Cottage pre-buy playtest.
This commit is contained in:
parent
44f94029f6
commit
58cb51f168
10
Makefile
10
Makefile
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@ -2,16 +2,19 @@
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CARDLIST=cards/list.txt
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PRINTLIST=cards/print.txt
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INFOLIST=cards/infolist.txt
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CARDS=$(patsubst %.tex,%.pdf,$(shell find cards -name '*.tex'))
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CARDRUN=$(shell cat $(CARDLIST) | grep -v \\\#)
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PRINTRUN=$(shell cat $(PRINTLIST) | grep -v \\\#)
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PNGRUN=$(shell cat $(PRINTLIST) | sort | uniq -c | sed -e 's/\([[:digit:]]\+\) \(.*\).pdf/\2[\1].png/')
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INFORUN=$(shell cat $(INFOLIST) | sed -e 's/.pdf/[image].png/')
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all:printrun cardrun explanation.pdf
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printrun: printrun.pdf
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cardrun: cardrun.pdf
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inforun: inforun.pdf
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cards: $(CARDS)
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export: $(PNGRUN)
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export: $(PNGRUN) $(INFORUN)
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printrun.pdf: $(PRINTRUN)
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pdfunite $+ $@
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@ -19,6 +22,9 @@ printrun.pdf: $(PRINTRUN)
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cardrun.pdf: $(CARDRUN)
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pdfunite $+ $@
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inforun.pdf: $(INFORUN)
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pdfunite $+ $@
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%.pdf: %.tex
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xelatex --output-directory=$(@D) $^
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echo "$@" >> changelist.txt
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@ -71,4 +77,4 @@ clean:
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%[34].png: %.pdf; ./cardtopng.sh $@
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%[35].png: %.pdf; ./cardtopng.sh $@
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%[36].png: %.pdf; ./cardtopng.sh $@
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%[image].png: %.pdf; ./cardtopng.sh $@
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@ -10,7 +10,7 @@
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\health{4}
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\risk{1}
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\name{Plate Mail}
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\text{Cannot die. -1 Speed.}
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\text{Cannot die.}
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\flava{Who thought this was a good idea?}
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\type{attachment}
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\end{card}
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@ -8,7 +8,7 @@
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\art{chihuahua.jpg}
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\energy{1}
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\health{1}
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\risk{1}
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\risk{2}
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\name{Chihuahua}
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\text{Your other dogs have +1 speed.}
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\flava{OMG shut up!}
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@ -7,10 +7,9 @@
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\begin{card}
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\art{beef_stew.jpg}
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\energy{2}
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\health{3}
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\risk{1}
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\name{Beef stew}
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\text{Draw 3 cards. \recover{3}}
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\text{\draw{3} \recover{3}}
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\flava{Thick and filling.}
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\type{food}
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\end{card}
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@ -7,10 +7,10 @@
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\begin{card}
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\art{bison.jpg}
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\energy{1}
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\health{5}
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\health{3}
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\risk{1}
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\name{Bison}
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\text{\recover{3} Draw 5 cards.}
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\text{\recover{3} \draw{5}}
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\flava{Its very lean.}
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\type{food}
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\end{card}
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@ -8,7 +8,7 @@
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\art{breakfast.jpg}
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\health{3}
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\name{Breakfast}
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\text{Draw 3 cards.}
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\text{\draw{3}}
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\flava{The most important meal of the day.}
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\type{food}
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\end{card}
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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{Dinner}
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\text{Draw 7 cards.}
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\text{\draw{7}}
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\flava{I hope you like salted fish.}
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\type{food}
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\end{card}
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@ -7,7 +7,7 @@
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\begin{card}
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\art{dog_meat.jpg}
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\name{Eat dog}
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\text{Kill a dog to \draw{5}}
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\text{Kill a dog to \draw{7}}
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\flava{Sometimes you gotta do what you gotta do.}
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\type{food}
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\end{card}
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@ -8,7 +8,7 @@
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\art{lunch.jpg}
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\energy{2}
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\name{Lunch}
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\text{Draw 3 cards.}
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\text{\draw{3}}
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\flava{What about second breakfast?}
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\type{food}
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\end{card}
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@ -8,9 +8,9 @@
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\art{midnight_snack.jpg}
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\energy{1}
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\health{1}
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\risk{2}
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\risk{1}
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\name{Midnight Snack}
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\text{Draw 5 cards.}
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\text{\draw{5}}
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\flava{Are you sure its safe?}
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\type{food}
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\end{card}
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@ -8,7 +8,7 @@
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\art{poutine.JPG}
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\health{2}
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\name{Poutine}
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\text{Draw a card. \recover{1}}
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\text{\draw{1} \recover{1}}
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\flava{The great Canadian carb!}
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\type{food}
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\end{card}
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@ -8,7 +8,7 @@
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\art{raw_venison.jpg}
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\health{2}
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\name{Raw Venison}
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\text{Draw 3 cards.}
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\text{\draw{3}}
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\flava{Better than breakfast.}
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\type{venison food}
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\end{card}
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@ -7,7 +7,7 @@
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\begin{card}
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\art{venison_carpaccio.jpg}
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\name{Venison Carpaccio}
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\text{Draw a card.}
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\text{\draw{1}}
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\flava{Well aren't you fancy.}
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\type{venison food}
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\end{card}
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\energy{1}
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\health{1}
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\name{Venison Jerky}
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\text{Draw 3 cards.}
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\text{\draw{3}}
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\flava{Watch your sodium!}
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\type{venison food}
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\end{card}
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\begin{document}
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\begin{card}
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\art{venison_steak.jpg}
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\health{1}
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\risk{1}
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\name{Venison Steak}
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\text{Draw 3 cards.}
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\text{\draw{3}}
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\flava{Its a tough meat.}
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\type{venison food}
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\end{card}
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@ -7,7 +7,7 @@
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\begin{card}
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\art{waffle.jpg}
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\name{Waffle}
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\text{Draw 2 cards.}
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\text{\draw{2}}
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\flava{Waffles are \textbf{delicious}.}
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\type{food}
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\end{card}
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\energy{1}
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\health{1}
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\name{Whale meat}
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\text{Draw 5 cards. \recover{3} Take 1 damage.}
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\text{\draw{5} \recover{3} Take 1 damage.}
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\flava{It's like rubber.}
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\type{food}
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\end{card}
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30
cards/info/cover.tex
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30
cards/info/cover.tex
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@ -0,0 +1,30 @@
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\documentclass{iditacard}
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\cardtype{utility}
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\rarity{info}
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\begin{document}
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\begin{card}
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\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) {
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\includegraphics[width=\textwidth]{logo.png}
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\hrule
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\vskip 0.5em
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{\Large Instruction Manual}
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\vskip 0.5em
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\hrule
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\vskip 0.5em
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Setup and Objective \dotfill 1\\
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Costs \dotfill 2\\
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Risks \dotfill 3\\
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Example \dotfill 4\\
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New Days and Destruction \dotfill 5\\
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Weather \dotfill 6\\
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Recovery and Passing \dotfill 7\\
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Hypothermia and Starvation \dotfill 8\\
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The Board \dotfill 9\\
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Card Types \dotfill 10-12\\
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Immunity \dotfill 12\\
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Single Player \dotfill 13\\
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};
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\end{card}
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\end{document}
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27
cards/info/eighth.tex
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cards/info/eighth.tex
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\documentclass{iditacard}
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\cardtype{utility}
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\rarity{info}
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\begin{document}
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\begin{card}
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\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) {
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\fontsize{8}{8}
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\vskip -0.5em \hrule \vskip 0.5em
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{\large \textbf{Conditions} \hfill 8}
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\vskip 0.5em \hrule \vskip 0.5em
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\textsc{Starvation} increases the health cost of every card by 1 for each starvation
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you have. Keep track of starvation using the red die.
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\textsc{Hypothermia} increases the energy cost of every card by 1 for each
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hypothermia you have. Keep track of hypothermia using the blue die.
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\textsc{If} either your starvation or hypothermia reaches a level of 7 you
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have died. Move back 30 myriameters and set them both to 0.
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\textsc{Neither} hypothermia nor starvation effect costs that are 0.
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};
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\end{card}
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\end{document}
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23
cards/info/eleventh.tex
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23
cards/info/eleventh.tex
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\documentclass{iditacard}
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\cardtype{utility}
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\rarity{info}
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\begin{document}
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\begin{card}
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\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) {
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\fontsize{8}{8}
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\vskip 0.5em
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\textsc{Food} cards are yellow. As soon as you play a food card reduce your
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starvation by 1. This happens before payment.
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\textsc{Personal} cards are purple. As soon as you play a personal card your
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hypothermia is reduced by 1. This happens before payment. Personal cards have
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the text "Destroy up to X of Y". This means you look at the top Y cards of your
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deck, choose up to X of them to destroy, then choose which of the remaining
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cards to shuffle back into your deck and which to draw into your hand.
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};
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\end{card}
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\end{document}
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33
cards/info/fifth.tex
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33
cards/info/fifth.tex
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\documentclass{iditacard}
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\cardtype{utility}
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\rarity{info}
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\begin{document}
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\begin{card}
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\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) {
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\fontsize{8}{8}
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\vskip -0.5em \hrule \vskip 0.5em
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{\large \textbf{New Days} \hfill 5}
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\vskip 0.5em \hrule \vskip 0.5em
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\textsc{On} any turn the current player may choose to take a new day. Any
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other players may choose to partake in the new day or not.
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\textsc{Participating} players abandon all current risks and shuffle all of
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their cards into their deck. They then draw a new starting hand.
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\textsc{The} starting hand size is, by default, 6 cards. There is no upper
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limit to hand size.
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\vskip 0.5em \hrule \vskip 0.5em
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{\large \textbf{Destruction}}
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\vskip 0.5em \hrule \vskip 0.5em
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\textsc{Discarded} cards are returned to your deck when you take a new day.
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\textsc{Destroyed} cards are removed from play.
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};
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\end{card}
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\end{document}
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32
cards/info/first.tex
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32
cards/info/first.tex
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\documentclass{iditacard}
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\cardtype{utility}
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\rarity{info}
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\begin{document}
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\begin{card}
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\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) {
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\small
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\vskip -0.5em \hrule \vskip 0.5em
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{\large \textbf{Setup}\hfill 1}
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\vskip 0.5em \hrule \vskip 0.5em
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\textsc{To} begin the game separate out the upgrade cards from the starter
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cards. The starter cards have a grey border and should be separated into 4 equal
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decks (with the exact same cards in them).
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\textsc{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 line
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on the map.
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\vskip 0.5em \hrule \vskip 0.5em
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{\large \textbf{Objective}}
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\vskip 0.5em \hrule \vskip 0.5em
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\textsc{This} is a race. Your goal is to be the first to cross the finish
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line. Just like the real iditarod, the race is 1600km long. Each square on the
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board is one Mm, so there are 160 squares.
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};
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\end{card}
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\end{document}
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30
cards/info/fourth.tex
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30
cards/info/fourth.tex
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\documentclass{iditacard}
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\cardtype{utility}
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\rarity{info}
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\begin{document}
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\begin{card}
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\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) {
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\fontsize{8}{8}
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\vskip -0.5em \hrule \vskip 0.5em
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{\large \textbf{Example} \hfill 4}
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\vskip 0.5em \hrule \vskip 0.5em
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\textsc{You} play referee, it costs 2 risk. You end your turn.
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\textsc{Next} turn you play the top card of your deck. It is breakfast,
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costing 3 health. You discard 3 cards off the top of your deck and resolve
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breakfast.
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\textsc{Again} you play the top card of your deck. It is campfire, costing 2
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energy and 1 risk. You discard 2 cards from your hand.
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\textsc{Finally} on your next turn the top card is upgrade sled, costing 2
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energy and 2 health. You discard 2 cards from your hand and the top of your deck
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and immediately resolve the effects of upgrade sled, then campfire, then
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referee.
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};
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\end{card}
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\end{document}
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26
cards/info/ninth.tex
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26
cards/info/ninth.tex
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\documentclass{iditacard}
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\cardtype{utility}
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\rarity{info}
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\begin{document}
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\begin{card}
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\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) {
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\fontsize{8}{8}
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\vskip -0.5em \hrule \vskip 0.5em
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{\large \textbf{The Board} \hfill 9}
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\vskip 0.5em \hrule \vskip 0.5em
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\textsc{Each} coloured section of the board represents a stretch. Each
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stretch has its own effect, listed next to it. Additionally there will be a blue
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and red number next to each stretch. When you enter a stretch if you have less
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starvation than the red number set your starvation to the red number. If you
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have less hypothermia than the blue number set your hypothermia to the blue
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number. This applies even if you enter the stretch moving backwards.
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\textsc{Start} of day effects on the board occur whenever any player takes a
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new day, even if you do not partake in it.
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};
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\end{card}
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\end{document}
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26
cards/info/second.tex
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26
cards/info/second.tex
Normal file
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\documentclass{iditacard}
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\cardtype{utility}
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\rarity{info}
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\begin{document}
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\begin{card}
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\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) {
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\fontsize{8}{8}
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\vskip -0.5em \hrule \vskip 0.5em
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{\large \textbf{Costs} \hfill 2}
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\vskip 0.5em \hrule \vskip 0.5em
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\textsc{When} a card is played the three costs are resolved in order.
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\textsc{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. Second, the player must discard a
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number of cards equal to the "health" cost (red number) of the card from the top
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of their deck. If the player fails to pay either cost, the card does nothing.
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\textsc{Finally} the player must resolve the "risk" cost (black number) of
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the card.
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};
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\end{card}
|
||||
\end{document}
|
29
cards/info/seventh.tex
Normal file
29
cards/info/seventh.tex
Normal file
|
@ -0,0 +1,29 @@
|
|||
\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}
|
37
cards/info/sixth.tex
Normal file
37
cards/info/sixth.tex
Normal file
|
@ -0,0 +1,37 @@
|
|||
\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}
|
26
cards/info/tenth.tex
Normal file
26
cards/info/tenth.tex
Normal file
|
@ -0,0 +1,26 @@
|
|||
\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}
|
26
cards/info/third.tex
Normal file
26
cards/info/third.tex
Normal file
|
@ -0,0 +1,26 @@
|
|||
\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}
|
28
cards/info/thirteenth.tex
Normal file
28
cards/info/thirteenth.tex
Normal file
|
@ -0,0 +1,28 @@
|
|||
\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}
|
31
cards/info/twelfth.tex
Normal file
31
cards/info/twelfth.tex
Normal file
|
@ -0,0 +1,31 @@
|
|||
\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}
|
14
cards/infolist.txt
Normal file
14
cards/infolist.txt
Normal file
|
@ -0,0 +1,14 @@
|
|||
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
|
|
@ -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}
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
\art{diamorphine.jpg}
|
||||
\energy{3}
|
||||
\health{3}
|
||||
\risk{2}
|
||||
\risk{1}
|
||||
\name{Diamorphine}
|
||||
\text{\destroy{all}{all}}
|
||||
\flava{Highly addicting.}
|
||||
|
|
|
@ -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}
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
|
||||
\begin{document}
|
||||
\begin{card}
|
||||
\art{rifle.jpg} % TODO
|
||||
\art{dog_trap.jpg}
|
||||
\energy{3}
|
||||
\health{1}
|
||||
\risk{2}
|
||||
|
|
|
@ -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}
|
||||
|
|
|
@ -6,7 +6,6 @@
|
|||
\begin{document}
|
||||
\begin{card}
|
||||
\art{rest.jpe}
|
||||
\health{2}
|
||||
\name{Rest}
|
||||
\text{\draw{2}}
|
||||
\flava{Everybody needs a break.}
|
||||
|
|
|
@ -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
feedback
Normal file
23
feedback
Normal file
|
@ -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?
|
||||
|
||||
|
BIN
iditaboard.png
BIN
iditaboard.png
Binary file not shown.
Before Width: | Height: | Size: 363 KiB After Width: | Height: | Size: 400 KiB |
BIN
iditaboard.xcf
BIN
iditaboard.xcf
Binary file not shown.
|
@ -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};
|
||||
|
|
BIN
iditasingle.xcf
Normal file
BIN
iditasingle.xcf
Normal file
Binary file not shown.
BIN
images/dog_trap.jpg
Normal file
BIN
images/dog_trap.jpg
Normal file
Binary file not shown.
After Width: | Height: | Size: 908 KiB |
Loading…
Reference in a new issue