# The legs (TODO: export shorthands for each leg effect in iditacard.cls so that # the cue generation/gomplate instantiation can be simplified) # # TODO: consider returning to the old leg system, it allowed for more # flavour and less clutter, its main downside was that the game was too # "complicated" and that slowed it down, perhaps decrease the density of legs # while still using the old card-based system? legs: # First legs farm: name: 'Farm' level: firstleg effect: '\allowednot{\includegraphics[width=1cm]{icons/starve.png}}' spaces: 3: hypo 5: damage 7: hypo fishing_hole: name: 'Fishing Hole' level: firstleg effect: '\daydraw{3}' spaces: 3: damage 5: hypo 7: damage hospital: name: 'Hospital' level: firstleg effect: '\freecardtype{personal}' spaces: 3: starve 5: hypo 7: starve new_moon: name: 'New Moon' level: firstleg effect: '\freecardtype{dog}' spaces: 3: hypo 5: starve 7: hypo repair_shop: name: 'Repair Shop' level: firstleg effect: '\freecardtype{sled}' spaces: 3: starve 5: damage 7: starve volcano: name: 'Volcano' level: firstleg effect: '\allowednot{\includegraphics[width=1cm]{icons/hypo.png}}' spaces: 3: damage 5: starve 7: damage # Second legs downhill: name: 'Downhill' level: secondleg effect: '\speed{3}' spaces: 2: hypo 4: damage 6: damage 8: hypo junkyard: name: 'Junkyard' level: secondleg effect: '\healthcosts{-1}' spaces: 2: damage 4: hypo 6: hypo 8: damage park: name: 'Park' level: secondleg effect: '\freecardtype{attachment}' spaces: 2: starve 4: damage 6: damage 8: starve solar_farm: name: 'Solar Farm' level: secondleg effect: '\energycosts{-1}' spaces: 2: damage 4: starve 6: starve 8: damage town: name: 'Town' level: secondleg effect: '\freecardtype{food}' spaces: 2: hypo 4: starve 6: starve 8: hypo village: name: 'Village' level: secondleg effect: '\healthcosts{-1}' spaces: 2: starve 4: hypo 6: hypo 8: starve # Third legs cliff: name: 'Cliff' level: thirdleg effect: '\allowednot{\cardtypetext{personal}{}}' spaces: 1: starve 3: hypo 5: starve 7: hypo 9: starve wasteland: name: 'Wasteland' level: thirdleg effect: '\allowednot{\cardtypetext{food}{}}' spaces: 1: damage 3: starve 5: damage 7: starve 9: damage exposed: name: 'Exposed' level: thirdleg effect: '\daydraw{-3}' spaces: 1: hypo 3: starve 5: hypo 7: starve 9: hypo mountainside: name: 'Mountainside' level: thirdleg effect: '\healthcosts{+1}' spaces: 1: starve 3: damage 5: starve 7: damage 9: starve river: name: 'River' level: thirdleg effect: '\energycosts{+1}' spaces: 1: hypo 3: damage 5: hypo 7: damage 9: hypo swamp: name: 'Swamp' level: thirdleg effect: '\speed{-3}' spaces: 1: damage 3: hypo 5: damage 7: hypo 9: damage