Gremlins, Inc.

Gremlins, Inc.

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Ur’s Court cards guide
By Standard of Ur
It explains the effects of the Court card and how I use it.
   
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An explanation of court cards in general
It was too long to be combined into a single section, so it's divided into multiple sections. Assume the AMS ranked session(score 30, Field 1). First of all, I explain the features of Court Cards roughly. 1. You can simultaneously attack opponents and gain profits. 2. Votes are required. Many cards have these two features. In short it’s a very rough feature of Court Cards that you should hit someone with votes. Also, please bear in mind that basically you need to go through the bribe spot in order to get to Court in Field 1.
Description of each court card No.1
34.A Tip-off Move:3
Special Rules:An Opponent of your choice pays 20 G×malice to the bank. If the payment cannot be made in full, the opponent is arrested.
This card becomes more powerful as the game gets closer to the end. When using this card, the choice of target must be carefully considered. It’s not wise to just aim for the most M player, or the opponent to be arrested. For example, if it is the player who is the lowest situation, it may mean losing the companion attacking the leader at the same time as being hated by him.

35.A Rigged Election Move:3 Cost:50G Get:7 votes, 1 malice
It's very reasonable to get 7 votes at 50G, but it is not uncommon for 1 malice to get in the way right after the session starts. In the first place, even if elected in the first governor's election, it does not lead much to victory in the session. This card has a very powerful effect at the stage when many players got some malice. it not only aids in elections, but also sometimes helps with victory using chaos cards or A Quest from Beleth etc.

36.An Unmasking Move:3 Get:3 votes
Special Rules:The player with the highest M (including you) loses 5 votes and shows their cards to other players.
Right after the game starts, this is the biggest enemy of the Damned. 3 votes for free immediately after the game start is very big. If the leader has the highest malice, it is effective as an obstacle. In rare cases, bot is a fool, so he loses his votes by using this card and may be arrested further. You are not bot, right? Btw, Sometimes, the player with the single highest malice gets attacked with this and somehow gets angry. I don't understand their thinking.

37.A Compromising Document Move:3
Special Rules:The Governor loses 2 votes and gets 2 malice. Snap Elections begin.
This is one of the reasons why the first election is not so important. There are many patterns in which the veterans become governors by using this in the middle or nearing the end. Since the governor has lost his 2 votes and is forced to 2 malice, this is a card like the ultimate in harassment. Occasionally he can’t be the governor, and even if the current leader is changed to the governor, there are players who use this card. Are they bots?
In my opinion, this should be BAN from the SNG deck. Player A:7Vs & 0M Player B:0V & 1 M. In this case, if Player B uses it just after the usual election, Player B becomes a governor.It's a bad joke.

38.Impeachment! Move:2 Cost:50
Special Rules:The Governor is arrested. Snap Elections begin.
In the case of Field1, since there is a bribe spot immediately before the Court, the substantial cost is often 50G + α. Considering that there is a cost to use and that the number of Vs must already be at the top when using this card in order for the user to be the governor, compared to the A Compromising Document, it is somewhat conscientious. Nearing the end, it is effective to force an election on this card or A Compromising Document to prevent someone from using the chaos card. Alternatively, the governor may try to win by winning a score in exchange for an arrest. It is particularly effective for the Politicians because can get 2 score.

39.An IOU Move:5 Cost:1 vote
Special Rules:A player of your choice pays 150G
The effect of this card itself is never weak. But, the badness of the Court's location makes this card difficult to use. Suppose that you are four squares ahead of the Market, at the fork of Inferno. and income is 50, bribe is 25. Well, you moved to the pre-bank income spot using An IOU. You went through 2 bribe spots and stepped on the income spot, so your money +50G. If no interference, you can definitely go to the Bank the next turn. You can also go to the Office if having a card to advance 4 squares, 5 for the Plant, and 6 for the Market. On the other hand, suppose you went to Court and used An IOU. You went through 2 bribe spots and using An IOU, so your money+100. But you have lost 1 vote. If you replace this from someone, the profit become only 60G. And the only location you can go next turn is the Treasure. Besides, it must be 6. In short, in most cases, using this card for movement has a greater benefit for you. Therefore, to use this card in the Court, 1. When it is necessary to steal cash from someone, 2. After returning to Inferno or after visiting the Casino. It will often be either of these. However, this card is very effective only for the Prosecutor. In field2 you don’t have to go through the bribe spot, so easier to use.

40.An Alibui Move:4 Get:3 votes, -2 malice
Special Rules:Everyone but you get 1 malice
As a normal card, it is one of the most important cards in the early game. 3 votes for no cost. The decrease in malice almost eliminates the possibility of being targeted by Karma! Other than the beginning of the game, 8 votes can be reversed in the governor's election if combined with the location effect. (For example: Player A: 8 votes 0 malice Player B:0 votes 2 malice. If player B uses this and location effect in this situation, it can be reversed.)

41.Damage and Legal Costs Move:4 Cost:1 vote, 1 malice
Special Rules:A player of your choice pays 200G. You get half of what is actually paid. If the payment cannot be made in full, the player is arrested.
Similar to An IOU, but this is a more aggressive. If you use this card, it would be wise to simply attack the leader.

42.A Confiscation Move:1 Cost:2 votes Get:1 malice
Special Rules:Choose any currently active permanent card. Its owner either gives it to you, or pays you 3 score to keep it.
Suppose that there are two opponents who have the same income and votes. However, it is assumed that only scores are 15 and 3 and greatly different. 15 Score has The Automated Accountant. On the other hand, 3 Score has A Sound Investment. Which do you confiscate? Simply speaking, in terms of permanent card effects, the latter is stronger.But will the latter let it go? I think no.Then the former? With 13 score, most player will not let go yet. In other words, you’re the same in the result of getting 3 score from someone. Then it is wise to attack the player with the higher score. Also, if you attacked a player with 3 score. There's a good chance that you'll be resented.

43.Personal Search Move:4 Cost:1 vote
Special Rules:Look at the cards of any player of your choice. Swap one card with a card from your own hand. The player pays you 100G for each secret or criminal card discovered.
It’s a very powerful on Duel. It’s also powerful enough on AMS. Basically, you're less likely to get a grudge if you attack against the player you think is the leader. Pushing unwanted crime cards and hard-to-use cards to move. If I remember correctly, I think you used to get 200G if you found a crime card.

44.Justice is Served Move:2 Cost:1 vote
Special Rules:An opponent of your choice pays you 1 score. If that player has the highest malice, they are arrested.
Using this against the player with the highest malice is not necessarily the way to get the most close to winning. If my memory serves right, this card initially had no cost. Instead, the effect have been that an opponent of your choice pays you 50G. It was too poorly effective.

45.Property Tax Move:3
Special Rules:Every player pays you 50G for every permanent card that they currently have active.
On 6 players and 50 score rule, this can be a crazy force to be reckoned with! It's a card that can receive money from other players at no cost, so think a little before you discard it.
Description of each court card No.2
117.The Automated Bureaucrat Move:2 Cost:400G Get:6 scome, 1 malice Type:Permanent
Special Rules:The bribe increases by 10 for every player expect you.
This is my most favorite permanent card. This is a very powerful permanent card, yet it costs only 66.7G per score. Aside from no-cost permanent cards, there is no permanent card you can get for less than this.(The Treasureseeker is same cost, However, the effect is weak.) Just being able to get 6 score at a discount at any time early, mid or late in the game is a great value. On top of that, if it's early on, the bribe slows down the score piling up like a curse fetters for the other players. At the end of the session, when you're governor, the bribe will help you. Only weakness is that it helps the governor who not you at the end of the session.

134.False Testimony Move:2 Cost:3 votes Get:2 malice Type:Crime
Special Rules:A player of your choice pays you 2 score, 100G, and is arrested.
Suddenly, there are 3 cards I hate in this game. The first is An Award Ceremony. The second is Devil's Due. And the Third is this card. It feels unreasonable that these cards' effects can cause a leader to be at the bottom of the pack in the blink of an eye. Be careful of the wrong target, as they will continue to hate you endlessly! Even the leader can hold a grudge if he's hit with this. If I had the power to change the effects of my cards, I'd definitely change the effects! When malice is at its highest, this card can't be used!
or you can't use this card against the player with the lowest malice! or if you use it against a player who is less malicious than you, the effect is halved! or so on. Incidentally, it's still powerful enough now, but this card used to work with only 2 votes.

138.The Automated Traffic Policeman Move:3 Cost:550G Get:8 score 1 malice Type:Permanent
Special Rules:When an opponent uses a card with 5 or 6 move points to move, they pay you 20G.
While not as good as The Automated Bureaucrat, this card also costs less than 70G per score. in other words, the price is high, but it's very economical if you can prepare money. In addition, the effects are very powerful. If we convert this effect into income, I think it's about +10. on Field 2, the courthouse is easily accessible, so I get the impression that this is often purchased.

145.Jurors for hire Move:3 Cost:4 votes Get:300G
I can't explain this card very well because I can't use it very well. I can't help but think that it would be a shame to let go of 4 votes. I'd like to capitalize on the votes in the early stages, I'd like to try for the governor in the middle and beyond, and I'd like to actively go for The Agent of Chaos if there are any left. Because of this, I don't really want to actively use this card. Incidentally, all you need is 4 votes, but there are 5 Gremlins in the image on the card.

163.Judgement Day Move:3 Cost:1 vote
Special Rules:Choose an opponent that teleports to the Court, pays you 100G and skips a turn. Get an extra turn.
This card is especially effective at the end of the game when the importance of one turn increases. It is banned on duel because the effect was too strong.
Thank you for reading this guide!
I'm a man who can't help but want to increase his enthusiastic Gremlin. Thank you for reading my poor English with translation software. I used to use a Google translator, but now I use DeepL. If the card descriptions in the second half were easier to understand, that's probably the effect. If you have any questions about this guide or the game, feel free to ask. To the extent that I can answer, I will try to meet your expectations.