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ski-freak committed May 17, 2024
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10 changes: 6 additions & 4 deletions content/main/Card Game/Card Game Info Dump Doc.md
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Expand Up @@ -24,8 +24,8 @@ The game takes place in Atnia, the setting of birdsandbees' Tabletop RPG. A very
### Shared Round
During each round players will take turns playing cards and taking actions. These actions include:
- Pass - When both players pass, if cards are being played, all cards resolve, and if no cards are being played, move onto the next step/phase of the round. Everything basically revolves around this double pass system, both players pass, then everything resolves and/or you move to the next step/phase.
- Play a card or ability (see "playing cards").
- Attack - During the main phase while you have priority and there are no unresolved effects, you may start an attack. You may only attack twice per round.
- Play a Card or Ability - See "Playing Cards".
- Attack / Enter Combat - See "Combat".

### Round Phases:
1 - Round Start (unflip, beginning step)
Expand All @@ -38,9 +38,11 @@ During each round players will take turns playing cards and taking actions. Thes
- Do end of turn things, then discard down to max hand size and start the next round.

### Combat:
During the main phase while you have priority and there are no unresolved effects, you may start an attack by declaring your attackers. You may only attack twice per round.

Combat phase outline:
- Step 1 - Combat begins with the active player declaring one or more attackers. After attackers are declared, all triggers created are put on the stack/dream, however, no player is given priority and only triggers at {infinite} speed are resolved.
- Step 2 - Defending player declares up to one blocking unit for each attacking unit.
- Step 1 - Combat begins with the active player declaring one or more attackers. After attackers are declared, all triggers created are put on the stack/dream, however, no player is given priority and only triggers at {infinite} speed are resolved. Then move to step 2.
- Step 2 - Defending player declares up to one blocking unit for each attacking unit. After defenders are declared, all triggers created are put on the stack/dream, however, no player is given priority and only triggers at {infinite} speed are resolved. Then move to step 3.
- Step 3 - The attacking player is given priority. After a double pass occurs, the stack/dream is resolved. Then all battling units deal damage equal to their offense value to the unit blocking/being blocked by them, and if they are attacking unblocked, to the defending player.
- End of combat.
Notes:
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