection{\color{attachment} Attachments}
Attachments must be played on dogs. Unless otherwise stated dogs can only hold Attachments must be played on dogs. Unless otherwise stated dogs can only hold
@ -435,151 +354,63 @@ instructed to sacrifice it.
\subsection{\color{sled} Sled} \subsection{\color{sled} Sled}
\label{sec:sled} \label{sec:sled}
Sled cards have the symbols Sled cards are used to upgrade your deck. They all use the same two effects. The
\includegraphics[height=1em]{images/icons/backpack.png} and first effect \supply{X} adds \emph{X} cards to the supply on the turn you play
\includegraphics[height=1em]{images/icons/shopping-cart.png} on them. The number the card. The second effect \take{X} happens on the next turn. Instead of
after the \includegraphics[height=1em]{images/icons/backpack.png} indicates how playing a card it lets you take \emph{X} cards out of the supply and put them
many cards to add to the supply from one of the upgrade decks of your choice. in your hand.
All of these cards must be added from the same deck. The number after the
\includegraphics[height=1em]{images/icons/shopping-cart.png} indicates how many
cards from the supply you may add to your discard pile. Note that these cards
are discarded, and will be available when you next take a new day.
\subsection{\color{personal} Personal} \subsection{\color{personal} Personal}
\label{sec:personal} \label{sec:personal}
Personal cards have the symbols Personal cards are used to optimize your deck. They all use the same two
\includegraphics[height=1em]{images/icons/eye.png} and effects. The first effect \see{X} lets you look at the top \emph{X} cards of
\includegraphics[height=1em]{images/icons/trash-can.png} on them. The number your deck on the turn you play the card. The second effect \destroy{X} happens
after the \includegraphics[height=1em]{images/icons/eye.png} indicates how many on the next turn. Instead of playing a card it lets you destroy up to \emph{X}
of the top cards of your deck to look at. The number after the of the cards looked at on the turn before, removing them from the game.
\includegraphics[height=1em]{images/icons/trash-can.png} indicates how many of
those you may destroy. Whatever cards you do not destroy you choose whether to
discard or to shuffle back into your deck.
Additionally, as mentioned above, personal cards reduce your When dealing with the cards not destroyed you have a choice. Each card may
\includegraphics[height=1em]{images/icons/hypo.png}. either be discarded, or shuffled back into the deck. This allows you to adjust
what cards are in your deck even if you don't destroy any permanently.
Additionally, as mentioned before, personal cards remove your hypothermia.
\subsection{\color{food} Food} \subsection{\color{food} Food}
Most food cards provide draw. Additionally, as mentioned above, food cards Food cards are used to draw more cards. The symbol \draw{X} indicates to draw
reduce your \includegraphics[height=1em]{images/icons/starve.png}. the top \emph{X} cards of your deck.
Additionally, as mentioned before, food cards remove your starvation.
\subsection{\color{movement} Movement} \subsection{\color{movement} Movement}
Movement cards, as you may have guessed, provide movement. Movement was already Movement cards, as you may have guessed, provide movement. Movement was already
explained in the mechanics section above. explained in the mechanics section above.
\subsection{Utility} The symbol for movement is \move{X} to indicate a move of \emph{X} myriameters
(spaces).
Utility cards are those which do not fall under the other categories.
\section{Icons} \section{Icons}
This is a reference page for the icons used in this game: This is a reference page for the icons used in this game:
\begin{itemize} \begin{itemize}
\item[\raisebox{-0.3em}{\includegraphics[height=1.5em]{images/icons/dog-sled-icon.png}}] \item \move{X}: Move \emph{X} spaces. Don't forget to add your speed to any movement.
Movement, the number following it indicates how many squares move. Your \item \speed{X}: Speed increased by \emph{X}.
speed is added to this to determine the final distance. \item \see{X}: Look at the top \emph{X} cards of your deck, set them aside to possibly destroy some next turn!
\item[\raisebox{-0.1em}{\includegraphics[height=1em]{images/icons/speed.png}}] \item \destroy{X}: Destroy up to \emph{X} of the cards you looked at before. Either discard or shuffle back the rest.
Speed, this is how much further you go every time you move. \item \daydraw{X}: Draw an extra \emph{X} cards when you take a new day.
\item[\raisebox{-0.1em}{\includegraphics[height=1em]{images/icons/card-plus.png}}] \item \supply{X}: Add \emph{X} cards to the supply.
Initial hand increase, this is how many extra cards you draw whenever \item \take{X}: Take \emph{X} cards from the supply as your next turn.
you take a new day. \item \includegraphics[height=1em]{images/icons/deck.png}: Health cost. When it appears in an effect it acts as a modifier.
\item[\raisebox{-0.1em}{\includegraphics[height=1em]{images/icons/eye.png}\includegraphics[height=1em]{images/icons/trash-can.png}}] \item \includegraphics[height=1em]{images/icons/hand.png}: Energy cost. When it appears in an effect it acts as a modifier.
Destroy. See the relevant section on page \pageref{sec:personal}. \item \includegraphics[height=1em]{images/icons/risk.png}: Risk cost. When it appears in an effect it acts as a modifier.
\item[\raisebox{-0.1em}{\includegraphics[height=1em]{images/icons/backpack.png}\includegraphics[height=1em]{images/icons/shopping-cart.png}}] \item \includegraphics[height=1em]{images/icons/hypo.png}: Hypothermia. When on the board, indicates passing this space gives hypothermia.
Take. See the relevant section on page \pageref{sec:sled}. \item \includegraphics[height=1em]{images/icons/starve.png}: Starvation. When on the board, indicates passing this space gives starvation.
\item[\raisebox{-0.1em}{\includegraphics[height=1em]{images/icons/deck.png}}] \item \includegraphics[height=1em]{images/icons/legend.png}: Legendary. When on the board, indicates passing this space gives a legendary card.
Health cost. When it appears in an effect it acts as a modifier. \item \includegraphics[height=1em]{images/icons/damage.png}: Damage. When on the board, indicates passing this space gives a damage.
\item[\raisebox{-0.1em}{\includegraphics[height=1em]{images/icons/hand.png}}]
Energy cost. When it appears in an effect it acts as a modifier.
\item[\raisebox{-0.1em}{\includegraphics[height=1em]{images/icons/risk.png}}]
Risk cost. When it appears in an effect it acts as a modifier.
\item[\raisebox{-0.1em}{\includegraphics[height=1em]{images/icons/hypo.png}}]
Hypothermia. When it appears in an effect it indicates that hypothermia
should be increased (unless otherwise stated)
\item[\raisebox{-0.1em}{\includegraphics[height=1em]{images/icons/starve.png}}]
Starvation. When it appears in an effect it indicates that starvation
should be increased (unless otherwise stated)
\end{itemize} \end{itemize}
\subsection{Unique Cards} % E.G. Vigilance - immunity, meditate - effect
Certain cards have unique effects. These are described here.
\includegraphics[width=0.25\textwidth]{cards/damaged.pdf}
\includegraphics[width=0.25\textwidth]{cards/util/vigilance.pdf}
\includegraphics[width=0.25\textwidth]{cards/util/daylight_savings_time.pdf}
\includegraphics[width=0.25\textwidth]{cards/util/sleeping_bag.pdf}
Damaged: Whenever you take damage, add a damaged card to your discard pile. If
at any point you discard damage your turn immediately ends and your payment
fails. Thus damage cannot be used to pay for energy cost, and if damage is
discarded as part of a health cost, the card it was used to help pay for fails
and has no effect.
Vigilance: Being immune means that weather has no effect on you. Other player's
cards also have no effect on you. You don't even take damage from passing
players. You do still however get pushed back when a player passes you.
Daylight Savings Time and Sleeping Bag: These cards make health or energy costs
free until you take a new day. Other cards with similar effects have a relative
change, such as a $-1$ indicating that costs are decreased by 1. These cards are
special in that they make the costs $0$ regardless of what they were before.
\clearpage
\includegraphics[width=0.25\textwidth]{cards/sleds/new_sled.pdf}
\includegraphics[width=0.25\textwidth]{cards/sleds/stop_and_shop.pdf}
\includegraphics[width=0.25\textwidth]{cards/sleds/satiated.pdf}
\includegraphics[width=0.25\textwidth]{cards/personal/ibuprofin.pdf}
New Sled: This card is best described with an example.
Say you have 4 cards in your hand and 2 hypothermia. Since you have
2 hypothermia your energy costs are increased by 1, so you have to discard
a card from your hand to pay for this even though normally it is free. Now you
have 2 cards in your hand (having discarded one to pay for New Sled and of
course new sled as the other).
You destroy the two remaining cards (putting them in the destroyed pile, not the
discard pile) and pick an upgrade deck to add cards to the supply from. You
destroyed 2 cards, so you add 2 cards to the supply. Now you get to take 2 cards
from the supply to put into your discard pile.
Stop And Shop/Satiated/Ibuprofin: These cards have preconditions.
Stop and shop only activates if you have not moved since your last new day. This
does not include the automatic movement at the end of your turn, only movement
cards.
Satiated only activates if you have played at least one each of Breakfast, Lunch
and Dinner since taking your last day.
Ibuprofin only activates if you have played any food card since taking your last
day.
In none of these cases does a new day called by another player but in which you
do not partake count.
\includegraphics[width=0.25\textwidth]{cards/util/utility_knife.pdf}
\includegraphics[width=0.25\textwidth]{cards/personal/meditate.pdf}
Utility Knife: This is a particularly unique card. Its risk is paid as any other
card's would be. However any cards you successfully pay for as part of the risk
(including any additional risks) have their effects twice.
For some cards this means nothing (for example a dog is still just played, as
normal), but for others this can have an impact. For example Breakfast would
draw 6 cards instead of 3, Mush would move 10 spaces plus speed, twice.
Meditate: This card appears at first to do nothing. However, reading through the
rules for personal cards clarifies what this card does. This card allows you to
look at your whole deck and choose any cards you wish to discard from it and
shuffle the rest back in.
\section{Game End} \section{Game End}
% What initiates the end game (ie. once the last card is drawn, at the end of the fourth round etc.), when the game is actually over (ie. each player gets one more turn--including the player who drew the last card), how players tally their points, and restate what the victory requirement is/who wins. % What initiates the end game (ie. once the last card is drawn, at the end of the fourth round etc.), when the game is actually over (ie. each player gets one more turn--including the player who drew the last card), how players tally their points, and restate what the victory requirement is/who wins.

View file

@ -6,8 +6,8 @@
\begin{leg} \begin{leg}
\legname{Mountainside} \legname{Mountainside}
\onlegspace{2}{\includegraphics[width=1cm]{icons/starve.png}} \onlegspace{2}{\includegraphics[width=1cm]{icons/starve.png}}
\onlegspace{4}{\includegraphics[width=1cm]{icons/starve.png}} \onlegspace{4}{\includegraphics[width=1cm]{icons/damage.png}}
\onlegspace{6}{\includegraphics[width=1cm]{icons/starve.png}} \onlegspace{6}{\includegraphics[width=1cm]{icons/damage.png}}
\onlegspace{8}{\includegraphics[width=1cm]{icons/starve.png}} \onlegspace{8}{\includegraphics[width=1cm]{icons/starve.png}}
\legeffect{\healthcosts{-1}} \legeffect{\healthcosts{-1}}
\end{leg} \end{leg}