diff --git a/Makefile b/Makefile index fef3aef..835c89f 100644 --- a/Makefile +++ b/Makefile @@ -91,6 +91,7 @@ export: outputs/stretchback1.png outputs/stretchback2.png outputs/stretchback3.p export: outputs/cardback.png export: outputs/box[top].png outputs/box[bottom].png export: outputs/iditaboard[face].png +export: instructions.pdf %.pdf: %.tex $(XELATEX) -interaction=batchmode -halt-on-error --shell-escape --output-directory=$(@D) $< diff --git a/cards/dogs/lazy_dog.tex b/cards/dogs/lazy_dog.tex index 561ee35..b82df6e 100644 --- a/cards/dogs/lazy_dog.tex +++ b/cards/dogs/lazy_dog.tex @@ -10,7 +10,7 @@ \energy{3} \health{3} \name{Lazy Dog} - \text{\speed{-1}\\ Can hold 2 {\color{attachment}attachments}.} + \text{\speed{-1}\\ Can hold 2 \attachment\ cards.} \flava{Let's go for a walk!} \type{dog} \end{card} diff --git a/cards/dogs/lead_dog.tex b/cards/dogs/lead_dog.tex index dfc1fb2..d1ac04c 100644 --- a/cards/dogs/lead_dog.tex +++ b/cards/dogs/lead_dog.tex @@ -8,7 +8,7 @@ \health{2} \risk{1} \name{Lead Dog} - \text{Each leg gives 1 less \hypothermia\ and \starvation.} + \text{Each leg gives 1 fewer \hypothermia\ and \starvation.} \flava{A smart dog can lead a sled safely along the trail.} \type{dog} \end{card} diff --git a/cards/dogs/retriever.tex b/cards/dogs/retriever.tex index 7272714..97e03cf 100644 --- a/cards/dogs/retriever.tex +++ b/cards/dogs/retriever.tex @@ -11,7 +11,7 @@ \health{2} \risk{1} \name{Retriever} - \text{\daydraw{+2}} + \text{\daydraw{2}} \flava{Fetch!} \type{dog} \end{card} diff --git a/cards/movement/tactical_play.tex b/cards/movement/tactical_play.tex index bce6366..835c922 100644 --- a/cards/movement/tactical_play.tex +++ b/cards/movement/tactical_play.tex @@ -7,7 +7,6 @@ \begin{document} \begin{card} \art{tactical_play.jpg} - \energy{1} \health{1} \risk{1} \name{Tactical Play} diff --git a/cards/stretches/18/fishing_hole_waterfall.tex b/cards/stretches/18/fishing_hole_waterfall.tex index eb87520..ac85b6b 100644 --- a/cards/stretches/18/fishing_hole_waterfall.tex +++ b/cards/stretches/18/fishing_hole_waterfall.tex @@ -5,7 +5,7 @@ \begin{document} \begin{cardstretch} \easyname{Fishing Hole}\hardname{Waterfall} - \easyeffect{\daydraw{3}}\hardeffect{\daydraw{-3}} + \easyeffect{Draw 3 more cards on new days.}\hardeffect{Draw 3 fewer cards on new days.} \easyart{ice_fishing_huts_on_lake.jpg}\hardart{frozen_waterfall.jpg} \hardhypo{1} \hardstarve{3} diff --git a/cards/stretches/18/sitter_park.tex b/cards/stretches/18/sitter_park.tex index 8fefdaf..32ce329 100644 --- a/cards/stretches/18/sitter_park.tex +++ b/cards/stretches/18/sitter_park.tex @@ -5,7 +5,7 @@ \begin{document} \begin{cardstretch} \easyname{Sitter Home}\hardname{Dog Park} - \easyeffect{Attachments are free.}\hardeffect{Attachments have opposite effects.} + \easyeffect{Attachments are free.}\hardeffect{Attachments have no effect.} \easyart{sitter_house.jpg}\hardart{dog_park.jpg} \hardhypo{1} \hardstarve{3} diff --git a/cards/stretches/45/flower_desert.tex b/cards/stretches/45/flower_desert.tex index ab5659a..7a374ba 100644 --- a/cards/stretches/45/flower_desert.tex +++ b/cards/stretches/45/flower_desert.tex @@ -5,7 +5,7 @@ \begin{document} \begin{cardstretch} \easyname{Flower Patch}\hardname{Desert} - \easyeffect{Ignore the effects of \starvation.}\hardeffect{\starvation applies to 0 cost cards.} + \easyeffect{Ignore the effects of \starvation.}\hardeffect{\starvation\ applies to 0 cost cards.} \easyart{valley.jpg}\hardart{fjord.png} \easyhypo{1} \easystarve{0} diff --git a/cards/stretches/45/reserve_border.tex b/cards/stretches/45/reserve_border.tex index 4cb3873..3047a5a 100644 --- a/cards/stretches/45/reserve_border.tex +++ b/cards/stretches/45/reserve_border.tex @@ -5,7 +5,7 @@ \begin{document} \begin{cardstretch} \easyname{Reserve}\hardname{Border} - \easyeffect{\daydraw{+1}}\hardeffect{\daydraw{-1}} + \easyeffect{Draw an extra card on new days.}\hardeffect{Draw one less card on new days.} \easyart{valley.jpg}\hardart{fjord.png} \hardhypo{2} \hardstarve{0} diff --git a/cards/util/hydrogen_sulfide.tex b/cards/util/hydrogen_sulfide.tex index a87f6e9..c3d600a 100644 --- a/cards/util/hydrogen_sulfide.tex +++ b/cards/util/hydrogen_sulfide.tex @@ -10,7 +10,7 @@ \energy{2} \health{2} \name{Hydrogen Sulfide} - \text{All other players \starvation} + \text{All other players get \starvation} \flava{Like perfume for skunks.} \type{utility} \end{card} diff --git a/cards/util/ice_box.tex b/cards/util/ice_box.tex index ee75dbc..edb853b 100644 --- a/cards/util/ice_box.tex +++ b/cards/util/ice_box.tex @@ -10,7 +10,7 @@ \energy{2} \health{2} \name{Ice Box} - \text{All other players \hypothermia} + \text{All other players get \hypothermia} \flava{You have to keep the beer cold somehow.} \type{utility} \end{card} diff --git a/ideas b/ideas index 4801c18..369e0d4 100644 --- a/ideas +++ b/ideas @@ -14,14 +14,7 @@ NO: Immune Special cards that need more explanation: - - new sled - - satiated - - ibuprofin - - stop and shop - - daylight savings - - sleeping bag - utility knife - - vigilance @@ -35,7 +28,7 @@ Back to old personal cards (shuffle unused back in) Consider allowing to draw undestroyed? Need to balance for meditate though. Maybe PUT (not shuffle) unused back in. Meditate tells you deck order! - ***** NO *****: Discard/shuffle back + ***** NO *****: Discard/shuffle back <--- PERFECT! 4 types of 'stretch' card. Mini cards come 32 to a sheet. 8 versions of each. 64 total effects. :o diff --git a/iditacard.cls b/iditacard.cls index f64f15e..4ed4ddc 100644 --- a/iditacard.cls +++ b/iditacard.cls @@ -211,10 +211,11 @@ \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} -\newcommand{\personal}{{\color{personal}personal}} -\newcommand{\sled}{{\color{sled}sled}} +\newcommand{\draw}[1]{Draw \ifnum 1=#1 a \else #1 \fi card\ifnum 1<#1s\fi} +\newcommand{\daydraw}[1]{Draw \ifnum 1<#1 #1 extra cards \else an extra card \fi when you take a new day.} +\newcommand{\personal}{\colorbox{personal}{personal}} +\newcommand{\attachment}{\colorbox{attachment}{attachment}} +\newcommand{\sled}{\colorbox{sled}{sled}} \newcommand{\hypothermia}{\useicon{hypo}} \newcommand{\starvation}{\useicon{starve}} \newcommand{\speed}[1]{\useicon{speed}#1} diff --git a/instructions.tex b/instructions.tex index b20b430..cc1831d 100644 --- a/instructions.tex +++ b/instructions.tex @@ -60,9 +60,9 @@ % Your background story/recap on what situation the players are getting themselves into. It sets the scene (thematically, usually) for the entire game. Iditacards is a game where you race your opponents in the last great race on -earth - The Iditarod. You will face starvation, hypothermia, and inclimate +earth - The Iditarod. You will face starvation, hypothermia, and inclement weather. You will have to keep your sled in good condition and your dogs in top -forme to come out ahead. +form to come out ahead. The first player to cross the finish line wins! @@ -565,6 +565,7 @@ 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 @@ -574,6 +575,11 @@ 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} % 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.