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Milwaukee_Madmen
10-09-2003, 09:12 AM
We need some topics to stir up some chat on the boards! smile.gif

Well, not all of us can afford 102.50 to buy Custom Command Cards (the "Major" cards) to add to their Risk 2210 Deck. :D

But has anyone besides the nutfactory guys here in BC Warmasters made their "own" command cards using the blank ones? We love 2210 so much we actually have two games... one is for "spare parts" so there is no need to use the "blanks" for replacements.

However, creating new cards is a "process" that of course needs to be "tested"... lol, so we can't write on the cards either. So our cards in each deck just have letters on them (A - D) (two blanks per game) and we have a crib sheet with the card description.

So with that all in mind... what cards has anyone else created? We're hoping maybe we'll hear some good ideas for more cards, as we keep changing ours from time to time as needed. For example, we used to make treaties between players from time to time. And we're all "honorable" (coughs) so nobody backstabs treaties else nobody makes them with you again.

However, treaties bind hands later in the game (one turn notice and all) - so we made a Diplo card that allowed you to negate ANY ONE treaty on the board (it didn't have to be YOUR treaty), thus possibly creating... opportunities. smile.gif

However, in odd number player games, treaties tend to screw over the lessor players, especially done between the stronger (we got a continent at the start) players. (we use "hidden" territory picking - see my setup post for more details)

So now we don't make treaties. It's more challenging that way, and nobody gets hosed. So that card is useless, and therefore going poof.

So what do you guys have? Rather than "lose" the card amidst our "blah blah blah" long thread intro post... I'll post a few of our favorites afterwards...

Best wishes and hot dice to you all! smile.gif

[ October 09, 2003, 12:13 PM: Message edited by: Brewcity Warmasters ]

Milwaukee_Madmen
10-09-2003, 10:12 AM
Here's one our favorite and "most useful" command cards. The "threat" of this card being out makes people think twice before using certain command cards, and has actually changed the course of the game a few times... :D

Diplomacy Deck: Critical Confusion

"You have caused a breakdown in your enemy's communication chain - orders tend to get lost."

Effect: You can negate any ONE card AS IT IS PLAYED, for a cost EQUAL to that card.

Now, we are our worst enemies. Because others not in our group join us from time to time, we "abuse" these cards as much as possible, trying to figure out ways people could "misinterpret" or "misplay" them. LOL, playtesting, I guess is the better word. smile.gif

Clarification1: "As it is played" - When the player first declares they are using the card, not after effects become apparent say, for "Scatter Bomb Land" - it hits some "prime real estate of yours and you want to play CC. Nope. In this instance, has to be played when the SBL card is declared.

Clarification2: In theme of Clar1, if you allow the initial card to be played ::COUGH:: (Armageddon) - you cannot negate any cards played as a result of that card.

Clarification3: We already knew when we created the card, however, to confirm, if the card "played" costs ZERO, then it costs "ZERO" to play Critical Confusion. ("Stealth MODs", "Frequency Jam", "Evacuation", etc.)

This card is fun, and very nasty, and we only have two of them in the Diplo deck. And yes, we've had the following Sequence -

"Armageddon"
"Critical Confusion"
"Critical Confusion"

Expensive, but sometimes ya just GOTTA get those nukes off, right? LOL

So anyways... opinions welcome... YOUR card ideas and such even more welcome.

Y2UAsk
10-14-2003, 04:51 PM
I've been in games where I'd have killed to have a "Why don't you shut up?" card that would force a player to stop whining about his bad luck and poor position until his next turn.

Steve :rolleyes:

darth_borehd
10-21-2003, 12:33 PM
Navy SEALs - requires Naval Commander

Any territory that has an edge touching an ocean can be attacked using units from another territory with an edge that touches an ocean (including aquatic territories). The attacking units must all come from the same territory. Once the attack has started the attacking player must continue attacking until the territory is captured or all of the attacking MODs are destroyed.

cost: 1 energy per attacking MOD

[ October 21, 2003, 03:39 PM: Message edited by: darth_borehd ]

darth_borehd
10-21-2003, 12:46 PM
Diplomat Card

Bribe Commander to defect

A commander can be bribed to defect using energy. The player using the card secretly selects a number of energy points to entice the commander to defect. The player whose commander is being bribed can make a counter-offer by secretly selecting a number of energy points and rolling 1D8, adding the result to his bribe. The two players compare values and the one with the highest number of points wins the commander. Both players lose the energy points they used in the bribe, regardless of who wins.

cost: varies, see above

WhiteMriswith
10-23-2003, 12:41 AM
My friends and I seem to have a strange and wicked sense of humor, so I thought I'd tell you about our custom cards.

Fate Is A Cruel B*st*rd-Diplomat card:

All commanders in play are destroyed. (ALL commanders. Even yours)Play only at end of turn. No cost.

That's Not The Pizza Guy!-Nuclear card:

Destroy all spaceports in play. Play at beginning of turn. 2 energy to play.

Swift Kick To The N*tz-Land card:

All players lose 1/2 units in most heavily populated territory. No cost.

and our game-breaker:

Swollen Globes Of Victory-Diplomat card:

Player automatically wins the game, regardless of current standing, but opponent gets to kick him in the n*tz once each. No cost.

There you have our own "special" brand of play. Hope you enjoy them.

darth_borehd
10-23-2003, 06:38 AM
Starship Troopers Paradrop - Lunar Command Card

You can attack any single land or lunar territory from any single lunar territory. Choose the MODs you want to use for the attack. All the MODs must come from the same lunar territory. Once the attack has begun, you must continue attacking until you have lost all of your attacking MODs or have captured the territory.

cost: 1 energy per attacking MOD

[ October 23, 2003, 06:01 PM: Message edited by: darth_borehd ]

Milwaukee_Madmen
10-23-2003, 07:13 AM
Nice weigh-ins on cards so far... but I think "Swollen Globes of Victory" should be renamed to "Cartman's Rochambeau Ultimatim". LOL

Well, in our zeal for trying new things, we just discovered a HIDEOUS new use for the "Critical Confusion" card.

Now, we designed the card as a "stop all" card, played at a cost equal to the card it's stopping... which has been 0 for steal mods and the like, and 4 for Armageddon and such. We held true to the rules we made for it... "You can NEGATE ANY ONE CARD AS IT IS PLAYED"... lol, and someone finally decided it would be rather novel to negate someone's "Colony Influence" card at the END of the game! LOL Since you can't play CI until the end of the game, it's the only card that could actually affect CI. LOL

It was played with the following verbage: "Well no, you've suffered a breakdown in your communications, your colonies don't love you as much as you thought - 'Critical confusion!'

Down goes the top player by three points enough to put the player who played the card 1 point ahead of him to steal the win.

Disgusting. Simply disgusting. But we love it and aren't changing it at all! :D

We used to have games where we were happy playing, but by turn 2 or 3, you could actually tell (or so we thought at the time!) who was going to pull the game off, especially if they started with a whole continent like Europe or America. (with our setup, happens, RARELY, but it happens)

But our new mantra, thanks to the command cards and a health dose of "hey, let's nuke that bastich on the last turn!" has been:

"It ain't over... till it's over. You just NEVER know..."

LOL

Thanks for all the comments.... may all your sixes roll true!

darth_borehd
10-23-2003, 07:40 AM
Directed Fallout - Nuclear

You have found a way to direct fallout from a nuclear attack in a certain direction. Choose a territory next to an irradiated territory. Eliminate 1d8 of the forces there due to nuclear fallout.

cost: 3 energy

darth_borehd
10-23-2003, 12:17 PM
Jump Jet Troops - Land Command Card

From a single land territory, choose a number of MODs to convert to jump jet troops. You can now jump over a land territory to attack a land territory beyond it. Jump jet troops can cross water only where there is a link between the territories indicated on the map. Once the attack has begun, the attacking player must keep attacking until all of his chosen MODs are destroyed or the territory is captured.

cost: 1 energy per attacking MOD

darth_borehd
10-27-2003, 06:02 AM
Mutually Assured Destruction - Nuclear Command

Whether its your turn or not, if another player uses a nuclear command card that causes you to lose MODs, commanders, or space stations, you can immediately play one of your nuclear command cards against that player without spending the energy needed to use it. The card you play can affect just that player or multiple players including that player.

cost: None

[ October 27, 2003, 03:53 PM: Message edited by: darth_borehd ]

darth_borehd
10-27-2003, 06:24 AM
Inspire Courage - Diplomat Command

Your diplomat has delivered a speech that has rallied your troops. During this turn, add one to all die rolls when attacking from the same territory that contains your diplomat.

cost: 1 energy

darth_borehd
10-27-2003, 12:51 PM
Call in Napalm Strike - Land Command Card

On a single attack from a territory that contains your land commander, get an extra attack using 3 eight-sided dice without any risk of losing your own forces.

cost: 3 energy

darth_borehd
10-27-2003, 01:04 PM
Stealth Submarines - Naval Command

Choose a water territory card at random. This water territory now has 3 extra MODs that can be placed whenever the player wishes.

cost: 1 energy

darth_borehd
10-27-2003, 01:06 PM
Cloaking Device - Lunar Command

Choose a lunar territory card at randoom. This lunar territory has 3 more MODs that can placed whenever the player wishes.

cost: 1 energy

Milwaukee_Madmen
10-28-2003, 08:38 AM
Unilateral Disarmament Treaty: Nuclear Deck

You have convinced all the other players to sign a strategic treaty limiting the use of nuclear weapons. [For a cost of 2 Energy, all otehr players lose two nuclear command cards and the player playing the card loses one nuclear command card.] Must be played before you declare any attacks.

(Note: The player playing the card IS actually losing two cards as they are also "losing" the card they are playing.)

Milwaukee_Madmen
10-28-2003, 08:45 AM
ESPIONAGE! : Diplomatic Deck

Your spies have been hard at work and brought you vital information. [ For the cost of 1 energy, you may look at the command cards of any one player. OR For the cost of 3 energy, you may randomly take one card from another player's deck. (If you choose a command card that you do not have a commander for, it may not be played until you have the appropriate commander.)

Note: Obviously it's powerful if played on a player who only has one card. smile.gif Also, we usually have the "victim" hold their cards under the table and have the person playing the card reach under and grab a card at random.

Milwaukee_Madmen
11-12-2003, 10:11 AM
:: BUMP :: :D

Land / Lunar Decks

"Falsified Orders"

"You have sent falsified orders to your enemy's MOD's causing them to redeploy."

Cost: 2 Energy - Move up to four enemy MOD's in any Territories adjacent to a territory that you own (Land Territory if card from Land deck, Lunar Territory if card from Lunar Deck) up to one territory away. The MOD's may only be moved to an adjacent territory occupied by the same enemy and you must leave at least one MOD any territory you are moving MOD's from. Play before you declare any attacks.

Incubus
01-05-2004, 12:21 PM
Diplomacy Cards

Secret Treaty
Energy: 3
Play before your Invasion phase. Instead of taking your invasion phase this turn, pick one opponent and let them immediately begin their turn. The following year, you may take an extra turn by replacing their turn.

Explanation: A very nasty concept- you ‘trade’ turns with an opponent. This can be risky, since they can devastate you before the following year. However, pull this out in year 4, and you have a lot of clout at the end of the game. Do note that the opponent still gets to participate in bidding, so while you get their turn the following year, they can still dictate when you get to take it.

Arms Treaty
Energy:0
Play at the end of your turn. Any player may discard a Command card in their hand to discard 2 cards of their choice in the Command card decks.

Explanation: A useful way to try to deprive your opponent powerful Command cards. A viable strategy in a large game is for people fearing MAD situations in year 5 is for everyone to try to discard as many nuclear cards as possible. However this also means it is possible to increase the likelihood that someone will draw a good card if it was near the bottom of the deck.

Incubus
01-05-2004, 12:23 PM
Land Cards

EMP Field
Energy:1
Play after your opponent has declared an invasion. The opponent may not play any Command cards for the rest of the turn.

Explanation: This is a defensive version of Frequency Jam. Note that the opponent can feasibly prevent this card from giving him trouble by playing Frequency Jam first. I really like cards that ‘counter’ other cards, it expands the strategy aspect of the command cards and gives you a reason to use them.

Mod Teleporter
Energy:2
Play during your invasion phase. You may attack an enemy land territory of your choice that is not adjacent to your attacking territory, so long as it is on the same continent.

Explanation: A card similar to Invade Earth with a few strengths and weaknesses. Here you get to choose where you attack, which means it is good for attacking 1 mod territories that the opponent doesn’t reinforce because they have a buffer zone. On the other hand, you are limited to using it on the continent you are fighting over.

Incubus
01-05-2004, 12:26 PM
Naval Cards

Amphibious assault
Energy:1
Play after you have declared an invasion from a water colony to a coastal territory. You may add +2 to your dice rolls, distributed among 1 or 2 attack dice (one dice can have +2, or two dice can have +1 each) for this invasion.

Explanation: Gives a water commander a powerful tool for breaking into enemy-held continents. Useful when combined with Assemble Mods by converting a recently-conquered water colony into a powerful staging area into a distant continent.

Sonar Array
Energy:1
Play after the opponent has declared an invasion into a water colony you control. The opponent may use no more than 2 attack dice for invading this colony this turn.

Explanation: Makes it easier to defend water colonies. Generally being able to defend on a 1:1 dice ratio favors the defender, so this helps even the odds for the defender in some cases.

mac224-2
01-06-2004, 04:29 PM
Transport Sabotage
Diplomat
Cost: 3

Effect:
Your agents sabotage your opponent's transportation network. That player cannot perform their redeployment this turn.

When to Play:
Play when an opponent attempts to redeploy forces. Does not negate the "Redeployment" card.

Offsprung1
01-07-2004, 04:07 AM
Haven't made one yet but considered a "Radiation Clean-up Team."
For 2 energy, you can remove a "Devastated Land" chip and now invade that territory. This would greatly open the abilities for attack into colonies nearly inaccessible before.
Debating whether able to choose territory or have to randomly draw from four cards chosen at start of game.

Incubus
01-07-2004, 06:49 AM
Ooh, the transport sabotage sounds good! Forcing your opponent to skip their redeployment means that there will be a lot of territories that don't have enough mods, no matter how well they did on their turn!

Milwaukee_Madmen
01-07-2004, 04:02 PM
"Nuclear Disaster"

For a cost of 3 (three) energy, randomly draw one land card from the deck. This card instantly becomes a devasted land. Remove all units/items from the territory. In addition, roll 1d6 for each territory that is adjacent to the target territory (not including moon territories via space station, only land/water territories). On a roll of 3+ remove half of the MODs in that territory, otherwise remove 1 MOD from the territory. This card may not be cancelled with any other card, nor may this card be reused. Must be played before you declare any invasions.

NOTE: This is a desperation card for that player who is losing the game, as the card COULD affect a territory he owns. The card costs three because that player would have to use all of his energy that turn, and three is the minimum amount of energy a player gets in a turn.

With all the toying around with "removing" a devasted land marker, since we have two box sets in our group, we decided to experiment with ADDING a devasted land. smile.gif

[ January 07, 2004, 07:03 PM: Message edited by: Brewcity Warmasters ]

Incubus
01-08-2004, 09:18 AM
I had that idea too, in fact, I had the EXACT same idea (though it only affected the drawn territory).

Only in my idea, it could be ANY card- you'd shuffle the Land, Water Colony, and Moon decks together and draw a card. It would be useful in a situation where you, through a run of bad luck, have a tiny number of territories. There's always a chance you could nail your opponent's space station/important commander.

Incubus
01-08-2004, 09:24 AM
I don't know about you guys, but I like the concept of 'dual effect' cards (particularly in Diplomacy cards). These are cards where you are either 'trading' something with an opponent or an ability that effects everyone. The reason I like them is because you can create powerful cards without making them overpowered (I also like cards that have the potential to backfire horribly :D ) Also, they encourage the player to save them so that they are used in a favorable situation. Like this card-

Nuclear Card
Power Surge
Cost: 0
Each player must remove 1 mod from play for each energy token they currently possess.

Bust this out on turn 5 and watch the nuke-hoarding-energy-laden opponent whose turns next have his jaw hit the floor :D

mac224-2
01-08-2004, 11:48 AM
<G>

As a variation on the "nuclear disaster" theme, I offer the following variant in grim jest:

Start the game with NO devastation markers on the board. The earth is green and fertile.

Whenever a territory is completely denuded of MODs due to a nuclear card event, then place a devastation marker there. The territory is no longer passable to any player.

Notice you only have 4 devastation markers.

When this happens to the 5th territory, game is over and everyone loses!

You'll have the winning players buying and hoarding nuclear cards just to keep them out of the losing players hand!!!

As a variation to the variant, if you DO have access to more than one set of counters or don't mind using pennies or other markers, then simply put no limit on the number of devastated territories that can accumulate. You could end up with some wierd effects like players getting totally surrounded by devastated land.

The moon will look pretty darn attractive when the earth gets radioactive!

mac

msjells
02-01-2004, 02:00 PM
The following message was posted by TheHeroFactory, but due to some problems with the format was deleted.

Double Agent - Diplomat Card

Overrides a Cease Fire.

Cost: 4
-------
Deflector Foil - Land Card

Overrides Frequency Jam

Cost: 2
-------
Planetary Alignment - Diplomat Card

Fortune smiles upon your forces! Play this card before your first invasion on your turn. This card allows you to re-roll any three dice until the end of your turn. You must take the result of the second roll if you choose to re-roll a die. Any unused re-rolls are lost and cannot be carried over to your next turn.

An alternate form of this card can be used defensively, when you can force any three dice to be re-rolled by an opponent during his or her turn.

Cost: 3
-------

And if you REALLY want to stir up chaos in the game:

Auto Launch Sequence - Nuclear Card

All players with Nuke cards, regardless of whether or not they have a Nuclear Commander in play, MUST play all their nuke cards in any order they choose, at no energy cost. Dice off to determine who will play their cards first, second, etc.

A player may not play this card if he or she is the only one with Nuke cards. This would allow the player to play all his or her cards at a reduced cost.

Cost: 6

I am attempting to contact this poster to get this cleared up.
Moderator John

Offsprung1
02-07-2004, 03:51 AM
Self-destruct card...cost 0 (maybe 1)
Before an enemy takes over your territory with a space station you dont want them to have, play this card and blow it up once you lose the territory. haha...sorry about your luck!

Milwaukee_Madmen
02-08-2004, 04:55 PM
Been awhile, but offline work and car accidents and other fun things have kept me away from the boards, if not from the game. :D

We are currently now experimenting with cards to "curtail" the viciously nasty Tech command deck cards. Harsh harsh and more harsh. The first few games we played, that deck became "the deck" to get and use and dish out... but life goes on and that which you cannot kill, you conquer. smile.gif

Due to the cards in the tech deck, we eliminated all of our "specials" for awhile to see how things turned out, but we're back to card modding.

Land Deck Cards:

ENTRENCHMENT, Cost: 2 Energy - This card may be played when an opponent declares an invasion into a land territory you own. Your defenders are entrenched, allowing you to force the attacker to reroll one of his attack dice. The second roll must be accepted, even if it is higher than the first.

ALL ON OUR OWN, Cost: 0 Energy - This card may be played when an opponent declares an invasion into a land territory you own that contains no space stations or commanders, and contains less than four MODs. Your defenders are expert marksman, conserving their ammunition. You defend with a single D8. This card lasts until the end of your opponent's current turn.

SUICIDE CHARGE, Cost 3 Energy - Play this card when declaring an invasion into an enemy territory with an invasion force of at least 3 MODs. The Attacker rolls 1D6 and the Defender Rolls 1D8. For each MOD the attacker has more than three, add 1 to each dice roll. (No more than a maximum of +3) Each player loses the amount of MODs rolled on their dice (plus any additions). If the attacker has any MODs left, he must continue to attack the same territory as normal until the enemy is defeated or all of his MODs are destroyed.

FORCE TO BE RECOKONED WITH, 1 Energy, Play when you declare an invasion into an enemy territory. This card may only be played on a territory that does not contain a commander or a space station. So long as the attackers do at least one casualty to the enemy when they are attacking, they may elect to substitute one of their d6's with a d8. Should a combat roll end with no enemy casualties, that attacking force may only roll 2d6 maximum for the remainder of the turn (instead of 3).

Diplomatic Deck:

DEFECTORS, Cost: 2 - Play this card either when you are invading a territory or you have been invaded. Roll 1D6. Gain that many mods and your opponent loses that many MODs as the affected units defect to your cause. May not be used against a force containing any commander. (But a space station is fine! :D ) Add +1 to the roll if the diplomat is present in your force.

mac224-2
02-09-2004, 04:22 PM
BW, I like those! I'll take the libery of modify one slightly and add one "counter-" <G>....

ENTRENCHMENT (LAND/SPACE), Cost: 1 Energy
Play when an invasion is declared on one of your territories. You have built an extensive network of bunkers and trenches. For the remainder of the attacker's turn, you remove 1/2 (round up) of the MODs that you would otherwise lose in any die roll.

ARMORED MODS (LAND/SPACE/SEA) Cost: 2 Energy
Play when you declare an invasion from one of your territories. Your attacking MODS are fitted with add-on armor plates. For the rest your turn, during attacks from that territory only, you remove 1/2 (round up) of the MODs that you would otherwise lose in any die roll..

OGRE MOD (LAND/SEA/SPACE) Cost: 3 Energy
Play at any time. Take an extra "Fiver" MOD from an unused or one of you opponent's discard MOD build piles. Place the MOD on any one of your territories. This MOD is an "OGRE" MOD and is treated like a nuclear commander for combat purposes. It can be used to roll an 8-sided die during any combat round as long as it survives.

CLONE (DIPLOMAT) Cost: 2 Energy
You have secretly grown clones of your command staff. Play immediately when any one of your commanders is removed from play. You activate his Clone, and immediately place the same commander in any other friendly territory.

-mac

Milwaukee_Madmen
02-10-2004, 01:00 PM
Hey Mac... like the clone card. smile.gif However, your MOD on the Entrenchment card has me a little baffled (and would be same for the other 1/2 defensive cards you put up...)

Player A has Pevek with a Space Station and 4 MODs.

Player B has NW Oil Emerate with Land Commander and 6 MODs.

Player B attacks Player A who plays Entrenchment (yours).

Player A rolls 7, 4, 4.
Player B rolls 2, 1.

Player B loses 2 mods but due to card loses 1 (1/2).

Player A rolls 5, 4, 1.
Player B rolls 6, 2.

Player B loses 1 mod but due to card still loses 1 Mod.

So instead of the 1/2, I would suggest saying the defender can only take 1 casualty at a time regardless of the amount of dice he rolls. :shrug: or something like that.

Milwaukee_Madmen
02-10-2004, 01:11 PM
Okay, here's an idea for a card but we're not sure which direction to take for it. We'd rather not do a card that has variable spending options for this idea, but on the tails of the Clone idea and also the Civ ability Insurance in the PC Game Empire Earth (every unit of yours destroyed returns a fraction of it's cost back to your pool)

So, with that in mind....

MOD Salvage (Land/Water/Space) Decks

Play this card when a (L/W/S) Territory you own has been invaded.

Version 1: Cost 2 Energy - For every two MODs destroyed, receive one energy back into your energy pool.

Version 2: Cost 3 Energy - For every two MODs destroyed, regain 1 MOD (deployable at the start of your next turn) OR for every three MODs destroyed receieve one energy back into your energy pool.

Version 3: Cost 2 Energy - For every two MODs destroyed, regain 1 MOD (deployable at the start of your next turn).

Version 1 is someone else in our groop's idea (Big Money G), and Version 2 and 3 are my own. I like the idea of a return on your investment, I just think 1 energy for every two MODs is pretty high, considering what gets stacked in some territories. I'm just not sure if it should be used for Either/Or like version two, or skipping the energy and just used for MODs like version three.

What do you guys out there think?

Regards,

FoxTrotOne and Big Money G

mac224-2
02-11-2004, 10:37 AM
Hey Mac... like the clone card. smile.gif ...
So instead of the 1/2, I would suggest saying the defender can only take 1 casualty at a time regardless of the amount of dice he rolls. :shrug: or something like that.[/QB]That is much better.

drh1127
03-18-2004, 12:11 PM
Hey guys, just bought the game the other day (40% off at local store!). Gonna get some friends together and give it a shot. There are alot of good card ideas here, but im curious how many have actually been playtested? In magic the gathering, people always talk of "broken" cards and R&D does alot of playtesting to get the cards just right for play. Some of these cards listed here almost seem broken. Or maybe just energy costs need to be modified. Anyhow, just curious of all the great card ideas listed here, how many have actually been used in games and worked out nicely? Brewmaster guys seem to play alot. Have you folks used all the ones you mention here? Do some sound good on paper and end up sucking in gameplay? Or vice versa?

2nd question: The bidding for turn spot seems a bit confusing. I have a feeling new players might not really know what turn is best to take what spot. I've read of the assignment of turns ( 1,2,3 then 2,3,1 then 3,1,2 etc) instead, so there is no bidding for turns. Seems easier that way and less headscratching involved. But in your opinion, does that ruin the game? Thoughts? comments?

Thanks,
Darren

mac224-2
03-19-2004, 03:19 PM
I have not tested any of mine, though I've played with non-standard cards. They were just ideas I threw out there. For your first game I would definitely stick to the standard deck anyway. There is plenty to learn in the game without complicating things with cards that may or may not be flawed smile.gif

Turn bidding adds a whole level of strategy, even though the mechanics of it are very simple. I would definitely use it. It will be a huge advantage to the players who understand it's power.

Best regards,
mac

Originally posted by drh1127:
Hey guys, just bought the game the other day (40% off at local store!). Gonna get some friends together and give it a shot. There are alot of good card ideas here, but im curious how many have actually been playtested? In magic the gathering, people always talk of "broken" cards and R&D does alot of playtesting to get the cards just right for play. Some of these cards listed here almost seem broken. Or maybe just energy costs need to be modified. Anyhow, just curious of all the great card ideas listed here, how many have actually been used in games and worked out nicely? Brewmaster guys seem to play alot. Have you folks used all the ones you mention here? Do some sound good on paper and end up sucking in gameplay? Or vice versa?

2nd question: The bidding for turn spot seems a bit confusing. I have a feeling new players might not really know what turn is best to take what spot. I've read of the assignment of turns ( 1,2,3 then 2,3,1 then 3,1,2 etc) instead, so there is no bidding for turns. Seems easier that way and less headscratching involved. But in your opinion, does that ruin the game? Thoughts? comments?

Thanks,
Darren

Milwaukee_Madmen
03-26-2004, 10:30 PM
Muhuhahahahahahaha.... I'm back! smile.gif

Been gone awhile... on one hand, nice to know not much has changed, on the other, wish there were more posts. smile.gif

Yes... all of the cards I have posted for our group have been playtested by us numerous times. In fact, I don't recall ever posting a card we HAVEN'T playtested (and not just "a game", either... lol ). Although if someone wants to prove me wrong, I'm fair game... lol, i just don't want to surf thru my old posts to try to remember.

Before a card is tested, our group has to all agree, and all of the cards are usually "created" by more than one person. We have revised energy costs only once or twice... we have enough feel for the game that we are usually right on the money when it comes to what we want in our "custom cards".

That isn't to say our way is the right way... or even the best way... for other people. But it's good and best for us. smile.gif

I will say though, since using the tech commander and the tech deck... we haven't used our customs at all lately. Mainly to get enough time to master the tech deck. Those cards are nasty in and of themselves. How do we play without the frontline materials? See our upcoming post... "Three ways to frontline fun..." to find out. smile.gif

I find it very funny and VERY justifying... that our group came up with "Critical Confusion"... which is exactly what "Mind Control" is in the tech deck... before we knew what the cards from the tech deck were. So we can't be too far off in our experimentations.....

lol...

See you on the flipside... keep rolling those fives... cuz i sure need the damn sixes. smile.gif

Milwaukee_Madmen
03-26-2004, 10:33 PM
ROFL!

Four posts above my last one... is a post where (for the first time in my knowledge) we posted about "theoretical" cards.

In that post I was soliciting opinions, (which is clearly stated in that post) about a possible new card we were going to try.

So okay, yes, we DID post a non playtested card... but in our defense it's because we're still making it! smile.gif

wavex
04-01-2004, 11:36 AM
Hi Mac2 !!

The bidding is very important. And which place to take depends on which strategy you are gonna use and which lands that you took in the initial placing of the mods. I'f i have a lot of lands connected to water i usually try to go first. if i have 1 or more piles of mods and am lokated centrally i will try to go last and see first what the others do. When nobody has more that 1 energy i'll save 2 energy for bidding in the next round (so that i take 2 rounds : the 5th of year 1 and the first of year 2).
To me is bidding and MOD placement a part of the whole RISK strategy...

Hope this helps,
greetz

Hope this helps

Seriphyn
04-08-2004, 05:27 AM
Originally posted by mac-2:
<G>

As a variation on the "nuclear disaster" theme, I offer the following variant in grim jest:

Start the game with NO devastation markers on the board. The earth is green and fertile.

Whenever a territory is completely denuded of MODs due to a nuclear card event, then place a devastation marker there. The territory is no longer passable to any player.

Notice you only have 4 devastation markers.

When this happens to the 5th territory, game is over and everyone loses!

You'll have the winning players buying and hoarding nuclear cards just to keep them out of the losing players hand!!!

As a variation to the variant, if you DO have access to more than one set of counters or don't mind using pennies or other markers, then simply put no limit on the number of devastated territories that can accumulate. You could end up with some wierd effects like players getting totally surrounded by devastated land.

The moon will look pretty darn attractive when the earth gets radioactive!

macYou know what, when I was thinking of a computer game version of this, I though just about that idea!! If the territory becomes victim of many attacks and nuclear attacks, it gets devastated and when it exceeds a certain limit, the o-zone gives in and its ARMAGEDDON!!

how about

Radioation Diversion (nuclear) 4 energy

You have directed the fallout from a devastated land into another territory.

Take one Devastation marker and place it on a land territory of your chose

One problem with custom cards is, can you make it look 'professional' enough, lol.

Possessed Freak
04-13-2004, 08:54 AM
Nuke
Death Star
4 energy
Play before your first invasion. If you control an entire moon colony (continent?), choose 2 land territories, destroy D8 units in each (roll twice).

Referee
10-15-2004, 02:42 AM
Looks to me Clone should cost 3 energy, since that's what a comander costs.