static public async Task ActAsync(TargetSpaceCtx ctx) { // 4 fear ctx.AddFear(4); // invaders skip all actions in target land this turn ctx.SkipAllInvaderActions(); // if you have 2 air 3 earth, +4 fear if (await ctx.YouHave("2 air,3 earth")) { ctx.AddFear(4); } }
public static async Task ActAsync(TargetSpaceCtx ctx) { // Gather 5 town, 5 dahan, 5 beast, and 15 explorer. await ctx.Gatherer .AddGroup(5, Invader.Town) .AddGroup(5, TokenType.Dahan) .AddGroup(5, TokenType.Beast) .AddGroup(15, Invader.Explorer) .GatherN(); // if you have 2 sun, 3 air, 2 plant: if (await ctx.YouHave("2 sun,3 air,2 plant")) { // invaders skip all actions in target land. ctx.SkipAllInvaderActions(); // Isolate target land. ctx.Isolate(); } }
static public async Task ActAsync(TargetSpaceCtx ctx) { // add 1 presence in target land even if you normally could not due to land type. await ctx.PlacePresenceHere(); // Defend 20 ctx.Defend(20); // if you have 2 sun, 3 earth, if (await ctx.YouHave("2 sun,3 earth")) { // 3 fear if invaders are present, if (ctx.HasInvaders) { ctx.AddFear(3); } // Invaders skip all actions in target land this turn. ctx.SkipAllInvaderActions(); } }
static public Task Act(TargetSpaceCtx ctx) { ctx.SkipAllInvaderActions(); return(Task.CompletedTask); }