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A place to put national factbooks, embassy exchanges, and other information regarding the nations of the world. [In character]

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Slaytesics
Minister
 
Posts: 2248
Founded: Aug 20, 2009
Ex-Nation

Postby Slaytesics » Sat Jun 18, 2011 9:29 pm

Goldsaver wrote:
Edited; five turn recharge time after it loses its effects(so seven turns total), would that work?



Make it 3 + the two turns, because 7 makes it useless
My favorite quotes.

Ballotonia wrote:Total BS.
Wanna meet girls? Go play Farmville.
Ballotonia

Timurid Empire wrote:I do not understand people like this. How can you fear any human being or interaction with them? We are all Human, and we all bleed the same. Unless their a Hemophiliac.


Lunatic Goofballs wrote:(Image)


Ranbo wrote:Heey! I'm not perv!

You name it, you claim it. You were the one that thought of it in the first place. :p

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Milograd
Negotiator
 
Posts: 5894
Founded: Feb 10, 2011
Ex-Nation

Postby Milograd » Sat Jun 18, 2011 9:31 pm

Alright Jenrak/Tos, here we go.

[Milograd]
Defense: 5
[M]
[ Insixurkia - When activated, this ability removes two damage units from Milograd. Milograd cannot attack next turn. This ability can only be used once while Milograd is in play. (Feel free to reword this)]
Attacks:
[ Puppetry - Draw one card from the deck, and place it in your hand. (feel free to reword)]
[ Ultimatum - In two turns, this attack does two damage. Milograd takes one damage upon the use of this attack.(?) (Feel free to reword)

Flag: Image

Also, I feel this man should get a card, for obvious reasons;

  • Image
Retired

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Heliocalypse
Spokesperson
 
Posts: 174
Founded: Apr 11, 2011
Ex-Nation

Postby Heliocalypse » Sat Jun 18, 2011 9:32 pm

I would like to try!

[Nation Name] : Heliocalypse
Defense: 5
[Type: Economic (E), Political (P), Military (M)] : Military
[Ability - OPTIONAL] : Flux Field, reduces ability cost of allied cards by half, lasts for two times ability activation of allied cards. Cannot be stacked and can only used once per four rounds. Reduces defense rating of affected cards by 1, user can select up to 5 current active allied card to give this buff.
[Attack Name 1] : Disruptor Cannon : Deals 3 damage per attack. If enemy defense value dropped below 3, the enemy card will take double damage on next attack by this card!
[Attack Name 2] : Gamma Irradiation : Deals 5 damage to the target. Target will take additional +2 damage per turn for two rounds. Can only be used once every four turns.

Err...is this good enough?
Last edited by Heliocalypse on Sat Jun 18, 2011 9:39 pm, edited 3 times in total.
Forged from Weapons, United by Diplomacy
A FT nation. I r electron D:<

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Zarkenis Ultima
Post Czar
 
Posts: 43669
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Sat Jun 18, 2011 9:33 pm

Zarkenis Ultima wrote:[The Holy Empire of Zarkenis Ultima]
Defense: 4
[Type: (M)]
[Ability - Zarken XV's Might - Next attack will deal double damage, but Defense will be halved next turn. Can only be used once every 3 turns]
Attacks:
[Battleship Charge - Deploys Shocknium Battleships that cause 3 damage and decrease the foe's next attack by 1]
[Neuro Siege - Deploys NeuroCannons that deal 5 damage. This attack raises Zarkenis Ultima's defense by 1 and stuns it for 2 turns.]

Is this alright?


Reposting since it might have been missed on the last page. Edits were made.
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Slaytesics
Minister
 
Posts: 2248
Founded: Aug 20, 2009
Ex-Nation

Postby Slaytesics » Sat Jun 18, 2011 9:33 pm

Milograd wrote:
Alright Jenrak/Tos, here we go.

[Milograd]
Defense: 5
[M]
[ Insixurkia - When activated, this ability removes two damage units from Milograd. Milograd cannot attack next turn. This ability can only be used once while Milograd is in play. (Feel free to reword this)]
Attacks:
[ Puppetry - Draw one card from the deck, and place it in your hand. (feel free to reword)]
[ Ultimatum - In two turns, this attack does two damage. Milograd takes one damage upon the use of this attack.(?) (Feel free to reword)

Flag: (Image)

Also, I feel this man should get a card, for obvious reasons;


puppetry is broken, you need to have a cost (like -1 defense for your opponent's next turn)
My favorite quotes.

Ballotonia wrote:Total BS.
Wanna meet girls? Go play Farmville.
Ballotonia

Timurid Empire wrote:I do not understand people like this. How can you fear any human being or interaction with them? We are all Human, and we all bleed the same. Unless their a Hemophiliac.


Lunatic Goofballs wrote:(Image)


Ranbo wrote:Heey! I'm not perv!

You name it, you claim it. You were the one that thought of it in the first place. :p

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Aldarminia
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Posts: 1592
Founded: Mar 15, 2010
Ex-Nation

Postby Aldarminia » Sat Jun 18, 2011 9:34 pm

[Aldarminia]

Defense: 6(or w/e)

[Type: M]

[Ability - Lightning Expeditionary Force]
If played at the beginning of a turn, except for the first turn of the game, all of your opponent's played cards automatically receive -1 to their defense.

Attacks:
[Berserker Assault, 2 Damage]

[Shock and Awe, 4 Damage]
This card is no longer resistant to Economic attacks on your opponent's next turn.
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Slaytesics
Minister
 
Posts: 2248
Founded: Aug 20, 2009
Ex-Nation

Postby Slaytesics » Sat Jun 18, 2011 9:36 pm

Aldarminia wrote:[Aldarminia]

Defense: 6(or w/e)

[Type: M]

[Ability - Lightning Expeditionary Force]
If played at the beginning of a turn, except for the first turn of the game, all of your opponent's played cards automatically receive -1 to their defense.

Attacks:
[Berserker Assault, 2 Damage]

[Shock and Awe, 4 Damage]
This card is no longer resistant to Economic attacks on your opponent's next turn.



Shock and awe... you already don't have resistance to economic attacks, I'd say decrease resistance to all forms of attacks for your opponent's next turn, decrease your defense by 1 (my common critique for most people is that you need a cost)
My favorite quotes.

Ballotonia wrote:Total BS.
Wanna meet girls? Go play Farmville.
Ballotonia

Timurid Empire wrote:I do not understand people like this. How can you fear any human being or interaction with them? We are all Human, and we all bleed the same. Unless their a Hemophiliac.


Lunatic Goofballs wrote:(Image)


Ranbo wrote:Heey! I'm not perv!

You name it, you claim it. You were the one that thought of it in the first place. :p

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Mount Shavano
Minister
 
Posts: 2125
Founded: Jan 04, 2008
Corporate Bordello

Postby Mount Shavano » Sat Jun 18, 2011 9:38 pm

Milograd wrote:
Alright Jenrak/Tos, here we go.

[Milograd]
Defense: 5
[M]
[ Insixurkia - When activated, this ability removes two damage units from Milograd. Milograd cannot attack next turn. This ability can only be used once while Milograd is in play. (Feel free to reword this)]
Attacks:
[ Puppetry - Draw one card from the deck, and place it in your hand. (feel free to reword)]
[ Ultimatum - In two turns, this attack does two damage. Milograd takes one damage upon the use of this attack.(?) (Feel free to reword)

Flag: (Image)

Also, I feel this man should get a card, for obvious reasons;



I remember that game. Dang was it a long time ago.

Heliocalypse wrote:I would like to try!

[Nation Name] : Heliocalypse
Defense: 5
[Type: Economic (E), Political (P), Military (M)] : Military
[Ability - OPTIONAL] : Flux Field, reduces ability cost of allied cards by half, lasts for two times ability activation of allied cards. Cannot be stacked and can only used once per four rounds.
[Attack Name 1] : Disruptor Cannon : Deals 3 damage per attack. If enemy defense value dropped below 3, the enemy card will take double damage on next attack by this card!
[Attack Name 2] : Gamma Irradiation : Deals 5 damage to the target. Target will take additional +2 damage per turn for two rounds. Can only be used once every four turns.

Err...is this good enough?


Not an official answer but I'm pretty sure cards don't have costs, and defense is just HP so there would be no difference between a 6 and a 3 attacking a guy with defense 1-3 (e.g. either knocks him out). May be wrong, but that's my current understanding.
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Milograd
Negotiator
 
Posts: 5894
Founded: Feb 10, 2011
Ex-Nation

Postby Milograd » Sat Jun 18, 2011 9:38 pm

Slaytesics wrote:
Milograd wrote:
Alright Jenrak/Tos, here we go.

[Milograd]
Defense: 5
[M]
[ Insixurkia - When activated, this ability removes two damage units from Milograd. Milograd cannot attack next turn. This ability can only be used once while Milograd is in play. (Feel free to reword this)]
Attacks:
[ Puppetry - Draw one card from the deck, and place it in your hand. (feel free to reword)]
[ Ultimatum - In two turns, this attack does two damage. Milograd takes one damage upon the use of this attack.(?) (Feel free to reword)

Flag: (Image)

Also, I feel this man should get a card, for obvious reasons;


puppetry is broken, you need to have a cost (like -1 defense for your opponent's next turn)

Trust me, I know what I'm doing. Also, it should be noted that not every attack needs to have a direct drawback. If I just keep drawing cards, I'd run out of cards in my deck, and that is something that you want to avoid. Also, puppetry is incredibly well named. I've talked to Jenrak/Tos about it, and if anything, the more broken detail of the Milograd card is that you can use Insixurxia and Ultimatum hand in hand for some incredible lulz. Regardless, it shouldn't be an issue. It just draws a card from the deck, nothing big.

Also, I must be the most broken card in the game. |:<
Last edited by Milograd on Sat Jun 18, 2011 9:39 pm, edited 1 time in total.
Retired

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Slaytesics
Minister
 
Posts: 2248
Founded: Aug 20, 2009
Ex-Nation

Postby Slaytesics » Sat Jun 18, 2011 9:39 pm

Heliocalypse wrote:I would like to try!

[Nation Name] : Heliocalypse
Defense: 5
[Type: Economic (E), Political (P), Military (M)] : Military
[Ability - OPTIONAL] : Flux Field, reduces ability cost of allied cards by half, lasts for two times ability activation of allied cards. Cannot be stacked and can only used once per four rounds.
[Attack Name 1] : Disruptor Cannon : Deals 3 damage per attack. If enemy defense value dropped below 3, the enemy card will take double damage on next attack by this card!
[Attack Name 2] : Gamma Irradiation : Deals 5 damage to the target. Target will take additional +2 damage per turn for two rounds. Can only be used once every four turns.

Err...is this good enough?


no, this is not good enough, disruptor cannon: WAY OVERPOWERED, remove the latter part about the enemy card taking double damage next turn. Gamma Irradiation, make it 3 damage, and +1 damage for 2 rounds, and I THINK it will be balanced
My favorite quotes.

Ballotonia wrote:Total BS.
Wanna meet girls? Go play Farmville.
Ballotonia

Timurid Empire wrote:I do not understand people like this. How can you fear any human being or interaction with them? We are all Human, and we all bleed the same. Unless their a Hemophiliac.


Lunatic Goofballs wrote:(Image)


Ranbo wrote:Heey! I'm not perv!

You name it, you claim it. You were the one that thought of it in the first place. :p

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Mount Shavano
Minister
 
Posts: 2125
Founded: Jan 04, 2008
Corporate Bordello

Postby Mount Shavano » Sat Jun 18, 2011 9:40 pm

Slaytesics wrote:Shock and awe... you already don't have resistance to economic attacks, I'd say decrease resistance to all forms of attacks for your opponent's next turn, decrease your defense by 1 (my common critique for most people is that you need a cost)


Pretty sure he does have resistance to economic attacks - it's a property of military cards.
The Federation of Mount Shavano
Consul Morgan Dawson
Capital : San Angelo
The Cowboy Angel Rides

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Slaytesics
Minister
 
Posts: 2248
Founded: Aug 20, 2009
Ex-Nation

Postby Slaytesics » Sat Jun 18, 2011 9:41 pm

Milograd wrote:
Slaytesics wrote:puppetry is broken, you need to have a cost (like -1 defense for your opponent's next turn)

Trust me, I know what I'm doing. Also, it should be noted that not every attack needs to have a direct drawback. If I just keep drawing cards, I'd run out of cards in my deck, and that is something that you want to avoid. Also, puppetry is incredibly well named. I've talked to Jenrak/Tos about it, and if anything, the more broken detail of the Milograd card is that you can use Insixurxia and Ultimatum hand in hand for some incredible lulz. Regardless, it shouldn't be an issue. It just draws a card from the deck, nothing big.

Also, I must be the most broken card in the game. |:<


oh, lol, thought your defense was seven, as long as puppetry is once per turn it's fine xD
My favorite quotes.

Ballotonia wrote:Total BS.
Wanna meet girls? Go play Farmville.
Ballotonia

Timurid Empire wrote:I do not understand people like this. How can you fear any human being or interaction with them? We are all Human, and we all bleed the same. Unless their a Hemophiliac.


Lunatic Goofballs wrote:(Image)


Ranbo wrote:Heey! I'm not perv!

You name it, you claim it. You were the one that thought of it in the first place. :p

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Astrolinium
Post Czar
 
Posts: 36603
Founded: Mar 05, 2011
Ex-Nation

Postby Astrolinium » Sat Jun 18, 2011 9:43 pm

[Astrolinium]
Defense: 4
[Type: Political (P)]
[Ability - Say Hello to My Much Larger Friends - May be activated once per card. Draw another card from the deck to be in play simultaneously with Astrolinium.]
Attacks:
[Large Bust of Marx - This attack does two damage. Astrolinium cannot move the next turn.]
[Southern Justice - Roll a die. This attack does however much damage comes up on the die. Astrolinium takes half that damage, rounded up to the nearest whole number.]
The Sublime Island Kingdom of Astrolinium
Ilia Franchisco Attore, King Attorio Maldive III
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Slaytesics
Minister
 
Posts: 2248
Founded: Aug 20, 2009
Ex-Nation

Postby Slaytesics » Sat Jun 18, 2011 9:44 pm

Mount Shavano wrote:
Slaytesics wrote:Shock and awe... you already don't have resistance to economic attacks, I'd say decrease resistance to all forms of attacks for your opponent's next turn, decrease your defense by 1 (my common critique for most people is that you need a cost)


Pretty sure he does have resistance to economic attacks - it's a property of military cards.



oh, lol, I dun goofed on that one
My favorite quotes.

Ballotonia wrote:Total BS.
Wanna meet girls? Go play Farmville.
Ballotonia

Timurid Empire wrote:I do not understand people like this. How can you fear any human being or interaction with them? We are all Human, and we all bleed the same. Unless their a Hemophiliac.


Lunatic Goofballs wrote:(Image)


Ranbo wrote:Heey! I'm not perv!

You name it, you claim it. You were the one that thought of it in the first place. :p

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Yohannes
Postmaster-General
 
Posts: 13162
Founded: Mar 17, 2010
Ex-Nation

Postby Yohannes » Sat Jun 18, 2011 9:44 pm

Oh man, this is one of the best idea i have ever seen so far. Jenrak and Tos are amazing! XD
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Milograd
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Posts: 5894
Founded: Feb 10, 2011
Ex-Nation

Postby Milograd » Sat Jun 18, 2011 9:45 pm

Mount Shavano wrote:I remember that game. Dang was it a long time ago.

Yeah, it really is quite an old game. [ Remember this Card? ]
Retired

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Heliocalypse
Spokesperson
 
Posts: 174
Founded: Apr 11, 2011
Ex-Nation

Postby Heliocalypse » Sat Jun 18, 2011 9:46 pm

Reposting with diff ability instead and restat some unbalanced abilities

[Nation Name] : Heliocalypse
Defense: 5
[Type: Economic (E), Political (P), Military (M)] : Military
[Ability - OPTIONAL] : Fire Support, adds additional +2 damage to selected military type allied cards in play while reducing their defense by 1 when activated. Can be used once every four turns. User can select up to five cards to give the buff. Effect non stackable and will negate any damage buff cards.
[Attack Name 1] : Laser Cannon : Deals 2 damage per usage.
[Attack Name 2] : Gamma Irradiation : Deals 3 damage to the target. Target will take additional +1 damage per turn for two rounds. Can only be used once every four turns.
Last edited by Heliocalypse on Sat Jun 18, 2011 9:51 pm, edited 2 times in total.
Forged from Weapons, United by Diplomacy
A FT nation. I r electron D:<

Misc Links : - Dangerous Species Index[FT] Dangerous Species Index[FT] Application Thread Shields & Swords of Principality
RPs : - The Arrival (Intro) , Trouble In Paradise
<Vernii>Helio how does your nation even work, lol
<Vernii>seems like its full of crazies

So much true. A dash of insanity, a puff of recklessness with a tinge hint of zesty lime flavor my nation.
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Goldsaver
Negotiator
 
Posts: 5100
Founded: Mar 07, 2008
Civil Rights Lovefest

Postby Goldsaver » Sat Jun 18, 2011 9:48 pm

Slaytesics wrote:
Goldsaver wrote:
Edited; five turn recharge time after it loses its effects(so seven turns total), would that work?



Make it 3 + the two turns, because 7 makes it useless

Changed it, thanks for the advice.
Mount Shavano wrote:
Goldsaver wrote:Is this better? Could you explain what you mean by broken? :/
[Goldsaver]
Defense: 2
[Type:M]
[Ability - Suppression, lowers a chosen card's attack by one for two turns]
Attacks:
[Sharpshooting- Does 1 Damage to any enemy card]
[Clusterbomb- Does 2 Damage to a random enemy card]


Not an official answer, but I think now you've gone too far the other way. The accepted defense values are mostly in the 4-6 range except a few outliers - you can probably get away with a 4 instead of a two.

Suppression might be better off designating a new target every turn, just to simplify book-keeping.

Sharpshooting and Clusterbomb can probably each have their strength increased by one, and still be fine. I think that would be in line with the three example cards.

Moved defense up to three.
I'm not sure that would work for Suppression, should be inactive most of the time.
Sharpshooting should be kept where it is because it can target any card. Moved clusterbomb up to three.

Here's the up to date one:

[Goldsaver]
Defense: 3
[Type:M]
[Ability - Suppression, lowers a chosen card's attack by one for two turns; can only be used every five turns]
Attacks:
[Sharpshooting- Does 1 Damage to any enemy card]
[Clusterbomb- Does 3 Damage to a random enemy card, can only be used once]
Last edited by Goldsaver on Sat Jun 18, 2011 9:53 pm, edited 1 time in total.
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Mount Shavano
Minister
 
Posts: 2125
Founded: Jan 04, 2008
Corporate Bordello

Postby Mount Shavano » Sat Jun 18, 2011 9:50 pm

Milograd wrote:
Yeah, it really is quite an old game. [ Remember this Card? ]


Not beyond recognizing the guy in the picture.
The Federation of Mount Shavano
Consul Morgan Dawson
Capital : San Angelo
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Shanix
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Posts: 5168
Founded: Jul 07, 2010
Father Knows Best State

Postby Shanix » Sat Jun 18, 2011 9:51 pm

This is my flag. I'm a stickler for old stuff.
My Flag.
Just know when it's real and when it isn't.

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Falkasia
Ambassador
 
Posts: 1719
Founded: Jun 22, 2008
Father Knows Best State

Postby Falkasia » Sat Jun 18, 2011 9:52 pm

Falkasia
Defense: 8
Type: Political (P)
Ability - Masterful Negotiations
Once per game, select an opposing card. You may either immediately remove it from play, negate its "Ability," or swap it with one in your hand.
Attacks:
Only one attack may be used per turn.
Orbital Strike
For one turn, reduce a card's Defense by half. Otherwise, Precision Strike 3.

Hidden Connections
Once per turn, Falkasia may negate the effects of a single attack.
Last edited by Falkasia on Sat Jun 18, 2011 10:13 pm, edited 2 times in total.
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Mount Shavano
Minister
 
Posts: 2125
Founded: Jan 04, 2008
Corporate Bordello

Postby Mount Shavano » Sat Jun 18, 2011 9:54 pm

Heliocalypse wrote:Reposting with diff ability instead and restat some unbalanced abilities

[Nation Name] : Heliocalypse
Defense: 5
[Type: Economic (E), Political (P), Military (M)] : Military
[Ability - OPTIONAL] : Fire Support, adds additional +2 damage to all military type allied cards in play while reducing their defense by 1 when activated. Can be used once every four turns.
[Attack Name 1] : Laser Cannon : Deals 2 damage per usage.
[Attack Name 2] : Gamma Irradiation : Deals 3 damage to the target. Target will take additional +1 damage per turn for two rounds. Can only be used once every four turns.


Uh, I think defense is a good thing and damage is a bad thing - the ability would be counterproductive Your ability is confusingly worded. It's probably balanced without the ability tho, IM (entirely unofficial) O. I might also have slight concerns about bookkeeping related to ongoing damage if a card with ongoing damage hadn't already been accepted.
Last edited by Mount Shavano on Sat Jun 18, 2011 9:56 pm, edited 2 times in total.
The Federation of Mount Shavano
Consul Morgan Dawson
Capital : San Angelo
The Cowboy Angel Rides

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Empire of Symphonia
Minister
 
Posts: 3102
Founded: Jul 04, 2009
Ex-Nation

Postby Empire of Symphonia » Sat Jun 18, 2011 9:58 pm

[Asian Federation of Symphonia]

Defense: 6 (Type P)

[Ability - Symphonian Politics]
Causes confusion in opponent's ranks. Subtract 1 defense from defending nations and add 1 attack to friendly attacks.

Attacks:

[Needle Strike]
Unleashes a flurry of attacks that does 2 damage to the defending nation.

[All Hail Symphonia]
Patriotic army launches massive invasion that does 3 damage to defending nation.


Hopefully, this is OK.......
Self-described centrist
Likes: Western democracy, capitalism, the Queen, Japan, Republic of China
Dislikes: Religious fundamentalism; discrimination based on sexuality, race, gender, and religion
My Political Compass

Please call me Symph. Please excuse me for lapses in GE&T. I'm a busy person too.

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Senile Hobos
Lobbyist
 
Posts: 13
Founded: Aug 09, 2010
Ex-Nation

Postby Senile Hobos » Sat Jun 18, 2011 10:06 pm

Senile Hobos
Defense: 5
Type: Military (M)
Ability:
Welfare Rush: Block the attack of an enemy nation of your choice using a rush of hobos. Senile Hobos may not move next turn.

Attacks:

Universal Healthcare: heal one point of health of a nation you control. (one point or two, whichever you guys think. Feel free to re-word)

Orbital Strike: 3 damage, needs one turn to recharge (you can do other attacks while it is recharging.)


Suggestions?
Last edited by Senile Hobos on Sat Jun 18, 2011 10:15 pm, edited 1 time in total.
So these two hobos walk into a bar, beat up the bartender, and drink a lot of beer. And people wonder why hobos are hated so much...

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Mount Shavano
Minister
 
Posts: 2125
Founded: Jan 04, 2008
Corporate Bordello

Postby Mount Shavano » Sat Jun 18, 2011 10:15 pm

Falkasia wrote:
Falkasia
Defense: 8
Type: Political (P)
Ability - Masterful Negotiations
Once per game, select an opposing card. You may either immediately remove it from play, negate its "Ability," or swap it with one in your hand.
Attacks:
Orbital Strike
For one turn, reduce a card's Defense by half. Otherwise, Precision Strike 3.

Hidden Connections
Once per turn, Falkasia may negate the effects of a single attack.


I'm pretty confident this is overpowered. Unless I misunderstand something, it will beat any of the example cards every time as written, even if going second.

Empire of Symphonia wrote:
[Asian Federation of Symphonia]

Defense: 6 (Type P)

[Ability - Symphonian Politics]
Causes confusion in opponent's ranks. Subtract 1 defense from defending nations and add 1 attack to friendly attacks.

Attacks:

[Needle Strike]
Unleashes a flurry of attacks that does 2 damage to the defending nation.

[All Hail Symphonia]
Patriotic army launches massive invasion that does 3 damage to defending nation.


Hopefully, this is OK.......


I'd guess it's somewhat OP, but I'd wait for an officially ruling before monkeying with it.
The Federation of Mount Shavano
Consul Morgan Dawson
Capital : San Angelo
The Cowboy Angel Rides

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