Updated instructions.

This commit is contained in:
Louis Burke 2018-11-11 15:38:50 -05:00
parent e2b6179f4a
commit 5dec14a63a
6 changed files with 103 additions and 9 deletions

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@ -98,7 +98,7 @@ export: outputs/iditaboard[face].png
rm $*.aux
rm $*.log
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
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) $< # Twice, for TOC

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@ -9,7 +9,7 @@
\art{caffeine.JPG}
\health{2}
\name{Caffeine}
\text{\destroy{1}{2}\ \draw{1}}
\text{\destroy{1}{2}\\ \draw{1}}
\flava{The greatest addiction ever.}
\type{personal}
\end{card}

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@ -10,7 +10,7 @@
\energy{2}
\health{2}
\name{Hydrogen Sulfide}
\text{All other players take 1 \starvation}
\text{All other players \starvation}
\flava{Like perfume for skunks.}
\type{utility}
\end{card}

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@ -10,7 +10,7 @@
\energy{2}
\health{2}
\name{Ice Box}
\text{All other players take 1 \hypothermia}
\text{All other players \hypothermia}
\flava{You have to keep the beer cold somehow.}
\type{utility}
\end{card}

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@ -208,8 +208,8 @@
\newcommand{\Mm}{Mm}
\newcommand{\Mms}{Mms}
\newcommand{\move}[1]{\raisebox{-0.3em}{\includegraphics[height=1.5em]{icons/dog-sled-icon.png}} #1}
\newcommand{\destroy}[2]{\useicon{eye} #2 \useicon{trash-can} #1} % Destroy up to #1 of #2
\newcommand{\move}[1]{\raisebox{-0.4em}{\includegraphics[height=1.5em]{icons/dog-sled-icon.png}} #1}
\newcommand{\destroy}[2]{\useicon{eye} #2 \includegraphics[height=1em]{icons/trash-can.png} #1} % Destroy up to #1 of #2
\newcommand{\take}[2]{\useicon{backpack} #2 \useicon{shopping-cart} #1}
\newcommand{\draw}[1]{Draw #1 card\ifnum 1<#1s\fi}
\newcommand{\daydraw}[1]{\useicon{card-plus} #1}

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@ -7,6 +7,8 @@
\usepackage{tikz}
\usepackage{titlesec}
\usepackage{fancybox}
\usepackage{wrapfig}
\usepackage{subfig}
\titleformat{name=\section}[display]{}{\thetitle.}{0.8em}{\Heading\Large}
\titlespacing{\section}{0pt}{0pt plus 4pt minus 4pt}{0pt plus 4pt minus 4pt}
@ -431,6 +433,7 @@ Armour is a particular attachment that can protect a dog even when you are
instructed to sacrifice it.
\subsection{\color{sled} Sled}
\label{sec:sled}
Sled cards have the symbols
\includegraphics[height=1em]{images/icons/backpack.png} and
@ -443,6 +446,7 @@ 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}
\label{sec:personal}
Personal cards have the symbols
\includegraphics[height=1em]{images/icons/eye.png} and
@ -470,16 +474,106 @@ explained in the mechanics section above.
Utility cards are those which do not fall under the other categories.
\subsection{Unique Cards} % E.G. Vigilance - immunity, meditate - effect
\section{Icons}
This is a reference page for the icons used in this game:
\begin{itemize}
\item[\raisebox{-0.3em}{\includegraphics[height=1em]{images/icons/dog-sled-icon.png}}]
Speed, the number following it indicates how far to move.
\item[\raisebox{-0.3em}{\includegraphics[height=1.5em]{images/icons/dog-sled-icon.png}}]
Movement, the number following it indicates how many squares move. Your
speed is added to this to determine the final distance.
\item[\raisebox{-0.1em}{\includegraphics[height=1em]{images/icons/speed.png}}]
Speed, this is how much further you go every time you move.
\item[\raisebox{-0.1em}{\includegraphics[height=1em]{images/icons/card-plus.png}}]
Initial hand increase, this is how many extra cards you draw whenever
you take a new day.
\item[\raisebox{-0.1em}{\includegraphics[height=1em]{images/icons/eye.png}\includegraphics[height=1em]{images/icons/trash-can.png}}]
Destroy. See the relevant section on page \pageref{sec:personal}.
\item[\raisebox{-0.1em}{\includegraphics[height=1em]{images/icons/backpack.png}\includegraphics[height=1em]{images/icons/shopping-cart.png}}]
Take. See the relevant section on page \pageref{sec:sled}.
\item[\raisebox{-0.1em}{\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/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}
\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}
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.
\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.