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author | Tor Andersson <tor@ccxvii.net> | 2023-11-19 13:56:20 +0100 |
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committer | Tor Andersson <tor@ccxvii.net> | 2024-01-08 16:36:47 +0100 |
commit | 066593264557144b1a92b8a8c65f9e97eea566a4 (patch) | |
tree | 89ac0e6fba54e3bb30aaa5fee0447e0eb1908da5 /info | |
parent | c9238f79fc221e8af505a70021b42048e7d6d514 (diff) | |
download | table-battles-066593264557144b1a92b8a8c65f9e97eea566a4.tar.gz |
Add rulebook.
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diff --git a/info/card.png b/info/card.png Binary files differnew file mode 100644 index 0000000..4b6458c --- /dev/null +++ b/info/card.png diff --git a/info/cover.jpg b/info/cover.jpg Binary files differnew file mode 100644 index 0000000..ee45969 --- /dev/null +++ b/info/cover.jpg diff --git a/info/rules.html b/info/rules.html new file mode 100644 index 0000000..3bd3d0e --- /dev/null +++ b/info/rules.html @@ -0,0 +1,871 @@ +<!doctype html> +<meta charset="utf-8"> +<meta name="viewport" content="width=device-width, initial-scale=1"> +<link rel="stylesheet" href="/fonts/fonts.css"> +<title>Table Battles</title> +<style> +@font-face { font-family: "Unifraktur Maguntia"; src: url(../fonts/UnifrakturMaguntia-Regular.woff2); } +* { font-size: 16px; } +html { padding: 16px; font-family: "Source Serif", "Dingbats"; } +body { max-width: 600px; margin: 0 auto; } +h1, .center { text-align: center } +h1, .center { font-family: "Unifraktur Maguntia", "Dingbats"; font-weight: normal; } +h1 { font-size: 48px; margin: 16px 0; } +h2 { background-color: #f1da9f; padding: 4px 8px; margin: 16px -8px ; } +h3 { font-weight: bold; font-variant: small-caps; margin: 16px 0; } +h4 { font-weight: bold; font-variant: small-caps; margin: 16px 0 0 0; } +span { font-variant: small-caps; } +ul { margin: 16px 0; } +p { margin: 0 0 16px 0; } +li { margin: 8px 0; } +ul li { list-style-type: "\2726 "; } +ul ul li { list-style-type: "\2727 "; } +img { max-width: 100% } +</style> + +<h1> +Table Battles +</h1> + +<p class="center"> +<img src="cover.jpg"> + +<p class="center" style="font-size:24px"> +❦ +Designed by Amabel Holland +❦ + +<h2> +INTRODUCTION +</h2> + +<p> +The goal of Table Battles is to provide light but crunchy +two-player gaming experiences out of land battles fought +throughout human history. +These aren't detailed simulations, but quick fillers that should play out in about +fifteen or twenty minutes. Many of these battles are difficult +to game in a more conventional hex-and-counter format +because they are largely static. Indeed, the game has no +maneuver element at all. Instead, the decision space is +dominated by feints and counter-feints, the threat of force, +its application, and its neutralization. Good play is about +leverage and tempo, about forcing the other person to deal with +what you're doing, instead of advancing their own aims. + +<h2> +COMPONENTS +</h2> + +<p> +Your copy of the game should come with twelve dice (six for +each player), a deck of 50 cards, eighty wooden Units (20 +sticks each in four colors), and ten wooden cubes. + +<p> +The <i>dice</i> are used to commit to, and execute, actions. + +<p> +The <i>cards</i> represent Formations, and dictate what those +Formations can do. + +<p> +The <i>Units</i> represent the strength of those Formations. + +<p> +The <i>cubes</i> are used to represent Morale, and also the +capabilities of Special Formations. + +<h2> +READING A FORMATION CARD +</h2> + +<p> +The Formation Cards are really the core of the game. +Let's look at one, shall we? + +<p class="center"> +<img src="card.png" style="width:384px"> + +<h4>Formation Name:</h4> + +<p> +The color band behind the name +indicates the Wing to which it belongs; for example, this +Formation belongs to the Red Wing. + +<h4>Strength:</h4> + +<p> +This is the number of wooden Units that the +Formation has assigned to it at the beginning of the battle. + +<ul> +<li> + If the Strength is represented by a roman numeral (I, +II, or III), it is a <i>Special Formation</i>. Special Formations +function differently than normal ones, and use wooden +Cubes instead of wooden Unit pieces. + +<li> + A star symbol below the Strength indicates that the +Formation counts double for Morale purposes if it Routs. +</ul> + +<h4>Dice Area:</h4> + +<p> +This indicates the type of dice that can be +placed on a card. + +<ul> + +<li> + Numbers indicate that dice of matching numbers +may be placed there. For example, "6" means that +any sixes rolled may be placed on the card. + +<li> + Sometimes multiple numbers, or a range of numbers, +will be indicated. Any of those results may be used, but +only dice of a single type may be placed on a given card +on a turn. For example, "5/6" means that you can place +fives or sixes; you can place multiple fives or multiple +sixes in a single turn, but you can't place some of both. +"4-6" means fours, fives, or sixes; "Any" means ones, +twos, threes, fours, fives, or sixes, and so on, and the +same rule applies: you can place only dice of one type. + +<li> + If the number is (bracketed), only one die may be +placed on the card per turn. + +<li> + The word "Doubles" means two identical dice (total) +may be placed on that card each turn. You cannot +place two sets of Doubles in a single turn. + +<li> + The word "Triples" means three identical dice (total) +may be placed on that card each turn. You cannot +place two sets of Triples in a single turn. + +<li> + The word "Straight" means that dice following a +numerical sequence may be placed on the card. +"Straight-3" means three dice, "Straight-4" means four +dice, and so on. For example, "Straight-4" would +require that you roll 1-2-3-4, 2-3-4-5, or 3-4-5-6. + +</ul> + +<h4>Actions:</h4> + +<p> +This indicates what the Formation can do +when there are dice on the card. + +<ul> + +<li> + Each Action has a <i>Type</i>. We'll cover the Types of +Actions in detail in the later ACTIONS section. + +<li> + Some, but not all, Actions have a <i>Requirement</i>: + +<ul> + +<li> + <span>Pair</span> means that the card must have at least two +identical dice on it to take the Action. + +<li> + <span>Two Pairs</span> means the card must have at least two +different sets of two identical dice on it to take the +Action. For example, 2 fours and 2 fives would +qualify, but 4 fours or 4 fives would not. + +<li> + <span>Triplet</span> means the card must have at least three +identical dice on it to take the Action. (Don't +confuse the Requirement "Triplet" with the Dice +Area designation "Triples".) + +<li> + <span>Two Triplets</span>, naturally, means two different sets +of three identical dice are required to take the +Action, and just as with Two Pairs, 3 fours and 3 +fives would work, but not 6 fours or 6 fives. + +<li> + <span>Full House</span> means the card must have at least one +Pair and one Triplet to take the Action, and these +must be different; 2 fours and 3 fives would work, +but 5 fours or 5 fives would not. + +<li> + <span>Five Dice</span> means the card must have at least five +dice on it to take the Action. + +</ul> + +<li> + Many Actions have a <i>Target</i>. If multiple Targets are +listed, the second Target only becomes available after +the first has been removed from play, and the third +after the second has been removed from play (ignore +this for a Screen action). The use of the word "Any", +usually regarding a Screen action, means that any +triggering enemy Formation is the Target. + +</ul> + +<h4>Reserve/Retire/Pursuit:</h4> +This indicates if the +Formation begins the game in Reserve, is able to Retire, +or is required to perform Pursuit. + +<h4>Card Number:</h4> + +<p> +Indicates the card number information, +which is used in set-up. Each card has an "A" and a "B" side. + +<h2> +SET-UP +</h2> + +<p> +Each scenario has a set-up card. + +<p> +The set-up card will list the sides and who goes first. The +Formation Cards for each side will be indicated; each player +should place their cards in front of themselves. + +<p> +For all normal Formations, place wooden Units of its Wing's +color, equal to the Strength of the Formation, in front of the +Formation Card. Single-wing armies may need to use pieces +of a second color (e.g., the White Mountain scenario). + +<p> +For all Special Formations, place one wooden cube near the +Formation Card (regardless of the Strength indicated). + +<p> +The set-up card will indicate the starting Morale for each +side. Each player should take that many cubes, designated +as Morale Cubes, and place them to the side of their army. + +<p> +Finally, each player takes six dice, forming their own Dice +Pool, and play begins with the first player's turn. + +<p> +The set-up card or one or more of the Formation Cards +may have a special rule. As is usually the case with these +sorts of things, when the special rule contradicts these +rules, follow the special rule. + +<h2> +HOW TO WIN +</h2> + +<p> +You can win the game in one of two ways: + +<p> + By reducing your opponent's Morale, measured in +Morale Cubes, to zero. + +<p> + By Routing sufficient enemy Formations that, at the +beginning of your opponent's turn, it is impossible +for any of their remaining Formations to ever Attack +any of your Formations. It doesn't matter if you also +can't Attack any of their - the check is made at the +beginning of a player's own turn, and the first player +to fail this check loses the game. + +<h2> +FLOW OF PLAY +</h2> + +<p> +The game is played in alternating Player Turns until one +side wins. A Player Turn consists of two phases, always +performed in this order: an Action Phase, and a Roll Phase. +When a player has finished their Roll Phase, proceed to their +opponent's Action Phase. A player's Action Phase is skipped +if they performed a Reaction during their opponent's Action +Phase. This is a crucial rule, so we'll say it again, and heck, +we'll even bold it for emphasis: <b><i>A player's Action Phase +is skipped if they performed a Reaction during their +opponent's Action Phase.</i></b> + +<h2> +ACTION PHASE +</h2> + +<p> +During the Action Phase, the acting player may (but is +not required to) take <b>one</b> Action with <b>one</b> Formation. If +this Action triggers a Reaction from an opponent's +formation, then that <b>one</b> Reaction takes place during +that same Action Phase. + +<p> +To take an Action (or a Reaction) with a normal Formation, +you must remove <i>all</i> dice currently on the Formation Card, +and you must meet the stated Requirement for the Action +(if any). + +<ul> + +<li> + You must remove at least one die to take an Action. + +<li> + You must remove all dice even if only some of the +dice are needed to meet the Requirement. + +<li> + You may "take" an Action whose Requirement you +don't meet; if you do so, the dice are removed and +returned to your Dice Pool, but the Action is not +performed. Note that you can't do this "null" Action +if you do meet the Requirement. + +<li> + You can only take a Reaction during your opponent's +Action Phase, and unless indicated otherwise on the +card, Reactions are always mandatory - if you can +React, you must React. (But if you have multiple ways +to React, you get to choose which one to use.) + +</ul> + +<h2> +ACTIONS +</h2> + +<p> +The Actions are as follows: + +<h4>Attack.</h4> + +<p> +The core Action of the game. This allows you to +attack the stated enemy Formation, inflicting Hits. + +<ul> + +<li> + "# hit(s)" means the enemy Formation loses that +number of Units; remove those wooden Unit pieces +from the game. + +<li> + "1 hit per die" means the enemy Formation suffers +one hit for each die that was on the acting +Formation's card. + +<li> + "1 self" means the acting Formation loses one Unit +while making this attack. + +<li> + When multiple enemy Formations are listed, the first +Formation must be targeted until it has been removed +from play, then the second, then the third. + +</ul> + +<h4>Bombard.</h4> + +<p> +This Action is usually restricted to a Special +Formation. It causes the removal of one Morale Cube +from your opponent. It cannot be used to remove your +opponent's last Morale Cube, and cannot be Screened. + +<h4>Command.</h4> + +<p> +This Action causes a named Formation that +is in Reserve to become active. + +<h2> +REACTIONS +</h2> + +<p> +The Reactions are as follows: + +<h4>Screen.</h4> + +<p> +This cancels an Attack from an enemy +Formation which is listed as a target of the Screen. +(Unlike with an Attack, all listed Targets may be +Screened regardless of their status.) While both sides +expend their dice, neither side suffers any losses. + +<h4>Counterattack.</h4> + +<p> +When the Formation is Attacked, a +Counterattack causes the enemy Formation to sustain +Hits as indicated in the Action text. Hits are applied +simultaneously to both sides. + +<h4>Absorb.</h4> + +<p> +When a friendly Formation listed as a Target +suffers Hits, this Formation may suffer the Hits instead. +Note that as this is a Reaction, it may only be performed +during your opponent's Turn. + +<p> +Again, <b>Reactions are mandatory</b> unless the Action +text specifically indicates that it is Voluntary. If you take +a Reaction during your opponent's Action Phase, you get +no Action Phase on your own subsequent Player Turn. + +<h2> +RETIRE/RESERVE +</h2> + +<p> +During the Action Phase, instead of taking a standard +Action, a Formation that has "RETIRE" on its card may +Retire, leaving the game. + +<ul> + +<li> + The Formation must have at least one die on its card. + +<li> + Retiring is not the same as Routing (which we'll get +to in a minute), and so does not affect Morale. + +<li> + A Formation may only Retire during your Action +Phase, as your Action. + +</ul> + +<p> +Some Formations begin in Reserve, and have another +friendly Formation's name listed in the Reserve section. + +<ul> + +<li> + Formations that are in Reserve cannot take Actions +and cannot have dice assigned to them. + +<li> + When the other Formation Retires, Routs, or performs +Pursuit, the Formation in Reserve comes out of +Reserve, enabling them to take Actions and to have dice +assigned to them. Formations come out of Reserve +automatically when the triggering Formation leaves +play. + +<li> + Some Formations must be Commanded to come out +of Reserve. + +</ul> + +<h2> +ROUTING +</h2> + +<p> +When a Formation takes Hits, its wooden Unit pieces are +removed. When it has no Unit pieces left, the Formation +Routs. Formations that Rout are removed from the game. +When a Formation Routs, that side gives one of its Morale +Cubes to the other player; if the Formation was marked +with a star, it gives two Morale Cubes to the other player. + +<p> +If friendly and enemy Formations Rout simultaneously, <b>no +Morale Cubes are given to either player</b>, even if one +of those Formations was marked with a star. + +<p> +If a Routing Formation had dice on its Formation Card, the +dice are returned to the owning player's Dice Pool. + +<h2> +PURSUIT +</h2> + +<p> +Some Formations must perform Pursuit when an enemy +Formation that is the Target of their Attacks is Routed. +Pursuit is performed automatically at the instance of the +Routing, and results in the Pursuing Formation being +removed from play. This is not considered Routing and does +not alter Morale for the Pursuing side. If the Pursuing +Formation had dice on its Formation Card, the dice are +returned to the owning player's Dice Pool. + +<h2> +ROLL PHASE +</h2> + +<p> +During a player's Roll Phase, they take all the dice from +their Dice Pool and roll them. Dice that are currently on a +Formation Card are not in the Dice Pool. + +<p> +After making their roll, the player may (but is not required to) +place dice on <b>one</b> Formation Card <b>per Wing</b>. For example, +if a player has only Red Wing Formations, they may place dice +on only one Formation Card, total. If a player has both Red +Wing and Pink Wing Formations, they may place dice on one +Red Formation and on one Pink Formation, for a total of +two Formation Cards. Placing dice of a type on one Wing's +Card does not preclude you from placing dice of the same +type on your second Wing's Card. For example, if Tom's +Division (Red Wing) and Mary's Division (Pink Wing) can +only accept sixes, you can place some sixes on Tom's +Division and some on Mary's, provided of course that you +rolled them. + +<p> +Dice may only be placed according to the information on +the Formation Card's Dice Area. Dice remain on the Card +until the Formation takes an Action, or until it Routs or +performs Pursuit. + +<h2> +SPECIAL FORMATIONS +</h2> + +<p> +Special Formations act somewhat differently from normal +Formations. They cannot be Attacked, and if removed from +play, they do not alter Morale. + +<p> +When dice are "placed" on a Special Formation Card, a +wooden cube is placed on or near the card instead, and +the dice are immediately returned to the Dice Pool. + +<p> +When a Special Formation takes an Action or Reaction, it +expends one (and only one) of the wooden cubes assigned +to its card. + +<p> +Special Formations always begin the battle with one cube +assigned to them. The Strength on the Special +Formation's card indicates the maximum number of +cubes that can be assigned to the card. + +<p> +<i>Edge case</i>: If all ten cubes are in play, either as Morale +Cubes or on Special Formations, a cube cannot be placed; +Morale Cubes removed from the game become available +for use for Special Formations upon doing so. + +<p> +Special Formations generally represent massed artillery +or inspired leadership. + +<h2> +CREDITS +</h2> + +<p> +<b>Design:</b> Amabel Holland +<br><b>Rules Editing:</b> Mary Holland-Russell, Travis D. Hill +<br><b>Layout:</b> Mary Holland-Russell + +<p> +<i> +The designer wishes to gratefully acknowledge her +intellectual debt to Hanno Uusitalo, Kim Paqvalin, +and Edwin S. Lowe. +</i> + +<p style="text-align:center;font-size:24px"> +❦ + +<br><br><br> + +<h2> +EXPANSION 1 - WARS OF THE ROSES +</h2> + +<p class="center"> +<img src="../info/wotr-cover.jpg" width="240"> + +<p> +This expansion contains Scenarios 9 through 16. +In addition to the eight Scenario cards and the card +you're holding in your hand, this set includes +40 new Formation Cards. Because these battles +are all drawn from one conflict, you will see the +same characters pop up repeatedly; it's important +to utilize the card number to ensure you have the +correct Formation for that specific scenario. + +<h2> +EXPANSION 2 - AGE OF ALEXANDER +</h2> + +<p class="center"> +<img src="../info/aoa-cover.jpg" width="240"> + +<p> +This expansion contains Scenarios 17 through 23 +and Formation Cards 92 through 135. As always, +make sure you're using the cards specific to that +scenario as many cards have similar names. + +<p> +Alexander won every battle he fought thanks to +the many advantages of the Macedonian system. +His enemies were hopelessly outmatched. The +onus is on the Alexander player to win decisively; +the other player often only needs to Rout one of +Alexander's formations to win the game. + +<h2> +EXPANSION 3 - GETTYSBURG +</h2> + +<p class="center"> +<img src="../info/getty-cover.jpg" width="240"> + +<p> +This expansion contains Scenarios 24 through 29 +and Formation Cards 136 through 177. + +<p> +These scenarios are drawn from the second day +of the Battle of Gettysburg; the first five scenarios +cover some of the most famous engagements +largely at regimental and brigade scales, +while the sixth zooms out to cover the whole day +at a larger scale. Neat, huh? + +<p> +What's this? Another card? + +<p> +Well, after the title card, the scenario cards, and +the formation cards, we're up to forty-nine, and +we really need fifty in a deck to get the best price. +So we need one more, and here we are. + +<p> +While we're here, I'd like to take a moment to +thank some folks. First up is Steve Carey and +Rodger MacGowan for making the C3i magazine +expansion possible (if you want to know where +Formation Cards 83 - 91 went, that's where). + +<p> +Second is Rick Barber, Gettysburg resident and +map artist extraordinaire, who let me pick his +brain while I designed this expansion. + +<p> +Third is Mary, who is probably disappointed by +the lack of dinosaurs this time around. Soon. + +<h2> +EXPANSION 4 - THE ENGLISH CIVIL WAR +</h2> + +<p class="center"> +<img src="../info/ecw-cover.jpg" width="240"> + +<p> +This expansion contains Scenarios 30 through 35 +and Formation Cards 178 through 216. +This expansion also includes four replacement cards +for Expansion 3, to correct some minor errors +from the first printing. Fare-thee-well, Wilcow; +we hardly moo ye. + +<p> +In some scenarios, a player that eliminates a +certain number of enemy unit sticks achieves a +Tactical Victory. When this applies it will be +indicated for that side on the scenario card, with +the target number. Sticks removed due to +Retirement or Pursuit do not count toward the +target number. + +<h2> +EXPANSION 5 - THE GRAND ALLIANCE +</h2> + +<p class="center"> +<img src="../info/tga-cover.jpg" width="240"> + +<p> +This is the fifth expansion to Table Battle. This +time around we're looking at some battles fought by +the Grand Alliance - the Dutch Republic, England, +Austria, and sometimes Spain and Savoy - against +France (and sometimes Spain and Savoy) during the +Nine Years War and the War of the Spanish +Succession (which was the first of several wars of +succession fought in succession). + +<p> +Specifically this set encompasses Scenarios 38 - 43, +and Formation cards 226 - 263. Some scenarios will +utilize the Tactical Victory rule that was introduced +in Expansion #4: a player that Eliminates a certain +number of enemy unit sticks achieves a Tactical +Victory (or in some cases, a Draw). Sticks removed +due to Retirement or Pursuit do not count toward +the target number. Normal victory by the opponent +supercedes a Tactical Victory or Draw. + +<p> +You might be curious what the heck that square with +the two bars is on these two explanation cards, and +why they also appear on some of the formation +cards. This is called a Link; cards with successive ID +numbers with paired Link symbols (for example, +233-A and 234-A) are Linked Formations. So long +as a card shares a Link with at least one other card, it +suffers one less Hit when it is Attacked. Once it no +longer shares any Links, it suffers Hits normally. If a +card Absorbs Hits, the presence of a Link - either on +its own card or the original target's - does not reduce +the number of Hits inflicted. + +<p> +Lastly, I wish to thank Doug Miller, whose library, +expertise, and friendship proved invaluable. + +<h2> +EXPANSION 6 - CHARLES ALEXANDER OF LORRAINE +</h2> + +<p class="center"> +<img src="../info/cal-cover.jpg" width="240"> + +<p> +Over the course of a decades-long career, Charles +Alexander, Prince of Lorraine commanded Austria's +forces in some of the most important, memorable, +and famous battles of his age. I mean, sure, he lost all +those battles while Frederick the Great and other +luminaries just ran absolute circles around him, but +hey, he was also there, the jobber of 18th century +warfare, existing to be beaten by the main eventers. + +<p> +Of course, we only say that because he lost over and +over again, usually when the odds were clearly in his +favor. But that didn't need to be the way his story +played out... + +<p> +This expansion includes six new scenarios, 44 - 49. It +uses four special rules which apply to all of them. + +<h3> +SPECIAL RULE #1 - LINKED FORMATIONS +</h3> + +<p> +You might be curious what those squares +with the two bars is on this card, and why they +also appear on some of the formation cards. +This is called a Link; cards with successive ID +numbers with paired Link symbols are Linked Formations. + +<p>So long as a card shares a Link with at least one other +card, it suffers one less Hit when it is Attacked. +Once it no longer shares any Links, it suffers Hits +normally. Cards that are not yet in play (i.e., that are +In Reserve) are not yet Linked! + +<p> +If a card Absorbs Hits, the presence of a Link - either on +its own card or the original target's - does not reduce +the number of Hits inflicted. + +<h3> +SPECIAL RULE #2 - TACTICAL VICTORY +</h3> + +<p> +A player that Eliminates a certain number of enemy +unit sticks achieves a Tactical Victory. This is a +"win", though not as impressive of course as a +normal one. It's probably the best our boy Charles +Lorraine can hope for though. Sticks removed due +to Retirement or Pursuit do not count toward the +target number. Normal victory by the opponent +supercedes a Tactical Victory. + +<h3> +SPECIAL RULE #3 - SHIFT +</h3> + +<p> +Many Formations will be either Infantry or Cavalry. +This distinction is important for the purposes of the +new Shift mechanism. + +<p> +At the start of your turn, you may initiate a Shift of +one or more sticks from one Formation of your +choice to another, provided that +<br> (a) both are Infantry or both are Cavalry, and +<br> (b) you do not remove a Formation's final stick. + +<p> +Place the sticks <i>behind</i> the Formation that is to +receive them. At the start of your next turn, before +initiating any other Shift, add them to that Formation. +If the Formation is Routed or removed before +these sticks arrive, the sticks are Eliminated. + +<p> +If you initiate a Shift, your Action Phase is skipped +that turn. You may still initiate a Shift if you reacted +on your opponent's turn. + +<h3> +SPECIAL RULE #4 - OBLIQUE ATTACK +</h3> + +<p class="center"> +<img src="../images/infantry1.png" height=125> +<img src="../images/infantry2.png" height=125> +<img src="../images/cavalry1.png" height=125> +<img src="../images/cavalry2.png" height=125> + +<p> +Before resolving hits from an Attack made by an +Infantry Formation, compare its number of sticks to +the number possessed by the target (or, if the Attack +is Absorbed, the Absorbing Formation). + +<p> +If the difference is at least three sticks, and in the +Attacker's favor, the enemy suffers one extra hit. + +<p style="text-align:center;font-size:24px"> +❦ |