What Remains? Voodoo Curse

Do you have an idea for a card ? Do you want a tweak on existing voodoo cards? Perhaps you even want one of them removed? This is where you can post your suggestion.

What Remains? Voodoo Curse

Postby Admiral Nelson » Mon May 09, 2016 7:03 am

Just thought of a new voodoo curse at the top of my head.

Its name is " [b]What Remains[/b] ". It will use [b]12 turns[/b] in total to cast and be a [b]uncommon curse[/b].

The[b] intended effect[/b] of the curse is as follows: [b]Re-activates all players fleets that are at "0" danger[/b].

After a pirate attacks a merchant and the merchant comes online - he ( merchant ) can re-set his fleets without any heartache!

On the bad side, this card can be used against Merchants as well, to reactive the fleets to purposely attack.

So maybe there is a limit of one per 24 hours?

suggestions welcome. or are they?
User avatar
Admiral Nelson
 
Posts: 2370
Joined: Sat Mar 12, 2016 7:48 am

Re: What Remains? Voodoo Curse

Postby Grimrock Litless » Mon May 09, 2016 7:06 am

You know that there is a another way of activating back all fleet when you come online?

But the use for pirates, i will give it a 1-1 because i don't know.
"Got ya."
User avatar
Grimrock Litless
 
Posts: 2591
Joined: Thu Aug 13, 2015 2:50 pm
Location: Under the sea, in a submarine!

Re: What Remains? Voodoo Curse

Postby Admiral Nelson » Mon May 09, 2016 7:07 am

Guluere wrote:You know that there is a another way of activating back all fleet when you come online?

But the use for pirates, i will give it a 1-1 because i don't know.


well i am quite new to the game... so no I didn't.
User avatar
Admiral Nelson
 
Posts: 2370
Joined: Sat Mar 12, 2016 7:48 am


Return to Voodoo Card Suggestions

cron