MatchLord Release Note

Download Complete
MatchLord is available under a Creative Commons BY-NC-SA 2.0 license.
You are free to:
Share — copy and redistribute the material in any medium or format
Adapt — remix, transform, and build upon the material
You may not use the material for commercial purposes.

Test Code
The MatchLord Test Code is in "Code/LordTest".
- Windows vs2013 - Load the "Code/UnAnnice/UnAnnice.sln" and build it
- Linux goto the "Code/LordTest" and type "make"
The code is written in C++ but is meant to be language agnostic so there is no templating inheritance or polymorphism.
It has been tested under clang and checked with cppcheck.
Run the compiled file to get a list of options.

Generating PSPx6 scripts
So if you want to run Scripts/, this creates
- @Lord.pspscript
- @LordBack.pspscript (ignore this)
- @LordField.pspscript
- @LordPitch.pspscript
So if you want to run Scripts/, this creates
- @LordBox.pspscript

Generating Images
Load up
- Scripts/Card00.png
- Scripts/Card01.png
Run the just generated/supplied scripts
- @LordPitch.pspscript
this creates LordPitch.png
- @Lord
this creates the cards Lord1001.png to Lord1072.png

Generating Box
Load up
- Scripts/Box00.png
- Scripts/Box01.png
- Scripts/Box02.png
Run the just generated/supplied scripts
- @LordBox.pspscript
this creates LordTop.png and LordBot.png

Sites For Printing Cards

MatchLord Rules
36 Standard Position cards with 1,2,3,4,5 motifs.
12 Shoot/Save cards with +/- motifs.
8 Tactic/Trick (Wild) cards with ?/! motifs.
16 International cards with 1,2,3,4,5 motifs.
Shuffle the deck and place it face down between the 2 players. This is a game of two halves, a half lasts until the deck is exhausted and no player can go (lay a card). At the end of the first half the deck is shuffled and the second half starts. At the end of the second half the player with the most goals wins.
Players should have at least of 5 cards in their hand, replenishing at the end of their turn. If a player is unable to start a turn they pick up a card and their turn ends. A player must lay a card (even a Wild one) if they can. The Tactic/Trick cards are Wild and can be any card in the deck, this must be called when they are played.
Each card has two values e.g. 3/2 and can be rotated before being laid to use the other value e.g. 2/3. A card is laid so the played value is readable by the current player e.g. 3 and its other (rotated) value is readable by their opponent e.g. 2. The opponent will play from the (rotated) card they can read e.g. 2.
A kick off starts a half or the play after a goal. A player must lay a Position card of 3 e.g. 3/2. If they can not lay a 3 their turn ends (and they pick up a card).
After a kick off, cards are laid in the sequence 1, 2, 3, 4, 5, Shoot. A turn ends when a player is not able to go. It is an automatic goal if a player has no cards left after playing a Shoot (or Wild) card.
After a Shoot card the (next) player must lay a Save (or Wild) card, else a goal is scored. The shot must then be cleared with a Position card, playing its lowest value. If a player is unable to clear a goal is scored. The (Save) turn ends after the clearance card is laid.
GOAL !!!
When a goal is scored its Shoot/Save (or Wild) card is kept out of the deck for the rest of the game as a tally. After a goal is scored the conceding player then kicks off.
For the first half play proceeds clockwise, player 1 plays to player 2 (on a pile between 1 and 2). When 1 finishes, 2 plays off the (rotated) value that 1 ended with but plays to 3 (on a pile between 2 and 3). When 2 finishes, 3 plays off the (rotated) value that 2 ended with but plays to 1 (on a pile between 3 and 1). At half time play proceeds anticlockwise.
Split into 2 teams of 2, taking it in turns to play as per 2 players.