diff options
author | Nicolas "Pixel" Noble <pixel@nobis-crew.org> | 2012-07-09 07:37:53 +0200 |
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committer | Nicolas "Pixel" Noble <pixel@nobis-crew.org> | 2012-07-09 07:37:53 +0200 |
commit | 9fa839c563ba3c7596e2b3a27ecd6a385ad33328 (patch) | |
tree | 361a4c3a9e4089703122c9d7b26f46fca6035606 | |
parent | 753620fe09e6a3574abb12024d4bd6163b9ee3fe (diff) |
60 cards.
-rw-r--r-- | cards.tex | 114 |
1 files changed, 113 insertions, 1 deletions
@@ -8,7 +8,10 @@ %\inoK\iBoard\iWA\iBA\iMA\\ %}{...}{...} +% End of Turn \newcommand{\ET}{Play this card at the end of your turn.} + +% Continuous Effect \newcommand{\CE}{$\circlearrowleft$} \card{Hopper}{ @@ -57,7 +60,7 @@ board. If it's the King, the bomb explodes but the King is unaffected. Swap one of your Knights with one of your Rooks. }{\ET}{\iWN\iWR} -\card{Exile}{ +\card{Rewind}{ Put a piece of your opponent back to a square it could've started at the beginning of the game, as long as this square is empty. }{\ET}{\iBA} @@ -210,9 +213,118 @@ backward, as a Bishop, but only one square. Should it arrive on the last row, it will be promoted, as a normal Pawn. }{\ET}{\iWP} +% 40 \card{\CE Coup d'État}{ Your King becomes a mere Prince. It will moves as usual, but becomes a normal piece, able to be taken by your opponent. Another of your Pawns, Bishops or Knights takes the throne. This piece is the one your opponent will have to checkmate. }{\ET}{\iWK\iWB\iWN\iWP} + +\card{Official visit}{ +Swap your Kig with your opponent's, as long as it doesn't cause any of them to +be in check. +}{\ET}{\iMK} + +\card{Zombies}{ +Each opponent puts back two previously captured Pawns on the second row, one +after the other, starting with your opponent. +}{\ET}{\iMP} + +\card{\CE Flood}{ +The board is reduced to the smallest possible rectangle containing all of the +pieces currently on the board. +}{\ET}{\iBoard} + +\card{\CE Tunnel}{ +Mark two squares of the board. These are now connected, and any piece standing +on them can, instead of their normal move, go to the other one. +}{\ET}{\iBoard} + +\card{\CE Poison}{ +Mark one of your pieces to become poisoned. If an opponent piece takes it, both +are removed from the board. +}{\ET}{\iWA} + +\card{Bomb-A}{ +As long as it didn't take any piece, the piece you just moved explodes. It is +then removed from the board, as well as all the pieces located on its eight +neighbour squares. +}{\ET}{\inoK} + +\card{Traitors}{ +Swap one of your Knights with one of your opponent's. +}{\ET}{\iMN} + +\card{\CE Omertà}{ +The next player to say the name of a piece, except the King, has to forfeit +a piece of this type. If he no longer has a piece of this type, the card +continues its effect. This card is discarded once its effect triggers. +}{\ET}{\iMA} + +\card{Exile}{ +You can put one of your opponent's piece (except the King) in one empty square +located at the four corners of the board. Your opponent won't be able to move +this piece next turn. +}{\ET}{\inoK\iBA} + +\card{Quadrille}{ +All pieces on the squares in all four corners of the board move 90 degrees in +the direction of your choice. Since the moves are simultaneous, no piece is +being taken. +}{\ET}{\iMA} + +\card{\CE Peace}{ +One of your pieces, except the King, becomes non violent until the end of the +game. This piece can no longer take any piece, nor be taken, but can still make +a check. +}{\ET}{\iWA\inoK} + +\card{Rebuke}{ +Swap one of your opponent's Bishops with one of his Rooks. +}{\ET}{\iBB\iBR} + +\card{Laser}{ +One of your Queens, Bishops or Rooks shoots a laser in any of its usual moving +direction. Any piece on the path of the laser, friendy or not, is destoyed and +removed from the board. Kings are not affected, but they don't stop the ray. +}{\ET}{\iWQ\iWB\iWR\inoK} + +\card{\CE Neutrality}{ +Transform an opposing piece (except the King or Queens) into a neutral one. A +neutral piece can be used by both players, and can take pieces from both +players. +}{\ET}{\iBA\inoK} + +\card{\CE Camel}{ +Transform any Knight into a Camel. Like a Knight, a Camel can hop over any +obstacle. But instead of moving in a $2\uparrow 1\rightarrow$ pattern, +a Camel moves in a $3\uparrow 2\rightarrow$ pattern. +}{\ET}{\iMN} + +\card{Diktat}{ +Choose which kind of piece (except King or Queen) that your opponent will have +to move at his next turn. +}{\ET}{\iBA\inoK} + +\card{Jenga}{ +If you can keep this card balanced on your King for at least 5 seconds, you +will be able to either take a previously taken piece back, and put it on the +square of your choice, or play another turn. +}{\ET}{} + +\card{\CE Attentat}{ +While playing this card, write on a piece of paper the coordinates of an empty +square of the board, or currently occupied by one of your pieces. If an +opponent's piece lands on it, a bomb explodes and that piece is removed from +the board. If it's the King, the bomb explodes, but the King stays. +}{\ET}{\iBA\inoK} + +\card{Stall}{ +Swap one of your opponent's Knight with one of his Rooks. +}{\ET}{\iBN\iBR} + +\card{Paladin}{ +Choose one Knight on the board to become religious. It will now move like a +Bishop. +}{\ET}{\iMN} |