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Merge branch 'master' into all_options_web
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sumpfork committed Oct 28, 2024
2 parents 37682f6 + 19b601b commit a5d8e4c
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546 changes: 546 additions & 0 deletions card_db_src/cards_db.json

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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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153 changes: 149 additions & 4 deletions card_db_src/en_us/cards_en_us.json

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22 changes: 22 additions & 0 deletions card_db_src/en_us/sets_en_us.json
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"set_text": "",
"text_icon": "C"
},
"cornucopia2ndEditionUpgrade": {
"set_name": "Cornucopia 2nd Edition Upgrade",
"set_text": "This contains the kingdom cards introduced in the second edition of <i>Cornucopia</i>, thereby allowing owners of the first edition to obtain these new cards without needing to repurchase the entire game.",
"short_name": "Cornucopia",
"text_icon": "C"
},
"dark ages": {
"set_name": "Dark Ages",
"set_text": "Times have been hard. To save on money, you've moved out of your old castle, and into a luxurious ravine. You didn't like that castle anyway; it was always getting looted, and never at a reasonable hour. And if it wasn't barbarians it was the plague, or sometimes both would come at once, and there wouldn't be enough chairs. The ravine is great; you get lots of sun, and you can just drop garbage wherever you want. In your free time you've taken up begging. Begging is brilliant conceptually, but tricky in practice, since no-one has any money. You beg twigs from the villagers, and they beg them back, but no-one really seems to come out ahead. That's just how life is sometimes. You're quietly conquering people, minding your own business, when suddenly there's a plague, or barbarians, or everyone's illiterate, and it's all you can do to cling to some wreckage as the storm passes through. Still, you are sure that, as always, you will triumph over this adversity, or at least do slightly better than everyone else.\nThis is the 7th addition to the game of <i>Dominion</i>. It adds 35 new Kingdom cards to <i>Dominion</i>, plus new bad cards you give to other players (Ruins), new cards to replace starting Estates (Shelters), and cards you can only get via specific other cards. The central themes are the trash and upgrading. There are cards that do something when trashed, cards that care about the trash, cards that upgrade themselves, and ways to upgrade other cards.",
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"set_text": "Jobs, everyone’s worried about jobs. Whatever happened to tilling the fields in obscurity? The economy is just a trick, like stealing someone's nose, but lately people seem to have seen through it, like when you realize someone hasn’t really stolen your nose. So now everyone’s joining a guild, learning a craft, and working on a masterpiece - a painting so beautiful it blinds you, or a cheese grater so amazing that you never eat cheese again. The only people left tilling the fields are the ones doing it ironically. The guilds cover everything - ironic tilling, butchering, baking, candlestick making, shoemaking, cheesemaking, cheese destruction. Your advisor is convinced that somehow, control of the stonecutters is key to world domination. Very well. You will have stone handled so expertly that the world trembles before you.\nThis is the 8th addition to the game of <i>Dominion</i>. It adds 13 new Kingdom cards to <i>Dominion</i>. It has coin tokens that you can save to spend later, and cards you can get more out of by paying extra for them.",
"text_icon": "G"
},
"guilds2ndEditionUpgrade": {
"set_name": "Guilds 2nd Edition Upgrade",
"set_text": "This contains the kingdom cards introduced in the second edition of <i>Guilds</i>, thereby allowing owners of the first edition to obtain these new cards without needing to repurchase the entire game.",
"short_name": "Guilds",
"text_icon": "C"
},
"hinterlands1stEdition": {
"set_name": "Hinterlands 1st Edition",
"set_text": "The world is big and your kingdom small. Small when compared to the world, that is; it’s moderate-sized when compared to other kingdoms. But in a big world like this one - big when compared to smaller worlds anyway, if such things exist; it’s moderate-sized when compared to worlds of roughly the same size, and a little small when compared to worlds just a little larger - well, to make a long story short - short when compared to longer stories anyway - it is time to stretch your borders. You’ve heard of far-off places - exotic countries, where they have pancakes but not waffles, where the people wear the wrong number of shirts, and don’t even have a word for the look two people give each other when they each hope that the other will do something that they both want done but which neither of them wants to do. It is to these lands that you now turn your gaze.\nThis is the 6th addition to the game of <i>Dominion</i>. It adds 26 new Kingdom cards to <i>Dominion</i>, including 20 Actions, 3 Treasures, 3 Victory cards, and 3 Reactions. The central theme is cards that do something immediately when you buy them or gain them.",
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"set_text": "",
"text_icon": "R"
},
"risingSun": {
"set_name": "Rising Sun",
"set_text": "We journey now to the islands to the east - or west, depending on where you are relative to them. Here your title is Emperor. They tell you you're just a figurehead, though you can still order whatever breakfast you want. They may be right; you did get that breakfast. Your ceremonial sword and armor are made of paper. The samurai never let you into their tea parties, and the ninjas are always tying your shoelaces together. And the epic poem they wrote about you is only 17 syllables long. Rice has been adopted as currency, and no-one seems to even be trying to get your face onto the grains. But when you wake up each morning and look out over the land, life doesn't seem so bad. Now, what's for breakfast?",
"text_icon": "Rs"
},
"risingSun extras": {
"set_name": "Rising Sun Extras",
"set_text": "",
"text_icon": "Rs"
},
"seaside1stEdition": {
"set_name": "Seaside 1st Edition",
"set_text": "All you ask is a tall ship and a star to steer her by. And someone who knows how to steer ships using stars. You finally got some of those rivers you'd wanted, and they led to the sea. These are dangerous, pirate-infested waters, and you cautiously send rat-infested ships across them, to establish lucrative trade at far-off merchant-infested ports. First, you will take over some islands, as a foothold. The natives seem friendly enough, crying their peace cries, and giving you spears and poison darts before you are even close enough to accept them properly. When you finally reach those ports you will conquer them, and from there you will look for more rivers. One day, all the rivers will be yours.\nThis is the 2nd addition to <i>Dominion</i>. It adds 26 new Kingdom cards to <i>Dominion</i>. Its central theme is your next turn; there are cards that do something this turn and next, cards that set up your next turn, and other ways to step outside of the bounds of a normal turn.",
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4 changes: 4 additions & 0 deletions card_db_src/en_us/types_en_us.json
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"Looter": "Looter",
"Night": "Night",
"Odyssey": "Odyssey",
"Omen": "Omen",
"Prize": "Prize",
"Prizes": "Prizes",
"Project": "Project",
"Projects": "Projects",
"Prophecies": "Prophecies",
"Prophecy": "Prophecy",
"Reaction": "Reaction",
"Reserve": "Reserve",
"Reward": "Reward",
"Rewards": "Rewards",
"Ruins": "Ruins",
"Shadow": "Shadow",
"Shelter": "Shelter",
"Shelters": "Shelters",
"Spirit": "Spirit",
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