Continued work...

This commit is contained in:
Louis Burke 2019-02-19 08:53:10 -05:00
parent 5dec14a63a
commit 735741c785
14 changed files with 24 additions and 24 deletions

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@ -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) $<

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@ -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}

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@ -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}

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@ -11,7 +11,7 @@
\health{2}
\risk{1}
\name{Retriever}
\text{\daydraw{+2}}
\text{\daydraw{2}}
\flava{Fetch!}
\type{dog}
\end{card}

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@ -7,7 +7,6 @@
\begin{document}
\begin{card}
\art{tactical_play.jpg}
\energy{1}
\health{1}
\risk{1}
\name{Tactical Play}

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@ -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}

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@ -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}

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@ -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}

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@ -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}

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@ -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}

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@ -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}

9
ideas
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@ -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

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@ -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}

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@ -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.