Yes, I got it, thanks for that.
I especially liked the Worker’s Strike card (it works like a negative War Bonds on your enemy’s economy), the Enigma Deciphered (sub nerf for enemy), and Assassination Attempt (no units in or out of enemy’s capital city) cards. The game as it is OOB gives you chances to boost your own position via weapons developments and buying more units, but it rarely gives you the chance to throw a spanner directly in the enemy’s plans. So this is a welcome dimension to your cards.
The Add-A-Piece-At-Location-X cards (the majority) I was less of a fan of, because I think that adding powerful free units to the game (like the battleship or loaded aircraft carrier you mention) could be seriously unbalancing. It also violates two of the central principles/mechanics of the game: (1) no units for free, and (2) no new units where there are no industrial complexes (sure, China gets around this one, but it’s the exception). With the weaker versions of these cards, where you get a free infantry in some useless or far-flung location, I imagine if you drew them in the game it would give you a kind of ‘meh’ feeling… to get a weak piece in an unimportant place. Maybe these could be thinned out a bit to make room for more exciting events?
Still, overall, interesting work. Thanks for sharing!
-MIR
P.S.: I’m looking for feedback, too. If you give me a comment on “Inter-Service Rivalry” I’d appreciate it. Please let me know the following:
(1) How interesting / fun is the card?
1 = yuck
2 = meh
3 = hmmm
4 = fascinating
5 = wow
(2) How powerful is the card?
1 = terrible
2 = weak
3 = alright
4 = good
5 = amazing
(3) How many IPCs would you pay for the card’s effect?
1 = 0 IPCs
2 = 1-5 IPCs
3 = 6-12 IPCs
4 = 13-24 IPCs
5 = 25+ IPCs
(4) Other comments?