diff options
-rw-r--r-- | cards.tex | 73 |
1 files changed, 64 insertions, 9 deletions
@@ -11,6 +11,9 @@ % End of Turn \newcommand{\ET}{Play this card at the end of your turn.} +% Turn Replacement +\newcommand{\TR}{Replace your turn by this card.} + % Continuous Effect \newcommand{\CE}{$\circlearrowleft$} @@ -37,12 +40,12 @@ This move can take another piece. Write down on a piece of paper your guess of which piece your opponent is going to play. If you are right, then his move is cancelled, and he will forfeit his turn. -}{\ET}{} +}{\ET} \card{\CE Origins}{ Players can no longer play any card. The effect of this card lasts until one King is in check. -}{\ET}{} +}{\ET} \card{Apartheid}{ Remove from the board any Black Pawn located on a white square, and any White @@ -78,11 +81,11 @@ the game. No piece will be able to stop on it or pass over it. \card{\CE Ceasefire}{ It is now impossible for any player to take any piece. The effect of this card lasts until one King is in check. -}{\ET}{} +}{\ET} \card{Shield}{ Your opponent can't take the piece you just moved this turn. -}{\ET}{} +}{\ET} \card{\CE Stand-in}{ If the start square of your King is empty, you can spawn another King there. @@ -94,7 +97,7 @@ checkmate. \card{Chronometer}{ Your opponent has 15 seconds to play his next turn. Past this time, he will forfeit his turn. -}{\ET}{} +}{\ET} \card{\CE Church}{ Chose an empty square of the board to become the Church. Until the end of the @@ -103,7 +106,7 @@ game, any piece exitting this square can do so as a Bishop. \card{Trash can}{ Discard any card marked with \CE that is currently in effect in the game. -}{\ET}{} +}{\ET} \card{\CE Respect}{ As soon as this card starts its effect, any player making negative comments @@ -113,7 +116,7 @@ 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. -}{\ET}{} +}{\ET} \card{Religulous}{ Swap a Knight of your opponent with one of his Bishop. @@ -192,7 +195,7 @@ Swap one of your Bishops with one of your Rooks. \card{Provocation}{ During his turn, your opponent has to take one of your pieces. If he can't, he will forfeit his turn. -}{\ET}{} +}{\ET} \card{\CE Inception}{ One of your opponent's piece falls deep asleep, and can't move anymore, until @@ -311,7 +314,7 @@ to move at his next turn. 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}{} +}{\ET} \card{\CE Attentat}{ While playing this card, write on a piece of paper the coordinates of an empty @@ -328,3 +331,55 @@ Swap one of your opponent's Knight with one of his Rooks. Choose one Knight on the board to become religious. It will now move like a Bishop. }{\ET}{\iMN} + +% 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. +}{\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. +}{\ET} + +\card{Encore}{ +Take back one of your previously taken piece (except the Queen), and put it +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. +}{\TR}{\iWA} + +\card{Modesty}{ +Move any of your pieces as if it was a Pawn. If you move a piece this way on +the last row, you can promote it as a Pawn. +}{\TR}{\iWA} + +\card{Trailer}{ +Move a Pawn, without taking any piece, and pull the piece behind it, so it +stays immediately behind it. +}{\TR}{\iWP} + +\card{Leapfrog}{ +Move any your piece, following its usual movement rules, but only by hopping +over your own pieces. You cannot take a piece using this move. +}{\TR}{\iWA} + +\card{\CE Fusion}{ +Fuse any of your piece with any other (effectively removing one of them from +the game). The resulting piece can now move as any of the two pieces. The King +cannot fuse. +}{\TR}{\iWA} + +\card{Good friends}{ +Swap your Queen with your opponent's. +}{\TR}{\iMQ} + +\card{Prayer}{ +Move any of your piece as if it was a Bishop. You can't take a piece with this +move. +}{\TR}{\iMA} + |