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 Post subject: Resource Cards
PostPosted: Sat Feb 05, 2011 7:27 pm 
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Joined: Fri Dec 03, 2010 3:56 pm
Posts: 369
Location: Kent, Ohio
I'm sure resource cards are going to be controversial but they have a place in most card games (aka land destruction decks in Magic: The Gathering). I think the most important thing is to have balanced pricing for the effect.

Name: Sabotage Refinery
Type: Special
Cost: 45g
Text: Destroy a friendly unit on a resource hex. That resource is now neutral.

EDIT: I realized this is like a different version of abandon where you don't have an infantry to show for it afterward. I realize these aren't exactly the same (an inf would have to survive 1 round) but they are similar enough that the cost needed to be adjusted.

Name: Collect Investment
Type: Special
Cost: 0g
Text: Immediately gain 25g.

(This is 10g less than a typical enlist card but lets you use the gold on whatever you happen to need. Even if you have 3 which is 75g you've also used 3 card slots which still seems fair.)

Name: Oil Pirate
Type: Buff
Cost: 75g
Text: Give a ground mechanical unit the ability to take an opponent's gold from a resource it is occupying. Whenever this occurs the unit takes 15 damage.

Name: Delay Fund Transfer
Type: Special
Cost: 25g
Duration: 1 round
Text: All players receive gold they produced this round in the next round instead.

(Just to be clear, they still get the gold from both rounds, it just delays when they have access to it.)

Name: Demolition
Type: Special
Cost:75g
Duration: Permanent
Text: Permanently destroy a neutral resource.

(It HAS to be a neutral resource, meaning no player has control of it. This one could be fun.)

Name: Delay Production 1
Type: Special
Cost: 35g
Duration: 1 round
Text: Temporarily prevent a neutral resource node from being captured for 1 round.

Name: Delay Production 2
Type: Special
Cost: 60g
Duration: 2 rounds
Text: Temporarily prevent a neutral resource node from being captured for 2 rounds.

Name: Fortify Resource
Type: Special
Cost 50g
Duration: Permanent until control is changed.
Text: Fortify a resource you control so that it takes an enemy Infantry unit 2 turns to capture.


Last edited by Rothmorthau on Sun Feb 06, 2011 3:42 am, edited 1 time in total.

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 Post subject: Re: Resource Cards
PostPosted: Sun Feb 06, 2011 12:42 am 
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Joined: Mon Mar 29, 2010 7:32 pm
Posts: 2829
Location: Louisiana, U.S.
we really do need cards that effect the economy and CPs

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 Post subject: Re: Resource Cards
PostPosted: Sun Feb 06, 2011 2:08 am 
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Joined: Tue Nov 23, 2010 12:08 pm
Posts: 61
Bubbles wrote:
we really do need cards that effect the economy and CPs


So many are Type: special

MAYBE there could be a new catagory : Resource cards :O *gasp*

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 Post subject: Re: Resource Cards
PostPosted: Sun Feb 06, 2011 10:15 am 
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Location: Louisiana, U.S.
that was the plan :P I want Resource cards, Environment cards, Headquarter cards, etc

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