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--- a/cards.tex
+++ b/cards.tex
@@ -20,8 +20,126 @@
% Continuous Effect
\newcommand{\CE}{$\circlearrowleft$}
+\card{\CE Respect}{
+As soon as this card starts its effect, any player making negative comments
+about the card game immediately looses a Pawn, choosen by his opponent.
+}{\ET}{\iMP}
+
+\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{\CE Starving}{
+The two players now have to take one piece every turn. The effect of this
+card lasts until one of the players cannot take a piece.
+}{\ET}
+
+\card{\CE Origins}{
+Players can no longer play any card. The effect of this card lasts until one
+King is in check.
+}{\ET}
+
+\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}
+
+\card{\CE Fair trade}{
+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{\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, 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{\CE Attentat}{
+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}{\iBoard\inoK}
+
+\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 Church}{
+Chose an empty square of the board to become the Church. Until the end of the
+game, any piece exitting this square can do so as a Bishop.
+}{\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 jumping above obstacles.
+}{\ET}{\iBoard}
+
+\card{\CE Black hole}{
+Chose one empty square of the board to be removed permanently until the end of
+the game. No piece will be able to stop on it or pass over it.
+}{\ET}{\iBoard}
+
+\card{\CE Wormhole}{
+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}
+
+\card{\CE Neutrality}{
+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 Inception}{
+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{\CE Peace}{
+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{\CE Magnetism}{
+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{\CE Poison}{
+Mark one of your pieces to become poisoned. If a piece of your opponent takes it, both
+are removed from the board.
+}{\ET}{\iWA}
+
+\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{\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. This card's effect lasts until you have only
+one King left.
+}{\ET}{\iWK}
+
+\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}
-% Swappers
\card{Official visit}{
Swap your King with your opponent's, as long as it doesn't cause any of them to
be in check.
@@ -67,21 +185,6 @@ Swap one of your opponent's Bishops with one of his Rooks.
Swap one of your opponent's Knight with one of his Rooks.
}{\ET}{\iBN\SW\iBR}
-% Traps
-\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, 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{\CE Attentat}{
-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}
-
% Misc
\card{Jumper}{
One of your Rooks can, at the end of its move, continue on its line for two
@@ -108,11 +211,6 @@ going to play. If you are right, his move is cancelled, and he will
forfeit his turn.
}{\ET}
-\card{\CE Origins}{
-Players can no longer play any card. The effect of this card lasts until one
-King is in check.
-}{\ET}
-
\card{Apartheid}{
Remove from the board all Black Pawns located on a white square, and all White
Pawns located on a black square.
@@ -128,51 +226,19 @@ Replace one of your Pawns by any piece your opponent may have taken from you,
except the Queen.
}{\ET}{\iWP}
-\card{\CE Black hole}{
-Chose one empty square of the board to be removed permanently until the end of
-the game. No piece will be able to stop on it or pass over it.
-}{\ET}{\iBoard}
-
-\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}
-
\card{Shield}{
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. This card's effect lasts until you have only
-one King left.
-}{\ET}{\iWK}
-
\card{Chronometer}{
Your opponent has 15 seconds to play his next turn. Past this time, he will
forfeit his turn.
}{\ET}
-\card{\CE Church}{
-Chose an empty square of the board to become the Church. Until the end of the
-game, any piece exitting this square can do so as a Bishop.
-}{\ET}{\iBoard}
-
\card{Trash can}{
Discard any card marked with \CE\ that is currently in effect in the game.
}{\ET}
-\card{\CE Respect}{
-As soon as this card starts its effect, any player making negative comments
-about the card game immediately looses a Pawn, choosen by his opponent.
-}{\ET}{\iMP}
-
-\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 cannot take a piece.
-}{\ET}
-
\card{Kangaroo}{
Transform one Knight on the board into a Kangaroo. The Kangaroo moves as a
Knight, but twice. The first move has to end up on an empty square. The
@@ -185,11 +251,6 @@ 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 pieces becomes a magnet. From now on, any piece located on one of
-its eight surrounding squares will be stuck.
-}{\ET}{\iWA}
-
\card{Kidnapping}{
Your opponent turns his head for 10 seconds, and you take one of his pieces.
He then has 10 seconds to figure out which piece you took, and on which square
@@ -219,12 +280,6 @@ towards their opponent. Any Pawn on the last row automatically gets promoted,
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 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.
@@ -235,11 +290,6 @@ 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 pieces falls deep asleep, and cannot move anymore, until
-it is taken, or your opponent's King is in check.
-}{\ET}{\iBA}
-
\card{Boo!}{
Move a Pawn of your opponent one or two squares back.
}{\ET}{\iBP}
@@ -250,45 +300,17 @@ 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}
-\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{Zombies}{
Each opponent puts back two previously captured Pawns on the second row, one
after the other, starting with your opponent.
}{\ET}{\iWP\iWP\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 Wormhole}{
-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}
-
-\card{\CE Poison}{
-Mark one of your pieces to become poisoned. If a piece of your opponent takes it, both
-are removed from the board.
-}{\ET}{\iWA}
-
\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
surrounding squares. The King is not affected.
}{\ET}{\iMA\inoK}
-\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 choose one piece of your oppoent (except the King) and put it in one empty square
located at the four corners of the board. Your opponent won't be able to move
@@ -301,25 +323,13 @@ the direction of your choice. Since the moves are simultaneous, no piece is
being taken.
}{\ET}{\iMA}
-\card{\CE Peace}{
-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{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}{
-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}{
+\card{Camel}{
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.
@@ -346,13 +356,6 @@ If you have only one or two Pawns left on the board, you can use this card to
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 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}{
Choose one of your previously taken pieces (except the Queen), and put it
on an empty square where it could've started at the beginning of the game.
@@ -377,12 +380,6 @@ Move any your pieces, following its usual movement rules, but only by jumping
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{Prayer}{
Move any of your pieces as if it was a Bishop. You cannot take a piece with this
move.