public static TreacheryCard DRIVEN_BY_SHADOW() { TreacheryCard result = new TreacheryCard("Driven by Shadow", "When Revealed: Each enemy and each location currently in the staging area gets 1 Threat until the end of the phase. " + "If there are no cards in the staging area, Driven by Shadow gains surge.", "Shadow: Choose and discard 1 attachment from the defending character. (If this attack is undefended, discard all attachments you control.)", "ORC" , ""); List <Func <EventArgs, Card, bool> > card_played_criteria = new List <Func <EventArgs, Card, bool> >() { CardEnablers.card_is_me }; result.respond_to_event(GameEvent.CARD_REVEALED, PlayerCardResponses.action_maker(card_played_criteria, EnemyCardResponses.driven_by_shadow, result)); result.respond_to_event(GameEvent.SHADOW_CARD_REVEALED, PlayerCardResponses.action_maker(card_played_criteria, EnemyCardResponses.driven_by_shadow_shadow, result)); return(result); }
public static TreacheryCard EYES_OF_THE_FOREST() { TreacheryCard result = new TreacheryCard("Eyes of the Forest", "When Revealed: Each player discards all event cards in his hand.", "", "SPIDER" , ""); List <Func <EventArgs, Card, bool> > card_played_criteria = new List <Func <EventArgs, Card, bool> >() { CardEnablers.card_is_me }; result.respond_to_event(GameEvent.CARD_REVEALED, PlayerCardResponses.action_maker(card_played_criteria, EnemyCardResponses.eyes_of_the_forest, result)); return(result); }
public static TreacheryCard THE_NECROMANCERS_REACH() { TreacheryCard result = new TreacheryCard("The Necromancer's Reach", "When Revealed: Deal 1 damage to each exhausted character.", "", "ORC" , ""); List <Func <EventArgs, Card, bool> > card_played_criteria = new List <Func <EventArgs, Card, bool> >() { CardEnablers.card_is_me }; result.respond_to_event(GameEvent.CARD_REVEALED, PlayerCardResponses.action_maker(card_played_criteria, EnemyCardResponses.necromancers_reach, result)); return(result); }