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Typos patch from TistoH (#533)
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sumpfork authored Sep 18, 2024
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2 changes: 1 addition & 1 deletion card_db_src/cs/cards_cs.json
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},
"Citadel": {
"description": "The first time you play an Action card during each of your turns, play it again afterwards.",
"extra": "Once you've clamed this ability, it is not optional. This can affect an Action card played outside of the Action phase, if it is your first Action card played that turn; for example if you also had Capitalism, you could opt to play a Flag Bearer in your Buy phase as your first play of the turn, and it would still be played twice. Citadel can cause a Duration card to be played twice; you will have to remember that on your next turn.<n><n>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": "Once you've claimed this ability, it is not optional. This can affect an Action card played outside of the Action phase, if it is your first Action card played that turn; for example if you also had Capitalism, you could opt to play a Flag Bearer in your Buy phase as your first play of the turn, and it would still be played twice. Citadel can cause a Duration card to be played twice; you will have to remember that on your next turn.<n><n>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.",
"name": "Citadel"
},
"City": {
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6 changes: 3 additions & 3 deletions card_db_src/en_us/cards_en_us.json
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},
"Citadel": {
"description": "The first time you play an Action card during each of your turns, play it again afterwards.",
"extra": "Once you've clamed this ability, it is not optional. This can affect an Action card played outside of the Action phase, if it is your first Action card played that turn; for example if you also had Capitalism, you could opt to play a Flag Bearer in your Buy phase as your first play of the turn, and it would still be played twice. Citadel can cause a Duration card to be played twice; you will have to remember that on your next turn.<n><n>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": "Once you've claimed this ability, it is not optional. This can affect an Action card played outside of the Action phase, if it is your first Action card played that turn; for example if you also had Capitalism, you could opt to play a Flag Bearer in your Buy phase as your first play of the turn, and it would still be played twice. Citadel can cause a Duration card to be played twice; you will have to remember that on your next turn.<n><n>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.",
"name": "Citadel"
},
"City": {
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},
"Hermit - Madman": {
"description": "<left><u>Hermit</u>:</left><center>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.</center><line><center>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.</center><left><u>Madman</u>:</left><center>+2 Actions</center><center>Return this to the Madman pile. If you do, +1 Card per card in your hand.</center><center><i>(This card is not in the supply.)</i></center>",
"extra": "<u>Hermit</u>: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. After trashing or not, you must gain a card costing up to 3 Coin. 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. The Madman comes from the Madman pile, which is not in the Supply. It does not matter whether or not you gained cards other ways, only whether you did not buy a card. If there are no Madman cards left, you do not gain one. Buying a card with Black Market from the Black Market deck prevents a Madman gain, even if no card is bought during the player's buy phase that turn. Gaining the Madman is not contigent on trashing the Hermit: when using Scheme's (from Hinterlands) ability and putting the Hermit on top of your deck prevents Hermit's trashing, but you still gain the Madman. This works almost identically with Prince.<n><u>Madman</u>: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 cards like Throne Room. 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. Since Madman is not in the Supply, the Madman pile being empty does NOT count towards the three-pile end-game condition.",
"extra": "<u>Hermit</u>: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. After trashing or not, you must gain a card costing up to 3 Coin. 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. The Madman comes from the Madman pile, which is not in the Supply. It does not matter whether or not you gained cards other ways, only whether you did not buy a card. If there are no Madman cards left, you do not gain one. Buying a card with Black Market from the Black Market deck prevents a Madman gain, even if no card is bought during the player's buy phase that turn. Gaining the Madman is not contingent on trashing the Hermit: when using Scheme's (from Hinterlands) ability and putting the Hermit on top of your deck prevents Hermit's trashing, but you still gain the Madman. This works almost identically with Prince.<n><u>Madman</u>: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 cards like Throne Room. 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. Since Madman is not in the Supply, the Madman pile being empty does NOT count towards the three-pile end-game condition.",
"name": "Hermit / Madman"
},
"Hero": {
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"name": "Tower"
},
"Townsfolk": {
"description": "This pile starts the game with 4 copies each of Town Crier, Blacksmith, Miller, and Elder, in that orer. Only the top card can be gained or bought.",
"description": "This pile starts the game with 4 copies each of Town Crier, Blacksmith, Miller, and Elder, in that order. Only the top card can be gained or bought.",
"extra": "Town Crier: First choose either to get +2 Coins, or to gain a Silver, or to get +1 Card and +1 Action. Then, no matter what you picked, choose whether or not to rotate the Townsfolk pile.<n>Blacksmith: You either draw until you have 6 cards in hand, or draw 2 cards, or draw one card and get +1 Action.<n>Miller: If you have fewer than four cards (after shuffling), you just look at what's left.<n>Elder: You can play an Action card with no \"choose\" ability; it will simply do what it normally does. If you play one with a \"choose\" ability, you may take an extra choice, but don't have to. If you choose multiple things, you do those things in the order listed on the card. If you use Elder on Courtier, you get one extra choice, not one extra choice per type. Elder doesn't affect all choices, just ones that say \"choose\" and have a list of options.",
"name": "Townsfolk"
},
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2 changes: 1 addition & 1 deletion card_db_src/xx/cards_xx.json
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},
"Citadel": {
"description": "The first time you play an Action card during each of your turns, play it again afterwards.",
"extra": "Once you've clamed this ability, it is not optional. This can affect an Action card played outside of the Action phase, if it is your first Action card played that turn; for example if you also had Capitalism, you could opt to play a Flag Bearer in your Buy phase as your first play of the turn, and it would still be played twice. Citadel can cause a Duration card to be played twice; you will have to remember that on your next turn.<n><n>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": "Once you've claimed this ability, it is not optional. This can affect an Action card played outside of the Action phase, if it is your first Action card played that turn; for example if you also had Capitalism, you could opt to play a Flag Bearer in your Buy phase as your first play of the turn, and it would still be played twice. Citadel can cause a Duration card to be played twice; you will have to remember that on your next turn.<n><n>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.",
"name": "Citadel",
"used": true
},
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