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NationStates: The Trading Card Game

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

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

Postby Senile Hobos » Sat Jun 18, 2011 10:17 pm

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.......


Forgive me if I'm wrong, but aren't the two attacks exactly the same other than damage? I would have 'All Hail Symphonia' be stronger but require recharging. But that's just what I think, I'm not a mod or anything.
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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Empire of Symphonia
Minister
 
Posts: 3102
Founded: Jul 04, 2009
Ex-Nation

Postby Empire of Symphonia » Sat Jun 18, 2011 10:19 pm

Senile Hobos wrote:
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.......


Forgive me if I'm wrong, but aren't the two attacks exactly the same other than damage? I would have 'All Hail Symphonia' be stronger but require recharging. But that's just what I think, I'm not a mod or anything.


Thanks for the advise, but I was told to wait....
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 10:21 pm

Empire of Symphonia wrote:
Senile Hobos wrote:
Forgive me if I'm wrong, but aren't the two attacks exactly the same other than damage? I would have 'All Hail Symphonia' be stronger but require recharging. But that's just what I think, I'm not a mod or anything.


Thanks for the advise, but I was told to wait....


Sorry didn't see that posting. Got any suggestions for my submission?
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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Xanicea
Diplomat
 
Posts: 750
Founded: Mar 30, 2011
Ex-Nation

Postby Xanicea » Sat Jun 18, 2011 10:22 pm

[Nation Name: Xanicea]

Defense: 4

[Type: Economic (E)]

[Ability - Transitional Economic Policy]
Superior economics conditioning increases the defense of allied nations by one per economics card on the field (maximum increase of 4 defense).

Attacks:

[Enforced Embargo]
Xanicean military troops are deployed to force an embargo upon an enemy nation. This embargo cripples the enemy nation, dealing only one damage to the defender but causing the defending nation and their allies to deal 2 less damage for the next turn. Requires a charging of two turns per use.

[Great Leap Forward]
Premier Vroronin presses the Great Leap Forward into action, resulting in surplus rations and military hardware for Xanicea. Xanicea OR one of her allies is reinforced with two points of defense permanently. Requires a charging of three turns per use.
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Heliocalypse
Spokesperson
 
Posts: 174
Founded: Apr 11, 2011
Ex-Nation

Postby Heliocalypse » Sat Jun 18, 2011 10:24 pm

Mount Shavano wrote:
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.


Hm changing special ability again.. :o

[Nation Name] : Heliocalypse
Defense: 5
[Type: Economic (E), Political (P), Military (M)] : Military
[Ability - OPTIONAL] : Reinforced Supply Lines, negates any special abilities of economic cards done to this card. Effect last for one round and unstackable. Useable every four turns. Negation include allied and enemy economic card's special ability.
[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 10:33 pm, edited 2 times in total.
Forged from Weapons, United by Diplomacy
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Mount Shavano
Minister
 
Posts: 2125
Founded: Jan 04, 2008
Corporate Bordello

Postby Mount Shavano » Sat Jun 18, 2011 10:27 pm

Senile Hobos wrote: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?


I don't know enough about mechanics to comment on the ability, but the rest seems just about right to accommodate a useful but not GB ability on top of it. Disclaimer: JMO, not official, etc, etc
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Capital : San Angelo
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Falkasia
Ambassador
 
Posts: 1719
Founded: Jun 22, 2008
Father Knows Best State

Postby Falkasia » Sat Jun 18, 2011 10:32 pm

Mount Shavano wrote:
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.


I don't really see how mine is overpowered. Its not a combat card, but more of a stratey card. If anything, perhaps I could cut down the defense to more of a borderline 6 or 5 considering the abilities, as well as remove the first part of my Orbital Strike. Otherwise though, I can't see anywhere change is required. The ability is limited to once per game, and could always come with the added detractor of a discard requirement. It forces both players to strategize and prepare for the possible release of the card. Halving defense can be over-powered, yes, and in the long run is probably a bit unfair. But still, it would force deckbuilders to build their game decks specifically around this card and not a collection of others. The last attack however, I feel is perfectly legal. One attack per turn can be negated.... that is assuming any number of attacks can be launched during a turn. If attacks are limited to, say, two or three a turn... then yes, this is ridiculously over-powered. Otherwise though, I think its good.

Even if it is your opinion though, I feel I should at least explain my logic behind everything for the TCG Mods as a whole.
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Slaytesics
Minister
 
Posts: 2248
Founded: Aug 20, 2009
Ex-Nation

Postby Slaytesics » Sat Jun 18, 2011 10:43 pm

:palm:
your card pretty much can destroy any card, if you wanted to, you could destroy the entire purpose of my card in one turn. If you have multiple nations on the field, all of the other nations are are screwed because 1) you can remove an ability that counters strong cards 2) you can destroy strong cards in combination with 1 or 2 other nation cards.

card games are about sets of cards, if you don't believe me, I have friends who do pro-yugioh, they taught me everything I know about card games
Last edited by Slaytesics on Sat Jun 18, 2011 10:44 pm, edited 1 time in total.
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Xanicea
Diplomat
 
Posts: 750
Founded: Mar 30, 2011
Ex-Nation

Postby Xanicea » Sat Jun 18, 2011 10:49 pm

Slaytesics wrote::palm:
your card pretty much can destroy any card, if you wanted to, you could destroy the entire purpose of my card in one turn. If you have multiple nations on the field, all of the other nations are are screwed because 1) you can remove an ability that counters strong cards 2) you can destroy strong cards in combination with 1 or 2 other nation cards.

card games are about sets of cards, if you don't believe me, I have friends who do pro-yugioh, they taught me everything I know about card games


He does have a point. Perhaps limiting your card's abilities to let's say 3 - 4 turns would tone down the destructive power of your card. After all, you do have allies, keep in mind.
Sibirsky wrote:
Pirate Girl wrote:51% of goverment funds go to unemployment,welfare,and other stuff.


100% of government spending goes to "stuff government spends money on."

I know. I am just as shocked as you are.

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Syvorji
Powerbroker
 
Posts: 7996
Founded: Oct 10, 2010
Ex-Nation

Postby Syvorji » Sat Jun 18, 2011 10:52 pm

[Nation Name] Syvorji
Defense: 5
[Type: Economic (E), Political (P), Military (M)] P
[Ability - OPTIONAL] He has the ability to be Kim Jong-il, via Kim il-Sung.
Attacks:
Propaganda
Hacking Televisions

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

Postby Yohannes » Sat Jun 18, 2011 10:56 pm

Obviously Anagonia-Yohannes is da best card. Economics is made up of win.

Nah, i was just kidding.. on a more serious note. Why is people here becoming "unofficial police"..? This is suppose to be a fun thing, not competition to have the best card of your own signature.

I do say let the OP judge whether the card is overpowered or not. I believe that the OP will know when he sees something which is overpowering.
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Slaytesics
Minister
 
Posts: 2248
Founded: Aug 20, 2009
Ex-Nation

Postby Slaytesics » Sat Jun 18, 2011 10:58 pm

Yohannes wrote:Obviously Anagonia-Yohannes is da best card. Economics is made up of win.

Nah, i was just kidding.. on a more serious note. Why is people here becoming "unofficial police"..? This is suppose to be a fun thing, not competition to have the best card of your own signature.

I do say let the OP judge whether the card is overpowered or not. I believe that the OP will know when he sees something which is overpowering.



he's not online right now xD, I'm just trying to get out the super major-OPness.
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 11:01 pm

Falkasia wrote:I don't really see how mine is overpowered. Its not a combat card, but more of a stratey card. If anything, perhaps I could cut down the defense to more of a borderline 6 or 5 considering the abilities, as well as remove the first part of my Orbital Strike. Otherwise though, I can't see anywhere change is required. The ability is limited to once per game, and could always come with the added detractor of a discard requirement. It forces both players to strategize and prepare for the possible release of the card. Halving defense can be over-powered, yes, and in the long run is probably a bit unfair. But still, it would force deckbuilders to build their game decks specifically around this card and not a collection of others. The last attack however, I feel is perfectly legal. One attack per turn can be negated.... that is assuming any number of attacks can be launched during a turn. If attacks are limited to, say, two or three a turn... then yes, this is ridiculously over-powered. Otherwise though, I think its good.

Even if it is your opinion though, I feel I should at least explain my logic behind everything for the TCG Mods as a whole.


While my opinion of your card is unchanged, I retract my statement and will confine my comments to persons who request community feedback from this point.
The Federation of Mount Shavano
Consul Morgan Dawson
Capital : San Angelo
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Zarkenis Ultima
Post Czar
 
Posts: 43667
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Sat Jun 18, 2011 11:05 pm

Mount Shavano wrote:
Falkasia wrote:I don't really see how mine is overpowered. Its not a combat card, but more of a stratey card. If anything, perhaps I could cut down the defense to more of a borderline 6 or 5 considering the abilities, as well as remove the first part of my Orbital Strike. Otherwise though, I can't see anywhere change is required. The ability is limited to once per game, and could always come with the added detractor of a discard requirement. It forces both players to strategize and prepare for the possible release of the card. Halving defense can be over-powered, yes, and in the long run is probably a bit unfair. But still, it would force deckbuilders to build their game decks specifically around this card and not a collection of others. The last attack however, I feel is perfectly legal. One attack per turn can be negated.... that is assuming any number of attacks can be launched during a turn. If attacks are limited to, say, two or three a turn... then yes, this is ridiculously over-powered. Otherwise though, I think its good.

Even if it is your opinion though, I feel I should at least explain my logic behind everything for the TCG Mods as a whole.


While my opinion of your card is unchanged, I retract my statement and will confine my comments to persons who request community feedback from this point.


Zarkenis Ultima wrote:
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.


I'd like some. ^_^
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Nation of Fortune
Ambassador
 
Posts: 1680
Founded: Oct 15, 2004
Ex-Nation

Postby Nation of Fortune » Sat Jun 18, 2011 11:21 pm

[The Mercenary State of Nation of Fortune]
Defense:6
[Type: M]
[Ability - Mercenary Reinforcements - For every three Economic cards in play your Military cards receive a +1 to damage done for as long as this card is in play
For every Economic card you control your Military cards receive a +1 to damage done for as long as this card is in play.]
Attacks:
[Contract Fulfillment: 5 If this attack does not kill the target card, your opponent receives use of this card for two turns, after those two turns this card is discarded. Otherwise this card is discarded after use of this ability.]

[Precision Strike: 2]

This is a preliminary posting, I would like some feedback on improvements. I also may edit this later when the official rules are posted.
Last edited by Nation of Fortune on Sun Jun 19, 2011 2:38 pm, edited 2 times in total.
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Empire of Symphonia
Minister
 
Posts: 3102
Founded: Jul 04, 2009
Ex-Nation

Postby Empire of Symphonia » Sat Jun 18, 2011 11:21 pm

Anyone have suggestion about my submission?

@Senile Hobos: It looks fine to me.....
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Likes: Western democracy, capitalism, the Queen, Japan, Republic of China
Dislikes: Religious fundamentalism; discrimination based on sexuality, race, gender, and religion
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Rustika
Minister
 
Posts: 2135
Founded: Sep 19, 2009
Ex-Nation

Postby Rustika » Sat Jun 18, 2011 11:25 pm

Im not sure if your still accepting card applications

[Nation Name] Rustika
Defense: 6
[Type:] Military (M)
[Ability] - 88 Secret Service Assassination - Each Rustik card may use this ability once, sacrifice this card so that your opponent must discard two cards from his hand or one card of your choosing in play to the grave yard
Attacks:
[Attack Name 1] Anthrax Missile: Do 3 Damage to all enemy cards on the field, the player using the Rustika card cannot attack enemy cards due to the anthrax fallout, the enemy player cannot play any more cards for three turns, this attack can only be used by the player once every ten turns
[Attack Name 2] Illegal Arrests: Send one card on the field back to the enemy players hand, the enemy player must set the card aside, he can not play the card that was sent back it until four turns after Illegal Arrests was used
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Falkasia
Ambassador
 
Posts: 1719
Founded: Jun 22, 2008
Father Knows Best State

Postby Falkasia » Sat Jun 18, 2011 11:33 pm

Slaytesics wrote::palm:
your card pretty much can destroy any card, if you wanted to, you could destroy the entire purpose of my card in one turn. If you have multiple nations on the field, all of the other nations are are screwed because 1) you can remove an ability that counters strong cards 2) you can destroy strong cards in combination with 1 or 2 other nation cards.

card games are about sets of cards, if you don't believe me, I have friends who do pro-yugioh, they taught me everything I know about card games


This is my last rationalization because I don't want to clutter up an otherwise fun thread as Yohannes stated.

Apparently, there is something going on with the specific wording of the card. I am aware of how card games work. Sets of cards, of which an entire deck is built around. The Primary Ability of my card is useable once per game.It is capable of changing the dyanmic of a game, yes, but is not overpowered. I can either remove a card, stop an ability from being used, or trade with another person. The choice of three options, as it currently is, could be limited down to just a single one.

If your card comes in to play after said ability was used, you're in the clear. It can be used once, and the sole purpose behind it was to allow players the choice to disregard an ability that could adversly affect their own personal playstyle. If it was negating an ability directed at countering strong cards, then the player would have to adapt accordingly. Likewise, negating a powerful card's ability might give the underdog enough of a chance to shift the tide. Any well-designed deck would not be dependent on a single failsafe, so the application of such an ability would just require the player change strategies on the fly... just like a real sports game. The main idea behind the card though is to offer players with weaker decks an equal opportunity to go toe-to-toe with stronger decks and at least have a fighting chance before being put down by an uber-ability. I'm not saying that I've seen any super-powerful cards yet, but I have no doubt one will be coming soon.

Its all about checks and balances though. If your fear is finding a situation in which you have, say, three "Falkasias" on the field at one time, then I would absolutely agree with you. Perhaps then, if this is where your worry stems from, verbage could be put in place to prevent such an event from occuring... perhaps saying once the ability is "activated," it applies to all copies of "Falkasia" whenever they come up, and therefore the ability cannot be used again over and over as the card turns up. Another possibility could be a mechanic in which the negating of an ability will only remain "active" while Falkasia is in play. Additionally, as an alternative, the choice of three could be removed and and the player will be left with only a single option. As for the ability to negate an attack...well.... that's entirely in place to prevent those ridiculously powerful "killing moves" by powerful cards, and in a sense, makes up for any of the negated abilities in the long term. Then again, maybe the introduction of a "Cannot be used on self" to the mix would allow Falkasia to be more easily targetted for removal.

The entire purpose of "Falkasia," as I've stated, is to act as a centerpoint to a player's strategic approach. It'll be that one card that'll catch you out of the blue and keep your opponent on their toes. He or she, with said card, is given the option to negate an ability when it is least opportune to his or her opponent, and hopefully through that, shift the balance of power back into their favor when they most need it. Or, let's say you were about to punch-out your opponent and suddenly he threw down the card that blocked your "Nuclear Missile," which bought him an extra turn or so. The end result would probably be the same, but the entire game would be that much more exciting. And true to NationStates, quite spontaneous and unpredictable. You'd never know what to expect next.

And in relation to your Number 2; As you said, trading card games are all about "sets of cards" that work well together.

But anyways, heh. I'll leave it all up to the TCG Moderators. This isn't a thread I should be defending my card in anyways. Sorry for the clutter and massed blocks of text. This'll be my last, as I said. I should stop being so defensive and just have fun.... like Yohannes said, lol.
Last edited by Falkasia on Sat Jun 18, 2011 11:35 pm, edited 1 time in total.
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Just for the record; I'm colorblind to Yellow
Falkasia is ranked 1st in the region and 1st in the world for Most Awesome Nations.

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Old Tyrannia
Game Moderator
 
Posts: 16673
Founded: Aug 11, 2009
Father Knows Best State

Postby Old Tyrannia » Sun Jun 19, 2011 12:34 am

Thought I'd do something a bit interesting with my old and new nations. If we're only allowed one, ignore the second app and decrease Old Tyrannia's defence to 6.

[Old Tyrannia] (Flag)
Defence: 8
[Type: M]
[Ability – Total War: Treat this card as an economic card for three turns after you activate this ability.]
Attacks:
[Rain of Fire: 3]
[Last Charge: This attack does 2 damage to all opponents’ cards. You must discard this card.]

[New Imperial Tyrannia] (Flag)
Defence: 4
[Type: M]
[Ability – Return of the Emperor: You must discard this card in order to summon the Old Tyrannia card.]
Attacks:
[March of the Doomed: 2]
[Assassination: Remove one of your opponent's political cards to the discard pile.]
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Hippostania
Powerbroker
 
Posts: 8826
Founded: Nov 23, 2008
Ex-Nation

Postby Hippostania » Sun Jun 19, 2011 12:52 am

[Nation Name] Hippostania
Defense: 9
[Type: Military (M)]
[Ability] Hippo Groan: This card gives you +2 economic resistance
Attacks:
[Attack Name 1] Hippo Bite: 5 Damage to a single opponent's card
[Attack Name 2] Hippo Trample: 1 Damage to five opponent's cards
Last edited by Hippostania on Sun Jun 19, 2011 12:53 am, edited 2 times in total.
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Esternial
Retired Moderator
 
Posts: 54394
Founded: May 09, 2009
Inoffensive Centrist Democracy

Postby Esternial » Sun Jun 19, 2011 12:53 am

NSTCG wrote:[Esternial]
Defense: 6
[Type: M]
[Ability - Retribution]
When played, this card allows you deal 1 damage to a chosen card when Esternial is defeaten.
Attacks:
Precision Strike: 2
Tactical Insertion: 1
Flip a coin. If heads, you can deal an additional 1 damage to one of your opponent's cards. If tails, Esternial receives 1 damage.

- Obvious Pokemon references here.
- Need to change Tactical Insertion, as hand isn't a mechanic in this game

Fixed.

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Reformed York
Envoy
 
Posts: 206
Founded: Jun 14, 2011
Ex-Nation

Postby Reformed York » Sun Jun 19, 2011 12:58 am

Tag

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Holy Marsh
Negotiator
 
Posts: 5699
Founded: Nov 09, 2007
Inoffensive Centrist Democracy

Postby Holy Marsh » Sun Jun 19, 2011 1:02 am

Pretty awesome. I once had a whole list of cards very much like this written up for the Novan region. Will try to put in a card once the rules are up.

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Reformed York
Envoy
 
Posts: 206
Founded: Jun 14, 2011
Ex-Nation

Postby Reformed York » Sun Jun 19, 2011 1:14 am

[Reformed York]

Defense: 6

[Type: Economic]

[Ability - One Small Step for Man]
Launches a manned spacecraft, impressing allies and disheartening enemies. -1 Political resistance for all nations with space-based abilities or attacks. Requires two-turn recharge.

Attacks:

["Indefinite Occupation"]
Does no damage, but drops the attack strength of the affected nation by 2 points for as long as the attack is maintained. Other abilities and attacks cannot be used while it is in use.

[Resource Gathering Campaign]
Deals 1 point of damage, and increases the attacker's economic resistance by 1 point.


How's that?
Last edited by Reformed York on Sun Jun 19, 2011 1:16 am, edited 1 time in total.

User avatar
Morlago
Ambassador
 
Posts: 1396
Founded: Jun 22, 2009
Ex-Nation

Postby Morlago » Sun Jun 19, 2011 1:21 am

-snip-
Last edited by Morlago on Sun Jun 19, 2011 6:43 am, edited 10 times in total.
Angelo Gervoski
Minister of WA Affairs of
The United Islands of Morlago
Yë Morre Waidamün i Mórlago

DEFCON: 1 2 (Low) 3 4 5 6


Economic Left/Right: -1.75
Social Libertarian/Authoritarian: -3.33
Graph
Center-left social moderate.
Left: 2.2, Libertarian: 0.75
Foreign Policy: -6.11 (Non-interventionalist)
Culture: -6.31 (Cultural liberal)

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