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\begin{document}
\begin{titlepage}
\
\vfill
\centering
\includegraphics{iditacards}\par\vspace{5em}
{\Heading\LARGE Iditacards Instruction Manual\par}
\vfill
\end{titlepage}

\tableofcontents
\clearpage

\section{Overview}
% 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 inclement
weather. You will have to keep your sled in good condition and your dogs in top
form to come out ahead.

The first player to cross the finish line wins!

\section{Components}
% This isn’t so important for playtesters at this point, but is important for the final rulebook and print and plays (PnP). This way players (including yourself) know whether or not there are missing pieces, or in the case of PnP players, if they have everything they need in order to play.

This game contains many cards. They can be sorted based on the symbol in the
bottom right corner:

\begin{itemize}
    \setlength\itemsep{-1em}
    \item 4 Starter Decks - \input "|echo SELECT 'SUM(Amount)' FROM Deck_Cards JOIN Decks ON Decks.id = Deck_Cards.Deck WHERE Decks.Name = \'starter1\' | sqlite3 -init cards.sql" cards each (\includegraphics[width=1em]{images/deck/starter1.png} \includegraphics[width=1em]{images/deck/starter2.png} \includegraphics[width=1em]{images/deck/starter3.png} \includegraphics[width=1em]{images/deck/starter4.png})
    \item 1 Legendary Deck - \input "|echo SELECT 'SUM(Amount)' FROM Deck_Cards JOIN Decks ON Decks.id = Deck_Cards.Deck WHERE Decks.Name = \'legendary\' | sqlite3 -init cards.sql" cards (\includegraphics[width=1em]{images/deck/legendary.png})
    \item 1 Survival Deck - \input "|echo SELECT 'SUM(Amount)' FROM Deck_Cards JOIN Decks ON Decks.id = Deck_Cards.Deck WHERE Decks.Name = \'survival\' | sqlite3 -init cards.sql" cards (\includegraphics[width=1em]{images/deck/survival.png}
    \item 1 Race Deck - \input "|echo SELECT 'SUM(Amount)' FROM Deck_Cards JOIN Decks ON Decks.id = Deck_Cards.Deck WHERE Decks.Name = \'race\' | sqlite3 -init cards.sql" cards (\includegraphics[width=1em]{images/deck/race.png}
    \item 1 Damage Deck - \input "|echo SELECT 'SUM(Amount)' FROM Deck_Cards JOIN Decks ON Decks.id = Deck_Cards.Deck WHERE Decks.Name = \'damage\' | sqlite3 -init cards.sql" cards (\includegraphics[width=1em]{images/deck/damage.png})
\end{itemize}

Additionally there are 18 leg cards.

The game also contains:

\begin{itemize}
    \setlength\itemsep{-1em}
    \item This manual
    \item The box the game came with
    \item One weather die with special symbols on it
    \item One folding board
    \item 4 player tokens
\end{itemize}

\clearpage

\section{Objective}
% What the players are trying to accomplish. It should also make it clear how players are competing (free-for-all, teams, cooperative, etc.). This is the more technical/mechanical explanation of the 'Overview'. For example: “To be the last player with multiple spaceships orbiting the black hole”.

Every turn each player will move forward one space. The cards they play will
increase this, while the places they encounter will work to decrease it. When
the first player reaches the finish line the game ends and they win. The finish
line is the square \emph{after} the last square on the board.

\section{Setup}
% How to get the game ready for play. There shouldn’t be anything in here that mentions what components are used for or why they are important--save that for the 'Gameplay' section. Just make sure that in this section everything is laid out clearly--if diagrams are necessary (they almost always are) don’t be afraid to put those in!

To start the game each player must pick a colour. They take the token of that
colour and place it in the ``Start'' space.

They then take the starter deck of their colour, find the \emph{Wheel Dog}, and
place it on the table in front of them. Then shuffle their deck and place it
face down in front of them.

Shuffle the legendary deck and deal 5 cards from it to each player. Each player
looks at their legendary cards and leaves them face-down in front of them.

Shuffle each of the leg decks and draw one leg of each type and place it on the
corresponding space on the board.

Before starting the game everybody draws 6 cards. The first player to grab the
weather die goes first. They roll it, then take their turn.

\section{Gameplay}
% The main gameplay section tells you how the game is broken up (rounds, turns, phases, etc.) and summarizes what players do in each of those stages. This section should explain the flow of the game from start to completion.

The game is broken into turns. Each turn you may either play a card, or take
a new day. At the end of your turn you move automatically a distance equal to
your speed. After you finish moving the player to your left begins their turn.

During gameplay you will often discard cards. It is important to note that
discarded cards will be returned to your deck frequently. This is in contrast
to destroyed cards which are removed from the game permanently.

Many cards effect the size of your initial hand as well. There is no hard upper
limit on hand size, however if there aren't enough cards in your deck to fill
your hand, then your hand will consist only of however many cards are available
to be drawn.

% Once that’s done, you go into the gameplay specifics, which should be explained in the order in which they occur in game. This is where you explain exactly what happens during each turn, action, round, etc. You also should have sections dedicated to complicated subjects and their edge cases (for instance, our section on Collisions for “Pulled into Darkness”).
\subsection{Movement}

As in any race, movement is important. Whenever you move you add your current
speed to the distance. Many cards in the game will modify your speed.

When you move onto or past certain spaces different things happen. This is
called 'passing' the space.

If you pass another player they move back one space and you take one damage
(damage will be explained later).

If you pass a cold space (\includegraphics[width=2em]{images/icons/hypo.png})
then you get hypothermia.

Similarly if you pass a hungry space
(\includegraphics[width=2em]{images/icons/starve.png}) then you get starvation.

If you pass the checkerboard finish line you win the game.

\subsection{Card Anatomy}

\includegraphics{instructions-anatomy.pdf}

In this example card, the energy cost is \emph{X} the health cost is \emph{Y}
and the risk cost is \emph{Z}.

\clearpage

\subsection{Costs}

When a card is played its costs are paid in order from top to bottom.

\subsubsection{Energy}

\includegraphics[width=5em]{images/icons/hand.png}

The first cost to be paid is the ``energy'' cost. Energy cost is paid by
choosing cards from the hand to discard. Note that discarded cards will be
returned later in the form of \emph{New Days}. For example if the energy cost of
a card is 2, then you must select 2 cards to discard from your hand to pay for
it.

\subsubsection{Health}

\includegraphics[width=5em]{images/icons/deck.png}

The second cost to be paid is the ``health'' cost. Health cost is paid by
discarding cards from the top of the deck. For example if the health cost of
a card is 3, then you must select 3 cards to discard from your hand to pay for
it.

\subsubsection{Risk}

\includegraphics[width=5em]{images/icons/risk.png}

The final cost to be paid is the ``risk'' cost. Risk cost is paid by playing
cards from the top of the deck. These cards are played on subsequent turns. If
the player is unable to pay for these cards, then the payment fails. The card's
effect only occurs on the turn when the final risk is played, after resolving
that cards effect. If you fail to pay for the risk card it has no effect and
your turn is over.

Additional risk costs that occur during the payment of a risk will stack.

\clearpage

\subsection{New Days}

On any turn the current player may choose to take a new day. Any other players
may choose to join them in the new day or to sit it out.

All participating players in a new day abandon all current risks. They shuffle
all of their cards (other than in-play dogs and attachments) into their deck.
This includes cards in play, in their discard pile, and in hand.  Once their
decks are reshuffled, each player draws a new starting hand of 6 cards.

Once all players have decided whether or not to participate in the new day, the
player whose turn it is (the player that called the new day) rolls the weather
die to determine the weather for the day.

\subsection{Weather}

The weather die determines the weather effecting all players. Players who are
off the board (as in the start of the game) are not effected by weather.

The six sides of the die show the six kinds of weather that can happen. The
board shows a summary of what each weather's effect is. Here they are described
more fully.

\includegraphics[width=1.5em]{images/die/snowflake} Snow causes all players to
gain hypothermia.

\includegraphics[width=1.5em]{images/die/sun} Sun causes the supply to be
emptied. All cards in the supply are destroyed and removed from play.

\includegraphics[width=1.5em]{images/die/cloud} Cloudy weather causes all
players to gain starvation.

\includegraphics[width=1.5em]{images/die/wind} Wind causes hypothermia as well
as emptying the supply. It is similar to the effects of snow and sun combined.

\includegraphics[width=1.5em]{images/die/storm} Stormy weather causes starvation
as well as emptying the supply. It is similar to the effects of cloud and sun
combined.

\includegraphics[width=1.5em]{images/die/rain} Rainy weather causes both
starvation and hypothermia. It is similar to the effects of snow and cloud
combined.

\section{Effects}

There are a number of effects referred to throughout the game. These effects are
described here.

\subsection{Speed}

Speed (\includegraphics[height=1em]{images/icons/speed}) is provided by some
cards and is added to the distance you move every time you move (including the
automatic movement at the end of your turn). For example if have $+3$ speed in
play, then you would move $3$ spaces at the end of your turn.

\subsection{Legs}

Each coloured section of the board represents a leg of the race. The effects of
each leg are indicated by the leg cards drawn at the start of the game. These
effects are incurred by any players on the given leg.

Certain leg spaces incur starvation or hypothermia. When you pass these spaces
you gain starvation or hypothermia appropriately. The effects of hypothermia and
starvation are described in the following sections.

\subsection{Hypothermia and Starvation}

If you have either hypothermia or starvation then you do not move automatically
at the end of your turn. If you have both hypothermia and starvation then you
move backwards a distance equal to your speed, rather than forwards.

Whenever you play a {\color{personal}personal} card you reduce your hypothermia
by one, even if you fail to pay for it.

Similarly, whenever you play a {\color{food}food} card you reduce your
starvation by one, even if you fail to pay for it.

\subsection{Legendary Addition}

Some spaces have the \includegraphics[height=1em]{images/icons/legend.png} symbol
on them. The first time you pass each of these spaces choose one of the legendary
cards given at the start of the game to add to your hand.

\subsection{Damage}

Damage is an effect that some cards provide and that also happens whenever you
pass another player. When you take damage add a damage card to your discard
pile. These cards cannot be used to pay for costs and can cause cards to fail
even though you have enough cards in your deck if they show up.

Luckily damage cards can be played as a normal card, and when you do so you
destroy the damage card.

Passing a \includegraphics[height=1em]{images/icons/damage.png} space also incurs
a damage.

\section{Card Types}

There are 6 unique types of playing cards in the game. This section describes
each of them in detail.

\subsection{\color{dog} Dogs}

When you play a dog it stays in front of you on the table and provides a passive
bonus. You may only have up to 6 dogs at a time. When a dog dies it is destroyed
unless otherwise stated. When you are instructed to sacrifice a dog you must
kill one of your own dogs. If you are unable to do so then the card has no
effect. You may also sacrifice any of your dogs at any time, typically to make
space for other dogs.

Common effects dogs have include:

 - \daydraw{X} Draw an extra \emph{X} cards when you take a new day.
 - \speed{X} Move an extra \emph{X} spaces whenever you move.

\subsection{\color{attachment} Attachments}

Attachments must be played on dogs. Unless otherwise stated dogs can only hold
one attachment each. If you have no dogs in play then attachments are discarded
when played, to no effect. You may discard your own attachments whenever you
wish. When the dog an attachment is on dies, that attachment is discarded.

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 are used to upgrade your deck. They all use the same two effects. The
first effect \supply{X} adds \emph{X} cards to the supply on the turn you play
the card. The second effect \take{X} happens on the next turn. Instead of
playing a card it lets you take \emph{X} cards out of the supply and put them
in your hand.

\subsection{\color{personal} Personal}
\label{sec:personal}

Personal cards are used to optimize your deck. They all use the same two
effects. The first effect \see{X} lets you look at the top \emph{X} cards of
your deck on the turn you play the card. The second effect \destroy{X} happens
on the next turn. Instead of playing a card it lets you destroy up to \emph{X}
of the cards looked at on the turn before, removing them from the game.

When dealing with the cards not destroyed you have a choice. Each card may
either be discarded, or shuffled back into the deck. This allows you to adjust
what cards are in your deck even if you don't destroy any permanently.

Additionally, as mentioned before, personal cards remove your hypothermia.

\subsection{\color{food} Food}

Food cards are used to draw more cards. The symbol \draw{X} indicates to draw
the top \emph{X} cards of your deck.

Additionally, as mentioned before, food cards remove your starvation.

\subsection{\color{movement} Movement}

Movement cards, as you may have guessed, provide movement. Movement was already
explained in the mechanics section above.

The symbol for movement is \move{X} to indicate a move of \emph{X} myriameters
(spaces).

\section{Icons}

This is a reference page for the icons used in this game:

\begin{itemize}
    \item \move{X}: Move \emph{X} spaces. Don't forget to add your speed to any movement.
    \item \speed{X}: Speed increased by \emph{X}.
    \item \see{X}: Look at the top \emph{X} cards of your deck, set them aside to possibly destroy some next turn!
    \item \destroy{X}: Destroy up to \emph{X} of the cards you looked at before.  Either discard or shuffle back the rest.
    \item \daydraw{X}: Draw an extra \emph{X} cards when you take a new day.
    \item \supply{X}: Add \emph{X} cards to the supply.
    \item \take{X}: Take \emph{X} cards from the supply as your next turn.
    \item \includegraphics[height=1em]{images/icons/deck.png}: Health cost. When it appears in an effect it acts as a modifier.
    \item \includegraphics[height=1em]{images/icons/hand.png}: Energy cost. When it appears in an effect it acts as a modifier.
    \item \includegraphics[height=1em]{images/icons/risk.png}: Risk cost. When it appears in an effect it acts as a modifier.
    \item \includegraphics[height=1em]{images/icons/hypo.png}: Hypothermia.  When on the board, indicates passing this space gives hypothermia.
    \item \includegraphics[height=1em]{images/icons/starve.png}: Starvation.  When on the board, indicates passing this space gives starvation.
    \item \includegraphics[height=1em]{images/icons/legend.png}: Legendary.  When on the board, indicates passing this space gives a legendary card.
    \item \includegraphics[height=1em]{images/icons/damage.png}: Damage.  When on the board, indicates passing this space gives a damage.
\end{itemize}

\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.

When the first player crosses the finish line, each other player gets one last
turn. Once each player has had their last turn, whoever is furthest past the
finish line wins the game.

\subsection{Solitaire Mode}

The game can also be played alone by counting how many turns and days it takes
to win.

\vfill

{\small I hope you enjoy the game. - Louis A. Burke}
\end{document}
