Cardboard Town Wiki
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Action cards are extremely important for city development in Cardboard Town, so we decided to make them look like blackboards with a green color scheme. The drawings on them look just like chalk drawings, and we even added white marks to make them pop.

You can acquire the developments your city needs through these cards. However, don't forget that you may need to make sacrifices to obtain these cards or even play a coin toss to benefit from them. Additionally, some cards can be used to solve the troubles you encounter. You might want to save the cards instead of using them immediately. Be sure to think carefully about your choices and use the cards at the right time.

Action Card List[]

Card Card Info

Change of Plans
Discard your hand, draw 3 cards.

From the Bin
Draw two random cards from the discard pile.

Scrapped Projects
Draw a random building card from the discard pile.

Small Trade
Discard a card, and draw a card. Advance the Trouble-Meter by 1.

Pave The Way
Discard a card, and generate three road cards. Destroy this card.

Fire Fighting
Put out all the fires OR draw a card. Destroy this card

Cure
Remove 5 stacks of disease OR +1 Money this day only. Destroy this card.

Police Operation
Remove "Organized Crime" condition OR gain +1 Safety. Destroy this card.

Crisis Management
Discard two cards to play this; remove a random negative condition. Destroy this card.

Better Adaptation
Discard a card, draw two cards.

Water Supply
Remove "Drought" condition OR gain +1 Water. Destroy this card.

Recycling
Gain +1 Environment. Put 5 random cards from your discard pile into your deck.

Nuclear Option
Destroy all cards in your hand. Draw 4 cards.

Desperate Measures
Gain a Red alert. Draw 4 cards. Gain +2 of every Resource.

Invention
Discard a card to gain an Upgrade at the end of day. Flip a coin. Tails: Destroy this card.

Save The Day!
Gain +1 Water and +1 Electricity. Flip a coin. Heads: Draw a card.

Chain Education
Whenever you play an Education card this day, generate one that costs the same or more.

Smart Solutions
For every 5 Education score you have; generate a random action card in your hand. Max: 5

Underground Management
Gain +1 Electricity whenever you play a card that provides Water this day, vice versa.

Efficiency Test
Gain +1 Education for each 2 Upgrades that you own. Flip a coin. Tails: Destroy this card.

Exploit the Land
Gain Money for each 2 negative Environment score.

Under Pressure
Gain +1 Electricity and +1 Safety for each Red Alert you have. Flip a Coin. Tails: Destroy this card.

Cleaning the Slip-up
Destroy a card. Add a Crisis Management to your hand. Gain +1 Environment. Destroy this card.

Whoops, Chemical Spill
Lose 12 population. -4 Environment. +10 Industry.

Pedal to the Metal
Destroy 4 cards, generate 2 random Industry buildings. Decrease their cost by 1.

Sorry, Climate
Whenever you spend at least 1 Money this day; gain +1 Industry.

We Create Jobs
Gain 2 Population equal to your current Industry x2 score. Destroy this card.

Population Boom
Generate House and a Residence in your hand. Advance Trouble-Meter by 2. Destroy this card.

Basic Needs
Generate a Coal Power Plant and Water Tower in your hand. Flip a coin. Tails: Destroy this card.

Carefree
Destroy a card. Reset the Trouble-Meter to zero.

Upgrade!!!
Remove 2 random cards from your deck. Add 2 random high-level buildings to your deck. Destroy this card.

Incinerate
Destroy 2 cards. Gain +2 Electricity. Destroy this Card.

New Beginnings
Destroy a card. Flip a coin. Heads: Draw a card.

Power Through
Lose 2 Electricity. Draw 2 Cards. Flip a coin. Heads: Gain +1 Electricity.

Outsourcing
Draw 2 cards.

Cheap Asphalt
Lose 1 Environment. Generate a 4 Tile Road card in your hand that is destroyed upon use.

Oil Barrel
Play: Draw a Card. If Destroyed: +2 Industry +1 Electricity.

Recycled Parks
Destroy two cards: Generate two random Environment cards. Destroy this card.

Water Bottle
If Played or Discarded: Gain +1 Money. If Destroyed: Gain +2 Water.

Low-end Burner
Destroy 3 cheapest cards in your hand. Gain a random resource.

Capitalism, ho!
If Environment is below 0, draw a card. If Environment is below -10, draw 3.

Rat Recruitment
Gain 1 Population for each negative Environment score you have.

Electro Craze
Get a random Disaster. Gain +2 Electricity and generate a Tesla Coil in your hand. Destroy this card.

Scan and Print
Choose a card and create a copy of it in your hand. Destroy this card.

Asphalt Conversion
Choose a road card and destroy it. Gain 1 random resource.

Suggestion Box
Advance the Trouble-Meter by 2. Gain 1 Money. Generate a random building card in hand.
Research -1 Officer . Gain 2 random resources. Decrease the cost of your cards in your hand by 1.
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