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authorNicolas "Pixel" Noble <pixel@nobis-crew.org>2012-07-10 07:52:56 +0200
committerNicolas "Pixel" Noble <pixel@nobis-crew.org>2012-07-10 07:52:56 +0200
commita70e230a92235a052e5c84afc994b9ac76364a8c (patch)
tree44653aaea660b1d74dc3193dadb7bed1ef961c21 /cards.tex
parent0a1fbdc954f51f4a75e9f3141878d4d010ddf275 (diff)
Fixes.
Diffstat (limited to 'cards.tex')
-rw-r--r--cards.tex136
1 files changed, 70 insertions, 66 deletions
diff --git a/cards.tex b/cards.tex
index 9b51e76..b74ca69 100644
--- a/cards.tex
+++ b/cards.tex
@@ -20,14 +20,17 @@
% Continuous Effect
\newcommand{\CE}{$\circlearrowleft$}
-\card{Hopper}{
+% SWap
+\newcommand{\SW}{$\leftrightarrow$}
+
+\card{Jumper}{
One of your Rooks can, at the end of its move, continue on its line for two
-more squares by hopping over one piece, be it yours or your opponent's. This
+more squares by jumping over one piece, be it yours or your opponent's. This
move can only happen if it takes a piece.
}{\ET}{\iWR}
\card{Regency}{
-You are making your King disappear from the board for the next turn. Before
+You are making your King disappear from the board for your othe next turn. Before
your next turn, you will have to place him back, by putting it on any square
on the side of the board.
}{\ET}{\iWK}
@@ -35,8 +38,8 @@ on the side of the board.
\card{Tango}{
Move any of your pieces by doing the same exact move you just did (same
direction, same distance), as long as the move is valid. For example, no
-other piece should be in the path, except when reproducing knight moves.
-This move can take another piece.
+other piece should be in the path, except when reproducing Knight moves.
+This move may take another piece.
}{\ET}{\iWA}
\card{Scrying}{
@@ -51,20 +54,20 @@ King is in check.
}{\ET}
\card{Apartheid}{
-Remove from the board any Black Pawn located on a white square, and any White
-Pawn located on a black square.
+Remove from the board all Black Pawns located on a white square, and all White
+Pawns located on a black square.
}{\ET}{\iMP}
\card{\CE Trap}{
While playing this card, write down on a piece of paper the location of one
empty square, or occupied by one of your pieces. As soon as an opposite piece
-lands on that square, the bomb explodes and the piece is removed from the
+lands on that square, a bomb explodes and the piece is removed from the
board. If it's the King, the bomb explodes but the King is unaffected.
}{\ET}{\iBoard\inoK}
\card{Stable}{
Swap one of your Knights with one of your Rooks.
-}{\ET}{\iWN\iWR}
+}{\ET}{\iWN\SW\iWR}
\card{Rewind}{
Put a piece of your opponent back to a square it could've started at the
@@ -87,14 +90,14 @@ lasts until one King is in check.
}{\ET}
\card{Shield}{
-Your opponent can't take the piece you just moved this turn.
+Your opponent cannot take the piece you just moved this turn.
}{\ET}
\card{\CE Stand-in}{
If the start square of your King is empty, you can spawn another King there.
From now on, you can end a turn with one of your King to be in check, and you
-can even have it being taken. You lose the game when your last King is
-checkmate.
+can even have it being taken. This card's effect lasts until you have only
+one King left.
}{\ET}{\iWK}
\card{Chronometer}{
@@ -118,12 +121,12 @@ about the card game immediately looses a Pawn, choosen by his opponent.
\card{\CE Starving}{
The two players now have to take one piece every turn. The effect of this
-card lasts until one of the players can't take a piece.
+card lasts until one of the players cannot take a piece.
}{\ET}
\card{Religulous}{
Swap a Knight of your opponent with one of his Bishop.
-}{\ET}{\iBB\iBN}
+}{\ET}{\iBB\SW\iBN}
% 20
\card{Kangaroo}{
@@ -134,22 +137,22 @@ Kangaroo cannot stop after its first move.
\card{Princess}{
If you no longer have a Queen, and its starting square is empty, spawn a
-Princess there. A Pricess moves in eight directions, as a Queen, but only for
+Princess there. A Princess moves in eight directions, as a Queen, but only for
one or two squares.
}{\ET}{\iWQ}
\card{\CE Magnetism}{
-One of your piece becomes a magnet. From now on, any piece located on one of
+One of your pieces becomes a magnet. From now on, any piece located on one of
its eight surrounding squares will be stuck.
}{\ET}{\iWA}
\card{Schizophrenic}{
-Swap one of your Bishop with one of your opponent's.
-}{\ET}{\iMB}
+Swap one of your Bishops with one of your opponent's.
+}{\ET}{\iWB\SW\iBB}
\card{Chivalry}{
Swap one of your Bishop with one of your Knights.
-}{\ET}{\iWB\iWN}
+}{\ET}{\iWB\SW\iWN}
\card{Kidnapping}{
Your opponent turns his head for 10 seconds, and you take one of his pieces.
@@ -160,7 +163,7 @@ it was placed. If he is wrong, the piece will be forfeit.
\card{Cheerleaders}{
Move two of your Pawns in the same diagonal move, without taking any opponent
piece.
-}{\ET}{\iWP}
+}{\ET}{\iWP\iWP}
\card{Depression}{
Remove one of your opponent's Pawn whose all surrounding squares are empty.
@@ -177,41 +180,41 @@ The piece you just moved and took another piece becomes a piece of that type.
\card{Round Robin}{
Rotate the board 90 degrees in the direction you want. Pawns are still moving
towards their opponent. Any Pawn on the last row automatically gets promoted,
-and any Pawn on the second row can now move two square.
+and any Pawn on the second row can now move two squares.
}{\ET}{\iBoard}
\card{\CE Barrier}{
Put a two squares-long barrier, straight or in square angle, between any square
on the board. This barrier cannot be crossed, except by pieces which moves are
-already naturally hopping above obstacles.
+already naturally jumping above obstacles.
}{\ET}{\iBoard}
\card{Schisme}{
Any Bishop which can freely move one square horizontally or vertically without
taking any piece has to do so. Your opponent moves his Bishops first.
-}{\ET}{\iMB}
+}{\ET}{\iWB\iWB\iBB\iBB}
\card{Asylum}{
Swap one of your Bishops with one of your Rooks.
-}{\ET}{\iWB\iWR}
+}{\ET}{\iWB\SW\iWR}
\card{Provocation}{
-During his turn, your opponent has to take one of your pieces. If he can't, he
+During his turn, your opponent has to take one of your pieces. If he cannot, he
will forfeit his turn.
}{\ET}
\card{\CE Inception}{
-One of your opponent's piece falls deep asleep, and can't move anymore, until
+One of your opponent's pieces falls deep asleep, and cannot move anymore, until
it is taken, or your opponent's King is in check.
}{\ET}{\iBA}
-\card{Terror}{
+\card{Boo!}{
Move a Pawn of your opponent one or two squares back.
}{\ET}{\iBP}
\card{Urbanism}{
Swap one of your Rooks with one of your opponent's Rooks.
-}{\ET}{\iMR}
+}{\ET}{\iWR\SW\iBR}
\card{Carb}{
One of your Pawn becomes a Crab. The Crab moves in diagonal, forward or
@@ -230,20 +233,20 @@ checkmate.
\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}
+}{\ET}{\iWK\SW\iBK}
\card{Zombies}{
Each opponent puts back two previously captured Pawns on the second row, one
after the other, starting with your opponent.
-}{\ET}{\iMP}
+}{\ET}{\iWP\iWB\iBP\iBP}
\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
+\card{\CE Diggers}{
+Mark any 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}
@@ -252,15 +255,15 @@ 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}{
+\card{A-Bomb}{
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.
+surrounding squares.
}{\ET}{\inoK}
\card{Deserters}{
Swap one of your Knights with one of your opponent's.
-}{\ET}{\iMN}
+}{\ET}{\iWN\SW\iBN}
\card{\CE Omertà}{
The next player to say the name of a piece, except the King, has to forfeit
@@ -281,14 +284,14 @@ 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.
+Mark one of your pieces, except the King, to become non violent until the end of the
+game. This piece can no longer take any piece, nor be taken, but can still put
+the King in check.
}{\ET}{\iWA\inoK}
\card{Rebuke}{
Swap one of your opponent's Bishops with one of his Rooks.
-}{\ET}{\iBB\iBR}
+}{\ET}{\iBB\SW\iBR}
\card{Laser}{
One of your Queens, Bishops or Rooks shoots a laser in any of its usual moving
@@ -297,13 +300,13 @@ 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
+Mark an opposing piece (except the King or Queens) to become 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
+Mark any Knight to become a Camel. Like a Knight, a Camel can jump 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}
@@ -315,20 +318,20 @@ to move at his next turn.
\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.
+will be able to either take a previously taken piece back, and put it on an
+empty 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.
+While playing this card, write down on a piece of paper the location of one
+empty square, or occupied by one of your pieces. As soon as an opposite piece
+lands on that square, a bomb explodes and the piece is removed from the
+board. If it's the King, the bomb explodes but the King is unaffected.
}{\ET}{\iBA\inoK}
\card{Stall}{
Swap one of your opponent's Knight with one of his Rooks.
-}{\ET}{\iBN\iBR}
+}{\ET}{\iBN\SWA\iBR}
\card{Paladin}{
Choose one Knight on the board to become religious. It will now move like a
@@ -338,13 +341,14 @@ Bishop.
% 60
\card{Meritorious}{
If you have only one or two Pawns left on the board, you can use this card to
-promote them into any piece of your choice, Queen excepted.
+promote them into a piece of your choice, Queen excepted.
}{\ET}{\iWP}
\card{\CE Fair trade}{
-For three turns, swap your seat with your opponent, but keep your deck of
-cards. During these three moves, a player is perfectly able to win using his
-new color.
+For three turns, swap your seat with your opponent, but don't swap your decks.
+During these three moves, a player is perfectly able to win using his
+new color. Note that the notion of turn is tied to the player, and not to the
+color on the board.
}{\ET}
\card{Encore}{
@@ -353,7 +357,7 @@ on an empty square where it could've started at the beginning of the game.
}{\ET}
\card{Cannibalism}{
-Take one of your pieces with one of your own.
+Take one of your pieces with another one of your own.
}{\TR}{\iWA}
\card{Modesty}{
@@ -379,38 +383,38 @@ cannot fuse.
\card{Good friends}{
Swap your Queen with your opponent's.
-}{\TR}{\iMQ}
+}{\TR}{\iWQ\SW\iBQ}
\card{Prayer}{
-Move any of your piece as if it was a Bishop. You can't take a piece with this
+Move any of your piece as if it was a Bishop. You cannot take a piece with this
move.
-}{\TR}{\iMA}
+}{\TR}{\iWA}
\card{Favorite}{
-Move any of your pieces (except Pawns) the same way as a Queen. You can't take
+Move any of your pieces (except Pawns) the same way as a Queen. You cannot take
a piece using this move.
-}{\TR}{\iMA}
+}{\TR}{\iWA}
\card{Double}{
Move simultaneously two pieces of the same type - two Bishops, two Knights,
-two Rooks or two Pawns.
+two Rooks or two Pawns - using their normal moving rule.
}{\TR}{\iWB\iWN\iWR\iWP}
\card{Traitor}{
-Move a piece of your opponent, using its normal movement rules. You can't take
-an opponent's piece using this move.
+Move a piece of your opponent using its normal movement rules. You cannot take
+a piece of your opponent while doing this move.
}{\TR}{\iBA}
\card{Courting}{
-Move one of your Knights on an empty surrounding square of your Queen.
+Move one of your Knights on an empty square surrounding your Queen.
}{\TR}{\iBN}
-\card{Vandetta}{
+\card{Vendetta}{
Swap one of your Pawns with one of your Bishops, Knights or Rooks.
}{\TR}{\iWB\iWN\iWR\iWP}
-\card{Backup}{
-One of your Pawns take an opponent's piece by moving backwards, but still on
+\card{Back up}{
+One of your Pawns takes an opponent's piece by moving backwards, but still on
one diagonal square.
}{\TR}{\iWP}
@@ -425,7 +429,7 @@ opponent lands on this square, both pieces are taken.
}{\TR}{\iWA}
\card{Mortar}{
-If you take a piece during your turn, you can play this card and put your piece
+If you take a piece during your turn, you may play this card and put your piece
back where it was at the beginning of your turn.
}{\ET}{\iWA}