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1
Makefile
1
Makefile
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@ -91,6 +91,7 @@ export: outputs/stretchback1.png outputs/stretchback2.png outputs/stretchback3.p
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export: outputs/cardback.png
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export: outputs/box[top].png outputs/box[bottom].png
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export: outputs/iditaboard[face].png
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export: instructions.pdf
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%.pdf: %.tex
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$(XELATEX) -interaction=batchmode -halt-on-error --shell-escape --output-directory=$(@D) $<
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@ -10,7 +10,7 @@
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\energy{3}
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\health{3}
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\name{Lazy Dog}
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\text{\speed{-1}\\ Can hold 2 {\color{attachment}attachments}.}
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\text{\speed{-1}\\ Can hold 2 \attachment\ cards.}
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\flava{Let's go for a walk!}
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\type{dog}
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\end{card}
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@ -8,7 +8,7 @@
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\health{2}
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\risk{1}
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\name{Lead Dog}
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\text{Each leg gives 1 less \hypothermia\ and \starvation.}
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\text{Each leg gives 1 fewer \hypothermia\ and \starvation.}
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\flava{A smart dog can lead a sled safely along the trail.}
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\type{dog}
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\end{card}
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@ -11,7 +11,7 @@
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\health{2}
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\risk{1}
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\name{Retriever}
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\text{\daydraw{+2}}
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\text{\daydraw{2}}
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\flava{Fetch!}
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\type{dog}
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\end{card}
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@ -7,7 +7,6 @@
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\begin{document}
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\begin{card}
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\art{tactical_play.jpg}
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\energy{1}
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\health{1}
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\risk{1}
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\name{Tactical Play}
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@ -5,7 +5,7 @@
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\begin{document}
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\begin{cardstretch}
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\easyname{Fishing Hole}\hardname{Waterfall}
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\easyeffect{\daydraw{3}}\hardeffect{\daydraw{-3}}
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\easyeffect{Draw 3 more cards on new days.}\hardeffect{Draw 3 fewer cards on new days.}
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\easyart{ice_fishing_huts_on_lake.jpg}\hardart{frozen_waterfall.jpg}
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\hardhypo{1}
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\hardstarve{3}
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@ -5,7 +5,7 @@
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\begin{document}
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\begin{cardstretch}
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\easyname{Sitter Home}\hardname{Dog Park}
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\easyeffect{Attachments are free.}\hardeffect{Attachments have opposite effects.}
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\easyeffect{Attachments are free.}\hardeffect{Attachments have no effect.}
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\easyart{sitter_house.jpg}\hardart{dog_park.jpg}
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\hardhypo{1}
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\hardstarve{3}
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@ -5,7 +5,7 @@
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\begin{document}
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\begin{cardstretch}
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\easyname{Flower Patch}\hardname{Desert}
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\easyeffect{Ignore the effects of \starvation.}\hardeffect{\starvation applies to 0 cost cards.}
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\easyeffect{Ignore the effects of \starvation.}\hardeffect{\starvation\ applies to 0 cost cards.}
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\easyart{valley.jpg}\hardart{fjord.png}
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\easyhypo{1}
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\easystarve{0}
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@ -5,7 +5,7 @@
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\begin{document}
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\begin{cardstretch}
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\easyname{Reserve}\hardname{Border}
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\easyeffect{\daydraw{+1}}\hardeffect{\daydraw{-1}}
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\easyeffect{Draw an extra card on new days.}\hardeffect{Draw one less card on new days.}
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\easyart{valley.jpg}\hardart{fjord.png}
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\hardhypo{2}
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\hardstarve{0}
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@ -10,7 +10,7 @@
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\energy{2}
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\health{2}
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\name{Hydrogen Sulfide}
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\text{All other players \starvation}
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\text{All other players get \starvation}
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\flava{Like perfume for skunks.}
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\type{utility}
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\end{card}
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@ -10,7 +10,7 @@
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\energy{2}
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\health{2}
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\name{Ice Box}
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\text{All other players \hypothermia}
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\text{All other players get \hypothermia}
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\flava{You have to keep the beer cold somehow.}
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\type{utility}
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\end{card}
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9
ideas
9
ideas
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@ -14,14 +14,7 @@ NO: Immune
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Special cards that need more explanation:
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- new sled
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- satiated
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- ibuprofin
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- stop and shop
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- daylight savings
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- sleeping bag
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- utility knife
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- vigilance
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@ -35,7 +28,7 @@ Back to old personal cards (shuffle unused back in)
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Consider allowing to draw undestroyed?
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Need to balance for meditate though.
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Maybe PUT (not shuffle) unused back in. Meditate tells you deck order!
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***** NO *****: Discard/shuffle back
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***** NO *****: Discard/shuffle back <--- PERFECT!
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4 types of 'stretch' card. Mini cards come 32 to a sheet.
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8 versions of each. 64 total effects. :o
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@ -211,10 +211,11 @@
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\newcommand{\move}[1]{\raisebox{-0.4em}{\includegraphics[height=1.5em]{icons/dog-sled-icon.png}} #1}
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\newcommand{\destroy}[2]{\useicon{eye} #2 \includegraphics[height=1em]{icons/trash-can.png} #1} % Destroy up to #1 of #2
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\newcommand{\take}[2]{\useicon{backpack} #2 \useicon{shopping-cart} #1}
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\newcommand{\draw}[1]{Draw #1 card\ifnum 1<#1s\fi}
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\newcommand{\daydraw}[1]{\useicon{card-plus} #1}
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\newcommand{\personal}{{\color{personal}personal}}
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\newcommand{\sled}{{\color{sled}sled}}
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\newcommand{\draw}[1]{Draw \ifnum 1=#1 a \else #1 \fi card\ifnum 1<#1s\fi}
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\newcommand{\daydraw}[1]{Draw \ifnum 1<#1 #1 extra cards \else an extra card \fi when you take a new day.}
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\newcommand{\personal}{\colorbox{personal}{personal}}
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\newcommand{\attachment}{\colorbox{attachment}{attachment}}
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\newcommand{\sled}{\colorbox{sled}{sled}}
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\newcommand{\hypothermia}{\useicon{hypo}}
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\newcommand{\starvation}{\useicon{starve}}
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\newcommand{\speed}[1]{\useicon{speed}#1}
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@ -60,9 +60,9 @@
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% Your background story/recap on what situation the players are getting themselves into. It sets the scene (thematically, usually) for the entire game.
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Iditacards is a game where you race your opponents in the last great race on
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earth - The Iditarod. You will face starvation, hypothermia, and inclimate
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earth - The Iditarod. You will face starvation, hypothermia, and inclement
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weather. You will have to keep your sled in good condition and your dogs in top
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forme to come out ahead.
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form to come out ahead.
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The first player to cross the finish line wins!
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@ -565,6 +565,7 @@ In none of these cases does a new day called by another player but in which you
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do not partake count.
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\includegraphics[width=0.25\textwidth]{cards/util/utility_knife.pdf}
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\includegraphics[width=0.25\textwidth]{cards/personal/meditate.pdf}
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Utility Knife: This is a particularly unique card. Its risk is paid as any other
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card's would be. However any cards you successfully pay for as part of the risk
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normal), but for others this can have an impact. For example Breakfast would
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draw 6 cards instead of 3, Mush would move 10 spaces plus speed, twice.
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Meditate: This card appears at first to do nothing. However, reading through the
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rules for personal cards clarifies what this card does. This card allows you to
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look at your whole deck and choose any cards you wish to discard from it and
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shuffle the rest back in.
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\section{Game End}
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% 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.
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