594 lines
25 KiB
TeX
594 lines
25 KiB
TeX
\documentclass{article}
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\usepackage[top=0.125in, bottom=0.125in, left=0.125in, right=0.125in, margin=0.125in, papersize={3.5in, 5in}, includefoot]{geometry}
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\usepackage{xcolor}
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\usepackage{parskip}
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\usepackage{pdfpages}
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\usepackage{tikz}
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\usepackage{titlesec}
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\usepackage{fancybox}
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\titleformat{name=\section}[display]{}{\thetitle.}{0.8em}{\Heading\Large}
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\titlespacing{\section}{0pt}{0pt plus 4pt minus 4pt}{0pt plus 4pt minus 4pt}
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\titleformat{name=\subsection}[display]{}{\thetitle.}{0.5em}{\Heading\large}
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\titlespacing{\subsection}{0pt}{0pt plus 4pt minus 4pt}{0pt plus 4pt minus 4pt}
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\titleformat{name=\subsubsection}[runin]{}{\thetitle.}{0.5em}{\itshape}[.]
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\titlespacing{\subsubsection}{0pt}{0pt}{0.5em}
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\titleformat{name=\paragraph,numberless}[runin]{}{}{0em}{}[.]
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\titlespacing{\paragraph}{0em}{0em}{0.5em}
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\titleformat{name=\subparagraph,numberless}[runin]{}{}{0em}{}[.]
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\titlespacing{\subparagraph}{0em}{0em}{0.5em}
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\definecolor{utility}{HTML}{FFFFFF}
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\definecolor{attachment}{HTML}{5FAFCF}
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\definecolor{dog}{HTML}{BF9F7F}
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\definecolor{leg}{HTML}{9F9F9F}
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\definecolor{personal}{HTML}{AF5FCF}
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\definecolor{movement}{HTML}{7F7FDF}
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\definecolor{damage}{HTML}{FF6F6F}
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\definecolor{sled}{HTML}{7FDF7F}
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\definecolor{food}{HTML}{CFCF4F}
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\usepackage{graphicx}
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\usepackage{enumitem}
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\usepackage{fontspec}
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\setmainfont[Scale=0.8]{Merriweather}
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\newfontfamily\Heading{Lato}
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\setcounter{secnumdepth}{0}
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\pagestyle{plain}
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\pagenumbering{arabic}
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\begin{document}
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\begin{titlepage}
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\
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\vfill
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\centering
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\includegraphics{iditacards}\par\vspace{5em}
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{\Heading\LARGE Iditacards Instruction Manual\par}
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\vfill
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\end{titlepage}
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\tableofcontents
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\clearpage
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\section{Overview}
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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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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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The first player to cross the finish line wins!
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\section{Components}
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% 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.
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This game contains many cards. They can be sorted based on the symbol in the
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bottom right corner:
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\begin{itemize}
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\setlength\itemsep{-1em}
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\item 4 Starter Decks - \input "|cat cards/decks/starter1.txt | wc -l" 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})
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\item 1 Legendary Deck - \input "|cat cards/decks/legendary.txt | wc -l" cards (\includegraphics[width=1em]{images/deck/legendary.png})
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\item 4 Upgrade Decks - \input "|cat cards/decks/speed.txt | wc -l" cards each (\includegraphics[width=1em]{images/deck/speed.png} \includegraphics[width=1em]{images/deck/attack.png} \includegraphics[width=1em]{images/deck/upgrade.png} \includegraphics[width=1em]{images/deck/survivor.png})
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\item 1 Damage Deck - \input "|cat cards/decks/damage.txt | wc -l" cards (\includegraphics[width=1em]{images/deck/token.png})
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\end{itemize}
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Additionally there are 32 smaller leg cards.
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The game also contains:
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\begin{itemize}
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\setlength\itemsep{-1em}
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\item This manual
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\item The box the game came with
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\item One weather die with special symbols on it
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\item Two board halves
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\item 20 player tokens (5 of each colour)
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\end{itemize}
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\clearpage
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\section{Objective}
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% 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”.
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Every turn each player will move forward one space. The cards they play will
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increase this, while the places they encounter will work to decrease it. When
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the first player reaches the finish line the game ends and they win. The finish
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line is the square \emph{after} the last square on the board.
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\section{Setup}
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% 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!
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The board comes in two halves that should just be placed together to create
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a continuous playing surface.
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To start the game each player must pick a colour. They take the tokens of that
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colour placing them on the board at:
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\begin{itemize}
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\setlength\itemsep{-1em}
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\item The starting space (on top of the text ``Start'')
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\item Both 0 spaces
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\item The ``Full'' and ``Warm'' spaces
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\end{itemize}
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Take the starter deck of your colour, find the \emph{Wheel Dog}, and place it
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on the table in front of you. Then shuffle it and place it face down in front
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of you.
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Shuffle the legendary deck and deal 5 cards from it to each player. Each player
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looks at their legendary cards and leaves them face-down in front of them.
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Before starting the game everybody draws 6 cards. The first player to grab the
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weather die goes first. They roll it, then take their turn.
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\section{Gameplay}
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% 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.
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The game is broken into turns. Each turn you may either play a card, or take
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a new day. At the end of your turn you move 1 myriameter (1 square). After you
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finish moving the player to your left begins their turn.
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During gameplay you will often discard cards. It is important to note that
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discarded cards will be returned to your deck frequently. This is in contrast
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to destroyed cards which are removed from the game permanently.
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% 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”).
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\subsection{Movement}
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As in any race, movement is important. Whenever you move you add your current
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speed to the distance. Many cards in the game will modify your speed.
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When you move onto or past certain spaces different things happen. This is
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called 'passing' the space.
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If you pass another player they move back one space and you take one damage
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(damage will be explained later).
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The first time you pass each checkpoint
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(\includegraphics[width=2em]{images/rules/checkpoint.png}) add one of your
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legendary cards of your choice to your discard pile.
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If you pass the checkerboard finish line you win the game.
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\subsection{Card Anatomy}
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\begin{tikzpicture}[x=\textwidth,y=\textwidth]
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\node at (0.5,0.5) {\includegraphics[width=10em]{cards/dogs/husky0.pdf}};
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\draw (0.5,0.8) node[anchor=south, inner sep=0.5ex] {Card Name} -- (0.5,0.71);
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\draw (0.25,0.75) node[anchor=east, inner sep=0.5ex] {Energy Cost} -- (0.35,0.65);
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\draw (0.25,0.6) node[anchor=east, inner sep=0.5ex] {Health Cost} -- (0.35,0.58);
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\draw (0.25,0.45) node[anchor=east, inner sep=0.5ex] {Risk Cost} -- (0.35,0.5);
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\draw (0.75,0.45) node[anchor=west, inner sep=0.5ex] {Card Effect} -- (0.58,0.45);
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\draw (0.75,0.2) node[anchor=west, inner sep=0.5ex] {Card Deck} -- (0.63,0.3);
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\draw (0.5,0.2) node[anchor=north, inner sep=0.5ex] {Card Type} -- (0.5,0.288);
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\end{tikzpicture}
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At the top of a card is its name. Along the left side of a card the costs are
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listed. Behind the costs is the artwork of a card. Underneath the artwork is
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the effect of a card. In the bottom-right corner of a card is a symbol
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indicating which deck a card belongs to. Along the bottom the type of a card
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is listed. This type is reinforced by the background colour of a card. Above the
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type is the flavour text, which has no impact on the gameplay.
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\clearpage
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\subsection{Costs}
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When a card is played its costs are paid in order from top to bottom.
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\subsubsection{Health}
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The first cost to be paid is the ``energy'' cost. Energy cost is paid by
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choosing cards from the hand to discard. Note that discarded cards will be
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returned later in the form of \emph{New Days}. For example if the energy cost of
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a card is 2, then you must select 2 cards to discard from your hand to pay for
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it.
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\subsubsection{Energy}
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The second cost to be paid is the ``health'' cost. Health cost is paid by
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discarding cards from the top of the deck. For example if the health cost of
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a card is 3, then you must select 3 cards to discard from your hand to pay for
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it.
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\subsubsection{Risk}
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The final cost to be paid is the ``risk'' cost. Risk cost is paid by playing
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cards from the top of the deck. These cards are played on subsequent turns. If
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the player is unable to pay for these cards, then the payment fails. The card's
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effect only occurs on the turn when the final risk is played, after resolving
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that cards effect. If you fail to pay for the risk card it has no effect and
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your turn is over.
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Additional risk costs that occur during the payment of a risk will stack.
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\clearpage
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\subsubsection{Example}
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To clarify how costs work, lets look at an example:
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You want to play the husky card while you have armour and breakfast in your
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hand and 21 cards left in your deck.
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\begin{tabular}{c c c c}
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\includegraphics[scale=0.2]{cards/dogs/husky0.pdf} &
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\ovalbox{\includegraphics[width=0.3in]{cardback.png}} $\times 21$ &
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&
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\begin{tikzpicture}[x=1em,y=0.8em]
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\node at (0,0) {\includegraphics[scale=0.2]{cards/attachments/armour0.pdf}};
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\node at (0,-1) {\includegraphics[scale=0.2]{cards/food/breakfast0.pdf}};
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\end{tikzpicture} \\
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In Play & Deck & Discard & Hand \\
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\end{tabular}
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To pay the energy cost you discard both cards in your hand, while to pay for the
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health cost you discard the top two cards of your deck.
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\begin{tabular}{c c c c}
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\includegraphics[scale=0.2]{cards/dogs/husky0.pdf} &
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\ovalbox{\includegraphics[width=0.3in]{cardback.png}} $\times 19$ &
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\begin{tikzpicture}[x=1em,y=0.6em]
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\node at (0,0) {\includegraphics[scale=0.2]{cards/attachments/armour0.pdf}};
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\node at (0,-1) {\includegraphics[scale=0.2]{cards/food/breakfast0.pdf}};
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\node at (0,-2) {\includegraphics[scale=0.2]{cards/food/lunch0.pdf}};
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\node at (0,-3) {\includegraphics[scale=0.2]{cards/sleds/repair_sled0.pdf}};
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\end{tikzpicture} & \\
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In Play & Deck & Discard & Hand \\
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\end{tabular}
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Now you wait for your turn, then reveal the top card of your deck as the first
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risk payment. You reveal breakfast, so you pay the health cost by discarding the
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top three cards of your deck (upgrade sled, move, and dinner). Once you pay for
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breakfast you get its effect, so you draw three cards, filling your hand with
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first aid, move, and good dog.
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\begin{tabular}{c c c c}
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\begin{tikzpicture}[x=1em,y=0.8em]
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\node at (0,0) {\includegraphics[scale=0.2]{cards/dogs/husky0.pdf}};
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\node at (0,1) {\includegraphics[scale=0.2]{cards/food/breakfast0.pdf}};
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\end{tikzpicture} &
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\ovalbox{\includegraphics[width=0.3in]{cardback.png}} $\times 12$ &
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\begin{tikzpicture}[x=1em,y=0.6em]
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\node at (0,0) {\includegraphics[scale=0.2]{cards/attachments/armour0.pdf}};
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\node at (0,-1) {\includegraphics[scale=0.2]{cards/food/breakfast0.pdf}};
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\node at (0,-2) {\includegraphics[scale=0.2]{cards/food/lunch0.pdf}};
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\node at (0,-3) {\includegraphics[scale=0.2]{cards/sleds/repair_sled0.pdf}};
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\node at (0,-4) {\includegraphics[scale=0.2]{cards/sleds/upgrade_sled0.pdf}};
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\node at (0,-5) {\includegraphics[scale=0.2]{cards/movement/move0.pdf}};
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\node at (0,-6) {\includegraphics[scale=0.2]{cards/food/dinner0.pdf}};
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\end{tikzpicture} &
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\begin{tikzpicture}[x=1em,y=0.8em]
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\node at (0,0) {\includegraphics[scale=0.2]{cards/personal/first_aid0.pdf}};
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\node at (0,-1) {\includegraphics[scale=0.2]{cards/movement/move0.pdf}};
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\node at (0,-2) {\includegraphics[scale=0.2]{cards/dogs/good_dog0.pdf}};
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\end{tikzpicture} \\
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In Play & Deck & Discard & Hand \\
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\end{tabular}
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On your next turn you reveal lunch. Luckily breakfast refilled your hand so you
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can successfully discard two cards to pay for it and draw three cards. Finally,
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now that all of the risk has been paid, the effect of husky is active and you
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get to add it to your sled team.
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\begin{tabular}{c c c c}
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\begin{tikzpicture}[x=1em,y=0.8em]
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\node at (0,0) {\includegraphics[scale=0.2]{cards/dogs/husky0.pdf}};
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\node at (0,1) {\includegraphics[scale=0.2]{cards/food/breakfast0.pdf}};
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\node at (0,2) {\includegraphics[scale=0.2]{cards/food/lunch0.pdf}};
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\end{tikzpicture} &
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\ovalbox{\includegraphics[width=0.3in]{cardback.png}} $\times 9$ &
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\begin{tikzpicture}[x=1em,y=0.6em]
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\node at (0,0) {\includegraphics[scale=0.2]{cards/attachments/armour0.pdf}};
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\node at (0,-1) {\includegraphics[scale=0.2]{cards/food/breakfast0.pdf}};
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\node at (0,-2) {\includegraphics[scale=0.2]{cards/food/lunch0.pdf}};
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\node at (0,-3) {\includegraphics[scale=0.2]{cards/sleds/repair_sled0.pdf}};
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\node at (0,-4) {\includegraphics[scale=0.2]{cards/sleds/upgrade_sled0.pdf}};
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\node at (0,-5) {\includegraphics[scale=0.2]{cards/movement/move0.pdf}};
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\node at (0,-6) {\includegraphics[scale=0.2]{cards/food/dinner0.pdf}};
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\node at (0,-7) {\includegraphics[scale=0.2]{cards/dogs/good_dog0.pdf}};
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\node at (0,-8) {\includegraphics[scale=0.2]{cards/personal/first_aid0.pdf}};
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\end{tikzpicture} &
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\begin{tikzpicture}[x=1em,y=0.8em]
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\node at (0,-1) {\includegraphics[scale=0.2]{cards/movement/move0.pdf}};
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\node at (0,-2) {\includegraphics[scale=0.2]{cards/sleds/repair_sled0.pdf}};
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\node at (0,-3) {\includegraphics[scale=0.2]{cards/personal/first_aid0.pdf}};
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\node at (0,-4) {\includegraphics[scale=0.2]{cards/movement/move0.pdf}};
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\end{tikzpicture} \\
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In Play & Deck & Discard & Hand \\
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\end{tabular}
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\subsection{New Days}
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\subsection{Weather}
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\section{Effects} % Don't forget to mention legs and their effects
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\subsection{Hypothermia}
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\subsection{Starvation}
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\section{Card Types}
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\subsection{\color{dog} Dogs}
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\subsection{\color{attachment} Attachments}
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\subsection{\color{sled} Sled}
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\subsection{\color{personal} Personal}
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\subsection{\color{food} Food}
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\subsection{\color{movement} Movement}
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\subsection{Utility}
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\section{Icons}
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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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{\noindent\Heading\Large Setup\par}
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To begin the game separate out each of the decks of cards based on the
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symbols in the lower-right corner. Give each player a starting deck. Indicated
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by a coloured rectangle in the corner. Each player should take a token marking
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their position to match the colour in the rectangle on their card.
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Also give each player two dice: one blue to keep track of hypothermia and one
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red to keep track of starvation. Each player places their wheel dog on the
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table in front of them, shuffles their deck and draws 6 cards.
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Decide which expansions to use, shuffle them and place them face down near
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the supply.
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Finally roll the weather die to determine initial weather (although it wont
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effect anyone until they get to the hills).
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\clearpage
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{\noindent\Heading\Large Objective\par}
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This is a race. Your goal is to be the first to cross the finish line. You will
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do this by upgrading your deck and your sled dog race team while slowing down
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your opponents and surviving the harsh northern climate.
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The path on the board is marked with walls, you will criss-cross up and down
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each side of the board to arrive at the finish line. A summary of this motion is
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outlined below.
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{\centering\includegraphics{images/rules/board_order}\par}
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You will unlock a new powerful card when you reach the checkpoints marked below.
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{\centering\includegraphics{images/rules/checkpoints}\par}
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\clearpage
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{\noindent\Heading\Large Costs\par}
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When a card is played the three costs are resolved in order.
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First the player must discard as many cards as the ``energy'' cost
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(blue number) of the card from their hand. Second, the player must discard as
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many cards as the ``health'' cost (red number) of the card from the top of their
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deck. Finally the player must resolve the ``risk'' cost (black number) of the
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card.
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Whatever the risk of a card is, that many cards must be played from the top of
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your deck on the subsequent turns successfully. Only then does the original
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card's effect take place.
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Additional risk costs stack. If at any point you cannot afford the cards being
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played as risk, the risk card fizzles and does nothing.
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Any cards used as payment for risk have their effects occur when they are paid
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off, even if the parent risk card fizzles.
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An example is illustrated on the next page. A dog trap is played with a hand of
|
||
6 cards and a deck of 23 cards. As risk a move and mush are played. The risk of
|
||
the mush is breakfast. The result is a hand of 4 cards and a deck of 14 cards.
|
||
|
||
\clearpage
|
||
|
||
\includegraphics{images/rules/example_1}\par
|
||
\includegraphics{images/rules/example_2}\par
|
||
\includegraphics{images/rules/example_3}\par
|
||
\includegraphics{images/rules/example_4}\par
|
||
|
||
The result of this is that the player has spent 4 turns in order to successfully
|
||
play (in order) move, breakfast, mush, and dog trap. Note that the risk cards
|
||
only took effect once they were fully paid in the following turns. If at any
|
||
point the player were unable to pay for a card all unresolved cards would fizzle
|
||
and have no effect.
|
||
|
||
{\noindent\Heading\Large New Days\par}
|
||
|
||
On any turn the current player may choose to take a new day. Any other players
|
||
may choose to join them in a new day or not.
|
||
|
||
All participating players abandon all current risks and shuffle all of their
|
||
cards (except for in-play dogs and attachments) into their deck. They then draw
|
||
a new starting hand. The starting hand size is 6 cards, but is often modified
|
||
during the course of play. There is no upper limit to hand size.
|
||
|
||
Once everyone has decided whether or not to partake in the new day, the player
|
||
who started it rolls the weather die to determine the weather.
|
||
|
||
\clearpage
|
||
|
||
{\noindent\Heading\Large Weather\par}
|
||
|
||
The weather die has 6 unique symbols on it. Each symbol has a specific effect on
|
||
those players who are not immune. These are:
|
||
|
||
\includegraphics[width=1.5em]{images/die/snowflake} Snow cancels the effects
|
||
of all sled (green) cards.
|
||
\vskip 0.5em
|
||
|
||
\includegraphics[width=1.5em]{images/die/sun} Sun provides +1 speed.
|
||
\vskip 0.5em
|
||
|
||
\includegraphics[width=1.5em]{images/die/wind} Wind provides +5 speed but gives all players hypothermia.
|
||
\vskip 0.5em
|
||
|
||
\includegraphics[width=1.5em]{images/die/cloud} Clouds cause -1 speed.
|
||
\vskip 0.5em
|
||
|
||
\includegraphics[width=1.5em]{images/die/storm} Storms cancel all movement.
|
||
\vskip 0.5em
|
||
|
||
\includegraphics[width=1.5em]{images/die/rain} Rain provides +3 speed but gives all players starvation.
|
||
|
||
{\noindent\Heading\Large Effects\par}
|
||
|
||
There are some common effects that have special handling.
|
||
|
||
{\bf Speed} is provided by some cards and is added to whatever distance a
|
||
card indicates to move. For example if you play a card that says ``move 10'' and
|
||
have +5 speed you will move 15 squares.
|
||
|
||
{\bf Recover} allows you to draw cards of your choice from your discard pile.
|
||
Recovered cards may also be shuffled into your deck.
|
||
|
||
{\bf Immune} players are not effected by other players cards, do not take
|
||
damage, and are not effected by the weather (either positively or negatively).
|
||
|
||
\clearpage
|
||
|
||
{\noindent\Heading\Large Conditions}
|
||
|
||
There are a few conditions that you must contend with during the race.
|
||
|
||
\definecolor{energy}{HTML}{003FFF}
|
||
\definecolor{health}{HTML}{FF0000}
|
||
|
||
{\color{health}\bf Starvation} increases the health cost of every card by 1 for
|
||
each starvation you have. Keep track of starvation using the red die.
|
||
|
||
{\color{energy}\bf Hypothermia} increases the energy cost of every card by 1 for
|
||
each hypothermia you have. Keep track of hypothermia using the blue die.
|
||
|
||
Neither {\color{health} starvation} nor {\color{energy} hypothermia} effect
|
||
costs that are 0 to begin with (not including costs that are reduced to 0).
|
||
|
||
If either your {\color{health} starvation} or {\color{energy} hypothermia}
|
||
reaches a level of 7 you have died. Move back 30 myriameters and set them both
|
||
to 0.
|
||
|
||
\vskip 1em
|
||
{\noindent\Heading\Large The Board}
|
||
|
||
Each coloured section of the board represents a leg. Each leg has its
|
||
own effect, listed at the end of the board. Additionally there may be a blue
|
||
and/or red number next to each leg. When you enter a leg, if you have
|
||
less {\color{health}starvation} than the red number you set your
|
||
{\color{health}starvation} to it. Similarly if you have less
|
||
{\color{energy}hypothermia} than the blue number you set your
|
||
{\color{energy}hypothermia} to it. This applies even if you enter the leg
|
||
moving backwards.
|
||
|
||
Whenever you pass another player on the board you take 1 damage and they are
|
||
moved back 1 square. This process is iterative, so there can never be two
|
||
players on the same space of the board.
|
||
|
||
\clearpage
|
||
|
||
{\noindent\Heading\Large Card Types}
|
||
|
||
There are 8 types of cards. The remainder of this booklet describes them in
|
||
detail.
|
||
|
||
\vskip 1em
|
||
{\noindent\Heading\Large\color{dog}Dog Cards}
|
||
|
||
When you play a dog it stays in front of you and provides a passive bonus. You
|
||
may only have up to 6 dogs at a time. You may kill friendly dogs whenever you
|
||
wish. When a dog dies it is destroyed unless otherwise stated. When you are
|
||
instructed to kill a dog it must be one of your dogs. If you are
|
||
unable to kill one of your dogs the effect of the card will be voided.
|
||
|
||
\vskip 1em
|
||
{\noindent\Heading\Large\color{attachment}Attachment Cards}
|
||
|
||
Attachments must be played on dogs. Unless otherwise stated dogs can only hold
|
||
one attachment each. If you have no dogs in play 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 kill it.
|
||
|
||
\vskip 1em
|
||
{\noindent\Heading\Large\color{food}Food Cards}
|
||
|
||
As soon as you play a food card reduce your {\color{health}starvation} by 1.
|
||
This happens before payment. Food cards generally provide draw.
|
||
|
||
%\vskip 1em
|
||
\clearpage
|
||
{\noindent\Heading\Large\color{personal}Personal Cards}
|
||
|
||
As soon as you play a personal card reduce your {\color{energy}hypothermia} by
|
||
1. This happens before payment. Personal cards have the text ``Destroy up to X
|
||
of Y''. This means you look at the top Y cards of your deck, choose up to X of
|
||
them to destroy, then choose which of the remaining cards to shuffle back into
|
||
your deck and which to draw into your hand.
|
||
|
||
For example first aid says ``Destroy up to 1 of 3'' so when you play it you look
|
||
at the top three cards of your deck. You may permanently destroy one of them and
|
||
decide which of the rest you draw and which you shuffle into your deck. Thus
|
||
personal cards can act as an expensive form of draw.
|
||
|
||
\vskip 1em
|
||
{\noindent\Heading\Large\color{sled}Sled Cards}
|
||
|
||
Sled cards are used to upgrade the cards in your deck. They have the text ``Take
|
||
X of Y''. This means you add cards to the supply from an upgrade deck until it
|
||
has at least Y cards in it. Then you choose X of them to place in your {\bf
|
||
discard} pile. The new card(s) will become available to you when you take your
|
||
next new day.
|
||
|
||
When an upgrade deck runs out of cards shuffle all destroyed cards of that deck
|
||
back into it to refresh it. If all cards of a deck are in use it can no longer
|
||
be upgraded from (this should be very unlikely).
|
||
|
||
\vskip 1em
|
||
{\noindent\Heading\Large Utility Cards}
|
||
|
||
In general utility cards either have unique effects or interact with other
|
||
players.
|
||
|
||
\vskip 1em
|
||
{\noindent\Heading\Large\color{movement}Movement Cards}
|
||
|
||
In general movement cards move you along the track. Note that each square of the
|
||
board represents a myriameter (10 kilometers). Your current speed is added to
|
||
the movement printed on movement cards when they take effect.
|
||
|
||
\vskip 1em
|
||
{\noindent\Heading\Large\color{damage}Damage Cards}
|
||
|
||
When a player takes damage they add a damaged card to their discard pile. Damage
|
||
can be played for its cost to remove it from the deck, or destroyed by personal
|
||
cards. If a damaged card is discarded as part of the payment of another card
|
||
then the payment fails and the turn ends immediately. Damage cards can be
|
||
played as risk.
|
||
|
||
\vskip 1em
|
||
{\noindent\Heading\Large Legendary Cards}
|
||
|
||
At the start of each game each player draws 5 random legendary cards. Whenever
|
||
they pass a checkpoint they must add one of them to their discard pile.
|
||
|
||
\vskip 1em
|
||
{\noindent\Heading\Large Single Player}
|
||
|
||
When playing alone use the flip side of the game board. This side is more
|
||
punishing. If you die in single player mode you lose. The goal is still to
|
||
finish the race in as few turns as possible.
|
||
|
||
\vskip 1em
|
||
\hrule
|
||
\vskip 1em
|
||
|
||
{\small I hope you enjoy the game. - Louis A. Burke}
|
||
\end{document}
|