internal override void AddAdditionalCardsNeeded(GameConfig.CardGainAvailabilityBuilder builder) { builder.AddCardTypeIfNotPresent(Cards.TreasureHunter); builder.AddCardTypeIfNotPresent(Cards.Warrior); builder.AddCardTypeIfNotPresent(Cards.Hero); builder.AddCardTypeIfNotPresent(Cards.Champion); }
internal override void AddAdditionalCardsNeeded(GameConfig.CardGainAvailabilityBuilder builder) { builder.AddCardTypeIfNotPresent(Cards.Soldier); builder.AddCardTypeIfNotPresent(Cards.Fugitive); builder.AddCardTypeIfNotPresent(Cards.Disciple); builder.AddCardTypeIfNotPresent(Cards.Teacher); }
internal override void AddAdditionalCardsNeeded(GameConfig.CardGainAvailabilityBuilder builder) { foreach (Card prize in prizes) { builder.AddNonSupply(1, prize); } }
internal override void AddAdditionalCardsNeeded(GameConfig.CardGainAvailabilityBuilder builder) { builder.AddCardTypeIfNotPresent(Cards.HumbleCastle); builder.AddCardTypeIfNotPresent(Cards.CrumblingCastle); builder.AddCardTypeIfNotPresent(Cards.SmallCastle); builder.AddCardTypeIfNotPresent(Cards.HauntedCastle); builder.AddCardTypeIfNotPresent(Cards.OpulentCastle); builder.AddCardTypeIfNotPresent(Cards.SprawlingCastle); builder.AddCardTypeIfNotPresent(Cards.GrandCastle); builder.AddCardTypeIfNotPresent(Cards.KingsCastle); }
internal override void AddAdditionalCardsNeeded(GameConfig.CardGainAvailabilityBuilder builder) { builder.AddCardTypeIfNotPresent(Cards.DameAnna); builder.AddCardTypeIfNotPresent(Cards.DameJosephine); builder.AddCardTypeIfNotPresent(Cards.DameMolly); builder.AddCardTypeIfNotPresent(Cards.DameNatalie); builder.AddCardTypeIfNotPresent(Cards.DameSylvia); builder.AddCardTypeIfNotPresent(Cards.SirBailey); builder.AddCardTypeIfNotPresent(Cards.SirDestry); builder.AddCardTypeIfNotPresent(Cards.SirMartin); builder.AddCardTypeIfNotPresent(Cards.SirMichael); builder.AddCardTypeIfNotPresent(Cards.SirVander); }
internal override void AddAdditionalCardsNeeded(GameConfig.CardGainAvailabilityBuilder builder) { int ruinsCount = (builder.numberOfPlayers - 1) * 10; switch (builder.cardAvailabilityType) { case CardAvailabilityType.AllPossibleCardsInGame: { foreach (var card in GetRuins()) builder.AddSupply(1, card); break; } case CardAvailabilityType.TypesForBuyingOrGaining: { builder.AddSupply(ruinsCount, Cards.Ruins); break; } default: throw new NotImplementedException(); } }
internal override void AddAdditionalCardsNeeded(GameConfig.CardGainAvailabilityBuilder builder) { builder.AddCardTypeIfNotPresent(Cards.Gladiator); builder.AddCardTypeIfNotPresent(Cards.Fortune); }
internal override void AddAdditionalCardsNeeded(GameConfig.CardGainAvailabilityBuilder builder) { builder.AddCardTypeIfNotPresent(Cards.Encampment); builder.AddCardTypeIfNotPresent(Cards.Plunder); }
internal override void AddAdditionalCardsNeeded(GameConfig.CardGainAvailabilityBuilder builder) { builder.AddCardTypeIfNotPresent(Cards.Catapult); builder.AddCardTypeIfNotPresent(Cards.Rocks); }
internal override void AddAdditionalCardsNeeded(GameConfig.CardGainAvailabilityBuilder builder) { builder.AddCardTypeIfNotPresent(Cards.Settlers); builder.AddCardTypeIfNotPresent(Cards.BustlingVillage); }
internal override void AddAdditionalCardsNeeded(GameConfig.CardGainAvailabilityBuilder builder) { builder.AddCardTypeIfNotPresent(Cards.Patrician); builder.AddCardTypeIfNotPresent(Cards.Emporium); }
internal override void AddAdditionalCardsNeeded(GameConfig.CardGainAvailabilityBuilder builder) { builder.AddCardTypeIfNotPresent(Cards.Mercenary); }
internal override void AddAdditionalCardsNeeded(GameConfig.CardGainAvailabilityBuilder builder) { builder.AddStartingCard(Cards.HauntedMirror); }
internal override void AddAdditionalCardsNeeded(GameConfig.CardGainAvailabilityBuilder builder) { builder.AddCardTypeIfNotPresent(Cards.ZombieApprentice); builder.AddCardTypeIfNotPresent(Cards.ZombieMason); builder.AddCardTypeIfNotPresent(Cards.ZombieSpy); }
internal override void AddAdditionalCardsNeeded(GameConfig.CardGainAvailabilityBuilder builder) { builder.AddSpirits(); }