Here are some ideas I've had for special cards. Haven't had time yet to find images or make them. Also I am not 100% sure if any of them are overpowered.
Coup
Play this card on your turn as an alternative to taking an action. Choose a territory occupied by one or two enemy units. Remove those units and replace them with your own.
Satellite Laser
Play this card on your turn as an alternative to taking an action. You must discard one other card from your hand. Choose any space and remove up to 2? 3? units from that space.
(not sure how many units it should be to not overpower this or make it too weak)
Artillery
Play this card when attacking from one territory to another. For the first round of combat you may roll two special dice.
Terrorist
Choose a territory containing a capital city. Roll three special dice and remove 1 unit for each kill rolled.
Bio-weapon
Play this card on your turn as an alternative to taking an action. Choose a territory containing a capital city. Roll 3 special dice. Remove one unit from that territory for every kill rolled. Then roll two special dice for each adjacent territory, removing one unit for each kill rolled. This card may not be played during the game’s first round.
Germ Warfare
Choose a territory adjacent to one you control. The owner of that territory must roll one special die repeatedly until rolling a block. Remove one unit for each kill rolled.
Firebombing
Choose a territory bordering one of your own. Roll three special dice and remove one unit for each kill rolled.
Arms Dealer
Play this on your turn as an alternative to taking an action. Draw 2 special cards.
Reinforcements
Play this when defending against an attacker during any round of combat. Units from one adjacent territory you control may move to join the fight.
Ambush
Play this card when an opponent declares an attack against a territory you control. Roll 3 special dice and remove on attacking unit for each kill rolled. Your opponent may then decide to continue the attack or cancel his attack.
Cruise Missile
Choose a territory up to 3 spaced away from one you control. Remove up to 2 units from that territory.
Last Stand
Play this card during a round of combat when you’re defending against an attack with only a single unit. Roll 3 special dice and remove one attacking unit for each kill rolled.
Surgical strike
Play this during any round of combat between any factions after the dice have been rolled. Choose one die rolled and change it to a 6.
Coup
Play this card on your turn as an alternative to taking an action. Choose a territory occupied by one or two enemy units. Remove those units and replace them with your own.
Satellite Laser
Play this card on your turn as an alternative to taking an action. You must discard one other card from your hand. Choose any space and remove up to 2? 3? units from that space.
(not sure how many units it should be to not overpower this or make it too weak)
Artillery
Play this card when attacking from one territory to another. For the first round of combat you may roll two special dice.
Terrorist
Choose a territory containing a capital city. Roll three special dice and remove 1 unit for each kill rolled.
Bio-weapon
Play this card on your turn as an alternative to taking an action. Choose a territory containing a capital city. Roll 3 special dice. Remove one unit from that territory for every kill rolled. Then roll two special dice for each adjacent territory, removing one unit for each kill rolled. This card may not be played during the game’s first round.
Germ Warfare
Choose a territory adjacent to one you control. The owner of that territory must roll one special die repeatedly until rolling a block. Remove one unit for each kill rolled.
Firebombing
Choose a territory bordering one of your own. Roll three special dice and remove one unit for each kill rolled.
Arms Dealer
Play this on your turn as an alternative to taking an action. Draw 2 special cards.
Reinforcements
Play this when defending against an attacker during any round of combat. Units from one adjacent territory you control may move to join the fight.
Ambush
Play this card when an opponent declares an attack against a territory you control. Roll 3 special dice and remove on attacking unit for each kill rolled. Your opponent may then decide to continue the attack or cancel his attack.
Cruise Missile
Choose a territory up to 3 spaced away from one you control. Remove up to 2 units from that territory.
Last Stand
Play this card during a round of combat when you’re defending against an attack with only a single unit. Roll 3 special dice and remove one attacking unit for each kill rolled.
Surgical strike
Play this during any round of combat between any factions after the dice have been rolled. Choose one die rolled and change it to a 6.
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