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- Fix push/pull icons: override filter:none so natural SVG colors show on teal
- Move Attack Effect Timing to bottom of Attack tab
- Move Push & Pull to top of Movement tab
- Cards tab: remove Item Usage header, reorder to Lost/Persistent/Recover/Spent/Refresh/Flip
- Add footer with Ko-fi, Source Code, and File a Bug links
- Switch body to flex column so footer sticks to bottom
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
<tr><td>Elemental infuse</td><td>End of your turn</td></tr>
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</tbody>
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</table>
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<divclass="callout"><spanclass="callout-icon">⚠</span><span>Attack effects (conditions, Push/Pull) apply <em>even if the attack deals 0 damage</em> after shields — unless a ×0 null card was drawn. <em>(p. 26)</em></span></div>
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</div>
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</div>
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<h2class="section-header">Shield & Pierce</h2>
<tr><td>Elemental infuse</td><td>End of your turn</td></tr>
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</tbody>
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</table>
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<divclass="callout"><spanclass="callout-icon">⚠</span><span>Attack effects (conditions, Push/Pull) apply <em>even if the attack deals 0 damage</em> after shields — unless a ×0 null card was drawn. <em>(p. 26)</em></span></div>
<p><strong>Push X</strong> forces the target to move up to X hexes, with each hex moving the target <em>farther away</em> from the source. <strong>Pull X</strong> moves the target up to X hexes <em>closer</em>. The attacker chooses the path.</p>
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<p>Forced movement triggers hazardous terrain on each hex entered. The pushed/pulled figure can be moved through friendly figures, but not through enemies or obstacles.</p>
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<divclass="callout"><spanclass="callout-icon">⚠</span><span>Forced movement does <em>not</em> cost extra for difficult terrain — it ignores movement point costs entirely. It can also be used to move a figure onto a hazardous hex intentionally. <em>(p. 32)</em></span></div>
<p><strong>Push X</strong> forces the target to move up to X hexes, with each hex moving the target <em>farther away</em> from the source. <strong>Pull X</strong> moves the target up to X hexes <em>closer</em>. The attacker chooses the path.</p>
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<p>Forced movement triggers hazardous terrain on each hex entered. The pushed/pulled figure can be moved through friendly figures, but not through enemies or obstacles.</p>
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<divclass="callout"><spanclass="callout-icon">⚠</span><span>Forced movement does <em>not</em> cost extra for difficult terrain — it ignores movement point costs entirely. It can also be used to move a figure onto a hazardous hex intentionally. <em>(p. 32)</em></span></div>
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</div>
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</div>
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</div><!-- /tab-movement -->
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@@ -838,21 +892,6 @@ <h2 class="section-header">Push & Pull</h2>
<p>A <strong>spent</strong> card is placed face-down in your spent pile. Spent cards are returned to your hand when you take a <strong>short rest</strong> (with one card randomly lost) or a <strong>long rest</strong>.</p>
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<divclass="callout"><spanclass="callout-icon">⚠</span><span>Items with a spent icon are <em>rotated sideways</em> when used. They are recovered the next time you perform a long rest. <em>(p. 36)</em></span></div>
<p>A <strong>Recover</strong> ability lets you take one or more lost cards from your lost pile and return them to your hand or spent pile (as specified). This is the only way to get lost cards back mid-scenario.</p>
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<divclass="callout"><spanclass="callout-icon">⚠</span><span>Recover does <em>not</em> apply to cards discarded by resting — only to cards in your lost pile. <em>(p. 38)</em></span></div>
<p>Items with a <strong>flip</strong>icon are flipped after use, revealing a different use on the other side. When that other side is then used, the item flips back to its front — ready to use again. The specific timing of when to use the back side is detailed in the card's text.</p>
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<divclass="callout"><spanclass="callout-icon">⚠</span><span>Characters should always start a scenario with flip items on the side showing the gold or crafting cost. <em>(p. 36)</em></span></div>
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<p>A <strong>spent</strong>card is placed face-down in your spent pile. Spent cards are returned to your hand when you take a <strong>short rest</strong> (with one card randomly lost) or a <strong>long rest</strong>.</p>
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<divclass="callout"><spanclass="callout-icon">⚠</span><span>Items with a spent icon are <em>rotated sideways</em> when used. They are recovered the next time you perform a long rest. <em>(p. 36)</em></span></div>
<p>A <strong>Recover</strong>ability lets you take one or more lost cards from your lost pile and return them to your hand or spent pile (as specified). This is the only way to get lost cards back mid-scenario.</p>
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<divclass="callout"><spanclass="callout-icon">⚠</span><span>Recover does <em>not</em> apply to cards discarded by resting — only to cards in your lost pile. <em>(p. 38)</em></span></div>
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<p>Items with a <strong>flip</strong>icon are flipped after use, revealing a different use on the other side. When that other side is then used, the item flips back to its front — ready to use again. The specific timing of when to use the back side is detailed in the card's text.</p>
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<divclass="callout"><spanclass="callout-icon">⚠</span><span>Characters should always start a scenario with flip items on the side showing the gold or crafting cost. <em>(p. 36)</em></span></div>
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