yea, it will only be on a rare occasion that turn the tables could be used to completely wreck someone.
Now for some dr reducing voodoo
A few ideas, pick and choose which ones you like, if any
If these new pirate voodoo cards come into player dr reducing cards need to have greater power than ever before.
Hideout need to be changed from rare to uncommon
Name: Shifting the Blame
Rarity: Uncommon
Turns: 6
Effect: Removes 18 from target fleet and adds it to a second target fleet
Name: Impostor (or doppelganger)
Rarity: Rare
Turns: 10
Effect: Removes 25% of the dr on target fleet
*Authorities capture an impostor [insert name]. Your dr on [insert fleet name] by 25%
Name: Undercover
Rarity: Rare
Turns: 16
Effect: -1 dr to all fleets of target player per hour
Cost double what a fug costs. Rarer than a fug so there are more fugs in at any point in time. This will offer an option to quickly lose a lot of danger without unbalancing fugs...to much. There is also Champion of Justice (if it is approved)
Name: Bribed Officials
Rarity: Rare
Turns: 15 + 2 turns for every fleet
Effect: -1 to all fleets (paid for in turns)
Name: Pay off Port Authorities
Rarity: Rare
Turns: 10 + 2 turns for every point of danger removed
Effect: Spend turns to remove dr
if you guys like all of these i think more dr gaining cards need to be suggested. Please let me know
-Turn cost is now lower for all cards
Tomorrow i will think of common cards or cards for merchants