193 lines
8.4 KiB
TeX
193 lines
8.4 KiB
TeX
% This is compiled and printed on the back of the board!
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% NOTE TO SELF: Dice faces use the LaTeX font that starts with j iirc
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\documentclass{article}
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\pagenumbering{gobble}
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\usepackage[papersize={10in,10in},margin=0.3in]{geometry}
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\usepackage{fontspec}
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\usepackage{multicol}
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\usepackage{graphicx}
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\usepackage{titlesec}
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\setmainfont{GFS Didot}
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\newfontfamily\Racing{Faster One}
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\titleformat{\section}[runin]{%
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\fontsize{16}{16}\Racing}{}{0em}{}
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\titlespacing*{\section}{0pt}{0pt}{1em}
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\begin{document}
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\begin{multicols}{3}
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\section{Setup}
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\textsc{To} begin the game separate out the upgrade cards from the rest of the cards.
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You should be left with the starter cards (grey border), and the stretch
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cards (have a distance at the bottom).
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Separate the starter cards into 4 equal decks (with the exact same cards in
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them).
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Setup the rest of the game by giving each player a starting deck, a red die,
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a blue die, and a token. Their token should be placed before the starting
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line on the map.
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\section{Objective}
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\textsc{This} is a race. Just like the real iditarod your goal is to be the first to
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travel 1600km (160 myriameters). Each square on the board is a single
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myriameter, so there are 160 of them.
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\section{Costs}
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\textsc{The} core mechanic of this game is the way in which costs on cards are
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played.
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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 a number of cards equal to the "energy" cost
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(blue number) of the card from their hand.
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Second, the player must discard a number of cards equal to the "health" cost
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(red number) of the card from the top of their deck. If the player fails to
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pay either cost, the card does nothing.
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Finally the player must resolve the "risk" of the card.
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\section{Risk}
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\textsc{Whatever} the risk (black number) of a card is, that many cards must be
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played from the top of your deck on the subsequent turns successfully. Only
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once all such cards are played does the effect of the original card take
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place.
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If another risk occurs as payment for a risk they do stack, but once the
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risk of the second card is paid its effect happens even if the original risk
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card's effect has not.
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If at any point you cannot afford the cards being played as risk, the risk
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card fizzles and does nothing.
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\section{New Days}
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\textsc{On} any turn a player may choose to take a new day instead of playing a card.
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In this case any current risk the player is in the process of resolving are
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abandoned and the player shuffles their discard pile and hand into their
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deck and draw a new starting hand.
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At this point any of the other players may choose to partake in the new day,
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taking the same actions as the player who initiated it, or race through the
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night and continue as they are.
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Additionally some cards and stretches have effects that occur at the
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beginning or end of a day. A day is marked by whenever any player causes a
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new day, not just the player to whom the effect applies.
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The starting hand is, by default, 6 cards. This number is frequently
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modified however.
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\section{Weather}
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\textsc{At} the start of each new day, roll the white weather die to determine the
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weather for the day. The effects are as follows:
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\begin{itemize}
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\setlength\itemsep{-1em}
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\item \includegraphics[width=1.5em]{images/die/snowflake} Snowy weather cancels all sled cards.
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\item \includegraphics[width=1.5em]{images/die/sun} Sunny weather provides a +1 speed bonus.
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\item \includegraphics[width=1.5em]{images/die/wind} Windy weather provides a +5 speed bonus but gives all players hypothermia.
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\item \includegraphics[width=1.5em]{images/die/cloud} Cloudy weather gives a -1 speed penalty.
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\item \includegraphics[width=1.5em]{images/die/storm} Stormy weather cancels all movement.
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\item \includegraphics[width=1.5em]{images/die/rain} Rainy weather provides a +3 speed bonus but gives all players starvation.
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\end{itemize}
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\section{Destruction}
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\textsc{There} is an important distinction between discarding and destroying a card.
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When a card is discarded it is merely added to its player's discard pile and
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will return to their deck when they take a new day. A card which is
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destroyed is removed from play and will not be used in the current game ever
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again.
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\section{Stretch Effects}
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\textsc{Each} stretch has a unique effect when you enter it. Like other cards,
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stretches may have red and blue numbers on them. These set your starvation
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and hypothermia respectively.
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Starvation increases the health (red) cost of every card by 1 for each
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starvation you have. This does not apply to cards with no health cost to
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begin with. Keep track of starvation on your sled card using the red die.
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Hypothermia increases the energy (blue) cost of every card by 1 for each
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hypothermia you have. This does not apply to cards with no energy cost to
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begin with. Keep track of hypothermia on your sled card using the blue die.
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If either your starvation or hypothermia reaches a level of 6 you have died.
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Move back 30 myriameters and set your starvation and hypothermia to that of
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your current track. If you move beyond the town you will have 0 starvation
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and hypothermia.
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\section{Special Effects}
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\textsc{Recover} allows you to move the specified number of cards from your discard
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pile into either your hand or your deck. The choice is yours.
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When you pass a player on the board you take 1 damage and they are moved
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back 1 square. This process occurs iteratively, so there can never be two
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players on the same space of the board (except before the starting line).
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The direction of movement does not matter, if you become further ahead of
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someone you take a damage and they move back one, even if they were moving
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backwards.
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\section{Card Types}
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\textsc{The} following is a summary of how each card type works:
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\begin{itemize}
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\setlength\itemsep{-0.8ex}
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\item \textsc{Dog} cards are brown. When you play a dog it stays in front of you
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and provides a passive bonus. You may only have 6 dogs at a time,
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but may kill a dog whenever you wish. A killed dog is destroyed (not
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discarded).
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\item \textsc{Attachment} cards are blue. You must play an attachment on a dog
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and dogs may only hold one attachment each. You may not remove an
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attachment once played. Like dogs, attachments provide passive
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bonuses. When the dog an attachment is on is killed, that attachment
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is discarded.
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\item \textsc{Food} cards are yellow. As soon as you play a food card your
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starvation is reduced by 1. This happens before payment and whether
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or not payment succeeds.
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\item \textsc{Personal} cards are purple. As soon as you play a personal card
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your hypothermia is reduced by 1. This happens before payment and
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whether or not payment succeeds. Personal cards typically have the
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text "Destroy up to X of Y" on them. This means that you look at the
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top Y cards of your deck, choose up to X of them to destroy, then
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choose which of the remaining cards to shuffle back into your deck
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and which to draw into your hand. Using a personal card is referred
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to as "healing".
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\item \textsc{Sled} cards are green. They typically have the text "Take X of Y"
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on them. This means that you look at the top Y cards of the upgrade
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deck, choose X of them to place in your discard pile, and destroy
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the rest. As they are immediately discarded all other players may
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see what they are. Additionally you may not use them until the next
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day (unless you recover them).
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\item \textsc{Utility} cards are white. They tend to be interactive. They have no
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effect whatsoever when you are immune. This means that they do
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nothing if you play them, and do not effect you if someone else
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plays them. Remove the utility cards from the game when playing
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solitaire.
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\item \textsc{Movement} cards are blue. When you play a movement card add your
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current speed to its effect.
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\end{itemize}
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\end{multicols}
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\end{document}
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