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. |