Conquer Club

New Cards

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New Cards

Postby CreepyUncleAndy on Mon Feb 12, 2007 5:12 pm

(a) Wild Cards -- contain a territory name; count as any color you choose.

-- The following optional cards are played in addition to a regular set of three. For example, you could play Red+Green+Blue+Assault, or Red+Red+Wild+Trenches.

(b) Assault Cards -- contain a territory name, but no color. Attacks by you originating from or going into the named territory allow you to attack with FOUR dice/armies per roll (as long as you have the armies available).

(c) Trench Cards -- contain a territory name, but no color. Attacks launched on the named territory are limited to TWO dice per roll until your next turn.

(d) Mobilization Cards -- contain a territory name, but no color. At the end of your turn, you may fortify this territory with armies from any other territory you control regardless of where they are as if they were considered adjacent.

(e) Partisan Cards -- contain a territory name, but no color. Before your first attack, the named territory comes under attack by guerilla partisans (phantom armies that are considered to attack from "out of nowhere"). Three guerilla armies are part of the initial assault, and will automatically keep attacking until either the partisan armies are eliminated or the defending armies are reduced to less than 3, at which point the guerilla raid ends. This is to prevent the territory from becoming "empty". Actually, strike that. The guerilla armies attack until either they or the defenders are eliminated; if they eliminate the defending armies, one army of your color is placed on the territory (for each surviving partisan army?). Cautious players with sufficient resources will leave more than one army on each territory in order to prevent insurgent incursions.

(f) Conscription Cards -- contain a territory name, but no color. At the end of your turn, after fortification, gain +2 armies on ALL territories you control which are named on this and any other cards you turn in. For example, if you played Kenya, Rhodesia, Sumatra and a Conscription Card naming Kenya, 2 more armies are automatically placed on each of these territories when you end your turn (with Kenya getting +2x2 for a total of +4). ALTERNATIVLY, perhaps easier, instead gain +3? armies on the named territory if you control it at the end of your turn.

(g) Automatic Win Cards -- contain a territory name, but no color. If you own the named territory at the end of your turn, you win. :D Joking on that last one....
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Postby notkin on Mon Feb 12, 2007 5:56 pm

the one problem is the 5 card limit rule. you could have 5 "additional" cards and no normal ones. What would you do?

Also if you had 1 country but had 4 cards you would want to attack one country so you could get a card and a set. this would mean that you couldnt turn in your next turn which you were depending on.

There could possibly be two decks and you choose which pile you want to choose from
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Postby CreepyUncleAndy on Mon Feb 12, 2007 6:02 pm

Hmmm....two decks....that would make this alot easier -- too easy?

How about this -- if you get 5+ cards, before trading in a set, you can trade in any of the non-territory cards you have to see if you can make a set.

Also, maybe you just need to turn in a "set of one" card if you want to use one of your "super" cards.

Or, maybe the cards can be linked thusly: territories are only named on the regular Red Green Blue and Wild cards, but the cards that affect a territory (like Assault and Trenches) affect the territory named on one of the cards you play with them, and you can play one territory card plus one special card for a total set of two.

Or, maybe the special cards can be just like the normal ones but with a special ability (i.e. red-Brunie+Assault). This way, you would always be able to make a set, and some of the cards in the three-card-sets could give you a special bonus or whatever.

The nice thing about this is that it makes Conquer Club sufficiently different from normal RISK to avoid litigation (which wouldn't happen anyways).
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Postby adam3b58 on Mon Feb 12, 2007 8:20 pm

i like the concept, but if this were to be implemented i hope they make it an option, like 'classic cards' or 'new cards'
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Postby ericisshort on Mon Feb 12, 2007 9:27 pm

meh, i think it over-complicates things.
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Postby AndyDufresne on Mon Feb 12, 2007 10:47 pm

I think first we should work on getting a 'real deck', and then perhaps wild, before we go into too much else. :)


--Andy
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Postby AK_iceman on Mon Feb 12, 2007 11:27 pm

This should already be on the to-do list. Jaydog suggested it awhile back. :wink:
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Postby shaddowfire on Tue Feb 13, 2007 12:14 am

This idea would be a lot like creating something like Godstorm risk, or 2210AD risk. Having cards other than the 'normal' bonus cards. I like the idea.
Blades will bleed. Shields will shatter. But as the light fades, will the hero rise again or will darkness reign?

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Postby Dr. Jim on Thu Feb 15, 2007 12:49 am

Wild Cards: Yes.
All those other cards: No.

The game is based on RISK, which does have wild cards, but doesn't have all that extra stuff.
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Postby kclborat on Thu Feb 15, 2007 1:21 am

those other cards are crazy. truthfully i dont like them much.
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