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-Wild Card that makes the player to the left change the color
-Wild Card that makes the player of your choosing change the color
-Wild plus 4 card that makes the player to the left change the color and takes four cards
-Wild plus 4 Card that makes the player of your choosing change the color and take four cards
-Wild plus 2 card
- Minus 1 and 2 cards (allows the person who played this card to discard 1 card for the -1 card and 2 cards for the -2 card)
-Ace card (switch the deck and discard pile)
-Halloween card (both players have to give two number cards [no wilds])
-Dual bomb (both players will pick up the same amount of cards the bomb card gives. To disarm this both players need one defuse card. If one player has one but the other does not, the one who does not have it gets the same amount of cards the bomb card gives)
-11 (allows three colors to be played on it
-Combination Lock Card (When the player plays this card, they must roll the dice 3 times, and what number it says three times must be the number cards played to unlock the combination lock. They also must role one more time to see what color the cards have to be to unlock it)
-Lock Smith Card (allows to unlock padlocks and combination locks)
-Smoke bomb card (Player will be unable to see their hand for two turns and will have to play cards from their memory of their hand. If they play the wrong card [example, brown 2 on a yellow 3] they will have to pick up a card and not look at it but place it down in their unseeable hand. The player can disarm the smoke bomb with defuse card) (once given or taken will activate immediately)
-Flash bomb card (player will have to show their hand to the other player and play a card for one turn, can be disarmed) (once given or taken will activate immediately)
-Play again card that is not a wild (play again)
-Window card (deflects any skip card, +1, +2, and explosive card. Does not work against any wilds)
- Wild Window Card (Works like a window card but works with wilds too and you get to change the color, can be used as a regular wild)
-Engineer {secret card} (When given this card the player can change a rule of any card in their hand [beside instant win] and it will stay like that until another player gets deconstruct secret card) (remember your changing a rule not adding a rule onto the old rule of the card you want to change)
-deconstruct {secret card} (When given the player can remove a rule from a card in their hand or wait until the other player plays some attack card [example, +2, +4, skip] basically if you have an explosive card and this secret card in your hand, you can play it and remove the explosive cards ability to give you and the other players cards)
-Sentry going up {secret card} (Like engineer secret card but you add a rule onto the card that already has a rule to it. [example, skip cards now skip players like before and give 2 cards to the player being skipped]
-Sapper {secret card} (stops any engineer and sentry going up secret cards, but if someone finds out your a sapper and says your the sapper, you must take 5 cards)
-Double Agent Sapper {secret card} (like the Double Agent card but for sappers)
-Force pick up{ wild card} (You may play this card on any color and when a player gives you an attack card [example, +2, skip, other wild cards] and it will force the player to take back that card and the effects of that card will not work, this card can also be used as a normal wild)
-Card Check {wild card} (allows the player using this card to change the color and look through the discard pile for a card they want to take or give to you)
Those are all my ideas as of now, you can add the amount of these cards in the deck if you do accept these ideas.
I definitely want to speed up the game a little, and maybe rebalance / clarify some more of the cards in the game (I'm not particularly happy with the Jigsaw cards I made because their rules are very confusing, and they also slow down the game, so I might honestly remove them at some point)
I'm probably taking this a bit too seriously, since Cursed Uno is just meant to be a silly little addon to spice up regular UNO! gameplay, but with how much time I've invested in making some of the assets and thinking of card ideas I really want to make it fun.
Once again, thank you very much for the suggestions very much. I'm sorry if I made it sound like I bashed some of your ideas / made it sound like they're not good enough; that's not what I was trying to do. I like all of the ideas you suggested, they're all very creative! But I am just worried some of them would be too hard to implement, would be a bit too confusing, or would slow. I will 100% add some of these new ideas and mechanics next update (which could be next year for all I know, I'm not sure when I plan on updating this if I'm honest)