From 003435bcfa11dddfb614fc2afb4d010ede1d27d7 Mon Sep 17 00:00:00 2001 From: ledergamesmatt Date: Fri, 31 May 2024 11:19:21 -0500 Subject: [PATCH] blighted reach campaign court --- content/card-data/arcs/en-US/arcsbasegame.yml | 11 +- .../card-data/arcs/en-US/blightedreach.yml | 108 ++++++++++++++++++ content/card-data/arcs/en-US/leaders-lore.yml | 16 +++ 3 files changed, 127 insertions(+), 8 deletions(-) diff --git a/content/card-data/arcs/en-US/arcsbasegame.yml b/content/card-data/arcs/en-US/arcsbasegame.yml index bf10c62..6e861cc 100644 --- a/content/card-data/arcs/en-US/arcsbasegame.yml +++ b/content/card-data/arcs/en-US/arcsbasegame.yml @@ -98,12 +98,9 @@ keys: 2 - id: ARCS/BC03 text: >- - You keep the Material supply on here. - - *(You add it to Tycoon but can't spend it.)* + You keep the Material supply on here. *(You add it to Tycoon but can't spend it.)* After **scoring**, Rivals discard all Material. - **Prelude:** You may discard this to steal 1 Material. image: BC03 name: Material Cartel @@ -137,9 +134,7 @@ keys: 2 - id: ARCS/BC06 text: >- - You keep the Fuel supply on here. - - *(You add it to Tycoon but can't spend it.)* + You keep the Fuel supply on here. *(You add it to Tycoon but can't spend it.)* After **scoring**, Rivals discard all Fuel. @@ -358,7 +353,7 @@ keys: 1 - id: ARCS/BC23 text: >- - **Trade (Tax):** Choose a Rival city you control.Swap 1 resource with that Rival—take a resource of that city type from them, and give them a resource they don't have. + **Trade (Tax):** Choose a Rival city you control. Swap 1 resource with that Rival—take a resource of that city type from them, and give them a resource they don't have. **Prelude:** You may discard this to gain 1 Material, 1 Fuel, and 1 Weapon. image: BC23 diff --git a/content/card-data/arcs/en-US/blightedreach.yml b/content/card-data/arcs/en-US/blightedreach.yml index f48fd0b..9bdef94 100644 --- a/content/card-data/arcs/en-US/blightedreach.yml +++ b/content/card-data/arcs/en-US/blightedreach.yml @@ -1,4 +1,6 @@ - id: ARCS/AID01A + text: >- + **When Secured:** Flip this card over to its Imperial Council Decided side. As a reminder, tuck it partially under your played card so its card title is showing. image: AID01A name: Imperial Council in Session tags: @@ -11,30 +13,68 @@ - Blighted Reach - Imperial Council - id: ARCS/AID02 + text: >- + *This card is only used in two-player games.* + + Bury all ***Guild cards*** in the Court with no agents on them, then refill the Court. image: AID02 name: Guild Envoys Depart tags: - Blighted Reach - Edict - id: ARCS/AID03 + text: >- + The First Regent must either enforce this Policy or change to a new Policy Card. + + **A Policy of War** + + **1. Collect Demand:** Take 1 Trophy or Captive, but not Imperial or Regent pieces, from each Rival Regent. If they have none, take 1 agent from their supply as a Favor. If they have no agents, you may make them an Outlaw. + + **2. Imperial Action:** Give 1 Weapon to each Regent from the supply. If the supply is empty, give it from the Imperial Trust. image: AID03 name: Govern the Imperial Reach tags: - Blighted Reach - Edict - id: ARCS/AID04 + text: >- + The First Regent must either enforce this Policy or change to a new Policy Card. + + **A Policy of Peace** + + **1. Collect Demand:** Take 1 Relic or Psionic from each Regent, even you. Place it in the ***Imperial Trust*** on your First Regent tile. + + If a Rival Regent has none, take 1 agent from their supply as a Favor. If they have no agents, you make make them an Outlaw. + + **2. Imperial Action:** Each Regent gains their bonus city Power on uncovered city slots. image: AID04 name: Govern the Imperial Reach tags: - Blighted Reach - Edict - id: ARCS/AID05 + text: >- + The First Regent must either enforce this Policy or change to a new Policy Card. + + **A Policy of Escalation** + + **1. Collect Demand:** Take 1 Weapon, Fuel, or Material from each Regent, even you. Place it in the ***Imperial Trust*** on your First Regent tile. + + If a Rival Regent has none, take 1 agent from their supply as a Favor. If they have no agents, you make make them an Outlaw. + + **2. Imperial Action:** Place 2 fresh Imperial ships in an Empire-controlled system. If there are none, place them at a Loyal starport. image: AID05 name: Govern the Imperial Reach tags: - Blighted Reach - Edict - id: ARCS/AID06A + text: >- + ***Tuck this partially under your Fate card.*** + + You must follow the rules for Regents listed on the Empire Rules aid sheet. + + *You can become an **Outlaw**, flipping this title over, if you call a Summit.* image: AID06A name: Imperial Regent tags: @@ -47,6 +87,20 @@ - Blighted Reach - Title - id: ARCS/AID10A + text: >- + *Damaged Upgrades still give benefits.* + + **Slipstream Drive** + + **Prelude:** Once per turn, you may Catapult move either your Flagship alone or other ships from your Flagship. + + **Tractor Beam** + + When your Flagship is defending in **battle**, the attacker cannot collect raid dice. + + **Control Array** + + While your Flagship is in a gate, you may **tax** any citires in its cluster like they are Loyal. *(Don't take Captives.)* image: AID10A name: Flagship Upgrades tags: @@ -59,6 +113,10 @@ - Blighted Reach - Ability - id: ARCS/CC01 + text: >- + **Manufacture (Build):** Gain 1 Material. + + **Prelude:** You may discard this to gain Material up to your number of empty resource slots. If the Material supply empties, steal the Material instead. image: CC01 name: Mining Interest tags: @@ -67,6 +125,8 @@ - Material - 2 - id: ARCS/CC02 + text: >- + **Prelude:** You may place this card next to a face-up played Construction card. When the round ends, draw that card into your hand and discard this card. image: CC02 name: Construction Union tags: @@ -75,6 +135,10 @@ - Material - 2 - id: ARCS/CC03 + text: >- + When you **battle** in a gate, you may collect 2 more dice. + + **Prelude:** You may discard this to place 1 ship in each gate *(unless out of play)*. image: CC03 name: Gatekeepers tags: @@ -83,6 +147,10 @@ - Fuel - 2 - id: ARCS/CC04 + text: >- + **Synthesize (Build):** Gain 1 Fuel. + + **Prelude:** You may discard this to gain Fuel up to your number of empty resource slots. If the Fuel supply empties, steal the Fuel instead. image: CC04 name: Shipping Interest tags: @@ -91,6 +159,10 @@ - Fuel - 2 - id: ARCS/CC05 + text: >- + After you roll in **battle**, you may reroll a number of skirmish dice up to your total Weapon icons from resources and cards. + + **Prelude:** You may discard this to place 3 ships in a system you control. image: CC05 name: Skirmishers tags: @@ -99,6 +171,8 @@ - Weapon - 2 - id: ARCS/CC06 + text: >- + **Prelude:** You may place this card next to a face-up played Aggression card. When the round ends, draw that card into your hand and discard this card. image: CC06 name: Arms Union tags: @@ -107,6 +181,10 @@ - Weapon - 2 - id: ARCS/CC07 + text: >- + **Prelude:** Before any other actions, you may discard this to seize the initiative. + + *You can't seize the initiative if you have it or if it's already seized this round!* image: CC07 name: Lattice Spies tags: @@ -115,6 +193,8 @@ - Psionic - 2 - id: ARCS/CC08 + text: >- + **Prelude:** You may discard this to steal a Guild card or resource. image: CC08 name: Silver Tongues tags: @@ -123,6 +203,10 @@ - Psionic - 2 - id: ARCS/CC09 + text: >- + Rivals cannot steal your resources and other Guild cards. *(In battle they can steal this first and then spend `symbol:key`.)* + + If this card is stolen, bury it. *(Place it on the bottom of the Court deck.)* image: CC09 name: Sworn Guardians tags: @@ -131,6 +215,10 @@ - Relic - 2 - id: ARCS/CC10 + text: >- + **Trade (Tax):** Choose a Rival city you control. Swap 1 resource with that Rival—take a resource of that city type from them, and give them a resource they don't have. + + **Prelude:** You may discard this to gain 1 Material, 1 Fuel, and 1 Weapon. image: CC10 name: Elder Broker tags: @@ -139,30 +227,50 @@ - Relic - 2 - id: ARCS/CC11 + text: >- + **Crisis:** Return the declared ambition marker of highest Power to Available Ambitions. + + **When Secured:** You may declare any ambition. *(An ambition marker must be Available.)* Bury this card. image: CC11 name: Populist Demands tags: - Blighted Reach - Vox - id: ARCS/CC12 + text: >- + **Crisis:** Flip the Imperial Council to In Session. Move agents from here to it. Bury this card. + + **When Secured:** Flip the Imperial Council to In Session. You may move any Loyal agents from here to other Court cards *(even the Council)*. Bury this card. image: CC12 name: Council Intrigue tags: - Blighted Reach - Vox - id: ARCS/CC13 + text: >- + **Crisis:** In turn order, each player with more Guild cards than agents in their supply must discard Guild cards until their Guild cards equal their agents. Bury this card. *(Count protected Guild cards but don’t discard them.)* + + **When Secured:** Rivals resolve the Crisis. image: CC13 name: Diplomatic Fiasco tags: - Blighted Reach - Vox - id: ARCS/CC14 + text: >- + **Crisis:** The player with the most Power must replace a Loyal city with a Free city. + + **When Secured:** You may replace ***any*** Loyal or Rival city you control with a Free city. If you do, you may seize the initiative. Shuffle this card into the Court deck. image: CC14 name: Song of Freedom tags: - Blighted Reach - Vox - id: ARCS/CC15 + text: >- + **Crisis:** Repair all Blight in the rolled cluster. Place 1 damaged Blight at each planet of the rolled symbol with no Blight. Bury this card. + + **When Secured:** You may destroy all damaged Blight in a cluster with Loyal pieces. Bury this card. image: CC15 name: Blight Looms tags: diff --git a/content/card-data/arcs/en-US/leaders-lore.yml b/content/card-data/arcs/en-US/leaders-lore.yml index a3177eb..7d6757a 100644 --- a/content/card-data/arcs/en-US/leaders-lore.yml +++ b/content/card-data/arcs/en-US/leaders-lore.yml @@ -33,6 +33,7 @@ - id: ARCS/L19 text: >- ***While Empath is declared***, if you roll ***any*** dice *(even outside battle)*, you may reroll any number of them once. + **Prelude:** You may discard this to clear your Psionic Outrage. image: L19 name: Empath’s Vision @@ -50,6 +51,7 @@ - id: ARCS/L21 text: >- ***While Keeper is declared***, Rivals cannot steal resources from you that are the same as resources they have already. + **Prelude:** You may discard this to clear your Relic Outrage. image: L21 name: Keeper’s Trust @@ -67,6 +69,7 @@ - id: ARCS/L23 text: >- ***While Warlord is declared***, you may **tax** cities that you already taxed this turn. + **Prelude:** You may discard this to clear your Weapon Outrage. image: L23 name: Warlord’s Cruelty @@ -84,6 +87,7 @@ - id: ARCS/L25 text: >- ***While Tyrant is declared***, you may spend Captives in your Prelude, returning them, to secure once for each. + **Prelude:** You may discard this to clear your Weapon Outrage. image: L25 name: Tyrant’s Ego @@ -109,6 +113,7 @@ - id: ARCS/L28 text: >- **Prelude:** ***While Tycoon is declared***, you may discard any number of Material and Fuel to gain 1 resource for each. + **Prelude:** You may discard this to clear your Material and Fuel Outrage. image: L28 name: Tycoon’s Charm @@ -118,6 +123,7 @@ - id: ARCS/LEAD09 text: >- *Learned*. After **setup**, gain 2 extra lore cards—draw 5 lore, keep 2, and scrap the other 3 *(returning them to the box).* + *Academic*. When you're **scoring** Tycoon, gain no Power for second place, and gain Power for second place if you get first place. *(Don't get bonus city Power.)* image: LEAD09 name: Archivist @@ -127,6 +133,7 @@ - id: ARCS/LEAD10 text: >- *Ruthless*. Once per turn, when you **tax** any city or **build** a ship at a starport, you may hit the building to take that action again with it. If you destroy a Loyal city, you Provoke Outrage. *(If you destroy a Rival city, Provoke Outrage and Ransack the Court.)* + *Hated*. In **setup**, scrap 2 Loyal ships and 3 Loyal agents. *(Return them to the box.)* image: LEAD10 name: Overseer @@ -136,6 +143,7 @@ - id: ARCS/LEAD11 text: >- *Tricky*. When attacking in **battle**, you may reroll raid dice up to the number of different resources you have. + *Wary*. When attacking in **battle**, you cannot collect more assault dice than skirmish dice. image: LEAD11 name: Corsair @@ -145,7 +153,9 @@ - id: ARCS/LEAD12 text: >- *Connected*. When you **declare an ambition** that's not declared, draw and secure the top card of the Court deck. *(You can't use its Prelude action now.)* + *Influential*. When you Copy or Pivot to **influence**, you may influence twice. + *Proud*. When **scoring**, you only gain Power if you get first place *(not tied).* image: LEAD12 name: Noble @@ -155,8 +165,11 @@ - id: ARCS/LEAD13 text: >- *Decentralized*. In **setup**, scrap your 2 leftmost cities from your player board. + *Inspiring*. In systems with Loyal ships, you may **tax** Rival cities ignoring control, and you may tax empty building slots like Loyal cities. + *Principled*. You cannot **tax** Loyal cities. + *Remember, if you have no buildings on the map, Rivals can raid your ships!* image: LEAD13 name: Anarchist @@ -166,6 +179,7 @@ - id: ARCS/LEAD14 text: >- *Mythic*. After you **tax** a city, you may place 1 resource you have over the planet's resource icon. From now on, its planet type is the placed resource, and its planet type cannot be changed again with *Mythic*. + *Ancient*. You cannot Catapult **move** from starports, but you can Catapult **move** from gates. image: LEAD14 name: Shaper @@ -175,6 +189,7 @@ - id: ARCS/LEAD15 text: >- *Firebrand*. When you Copy or Pivot in order to **tax**, you gain 1 Weapon along with the taxed resource. + *Irregular*. If a Rival attacks you in **battle** and rolls `symbol:intercept`, they ***do not*** take hits from fresh defending ships. Instead, they take 1 hit per Weapon icon you have from cards and resources, then you discard 1 Weapon resource you have. image: LEAD15 name: Agitator @@ -184,6 +199,7 @@ - id: ARCS/LEAD16 text: >- *Resilient*. After any **battle** with you, repair 1 Loyal ship in the battle system per starport on the map you control. *(Even Rival ones!)* + *Greedy*. In **setup**, place an agent on your Material Outrage slot. image: LEAD16 name: Quartermaster