finish combo cards for urchin/mercenary and hermit/madman

This commit is contained in:
sumpfork@mailmight.com 2012-09-17 14:32:57 +02:00
parent 87abc57afe
commit f940e97aaf
3 changed files with 38 additions and 14 deletions

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@ -1874,3 +1874,32 @@ does something if you manage to trash it.
Necropolis: This is an Action card; when you play it, you get +2 Actions.
:::Hermit / Madman
Madman: This card is not in the Supply; it can only be obtained
via Hermit. When you play it, you get +2 Actions, return it to the
Madman pile if you can (this is not optional), and if you did
return it, you draw a card per card in your hand. For example if
you had three cards in hand after playing Madman, you would
draw three cards. Normally, nothing will prevent you from
returning Madman to the Madman pile, but you may fail to due
to playing Madman twice via Procession, Throne Room (from
Dominion), or King's Court (from Prosperity). So, for example, if
you Procession a Madman, you will get +2 Actions, return
Madman to the Madman pile, draw a card per card in your hand,
get another +2 Actions, fail to return Madman and so not draw
cards the second time, fail to trash Madman, and then gain an
Action card costing exactly 1 Coin if you can.
:::Urchin / Mercenary
This card is not in the Supply; it can only be obtained
via Urchin. When you play it, you may trash 2 cards from your
hand. If you do, you draw two cards, get +2 Coins, and each other
player discards down to 3 cards in hand. Players who already have
3 or fewer cards in hand do nothing. Players responding to this
Attack with cards like Beggar must choose to do so before you
decide whether or not to trash 2 cards from your hand. If you play
this with only one card in hand, you may choose to trash that
card, but then will fail the "if you do" and will not draw cards and
so on. If the cards you trash do things when trashed, first trash
them both, then choose what order to resolve the things they do
when trashed.

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@ -453,15 +453,5 @@ If its the named card, put it into your hand.
42 Shelters Dark Ages Extras Action - Shelter $1 Hovel: When you buy a Victory card, you may trash this from your hand.
Necropolis: +2 Actions
Overgrown Estate: 0 <VP>; when you trash this, +1 Card.
43 Urchin / Mercenary Dark Ages Extras Action $3 Urchin:
+1 Card +1 Action
Each other player discards down to 4 cards in hand. When you play another Attack card with this in play, you may trash this. If you do, gain a Mercenary from the Mercenary pile.
Mercenary:
You may trash 2 cards from your hand. If you do, +2 Cards, + 2 Coins, and each other player discards down to 3 cards in hand. (This is not in the Supply.)
44 Hermit / Madman Dark Ages Action $3 Hermit: Look through your discard pile. You may trash a card from your discard pile or hand that is not a Treasure. Gain a card costing up to 3 Coins.
When you discard this from play, if you did not buy any cards this turn, trash this and gain a Madman from the Madman pile.
Madman:
+2 Actions
Return this to the Madman pile. If you do, +1 Card per card in your hand.
(This card is not in the supply.)
43 Urchin / Mercenary Dark Ages Extras Action $3 Urchin: When you play this, you draw a card and get +1 Action, then each other player discards down to 4 cards in hand. Players who already have 4 or fewer cards in hand do not do anything. While Urchin is in play, when you play another Attack card, before resolving it, you may trash the Urchin. If you do, you gain a Mercenary. If there are no Mercenaries left you do not gain one. If you play the same Urchin twice in one turn, such as via Procession, that does not let you trash it for a Mercenary. If you play two different Urchins however, playing the second one will let you trash the first one.
44 Hermit / Madman Dark Ages Action $3 Hermit: When you play this, look through your discard pile, and then you may choose to trash a card that is not a Treasure, from either your hand or your discard pile. You do not have to trash a card and cannot trash Treasures. A card with multiple types, one of which is Treasure (such as Harem from Intrigue), is a Treasure. After trashing or not, you gain a card costing up to 3 Coins. The card you gain comes from the Supply and is put into your discard pile. Gaining a card is mandatory if it is possible. Then, when you discard Hermit from play - normally, in Clean-up, after playing it in your Action phase - if you did not buy any cards this turn, you trash Hermit and gain a Madman. It does not matter whether or not you gained cards other ways, only whether or not you bought a card. If there are no Madman cards left, you do not gain one. If Hermit is not discarded from play during Clean-up - for example, if you put it on your deck with Scheme (from Hinterlands) - then the ability that trashes it will not trigger.

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@ -140,7 +140,12 @@ class DominionTabs:
self.canvas.drawCentredString(12,costHeight,cost)
fontSize = 12
name = card.name.upper()
name_parts = name.partition(' / ')
if name_parts[1]:
name_parts = (name_parts[0] + ' /', name_parts[2])
else:
name_parts = name.split()
width = pdfmetrics.stringWidth(name,'MinionPro-Regular',fontSize)
while width > textWidth and fontSize > 8:
fontSize -= 1
@ -199,7 +204,7 @@ class DominionTabs:
def read_card_extras(self,fname,cards):
f = open(fname)
cardName = re.compile("^:::(?P<name>[ \w\-']*)")
cardName = re.compile("^:::(?P<name>[ \w\-/']*)")
extras = {}
currentCard = ""
extra = ""