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If you have an idea for a card, a rule, or some other feedback (encouragement is greatly appreciated!) please let me know at 'kayneruse@gmail.com'.
If you have an idea for a card, a rule, or some other feedback (encouragement is greatly appreciated!) please let me know at 'kayneruse@gmail.com'.
Also see our previous game [Candy Raid: The Factory!](https://candyraid.com)
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<a href="https://facebook.com/KRGameStudios"><img src="https://en.facebookbrand.com/wp-content/uploads/2016/05/FB-fLogo-Blue-broadcast-2.png" alt="Facebook" width="32" height="32"></a>
<a href="https://twitter.com/KRGameStudios"><img src="img/twitter.png" alt="Twitter" width="32" height="32"></a>
__*This project has been shelved. Read on to see what could have been.*__
__*There should ideally be 150 cards, but seemingly only 137 were designed. Not a bad effort.*__
Links: [Facebook](https://www.facebook.com/KRGameStudios), [Twitter](https://twitter.com/KRGameStudios), [Discord](https://discord.gg/FQmz8TN)
Mecha: Immense Warfare pits you against an opponent in a battle of Mechas - wild combat machines controlled by hastily built radio towers. Get to the other side of the battlefield and attack your opponent five times to win! But look out for your opponent's Mechas, as they can attack, damage and destroy your Mechas, and your towers!
Click the links above to see what we have to offer!
Click the buttons above to see what we have to offer!
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::: mobileOnly
<!-- toc -->
- [Basic Rules](#basic-rules)
* [Phases of a Turn](#phases-of-a-turn)
- [Types of Cards](#types-of-cards)
* [Towers](#towers)
* [Mechas](#mechas)
* [Commands](#commands)
* [Pilots](#pilots)
- [Types of Counters](#types-of-counters)
* [Durability](#durability)
* [Armour](#armour)
* [Time](#time)
- [List of Keyword Mechanics](#list-of-keyword-mechanics)
* [Armour X](#armour-x)
* [Pierce](#pierce)
* [Flight](#flight)
* [Reach](#reach)
* [Speed X](#speed-x)
* [Range X](#range-x)
* [Haste](#haste)
* [Provide Xu](#provide-xu)
- [Other Rules and Corner Case Rulings](#other-rules-and-corner-case-rulings)
* [Mulligans](#mulligans)
* [Maximum Hand Size](#maximum-hand-size)
* [Pilot Idiocy](#pilot-idiocy)
* [Duplicate Phase Skipping](#duplicate-phase-skipping)
<!-- tocstop -->
:::
Basic Rules
===
The goal of the game is to attack your opponent directly five times. Each time a player is attacked directly, they place the top card of their deck in the damage zone. Once there are five cards in a player's damage zone, that player loses the game.
The game takes place on a 5*7 grid (wider than it is long). Players start the game with a deck of at least 40 cards, with no more than 3 copies of any one card, except for Basics (no limit) and Singletons (maximum of 1). Players draw 5 cards, decide to mulligan or not (see [Mulligans](#Mulligans)), then take turns by placing certain cards on the closest row of the board, known as their entry zone. If there are no empty spaces in a player's entry zone, excluding movable units that player owns, then the player cannot play a new card and loses the game. A player also loses the game if they cannot draw a card from their deck.
The game takes place on a 5\*7 grid (wider than it is long). Players start the game with a deck of at least 40 cards, with no more than 3 copies of any one card, except for Basics (no limit) and Singletons (maximum of 1). Players draw 5 cards, decide to mulligan or not (see [Mulligans](#Mulligans)), then take turns by placing certain cards on the closest row of the board, known as their entry zone. If there are no empty spaces in a player's entry zone, excluding movable units that player owns, then the player cannot play a new card and loses the game. A player also loses the game if they cannot draw a card from their deck.
When combat between units is initiated, the attacker's power is subtracted from the defender's durability. When a unit's durability reaches zero, it is destroyed and discarded.
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</head>
<body>
<div id = "root"></div>
<script src="/app.bundle.js?v=3"></script>
<script src="/app.bundle.js?v=4"></script>
</body>
</html>
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render() {
return (
<div>
<ReactMarkdown source={this.state.body} escapeHtml={false} />
<ReactMarkdown source={this.state.body} />
</div>
);
}
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render() {
return (
<div>
<ReactMarkdown source={this.state.body} escapeHtml={false} />
<ReactMarkdown source={this.state.body} />
</div>
);
}
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render() {
return (
<div>
<ReactMarkdown source={this.state.body} escapeHtml={false} />
<ReactMarkdown source={this.state.body} />
</div>
);
}