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rulesToImplement.txt
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God requirement: Your turn
Place road initially:
No road present
First Round
No conditions
Startup phase
Connecting road OR Connecting city (Can be modified with stricter rules in startup phase)
Connecting road
Has resources
Has adventure card charge
-> Place road, give longest road if connection is longest(increment victory points), add any port modifiers
Place road:
Has roads left
No road present
Has connecting road
Place settlement initially:
No settlement present
Has initial settlement left
No town two roads away
First Round
No conditions
Startup phase
Connecting road OR Connecting city (Can be modified with stricter rules in startup phase)
Connecting road
Has resources
Has adventure card charge
-> Place road, give longest road if connection is longest(increment victory points), add any port modifiers
Place settlement:
No settlement present
Has settlement left
No settlement 2 roads away
Own settlement present
Has cities left
Has resources
-> Place city, increment victory points
Roll dice:
Always allowed
-> for each city gain resources of sourrounding hexes without knight, enable/disable knight placement(increment riddarmakt)
Trade with players:
-> Post trade to players (bluffing enabled?)
Trade with bank:
Has resources
Modifiers: ports, adventure cards
-> Get new resources, lose old
Place knight:
Knight enabled this turn
-> Place knight, enable resource steal, disable knight placement
Steal resource:
Resource stealing enabled
-> Steal resource from player, disable resource steal
Draw adventure card:
Has resources
-> Get adventure card
Play adventure card:
Has adventure card not bought this turn
Has not played any adventure card this turn
-> Special rules:
enable knight placement(increment riddarmakt)
increment victory points
enable 2 road building charges
get 2 resources
steal all of 1 resource from players