Here is the list of changes, while we will implement after Skirmish implementation.
The tweaks target in two primary objectives:
1)Curses should cost more than 8 turns. (After the tweak, only self sacrifice will violate this, with good reason)
2)Curses that require additional turns to be profitable, should have low turn cost (ie Pacifism,Advanced Piracy etc)
Both objectives are required in order to make the game more long-lasting in battles and wars. It should leave more turns available for:
-More curses
-More attacks
-More fastens
which will all help in making the game more vivid.
Turns cost reduced to 1 (from 2):
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Countercurse
Turns cost reduced to 3 (from 5):
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Hidden Treasure
Advanced Piracy
Call the Kraken (from 8)
Fire Ship (from 5)
Turns cost reduced to 4 (from 8):
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Pacifism
Coastal Piracy
Coastal Patrol
Turns cost reduced to 5 (from 6):
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Black Death
Transport Immigrants
Commandeer (from 8)
Remodel (from 8)
Turns cost reduced to 8 (from 10):
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Antagonize
Swarm of Worms
Favorable Winds
Propaganda
West/East India Company
Mindbar (from 12)
Ravage (from 12)
Call Leviathan (from 18)
Treasure Fleet (from 18)
Turns Cost increased to 3 (from 2):
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Serenity
Duplicate
Feedback is welcomed, if it is structured. Please post like this:
Card name: Demo Card
Proposal: Demo Card should have x turns.
Reason: It suits my long term strategy more.
Feel free to include cards not included here. Limit proposals to TURNS COST only.