From fe5a95aa9c46e2aec3c9fa2f024a0a47f93e16b6 Mon Sep 17 00:00:00 2001 From: "Nicolas \"Pixel\" Noble" Date: Sat, 14 Jul 2012 09:01:25 +0200 Subject: Sorting cards, and fixing a few things. --- cards.tex | 912 ++++++++++++++++++++++++++++++++------------------------------ 1 file changed, 465 insertions(+), 447 deletions(-) diff --git a/cards.tex b/cards.tex index a527ef9..39cee90 100644 --- a/cards.tex +++ b/cards.tex @@ -22,7 +22,7 @@ % .. any time cards -\card{Sensitive}{ +\card{Crybaby}{ If your opponent says or does something that seems offensive to you, play this card and remove one of his Pawns. }{You can play this card at any time.} @@ -31,7 +31,7 @@ card and remove one of his Pawns. Discard all the cards in your hand, and draw five new cards. }{You can play this card at any time.} -% .. silly cards +% .. silly / misc continuous effect cards \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. @@ -40,7 +40,7 @@ about the card game immediately looses a Pawn, choosen by his opponent. \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. +continues its effect. This card is discarded once it triggers. }{\ET}{\iMA} \card{\CE Starving}{ @@ -65,17 +65,22 @@ new color. Note that the notion of turn is tied to the player, and not to the color on the board. }{\ET} +\card{\CE Pass}{ +When you play this card, you pass your turn. Later during the game, after +another of your turns, you may trigger this card, and play again. +}{\TR} + % .. bombs \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 +square, either empty, 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 +square, either empty, 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} @@ -98,25 +103,25 @@ 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 +Mark one empty square of the board to be removed from 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. +on them can, instead of doing a normal move, go to the other square }{\ET}{\iBoard} -% .. card markers +% .. piece changers \card{\CE Neutrality}{ -Mark an opposing piece (except the King or Queens) to become a neutral one. A +Mark a piece of your opponent (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. +One of the pieces of your opponent falls deep asleep, and cannot move anymore, until +it is taken, or the King of your opponent is in check. }{\ET}{\iBA} \card{\CE Peace}{ @@ -127,7 +132,7 @@ the King in check. \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. +its eight surrounding squares will be stuck there and won't be able to move. }{\ET}{\iWA} \card{\CE Poison}{ @@ -136,14 +141,14 @@ 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 +Your King becomes a mere Prince. It will move as usual, but is now 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. +If the starting 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. @@ -155,14 +160,32 @@ the game). The resulting piece can now move as any of the two pieces. The King cannot fuse. }{\TR}{\iWA} -% .. swappers +\card{\CE Crab}{ +Mark one of your Pawns to become a Crab. The Crab moves in diagonal, forward or +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 Kangaroo}{ +Mark any Knight to become a Kangaroo. The Kangaroo moves as a +Knight, but twice. The first move has to end on an empty square. The +Kangaroo cannot stop after its first move. +}{\ET}{\iMN} + +\card{\CE 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. +}{\ET}{\iMN} + +% .. black <--> white 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. }{\ET}{\iWK\SW\iBK} \card{Good friends}{ -Swap one of your Queen with one of your opponent's. +Swap one of your Queens with one of your opponent's. }{\TR}{\iWQ\SW\iBQ} \card{Conversion}{ @@ -177,6 +200,7 @@ Swap one of your Knights with one of your opponent's. Swap one of your Rooks with one of your opponent's. }{\ET}{\iWR\SW\iBR} +% .. white <--> white swappers \card{Chivalry}{ Swap one of your Bishop with one of your Knights. }{\ET}{\iWB\SW\iWN} @@ -189,6 +213,7 @@ Swap one of your Bishops with one of your Rooks. Swap one of your Knights with one of your Rooks. }{\ET}{\iWN\SW\iWR} +% .. black <--> black swappers \card{Religulous}{ Swap a Knight of your opponent with one of his Bishops. }{\ET}{\iBB\SW\iBN} @@ -201,249 +226,174 @@ 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} -% Unsorted -\card{Jumper}{ -One of your Rooks can, at the end of its move, continue on its line for two -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 duration of your opponent's 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} +% .. black movers +\card{Phase shift}{ +Temporarily remove a piece out of the board for the duration of your turn. Put +this piece back where it was after your turn, meaning you can pass through that +square with any of your pieces, but you cannot stay on it. +}{\BT} -\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 may take another piece. -}{\ET}{\iWA} +\card{Olé!}{ +If your opponent wants to take one of your pieces with a Queen, a Bishop or a +Rook, and he doesn't have any piece behind yours, you may play this +card. The piece he meant to take is unharmed, and his piece continues forward, +until it takes another one of your pieces, stops next to one of his pieces, or falls +out of the board, in which case it is removed from the board. +}{\OT}{\iBQ\iBB\iBR} -\card{Scrying}{ -Write down on a piece of paper your guess of which piece your opponent is -going to play. If you are right, his move is cancelled, and he will -forfeit his turn. -}{\ET} +\card{Icy road}{ +If your opponent moved a Queen, a Bishop or a Rook without taking any of your +pieces, you may play this card. Continue moving his piece in its direction, +until it takes one of your pieces, stops next to one of his pieces, or falls +out of the board, in which case it is removed from the board. +}{\AT}{\iBQ\iBB\iBR} -\card{Apartheid}{ -Remove from the board all Black Pawns located on a white square, and all White -Pawns located on a black square. -}{\ET}{\iWP\iWP\iBP\iBP} +\card{Mercy}{ +If your opponent wants to take one of your Pawns with a Queen, a Bishop or a Rook, +you may play this card. The opposing piece doesn't take your Pawn, and stops its move +just before your Pawn. +}{\OT}{\iBQ\iBB\iBR} -\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} +% .. white movers +\card{Private jet}{ +Move your King to any free square of the board. +}{\TR}{\iWK} -\card{Ambition}{ -Replace one of your Pawns by any piece your opponent may have taken from you, -except the Queen. -}{\ET}{\iWP} +\card{Fantoche}{ +If your King is in check, you may play this card. Swap your King with +one of your Pawns. +}{\TR}{\iWK\SW\iWP} -\card{Shield}{ -Your opponent cannot take the piece you just moved this turn. -}{\ET} +\card{Castlerock}{ +If your King and one of your Rooks are on the same line, and there's only empty +squares between them, you may play this card. Move your King and your Rook as +if you were castling them: first move your King next to the Rook, then move +the Rook on the opposite side of the King. +}{\TR}{\iWK\iWR} -\card{Chronometer}{ -Your opponent has 15 seconds to play his next turn. Past this time, he will -forfeit his turn. -}{\ET} +\card{Darling}{ +Either move your King on a free square surrounding your Queen, or move your +Queen on a free square surrounding your King. +}{\TR}{\iWK\iWQ} -\card{Trash can}{ -Discard any card marked with \CE\ that is currently in effect in the game. -}{\ET} +\card{Courting}{ +Move one of your Knights on an empty square surrounding your Queen. +}{\TR}{\iWN} -\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 -Kangaroo cannot stop after its first move. -}{\ET}{\iMN} +\card{Favorite}{ +Move any of your pieces (except Pawns) the same way as a Queen. You cannot take +a piece with this move. +}{\TR}{\iWA} -\card{Princess}{ -If you no longer have a Queen, and its starting square is empty, spawn a -Princess there. A Princess moves in eight directions, as a Queen, but only for -one or two squares. -}{\ET}{\iWQ} +\card{Faith}{ +If you just moved a Bishop without taking any piece, you may play this card. +Play this Bishop again. +}{\ET}{\iWB} -\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 -it was placed. If he is wrong, the piece will be forfeit. -}{\ET}{\iBA} +\card{Prayer}{ +Move any of your pieces as if it was a Bishop. You cannot take a piece with this +move. +}{\TR}{\iWA} -\card{Cheerleaders}{ -Move two of your Pawns in the same diagonal move, without taking any piece -from your opponent. -}{\ET}{\iWP\iWP} +\card{Derby}{ +If you just moved a Knight without taking any piece, you may play this card. +Play this Knight again. +}{\ET}{\iWN} -\card{Depression}{ -Remove one Pawn of your opponent whose all surrounding squares are empty. -}{\ET}{\iBP} +\card{Dub}{ +Move any of your pieces as if it was a Knight. You cannot take a piece with +this move. +}{\TR}{\iWA} -\card{Disintegrate}{ -Remove one of your own pieces from the board. -}{\ET}{\iWA} +\card{Pegasus}{ +Move one of your Knights on any free square of the board of opposite color of +the one it is currently standing on. +}{\TR}{\iWN} -\card{Vampire}{ -The piece you just moved and took another piece becomes a piece of that type. -}{\ET}{\iWA} +\card{Rookie's luck}{ +If you just moved a Rook without taking any piece, you may play this card. Play +this Rook again. +}{\ET}{\iWR} -\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 squares. -}{\ET}{\iBoard} +\card{Double}{ +Move two pieces of the same type - two Bishops, two Knights, +two Rooks or two Pawns - using their normal moving rules. +}{\TR}{\iWB\iWN\iWR\iWP} -\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}{\iWB\iWB\iBB\iBB} +\card{Bulldozer}{ +Move one of your Queens, Bishops or Rooks using its normal movement rules, but +by taking all the pieces of your opponent in its path. Your piece only stops when +it reached the side of the board or one of your pieces. +}{\TR}{\iWQ\iWB\iWR} -\card{Provocation}{ -During his turn, your opponent has to take one of your pieces. If he cannot, he -will forfeit his turn. -}{\ET} +\card{Jumper}{ +One of your Rooks can, at the end of its move, continue on its line for two +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{Boo!}{ -Move a Pawn of your opponent one or two squares back. -}{\ET}{\iBP} +\card{Banzai!}{ +Move one of your Pawns three squares ahead. Your opponent will not be able to +take it \textit{en passant}. +}{\TR}{\iWP} -\card{Crab}{ -Mark one of your Pawns to become a Crab. The Crab moves in diagonal, forward or -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{Breakthrough}{ +One of your Pawns takes a piece by moving straight forward. +}{\TR}{\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{Scouts}{ +Move two of your Pawns two squares in front of them. +}{\TR}{\iWP\iWP} -\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{Charge!}{ +Move as many of your Pawns as you want one square forward, as long as they have a free +square in front of them. +}{\TR}{\iWP\iWP\iWP\iWP} -\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 -this piece next turn. -}{\ET}{\inoK\iBA} +\card{Push}{ +Move one of your Pawns into the occupied square in front of it, effectivelly +pushing that piece into the next square. If that square is also occupied, +that piece is also pushed, and so on and so forth. If a piece is pushed +outside the boundaries of the board, it is removed from the game. +}{\TR}{\iWP} -\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{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. +}{\TR}{\iWA} -\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{Chameleon}{ +Move one of your pieces (except a Pawn) in the same manner than the piece +your opponent just moved. This move cannot take a piece with this move. +}{\TR}{\iWA} -\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. -}{\ET}{\iMN} +\card{Checkers}{ +Move one of your Pawns as if you were playing checkers, by jumping over any +pieces in diagonal. However, unlike checkers, you don't take the pieces you +have jumped over. +}{\TR}{\iWP} -\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{Back up}{ +One of your Pawns takes a piece of your opponent by moving backwards, but still on +a diagonal square. +}{\TR}{\iWP} -\card{Jenga}{ -If you can keep this card balanced on your King for at least 5 seconds, you -will be able to either choose a previously taken piece back, and put it on an -empty square of your choice, or play another turn. -}{\ET} +\card{Trailer}{ +Move a Pawn, without taking any piece, and pull the piece behind it, so it +stays immediately behind it. +}{\TR}{\iWP} -\card{Paladin}{ -Choose one Knight on the board to become religious. It will now move like a -Bishop. -}{\ET}{\iMN} +\card{Cheerleaders}{ +Move two of your Pawns in the same diagonal move, without taking any piece +from your opponent. +}{\ET}{\iWP\iWP} -\card{Seniority}{ -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. +\card{Serial killer}{ +If you just took a piece using a Pawn, you may play this card. Continue moving +this Pawn in the same direction, as long as it can continue taking pieces from +your opponent. }{\ET}{\iWP} -\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. -}{\ET}{\iWA} - -\card{Cannibalism}{ -Take one of your pieces with another 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 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{Prayer}{ -Move any of your pieces as if it was a Bishop. You cannot take a piece with this -move. -}{\TR}{\iWA} - -\card{Favorite}{ -Move any of your pieces (except Pawns) the same way as a Queen. You cannot take -a piece using this move. -}{\TR}{\iWA} - -\card{Double}{ -Move simultaneously two pieces of the same type - two Bishops, two Knights, -two Rooks or two Pawns - using their normal moving rules. -}{\TR}{\iWB\iWN\iWR\iWP} - -\card{Corruption}{ -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 square surrounding your Queen. -}{\TR}{\iWN} - -\card{Vendetta}{ -Swap one of your Pawns with one of your Bishops, Knights or Rooks. -}{\TR}{\iWB\iWN\iWR\SW\iWP} - -\card{Back up}{ -One of your Pawns takes a piece of your opponent by moving backwards, but still on -one diagonal square. -}{\TR}{\iWP} - -\card{Checkers}{ -Move one of your Pawns as if you were playing checkers, by jumping over any -pieces in diagonal. However, you don't take the pieces you have jumped over. -}{\TR}{\iWP} - -\card{Cohabitation}{ -Move one of your pieces on the same square as one of your other pieces. If your -opponent lands on this square, both pieces are taken. -}{\TR}{\iWA} - -\card{Mortar}{ -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} - \newcommand{\sN}{ \begin{tikzpicture}[y=0.80pt, x=0.80pt, xscale=0.2, yscale=-0.2, inner sep=0pt, outer sep=0pt] \input{icons/sBN} @@ -503,304 +453,372 @@ linked.\\ \end{tikzpicture} }{\BT}{\iBoard} -\card{Airborne}{ -Choose one of your previously taken Pawns and put it on one of the four squares in -the middle of the board, as long as it is empty. +\card{Pomppufiilis}{ +Move one of your Bishops by making it bounce on the sides of the board. }{\TR}{\iWB} -\card{Chameleon}{ -Move one of your pieces (except a Pawn) in the same manner than the piece -your opponent just moved. This move cannot take a piece of your opponent. +\card{Leapfrog}{ +Move any your pieces, following its usual movement rules, but only by jumping +over your own pieces. You cannot take a piece with this move. }{\TR}{\iWA} -\card{Push}{ -Move one of your Pawns into the occupied square in front of it, effectivelly -pushing that piece into the next square. If that square is also occupied, -that piece is also pushed, and so on and so forth. If a piece is pushed -outside the boundaries of the board, it is removed from the game. -}{\TR}{\iWP} - -\card{Zealot}{ -If one of your Bishops is able to take more than one piece of your opponent, -you may play this card. Your Bishop will explode in four parts, -each of them going in diagonal, to take pieces from your opponent. Your Bishop -is then removed from the game. -}{\TR}{\iWB} - -\card{Charge!}{ -Move any number of your Pawns one square forward, as long as they have a free -square in front of them. -}{\TR}{\iWP\iWP\iWP\iWP} - -\card{Sacrifice}{ -If one of your Knights is able to take more than one piece of your opponent, -you may play this card. Your Knight will explode in eight parts, -each of them landing in its potential movement destination, to take pieces -from your opponent. Your Knight is then removed from the game. -}{\TR}{\iWN} +\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 may take another piece. +}{\ET}{\iWA} -\card{Periphery}{ -Move one of your pieces (except a Pawn) from a square on the side of the board -to an empty square on the side of the board. +\card{Rock'n'Roll}{ +If your opponent has no piece on your first row, then you can rearrange all of +the pieces there as you see fit. }{\TR}{\iWA} -\card{Fantoche}{ -If your King is in check, you may play this card. Swap your King with -one of your Pawns. -}{\TR}{\iWK\SW\iWP} - -\card{Scouts}{ -Move two of your Pawns two squares in front of them. -}{\TR}{\iWP\iWP} - -\card{Breakthrough}{ -One of your Pawns takes a piece by moving straight forward. -}{\TR}{\iWP} - -\card{Pomppufiilis}{ -Move one of your Bishops by making it bounce on the sides of the board. -}{\TR}{\iWB} - -\card{Bulldozer}{ -Move one of your Queens, Bishops or Rooks using its natural movement rules, but -by taking all the opponent's pieces in its path. Your piece only stops when -it reached the side of the board, or one of your pieces. -}{\TR}{\iWQ\iWB\iWR} - -\card{Voodoo}{ -If your King is in check, or even checkmate, then you may play this card. Choose -one piece your opponent previously took, and put it between your King and the -menacing piece. -}{\TR}{\iWK} +\card{Home}{ +Move one of your pieces (except Pawns) on a square it could've been at the +beginning of the game. This move may take a piece of your opponent. +}{\TR}{\iWA} \card{Foursquare}{ If three of the four corners of the board are occupied by a piece, then you may play this card. Move one of your pieces in the remaining free corner. }{\TR}{\iWA} -\card{Home}{ -Move one of your pieces (except Pawns) on a square it could've been at the -beginning of the game. This move may take a piece of your opponent. +\card{Periphery}{ +Move one of your pieces (except a Pawn) from a square on the first or last column or row +to an empty square on the first or last column or row. }{\TR}{\iWA} -\card{Private jet}{ -Move your King to any free square of the board. -}{\TR}{\iWK} +\card{Mortar}{ +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} -\card{Darling}{ -Either move your King on a free square surrounding your Queen, or move your -Queen on a free square surrounding your King. -}{\TR}{\iWK\iWQ} +\card{Cohabitation}{ +Move one of your pieces on the same square as one of your other pieces. If your +opponent lands on this square, both pieces are taken. +}{\TR}{\iWA} -\card{Castlerock}{ -If your King and one of your Rooks are on the same line, and there's only empty -squares between them, you may play this card. Move your King and your Rook as -if you were castling them: first move your King next to the Rook, then move -the Rook on the opposite side of the King. -}{\TR}{\iWK\iWR} +\card{Vendetta}{ +Swap one of your Pawns with one of your Bishops, Knights or Rooks. +}{\TR}{\iWB\iWN\iWR\SW\iWP} + +% .. black movers +\card{Nearsighted}{ +If your opponent just moved a Bishop, a Rook, or a Queen, you can play this +card. Roll his move back to the square that piece came from, but one, +effectively turning that move into a one-square move. +}{\AT}{\iBQ\iBB\iBR} \card{Inquisition}{ Instead of moving one of your pieces, move one of your opponent's Bishops, and take one of his own pieces. }{\TR}{\iBB} -\card{Pegasus}{ -Move one of your Knights on any free square of the board of opposite color of -the one it is currently standing on. -}{\TR}{\iWN} - -\card{Dub}{ -Move any of your pieces as if it was a Knight. You cannot take a piece of your -opponent with this move. -}{\TR}{\iWA} - -\card{Banzai!}{ -Move one of your Pawns three squares ahead. Your opponent will not be able to -take it \textit{en passant}. -}{\TR}{\iWP} - -\card{Rock'n'Roll}{ -If your opponent has no piece on your first row, then you can rearrange all of -its pieces as you see fit. -}{\TR}{\iWA} +\card{Stampede}{ +If your opponent just moved a Knight, you can play this card. Cancel this last +move, and move the same Knight yourself. This move can take any piece, be it +yours or your opponent's. +}{\AT}{\iBN} \card{Solid Snake}{ Swap one, two or three of your Pawns with Pawns of your opponent. }{\TR}{\iWP\iWP\iBP\iBP} -\card{Custom duty}{ -If your opponent's last move cross the border between his side of the board and -yours, then you may play this card. Your opponent needs to pay a tax by -removing the Pawn of his choice, or undo his move and forfeit his turn. -}{\AT}{\iBP} +\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{Fodder}{ -If your opponent just took one of your pieces, and you still have Pawns, you -can play this card. Choose one of your Pawns, and replace it with the piece -your opponent just took. -}{\AT}{\iWP} +\card{Corruption}{ +Move a piece of your opponent using its normal movement rules. You cannot take +a piece with this move. +}{\TR}{\iBA} -\card{Duel}{ -Play this card if your opponent took one of your pieces. Challenge your -opponent to a duel involving randomness of your choice, be it rolling a dice, -flipping a coin, playing roshambo, or anything you like. If you win, you may -place your piece back on its square, and remove your opponent's piece. -}{\AT} +\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{Repealed}{ -The move your opponent just did is cancelled. He has to play another move. -}{\AT} +\card{Exile}{ +You can choose one piece of your oppoent (except the King) and put it on one of the 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{Cancelled}{ -The move your opponent just did is cancelled. He has to play another move. -}{\AT} +\card{Boo!}{ +Move a Pawn of your opponent one or two squares back, as long as the path is +clear, and the destination square is empty. +}{\ET}{\iBP} -\card{Abolished}{ -The move your opponent just did is cancelled. He has to play another move. -}{\AT} +\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}{\iWB\iWB\iBB\iBB} + +\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} +% .. white adders \card{Dalai Lama}{ If your opponent just took one of your pieces, you can play this card. Put the -piece back on one of its possible starting squares, as long as it's empty. +piece back on one of its possible starting squares, as long as it is empty. }{\AT} -\card{Stampede}{ -If your opponent just moved a Knight, you can play this card. Cancel this last -move, and move the same Knight yourself. This move can take any piece, be it -yours or your opponent's. -}{\AT}{\iBK} +\card{Voodoo}{ +If your King is in check, or even checkmate, then you may play this card. Choose +one piece your opponent previously took, and put it between your King and the +menacing piece. +}{\TR}{\iWK} -\card{Foggy}{ -If your opponent just moved a Bishop, a Rook, or a Queen, you can play this -card. Roll his move back to the square that piece came from, but one, -effectively rendering that turn a one-square move. -}{\AT}{\iBQ\iBB\iBR} +\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. +}{\ET}{\iWA} + +\card{Airborne}{ +Choose one of your previously taken Pawns and put it on one of the four squares in +the middle of the board, as long as it is empty. +}{\TR}{\iWP} + +\card{Jenga}{ +If you can keep this card balanced on your King for at least 5 seconds, you +will be able to either choose a previously taken piece and put it on an +empty square of your choice, or play another turn. +}{\ET} + +\card{Zombies}{ +Each opponent puts back two previously captured Pawns on their second row, one +after the other, starting with your opponent. +}{\ET}{\iWP\iWP\iBP\iBP} + +\card{Princess}{ +If you no longer have a Queen, and its starting square is empty, spawn a +Princess there. A Princess moves in eight directions, as a Queen, but only for +one or two squares. +}{\ET}{\iWQ} + +\card{Ambition}{ +Replace one of your Pawns by any piece your opponent may have taken from you, +except the Queen. +}{\ET}{\iWP} + +% .. transformers +\card{Meritorious}{ +If you just moved a Pawn on your sixth row, you may play this card. Promote that +Pawn into the piece of your choice. +}{\ET}{\iWP} + +\card{Seniority}{ +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{Paladin}{ +Choose one Knight on the board to become religious. It will now move like a +Bishop. +}{\ET}{\iMN} + +\card{Judas}{ +If your opponent just put your King in check, even mate, then you can play this +card. The piece that put your King in check changes color. +}{\AT} +\card{Shapeshifter}{ +The piece you just moved and took another piece becomes a piece of that type. +}{\ET}{\iWA} + +% .. takers \card{Retaliation}{ If your opponent just took one of your pieces (except a Pawn), you can play this card. Remove one Pawn of your opponent. }{\AT}{\iBP} -\card{Veto}{ -If your opponent just put your King in check, even mate, then you can play this -card. Cancel the move your opponent just did. He will not do another move in -replacement. -}{\AT} +\card{Ninja}{ +If your opponent wants to take one of your pieces, you may play this card. Take +your opponent's attacking piece, and let yours stay in place. +}{\OT}{\iBA} -\card{Peeker}{ -If your opponent just took one of your pieces (except a Pawn), you can play -this card. Look at the cards from the deck, and choose one card, that you put -in your hand. -}{\AT} +\card{Traitor}{ +If there is a Pawn located closer to you than your opponent, then you may play +this card, and change this Pawn's color. +}{\BT}{\iBP} -\card{Judas}{ -If your opponent just put your King in check, even mate, then you can play this -card. The piece that puts your King in check changes color. +\card{Custom duty}{ +If the last move of your opponent crossed the border between the fourth and fifth +row, then you may play this card. Your opponent needs to pay a tax by +removing the Pawn of his choice, or undo his move and forfeit his turn. +}{\AT}{\iBP} + +\card{Depression}{ +Remove one Pawn of your opponent which all surrounding squares are empty. +}{\ET}{\iBP} + +\card{Apartheid}{ +Remove from the board all Black Pawns located on a white square, and all White +Pawns located on a black square. +}{\ET}{\iWP\iWP\iBP\iBP} + +\card{Zealot}{ +If one of your Bishops is able to take more than one piece of your opponent, +you may play this card. Your Bishop will explode in four parts, +each of them going in diagonal, to take pieces from your opponent. Your Bishop +is then removed from the game. +}{\TR}{\iWB} + +\card{Sacrifice}{ +If one of your Knights is able to take more than one piece of your opponent, +you may play this card. Your Knight will explode in eight parts, +each of them landing in a potential movement destination, to take pieces +from your opponent. Your Knight is then removed from the game. +}{\TR}{\iWN} + +\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 +it was placed. If he is wrong, the piece will be forfeit. +}{\ET}{\iBA} + +\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{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{Duel}{ +Play this card if your opponent took one of your pieces. Challenge your +opponent to a duel of your choice, as long as it involves randomness. For example, rolling a dice, +flipping a coin, playing roshambo, or anything you like. If you win, you may +place your piece back on its square, and remove the piece of your opponent from the game. }{\AT} +% .. cancellers \card{Nope}{ -This card cancels any card at the moment it is played. +This card cancels any card at the moment it is played, and before it starts its +effect. }{\OC} \card{Niet}{ -This card cancels any card at the moment it is played. +This card cancels any card at the moment it is played, and before it starts its +effect. }{\OC} \card{No}{ -This card cancels any card at the moment it is played. +This card cancels any card at the moment it is played, and before it starts its +effect. }{\OC} \card{Negative}{ -This card cancels any card at the moment it is played. +This card cancels any card at the moment it is played, and before it starts its +effect. }{\OC} -\card{Serial killer}{ -If you just took a piece using a Pawn, you may play this card. Continue moving -this Pawn in the same direction, as long as it can continue taking pieces from -your opponent. -}{\ET}{\iWP} - -\card{Meritorious}{ -If you just moved a Pawn on the sixth row, you may play this card. Promote that -Pawn into the piece of your choice. -}{\ET}{\iWP} - -\card{Rookie's Luck}{ -If you just moved a Rook without taking any piece, you may play this card. Play -this Rook again. -}{\ET}{\iWR} - -\card{Derby}{ -If you just moved a Knight without taking any piece, you may play this card. -Play this Knight again. -}{\ET}{\iWN} +\card{Veto}{ +If your opponent just put your King in check, even mate, then you can play this +card. Cancel the move your opponent just did. He will not do another move in +replacement. +}{\AT} -\card{Faith}{ -If you just moved a Bishop without taking any piece, you may play this card. -Play this Bishop again. -}{\ET}{\iWB} +\card{Repealed}{ +The move your opponent just did is cancelled. He has to play a different move. +}{\AT} -\card{Olé!}{ -If your opponent wants to take one of your pieces with a Queen, a Bishop or a -Rook, and your opponent doesn't have any piece behind yours, you may play this -card. The piece he meant to take is unharmed, and his piece continues forward, -until it takes another one of your pieces, stops on one of his pieces, or falls -out of the board, in which case it is removed from the board. -}{\OT}{\iBQ\iBB\iBR} +\card{Cancelled}{ +The move your opponent just did is cancelled. He has to play a different move. +}{\AT} -\card{Have mercy}{ -If your opponent wants to take one of your Pawns with a Queen, Bishop or Rook, -you may play this card. The opposing piece doesn't take your Pawn, and stops -just before your Pawn. -}{\OT}{\iBQ\iBB\iBR} +\card{Abolished}{ +The move your opponent just did is cancelled. He has to play a different move. +}{\AT} -\card{Icy road}{ -If your opponent moved a Queen, Bishop or Rook without taking any of your -pieces, you may play this card. Continue moving his piece in its direction, -until it takes one of your pieces, stops next to one of his pieces, or falls -out of the board, in which case it is removed from the board. -}{\AT}{\iBQ\iBB\iBR} +% .. white-takers +\card{Cannibalism}{ +Take one of your pieces with another one of your own. +}{\TR}{\iWA} -\card{Traitor}{ -If there is a Pawn located closed to you than your opponent, then you may play -this card, and change this Pawn's color. -}{\BT}{\iBP} +\card{Disintegrate}{ +Remove one of your own pieces from the board. +}{\ET}{\iWA} -\card{Phase shift}{ -Temporarily remove a piece out of the board for the duration of your turn. Put -this piece back where it was after your turn, meaning you can pass through that -square with any of your pieces, but you can't stay on it. -}{\BT} +\card{Provocation}{ +During his incoming turn, your opponent has to take one of your pieces. If he cannot, he +will forfeit his turn. +}{\ET} -\card{Ingerence}{ -Ask the closest non-player to play the next two turns, as he wishes, except -the Kings. -}{\BT}{\inoK} +\card{Fodder}{ +If your opponent just took one of your pieces, and you still have Pawns, you +can play this card. Choose one of your Pawns, and swap it with the piece +your opponent just took. +}{\AT}{\iWP\SW\iWA} -\card{Swap}{ -Swap your hand with your opponent. He will draw one card to replace this one. -}{\BT} +% .. card modifiers +\card{Vulture}{ +Take the card your opponent just played, and put it in your hand, replacing +this one. +}{\OC} \card{Flush}{ You play all the cards from your hand this turn. You will draw five new cards afterward. }{\BT} -\card{\CE Pass}{ -When you play this card, you pass your turn. Later during the game, after -another of your turns, you may trigger this card, and play again. -}{\TR} +\card{Swap}{ +Swap your hand with your opponent. He will draw one card to replace this one. +}{\BT} -\card{Vulture}{ -Take the card our opponent just played, and put it in your hand, replacing -this one. -}{\OC} +\card{Peeker}{ +If your opponent just took one of your pieces (except a Pawn), you can play +this card. Look at the cards from the deck, and choose one card, that you put +in your hand. +}{\AT} \card{Mirror}{ This card will reproduce the effect of the last card played by your opponent. }{\OC} -\card{Ninja}{ -If your opponent wants to take one of your pieces, you may play this card. Take -your opponent's attacking piece, and let yours stay in place. -}{\OT}{\iBA} +\card{Trash can}{ +Discard any card marked with \CE\ that is currently in effect in the game. +}{\ET} + +% .. misc +\card{Chronometer}{ +Your opponent has 15 seconds to play his next turn. Past this time, he will +forfeit his turn. +}{\ET} + +\card{Ingerence}{ +Ask the closest non-player to play the next two turns, as he wishes, except +the Kings. +}{\BT}{\inoK} + +\card{Shield}{ +Your opponent cannot take the piece you just moved this turn. +}{\ET} + +\card{Scrying}{ +Write down on a piece of paper your guess of which piece your opponent is +going to play. If you are right, his move is cancelled, and he will +forfeit his turn. +}{\ET} + +\card{Regency}{ +You are making your King disappear from the board for the duration of your opponent's turn. Before +your next turn, you will have to place him back, by putting it on any square +on first or last column or row of the board. +}{\ET}{\iWK} + +\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 squares. +}{\ET}{\iBoard} + -- cgit v1.2.3