Caged Warehouse

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Caged Warehouse

Postby Crackedcubes » Mon Aug 15, 2016 1:37 am

Title: Caged Warehouse
Turns: 3
Type-Target: Enchantment--Player
Rarity: Common
Curse effect: Locks down warehouse
Curse Life: 24 hours
Curse Stack: 1

Additional Information:

Choose a Port

Target player's warehouse stores its resources in locked cage. Thieves are unable to break lock for curse life.
Target player unable to remove, spend and/or sell resources. Storing additional resources accepted into cage.

Notes:
-Direct counter to Official List of Demands
-Protects valuable resources in warehouse for 24 hours
-An added component to the warehouse-party card strategy
-Give player option to protect a singular asset, without wasting a mindbar
-Forces more use of Insight, ie just because a inexpensive card goes through without hitting a mindbar doesn't mean the warehouse isn't protected.
-can be used as bait card to push prying eyes to ports without large warehouses or bait use of voodoo removal cards on port without large warehouse
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Re: Caged Warehouse

Postby Stan Rogers » Mon Aug 15, 2016 2:03 am

It also has some offensive capabilities as it could prevent trading completely if used on someone in numbers.
I'll give a +/-1.
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Re: Caged Warehouse

Postby Crackedcubes » Mon Aug 15, 2016 2:11 am

Stan Rogers wrote:It also has some offensive capabilities as it could prevent trading completely if used on someone in numbers.
I'll give a +/-1.


Good point: however it does not halt trading completely. Pure "goods" traders that sell from ships in port are not impacted by this card. Offensive use is highly limited, unless you were willing to grind out many-many days of back to back 24 hour caged warehouse on the player. Even then, you don't know when they will want to trigger their party cards-they just wait until you stop casting and they continue to buildup resource. So the offensive capabilities are extremely limited.

Maybe in the case of identifying a players hideout/ship building port. But the hideout could be shifted easily, albeit expensively in credit terms.

Note: not all cards need offense capabilities.
Last edited by Crackedcubes on Mon Aug 15, 2016 2:12 am, edited 2 times in total.
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Re: Caged Warehouse

Postby Shadowood » Mon Aug 15, 2016 2:11 am

+1
I don't fear death. I look forward to it with great anticipation. For then I will met God face to face and let him know that I stole his Man of War!!!
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Re: Caged Warehouse

Postby Stan Rogers » Mon Aug 15, 2016 2:32 am

"Target player unable to remove, spend and/or sell resources."

If you cannot remove goods from any warehouse on your current routes, you certainly will not be making any deposits in any or am I missing something ?
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Re: Caged Warehouse

Postby Kart » Mon Aug 15, 2016 4:06 am

Stan, I think the point being made is that if you had a level 200 warehouse with 50,000 tools in it you could still be putting more in. Of course once the warehouse is full then you could not put in. Nor could you remove until the card is gone. However if it takes you 5 days to fill a warehouse and you are only in day 2 the card would have a protective point as you could continue to store all the way through the life of the card.

As for offensive, yes I can see this as a mini version of Blacklist as related to a specific port warehouse.
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Re: Caged Warehouse

Postby Stan Rogers » Mon Aug 15, 2016 4:43 am

Kart wrote:Stan, I think the point being made is that if you had a level 200 warehouse with 50,000 tools in it you could still be putting more in. Of course once the warehouse is full then you could not put in. Nor could you remove until the card is gone. However if it takes you 5 days to fill a warehouse and you are only in day 2 the card would have a protective point as you could continue to store all the way through the life of the card.

As for offensive, yes I can see this as a mini version of Blacklist as related to a specific port warehouse.


I think this would be a 'sword that cuts both ways. CC protects his regis Warehouse with a cage so I will stop him from taking goods from Vaas with the same card and depositing in Regis effectively stopping that trade route from doing anything until the curse expires. Maybe throw on one Goroum and Pania as well just to be sure.
I do see the benefit of such but all told, it could be as harmful as beneficial.

Because of it's double abilities, I give it blessings.
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Re: Caged Warehouse

Postby ChaIbaud » Mon Aug 15, 2016 2:05 pm

+1
PM me any complaints (10M gold coin wire fee is mandatory).
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Re: Caged Warehouse

Postby Crackedcubes » Mon Aug 15, 2016 2:11 pm

Stan Rogers wrote:
Kart wrote:Stan, I think the point being made is that if you had a level 200 warehouse with 50,000 tools in it you could still be putting more in. Of course once the warehouse is full then you could not put in. Nor could you remove until the card is gone. However if it takes you 5 days to fill a warehouse and you are only in day 2 the card would have a protective point as you could continue to store all the way through the life of the card.

As for offensive, yes I can see this as a mini version of Blacklist as related to a specific port warehouse.


I think this would be a 'sword that cuts both ways. CC protects his regis Warehouse with a cage so I will stop him from taking goods from Vaas with the same card and depositing in Regis effectively stopping that trade route from doing anything until the curse expires. Maybe throw on one Goroum and Pania as well just to be sure.
I do see the benefit of such but all told, it could be as harmful as beneficial.

Because of it's double abilities, I give it blessings.


Good point about stopping the player from removing goods from their secondary warehouse. However, the player could re-configure trade route to just buy from market in Vaas and store in Regis. The card will not stop a player from buying directly from port, just removing from warehouse. Just caging the warehouse, not the whole port.

Sounds like the card has more abilities than originally designed, that's a good thing...
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Re: Caged Warehouse

Postby Grimrock Litless » Mon Aug 15, 2016 2:27 pm

It's not a bad idea, but, rarity should go to rare and turn cost should go up, so for now, - 1.
"Got ya."
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