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Chameleon Tank - give a ground mech unit 50% speed, camo with shot, +1 vision, 25% armor
Last Survivor - resurrect one unit which was destroyed in the past turn, it gains -15% life every turn (ice9: maybe call this Resurrection?)
Blitz - 1 turn duration: all ground unit get 150% movement (schlumpfi: im not sure if he meant +150% or +50%).
Sky Aid - 1 turn duration: all air units get 150% movement (schlumpfi: im not sure if he meant +150% or +50%).
Napalm Bomb - deal 25 damage to one hex and the 2 hexes around it (schlumpfi: i guess he means the ring of hexes around it, and another one). those hexes are set on fire for 3 turns, which deal 25 damage whenever a unit steps on it. this damage also applies to flying units.
Magnet - move one unit one hex.
Last March - make one unit undestructible and give it +100% damage. after that turn, the particular unit is destroyed.
Weapon Upgrade -one more shot for any unit. (e.g. AA has 3.0 shots -> card use -> AA has 4.0 shots). High Weapon Upgrade -two more shots for any unit for a two turn duration
Anti-Tank Commander -raise one infantry's health to 100, give +1 range, +1 vision buff, +1 hex speed and 1000% damage vs vehicles. lower its damage to infantry to 0%. infantry cant take ressources or cps.
Kamikaze (maybe rename it). -destroy one of your infantry units. All units on hexes attached are destroyed too.
Sniper - give one infantry +4 range and +2 vision. infantry gets 150% damage. (+50%).
TRAP duration: 1 turn place one heavy and one light next to any friendly unit
OPERATION SILENCE duration: 1 turn camo on one mechanical unit. unit can't shoot
FALSE TARGED (200g at least) change your HQs HP with the HP of your enemy.
LAST HOPE fully heal 3 of your units. after 3 turns, those units die.
GUN TURRET place on gun turret on the target hex. range: 3 vision: 1 shots per turn: 3 hp: 150 damage: vs ground 3-6 (18) air 20 - 30 (90) vs inf 18- 25 (75) vs buildigs 1 (3 )
SPY turn one of your enemies airports or tank factories into yours.
HEKTORING (50$) place one of your enemies units on one of his starting hexes
HEKTORNG 2 (100$) place two of your enemies units on his starting hexes NEW FORMATION exchange the position of two friendly units.
SUNLIGHT all hexes are visible for one turn.
POSTURALWAR all units are immoblized for one turn. you can only move 3 units in the next turn.
ONE MAN ARMY one unit gets 100% armor. it gets +50% damage. you can only activate this buff when you dont have more than 2 units.
LAST AMPLIFICATIONS OR ENDWAR ( i not sure which one is a better name) (you can only activate this card if you have lost more than 25 units in this match and if you have at least 2 units less than all opponent players.) no player can build any units anymore in this match.
APHIBIEN UPDATE one ground unit can now move over every terrain except trees.
ANTI AIR UPDATE change one ground units range to 3. you can only play this card on arties and tanks. the particular unit can now attack air units. they have this damage against air: arty 30- 35 70 damage light 10 -13 65 damage helvy 22 -25 75 damage
JAMMER make one hex invisible for all enemy units. this card can only be played in 5 range of one of your units.
SURENDER ? all your units get bulletproof for 3 turns (100% armor). you lose after 5 turns. you can't have this card and an airlift in the deck at the same time.
TRANSPORT HERO replace an infantry with a transport hero. hes immune to debuffs. he does the same damage as a armored transport. he can move 5 hexes. he can cap buildings.
HELI WEAPON UPTADE duration: 2 turns one heli can now do as much damage to air units as to ground units.
SABOTEUR ( you only can have one of these cards in your deck) destroy one infantry unit. if it is in vision of the enemy base, the base gets 300 damage.
RECON ARTILLERY place one artillery with +4 vision on a starting hex
SCRAP BONUS sell one friendly unit for its full price.
FLOOD LIGHT place a lamp on target hex. all players get 12 hexes vision around it (schlumpfI: i guess its too much)
BARRACKS a building which can produce infantery units. infanteries here cost half the money.
SCOUT TANK (70$) replace a recon with a scout-tank. it has 5 vision, 140hp and deals as much damage as a light tank.
WALL build 5 hexes full with wall-buidlings. those hexes have to be adjectant to one other. your own units can go over this wall
AMORED WALL the same as the wall, but with -20% damage
LITTLE PRESENT give one mechanical unit from the opponent +50% damage but this unit can not shoot for two turns
DIRTY ARMOR give one mechanical unit from the opponent +20% armor buff but this unit can not shoot for two turns
MERCENARY SOLDIER give one inf +300% damage, +40% armor, and camoflage. You lose 25g every turn this inf is alive (or it may be that he said at full health. What does "Overlife" mean?)
TANK CONTRACT give one ground unit +100% damage, +50% speed, and +20% armor. For every turn this unit is overlife you lose 50g
AIR CONTRACT give one air unit +100% damage, +75% speed, and +20% armor buff. For every turn this unit is overlife you lose 60gh
CONTRACT EXTENSION ( 75gold) give all your mercenary units 5 turns longer time
ANTI DEBUFF remove all debuffs from one unit
ANTI DEBUFF BUFF the target unit can not get debuff for 3 turns. Your opponent can not see this buff
NO MORE HEROES make one hero to a normal units with only +50% damage buff
CONTROL POINT RECYCLING lose 5 victory points and heal all your units
OIL BARON lose 10 victory points and get 500g
OIL THIEF the oponent loses 5 victory points but all of his units get +20% damage buff
MERCENARY ARMY (only one in a deck) set one mercenary air unit, tank, inf, and, AA in the starting zone. Duration of 4 turns.
I ONLY NEED ONE SHOT (150) (only one in a deck) give one unit an endless % damage buff vs everything but buildings for one turn, and may only fire once. After that turn, the unit takes 75% damage.
WE'RE NOT DEAD (only one) replace all units that were destroyed last turn. They can not be placed on an inhabited hex. Place on a neighboring hex to your units.
TRANSPORT HELI place for one inf a transport heli with 125life points. He can shot only on ground unit and make 18-25 damage on ground 14-18 damage on inf movement is 4
FIGHTER TRANSPORT HELI same as transport heli but with +50% damage and +50% speed
MOMENTARY TROOP TRANSPORT create a troop transport for an inf that lasts for 3 turns. The transport has -25% damage.
MOMENTARY TRANSPORT HELI same are momentary troop transport with a transport heli but with -40% damage
WORK STOP used on an enemy's bulding (not HQ). It can not build or shoot (when it is a gun torrent ) for 3 turn
NOMANDIE AA VETERAN buff one aa with +1 range and +50% damage. The aa can not be target by air units but recieves 50% more damage from other units and can not move
ENCRYPTION ART buff one artillery with +50% damage and camo. The arty gets -1 range and -40% armor
CONTROL TOWER place one Controll Tower on the map. You can transport two friendly units to the tower every turn. The tower can not be destroyed but can be capped by the opponent(s)
TIME STOP(only one) increase the turn limit for the match by 2 REMEMBER all units that shoot at you the next turn are shown, ignoring fog of war
BETTER MINING (60) give one resource 2 "kills". They give now 50g when it is veteran it gives 75g
WORK REFORM (200) give all your resources 2 kills
BETTER MINING +4( 120) give one resource 6 kills. It does not give gold for 4 turns
OIL ORIGIN (50) give one cp 2 "kills". It gives 2 points per turn, but does not give any points for the 2 turns after the card is used.
OIL ORIGIN RAISE (180) give one cp 6 "kills". It gives 4 points per turn, but does not give any points for the 3 turns after the card is used, and only gives points when an infantry is standing on it. When the opponent caps, they get the same bonuses
RESOURCE ACTION 100g The opponent can not cap your resource for 2 turns.
CONTROL POINT ACTION 100g The opponent can not cap your control point for 2 turns.
*EARTH CENSUS census 2 hexex you dont can highes hexes they must use to get a point or rechorche+
PRISONER (inf/aa/art) (debuff) The unit's life is reduced to 20% and can not be healed.
CILDREN SOLDIER (needs a new name) give - 25% health, +2 vision, +3 movement, and camouflage. Unit can not shoot while camouflaged
PEACE TIME No units shoot for 1 turn. The following turn, no units can move.
ANTI OVER LUCKED BUFF 2 random buffed units owned by any player. The units' buffs are removed and receive a debuff mirroring the original buff
FLAG (60) set one flag one the target hex. It can not be destroyed from units shooting and has camouflage. When one enemy unit walks onto the flag it is destroyed and becomes yours
PATRIOT (may i suggest "Uncle Sam"? -Bubbles) Increase an infantry's health to 100, but he can not cap buildings and can not damage units, but when he shoot two turns on one unit, he converts them to your unit
ARMY COMMANDER Place one inf with +200% damage, +20% armor, +1 range, and +1 vision on a neighboring hex near a heavy tank
DONOR Give one of your units over to the enemy. The unit gets +50% damage and +20% armor. For every turn the unit is alive, the opponent loses 35g and you get 35g
DEMOLITION CREW (80) only one Destroy one resource or control point on the map. It no longer works. It can be revived with Construction Crew.
PERMANENT LIGHT TANK HERO (60) Take the time limit off of a light tank hero
PERMANENT INF HERO (40) same as permanent tank hero but for inf hero
PERMANENT FIGHTER HERO (40) same as permament tank hero but for fighter hero
MERCENARY HEAVY TANK HERO (150) place one heavy tank hero next to a friendly unit. Duration: 2 turns
EVERY HERO HAS A SIDEKICK (75) (this card must remain in your hand for it to work. You lose the money on the 2nd turn [1st turn is deck selection]) You can have 2 of the same hero at the same time. (in your deck or in-game)
FOOT GENERAL (0) (this card must remain in your hand to work. It takes 2 card slots.) all your infantry get +100% damage, +30%armor, and camo (can shoot). These effects are not "buffs". All your other units have -25% damage and -20% armor
$$ MEANS THIS CARD MUST STAY IN YOUR HAND TO BE USED, AND MONEY IS SUBTRACTED ON THE 2ND TURN (after choosing decks)
STEEL ARMY $$ cost 3 card places all your units have +30% health and +20% armor but they cost +50% more money (cards that make units [like enlists] dont cost extra but get the buffs). You not can activate cards that give more armor.
GROUND POWER $$ cost 50g and 2 card places give all ground units 50% damage 1+vision +1range (they not can get buff they give more vision range ) you not can have flights or helis
GREEN ARMY $$ cost 2 card places all units cost -50% money but they have -30% health and -20% armor (cards that make units [like enlists] dont cost less and dont have the debuffs). You not can give armor buffs.
ARTILLERY GENERAL $$ (60g) cost 1 card place give all your artillery, including heroes and mercenaries, +1 range (they can get other range buffs)
RECON GENERAL $$ (40) cost one cart place give all your recons, including heroes and mercenaries, +1 vision (they can not get other vision buffs)
MORE CARTS $$ (175) cost one card place give you 4 more cart places
HERO TRAP 50g The selected enemy hero can not shoot for one turn and can not move for 2 turns
HIGH RELOADED (one for each unit) Unit Cost+60g Place a unit with one weapon upgrade in the starting area
SAGITTARIUS (AA, heavy, heli, arty, and inf) Place one (corresponding unit) with +1 range and +1 more shot in starting area
TANK GENERAL $$ (cost 3 cart places) all your tanks get +100% damage, +20% armor, +1 vision, +1 range, and can shoot at air units with same damage against ground units. Your units get 100% more damage from artillery, infantry, and Anti-Air halftracks, and your tanks can not target infantry.
BASE RUSH TACTICS $$ (cost 3 cart place and 50 money ) all your units get +200% damage buffs vs buildings (hero are imune) they you places. air lift cost nothing but you not can cap anything and your units get -40% armor your opponent get only 100 lp for construction crew and only 15% armor when you after 5 turn not win you lose
SANITATION GENERAL$$ (cost 60g and 2 cart places ) Your units receive +4 health every turn and heal cards' costs are reduced to 0g
HOLE (60) Make one hex on the map disappear. The hex can not be inhabited when the card is used, and like other holes on maps, no units can go through it.
MOVING STRONGHOLD (2 cart places and 100g) destroy 2 heavy tanks, 1 artillery, and 1 AA that you control Place a Moving Stronghold on an adjacent hex to one of the units you sacrificed. It has 550 health, 2 movement, 5 range, 3 shots per turn, 2 vision, and 40 damage against everyone. It can also build units Your headquarters is destroyed, and when the Moving Stronghold is destroyed, you lose.
RAMBO (85) buff one inf with -1 range, +1 vision, and +30% armor. The inf can kill another unit with one shot only he has highest 2 one round.
SPEED IS A BETTER TACTIC $$ (100g and one cart place) every turn you push faster submit you win coin tosses for shooting. When you push submit second, you lose the coin tosses
NEED FOR SPEED Give one ground mechanical unit +200% speed and -20% armor for two turns
TURBO JET Give one air unit +150% more speed for 1 turn
RED BUTTON (150) all units (friendly and unfriendly) die if they get down to 1 health left.
ATOM BOMB (250) the range same are as minor/major artillery, but it shoots all units with 100 damage and 2 hex radius with 50% damage There is a 20% chance the units get an Atom Buff: +50% armor and +100% damage buff and not get 50% more damage
RESONATING WEAPON give one heavy tank this buff when a unit is behind a unit he shot on. this unit gets 50% from the shot damage too
UNIT CAP $$ (25g and 3 card places) every player (team) can only have up to 6 units
BOMBER FIGHTER give one fighter +100% damage vs ground units. He can no longer shoot air units.
HEAVY RAIN All units on the map (except recons?) get -2 vision for 2 turns
SHADY SCOUT (0) give one recon camo. He not can shoot while camo
PARTNER HEAL (ONLY ON TEAMMATE ) (40g) heal one unit 80 life points
TEAMED STORM (only in team games) You and your partner each choose one unit that you/he own, and they get 50% speed for 3 turns
MILLIONAIRE $$ (100g and 2 card places) Each resource gives you 10g more
STREET BUILDING Build roads on any 5 target hexes (Bubbles note: is vision required? An infantry adjacent to one? If an infantry is adjacent to the 1st hex, you could chain the hexes like Airlift used to be. I think that'd be a cool idea)
BANKAI (100) give on unit +100% in every category (vision is +2), but after 2 turns all your units get the opposite debuff for the rest of the game
THE BIG 5 (200) set one heavy tank, two tanks, one artillery, and on aa, on a neighboring hex to one of your units. Duration: 1 turn
HACKER (80) Target one enemy unit. After 2 turns, the unit becomes yours. The opponent can not see when you use this card.
ARTILLERY RANGE Give one ground unit the ability to shoot over trees and elevation
BIG BROTHER Replace one Light Tank with one Heavy Tank
SPIKED CHAIN Place 3 spiked chains (similar to SmokeBombs and LandMines). When a ground unit walks over it, the unit is immobilized for the rest of that turn, and 1 additional turn. A spiked chain is destroyed when it is activated, like LandMines
VETERAN OF WAR Give one unit credit for 5 kills
THE LAST ARMY give 5 of your units +75% damage, +20% armor, and +50% speed after you use this card, you not can build more units
00 AGENT give one inf camo, +1 range (they can shot ). The opponent only sees his unit lose health, he can not see the 00 agent shoot
ARTILLERY RETREAT (automatically activated) one artillery automatically retreats back to base when a unit is airlifted within 3 hexes near it
EMERGENCY RATIONS (automatically activated) buff one unit the unit automatikel heal with 10% life points when he is died in same turn he died Bubbles edit: ....what?
MASTER OF AIR §§ (2 card places ) all air units cost only 33% and make +50% more damage +10% armor you not can build ground mechanical units
ROCKET SILO place one rocket silo on the target hex. After 3 turns you can shot an artillery shot with 50 damage and 25 damage on the neighboring hexes (highest range are 10 for the shot) the silo can shot every 3 turns again (the opponent can cap this building)
_________________ Living goes by fast, catch your breath and it'll pass you by. And it won't last to sulk in the memories you hold.
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