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Card ideas: 2025-01-22 02:42:09


alexclusive 
Level 65
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Mods can now have cards do pretty much anything, so I thought we could share ideas here. There has been a thread like this before, but I think it has more or less been a joke (remember order delay card delay card?). However, if anyone finds it back (I couldn't), please share the link here.

I'll start with an idea:

Russian roulette card
Works like a reinforcement card of X armies 80% of times, but like a bomb card on your own territory with the largest stack 20% of times.
Card ideas: 2025-01-22 02:45:05


alexclusive 
Level 65
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(Uno) reverse card
The next card your opponent plays will have the opposite effect. A reinforcement card will instead deduct X armies, an order delay card will play as an order priority card, a blockade card will do... something!
Card ideas: 2025-01-22 02:47:57


alexclusive 
Level 65
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Paratrooper card
A random territory of your opponent beyond the front line (not one you already border) becomes yours. If there are any movable armies on it, they are eliminated. If you border all your opponent's territories, the paratrooper will land on one of the border territories, but only then.
Card ideas: 2025-01-22 02:51:31


alexclusive 
Level 65
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Epidemy card
All territories controlled by all players lose X% of their armies. This is useful if you are at a stack/total army count disadvantage.

Edited 1/22/2025 02:51:47
Card ideas: 2025-01-22 02:55:19


Motoki 
Level 63
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Mine field card

Place a random mine field on a territory you control. If your opponent attacks certain territory, the mine field goes off, removing the mine from the territory and reducing your opponent’s stack by 50%. This is good when your opponent is attacking a single territory and you know which one but sucks when there are multiple territories and you probably won’t know which territory to use the card for.
Card ideas: 2025-01-22 02:56:24


alexclusive 
Level 65
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Wild card
A random change of settings occurs. This can be be anything from the attacking kill rate suddenly increasing to 75% over an airlift card suddenly being given out every turn to South America suddenly being worth 6 armies per turn.
Card ideas: 2025-01-22 02:59:46


Motoki 
Level 63
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Embargo card

Teammates cannot send armies over to other teammates for a set number of turns.
Card ideas: 2025-01-22 03:01:43


Motoki 
Level 63
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Annexation card

A territory your opponent has becomes yours.
Card ideas: 2025-01-22 03:02:07


alexclusive 
Level 65
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No sense of direction card
For the following turn, wherever your opponent transfers armies, they will instead head to any random other territory they border.
Card ideas: 2025-01-22 03:04:00


Motoki 
Level 63
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Defensive fortification card

Increase defensive kill rates for a turn.
Card ideas: 2025-01-22 03:05:08


alexclusive 
Level 65
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Intervention card
A third player (controlled by AI) enters the game from a random, previously neutral territory.
Card ideas: 2025-01-22 03:08:12


alexclusive 
Level 65
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stefano36000 card
Can only be used in games with at least three players. You pick which other player you play it on. That player will, at an unforeseen moment from next turn to in 36 turns, suddenly be eliminated without any warning or explanation. Nobody except you can see that the card was played.
Card ideas: 2025-01-22 03:13:03


ZombieSlayer 
Level 64
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Nuke card. After 100 games played (or for every 100 games), players receive a 'nuke card' they can use in a ffa game to automatically win...or to eliminate another player.
Card ideas: 2025-01-22 03:13:43


Motoki 
Level 63
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Weighted Random - Straight Round switcheroo card

For 1 turn if the game is WR, it is now SR and vise versa.
Card ideas: 2025-01-22 03:14:38


alexclusive 
Level 65
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It's a prank card
A random territory held by your opponent behaves as if an emergency blockade card was played on it, for no apparent reason.
Card ideas: 2025-01-22 03:17:37


alexclusive 
Level 65
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Tsar bomb card
Can be played on any opponent's territory you border. The bombed territory loses 100% of its armies, all bordering territories lose 60% and all territories bordering these (two away) lose 20%. Hence, your own territories are bound to suffer too.
Card ideas: 2025-01-22 03:19:28


CraZy 
Level 64
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INSS card / Landria card / Normal card (Although it's kinda impossible for coding)

For some reason, the income system is switched to INSS or landria mode or normal mode when playing on an alternative income system for 1 turn. However, it's random on which system you end up on.
Card ideas: 2025-01-22 03:20:51


alexclusive 
Level 65
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Airstrike card
Like an airlift card, except that it kills a certain number or percentage of armies instead of transferring them. Can be played on fogged territories too, in which case you will not see the impact.
Card ideas: 2025-01-22 03:22:36


ZombieSlayer 
Level 64
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Zombie Apocalypse card. A card can be used to drop into a specific location of an opponent. That location turns into a 'zombie' haven and expands 5x on attached territories for every turn. Extra cool if there were actual little zombies on the territories walking around.
Card ideas: 2025-01-22 03:23:30


alexclusive 
Level 65
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Alien invasion card
Like an intervention card, except that it has preferred kill rates and/or starts with 1000 armies. The last player to survive the alien invasion wins.
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