(Uncommon) Fugitive from Justice

In these forums you can:
a)Ask any questions about a specific voodoo curse. Something that is unclear maybe ?
b)Provide artwork for voodoo cards
c)Suggest a new voodoo card

(Uncommon) Fugitive from Justice

Postby Hawk » Wed May 08, 2013 4:16 am

Image

Title: Fugitive from Justice
Rarity: Uncommon

Turns Needed: 8
Stacking: Up to 3

Card Type: Enchantment
Card Life: 24 hours
Curse Target: Player

Description:
+1 Extra Danger per hour for all fleets.

Additional Information:
Adds danger at the top of the hour
"Have at it gentlemen"
User avatar
Hawk
Players Dev Team Member
 
Posts: 453
Joined: Wed Mar 28, 2012 2:32 am

Re: (Uncommon) Fugitive from Justice

Postby Hawk » Wed May 08, 2013 4:20 am

I suggest that this card update danger every hour at the time of casting rather then the top of the hour, this gives the caster more of an advantage
"Have at it gentlemen"
User avatar
Hawk
Players Dev Team Member
 
Posts: 453
Joined: Wed Mar 28, 2012 2:32 am

Re: (Uncommon) Fugitive from Justice

Postby Mohammed » Wed May 08, 2013 11:53 am

and it well be harder to snipe raids
User avatar
Mohammed
 
Posts: 485
Joined: Sun Jan 01, 2012 11:54 pm

Re: (Uncommon) Fugitive from Justice

Postby Roileon » Fri May 10, 2013 3:07 am

I think there is a glitch with this card or the order of events,

before, the order of event at the hour would be

Danger of all fleets -1
Fugitive of Justice causes all fleets +3 (if cast 3)

Now that is flipped which pretty much makes fugitives not as valuable because they can't make ships appear before the hour and they are easily countered. Recently my guild tried casting 3 yet the fleets never showed and I'm assuming because even though 3 fugitives were cast, the fleets only have 2 danger.
"Dead Mod tell no tales"

Afk, looking for that palm tree island beach of Legends.
User avatar
Roileon
 
Posts: 1274
Joined: Sun Apr 08, 2012 12:39 am

Re: (Uncommon) Fugitive from Justice

Postby Crackedcubes » Sun Mar 27, 2016 1:42 am

Roileon wrote:I think there is a glitch with this card or the order of events,

before, the order of event at the hour would be

Danger of all fleets -1
Fugitive of Justice causes all fleets +3 (if cast 3)

Now that is flipped which pretty much makes fugitives not as valuable because they can't make ships appear before the hour and they are easily countered. Recently my guild tried casting 3 yet the fleets never showed and I'm assuming because even though 3 fugitives were cast, the fleets only have 2 danger.


Dont' forget that 1 danger point is removed every hour. So Fugi's only generate every other hour "lighting up" effect!
User avatar
Crackedcubes
 
Posts: 196
Joined: Thu Nov 05, 2015 9:38 pm

Re: (Uncommon) Fugitive from Justice

Postby Dejanira » Mon Mar 28, 2016 8:26 am

I always found puzzling that casting one of these has absolutely no effects.
Maybe the casting cost could be 16 turns, but it may add +2 danger points instead of +1 (stacking only two instead of three cards).
Stay tuned on Radio Image Bermuda!
.
Are you a new player? Contact me in game and I'll cast a helping voodoo. Consider this like a sort of "tutorial mission".
User avatar
Dejanira
 
Posts: 956
Joined: Sun Apr 05, 2015 12:17 pm

Re: (Uncommon) Fugitive from Justice

Postby Most Lee Harmless » Mon Mar 28, 2016 8:31 am

Its a bit like hostility gain for tax debt in your nations laws : default is +1 per hour : but you lose 1 per hour anyway so the net result of this sanction is : nothing.
-1 : Move to archive.
User avatar
Most Lee Harmless
 
Posts: 3970
Joined: Sat Mar 01, 2014 3:48 pm


Return to Voodoo Curses Cards