A unified notation system for tracking turn activity in the board game Root, produced by Leder Games inc.
This is a WIP. Current version: V2.8 (updated 8 Nov 2021). Questions and Feedback are greatly appreciated.
This system is inspired in part by algebraic notation in Chess. It's also inspired by and heavily draws on Nevakanezah's original Rootlog notation.
To handle different factions having very different moves and abilities, Rootlog eschews recording the names of each faction-specific action, and instead records the movement of game pieces incurred by those actions. This means that readers must employ some intuition to understand what happens and why during each turn.
- To track legal changes to board state.
- To allow quick recording of actions by hand during a game.
- To allow easy reading of actions, by both machines and humans.
Future changes will be evaluated based on whether they get Rootlog closer to these goals.
- Not all Draft systems may be included by this notation.
- There's no notation for Spy cards.
- Ministers do not yet have abbreviations (for example,
#duchessofmud
takes a bit long to write).
[X]
= optional, can be omitted, often has a default value<X>
= required, but variableX
= write as shown (i.e. an actual "X")
- In the syntax on this page, "current player" means the player who's currently taking their turn.
/
or;
separates actions recorded within the same turn.- Each turn must be on its own line.
- You may optionally add an empty line after each round (when everyone's taken a turn), to make the game more human-readable.
- Commentary can be put at the end of a line like this:
// [Commentary]
.
<Faction>:
This syntax is at the beginning of each line that represents a turn, not on its own line.
Winner: <Factions...>
The following lines must be included at the beginning of the notation, in the order they're shown here.
Map: <Map Name>
Deck: <Deck Name>
[Clearings: <Suit>1, <Suit>2... <Suit>12]
This records the clearing suits. Omitted only on the Fall map.
[Landmarks: <Landmark 1 Setup>[/Landmark 2 Setup]]
Include only in ADSET if landmarks are used. If omitted, default setup is assumed (ferry for Lake, tower for Mountain)
[Hirelings: <Hireling 1>, <Hireling 2>, <Hireling 3>[/Hireling Setup...]]
Include only in ADSET if hirelings are used. Don't notate which player set them up.
[Pool: <Faction 1>[Faction 2...]]
Include only in ADSET or if players will Draft from a limited pool of factions.
<Faction>: <Player Name>
Repeat this line once for each player in draft order, if applicable. In ADSET, each player's "Setup" turn comes on the line immediately after this line.
Map Name
=Fall
,Winter
,Lake
, orMountain
Deck Name
=Standard
orE&P
Record faction setup steps using game notation. Notate faction setup as a "turn," so the first turn recorded can always be read as the setup.
<Landmark>-><Clearing>
Don't notate who placed the Landmark. It can be included in comments if desired.
treetop
= Elder Treetopcity
= Lost Citymarket
= Black Marketforge
= Legendary Forgeferry
orf
= Ferrytower
= Tower
B
= BirdF
= FoxM
= MouseR
= Rabbit
C
= Marquise de CatE
= Eyrie DynastiesA
= Woodland AllianceV
= VagabondG
= 2nd VagabondL
= Lizard CultO
= Riverfolk CompanyD
= Underground DuchyP
= Corvid ConspiracyH
= Lord of the HundredsK
= Keepers in Iron
Hirelings can be used as Factions for notation. Do not notate who controls the hireling when moving its pieces. It's never a hireling's turn. A hireling's faction board is its card.
h_<Hireling Type>[d]
d
= If present, hireling is demoted. Can be omitted after the setup step.
C
= Forest Patrol/Feline Physicians (have warriors)E
= Last Dynasty/Bluebird Nobles (have warriors)A
= Spring Uprising/Rabbit Scouts (have warriors, don't notate die)V
= The Outcast/The Brigand (has pawn, clubs are items)L
= Warm Sun Prophets/Lizard Envoys (have warriors)O
= Riverfolk Flotilla/Otter Divers (has pawn)D
= Sunward Expedition/Mole Artisans (have warriors and tokens)P
= Corvid Spies/Raven Guards (have warriors)H
= Flame Bearers/Rat Ravagers (have warriors)K
= Vault Keepers/Badger Bodyguards (have warriors and buildings)T
= Highway Bandits/Bandit Guilds (have warriors)S
= Furious Protector/Stoic Protector (has pawn)J
= Woodland Band/Traveling Band (have warriors)
<Hireling>-><Faction Board>[Number]
Number
= Number of control markers the new controller gains. If omitted, it's not included.
w
= warriorp
= pawnb
= buildingt
= tokenf
= ferry (Lake map only)
[Faction]<piece type>[_<letter>]
Faction
= If omitted, it's the current player's faction.letter
= Specifies a certain piece of that type. For example, for the Marquise,b_s
would be a Sawmill.
[Suit]#[card name or abbreviation]
Suit
= Suit of the card. If empty, it's either any suit or unknown. Suits can be combined and grouped if desired (see section and examples below).card name or abbreviation
= The name of the card (all lower case with no spaces) or the abbreviation of the card listed in the Card Name Abbreviations section below. Card names and abbreviations can both be used within the same game's notation. If omitted, it's assumed it doesn't matter.
Card Examples:
F#
One Fox card.
2R#
Two Rabbit cards.
#sappers
The Sappers card.
#sap
Also the Sappers card.
(2F+M)#
Two Fox cards and one Mouse card.
R#favor
Favor of the Rabbits
s
= swordb
= bagc
= coinx
= crossbow ("xbow")h
= hammert
= tear
= to"r"chf
= boot (for "foot")u
= cl"u"b
%<item type>
item type
- type of the item
%_
All items in that Location.
When used as a Start in Move (below), it specifies which item to move (refreshed or exhausted). When used as a Destination in Move, the item stays where it is and flips to the given side.
r
= Face-up ("refreshed")e
= Face-down ("exhausted")
<Number>
Number
= 1-12, according to the Law of Rootbotics map diagrams.
<First Clearing>_<Second Clearing>_<Third Clearing>[_<Other Clearings>...]
Clearings
= All clearings adjacent to the forest, in order from lowest number to highest number.
[Faction]$
Faction
= If omitted, it's the current player's faction.
For all players, Crafted Improvement cards are on their Faction Board.
<Faction>
Faction
= Faction whose hand this is.
A term for reference in other syntax. Includes Clearings, Forests, Faction Boards, Player Hands, Item States, Paths, and other locations named under Special Faction Syntax.
[Attacker Faction]X<Defender Faction><Clearing>[<Suit>@[<Suit>@]][(<Attacker Roll>,<Defender Roll>)]
Attacker Faction
= If omitted, it's the current player's faction.<Suit>@
= An ambush card. First one is defender's, second one is attacker's.Attacker Roll
andDefender Roll
= Rolls can always be omitted entirely, and are completely aesthetic if included. If you include them, these are the numbers rolled by the Attacker and Defender, not including extra hits. For example, an unfortunate attack on a Woodland Alliance's base might read(0,3)
.
[Number]<Piece, Card, or Item>[Start]->[Destination]
-
Number
= How many of the Piece, Card, or Item are involved. If omitted, it's one. -
Piece, Card, or Item
= See Piece, Card, and Item sections above. -
Start
= The Location where the Pieces, Cards, or Items are. If omitted...- For a card, it's the draw pile.
- For a warrior, building, or token, it's the supply.
- For a pawn, it's always omitted, and it's the pawn's current location.
- For an item, it's the current player's faction board.
-
Destination
= The Location where they will be moved to. If omitted...- For a card, it's the discard pile.
- For a piece, it's the supply, unless the Law of Root says that it's removed from play, in which case it's removed from play.
- For an item, it's removed from play.
Move Examples:
2Dw3->5
Move 2 of the Underground Duchy's warriors from clearing 3 to clearing 5.
4w10->4
Move 4 of the current player's warriors from clearing 10 to clearing 4.
b->3
Place a building (from the current player's supply) in clearing 3.
p->12
Move the current player's pawn to clearing 12.
At5->
Remove the Woodland Alliance's sympathy token from clearing 5.
F#domO->C
The Riverfolk give a Fox Dominance card to the Marquise.
M#E->P
The Eyrie give a Mouse card to the Corvids.
#V->C
The Vagabond gives an unspecified card to the Marquise.
F#C->
The Marquise discards a Fox card.
#->C
The Marquise draws a card from the deck.
3#A->$
The Woodland Alliance mobilizes 3 supporters.
3F#$->
The Woodland Alliance spends 3 Fox supporters.
#E->A$
The Eyrie give the Woodland Alliance one supporter.
%sO$->V$
The Riverfolk give a sword to the Vagabond.
%s12->$
Take a sword from the ruin in clearing 12. The ruin piece is assumed to be removed when the ruin is empty.
%s->e
The current player exhausts a sword.
%fe->
The current player removes one of their exhausted boots from play.
*
The Discard Pile, when it's drawn from.
Can only be used as a Start Location in Move.
Examples:
F#@*->P
Use Informants to draw an Ambush from the Discard Pile.
M#favor*->V
The Tinker uses Day Labor to draw Favor of the Mice from the Discard Pile.
[Number][Card][Faction]^[Target Faction]
Number
= How many cards are revealed. If omitted, it's one.Card
= The card(s) being revealed. If omitted, it's their whole hand.Faction
= The faction revealing the card(s) from their hand. If omitted, it's the current player's faction.Target Faction
= The faction the card is revealed to. If omitted, it's the entire table.
Reveal Examples:
^A
The current player reveals their whole hand to the Woodland Alliance.
F#^P
The current player reveals one Fox card to the Corvids.
2M#^
The current player reveals two Mouse cards to the whole table.
V^O
The Vagabond reveals their whole hand to the Riverfolk.
These aren't necessary, but you can use them for faster, clearer notation.
Shows simultaneous or immediately sequential movement. If Clearing Destinations are combined, that means that the shown number of Pieces went to each Clearing.
<Side>+<Side>+...
Side
= The left side or the right side of the->
or^
in the Move or Reveal syntax.
Combining Examples:
w->3+11
Place 1 warrior each on clearings 3 and 11.
t1+t2+t5->
Remove the tokens on clearings 1, 2, and 5.
w+t_r->10
Place 1 warrior and a rabbit trade post on clearing 10.
F#+2M#^
Reveal one fox card and two mouse cards.
%h+%c+%s->r
Refresh a hammer, coin, and sword.
Group combined things together to make them easier to track, both when writing and reading.
([Number]<Piece>+[Number]<Piece>+...)
Number
= Number of pieces. If omitted, it's one.Piece
= Pieces in the clearing.
([Number]<Card>+[Number]<Card>+...)
([Number]<Suit>+[Number]<Suit>+...)#
Number
= Number of cards. If omitted, it's one.Card
= Cards in the player's hand or faction board.
([Number]<Item>+[Number]<Item>+...)
Number
= Number of items. If omitted, it's one.Item
= Items on the player's faction board.
Grouping Examples:
(w+2Cw+Cb_s)3->
Remove one of your warriors, 2 Marquise warriors, and 1 sawmill from Clearing 3.
(2R+B)#A$->
Discard 2 Rabbit cards and 1 Bird card from the Woodland Alliance's supporters.
(M+2F)#^
Reveal a Mouse card and 2 Fox cards from the current player's hand to the whole table.
(2%c+%h)V$->d
Damage 2 coins and a hammer on the Vagabond's board.
Z<Item>
Z<card name>
card name
= All lowercase, no spaces.
[Faction]++[Number]
Score points.
[Faction]--[Number]
Lose points.
Faction
= The faction scoring points. If omitted, it's the current player's faction.Number
= Number of points to score. If omitted, it's one.
++-><Faction Board>
Faction Board
= The faction board your VP token is moving to.
<Lower Clearing>_<Higher Clearing>
Lower Clearing
= The lower number of the two clearings adjacent to the Path or Closed Path.Higher Clearing
= The higher number of the two clearings adjacent to the Path or Closed Path.
<Closed Path>->
When notating Field Hospitals, notate that the warriors moved from the clearing they were removed from into the keep's clearing. Don't remove them to the supply.
b_s
= Sawmillb_w
= Workshopb_r
= Recruitert_k
= Keept
= Wood
The following actions can only be notated on the Eyrie Dynasties's turn:
- Move cards to the Decree
- Discard the Decree
- Appoint a new Leader
r
= Recruitm
= Movex
= Battleb
= Build
This is a Location.
$_<decree column>
decree column
= The column that cards are being added to or removed from.
$_->
That is, discard the whole board.
#<leader name>->$
leader name
= all lower case
Example: #commander->$
The Woodland Alliance's Faction Board is its supporters and officers.
b_f
= Fox baseb_r
= Rabbit baseb_m
= Mouse base
The Vagabond's Faction Board is its Satchel (undamaged).
These are Locations. When used as a Destination in Move, the item stays on its current board and moves to the new area unchanged.
s
= Satchel (undamaged)d
= Damagedt
= Track (appropriate to the Item)
These are Locations.
<board area>[item state]
board area
= The area the item is either in or moving to.item state
= If omitted...- For the Start, the item can be in either state.
- For the Destination, the item doesn't get flipped.
Examples:
%sde->r
Refresh an damaged, exhausted sword.
(%r+%t+%s)d->s
Repair three items.
%rde->s
Repair a damaged, exhausted torch.
%ct->s
Move coin from track to satchel.
%fr->d
Damage an unexhausted boot.
This is a Location.
Q
[Vagabond Faction]$_<Faction>
Vagabond Faction
= The Vagabond whose relationship is changing (V
orG
). If omitted, it's the current player.Faction
= The faction the relationship is with.
This is a Location, on the Vagabond Faction
's board above.
h
= Hostile0
= Indifferent1
= One to the right of Indifferent2
= One to the left of Allieda
= Allied
The following action can only be notated on the Riverfolk Company's turn:
- Set prices
Committed funds are not notated, just the actions those funds allow. The Riverfolk's Faction Board is its Funds and Payments. When using Export, don't use the craft notation; just discard the card from the Player Hand. Remember: other players buy cards from the Riverfolk's Player Hand, not their Faction Board!
t_f
= Fox trade postt_r
= Rabbit trade postt_m
= Mouse trade post
The Riverfolk have no buildings.
h
= Hand cardr
= Riverboatsm
= Mercenaries
$_[price type]-><New Price>
price type
= If omitted, all prices are set to the new price.New Price
= 1-4, the new price of the service
If this is omitted from the Riverfolk's turn, prices stay the same.
Don't use this to record changes in funds during the Riverfolk's turn. Only use this at the end of their turn and when their funds are removed on others' turns. If this action is omitted at the end of the Riverfolk's turn, funds are assumed to be zero.
$_f-><Number>
Number
= The number of funds on the Riverfolk's board.
The following actions can only be notated on the Lizard Cult's turn:
- Set the Outcast suit
- Set the Hated Outcast suit
When the Lizard Cult's revealed cards return to their hand, it's not notated. When cards are placed in the Lost Souls pile, notate it as though they were discarded (i.e. #C->
). The Lizard Cult's Faction Board is its acolytes.
b_f
= Fox gardenb_r
= Rabbit gardenb_m
= Mouse garden
After the Outcast or Hated Outcast is set, all Lost Souls are moved to the discard pile; this is not notated.
$_o-><Suit>
$_ho-><Suit>
The following action can only be notated on the Underground Duchy's turn:
- Sway a Minister
When the Underground Duchy's revealed cards return to their hand, it's not notated. The Underground Duchy's Faction Board is its swayed ministers.
b_c
= Citadelb_m
= Market0
= Burrow (Clearing Number)
#<minister name>
minister name
= all lower case, no spaces
Notate that Bomb plots are removed immediately after flipping them.
t
= Facedown plott_b
= Bomb plott_s
= Snare plott_r
= Raid plott_e
= Extortion plot
?P<plot token><Clearing>
plot token
= The type of plot token guessed by the current player, for example,t_e
.Clearing
= The clearing the plot token is in Success or failure of the guess is conveyed by the actions that follow (give card or remove token).
[P]t<Clearing>^<plot token>
P
= Omitted when the Corvid Conspiracy is the current playerClearing
= The clearing the plot token is inplot token
= The plot token the plot is revealed to be
t<Clearing><->t<Clearing>
Note: The <->
in the middle of this action is written as is. For example, t12<->t4
means that the plots on clearings 4 and 12 switch places.
The following action can only be notated on the Lord of the Hundreds's turn:
- Choose mood
The Lord of the Hundreds's Faction Board is its hoard. Do not notate the mob die roll.
w_w
= Warlord warrior
#<mood name>->$
mood name
= all lower case, no spaces
The following actions can only be notated on the Keepers in Iron's turn:
- Add cards to the retinue
- Move cards in the retinue
- Remove cards from the retinue
- Flip relic token
The Keepers in Iron's Faction Board is its Relics.
t_f
= Figure relic tokent_t
= Tablet relic tokent_j
= Jewelry relic tokenb_f
= Waystation, figure side upb_t
= Waystation, tablet side upb_j
= Waystation, jewelry side up#faith
orB#faith
= Faithful retainer card (when they're removed from the game, notate that they're discarded)
$_<Number>
Number
= Position of the Retinue column:1
,2
, or3
;1
is leftmost,3
is rightmost
<relic token><Clearing>^<Number>
Number
= Number of points the relic is worth
Notate this after a delve when the relic token is flipped point value side up.
<relic token>[_<Number>]
Number
= Number of points the relic is worth
When clarification is needed–for example, when more than one flipped relic of the same type is in the same clearing or forest–flipped relics may be notated in this way instead.
See Cards section above. These abbreviations are not necessary, but can optionally be used in place of the full card name.
@
= Ambushdom
= Dominance
armor
= Armorersbank
= Better Burrow Bankbrutal
= Brutal Tacticscommand
= Command Warren.cob
= Cobblercodeb
= Codebreakersfavor
= Favor of the Suits (useF#favor
—orffavor
for crafting—to specify suit)royal
= Royal Claimsap
= Sappersscout
= Scouting Partystand
= Stand and Delivertax
= Tax Collector
boat
= Boat Builderscharm
= Charm Offensivecoffin
= Coffin Makerscplans
= Corvid Plannersemi
= Eyrie Emigrefalse
= False Orderspart
= Partisans (useF#part
—orfpart
for crafting—to specify suit)inform
= Informantsleague
= League of Adventurous Miceengrave
= Master Engraversmurine
= Murine Brokerprop
= Propaganda Bureausabo
= Saboteurssoup
= Soup Kitchensswap
= Swap Meettun
= Tunnels
errand
= Errandbandits
= Expel Banditsbear
= Fend Off a Bearescort
= Escortfunds
= Fundraisingspeech
= Give a Speechguard
= Guard Dutylogs
= Logisticsshed
= Repair a Shed
Q: Are card activations (such as Partisans, Arbiter, or Ronin) notated?
A: No; only changes to game state are notated. Notate the result of the effect activation, but not the activation itself. For instance, if a card is discarded when activated, notate that it's discarded. Feel free to add commentary (//
) to include information that isn't notated.
Q: Why does B#C->
mean that the Marquise discards a Bird card? Why can't I write CB#->
?
A: In the correct syntax (B#C->
), C
is a Location: the Marquise's Player Hand. The card starts in the Marquise's hand and moves to the discard pile. In CB#->
, the C
means nothing (since cards aren't faction pieces), and the Bird card moves from the draw pile to the discard pile, which is nonsense.
Q: How do I notate warriors moving to the Coffin Makers card?
A: If the Coffin Makers card has been crafted and is still in play, when warriors are moved to the supply (for example, 3w9->
), they're assumed to move to the Coffin Makers card. No additional notation is made.
#->O
The Riverfolk draw one card from the deck.M#C->
The Marquise discards one Mouse card. Note: theC
is after the card (M#
), because it represent the Player's Hand, which is where the card starts before it's discarded.F#V->C
The Vagabond gives one Fox card to the Marquise, for example, when Aiding them.#V->C
The Vagabond gives one unspecified card to the Marquise, for example, in Swap Meet.%r->r
Refresh an undamaged torch.%xd->
Remove an damaged crossbow from play.%s12->$
Take a sword from a ruin. The ruin piece is assumed to be removed when the ruin is empty.w->5+6+12
Recruit one warrior each to clearings 5, 6, and 12.h_E->A$4
The Woodland Alliance hire the Last Dynasty hireling for the next four turns.%uh_V$->
The Outcast loses a club.b_j->12
The Keepers in Iron build a waystation.(3w+r)1->12
Move 3 warriors and the raft from clearing 1 to clearing 12.(4Lw+2Lb_r)4->
Remove 4 Lizard warriors and 2 Rabbit gardens from clearing 4.R#@*->A
The Woodland Alliance uses Informants to draw an Ambush card at the end of their turn.#brigadier->$
The Underground Duchy sways the Brigadier.#brigadierD$->
The Underground Duchy loses the Brigadier; the price of failure.%_d->s+r
The Vagabond takes An Evening's Rest, repairing and refreshing all damaged items. Damaged track items go to the satchel.
Common sequences of multiple actions in a row.
XE3/(w+2Ew+Eb)3->/++
The current player battles and takes out a defended Eyrie roost.F#C->/F#dom->C
The Marquise swaps out a Dominance card.XA9/At9->/#E->A$/++2
The Despot-led Eyrie attack and remove a defenseless sympathy token, triggering Outrage.%_d->s+r/%t+%c->t
The Vagabond takes An Evening's Rest, with tea and coins going back to their tracks.XP12/Pt12^t_r/w->4+7+9+10/++
The current player attacks and removes a Corvid Raid plot token.3Cw->O$/B#saboO->C
The Marquise buys a Bird card from the Riverfolk.2R#$->/(2Cw+Cb_s+Dw)3->/++/b_r+w->3/w->$
The Woodland Alliance revolts in a Rabbit clearing with Marquise and Duchy pieces.XK9/2Kw9->/Kt_f9->2_3_7_12/$_K->h/++4
The Vagabond removes a defended relic in battle.w12->/w_w->12
- The Hundreds anoint a new Warlord.#sabo$->/#boatE$->
The current player activates Saboteurs to discard the Eyrie's Boat Builders.R#O->/Pw10->/w->10
The Riverfolk activate Propaganda Bureau to convert a Corvid warrior.XE8/V++/(3w+2Ew)8->
The Eyrie enlist the Arbiter Vagabond to help them defend.Sp->9/(w+Ew+Lw)9->
Furious Protector comes into town.#bankO->/w->$
The Riverfolk use Export to gain a warrior in Payments. Note: Don't use the "craft" notation in this case, since the card isn't added to Crafted Improvements and the item isn't added to the faction board.%r->e/CXO12/(2Cw+3Ow)12->/$_O+$_C->h/++3
The Vagrant Vagabond instigates a battle between the Marquise and the Riverfolk.t_t7_10_11->10/t_t10^2/#faith$_2->
- The Keepers delve a relic (possibly foolishly).h_Op->4/h_OXD4/3Dw4->
The Flotilla battles the Duchy.t_f5->$/++5
- The Keepers recover a 3 point relic which also completes a relic column.#^P/?Pt3^t_e/#C->P
The Marquise guesses the Corvids' plot (incorrectly, oh well) using Exposure.XC9/R#C->/2Cw9->2/(2w+Cb_s)9->/++
The Marquise uses Field Hospitals after being attacked.#false$->/3Dw8->9/t9^t_b/3Dw9->/++3
Corvids play False Orders into a bomb. D:
Map: Fall
Deck: E&P
Pool: CDOPA // Faction pool to draft from.
A: Guerric
P: Justin
O: Billy
C: Edu
C:t_k->2/w->1+2+3+5+6+7+8+9+10+11+12/b_s->2/b_w->5/b_r->10 // Marquise sets up Keep in the top right corner.
O:w->10+11/2w->5/$_->3 // Riverfolk spread out warriors a bit, set all prices to 3.
P:w->4+8+9 // Corvids place into the bottom left corner of the board.
A:3#->$ // Start with 3 supporters.
C:3w->O$/B#O->C/t->2/Zrpart/t2->/b_r->6/++/w->6+10/M#C->/t->2/B#C->/t2->/b_s->3/++/#->C // Buys a Bird card from Riverfolk to Overwork, Recruit, and do two Builds.
O:3#->O/w10->5/2w$->/t_r+w->5/++2 // Fill up their card shop, put out a trade post.
P:F#P->/w->1+6+12+8/w1->9/2w9->4/w4->/t->4/#->P // One plot goes out.
A:3w->O$/B#O->A/3B#$->/t->12+11+9/++2/Zmurine/Zh/++2/2#A->$/#->A // Lucky 3 Bird Supporters stack gives them lots of options.
... game was continued ...
Rootlog initial concept by Nevakanezah (licensed under WTFPL)
Quest Card abbreviations by Waterman121.
Special thanks to feedback and testing from:
- Waterman121
- starlite
- Seiyria
- Kyle Werntz
- Version 2.8 (8 Nov 2021):
- BREAKING CHANGE: Changed ferry piece notation from
r
tof
(and updated included notated games) - Added Lord Of Hundreds faction
- Added Keepers In Iron faction
- Added Hireling notation
- Added Landmark notation
- Added ADSET notation
- Added Path notation (for Highway Bandits)
- BREAKING CHANGE: Changed ferry piece notation from
- Version 2.7 (23 Jan 2021):
- Added Corvid Bomb plot spec
- Version 2.6 (12 Dec 2020):
- Added Riverfolk Export spec and example.
- Cleaned up redundant Ministers information and added examples.
- Added Spy cards as limitation.
- Version 2.5 (11 Dec 2020):
- Clarified that certain actions can only be notated on certain Factions' turns.
- Added examples and clarifications throughout.
- Version 2.4 (7 Dec 2020):
- Added Field Hospitals spec, to work with Coffin Makers.
- Added Discard Pile Start Location, thanks starlite
- Added more examples and clarifications throughout.
- Version 2.3 (3 Dec 2020):
- Changed ambush symbol to
@
, to make it more noticeable. - Removed
//
from beginning of Start of Turn. - Line breaks are now required between turns.
- Changed the Game Setup syntax.
- Simplified the
favor
andpart
cards syntax. - Added optional and aesthetic rolled hits syntax to Battle.
- Added to and solidified the card abbreviations list, thanks Waterman121.
- Added more examples and explanations throughout, and clarified language.
- Added Common Questions.
- Added Credit and Changelog sections.
- Changed ambush symbol to
- Version 2.2 (29 Nov 2020):
- First version released publicly.
- Version 2.1:
- Internal changes.
- Version 2.0:
- Initial draft.