Some cards need work in terms of game balance IMO. Some are overpowered (sea-mine anyone?) others are essentially useless (telegraph and road).
I'm not entirely sure this game feature is working as well as envisioned. There haven't been a lot of posts or discussions that I've seen; I think most of us are trying to figure them out. Some are straightforward - others seem to be an abstraction of an abstraction - to be blunt, I think there are some here who would just as soon dispense of them & might have a PbeM HR banning their use to a large degree.
My first couple of games I tried a few on for size and had mostly a 'meh' or 'huh?' reaction. I built Telegraphs in DC, Baltimore, Richmond for the CSA, supposing it would help troop communications. I think that's entirely erroneous. A few, like T-grafs, help 'Development' - so what? Seems like a most minute gain in the overall game picture.
I haven't tried in my 1.03 games yet (starting new games in this patch), but Build Fortifications doesn't seem to work, at least with any UI feedback. No Mssgs, no icon, no Numbahs, nuttin'. Anything gettin' built, guys? Apparently not, afaics.
Oh, I'll build a Trail out West! If I can find a green Region, that is. How about a Road? Oh yeah, somewhere in Indiana, where even Confederate spies don't wanna go. Maybe it'll improve my travel time from Ft. Wayne to Lafayette.
From what I've read of the infamous Sea Mine - seems infamous, for posted reasons.
CounterIntel is OK, along with Demonstrations; I used spies & they seem to work as advertised.
Look, I don't mind the community being gamma testers - we have a good dialog with the publishing & development & support teams. I hope the Powers That Be take this rightly - some of these cards need a serious rethink & some are entirely superfluous, nugatory or unnecessary, adding little to gameplay.
Discuss, for ten points extra credit. Feel free to explain how to use particular ones effectively or what you think might be ones we can drop altogether.