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board_front.md

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Board

The fastest way to get started is to start from the example template in the folder boards/example.

Custom HTML Tag

The board template uses some custom HTML tags, here is a quick summary:

General Images: Every image in a board can be called by simply using its name enclosed within "{}". Here is a list of what is available:

  • Elements (fire, water, earth, air, plant, animal, sun, moon)

  • Invaders (explorer, town, city)

  • Island symbols (blight, dahan, fear, disease, wilds, beast, strife, badlands)

  • Land symbols (sand, mountain, jungle, wetland, ocean, jungle-wetland, jungle-sand, sand-wetland, mountain-jungle, mountain-wetland, mountain-sand)

  • Targetting symbols (range-plus-one, range-0, range-1, range-2, range-3, range-4, player-spirit)

  • board: Represent the whole board.

    • spirit-name: The name of the Spirit.

    • img class="spirit-image": The main Spirit image.

    • img class="spirit-border": The image that sits underneath the Spirit name.

    • special-rules-container: The container for the Special Rules

      • special-rules-subtitle: The name of the Special Rule.
      • special-rule: The rule itself.
    • growth: The container for the Growth Options

      • growth title: Usually "Growth (PICK ONE)" (For now, new features coming soon)
      • growth-group: Each individual section in the Growth section
        • growth-group cost: The cost associated with this group. (as seen on Keeper)
        • growth-group values: The actual values that will be used to create the Growth section.
          • Supported Options:
            • reclaim-all: Reclaim All
            • reclaim-one: Reclaim One
            • discard-cards: Discard 2 Power Cards (as seen on Downpour)
            • gain-card-play: +1 Card Play this turn
            • gain-power-card: Gain Power Card
            • forget-power-card: Forget Power Card (not cannon)
            • gain-energy(X): Gain X Energy
              • If X is a numeral, Gain X Energy
              • If X is a element, Gain 1 per Element
            • gain-energy(X,Y)
              • If X is an element, Gain X Energy plus 1 per Element
            • make-fast: One of your Powers may be Fast
            • add-presence(X): Add a Presence up to X Range
            • add-presence(X,Y): Add a Presence with Y conditions at X Range
            • add-presence(X,Y,Z,...,and/or): Add a Presence with multiple Y, Z, ... conditions at X Range, the last parameter must be 'or' or 'and'.
              • Y, Z, and so on can be terrain types (including dual types), tokens, invaders, invader pieces, dahan, blight, etc.
              • If using more than just Y, the last parameter must be 'or' or 'and'.
              • For example, add-presence(3,jungle,beast,or) as seen on Sharp Fangs or add-presence(2,town,city,blight,or) from Vengeance
            • add-presence(X,text,your_text_here): adds arbitrary text in case the desired option is not implemented
            • add-presence(X,token,and/or,token_type): allows for adding tokens in addition to or instead of presence
              • For example, add-presence(3,token,and,beast) is Many Minds, add-presence(1,token,or,disease) is Vengeance
            • move-presence(X): Move a Presence up to X Range
            • presence-no-range: Add a presence anywhere (as seen on Finder)
            • ignore-range: Ignore Range this turn (as seen on Finder)
            • gain-element(X): Gain X Element (currently limited to only one)
            • push(x): Push x from your land (as seen on Trickster with Dahan)
            • push(x,y): Push x into a land at y range (as seen on Many Minds)
            • gather(x): Gather x into your land
            • gather(x,y): Gather x into a land at y range (as seen on Many Minds)
    • presence-tracks: The container for the Presence Tracks.

      There are two mechanisms to populate this. The simple approach is to use the specific energy and card tracks as demonstrated by the 'board_front' example.

      If you wish to produce a more complex layout then you'll need to use the table-based approach demonstrated by the 'board_front_serpent_style' example.

      • energy-track: The entire Energy Track
        • energy-track values: The actual values that will be used to create the Energy Track
          • Supported Options:
            • Integer 1,2,3,4,5,6,7 etc.
            • Elements earth, fire, air, moon, water, plant, animal, sun, or any
            • forget-power-card: Forget Power (not cannon)
            • Combinations of Elements/Energy: 3+earth, 2+fire, earth+any, water+plant
            • push(x): Push x from land (as seen on Trickster with Dahan)
      • card-play-track: The entire Card Play Track
        • card-play-track values: The actual values that will be used to create the Card Play Track
          • Supported Options:
            • Integer 1,2,3,4,5,6,7 etc.
            • forget-power-card: Forget Power (not cannon)
            • Elements earth, fire, air, moon, water, plant, animal, sun, or any
            • Combinations of Elements/Energy: (3+earth, 2+fire, earth+any, water+plant)
            • Reclaim One: reclaim-one, 3+reclaim-one, earth+reclaim-one
            • push(x): Push x from land (as seen on Trickster with Dahan)
      • table: An html table that allows more flexible positioning of nodes. Individual presence track options are specified within the <td> table cells. The available options are exactly the same as described for the energy and card-play tracks above, with the exception that integer values must be prefixed with with 'card' or 'energy'. For example 'card1' means 1 card play, 'energy2' means 2 energy, etc.
    • innate-powers: The container for the Innate Powers

      • quick-innate-power: The container for a single Innate Power
        • name: The name of the Innate Power
        • speed: Either "fast" or "slow"
        • range: The range of the innate.
          • For no range, type "none".
          • For range, use an icon (if needed) + an integer separated by a comma. Examples:
            • 0
            • 1
            • presence,1
            • sacred-site,2
            • wetland-presence,1
        • target: The target of the innate. It accepts html code. Refer to the card template for the syntax. The icon that you type in here can use the shorthand syntax.
        • target-title: Either "TARGET" or "TARGET LAND"
        • note: (See Volcano Looming High or Lure of the Deep Wilderness as an example)
        • level: Contains the information for one level of an Innate Power
          • threshold: Contains the elemental information for the threshold:
            • Example: 1-plant,2-fire
          • The actual text for the level sits within the level tag
          • To achieve 'for each element' effects, use the notation {element, #}. For example, Serpent's second innate has "for each {moon,2} {stone,2}" on the second level.