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Pacru: Add note about rule change
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locales/en/apgames.json

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"mchess": "If there have been seven consecutive turns without a capture, someone can \"call the clock\" by adding an asterisk (*) to the end of their move. This can only be done by selecting the move from the drop-down list. After another seven turns with no capture, the game will end and be scored.",
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"murus": "The default ruleset is \"Advanced Murus Gallicus\" (with catapults). By default, your first move is to redistribute one of your starting towers as walls on your second row. Additionally, the standard pie rule is also available. There are three variants you can mix and match:\n\n* \"Basic\" reverts the game to the \"no catapult\" state.\n* \"Static\" disables the initial tower redistribution.\n* \"Escape\" eliminates the breakthrough win condition.",
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"oware": "This implementation follows the common tournament rule that grand slam moves are allowed, but no pieces are captured. Depicting state changes in sowing games is challenging. The initial chosen pit is marked, as is any capture. Small numbers appear to show the change in the number of stones in each pit. If you believe you have encountered a bug, please let us know in Discord.",
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"pacru": "This implementation adheres to the 2011 rule change that requires at least one opponent to have at least nine tiles on the board before meetings will trigger.",
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"pigs": "Unlike the old Super Duper Games implementation, this one implements the core rule set. Each player enters all five moves, and they are resolved at once.\n\nMovement is resolved before damage is applied.",
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"pigs2": "This is the same as the old Super Duper Games. The game starts by you programming three moves, but only one move is resolved and added each turn.\n\nMovement is resolved before damage is applied. Unlike most other AP games, if players resign or timeout, the game does not immediately end. Instead, they're eliminated and their robot becomes inactive, but the other players can play on.",
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"pletore": "An intersection is controlled by a player if they 'pinch' it while the opponent does not. You 'pinch' an intersection if you have pieces that can see that intersection from two different axes. Your score is the sum of the number of stones of your color on the board and the number of empty points you control, plus a komi bonus and a button bonus. The button is used when the komi value plus the number of intersections on the board is even, and any player may take a turn off and claim the button if it has yet to be claimed. The game ends when both players pass in succession, but claiming the button does not count toward this. Players cannot pass until the entire board is occupied or controlled.",

src/games/pacru.ts

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dateAdded: "2023-06-18",
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// i18next.t("apgames:descriptions.pacru")
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description: "apgames:descriptions.pacru",
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// i18next.t("apgames:notes.pacru")
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notes: "apgames:notes.pacru",
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urls: ["https://boardgamegeek.com/boardgame/6803/pacru"],
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people: [
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{

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