Cottage pre-buy playtest.

This commit is contained in:
Louis Burke 2017-08-20 19:15:33 -04:00
parent 44f94029f6
commit 58cb51f168
46 changed files with 485 additions and 34 deletions

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@ -2,16 +2,19 @@
CARDLIST=cards/list.txt
PRINTLIST=cards/print.txt
INFOLIST=cards/infolist.txt
CARDS=$(patsubst %.tex,%.pdf,$(shell find cards -name '*.tex'))
CARDRUN=$(shell cat $(CARDLIST) | grep -v \\\#)
PRINTRUN=$(shell cat $(PRINTLIST) | grep -v \\\#)
PNGRUN=$(shell cat $(PRINTLIST) | sort | uniq -c | sed -e 's/\([[:digit:]]\+\) \(.*\).pdf/\2[\1].png/')
INFORUN=$(shell cat $(INFOLIST) | sed -e 's/.pdf/[image].png/')
all:printrun cardrun explanation.pdf
printrun: printrun.pdf
cardrun: cardrun.pdf
inforun: inforun.pdf
cards: $(CARDS)
export: $(PNGRUN)
export: $(PNGRUN) $(INFORUN)
printrun.pdf: $(PRINTRUN)
pdfunite $+ $@
@ -19,6 +22,9 @@ printrun.pdf: $(PRINTRUN)
cardrun.pdf: $(CARDRUN)
pdfunite $+ $@
inforun.pdf: $(INFORUN)
pdfunite $+ $@
%.pdf: %.tex
xelatex --output-directory=$(@D) $^
echo "$@" >> changelist.txt
@ -71,4 +77,4 @@ clean:
%[34].png: %.pdf; ./cardtopng.sh $@
%[35].png: %.pdf; ./cardtopng.sh $@
%[36].png: %.pdf; ./cardtopng.sh $@
%[image].png: %.pdf; ./cardtopng.sh $@

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@ -10,7 +10,7 @@
\health{4}
\risk{1}
\name{Plate Mail}
\text{Cannot die. -1 Speed.}
\text{Cannot die.}
\flava{Who thought this was a good idea?}
\type{attachment}
\end{card}

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@ -8,7 +8,7 @@
\art{chihuahua.jpg}
\energy{1}
\health{1}
\risk{1}
\risk{2}
\name{Chihuahua}
\text{Your other dogs have +1 speed.}
\flava{OMG shut up!}

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@ -7,10 +7,9 @@
\begin{card}
\art{beef_stew.jpg}
\energy{2}
\health{3}
\risk{1}
\name{Beef stew}
\text{Draw 3 cards. \recover{3}}
\text{\draw{3} \recover{3}}
\flava{Thick and filling.}
\type{food}
\end{card}

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@ -7,10 +7,10 @@
\begin{card}
\art{bison.jpg}
\energy{1}
\health{5}
\health{3}
\risk{1}
\name{Bison}
\text{\recover{3} Draw 5 cards.}
\text{\recover{3} \draw{5}}
\flava{Its very lean.}
\type{food}
\end{card}

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@ -8,7 +8,7 @@
\art{breakfast.jpg}
\health{3}
\name{Breakfast}
\text{Draw 3 cards.}
\text{\draw{3}}
\flava{The most important meal of the day.}
\type{food}
\end{card}

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@ -9,7 +9,7 @@
\energy{2}
\health{2}
\name{Dinner}
\text{Draw 7 cards.}
\text{\draw{7}}
\flava{I hope you like salted fish.}
\type{food}
\end{card}

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@ -7,7 +7,7 @@
\begin{card}
\art{dog_meat.jpg}
\name{Eat dog}
\text{Kill a dog to \draw{5}}
\text{Kill a dog to \draw{7}}
\flava{Sometimes you gotta do what you gotta do.}
\type{food}
\end{card}

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@ -8,7 +8,7 @@
\art{lunch.jpg}
\energy{2}
\name{Lunch}
\text{Draw 3 cards.}
\text{\draw{3}}
\flava{What about second breakfast?}
\type{food}
\end{card}

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@ -8,9 +8,9 @@
\art{midnight_snack.jpg}
\energy{1}
\health{1}
\risk{2}
\risk{1}
\name{Midnight Snack}
\text{Draw 5 cards.}
\text{\draw{5}}
\flava{Are you sure its safe?}
\type{food}
\end{card}

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@ -8,7 +8,7 @@
\art{poutine.JPG}
\health{2}
\name{Poutine}
\text{Draw a card. \recover{1}}
\text{\draw{1} \recover{1}}
\flava{The great Canadian carb!}
\type{food}
\end{card}

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@ -8,7 +8,7 @@
\art{raw_venison.jpg}
\health{2}
\name{Raw Venison}
\text{Draw 3 cards.}
\text{\draw{3}}
\flava{Better than breakfast.}
\type{venison food}
\end{card}

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@ -7,7 +7,7 @@
\begin{card}
\art{venison_carpaccio.jpg}
\name{Venison Carpaccio}
\text{Draw a card.}
\text{\draw{1}}
\flava{Well aren't you fancy.}
\type{venison food}
\end{card}

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@ -9,7 +9,7 @@
\energy{1}
\health{1}
\name{Venison Jerky}
\text{Draw 3 cards.}
\text{\draw{3}}
\flava{Watch your sodium!}
\type{venison food}
\end{card}

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@ -6,10 +6,9 @@
\begin{document}
\begin{card}
\art{venison_steak.jpg}
\health{1}
\risk{1}
\name{Venison Steak}
\text{Draw 3 cards.}
\text{\draw{3}}
\flava{Its a tough meat.}
\type{venison food}
\end{card}

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@ -7,7 +7,7 @@
\begin{card}
\art{waffle.jpg}
\name{Waffle}
\text{Draw 2 cards.}
\text{\draw{2}}
\flava{Waffles are \textbf{delicious}.}
\type{food}
\end{card}

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@ -9,7 +9,7 @@
\energy{1}
\health{1}
\name{Whale meat}
\text{Draw 5 cards. \recover{3} Take 1 damage.}
\text{\draw{5} \recover{3} Take 1 damage.}
\flava{It's like rubber.}
\type{food}
\end{card}

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cards/info/cover.tex Normal file
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\documentclass{iditacard}
\cardtype{utility}
\rarity{info}
\begin{document}
\begin{card}
\node [rectangle, minimum width=650.0/300.0, minimum height=950.0/300.0, text centered, text width=53mm, inner sep=1mm, anchor=north west] at (50.0/300.0,1000.0/300.0) {
\includegraphics[width=\textwidth]{logo.png}
\hrule
\vskip 0.5em
{\Large Instruction Manual}
\vskip 0.5em
\hrule
\vskip 0.5em
Setup and Objective \dotfill 1\\
Costs \dotfill 2\\
Risks \dotfill 3\\
Example \dotfill 4\\
New Days and Destruction \dotfill 5\\
Weather \dotfill 6\\
Recovery and Passing \dotfill 7\\
Hypothermia and Starvation \dotfill 8\\
The Board \dotfill 9\\
Card Types \dotfill 10-12\\
Immunity \dotfill 12\\
Single Player \dotfill 13\\
};
\end{card}
\end{document}

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cards/info/eighth.tex Normal file
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\documentclass{iditacard}
\cardtype{utility}
\rarity{info}
\begin{document}
\begin{card}
\node [rectangle, minimum width=650.0/300.0, minimum height=950.0/300.0, text justified, text width=53mm, inner sep=1mm, anchor=north west] at (50.0/300.0,1000.0/300.0) {
\fontsize{8}{8}
\vskip -0.5em \hrule \vskip 0.5em
{\large \textbf{Conditions} \hfill 8}
\vskip 0.5em \hrule \vskip 0.5em
\textsc{Starvation} increases the health cost of every card by 1 for each starvation
you have. Keep track of starvation using the red die.
\textsc{Hypothermia} increases the energy cost of every card by 1 for each
hypothermia you have. Keep track of hypothermia using the blue die.
\textsc{If} either your starvation or hypothermia reaches a level of 7 you
have died. Move back 30 myriameters and set them both to 0.
\textsc{Neither} hypothermia nor starvation effect costs that are 0.
};
\end{card}
\end{document}

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\documentclass{iditacard}
\cardtype{utility}
\rarity{info}
\begin{document}
\begin{card}
\node [rectangle, minimum width=650.0/300.0, minimum height=950.0/300.0, text justified, text width=53mm, inner sep=1mm, anchor=north west] at (50.0/300.0,1000.0/300.0) {
\fontsize{8}{8}
\vskip 0.5em
\textsc{Food} cards are yellow. As soon as you play a food card reduce your
starvation by 1. This happens before payment.
\textsc{Personal} cards are purple. As soon as you play a personal card your
hypothermia is reduced by 1. This happens before payment. Personal cards have
the text "Destroy up to X of Y". This means you look at the top Y cards of your
deck, choose up to X of them to destroy, then choose which of the remaining
cards to shuffle back into your deck and which to draw into your hand.
};
\end{card}
\end{document}

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\documentclass{iditacard}
\cardtype{utility}
\rarity{info}
\begin{document}
\begin{card}
\node [rectangle, minimum width=650.0/300.0, minimum height=950.0/300.0, text justified, text width=53mm, inner sep=1mm, anchor=north west] at (50.0/300.0,1000.0/300.0) {
\fontsize{8}{8}
\vskip -0.5em \hrule \vskip 0.5em
{\large \textbf{New Days} \hfill 5}
\vskip 0.5em \hrule \vskip 0.5em
\textsc{On} any turn the current player may choose to take a new day. Any
other players may choose to partake in the new day or not.
\textsc{Participating} players abandon all current risks and shuffle all of
their cards into their deck. They then draw a new starting hand.
\textsc{The} starting hand size is, by default, 6 cards. There is no upper
limit to hand size.
\vskip 0.5em \hrule \vskip 0.5em
{\large \textbf{Destruction}}
\vskip 0.5em \hrule \vskip 0.5em
\textsc{Discarded} cards are returned to your deck when you take a new day.
\textsc{Destroyed} cards are removed from play.
};
\end{card}
\end{document}

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cards/info/first.tex Normal file
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\documentclass{iditacard}
\cardtype{utility}
\rarity{info}
\begin{document}
\begin{card}
\node [rectangle, minimum width=650.0/300.0, minimum height=950.0/300.0, text justified, text width=53mm, inner sep=1mm, anchor=north west] at (50.0/300.0,1000.0/300.0) {
\small
\vskip -0.5em \hrule \vskip 0.5em
{\large \textbf{Setup}\hfill 1}
\vskip 0.5em \hrule \vskip 0.5em
\textsc{To} begin the game separate out the upgrade cards from the starter
cards. The starter cards have a grey border and should be separated into 4 equal
decks (with the exact same cards in them).
\textsc{Setup} the rest of the game by giving each player a starting deck, a red die,
a blue die, and a token. Their token should be placed before the starting line
on the map.
\vskip 0.5em \hrule \vskip 0.5em
{\large \textbf{Objective}}
\vskip 0.5em \hrule \vskip 0.5em
\textsc{This} is a race. Your goal is to be the first to cross the finish
line. Just like the real iditarod, the race is 1600km long. Each square on the
board is one Mm, so there are 160 squares.
};
\end{card}
\end{document}

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cards/info/fourth.tex Normal file
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\documentclass{iditacard}
\cardtype{utility}
\rarity{info}
\begin{document}
\begin{card}
\node [rectangle, minimum width=650.0/300.0, minimum height=950.0/300.0, text justified, text width=53mm, inner sep=1mm, anchor=north west] at (50.0/300.0,1000.0/300.0) {
\fontsize{8}{8}
\vskip -0.5em \hrule \vskip 0.5em
{\large \textbf{Example} \hfill 4}
\vskip 0.5em \hrule \vskip 0.5em
\textsc{You} play referee, it costs 2 risk. You end your turn.
\textsc{Next} turn you play the top card of your deck. It is breakfast,
costing 3 health. You discard 3 cards off the top of your deck and resolve
breakfast.
\textsc{Again} you play the top card of your deck. It is campfire, costing 2
energy and 1 risk. You discard 2 cards from your hand.
\textsc{Finally} on your next turn the top card is upgrade sled, costing 2
energy and 2 health. You discard 2 cards from your hand and the top of your deck
and immediately resolve the effects of upgrade sled, then campfire, then
referee.
};
\end{card}
\end{document}

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\documentclass{iditacard}
\cardtype{utility}
\rarity{info}
\begin{document}
\begin{card}
\node [rectangle, minimum width=650.0/300.0, minimum height=950.0/300.0, text justified, text width=53mm, inner sep=1mm, anchor=north west] at (50.0/300.0,1000.0/300.0) {
\fontsize{8}{8}
\vskip -0.5em \hrule \vskip 0.5em
{\large \textbf{The Board} \hfill 9}
\vskip 0.5em \hrule \vskip 0.5em
\textsc{Each} coloured section of the board represents a stretch. Each
stretch has its own effect, listed next to it. Additionally there will be a blue
and red number next to each stretch. When you enter a stretch if you have less
starvation than the red number set your starvation to the red number. If you
have less hypothermia than the blue number set your hypothermia to the blue
number. This applies even if you enter the stretch moving backwards.
\textsc{Start} of day effects on the board occur whenever any player takes a
new day, even if you do not partake in it.
};
\end{card}
\end{document}

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\documentclass{iditacard}
\cardtype{utility}
\rarity{info}
\begin{document}
\begin{card}
\node [rectangle, minimum width=650.0/300.0, minimum height=950.0/300.0, text justified, text width=53mm, inner sep=1mm, anchor=north west] at (50.0/300.0,1000.0/300.0) {
\fontsize{8}{8}
\vskip -0.5em \hrule \vskip 0.5em
{\large \textbf{Costs} \hfill 2}
\vskip 0.5em \hrule \vskip 0.5em
\textsc{When} a card is played the three costs are resolved in order.
\textsc{First}, the player must discard a number of cards equal to the "energy" cost
(blue number) of the card from their hand. Second, the player must discard a
number of cards equal to the "health" cost (red number) of the card from the top
of their deck. If the player fails to pay either cost, the card does nothing.
\textsc{Finally} the player must resolve the "risk" cost (black number) of
the card.
};
\end{card}
\end{document}

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\documentclass{iditacard}
\cardtype{utility}
\rarity{info}
\begin{document}
\begin{card}
\node [rectangle, minimum width=650.0/300.0, minimum height=950.0/300.0, text justified, text width=53mm, inner sep=1mm, anchor=north west] at (50.0/300.0,1000.0/300.0) {
\fontsize{8}{8}
\vskip -0.5em \hrule \vskip 0.5em
{\large \textbf{Recovery} \hfill 7}
\vskip 0.5em \hrule \vskip 0.5em
\textsc{Recover} allows you to draw cards of your choice from your discard
pile. Recovered cards may also be shuffled into your deck.
\vskip 0.5em \hrule \vskip 0.5em
{\large \textbf{Passing}}
\vskip 0.5em \hrule \vskip 0.5em
\textsc{When} you pass another player on the board you take 1 damage and they
are moved back 1 square. This process is iterative, so there can never be two
players on the same space of the board.
\textsc{Immunity} does not apply to passing.
};
\end{card}
\end{document}

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\documentclass{iditacard}
\cardtype{utility}
\rarity{info}
\begin{document}
\begin{card}
\node [rectangle, minimum width=650.0/300.0, minimum height=950.0/300.0, text justified, text width=53mm, inner sep=1mm, anchor=north west] at (50.0/300.0,1000.0/300.0) {
\fontsize{8}{8}
\vskip -0.5em \hrule \vskip 0.5em
{\large \textbf{Weather} \hfill 6}
\vskip 0.5em \hrule \vskip 0.5em
\textsc{When} a player takes a new day, they roll the white weather die to
determine the weather for the day. The effects are:
\includegraphics[width=1.5em]{images/die/snowflake} Snow cancels all sled
(green) cards.
\vskip 0.5em\hrule
\includegraphics[width=1.5em]{images/die/sun} Sun provides +1 speed.
\vskip 0.5em\hrule
\includegraphics[width=1.5em]{images/die/wind} Wind provides +5 speed but gives all players hypothermia.
\vskip 0.5em\hrule
\includegraphics[width=1.5em]{images/die/cloud} Clouds cause -1 speed.
\vskip 0.5em\hrule
\includegraphics[width=1.5em]{images/die/storm} Storms cancel all movement.
\vskip 0.5em\hrule
\includegraphics[width=1.5em]{images/die/rain} Rain provides +3 speed but gives all players starvation.
};
\end{card}
\end{document}

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cards/info/tenth.tex Normal file
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\documentclass{iditacard}
\cardtype{utility}
\rarity{info}
\begin{document}
\begin{card}
\node [rectangle, minimum width=650.0/300.0, minimum height=950.0/300.0, text justified, text width=53mm, inner sep=1mm, anchor=north west] at (50.0/300.0,1000.0/300.0) {
\fontsize{8}{8}
\vskip -0.5em \hrule \vskip 0.5em
{\large \textbf{Card Types} \hfill 10}
\vskip 0.5em \hrule \vskip 0.5em
\textsc{The} remainder of this booklet describes the 7 types of cards.
\textsc{Dog} cards are brown. When you play a dog it stays in front of you
and provides a passive bonus. You may only have up to 6 dogs at a time. You may
kill a friendly dog whenever you wish. Killed dogs are destroyed.
\textsc{Attachment} cards are blue. You must play an attachment on a dog.
Dogs can only hold one attachment. You may not remove an attachment once played.
When the dog an attachment is on is killed, that attachment is discarded.
};
\end{card}
\end{document}

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\documentclass{iditacard}
\cardtype{utility}
\rarity{info}
\begin{document}
\begin{card}
\node [rectangle, minimum width=650.0/300.0, minimum height=950.0/300.0, text justified, text width=53mm, inner sep=1mm, anchor=north west] at (50.0/300.0,1000.0/300.0) {
\fontsize{8}{8}
\vskip -0.5em \hrule \vskip 0.5em
{\large \textbf{Risk} \hfill 3}
\vskip 0.5em \hrule \vskip 0.5em
\textsc{Whatever} the risk of a card is, that many cards must be played from
the top of your deck on the subsequent turns successfully. Only then does the
original card's effect take place.
\textsc{Additional} risks stack. If at any point you cannot afford the cards
being played as risk, the risk card fizzles and does nothing.
\textsc{Any} cards used as payment for risk have their effects occur when
they are paid off, even if the parent risk card fizzles.
};
\end{card}
\end{document}

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cards/info/thirteenth.tex Normal file
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\documentclass{iditacard}
\cardtype{utility}
\rarity{info}
\begin{document}
\begin{card}
\node [rectangle, minimum width=650.0/300.0, minimum height=950.0/300.0, text justified, text width=53mm, inner sep=1mm, anchor=north west] at (50.0/300.0,1000.0/300.0) {
\fontsize{8}{8}
\vskip -0.5em \hrule \vskip 0.5em
{\large \textbf{Solo} \hfill 13}
\vskip 0.5em \hrule \vskip 0.5em
\textsc{To} play solo player first remove all utility (white) cards, then
deal yourself a starting deck (minus Rest). Flip the board to the solo side and
place a token before the starting line. The rules are the same, except the
track is much more difficult. Keep track of every new day you take using the
left-over dice and the slots on the board. The goal is to make it to the end in
as few days as possible without dying.
};
\textsc{For} reference, the usual starting deck is: Breakfast x2, Lunch x2,
Dinner, Mush x2, Move x4, Grandma Soup, First Aid x2, Repair Sled x2, Upgrade
Sled x2, Rest, Lead Dog, Husky, Wheel Dog, Good Dog, A Hat, Armour, and Dog
Chow.
\end{card}
\end{document}

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cards/info/twelfth.tex Normal file
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\documentclass{iditacard}
\cardtype{utility}
\rarity{info}
\begin{document}
\begin{card}
\node [rectangle, minimum width=650.0/300.0, minimum height=950.0/300.0, text justified, text width=53mm, inner sep=1mm, anchor=north west] at (50.0/300.0,1000.0/300.0) {
\fontsize{8}{8}
\vskip 0.5em
\textsc{Sled} cards are green. They have the text "Take X of Y". This means
you look at the top Y cards of the upgrade deck, choose X of them to place in
your discard pile, and destroy the rest.
\textsc{Utility} cards are white. Do not use utility cards if you are
playing alone.
\textsc{Movement} cards are blue. When you play a movement card add your
current speed to its effect.
\vskip 0.5em \hrule \vskip 0.5em
{\large \textbf{Immunity}}
\vskip 0.5em \hrule \vskip 0.5em
\textsc{When} a player is immune they are not effected by the weather, take
no damage, and any cards that target them have no effect.
};
\end{card}
\end{document}

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cards/info/cover.pdf
cards/info/first.pdf
cards/info/second.pdf
cards/info/third.pdf
cards/info/fourth.pdf
cards/info/fifth.pdf
cards/info/sixth.pdf
cards/info/seventh.pdf
cards/info/eighth.pdf
cards/info/ninth.pdf
cards/info/tenth.pdf
cards/info/eleventh.pdf
cards/info/twelfth.pdf
cards/info/thirteenth.pdf

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@ -9,7 +9,7 @@
\energy{3}
\health{3}
\name{Downhill slide}
\text{Move 3 \Mms twice.}
\text{Move 3 \Mms , twice.}
\flava{It's like skiing, but with dogs and a sled.}
\type{movement}
\end{card}

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@ -8,7 +8,7 @@
\art{diamorphine.jpg}
\energy{3}
\health{3}
\risk{2}
\risk{1}
\name{Diamorphine}
\text{\destroy{all}{all}}
\flava{Highly addicting.}

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@ -10,7 +10,7 @@
\health{2}
\risk{1}
\name{Surgery}
\text{If you have healed today \destroy{10}{10}\\ Otherwise take 2 damage.}
\text{If you have used a personal card today \destroy{10}{10}}
\flava{Take a shot, cut it out.}
\type{personal}
\end{card}

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@ -376,3 +376,12 @@ cards/damaged.pdf
cards/damaged.pdf
cards/damaged.pdf
cards/damaged.pdf
cards/damaged.pdf
cards/damaged.pdf
cards/damaged.pdf
cards/damaged.pdf
cards/damaged.pdf
cards/damaged.pdf
cards/damaged.pdf
cards/damaged.pdf
cards/damaged.pdf

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@ -5,7 +5,7 @@
\begin{document}
\begin{card}
\art{rifle.jpg} % TODO
\art{dog_trap.jpg}
\energy{3}
\health{1}
\risk{2}

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@ -8,7 +8,7 @@
\art{leather_hide.JPG}
\risk{2}
\name{Leather Hide}
\text{\recover{3 and any venison}}
\text{\recover{3} Recover all venison.}
\flava{Why do thieves wear this? Because it's made of hide.}
\type{utility}
\end{card}

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@ -6,7 +6,6 @@
\begin{document}
\begin{card}
\art{rest.jpe}
\health{2}
\name{Rest}
\text{\draw{2}}
\flava{Everybody needs a break.}

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@ -6,11 +6,8 @@
\begin{document}
\begin{card}
\art{serenity.jpg}
\energy{1}
\health{1}
\risk{1}
\name{Serenity}
\text{Everyone is immune until the end of their day.}
\text{Everyone is immune until the end of the day.}
\flava{Sled like this, be with you 'til the day you die.}
\type{utility}
\end{card}

23
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@ -0,0 +1,23 @@
Wording of core mechanic.
Draw six earlier, instructions should be in order of pick up and play.
----
Different starting things, more things. Start with dogs out?
\- Start faster.
\- Start with a legendary?
Small extra abilities. Many turns feel weak.
Less luck based, more build-tree based. (v2)
\- maybe upgraded decks
A way to make it not constantly the same thing.
Different upgrade decks?
\- Paired with different starting decks? (only different starting decks?)
\- Survivalist, Racer, Upgrader, Aggressor
Here boy? Unclear?

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@ -42,6 +42,7 @@
\definecolor{sled}{HTML}{7FDF7F}
\definecolor{food}{HTML}{CFCF4F}
\definecolor{info}{HTML}{FFFFFF}
\definecolor{starting}{HTML}{777777}
\definecolor{common}{HTML}{000000}
\definecolor{rare}{HTML}{000077}
@ -106,8 +107,8 @@
\newcommand{\Mms}{myriameters}
\newcommand{\destroy}[2]{Destroy up to #1 of #2.}
\newcommand{\take}[2]{Take #1 of #2.}
\newcommand{\recover}[1]{Recover #1.}
\newcommand{\draw}[1]{Draw #1.}
\newcommand{\recover}[1]{\ifnum #1=1 Recover a card. \else Recover #1 cards. \fi}
\newcommand{\draw}[1]{\ifnum #1=1 Draw a card. \else Draw #1 cards. \fi}
\newcommand{\raw}[1]{%
\node [rectangle, minimum width=650.0/300.0, minimum height=950.0/300.0, text justified, text width=53mm, inner sep=1mm, anchor=north west] at (50.0/300.0,1000.0/300.0) {#1};

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