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%\card{Rule}{
%This is a test of card rule. This is supposed to contain lots of lines, and
%possibly icons. For example, this is a Mixed (Black or White) King \iMK which is blended with
%the rest of the rule. Note it bumps line heights.\\
%\iWK\iWQ\iWB\iWN\iWR\iWP\\
%\iBK\iBQ\iBB\iBN\iBR\iBP\\
%\iMK\iMQ\iMB\iMN\iMR\iMP\\
%\inoK\iBoard\iWA\iBA\iMA\\
%}{...}{...}

% 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}{$\circlearrowleft$}

\card{Hopper}{
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
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
your next turn, you will have to place him back, by putting it on any square
on the side of the board.
}{\ET}{\iWK}

\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.
}{\ET}{\iWA}

\card{Scrying}{
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}

\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 any Black Pawn located on a white square, and any White
Pawn 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
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}

\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}

\card{Ambition}{
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 can't 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.
}{\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 can't take a piece.
}{\ET}

\card{Religulous}{
Swap a Knight of your opponent with one of his Bishop.
}{\ET}{\iBB\iBN}

% 20
\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{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
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
its eight surrounding squares will be stuck.
}{\ET}{\iWA}

\card{Schizophrenic}{
Swap one of your Bishop with one of your opponent's.
}{\ET}{\iMB}

\card{Chivalry}{
Swap one of your Bishop with one of your Knights.
}{\ET}{\iWB\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{Cheerleaders}{
Move two of your Pawns in the same diagonal move, without taking any opponent
piece.
}{\ET}{\iWP}

\card{Depression}{
Remove one of your opponent's Pawn whose all surrounding squares are empty.
}{\ET}{\iBP}

\card{Disintegrate}{
Remove one of your own pieces from the board.
}{\ET}{\iWA}

\card{Vampire}{
The piece you just moved and took another piece becomes a piece of that type.
}{\ET}{\iWA}

\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.
}{\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.
}{\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}

\card{Asylum}{
Swap one of your Bishops with one of your Rooks.
}{\ET}{\iWB\iWR}

\card{Provocation}{
During his turn, your opponent has to take one of your pieces. If he can't, he
will forfeit his turn.
}{\ET}

\card{\CE Inception}{
One of your opponent's piece falls deep asleep, and can't move anymore, until
it is taken, or your opponent's King is in check.
}{\ET}{\iBA}

\card{Terror}{
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}

\card{Carb}{
One of your Pawn becomes 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}

% 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}

% 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}