Forced Route (Voodoo)

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Forced Route (Voodoo)

Postby Donald Trump » Tue Jun 28, 2016 4:18 pm

Name - Forced Route
Rarity - Common
Turns - 5
Effect - Force a player to run a trade route of your choice.
Last edited by Donald Trump on Wed Jun 29, 2016 3:40 am, edited 2 times in total.
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Re: Forced Route (Voodoo)

Postby DezNutz » Tue Jun 28, 2016 5:31 pm

How long does the route last?
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Re: Forced Route (Voodoo)

Postby Juicypotato » Tue Jun 28, 2016 11:52 pm

not a good idea. Useless card. Try to think something that would add to the fun of the game. -1
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Re: Forced Route (Voodoo)

Postby Donald Trump » Wed Jun 29, 2016 1:57 am

Juicypotato wrote:not a good idea. Useless card. Try to think something that would add to the fun of the game. -1


Useless? Use HN on inactives with this. Or, help inactive friends
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Re: Forced Route (Voodoo)

Postby Meliva » Wed Jun 29, 2016 2:13 am

this card would be more of a nuisance then anything. when you use it on someone, they would just need to go and edit the route. its somewhat like flood, except instead of them needing to remake it they just edit it. and 20 turns just to edit one route is insane.
-1.
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Re: Forced Route (Voodoo)

Postby not a pirate » Wed Jun 29, 2016 2:21 am

-1. And Chin Chin, "use HN on inactives"? Ever heard of Fugitives and Spy Network? 3 HNs and this card for ONE fleet? Too much resource use for your "solution" :P
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Re: Forced Route (Voodoo)

Postby Donald Trump » Wed Jun 29, 2016 3:41 am

Made it Common, and 5 turns.

That way you can have 50 of these, and cast on a 20 fleet inactive. Light him up with HNs.
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