Replace #282 (--exclude-projects) (#297)

* transfer #282

* Travis build: 1104
This commit is contained in:
Peter 2020-02-23 22:15:53 -08:00 committed by GitHub
parent ad2a66a4c9
commit 724a720db3
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
22 changed files with 109 additions and 20 deletions

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@ -2665,6 +2665,11 @@
"extra": "Die Landmarken sind in der Übersicht alphabetisch sortiert. Einmal im Spiel, haben sie für alle Spieler gleichermaßen Gültigkeit. Sie können nicht gekauft werden. Einige Landmarken enthalten Anweisungen für die Spielvorbereitung (unterhalb der Trennlinie). Spielt ihr mit einer dieser Karten, beachtet dies in der Spielvorbereitung. Darfst du dir auf Grund einer Anweisung 1<VP>-Marker von einer Landmarkenkarte oder einem Vorratsstapel nehmen und dort sind zu diesem Zeitpunkt keine 1<VP>d-Marker vorhanden, erhältst du nichts. Sind die zu Spielbeginn platzierten 1<VP>-Marker aufgebraucht, werden keine neuen 1<VP>-Marker platziert.",
"name": "Landmarken (Wahrzeichen)"
},
"projects": {
"description": "Projekte sind Fähigkeiten, die Spieler sich bis zum Spielende kaufen können. Es gibt insgesamt 20 Projekte. Zu Spielbeginn wird von den Spielern entschieden, mit welchen Projekten gespielt wird. Wir empfehlen, pro Spiel maximal 2 Projekte zu verwenden. Die Projekte werden neben dem Vorrat bereitgelegt, gehören aber nicht zum Vorrat. Außerdem erhält jeder Spieler zu Beginn 2 Holzsteine derselben Farbe und legt sie vor sich ab. Diese Holzsteine legt ihr im Spielverlauf jeweils auf die Projekte, die ihr gekauft habt.",
"extra": "",
"name": "Projekte"
},
"Ruined Market": {
"description": "+1 Kauf",
"extra": "",

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@ -22,6 +22,7 @@
"Prize": "Preis",
"Prizes": "Preise",
"Project": "Projekt",
"Projects": "Projekte",
"Reaction": "Reaktion",
"Reserve": "Reserve",
"Ruins": "Ruine",

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@ -2655,8 +2655,8 @@
"name": "Events - Promos"
},
"renaissance projects": {
"description": "Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
"extra": "",
"description": "<justify>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.</justify>",
"extra": "Projects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
"name": "Projects"
},
"events": {
@ -2669,6 +2669,11 @@
"extra": "Landmarks are not Kingdom cards. It is recommended that no more than two Landmarks be used per game. Players may choose how to determine what Landmarks to play with. They may shuffle them with Events and deal out 2 cards from that pile every game; they may shuffle them into the Randomizer deck and use 0-2 depending on how many come up before finding 10 Kingdom cards; or they may use any method they like.",
"name": "Landmarks - All"
},
"projects": {
"description": "<justify>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.</justify>",
"extra": "Projects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
"name": "Projects - All"
},
"Abandoned Mine": {
"description": "+1 Coin",
"extra": "If any Kingdom card has the type Looter (e.g. Cultist, Death Cart, and Marauder), add the all the Ruins cards (Abandoned Mine, Ruined Library, Ruined Market, Ruined Village, Survivors), shuffle, then count 10 per player after the first: 10 for two players, 20 for three players, 30 for four players, and so on. Put the pile face down with the top card face up. Return any remaining Ruins cards to the box.<n>Players can buy Ruins. Ruins cards are Actions; they may be played in the Action phase, and count as Actions for things that refer to Action cards, such as Procession. The Ruins pile, when used, is in the Supply, and if it is empty that counts towards the normal end condition.",

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@ -22,6 +22,7 @@
"Prize": "Prize",
"Prizes": "Prizes",
"Project": "Project",
"Projects": "Projects",
"Reaction": "Reaction",
"Reserve": "Reserve",
"Ruins": "Ruins",

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@ -426,6 +426,15 @@
"tabCostHeightOffset": -1,
"tabTextHeightOffset": 0
},
{
"card_type": [
"Projects"
],
"card_type_image": "project.png",
"defaultCardCount": 0,
"tabCostHeightOffset": -1,
"tabTextHeightOffset": 0
},
{
"card_type": [
"Reaction"

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@ -2655,8 +2655,8 @@
"name": "Events - Promos"
},
"renaissance projects": {
"description": "Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
"extra": "",
"description": "<justify>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.</justify>",
"extra": "Projects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
"name": "Projects"
},
"events": {
@ -2668,5 +2668,10 @@
"description": "<justify>Landmarks are not Kingdom cards. Landmarks provide new ways for players to score. Players may choose how to determine what Landmarks to play with. Landmarks in use are visible to all from the start of the game. Many Landmarks only apply when scoring at the end of the game.</justify>",
"extra": "Landmarks are not Kingdom cards. It is recommended that no more than two Landmarks be used per game. Players may choose how to determine what Landmarks to play with. They may shuffle them with Events and deal out 2 cards from that pile every game; they may shuffle them into the Randomizer deck and use 0-2 depending on how many come up before finding 10 Kingdom cards; or they may use any method they like.",
"name": "Landmarks - All"
},
"projects": {
"description": "<justify>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.</justify>",
"extra": "Projects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
"name": "Projects - All"
}
}

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@ -34,5 +34,6 @@
"Traveller": "Traveller",
"Treasure": "Treasure",
"Victory": "Victory",
"Zombie": "Zombie"
"Zombie": "Zombie",
"Projects": "Projects"
}

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@ -2669,6 +2669,11 @@
"extra": "Die Landmarken sind in der Übersicht alphabetisch sortiert. Einmal im Spiel, haben sie für alle Spieler gleichermaßen Gültigkeit. Sie können nicht gekauft werden. Einige Landmarken enthalten Anweisungen für die Spielvorbereitung (unterhalb der Trennlinie). Spielt ihr mit einer dieser Karten, beachtet dies in der Spielvorbereitung. Darfst du dir auf Grund einer Anweisung 1<VP>-Marker von einer Landmarkenkarte oder einem Vorratsstapel nehmen und dort sind zu diesem Zeitpunkt keine 1<VP>d-Marker vorhanden, erhältst du nichts. Sind die zu Spielbeginn platzierten 1<VP>-Marker aufgebraucht, werden keine neuen 1<VP>-Marker platziert.",
"name": "Landmarken (Wahrzeichen)"
},
"projects": {
"description": "Projekte sind Fähigkeiten, die Spieler sich bis zum Spielende kaufen können. Es gibt insgesamt 20 Projekte. Zu Spielbeginn wird von den Spielern entschieden, mit welchen Projekten gespielt wird. Wir empfehlen, pro Spiel maximal 2 Projekte zu verwenden. Die Projekte werden neben dem Vorrat bereitgelegt, gehören aber nicht zum Vorrat. Außerdem erhält jeder Spieler zu Beginn 2 Holzsteine derselben Farbe und legt sie vor sich ab. Diese Holzsteine legt ihr im Spielverlauf jeweils auf die Projekte, die ihr gekauft habt.",
"extra": "",
"name": "Projekte"
},
"Abandoned Mine": {
"description": "+1 Coin",
"extra": "",

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@ -22,6 +22,7 @@
"Prize": "Preis",
"Prizes": "Preise",
"Project": "Projekt",
"Projects": "Projekte",
"Reaction": "Reaktion",
"Reserve": "Reserve",
"Ruins": "Ruine",

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@ -2655,8 +2655,8 @@
"name": "Events - Promos"
},
"renaissance projects": {
"description": "Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
"extra": "",
"description": "<justify>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.</justify>",
"extra": "Projects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
"name": "Projects"
},
"events": {
@ -2669,6 +2669,11 @@
"extra": "Landmarks are not Kingdom cards. It is recommended that no more than two Landmarks be used per game. Players may choose how to determine what Landmarks to play with. They may shuffle them with Events and deal out 2 cards from that pile every game; they may shuffle them into the Randomizer deck and use 0-2 depending on how many come up before finding 10 Kingdom cards; or they may use any method they like.",
"name": "Landmarks - All"
},
"projects": {
"description": "<justify>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.</justify>",
"extra": "Projects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
"name": "Projects - All"
},
"Abandoned Mine": {
"description": "+1 Coin",
"extra": "If any Kingdom card has the type Looter (e.g. Cultist, Death Cart, and Marauder), add the all the Ruins cards (Abandoned Mine, Ruined Library, Ruined Market, Ruined Village, Survivors), shuffle, then count 10 per player after the first: 10 for two players, 20 for three players, 30 for four players, and so on. Put the pile face down with the top card face up. Return any remaining Ruins cards to the box.<n>Players can buy Ruins. Ruins cards are Actions; they may be played in the Action phase, and count as Actions for things that refer to Action cards, such as Procession. The Ruins pile, when used, is in the Supply, and if it is empty that counts towards the normal end condition.",

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@ -22,6 +22,7 @@
"Prize": "Prize",
"Prizes": "Prizes",
"Project": "Project",
"Projects": "Projects",
"Reaction": "Reaction",
"Reserve": "Reserve",
"Ruins": "Ruins",

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@ -2655,8 +2655,8 @@
"name": "Events - Promos"
},
"renaissance projects": {
"description": "Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
"extra": "",
"description": "<justify>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.</justify>",
"extra": "Projects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
"name": "Projects"
},
"events": {
@ -2668,5 +2668,10 @@
"description": "<justify>Landmarks are not Kingdom cards. Landmarks provide new ways for players to score. Players may choose how to determine what Landmarks to play with. Landmarks in use are visible to all from the start of the game. Many Landmarks only apply when scoring at the end of the game.</justify>",
"extra": "Landmarks are not Kingdom cards. It is recommended that no more than two Landmarks be used per game. Players may choose how to determine what Landmarks to play with. They may shuffle them with Events and deal out 2 cards from that pile every game; they may shuffle them into the Randomizer deck and use 0-2 depending on how many come up before finding 10 Kingdom cards; or they may use any method they like.",
"name": "Landmarks - All"
},
"projects": {
"description": "<justify>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.</justify>",
"extra": "Projects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
"name": "Projects - All"
}
}

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@ -34,5 +34,6 @@
"Traveller": "Itinérant",
"Treasure": "Trésor",
"Victory": "Victoire",
"Zombie": "Zombie"
"Zombie": "Zombie",
"Projects": "Projects"
}

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@ -2655,8 +2655,8 @@
"name": "Events - Promos"
},
"renaissance projects": {
"description": "Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
"extra": "",
"description": "<justify>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.</justify>",
"extra": "Projects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
"name": "Projects"
},
"events": {
@ -2668,5 +2668,10 @@
"description": "<justify>Landmarks are not Kingdom cards. Landmarks provide new ways for players to score. Players may choose how to determine what Landmarks to play with. Landmarks in use are visible to all from the start of the game. Many Landmarks only apply when scoring at the end of the game.</justify>",
"extra": "Landmarks are not Kingdom cards. It is recommended that no more than two Landmarks be used per game. Players may choose how to determine what Landmarks to play with. They may shuffle them with Events and deal out 2 cards from that pile every game; they may shuffle them into the Randomizer deck and use 0-2 depending on how many come up before finding 10 Kingdom cards; or they may use any method they like.",
"name": "Landmarks - All"
},
"projects": {
"description": "<justify>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.</justify>",
"extra": "Projects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
"name": "Projects - All"
}
}

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@ -34,5 +34,6 @@
"Traveller": "Traveller",
"Treasure": "Treasure",
"Victory": "Victory",
"Zombie": "Zombie"
"Zombie": "Zombie",
"Projects": "Projects"
}

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@ -2655,8 +2655,8 @@
"name": "Events - Promos"
},
"renaissance projects": {
"description": "Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
"extra": "",
"description": "<justify>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.</justify>",
"extra": "Projects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
"name": "Projects"
},
"events": {
@ -2669,6 +2669,11 @@
"extra": "Bezienswaardigheden zijn geen Koningkrijkskaarten. Bezienswaardigheden bieden nieuwe manieren om punten te scoren. De spelers kiezen zelf hoe ze bepalen met welke bezienswaardigheden ze spelen. Ze kunnen de bezienswaardigheden door de gebeurtenissen schudden en er vóór een spel 2 trekken. Ze kunnen er ook voor kiezen om de bezienswaardigheden (en gebeurtenissen) door de locatiekaarten te schudden en er dan 0-2 te gebruiken, afhankelijk van het aantal dat verschijnt voordat er 10 koninkrijkkaarten zijn getrokken. Of ze gberuiken een andere methode. De te gebruiken bezienswaardigheden zijn vanaf de start van het spel voor alle spelers zichtbaar. We raden aan om er niet meer dan 2 per spel te gebruiken.<n><n>Veel bezienswaardigheden hebben uitsluitend bij de puntentelling aan het einde van het spel een functie. Op basis van de aanwijzingen op de bezienswaardigheid krijgen de spelers dan bonus- of minpunten.<n><n>Sommige bezienswardigheden starten met 6 <VP>-fiches per speler. Dus, 12 <VP>-fiches in het spel met 2 spelers tot 36 <VP>-fiches bij 6 spelers. Deze bezienswaardigheden bieden een manier om aan <VP>-fiches te komen. Liggen er geen <VP>-fiches meer op een bezienswaardigheid, dan kunnen de spelers deze daar niet meer verdienen.",
"name": "Bezienswaardigheden"
},
"projects": {
"description": "<justify>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.</justify>",
"extra": "Projects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
"name": "Projects - All"
},
"Abandoned Mine": {
"description": "+1 Coin",
"extra": "Bij het spelen van deze kaart krijg je alleen +1 Coin. Dit is een Ruïne; zie Aanvullende spelregels en Voorbereiding.",

View File

@ -34,5 +34,6 @@
"Traveller": "Traveller",
"Treasure": "Geld",
"Victory": "Overwinning",
"Zombie": "Zombie"
"Zombie": "Zombie",
"Projects": "Projects"
}

View File

@ -426,6 +426,15 @@
"tabCostHeightOffset": -1,
"tabTextHeightOffset": 0
},
{
"card_type": [
"Projects"
],
"card_type_image": "project.png",
"defaultCardCount": 0,
"tabCostHeightOffset": -1,
"tabTextHeightOffset": 0
},
{
"card_type": [
"Reaction"

View File

@ -2655,8 +2655,8 @@
"name": "Events - Promos"
},
"renaissance projects": {
"description": "Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.\n\nProjects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
"extra": "",
"description": "<justify>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.</justify>",
"extra": "Projects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
"name": "Projects"
},
"events": {
@ -2668,5 +2668,10 @@
"description": "<justify>Landmarks are not Kingdom cards. Landmarks provide new ways for players to score. Players may choose how to determine what Landmarks to play with. Landmarks in use are visible to all from the start of the game. Many Landmarks only apply when scoring at the end of the game.</justify>",
"extra": "Landmarks are not Kingdom cards. It is recommended that no more than two Landmarks be used per game. Players may choose how to determine what Landmarks to play with. They may shuffle them with Events and deal out 2 cards from that pile every game; they may shuffle them into the Randomizer deck and use 0-2 depending on how many come up before finding 10 Kingdom cards; or they may use any method they like.",
"name": "Landmarks - All"
},
"projects": {
"description": "<justify>Projects are special, permanent, on-buy effects not attached to cards. Players can buy Projects during their Buy phase whenever they might instead buy a card or Event. When a player buys a Project, they put a wooden cube of their color on it, to track which Projects' effects they receive. Each player has only two cubes to put on Projects.</justify>",
"extra": "Projects are not Kingdom cards; including one or more Projects in a game does not count toward the 10 Kingdom card piles the Supply includes. In fact, Projects are not considered \"cards\" at all; any text referring to a \"card\" does not apply to Projects.\n\nAny number of Projects may be used in a game, though it is recommended to not use more than two total Events, Landmarks, and Projects.",
"name": "Projects - All"
}
}

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@ -34,5 +34,6 @@
"Traveller": "Traveller",
"Treasure": "Treasure",
"Victory": "Victory",
"Zombie": "Zombie"
"Zombie": "Zombie",
"Projects": "Projects"
}

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@ -485,6 +485,11 @@ def parse_opts(cmdline_args=None):
action="store_true",
help="Group all 'Landmark' cards across all expansions into one divider.",
)
group_select.add_argument(
"--exclude-projects",
action="store_true",
help="Group all 'Project' cards across all expansions into one divider.",
)
group_select.add_argument(
"--only-type-any",
"--only-type",
@ -1403,6 +1408,18 @@ def filter_sort_cards(cards, options):
if options.expansions:
options.expansions.append("extras")
# Combine all Projects across all expansions
if options.exclude_projects:
cards = combine_cards(
cards,
old_card_type="Project",
new_type="Projects",
new_card_tag="projects",
new_cardset_tag="extras",
)
if options.expansions:
options.expansions.append("extras")
# Take care of any blank cards
if options.include_blanks > 0:
if options.expansions:

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@ -122,7 +122,7 @@ def main(card_db_dir, output_dir):
sorted_card_data = load_card_data(card_db_dir)
groups = set(card["group_tag"] for card in sorted_card_data if "group_tag" in card)
super_groups = set(["events", "landmarks"])
super_groups = set(["events", "landmarks", "projects"])
write_data(sorted_card_data, os.path.join(output_dir, "cards_db.json"))