Dominion Strategy Forum

Dominion => Variants and Fan Cards => Topic started by: rinkworks on June 20, 2011, 01:29:07 pm

Title: Really bad card ideas
Post by: rinkworks on June 20, 2011, 01:29:07 pm
Streetsweeper
$5 - Action
You may put the trash pile on top of your deck.
 
 
 Shipwreck
 $5 - Action-Attack
 Each other player discards his hand and draws a new one from his Island mat.  Any cards gained or discarded on his next turn must be placed on his Island mat.


Drunken Stupor
$4 - Action
Each player passes his discard pile to the player on his left.  Each player passes his deck to the player on his right.


Aneurysm
$7 - Action-Attack
Each other player places an embargo token on top of his deck.
Title: Re: Really bad card ideas
Post by: nemryn on June 20, 2011, 02:41:58 pm
Aneurysm
$7 - Action-Attack
Each other player places an embargo token on top of his deck.
What does that one even do? Whenever you draw a card, you get a Curse, until you reshuffle?
Title: Re: Really bad card ideas
Post by: Axe Knight on June 20, 2011, 03:59:42 pm
Well, I don't know if it's exactly good that you win a Tournament and get a Princess on top of your, ahem...deck (running joke at my game night), or a Mine can come along and trash a Harem for money, but, that's another story. 

Neighborhood Pub $4

After another player's turn, you may trash this card from your hand.  If you do, they take one shot per Village they played. 

Grand Heist $0* (Prize)

When you play this card, you may trash all treasure in the supply except for Copper.

Kingdom Visitors' Center Throne Room $5

When you play this card, each other player must reveal a Janitor from their hand.  If they don't, they gain a Health Code violation token.  This is -2VP/token at end of game. 

Gold Pressed Latinum - $21

Treasure worth $11.

And, this was an actual card I had in an expansion I did awhile back; it was not well loved and only was interesting in multiplayer games...

Chain Lightning - $6

When you play this card, trash a card from your hand.  Each successive player to the left (except you) trashes a card from their hand worth at least $1 more than the card that the previous person trashed, or reveals a hand with no such cards.  If any player reveals a hand this way, the action is resolved.
Title: Re: Really bad card ideas
Post by: Glooble on June 20, 2011, 04:19:47 pm
These are fantastic.  It's fun not to have to worry about balance.

Master Tactician $7

Action - Duration

Trash your hand. Next Turn, draw your deck.

Palace $11

Pick an action card. Play it as many times as you like.
Title: Re: Really bad card ideas
Post by: nemryn on June 20, 2011, 04:29:01 pm
Palace $11

Pick an action card. Play it as many times as you like.
Quickly degenerates into a 'who can name the highest number' competition with Monument. Which, admittedly, can be pretty fun if you know your absurdly-high numbers. (I'll play the Monument G(5^^^^^5) times...)
Title: Re: Really bad card ideas
Post by: WanderingWinder on June 20, 2011, 05:01:19 pm
Wonder - $20
Action
Any opponent may reveal a copper. If no one does, you win the game.
Title: Re: Really bad card ideas
Post by: guided on June 20, 2011, 05:08:15 pm
Settlers
$6 - Action-Attack

+1 Card
+2 Actions
Each other player discards a card. While this is in play, when you play a card, +1 VP.


Superposition
PP$9 - Action-Duration

While this is in play, you can see all cards any other player can see and make all their decisions for them. Any cards they would gain, you gain instead. If any other copy of Superposition enters play, discard this card.


Outrider
$5 - Action

You only draw 3 cards (instead of 5) in this turn's Clean-up phase. Take an extra turn after this one.


"Broken"
$1 - Action

+1 Action
Trash your hand, your discard pile, your draw pile, and all cards in your play area. Gain a Masquerade, a Goons, and two King's Courts (even if not available in the supply) and put them in your hand.
Title: Re: Really bad card ideas
Post by: Axe Knight on June 20, 2011, 05:29:34 pm
"Broken"
$1 - Action

+1 Action
Trash your hand, your discard pile, your draw pile, and all cards in your play area. Gain a Masquerade, a Goons, and two King's Courts (even if not available in the supply) and put them in your hand.

 ;D ;D ;D ;D ;D ;D ;D
Title: Re: Really bad card ideas
Post by: david707 on June 20, 2011, 05:43:44 pm
This thread made be laugh quite hard.

Street Market
$6 - Action
+1 Action
+1 Card
+1$
+1 Buy
Discard this card.
Title: Re: Really bad card ideas
Post by: guided on June 20, 2011, 05:51:40 pm
This thread made be laugh quite hard.

Street Market
$6 - Action
+1 Action
+1 Card
+1$
+1 Buy
Discard this card.
I find this combos pretty well with Chapel.
Title: Re: Really bad card ideas
Post by: david707 on June 20, 2011, 05:55:34 pm
This thread made be laugh quite hard.

Street Market
$6 - Action
+1 Action
+1 Card
+1$
+1 Buy
Discard this card.
I find this combos pretty well with Chapel.

I find it plays best when you have all your cards in hand (no deck and no discard pile) and you have two of them in your hand.
Title: Re: Really bad card ideas
Post by: guided on June 20, 2011, 05:57:39 pm
That was my implication, yes ;)
Title: Re: Really bad card ideas
Post by: david707 on June 20, 2011, 06:15:01 pm
That was my implication, yes ;)

Cool, when you first look at the card it's not completely obvious that it is broken. If you shuffle during your turn you might be able to play it twice instead of once, but it's flaw is with two you can go on as long as you like!

Diabolical Tutors
$5 Action
+ 1 Action
Name a card. Reveal cards from the top of your deck until you reveal one that has that name. Put that card in your hand and discard the other reveal cards.

Edit: And while I'm at it I'll post some more:

Dragon with Dark Arms
$3 Action
+1 Action
+1 Card
If you have exactly 3 cards in your discard pile, +3 Cards.

Port Ricos
$0* Action-Prize
All player's shuffle their discard pile into their deck. Trash this card, if you do swap decks with the player on your right.

Agriculture
$4 Action
+1 Buy
+2$
Choose one:
Place a Coin token on the Agriculture mat; +1$ per Coin token on the Agriculture mat, then remove all Coin tokens from the Agriculture mat.
Title: Re: Really bad card ideas
Post by: play2draw on June 20, 2011, 06:16:23 pm
Workhorse - $3 - Action
+1 action
Gain a card costing up to $3, putting it in your hand.

Courthouse - $2 - Action/Reaction
+1 Action
+$1
Put this card on top of your deck.
When an opponent reveals a card, you may reveal this card. If you do, the opponent gains a curse.
Title: Re: Really bad card ideas
Post by: ImperialStout on June 20, 2011, 06:23:48 pm
Perhaps after official development, Donald X. will consider less serious promo cards along the lines of "Tickle opponent.  If opponent laughs while being tickled, +2 cards."  Now you're thinking, how would that ever be implemented on Isotropic.  The easy answer is:  your opponents have to tickle themselves.
Title: Re: Really bad card ideas
Post by: Axe Knight on June 20, 2011, 06:32:43 pm
Lost Witch $2

+2 Cards
You gain a curse.

Very Confused Sea Hag $2

Place the top card of the Trash Pile back in the box.  Place a curse on top of the trash pile. 

Torturer Who Didn't Quite Make the Cut $3

+3 Cards.

Each other player may choose one:  Gain a curse, or not. 
Title: Re: Really bad card ideas
Post by: david707 on June 20, 2011, 06:38:05 pm
Compulsory for every thread like this:

Dragon Sphere
$0* Action-Prize
Trash this card, If you do +8001$.

Chuck Norris
$12 Action
You immediately win the game.
You cannot buy this card.
You cannot gain this card by using an Action card.

Fun (simple) Puzzle: How do you get Chuck Norris?

Title: Re: Really bad card ideas
Post by: Taco Lobster on June 20, 2011, 06:49:42 pm
Fun (simple) Puzzle: How do you get Chuck Norris?

You do not get Chuck Norris.  Chuck Norris will join your deck if he deems it worthy of his awesomeness (which, he will never do, because your deck is insufficiently awesome due to its lack of Chuck Norris).
Title: Re: Really bad card ideas
Post by: nemryn on June 20, 2011, 06:51:24 pm
Fun (simple) Puzzle: How do you get Chuck Norris?
Horn of Plenty.
Title: Re: Really bad card ideas
Post by: guided on June 20, 2011, 08:29:26 pm
Torturer Who Didn't Quite Make the Cut $3

+3 Cards.

Each other player may choose one:  Gain a curse, or not.

The name could use some work but otherwise this is pretty much the best  ;D
Title: Re: Really bad card ideas
Post by: Randal FTW on June 20, 2011, 09:01:37 pm
Compulsory for every thread like this:

It's Over 9000
$0* Action-Prize
Trash this card, If you do +9001$.

Chuck Norris
$12 Action
You immediately win the game.
You cannot buy this card.
You cannot gain this card by using an Action card.

Fun (simple) Puzzle: How do you get Chuck Norris?



fyp :)
Title: Re: Really bad card ideas
Post by: Randal FTW on June 20, 2011, 09:06:49 pm
"Broken"
$1 - Action

+1 Action
Trash your hand, your discard pile, your draw pile, and all cards in your play area. Gain a Masquerade, a Goons, and two King's Courts (even if not available in the supply) and put them in your hand.

(http://forumserver.twoplustwo.com/images/icons/icon14.gif)
Title: Re: Really bad card ideas
Post by: Personman on June 21, 2011, 01:47:15 am
Compulsory for every thread like this:

Dragon Sphere
$0* Action-Prize
Trash this card, If you do +8001$.

Kudos for using number from the original Japanese (http://dragonball.wikia.com/wiki/It's_Over_9000!#Actually_an_error), if it was on purpose.

And now, some *really* bad card ideas:

Blender
Action
2
+1 Card
+1 Action
Shuffle any Kingdom pile.
Setup: When Blender is dealt from the randomizer deck, instead of choosing 10 piles of 10 cards, instead choose 99 other cards at random from all Kingdom piles you own. Add 1 copy of Blender to these, sort them randomly into 10 piles of 10 cards each. Only the top card of a pile may be purchased. Players may look at the contents of piles at any time.

Wallpaper
[Image -- a tiled light pink floral pattern, which extends into the text box]
<No type>
<No cost>
<No text>

Quote Stuffing
Action
7
+1000 Buys
+$5000
Whenever you buy a card this turn, immediately return it to its pile.

Smorgasbord
Action
5
Each player gains one of each card in the Supply. 

Provincial Apprentice
Action
13
+1 Action
+6 Cards

Planned Obsolescence
Action
3
Trash Planned Obsolescence. Name a Supply pile. Roll a D6 and place it on that pile. While it remains there, that pile running out can't cause the game to end. Each turn, decrement it. If you would decrement it from 1, remove the die and gain a copy of Planned Obsolescence.

Hot Potato
Action Curse
2
When you gain Hot Potato, shuffle it into your deck.
When you draw Hot Potato, play it immediately. If you can't, discard it.
When you play Hot Potato, choose an opponent at random. That player gains it.
-2 VP



Title: Re: Really bad card ideas
Post by: drg on June 21, 2011, 04:48:26 am

Quote Stuffing
Action
7
+1000 Buys
+$5000
Whenever you buy a card this turn, immediately return it to its pile.


I'll take one with my goons please.
Title: Re: Really bad card ideas
Post by: Personman on June 21, 2011, 04:57:19 am
Watchtower and Talisman can lead to some quick finishes as well ;)

And Hoard is nice if you ever wanted to see the Gold pile empty
Title: Re: Really bad card ideas
Post by: Jack Rudd on June 21, 2011, 10:13:52 am
Watchtower and Talisman can lead to some quick finishes as well ;)

And Hoard is nice if you ever wanted to see the Gold pile empty
I've seen the Gold pile empty. (In a game with Hoard and Mine, naturally.)
Title: Re: Really bad card ideas
Post by: Glooble on June 21, 2011, 10:18:06 am
Vatican (Really big Chapel full of Bishops)

$7 Action

You may Trash up to Four cards from any player's hand, deck, or discard, or the supply. Gain VP equal to their cost.

Title: Re: Really bad card ideas
Post by: Randal FTW on June 21, 2011, 11:40:08 am
Compulsory for every thread like this:

Dragon Sphere
$0* Action-Prize
Trash this card, If you do +8001$.
Kudos for using number from the original Japanese (http://dragonball.wikia.com/wiki/It's_Over_9000!#Actually_an_error), if it was on purpose.

lol man.. I kinda felt like that what he was going for but a quick google search with dragonball z / 8001 / dragon sphere didnt bring anything back so i just had to fhp.

doh!
Title: Re: Really bad card ideas
Post by: nemryn on June 21, 2011, 12:15:03 pm
Watchtower and Talisman can lead to some quick finishes as well ;)
Or Royal Seal. Although with Watchtower or the Seal, it's arguable that 'immediately' would take precedence.
Title: Re: Really bad card ideas
Post by: guided on June 21, 2011, 12:25:11 pm
Watchtower and Talisman can lead to some quick finishes as well ;)
Or Royal Seal. Although with Watchtower or the Seal, it's arguable that 'immediately' would take precedence.

...which shouldn't stop you from also using the top-decking ability, which does not specify that the card must be floating in the space between the Kingdom and your discard.
Title: Re: Really bad card ideas
Post by: danshep on June 21, 2011, 09:26:03 pm
I was thinking of this as a bad card idea, but then I thought it might actually be an interesting one:

Contagion
Action
Worth -1VP
Each other player gains a contagion.

That would only really work if the contagion pile was curse-sized. Or alternatively:

Contagion:
Action
Worth -2VP
Trash this card and all other cards in your hand. Each other player gains a contagion.
This card cannot be trashed in any other fashion.
Title: Re: Really bad card ideas
Post by: DG on June 21, 2011, 09:52:02 pm
Politician.

Play politician with any number of other action cards from hand. Promise to play these cards but just discard them instead.
Title: Re: Really bad card ideas
Post by: Jack Rudd on June 21, 2011, 10:23:02 pm
Isner and Mahut
Treasure - Duration
Cost - 3

This turn and next turn: +1 Coin
---
The game may not end while this card is in play.
Title: Re: Really bad card ideas
Post by: Randal FTW on June 22, 2011, 12:09:07 am
Garbage Can
Action - Reaction
$7

Trash this card. When an opponent plays an attack card you may choose to trash their entire hand. You gain all remaining curses. Must be at least 5 curses remaining for this card to work.

Title: Re: Really bad card ideas
Post by: papaHav on June 22, 2011, 01:22:38 am
Map to El dorado: $4
Trash this and any other copies in your hand. Counts as an immediate win for each copy trashed after the first.
Title: Re: Really bad card ideas
Post by: Titandrake on June 22, 2011, 01:31:52 am
The Silly Reaction That Isn't One
$3
Action-Duration
You may not play this card.
If you discard this card, you may reveal it. If you do, set it aside. At the beginning of your next turn, +$2

Best Idea Ever
$2
Victory Card
0 VP
When you buy this card, +1 Buy
Title: Re: Really bad card ideas
Post by: Axe Knight on June 22, 2011, 01:38:00 am
Game Saver - $5

While this card is in play, if you gain the penultimate Province in the supply, add an extra Province to the supply.
Title: Re: Really bad card ideas
Post by: chesskidnate on June 22, 2011, 02:10:57 am
Watchtower and Talisman can lead to some quick finishes as well ;)
Or Royal Seal. Although with Watchtower or the Seal, it's arguable that 'immediately' would take precedence.

...which shouldn't stop you from also using the top-decking ability, which does not specify that the card must be floating in the space between the Kingdom and your discard.
Watchtower does read when you "gain" a card you may put it on top of your deck so buying a card then immediately returning it may take precedence, although its arguable.
Title: Re: Really bad card ideas
Post by: guided on June 22, 2011, 10:35:46 am
Watchtower does read when you "gain" a card you may put it on top of your deck so buying a card then immediately returning it may take precedence, although its arguable.

Well, "immediately" is a meaningless term in Dominion. It occurs to me though that you're at least half right: as written this is an on-buy effect, so the "return" happens between the "buy" and the "gain". Which means ultimately this card text doesn't actually do anything: You buy the card, then return the card (no effect since it's still on the supply pile), then gain the card anyway as an effect of buying it. So really the timing of this effect needs to be on-gain rather than on-buy, with a stipulation that it only applies to cards that have been bought. "When you gain a card by buying it, return it to the supply." Ta-da!

When you have a Royal Seal in play, the two on-gain effects are simultaneous, so you can choose whether to put the card on your deck first or return it first. Now we wade off into the weeds because we need Donald's "lose track" rule from an arcane BGG thread, and the rule hasn't been finalized to account for cases like this*. But regardless of your interpretation, you can ultimately choose to put the card on top of your deck or back on the pile by choosing the order of the two effects and possibly choosing not to use Royal Seal's power.

Hehe, rules lawyering over silly bad-idea card effects is fun ;D


*Currently the only real-game effects of the "lose track" rule center around Throning or Kinging a Mining Village. Grossly simplified, TR and KC can't move Mining Village back from the trash to the play area because they can't find it there, and a TR'd or KC'd Mining Village can't trash itself more than once because it can't find itself in the trash. Possession adds a slight wrinkle, but the effect is the same: none of these cards can find a Mining Village in Possession's fake trash pile either.
Title: Re: Really bad card ideas
Post by: Death to Sea Hags on June 22, 2011, 10:57:53 am
Hot Potato
Action Curse
2
When you gain Hot Potato, shuffle it into your deck.
When you draw Hot Potato, play it immediately. If you can't, discard it.
When you play Hot Potato, choose an opponent at random. That player gains it.
-2 VP

AWESOME!



Tribble
Action
$3

+$1, Pass Tribble to the player on your Left.

When you buy Tribble, place it on your deck.
When you draw Tribble, gain a Tribble immediately. Pass a Tribble to the player on your Left.
When you receive Tribble, gain a Copper.
When you discard Tribble, gain a Curse.
If you trash Tribble, gain a Curse.  Awwwwww - but they so cute!
Title: Re: Really bad card ideas
Post by: theory on June 22, 2011, 11:12:01 am
Palace $11

Pick an action card. Play it as many times as you like.
Quickly degenerates into a 'who can name the highest number' competition with Monument. Which, admittedly, can be pretty fun if you know your absurdly-high numbers. (I'll play the Monument G(5^^^^^5) times...)
Even excluding Monument, you get some hilarious results.

"I sabotage you ... so hard ..."
Title: Re: Really bad card ideas
Post by: Death to Sea Hags on June 22, 2011, 11:28:32 am
Reset
Action-Attack-Victory
$8
2 VP

In the buy phase, this card costs $8 or the number of remaining provinces, whichever is less.

Trash all cards you have played this turn (including this one). All players trash their hands, decks, and discards. Return all VP tokens to the Supply. All players draw seven copper and three estates, and place them on their decks in any order they choose.  You take another turn.
Title: Re: Really bad card ideas
Post by: Death to Sea Hags on June 22, 2011, 11:32:54 am
Palace $11

Pick an action card. Play it as many times as you like.
Quickly degenerates into a 'who can name the highest number' competition with Monument. Which, admittedly, can be pretty fun if you know your absurdly-high numbers. (I'll play the Monument G(5^^^^^5) times...)

Monumenfinity?
Title: Re: Really bad card ideas
Post by: chwhite on June 22, 2011, 12:20:50 pm
Imperial Dominion Buster

$9
Action-Attack

Look through your opponent's deck and trash a card with cost no greater than $3 times the number of Imperial Dominion Busters in your deck.  If you trash a card, gain two Prestige tokens*.  When you buy Imperial Dominion Buster, gain a Prestige token.

*If you have the most Prestige tokens at the beginning of your turn, take a VP token and draw a card.   At the end of the game, each Prestige token is worth 1 VP.
Title: Re: Really bad card ideas
Post by: def on June 22, 2011, 02:06:23 pm
Banach-Tarski Paradoxon

$ unmeasurable
Action

Reveal a card from your hand. Rip it into 5 pieces. Rearrange the pieces to gain the revealed card and a duplicate of it; put both in your hand.
Title: Re: Really bad card ideas
Post by: Eric Herboso on June 22, 2011, 03:09:37 pm
Banach-Tarski Paradoxon

$ unmeasurable
Action

Reveal a card from your hand. Rip it into 5 pieces. Rearrange the pieces to gain the revealed card and a duplicate of it; put both in your hand.


I once came across an interesting anagram of "BANACH TARSKI".
It's "BANACH TARSKI BANACH TARSKI".
Title: Re: Really bad card ideas
Post by: Personman on June 22, 2011, 03:14:54 pm
... Rip it into 5 pieces...

Whoa, can you do spheres in 5 pieces too?
Title: Re: Really bad card ideas
Post by: guided on June 22, 2011, 04:15:35 pm
Banach-Tarski Paradoxon

$ unmeasurable
Action

Reveal a card from your hand. Rip it into 5 pieces. Rearrange the pieces to gain the revealed card and a duplicate of it; put both in your hand.


I once came across an interesting anagram of "BANACH TARSKI".
It's "BANACH TARSKI BANACH TARSKI".

theory we really need thumbup buttons on this forum
Title: Re: Really bad card ideas
Post by: david707 on June 22, 2011, 07:20:34 pm
Banach-Tarski Paradoxon

$ unmeasurable
Action

Reveal a card from your hand. Rip it into 5 pieces. Rearrange the pieces to gain the revealed card and a duplicate of it; put both in your hand.


I once came across an interesting anagram of "BANACH TARSKI".
It's "BANACH TARSKI BANACH TARSKI".

theory we really need thumbup buttons on this forum
*thumbs up*
Title: Re: Really bad card ideas
Post by: Kirian on June 23, 2011, 02:13:47 am
Well as long as we're being truly geeky:

Schrodinger's Cat
$3, Action-Treasure-Victory

Draw 3 cards, then discard those same cards.
On your turn, this card is worth both $2 and -$2.
At the end of the game, this card is worth both 2 VP and -2 VP.

Setup:  Place a number of Poison cards equal to the number of Curse cards into the supply.

Poison
$0, Action-Attack-Curse
-1 VP

Each other player gains a Poison card.
At the end of the game, flip one Poison card for each Schrodinger's Cat card you have.  If the card lands face-up, the Schrodinger's Cat card is worth positive VP; otherwise it is worth negative VP.  If you run out of Poison cards, the remaining Schrodinger's Cat cards are still worth both +2 VP and +2 VP.
Title: Re: Really bad card ideas
Post by: Axe Knight on June 23, 2011, 03:16:41 am
Game Show Geekery:

Showcase Showdown $6

Draw Showcases of four cards for each player, face down.  Reveal the first two of each Showcase.  Each player makes a bid as to the total cost of the cards.  The player closest to the total cost without going over gains all four cards.  If any player is uniquely $1 or less away from the total cost, they win all Showcases.  If two or more players are $1 or less away from the total cost, they each win their Showcase. 

Have your pet(s) spayed or neutered.  If they already are, +$2.

Setup: Place a copy of each kingdom card not in use into the Showcase deck.

Press Your Luck $5

Hoping for Big Bucks and No Whammies, draw the top card of the Press Your Luck deck.  If it is not a Whammy, place it into your hand.  If you hit a Whammy, trash any treasure in your hand, and place the Whammy on top your deck.  Four Whammies and you're out of the game.

Setup: Place 10 extra copies of each Treasure card except Copper into the Press Your Luck deck, along with the Flokati Rug card, Trip to Knott's Berry Farm card, and the Double Your Treasure + 1 Action card.  Shuffle in 1 Whammy for every three cards.

Russian Roulette $4
-4 VP

Reveal the top card of your deck.  If you reveal a victory card, discard your hand.  If any other card is revealed, trash the Russian Roulette.  Each other player gains a Russian Roulette. 



Title: Re: Really bad card ideas
Post by: grep on June 23, 2011, 03:59:11 am
Russian Roulette $4
-4 VP

Reveal the top card of your deck.  If you reveal a victory card, discard your hand.  If any other card is revealed, trash the Russian Roulette.  Each other player gains a Russian Roulette.

It's too powerful having scouts and other look-ahead's. Before playing RR, you should shuffle the discard pile into your deck.

Earthquake
$5
Action/Attack
Trash this card. Each other player trashes a Victory card from hand, or reveals a hand without Victory cards.

F-word
$3
Reaction
When any player says an f-word, you may reveal this card. That player gains a curse.

Archaeological site
$6
Victory
1VP for each 3 cards in the trash pile
Title: Re: Really bad card ideas
Post by: Death to Sea Hags on June 23, 2011, 09:42:48 am
Imba
Victory-Action
$2

Setup: At the start of the game, write down the name of a Kingdom card and set it aside. Whine a little, too.

Set this card aside, face down. At the end of the game, if another player purchased three or more copies of the card you wrote down, +200 VP.
Title: Re: Really bad card ideas
Post by: Axe Knight on June 23, 2011, 10:56:38 am
It's too powerful having scouts and other look-ahead's. Before playing RR, you should shuffle the discard pile into your deck.
Hence why it's an awful idea.   ;D
Title: Re: Really bad card ideas
Post by: kazztawdal on June 23, 2011, 01:07:55 pm
Beggar
Action-Curse
$0

-2 VP

You may trash a Treasure card from your hand.  If you do, during this turn's Clean-Up phase, put this card into the player to your left's discard pile (instead of your own).
Title: Re: Really bad card ideas
Post by: Kuildeous on June 23, 2011, 01:55:06 pm
Beggar
Action-Curse
$0

-2 VP

You may trash a Treasure card from your hand.  If you do, during this turn's Clean-Up phase, put this card into the player to your left's discard pile (instead of your own).

I dunno. Beggars tend to stay where the money is. I'd almost say that if you trash a Treasure, gain another Beggar.

That'll make it a pretty bad card.
Title: Re: Really bad card ideas
Post by: kazztawdal on June 23, 2011, 02:16:57 pm
Beggar
Action-Curse
$0

-2 VP

You may trash a Treasure card from your hand.  If you do, during this turn's Clean-Up phase, put this card into the player to your left's discard pile (instead of your own).

I dunno. Beggars tend to stay where the money is. I'd almost say that if you trash a Treasure, gain another Beggar.

That'll make it a pretty bad card.

True.. I was sort of imagining you going, "okay, i'll give you a copper if you get the hell out of here"
Title: Re: Really bad card ideas
Post by: Kuildeous on June 23, 2011, 02:29:16 pm
True.. I was sort of imagining you going, "okay, i'll give you a copper if you get the hell out of here"

Yeah, I figured. I guess that speaks about how jaded I am that I immediately think of beggars of not going away once they receive money.

Then again, you do capture the idea since a beggar typically takes the money and leaves. He eventually comes back.

In order to turn your card from useful to "bad," how about we expand even more on the nature of panhandling: If you trash a Treasure, place this Beggar in the discard pile of the player to your left. Then gain a Beggar.
Title: Re: Really bad card ideas
Post by: drg on June 23, 2011, 03:40:34 pm
Hot Potato
Action Curse
2
When you gain Hot Potato, shuffle it into your deck.
When you draw Hot Potato, play it immediately. If you can't, discard it.
When you play Hot Potato, choose an opponent at random. That player gains it.
-2 VP

AWESOME!



Tribble
Action
$3

+$1, Pass Tribble to the player on your Left.

When you buy Tribble, place it on your deck.
When you draw Tribble, gain a Tribble immediately. Pass a Tribble to the player on your Left.
When you receive Tribble, gain a Copper.
When you discard Tribble, gain a Curse.
If you trash Tribble, gain a Curse.  Awwwwww - but they so cute!


Shouldn't the tribbles be multiplying in there somewhere?
Title: Re: Really bad card ideas
Post by: kazztawdal on June 23, 2011, 04:02:45 pm
They do; when you draw one, you get another.

Hobo
Action
$0

Choose one: Gain a random card from the Trash pile, or gain a card costing $0.
Title: Re: Really bad card ideas
Post by: rinkworks on June 23, 2011, 04:07:53 pm
It Was All A Dream
$7 - Action
Replace all kingdom supply piles with different ones from the box.

Self-Possession
$6+P - Action
Take an extra turn after this one, in which you can see all cards you can and make all decisions for yourself. Any cards you would gain on that turn, you gain instead; any cards of yours that are trashed are set aside and returned to your discard pile at end of turn.
Title: Re: Really bad card ideas
Post by: Personman on June 23, 2011, 04:14:59 pm
I'm really happy about how much rules discussion Quote Stuffing generated :D And that somebody appreciated Hot Potato.

I like Hobo :)

Why is self-possession an attack when possession isn't?

Title: Re: Really bad card ideas
Post by: rinkworks on June 23, 2011, 04:29:17 pm
Why is self-possession an attack when possession isn't?

Fixed.
Title: Re: Really bad card ideas
Post by: Blaeu on June 23, 2011, 07:37:39 pm
A deal with the Devil
$7 -- Action

Each other player may trash their hand.  If they do not, flip a coin.  If heads, they resign from the game.  If tails, you trash all cards you own.
Title: Re: Really bad card ideas
Post by: Death to Sea Hags on June 23, 2011, 07:48:11 pm
Shouldn't the tribbles be multiplying in there somewhere?

They do; when you draw one, you get another.

Bingo. 

If they multiply too fast, the pile empties too fast.  That's why I used coppers - so they keep on giving. Tribble is "passed", not gained, so you can't Watchtower it (though you could Wt the coppers and curses).  And its not an attack - too cute and fuzzy!

The card is only "really bad" in that it destroys games.  Unless you love Gardens ... which is where I suppose Tribbles would live.

Should have included this:


Tribble
Action
$3

+$1, Pass Tribble to the player on your Left.

When you buy Tribble, place it on your deck.
When you draw Tribble, gain a Tribble immediately. Pass a Tribble to the player on your Left.
When you receive Tribble, gain a Copper.
When you discard Tribble, gain a Curse.
If you trash Tribble, gain a Curse.  Awwwwww - but they so cute!

If you have a Wharf in play, you may trash Tribble immediately, without penalty.
Title: Re: Really bad card ideas
Post by: Death to Sea Hags on June 23, 2011, 07:49:33 pm
Why is self-possession an attack when possession isn't?

So you can play reactions?
Title: Re: Really bad card ideas
Post by: Kuildeous on June 24, 2011, 10:28:41 am
If you have a Wharf in play, you may trash Tribble immediately, without penalty.

Okay, that just tickled me to no end. Well-played, sir or madam.
Title: Re: Really bad card ideas
Post by: kazztawdal on June 28, 2011, 02:17:51 pm
War - $3
Action - Attack

Each player reveals the top card of his deck.  The cards with the highest revealed cost are discarded; all other cards are trashed.

If your card had or shared the highest cost, +1 Action, +1 Card, +$2.
Title: Re: Really bad card ideas
Post by: rinkworks on June 28, 2011, 03:07:09 pm
Well, if we're going to go that route:

Fish
$6
Action-Attack
Name a card.  Each player who has that card in hand must pass all copies to you; put these cards in your hand.  For each player that did not pass you a card, +1 Card.  If the card you draw is the card you named, repeat this process.
Title: Re: Really bad card ideas
Post by: kazztawdal on June 28, 2011, 03:28:34 pm
Well, if we're going to go that route:

Fish
$6
Action-Attack
Name a card.  Each player who has that card in hand must pass all copies to you; put these cards in your hand.  For each player that did not pass you a card, +1 Card.  If the card you draw is the card you named, repeat this process.

Should probably cost $20.
Title: Re: Really bad card ideas
Post by: Glooble on June 28, 2011, 11:41:06 pm
Please no Egyptian Rat Screw.
Title: Re: Really bad card ideas
Post by: lefaiison on June 29, 2011, 06:05:11 pm
Queen $20; Choose 2 of the following: +10 Actions; +10 Cards; +10 Buys; +$10;

You may not gain this card unless you have a Pawn in play.  Trash that Pawn.
Title: Re: Really bad card ideas
Post by: nemryn on June 29, 2011, 06:41:25 pm
Roshambo $5
Action
+2 cards
You and the player to your left each secretly choose a card from the hand, then reveal them simultaneously. If you both reveal the same type of card, nothing happens. Otherwise, if you reveal...
a Treasure card, gain a Gold.
a Victory card, gain a Duchy.
an Action card, gain a Roshambo.
Title: Re: Really bad card ideas
Post by: Jack Rudd on June 29, 2011, 07:37:24 pm
Roshambo $5
Action
+2 cards
You and the player to your left each secretly choose a card from the hand, then reveal them simultaneously. If you both reveal the same type of card, nothing happens. Otherwise, if you reveal...
a Treasure card, gain a Gold.
a Victory card, gain a Duchy.
an Action card, gain a Roshambo.
This could be a lot of fun in a game with Tournament and/or Black Market.
Title: Re: Really bad card ideas
Post by: Lenoxus on June 29, 2011, 09:22:11 pm
I wish I could help this about myself, but semi-Curse fan cards bug me so much, I'm annoyed even when they're proposed as bad cards. Make them negative semi-Victories, dammit!  :P
Title: Re: Really bad card ideas
Post by: randomdragoon on June 29, 2011, 11:10:36 pm
Imba
Victory-Action
$2

Setup: At the start of the game, write down the name of a Kingdom card and set it aside. Whine a little, too.

Set this card aside, face down. At the end of the game, if another player purchased three or more copies of the card you wrote down, +200 VP.

I write down "Imba" and whine about it.
Title: Re: Really bad card ideas
Post by: HLennartz on June 30, 2011, 12:45:07 am
Genie
Action
$7
+1 Action
Discard a card. If you do, choose any Kingdom card from outside the game. Add it to your hand.

Squatter
Action - Attack
$6
Each opponent reveals their hand. Choose up to one victory card in each opponent's hand, and put them in your hand.

Witch's Epithet
Action
$4
Trash this card and two other Witch's Epithet's from your hand. If you do, gain all the Gold in the supply, putting them on top of your deck.

I always wanted a cycle like this for decks that could truly go in infinite loops:

<Infinite Market>
$4
+1 Card, +1 Action, +$1
Discard this card.

<Infinite Village>
$3
+1 Card, +2 Actions
Discard this card.

<Infinite Smithy>
$4
+3 Cards
Discard this card.

<Infinite Shopper>
$3
+1 Card, +1 Action, +1 Buy.
Discard this card.
Title: Re: Really bad card ideas
Post by: A_S00 on June 30, 2011, 03:58:16 pm
$4 - Great Wall
Action - Reaction

+1 action
+1 card

When another player plays an Attack card, you may reveal this from your hand.  If you do, you are unaffected by that Attack.

During your cleanup phase, you may place this card on top of your deck.
Title: Re: Really bad card ideas
Post by: nemryn on July 01, 2011, 02:01:15 am
Witch's Epithet
Action
$4
Trash this card and two other Witch's Epithet's from your hand. If you do, gain all the Gold in the supply, putting them on top of your deck.
It would be funny to play this and then lose on piles.
Title: Re: Really bad card ideas
Post by: Davio on July 01, 2011, 04:20:30 am
I can't help myself: Possession, how is this not an Attack? Especially coupled with Masquerade or Ambassador in your opponent's hand.
A card that needs an entire page in the rulebook can't possibly be good...

And Black Market, I'm glad this is a Promo card, we don't all have every expansion so the Black Market deck in live games may not always be really representable. I also don't like the luck factor.
With no trashers in the normal kingdom, you find a Witch in there and I find a Bureaucrat, gg.

Philosopher's Stone? Slows the game down way too much.

Ok, so much for the existing cards, notice how 2 are from Alchemy? The worst set, no surprise there.


Now some examples of awful imaginary cards. To be truly awful, a card has to do at least one and maybe more than one of these things:
- Increase variance/luck (and frustration levels)
- Be too dominant (a must buy regardless of setup)
- Be utterly useless
- Need a page long FAQ
- Be subtle, there's no fun making a card that instantly wins or loses the game for you


Vial of Poison
Cost: 2
Treasure - Duration

+ 5$
Once played, this card will not be cleaned up for the entire game.
Every following turn the $ value decreases by one.

Why? Because you will likely need this early in the game, because you don't have much money then, but when played in turn 3, by turn 10, its value is already -$2.


Medusa
Cost: 4
Action - Attack

+1 Action
Pick a player, this player loses his turn, but may set aside 3 cards from his hand and take them in hand the next turn.

Why? Donald hates targeting a singe player. Most attacks / actions target every player or the player to your left. Spam this every turn and your opponent will be paralyzed.


Leech
Cost: 5
Action - Attack

The player to your left reveals and discards the top two cards from his deck. Gain a card costing exactly the same as the other two cards together.

Why? Extremely luck dependent. Have your opponent turn over 2 Coppers and gain a Copper, have him turn over a Province and a Copper and gain a Province.
Have him turn over a Province and an Estate and gain nothing.
Title: Re: Really bad card ideas
Post by: guided on July 01, 2011, 07:34:57 am
Possession, how is this not an Attack?
It doesn't have "Attack" printed on the card type line.
Title: Re: Really bad card ideas
Post by: Taco Lobster on July 01, 2011, 02:46:09 pm
Possession, how is this not an Attack?
It doesn't have "Attack" printed on the card type line.

guided is technically correct - the best kind of correct.
Title: Re: Really bad card ideas
Post by: fp on July 02, 2011, 12:59:42 am
Streetsweeper
$5 - Action
You may put the trash pile on top of your deck.

I am not going to lie- with a little work- this could actually be quite interesting. Perhaps:

"Dumpster Diver"
$5 - Action
+1 Action
+1 Buy
Place the contents of the trash pile, except for Victory cards, into your hand or trash 3 cards from your hand.
Title: Re: Really bad card ideas
Post by: HLennartz on July 02, 2011, 09:28:02 am
Vial of Poison
Cost: 2
Treasure - Duration

+ 5$
Once played, this card will not be cleaned up for the entire game.
Every following turn the $ value decreases by one.

Why? Because you will likely need this early in the game, because you don't have much money then, but when played in turn 3, by turn 10, its value is already -$2.

That reminds me of another card I came up with:

Miser
$2 - Action
+$4, -1 Buy

I'm not sure it's that bad of an idea, but it is kind of silly: Particularly because of how it's purely combo dependent and useless by itself. If it's in a 10-card setup without any +1 Buy's, it's wasting space.
Title: Re: Really bad card ideas
Post by: Jack Rudd on July 02, 2011, 09:59:24 am
Miser
$2 - Action
+$4, -1 Buy

I'm not sure it's that bad of an idea, but it is kind of silly: Particularly because of how it's purely combo dependent and useless by itself. If it's in a 10-card setup without any +1 Buy's, it's wasting space.
And if it's in a 10-card setup with a +Action/+Buy card or any combo that gives that, it's grotesquely overpowered. Nice work.
Title: Re: Really bad card ideas
Post by: kazztawdal on July 05, 2011, 02:02:22 pm
Mango Plantation
$2 - Victory

When you gain this card, trash it and any number of other cards from your hand.  Gain a number of Mango Tree mats equal to the total number of trashed cards with a cost of at least $2, including this one.

At the start of each turn, place a Mango token on each Mango Tree mat.

During your Buy phase, you may remove 10 Mango tokens from your Mango Tree mats.  If you do, gain a Treasure card.
Title: Re: Really bad card ideas
Post by: Axe Knight on July 05, 2011, 09:15:55 pm
Prisoner's Village

+2 Actions

When you play this card, return it to the top of your deck.

Town - $0*

+1 Card
+2 Actions

*Each time you play three Villages in a turn, gain a Town, putting it on top of your deck.

Derivatives Market - $7

Play this only before turn 6.  If you do, trash every card in your deck.  On your 28th turn, +$200, +24 buys


Title: Re: Really bad card ideas
Post by: Glooble on July 05, 2011, 10:30:34 pm
Mango Plantation
$2 - Victory

When you gain this card, trash it and any number of other cards from your hand.  Gain a number of Mango Tree mats equal to the total number of trashed cards with a cost of at least $2, including this one.

At the start of each turn, place a Mango token on each Mango Tree mat.

During your Buy phase, you may remove 10 Mango tokens from your Mango Tree mats.  If you do, gain a Treasure card.

This made me laugh, like a lot. Mango is a funny word.
Title: Re: Really bad card ideas
Post by: kazztawdal on July 06, 2011, 01:38:41 pm
Setup: Each player is assigned a color and takes 10 Stock tokens of that color.

Stock - $X
When you buy Stock, choose any card in the game with at least one card remaining in its pile.

Stock costs as much to buy as the number of cards remaining in that pile.  Place one of your Stock tokens on that pile and trash this card.

Whenever somebody gains a card from a pile with one of your Stock tokens on it, you gain 1 VP token.  When that pile is empty, take back your Stock token.

During your Buy phase, you may remove any number of your Stock tokens.  You gain +$X, where X is the number of cards remaining in that pile.
Title: Re: Really bad card ideas
Post by: kazztawdal on July 06, 2011, 03:50:27 pm
Retribution - $7
Action - Reaction

+2 Cards, +2 Actions

If an opponent plays an Attack card that would affect you, you may reveal this card from your hand.  The Attack does not affect you and your opponent must trash the Attack card.  He must also discard a number of cards equal to his Attack card's cost.  If the Attack card has a Potion in its cost, he must trash those cards rather than discarding them.  If the Attack card is "Possession," your opponent also loses the game and is no longer allowed to play Dominion.
Title: Re: Really bad card ideas
Post by: chwhite on July 06, 2011, 04:02:04 pm
If the Attack card is "Possession," your opponent also loses the game and is no longer allowed to play Dominion.

Good thing Possession isn't an attack!  :P
Title: Re: Really bad card ideas
Post by: david707 on July 06, 2011, 07:30:36 pm
Special Isotropic Only Card:
Virus - $4
Action-Attack-Victory
+1 Action
Each Opponent gains a Virus from the supply.
Worth -1 Victory Point.
Setup: If this is chosen as a Kingdom Card, instead of using 10 Viruses in the supply use an infinite number.

Test of Patience - $0*
Action-Duration-Prize
This card remains in play until the end of the game, even if you resign. The game cannot end except by all players except one resigning.

Possessor - $0*
Action-Duration-Prize
If Possession is not part of the supply, add it to the supply, also add Potion if necessary. For the rest of the game Possession counts as an attack.

Ultimate Test - $5
Action
Trash this card, if you do, play a side game of Dominion with your opponents. The winner gains a Province.

Deal with the Devil - $0*
Action - Prize
Play a card from your hand as many times as you wish. Each time you play it, -1VP.

Tough Decision - $13
Action
Trash this card, if you do, the player to your left chooses, either you win the game; or they loose the game.
 
Title: Re: Really bad card ideas
Post by: Deadlock39 on July 06, 2011, 08:30:50 pm
Deal with the Devil - $0*
Action - Prize
Play a card from your hand as many times as you wish. Each time you play it, -1VP.

This + Goons = LOL
Title: Re: Really bad card idea
Post by: grep on July 07, 2011, 02:37:50 am
Ace up the sleeve
Action
Cost: $4
Choose one: +1 Card; or +1 Action; or +1 Buy; or +1 Coin; or set aside this card onto your sleeve mat.

You may return this card from the sleeve mat to your hand at any of your action or buy phase. If you do, +1 Action and play it immediately.
Title: Re: Really bad card ideas
Post by: Kuildeous on July 07, 2011, 08:54:41 am
Ace up the sleeve
Action
Cost: $4
Choose one: +1 Card; or +1 Action; or +1 Buy; or +1 Coin; or set aside this card onto your sleeve mat.

You may return this card from the sleeve mat to your hand at any of your action or buy phase. If you do, +1 Action and play it immediately.

Sleeve mat? No, no, this should literally require you to set this card aside up your sleeve.

Though, considering the stereotypical hygiene of gamers, I can't blame you for having a sleeve mat.
Title: Re: Really bad card ideas
Post by: grep on July 07, 2011, 04:37:56 pm
Sleeve mat? No, no, this should literally require you to set this card aside up your sleeve.

Though, considering the stereotypical hygiene of gamers, I can't blame you for having a sleeve mat.
Well, I thought to make it put into a player's sleeve, but recognized that it's summer for most of us, and not many players use sleeves.

Communism
$0
Action
Each player trashes a card and gains any card from the supply.

"From each according to his ability, to each according to his need"
Title: Re: Really bad card ideas
Post by: kazztawdal on July 08, 2011, 12:45:20 pm
Communism
$0
Action
Each player trashes a card and gains any card from the supply.

"From each according to his ability, to each according to his need"

i happen to need Colony.
Title: Re: Really bad card ideas
Post by: Axe Knight on July 08, 2011, 01:53:04 pm

Sleeve mat? No, no, this should literally require you to set this card aside up your sleeve.

Though, considering the stereotypical hygiene of gamers, I can't blame you for having a sleeve mat.

 ;D ;D ;D ;D ;D ;D ;D ;D
Title: Re: Really bad card ideas
Post by: Censure on July 08, 2011, 11:33:34 pm
Village Idiot
$0
Action

+1 Card, +1 Action



A Round for the House
$2
Action-Attack

Discard a copper. If you do, all other players must slam a shot.
Title: Re: Really bad card ideas
Post by: kazztawdal on July 11, 2011, 01:10:21 pm
Magic Mirror - $3
Reaction

When an opponent plays an Attack, you may reveal this card.  That opponent is affected by the Attack as though it were played on him instead.  You are not affected by the Attack.

(this stacks with itself; if you reveal 5 Magic Mirrors, he gets hit by his Attack five times.  truly brutal in multiplayer)
Title: Re: Really bad card ideas
Post by: KMueller on July 11, 2011, 02:09:18 pm
Village Idiot
$0
Action

+1 Card, +1 Action



A Round for the House
$2
Action-Attack

Discard a copper. If you do, all other players must slam a shot.

Love the Village Idiot! Perfect.

And I think the Round for the House should inspire a whole expansion for the college-aged drinking Dominion subset.
Title: Re: Really bad card ideas
Post by: Buttons on July 11, 2011, 04:54:47 pm
Magic Mirror - $3
Reaction

When an opponent plays an Attack, you may reveal this card.  That opponent is affected by the Attack as though it were played on him instead.  You are not affected by the Attack.

(this stacks with itself; if you reveal 5 Magic Mirrors, he gets hit by his Attack five times.  truly brutal in multiplayer)
Note that Magic Mirror must be revealed when the attack is played but before it resolves. So when I play Ambassador and you respond with Magic Mirror, I choose to reveal a Colony from my hand and return 0 to the supply.
Title: Re: Really bad card ideas
Post by: Axe Knight on July 11, 2011, 05:15:37 pm
Village Idiot
$0
Action

+1 Card, +1 Action



A Round for the House
$2
Action-Attack

Discard a copper. If you do, all other players must slam a shot.

Love the Village Idiot! Perfect.

And I think the Round for the House should inspire a whole expansion for the college-aged drinking Dominion subset.

Earlier in this thread, I had any idea that was almost the combination of the two:

Neighborhood Pub $4

After another player's turn, you may trash this card from your hand.  If you do, they take one shot per Village they played. 
Title: Re: Really bad card ideas
Post by: drg on July 12, 2011, 12:16:51 am
Deal with the Devil - $0*
Action - Prize
Play a card from your hand as many times as you wish. Each time you play it, -1VP.

Goons vps dont stack when throned, KCed or equivalent, but monument would break even while giving infinite money and bishop would be pretty solid.
This + Goons = LOL
Title: Re: Really bad card ideas
Post by: guided on July 12, 2011, 12:28:12 am
Deal with the Devil - $0*
Action - Prize
Play a card from your hand as many times as you wish. Each time you play it, -1VP.

Goons vps dont stack when throned, KCed or equivalent, but monument would break even while giving infinite money and bishop would be pretty solid.
This + Goons = LOL
Monument and Bishop aren't broken in the same way as Goons here. Example: Village, Village, Goons, Goons, Deal with the Devil/Goons, playing it enough times to buy every card in the supply.

Or I mean, just play DwtD/Bridge and buy all the VP cards that way. Hey, it was billed as a really bad card idea after all!
Title: Re: Really bad card ideas
Post by: Deadlock39 on July 12, 2011, 10:38:16 am
I don't remember my exact thought when I was considering playing goons an infinite amount of times, but I wasn't thinking that they would stack up and get infinite VP tokens per buy.  It would break even on the VPs since you get an extra buy for each one.  Even without more Goons in play (guided's example) you can play it 46 times to buy all the Copper and generate $92 plus 8 times to buy all the Estates, and then 7 more times to get the buys (+1 initial) for all 8 Colonies or Provinces. (or however many are left since it is a prize and at least one Province would be gone.)

I suppose Bridge is the most broken since it would generate the buys to get all the VP cards (except Estate since you would just break even on those), and eliminate the need to generate large amounts of money.

Edit:
Monument and Bishop are cool since you can generate infinite money (and a few VP's by trashing your whole hand with Bishop), but they don't generate the buys needed for the insta-win.
Title: Re: Really bad card ideas
Post by: kazztawdal on July 12, 2011, 12:43:50 pm
King - $9
Action - Duration

While King is in play, all players must ask for your permission before playing an Action card.  If you do not give permission, they may not play the card.

While King is in play, any player may give you cards from his or her hand.

(this last bit is there so that the King may say, "Yes, you can play Village... but only if you give me a Platinum."
Title: Re: Really bad card ideas
Post by: guided on July 12, 2011, 01:33:53 pm
"Here you go, I guess you can have this Curse and this Estate. And why not a couple Coppers while we're at it?"
Title: Re: Really bad card ideas
Post by: Thisisnotasmile on July 12, 2011, 03:00:53 pm
"Here you go, I guess you can have this Curse and this Estate. And why not a couple Coppers while we're at it?"

"Fine, but you're not playing your King's Court or your Bridge."
Title: Re: Really bad card ideas
Post by: grep on July 12, 2011, 03:20:37 pm
Government Debt
$3
Action
+$5
The player to the left of you gains a Government Bond card.

Government Bond
$0* (can't be purchased)
Treasure
The player to the right of you may reveal and discard a treasure. If he does, + the cost of this treasure, otherwise that player gains a Curse.
Title: Re: Really bad card ideas
Post by: WanderingWinder on July 12, 2011, 03:37:25 pm
Government Debt
$3
Action
+$5
The player to the left of you gains a Government Bond card.

Government Bond
$0* (can't be purchased)
Treasure
The player to the right of you may reveal and discard a treasure. If he does, + the cost of this treasure, otherwise that player gains a Curse.


Should say "that treasure" - "this treasure" implies the cost of government bond itself.
Title: Re: Really bad card ideas
Post by: grep on July 12, 2011, 04:58:51 pm
Government Debt
$3
Action
+$5
The player to the left of you gains a Government Bond card.

Government Bond
$0* (can't be purchased)
Treasure
The player to the right of you may reveal and discard a treasure. If he does, + the cost of this treasure, otherwise that player gains a Curse.


Should say "that treasure" - "this treasure" implies the cost of government bond itself.

Well, and "the cost" is definitely too much. Revised version:

Government Debt
Cost $4
Treasure
$4, +1 Buy
The player to the left of you gains a Government Bond card.
Setup: prepare a deck of 10 Government Bonds

Government Bond
Cost $0* (can't be bought)
Treasure
$0
The player to the right of you may reveal and discard a treasure. If he does, apply the buy phase effects as if that treasure was played by you, otherwise that player gains a Curse.

The idea is to trigger a wild chain of Bonds/Debts/Loans/Ventures etc.
Title: Re: Really bad card ideas
Post by: Kirian on July 12, 2011, 08:21:13 pm
The idea is to trigger a wild chain of Bonds/Debts/Loans/Ventures etc.

All you need are cards for Credit Default Swap, Subprime Mortgage, and Mortgage-Backed Security, and you can play Dominion: 2008 US Banking Collapse Edition.
Title: Re: Really bad card ideas
Post by: Death to Sea Hags on July 14, 2011, 09:37:45 pm
Village Idiot
$0
Action

+1 Card, +1 Action



A Round for the House
$2
Action-Attack

Discard a copper. If you do, all other players must slam a shot.

Love the Village Idiot! Perfect.

This is how you start a Conspiracy of Idiots.
Title: Re: Really bad card ideas
Post by: Death to Sea Hags on July 14, 2011, 09:43:39 pm
The idea is to trigger a wild chain of Bonds/Debts/Loans/Ventures etc.

All you need are cards for Credit Default Swap, Subprime Mortgage, and Mortgage-Backed Security, and you can play Dominion: 2008 US Banking Collapse Edition.

Mortgage
$4
Treasure

($1)
Choose one:
- Reveal a victory card and lay it aside on your Mortgage mat.  ($) equal to its cost. 
- Buy back a card from the mortgage mat for half its original cost.

Cards on the Mortgage mat are placed in the trash at the end of the game.


ex. effect: play with Estate, gives $2 plus gets rid of Estate.  Or, it gives no $ but returns an Estate to your deck.
Title: Re: Really bad card ideas
Post by: heatthespurs on July 15, 2011, 11:15:58 am
Nopossession
$6P
Action

When another player plays a Possession, you may reveal this from your hand. If you do, that Possession card is immediately thrown into the rubbish bin. Cards in the rubbish bin are never returned to the game box.

Setup: Find a rubbish bin and put it next to the trash pile.
Title: Re: Really bad card ideas
Post by: kazztawdal on July 15, 2011, 01:13:46 pm
Nopossession
$6P
Action

When another player plays a Possession, you may reveal this from your hand. If you do, that Possession card is immediately thrown into the rubbish bin. Cards in the rubbish bin are never returned to the game box.

Setup: Find a rubbish bin and put it next to the trash pile.

First of all, this is a Reaction.

A few changes I would make: You may reveal Nopossession from anywhere, including your deck, discard pile, a Kingdom pile, the game box, or your own pocket, and you may search for it if need be, whether anybody has played Possession or not.
Title: Re: Really bad card ideas
Post by: enigma on July 15, 2011, 11:03:22 pm
Operation: Deck-Blender Game Screw
$5

Everybody hands you their deck (not their discard pile).
You will shuffle all the decks together (including yours) and then deal them into equal sized decks (One per player)
You will then hand out one such deck back to each player.
Title: Re: Really bad card ideas
Post by: Death to Sea Hags on July 16, 2011, 08:11:41 am
Operation: Deck-Blender Game Screw
$5

Everybody hands you their deck (not their discard pile).

Great!  ...and this is the bit that takes it from merely an interesting idea to Really Bad.  The potential for abuse is immense! I love it!
Title: Re: Really bad card ideas
Post by: Censure on July 18, 2011, 05:00:12 am
And I think the Round for the House should inspire a whole expansion for the college-aged drinking Dominion subset.

Oh boy. Let's do it.

WARNING: This game variant is incredibly stupid and should not be attempted by anyone, anywhere, under any circumstances, ever. If you do, you are an idiot.

...Under the Table
Action- Reaction ($2)

+2 Cards

You and all other players slam a shot.

If another player passes out or pukes, reveal this card and remove them from the game. Gain +10 Victory Points. If you are sober enough to read this, only the first person who reveals this card gains the VP chips. If an argument breaks out over who revealed the card first, I'm not saying a fist fight is the answer. Because it's not.



A Round for the House (Revised)
Action-Attack ($2)

Discard a copper. If you do, all other players must slam a shot and you gain +1 VP Chip.



Trashed
$3 (Action)

Trash a card from your hand and slam any number of shots. For each shot slammed, gain a card costing at most +$1 value than the trashed card.



Just an Observation
$3 (Reaction)

Any time you take a shot, you may make an off-colored remark to any other player. If the result is unfortunate, you may reveal and discard this card, then gain +3 Cards and +3 VP chips.

Setup: "Unfortunate" is what you make of it.



Drunken Boast
$4 (Action)

Slam up to 3 shots. For each shot slammed, gain +1 coin and +1 VP chip. If you slammed at least one, +1 Action.


Visceral Reality
$4 (Action - Duration)

+1 Action

While this is in play, for any action that causes you to take at least 1 shot, add 1 coin token to the Visceral Reality mat. When you play this, gain +1 Coin per token on the mat.



Vendetta
$5 (Action - Attack)

+$2

Pick one other player. That player must slam 3 shots.
Title: Re: Really bad card ideas
Post by: kazztawdal on July 18, 2011, 12:52:10 pm
No Cursing
$2
Reaction

When any player gains a Curse, says the word "Curse", or uses a curse word, you may reveal this card and then smack them over the nose with it.

Setup: This card is the size of a magazine.
Title: Re: Really bad card ideas
Post by: rinkworks on July 18, 2011, 03:36:19 pm
Village Idiot II
$0 - Action/Reaction
+1 Card, +1 Action
When another player plays an attack card, you may reveal this card from your hand.


Doppelganger
$6 - Action
Trash all of your cards, including this one.  Gain a copy of every card in the deck, hand, and discard pile of the player to your left.
Title: Re: Really bad card ideas
Post by: kazztawdal on July 19, 2011, 12:32:40 pm
Village Idiot II
$0 - Action/Reaction
+1 Card, +1 Action
When another player plays an attack card, you may reveal this card from your hand.

lol
Title: Re: Really bad card ideas
Post by: guided on July 19, 2011, 01:04:27 pm
The "you may reveal this" clause is really the icing on the cake.
Title: Re: Really bad card ideas
Post by: kazztawdal on July 21, 2011, 12:40:34 pm
The Dragon
$10.99 plus tax (if applicable)
Reaction

Play when the game ends for any reason.  Light the rag sticking out of the bottle of vodka, pick it up, and smash it on the table.  Evacuate if necessary.

Setup: Place a large, glass vodka bottle on the table and stuff a rag into it.  If anybody asks what it's for, refuse to answer.
Title: Re: Really bad card ideas
Post by: A_S00 on July 21, 2011, 01:18:08 pm
Oh boy. Let's do it.

[snip]

Ice Block
$3 (Action - Reaction)

+1 Card
+1 Action

When another player plays an attack card, you may reveal this card from your hand.  If you do, you take no shots, and the player who played the attack card takes any shots their attack would otherwise have caused you to take.

Dynamite (sorry, Bang)
$5 (Action)

+2 Cards
+2 Actions
+1 Buy
+$1

Reveal the top card of the Dynamite deck.  If it's a Copper, fill one shot glass and place it on the Dynamite mat, then pass this card to the player to your left.  If it's an Estate, slam all shots currently on the Dynamite mat, then fill one shot glass and place it on the Dynamite mat.  Reshuffle the Dynamite deck.

Setup:  Fill one shot glass and place it on the Dynamite mat.  Shuffle one Estate and four Coppers together to form the Dynamite deck, and place it on the Dynamite mat along with the shot.

High Tolerance
$10 (Victory)

When you buy this card, you may slam up to 10 shots.  For each shot you slam at this time, this card costs $1 less.

Worth 1VP for each shot you slam when you buy this card.  If you vomit at any time during the game, worth 0VP.

-----

Now, who's writing cards for a strip variant?
Title: Re: Really bad card ideas
Post by: Jack Rudd on July 21, 2011, 01:32:52 pm
Escalator Link
$9
Action-Treasure

If played as an Action: +2 Coin, +1 VP
If played as a Treasure: Worth 1 Coin for every treasure you have in play, including this.
Title: Re: Really bad card ideas
Post by: Thisisnotasmile on July 21, 2011, 01:42:18 pm
Escalator Link
$9
Action-Treasure

If played as an Action: +2 Coin, +1 VP
If played as a Treasure: Worth 1 Coin for every treasure you have in play, including this.

Very good.

Edit: No really, that is very very good. You win the internet.
Title: Re: Really bad card ideas
Post by: def on July 21, 2011, 02:36:29 pm
Escalator Link
$9
Action-Treasure

If played as an Action: +2 Coin, +1 VP
If played as a Treasure: Worth 1 Coin for every treasure you have in play, including this.

While this card at $9 may be very bad, the card type idea itself isn't. I already thought about this, especially after playing Thunderstone, where cards do different things in the village and in the dungeon. Why not something like this; a card where you can decide if you play it as an action or as a treasure?
Title: Re: Really bad card ideas
Post by: kazztawdal on July 22, 2011, 12:47:13 pm
Investment
Action-Treasure
$2

If played as an action: Add an Investment token to your Investment mat.
If played as a Treasure: First, +1 Coin for each Investment token on your Investment mat.  Then, remove 1 Investment token from your Investment mat.
Title: Re: Really bad card ideas
Post by: rinkworks on July 22, 2011, 01:16:35 pm
Are we still talking about bad cards?

Contrarian
$3 - Action/Treasure
If played as an action:  +$2
If played as a treasure:  +2 Cards.  Trash up to 2 cards in your hand.


You might call this card "situational":

Black Market Village
$2 - Treasure
Worth $0
+2 Actions

...so named because it only works if you can play it in your action phase.
Title: Re: Really bad card ideas
Post by: Death to Sea Hags on July 22, 2011, 03:06:23 pm
Squatters
$4 Action-Attack

Each other player reveals the top 2 cards of his deck. If they revealed any Victory cards, they trash any of them that you choose. You may gain any or all of these trashed cards. They place the other revealed cards back on their deck, in the order that you specify.


====

Raw Materials
$2 Action

+1 card, +1 action

During the Action Phase, this card costs your choice of ($), up to 2x the number of Raw Materials cards in play. 
If you trash this card, you may immediately place it in your discard pile.

======


Why bad?  Because they're interesting ideas that are really really broken.
Title: Re: Really bad card ideas
Post by: grep on July 22, 2011, 03:29:22 pm
Black Market Village
$2 - Treasure
Worth $0
+2 Actions
Wow! a good addition to the Diadem! To make it a really Bad Card, it should cost $1 to be engaged into the chain of Upgrade/Remake

Squatters
$4 Action-Attack

Each other player reveals the top 2 cards of his deck. If they revealed any Victory cards, they trash any of them that you choose. You may gain any or all of these trashed cards. They place the other revealed cards back on their deck, in the order that you specify.

Why bad?  Because they're interesting ideas that are really really broken.

It is not interesting, just heavily underpriced and incredibly volatile (even more than infamous Possession)
Title: Re: Really bad card ideas
Post by: enigma on July 25, 2011, 01:44:39 am
Slow Torture For Everyone!
$7
Action

You must discard down to 2 cards.
All other players must discard down to 1 card.
At the end of your turn, return this card to the top of your deck.

(Note, this is not an attack. So moats/lighthouses need not apply)
Title: Re: Really bad card ideas
Post by: kazztawdal on July 25, 2011, 01:34:53 pm
Cattle Ranch
$3
Action

Setup: Take a Barn mat, a Pasture mat, a Slaughterhouse mat, one Weather die, 20 Grass tokens and X Calf tokens, where X is equal to the number of cards trashed when purchasing Cattle Ranch.

When you purchase Cattle Ranch, you may trash any or all of the treasures used to purchase it, as well as any or all of the cards in your hand, and take that many Calf tokens and place them on the Barn mat.

When you play Cattle Ranch as an action, choose one:
* Move any or all of your Calf tokens to the Pasture mat.
* Remove one Grass token for each Calf token on the Pasture mat, and then replace each Calf token with a Cow token.
* Roll the Weather die, and place the resulting number of Grass tokens on the Pasture mat (possible results are 2, 4, 6, 8, and 10, requiring a balanced 5-sided die)
* Move any or all of your Cow tokens from the Pasture mat to the Barn mat.
* Add one Calf token to the Barn mat for every Cow token on the Barn mat, minus one.
* Move any or all of your Cow tokens from the Pasture mat to the Slaughterhouse mat.
* Collect 1 VP token for each Cow token on the Slaughterhouse mat, and remove those tokens. (slaughtering for beef)
* Collect +$1 for each pair of Cow tokens on the Barn mat, rounding down. (milking)
Title: Re: Really bad card ideas
Post by: rinkworks on July 25, 2011, 03:10:07 pm
Cattle Ranch
$3
Action

Oh man.  I want to play that card so bad now.
Title: Re: Really bad card ideas
Post by: krawhitham on July 25, 2011, 10:16:39 pm
Cattle Ranch
$3
Action

Setup: Take a Barn mat, a Pasture mat, a Slaughterhouse mat, one Weather die, 20 Grass tokens and X Calf tokens, where X is equal to the number of cards trashed when purchasing Cattle Ranch.

When you purchase Cattle Ranch, you may trash any or all of the treasures used to purchase it, as well as any or all of the cards in your hand, and take that many Calf tokens and place them on the Barn mat.

When you play Cattle Ranch as an action, choose one:
* Move any or all of your Calf tokens to the Pasture mat.
* Remove one Grass token for each Calf token on the Pasture mat, and then replace each Calf token with a Cow token.
* Roll the Weather die, and place the resulting number of Grass tokens on the Pasture mat (possible results are 2, 4, 6, 8, and 10, requiring a balanced 5-sided die)
* Move any or all of your Cow tokens from the Pasture mat to the Barn mat.
* Add one Calf token to the Barn mat for every Cow token on the Barn mat, minus one.
* Move any or all of your Cow tokens from the Pasture mat to the Slaughterhouse mat.
* Collect 1 VP token for each Cow token on the Slaughterhouse mat, and remove those tokens. (slaughtering for beef)
* Collect +$1 for each pair of Cow tokens on the Barn mat, rounding down. (milking)

So in summary: play a game of Agricola on the side when you play this card.
Title: Re: Really bad card ideas
Post by: kazztawdal on July 26, 2011, 02:00:53 pm
Cattle Ranch
$3
Action

Setup: Take a Barn mat, a Pasture mat, a Slaughterhouse mat, one Weather die, 20 Grass tokens and X Calf tokens, where X is equal to the number of cards trashed when purchasing Cattle Ranch.

When you purchase Cattle Ranch, you may trash any or all of the treasures used to purchase it, as well as any or all of the cards in your hand, and take that many Calf tokens and place them on the Barn mat.

When you play Cattle Ranch as an action, choose one:
* Move any or all of your Calf tokens to the Pasture mat.
* Remove one Grass token for each Calf token on the Pasture mat, and then replace each Calf token with a Cow token.
* Roll the Weather die, and place the resulting number of Grass tokens on the Pasture mat (possible results are 2, 4, 6, 8, and 10, requiring a balanced 5-sided die)
* Move any or all of your Cow tokens from the Pasture mat to the Barn mat.
* Add one Calf token to the Barn mat for every Cow token on the Barn mat, minus one.
* Move any or all of your Cow tokens from the Pasture mat to the Slaughterhouse mat.
* Collect 1 VP token for each Cow token on the Slaughterhouse mat, and remove those tokens. (slaughtering for beef)
* Collect +$1 for each pair of Cow tokens on the Barn mat, rounding down. (milking)

So in summary: play a game of Agricola on the side when you play this card.

Or, if you use King's Court, three games.
Title: Re: Really bad card ideas
Post by: Fangz on July 26, 2011, 04:36:43 pm
In an effort to stay relevant!

DLC
$3
Treasure

When you play this card, send any number of dollars by mail in a brown paper envelope to Donald X. This treasure is worth coins equal to the number of dollars sent (rounded down).

Quicksave
$3
Action

Reveal this card. Everyone reveals their hands, decks, and discard piles. Make a note of all of this, as well as the supply piles and trash piles.

Quickload
$3
Action

Restore the game to the situation last recorded by 'Save'.
Title: Re: Really bad card ideas
Post by: david707 on July 27, 2011, 08:11:41 am
Uber Market
Action - $7
+1 Card
+1 Action
+1 Buy
+3 Coins
You can't buy this if you have any treasures in play.

"Cantrip"
Action - $1
+1 Card
+1 Action
Title: Re: Really bad card ideas
Post by: Thisisnotasmile on July 27, 2011, 09:33:07 am
Meerkat
действия - $5
+1 карты
+1 Экшен
+1 Купить
+ $1
Title: Re: Really bad card ideas
Post by: rinkworks on July 27, 2011, 09:40:08 am
Power Market
Action - $8
+1 Card
+1 Action
+1 Buy
+4 Coins
You can't buy this if you have any cards in play.


Edit:  Maybe this should really be called "Super Market."   Ha ha.
Title: Re: Really bad card ideas
Post by: Thisisnotasmile on July 27, 2011, 09:50:04 am
Power Market
Action - $8
+1 Card
+1 Action
+1 Buy
+4 Coins
You can't buy this if you have any cards in play.


Edit:  Maybe this should really be called "Super Market."   Ha ha.

4x mining village -> trash for $2.

Easy.

Edit: You could also exchange 1 or 2 of the MVs for Embargos.
Title: Re: Really bad card ideas
Post by: Glooble on July 27, 2011, 09:57:50 am
Or just forge into it. You can still gain these cards, after all.
Title: Re: Really bad card ideas
Post by: HockeyHippo on July 27, 2011, 12:05:01 pm
Love this thread so far!

Compound Interest
7$- Action- Duration(Permanent, you don't remove it)

While this card is in play at the end of every clean up phase, including opponents, put a trade route token on this card. At the start of your next turn +$ for every trade route token on this card.

Any player may give you a gold in hand during their Buy phase, if they do, remove all trade route tokens on this card.



Recursion
0$- Action

+1 Action
Put this card on the top of your deck
+1 Card


Edit: I guess Recursion would be useful for Conspirator... hmm
Title: Re: Really bad card ideas
Post by: Glooble on July 27, 2011, 01:05:32 pm
Recursion would permanently stall the game.

Forever.

I think you win.
Title: Re: Really bad card ideas
Post by: Elyv on July 27, 2011, 01:05:59 pm
Recursion would permanently stall the game.

Forever.

I think you win.
You're not required to play it.
Title: Re: Really bad card ideas
Post by: kazztawdal on July 27, 2011, 01:13:34 pm
Infinite Recursion
$0
Action

+1 Action

When you play or draw Infinite Recursion, put it on top of your deck.

+1 Card

EDIT: wait, that doesn't work either
Title: Re: Really bad card ideas
Post by: kazztawdal on July 27, 2011, 01:17:46 pm
Ultimate Golem
$9
Action

Reveal cards from your deck until you reveal a pink elephant.

If your deck is empty, reshuffle.
Title: Re: Really bad card ideas
Post by: Deadlock39 on July 27, 2011, 02:29:03 pm
Infinite Recursion
$0
Action

+1 Action

When you play or draw Infinite Recursion, put it on top of your deck.

+1 Card

EDIT: wait, that doesn't work either

Infinite Recursion
$0
Action

+1 Action

When you play Infinite Recursion, put it on top of your deck.
Reveal your hand for the remainder of your turn.
When you draw Infinite Recursion during your Action phase, play it immediately.

+1 Card

Also:
http://lmgtfy.com/?q=cache%3Almgtfy.com
Title: Re: Really bad card ideas
Post by: Superdad on August 19, 2011, 01:37:48 pm
Armageddon:
$7
Reaction

Play this reaction only to an opponent playing either an action or a treasure. Drop this card from at least 3 feet above the playing surface. Once Armageddon lands, the opponent trashes all cards in contact with it, exluding cards from his deck or discard pile. Discard this card from your hand once you play it as a reaction.

If armageddon is in your hand at the start of your turn, place your hand, deck and discard pile into the trash pile.
Title: Re: Really bad card ideas
Post by: jsh357 on August 20, 2011, 02:50:07 pm
This thread makes me wonder if there'll ever be a "Dominion Unglued."
Title: Re: Really bad card ideas
Post by: Scott Pilgrim on August 20, 2011, 08:34:01 pm
Shrubbery
Type: Action-Attack-Victory
Cost: $4
VP: 2

All players reveal their hand. If a player reveals a Shrubbery, they must give it to you. Any players who do not reveal a Shrubbery gain a curse and a copper.
Title: Re: Really bad card ideas
Post by: HLennartz on August 23, 2011, 02:02:56 pm
I think this card would make games a lot less interesting:

Patron
$5
Action
+$3

Now every deck can be 100% big money. I think it could make the choice of deck strategy much more uniform and boring.
Title: Re: Really bad card ideas
Post by: play2draw on August 23, 2011, 03:11:00 pm
After all of the planned Dominion expansions come out, I'd love to see Donald/RGG put out one additional release containing only the most flawed and broken cards that were playtested (but still loved).
Title: Re: Really bad card ideas
Post by: rinkworks on August 23, 2011, 03:34:29 pm
I love the gameplay value that Grand Market's "no Copper" clause adds, so I thought of a few more cards along those lines:

Black Lab
$5 - Action
+1 Card, +1 Action.  Gain the top card of the Black Market deck and put it in your hand.
You may not buy this if you have any treasures in play other than Silver.

Grand Herbalist
$3 - Action
+1 Buy, +$2.  When you discard this from play, you may put one of your Treasures from play on top of your deck.
You may not buy this if you have more than one card of the same cost in play.

Mount Bank
$8 - Treasure/Attack
Each other player reveals their hands.  +$ equal to the number of Treasure cards revealed.  Then each player gains a Curse and a Copper.
You may only buy this if you have at least three Pearl Divers (from Dominion: Seaside) in play.

Peddlest
$5 - Action
If the cost of Peddler is exactly $5 when you play this, gain all of the remaining Peddler cards.
You may only buy this if the cost of Peddler is exactly $3.

Queen's Court
$7 - Action
You may choose an action card from your hand.  Play it, oh, two times.  No wait, four.  I've changed my mind again.  Three times.  Maybe three and a half.
You may only buy this with a credit card.

Master Stash
$6 - Treasure
$2.  When you shuffle, you may put this card anywhere in your deck, in someone else's deck, in someone else's hand, in any supply pile, or the box.
You may not buy this unless the number of cards on your Pirate Ship mat is equal to the number of coins on the Trade Route mat.
Title: Re: Really bad card ideas
Post by: AJD on August 24, 2011, 02:51:37 am
I like combining existing cards based on analogies of the names. Some of them kind of make sense—

Grand Bazaar: $6 action
+$2
+2 actions
+1 card
You can't buy this if you have any copper in play

—and some totally don't make sense—

Ad-loan-er: $4 action
Dig for two treasure cards and trash or discard both of them

—and some are really overpowered—

Fish Market: $5 action–duration
+$2
+1 action
+1 buy
At the beginning of your next turn, +$2 and +1 buy

—or underpowered—

Young Minion: $4 action–attack
+1 action
choose one: +$2 and discard two cards,
or discard your hand, +2 cards, and all other players must either discard their hands and draw 4 or reveal a Bane card.
Title: Re: Really bad card ideas
Post by: chwhite on August 24, 2011, 03:39:30 am
I love the gameplay value that Grand Market's "no Copper" clause adds, so I thought of a few more cards along those lines:

Quote from: AJD
I like combining existing cards based on analogies of the names.

Ha.  Along similar lines, possible entries for Dominion Mini, the littlest expansion of them all:

Pony
$4 Action-Booby Prize
Choose one: +2 Cards, +2 Actions, +$2, or Gain 2 Silvers and put your deck in your discard pile.  If you play Tournament and an opponent reveals a Province, you may gain Pony and put it on the bottom of your deck.

High School
$1P
+2 Actions.  Gain an Action costing up to $4.

Microwave Dinner
$2
Trash this card.  Gain a card costing up to $3.
Title: Re: Really bad card ideas
Post by: kazztawdal on August 24, 2011, 12:57:55 pm
Copper Strip Mine
$3

Put your deck and discard pile into your hand.  Trash every card in your hand except for Copper Mines, Coppers, Victory cards, and Curse cards.  Each of your opponents may gain their choice of 1 of the cards trashed this way.

+1 Buy for each card trashed this way.
Title: Re: Really bad card ideas
Post by: nubs on August 25, 2011, 10:12:28 am
Nipple Tweak - $3
Gain a Curse.
Gain a Gold.
Title: Re: Really bad card ideas
Post by: Glooble on October 13, 2011, 01:11:22 am
Had some more ideas, decided to revive this thread.

First some victory cards:

Unfairgrounds

Worth 12 VP for every card in your deck, but only to the first player who gains one. To everyone else, its a curse.

Complicated Math

Worth 1 VP for each Duke in your deck. Minus 1 VP for each Duchy.

And a new entry for the drinking game expansion:

Beer Garden

At the end of the game, count your deck. If you're still sober enough to do this +10 VP.
Title: Re: Really bad card ideas
Post by: play2draw on October 13, 2011, 01:14:24 am
This one came in my head yesterday:

Printing Money - $4 - Treasure
$1
+1 buy
When you buy a card, +$1
Title: Re: Really bad card ideas
Post by: Glooble on October 13, 2011, 01:17:10 am
Wishing Map
+ 1 Card

Name a card. Reveal the top card of your deck. If it's the named card, trash Wishing Map gain 4 copies of that card on your deck.
Title: Re: Really bad card ideas
Post by: ehunt on October 13, 2011, 01:22:00 am
+1 action, +2 coins, +1 buy:

Bland Market? Eh-stival? Or Goodcutter?
Title: Re: Really bad card ideas
Post by: Glooble on October 13, 2011, 01:24:12 am
$7 Recursive Treasure Map
+1 Action

Trash this card and another Recursive Treasure Map. If you do, choose one: Gain 4 Gold on top of your deck, or gain four Recursive Treasure Maps on top of your deck.

$6 Spin the Bottle
Action - Attack

Trash a card from your hand. If it's an Action card, each player gains a curse. If it's a Treasure card, each player takes a shot. If it's a Victory card, each player removes an article of clothing.
Title: Re: Really bad card ideas
Post by: chwhite on October 13, 2011, 03:39:07 am
+1 action, +2 coins, +1 buy:

Bland Market? Eh-stival? Or Goodcutter?

I've proposed this card before with the title "Stonemasons", working off of analogy with any number of games where you can build stuff with wood as a resource, but you can build better stuff with stone.

BTW I think there are at least 50/50 odds that not only will this card show up in one of the remaining sets, but that it will be the one and only entirely vanilla card to do so.  (I suppose +3 Cards +1 Buy for $5 is also a reasonable if unspectacular candidate.)
Title: Re: Really bad card ideas
Post by: AJD on October 13, 2011, 11:38:32 am
+1 action, +2 coins, +1 buy:

Bland Market? Eh-stival? Or Goodcutter?

I've proposed this card before with the title "Stonemasons", working off of analogy with any number of games where you can build stuff with wood as a resource, but you can build better stuff with stone.]

Based on the pattern established by later expansions, it's always kind of struck me as a shame that Festival isn't called "Logging Village" or something like that.
Title: Re: Really bad card ideas
Post by: Titandrake on October 13, 2011, 07:33:33 pm
Turbo
Cost: $7
Each other player draws or discards cards until they have the same number of cards in hand that you do.

Draw cards equal to the number of cards in your hand.
Title: Re: Really bad card ideas
Post by: chwhite on October 13, 2011, 09:58:10 pm
+1 action, +2 coins, +1 buy:

Bland Market? Eh-stival? Or Goodcutter?

I've proposed this card before with the title "Stonemasons", working off of analogy with any number of games where you can build stuff with wood as a resource, but you can build better stuff with stone.]

Based on the pattern established by later expansions, it's always kind of struck me as a shame that Festival isn't called "Logging Village" or something like that.

Yeah, that would have been a perfect name for Festival.
Title: Re: Really bad card ideas
Post by: Julle on October 15, 2011, 06:51:25 pm
Turbo
Cost: $7
Each other player draws or discards cards until they have the same number of cards in hand that you do.

Draw cards equal to the number of cards in your hand.

Golem + Tactician + Turbo = Happy opponents ;)
Title: Re: Really bad card ideas
Post by: ChaosRed on October 15, 2011, 07:17:54 pm
Fear & Self-Loathing
Trash a card costing 5 or more in your hand, gain a card costing 3 or less.

Helter Skelter
If you have 4 or more cards in your hand, return your entire hand to the supply pile, if you do, gain a card of your choice from the Supply then trash it immediately. Each other player must reveal their hand, if they have one more copies of the trashed card, they must trash one in their hand or return one in their hand to the Supply pike (they choose). 

Spiteful Bastard
Choose a card in the Supply, gain 2 copies of it and trash them immediately. Gain -1VP.

This next set could be fun...requires all of the cards to be on the board for setup though:

Leper
Gain a Curse
Worth 1VP for every 2 Curses in your deck.

Leper Colony
Gain a Leper
Worth 1VP for every 2 Lepers in your deck.

Alms for Lepers
Reveal your hand. If you have one more Leper cards in your hand choose one:
Gain a Leper Colony
or
Gain 2 Curses

Burn them All
Trash every Leper and Leper Colony in your hand. +1VP for each trashed card. Gain a Curse and then a Leper
and then a Leper Colony.
Title: Re: Really bad card ideas
Post by: Jack Rudd on October 15, 2011, 07:20:40 pm
Fear & Self-Loathing
Trash a card costing 5 or more in your hand, gain a card costing 3 or less.
That's actually quite a playable card. You need to be careful with it, mind.
Title: Re: Really bad card ideas
Post by: ChaosRed on October 15, 2011, 07:22:04 pm
It's true, at times a 5-card becomes old/stale as the board changes.
Title: Re: Really bad card ideas
Post by: Jack Rudd on October 15, 2011, 08:34:11 pm
It's true, at times a 5-card becomes old/stale as the board changes.
It can do, though there aren't too many. The scenario I was envisaging was the one where you have no cost-5 cards in hand and so it just becomes "Action: gain a Silver (or whatever)".
Title: Re: Really bad card ideas
Post by: ChaosRed on October 15, 2011, 08:43:35 pm
Right, it should have the classic, "if you do" in the syntax. I was thinking more like trashing your Mine once your Coppers all nicely mined and deciding a Village might be more pleasant. Of course, that's pretty narrow and other upgrade cards give you that flexibility already.
Title: Re: Really bad card ideas
Post by: Titandrake on October 16, 2011, 11:38:45 pm
Once Again With Style
Cost: $7
Action
Each player trashes all cards they own. Each player, starting with you, takes 10 cards of his or her choice from the supply. This is that player's new starting deck.

You know, if you limit it to non-victory cards, it might not be half bad. Still insane though.
Title: Re: Really bad card ideas
Post by: Glooble on October 17, 2011, 12:50:50 am
Merchant Ghost Pirate Ship
Action – Attack –Duration
$8

+2 Cards
+$2

Each other player reveals the top 2 cards of his deck, trashes a revealed Treasure that you choose, discards the rest, and if anyone trashed a Treasure you take a Coin token. Each other player with 4 or more cards in hand puts cards from his hand on top of his deck until he has 3 cards in his hand.

On your next turn, +$2 and +$1 per Coin token you’ve taken with Merchant Ghost Pirate Ships this game.
Title: Re: Really bad card ideas
Post by: def on October 17, 2011, 06:18:44 am
Not too crazy since Pirate Ships strength comes from multiple attacks, which shouldn't be possible this easy with the high cost.
Title: Re: Really bad card ideas
Post by: dysprog on October 28, 2011, 11:52:56 pm
Infinite Fun
$5
Action - Attack
+1 vp
-1 buy
Each other player gains a curse
each other player discards down to 2

When Infinite Fun is gained or played, place a pain token on the boredom mat.
For each pain token on the boredom mat, all cards in supply (except Infinite Fun) cost +$1
For each pain token on the boredom mat,  Infinite Fun cost -$1

Title: Re: Really bad card ideas
Post by: hypercube on October 29, 2011, 01:44:42 am
Devil's Auction
Action - Curse - $7
-3 VP
-----------------
All other players participate in an auction, bidding whole numbers
The "winner" reduces their total VP by the number they bid by some combination of gaining Curses and trashing VP from their hand/deck/discard/mats/tokens
If the "winner" is unable to do this they trash their entire hand, deck, discard, mats, and tokens
The "losers" of the auction reveal their hand and pass all Treasure cards revealed to your hand
If no one bids all other players are "losers"

Dynastic Succession
Action - $3
------------------
Total the cost of your hand
Return your hand to the Supply
Gain cards of non-zero cost into your hand whose total cost is less than or equal to half of the cost of the hand you returned, rounded down

Pyrrhic Victory
Action - Attack - $5
------------------
Each other player discards down to 3 cards in hand
------------------
While Pyrrhic Victory is in play, during your Clean-up phase you draw zero cards (instead of 5) and may gain a Victory card costing up to the cost of Pyrrhic Victory

Tabloid
Action - Duration - $2
------------------
While Tabloid is in play turn your deck upside-down, and during your Clean-up phase you draw 4 cards (instead of 5)
You may discard Tabloid at any time during your turn
Title: Re: Really bad card ideas
Post by: natey on October 31, 2011, 10:24:20 pm
Boutique
Action - $4
+ 1 card
+ 1 action
+ 1 buy
+ $3

cards cost 2 more this turn
Title: Re: Really bad card ideas
Post by: rinkworks on November 01, 2011, 08:19:36 am
Boutique
Action - $4
+ 1 card
+ 1 action
+ 1 buy
+ $3

cards cost 2 more this turn

Seems like a pretty good card to me.  A Market for $4 whose +Buy is crippled?  Why not?
Title: Re: Really bad card ideas
Post by: Zem on November 01, 2011, 09:50:57 pm
Boutique
Action - $4
+ 1 card
+ 1 action
+ 1 buy
+ $3

cards cost 2 more this turn

That would be an awesome card with bishop, apprentice or forge.

Here is my entry, which I have not playtested yet since I want to keep my friends.

(http://img163.imageshack.us/img163/647/brickx.jpg)

Brick
Reaction - 1$
When another player gains a card,
you may reveal this from your hand,
shout a catchphrase and throw it. 
If you hit him while he is touching the
gained card, you gain that card instead.
——————————
The first player who touches Brick
after it has been thrown gains it,
putting it in their hand.



An additional rule i considered: If you draw blood with your hit: +2vp
But I ran out of room on the card.

FAQ for brick:
- in case of multiple players throwing bricks, only the first one to hit succeeds
- first you shout the catch phrase, then throw! So no sneak attacks. Feel free to use "SNEAK ATTACK" as your catchphrase though.
- A brick that missed its target may be claimed by any player, by touching it. A brick that hits is automatically claimed by the victim, since that counts as a touch.
- If a brick throw succeeds, the thrower gains a card. So the victim may throw the same brick back in response to that gain event.

It turned out a little too wordy, but i am not sure how to shorten the text further.

"He is going for the provinces! Get 'im boys!"
Title: Re: Really bad card ideas
Post by: AJD on November 09, 2011, 10:33:07 am
I like combining existing cards based on analogies of the names.

Expanding Post
Action - $8
Trash two cards from your hand. If you do, gain a card costing up to $4, putting it in your hand.
Title: Re: Really bad card ideas
Post by: rinkworks on November 09, 2011, 11:59:14 am
I like combining existing cards based on analogies of the names.

Expanding Post
Action - $8
Trash two cards from your hand. If you do, gain a card costing up to $4, putting it in your hand.

Ghost Minion
$5 - Action
Each player (including you) with 5 or more cards in hand puts his hand on top of his deck in any order, then draws 4 cards.

Library Tower
$5 - Action
Draw up to 6 cards in hand.  Draw up to 7 cards in hand.

Fishing Well
$4 - Action
Now and at the start of your next turn, +2 Actions, +$1, name a card, then reveal the top card of your deck. If it is the named card, put it in your hand.

Philosopher's Village
$4 - Action
+1 Card.  Count your deck and discard pile.  +Actions equal to the number of cards between them (rounded down).

Horse Traders of All Trades
$5 - Action
+1 Buy.  +$3.  Gain a Silver.  Draw up to 5 cards in hand.  Discard 2 cards.
When another player plays an attack card, you may set this aside from your hand.  If you do, then at the start of your next turn, return this to your hand and you may trash a card that is not a Treasure.

Young Woodcutter
$2 - Action
+1 Buy.  +$2.  -$2.

Noble Pawn Steward
$6 - Action
Choose one: +1 Card, +1 Action, +1 Buy, +$1, +3 Cards, +2 Actions, +2 Cards, +$2, or trash two cards from your hand.
Title: Re: Really bad card ideas
Post by: AJD on November 09, 2011, 12:49:21 pm
Horse Traders of All Trades
$5 - Action
+1 Buy.  +$3.  Gain a Silver.  Draw up to 5 cards in hand.  Discard 2 cards.
When another player plays an attack card, you may set this aside from your hand.  If you do, then at the start of your next turn, return this to your hand and you may trash a card that is not a Treasure.

Hmm, I guess Jack of All Salvages would be:
$4 - Action
+1 Buy. +$1. You may discard the top card of your deck. Draw up to 5 cards in hand. You may trash a card that is not a Treasure.

Not sure yet what, say, Horse Bishops would do, though.

Noble Pawn Steward
$6 - Action
Choose one: +1 Card, +1 Action, +1 Buy, +$1, +3 Cards, +2 Actions, +2 Cards, +$2, or trash two cards from your hand.

And the Trusty Noble Pawn Steward lets you choose two of them!
Title: Re: Really bad card ideas
Post by: AJD on November 09, 2011, 12:52:33 pm
Not sure yet what, say, Horse Bishops would do, though.

I guess it would have to be:
+$1. +1 Buy. Discard two cards. Gain an Estate.

...Well, this is the bad card ideas thread.
Title: Re: Really bad card ideas
Post by: timchen on November 09, 2011, 11:40:00 pm
Quote
Young Woodcutter
$2 - Action
+1 Buy.  +$2.  -$2.

I really like this one. Similarly:

Young Embassy:
$4 - Action
+5 cards. discard 3 cards. +3 cards.
---
When you gain this, every one else gain a silver, than discard a silver from hand, or show a hand with no silvers.

Maybe this should be named Old Embassy?
Title: Re: Really bad card ideas
Post by: chwhite on November 09, 2011, 11:56:53 pm
Ill-Gotten Pearls
$4 - Treasure
Worth $1
________
When you gain this, every other player gains a Curse on the bottom of their deck, which they may choose to move to the top of their deck.


Horse Chancellors
$4 - Action/Reaction
$2, +1 Buy.  Place the top two cards of your deck into the discard.
___________________
When an Attack is played against you, you may reveal Horse Chancellors from your hand.  If you do, place your deck into the discard and set it aside until the beginning of your next turn.



Fool's Silver
$1 - Treasure/Reaction
If this is the first time you have played a Fool's Silver this turn, this is worth $0, otherwise it is worth $3.
_________
When another player gains a Duchy, you may trash this from your hand.  If you do, gain a Silver, putting it on your deck.
Title: Re: Really bad card ideas
Post by: AJD on November 10, 2011, 12:27:27 am
Queen
$2 - Action
+1 action. Every player looks at the top card of his deck and either puts it back or discards it. Then, +1 card.
When you gain a King's Court, you may gain a Queen.

Ghost Merchant Ship
$5 - Action-Duration-Attack
+$2. While this is in play, at the beginning of any other player's turn, they get –$2.

Remodellands
$6 - Victory
Worth 2VP
When you buy this, reveal cards from the top of your deck until you reveal an action or treasure. Put the revealed action or treasure back on top and discard the other cards.

Mining Mine
$6 - Action
Trash a treasure from your hand and gain another treasure costing up to $3 more, putting it in your hand. You may trash this immediately; if you do, +$2.
Title: Re: Really bad card ideas
Post by: chwhite on November 10, 2011, 01:04:27 am
Ghost Merchant Ship
$5 - Action-Duration-Attack
+$2. While this is in play, at the beginning of any other player's turn, they get –$2.

Y'know, I kinda wish this (or some well-playtested and balanced version of it) was an actual Dominion card.
Title: Re: Really bad card ideas
Post by: AJD on November 10, 2011, 01:11:05 am
Ghost Merchant Ship
$5 - Action-Duration-Attack
+$2. While this is in play, at the beginning of any other player's turn, they get –$2.

Y'know, I kinda wish this (or some well-playtested and balanced version of it) was an actual Dominion card.

...What, you didn't like Mining Mine?

I think I recall from the Secret Histories that something like this is more or less what Cutpurse started out as (although with $1; –$2 is really really strong, I think).
Title: Re: Really bad card ideas
Post by: chwhite on November 10, 2011, 01:49:04 am
Ghost Merchant Ship
$5 - Action-Duration-Attack
+$2. While this is in play, at the beginning of any other player's turn, they get –$2.

Y'know, I kinda wish this (or some well-playtested and balanced version of it) was an actual Dominion card.

...What, you didn't like Mining Mine?

I think I recall from the Secret Histories that something like this is more or less what Cutpurse started out as (although with $1; –$2 is really really strong, I think).

Yeah, I remember that.  I think this would in practice be different enough from Cutpurse- a guaranteed hit on income, and the fact it doesn't actually reduce your opponents hands would make it play very differently with things like sifting, trashing, and Library/Watchtower/Menagerie.  And I've long pined for a Duration-Attack, though apparently enough playtesters disliked the timing and concept to consign it to the dustbin.
Title: Re: Really bad card ideas
Post by: Kirian on November 10, 2011, 01:50:32 am
Young Steward - $2 - Action
Choose one:  $1, or +1 Card, or trash a card from your hand.

Walled City - $6 - Action
+1 Card, +2 Actions.  If there is an empty supply pile, +1 Card; if there are two, +$1, +1 Buy.  At the start of your Cleanup, if you have this and no more than one other Action in play, you may put this on top of your deck.

To build on chwhite, but even worse...

Fool's Copper - $0 - Treasure - Reaction
If this is the first time you have played Fool's Copper this turn, is it worth -$1.  Otherwise, it is worth $2.
----
When another player gains an Estate, you may trash this card from your hand.  If you do, gain a Copper, putting it on your deck.

Or how about:

Emperor's Court - $10 - Action
You may choose an Action card from your hand.  Play it five times.
Title: Re: Really bad card ideas
Post by: Julle on November 10, 2011, 09:03:29 am
King's Adventurer
$10 - Action
Reveal cards from your deck until you reveal 2 Treasure cards. Play both Treasures three times and discard the other revealed cards.

You really don't want to reveal 2 Contrabands with this.

Shanty Menagerie
6€ - Action
+1 Action
Reveal your hand. If you have no action cards and no duplicates in your hand, put your deck into your hand.

The ultimate counter against Torturer.
Title: Re: Really bad card ideas
Post by: play2draw on November 10, 2011, 12:21:30 pm
After a bit of spying at Rio Grande Games, I have discovered that the final Dominion expansion is going to be named Dominion: Convoluted. I also found a card from that set:

Financier: $5 Action
Reveal your hand. Calculate the average cost of cards in your hand (round down).
+3 Cards.
Reveal your hand. Calculate the average cost of cards in your hand (round down).
If the average value of your cards has not increased, gain a silver, putting it in your hand.
If the average value of your cards has increased, gain a gold and a silver and put your deck on your discard pile.
Discard 3 cards.
Title: Re: Really bad card ideas
Post by: mathguy on November 12, 2011, 06:44:12 pm
Horse Traders of All Trades
$5 - Action
+1 Buy.  +$3.  Gain a Silver.  Draw up to 5 cards in hand.  Discard 2 cards.
When another player plays an attack card, you may set this aside from your hand.  If you do, then at the start of your next turn, return this to your hand and you may trash a card that is not a Treasure.

I laughed hard at this. ;D

How about:

King's Courtyard
$7 - Action
Choose an action card in your hand. You may play it three times then put it on top of your deck.

Iron Worker's Village
$4 - Action
+1 card. +2 actions. Trash this card. If it is an action card, +1 action. If not, +$2.
Title: Re: Really bad card ideas
Post by: pooka on November 13, 2011, 01:19:49 am
Lookout Below
Action $3
+2
Reveal the bottom 3 cards of your deck.  If you draw any attack cards you must trash one.  If you draw any treasure cards you must discard one.  If you draw any victory cards, place one on top of your deck.  Discard anything remaining.
Title: Re: Really bad card ideas
Post by: Kirian on November 13, 2011, 01:53:44 am
Snugglers - $3 - Action/Attack
Choose one:
Gain a Cute Toddler token OR
Divide the number of Cute Toddler tokens by 2, rounding down.  Each other player gains that number of Coppers on their deck.  Return all your Cute Toddler tokens to the supply.

Anyone else have a one-letter change?
Title: Re: Really bad card ideas
Post by: AJD on November 13, 2011, 02:31:02 am
Anyone else have a one-letter change?

Enjoy - $4 - Action
Reveal the top 5 cards of your deck. Play whichever one would be the most fun.

Gland Market - $6 - Action
+1 card
+1 action
+1 buy
+$1
+1 hormone

Mink - $5 - Action
You may reveal a small furry mammal. Gain a copy of it.

Fast - $4 - Action
Trash this card. Gain nothing.
Title: Re: Really bad card ideas
Post by: Kirian on November 13, 2011, 03:02:25 am
Moan - $2 - Action/Reaction
You may moan suggestively.  If you do, +2 Cards
----
When another player plays an Attack, you may reveal this card from your hand and moan suggestively.  If you do, the attack does not affect you.

Pillage - $4 - Action/Attack
+2 Actions, +1 Card.  Each other player discards a Treasure card or revels a hand with no Treasure.

Mold - $5 - Treasure
Big $3
When you play this, you may reveal a Curse from your hand.  If you do not, gain a Curse.

Blank Market - $3 - Action
[Card has no text]
Title: Re: Really bad card ideas
Post by: Julle on November 13, 2011, 03:33:10 am
Anyone else have a one-letter change?

Lawn - $2 - Action

Choose one:
+1 card
+1 action
+1 buy
+$1

You can reveal Estate from your hand. If you do, you can put it aside with this card.
At the end of the game each Lawn and Estate pair is worth 3 victory points.

Surely an Estate with a nice lawn is worth more  :)
Title: Re: Really bad card ideas
Post by: rspeer on November 13, 2011, 04:25:02 am
Wishing Village - $2 - Action
+2 Actions
Name a card. Reveal the top card of your deck. If it's the named card, put it into your hand.


Lack of All Trades - $2 - Action - Attack

+1 Card
+1 Action
Each opponent must discard a card from their hand or play area with "Trade" or "Trading" in its name, or reveal their hand to show that they have no such cards.


Bacon - $2 - Treasure
(Much like Potion, this card contains only a large picture of a piece of bacon)
Title: Re: Really bad card ideas
Post by: rspeer on November 13, 2011, 04:41:44 am
This is too much fun:

Stewart - $2 - Action
Choose one: +$2; or +2 Cards; or trash 2 political figures.


Exploder - $6 - Action
Choose a Supply pile. Trash all cards in that pile.


Robble - $5 - Action - Attack
+3 Cards
You may steal a hamburger from each opponent who has one.
Title: Re: Really bad card ideas
Post by: def on November 13, 2011, 06:37:38 am
Nice idea!

Great Mall - $6 - Action
+1 Card; +1 Action; +1 Buy; +$2
You can’t buy this if you have any Treasure that is not a Copper in play.

Luke - $5 - Action
Every opponent reveals one card from their hand at random. Cut it with your lightsaber. Its pieces are removed from the game.

Cookout - $3 - Action/Victory
Gain a Bacon.
--
Worth 1 VP.

Pity - $3 - Action
The players with the fewest VP tokens gain 2 VP tokens.


You could do something with Witch, too, but I won't post it.
Title: Re: Really bad card ideas
Post by: Thisisnotasmile on November 13, 2011, 06:44:16 am
Ill-Gotten Goons - $7 - Action - Attack
+1 Buy; +$1
Each other player discards down to 3 cards in hand.
When you play this, you may gain a Copper, putting it into your hand.
-----
While this is in play, when you buy a card, +1 VP token.
-----
When you gain this, each other player gains a Curse.


Jack off all Trades - $4 - Action
Erm... No, actually don't.


Philosopher’s Scone - $0, 1P, 1B(acon) - Treasure
When you play this, have an argument about how to pronounce "scone", then:
Go to the kitchen and calculate how many scones you could potentially make with the available ingredients. Worth $1 per 2 potential scones (rounded down).


Dwindler - $2 - Action - Attack
If this is the first time you have played a Dwindler this turn +$2, otherwise +$2 -$1 times the number of Dwindlers you have already played this turn (not including this one).
If this is the first time you have played a Dwindler this turn each other player trashes the top card of his deck and gains a card with the same cost that you choose, otherwise each other player trashes the top card of his deck and gains a card with the same cost that they choose.


Fortune Cookie - $2 - Action - Attack
+$2
Each other player reveals cards from the top of his deck until he reveals a Victory or Curse card. He puts it on top and discards the other revealed cards. Rip this card open and read the Chinese Proverb inside.


Tournamint - $5 - Action
+1 Action
Each player may reveal a Province from his hand and gain a copy of it.
If you do, discard it and gain a Prize (from the Prize pile) or a Duchy, putting it on top of your deck.
If no-one else does, +1 Card, +$1.
-----
When you buy this, trash all Treasures you have in play.


Denture - $5 - Treasure
Worth $1
When you play this, visit your dentist.


Contrabank - $7 - Treasure
Worth $?
+1 Buy
When you play this, the player to your left names a card. You can’t buy that card this turn. When you play this it’s worth $1 per Treasure card you have in play (counting this).
Title: Re: Really bad card ideas
Post by: Glooble on November 13, 2011, 12:11:51 pm
Iron Woks
Action - 2 and a bacon
Gain a card costing up to 4. If it is an action card, go make yourself some delicious stir fry.

Irate Ship
Action - 4
Choose one: Each other player reveals the top 2 cards of his deck, trashes a revealed Treasure that you choose, discards the rest, and if anyone trashed a Treasure you take a Coin token; or, get so pissed off at all the Pirate ships that you scatter the cards across the floor and no one wins.

Treasure Mop
Action -4
Something to do with the clean-up phase? Actually, I got nothing.

Worf
Action - Duration 5
Now and at the start of your next turn: +2 Cards; +1 Buy. If you behave dishonorably, trash this card.

Title: Re: Really bad card ideas
Post by: Tejayes on November 13, 2011, 02:10:25 pm
Caller
Action - $2
+1 Action.
Hang up on any number of telemarketers; +1 Card for each hang up.

Chapelle
Action - $2
Trash up to 4 fans quoting certain popular phrases from your hit show, then quit.

Meat
Action/Reaction - $2
+1 Bacon
--
When another player plays an Attack, you may eat this card. If you do, you are unaffected by the inevitable indigestion.

Cancellor
Action - $3
+$2
You may put the entire NBC Primetime lineup into your discard pile.

Village People
Action - $3
+1 Card
+2 YMCA dance actions

Windcutter
Action - $3
+1 Fart
+$2

Children's Television Workshop
Action - $3
Gain a card costing up to 1 coin, 2 coins, 3 coins, 4 coins! Ha, ha, ha!

Democrat
Action/Attack - $4
Gain a Welfare check; put it on your deck.
Each other player puts a bill cutting funding to one of your pet projects from their hand on top of their deck (or reveals a hand with no bills).

Yeast
Action - $4
Trash this card. Gain a loaf of bread costing up to $5 (in other words, don't go to Whole Foods).

Olive Gardens
Victory - $4
This card is worth 1 VP for every breadstick in your belly.

Melissa
Action/Attack - $4
+$2
Each other player gets hounded by you and your mother who has obviously had way too much plastic surgery until they discard down to 3 cards.

Honeylender
Action - $4
Trash a Copper from your hand. If you do, +3 hot dudes/chicks.

America's Next Top Remodel
Action - $4
Trash a card from your hand. Get chewed out by some aging Victoria's Secret model barely worth $2 these days.

Smitty
Action - $4
+3 Affairs with David Letterman

Spy vs. Spy
Action/Attack - $4
+1 Card
+1 Action
Reveal the top card of each deck (including yours). Attempt to foil your enemies plans, but fall for a more elaborate trap that required you to attempt said foiling of plans. Die gruesomely.

Thiefling
Action/Attack - 4e
Make a DC 20 + your opponents' levels check. If you succeed, reveal the top two cards of your opponents' decks. Trash a revealed Treasure card of your choice. You may gain any of the trashed cards. Discard the other revealed cards. Add your Charisma modifier as extra damage.

Throne Shroom
Action - $4
Choose a drug in your hand. Take it twice.

Pencil Room
Action - $5
+4 Cards
+1 Buy
Each other player draws a picture.

Fester-val
Action - $5
+2 Actions
+1 Buy
+2 Electrocutions (or other form of recreational torture of your choice)

Dexter's Laboratory
Action - $5
+2 Cards
+1 Action (which must be spent on futile attempts to get your hyper-energetic sister out of your hair)

Libary
Action - $5
Draw until you have 7 cards in your hand. You may set aside any Action cards as you draw them, provided you can pronounce this card correctly. Discard the set aside cards, along with the nucular waste and raked-up foilage.

Markup
Action - $5
+1 Card
+1 Action
+1 Buy
+$1 to all prices in the store

Mine!
Action - $5
Trash a Treasure card from your hand. Gain a clownfish or regal blue tang, putting it in your aquarium in a move completely missing the point of the film.

*itch
Action - $5
+2 Cards
Each other player gets curse words yelled at them for five minutes straight or until you calm the **** down.

Ad Venturer
Action - $6
Reveal cards from your deck until you reveal two commercial banners for X-rated websites. Put the banners on your family-friendly site, then discard your dignity.
Title: Re: Really bad card ideas
Post by: ehunt on November 13, 2011, 02:31:21 pm
Village People
Action - $3
+1 Card
+2 YMCA dance actions

In all seriousness, the Young Witch card constantly puts the song YMCA in my head, because it starts "young man, ..."
Title: Re: Really bad card ideas
Post by: Kirian on November 13, 2011, 05:24:33 pm
Rubble - $2 - Victory
0 VP
If an action allows you to trash a card and gain another one, and you trash this card, treat it as if it had cost $4.

(It's a collapsed Estate)

Baton - $4 - Action
You may discard an Estate.  If you do, +$4.  Otherwise, pass this card to the player to your left, who puts it in his discard.

Dike - $5 - Action/Victory
Place a Dike token on the Dike mat.
----
At the end of the game, subtract the number of Dike tokens from the number of Dike cards in your hand.  If the number is negative, each Victory card is your deck is flooded and worth one less point.

Molt - Action - $2
+2 Cards
Choose a card from your hand that has an old, tattered sleeve on it.  Remove that sleeve and replace it with a new one.
Title: Re: Really bad card ideas
Post by: Razzishi on November 13, 2011, 07:42:02 pm
Counting Horse - Action - $5

Put into your hand all cards in your discard named Horse Traders, Stables, or Trusty Steed.
Title: Re: Really bad card ideas
Post by: timchen on November 15, 2011, 03:37:44 am
House Trader -$6 - Action/Reaction

+1 buy
Do this twice:
Discard a card. If it is a Victory Card, +$2.

----------
When any player gains a Province, you may reveal this card. If you do, gain the Province instead and set aside the Province along with this card. At the start of your next turn, return the two cards to your hand.
Title: Re: Really bad card ideas
Post by: kn1tt3r on November 15, 2011, 10:42:46 am
Avatar (3) - Victory/Reaction

1 VP
--------------
If any player reveals a reaction card you may reveal this card from your hand.
If you do, rejoice about the high blueness level of the game, look your opponent in the eye, say "I see you" and gain his revealed reaction card.
Title: Re: Really bad card ideas
Post by: AJD on November 15, 2011, 11:00:43 am
Remine - Action - $4
Do this twice: trash a treasure card from your hand, and gain a treasure card costing exactly $1 more than it, putting it into your hand.
Title: Re: Really bad card ideas
Post by: rinkworks on November 15, 2011, 11:06:59 am
Shifting gears a little to more traditional bad cards, here is a card that genuinely intrigues me even though I suppose I am convinced it would be terrible:

Tornado
$5 - Action
Trash this card.   Choose any 3 kingdom piles.   Shuffle all the cards from these piles together, then deal them back out in 2 kingdom piles.  The missing supply pile does not count as an empty supply pile.

Of course only the top card of a supply pile could be purchased or gained at any given time.  This seems like a cute way to limit availability of key cards, especially spammable ones.  I'm sure it's not a very viable idea, but I wish it were.
Title: Re: Really bad card ideas
Post by: Titandrake on November 17, 2011, 11:29:39 pm
Shuffle Provinces, Copper, Silver. Now what? It is cute though.

Investment
Cost: $3
Action-Duration
When you play this card, choose a supply pile from outside the game. Add it to the game.
At the start of each of your turns, discard a treasure card, or reveal a hand without a treasure card, discard Investment, and remove the added supply pile.
Whenever a player buys a card from the added pile, place an Investment token on that pile.
At the start of your buy phase, +$1 for each Investment token on piles you added.
Title: Re: Really bad card ideas
Post by: rinkworks on November 18, 2011, 08:21:10 am
Shuffle Provinces, Copper, Silver. Now what? It is cute though.

Kingdom piles only.  The basic treasures and victory piles have to stay as they are.
Title: Re: Really bad card ideas
Post by: philosophyguy on November 20, 2011, 05:33:53 pm
Witch's Brew ($5) - Action

While this is in play, when you buy a card with a Potion in the cost, gain a copy of it.

It's the Potion-version of Talisman. I think it's impossible to price, though: make it cheap and Familiar races become even more unbalanced; make it expensive and it's easier to buy an extra Potion. It's too swingy depending on which Potion-cost cards are in the Kingdom, and it makes Vineyards races even more ridiculous.
Title: Re: Really bad card ideas
Post by: Tydude on November 20, 2011, 08:03:09 pm
Witch's Brew ($5) - Action

While this is in play, when you buy a card with a Potion in the cost, gain a copy of it.

It's the Potion-version of Talisman. I think it's impossible to price, though: make it cheap and Familiar races become even more unbalanced; make it expensive and it's easier to buy an extra Potion. It's too swingy depending on which Potion-cost cards are in the Kingdom, and it makes Vineyards races even more ridiculous.

And when there's no potion cost cards in the kingdom, it's the worst card in the game! Yay!  ;D
Title: Re: Really bad card ideas
Post by: jotheonah on November 20, 2011, 10:00:48 pm
Been lurking in this thread forever!

Witchtower - Action $4
Draw two cards or up to 6 cards in hand - your choice
Each other player gains a curse, which they can choose to gain on top of their deck or trash.

Young Bureaucrat - Action $3
Gain a Copper card; put it on top of your deck. Each other player may reveal a Bane card from his hand. If he doesn't, he reveals a Victory card from his hand and puts it on his deck (or reveals a hand with no Victory cards). 

Setup: Add an extra Kingdom card pile costing 2 Treasure or 3 Treasure to the Supply. Cards from that pile are Bane cards.
Title: Re: Really bad card ideas
Post by: jotheonah on November 26, 2011, 12:03:34 pm
Nudist Colony
Victory - $8
10 VP
_____
When you gain this, take off all your clothes.


Title: Re: Really bad card ideas
Post by: Fangz on December 02, 2011, 08:52:47 am
Shifting gears a little to more traditional bad cards, here is a card that genuinely intrigues me even though I suppose I am convinced it would be terrible:

Tornado
$5 - Action
Trash this card.   Choose any 3 kingdom piles.   Shuffle all the cards from these piles together, then deal them back out in 2 kingdom piles.  The missing supply pile does not count as an empty supply pile.

Of course only the top card of a supply pile could be purchased or gained at any given time.  This seems like a cute way to limit availability of key cards, especially spammable ones.  I'm sure it's not a very viable idea, but I wish it were.

On this theme:

'What Penultimate Province Rule?' $5
Action
+1 card, +1 action

Combine the Province and Curse piles, and shuffle them. This becomes the new province pile.

(Game still ends when all the provinces have been bought)


'Buyer beware!'
$6
Victory +6 VP

When this is gained, combine all the cards in supply into one stack, shuffle, and place it face down. All cards in the future must be bought from this face down pile. If the player buying cannot afford the price of the card uncovered, it is trashed.
Title: Re: Really bad card ideas
Post by: A_S00 on January 20, 2012, 05:33:45 pm
Prawn
$2 - Action

Choose two:
+1 action
+1 card
+1 buy
+$1
anaphylactic shock

Mortician
$5 - Action - Duration
Discard your hand.  If you discarded any cards this way, then at the start of your next turn, +5 cards, +1 buy, and +1 action.  Draw these cards from the Trash.
Title: Re: Really bad card ideas
Post by: plasticbrain on January 20, 2012, 06:20:15 pm
Collector's Item
$30 - Victory
When you gain this, you win the game.

(note: there is only one Collector's Item card in its kingdom.)
Title: Re: Really bad card ideas
Post by: Axxle on January 20, 2012, 06:37:43 pm
Contra Code
$6P - Action

Pass two cards to the player across from you
Take two cards from the player across from you
Pass a card to the player to your left
Take a card from the player to your left
Pass a card to the player to your right
Take a card from the player to your right
+1 Buy
+1 Action
Title: Re: Really bad card ideas
Post by: Jorbles on January 20, 2012, 07:04:39 pm
Rube Goldberg's Masquerade
$3 - Action
+2 Cards
Repeat this step as many times as there are players in the game: Each player passes a card from his hand to the left at once.
Repeat this step as many times as there are players in the game: Each player passes a card from his hand to the right at once.
When all passing is complete you may trash a card from your hand.
Title: Re: Really bad card ideas
Post by: A Drowned Kernel on January 21, 2012, 01:28:39 pm
King's Goonsquerade
$16- Action-Attack

+$6
+3 Buys
Each other player discards down to three cards in hand.
Do this three times: each player passes a card from his hand to the player on his left, then you may trash a card from your hand.

While this card is in play, whenever you buy a card, +1 VP.
Title: Re: Really bad card ideas
Post by: Tejayes on January 21, 2012, 09:52:42 pm
Oasis (alternate version)
$3 - Action

+1 Card
+1 Action
+$1
Get into a fight with your brother.

---

Hamlet (alternate version)
$2 - Action

+1 Card
+1 Action
You may kill Rosencrantz. If you do, +1 Action.
You may kill Guildenstern. If you do, +1 Buy.

---

Remake (alternate version)
$4 - Action

Do this twice: Take a classic movie from 1933 and make it again with better graphics and a worse story.

---

Bishop (alternate version)
$4 - Action

+$1
+1 VP
Absorb the energy of your opponents, then fire it back at them.

---

Bank (alternate version)
$7 - Treasure

Worth $1 for each trivia question your teammates got right in a row before you play this card. If you don't play this card fast enough, you'll have to answer another question. If you get it wrong, you ARE the Weakest Link. Goodbye!
Title: Re: Really bad card ideas
Post by: petrie911 on January 23, 2012, 05:33:00 am
Strip Mine

$5 -- Action-Attack

You may trash a treasure card from your hand and gain a treasure card costing at most $3 more than it, putting it in your hand.  If you do, each other player trashes an item of clothing (or reveals he has no items of clothing to trash).
Title: Re: Really bad card ideas
Post by: Axxle on January 23, 2012, 05:34:14 pm
Strip Mine

$5 -- Action-Attack

You may trash a treasure card from your hand and gain a treasure card costing at most $3 more than it, putting it in your hand.  If you do, each other player trashes an item of clothing (or reveals he has no items of clothing to trash).

Strip Mine

$5 -- Action-Attack

Chose one:
+$1
Trash this, then trash target action.
Title: Re: Really bad card ideas
Post by: A_S00 on January 23, 2012, 05:45:39 pm
Strip Mine

$5 -- Action-Attack

Chose one:
+$1
Trash this, then trash target action.

You don't think treasures are more like lands than actions are?

-----

Harem (alternate version)
$6 - Treasure

Worth 1 VP per other player at the table you have slept with.

Bottleworks
$4 - Action

Talk about craft brewing until everyone is bored.
-If you mentioned hops, +1 card
-If you used a multisyllabic adjective that has nothing to do with the actual flavor of beer, +1 action
-If you specified an ABV amount to at least one significant digit past the decimal, +$1
Title: Re: Really bad card ideas
Post by: Axxle on January 23, 2012, 05:47:21 pm
Strip Mine

$5 -- Action-Attack

Chose one:
+$1
Trash this, then trash target action.

You don't think treasures are more like lands than actions are?

Maybe, but I was thinking that at the time you play it the only way other players will have cards out is if they have durations out, so it would play more like strip mine in that way.  Maybe I was thinking too hard :)
Title: Re: Really bad card ideas
Post by: jimjam on January 24, 2012, 01:04:15 am
Oasis (alternate version)
$3 - Action

+1 Card
+1 Action
+$1
Get into a fight with your brother.
is there a story behind this one?


Lockout
$2 Action-Attack
Choose somebody in the room. He or she doesn't get to play next game (you may choose somebody who isn't currently playing).

Moneyspender
$4 Action
"Borrows" all the treasure in your hand. Doesn't give it back.

Fallowers
$0 Prize Duration-Action
When Fallowers is in play, other players may not receive more than +1 action for playing a card.
Now and your next turn:
-1 Action
+$3
Rusty Steed
$0 Prize Action
Choose 2: +1 card +1 action +$1 gain 4 curses, and put your deck into your discard pile

Remock
$4 Action-Attack
Do this twice: Choose a player. Criticize their opening buys.

Seller
$2 Action
+1 Action
Reveal the top card of your deck. Other players bid cards in their hand for it.
Title: Re: Really bad card ideas
Post by: Titandrake on January 24, 2012, 01:16:45 am
Storage Vault
$6
+2 Cards
Discard any number of cards from your hand. +$1.5 for each card discarded.

Each other player may discard 2 cards and draw 1.5 cards. (To draw 1.5 cards, draw a card, then rip the next card of your deck in half and draw that half. Your half-card has whatever attributes still printed on it.)
Title: Re: Really bad card ideas
Post by: A_S00 on January 24, 2012, 02:26:10 am
Oasis (alternate version)
$3 - Action

+1 Card
+1 Action
+$1
Get into a fight with your brother.
is there a story behind this one?

http://en.wikipedia.org/wiki/Oasis_(band)#Dig_Out_Your_Soul_and_departure_of_Noel:_2008.E2.80.932009
Title: Re: Really bad card ideas
Post by: FishingVillage on January 24, 2012, 01:39:19 pm
Hoarder Village $6
Action

+1 Card, +2 Actions

While this is in play, when you buy a Victory card, gain a Gold.

When you gain this, gain a Gold.

-------------------------------------

Tables $5
Action

You may upend a table. If you do, +1 Action and draw any 3 cards that are on the floor.

-------------------------------------

Danger Zone $6
Victory - Reaction

3VP

When any player plays a Highway (including you), you may reveal this from your hand. If you do, the player that does the best air guitar solo gains a Danger Zone.

-------------------------------------

Prying Pool $2P
Action

Look at the first page of any secret diary that belong to the player on your left. You may rip out that page if it is boring.

Reveal pages from the secret diary until you find something boring. Read the revealed pages out loud with a megaphone at your local mall.
Title: Re: Really bad card ideas
Post by: jotheonah on January 24, 2012, 02:51:30 pm
Rube Goldberg's Masquerade
$3 - Action
+2 Cards
Repeat this step as many times as there are players in the game: Each player passes a card from his hand to the left at once.
Repeat this step as many times as there are players in the game: Each player passes a card from his hand to the right at once.
When all passing is complete you may trash a card from your hand.

Benny Hill's Masquerade
$3 - Action
+2 Cards
Put on a recording of the famous Benny Hill chase music. Pass cards from your hand around the table comically until it's over.
Title: Re: Really bad card ideas
Post by: GendoIkari on January 24, 2012, 04:16:57 pm
Programmer's Town
$3 - Action

Action += 2;
if (actionsInHand == 0)
    Cards += 2;


Title: Re: Really bad card ideas
Post by: A_S00 on January 24, 2012, 04:20:18 pm
Andrew Lloyd Webber's Masquerade
$3 - Action
+2 cards

Each player passes a card to the player to their left, who then holds it in front of the top part of their face.  All players dance until someone disappears beneath a cape.  You may gain the card left behind on the chair.
Title: Re: Really bad card ideas
Post by: Axxle on January 24, 2012, 04:21:18 pm
Idiot's Village
$3
+1 Card
+2 Actions

While this card is in play, you can only buy Idiot's Village.
Title: Re: Really bad card ideas
Post by: petrie911 on January 24, 2012, 04:45:05 pm
Pillage
$3 Action-Attack

+2 Actions

Draw a card from an opponent's deck.

Title: Re: Really bad card ideas
Post by: DrHades on January 24, 2012, 08:33:24 pm
No Bless
$2 Action - Duration

Choose one: +2 Cards; or +1 Action

While this is in play, noone can play Bishop and Chapel.


Fireworks
$4 Action

Gain a card costing up to $4

Ask player to your left if he ever feels like a plastic bag. If the anwser is...
Yes, +1 action
No, +$1
Kinda, +1 card


Chuck Testa
$5 Action

Secretly take a Dominion card that is not in the supply. Put it in front of you with with Chuck Testa under it and say "I play name of the card."
If noone reacts, play that card.
If anyone says "Wait...are we even playing with name of the card?" say "Nope, Chuck Testa.", reveal Chuck Testa and get +1 action and +1 card.
Title: Re: Really bad card ideas
Post by: chesskidnate on January 24, 2012, 09:53:37 pm
Chuck Testa
$5 Action

Secretly take a Dominion card that is not in the supply. Put it in front of you with with Chuck Testa under it and say "I play name of the card."
If noone reacts, play that card.
If anyone says "Wait...are we even playing with name of the card?" say "Nope, Chuck Testa.", reveal Chuck Testa and get +1 action and +1 card.
works well with tournament prizes (and tournament in play) :-)
Title: Re: Really bad card ideas
Post by: DrHades on January 24, 2012, 11:05:13 pm
Chuck Testa
$5 Action

Secretly take a Dominion card that is not in the supply. Put it in front of you with with Chuck Testa under it and say "I play name of the card."
If noone reacts, play that card.
If anyone says "Wait...are we even playing with name of the card?" say "Nope, Chuck Testa.", reveal Chuck Testa and get +1 action and +1 card.
works well with tournament prizes (and tournament in play) :-)

Also with Black Market...but I am not sure whether would Chuck want to be associated with something illegal :P
Title: Re: Really bad card ideas
Post by: GendoIkari on January 27, 2012, 12:06:20 pm
No Bless
$2 Action - Duration

Choose one: +2 Cards; or +1 Action

While this is in play, noone can play Bishop and Chapel.

I know these aren't meant to be serious, but I still feel the ned to point out that this card will NOT stay in play at the end of your turn.... Durations cards stay in play until the end of the last turn in which they do something. So you need to have "at the start of your next turn, _____" in order to do what you want.
Title: Re: Really bad card ideas
Post by: Jorbles on February 03, 2012, 07:05:04 pm
Rube Goldberg's Masquerade
$3 - Action
+2 Cards
Repeat this step as many times as there are players in the game: Each player passes a card from his hand to the left at once.
Repeat this step as many times as there are players in the game: Each player passes a card from his hand to the right at once.
When all passing is complete you may trash a card from your hand.

Benny Hill's Masquerade
$3 - Action
+2 Cards
Put on a recording of Yakety Sax. Pass cards from your hand around the table comically until it's over.
Fixed. Also I love this card idea.
Title: Re: Really bad card ideas
Post by: jotheonah on February 03, 2012, 07:11:22 pm
Thank you.
Title: Re: Really bad card ideas
Post by: jimjam on February 04, 2012, 10:22:19 pm
First Turn Advantage
$1 Treasure-Victory
$1
1 VP
When you buy this, the game ends.
Title: Re: Really bad card ideas
Post by: brian22 on February 06, 2012, 04:15:00 pm
I hope you played your durations last turn... :)

Great Wall
$1
Treasure-Reaction

Worth $1
-----------------------------------------------------------------------------------------------------------------------------------------
When another player plays a card, you may set this card aside from your hand. If you do, you are unaffected by attacks until the start of your next turn. At the start of your next turn, +2000 cards, -1 action, -1 buy.
Title: Re: Really bad card ideas
Post by: BaruMonkey on February 09, 2012, 11:59:13 am
Use Tax
$4 Action

+2 Coins, Trash this card. Put a Use Tax token on top of a Supply pile. - When a player plays a card, he gains a Curse card per Use Tax token on that pile.
Title: Re: Really bad card ideas
Post by: Ozle on February 09, 2012, 12:10:12 pm
The Chapel Stands Alone
$2
If Chapel Stands Alone is the only card in your hand, and your draw and discard pile is empty. You Win
Title: Re: Really bad card ideas
Post by: rinkworks on February 09, 2012, 01:15:06 pm
Yin
$5 - Victory
Worth 1 VP.
--
When you gain this, gain a Yang.

Yang
$5 - Victory
Worth 1 VP.
--
When you gain this, gain a Yin.
Title: Re: Really bad card ideas
Post by: GendoIkari on February 09, 2012, 03:32:24 pm
The Chapel Stands Alone
$2
If Chapel Stands Alone is the only card in your hand, and your draw and discard pile is empty. You Win

So much easier in Dominion than Magic!!!
Title: Re: Really bad card ideas
Post by: GendoIkari on February 09, 2012, 03:33:25 pm
Yin
$5 - Victory
Worth 1 VP.
--
When you gain this, gain a Yang.

Yang
$5 - Victory
Worth 1 VP.
--
When you gain this, gain a Yin.

Probably a really great move if 1 pile is already empty... horrible move otherwise!
Title: Re: Really bad card ideas
Post by: mnavratil on February 09, 2012, 04:26:57 pm
Tax Return
$6 + sales tax - Action
Preparation: Add in a pile of form 4197 documents and place the tax table mat in an easily accesible location.
--
Put your deck into your discard pile and immediately discard all cards in hand.
Add up the costs of all the Treasure cards in the discard pile. Fill in this value in Column A of Line 1 of form 4197
Add up the costs of all the Action cards in the discard pile. Fill in this value in Column B of Line 1 of form 4197
Add up the costs of all the Victory cards in the discard pile. Fill in this value in Column C of Line 1 of form 4197
Count the curse cards in the discard pile. Fill in this value in Line 2 of form 4197

Add columns A-C on line 1. Fill this value in on Line 3, of form 4197.
Subtract Line 2 from Line 3. Fill in this value on Line 4, of form 4197.

Use the provided tax table mat to lookup your income from the vaue on Line 4.

Worth the amount in $ from the corresponding table entry.

The player on your left may audit your results. If the reported value is incorrect, they may take any card they wish from your discard pile.
Title: Re: Really bad card ideas
Post by: Ozle on February 09, 2012, 07:49:35 pm
The Chapel Stands Alone
$2
If Chapel Stands Alone is the only card in your hand, and your draw and discard pile is empty. You Win

So much easier in Dominion than Magic!!!

Is it?
How many cards can trash themselves?

Actually, it probably is looking at my wording, should probably add 'and is the only card in play and your hand is empty'
Title: Re: Really bad card ideas
Post by: jotheonah on February 09, 2012, 08:24:39 pm
You could do it with Island, Masquerade, your opponent's Bishop, or your opponent's Governor.
Title: Re: Really bad card ideas
Post by: ftl on February 09, 2012, 08:44:20 pm
It would have to be your opponent's masquerade. Yours would still stay in play and thus be in the way.

Island is the only way to do it without help from your opponent.
Title: Re: Really bad card ideas
Post by: Axxle on February 09, 2012, 08:45:32 pm
You could do it with Island, Masquerade, your opponent's Bishop, or your opponent's Governor.

How does Masquerade work? Wouldn't you at least have the Masquerade in play?
Title: Re: Really bad card ideas
Post by: jotheonah on February 09, 2012, 08:50:29 pm
ftl's right, was thinking of the pin and ... yeah.
Title: Re: Really bad card ideas
Post by: Ozle on February 10, 2012, 05:57:23 am
The wording I did allows for Native Village as well I expect.

Title: Re: Really bad card ideas
Post by: ftl on February 10, 2012, 06:07:50 am
But how would you get the native village out of your hand/play/deck?
Title: Re: Really bad card ideas
Post by: Ozle on February 10, 2012, 06:38:14 am
Erm...doh, for some reason I was thinking they went on the mat as well! Ignore that.

Title: Re: Really bad card ideas
Post by: GendoIkari on February 10, 2012, 09:21:31 am
The Chapel Stands Alone
$2
If Chapel Stands Alone is the only card in your hand, and your draw and discard pile is empty. You Win

So much easier in Dominion than Magic!!!

Is it?
How many cards can trash themselves?

Actually, it probably is looking at my wording, should probably add 'and is the only card in play and your hand is empty'

Oops, I misread the card and assumed that the card itself is like Chapel in that it can trash up to 4 cards!
Title: Re: Really bad card ideas
Post by: Thisisnotasmile on February 11, 2012, 09:47:45 am
First Turn Advantage
$1 Treasure-Victory
$1
1 VP
When you buy this, the game ends.

Unfortunately, if first player bought this turn one, he would actually lose as the game would end before he gained the card, and thus would lose on the tie breaker ;)
Title: Re: Really bad card ideas
Post by: šnEk on February 12, 2012, 01:55:17 pm
Last Wish, 5$ Action
Gain any card, skip your buy phase.
Title: Re: Really bad card ideas
Post by: Ozle on February 12, 2012, 02:03:44 pm
The Blue Peter Garden
$6 - Victory
Gain 1VP per 3 victory cards in your opponents deck.
Title: Re: Really bad card ideas
Post by: jimjam on February 12, 2012, 07:52:51 pm
Egyptian War or Land Grab
$6-Victory
At the end of the game, grab as many VP cards from the supply as you can.
1 VP per card grabbed.
Title: Re: Really bad card ideas
Post by: Ozle on February 13, 2012, 10:15:28 am
Smug Face
$3 - Treasure
+$3
When you gain this, your opponent is allowed one free slap to your face at any point during THIS game.



Metric or Imperial
$3 - Treasure
+£5
Title: Re: Really bad card ideas
Post by: Thisisnotasmile on February 13, 2012, 01:17:30 pm
Metric or Imperial
$3 - Treasure
+£5

US Dollars and GB Pound Sterling are both metric, however I still would like to play Dominion in English!
Title: Re: Really bad card ideas
Post by: DStu on February 13, 2012, 01:19:08 pm
Metric or Imperial
$3 - Treasure
+£5

US Dollars and GB Pound Sterling are both metric, however I still would like to play Dominion in English!

and 5 pound are about 8 dollar, so this is a bit overpowered...
Title: Re: Really bad card ideas
Post by: Thisisnotasmile on February 13, 2012, 01:20:53 pm
Metric or Imperial
$3 - Treasure
+£5

US Dollars and GB Pound Sterling are both metric, however I still would like to play Dominion in English!

and 5 pound are about 8 dollar, so this is a bit overpowered...

... depending on which currency you have in your wallet.
Title: Re: Really bad card ideas
Post by: DStu on February 13, 2012, 01:22:39 pm
Metric or Imperial
$3 - Treasure
+£5

US Dollars and GB Pound Sterling are both metric, however I still would like to play Dominion in English!

and 5 pound are about 8 dollar, so this is a bit overpowered...

... depending on which currency you have in your wallet.

€...
Title: Re: Really bad card ideas
Post by: Ozle on February 13, 2012, 01:48:57 pm
Metric or Imperial
$3 - Treasure
+£5

US Dollars and GB Pound Sterling are both metric, however I still would like to play Dominion in English!

and 5 pound are about 8 dollar, so this is a bit overpowered...


Ahhh, but thats an alternative cost for things, you cant pay for things in £'s is the intention
Card name was because i orignally was going to use farthings, but couldn't make it work with the symbols
Title: Re: Really bad card ideas
Post by: GendoIkari on February 13, 2012, 03:16:33 pm
First Turn Advantage
$1 Treasure-Victory
$1
1 VP
When you buy this, the game ends.

Unfortunately, if first player bought this turn one, he would actually lose as the game would end before he gained the card, and thus would lose on the tie breaker ;)

Holy crap you're right. That makes this the most trappy trap card ever!!
Title: Re: Really bad card ideas
Post by: O on February 13, 2012, 05:34:28 pm
First Turn Advantage
$1 Treasure-Victory
$1
1 VP
When you buy this, the game ends.

Unfortunately, if first player bought this turn one, he would actually lose as the game would end before he gained the card, and thus would lose on the tie breaker ;)

What happens on turn three when you reveal a trader?
Title: Re: Really bad card ideas
Post by: Deadlock39 on February 13, 2012, 05:42:36 pm
Well... the gain never happens, so you can't reveal Trader.

It would be pretty hilarious to play with this I think.  Better open Estate/Estate... The first player to miss an Estate buy loses, or if you manage to run out the pile you have to work up to Duchies as fast as you can.  Of course, the 5/2 start is unbeatable with it's Duchy/First Turn Advantage opening.
Title: Re: Really bad card ideas
Post by: dondon151 on February 13, 2012, 08:52:36 pm
Unless, of course, the opposing player also opens 5/2.
Title: Re: Really bad card ideas
Post by: WanderingWinder on February 13, 2012, 10:51:40 pm
One assumes player 2 may well take his option to end the game with a tie on turn 1, or any subsequent turn...
Title: Re: Really bad card ideas
Post by: jonts26 on February 13, 2012, 11:00:32 pm
In which case player 1 has to open estate (or duchy). And that means player 2 has to match him. So the game continues until someone draws 4 green cards, or someone lucks into a duchy.
Title: Re: Really bad card ideas
Post by: Deadlock39 on February 13, 2012, 11:04:02 pm
Well yeah, my point was supposed to be that a 5/2 start is unbeatable regardless of which player got it (if the other player does not).  Player 2 can't end the game on turn 1 with a tie if player 1 opens with an Estate.  I guess that is the part that I found humorous.  With this card on the board, the optimal option is to immediately buy VP cards.  As soon as you don't, or fail to match your opponent's buy, the game is lost.
Title: Re: Really bad card ideas
Post by: Axxle on February 14, 2012, 02:25:06 pm
Well yeah, my point was supposed to be that a 5/2 start is unbeatable regardless of which player got it (if the other player does not).  Player 2 can't end the game on turn 1 with a tie if player 1 opens with an Estate.  I guess that is the part that I found humorous.  With this card on the board, the optimal option is to immediately buy VP cards.  As soon as you don't, or fail to match your opponent's buy, the game is lost.

I wonder what would happen in a multiplayer game of this!
Title: Re: Really bad card ideas
Post by: jotheonah on February 15, 2012, 03:42:47 pm
Spice Merchant Ship
Action-Duration $5

You may trash a Treasure from your hand. If you do, choose one:
+2 Cards and +1 Action;
or, now and at the start of your next turn, $2 and +1 Buy.


King's Courtyard
Action $9
You may choose an Action card in your hand. Play it three times, then put it back on top of your deck.
Title: Re: Really bad card ideas
Post by: jotheonah on February 15, 2012, 04:08:25 pm
Bank Teller
Action $7

When you play this, it’s worth $1 per money-producing action card you have in play. (counting this). Each other player reveals cards from the top of his deck until he reveals a Victory or Curse card. He puts it on top and discards the other revealed cards.

Coppersmithy
Action $6

Draw three cards. Copper produces an extra $1 this turn.
Title: Re: Really bad card ideas
Post by: Cheese on February 15, 2012, 05:07:53 pm
Famine
Action $4

Trash this card. Gain a card costing up to $3.
Title: Re: Really bad card ideas
Post by: Glooble on February 15, 2012, 05:18:53 pm
Fast
Action $4

Trash this card. Gain nothing.
Title: Re: Really bad card ideas
Post by: petrie911 on February 15, 2012, 06:07:56 pm
Horse Trader

+1 Buy
+$3

Trash a card from your hand.  Gain Silvers equal to its cost in coins.
---
Whenever a player plays an attack card, you may reveal this card from your hand.  If you do, gain a Silver instead.
Title: Re: Really bad card ideas
Post by: sitnaltax on February 16, 2012, 12:25:08 am
Fast
Action $4

Trash this card. Gain nothing.

But you can play it as a fast effect.
Title: Re: Really bad card ideas
Post by: dysprog on February 16, 2012, 02:23:01 am
Porcelain Throne Room
Action $1
Choose an Action card in your hand. Play it Once.
Title: Re: Really bad card ideas
Post by: RiemannZetaJones on February 16, 2012, 03:30:04 am
Porcelain Throne Room
Action $1
Choose an Action card in your hand. Play it Once.

Other than generally being useful in games where you want to collect or play more actions or cards, this would be useful with KC/TR since e.g. KC - Porcelain Throne Room is the same as +3 actions.
Title: Re: Really bad card ideas
Post by: Ozle on February 16, 2012, 05:36:59 am

Plague
$2
You may burn this card. If you do, trash any number of curses from your hand and deck.
All other players gain a copy of Plague
Title: Re: Really bad card ideas
Post by: brokoli on February 16, 2012, 07:18:23 am
Inn-Gotten gains
$5 -Action - Treasure
+2 Actions
+2 Cards
Discard 2 cards.
If used as a treasure :
+$1, You may gain a copper, putting it in your hand
---------------------------------------------------------
When you gain this, look through your opponent's discard pile, reveal any number of victory and/or curses cards from it, and shuffle them into his deck.
Title: Re: Really bad card ideas
Post by: Mister Alex on February 16, 2012, 09:09:56 am
M. Night Shyalaman's Village
$3 - Action

+1 Card
+2 Actions
If you are ending the game this turn, you may trash this card. 
If you do, all players pass their entire deck to the right.
What a twist!
Title: Re: Really bad card ideas
Post by: Glooble on February 16, 2012, 10:57:36 am
Hoard of Plenty
Treasure - $6
Worth $1
Gain a card costing up to one for each differently named action card you have in play. If you gain a Victory card, trash this card and gain a Gold.
Title: Re: Really bad card ideas
Post by: jotheonah on February 16, 2012, 12:52:45 pm
Bag of Fool's Gold
$0*
Action - Prize
+1 Action
Gain a Fool's Gold, putting it on top of your deck.
____________
This card is not in the supply.
When you play a game with both Tournament and Fool's Gold, add this to the Prize pile.
What's that, you don't own both Hinterlands and Cornucopia? Well, sucks to be you.




Title: Re: Really bad card ideas
Post by: kamikazepig on February 16, 2012, 01:19:23 pm
I just joined and got an account simply to comment on this thread. It is hilarious, and now I am going to spend all the time I should be learning how to play Dominion (I learned how to play on Saturday and am now hooked/have played 90-odd games on isotropic) coming up with fake cards, when I already spend all the time I should be sleeping or working trying to improve at Dominion.

Which now means I'm going to be spending all my time making up fake cards. Like...

Dookie
- $7
Gain an Island (Welcome to Paradise!)
Place a curse token on any pile that allows searching through the deck...Counting House, Hunting Party, etc. but also, at the end of this turn after all actions and buys and such, discard your entire deck and, instead of reshuffling, organize the cards exactly how you want to (No time to search the world around, cause you know where your cards will be found...when they come around)
You may masturbate. If you do, gain +2 Actions. If you don't, -1 Action and -2$. If this was your last action, an extra penalty of -4$. If that puts you below $0, trash Dookie. (When masturbation's lost its fun, you're ****in' lazy)
Gain a Curse ("sometimes I give myself the creeps")

Many years later, become an investment banker so your friends can claim you sold out.
Title: Re: Really bad card ideas
Post by: Ozle on February 16, 2012, 01:28:52 pm
Jack of Clubs


Thats it, no text, just a random pile of 10 Jack of clubs from a deck of cards.
Title: Re: Really bad card ideas
Post by: kamikazepig on February 16, 2012, 02:14:58 pm
Mint Chocolate Chip
- $3
Trash all your other ice cream cards. Gain another Mint Chocolate Chip.

Coppersmithy
- $6
+3 Cards, and all Coppers are increased by +1.


(above, sorry jtotheonah, didn't see you'd already done this)

The Midas Touch
- $12
Replace every card in your hand with Gold.

Iron Throne Room
- $6
Gain two cards up to $4. Be killed by Jaime Lannister.

Watch The Throne Room
- $Ball So Hard
Order a fish filet. Twice.

I Just Can't Wait To Be King's Court.
- $7
Gain a King's Court, putting it into your hand, even if there are no King's Courts in the game.

Young Money
- $4
+2 Cards
Discard 2 cards. Gain a Silver. Release rap album.

Menage A Trois
- $9
Reveal your hand. If there are no duplicate cards in it, +9 Cards. Otherwise, +3 Cards.

Bank Teller
- $8
+$2
Each other player reveals cards from the top of his deck until he reveals a Victory or Curse card. He puts it on top and discards the other revealed cards.
When you play this, it’s worth $1 per Treasure card you have in play (counting this).


(above, sorry jtotheonah, didn't see you'd already done this)

Chamber of Secrets
- $3
Discard any number of cards. +1$ per card discarded. When another player plays an Attack card, you may reveal this and a Basilisk from your hand. If you do, that player is killed instantly.

The Greatest Song In The World
- $6
Gain A Tribute (even if they are not in play).
Each other player gains a curse.

The Bridges Karamazov
- $6
+1 Buy and +1$ for each sibling you have. All cards cost $1 less this turn, or $2 less if you killed your father.

Robber Baron
- $6
+1 Buy
You may discard an Estate card. If you do, +$4.  Otherwise, gain an Estate card.
You may ask every other player for a card costing between $3 and $5. If they have it in their hand, they must give it to you. Shuffle it into your deck.

Steward Of Gondor
- $3
Choose one: +2 Cards; or +$2; or trash 2 cards from your hand; or be deposed by your long-lost King and his invincible army of ghosts.

Highway To Hell
- $7
+1 Card; +1 Action

While this is in play, cards cost $1 less, but not less than $0.
Each other player gains a curse.

Bizarre
-$6
+1 Fish, +Can Opener Winepurse, +2 Yes?
You may or may not gain control of the Chinese mainland.
Trash this card if you dare.

Possession With Intent To Distribute
- $8
Pick an opponent, plant cocaine on him, and anonymously call the police.

Dora The Explorer
-$5
You may reveal a Province card from your hand. If you do, gain a Gold card, putting it into your hand. Otherwise, gain a Silver card, putting it into your hand.
Shoot yourself in the face.

Governator
-$7
+1 Action, +$2
If you’ve played 3 or more Actions this turn (counting this): +1 Card; +1 Action.
Choose one; you get the version in parentheses: +1 (+3) Cards; or each player gains a Silver (Gold); or each player may trash a card from his hand and gain a card costing exactly $1 ($2) more.
Shout I'LL BE BACK, and return Governator to the top of your deck.

Martha's Vineyard
-$5
Worth 1 Victory point for every cookbook you own, +2 Victory Points for every arrest in your past.

Smeagol
-$3 plus potion
Reveal cards from your deck until you find a Golem. Play the Golem. Talk to yourself until you go insane.

Ghetto University
-$1 plus potion
+1 Action
You may gain an Action card up to $4.
If played with a Watch The Throne Card, interrupt the next player's turn to gain a card of your choice, whichever is best.

Ok, that's enough for now I think.


Title: Re: Really bad card ideas
Post by: Voltgloss on February 17, 2012, 04:45:03 pm
Underpromote
$3 Action
+1 Action
Trash a Pawn from play.  If you do, gain a Bishop, putting it into your hand.

Will No One Rid Me Of This Troublesome Priest
$2 Action
Reveal cards from your deck until you reveal four Minions.  If you do, each other player reveals cards from their deck until they reveal a Bishop.  All Bishops revealed by other players are trashed.  All other revealed cards are discarded.

Pocket Full of Rye
$6 Action
Reveal your hand.  If you have exactly six Coppers and no other cards, gain a King's Court, a Counting House, and a Gardens, putting them on top of your deck.
Title: Re: Really bad card ideas
Post by: jonts26 on February 17, 2012, 05:05:51 pm
Nim

$2 Victory
If this was the last Nim in the supply worth 1000VP, otherwise 0VP.
-------
When you gain this card, you may gain up to two more Nim cards.
Title: Re: Really bad card ideas
Post by: GendoIkari on February 17, 2012, 05:18:16 pm
Nim

$2 Victory
If this was the last Nim in the supply worth 1000VP, otherwise 0VP.
-------
When you gain this card, you may gain up to two more Nim cards.

This is awesome!!! Also, works great with Ambassador.
Title: Re: Really bad card ideas
Post by: jotheonah on February 17, 2012, 08:13:15 pm
Great Haul
$3 Action-Victory
1 VP
Gain up to 1 card from each price point on the board, not including victory *cards.
Title: Re: Really bad card ideas
Post by: Titandrake on February 17, 2012, 09:19:31 pm
Nim

$2 Victory
If this was the last Nim in the supply worth 1000VP, otherwise 0VP.
-------
When you gain this card, you may gain up to two more Nim cards.

This is awesome!!! Also, works great with Ambassador.

Well, if you change the effect from on-gain to on-buy  ;)

Overhaul
Cost: $3
Action
Trash this card.

If this is a 4-player game, choose another player. You and that player shuffle your decks and discard piles together, and the other 2 players do the same. This is now a 2 player game. One player from each team plays the Actions, while the other player buys the cards.

If this is not a 4-player game, +1 Card, +1 Action, +$2.
Title: Re: Really bad card ideas
Post by: Mister Alex on February 17, 2012, 10:44:10 pm
Unionized Worker's Village
$4 - Action

+1 Card
+1 Action
You may never trash or discard this card.

----------------------------------------------------------

Village People
$7 - Action

+2 Actions
Gain a Native Village, a Worker's Village, an Explorer, a Smithy, and a Copper.
Title: Re: Really bad card ideas
Post by: Mister Alex on February 17, 2012, 10:45:20 pm
Great Haul
$3 Action-Victory
1 VP
Gain up to 1 card from each price point on the board, not including victory points.
I'd pay $5 or $6 for that!  :-)
Title: Re: Really bad card ideas
Post by: Davio on February 18, 2012, 03:39:53 pm
How about an action card that reads:

Multihaul
Gain one copy of every action card in the kingdom, not including multihaul

*Disregard the Black Market

Sure, it's nice to get that Goons, but you get a free Transmute to boot! :D Wonder how often this will be good. With KC and the right cards it'll be ridiculous I think.
Title: Re: Really bad card ideas
Post by: Ozle on February 18, 2012, 03:44:50 pm
Posessed
$6+potion
Your opponent gains control of your next turn. You may whinge about what a stupid card this is
Title: Re: Really bad card ideas
Post by: A_S00 on February 18, 2012, 05:25:18 pm
Repossession
$6 Action - Attack

Each other player reveals their hand.  They must discard Treasure cards until they have discarded Treasure with a total value equal to or greater than the total cost of all Victory cards in their hand.  If they are unable to, they must instead return Victory cards to the supply until the total cost of Victory cards in their hand is less than or equal to the total value of the Treasure cards they have discarded.

-----

Setup:  Shout "The rent's too damn high!" as loud as you can before the game begins.
Title: Re: Really bad card ideas
Post by: Ozle on February 19, 2012, 11:02:42 am
Poisson
$6
Action - Attack
The opponent has a chance to take control of your next turn based on the standard deviation of expected number of turns using k as the mass probibility function
Title: Re: Really bad card ideas
Post by: Ozle on February 19, 2012, 11:04:35 am
La Poisson
$6
Action - Attack - Reaction
Your gain control of your opponents next turn.

Reaction - If your opponent tries to take control of your turn, you may instead slap him with a wet fish.
Title: Re: Really bad card ideas
Post by: popsofctown on February 19, 2012, 11:56:10 am
Nim

$2 Victory
If this was the last Nim in the supply worth 1000VP, otherwise 0VP.
-------
When you gain this card, you may gain up to two more Nim cards.

This is awesome!!! Also, works great with Ambassador.

Well, if you change the effect from on-gain to on-buy  ;)

No, even if you don't.  4 Nims remain.  Reveal a Nim, return none to the supply.  3 remain, your opponent can gain up to two.  If he gains two, buy the last Nim.  If he gains no extras, buy the third to last Nim,... -

This is the point where I notice that as written you can buy ten of these for 2$.  Maybe I didn't get the joke :(
Title: Re: Really bad card ideas
Post by: jonts26 on February 19, 2012, 01:20:42 pm
Nim

$2 Victory
If this was the last Nim in the supply worth 1000VP, otherwise 0VP.
-------
When you gain this card, you may gain up to two more Nim cards.

This is awesome!!! Also, works great with Ambassador.

Well, if you change the effect from on-gain to on-buy  ;)

No, even if you don't.  4 Nims remain.  Reveal a Nim, return none to the supply.  3 remain, your opponent can gain up to two.  If he gains two, buy the last Nim.  If he gains no extras, buy the third to last Nim,... -

This is the point where I notice that as written you can buy ten of these for 2$.  Maybe I didn't get the joke :(

Yes the effect should be on buy instead of on gain. Otherwise you are correct, you only need to gain one to be able to gain the rest. And if you don't get the joke see: http://en.wikipedia.org/wiki/Nim
Title: Re: Really bad card ideas
Post by: Glooble on February 19, 2012, 07:17:58 pm
Carpal Tunnel Syndrome

Victory-Reaction $3
2 Victory Points

When you drop this card because your wrist is in so much pain, you may reveal it. If you do, gain an ibuprofen or something.
Title: Re: Really bad card ideas
Post by: Davio on February 20, 2012, 08:42:53 am
Ming - $5

If you confused this for a Mint or a Mine, gain a Gold, otherwise gain a Silver.
Title: Re: Really bad card ideas
Post by: Ozle on February 20, 2012, 08:46:24 am
Minty Mine
$5
Trash any cards you used to buy this.
For each card you trashed, gain a treasure card costing up to $3 more
Title: Re: Really bad card ideas
Post by: jotheonah on February 20, 2012, 12:11:54 pm
Minty Mine
$5
Trash any cards you used to buy this.
For each card you trashed, gain a treasure card costing up to $3 more

I was going to say this was overpriced. Then I realized it does nothing once you gain it.

Title: Re: Really bad card ideas
Post by: Ozle on February 20, 2012, 12:13:10 pm
Ermm....oh yeah....erm...exactly as I intended...
Title: Re: Really bad card ideas
Post by: jotheonah on February 20, 2012, 12:21:07 pm
Also, I meant underpriced.
Title: Re: Really bad card ideas
Post by: Thisisnotasmile on February 20, 2012, 01:17:57 pm
Well it doesn't say "When you buy this..." so it actually works on-play, which makes it even worse (in terms of card design. Who knows what it means in terms of card power).
Title: Re: Really bad card ideas
Post by: Axxle on February 20, 2012, 02:09:18 pm
Well it doesn't say "When you buy this..." so it actually works on-play, which makes it even worse (in terms of card design. Who knows what it means in terms of card power).

If you want to nitpick: the card isn't an action, or any card type for that matter, so you can never play it.
Title: Re: Really bad card ideas
Post by: Zem on February 20, 2012, 05:46:47 pm
(http://img215.imageshack.us/img215/3818/idempotence.jpg)











Idempotence
$1 - Reaction

 :-\

When you buy this: +1 Buy
————————
At any time, you may
discard this from your hand.
If you do, +1 card.
————————
Setup: This card starts with
100 copies in the supply

I was thinking which niches for defense cards are still unfilled.
Here it is: The perfect counter to trickser, spy, pirate ship, thief, oracle, jester, tribute.
Just fill your deck with these whenever you have 1$ left, and chances are an opponent's deck-inspection attack will hit only one of those.

It can also defend well against cutpurse and bureaucrat (less chance of having coppers or victory cards in hand), and even masquerade! (just pass an idempotence)

There might also be some slight synergy effects with gardens, philosoper's stone, bridge, highway and goons.

Plus, if you have enough of these in your deck, your opponent might just give up or die of old age anyway.

Just be carefull not to get stuck in a loop when you have your whole deck drawn.
Title: Re: Really bad card ideas
Post by: Ozle on February 20, 2012, 05:50:44 pm
London 2012
$9,000,000,000
Victory
Worth 1VP

The Turn after you buy London 2012, discard 2 treasure cards from your hand.
Title: Re: Really bad card ideas
Post by: heatthespurs on February 20, 2012, 10:09:15 pm
Empty Village
$4 Action

+1 Card
Reveal your hand. + number of action equal to the total number of people you can spot on your revealed cards.

For example...
Reveal a hand of 4 Copper, +0 action
Reveal a hand of 2 Pawns and 2 Estate, +2 actions
Reveal a hand of 2 Harem and 2 Scheme, +12 actions
Reveal a hand of 3 Rabbles and 1 Goons, +24 actions
Reveal a hand of 1 Embargo, 1 University, 1 Market and 1 Mountebank, +??? actions


Master Tactician
$5 Action - Duration

Discard your hand. If you discarded any cards this way, then at the start of your next turn, discard your hand again. At the start of your turn after the next turn, +10 Cards, +2 Buy, and +2 Action.
Title: Re: Really bad card ideas
Post by: Kirian on February 20, 2012, 11:30:40 pm
Village People
$7 - Action

+2 Actions
Gain a Native Village, a Worker's Village, an Explorer, a Smithy, and a Copper.

That... was... absolutely terrible.
Title: Re: Really bad card ideas
Post by: O on February 20, 2012, 11:49:40 pm
Forfeit
0$

A(9001,9001), A being the Ackermann-Peter function.
----
When a turn ends and there are fewer than 10 of these in the supply, the game ends.



(Anyone want a swindler?)


Cave Johnson
5$

Gain a Lemon and a laboratory. You may look through your discard. You may trash any cancer curse cards from your hand and/or discard.
---
Setup: If this card is in the supply, add Laboratory to the supply.




Lemon
0$
---
-2 VP
-----
When you gain a lemon, don't make lemonade. Trash your opponent's deck(s).

Title: Re: Really bad card ideas
Post by: jotheonah on February 21, 2012, 12:22:52 am
Master Tactician
$5 Action - Duration

Discard your hand. If you discarded any cards this way, then at the start of your next turn, discard your hand again. At the start of your turn after the next turn, +10 Cards, +2 Buy, and +2 Action.
I have the feeling that Double-Master Technician wouldn't really be worth it.
Title: Re: Really bad card ideas
Post by: Ozle on February 21, 2012, 05:44:41 pm
Wrong Game
$3
Action
Tap all lands your opponent has in play
Title: Re: Really bad card ideas
Post by: A_S00 on February 21, 2012, 10:23:00 pm
Wrong Game
$3
Action
Tap all lands your opponent has in play
Hmmmmmm...

-----

Ancestral Recall
$1 - Action
+3 Cards, +1 Action

Hymn to Tourach
$2 - Action - Attack
Each opponent discards two cards at random from his or her hand.

Demonic Tutor
$2 - Action
Name a card, then draw cards from your deck until you reveal a copy of that card.  Put it into your hand, and discard all other cards drawn this way.  Then shuffle your discard pile into your deck.

Wild Growth
$1 - Action
Trash this card and a Victory card from your hand.  If you do, gain a Victory card costing up to $3 more than the trashed Victory card.
Title: Re: Really bad card ideas
Post by: Axxle on February 21, 2012, 10:37:03 pm
Wrong Game
$3
Action
Tap all lands your opponent has in play
Hmmmmmm...

-----

Ancestral Recall
$1 - Action
+3 Cards, +1 Action

Hymn to Tourach
$2 - Action - Attack
Each opponent discards two cards at random from his or her hand.

Demonic Tutor
$2 - Action
Name a card, then draw cards from your deck until you reveal a copy of that card.  Put it into your hand, and discard all other cards drawn this way.  Then shuffle your discard pile into your deck.

Wild Growth
$1 - Action
Trash this card and a Victory card from your hand.  If you do, gain a Victory card costing up to $3 more than the trashed Victory card.

Yawgmoth's Will
$3 - Action
+1 Action
You may play cards from your discard as if they were in your hand. 
At the start of the clean-up phase, trash all cards in play.
Title: Re: Really bad card ideas
Post by: JustANewPlayer on February 21, 2012, 10:48:54 pm
Wrong Game
$3
Action
Tap all lands your opponent has in play

Forbidden Limb
$3
Action/Victory: 1 VP
Trash this and four Forbidden Limbs from your hand. Gain 10000 VP.
Title: Re: Really bad card ideas
Post by: Ozle on February 22, 2012, 06:19:40 am
Chaos Curse
$5
Action - Attack
Rip a curse card from your hand into pieces and throw it onto the play area. Gain any card it touches, including opponents deck and discard pile. Trash the pieces.
Title: Re: Really bad card ideas
Post by: jotheonah on February 22, 2012, 12:46:31 pm
Shredded Treasure Map
Action $2
Trash this and 9 other copies of Shredded Treasure Map.
If you do, gain all the Treasure.
Title: Re: Really bad card ideas
Post by: Glooble on February 22, 2012, 02:14:20 pm
Shredded Treasure Map
Action $2
Trash this and 9 other copies of Shredded Treasure Map.
If you do, gain all the Treasure.

Of course as soon as you activate it, the game ends, since copper, gold, silver, and Shredded Treasure Map piles are all now empty. If Harem is on the board it might be worth it though... (or for that matter IGG.)
Title: Re: Really bad card ideas
Post by: jimjam on February 22, 2012, 02:43:22 pm
or if you have at least one gardens.
Title: Re: Really bad card ideas
Post by: jotheonah on February 22, 2012, 03:27:06 pm
Shredded Treasure Map
Action $2
Trash this and 9 other copies of Shredded Treasure Map.
If you do, gain all the Treasure.

Of course as soon as you activate it, the game ends, since copper, gold, silver, and Shredded Treasure Map piles are all now empty. If Harem is on the board it might be worth it though... (or for that matter IGG.)

Well, they don't call them Really Bad Card ideas for nothing... Also, I have a really hard time imagining anyone successfully activating it in the first place.
Title: Re: Really bad card ideas
Post by: Algebraist on February 22, 2012, 03:40:18 pm
Shredded Treasure Map
Action $2
Trash this and 9 other copies of Shredded Treasure Map.
If you do, gain all the Treasure.

Of course as soon as you activate it, the game ends, since copper, gold, silver, and Shredded Treasure Map piles are all now empty. If Harem is on the board it might be worth it though... (or for that matter IGG.)

Well, they don't call them Really Bad Card ideas for nothing... Also, I have a really hard time imagining anyone successfully activating it in the first place.

Since it doesn't say where the other copies have to come from, it's easy to trigger: just trash them from the supply. Or from your opponent's deck.
Title: Re: Really bad card ideas
Post by: jotheonah on February 22, 2012, 03:59:49 pm
Shredded Treasure Map
Action $2
Trash this and 9 other copies of Shredded Treasure Map.
If you do, gain all the Treasure.

Of course as soon as you activate it, the game ends, since copper, gold, silver, and Shredded Treasure Map piles are all now empty. If Harem is on the board it might be worth it though... (or for that matter IGG.)

Well, they don't call them Really Bad Card ideas for nothing... Also, I have a really hard time imagining anyone successfully activating it in the first place.

Since it doesn't say where the other copies have to come from, it's easy to trigger: just trash them from the supply. Or from your opponent's deck.

Just when I thought it couldn't be more broken...
Title: Re: Really bad card ideas
Post by: jotheonah on February 23, 2012, 02:12:38 am
Hipster Province
Victory-Duration* - $8
If you bought this like way back in the early game, before everybody started greening, 6VP
Otherwise, 6 ironic VP
_________________
*It's a pretty obscure card type. You've probably never heard of it.
Title: Re: Really bad card ideas
Post by: Mister Alex on February 29, 2012, 10:18:00 am
Village People
$7 - Action

+2 Actions
Gain a Native Village, a Worker's Village, an Explorer, a Smithy, and a Copper.

That... was... absolutely terrible.

But in a good way, though, right?  :D
Title: Re: Really bad card ideas
Post by: Mister Alex on February 29, 2012, 10:23:08 am
Agent Smithy
$5 - Action

+ 3 Cards
Trash any number of cards from your hand.  Gain an equal number of Agent Smithy cards.

If an opponent plays Oracle, reveal this card and say "You played that deliberately, pur-pose-fully." At the end of that player's turn, trash the Oracle.
Title: Re: Really bad card ideas
Post by: brokoli on March 09, 2012, 07:38:59 am
Lookoutpost
5$ - Action - Duration
Look at the top 3 cards of your deck. Trash one of them. Discard one of them. Put the other one on top of your deck.
You only draw 3 cards (instead of 5) in this turn's Clean-up phase. Take an extra turn after this one. This can't cause you to take more than two consecutive turns.

Simple, but this is not a so bad idea, an outpost with a mild spy effect...
However, it seems strictly better than outpost but too weak for $6
Title: Re: Really bad card ideas
Post by: GendoIkari on March 09, 2012, 11:14:47 am
Lookoutpost
5$ - Action - Duration
Look at the top 3 cards of your deck. Trash one of them. Discard one of them. Put the other one on top of your deck.
You only draw 3 cards (instead of 5) in this turn's Clean-up phase. Take an extra turn after this one. This can't cause you to take more than two consecutive turns.

Simple, but this is not a so bad idea, an outpost with a mild spy effect...
However, it seems strictly better than outpost but too weak for $6

It's not "strictly" better than Outpost simply because later in the game you probably won't want to play it.
Title: Re: Really bad card ideas
Post by: Ozle on March 09, 2012, 11:25:35 am
Negotiations
$4
Action - Duration
While this card is in play you draw one less card during your draw phase
During your action phase choose one: Draw 1 card, +1 Action, +$1, +1Buy.

This card does not get discarded during clean up
Title: Re: Really bad card ideas
Post by: Axxle on March 09, 2012, 01:13:43 pm
Negotiations
$4
Action - Duration
While this card is in play you draw one less card during your draw phase
During your action phase choose one: Draw 1 card, +1 Action, +$1, +1Buy.

This card does not get discarded during clean up

Negotiate
Action
Choose a player at random.  That player reveals a card.  If it's an attack card take compensation.  If it's a Negotiate card you have one minute to make a deal.  You can trade up to one Colony and any number of cards in hand in a deal.  A deal is successful if at least one colony or one card is exchanged.
Title: Re: Really bad card ideas
Post by: jimjam on March 21, 2012, 05:26:16 pm
Knave of All Trades
$7P
Action-Attack
Each other player reveals cards from their deck until they reveal a card costing $3 or more. They trash that card and choose a card in the supply costing at most $2 less than it. They gain a card of your choice with the same cost.
Each other player gains a curse, putting it on top of their deck.
Each other player discards down to three cards in hand.
Title: Re: Really bad card ideas
Post by: Kirian on March 21, 2012, 06:13:56 pm
Negotiations
$4
Action - Duration
While this card is in play you draw one less card during your draw phase
During your action phase choose one: Draw 1 card, +1 Action, +$1, +1Buy.

This card does not get discarded during clean up

Negotiate
Action
Choose a player at random.  That player reveals a card.  If it's an attack card take compensation.  If it's a Negotiate card you have one minute to make a deal.  You can trade up to one Colony and any number of cards in hand in a deal.  A deal is successful if at least one colony or one card is exchanged.

Needs more "Crooked Deal."  Very nice though.
Title: Re: Really bad card ideas
Post by: Razzishi on March 21, 2012, 07:03:35 pm
This might not be all that bad, I dunno.  It started from the idea of "An action that gives each other player a copy of the same action" and tried to go somewhere interesting.

Mold
Action - Reaction - $2
You may return any number of Mold card in your discard pile or hand to the supply.
Each other player gains a Mold.
~
Whenever another player plays a Mold you may reveal this card in your hand and have that player gain this card, putting it on top of their deck.

Title: Re: Really bad card ideas
Post by: mDuo13 on March 21, 2012, 07:10:48 pm
Inflation ($1)
Action - Duration
While this card is in play, all numbers on all other cards are increased by 1.
Remains in play.

Lava Flow ($4)
Action - Duration
Place this card next to the supply or an existing Lava Flow. When Lava Flow touches a card with Village in the title, trash that card unless it is a Walled Village.
Remains in play.

Sea Haggler ($6)
Action - Attack
$2
Each other player discards the top card of his deck, then gains a Curse card, putting it on top of his deck.
----------
While this is in play, when you buy a card, gain a card costing less than it that is not a Victory card.

Feldon's Cane ($1)
Action
Return all trashed cards to the supply, then trash this.

Mining Village [Alt.] ($5)
Action
+1 Card, +2 Actions
Trash a Treasure from your hand. If you do, gain a Treasure costing up to $3 more than the trashed card.
Title: Re: Really bad card ideas
Post by: Axxle on March 21, 2012, 07:54:55 pm
Inflation ($1)
Action - Duration
While this card is in play, all numbers on all other cards are increased by 1.
Remains in play.

Holy crud.  If you have two inflations in play, infinite numbers!!!!  Awesome!
Title: Re: Really bad card ideas
Post by: Robz888 on March 21, 2012, 09:49:50 pm
I don't know if this has been already suggested, but...

Fisherman's Wharf -- Action-Duration -- $6

+2 Actions
+2 Cards
+1 Buy
+$1

At the start of your next turn:
+1 Action
+2 Cards
+1 Buy
+$1
Title: Re: Really bad card ideas
Post by: Titandrake on March 21, 2012, 10:44:20 pm
Monopoly
Action-Duration
$4

+$2

If you have 3 or more white-bordered cards in play, +1 Card +2 Actions.
If you have 3 or more orange-bordered cards in play, at the start of the clean-up phase you may put Monopoly on top of your deck.
If you have 3 or more green-bordered cards in hand, +1 VP.
If you have 3 or more blue-bordered cards in hand, pretend that an attack has been played against you.
If you have 3 or more gold-bordered cards in hand, +$2.
If you have 3 or more purple-bordered cards in hand, you may return any purple-bordered cards in hand to the supply.
Title: Re: Really bad card ideas
Post by: Morgrim7 on March 21, 2012, 11:21:12 pm
Lost Witch $2

+2 Cards
You gain a curse.

Very Confused Sea Hag $2

Place the top card of the Trash Pile back in the box.  Place a curse on top of the trash pile. 

Torturer Who Didn't Quite Make the Cut $3

+3 Cards.

Each other player may choose one:  Gain a curse, or not.
hmmm......
Sunken Ghost Ship
$2
+2 cards
Each other player puts cards on top of his deck until he has three cards in his hand. For every card he put on his deck he may draw a card.

Crazy lookout
$2
Look at the top three cards of your deck. Discard one, discard another one, and discard another one.

Adventurer That Never Returned
$2
Reveal cards from your deck until you reveal two treasure cards.
...........
edit:
some more....
Stolen Vinyard
$P
Worth 1VP for every three actions in your opponent's deck.

Evil Jack of all Trades
$0
Gain two coppers.
Look at the top card of your deck. If it is a treasure or action, discard it. Otherwise, put it back.
Discard until you have three cards in your hand.
Trash an action worth five or more.
Title: Re: Really bad card ideas
Post by: Ozle on March 22, 2012, 09:56:36 am
Good Ideas

LepahC
$2 - Action
Put 4 cards from the Trash into your hand

Title: Re: Really bad card ideas
Post by: Tables on March 22, 2012, 12:45:22 pm
Inflation ($1)
Action - Duration
While this card is in play, all numbers on all other cards are increased by 1.
Remains in play.

Holy crud.  If you have two inflations in play, infinite numbers!!!!  Awesome!

Not quite infinite... the first increases the second to +2, so you get +3 in total. Still, quadratic increase sounds fun, until you realise you're making everything quite expensive. Then it gets even more fun again, as you realise that for every cost increase, your treasures increase by the same amount!
Title: Re: Really bad card ideas
Post by: O on March 22, 2012, 12:56:03 pm
Inflation ($1)
Action - Duration
While this card is in play, all numbers on all other cards are increased by 1.
Remains in play.

Holy crud.  If you have two inflations in play, infinite numbers!!!!  Awesome!

Not quite infinite... the first increases the second to +2, so you get +3 in total. Still, quadratic increase sounds fun, until you realise you're making everything quite expensive. Then it gets even more fun again, as you realise that for every cost increase, your treasures increase by the same amount!

Yes infinite.. #1 boosts #2, which consequently boosts #1 one more.. ad inifinitum.
Title: Re: Really bad card ideas
Post by: rinkworks on March 22, 2012, 04:22:11 pm
Inflation ($1)
Action - Duration
While this card is in play, all numbers on all other cards are increased by 1.
Remains in play.

Holy crud.  If you have two inflations in play, infinite numbers!!!!  Awesome!

Not quite infinite... the first increases the second to +2, so you get +3 in total. Still, quadratic increase sounds fun, until you realise you're making everything quite expensive. Then it gets even more fun again, as you realise that for every cost increase, your treasures increase by the same amount!

Yes infinite.. #1 boosts #2, which consequently boosts #1 one more.. ad inifinitum.

Agreed.  If the effect happened on-play, like Bank, then it would be sequential and not recurse.  But since it's a "while in play," it would just feed on itself infinitely.  Great idea.
Title: Re: Really bad card ideas
Post by: Tables on March 23, 2012, 12:58:50 pm
Inflation ($1)
Action - Duration
While this card is in play, all numbers on all other cards are increased by 1.
Remains in play.

Holy crud.  If you have two inflations in play, infinite numbers!!!!  Awesome!

Not quite infinite... the first increases the second to +2, so you get +3 in total. Still, quadratic increase sounds fun, until you realise you're making everything quite expensive. Then it gets even more fun again, as you realise that for every cost increase, your treasures increase by the same amount!

Yes infinite.. #1 boosts #2, which consequently boosts #1 one more.. ad inifinitum.

Agreed.  If the effect happened on-play, like Bank, then it would be sequential and not recurse.  But since it's a "while in play," it would just feed on itself infinitely.  Great idea.

I still disagree. The card has a timing condition (while in play) which would have to happen sequentially, as they don't happen at the same time. And after it's happened, you can't go back to retroactively increase the previous number, from the card you've now resolved.

Still, this might be one for the rules lawyers...
Title: Re: Really bad card ideas
Post by: O on March 23, 2012, 01:39:00 pm
I still disagree. The card has a timing condition (while in play) which would have to happen sequentially, as they don't happen at the same time. And after it's happened, you can't go back to retroactively increase the previous number, from the card you've now resolved.

Still, this might be one for the rules lawyers...

Play a talisman during a BM buy phase. Place a bridge afterwards, buy a 5-cost action. By your logic I think you would only gain one copy of it. And if you accept that the recursion works for Bridge-Talisman once, where do you argue it's limited to only one?
Title: Re: Really bad card ideas
Post by: rinkworks on March 23, 2012, 01:43:06 pm
I still disagree. The card has a timing condition (while in play) which would have to happen sequentially, as they don't happen at the same time. And after it's happened, you can't go back to retroactively increase the previous number, from the card you've now resolved.

Still, this might be one for the rules lawyers...

That's a compelling argument.  If "while in play" is a point in time (like "when you gain this" is a point in time, and "when you play this" is a point in time, etc), then all those effects trigger simultaneously, which means the player gets to choose the order.

However, is "while in play" a point in time?  My understanding was that it was not, that it is a range of time during which the condition holds.  For example, while Moat's defensive power occurs at a specific point in time -- whenever it is revealed in response to an attack -- Lighthouse's is just a passive state that you are in whenever it's on the table.  There's no point in time where the "while in play" triggers.  It's just always active.

Another way to look at it is that Lighthouse's defensive reaction doesn't get ordered with respect to all the other events that might occur during the game.   As people take their turns, lots of events are triggering, and you never have to identify a point within that sequence of events when the "while this is in play" part of Lighthouse occurs.

(Lighthouse is maybe not the best example, because after it says "while in play" it then says "when another player plays an attack card" which IS a discrete event.  Goons and Haggler operate similarly.  But how about Highway and Princess?)

If "while in play" is a passive state, therefore, and not a discrete event, then I would still argue that two active "while this is in play, add 1..." effects would recurse over each other infinitely.
Title: Re: Really bad card ideas
Post by: Voltgloss on March 23, 2012, 01:59:32 pm
Controlled Inflation ($1)
Action - Duration
While this card is in play, all numbers on all other cards are increased by the number of Controlled Inflation cards in play.
Remains in play.
Title: Re: Really bad card ideas
Post by: Tables on March 23, 2012, 08:07:44 pm
I still disagree. The card has a timing condition (while in play) which would have to happen sequentially, as they don't happen at the same time. And after it's happened, you can't go back to retroactively increase the previous number, from the card you've now resolved.

Still, this might be one for the rules lawyers...

Play a talisman during a BM buy phase. Place a bridge afterwards, buy a 5-cost action. By your logic I think you would only gain one copy of it. And if you accept that the recursion works for Bridge-Talisman once, where do you argue it's limited to only one?

Umm... no. Talisman triggers not when it's played, but when you gain a card costing $4 or less. As soon as I do, thanks to a Bridge being in play, I need to resolve Talisman. By your logic, however, it would seem that if there were some hypothetical cards allowing this play, then if I played a Talisman, bought a card from the supply then played a Bridge, I'd have to go back and gain a card from Talisman, as the card I had gained cost $4 now, which Talisman must effect, no?

Rinkworks makes a good point about it though. However, I still feel to get any kind of recursion you have to resolve increasing the numbers from card a, then increase the numbers on card b, then go back to card a, using the increase from card b... and that seems to me you're trying to resolve card a's 'while in play' effect twice, under different conditions. In which case, I ask, why doesn't this card recursively increase itself with only a single card out? All we're doing is resolving it's while in play effect indefinitely, after all... and it's always being in play, right?
Title: Re: Really bad card ideas
Post by: O on March 23, 2012, 08:27:05 pm
I still disagree. The card has a timing condition (while in play) which would have to happen sequentially, as they don't happen at the same time. And after it's happened, you can't go back to retroactively increase the previous number, from the card you've now resolved.

Still, this might be one for the rules lawyers...

Play a talisman during a BM buy phase. Place a bridge afterwards, buy a 5-cost action. By your logic I think you would only gain one copy of it. And if you accept that the recursion works for Bridge-Talisman once, where do you argue it's limited to only one?

Umm... no. Talisman triggers not when it's played, but when you gain a card costing $4 or less. As soon as I do, thanks to a Bridge being in play, I need to resolve Talisman. By your logic, however, it would seem that if there were some hypothetical cards allowing this play, then if I played a Talisman, bought a card from the supply then played a Bridge, I'd have to go back and gain a card from Talisman, as the card I had gained cost $4 now, which Talisman must effect, no?

Rinkworks makes a good point about it though. However, I still feel to get any kind of recursion you have to resolve increasing the numbers from card a, then increase the numbers on card b, then go back to card a, using the increase from card b... and that seems to me you're trying to resolve card a's 'while in play' effect twice, under different conditions. In which case, I ask, why doesn't this card recursively increase itself with only a single card out? All we're doing is resolving it's while in play effect indefinitely, after all... and it's always being in play, right?

My point was on the "while this is in play" recursion, but I forgot that's not how Talisman is worded. Also it's buy, not gain. I still find your point that "while this is in play" is supposed to be discrete unconvincing. You're also right: It works with only one card; the card itself is paradoxical with any doubles.
Title: Re: Really bad card ideas
Post by: Tables on March 23, 2012, 08:56:41 pm
Oh, wait, we managed to completely forget the wording on the original card, it says 'all other cards' :P.

I guess my point isn't that it's supposed to be discrete, rather, that we should only be considering the card once while it's in play. I think the fundamental argument here is, how is while in play effect resolved: Your viewpoint suggests that we can and should resolve it continually at every given moment, adding to it's own effect. My viewpoint is that it resolves once and permanently, never needing to be re-resolved. And I can actually see a good argument for both viewpoints.
Title: Re: Really bad card ideas
Post by: NoMoreFun on March 23, 2012, 11:48:21 pm
Ill Fated Pearl Diver:
Cost: 1
+1 Card
+1 Action
Reveal the bottom card of your deck, then trash this card.
Title: Re: Really bad card ideas
Post by: NoMoreFun on March 23, 2012, 11:54:45 pm
King Midas:
Whenever you play a card, trash it, gain a Gold, and put it in your hand. If the "Gold" supply pile is empty, you immediately lose the game.
Title: Re: Really bad card ideas
Post by: A_S00 on March 24, 2012, 12:47:47 am
King Midas:
Whenever you play a card, trash it, gain a Gold, and put it in your hand. If the "Gold" supply pile is empty, you immediately lose the game.
Maybe should be an exception for playing Golds...but then again, maybe not :P .
Title: Re: Really bad card ideas
Post by: Ozle on March 24, 2012, 07:36:49 pm
Monopoly
Action-Duration
$4

+$2

If you have 3 or more white-bordered cards in play, +1 Card +2 Actions.
If you have 3 or more orange-bordered cards in play, at the start of the clean-up phase you may put Monopoly on top of your deck.
If you have 3 or more green-bordered cards in hand, +1 VP.
If you have 3 or more blue-bordered cards in hand, pretend that an attack has been played against you.
If you have 3 or more gold-bordered cards in hand, +$2.
If you have 3 or more purple-bordered cards in hand, you may return any purple-bordered cards in hand to the supply.

My version of this would be:

Monopoly
$4 Action - Mega Duration
Repeat the actions of the last few turns for hours
A player may only buy a province during these turns if he has cards that 'precisely' add up to $8 and ONLY those cards in hand
Title: Re: Really bad card ideas
Post by: Ozle on March 31, 2012, 07:25:31 pm
Wesley Crusher
$3 - Action
When you play this card it does nothing but sit in your In Play Area.
Title: Re: Really bad card ideas
Post by: eHalcyon on March 31, 2012, 07:38:23 pm
Peppermint
Action
$5

You may reveal a Treasure card from your hand.  Trash it.
When you buy this, gain a copy of each Treasure you have in play.

Spearmint
Action - Attack
$5

You may reveal a Treasure card from your hand.  Every other player gains a copy of it.
When you buy this, every other player gains a copy of each Treasure you have in play.
Title: Re: Really bad card ideas
Post by: jotheonah on March 31, 2012, 07:54:19 pm
Wesley Crusher
$3 - Action
When you play this card it does nothing but sit in your In Play Area.

Barber Pole
$3 - Action-Duration
Plays on table.

(If you get this, you're a big giant nerd like me)
Title: Re: Really bad card ideas
Post by: Ozle on March 31, 2012, 07:57:30 pm
Wesley Crusher
$3 - Action
When you play this card it does nothing but sit in your In Play Area.

Barber Pole
$3 - Action-Duration
Plays on table.

(If you get this, you're a big giant nerd like me)

 I don't get it, amd niether does Mot....
Title: Re: Really bad card ideas
Post by: Dagenais on April 01, 2012, 04:46:52 am
Sabre-Rattling
Action
$1
Discard this card. If you do, +1 Action.

Idiot's Village
Action
$3
+1 Card
+2 Actions
While this is in play, you may only buy Idiot's Village.

Cantrip Moat
Action - Reaction
$3
+1 Card
+1 Action
When another player plays an Attack card, you may reveal this from your hand, point at them, and laugh. If you do, you are unaffected by that Attack.

But Can I Buy It?
Action
$10
+10 Cards
+10 Actions
+10 Buys
+$10
+10VP
This card can not be gained.
Title: Re: Really bad card ideas
Post by: GendoIkari on April 05, 2012, 12:52:43 am
Inflation ($1)
Action - Duration
While this card is in play, all numbers on all other cards are increased by 1.
Remains in play.

Holy crud.  If you have two inflations in play, infinite numbers!!!!  Awesome!

Not quite infinite... the first increases the second to +2, so you get +3 in total. Still, quadratic increase sounds fun, until you realise you're making everything quite expensive. Then it gets even more fun again, as you realise that for every cost increase, your treasures increase by the same amount!

Yes infinite.. #1 boosts #2, which consequently boosts #1 one more.. ad inifinitum.

Agreed.  If the effect happened on-play, like Bank, then it would be sequential and not recurse.  But since it's a "while in play," it would just feed on itself infinitely.  Great idea.

I still disagree. The card has a timing condition (while in play) which would have to happen sequentially, as they don't happen at the same time. And after it's happened, you can't go back to retroactively increase the previous number, from the card you've now resolved.

Still, this might be one for the rules lawyers...

Donald addressed this specifically, actually, on BGG. Sorry I don't have a link. He said that if you were to play a card that says "this turn, all other action cards also say '+1 card', that it would affect card already in play. Those cards would be considered to say +1 card (though you wouldn't get to draw that extra card for cards in play, because you are done resolving the card. So with 2 inflations in play, the first one would have its number increased by the second one. And because it's a "while in play", it would create an infinite recursion.
Title: Re: Really bad card ideas
Post by: Tables on April 05, 2012, 12:18:08 pm
Oh well. As a mathematician, I can accept being wrong :P.
Title: Re: Really bad card ideas
Post by: jotheonah on April 05, 2012, 05:22:44 pm
Wesley Crusher
$3 - Action
When you play this card it does nothing but sit in your In Play Area.

Barber Pole
$3 - Action-Duration
Plays on table.

(If you get this, you're a big giant nerd like me)

 I don't get it, amd niether does Mot....

It goes back to the Star Trek: The Next Generation CCG game, which had one useless barber-related card per expansion. However, the last expansion had a card by which if you put them all together they created a super-combo. Only because of production issues, the final card didn't come out until well after post people had stopped playing the game...
Title: Re: Really bad card ideas
Post by: timchen on April 06, 2012, 02:58:32 pm
Quote
But Can I Buy It?
Action
$10
+10 Cards
+10 Actions
+10 Buys
+$10
+10VP
This card can not be gained.

So even after you buy it, you don't gain it? :P
Title: Re: Really bad card ideas
Post by: Tables on April 06, 2012, 05:01:56 pm
Interesting thought I had... what cards can we most horribly break just by removing one word/short phrase? The less removed, the better.

Probably the best I can do...
Quote
Trade
Trash a card from your hand. Gain a number of Silvers equal to its cost in coins.

When you would gain a card, you may reveal this from your hand. If you do, gain a silver.
Title: Re: Really bad card ideas
Post by: Thisisnotasmile on April 06, 2012, 05:26:54 pm
Room
Action   $4
Choose an Action card in your hand. Play it.
Title: Re: Really bad card ideas
Post by: AJD on April 06, 2012, 05:34:16 pm
Room
Action   $4
Choose an Action card in your hand. Play it.

By the same token...

Horse
Action - Reaction   $4
+1 Buy
+3 Coin
Discard 2 Cards
________________
When another player plays an Attack card, you may set this aside from your hand. If you do, then at the start of your next turn, return this to your hand.
Title: Re: Really bad card ideas
Post by: dondon151 on April 06, 2012, 06:17:45 pm
Torturerer
Action - Attack - $5
+3 Card
Each other player chooses one: he discards 2 cards; or he gains a Curse card.
Title: Re: Really bad card ideas
Post by: Axxle on April 06, 2012, 06:49:03 pm
Moneyborrower
Action - $4
Discard a Copper from your hand. If you do, +$3

Double Agent
Action - $4
+1 Card; +1 Action
Each player (including you) reveals the top card of his deck and either discards it or puts it back, their choice.

Bookstore
Action - $5
Draw until you have 7 cards in hand. You may set aside any Action cards drawn this way, as you draw them.
Title: Re: Really bad card ideas
Post by: jotheonah on April 06, 2012, 07:11:39 pm
Map to Nowhere
$4 - Action
Trash this and another copy of Map to Nowhere from your hand.
Title: Re: Really bad card ideas
Post by: Tejayes on April 06, 2012, 07:19:41 pm
CRAWL SPACE
---
+1 Action
Discard any number of cards from your hand. +1 Card.
--
$2 - Action

HOBBY HOLE
---
Gain a card costing $4.
--
$3 - Action

KINDLY OLD LADY
---
+2 Cards
Each other player gains a card.
--
$5 - Action/Attack

YARD
---
+3 Cards
Put your hand on top of your deck.
--
$2 - Action

PARTY
---
+1 Card
+1 Action
Reveal your hand. Reveal cards from your deck until you reveal a card that isn't a duplicate of one in your hand. Discard the rest.
--
$5 - Action
Title: Re: Really bad card ideas
Post by: Dsell on April 07, 2012, 05:36:18 am
Feast
Action - $4
Trash this card. Gain a card.

Along the same lines...

Swindler
Action/Attack - $3
+$2
Each other player trashes the top card from his deck and gains a card that you choose.

Bridge
Action - $4
+1 Buy
+$1
All cards (including cards in players' hands) cost $1 less this turn, but not less than $0.
Title: Re: Really bad card ideas
Post by: eHalcyon on April 07, 2012, 02:33:53 pm
Bridge
Action - $4
+1 Buy
+$1
All cards (including cards in players' hands) cost $1 less this turn, but not less than $0.

Bridge
Action - $4
+1 Buy
+$1
All cards (including cards in player's hands) cost $1 less this turn.


Gonna buy this thing here and gain more coin to spend on other things...
Title: Re: Really bad card ideas
Post by: Tables on April 08, 2012, 12:05:56 pm
Well, I worked out how to break things some more, removing only one character.

Garden
Victory - $4
Worth 1 Victory for every 1 cards in your deck (rounded down).

Militia
Action - $4
+$2
Each other player discards 3 cards in his hand.

I think you'll all agree, this nerf is necessary:

Adventurer
Action - $6
Reveal cards from your deck until you reveal 2 cards. Put those Treasure cards in your hand and discard the other revealed cards.

Wishing Well
Action - $3
+1 Card; +1 Action
Name a card, then reveal the top card of your deck, put it in your hand.

Mining Village
Action -$4
+1 Card; +2 Actions
You may trash this card immediately. +$2.

Scout
Action - $4
+1 Action
Reveal the top 4 cards of your deck. Put the revealed cards into your hand. Put the other cards on top of your deck in any order.
Title: Re: Really bad card ideas
Post by: jimjam on April 08, 2012, 09:38:44 pm
Your opponent won't be so happy about his chapel-ed engine after this:

Adventurer
Action - $6
Reveal cards from a deck until you reveal 2 Treasure cards. Put those Treasure cards in your hand and discard the other revealed cards.
Title: Re: Really bad card ideas
Post by: Voltgloss on April 09, 2012, 12:08:53 pm
Min
Action - $5
You may reveal a Treasure card from your hand. Gain a copy of it.
----------
When you buy this, trash all Treasures you have.
Title: Re: Really bad card ideas
Post by: def on April 09, 2012, 12:58:10 pm
Actually, since I can recently call myself to the group who successfully mixed these cards up, to prevent this:

Min
Action - $5
You may reveal a Treasure card from your hand. Trash it if you want to. Gain a Treasure card costing up to 3 more than it; put it in your hand. Or in your discard.
----------
When you buy this, trash all Treasures you have in play. Or, if you don't want to, don't.
Title: Re: Really bad card ideas
Post by: Ozle on April 10, 2012, 05:06:42 pm
Moneyborrower
Action - $4
Discard a Copper from your hand. If you do, +$3

along these lines

Wonga.Com
$3 - Action - Duration
Gain a Silver into your Hand
Next turn trash all treasures you draw

Cash4Gold
$2 - Action
Trash a Gold from your hand. +$2
Title: Re: Really bad card ideas
Post by: eHalcyon on April 10, 2012, 05:41:49 pm
Undermine
$5 Action-Attack
Every other player trashes a Treasure from their hand or reveals a hand with no Treasure.  If a Copper is trashed, that player gains a Curse.  Otherwise, the player gains a Treasure costing no more than $3 less than the trashed Treasure.
Title: Re: Really bad card ideas
Post by: Thisisnotasmile on April 10, 2012, 05:44:02 pm
Undermine
$5 Action-Attack
Every other player trashes a Treasure from their hand or reveals a hand with no Treasure.  If a Copper is trashed, that player gains a Curse.  Otherwise, the player gains a Treasure costing no more than $3 less than the trashed Treasure.

Gain into hand and I don't see this being so bad as to belong in this topic...
Title: Re: Really bad card ideas
Post by: Voltgloss on April 10, 2012, 05:47:50 pm
Cash4Gold
$2 - Action
Trash a Gold from your hand. +$2

Amusingly, the best way to use this is to never have Gold in your deck, ever.
Title: Re: Really bad card ideas
Post by: Ozle on April 10, 2012, 05:51:19 pm
Cash4Gold
$2 - Action
Trash a Gold from your hand. +$2

Amusingly, the best way to use this is to never have Gold in your deck, ever.

Which is also the best way to deal with the current cash for gold scams!
Title: Re: Really bad card ideas
Post by: feelingzwontfade on April 15, 2012, 05:31:23 am
Workship
$3
Action
Now and at the start of your next turn: $1. Each other player reveals the top card of his deck. If it is a Treasure card, he trashes it. Put a card from your hand back on your deck. Gain a card costing up to $4.

Counsel Room
$6
+4 Cards +1 Buy. Cry about your problems until someone either becomes irritated or gives helpful advice. If they became irritated, +1 Action.

Sabo-Amateur
Action – Attack    
$4   
Each other player reveals the top card of his deck. He trashes that card and may gain a card costing at most $2 less than it. He discards the other revealed cards.

House
Action/Duration
$3
+1 Action. Put a copper from your discard pile into your hand. +1 Card. Discard 1 Card. While this is in play, when another player plays an attack card, it doesn't affect you.

Pearl Salvager
Action
$4
Look at the bottom card of your deck. If it is a Treasure card, put it into your hand. Otherwise, trash it and +$ Equal to its cost in coins.

Wishing Village
Action
$4
+1 Card +2 Actions
Reveal the top card of your deck. If it does not give you +3 Cards, discard it. Otherwise, put it into your hand.

Bizarre
Action
$5
+2 Cards +1 Action, Gain a Copper, putting it into your hand.

Grad Market    
Action    
$5    
+1 Card; +1 Action; +1 Buy; +$2
You may only gain this through playing University.

Harming Village    
Action    
$3    
+2 Actions
Reveal cards from the top of your deck until you reveal a card that isn't an Action or Treasure. Put that card into your hand and discard the other cards.

Fool’s Gold    
Treasure – Reaction    
$6
If you played a Fool’s Gold this turn, this is worth $1, otherwise it’s worth $4.

When another player gains a Province, you may trash this from your hand. If you do, gain a Fool's Gold, putting it on your deck.

Unstables
$5
+3 Cards +1 Action. Discard a treasure card from your hand. Otherwise, trash your hand.
Title: Re: Really bad card ideas
Post by: rspeer on April 16, 2012, 08:12:38 pm
More cards missing a word, along the lines of "Room":

Young Adventurer
Reveal cards from your deck until you reveal 2 cards. Put the Treasure cards into your hand and discard the other cards.

Shantier Town
+2 Actions
Reveal your hand. If you have no cards in hand, +2 cards.

Everythinglender
Trash a card from your hand. If you do, +$3.

All Mine
Trash a Treasure card from your hand. Gain a card costing up to $3 more; put it into your hand.

Bad Fiscal Policy
You may reveal a Treasure card from your hand. Gain a copy of it.
----
When you buy this, trash all Treasures you have.

Mysterious Talisman of Buddha
While this is in play, when you buy a card costing $4 or less that is not a card, gain a copy of it.
Title: Re: Really bad card ideas
Post by: AJD on April 16, 2012, 09:35:25 pm
Upvoting specifically for the Mysterious Talisman of Buddha.
Title: Re: Really bad card ideas
Post by: mDuo13 on April 19, 2012, 03:02:21 am
Inflation ($1)
Action - Duration
While this card is in play, all numbers on all other cards are increased by 1.
Remains in play.

Holy crud.  If you have two inflations in play, infinite numbers!!!!  Awesome!
That's when you play Bishop and laugh maniacally.
Title: Re: Really bad card ideas
Post by: timchen on April 19, 2012, 02:13:23 pm
Inflation ($1)
Action - Duration
While this card is in play, all numbers on all other cards are increased by 1.
Remains in play.

Holy crud.  If you have two inflations in play, infinite numbers!!!!  Awesome!
That's when you play Bishop and laugh maniacally.
Or just play monument.
Title: Re: Really bad card ideas
Post by: Axxle on April 19, 2012, 02:15:08 pm
Inflation ($1)
Action - Duration
While this card is in play, all numbers on all other cards are increased by 1.
Remains in play.

Holy crud.  If you have two inflations in play, infinite numbers!!!!  Awesome!
That's when you play Bishop and laugh maniacally.
Or just play monument.
You'd have to play Goons to end the game, otherwise everyone else has the chance to play their monument/bishops.
Title: Re: Really bad card ideas
Post by: rinkworks on April 19, 2012, 04:47:32 pm
Pick Your Poison
$2 - Action/Attack
Gain a Province or a Curse, your choice.  Then each other player discards down to 1 or 5 cards, your choice.
Title: Re: Really bad card ideas
Post by: Galzria on April 19, 2012, 05:04:23 pm
Pick Your Poison
$2 - Action/Attack
Gain a Province or a Curse, your choice.  Then each other player discards down to 1 or 5 cards, your choice.
I'll take the curse, in a fairgrounds Black Market game where I don't have one yet, and it pushes me up a bracket to beat my opponent who has 7 of the 8 provinces. Also, I played possession, so I make my opponent discard down to 5 cards, then KC a ton of Governors.
Title: Re: Really bad card ideas
Post by: jotheonah on April 19, 2012, 05:13:23 pm
Pick Your Poison
$2 - Action/Attack
Gain a Province or a Curse, your choice.  Then each other player discards down to 1 or 5 cards, your choice.

Are we going back to the thread's original conceit of really bad card ideas? (as opposed to the various themes and iterations we've been hitting in the meantime)

Unmitigated Disaster
$3 - Action
Each player (including you) reveals the top card of their deck. Trash all copies of each of those cards from the supply.
Title: Re: Really bad card ideas
Post by: Titandrake on April 20, 2012, 03:49:17 am
Cell
$1 - Action
Discard any number of cards.
Title: Re: Really bad card ideas
Post by: Axxle on April 20, 2012, 04:39:51 am
Cell
$1 - Action
Discard any number of cards.
Hmm... can set up a Menagerie. 
Title: Re: Really bad card ideas
Post by: yudantaiteki on April 25, 2012, 08:07:13 am
More cards missing a word, along the lines of "Room":

Malfunctioning Lighthouse
+1 Action
Now and at the start of your next turn: +$1.
While this is in play, it doesn’t affect you.

Inept Cutpurse
+$2
Each other player discards a Copper card (or reveals a hand with Copper).

Obsession
Trash this and your hand. If you do trash two Treasure Maps, gain 4 Gold cards, putting them on top of your deck.

Dominion -- buy them all!
Victory
1P
Worth 1 VP for every three Action cards.

Smart Person's Gold
This is worth $4.

When another player gains a Province, gain a Gold, putting it on your deck.

Jedi Of All Trades
Gain a Silver.
Look at the top card of your deck.
You have 5 cards in hand.
Your hand is not a Treasure.
Title: Re: Really bad card ideas
Post by: Jorbles on May 01, 2012, 06:04:11 pm
Pick Your Poison
$2 - Action/Attack
Gain a Province or a Curse, your choice.  Then each other player discards down to 1 or 5 cards, your choice.

Are we going back to the thread's original conceit of really bad card ideas? (as opposed to the various themes and iterations we've been hitting in the meantime)

Unmitigated Disaster
$3 - Action
Each player (including you) reveals the top card of their deck. Trash all copies of each of those cards from the supply.

Arson
$10 - Action-Attack
Douse your opponent's draw and discard pile in gasoline. Take a match or lighter and light them on fire.

Fire Insurance
$4 - Action-Reaction
+1 Action
Discard a treasure card, if you do +$1.
--
If your deck lights on fire you may reveal this card to win the game.
Title: Re: Really bad card ideas
Post by: theory on May 01, 2012, 06:09:05 pm
"Your Honor, I wasn't committing insurance fraud.  I was just being possessed."
Title: Re: Really bad card ideas
Post by: jimjam on May 03, 2012, 02:27:06 am
Gauze
$0 -/Reaction
If you burned your hand trying to play Fire Insurance, you may want to use this to prevent further injury.
Forget winning and seek medical attention.
Title: Re: Really bad card ideas
Post by: Morgrim7 on May 03, 2012, 08:48:35 am
Fire Insurance
$4 - Action-Reaction
+1 Action
Discard a treasure card, if you do +$1.
--
If your deck lights on fire you may reveal this card to win the game.
Insured Festival $3
+2 Actions
+1 Buy
+$2
Reveal a Fire Insurance from your hand. If you do not, discard your hand, and you may not gain any cards this turn.
Title: Re: Really bad card ideas
Post by: jotheonah on May 03, 2012, 11:38:26 am
As appropriate to our "dropping one word" idea, we've fully made the shift from "Really bad card ideas" to "Really bad ideas"
Title: Re: Really bad card ideas
Post by: Deadlock39 on May 03, 2012, 12:35:45 pm
Okay, here is my best spur of the moment "Really bad card idea".

Platinum Record
$25
+1 Card
+1 Action

When you buy this, if you have not drawn any cards since your last turn, and have no duration cards in play, you win the game.

Okay, I think this condition correct, but I'm sure someone can tell me where I still got it wrong.  I'm going for: draw a hand of 5 Platinum to win. (Yeah, 4 Platinum and a Bank would also work.)
Title: Re: Really bad card ideas
Post by: Morgrim7 on May 03, 2012, 12:50:44 pm
Okay, here is my best spur of the moment "Really bad card idea".

Platinum Record
$25
+1 Card
+1 Action

When you buy this, if you have not drawn any cards since your last turn, and have no duration cards in play, you win the game.

Okay, I think this condition correct, but I'm sure someone can tell me where I still got it wrong.  I'm going for: draw a hand of 5 Platinum to win. (Yeah, 4 Platinum and a Bank would also work.)
Or PStone...
Title: Re: Really bad card ideas
Post by: Axxle on May 03, 2012, 02:00:37 pm
Okay, here is my best spur of the moment "Really bad card idea".

Platinum Record
$25
+1 Card
+1 Action

When you buy this, if you have not drawn any cards since your last turn, and have no duration cards in play, you win the game.

Okay, I think this condition correct, but I'm sure someone can tell me where I still got it wrong.  I'm going for: draw a hand of 5 Platinum to win. (Yeah, 4 Platinum and a Bank would also work.)
Or PStone...
Or Native Village ("Put all the cards from your mat into your hand")

How about: "When you buy this, if you have 5 or less cards in play and have not trashed a card this turn, you win the game."
Title: Re: Really bad card ideas
Post by: Deadlock39 on May 03, 2012, 02:18:24 pm
I knew there would be a loophole, but hey, it's just a really bad card idea.  I think I kind of like the possibility of massing P-stones to go after this.  Native Village is no fun, so yeah, perhaps <= 5 cards in play is a better approach.
Title: Re: Really bad card ideas
Post by: Jack Rudd on May 03, 2012, 02:20:27 pm
I knew there would be a loophole, but hey, it's just a really bad card idea.  I think I kind of like the possibility of massing P-stones to go after this.  Native Village is no fun, so yeah, perhaps <= 5 cards in play is a better approach.
So instead we shall spam Mining Village!
Title: Re: Really bad card ideas
Post by: Deadlock39 on May 03, 2012, 02:26:43 pm
Ha... both conditions it is.  It doesn't matter how long the card text is on an already terrible card.
Title: Re: Really bad card ideas
Post by: theory on May 03, 2012, 03:06:26 pm
Dominion: Cliche

Featuring such innovative cards as:

Blood Money
Reflection
Hidden Village
Title: Re: Really bad card ideas
Post by: Deadlock39 on May 03, 2012, 04:22:06 pm
Dominion: Cliche

Featuring such innovative cards as:

Blood Money
Reflection
Hidden Village

The rest of the set is filled out with alternate versions of Moat.
Title: Re: Really bad card ideas
Post by: Axxle on May 03, 2012, 04:39:36 pm
Dominion: Cliche

Featuring such innovative cards as:

Blood Money
Reflection
Hidden Village

The rest of the set is filled out with alternate versions of Moat.

(http://t.qkme.me/3p3wsb.jpg)
Title: Re: Really bad card ideas
Post by: WanderingWinder on May 03, 2012, 04:42:56 pm
Surely you need some alternate curses, cards that give VP based on a type of card in your deck different from what's been counted so far (curse, treasure, maybe reaction), new duration and VP chip cards, and let's not forget bringing stuff back from the trash.
Title: Re: Really bad card ideas
Post by: Deadlock39 on May 03, 2012, 04:54:02 pm
That gives me another idea for an awesome card.

Reaction Gardens
$4 - Victory
Worth 1VP for every reaction in your deck

Setup: Add Cantrip-Moat as an extra Kingdom card pile to the Supply.
Title: Re: Really bad card ideas
Post by: Morgrim7 on May 03, 2012, 05:49:03 pm
Dominion: Cliche

Featuring such innovative cards as:

Blood Money
Reflection
Hidden Village

The rest of the set is filled out with alternate versions of Moat.

(http://t.qkme.me/3p3wsb.jpg)
This made me laugh so hard.  :) +1
Title: Re: Really bad card ideas
Post by: EternalDensity on May 07, 2012, 09:55:22 pm
Escape Route
Action-Reaction $6
+6 Cards
-2 Actions
-------------
When another player empties any pile in the Supply, you may reveal this card. If you do, play a turn. You may only reveal each Escape Route once per depleted pile.

Tennis Court
Action-Reaction $5
Gain a tennis counter.
You may choose an Action card in your hand. Play it 4 times, or 2 times if interrupted by another player revealing a Tennis Court.
------------------
When another player has played an action 2 out of 4 times via a Tennis Court's action or reaction, you may reveal this card, unless another player has already revealed a Tennis Court for that Tennis Court. If you do, discard it, gain a tennis counter and play that action 4 times, or 2 times if interrupted by another player revealing a Tennis Court.
------------------
When you play an action the 4th time via a Tennis Court's action or reaction, the player(s) with the most tennis points gains a Tennis Court and a gold on top of their deck in any order, and all tennis points are returned to the supply.

Guard
Action-Reaction $6
Reveal cards from your deck until you reveal 2 Treasure cards. Put the lesser Treasure card into your hand (or 1 if they are the same value) and discard the other revealed cards.
------------------
If at any time (including while this card is in play) another player makes a joke or comment using the words "I used to be...", "arrow", or "knee", you may trash this card, gain an Adventurer and play the Adventurer immediately (after resolving the Guard if your Guard is in play) without costing an action, even if it is not your turn.

Old Pawn
Action $3
Choose 3:
+2 Actions, -2 Buy, +1 Card -$1;
-1 Action, -1 Buy, +3 Cards +$3;
+1 Action, +2 Buy, discard 3 Cards, -$3
-2 Actions, +1 Buy, discard 1 card, +$2

Spoons
Action $2
Trash this card. Place 1 actual spoon per player less 1 in a circle in the middle of the table. All players simultaneously pass 1 card of their choice to the player on the left. Simultaneous passing continues until a player has 5 identical cards in their hand, at which point that player may grab 1 spoon from the middle of the table. Then any other player may grab 1 spoon. The player who misses out on a spoon must trash their hand. The player who took the first spoon gains a Spoons card. Everyone may lament their seriously messed up engines.

Snap!
Action-Reaction $3
+2 cards. If they are the same shout Snap! and +3 actions.
-----------------
If a player plays 2 copies of the same Action card, you may reveal this card. If you do, and also shout Snap!, they must either trash one copy without playing it, or you gain both when they are discarded.

Sock Attack
Action-Duration $4
+2 Buys
Hold your socks close to the nose of each player in turn for 15 seconds. Gain a silver in your hand for each one who flinches away, and they gain a curse.
+1 Action +1 Card on your next turn.
-----------------
While this card in in play the duration of any sock attacks against you is reduced by 5 seconds.
Title: Re: Really bad card ideas
Post by: jotheonah on May 14, 2012, 12:02:24 am
A while back we were doing two cards combined together.

Governor + Duchess =

Governess
Action $4
+1 Action
Choose one, opponent gets what's in parentheses:
Gain a Duchy (Gold); + 3 (1) cards; Look at the top 3 (2) cards of your deck, discard them or return them to the top in any order


Title: Re: Really bad card ideas
Post by: Tejayes on May 14, 2012, 01:30:40 am
A while back we were doing two cards combined together.

Governor + Duchess =

Governess
Action $4
+1 Action
Choose one, opponent gets what's in parentheses:
Gain a Duchy (Gold); + 3 (1) cards; Look at the top 3 (2) cards of your deck, discard them or return them to the top in any order

Diadembassy
---
$5
When you play this, discard a card per unused Action you have.
-
When you gain this, each other player gains a Silver.
--
$6ish - Treasure

Monumint
---
+$2
You may reveal a Victory card from your hand. Gain a copy of it.
-
When you gain this, reveal your hand, then trash all revealed Victory cards.
--
$2pi - Action

Chancellar
---
+1 Action
+$2
You may put your deck into your discard pile; +1 Card per card discarded.
--
$A lot - Action

Mining Native Fishing Worker's Farming Border Village
---
+2 Actions
Choose one: +1 Card, then trash this card immediately for $2; or put the top card from your deck face down on your MNFWFBV mat; or put all cards from your mat into your hand; or +$1, then +1 Action, +$1 on your next turn; or +1 Card, +1 Buy; or reveal cards from your deck until you reveal an Action or Treasure card, putting it into your hand and discarding the rest.
-
When you gain this, gain a card costing less than this.
--
$Something - Action/Duration
Title: Re: Really bad card ideas
Post by: yudantaiteki on May 14, 2012, 05:20:35 am
Inspired by some games I've had involving King's Court and Hamlet/Pawn

Molasses
$5,

+1 Action

Do this twice.  Gain a Molasses card.  Count the number of cards in your discard pile, deck, and the trash, and add the number of turns you have taken plus the result of the roll of a six-sided die.  If the number is:
- Divisible by 3, choose one: (1) Put a card from your hand on your Molasses mat, or (2) +2 Cards
- Divisible by 4, choose one: (1) Pick up 1/3 of the cards from your Molasses mat, rounded down, (2) Trash a card from your hand and gain a card costing at most [cards on your Molasses mat / 2] more, (3) Each player reveals a Stop card or discards down to the number of cards on your Molasses mat, minimum of 2
- Divisible by 5, choose one: (1) Gain a Molasses card, (2) Each other player draws 1 card and you draw 3 cards, (3) Put one gold token on your Molasses mat if there are less than 3 Coin tokens on the supply cards
- Divisible by 7, choose one: (1) Take a Molasses card from the discard pile and put it in your hand, (2) Return a number of cards from your discard pile to the supply equal to the number of cards on your Molasses mat, (3) For each gold token on your Molasses mat, turn over the top card of each opponents' deck and trash it, replacing it with a card of the same cost from the supply.  Molasses cards are discarded instead of trashed if revealed in this way.
- Otherwise, choose one: (1) Put one gold token on your Molasses mat, (2) Gain a Molasses card, (3) +$ equal to the number of gold tokens on your Molasses mat

When you buy this card, each other player gains a Molasses card.

During cleanup, if this card is in play, put it on top of your deck.  If this card is in your hand during the Action phase, you must play it if you can.

Setup: Add an additional Kingdom card to the supply.  Cards from that pile are Stop cards.  Place one Coin token on each Victory and Treasure pile; when a card from this pile is added to a Molasses mat, remove the corresponding coin.  There are 50 Molasses cards in the Molasses pile. 

If you have fewer than five Molasses cards in your deck at the end of the game, your VP total is considered to be 0.
Title: Re: Really bad card ideas
Post by: theory on May 14, 2012, 09:47:18 am
Mining Native Fishing Worker's Farming Border Village
---
+2 Actions
Choose one: +1 Card, then trash this card immediately for $2; or put the top card from your deck face down on your MNFWFBV mat; or put all cards from your mat into your hand; or +$1, then +1 Action, +$1 on your next turn; or +1 Card, +1 Buy; or reveal cards from your deck until you reveal an Action or Treasure card, putting it into your hand and discarding the rest.
-
When you gain this, gain a card costing less than this.
--
$Something - Action/Duration

 ;D ;D
Title: Re: Really bad card ideas
Post by: Kirian on May 14, 2012, 11:20:28 am
A while back we were doing two cards combined together.

Governor + Duchess =

Governess
Action $4
+1 Action
Choose one, opponent gets what's in parentheses:
Gain a Duchy (Gold); + 3 (1) cards; Look at the top 3 (2) cards of your deck, discard them or return them to the top in any order

Governess
Action - $4
Choose one:
Trash a silver; if you do, feed the birds.
Sing a silly song; if you do, draw a card.
Discard a Duchy; if you do, fly a kite.
----
When you gain this, also gain a Magic Satchel.

Magic Satchel
Action - $0 - Not in Supply

Choose one:
Add any number of cards from your hand to your Magic Satchel mat.
Remove any number of cards from your Magic Satchel mat and put them into your hand.
Title: Re: Really bad card ideas
Post by: Morgrim7 on May 14, 2012, 02:34:46 pm
A while back we were doing two cards combined together.

Governor + Duchess =

Governess
Action $4
+1 Action
Choose one, opponent gets what's in parentheses:
Gain a Duchy (Gold); + 3 (1) cards; Look at the top 3 (2) cards of your deck, discard them or return them to the top in any order

Governess
Action - $4
Choose one:
Trash a silver; if you do, feed the birds.
Sing a silly song; if you do, draw a card.
Discard a Duchy; if you do, fly a kite.
----
When you gain this, also gain a Magic Satchel.

Magic Satchel
Action - $0 - Not in Supply

Choose one:
Add any number of cards from your hand to your Magic Satchel mat.
Remove any number of cards from your Magic Satchel mat and put them into your hand.
No, it is this.
Governess
$5 Action
Discard a Duchy. If you do not, fail a being a nun.
Cheer up some scared children by singing a happy song. If you do, draw one card.
Discard a Baroness. If you do, gain a Captian Vontrapp.

Captain Vontrapp
$0 (This is not in the supply) Action
Blow a whistle. If you do, gain seven Curses.
Give Hugs. If you do, gain seven golds.

Baroness
$7 Action
Gain a Captian Vontrapp.

Title: Re: Really bad card ideas
Post by: ehunt on May 14, 2012, 06:05:28 pm
Pirate Jenny
$2 - Action

Each other player draws a card. In the evening, laugh as they are slain.
Title: Re: Really bad card ideas
Post by: flip314 on May 14, 2012, 09:32:28 pm
Simon Says
Action - $6P
For the player on the left's next turn, he must reveal his hand and let you make all decisions.  He must only follow directions you preface with "Simon Says".  He gains a curse each time he follows a direction that didn't start with "Simon Says".  Any cards of his that are trashed are set aside and returned to his discard pile at end of turn (but only if Simon said so).
Title: Re: Really bad card ideas
Post by: ycz6 on May 15, 2012, 12:17:34 am
Puzzle: Give a situation in which you would prefer playing a Village to playing a MNFWFBV, assuming both cost $3. Not including Horn of Plenty.
Title: Re: Really bad card ideas
Post by: ftl on May 15, 2012, 01:52:14 am
When you're being Possessed!  :P :) 8)

(hey, you excluded one obvious answer, I had to chime in with the other!)
 
Title: Re: Really bad card ideas
Post by: DStu on May 15, 2012, 08:01:25 am
Puzzle: Give a situation in which you would prefer playing a Village to playing a MNFWFBV, assuming both cost $3. Not including Horn of Plenty.
If you have both in hand, and want to draw the next card in your deck to have a more informed decision on which option to take...
Title: Re: Really bad card ideas
Post by: jotheonah on May 15, 2012, 08:12:16 am
Puzzle: Give a situation in which you would prefer playing a Village to playing a MNFWFBV, assuming both cost $3. Not including Horn of Plenty.

Any time there are no good twos and you don't want an Estate, Curse, or Copper.
Title: Re: Really bad card ideas
Post by: EternalDensity on May 22, 2012, 11:03:39 pm
Courtesan
Action - $3
+1 Action
+1 VP
Gain 2 gold to your hand
Instead of normal cleanup: only discard played actions and spent treasures from this turn; draw until you have 5 cards in hand. Take an extra turn after this one.  The player to your left can see all cards you can, and makes all decisions for you. Any cards you would gain on that turn, he gains instead; any cards of yours that are trashed are set aside and returned to your discard pile at end of turn.
Title: Re: Really bad card ideas
Post by: O on May 22, 2012, 11:19:56 pm
Courtesan
Action - $3
+1 Action
+1 VP
Gain 2 gold to your hand
Instead of normal cleanup: only discard played actions and spent treasures from this turn; draw until you have 5 cards in hand. Take an extra turn after this one.  The player to your left can see all cards you can, and makes all decisions for you. Any cards you would gain on that turn, he gains instead; any cards of yours that are trashed are set aside and returned to your discard pile at end of turn.

This concept actually sounds quite interesting..
Title: Re: Really bad card ideas
Post by: eHalcyon on May 22, 2012, 11:22:30 pm
Courtesan
Action - $3
+1 Action
+1 VP
Gain 2 gold to your hand
Instead of normal cleanup: only discard played actions and spent treasures from this turn; draw until you have 5 cards in hand. Take an extra turn after this one.  The player to your left can see all cards you can, and makes all decisions for you. Any cards you would gain on that turn, he gains instead; any cards of yours that are trashed are set aside and returned to your discard pile at end of turn.

This concept actually sounds quite interesting..

I agree, wrt to the cleanup penalty.  Forcing a possession on yourself is interesting too, though I think the former is more interesting.
Title: Re: Really bad card ideas
Post by: EternalDensity on May 22, 2012, 11:36:31 pm
Courtesan
Action - $3
+1 Action
+1 VP
Gain 2 gold to your hand
Instead of normal cleanup: only discard played actions and spent treasures from this turn; draw until you have 5 cards in hand. Take an extra turn after this one.  The player to your left can see all cards you can, and makes all decisions for you. Any cards you would gain on that turn, he gains instead; any cards of yours that are trashed are set aside and returned to your discard pile at end of turn.

This concept actually sounds quite interesting..

I agree, wrt to the cleanup penalty.  Forcing a possession on yourself is interesting too, though I think the former is more interesting.
Thanks.
I thought of the forced possession first (I was inspired by reading Simon Says, above) simply as 'what is the opposite of the Possession card?' followed by 'what would motivate a player to let himself be possessed?'. The name followed logically from that, and then I added the cleanup penalty as a way to shake things up a bit. Sometimes it makes things worse, and sometimes it lets you blunt the possession by leaving behind your junk cards. Hmm, maybe I should make it discard Victory-only cards too? Actually I'd originally written it as "Don't discard unplayed actions or unspent treasure", then I rephrased it and forgot that I was letting you pass along the junk. Not really sure which way would be 'better'.

[edit] But the cleanup penalty on its own (in some other context without the possession) is definitely worse when you can't discard unplayable cards.

Anyhow it might be fun to actually try out this card and see what happens. Actually to make it even more properly bad I'd need to change it to "Instead of normal cleanup: do not discard unplayed actions and incompletely spent treasures from this turn;"
That way if you had no treasure, played Courtesan, and then bought something worth $5 your possessor still gets one of your gold.
Title: Re: Really bad card ideas
Post by: SevenSpirits on May 23, 2012, 03:51:45 am
Committee
Action-Attack - $7
Gain a silver. Put it on your deck. Now put it in your hand. Then draw three more cards. Each other player puts a card from his hand on top of his deck, then back into his hand again. You are authorized to purchase one more card in your next buy phase; however, note that no additional funds are allocated for this purpose.
Title: Re: Really bad card ideas
Post by: jotheonah on May 23, 2012, 04:07:58 pm
Committee
Action-Attack - $7
Gain a silver. Put it on your deck. Now put it in your hand. Then draw three more cards. Each other player puts a card from his hand on top of his deck, then back into his hand again. You are authorized to purchase one more card in your next buy phase; however, note that no additional funds are allocated for this purpose.

This sounds very ... bureaucratic.
Title: Re: Really bad card ideas
Post by: Axxle on May 29, 2012, 06:41:52 pm
Tournamint - $4 Action
+1 Action
Each player may reveal a Prize from his hand.
If you do, Gain a copy of it.
If no-one else does, +1 Card, +$1.
-------------------------------------
When you buy this, trash all Prizes you have in play.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on May 29, 2012, 07:08:42 pm
Double agent, $4 (?) action
+2 cards, +2 actions
Reveal the two top cards of your deck. The player to your left chooses for each one if you discard it or if you put it back on your deck, and if you put back both, he chooses in which order.
Title: Re: Really bad card ideas
Post by: Kirian on May 29, 2012, 09:04:09 pm
Double agent, $4 (?) action
+2 cards, +2 actions
Reveal the two top cards of your deck. The player to your left chooses for each one if you discard it or if you put it back on your deck, and if you put back both, he chooses in which order.

That's... actually a very interesting card.  Frankly, the self-attack might be too weak to balance the body.
Title: Re: Really bad card ideas
Post by: GendoIkari on May 30, 2012, 01:49:44 pm
Double agent, $4 (?) action
+2 cards, +2 actions
Reveal the two top cards of your deck. The player to your left chooses for each one if you discard it or if you put it back on your deck, and if you put back both, he chooses in which order.

That's... actually a very interesting card.  Frankly, the self-attack might be too weak to balance the body.

If you change it so that the self-attack happens before the +2; it might balance out slightly better. However, as this will likely draw your entire deck most hands, the self-attack part becomes completely painless anyway.
Title: Re: Really bad card ideas
Post by: Grujah on May 30, 2012, 02:22:09 pm
Tournamint - $4 Action
+1 Action
Each player may reveal a Prize from his hand.
If you do, Gain a copy of it.
If no-one else does, +1 Card, +$1.
-------------------------------------
When you buy this, trash all Prizes you have in play.

This actually cracked me up.  ;D
Title: Re: Really bad card ideas
Post by: ChocophileBenj on May 30, 2012, 02:57:58 pm
Let's make others (better than double agent ^^) :

-Berserker-
Action attack, cost $5
All your opponents reveal cards from their deck until they reveal a card costing $2 or less. They discard this card and may gain a card costing up to $2 more. They trash the other revealed cards.

-Modern city-
Action, cost $6
+1 card, +2 actions
Let n the number of empty stacks in the supply.
Trash up to n+1 cards from your hand. For each one, gain a card costing up to $2 + $n more.

-Knight- (a crossover of pawn and bishop ^^)
Action, cost $3
Choose 2 (the choices must be different)
->+1 card
->+1 action
->+1$
->+1 buy
->+1 VP
->Trash a card from your hand, +VP equal of half its cost rounded down ; all your opponents may trash a card from their hand

-Highvault-
Action, cost $??
+2 cards ; discard any number of cards, cards cost $1 less this turn per card discarded (not less than $0).
All your opponents may discard their hand. If they do, they draw half the number of discarded cards, rounded down
Title: Re: Really bad card ideas
Post by: axlemn on May 30, 2012, 05:22:04 pm
Strong Suggestion without a Seance
Action
+1$

Each other player may choose to discard down to 4 cards. 

The player to your left takes an extra turn after this one, in which you can see all cards he can and make all decisions for him.  The player to your left may not take more than three turns in a row for any reason. 

Cost: 5+potion

At worst, it's a weak witch.  At best, it's a "trash your opponent's entire deck, besides the +draw, with a forge" AND a witch. 
Title: Re: Really bad card ideas
Post by: Morgrim7 on May 30, 2012, 05:52:48 pm
Strong Suggestion without a Seance
Action
+1$

Each other player may choose to discard down to 4 cards. 

The player to your left takes an extra turn after this one, in which you can see all cards he can and make all decisions for him.  The player to your left may not take more than three turns in a row for any reason. 

Cost: 5+potion

At worst, it's a weak witch.  At best, it's a "trash your opponent's entire deck, besides the +draw, with a forge" AND a witch.
Rather KC-Forge, so you can gain more cards. Trashers suddenly become the worst card in the kingdom... This should cost more. 3x2P?
Title: Re: Really bad card ideas
Post by: heron on May 30, 2012, 06:00:37 pm
Theater: $8 Action

When you play this card, play it as if it is an action card in the supply that costs less than this.
Theater costs $2 less per action card you have in play.
Title: Re: Really bad card ideas
Post by: mDuo13 on June 03, 2012, 03:55:15 pm
THAT'S IT! EVERYBODY DIES!
Action - $15
Trash all cards in play, in the supply, in players' decks, and in players' hands.
Title: Re: Really bad card ideas
Post by: jotheonah on June 03, 2012, 04:01:49 pm
Redundancy
Action-Reaction - $0
Trash any number of cards from the trash pile.

___________
Anytime you would perform an action, you may reveal this card to perform that action.
Title: Re: Really bad card ideas
Post by: Dsell on June 03, 2012, 04:03:07 pm
Redundancy
Action - $0
Trash any number of cards from the trash pile.

Redundancy Room
Action - $4
Play this card twice.
Title: Re: Really bad card ideas
Post by: jotheonah on June 03, 2012, 04:03:59 pm
Wouldn't resolving Redundancy Room crash iso?
Title: Re: Really bad card ideas
Post by: Axxle on June 03, 2012, 04:10:27 pm
Wouldn't resolving Redundancy Room crash iso?
Then it would be a really bad idea to make this an actual card, wouldn't it. :)
Title: Re: Really bad card ideas
Post by: qmech on June 04, 2012, 01:49:52 pm
Another candidate for ordinal-valued Dominion?  Excellent.
Title: Re: Really bad card ideas
Post by: Schlippy on June 05, 2012, 09:52:07 am
Slingshot:
Action/Attack - $3
Flick 5 VP-tokens at the fingers of your neighbours. They have to discard any cards that they may drop.
(The flicked VP-tokens return to the supply afterwards)


Suicide Bomber:
Action/Attack - $7
Every other player reveals his hand. You may choose to trash the hand of each other player. (You can choose not to trash a specific hand)
If you trash at least one players hand: Trash your own hand and any cards you have in play.
Title: Re: Really bad card ideas
Post by: Mister Alex on June 05, 2012, 01:44:20 pm
THAT'S IT! EVERYBODY DIES!
Action - $15
Trash all cards in play, in the supply, in players' decks, and in players' hands.

Then add up VP hidden in Islands and/or Native Villages with any VP chips collected to see who wins!  Could be fun.  :P
Title: Re: Really bad card ideas
Post by: heron on June 12, 2012, 11:17:20 am
Asylum
Action - $6
Trash any number of cards from your hand.
For each card trashed:
+1 card, +1 action, +$1, +1 buy.

The sad thing is, I actually play with this card sometimes.
It's funniest in goons engines.
Title: Re: Really bad card ideas
Post by: randomdragoon on June 13, 2012, 02:03:19 am
Inception $5
Action
+1 card
+1 action
Play a sub-game of Dominion, using whatever cards are still left in the supply. If you win the sub-game, +cards equal to the number of players in the game.
Title: Re: Really bad card ideas
Post by: Jfrisch on June 13, 2012, 05:15:22 am
revenge 0$
Action-Reaction
If your opponent plays an attack card on you may light there deck on fire and punch them in the face.
Your opponent gets 100 vp tokens.
(alternate version, you may only do this upon being torturer chained)
Title: Re: Really bad card ideas
Post by: ChocophileBenj on June 19, 2012, 12:17:30 pm
Only in 2 player games :

-Flag-,
Action victory, cost $0*
Worth 0 VP
Trash this and another copy of flag from your hand. If you trashed two flags this way, +157 VPs.
(this is not in the supply)

-Capture the Flag !-
Action attack, cost $5
Choose one : your opponent must trash a victory card from his hand (or reveal his hand without victory cards) OR look through the trash pile, gain a random victory card.
----
Setup : on the beginning of the game, each player starts with 2 estates and a flag in his deck, instead of 3 estates ;
Make two separate piles in the trash pile : one for the victory cards, and one for the other cards.
Title: Re: Really bad card ideas
Post by: gman314 on June 19, 2012, 12:36:17 pm
I just discovered this thread today and it made me laugh so hard!
Title: Re: Really bad card ideas
Post by: Axxle on June 22, 2012, 12:31:05 pm
Cowbell
Action Victory, cost $3
Gain a Cowbell
--------------
Worth 11 VP as long as you have one more Cowbell than the player with the most cowbells.


(you always need more cowbell)
Title: Re: Really bad card ideas
Post by: sparky5856 on June 23, 2012, 02:16:23 am
Confused King's Court

Action-Reaction - 7$

You may reveal an action card from your hand. Trash it three times.
Whenever another player plays an Attack card, you may reveal this from your hand. If you do, they play the attack card three times.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Neigh! Whinny!

Action - 2$

Choose zero: +2389523528 actions, +1337 buys, -2$, trash your deck and put the trash pile on your discard pile.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Bed Mastication

Action - 6$

You may eat your mattress. If you do, +2 VP.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Askew Inventor

Action - $6

+1 Action
Write a post in the Really Bad Card Ideas thread. +X Cards, where X is the number of upvotes the post gets within 6 hours.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Fever

Action-Reaction - $5

+1 Action
If you actually have a fever when playing this card, then go to bed. Otherwise, +2 Cards.
When another player plays this card, you may reveal this from your hand. If you do, you both gain a Cowbell.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Yes I'm procrastinating going to bed in case anyone is wondering.
Title: Re: Really bad card ideas
Post by: O on June 23, 2012, 02:19:31 am
Quote

Neigh! Whinny!

Action - 2$

Choose zero: +2389523528 actions, +1337 buys, -2$, trash your deck and put the trash pile on your discard pile.

Should be a prize, I can see a potential combo here... (protip: It involves another prize and buys every card in the supply).
Title: Re: Really bad card ideas
Post by: iangoth on June 23, 2012, 03:21:01 am
Diadem!

Here's one.

Plague

Action - Attack - $1

+1 action
Each other player may discard a plague. If he doesn't, he gain a plague.

----

Setup: Place as many plague cards in the supply as curses.
Title: Re: Really bad card ideas
Post by: Morgrim7 on June 23, 2012, 03:26:03 am
Diadem!
Diadumb
$0 Treasure-Prize
Worth $0
Worth one per unused action card you have in play.

...

Long Life
$15 Treasure
Worth one per 5 years you have lived.
Gain a efiL gnoL.

efiL gnoL
$15 Treasure
Worth one per 5 years of life you haven't lived.
Gain a Long Life.
Title: Re: Really bad card ideas
Post by: Thisisnotasmile on June 23, 2012, 09:23:35 am
Quote

Neigh! Whinny!

Action - 2$

Choose zero: +2389523528 actions, +1337 buys, -2$, trash your deck and put the trash pile on your discard pile.

Should be a prize, I can see a potential combo here... (protip: It involves another prize and buys every card in the supply).
I don't see the combo. The card does precisely nothing?
Title: Re: Really bad card ideas
Post by: O on June 23, 2012, 11:39:35 am
Quote

Neigh! Whinny!

Action - 2$

Choose zero: +2389523528 actions, +1337 buys, -2$, trash your deck and put the trash pile on your discard pile.

Should be a prize, I can see a potential combo here... (protip: It involves another prize and buys every card in the supply).
I don't see the combo. The card does precisely nothing?

oops...
Title: Re: Really bad card ideas
Post by: sparky5856 on June 23, 2012, 05:32:09 pm
Quote

Neigh! Whinny!

Action - 2$

Choose zero: +2389523528 actions, +1337 buys, -2$, trash your deck and put the trash pile on your discard pile.

Should be a prize, I can see a potential combo here... (protip: It involves another prize and buys every card in the supply).
I don't see the combo. The card does precisely nothing?

Which is why it's a REALLY bad card idea  ;D (Actually, with any number of choices the card would be a pretty bad idea...)
Title: Re: Really bad card ideas
Post by: A Drowned Kernel on June 25, 2012, 09:24:47 pm
Jack of No Trades

Action- $2

Gain a copper. Reveal the top card of you deck, then put it back. Draw up to four cards in your hand. You may trash a non-treasure card from your hand; if you do, gain a copy of it.
Title: Re: Really bad card ideas
Post by: Titandrake on June 25, 2012, 09:28:03 pm
Onion
Action - $0

Peel this card in half. Then trash it.
Each other player gains a Curse.
Title: Re: Really bad card ideas
Post by: One Armed Man on June 25, 2012, 11:11:11 pm
Jack of No Trades

Action- $2

Gain a copper. Reveal the top card of you deck, then put it back. Draw up to four cards in your hand. You may trash a non-treasure card from your hand; if you do, gain a copy of it.

Jill of All Trades
Action - $4
+2 actions. +1 Buy. You may place a card from your hand on the bottom of your deck. You may trash a treasure card from your hand.
___________________
Add Jill of All Trades as a Supply card whenever you play with both Jack of All Trades and Wishing Well.
Title: Re: Really bad card ideas
Post by: zahlman on June 27, 2012, 11:16:07 pm
Pwn - Action $2

Choose two: +1 Card, or +1 Action, or +1 Buy, or +$1, or haxxor each opponent (they gain a haxxor token, worth 0VP). (Your choices must be different.)
Title: Re: Really bad card ideas
Post by: popsofctown on June 28, 2012, 12:47:07 pm
Betalands - 7$ victory
Worth 3 VP
________________________
In games using this, whenever a player gains a card, he gains a card costing less.
Title: Re: Really bad card ideas
Post by: eHalcyon on June 28, 2012, 12:51:34 pm
Betalands - 7$ victory
Worth 3 VP
________________________
In games using this, whenever a player gains a card, he gains a card costing less.

I buy Colony, gaining a Platinum, gaining a Province, gaining a Betalands, gaining a Border Village, gaining TWO duchies, gaining two Silk Roads, gaining two Tunnels, gaining two Estates, gaining two coppers.

Oh, and I guess Haggler is in play, so I gain a Platinum with that as well...

(Alternative: replace SR with Gardens, also pick up two Duchesses with Duchies, which also means two more Copper).
Title: Re: Really bad card ideas
Post by: Thisisnotasmile on June 28, 2012, 01:22:35 pm
Betalands - 7$ victory
Worth 3 VP
________________________
In games using this, whenever a player gains a card, he gains a card costing less.

I buy Colony, gaining a Platinum, gaining a Province, gaining a Betalands, gaining a Border Village, gaining TWO duchies, gaining two Silk Roads, gaining two Tunnels, gaining two Estates, gaining two coppers.

Oh, and I guess Haggler is in play, so I gain a Platinum with that as well...

(Alternative: replace SR with Gardens, also pick up two Duchesses with Duchies, which also means two more Copper).

But Betalands in in this game so when you gain that Platinum from your Haggler you then gain a Betalands, gaining a Border Village, gaining TWO Duchies, gaining two Silk Roads, gaining two Tunnels, gaining two Estates, gaining two Coppers.
Title: Re: Really bad card ideas
Post by: popsofctown on June 28, 2012, 01:27:24 pm
Betalands - 7$ victory
Worth 3 VP
________________________
In games using this, whenever a player gains a card, he gains a card costing less.

I buy Colony, gaining a Platinum, gaining a Province, gaining a Betalands, gaining a Border Village, gaining TWO duchies, gaining two Silk Roads, gaining two Tunnels, gaining two Estates, gaining two coppers.

Oh, and I guess Haggler is in play, so I gain a Platinum with that as well...

(Alternative: replace SR with Gardens, also pick up two Duchesses with Duchies, which also means two more Copper).

But Betalands in in this game so when you gain that Platinum from your Haggler you then gain a Province then a Betalands, gaining a Border Village, gaining TWO Duchies, gaining two Silk Roads, gaining two Tunnels, gaining two Estates, gaining two Coppers.
tweaked that for you
Title: Re: Really bad card ideas
Post by: Thisisnotasmile on June 28, 2012, 01:41:51 pm
No... because that's the last Province and you're losing, so you wouldn't want to do that :shifty eyes:
Title: Re: Really bad card ideas
Post by: pokeman7452 on June 28, 2012, 02:09:48 pm
Missingno.
$2 Treasure - Attack
+$6 +1 buy. When this card is played, all other players trash a card from their hand. Roll a d20. If you rolled a 1, trash your deck, your discard, and your hand.
Title: Re: Really bad card ideas
Post by: gman314 on June 28, 2012, 02:14:55 pm
Not Treasury
+1 card
+1 action
+$1

If you bought a victory card this turn, you may put this on top of your deck.
Title: Re: Really bad card ideas
Post by: Axxle on June 28, 2012, 02:41:49 pm
Betalands - 7$ victory
Worth 3 VP
________________________
In games using this, whenever a player gains a card, he gains a card costing less instead.
FTFY
Title: Re: Really bad card ideas
Post by: jotheonah on June 28, 2012, 02:56:19 pm
Not Trader - $4 Action-Reaction

Trash a Silver from your hand. Gain a number of cards equal to its cost in coins.

When you would gain a Silver, you may reveal this from your hand. If you do, instead, gain a card.
Title: Re: Really bad card ideas
Post by: Robz888 on June 28, 2012, 03:07:57 pm
Not Trader - $4 Action-Reaction

Trash a Silver from your hand. Gain a number of cards equal to its cost in coins.

When you would gain a Silver, you may reveal this from your hand. If you do, instead, gain a card.

Traitor Trader
Trash a card from your hand. Each other player gains a number of Silvers equal to the cost in coins of the card you trashed.
--
When you would gain a card, you may reveal this from your hand. If you do, instead, each other player gains a Silver.
Title: Re: Really bad card ideas
Post by: Ozle on June 28, 2012, 03:09:46 pm

Is Isotropic Down?
Action - Victory
$5
Put all the cards back into the box and store under bed. Step outside and feel the rays of sunshine on your face for the first time in months.
Title: Re: Really bad card ideas
Post by: eHalcyon on June 28, 2012, 04:10:49 pm
Betalands - 7$ victory
Worth 3 VP
________________________
In games using this, whenever a player gains a card, he gains a card costing less.

I buy Colony, gaining a Platinum, gaining a Province, gaining a Betalands, gaining a Border Village, gaining TWO duchies, gaining two Silk Roads, gaining two Tunnels, gaining two Estates, gaining two coppers.

Oh, and I guess Haggler is in play, so I gain a Platinum with that as well...

(Alternative: replace SR with Gardens, also pick up two Duchesses with Duchies, which also means two more Copper).

But Betalands in in this game so when you gain that Platinum from your Haggler you then gain a Betalands, gaining a Border Village, gaining TWO Duchies, gaining two Silk Roads, gaining two Tunnels, gaining two Estates, gaining two Coppers.

Yes, all that is implied by the ellipsis. :P
Title: Re: Really bad card ideas
Post by: Nicrosil on June 28, 2012, 09:57:13 pm
Bad idea for a set: All cards are functionally the same as Menagerie, but have different names.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on June 29, 2012, 08:44:29 am
Nicrosil link : Or why not harvest instead of menagerie ? So gold will become precious, and... "Oh no, I discarded two golds with my wharf/bishop/pearl diver"

Okay, a few parody cards and then... the Test of the True Geek !

-Radical church-
Action, cost $2
Trash 4 cards from your hand

-Sea assassin-
Action attack, cost $4
Each other player reveal the top card of their deck and either trashes it, discards it or puts it back, your choice, and then gain a curse on top of their deck.

-Baby witch-
Action attack, cost $3
+2 cards, reveal your hand, the player to your left chooses 2 cards for you to discard.
Then, each other player may reveal a card costing $3 or less from their hand. If they don't, they gain a curse.

-Dungeon-
Action reaction, cost $5
Draw up to 10 cards in hand
When any player gains a card, you may reveal this from hand. If you do, he trashes it or gains a copy of it on top on his deck
(wording like this, it means once you gain a card, you gain all the remaining cards. Oops...)

-Venture in the Harem-
Treasure victory, cost $9
Worth 2 VP, worth $1
When you play this, reveal cards from your hand until you find a card with a woman on the picture ; play the revealed treasures along the way in any order, discard the other cards.




-Test of the True Geek-
(see below)


Action, cost $4
Think to a Dominion card ; tell which extension it belongs to, how much it costs and the length of its name (only counting letters) ; if any opponent guesses it, he gains 3 VP ; in no opponent guesses it, you gain 10 VP per opponent.
Title: Re: Really bad card ideas
Post by: rspeer on June 29, 2012, 03:09:02 pm
Inspired by a typo I briefly made elsewhere:

Ig Nobles
Action/Victory, cost $6
2 VP

Choose one: +2 cards, or +3 actions.
Title: Re: Really bad card ideas
Post by: sparky5856 on June 30, 2012, 01:02:38 am
Quote
-Radical church-
Action, cost $2
Trash 4 cards from your hand

One time I drew this with a Golem. I had 4 Colonies in hand.

Anyways... let's just get them out of the way.

Not Hoard
Treasure - 6$
Worth $2
While this is in play, when you buy a Gold, gain a Victory Card.

Not Bureaucrat
Action-Attack - 4$
Gain a Victory card, put it on your deck. Each opponent puts a Silver in hand on top of his deck (or reveals a hand with no Silver).

Not Apothecary
Action - 2P$
+1$; +1 Buy
Reveal the top 4 cards of your deck. Put the revealed Coppers and Potions back onto your deck in any order. Put the other cards in your hand.

Not Philosopher's Stone
Treasure - 3P$
$0
When you play this, count your deck and discard pile. Draw 5 cards for every $1 you find in your deck. (rounded down).

Not Treasure Map
Action - 4$
Trash 4 Golds from your hand. If you do trash 4 Golds, then gain two Not-Treasure Maps, putting them on top of your deck.

Not Golem
Action - 4P$
Reveal cards from your deck until you reveal 2 Not-Golem Cards. Discard the other cards, then play the Not-Golem cards in either order.

Not Pearl Diver
Action - 2$   
+1 Card; +1 Action
Look at the bottom card of the Trash pile. You may put it on top.
Title: Re: Really bad card ideas
Post by: jotheonah on June 30, 2012, 09:13:27 am
Some of those are quite clever! I would actually buy not-Bureaucrat.
Title: Re: Really bad card ideas
Post by: Ozle on June 30, 2012, 09:17:42 am
Some of those are quite clever! I would actually buy not-Bureaucrat.

I would spam buy it to death! Guarenteed Province/colony!
Title: Re: Really bad card ideas
Post by: brokoli on June 30, 2012, 10:34:17 am
Not Ill gotten gains
1$
When you play this, you may gain a curse, putting it into your hand
---
When you gain this, each other player gains a copper.

Not vault
+1$
Discard any number of cards. +2 cards per card discarded.
Each other player may discard 2 cards. If he does, he get +1$.

Not explorer
You may reveal a province card from your hand. If you do, gain a silver card, putting it into your hand.
Otherwise, gain a gold card, putting it into your hand.

Not Hunting party
+1 card
+1 action
Reveal your hand. Reveal cards of your deck until you reveal a card that is a duplicate of one in your hand. Put it into your hand and discard the rest.
(get progressively better when stacked)
Title: Re: Really bad card ideas
Post by: jotheonah on June 30, 2012, 11:41:38 am
Also not explorer $5

You may reveal a Silver from your hand. If you do, gain a Province, putting it into your hand.
Otherwise, gain a Gold, putting it into your hand.
Title: Re: Really bad card ideas
Post by: qmech on June 30, 2012, 06:04:48 pm
Rerolpxe
You may return a Gold to the Supply.  If you do, reveal a Province from your hand.  Otherwise, return a Silver to the Supply.
Title: Re: Really bad card ideas
Post by: Graystripe77 on June 30, 2012, 06:41:25 pm
Cost:$7

+1 card
+1 action
+$1
+1 buy
Gain a <This card name>.
---------------------
When you gain this, +1 card, +1 action, +$1, +1 buy
Title: Re: Really bad card ideas
Post by: ChocophileBenj on June 30, 2012, 06:52:36 pm
I prefer jotheonah's "also not explorer" ^^

-Not Jester-
Action attack, cost $5
-$2
Each other player reveals and discards the top card of its deck. If it is a victory card, you gain a curse ; if it is a curse, he gains a victory card, otherwise, either you or he gains a copy of the discarded card, his choice.

-Not nobles-
Action curse, cost $6
-2 VPs
The player to your left chooses one for you : discard 3 cards, or -2 actions.

-Not mountebank-
-$2
Action attack, cost $5
Each other player may discard a province. If he doesn't, he gains a province and a gold

Okay, let's stop here with negative numbers !

-Neither Merchant ship nor wharf-
Action duration, cost $5
Now and at the start of your next turn : +2 buys
(good card, if no other source of +buy^^)

-Not highway-
Action, cost $5
All action cards cost not $1 less this turn, but less than $0
(whaaat ? negative numbers ? d'oh...)

And now, here are the "not prizes"
-Not bank-
Action, cost $7
When you play this, +1 card per treasure card you have in play (counting this)

-Not followers, but trators-
Action attack, cost $0*
Discard 2 cards. Trash a victory card from your hand (or reveal a hand without victory card). Each other player may trash a curse from their hand and/or draw up to 7 cards in hand.

-Not Bag of gold, but Bag of lead-
Action, cost $0*
+1 action ; gain a curse, put it on top of your deck.

-Not trusty steed, but untrusty sheep-
Action, cost $0*
The player to your left chooses 2 for you :
Discard down to 2 cards in hand, +2 actions, +$2 or gain 4 coppers and put them on top of your deck

-Not princess, but devil who is holding her hostage-
Action, cost $0*
+1 buy ; while this is in play, cards cost $2 more, and when time you buy a card, gain a copper.

-Not diadem, but dis adieu-
Treasure, cost $0*
worth 7$
When you play this, this is worth -1$ per action card you've played this turn
("dis adieu" is French for "say Farewell") (oops, by the way, negative number)

*Those 5 cards are in the supply.
Title: Re: Really bad card ideas
Post by: brokoli on July 01, 2012, 04:19:42 am
Not village
+2 cards
+1 action

Not counting house
Look through your deck, reveal any number of Copper card from it, and discard them.

Not Haggler
+2$
---
While this is in play, when you buy a card, gain a card costing more than it that is not a victory card

Not duchess
+2$
Each player (including you) looks at the bottom card of his deck, and discards it or puts it back.
---
In games using this, when you gain a not duchess, you may gain a duchy.

Not embassy
+3 cards
discard 5 cards.
---
When you gain this, you gain a silver.
Title: Re: Really bad card ideas
Post by: Thisisnotasmile on July 01, 2012, 06:10:32 am
Not "Also not Explorer" and also not "Not Explorer"
Action - $5
You may reveal a Province card from your hand. If you do, gain a Gold card, putting it into your hand. Otherwise, gain a Silver card, putting it into your hand.
Title: Re: Really bad card ideas
Post by: AJD on July 01, 2012, 07:21:22 am
Not Scheme
Herbalist.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on July 01, 2012, 08:15:12 am
-Blackjack-
Action, cost $5
Reveal cards from top on your deck, and sum up their costs in $.
If you're between $15 and $21, you may stop here and get as many $ as your score minus $14, or reveal another card.
If you're over $21, trash this.
Discard the revealed cards afterwards.

-Treasure chest-
Treasure, cost $6
Worth $?
When you play this, roll a D6. If you hit between 1 and 5, gain as many $s. If you hit 6, gain a curse.

-Spiky blue shell- (you know, like in Mario Kart)
Action attack, cost $6
All your un-protected opponents count their current score. The leader between them trashes a province. If tied, choose which opponent will be hit.
They put hand and discard pile onto deck pile and shuffle it and draw the number of cards they had afterwards.


-Apprentice in a hurry-
Action, cost $5
+1 action
Trash a card from your hand. Gain as many card costing up to $5 as the cost of the trashed cards in coins, plus 2 if it has potion in its cost.

-Armed rabble-
Action attack, cost $5
+3 cards
Each other player reveals and discards the top 3 cards of his deck, then discard 1 card from their hand per revealed card which is not an action or treasure card.

-Very-ill-gotten gains-
Treasure, cost $5
Worth $1
When you play this, you may gain a copper, if you do +$3.
When you gain this, all other players reveal cards from top on their deck until they reveal a victory card. They discard the other revealed cards, trash that card and may gain a card costing less that is not a victory card.
Title: Re: Really bad card ideas
Post by: qmech on July 01, 2012, 08:24:10 am
-Blackjack-
Action, cost $5
Reveal cards from top on your deck, and sum up their costs in $.
If you're between $15 and $21, you may stop here and get as many $ as your score minus $14, or reveal another card.
If you're over $21, trash this.
Discard the revealed cards afterwards.

-Treasure chest-
Treasure, cost $6
Worth $?
When you play this, roll a D6. If you hit between 1 and 5, gain as many $s. If you hit 6, gain a curse.

These are good ideas!
Title: Re: Really bad card ideas
Post by: sparky5856 on July 01, 2012, 04:51:30 pm
Not "Also not Explorer" and also not "Not Explorer"
Action - $5
You may reveal a Province card from your hand. If you do, gain a Gold card, putting it into your hand. Otherwise, gain a Silver card, putting it into your hand.

I can say with experience that this IS a pretty bad card. XD
Title: Re: Really bad card ideas
Post by: jotheonah on July 01, 2012, 04:57:41 pm
Idk. I think if we tweak the name a little bit it could actually work in a set.
Title: Re: Really bad card ideas
Post by: popsofctown on July 01, 2012, 05:30:07 pm
Seems too powerful.  It'd be like JoaT, but sometimes it gains a Gold and gets 3$, which is better than a card!  It'd have to cost like 6$
Title: Re: Really bad card ideas
Post by: brokoli on July 01, 2012, 06:21:12 pm
Monumountebank
Action - 6$
+2$
+1 VP
Each other player may discard a curse. If he doesn't, he gains a curse and a copper.

Not mountebank (but closer to cutpurse)
Action - 5$
+2$
Each other player may discard a copper. If he doesn't, he gains a copper and a curse.

Tactishanty town
Discard your hand.
If you discarded any card this way, then at the start of your next turn, +2 action and reveal your hand. If you have no action cards in hand, +2 cards.
Title: Re: Really bad card ideas
Post by: zahlman on July 02, 2012, 11:49:48 am
Not village
+2 cards
+1 action

... you mean Laboratory?
Title: Re: Really bad card ideas
Post by: brokoli on July 02, 2012, 12:30:17 pm
... you mean Laboratory?

Exactly ;)
This is not a bad card idea, though...
Title: Re: Really bad card ideas
Post by: Robz888 on July 02, 2012, 01:18:36 pm
Tactishanty Town is a lot of fun to say.
Title: Re: Really bad card ideas
Post by: jamuspsi on July 02, 2012, 02:26:29 pm
Tactishanty Town is a lot of fun to say.

I had basically the same reaction
Title: Re: Really bad card ideas
Post by: Axxle on July 02, 2012, 02:44:40 pm
Monumountebank
Action - 6$
+2$
+1 VP
Each other player may discard a curse. If he doesn't, he gains a curse and a copper.

Not mountebank (but closer to cutpurse)
Action - 5$
+2$
Each other player may discard a copper. If he doesn't, he gains a copper and a curse.

Tactishanty town
Discard your hand.
If you discarded any card this way, then at the start of your next turn, +2 action and reveal your hand. If you have no action cards in hand, +2 cards.
Mountetrusty Steed
Title: Re: Really bad card ideas
Post by: Schneau on July 02, 2012, 02:53:08 pm
Not mountebank (but closer to cutpurse)
Action - 5$
+2$
Each other player may discard a copper. If he doesn't, he gains a copper and a curse.

Wouldn't that be Mountepurse?
Title: Re: Really bad card ideas
Post by: gman314 on July 02, 2012, 08:41:43 pm
Broken card drawer
Discard any number of cards. Draw twice as many.

And now for some map design issues....

Treasure Map (not to scale)
Trash this card and another copy of Treasure Map (not to scale) from your hand. If you trash two Treasure Maps (not to scale), gain 4 Coppers, putting them on top of your deck.

Cartographer who doesn't use a legend
+1 card
+1 action

The player to your left looks at the top four cards of your deck and discards any number, putting the rest back on top of your deck in any order.
Title: Re: Really bad card ideas
Post by: rinkworks on July 03, 2012, 11:31:14 am
Transbute
$5 - Action
The player to your left reveals then discards the top 2 cards of his deck. For each differently named card revealed, if it is an...
Action card, gain a Duchy;
Treasure card, gain a Transbute;
Victory card, gain a Gold.

Tortoteur
$5 - Action-Attack
Each other player chooses one:  He reveals cards from  the top of his deck until revealing one costing $3 or more, trashes that card, and may gain a card costing at most $2 less than it, discarding the other revealed cards; or he gains a Curse in hand.


Of course the only reason I made these cards up is because their names are fun to say.  Tortoteur!  Tortoteur!
Title: Re: Really bad card ideas
Post by: Grujah on July 03, 2012, 12:36:58 pm
Transbute is actually really awesome.
Title: Re: Really bad card ideas
Post by: DWetzel on July 03, 2012, 04:51:10 pm
Stop Sign

$2 - Action

+1 Card
+1 Action
-1 Clean-up phase
Title: Re: Really bad card ideas
Post by: Hks on July 03, 2012, 06:01:57 pm
Bad chapelor's (chapelist?) rescue - Action 0$
-
When you gain this, gain 7 coppers and 3 estates.
Title: Re: Really bad card ideas
Post by: jotheonah on July 03, 2012, 06:23:08 pm
Chaplain?
Title: Re: Really bad card ideas
Post by: Axxle on July 03, 2012, 06:25:54 pm
donator?
Title: Re: Really bad card ideas
Post by: Tombolo on July 03, 2012, 07:10:56 pm
+$1
+1 Buy
+1 Action
+1 Card
$5 Action
Australian Market

EDIT:
Not Peddler
$0 Action
+1 Card, +1 Action, +$1
During your Buy phase, this costs $2 more per Action card you have in play.

....I'm not actually entirely sure that's a bad idea. >_>  A pretty strong opener on most boards, but it de-synergizes with itself so you can't really stack it or build around it.
Title: Re: Really bad card ideas
Post by: zahlman on July 04, 2012, 01:27:48 am
....I'm not actually entirely sure that's a bad idea. >_>  A pretty strong opener on most boards, but it de-synergizes with itself so you can't really stack it or build around it.

With +1 cost per copy and a base of 4, this was actually submitted to the contest... :P
Title: Re: Really bad card ideas
Post by: timchen on July 05, 2012, 02:33:42 pm
Quote
Not duchess
+2$
Each player (including you) looks at the bottom card of his deck, and discards it or puts it back.
---
In games using this, when you gain a duchess, you may gain a duchy.

So the second part of the card only triggers when Duchess is also in the kingdom? In that case, Does that mean you can buy a duchess and clear the Duchy pile?
Title: Re: Really bad card ideas
Post by: ChocophileBenj on July 05, 2012, 05:50:45 pm
-Secret Traders-
Action reaction, cost $6
+1 buy, +$3, discard any number of cards (at least two), +$1 per card discarded
---
When another player plays an attack, you may reveal it and set it aside. If you do, at the start of your next turn, +2 cards, return 2 cards to top of your deck, and return it to your hand.

(waaait, a not-so-bad reaction ? ... so look at the action part !)

-Hoarder village-
Action, cost $6
+1 card, +2 actions
When you gain this, gain a gold
While this is in play, when you buy a victory card, gain a gold

-Ghost Merchant Pirate Ship-
Action attack duration, cost $5
Choose one : +2 cards, all your opponents return cards to top of their deck down to 3 cards in hand OR all your opponents reveal the 2 top card of their deck, trash the revealed treasures and discard the rest, and you gain one GMPS token if any treasure has been trashed, or now and at the start of your next turn : +1$ per GMPS token you gained this game.

-Fool's Baron-
Action, cost $4
+1 buy
You may discard an estate. If you do and if it is the first estate you discard this turn, +$1, otherwise +$4.

-Counting Lighthouse-
Action duration, cost $2
+1 action, look through your discard pile and reveal any number of coppers from it. +$1 per copper revelaed now and at the start of your next turn.
While this is in play, when an opponent plays an attack, it doesn't affect you, you may gain a copper.

-Wharvest-
Action duration, cost $5
Reveal the top 4 cards of your deck, then discard them. Now and at the start of your next turn, +1 card per different card revealed.
(Oh yeah, next turn I'll start with 4 extra cards... no, 8 ! No, 12, I kinged it ! Okay, 11, accidents may happen... waaaait, where went the +buy ???)

After not witch, here is...
Hot witch (forbidden to players under 18)
-Action attack, $?-
+2 cards, all other male players gain a curse.

And because I don't want any sexual discrimination, here is :
Handsome torturer (allowed to players over 12 only, though they can't buy or gain it under 18)
+3 cards, all other female players choose one : they discard 2 cards or gain a curse in hand

Title: Re: Really bad card ideas
Post by: NoMoreFun on July 10, 2012, 02:40:03 pm
Unfamiliar
Cost: 3;D
+1 Magic
+1 Will
Each other player gains a Hex
Title: Re: Really bad card ideas
Post by: Ozle on July 10, 2012, 05:50:24 pm
I just cant decide
Action - Victory - $5 or $6
+1 Card
+1 Action
+1 Buy
+$1
+1 VP
Trash a card from your hand, if you do Your opponent gains a curse
----
1 Victory Point

Title: Re: Really bad card ideas
Post by: jotheonah on July 10, 2012, 05:52:39 pm
Forum Mafia
Action - $7

All players stop playing Dominion. For several months.
Title: Re: Really bad card ideas
Post by: Ozle on July 10, 2012, 05:54:25 pm
Forum Mafia
Action - $7

All players stop playing Dominion. For several months.


Funsockets Beta
Reaction - $Free

All players stop playing Forum Mafia for several days
Title: Re: Really bad card ideas
Post by: Titandrake on July 10, 2012, 06:54:03 pm
Nest
Action - $4

Play a game of Race for the Galaxy.
If you win, +4 Cards. Otherwise, +2 Cards.
Title: Re: Really bad card ideas
Post by: gman314 on July 10, 2012, 07:00:11 pm
Nest
Action - $4

Play a game of Race for the Galaxy.
If you win, +4 Cards. Otherwise, +2 Cards.

Now we need an RftG card calling for a game of Dominion to be played....
Title: Re: Really bad card ideas
Post by: jotheonah on July 10, 2012, 07:34:42 pm
How about:

Shameless Cross Promotion
Action - $5

Starting with the player to your right, each player names a game made by Rio Grande. Play one game of each in order. Whoever wins the most gains a province; whoever wins the least gains a curse.

________

Setup: If Shameless Cross Promotion is in the kingdom, go out to your local game store and buy a copy of everything made my Rio Grande, just in case.
Title: Re: Really bad card ideas
Post by: rinkworks on July 11, 2012, 09:54:43 am
On a different train of thought, I was thinking about discard-for-benefit cards.  We've got Cellar, which discards for cards; Vault/Secret Chamber that discards for coins.  How about...?

Shelter
$3 - Action
Discard any number of cards.  +1 Buy for each card discarded.

Assembly Line
$3 - Action
Discard any number of cards.   For each card discarded, gain a card costing up to $4.

Time Machine
$2 - Action
Discard any number of cards.  For each card discarded, during clean-up, place a card from play on top of your deck.

Secret Agent
$2 - Action
Discard any number of cards.  For each card discarded, reveal the top card of your deck and discard it or put it back, your choice.

Poxes On Thee
$7 - Action
Discard any number of cards.  For each card discarded, each other player gains a Curse.

Army
$3 - Action
Discard any number of cards.  For each card discarded, each other player discards down to 3 cards in hand.
Title: Re: Really bad card ideas
Post by: brokoli on July 11, 2012, 11:01:15 am
Quote
Not duchess
+2$
Each player (including you) looks at the bottom card of his deck, and discards it or puts it back.
---
In games using this, when you gain a duchess, you may gain a duchy.

So the second part of the card only triggers when Duchess is also in the kingdom? In that case, Does that mean you can buy a duchess and clear the Duchy pile?

 ;D Modified.
Title: Re: Really bad card ideas
Post by: popsofctown on July 12, 2012, 02:08:32 pm

Army
$3 - Action
Discard any number of cards.  For each card discarded, each other player discards 2 cards.

Fixed.  Remember which thread you're posting in mister.
Title: Re: Really bad card ideas
Post by: gman314 on July 12, 2012, 02:13:13 pm

Army
$3 - Action
Discard any number of cards.  For each card discarded, each other player discards 2 cards.

Fixed.  Remember which thread you're posting in mister.

But the redundancy of making other players discard down to 3 multiple times is kind of amusing.
Title: Re: Really bad card ideas
Post by: rinkworks on July 12, 2012, 02:14:34 pm

Army
$3 - Action
Discard any number of cards.  For each card discarded, each other player discards 2 cards.

Fixed.  Remember which thread you're posting in mister.

But the redundancy of making other players discard down to 3 multiple times is kind of amusing.

Yeah, that was the joke.  But the "discard 2 cards" version is bad too.
Title: Re: Really bad card ideas
Post by: popsofctown on July 12, 2012, 03:39:30 pm
ooh, i get it.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on July 13, 2012, 11:43:07 am
-Locked cellar-
Action, cost $2
+1 action, put any number of cards on top of your deck, +1 card per card you put back on your deck
(the action might already be done,  but i'm too lazy to check)

-Swind of Change- (You know, like the song from Scorpions Wind of Change)
Action attack, cost $3
+$2
Each other player trash the top card of their deck and gain a card costing the same. Trash the top card of your deck, and gain a card with the same cost of your left player's choice

-Hoard lender-
Action, cost $4
Trash a copper from your hand. If you do, +$2 and gain a gold for every victory card you buy.

-Sea Haggler- (the name might already be taken, but I'm tltc too)
Action attack, cost $5
+$2
Each other player reveals and discard the top card of their deck and gain a card costing less than this that is not a victory card, and put it on top of their deck.

-Spice Mint-
Action, cost $5
You may trash a treasure from your hand. Gain a copy of it.

-Iron golem-
Action, cost $4+potion
Reveal cards from your hand until you reveal two action cards other than Iron Golem. Discard the other cards then play the two action cards in either order. If, after playing the two actions, you did not trash any card from your hand, trash two cards from your hand.

-Aikido Minion-
Action attack, cost $5
+1 action
Choose one : +$2 or :
you may discard your hand, if you do draw 4 cards and each other player reveals his hand, either discards it or keeps it, your choice. If they discard, they draw one card less than they had in hand.
(Rules clarifications : if you choose to discard although they already have 0 card in hand, they gain a AM token and at their next clean-up phase they draw one card less per AM token and they return one AM token to the supply per lost card.)
Title: Re: Really bad card ideas
Post by: BMan on July 13, 2012, 11:34:41 pm
Master of the Obvious
Action
Cost: $1
You may look at your hand.

Armageddon
Action
Cost: $666
Trash all cards currently in the Supply.

Craps
Action
Cost: $4
Roll two six-sided dice. Count the total number rolled and subtract 7. +1 VP times the resulting number (if it is negative, subtract VP if possible).

Almost Totally Neutral
Action
Cost: $1
If this is the first time you've played Totally Neutral this turn: +1 Card, +1 Action.

Government Bureaucracy
Action-Attack
Cost: Way, way too much!
Reveal your hand. Add up the total cost of all cards in your hand, and divide that sum by three. If the remainder is zero, trash the second least-expensive card in your hand. If the remainder is one, each other player reveals his hand, discards one card other than a Treasure that you choose, and you gain a Copper. If the remainder is two, each other player reveals his hand, +$1 per total number of Curses revealed squared, and you may trash a Province.

Private Health Insurance
Action-Reaction
Cost: $4*
You may trash a Curse from your hand.
=====
When you would gain a Curse, you may discard this. If you do, you may trash a Treasure costing at least $3; if it costs at least $6, +1 Card. Otherwise, gain a Curse. You may only use Private Health Insurance up to ten times per game. You may not discard this to an Attack card played with a Throne Room, King's Court, or Golem.
=====
When you would gain this, reveal your hand, your discard pile, and your deck. You cannot gain this if you reveal any Curses. Shuffle your deck.
=====
If you do not have a full-time job, this card costs $7.

Gunfight
Action-Attack
Cost: $6
Choose another player. Immediately end your turn and play another one, but do not buy anything or clean up yet (you may play Treasures as normal). The other player then takes his turn but does not buy anything or clean up yet. Whoever has less $ available for purchase trashes everything he has in play (if there is a tie, both players trash).
Title: Re: Really bad card ideas
Post by: eHalcyon on July 14, 2012, 12:06:32 am
Private Health Insurance
Action-Reaction
Cost: $4*
You may trash a Curse from your hand.
=====
When you would gain a Curse, you may discard this. If you do, you may trash a Treasure costing at least $3; if it costs at least $6, +1 Card. Otherwise, gain a Curse. You may only use Private Health Insurance up to ten times per game. You may not discard this to an Attack card played with a Throne Room, King's Court, or Golem.
=====
When you would gain this, reveal your hand, your discard pile, and your deck. You cannot gain this if you reveal any Curses. Shuffle your deck.
=====
If you do not have a full-time job, this card costs $7.

Holy smokes, talk about bringing politics into the game.

I'm from Canada, so I'll give you your first +1 just for the Health Care card. ::)
Title: Re: Really bad card ideas
Post by: AJD on July 14, 2012, 12:11:52 am
Nuclear bomb
$7: Action-Attack
+$2
The player to your left reveals the top card of his deck. If it is an Action card, trash all cards in play and in all players' decks, hands, and discard piles.

(After the card Fission from Innovation, which has a similar effect.)
Title: Re: Really bad card ideas
Post by: Thisisnotasmile on July 14, 2012, 02:49:51 am
!details
Action - $1
+1 Card
+1 Action
All players reveal every card in their hand, deck, discard pile, in play or on a mat (NV/Island). When every player agrees they have seen all they want to, each player returns any card from mats or in play to where they came from, and shuffles all cards that came from their hand, deck or discard pile and draws the number of cards they originally had in hand.
------------------
Whenever !details is in the supply, add !disable to the supply.
------------------
This card cannot be bought on turn 1.



!disable
Reaction - $0
You may reveal this card when you buy it. If you do, trash it and all copies of !details from the supply, and +1 buy.
Title: Re: Really bad card ideas
Post by: rinkworks on July 14, 2012, 08:46:25 am
!details
Action - $1
+1 Card
+1 Action
All players reveal every card in their hand, deck, discard pile, in play or on a mat (NV/Island). When every player agrees they have seen all they want to, each player returns any card from mats or in play to where they came from, and shuffles all cards that came from their hand, deck or discard pile and draws the number of cards they originally had in hand.
------------------
Whenever !details is in the supply, add !disable to the supply.
------------------
This card cannot be bought on turn 1.



!disable
Reaction - $0
You may reveal this card when you buy it. If you do, trash it and all copies of !details from the supply, and +1 buy.

Two of the very few fan cards that made it into Isotropic.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on July 22, 2012, 10:15:31 am
-Discoutning House-
Action, $5
Reveal any number of coppers from your hand and discard them.

-Un-remodel-
Action, $4
Trash a card from your hand, gain a card costing at least $2 less than the trashed card.

-Ganon Village-
Action attack, $5
+1 card, +2 actions
Each other player may discard a Sierpinski triangle from his hand. If he doesn't, he reveals cards from his hand until he finds a Sierpinski triangle, puts it into his hand and trashes the other revealed cards.
translate the name in German

-Sierpinski Triangle-
Victory card, $5
Worth 1 VP per Sierpinski Triangle you have.
Waaait... to count the points, the number of triangles you have is raised to square ?
Title: Re: Really bad card ideas
Post by: yudantaiteki on July 22, 2012, 10:30:50 am
I don't recall if this was done before, but it probably was.

Newbie Idea
$5 - Action/Curse/Reaction

- 3 VP

If this card is in your hand you must play it at the beginning of your action phase.

Choose a player.  Trash the top card of his deck, or the top card of his discard pile.  You may gain this card and one other card from the trash.

When another player plays an attack card, you may reveal this from your hand.  If you do, +1 card and the attack affects the attacker instead.
Title: Re: Really bad card ideas
Post by: rinkworks on July 22, 2012, 10:38:35 am
I don't recall if this was done before, but it probably was.

Newbie Idea
$5 - Action/Curse/Reaction

- 3 VP

If this card is in your hand you must play it at the beginning of your action phase.

Choose a player.  Trash the top card of his deck, or the top card of his discard pile.  You may gain this card and one other card from the trash.

When another player plays an attack card, you may reveal this from your hand.  If you do, +1 card and the attack affects the attacker instead.

Best card of all time.  It does it all!
Title: Re: Really bad card ideas
Post by: Kirian on July 22, 2012, 02:20:20 pm
-Ganon Village-
Action attack, $5
+1 card, +2 actions
Each other player may discard a Sierpinski triangle from his hand. If he doesn't, he reveals cards from his hand until he finds a Sierpinski triangle, puts it into his hand and trashes the other revealed cards.
translate the name in German

-Sierpinski Triangle-
Victory card, $5
Worth 1 VP per Sierpinski Triangle you have.
Waaait... to count the points, the number of triangles you have is raised to square ?

OK that was painful.
Title: Re: Really bad card ideas
Post by: eHalcyon on July 22, 2012, 05:36:55 pm
-Un-remodel-
Action, $4
Trash a card from your hand, gain a card costing at least $2 less than the trashed card.

I would call this Premodel.
Title: Re: Really bad card ideas
Post by: AJD on July 22, 2012, 06:11:08 pm
-Un-remodel-
Action, $4
Trash a card from your hand, gain a card costing at least $2 less than the trashed card.

I would call this Premodel.

Demodel?
Title: Re: Really bad card ideas
Post by: eHalcyon on July 22, 2012, 06:57:54 pm
-Un-remodel-
Action, $4
Trash a card from your hand, gain a card costing at least $2 less than the trashed card.

I would call this Premodel.

Demodel?

...that's probably better. :P
Title: Re: Really bad card ideas
Post by: Morgrim7 on July 22, 2012, 08:19:26 pm
Un-Tunnel
Victory/Reaction - $3
-2 VPs
When you discard this from play other than during your cleanup phase, trash a Gold.

Un-Cellar
Action - $2
+1 Action
Discard any number of cards. Discard one card per card discarded.

Un-Tactician
Action/Duration - $5
Discard your hand. At the start of your next turn, discard your hand and -1 Action, -1 Buy.

Un-Stash
Treasure - $5
Worth $2
When you reshuffle, you may put this anywhere in your discard pile.
Title: Re: Really bad card ideas
Post by: yudantaiteki on July 22, 2012, 08:47:04 pm
Un-develop
$3, Action

Trash a card from your hand. Gain a card costing exactly 1 Treasure more than it and a card costing exactly 1 Treasure less than it, in either order, putting them on top of your deck.
Title: Re: Really bad card ideas
Post by: Wolphmaniac on July 22, 2012, 10:34:56 pm
Burned! - Action - $25
If the person who plays this card does not own the Dominion sets in play, then return all cards to their sets immediately and set the sets on fire.
If the person who plays this card owns the Dominion sets in play, then all other players must take off their clothes and light them on fire.
If more than player in the game owns a set in play, then set all sets and clothes on fire.

Shit Storm - Action - $6
Trash this card, then choose one: Either you exchange ALL of your cards for all of the cards in the trash, or the player to your left does.  If the player to your left does, he gains a Shit Storm. 
(Think about how insane this would get.  Player A shit storms player B.  Player B now has all the trash but has 2 Shit Storms.  Player B uses the first shit storm to get his old deck back, then uses the second Shit Storm to shit storm player A, who now has the trash with 3 Shit Storms.  Player A could then get his deck back with his first Shit Storm, or he could shit storm player B, making player B essentially trade his deck for player A's old deck which is in the trash, then player A could shit storm himself and trade his current deck of old trash for player B's old deck which is in the trash.  Now the players have swapped decks and player A has two Shit Storms and player B has one Shit Storm and anything could happen. 

Title: Re: Really bad card ideas
Post by: Wolphmaniac on July 22, 2012, 10:37:00 pm
-Un-remodel-
Action, $4
Trash a card from your hand, gain a card costing at least $2 less than the trashed card.

I would call this Premodel.

Demodel?

...that's probably better. :P

This is actually a great card!  You could trash a curse for a Colony!  Needs to be reworded to at MOST $2 less than the trashed card : )

Could also be called Self-Saboteur.
Title: Re: Really bad card ideas
Post by: eHalcyon on July 22, 2012, 11:43:20 pm
This is actually a great card!  You could trash a curse for a Colony!  Needs to be reworded to at MOST $2 less than the trashed card : )

Could also be called Self-Saboteur.

Oh cripes, I didn't even notice that it said "at least".  :o
Title: Re: Really bad card ideas
Post by: Kirian on July 23, 2012, 01:31:21 am
Burned! - Action - $25
...
If the person who plays this card owns the Dominion sets in play, then all other players must take off their clothes and light them on fire.

I just realized, after all this time, I don't think anyone's ever published rules for Strip Dominion.
Title: Re: Really bad card ideas
Post by: zahlman on July 23, 2012, 01:57:00 am
I just realized, after all this time, I don't think anyone's ever published rules for Strip Dominion.

"Trash an article of clothing. If you do, gain a Gold, putting it somewhere indecent."
Title: Re: Really bad card ideas
Post by: blueblimp on July 23, 2012, 02:57:42 am
I've Got Blisters On My Fingers
$2 - Action
+1 Card
+1 Action
Shuffle your deck.
Title: Re: Really bad card ideas
Post by: Thisisnotasmile on July 23, 2012, 07:04:14 am
Shit Storm - Action - $6
Trash this card, then choose one: Either you exchange ALL of your cards for all of the cards in the trash, or the player to your left does.  If the player to your left does, he gains a Shit Storm. 
(Think about how insane this would get.  Player A shit storms player B.  Player B now has all the trash but has 2 Shit Storms.  Player B uses the first shit storm to get his old deck back, then uses the second Shit Storm to shit storm player A, who now has the trash with 3 Shit Storms.  Player A could then get his deck back with his first Shit Storm, or he could shit storm player B, making player B essentially trade his deck for player A's old deck which is in the trash, then player A could shit storm himself and trade his current deck of old trash for player B's old deck which is in the trash.  Now the players have swapped decks and player A has two Shit Storms and player B has one Shit Storm and anything could happen. 

Then can't use the second Shit Storm because it's in the trash.
Title: Re: Really bad card ideas
Post by: theory on July 23, 2012, 09:48:43 am
I just realized, after all this time, I don't think anyone's ever published rules for Strip Dominion.

"Trash an article of clothing. If you do, gain a Gold, putting it somewhere indecent."

Militia: All other players discard down to three items of clothing.
Title: Re: Really bad card ideas
Post by: Robz888 on July 23, 2012, 06:48:20 pm
I just realized, after all this time, I don't think anyone's ever published rules for Strip Dominion.

"Trash an article of clothing. If you do, gain a Gold, putting it somewhere indecent."

Militia: All other players discard down to three items of clothing.

Venture: Reveal... nah, I gotta stop there. This is a family game!
Title: Re: Really bad card ideas
Post by: Morgrim7 on July 23, 2012, 07:35:04 pm
Militia is easy to deal with if you are a guy. Unless you are wearing a hat...
Title: Re: Really bad card ideas
Post by: Axxle on July 23, 2012, 07:43:36 pm
Militia is easy to deal with if you are a guy. Unless you are wearing a hat...
Have to refrain myself from making an insanity wolf meme while at work...
Title: Re: Really bad card ideas
Post by: DStu on July 24, 2012, 03:22:32 am
Militia is easy to deal with if you are a guy. Unless you are wearing a hat...

http://picture.yatego.com/images/446860760a5070.0/big_halloween-karneval-second-skin-suit-zweite-haut-anzug-orange-471602000-1-kqh/second-skin-suit-ganzkoerperanzug--orange.jpg . might even work with hat...
Title: Re: Really bad card ideas
Post by: Morgrim7 on July 24, 2012, 04:28:35 am
Militia is easy to deal with if you are a guy. Unless you are wearing a hat...

http://picture.yatego.com/images/446860760a5070.0/big_halloween-karneval-second-skin-suit-zweite-haut-anzug-orange-471602000-1-kqh/second-skin-suit-ganzkoerperanzug--orange.jpg . might even work with hat...
Yes, but how many people wea skin suits on a daily basis?
Title: Re: Really bad card ideas
Post by: Axxle on July 24, 2012, 04:57:42 am
Militia is easy to deal with if you are a guy. Unless you are wearing a hat...
Have to refrain myself from making an insanity wolf meme while at work...
(http://i.qkme.me/3q7i5m.jpg)
Title: Re: Really bad card ideas
Post by: Grujah on July 24, 2012, 05:30:32 am
Swindler could be interesting.
Title: Re: Really bad card ideas
Post by: Axxle on July 24, 2012, 05:42:20 am
Swindler could be interesting.
Heh, and Masquerade  ;)
Title: Re: Really bad card ideas
Post by: Morgrim7 on July 24, 2012, 06:03:15 am
Swindler could be interesting.
Heh, and Masquerade  ;)
Heh, and Saboteur. And Cursers. And Hamlet. How badly do you want that action? :)
Title: Re: Really bad card ideas
Post by: Grujah on July 24, 2012, 06:04:56 am
How would Remodel work.

Or possession  :o
Title: Re: Really bad card ideas
Post by: Morgrim7 on July 24, 2012, 06:08:06 am
How would Remodel work.

Or possession  :o
Remodel:
Have a store ready?
Possession:
Eesh.
Title: Re: Really bad card ideas
Post by: Kirian on July 24, 2012, 08:43:46 pm
Strip Dominion is probably best played with 2 people; otherwise some attacks are going to get overpowered.
Title: Re: Really bad card ideas
Post by: Axxle on July 24, 2012, 08:52:48 pm
That awkward moment when you realize that everyone discussing strip dominion is likely male.
Title: Re: Really bad card ideas
Post by: Powerman on July 24, 2012, 11:27:19 pm
That awkward moment when you realize that everyone discussing strip dominion is likely male.

Lol.
Title: Re: Really bad card ideas
Post by: A Drowned Kernel on July 28, 2012, 06:41:55 pm
Tunneling Chancellor
$3- Action

+$2

Reveal every card in your deck, discarding them all.

-

Edareuqsam
$3- Action

You may trash a card from your hand. Each player passes a card from his hand at once to the player to his right. +2 cards.
Title: Re: Really bad card ideas
Post by: wrathofmine on July 30, 2012, 01:14:25 pm
Pirate Chancellor
$5 - Action

+2$
I you put your deck in your discard, take a chancellor token. If you choose not to discard, gain a stash for each token you've taken with Pirate Chancellor this game.
Title: Re: Really bad card ideas
Post by: popsofctown on August 01, 2012, 05:02:52 pm
I wasn't sure whether to post this in the worst cards thread or submit it to an applicable mini-set design challenge.  Then I realized it wouldn't be permitted, since it was my little cousin John's idea after he had been seasoned with two games of Dominion, and not my idea.

John
6$ Action-Attack
Each other player gains a Curse.  You gain a Moat.
Title: Re: Really bad card ideas
Post by: ConMan on August 06, 2012, 02:53:50 am
Master of None $4
Gain a Curse.
You may look at the top card of your discard pile and either discard it or put it back.
Discard down to five cards in hand.
You may trash a card from your hand that isn't a card.
Title: Re: Really bad card ideas
Post by: Young Nick on August 06, 2012, 03:47:01 am
Menagerie
+1 action

Reveal the brands of all articles of clothing you are wearing. If there are no duplicate brands, +3 cards.
Otherwise, +1 card.

Scheme: return one action to the top of your deck or one article of clothing to your body.

Tactician: Remove all clothes. At the start of your next turn, put all your clothes back on, and put on an additional pair of sweat pants, and a winter coat.

Royal Seal: When you gain a card while this is play, you may choose to put it on top of your deck
OR you may place an article of clothing on top of your dick.

There is some gem hidden in Envoy that I can't quite figure out, hmm.

I bet Governor could use a fourth option involving stripping, too.


Title: Re: Really bad card ideas
Post by: Morgrim7 on August 06, 2012, 05:25:51 am
Envoy
Take off four articles of clothing. The player to your left chooses one for you to discard. Put the rest back on in any order you choose.
Title: Re: Really bad card ideas
Post by: jotheonah on August 06, 2012, 09:46:51 am
these are pretty great. I'm imagining the scenario where you actually get a girl to play this and she's like "Winter coat? WTF?"

Also, "any order you choose" is priceless.
Title: Re: Really bad card ideas
Post by: Wolphmaniac on August 08, 2012, 05:28:20 pm
Chuck Norris
$12 Action
You immediately win the game.
You cannot buy this card.
You cannot gain this card by using an Action card.

Fun (simple) Puzzle: How do you get Chuck Norris?
Someone already mentioned Horn of Plenty.  Another way you can get Chuck Norris would be if your opponent, holding a Masquerade/Ambassador and a Chuck Norris, plays the Masquerade/Ambassador and effectively hands you a Chuck Norris rather than simply playing his Chuck Norris for the win.  (YOU have not used an action card in this sequence, so it works.)  Of course, only Chuck Norris himself would be amazing enough to do this and still win, hence the perfect name for the card. 

(Actually, it's quite conceivable that a player could pass off a Chuck Norris and win, provided they could end the game on that turn.  Considering that the player has already worked a $12 Horn of Plenty to get the Chuck Norris, this player is obviously in great shape.  Masquerading a Chuck Norris into the opponent's hand and then ending the game would be a great showboating move, a la Masquerading/Ambassadoring a Province or Colony to your opponent and then winning on that turn anyways.) 
Title: Re: Really bad card ideas
Post by: eHalcyon on August 08, 2012, 05:30:15 pm
Masquerading/Ambassadoring a Province or Colony to your opponent and then winning on that turn anyways.) 

Sometimes you NEED to do that to win. :P
Title: Re: Really bad card ideas
Post by: Jfrisch on August 08, 2012, 06:48:49 pm
Name to be determined.
+1 action
reveal the top 4 cards of your deck.
put the revealed victory cards into your hand
put the other cards on top of your deck, in any order.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on August 08, 2012, 08:37:18 pm
-Lost adventurer-
Reveal cards from top of your deck until you reveal two treasures cards. Discard those cards, and put back the other revealed cards on your deck in either order

-Moneylauncher-
Trash a treasure card from your hand.
If you do, +$10

-Classic idea-
Choose an action card from your hand. Draw one card from each +$ it generates, +1 action for each card you should have drawn instead, +1 buy for each +1 action, +$1 for each +buy on it.

-Post Trading-
Gain a silver, put it in your hand. Trash two cards from your hand.

-Ante Trading-
Gain 2 coppers in your hand. Trash one card from your hand.
Title: Re: Really bad card ideas
Post by: RiemannZetaJones on August 09, 2012, 10:43:55 am
-High-Frequency Trader-
When you gain a card, you may reveal this. If you do, trash that card and gain a silver.
Title: Re: Really bad card ideas
Post by: zahlman on August 09, 2012, 11:15:26 am
-High-Frequency Trader-
When you gain a card, you may reveal this. If you do, trash that card and gain a silver.

So you can immediately run out the Silver pile AND the Blue Dog pile. I like it.

---

Feodee - Victory - $0
Worth -1VP for every three Silvers in your deck.
When you gain this, trash three Silvers from your hand.
Title: Re: Really bad card ideas
Post by: Jfrisch on August 10, 2012, 04:13:40 am
Invincible Rats-Action-4$
+1 card, +1 action
Trash a card from your hand other than an Invincible Rats (or reveal a hand of all Invincible Rats)
---------
this card may not be trashed
Title: Re: Really bad card ideas
Post by: Drab Emordnilap on August 10, 2012, 10:14:56 am
Invincible Rats-Action-4$
+1 card, +1 action
Trash a card from your hand other than an Invincible Rats (or reveal a hand of all Invincible Rats)
---------
this card may not be trashed

---------
When you trash this card, gain an Invincible Rats from the trash.
Title: Re: Really bad card ideas
Post by: Grujah on August 10, 2012, 10:18:07 am
Invincible Rats-Action-4$
+1 card, +1 action
Trash a card from your hand other than an Invincible Rats (or reveal a hand of all Invincible Rats)
---------
this card may not be trashed

---------
When you trash this card, gain an two Invincible Ratses from the trash.

FTFY.
Title: Re: Really bad card ideas
Post by: zahlman on August 10, 2012, 10:32:30 am
Ratses

We hates them, don't we precious?
Title: Re: Really bad card ideas
Post by: Tombolo on August 11, 2012, 11:03:39 pm
My Trusty Pony
$0* Action- Prize
Choose 3:
-+1 Card
-+1 Action
-+$1
-Gain two Silvers and put your social status into your discard pile.
Title: Re: Really bad card ideas
Post by: NoMoreFun on August 12, 2012, 11:50:09 am
Jack of All Treasures
Cost: $5
Worth $3
+1 buy
When you play this, you may discard or trash a treasure from your hand, If you don't, trash this card.
Reveal cards from your deck until you reveal a treasure. Put it on top of your deck, and discard the other revealed cards
---
While this is in play, when you buy:
An action: Reduce its cost by $2
A treasure: Put it on top of your deck
A victory card: Gain a silver
---
When you gain this, put it on top of your deck. Each player gains a copper, putting it in their hand.
Title: Re: Really bad card ideas
Post by: NoMoreFun on August 12, 2012, 11:56:17 am
React of All Trades:

When you gain a card, you may reveal this. If you do, instead, gain a copper, putting it in top of your deck

When you're attacked, you may reveal this. If you do, +1 card, put a card from your hand on top of your deck. You may set aside this and another card from your hand. Restore them to your hand at the start of your next turn.

When you gain a victory card, you may trash this card.
When you trash this, gain 2 silvers
Title: Re: Really bad card ideas
Post by: jotheonah on August 12, 2012, 12:06:30 pm
I think a 6-cost pure reaction that just reacts differently to every possible thing would be a fascinating design space.  That should be one for the contest.
Title: Re: Really bad card ideas
Post by: NoMoreFun on August 12, 2012, 12:21:36 pm
Jack of all Durations:
Discard down to 3 cards in hand
At the start of your next turn: +1 card, +$1, +1 action, +1 buy
Title: Re: Really bad card ideas
Post by: NoMoreFun on August 12, 2012, 12:27:28 pm
Crats of Walled Traders:
+1 Action
+1 Buy
Trash 2 cards from your hand. Gain a silver and a Crats of All Traders, putting them on top of your deck.
---
When you're attacked, you may gain a silver and set it aside with this card. Restore them to your hand at the beginning of your next turn.
Title: Re: Really bad card ideas
Post by: zahlman on August 12, 2012, 12:37:46 pm
Two of All Trades - Action/Duration/Reaction/Treasure

If played as an action:

+1 Card
+1 Action

You may put a card from your hand on top of your deck. If you do, choose one: +1 Card, +1 Action, +1 Buy, +$1. You may trash a card from your hand. You may discard a hand from your hand. If you do, +$1. You may trash this card. If you do, +$1, and put an Embargo token on the Two of All Trades pile. Set aside a card from your hand face up. At the start of your next turn, choose one: +$1 and discard the set-aside card; or put the set-aside card into your hand. Choose one: set aside a Two of All Trades from your hand on your Two of All Trades mat; or put all the cards from the mat into your hand. Look at the bottom card of your deck. You may discard it. When you discard this from play, you may put a Copper from play on top of your deck. You may discard your hand. If you do, +1 Action, +1 Buy. Reveal your hand. If this is the first time you have played Two of All Trades this turn, +1 Action. Each player (including you) looks at the top card of his deck, and puts it back.

--

If played as a treasure:
If you played Two of All Trades during your Action phase, this is worth $3. Otherwise it is worth $0.

--

When another player plays an Attack card, you may reveal this and another Two of All Trades from your hand. If you do, draw a card, put a card from your hand on top of your deck, and you are unaffected by the attack.

When another player plays an Attack card, if you have two Two of All Trades cards in play, the attack doesn't affect you.

When another player gains a Province, you may trash this from your hand. If you do, gain a Silver, putting it on your deck.

Setup: when Two of All Trades is in the Kingdom, add Embargo and Jack of All Trades to the Kingdom. In games using this, when you gain a Jack of All Trades, you may gain a Two of All Trades.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on August 12, 2012, 02:38:36 pm
I'm already sorry if you feel hurt, this is just a joke so please don't beat me !!!

-CopperphileBenj-
Action, cost $2
+1 card, +1 action
You may gain a copper

-Chocosayer-
Action, cost $4
Discard 2 cards
Each other player gains a Chocosayer card, putting it on his Chocosayer Mat.
---
In games using this, during your buy phase, you may pay an extra $1 per card you have on your Chocosayer mat. If you don't, put those cards on top of your deck. Put in them in your deck at the end of the game.

-Steam house-
Victory, cost $4
Worth 2 VPs.
--------
When you gain this, discard 2 cards.

-Banal-
Victory, cost $3*
If the Province pile is empty, this is worth 6 VP. Otherwise, this is worth -1 VP.
--------
This costs $3 more per empty pile.
(a not so bad idea ???)

-Horror Museum-
Victory, cost $5
Worth 1 VP for every set of Estate, Duchy and Province in your deck.

-Physics, the Gathering-
Action, cost $5.
Name two cards. Reveal cards from your deck until you reveal two cards that you named. Put all the revealed cards into your hand.

-Garry Soon-
Action attack, cost $5
+3 cards
Each other player puts one card back on his deck.

-CopperphileBenj is back-
Action, cost $3
Choose one :
Trash a card from your hand. Gain up to one copper per $1 in its cost OR discard any number of coppers from your hand, and gain a card costing exactly $1 per copper discarded.

-Parasital Village-
Action, cost $4
+2 actions, discard down to 3 cards in hand.

-Brian's Amulet-
Action, cost $5
+1 Action
Each other player may trash a card from his hand. If anyone does, +$3. If no one does, you may trash a card from your hand, +$2 if you do.
Title: Re: Really bad card ideas
Post by: sparky5856 on August 12, 2012, 03:09:21 pm
Master of None $4
Gain a Curse.
You may look at the top card of your discard pile and either discard it or put it back.
Discard down to five cards in hand.
You may trash a card from your hand that isn't a card.

You may trash a card that's not a card.

Brilliant.
Title: Re: Really bad card ideas
Post by: NoMoreFun on August 12, 2012, 04:39:06 pm
Jack of One Trade
Action:
+2 action
+$2
-$1 for each treasure in your hand (to a minimum of zero)
When you gain a victory card, you may trash this card from your hand
When you trash this, +1 card, discard a card

Jack of Seven Trades
Action:
Draw until you have 6 cards in hand
Do this 3 times
Trash two cards from your hand. Either gain a card costing the sum of the 2 cards, or $3 more than the cheaper card.
+$1 for each treasure trashed this way

Master of Eight Trades
Worth 6VP
+1 card
+1 action
+$1

Title: Re: Really bad card ideas
Post by: NoMoreFun on August 12, 2012, 04:42:13 pm
Ghost Cellar
+1 Action
Put any number of cards from your hand on top of your deck
For each card you do, +1 card
Title: Re: Really bad card ideas
Post by: qmech on August 12, 2012, 05:07:19 pm
Ace of Trades $7
When you would gain a card, you may reveal this from your hand.  If you do, instead, gain a Gold.
Title: Re: Really bad card ideas
Post by: Titandrake on August 12, 2012, 05:14:56 pm
How To Carry a Theme Too Far
Action - Attack - Reaction
Cost: $1
+1 Card
+1 Action
+$1
+1 Buy
+1 VP
Discard 1 card.
Each other player discards 1 card.
Each other player gains 1 Curse.
Whenever another player plays an Attack, you may reveal and set aside this card. If you do, at the start of your next turn return this to your hand and gain 1 copy of this card to your hand.
Title: Re: Really bad card ideas
Post by: Graystripe77 on August 12, 2012, 05:57:34 pm
Yea, I did: $4
Action
+1 Action

Reveal the top 4 cards of your deck. Put the revealed victory cards into your hand. Put the rest back on top of your deck in any order.
Title: Re: Really bad card ideas
Post by: sparky5856 on August 12, 2012, 07:06:43 pm
Jack of LITERALLY ALL the Trades! And I mean ALL OF THEM.
$4 Action-Reaction-Attack

+1 Card
+1 Action
+1$
+1 Buy
+1 VP
Discard any number of cards.
+1 Card per card discarded.
You may immediately put your deck into your discard pile.
Gain a card costing up to $4.
Gain a Silver.
Each other player reveals a Victory card from his hand and puts it on his deck (or reveals a hand with no Victory cards).
Trash this card. Gain a card costing up to $5.
Each other player discards down to 3 cards in his hand.
Trash a Copper from your hand. If you do, +$3.
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card.
Each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice.
Each other player reveals the top 2 cards of his deck. If they revealed any Treasure cards, they trash one of them that you choose. You may gain any or all of these trashed cards. They discard the other revealed cards.
Choose an Action card in your hand. Play it twice.
Each other player draws a card.
Draw until you have 5 cards in hand. You may set aside any Action cards drawn this way, as you draw them; discard the set aside cards after you finish drawing.
Trash a Treasure card from your hand. Gain a Treasure card costing up to $3 more; put it into your hand.
Each other player gains a Curse card.
Reveal cards from your deck until you reveal 2 Treasure cards. Put those Treasure cards in your hand and discard the other revealed cards.
You may trash a card from your hand that is not a treasure.
Put a card from your hand on top of your deck.
Discard any number of cards. +$1 per card discarded.
Each player passes a card in their hand to the player on their left. You may trash a card from your hand.
Reveal your hand. If you have no Action cards in hand, +2 Cards.
Each other player trashes the top card of his deck and gains a card with the same cost that you choose.
Name a card, then reveal the top card of your deck. If it is the named card, put it in your hand.
You may discard an Estate card. If you do, +$4. Otherwise, gain an Estate card.
All cards (including cards in players’ hands) cost $1 less this turn, but not less than $0.
If you’ve played 3 or more Actions this turn (counting this): +1 Card; +1 Action.
Copper produces an extra $1 this turn.
You may trash this card immediately. If you do, +$2.
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
Choose one: +$2; or discard your hand, +4 Cards; and each other player with at least 5 cards in hand discards his hand and draws 4 cards.
Each other player reveals cards from the top of his deck until revealing one costing $3 or more. He trashes that card and may gain a card costing at most $2 less than it. He discards the other revealed cards.
Each other player chooses one: he discards 2 cards; or he gains a Curse card, putting it in his hand.
Trash 2 cards from your hand. If you do, gain a silver card; put it into your hand.
The player to your left reveals then discards the top 2 cards of his deck. For each differently named card revealed, if it is an… Action Card; +2 Actions; Treasure Card; +$2; Victory Card; +2 Cards.
Trash a card from your hand. Gain a card costing exactly $1 more than it.
Trash this card. Put an Embargo token on top of a Supply pile.
When a player buys a card, he gains a Curse card per Embargo token on that pile.
Set aside a card from your hand face down. At the start of your next turn, put it into your hand.
Look at the bottom card of your deck. You may put it on top.
Reveal a card from your hand. Return up to 2 copies of it from your hand to the Supply. Then each other player gains a copy of it.
Look at the top 3 cards of your deck. Trash one of them. Discard one of them. Put the other one on top of your deck.
Gain a copy of a card costing up to $6 that the player to your right gained on his last turn.
Discard 3 cards.
Each other player discards a Copper card (or reveals a hand with no Copper).
Look at the top 5 cards of your deck. Either discard all of them, or put them back on top of your deck in any order.
Trash a card from your hand. +$ equal to its cost.
Each other player discards the top card of his deck, then gains a Curse card, putting it on top of his deck.
You may reveal a Province card from your hand. If you do, gain a Gold card, putting it into your hand. Otherwise, gain a Silver card, putting it into your hand.
Each other player with 4 or more cards in hand puts cards from his hand on top of his deck until he has 3 cards in his hand.
You only draw 3 cards (instead of 5) in this turn’s Clean-up phase. Take an extra turn after this one. This can’t cause you to take more than two consecutive turns.
Trash a card from your hand. +1 Card per Coin it costs. +2 Cards if it has ◉ in its cost.
Trash a card from your hand. If it is an… Action card, gain a Duchy; Treasure card, gain a Jack of LITERALLY ALL the Trades! And I mean ALL OF THEM.; Victory card, gain a Gold.
Reveal the top 4 cards of your deck. Put the revealed Coppers and Potions into your hand. Put the other cards back on top in any order.
Each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice. Then reveal cards from the top of your deck until revealing one that isn’t an Action. Put all of your revealed cards into your hand.
You may gain an Action card costing up to $5.
Reveal cards from your deck until you reveal 2 Action cards other than Jack of LITERALLY ALL the Trades! And I mean ALL OF THEM Cards. Discard the other cards, then play the Action cards in either order.
The player to your left takes an extra turn after this one, in which you can see all cards he can and make all decisions for him. Any cards he would gain on that turn, you gain instead; any cards of his that are trashed are trashed. Because this card is kinda overpowered.
Trash a card from your hand. +VP tokens equal to half its cost in coins, rounded down. Each other player may trash a card from his hand.
If there are one or more empty Supply piles, +1 Card. If there are two or more, +$1 and +1 Buy.
Look through your discard pile, reveal any number of Copper cards from it, and put them into your hand.
You may reveal a Treasure card from your hand. Gain a copy of it.
Each other player may discard a Curse. If he doesn’t, he gains a Curse and a Copper.
Each other player reveals the top 3 cards of his deck, discards the revealed Actions and Treasures, and puts the rest back on top in any order he chooses.
Discard any number of cards. +$1 per card discarded. Each other player may discard 2 cards. If he does, he draws a card.
Trash a card from your hand. Gain a card costing up to $3 more than the trashed card.
Trash any number of cards from your hand. Gain a card with cost exactly equal to the total cost in coins of the trashed cards.
You may choose an Action card in your hand. Play it three times.
You may discard a card; if you do, +1 Action.
You may discard a card; if you do, +1 Buy.
Each other player reveals cards from the top of his deck until he reveals a Victory or Curse card. He puts it on top and discards the other revealed cards.
Reveal your hand. If there are no duplicate cards in it, +3 Cards. Otherwise, +1 Card.
Reveal cards from the top of your deck until you reveal an Action or Treasure card. Put that card into your hand and discard the other cards.
Do this twice: Trash a card from your hand; gain a card costing exactly $1 more than the trashed card.
Each player may reveal a Province from his hand.
If you do, discard it and gain a Prize (from the Prize pile) or a Duchy, putting it on top of your deck.
If no-one else does, +1 Card, +$1.
Reveal the top 4 cards of your deck, then discard them. +$1 per differently named card revealed.
Reveal your hand. Reveal cards from your deck until you reveal a card that isn’t a duplicate of one in your hand. Put it into your hand and discard the rest.
Each other player discards the top card of his deck. If it’s a Victory card he gains a Curse. Otherwise either he gains a copy of the discarded card or you do, your choice.
Each player (including you) looks at the top card of his deck, and discards it or puts it back.
Trash a card from your hand. Gain a card costing exactly $1 more than it and a card costing exactly $1 less than it, in either order, putting them on top of your deck.
Each player (including you) reveals the top 2 cards of his deck, and you choose one: either he discards them, or he puts them back on top in an order he chooses.
+2 Cards
Each other player reveals the top 2 cards of his deck, trashes a revealed Silver or Gold you choose, and discards the rest. If he didn’t reveal a Treasure, he gains a Copper. You gain the trashed cards.
You may trash a Treasure from your hand. If you do, choose one:
+2 Cards and +1 Action;
or +$2 and +1 Buy.
Trash a card from your hand. Gain a number of Silvers equal to its cost in coins.
Look at the top 4 cards of your deck. Discard any number of them. Put the rest back on top in any order.
Put a card from your hand on top of your deck.
Each other player draws a card, then discards down to 3 cards in hand.
Reveal the top 5 cards of your deck. The player to your left chooses one for you to discard. Draw the rest.
Choose one; you get the version in parentheses: +1 (+3) Cards; or each player gains a Silver (Gold); or each player may trash a card from his hand and gain a card costing exactly $1 ($2) more.
Gain all the Rats.

When another player plays an Attack card, you may reveal this from your hand. If you do, +2 cards, then put 2 cards from your hand on top of your deck, and you are unaffected by that attack.
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a silver.

You can’t buy this if you have any Copper in play.
When you buy this, trash all Treasures you have in play.

There. Top THAT.

(Someone should seriously implement this on Goko Dominion.)
Title: Re: Really bad card ideas
Post by: eHalcyon on August 12, 2012, 07:07:36 pm
I became disinterested in these Jokes of all Trades after like the third one.  :-\
Title: Re: Really bad card ideas
Post by: Archetype on August 12, 2012, 07:45:09 pm
Jack of LITERALLY ALL the Trades! And I mean ALL OF THEM.
$4 Action-Reaction-Attack

Someone has a little too much time on their hands...   :P
Title: Re: Really bad card ideas
Post by: jotheonah on August 12, 2012, 07:48:05 pm
I did like the part where apparently you get to do Scout's ability 10 times.
Title: Re: Really bad card ideas
Post by: ConMan on August 13, 2012, 01:29:36 am
Inspired by the excessively wordy JoaT variants:

Bureaucrat (alternative version)

1. While acting in accordance with the Rules of Dominion (henceforth referred to as "The Rules") and any legislation pertinent to the location of the person who played this card (henceforth referred to as "you"), gain a copy of the card named Silver from the appropriate supply pile (if available). However, as according to the Special Provisions as laid out in "The Rules", place the gained card on top of your deck.

2. Persons playing in the game of Dominion in which this card was played, with the sole exception of the player who played this card (henceforth referred to as "each other player") must reveal to you and each other player a card from the set of cards referred to as their "hand" such that it is of type "Victory", notwithstanding the possible presence of other card types on said card, and place the revealed card on top of their deck. Each other player who is unable to reveal such a card is, in accordance with The Rules, required to reveal to you and each other player all cards currently in their "hand" in order to confirm the lack of such a card.

3. In the event that a player reveals a card of type "Reaction" (notwithstanding the possible presence of other card types on said card) in response to the playing of this card, in accordance with The Rules, then resolution of the effects of this card are to be suspended in preference of resolving the effects of the Reaction card, following which the resolution of the effects of this card may resume, potentially with modification as directed by the effects of the Reaction card.
Title: Re: Really bad card ideas
Post by: ConMan on August 13, 2012, 01:36:47 am
Master of None $4
Gain a Curse.
You may look at the top card of your discard pile and either discard it or put it back.
Discard down to five cards in hand.
You may trash a card from your hand that isn't a card.

You may trash a card that's not a card.

Brilliant.
I'm glad you liked it. I was trying to work out "How do I make 'You may trash a card from your hand that isn't a Treasure' worse?"

Of course, like many other of these cards, there's a question of "When would this card ever actually be useful?" and so far about the only possibilities I can think of are with Tunnel, and some very very rare situations with something like Library where you wind up using MoN, Library and some sort of Village/Festival as a really weak Cellar/Warehouse variant.
Title: Re: Really bad card ideas
Post by: rspeer on August 14, 2012, 03:32:32 am
After speculating (http://forum.dominionstrategy.com/index.php?topic=3823.msg85486#msg85486) briefly about a hinted card whose name rhymes with a card costing $2P more:

Fail Chemist
Action - $1

+2 Cards
Gain a Potion.
--------
If you discard a Potion during your cleanup phase this turn, trash your discard pile.
Title: Re: Really bad card ideas
Post by: FishingVillage on August 14, 2012, 03:41:30 am
<('u')> $0
Victory - Curse

0VP
Title: Re: Really bad card ideas
Post by: zahlman on August 14, 2012, 01:36:02 pm
After speculating (http://forum.dominionstrategy.com/index.php?topic=3823.msg85486#msg85486) briefly about a hinted card whose name rhymes with a card costing $2P more:

Fail Chemist
Action - $1

+2 Cards
Gain a Potion.
--------
If you discard a Potion during your cleanup phase this turn, trash your discard pile.

Jam Silver - Action - $1
+1 Card

Each opponent gains a Silver.
Title: Re: Really bad card ideas
Post by: jotheonah on August 14, 2012, 01:38:08 pm
Unfamiliar
$3P
+1 Card
+1 Action
Each opponent gains a card that is not a card.
Title: Re: Really bad card ideas
Post by: Tables on August 14, 2012, 01:59:33 pm
Time Bending Duke
$5 Victory
Worth 1VP per Duchy in your deck at the end of the next game
Title: Re: Really bad card ideas
Post by: Gansura on August 14, 2012, 02:26:12 pm
Speculating on cards with tracking issues (http://forum.dominionstrategy.com/index.php?topic=3823.msg85614#msg85614):
I assume the tracking issues everyone is discussing have to do with that one card which trashes the other card three turns from now if you had more than 7 cards in your hand last turn? This is going to be really confusing with Outpost and the other card that can't be trashed unless your discard pile has no more than two types of cards in it. But good move making it cost $1 per victory card bought by the opponent to your right on her last two turns.

Geographer's Clone
Action
$0* *This card costs $1 per victory card bought by the opponent to your right on his/her last two turns.
+1 Card per starting-hand cards in your hand.
+1 Action per action card trashed by an player since your last turn.
If you had more than 7 cards in your hand at some point last turn, you may trash a Gerbalist from your hand on your third turn after this one.

Gerbilist
Action-Reaction
$2 or $3, your choice
Put your deck into your discard pile.
You may shuffle any victory cards from your discard pile into your deck.
-----------------------------------
When someone buys a victory card that costs less than the last victory card they bought, you may reveal this card and put your deck into your discard pile.
-----------------------------------
*This card may not be trashed unless your discard pile has no more than two types of cards in it.
Title: Re: Really bad card ideas
Post by: Tdog on August 14, 2012, 08:46:24 pm
This one came out of a cutpurse confusion:

Cutthroat
Slit the throats of every other player. If you killed anyone this way, +2 cards +1 action.
Title: Re: Really bad card ideas
Post by: Schlippy on August 15, 2012, 06:46:20 am
Judas - Action, $0

You may betray your left neighbor.
If you succeed, gain 30 Silver.
Title: Re: Really bad card ideas
Post by: yudantaiteki on August 15, 2012, 07:30:52 am
Judas - Action, $0

You may betray your left neighbor.
If you succeed, gain 30 Silver.

On your next turn, throw the 30 Silver at the feet of the player to your right.  If you do, you lose the game.
Title: Re: Really bad card ideas
Post by: DWetzel on August 15, 2012, 10:21:51 am
After speculating (http://forum.dominionstrategy.com/index.php?topic=3823.msg85486#msg85486) briefly about a hinted card whose name rhymes with a card costing $2P more:

I would have gone with:

Crying Pool:

$0 - Action

Shed a tear that you have Crying Pool in your deck.  If you do, trash this card.
Title: Re: Really bad card ideas
Post by: PenPen on August 15, 2012, 11:41:49 am
I love bad ideas! Here be mine.

Parallel Dimension
$5 - Action
Start another game of Dominion using another set of kingdom cards.
If you win: +3 Cards, +1 Action
If you lose: +$1

While this card is in play, you may buy yourself another set of Dominion and/or its expansions if needed.
-----
Maybe if someone could TR or KC this, it'd be awesome.
Title: Re: Really bad card ideas
Post by: Tombolo on August 15, 2012, 05:02:47 pm
After speculating (http://forum.dominionstrategy.com/index.php?topic=3823.msg85486#msg85486) briefly about a hinted card whose name rhymes with a card costing $2P more:

Zen Herd
$0 Victory
0 VP
When you buy or gain this, +$2.
Title: Re: Really bad card ideas
Post by: Axxle on August 15, 2012, 09:02:51 pm
Dark Ages Spoilers:


Mining Fortress - $4 Action
+1 Card; +2 Actions
You may trash this card immediately. If you do, +$2.
----------------------------------------
When you trash this, put it into your hand.
Title: Re: Really bad card ideas
Post by: NoMoreFun on August 16, 2012, 01:53:02 pm
More Dark Ages Spoilers

The Beggar that couldn't be a Chooser
Cost: 2
Gain a Thief, a Scout and a Rats
---
When you're attacked, you may reveal and discard this card. If they aren't in the supply, gain a treasure map and a fool's gold, putting one on top of your deck. You may only do this once per game.
Title: Re: Really bad card ideas
Post by: chesskidnate on August 16, 2012, 04:40:50 pm
More Dark Ages Spoilers

The Beggar that couldn't be a Chooser
Cost: 2
Gain a Thief, a Scout and a Rats
---
When you're attacked, you may reveal and discard this card. If they aren't in the supply, gain a treasure map and a fool's gold, putting one on top of your deck. You may only do this once per game.

Fairgrounds!
Title: Re: Really bad card ideas
Post by: Axxle on August 16, 2012, 04:45:07 pm
More Dark Ages Spoilers

The Beggar that couldn't be a Chooser
Cost: 2
Gain a Thief, a Scout and a Rats
---
When you're attacked, you may reveal and discard this card. If they aren't in the supply, gain a treasure map and a fool's gold, putting one on top of your deck. You may only do this once per game.

If everyone does this, you might be able to get the other players to Masq the FG or TM to you.
Title: Re: Really bad card ideas
Post by: NoMoreFun on August 17, 2012, 03:04:48 am
Sir Bureaucrat the Helpful
Cost: 5
Action-Attack-Knight
+$5
Each card costs $2 more. Each other player puts a victory card from his hand on top of his deck
Each other player discards the top 2 cards of their deck and trashes one of them costing between 3 and 6. If it's a Knight, trash this card.
Title: Re: Really bad card ideas
Post by: Archetype on August 17, 2012, 03:34:58 pm
Redundancy
Cost: 0

+1 Action
Return this card to the supply. Gain a copy of it, putting it into your hand.
Title: Re: Really bad card ideas
Post by: pst on August 17, 2012, 03:43:34 pm
SEND MORE MONEY
Cost: 0
Victory
−3 VP

Setup: Replace all Copper in starting hands with these

When zapped a SEND MORE MONEY turns into a Gold
Title: Re: Really bad card ideas
Post by: Axxle on August 17, 2012, 04:34:54 pm
Redundancy
Cost: 0

+1 Action
Return this card to the supply. If you do, gain a copy of it, putting it into your hand.
Otherwise, KC shenanigans.
Title: Re: Really bad card ideas
Post by: rinkworks on August 17, 2012, 09:05:09 pm
With Ironmonger, we've cemented the idea that the prefix "Iron-" signifies a card that will give variable bonuses based on the type of some other card.  Thus, the following ideas naturally present themselves:


Ironsmith
$5 - Action
Reveal the top card of your deck.  If it is a...
Treasure, then copies of that card produce an extra $1 this turn.
Action, then copies of that card produce an extra +1 Action this turn.


Contraband of Iron
$5 - Treasure
Worth $3
+1 Buy
When you play this, the player to your left names a card. You can't buy that card this turn.
If the named card is a Victory card, +1 Card.
If the named card is an Action card, +1 Buy.
If the named card is a Treasure card, +$1.


Ruined Iron
$0 - Action/Ruins
+1 Buy
The player to your left reveals a card from his hand.  If it is a...
Victory card, +1 Card;
Treasure card, +$1;
Action card, +1 Action.


Iron Seal
$6 - Treasure
Worth $2
--
While this is in play, when you buy a card, if it is a Victory card, +1 Buy; if it is an Action card, +$1; if it is a Treasure card, +$2.
While this is in play, when you gain a card, you may put that card on top of your deck.


Tribute of Iron
$6 - Action
The player to your left reveals then discards the top 2 cards of his deck. For each differently named card revealed, if it is an... Action Card, +2 Actions; Treasure Card, +2 Coins; Victory Card, +2 Cards.
If the bonus you got from this card is...
+2 Cards, then +$1
+4 Cards, then +1 Buy
+2 Cards, +2 Actions, then +1 Card
+2 Cards, +$2, then +1 Action
+2 Actions, then +1 Action
+4 Actions, then +1 Card
+2 Actions, +$2, then +$1
+$2, then +1 Action
+$4, then play this again.


Ironcutter
$5 - Action
+1 Buy
+$2
If this card just gave you +1 Buy, +$2, then +1 Card.
Title: Re: Really bad card ideas
Post by: eHalcyon on August 17, 2012, 09:11:01 pm
If this card just gave you +1 Buy, +$2, then +1 Card.

ಠ_ಠ
Title: Re: Really bad card ideas
Post by: jotheonah on August 17, 2012, 09:17:16 pm
The Man in The Iron Mask(erade)

+2 Cards
Each player passes a card from his hand to the left at once. Then you may trash a card from your hand.

If the card you recieved was:

An Action, +1 Action
A Treasure, +$1
A Victory Card, +1 Card
Title: Re: Really bad card ideas
Post by: NoMoreFun on August 18, 2012, 02:32:45 am
Special Storeroom
Cost:0
Put any number of cards on top of your deck
For each card you put back, +1 card
Discard any number of treasures
For each card you discard, +$1
---
You can not gain Grand Market while this is in play.
Title: Re: Really bad card ideas
Post by: NoMoreFun on August 18, 2012, 01:21:10 pm
On the theme of the different knights:

Gentle Torturer:
Cost: 5
+4 cards
Each other player chooses one of the following; He gains a copper, putting it into his hand; or he draws a card and discards down to 4 cards in hand

Calculated Torturer:
Cost: 5
Draw until you have 7 cards in hand
Choose one of the following; Each other player discards down to 3 cards in hand, or gains curses in hand until he has 4 cards in hand

Aggressive Torturer:
Cost: 5
+2 cards
Each other player chooses one of the following; He discards the top card of his deck and gains a curse, putting it on top of his deck, or he puts 2 cards from his hand on top of his deck

Fiscal Torturer:
Cost: 6
+2 cards
+$2
Each other player chooses one of the following; He discards a treasure from his hand or gains a copper and a curse, both in hand.

Young Torturer:
Cost: 4
+3 Cards, Discard 2 cards
Each other player chooses one of the following; He discards 2 cards from his hand and draws a card; or trashes a card from his hand and gains a curse, putting it in his hand

Twin Torturers:
Cost: 5
Do this twice: +2 cards. Each player (including you) chooses one: he either discards a card from his hand or gains a curse, putting it in his hand

Torturess:
Cost: 5
Each player (including you) reveals and either puts back or discards the top 3 cards of his deck (his choice). Each other player chooses one; he either reveals his hand, discards the actions and treasures, and draws until he has 4 cards in hand; or gains a copper and a curse, putting in one his hand and the other on top of his deck
+3 cards
---
When you buy this card with copper in play, shuffle the torturer supply pile and gain the top card instead

King of Torturers:
Cost: 5:
Each other player with 5 or more cards in hand reveals and discards a card
The player who discarded the most expensive card chooses one effect for you; +4 cards, or gain a Duchy, putting it in your hand.
(In the event of the tie, the closest player to your right makes the choice)

Rogue Torturer:
Cost: 5
+5 cards
Each other player chooses one; He draws 2 cards, or trashes any number of cards from his hand

Add in vanilla torturer and you've got a set of 10
Title: Re: Really bad card ideas
Post by: Schlippy on August 18, 2012, 01:42:13 pm
I am not sure if this is terrible in 3-player games at all.


Dreidel:
Cost 4:
+2$
While this in play, turn order is reversed.
If a card tells you to do something to/with your left neighbor, do it to/with your right neighbor instead.
At the start of your next turn, put this back into the Supply
-----------------------------------
When you gain this, play it immediately
-----------------------------------
You can not gain this if it is not your turn
-----------------------------------
This is only in the Supply once. If its pile is empty, it does not count toward 3-pile endings.

Action - Duration
Title: Re: Really bad card ideas
Post by: NoMoreFun on August 18, 2012, 03:37:21 pm
Comprehensive Ironworks
Cost: 4
Action/Attack
Gain a card costing up to 4
If it's a(n):
Action: +1 action
Treasure: +$1
Victory: +1 card
Attack: Each other player discards down to 4 cards in hand
Reaction: Put it on top of your deck
Curse: Gain a card costing up to 5
Duration: At the start of your next turn, +1 buy
Ruins: Trash any number of cards from your hand
Looter: Put the top ruins on the bottom of the supply pile
Knight: Each other player discards the top 2 cards of their deck
Shelter: Each player (including you) rereads the rules
Title: Re: Really bad card ideas
Post by: Schlippy on August 18, 2012, 04:07:33 pm
Farmland during Drought
Cost: 3
Victory
1 VP
------------------
When you buy this, trash a Card from your hand.
Gain a Card that costs exactly $1 less than the trashed card.
Title: Re: Really bad card ideas
Post by: Scissors61 on August 20, 2012, 01:26:26 am
Zombie Apocalypse MAYHEM!!!!!!! $6 (note: exactly 7 exclamation points!!!!!!!)
Each other player draws 10 cards. Then, each other player replaces all those cards with curses.
Setup: start the game with as many curse cards as you can get your hands on.
Title: Re: Really bad card ideas
Post by: FishingVillage on August 20, 2012, 02:56:31 am
Secret Attack $5
Action

+2 Cards

Each other player gains a Curse card.
Title: Re: Really bad card ideas
Post by: Axxle on August 20, 2012, 03:01:39 am
Bad Card Idea - $4 Action

+1 +1 for each player that finds Bad Card Idea humorous.
Title: Re: Really bad card ideas
Post by: NoMoreFun on August 22, 2012, 03:21:37 pm
HENNIMORE!
Cost: 2
Reveal a treasure from your hand. The player to your left chooses one:
*Trash it, and gain a treasure costing up to 3 more; put it in your hand
*Gain a copy of it
---
When you buy this, the player to your left decides whether you trash all treasure you have in play or not.
Title: Re: Really bad card ideas
Post by: AJD on August 22, 2012, 04:16:19 pm
Aggressive Torturer:
Cost: 5
+2 cards
Each other player chooses one of the following; He discards the top card of his deck and gains a curse, putting it on top of his deck, or he puts 2 cards from his hand on top of his deck

This one is clearly skilled in Water Torture.

Quote
Young Torturer:
Cost: 4
+3 Cards, Discard 2 cards
Each other player chooses one of the following; He discards 2 cards from his hand and draws a card; or trashes a card from his hand and gains a curse, putting it in his hand.

...What if I have a Bane card in my hand?
Title: Re: Really bad card ideas
Post by: Axxle on August 22, 2012, 04:28:35 pm
Cost: 2
That's Numberwang!
Title: Re: Really bad card ideas
Post by: Schneau on August 22, 2012, 08:21:32 pm
Jack of all Traders
$4 - Action-Reaction
Gain a Silver.
Look at the top card of your deck; discard it or put it back.
Draw until you have 5 cards in hand.
You may trash a card from your hand that is not a Treasure.
Trash a card from your hand. Gain a number of Silvers equal to its cost in coins.
----------------------
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a silver.
Title: Re: Really bad card ideas
Post by: Fragasnap on August 22, 2012, 09:06:42 pm
Jack of all Traders
$4 - Action-Reaction
Gain a Silver.
Look at the top card of your deck; discard it or put it back.
Draw until you have 5 cards in hand.
You may trash a card from your hand that is not a Treasure.
Trash a card from your hand. Gain a number of Silvers equal to its cost in coins.
----------------------
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a silver.

Trader of all Jacks

Gain a Silver.
Look at the top card of your deck; you may discard it. If you do, gain a
Silver, putting it on top of your deck. Otherwise: Put it back and gain a Silver.
Gain Silvers, putting them into your hand until you have 5 cards in hand.
You may trash a card from your hand. If you do, gain a Silver and a
number of Silvers equal to its cost in coins.

When you would gain a card, you may reveal this from your hand. If you
do, instead, gain a Silver.
$4 ACTION - REACTION
Title: Re: Really bad card ideas
Post by: NoMoreFun on August 23, 2012, 12:00:04 am

Quote
Young Torturer:
Cost: 4
+3 Cards, Discard 2 cards
Each other player chooses one of the following; He discards 2 cards from his hand and draws a card; or trashes a card from his hand and gains a curse, putting it in his hand.

...What if I have a Bane card in my hand?


He's not afraid of anything. He's just really bad at his job.
Title: Re: Really bad card ideas
Post by: sparky5856 on August 25, 2012, 02:06:04 am
To continue the trend that nobody is interested in anymore but is worth reviving because of Dark Ages, the NOT-cards! Here we go!

Not-Altar
Action - $6
Trash a card from your hand costing up to $5. Gain a card.

Not-Count
Action - $5
Choose one: +2 Cards, +1 Card, trash a Copper from your hand.
Choose one: -$3, +1 Card for every card in hand, trash a Duchy from your hand.

Not-Counterfeit
Treasure - $5
$1
+1 Buy
When you play this, you may play a treasure from your hand. If you do, trash it twice.

Not-Feodum
Victory - $4
Worth 1VP for every 3 Cards in your deck that are not Silvers.
When you trash this, gain 3 cards that aren't Silvers.

Not-Pillage
Action - $5
Trash everything in your Kingdom except this. Each other player with less than 5 cards in hand reveals his hand and discards a card that he chooses. Trash 2 Spoils from your hand.

Not-Scavenger
Action - $4
You may put your discard pile into your deck. Look through your discard pile and put one card from it at the bottom of your deck.

And because I felt like it.

Most-Certainly-Not-Scout
$4 - Action
You may choose an Action card in hand. Play it three times.

Not as good as my other ones, but it was worth doing.

Title: Re: Really bad card ideas
Post by: ycz6 on August 25, 2012, 02:41:15 am
Not-Feodum looks a little overpowered.
Title: Re: Really bad card ideas
Post by: Axxle on August 25, 2012, 03:02:29 am
Not-Feodum looks a little overpowered.
Not-Feodum
Victory - $4
Worth -1VP for every 3 Cards in your deck that are not Silvers.
When you gain this, trash 3 cards that aren't Silvers.
Fixed
Title: Re: Really bad card ideas
Post by: ChocophileBenj on August 25, 2012, 07:18:30 am
-Super cool Mint-
You may reveal a Treasure from your hand. Gain a copy of it, putting it into your hand.
----
When you buy this, trash any number of treasures you have in play.

-Super cool Watchtower-
Draw until you have 6 cards in hand.. You may set aside any cards that aren't Treasures. Discard the set aside cards when you have finished drawing.
-----
When you gain a card, you may reveal it. If you do, either trash it, put it on your deck or the player who is currently playing gains it instead, without the possibility of revealing Super Powerful Watchtower for him.

-Super cool Scout- (here's a joke ? ^^)
+1 card
+1 action
Reveal the top 4 cards of top of your deck.
Put either all the treasure cards, all the victory cards or all the action cards in your hand, and choose whether you discard the rest or put it back on your deck in any order.

-Super cool Contraband-
Worth $3, +1 buy
When you play this, the player to your left names a card. When you buy this card this turn, +1 buy.

-Super cool Golem-
Reveal cards from your hand until you reveal 3 action cards that are not Super cool Golem. Discard the other revealed cards, then play any of the revealed action cards in either order.

-Super cool Farmlands-
Worth 2 VP
-----
When you gain this, you may trash a card from you hand. If you do, you may gain a card costing up to $2 more than the trashed card.
Title: Re: Really bad card ideas
Post by: jotheonah on August 25, 2012, 12:48:08 pm
Really Bad Variant Idea:

Play a game of Fluxx concurrently with your game of Dominion, where each player takes a turn in Fluxx and then in Dominion. All New Rules on the Fluxx Tableau also apply to the Dominion game in progress (Draw X, Play X, X = X+1, Hand Limit 0, etc...). If you win Fluxx, gain a Province and restart the Fluxx game.
Title: Re: Really bad card ideas
Post by: Titandrake on August 25, 2012, 05:57:48 pm
Really BadAwesome Variant Idea:

Play a game of Fluxx concurrently with your game of Dominion, where each player takes a turn in Fluxx and then in Dominion. All New Rules on the Fluxx Tableau also apply to the Dominion game in progress (Draw X, Play X, X = X+1, Hand Limit 0, etc...). If you win Fluxx, gain a Province and restart the Fluxx game.
FTFY

Scrabbleminion:
Setup: Replace your starting Estates with Shelters. Each player starts with 3 VP chips. Use scrabble tiles to count VP chips.
At the start of each turn, you may spell out a word. If you do, turn those tiles face down and +1 VP for each letter used.
Whenever you would gain a basic Victory card, you may gain that many VP chips and a Curse instead.
Title: Re: Really bad card ideas
Post by: Grujah on August 25, 2012, 08:44:51 pm
Whenever you would gain a basic Victory card, you may gain that many VP chips and a Curse instead.

how many?
Title: Re: Really bad card ideas
Post by: Powerman on August 25, 2012, 08:51:21 pm
Super Scout
Action $5
+1 Action
Do this thrice.
Reveal the top 4 cards of your deck.  Put the revealed victory cards into your hand, and put the rest back on top in any order.
Title: Re: Really bad card ideas
Post by: Scissors61 on August 25, 2012, 10:23:00 pm
Super cool Mercenary
You may trash 2 cards from your hand.
Either way, +$2 +2 cards and each other player discards down to 3
Title: Re: Really bad card ideas
Post by: NoMoreFun on August 26, 2012, 03:26:07 pm
Following the same process as upgrade -> remake (replacing +1 card, +1 action with do this twice and reducing cost by 1)

Spies
Cost: 3
Do this twice; each player (including you) reveals the top card of their deck, and either discards it or puts it back; your choice

Markets;
Cost: 4
+$2
+2 buys

Wishing Wells:
Cost: 2
Do this twice;  Name a card, then reveal the top card of your deck. If it is the named card, put it in your hand.

Havens:
Cost: 1
Do this twice; Set aside a card from your hand face down. At the start of your next turn, put it into your hand.

Caravans:
Cost: 3
At the start of your next turn, +2 cards

Pearl Divers
Cost: 1
Do this twice; Look at the bottom card of your deck. You may put it on top.

Apothecaries
Cost: 1P
Do this twice; Reveal the top 4 cards of your deck. Put the revealed Coppers and Potions into your hand. Put the other cards back on top in any order.

Familiars
Cost: 2P
Each other player gains 2 curses


Hamlets
Cost: 1
Do this twice;
You may discard a card; If you do +1 Action.
You may discard a card; If you do +1 Buy

Vagrants
Cost: 1
Do this twice; Reveal the top card of your deck. If it's a Curse, Ruins, Shelter, or Victory card, put it into your hand.

Ironmongers
Cost: 3
Do this twice; Reveal the top card of your deck; you may discard it. Either way, if it is an…
Action card, +1 Action
Treasure card, +1 Coin
Victory card, +1 Card

Ratses
Do this twice; Gain a rats. Trash a card from your hand other than a rats (or reveal a hand of all rats).

Most of these cards seem extremely bad (except Familiars of course). I wonder why Upgrade/Remake works...
Title: Re: Really bad card ideas
Post by: jotheonah on August 26, 2012, 03:29:37 pm
I might buy Havens for 1. Once. It's like a super lame tactician. And Caravans is like a gimped Wharf.
Title: Re: Really bad card ideas
Post by: Axxle on August 26, 2012, 03:35:54 pm
I'd say Markets is better than Woodcutter and Nomad Camp in situations where those two are good.
Title: Re: Really bad card ideas
Post by: zahlman on August 26, 2012, 06:11:30 pm
Ironmongers is probably not so bad considering the flexibility.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on August 26, 2012, 07:26:02 pm
Menageries
$2
Reveal your hand. If there are no duplicates in it, +2 cards.
Reveal your hand again. If there are no duplicates in it, +3 cards. Otherwise, +1 card.
(love this one ^^)

Hunting parties :
$4
Reveal your hand. Reveal cards from your deck until you reveal two differently named cards that are not duplicates from your hand. Put them into your hand. Discard the rest.

Same (and lame...) :
Laboratories :
$4
+2 Cards

Schemes :
$2
During the Clean-up phase of your turn, choose up to two action cards you have in play. If you discard each one from play, put it on your deck.

And also : Grands Markets...
Title: Re: Really bad card ideas
Post by: zahlman on August 26, 2012, 07:42:33 pm
Grand Marketses, I'd say.

$5, not purchasable with Copper in play. +2 Buy, +$4. Hrm. That's probably actually OP. :/
Title: Re: Really bad card ideas
Post by: ChocophileBenj on August 28, 2012, 09:06:31 am
I already created a "Spiky blue shell", but Mario Kart deserves well a tribute for its 20th anniversary :
http://www.jeuxvideo.com/news/2012/00060953-mario-kart-a-20-ans.htm
(My favourite is Double Dash)

Here are the item piles. They form all one Kingdom pile.

-Green shell-
Action item attack victory
Worth 1 VP
Each other player reveals the top 5 cards of his deck. If he reveals any item, he trashes one you choose. Otherwise, he trashes a revealed card you choose. They discard the other revealed cards.

-Red shell-
Action attack item
Each other player reveals cards from top of his deck until he reveals a victory card. He trashes it and may gain a card costing less than it. He discards the other revealed card.
Each other player reveals the top 5 cards of his deck. If he reveals any item, he trashes one you choose. Otherwise, he trashes a revealed card you choose. They discard the other revealed cards.

-Banana-
Action attack item
Every player (including you) reveals the top card of his deck and either discards it or puts it back, your choice.
Each other player reveals the top 5 cards of his deck. If he reveals any item, he trashes one you choose. Otherwise, he trashes a revealed card you choose. They discard the other revealed cards.

-Star-
Action attack duration item.
+2 actions. At the start of your next turn, +1 action.
Each other player reveals the top 5 cards of his deck. If he reveals any item, he trashes one you choose. Otherwise, he trashes a revealed card you choose. They discard the other revealed cards.
---
While this is in play, you are unaffected by opponent's attack.

-Mushroom-
Action attack duration item.
+2 actions
Each other player reveals the top 5 cards of his deck. If he reveals any item, he trashes one you choose. Otherwise, he trashes a revealed card you choose. They discard the other revealed cards.

-Ghost-
Action attack duration item.
Each other player reveals an action card from his hand (or reveals a hand without action cards). You may choose one player to trash his card and you gain it, so this player gains this Ghost.
Each other player reveals the top 5 cards of his deck. If he reveals any item, he trashes one you choose. Otherwise, he trashes a revealed card you choose. They discard the other revealed cards.

-Fake item-
Each other player trashes the top cards of top of his deck and gains a card with the same cost that you choose.
Each other player reveals the top 5 cards of his deck. If he reveals any item, he trashes one you choose. Otherwise, he trashes a revealed card you choose. They discard the other revealed cards.

-Golden Mushroom-
Action Treasure attack item
If played as an action :
+10 actions
Each other player reveals the top 5 cards of his deck. If he reveals any item, he trashes one you choose. Otherwise, he trashes a revealed card you choose. They discard the other revealed cards.
If played as a treasure : worth $2

-Lightning Strike-
Action attack duration item
Now and at the start of your next turn : each other player discards down to 3 cards in hand.
Each other player reveals the top 5 cards of his deck. If he reveals any item, he trashes one you choose. Otherwise, he trashes a revealed card you choose. They discard the other revealed cards.

-Triple green shell-
Action attack duration victory
Worth 3 VPs.
Each other player reveals the top 5 cards of his deck. If he reveals any item, he trashes one you choose. Otherwise, he trashes a revealed card you choose. They discard the other revealed cards.
Title: Re: Really bad card ideas
Post by: zahlman on August 28, 2012, 04:12:51 pm
Empress - Action - $5

+$3
Each player (including you) looks at the top card of his deck, and discards it or puts it back.

In games using this, when you gain a Province, you may gain an Empress.

Not so bad? Okay, let's try the other direction:

Mistress - Action - $0

+$1
Each player (including you) looks at the top card of his deck, and discards it or puts it back.

In games using this, when you gain an Estate, you may gain a Mistress.

When you gain this, +$1.
Title: Re: Really bad card ideas
Post by: Splat on August 30, 2012, 10:59:28 am
Can't resist this one (does anybody get this, or am I too old?):

Musical Youth - Action - $0

Pass a Duchy to the player on your left.
Title: Re: Really bad card ideas
Post by: Tombolo on August 30, 2012, 02:31:19 pm
Can't resist this one (does anybody get this, or am I too old?):

Musical Youth - Action - $0

Pass a Duchy to the player on your left.

but how do you play when you got no food Duchies?

(to be fair I know the song but only made the connection because that one topic brought it to my attention)
Title: Re: Really bad card ideas
Post by: NoMoreFun on August 30, 2012, 03:45:30 pm
That Conspiring, Scrying, Peddling King
Cost: 0
Action/Reaction
+1 Card
+1 Action
---
When you draw this card, you may reveal and discard it. If you do, immediately draw a card.
Title: Re: Really bad card ideas
Post by: One Armed Man on August 30, 2012, 04:11:48 pm
It certainly helps Menagerie and gives some shuffle control. It certainly Transmutes into Duchies easily!
Title: Re: Really bad card ideas
Post by: NoMoreFun on August 31, 2012, 11:40:50 am
Monument?
Cost: 4
+$2
Gain a Great Hall

Ironworks?
Cost: 4
+1 Card
+1 Action
+1 VP
Title: Re: Really bad card ideas
Post by: One Armed Man on August 31, 2012, 12:02:15 pm
That Conspiring, Scrying, Peddling King
Cost: 0
Action/Reaction
+1 Card
+1 Action
---
When you draw this card, you may reveal and discard it. If you do, immediately draw a card.

I would like to add to my post:

It certainly helps Menagerie and gives some shuffle control. It certainly Transmutes into Duchies easily! It protects your deck from Knights, Rogue, Thief, Noble Brigand, and Pillage. It is good Rats fodder. It works with mandatory trash (Altar, Remake, Trading Post, Mercenaries). It makes a Graverobber target as well as a Death Cart target. If you want to use Ironmonger as a village, it is useful. A deck loaded with these makes Wishing Well and Mystic better, but a deck with just a few makes those cards weaker. It weakens Wandering Minstrel. It can be bought easily and makes a good trashing target for a Market Square deck. It can protect from Swindlers if there are no Curses remaining, but makes Swindler stronger if there are. You don't know as well what you will get from Oracle or Catacombs.
Title: Re: Really bad card ideas
Post by: AJD on August 31, 2012, 02:59:36 pm
Empress - Action - $5

+$3
Each player (including you) looks at the top card of his deck, and discards it or puts it back.

In games using this, when you gain a Province, you may gain an Empress.

Not so bad? Okay, let's try the other direction:

Mistress - Action - $0

+$1
Each player (including you) looks at the top card of his deck, and discards it or puts it back.

In games using this, when you gain an Estate, you may gain a Mistress.

When you gain this, +$1.

By the same token:

Marquess
Action — $7
+1 Buy
You may discard a Duchy. If you do, +$7.
Otherwise, gain a Duchy.

Prince
Action — $10
+1 Buy
You may discard a Province. If you do, +$10.
Otherwise, gain a Province.
Title: Re: Really bad card ideas
Post by: NoMoreFun on August 31, 2012, 07:59:15 pm
Scarecrow
Cost: 2
+ 1 buy
Trash a curse. If you do, +$2. Otherwise, gain a curse.
---
When you gain a curse, you may also gain a Scarecrow
Title: Re: Really bad card ideas
Post by: zahlman on September 01, 2012, 02:41:37 am
... That actually doesn't seem so bad, although I don't think it needs the +buy.
Title: Re: Really bad card ideas
Post by: NoMoreFun on September 01, 2012, 06:42:40 am
I was trying to make a curse counterpart to Baron and Duchess (from the above post), but I'm glad you like it.

Maybe to make it more than just a variant in games with cursers

Scarecrow:
Cost: 2
+1 buy
Trash a card from your hand. If it's a curse, +$2.
---
In games using this, when you gain a curse, you may also gain a Scarecrow

The +buy can be used to buy a curse if you think that the path to greatness is to stock up on scarecrows and curses, but when you're done it's a ruined market.
Title: Re: Really bad card ideas
Post by: NoMoreFun on September 10, 2012, 10:28:04 pm
Police Officer
Action
+1 Action
+$1

[/pun]
Title: Re: Really bad card ideas
Post by: brokoli on September 11, 2012, 09:44:59 am
Friendly rats
Action - 3$
+1 card
+1 action
Gain a friendly rats.

(oh, this card is amazing with conspirator, peddler, blah blah blah...)
Title: Re: Really bad card ideas
Post by: GendoIkari on September 12, 2012, 09:51:43 am
Friendly rats
Action - 3$
+1 card
+1 action
Gain a friendly rats.

(oh, this card is amazing with conspirator, peddler, blah blah blah...)

Vineyard! Gardens, too.
Title: Re: Really bad card ideas
Post by: Tombolo on September 12, 2012, 01:28:16 pm
Police Officer
Action
+1 Action
+$1

[/pun]

...I get it now!
Title: Re: Really bad card ideas
Post by: GendoIkari on September 12, 2012, 01:38:32 pm
Police Officer
Action
+1 Action
+$1

[/pun]

...I get it now!

Oooooh!!! I didn't get it until I read your post.
Title: Re: Really bad card ideas
Post by: Axxle on September 12, 2012, 01:46:01 pm
Police Officer
Action
+1 Action
+$1

[/pun]

...I get it now!

Oooooh!!! I didn't get it until I read your post.
HAHAHAHA, worth the wait!
Title: Re: Really bad card ideas
Post by: Eistee on September 12, 2012, 01:52:01 pm
... I don't get it... >.<
Title: Re: Really bad card ideas
Post by: GendoIkari on September 12, 2012, 02:03:46 pm
... I don't get it... >.<

Think about some other names for Police Officers. ;)
Title: Re: Really bad card ideas
Post by: SirPeebles on September 12, 2012, 02:18:24 pm
That one took me a while.
Title: Re: Really bad card ideas
Post by: brokoli on September 12, 2012, 02:53:26 pm
Prossession
Action - $6P
The player to your left take an extra turn after this one, in which you can see all cards he can and make all decisions for him.
Each time he play an action card from his hand, he play it twice, trash it and gain an action card costing exactly $1 more than it.
Any card he would gain on that turn, you gain instead ; any card of his that are trashed are set aside and returned to his discard pile at end of turn.

Urchinn
Action - $4
+1 Card
+1 Action
Each other player discards down to 4 cards in hand.
________________________________________
When you play another Attack card with this in play, look through your discard pile, reveal any number of action cards from it, and shuffle them into your deck
Title: Re: Really bad card ideas
Post by: zahlman on September 12, 2012, 06:21:11 pm
Police Officer
Action
+1 Action
+$1

[/pun]

Truman
Action
+$1
Title: Re: Really bad card ideas
Post by: Scissors61 on September 16, 2012, 09:27:20 am
Sooper looter
One player shuffles the ruins pile into his deck.
Title: Re: Really bad card ideas
Post by: ConMan on September 17, 2012, 08:11:13 pm
Analysis Paralysis - $6
Action - Inaction
Reveal the top card of your deck. You may put it aside, discard it or trash it. If you discarded it, choose two of the following (choices must be different): +1 Card, or +1 Action, or +$1, or +1 Buy. If you trashed it, then for each coin in its cost choose one of the following: +1 Card, or +$1. If you set it aside, you may repeat this effect.

When you are done, discard all of the set aside cards.
--
At the start of your Clean-up, you may choose any card you have in play. When you discard it from play, you may put it on top or on the bottom of your draw pile, or you may trash it and draw one extra card at the end of your turn.
--
When you buy this, you main gain another copy of Analysis Paralysis, or any card costing less than this.
Title: Re: Really bad card ideas
Post by: gman314 on September 17, 2012, 11:47:20 pm
Analysis Paralysis - $6
Action - Inaction
Reveal the top card of your deck. You may put it aside, discard it or trash it. If you discarded it, choose two of the following (choices must be different): +1 Card, or +1 Action, or +$1, or +1 Buy. If you trashed it, then for each coin in its cost choose one of the following: +1 Card, or +$1. If you set it aside, you may repeat this effect.

When you are done, discard all of the set aside cards.
--
At the start of your Clean-up, you may choose any card you have in play. When you discard it from play, you may put it on top or on the bottom of your draw pile, or you may trash it and draw one extra card at the end of your turn.
--
When you buy this, you main gain another copy of Analysis Paralysis, or any card costing less than this.

Best!
Title: Re: Really bad card ideas
Post by: jotheonah on September 17, 2012, 11:59:49 pm
LOL @ Action-Inaction

I remember when I got a Morn Action Figure or Christmas as a kid and my Dad asked "Isn't that more on an Inaction Figure?"
Title: Re: Really bad card ideas
Post by: Archetype on September 18, 2012, 12:59:14 am
Analysis Paralysis - $6
Action - Inaction
Reveal the top card of your deck. You may put it aside, discard it or trash it. If you discarded it, choose two of the following (choices must be different): +1 Card, or +1 Action, or +$1, or +1 Buy. If you trashed it, then for each coin in its cost choose one of the following: +1 Card, or +$1. If you set it aside, you may repeat this effect.

When you are done, discard all of the set aside cards.
--
At the start of your Clean-up, you may choose any card you have in play. When you discard it from play, you may put it on top or on the bottom of your draw pile, or you may trash it and draw one extra card at the end of your turn.
--
When you buy this, you main gain another copy of Analysis Paralysis, or any card costing less than this.

Just envisioning how this would play out causes AP!
Title: Re: Really bad card ideas
Post by: gman314 on September 18, 2012, 01:15:41 pm
From this quote:

What's worse than a worm in your apple? Scout

Worm in your apple
Action - $4

+1 Action
Look at the top 5 cards of your deck, put the revealed victory cards into your hand and put the rest back on top in any order.
Title: Re: Really bad card ideas
Post by: SirPeebles on September 19, 2012, 05:56:49 pm
Wonder - $20
Action
Any opponent may reveal a copper. If no one does, you win the game.

If you were playing solitaire it would be an autowin!
Title: Re: Really bad card ideas
Post by: NoMoreFun on September 19, 2012, 09:45:25 pm
Wonder - $20
Action
Any opponent may reveal a copper. If no one does, you win the game.

If you were playing solitaire it would be an autowin!

Playing solitaire in the first place is an autowin.
Title: Re: Really bad card ideas
Post by: Qvist on September 21, 2012, 08:37:27 am
Thinking about the Reaction part discussion in the Design Contest:

$8 - Twist - Reaction
If another player ends the game, you may reveal this. If you do, you win the game.
Title: Re: Really bad card ideas
Post by: Nicrosil on September 21, 2012, 08:51:58 pm
Militia's Best Friend - $3
Action
+1 card
+1 action
Each other player draws a card. When this leaves play, each other player discards a card.
Title: Re: Really bad card ideas
Post by: NoMoreFun on September 22, 2012, 04:16:26 am
The Squire of Diminishing Returns
Cost: 2
+$1
Choose one:
+9000 Actions
+9000 Buys
Trash 9000 cards from your hand
---
When you trash this, gain 9000 attack cards
Title: Re: Really bad card ideas
Post by: eHalcyon on September 22, 2012, 10:46:12 am
The Squire of Diminishing Returns
Cost: 2
+$1
Choose one:
+9000 Actions
+9000 Buys
Trash 9000 cards from your hand
---
When you trash this, gain 9000 attack cards

Needs 1 more for each option...
Title: Re: Really bad card ideas
Post by: Grujah on September 22, 2012, 11:07:50 am
Police Officer
Action
+1 Action
+$1

[/pun]

Can somebody please explain it for non-native speakers?  :'(
Title: Re: Really bad card ideas
Post by: jotheonah on September 22, 2012, 11:39:11 am
In certain parts of England, "Copper" is or was slang for a policemen. That's where the term "cop" comes from.

I'm not sure about the origin. It kind of sounds like it might be cockney rhyming slang.
Title: Re: Really bad card ideas
Post by: eHalcyon on September 22, 2012, 05:39:24 pm
Police Officer
Action
+1 Action
+$1

[/pun]

Can somebody please explain it for non-native speakers?  :'(

Copper
Title: Re: Really bad card ideas
Post by: Archetype on October 01, 2012, 06:08:30 pm
Don't know if this has been posted:

Gains-Gotten-Ill
Cost: 5
Treasure

Worth 1$
You may gain a Curse, putting it into your hand
.                                         
When you gain this, each other player gains a Copper.
Title: Re: Really bad card ideas
Post by: Ozle on October 02, 2012, 04:03:21 am
I always thought that Copper comes from the English word 'to Cop' which means to grab hold of, thats certainly an old old English word
Title: Re: Really bad card ideas
Post by: brokoli on October 02, 2012, 04:51:51 am
Inspired by the "treasure chest" discussion :

All expansions in one card
Action - Duration - Looter - $3P
Reveal your hand. For each differently named card, +$1
At the start of your next turn, choose between : +1 card ; or +1VP token
---
When you gain this, gain two ruins and trash a card from your hand.

And a more ordinary joke :

Masochist
Action - $0
Gain a scout, a transmute, a thief and a counting house in your hand.
Title: Re: Really bad card ideas
Post by: RobBennett on October 02, 2012, 06:42:21 am
I believe that "cop" is an acronym for "constable on patrol."

Rob
Title: Re: Really bad card ideas
Post by: Schneau on October 02, 2012, 07:08:08 am
Inspired by the "treasure chest" discussion :

All expansions in one card
Action - Duration - Looter - $3P
Reveal your hand. For each differently named card, +$1
At the start of your next turn, choose between : +1 card ; or +1VP token
---
When you gain this, gain two ruins and trash a card from your hand.

And a more ordinary joke :

Masochist
Action - $0
Gain a scout, a transmute, a thief and a counting house in your hand.

I was hoping this was going to be "A Scout, a Thief, a Chancellor, a Transmute, and an Adventurer walked into a bar..."
Title: Re: Really bad card ideas
Post by: AJD on October 02, 2012, 11:48:58 am
I believe that "cop" is an acronym for "constable on patrol."

Almost All acronym-based etymologies are false.

OED says Ozle's probably right.
Title: Re: Really bad card ideas
Post by: Ozle on October 02, 2012, 11:52:44 am
Woooo! Yay for local knowledge!
Title: Re: Really bad card ideas
Post by: jotheonah on October 02, 2012, 01:22:21 pm
I always thought that Copper comes from the English word 'to Cop' which means to grab hold of, thats certainly an old old English word

Perhaps tellingly, the only context I've ever heard this in American English is "to cop a feel".
Title: Re: Really bad card ideas
Post by: ConMan on October 04, 2012, 08:48:16 pm
Some things I came up with while thinking about unusual mechanics:

Lucky Dip
$1 - Action
Gain a random card from the Supply.

What's the Point?
$3 - Action
+1 Action
+$1
While this is in play, when any player would gain a card from the Supply, they instead gain the card underneath it.

Pass the Buck
$5 - Action-Reaction
+1 Card
+1 Action
+$1
---
When another player plays an Attack card, you may reveal this from your hand. Swap this card for the Attack card (it is played immediately, and you gain the Attack card to your hand).

No, Seriously, What's The Point?
$3 - Action-Reaction
+1 Card
+1 Action
---
When you play an Action card, you may reveal this from your hand. If you do, play this card instead.
Title: Re: Really bad card ideas
Post by: Jack Rudd on October 05, 2012, 11:04:25 am
No, Seriously, What's The Point?
$3 - Action-Reaction
+1 Card
+1 Action
---
When you play an Action card, you may reveal this from your hand. If you do, play this card instead.
This one actually does have a point beyond all the usual Cantrip stuff. For example: your Golem calls up a Moneylender when you have no Copper in hand, or something like that.
Title: Re: Really bad card ideas
Post by: Captain_Frisk on October 05, 2012, 11:10:41 am
I always thought that Copper comes from the English word 'to Cop' which means to grab hold of, thats certainly an old old English word

Perhaps tellingly, the only context I've ever heard this in American English is "to cop a feel".

+1 Sir for your dirty mind.  How did the interview go?
Title: Re: Really bad card ideas
Post by: theory on October 05, 2012, 11:16:29 am
I always thought that Copper comes from the English word 'to Cop' which means to grab hold of, thats certainly an old old English word

Perhaps tellingly, the only context I've ever heard this in American English is "to cop a feel".

David Cop-A-Feel by Charles Dickens
Title: Re: Really bad card ideas
Post by: jotheonah on October 05, 2012, 12:47:35 pm
I always thought that Copper comes from the English word 'to Cop' which means to grab hold of, thats certainly an old old English word

Perhaps tellingly, the only context I've ever heard this in American English is "to cop a feel".

+1 Sir for your dirty mind.  How did the interview go?

Really well. I've had two really good interviews, so hopefully I can get them in a bidding war for me. Although in this economy I'll be happy to have just one of them hire me at all.
Title: Re: Really bad card ideas
Post by: Ozle on October 05, 2012, 02:17:19 pm
Bidding War
$3 - Action
Reveal a Gold from your hand. If you do and opponent does not, gain a jotheonah from the Supply
Title: Re: Really bad card ideas
Post by: ConMan on October 08, 2012, 06:50:59 pm
No, Seriously, What's The Point?
$3 - Action-Reaction
+1 Card
+1 Action
---
When you play an Action card, you may reveal this from your hand. If you do, play this card instead.
This one actually does have a point beyond all the usual Cantrip stuff. For example: your Golem calls up a Moneylender when you have no Copper in hand, or something like that.
Well sure, but just like most of the best* fan cards you have to work at finding a Kingdom where it actually does something.



* By best, of course, I mean something between "worst" and "most typically bad".
Title: Re: Really bad card ideas
Post by: One Armed Man on October 10, 2012, 01:45:21 pm
3:1 Port Trading
5
Action - Duration
Now and at the start of your next turn: you can trash 3 or 4 cards with the same name to gain any card from the Supply, placing that card in your hand.
On each other player's turn, that player can trash 4 cards with the same name to gain any card from the Supply, placing that card in their hand.

Settlement
4
Action
+1 Card, +1 Action
If there is one or more empty supply piles, you can return this to the supply to gain a City from the City pile.
_______
In games using this, add a City Pile. Any Cities are not considered to be in the supply.
Each player has their own Settlement Stack of 5 cards. Only the first of those piles to empty counts as an empty pile for the rest of the game.

$3 Development Card
This is a stack containing the 25 cards of the development stack consisting of 14 Soldiers, 5 BonusVictories, 2 Monopoly, 2 Year of Plenty, and 2 Roadbuilding.

$3 Soldier
Action- Attack
Set this aside. One other player of your choice reveals their hand and gives one non-Development card costing 4 or less from it to your hand.
If you have at least 3 or more Soldiers in play and at least as many as all other players at the end of the game, trash them and gain 2 VP tokens.

$3 Monopoly
Action
Trash this. Name a non-Development card costing 4 or less. Each player reveals their hand and gives all copies of that card from their hand to yours.

$3 Year of Plenty
Action
Trash this. Gain 2 different non-Development cards costing 4 or less, placing them in your hand.

$3 Road Building
Action
Trash this. Non-Development Cards cost 2 less this turn. If a supply pile empties this turn, gain 2 VP tokens.

$3 BonusVictory
Action - Victory
Trash this. If you do, gain 1 VP token.
________
Worth 1 VP.
Title: Re: Really bad card ideas
Post by: Archetype on October 11, 2012, 12:45:22 pm
From the Cities and Knights expansion...

Pirates!
Cost: 4
Action/Reaction

+1 Action
Gain a Pirate Ship
.                             
Whenever you play a Pirate Ship, you may reveal and trash this card from your hand. Each other player either reveals and trashes a Knight from their hand, or puts their deck into thier discard pile and reveals and trashes all City cards found there.
.                           
In games using this, add the Knight, City, and Pirate Ship piles to the supply.
Title: Re: Really bad card ideas
Post by: eHalcyon on October 11, 2012, 01:10:05 pm
As I recall, those are Barbarians, not Pirates. The Robber becomes a pirate in Seafarers, if you put him on a water tile.
Title: Re: Really bad card ideas
Post by: Robz888 on October 11, 2012, 01:57:42 pm
As I recall, those are Barbarians, not Pirates. The Robber becomes a pirate in Seafarers, if you put him on a water tribe.

That's how I read it. Guess that makes him Chief Hakoda.
Title: Re: Really bad card ideas
Post by: Archetype on October 11, 2012, 02:00:30 pm
As I recall, those are Barbarians, not Pirates. The Robber becomes a pirate in Seafarers, if you put him on a water tile.
Really? Hm, we also called them Pirates :P
Title: Re: Really bad card ideas
Post by: Axxle on October 11, 2012, 03:08:18 pm
As I recall, those are Barbarians, not Pirates. The Robber becomes a pirate in Seafarers, if you put him on a water tile.
In seafarers there's a separate thief and pirate.  One doesn't turn into the other.
Title: Re: Really bad card ideas
Post by: eHalcyon on October 11, 2012, 04:22:13 pm
As I recall, those are Barbarians, not Pirates. The Robber becomes a pirate in Seafarers, if you put him on a water tile.
In seafarers there's a separate thief and pirate.  One doesn't turn into the other.

Oops, my bad.  I don't actually own Seafarers; have only played it online and not in a long while.  I do own C+K though and they are definitely Barbarians! :)
Title: Re: Really bad card ideas
Post by: NoMoreFun on October 12, 2012, 12:04:32 am
I was designing a card, and while tweaking it I came across this

Countdown:
Draw until you have 5 cards in hand
Trash down to 4 cards in hand
Each player (including you) discards down to 3 cards in hand
+2 actions
+$1
---
When you gain a card costing $0, you may reveal this. If you do, put it in your hand.


Title: Re: Really bad card ideas
Post by: Archetype on October 12, 2012, 12:27:41 am
I was designing a card, and while tweaking it I came across this

Countdown:
Draw until you have 5 cards in hand
Trash down to 4 cards in hand
Each player (including you) discards down to 3 cards in hand
+2 actions
+$1
---
When you gain a card costing $0, you may reveal this. If you do, put it in your hand.




Too bad the name 'Count' is already taken  ;)
Title: Re: Really bad card ideas
Post by: Sakako on October 14, 2012, 06:33:06 am
How's this for a card?

Exodia
Action
$3

+1 Buy
-------------
If there are 9 or more Exodia in play, you win the game.
Title: Re: Really bad card ideas
Post by: brokoli on October 17, 2012, 10:35:25 am
Turnaround
Action - $30

---
When you buy this, trash this and each player puts his deck into his discard and passes his deck to the left neighbor.
Title: Re: Really bad card ideas
Post by: TWoos on October 17, 2012, 10:40:07 am
Turnaround
Action - $30

---
When you buy this, trash this and each player puts his deck into his discard and passes his deck to the left neighbor.

With the deck having been put into the discard, there is no deck to pass.  Did you mean that?
Title: Re: Really bad card ideas
Post by: DWetzel on October 17, 2012, 10:41:22 am
I was designing a card, and while tweaking it I came across this

Countdown:
Draw until you have 5 cards in hand
Trash down to 4 cards in hand
Each player (including you) discards down to 3 cards in hand
+2 actions
+$1
---
When you gain a card costing $0, you may reveal this. If you do, put it in your hand.

I would run the pile just so when I bought the last one I could sing. 

http://www.youtube.com/watch?v=AyggY_R3jU8
Title: Re: Really bad card ideas
Post by: Ozle on October 17, 2012, 10:47:48 am

Surely it has to be...

Turnaround
Action - $30

Every now and then get a little bit lonely
Title: Re: Really bad card ideas
Post by: AJD on October 17, 2012, 11:34:16 am

Surely it has to be...

Turnaround
Action - $30

Every now and then get a little bit lonely

Well, that's a fair play.
Title: Re: Really bad card ideas
Post by: Sakako on October 18, 2012, 09:32:25 am
Thrown Rune
Action - Reaction
$2

+1 Action
Choose a card costing $1 or less in play, and play it twice.
---------------
When you play this, you may trash every Thrown Rune and Ruins you have in play. If you do, gain a card costing up to $2 more than the number of cards you trashed.
Title: Re: Really bad card ideas
Post by: NoMoreFun on October 18, 2012, 10:12:28 am
Kinks Caught
$3
Action
You Really Got Me
Title: Re: Really bad card ideas
Post by: Drab Emordnilap on October 18, 2012, 10:51:41 am
People's Court
Action - $3

Choose three Action cards from your hand. Play them each once.
Title: Re: Really bad card ideas
Post by: Archetype on October 18, 2012, 09:09:37 pm
People's Court
Action - $3

Choose three Action cards from your hand. Play them each once.
That's actually not too bad! I'd might buy it if it was 2$.
Title: Re: Really bad card ideas
Post by: Dsell on October 18, 2012, 09:15:46 pm
People's Court
Action - $3

Choose three Action cards from your hand. Play them each once.
That's actually not too bad! I'd might be it if it was 2$.

Yeah I actually like this quite a bit too. Ought to say "up to" though, otherwise it's tough to make it work ever.
Title: Re: Really bad card ideas
Post by: jotheonah on October 18, 2012, 09:17:35 pm
Apprentice's Court
$7 - Action
Choose a card from your hand. Play it a number of times equal to its cost in coins and then trash it.
Title: Re: Really bad card ideas
Post by: Archetype on October 18, 2012, 09:19:39 pm
Apprentice Court/Possesion would be a nightmare.
Title: Re: Really bad card ideas
Post by: Dsell on October 18, 2012, 09:20:11 pm
Apprentice's Court
$7 - Action
Choose a card from your hand. Play it a number of times equal to its cost in coins and then trash it.

Now that's pretty bad. XD
Title: Re: Really bad card ideas
Post by: Lekkit on October 18, 2012, 09:21:37 pm
I think just Apprentice's Court Apprentice's Court would be pretty bad. Add some Fortresses/Catacombs in there and you're all set for all kinds of stuff.
Title: Re: Really bad card ideas
Post by: jotheonah on October 18, 2012, 09:40:52 pm
Gotta take this thread back to its roots. Good ideas wee starting to show up.
Title: Re: Really bad card ideas
Post by: A Drowned Kernel on October 18, 2012, 10:22:20 pm
Empty Cellar
Action- $1

+1 Action

Discard any number of cards from your hand.


Empty Vault
Action- $4

+2 Cards

Discard any number of cards from you hand.


Empty Treasury
Action- $4

+1 Card
+1 Action

At the end of your cleanup phase, if you did not buy a victory card this turn, you may put this on top of your deck.


...you get the idea.
Title: Re: Really bad card ideas
Post by: AJD on October 19, 2012, 12:55:06 am
People's Court
Action - $3

Choose three Action cards from your hand. Play them each once.
That's actually not too bad! I'd might be it if it was 2$.

Yeah I actually like this quite a bit too. Ought to say "up to" though, otherwise it's tough to make it work ever.

Naw; "do as much as you can".
Title: Re: Really bad card ideas
Post by: Sakako on October 19, 2012, 01:41:56 am
People's Court
Action - $3

Choose three Action cards from your hand. Play them each once.
That's actually not too bad! I'd might be it if it was 2$.

Yeah I actually like this quite a bit too. Ought to say "up to" though, otherwise it's tough to make it work ever.

Naw; "do as much as you can".

But what if you have Action cards in your hand that you don't want to play? Is it like Throne Room, and you just don't have to choose one?
Title: Re: Really bad card ideas
Post by: AJD on October 19, 2012, 01:52:18 am
People's Court
Action - $3

Choose three Action cards from your hand. Play them each once.
That's actually not too bad! I'd might be it if it was 2$.

Yeah I actually like this quite a bit too. Ought to say "up to" though, otherwise it's tough to make it work ever.

Naw; "do as much as you can".

But what if you have Action cards in your hand that you don't want to play? Is it like Throne Room, and you just don't have to choose one?

Oh, I see what you mean. Presumably as written it's like Throne Room and you have to play all three, and you just don't use the card if doing so would make you Trading Post your Colony or whatever. But as written it's also unenforceable (i.e., it doesn't stop you from cheating and not playing a card that you do have in hand), so maybe it should have a "you may". Either that or a "Reveal your hand."
Title: Re: Really bad card ideas
Post by: Sakako on October 19, 2012, 07:23:28 am
But the thing is, with Throne Room, (at least on the Isotropic implementation), you can choose to play none of the Action cards in your hand. After all, who knows whether you have Actions in your hand but you?
Title: Re: Really bad card ideas
Post by: Tables on October 19, 2012, 07:33:18 am
What cards would be interesting as ruins?

Ruined Workshop
Action/Ruins - $0
Gain a card costing up to $1

Abandoned Feast
Action/Ruins - $0
Trash this card. Gain an Abandoned Feast

Ruined Scout
[Everyone knows what happens here right?]

Faulty Possession
Action/Ruins - $0
The player to your left takes an extra turn after this one, in which you can see all cards he can. Any cards he would gain on that turn, you gain instead; any cards of his that are trashed are set aside and returned to his discard pile at end of turn.

Ruined Court
Action/Ruins - $0
Choose an action card in your hand.

Lonely Mountebank
Action/Attack/Ruins - $0
Each other player may discard a curse. If they do not, they may gain a Copper and a Curse.

Failed Cultist
Action/Attack/Looter/Ruins - $0
You may play a Failed Cultist from your hand.

etc.
Title: Re: Really bad card ideas
Post by: jotheonah on October 19, 2012, 07:58:53 am
How about ruined treasures?

Failed Venture
Treasure/Ruins - $0
Worth $1
Reveal the top card of your deck. If it is a Treasure, play it. Otherwise discard it.

Worthless Contraband
Treasure/Ruins - $0
Worth $0
+1 Buy
When you play this, the player to your left names 3 cards. You may only buy those cards.

Bad Loan
Treasure/Ruins - $0
Worth $0
When you play this, reveal cards from your deck until you find a treasure. Trash it.

Really Ill-Gotten Gains
Treasure/Ruins - $0
Worth $0
When you play this, gain a Copper.
__________________________
When you gain this, gain a Ruin.

Shady Bank
Treasure/Ruins - $0
Worth $0 for each Treasure in play, counting this one.

Abandoned Quarry
Treasure/Ruins - $0
Worth $0
While this is in play, Action cards cost $1 less, but not less than zero.

Complete Moron's Gold
Treasure/Ruins/Reaction - $0
The first Complete Moron's Gold you play is worth $0. Each additional CMG is worth $1.
___________________
When another player buys a Province, you may reveal this from your hand and trash it.

Sleazy Brothel
Treasure/Ruins/Victory - $0
Worth $0
Worth 0 VP

Empty Cache
Treasure/Ruins - $0
Worth $1
________________
When you gain this, gain 3 Coppers.
Title: Re: Really bad card ideas
Post by: brokoli on October 19, 2012, 08:11:10 am
Faulty possession and failed venture are not so bad (the faulty possession is even good : you can give curses to your opponent).
Title: Re: Really bad card ideas
Post by: AdamH on October 19, 2012, 09:29:49 am
Worthless Contraband
Treasure/Ruins - $0
Worth $0
+1 Buy
When you play this, the player to your left names 3 cards. You may only buy those cards.

I choose Curse, Curse, and Bulbasaur!  :D
Title: Re: Really bad card ideas
Post by: AJD on October 19, 2012, 10:43:41 am
Faulty possession and failed venture are not so bad (the faulty possession is even good : you can give curses to your opponent).

Hmm? I thought Faulty Possession is your opponent can give curses to you.
Title: Re: Really bad card ideas
Post by: AJD on October 19, 2012, 10:44:02 am
But the thing is, with Throne Room, (at least on the Isotropic implementation), you can choose to play none of the Action cards in your hand.

I'm pretty sure that's not true.
Title: Re: Really bad card ideas
Post by: brokoli on October 19, 2012, 10:45:21 am
Faulty possession and failed venture are not so bad (the faulty possession is even good : you can give curses to your opponent).

Hmm? I thought Faulty Possession is your opponent can give curses to you.

Ooops, misread it.
Title: Re: Really bad card ideas
Post by: Tables on October 19, 2012, 12:22:29 pm
Faulty Possession is Possession in all ways, except your opponent makes decisions and you can't see his cards. In fact, let's make it so it's everything except decision making, word for word (going to edit)
Title: Re: Really bad card ideas
Post by: Drab Emordnilap on October 19, 2012, 01:05:26 pm
But the thing is, with Throne Room, (at least on the Isotropic implementation), you can choose to play none of the Action cards in your hand. After all, who knows whether you have Actions in your hand but you?
This isn't true. Throne Room is mandatory, and Isotropic will force you to play an action (assuming you play Throne Room in the first place).

I gave up my personal crusade against unenforceable templates when Donald printed Graverobber.
Title: Re: Really bad card ideas
Post by: jotheonah on October 19, 2012, 01:52:37 pm
I forgot about the DA special treasure!

Unconvincing Counterfeit
Treasure/Ruins - $0

When you play this, you may play a Treasure card from your hand. If you do, trash that Treasure.

Also:

Ugly Diadem
Treasure/Ruins/Prize - $0*

Worth $0
When you play this, +$1 per unused buy you have.
(This is not in the supply)

How do you get Ruined Prizes, you ask? Probably by playing a Sparsely Attended Tournament and revealing an Estate or something. I don't know, somebody else can tackle that one.


Title: Re: Really bad card ideas
Post by: dondon151 on October 19, 2012, 01:58:11 pm
How do you get Ruined Prizes, you ask? Probably by playing a Sparsely Attended Tournament and revealing an Estate or something. I don't know, somebody else can tackle that one.

*Overgrown Estate
Title: Re: Really bad card ideas
Post by: sylas on October 20, 2012, 04:40:19 pm
Endgame, $6, Victory

When you gain this card:
gain a Province if 3 or more Supply piles are empty,
or
gain a Duchy if there are no Provinces left.
Title: Re: Really bad card ideas
Post by: dnkywin on October 20, 2012, 05:24:47 pm
Ugly Princess
Action/Ruins/Prize - $0*

+1 Buy
While this is in play, cards cost $2 more.
Title: Re: Really bad card ideas
Post by: Sakako on October 20, 2012, 08:13:55 pm
Quote
Lost Followers
Action - Ruins - Prize
$0*

+2 Cards
Discard 2 cards.
Gain a Curse. Each other player gains an Estate.

Quote
Bag of Copper
Action - Ruins - Prize
$0*

+1 Action
Gain a Copper, putting it on top of your deck.

I can't figure out how to make Trojan Steed a thing, though...
Title: Re: Really bad card ideas
Post by: Tables on October 20, 2012, 08:22:06 pm
Trojan Steed
Action-Ruins-Prize
Each player gains a Trojan Steed
Choose two: +1 cards, put two cards from your hand on top of your deck; OR +$1, -$2; OR +1 action, end your action phase; OR put your deck in your discard pile, gain four Ruins.

(Note that I'm fully aware of what the top bit does - Nothing, ever, because it's not specifically from the prize pile)
Title: Re: Really bad card ideas
Post by: Omer on October 21, 2012, 03:20:54 pm
Saboteur $5
Action–Attack
Each other player reveals cards from the top of his deck until revealing one costing $3 or more. He trashes that card and may gain a card costing at most $2 less than it. He discards the other revealed cards.
Title: Re: Really bad card ideas
Post by: brokoli on October 21, 2012, 05:32:40 pm
Saboteur $5
Action–Attack
Each other player reveals cards from the top of his deck until revealing one costing $3 or more. He trashes that card and may gain a card costing at most $2 less than it. He discards the other revealed cards.

 :o

Saboteur is actually a very fun and well designed card.
Title: Re: Really bad card ideas
Post by: Omer on October 21, 2012, 06:11:16 pm
Saboteur $5
Action–Attack
Each other player reveals cards from the top of his deck until revealing one costing $3 or more. He trashes that card and may gain a card costing at most $2 less than it. He discards the other revealed cards.

 :o

Saboteur is actually a very fun and well designed card.
(http://media.tumblr.com/tumblr_m9zwpkZsf01qfmt79.jpg)
Title: Re: Really bad card ideas
Post by: ChocophileBenj on October 21, 2012, 07:10:32 pm
Gee, I already wanted to troll possession the same way...

(http://img4.hostingpics.net/pics/194933Image2.jpg) (http://www.hostingpics.net/viewer.php?id=194933Image2.jpg)
Title: Re: Really bad card ideas
Post by: Tables on October 21, 2012, 08:40:10 pm
Saboteur $5
Action–Attack
Each other player reveals cards from the top of his deck until revealing one costing $3 or more. He trashes that card and may gain a card costing at most $2 less than it. He discards the other revealed cards.

 :o

Saboteur is actually a very fun and well designed card.
(http://media.tumblr.com/tumblr_m9zwpkZsf01qfmt79.jpg)

Wow, great reasoning there! I really agree with your reasons! You've explained carefully why an attack which is typically weak, carefully limited in effect, can become powerful, is self-limiting, and whose overuse typically leads to the game ending very quickly is a badly designed card! I can definitely see it's faults now!
Title: Re: Really bad card ideas
Post by: dondon151 on October 21, 2012, 08:43:58 pm
wow way to respond seriously to a facetious post
Title: Re: Really bad card ideas
Post by: jotheonah on October 22, 2012, 12:17:59 am
Please start a new thread for arguing about Saboteur. This is my single favorite thread on the whole forum and I don't want it getting derailed.
Title: Re: Really bad card ideas
Post by: Drab Emordnilap on October 22, 2012, 01:18:39 am
(http://media.tumblr.com/tumblr_m9zwpkZsf01qfmt79.jpg)

Wow, great reasoning there! I really agree with your reasons! You've explained carefully why an attack which is typically weak, carefully limited in effect, can become powerful, is self-limiting, and whose overuse typically leads to the game ending very quickly is a badly designed card! I can definitely see it's faults now!
I can bearly stand to listen to you two argue.
Title: Re: Really bad card ideas
Post by: Ozle on October 22, 2012, 04:25:52 am
(http://media.tumblr.com/tumblr_m9zwpkZsf01qfmt79.jpg)


I can bearly stand to listen to you two argue.



Me...............................................................too
Title: Re: Really bad card ideas
Post by: jonts26 on October 22, 2012, 12:56:28 pm
(http://media.tumblr.com/tumblr_m9zwpkZsf01qfmt79.jpg)


I can bearly stand to listen to you two argue.



Me...............................................................too

Fine, I'll bite.


Why the big pause?
Title: Re: Really bad card ideas
Post by: GendoIkari on October 22, 2012, 01:14:28 pm
People's Court
Action - $3

Choose three Action cards from your hand. Play them each once.

This is almost functionally equivalent to simply "+3 actions". Except a little worse, because you can't play actions that you drew after playing the first action.
Title: Re: Really bad card ideas
Post by: GendoIkari on October 22, 2012, 01:19:26 pm
How about ruined treasures?

Failed Venture
Treasure/Ruins - $0
Worth $1
Reveal the top card of your deck. If it is a Treasure, play it. Otherwise discard it.


This is strictly better than Copper...
Title: Re: Really bad card ideas
Post by: Tombolo on October 22, 2012, 01:22:14 pm
How about ruined treasures?

Failed Venture
Treasure/Ruins - $0
Worth $1
Reveal the top card of your deck. If it is a Treasure, play it. Otherwise discard it.


This is strictly better than Copper...

Not when it discards your good actions, it's not.
Title: Re: Really bad card ideas
Post by: GendoIkari on October 22, 2012, 01:28:07 pm
How about ruined treasures?

Failed Venture
Treasure/Ruins - $0
Worth $1
Reveal the top card of your deck. If it is a Treasure, play it. Otherwise discard it.


This is strictly better than Copper...

Not when it discards your good actions, it's not.

It will discard an average card in your deck, and leave you with an average card in your deck. Same reason your opponent playing Tribute doesn't hurt you on average. In general, cycling is beneficial, as you get your new cards sooner. Even though it's certainly possible that you could play this, and then wish that you hadn't, the general smart strategy would be to buy this over Copper any time you could.
Title: Re: Really bad card ideas
Post by: Ozle on October 22, 2012, 02:03:26 pm
(http://media.tumblr.com/tumblr_m9zwpkZsf01qfmt79.jpg)


I can bearly stand to listen to you two argue.



Me...............................................................too

Fine, I'll bite.


Why the big pause?

Because its a big bear!

Badoom TSCH!
Title: Re: Really bad card ideas
Post by: Tombolo on October 22, 2012, 02:15:55 pm
How about ruined treasures?

Failed Venture
Treasure/Ruins - $0
Worth $1
Reveal the top card of your deck. If it is a Treasure, play it. Otherwise discard it.


This is strictly better than Copper...

Not when it discards your good actions, it's not.

It will discard an average card in your deck, and leave you with an average card in your deck. Same reason your opponent playing Tribute doesn't hurt you on average. In general, cycling is beneficial, as you get your new cards sooner. Even though it's certainly possible that you could play this, and then wish that you hadn't, the general smart strategy would be to buy this over Copper any time you could.

That's different from "strictly superior," though, especially since cycling is outright harmful once you get into the endgame, and probably in a few edge cases as well.  To be fair, though, I did somehow manage to forget about the "play it if it's a treasure" clause....there are still a couple of edge cases though.
Title: Re: Really bad card ideas
Post by: GendoIkari on October 22, 2012, 02:23:48 pm
How about ruined treasures?

Failed Venture
Treasure/Ruins - $0
Worth $1
Reveal the top card of your deck. If it is a Treasure, play it. Otherwise discard it.


This is strictly better than Copper...

Not when it discards your good actions, it's not.

It will discard an average card in your deck, and leave you with an average card in your deck. Same reason your opponent playing Tribute doesn't hurt you on average. In general, cycling is beneficial, as you get your new cards sooner. Even though it's certainly possible that you could play this, and then wish that you hadn't, the general smart strategy would be to buy this over Copper any time you could.

That's different from "strictly superior," though, especially since cycling is outright harmful once you get into the endgame, and probably in a few edge cases as well.  To be fair, though, I did somehow manage to forget about the "play it if it's a treasure" clause....there are still a couple of edge cases though.

And of course you also have Moneylender, Coppersmith, and Counting House. So, as usual, it's almost always possible to show that there's reasons to not consider one card "strictly better" than another. But yeah, with the "play it if it's a treasure" part, you'd have to be in pretty contrived situations before you think that you'd rather have Copper than Failed Venture. Not that you'd often want either...
Title: Re: Really bad card ideas
Post by: Titandrake on October 22, 2012, 02:31:14 pm
GendoIkari this is the bad card idea thread
Title: Re: Really bad card ideas
Post by: GendoIkari on October 22, 2012, 02:33:57 pm
GendoIkari this is the bad card idea thread

Touché.
Title: Re: Really bad card ideas
Post by: Drab Emordnilap on October 22, 2012, 04:03:52 pm
People's Court
Action - $3

Choose three Action cards from your hand. Play them each once.

This is almost functionally equivalent to simply "+3 actions". Except a little worse, because you can't play actions that you drew after playing the first action.

Mostly it was a riff on "what would the opposite of a King's Court be".
Title: Re: Really bad card ideas
Post by: jotheonah on October 24, 2012, 12:41:43 am
Band of Mystics
Action - $5
+1 Action
+$2

Name a card.
Reveal the top card of your deck.
If it's the named card, this card is now that card until it leaves play.
Title: Re: Really bad card ideas
Post by: jotheonah on October 24, 2012, 12:44:26 am
Marauder's Map
Action - $4
Trash this and another Marauder's Map from your hand, and say "I solemnly swear I am up to no good." If you do, you gain 4 Spoils, putting them on your deck. All other players gain 4 Ruins, putting them on their decks.
Title: Re: Really bad card ideas
Post by: jotheonah on October 24, 2012, 12:47:22 am
Prossession
Action - $5P
You may play an Action card from your opponent's hand twice. Discard it. Gain an Action card costing exactly one more than it.




There are depths of Dark Ages combo cards still to go. Tag in, RBCI friends. Anyone want to give "Death Cartographer" a try?
Title: Re: Really bad card ideas
Post by: DWetzel on October 24, 2012, 12:57:54 am
Fool's Copper
$2 - Treasure - Reaction

If this is the first time you've played Fool's Copper this turn, it's worth $1.  Otherwise, it's worth $1.
----------
When another player gains a Province, you may trash this from your hand.  If you do, gain a Fool's Copper, placing it on your deck.
Title: Re: Really bad card ideas
Post by: gman314 on October 24, 2012, 01:07:19 am
Death Cartographer
Action - Looter $3

+$5
Look at the top 4 cards of your deck, trash the revealed actions and put the rest back on top in any order. If you trash no action cards this way, trash this.

When you gain this, gain 2 Ruins.
Title: Re: Really bad card ideas
Post by: gman314 on October 24, 2012, 01:07:40 am
Although, it may be a little too good for this thread.
Title: Re: Really bad card ideas
Post by: jotheonah on October 24, 2012, 02:12:44 am
A really good card can still be a really bad card idea.
Title: Re: Really bad card ideas
Post by: NoMoreFun on October 24, 2012, 04:27:47 am
Never seemed bad before, part 1
$2
Action
+$1
Gain a Silver

Never seemed bad before, part 2
$2
Action
+$1
+2 Actions

Okay it did seem kind of bad
$2
Action
+$1
+2 Buys
Title: Re: Really bad card ideas
Post by: brokoli on October 24, 2012, 04:39:46 am
Band of misread
Action - $5
While this is in play :
- Fairgrounds becomes Farmland and inversely
- Possession becomes Procession and inversely
- Mine becomes Mint and inversely
They are that card until Band of misread leaves play.
Title: Re: Really bad card ideas
Post by: brokoli on October 24, 2012, 04:46:37 am
Poor Lighthouse
Action - $1
+1 action
Now and at the start of your next turn :
+1$
Reveal your hand. -1$ per treasure card in your hand, to a minimum of $0.
---
While this is in play, when another player plays an attack card, it affect you.
Title: Re: Really bad card ideas
Post by: Drab Emordnilap on October 24, 2012, 10:34:34 am
Bulbasaur 40HP G
Basic
GG Leech Seed 20
Unless all damage from this attack is prevented, you may remove one damage counter from Bulbasaur.
Weakness R Resistance -
Title: Re: Really bad card ideas
Post by: TWoos on October 24, 2012, 05:37:30 pm
Marauder's Map
Action - $4
Trash this and another Marauder's Map from your hand, and say "I solemnly swear I am up to no good." If you do, you gain 4 Spoils, putting them on your deck. All other players gain 4 Ruins, putting them on their decks.

That's not bad, that's awesome.
Title: Re: Really bad card ideas
Post by: Drab Emordnilap on October 24, 2012, 05:38:27 pm
Marauder's Map
Action - $4
Trash this and another Marauder's Map from your hand, and say "I solemnly swear I am up to no good." If you do, you gain 4 Spoils, putting them on your deck. All other players gain 4 Ruins, putting them on their decks.

That's not bad, that's awesome.
It should probably be labeled Attack, though.
Title: Re: Really bad card ideas
Post by: brokoli on October 25, 2012, 07:59:12 am
Altarmory
Action - $6
Trash a card from your hand.
Gain a card costing up to $4, putting it on top of your deck.

Grand market square
Action reaction - $4
+1 card
+1 action
+1 buy
---
When one of your card is trashed, you may discard this from your hand.
If you do, gain a platinium.
---
You can't buy this if you have any copper in play.

(and what about hunting grounds party or bandit nomad camp ?)
Title: Re: Really bad card ideas
Post by: ChocophileBenj on October 25, 2012, 11:33:15 am
Hunting grounds party (action $7)
Reveal your hand. Reveal cards from top of your deck until you reveal 4 differently named cards that aren't duplicates of your hand. Add them to your hand and discard the rest.
-----
When this is trashed, gain a Fairgrounds or ?????.

Bandit nomad camp (action $5) :
+1 card
+2 actions
Gain a Spoils
-----
When you buy this card, put it on top of your deck

Count Erfeit (action $5)
+$1, +1 buy
You may choose to play an action card twice. If you do, discard 4 cards, put 2 cards on top of your deck or gain 2 coppers.

Spoilers (Treasure attack $0, not in the supply)
+$3
Return this to the supply. If you do, each other player reveals the 5 cards of top of his deck, discards any number you choose and puts the rest back on his deck in any order you choose.
(kinda looks like pillage ?)

Mining Pillage :
Trash this. If you do, +$2. Either case, each other player with 5 or more cards in hand reveals his hand and discards a card that you choose. Gain 2 Spoilers.

Native Pillage :
Trash this. Choose one : each other player with 5 or more cards in hand reveals his hand and sets a card on his Native Pillage mat that you choose OR they put all the cards from their Native Pillage mat in their hand. Either case, gain 2 Spoilers.
--------
All opponents may look at your Native Pillage mat at any time. Trash the cards on it when the game ends.

Worker's Pillage
+1 buy. Trash this. Each other player with 5 or more cards in hand reveals his hand and discards a card that you choose. Gain 2 Spoilers.

Fishing Pillage :
Trash this. Now and at the start of your next turn, each other player with 5 or more cards in hand reveals his hand and discards a card that you choose. Gain 2 Spoilers.

Farming Pillage :
Trash this. Reveal cards from top of your deck until you reveal an action or treasure card. Put it into your hand and discard the rest. Each other player with 5 or more cards in hand reveals his hand and discards a card that you choose. Gain 2 Spoilers.

Border Pillage :
Trash this. Each other player with 5 or more cards in hand reveals his hand and discards a card that you choose. Gain 2 Spoilers.
-------
When you gain this, gain a card costing less than this.

(yeah, the last one got its own spoiler !!!)
Title: Re: Really bad card ideas
Post by: ChocophileBenj on October 30, 2012, 04:23:34 pm
Once again :

Vision attacks :

-See through the Sea- Action attack, cost $4
+$2
Each player (including you) reveals the top 5 cards of his deck. Choose one for each : either he discards them all, or he puts them back in any order he chooses.

-Noble Thief Oracle-
+$1
When you buy this or play it, each player (including you) reveals the 2 top cards of his deck. Choose one for each player : he discards them, or he puts it back in any order he chooses ; then he reveals the 2 top cards of his deck. If a treasure other than copper is revealed, they trash one you choose, and discard the rest. Gain any of the trashed cards. Opponents that didn't reveal any treasure gain a copper.

-Crying Pool-
+1 action
Each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice. Then, each opponent trashes the first card of their deck and gain a card costing at least $1 less that you choose.

Victory cards and fodders :
-Duke of the Silk-
$9, victory
Worth 1 VP per Victory card you have.

-Fresh Mint- (already done ?)
$5, action
You may reveal a victory card from your hand. Gain a copy of it.
-----------
When you buy this, reveal your hand and trash all victory cards in it, plus all victory cards you have in play.

-Island in the Sun-
$5, action victory
Set aside a card from your hand. Return it to your deck at the end of the game.
---
Worth 2 VP.

City of Dreams (a not so bad card -_- even if there may be better)
$5, action victory
+1 card
+2 actions
---
Worth 1 VP per empty stack.

Philosopher's Garden (and not Fool's Garden ^^)
$9, victory treasure
When you play this, count yur deck, discard pile, and hand. Worth $1 for every 10 cards in it.
Worth 1 VP for every 12 cards in your deck (rounded down) ;
Whenever you count your number of cards, this counts for 4 cards instead of 1.

Feotunnel :
Victory Reaction, cost $6
Worth 1 VP for every 3 Golds in your deck (rounded down)
---
When you discard this from play outside of your Clean-up phase, you may reveal this. If you do, gain a Gold. When you trash this, gain 3 golds.

And last one :

Worse trader(s) :
Action reaction, cost $4
+1 buy
+$3
Trash 2 cards. Gain a number of silvers equal to the cost in $ of the most expensive of them.
---
When an opponent plays an attack, or you gain a card, you may reveal this and set this aside. If you do, instead, gain a silver, setting it aside. At the start of your next turn, return this and the gained silver to your hand.
Title: Re: Really bad card ideas
Post by: jotheonah on October 30, 2012, 04:36:19 pm
There are some good ideas buried in these bad ideas. I LOVE the idea of a self-synergizing tunnel.
Title: Re: Really bad card ideas
Post by: GendoIkari on November 06, 2012, 04:59:17 pm
Palace $11

Pick an action card. Play it as many times as you like.
Quickly degenerates into a 'who can name the highest number' competition with Monument. Which, admittedly, can be pretty fun if you know your absurdly-high numbers. (I'll play the Monument G(5^^^^^5) times...)

Ok, so this is a really old post, but I just now noticed it for the first time. Considering how much my brain hurt the first time I tried to comprehend Graham's Number, I'm going to go ahead and not even start to think about the number that you have just written...
Title: Re: Really bad card ideas
Post by: gman314 on November 06, 2012, 05:03:04 pm
Palace $11

Pick an action card. Play it as many times as you like.
Quickly degenerates into a 'who can name the highest number' competition with Monument. Which, admittedly, can be pretty fun if you know your absurdly-high numbers. (I'll play the Monument G(5^^^^^5) times...)

Ok, so this is a really old post, but I just now noticed it for the first time. Considering how much my brain hurt the first time I tried to comprehend Graham's Number, I'm going to go ahead and not even start to think about the number that you have just written...

Or, use the Ackermann function: I'll play Monument A(g64, g64) times.
Title: Re: Really bad card ideas
Post by: Sakako on November 07, 2012, 08:58:18 am
Palace $11

Pick an action card. Play it as many times as you like.
Quickly degenerates into a 'who can name the highest number' competition with Monument. Which, admittedly, can be pretty fun if you know your absurdly-high numbers. (I'll play the Monument G(5^^^^^5) times...)

Ok, so this is a really old post, but I just now noticed it for the first time. Considering how much my brain hurt the first time I tried to comprehend Graham's Number, I'm going to go ahead and not even start to think about the number that you have just written...

Or, use the Ackermann function: I'll play Monument A(g64, g64) times.

Or, you can use recursion as well: Letting WTF be the number of times gman314 played Monument, I'll play it A(WTF,WTF) times.
Title: Re: Really bad card ideas
Post by: Drab Emordnilap on November 07, 2012, 09:23:45 am
Palace $11

Pick an action card. Play it as many times as you like.
Quickly degenerates into a 'who can name the highest number' competition with Monument. Which, admittedly, can be pretty fun if you know your absurdly-high numbers. (I'll play the Monument G(5^^^^^5) times...)

Ok, so this is a really old post, but I just now noticed it for the first time. Considering how much my brain hurt the first time I tried to comprehend Graham's Number, I'm going to go ahead and not even start to think about the number that you have just written...

Or, use the Ackermann function: I'll play Monument A(g64, g64) times.

Or, you can use recursion as well: Letting WTF be the number of times gman314 played Monument, I'll play it A(WTF,WTF) times.
A(WTF,WTF) + 1
Title: Re: Really bad card ideas
Post by: qmech on November 07, 2012, 06:30:10 pm
Diagonalise people!

A(n,n) is going to grow pretty fast.  Taking that as a base for defining a new function in the same way that A is built from f(n) = n+1 you can build up a B so that B(n,n) grows unimaginably faster.  You can then repeat this process again to get C(n,n) which in turn blows B out of the water.

If you know about ordinals then you're only 3 steps in at that point; you can keep going quite a long way up the hierarchy.
Title: Re: Really bad card ideas
Post by: theory on November 07, 2012, 06:46:22 pm
This is a really fascinating discussion that has thus far tracked this superb essay by Scott Aaronson: "Who Can Name the Bigger Number" (http://www.scottaaronson.com/writings/bignumbers.html)
Title: Re: Really bad card ideas
Post by: DStu on November 08, 2012, 05:59:40 am
This is a really fascinating discussion that has thus far tracked this superb essay by Scott Aaronson: "Who Can Name the Bigger Number" (http://www.scottaaronson.com/writings/bignumbers.html)
The Busy Beavers are certainly excluded, as we all know Dominion cards are like small computer programs, so just computable numbers please.
Title: Re: Really bad card ideas
Post by: Ozle on November 08, 2012, 06:05:16 am
Is the answer 74.5?
Title: Re: Really bad card ideas
Post by: Sakako on November 08, 2012, 08:57:13 am
How about "The largest number that can be described in less than 68 characters"?
Title: Re: Really bad card ideas
Post by: DStu on November 08, 2012, 11:11:58 am
How about "The largest number that can be described in less than 68 characters"?

-> Scott Aaronson (http://www.scottaaronson.com/writings/bignumbers.html)
Quote from: said link


The biggest whole number nameable with 1,000 characters of English text

Surely this number exists. Using 1,000 characters, we can name only finitely many numbers, and among these numbers there has to be a biggest. And yet we’ve made no reference to how the number’s named. The English text could invoke Ackermann numbers, or Busy Beavers, or higher-level Busy Beavers, or even some yet more sweeping concept that nobody’s thought of yet. So unless our opponent uses the same ploy, we’ve got him licked. What a brilliant idea! Why didn’t we think of this earlier?

Unfortunately it doesn’t work. We might as well have written

One plus the biggest whole number nameable with 1,000 characters of English text

This number takes at least 1,001 characters to name. Yet we’ve just named it with only 80 characters! Like a snake that swallows itself whole, our colossal number dissolves in a tumult of contradiction. What gives?

The paradox I’ve just described was first published by Bertrand Russell, who attributed it to a librarian named G. G. Berry. The Berry Paradox arises not from mathematics, but from the ambiguity inherent in the English language. There’s no surefire way to convert an English phrase into the number it names (or to decide whether it names a number at all), which is why I invoked a "reasonable modern mathematician" in the rules for the biggest number contest. To circumvent the Berry Paradox, we need to name numbers using a precise, mathematical notational system, such as Turing machines—which is exactly the idea behind the Busy Beaver sequence. So in short, there’s no wily language trick by which to surpass Archimedes, Ackermann, Turing, and Rado, no royal road to big numbers.

Edit: If you ask yourself how I add one to your "the largest number that can be described in less than 68 characters" without needing additional characters:
1) If "the largest number that can be described in less then 68 characters" exists and was well-defined, it would coincides with "the largest number that can be described in less then 99 characters", as this are also only 68 characters. So now I won 31 characters, and can write '"the largest number that can be described in less then 99 characters"+1", which is larger than "tlntcbdilt99c", but can be described in less then 99 characters.
Title: Re: Really bad card ideas
Post by: Axxle on November 08, 2012, 11:59:06 am
That's not a paradox, "One plus the biggest whole number nameable with 1,000 characters of English text" fails to adequately describe the number in question.
Title: Re: Really bad card ideas
Post by: jotheonah on November 08, 2012, 12:59:21 pm
Math talk
Action-Attack - $X

+X Math
Math math math math math math

_______________

Math math math math math
Title: Re: Really bad card ideas
Post by: gman314 on November 08, 2012, 01:08:47 pm
Chicken chicken
chicken - $chicken

chicken chicken chicken chicken chicken chicken chicken
_________________

chicken chicken chicken chicken chicken
Title: Re: Really bad card ideas
Post by: jotheonah on November 08, 2012, 02:12:47 pm
You may reveal a chicken. If you do, chicken chicken chicken.
Title: Re: Really bad card ideas
Post by: Qvist on November 08, 2012, 02:49:22 pm
Dominion in a nutshell $101* Action - Duration

While this in play, trash this.
If you do, gain a blue dog or not. Depends on the kingdom.
Play this again next turn.
----
When you gain this, gain another Dominion in a nutshell
and shuffle them in your deck even when the other card is not Dominion in a nutshell.



Title: Re: Really bad card ideas
Post by: ConMan on November 08, 2012, 06:43:59 pm
Blue Dog
$4 - Victory-Treasure-Action
$0
0VP
---
When you would gain this, you may instead confuse Donald X.
Title: Re: Really bad card ideas
Post by: brokoli on November 09, 2012, 08:25:19 am
Inattentive noob's militia
Action - $4
+$2
Each other player discard two cards.
Title: Re: Really bad card ideas
Post by: NoMoreFun on November 10, 2012, 02:03:35 am
Idiot's Village
Action/Victory - $3
+1 Card
+2 Actions
Worth 2VP for every Action you have in play
Title: Re: Really bad card ideas
Post by: ChocophileBenj on November 10, 2012, 05:34:42 am
Scoutpost
Action Duration, $5
+1 action
Reveal the top 4 cards of your deck. Set aside the victory cards revealed and put back the others cards on top of your deck in any order. Draw those cards instead of your usual 5 cards during your clean-up phase. Take an extra turn after this one. This can't cause you take more than 2 consecutive turns.

Dark Sages (featuring Hinterlands' inhabitants)
Action, $4
+1 action
Reveal cards from your deck until you reveal a card costing $3 or more. Discard the other revealed cards, trash that card then gain it into your hand.

Market Squire
Action, $3
+$1
Choose one : +2 actions, +2 buys or trash a card from your hand, if you do gain a Gold.
Title: Re: Really bad card ideas
Post by: brokoli on November 10, 2012, 06:38:49 am
;D I love the Dark Sages !
Title: Re: Really bad card ideas
Post by: zahlman on November 10, 2012, 09:58:15 am
Worth 2VP for every Action you have in play

How does that even... o_O
Title: Re: Really bad card ideas
Post by: ConMan on November 13, 2012, 07:59:32 pm
Rounding Error
Action - $10-ish
While this is in play, you may treat any numeral appearing on a card as being one higher or one lower than its printed value.
Title: Re: Really bad card ideas
Post by: Tables on November 13, 2012, 08:35:05 pm
Rounding Error
Action - $10-ish
While this is in play, you may treat any numeral appearing on a card as being 1 higher or 1 lower than its printed value.

FTFY ;)
Title: Re: Really bad card ideas
Post by: Sakako on November 13, 2012, 09:48:58 pm
Idiot's Village
Action/Victory - $3
+1 Card
+2 Actions
Worth 2VP for every Action you have in play

So basically you just spam Duration cards on the last turn?
Title: Re: Really bad card ideas
Post by: NoMoreFun on November 13, 2012, 10:45:28 pm
Idiot's Village
Action/Victory - $3
+1 Card
+2 Actions
Worth 2VP for every Action you have in play

So basically you just spam Duration cards on the last turn?

I think the rule is that you return them to your deck at the end of the game for the purpose of gardens etc.
I would still buy it if it cost $7.
Title: Re: Really bad card ideas
Post by: NoMoreFun on November 13, 2012, 10:56:01 pm
Aotearoa
Victory
$10*
Worth 8VP
---
This card is not for sale

Shon Key
Treasure - $6
Worth $0
-1 buy
When you play this, gain an Aotearoa


Hippies
Action/Reaction - $2
+4 cards
-1 buy
---
When a player gains a card with a * in its cost, you may reveal this. If you do, gain a Rabble.

Commune
Action/Attack - $2
+1 buy
+2 actions
Each other player reveals their hand and returns all reactions to the supply.
Title: Re: Really bad card ideas
Post by: NoMoreFun on November 17, 2012, 06:47:31 am
Cadfael
Action - $5
+$1
+1 buy
Gain an action card costing less than this and play it.
---
When you discard this from play, you may put a treasure in play on top of your deck.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on November 23, 2012, 02:53:59 pm
Ill-gotten prizes :
Worth $2
This is worth $1 more per unusued action you have.
When you play this, you may gain an estate, putting it into your hand.
---
When you gain this, each other player gains a curse and discards down to 3 cards in hand.


Bad Luck Brian's Farming Minstrel Golem :
Action, Looter, Ruins.
Choose one : + 2 actions, reveal cards from your deck until you reveal a ruin and put it into your hand OR
reveal cards from your deck until you reveal two ruins other than FMG and play them in either order OR +2 actions, reveal the 3 cards from top of your deck and put back the ruins on top of your deck in any order.
In any case, discard the other revealed cards.


Card designer's nightmare :
Action, Reaction
+$2 ; look at the top 2 cards from top of your discard pile. Draw one of them, trash one of them and gain a card that shares the same type costing up to $3 more. Then you may shuffle your discard pile.
------
When an opponent plays an attack, you may reveal and discard this this. If you do, the attacker loses 1 VP.


Scumbag Card designer :
Action, cost $1
Gain a card from the trash costing up to $4.
-------
When you gain this, gain a Ruins.
Title: Re: Really bad card ideas
Post by: Archetype on November 25, 2012, 07:27:54 pm
From this thread: http://forum.dominionstrategy.com/index.php?topic=5547.0

Lucky Charm
Cost: 3
Action-Reaction-Charm-Cereal

+1 Card
+1 Action
Gain a Lucky Charm, and then another Charm of your choice.
                                                                 
When another player gains a Lucky Charm, you may reveal and discard this card from your hand, say "They are always after me Lucky Charms!", and gain the card instead.

No offense intended to the creator, I actually think the idea of 'Charms' is really cool.
Title: Re: Really bad card ideas
Post by: sudgy on December 01, 2012, 11:35:48 pm
Insane Cemetary Owner:
Cost: 4
Action
+1 Buy
Gain two cards from the trash with the same cost putting them into your hand, then trash this.



Pretty simple what the problem is: have Insane Cemetary Owner in trash and hand, Mining Village in hand, no cards in deck and discard, play Mining Village, trash it, Play Insane Cemetary Owner, get Insane Cemetary Owner and Mining Village in hand...  Buy every card in the game.
Title: Re: Really bad card ideas
Post by: NoMoreFun on December 02, 2012, 10:50:11 am
It's Arbitrary Theme Time!

Duke:
Action/Victory - $5
Choose one: +1 Action, or discard this from play
---
Worth 1 VP for every Duchy in your deck

Treasury
Action/Duration - $5
+1 Card, +1 Action
Now, and at the start of every turn this is in play: +$1
---
When you buy a victory card, discard this from play

Philosopher's Stone:
Treasure - $3P
Worth $1 for every 5 cards in your deck and discard pile. This includes action cards.

Worker's Village
Action - $10*
+1 Card
+2 Actions
+1 Buy
---
If any actions or treasures are in play, this card costs $4

Remake
Action - $4
Do this twice: Trash a card from your hand, gain a different card costing exactly $1 more.

Oasis:
Action - $3
+1 Card, +1 Action, +$1
Discard a card from your hand
---
When you buy this, discard a treasure from your hand (or reveal a hand with no treasure)

Armory
Action/Ruins - $4
Gain a card costing up to $4
---
When you trash this, gain a Relic from the Relic Pile and a Ruins, putting them both in your hand.

Relic
Treasure - 0*
When you play this, return it to the Relic Pile. If you do, you may return a Ruins to the supply.

Title: Re: Really bad card ideas
Post by: SirPeebles on December 02, 2012, 10:55:46 am
Anchor
$2 Action

+1 Card
+1 Action

Look at the top card of your deck.  You may put it on bottom.
Title: Re: Really bad card ideas
Post by: brokoli on December 02, 2012, 11:09:36 am
Anchor
$2 Action

+1 Card
+1 Action

Look at the top card of your deck.  You may put it on bottom.

Hey, I really like that reversed pearl diver. Not a bad idea !
Title: Re: Really bad card ideas
Post by: qmech on December 02, 2012, 03:23:44 pm
Rich man's Scheme: return your Moat to the top of the deck with Secret Chamber, and on your turn Anchor it to the bottom, run through your draw engine, then Pearl Diver the Moat back up to the top to have it hand for your next turn.
Title: Re: Really bad card ideas
Post by: heron on December 02, 2012, 03:26:57 pm
Indecision: $7 Action-Reaction-Duration-Attack

Choose 4, of which two are the same and the rest are different:
... Choose 2:
... ... +1 Card
... ... Trash a card from your hand.
... ... Each opponent discards down to 4 cards in hand.
... +$3 Pick 2 supply piles. You may only buy from those piles for the next two turns, or until you play an Indecision and execute all of its actions in under 6 seconds.
... +1 Card. Each opponent draws 5 cards and discards down to 2 cards in hand. If they take longer than 6 seconds.
... Choose 1:
... ... Roll a die: If it is not a 5 or 6, +$3. Else, discard 2 cards.
... ... Hold a round-robin, best of 7 rock paper scissors tournament with all players. Winner draws 4 cards.
... Trash your discard pile and gain an estate.
... +$1 Place an indecision token on a supply pile. When one gains from that pile, they gain an indecision.

If there have been less than 6 seconds since you played indecision, play an indecision from your hand, or reveal a hand with no indecisions.
When you buy this, you may return it to the supply.
Title: Re: Really bad card ideas
Post by: SirPeebles on December 02, 2012, 03:29:56 pm
Rich man's Scheme: return your Moat to the top of the deck with Secret Chamber, and on your turn Anchor it to the bottom, run through your draw engine, then Pearl Diver the Moat back up to the top to have it hand for your next turn.

Oh, sorry.  Anchor draws your moat.  You need to know the second-to-top card of your deck.

Well wishes,
SirPeebles
Title: Re: Really bad card ideas
Post by: qmech on December 02, 2012, 03:48:23 pm
Rich man's Scheme: return your Moat to the top of the deck with Secret Chamber, and on your turn Anchor it to the bottom, run through your draw engine, then Pearl Diver the Moat back up to the top to have it hand for your next turn.

Oh, sorry.  Anchor draws your moat.  You need to know the second-to-top card of your deck.

Well wishes,
SirPeebles

Make it your second card with Secret Chamber. 8)
Title: Re: Really bad card ideas
Post by: eigensheep on December 07, 2012, 06:19:52 pm
Irate ship: $4 action
Each opponent searches their draw pile for 2 victory cards discards them.
Title: Re: Really bad card ideas
Post by: jotheonah on December 07, 2012, 10:13:15 pm
Naive Village
Action - $2

+2 Actions
Choose one: Set aside the top card of your deck face down on your Naive Village mat (don't look at it); or play the top card from your mat.  You may not look at the cards on your mat at any time; return them to your deck at the end of the game.
Title: Re: Really bad card ideas
Post by: zahlman on December 08, 2012, 12:28:22 am
Itch - Action - $5

+2 Cards
You may scratch. If you do, each opponent gains an Itch.
Title: Re: Really bad card ideas
Post by: DWetzel on December 08, 2012, 01:28:06 am
Nights
Action - Attack - $5

It does some stuff.  Who cares?  It's dark and you can't read the card anyway.
Title: Re: Really bad card ideas
Post by: Schneau on December 08, 2012, 01:21:11 pm
Fast
$4 - Action

Trash this card. Gain a card costing up to $3.
Title: Re: Really bad card ideas
Post by: SirPeebles on December 08, 2012, 04:02:55 pm
Locusts
$4 Action

Each other player discards a Gardens from his hand.
Title: Re: Really bad card ideas
Post by: AJD on December 08, 2012, 05:24:10 pm
Fast
$4 - Action

Trash this card. Gain a card costing up to $3.

Really ought to be "gain nothing", right? "Gain a card costing up to $3" would be "Light Meal".
Title: Re: Really bad card ideas
Post by: jotheonah on December 08, 2012, 05:43:37 pm
Fast
$4 - Action

Trash this card. Gain a card costing up to $3.

Really ought to be "gain nothing", right? "Gain a card costing up to $3" would be "Light Meal".

How about this
Fast
$4 - Action
Gain a Fast. Trash a card costing up to $5.
Title: Re: Really bad card ideas
Post by: Tables on December 08, 2012, 07:20:11 pm
Fast
$4 - Action
Trashthiscardgainacardcostingupto$5hurryhurryhurry
Title: Re: Really bad card ideas
Post by: zahlman on December 10, 2012, 03:10:05 pm
Pwn - $20 - Action
Win the game.
Title: Re: Really bad card ideas
Post by: jotheonah on December 10, 2012, 04:22:41 pm
Fast
$4 - Action

Trash this card. Gain a card costing up to $3.

Really ought to be "gain nothing", right? "Gain a card costing up to $3" would be "Light Meal".

How about this
Fast
$4 - Action
Gain a Fast. Trash a card costing up to $5.

Tries to make the opposite of Feast. Accidentally creates Rats.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on December 10, 2012, 06:48:58 pm
Here's a little game : try to guess the cards'names

Contraband of misfits
Action, $5
When you play this, the player to your left names another action card costing less than this. This is that card until it leavec play. You can't buy this card this turn.

King's courtyard
Action, $7
Do this three times : +3 cards, put one card from your hand on top of your deck.

Witchtower
Action attack reaction, $5
Draw until you have 6 cards in hand.
Each other player gains a Curse card.
-------
When you gain a Curse card, you may reveal this. If you do, either trash the gained card or put it on top of your deck.

Spy Merchant
Action attack, $4
You may trash a Treasure from your hand. If you do, each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice.

Embargolem
Action, $2
=$2, trash this card. Put one [this card] token on any pile in the supply. Reveal cards from top of your deck until you reveal two action cards other than [this card]. Discard the other revealed cards and play the action cards in either order.
--------
When a player plays a card, he gains a Curse per [this card] token on its supply pile.
Title: Re: Really bad card ideas
Post by: zahlman on December 10, 2012, 06:52:18 pm
Ban - Treasure - $7

Worth $1 for each Kpop song (including this (http://www.youtube.com/watch?v=QTHOeg8lnTo)) you have in play.
Title: Re: Really bad card ideas
Post by: Tables on December 10, 2012, 06:56:08 pm
Oh gosh. Those two cards. I don't even want to think about what this card is going to do.

Embargolembargolembargolem
Title: Re: Really bad card ideas
Post by: ConMan on December 10, 2012, 07:10:13 pm
Here's a little game : try to guess the cards'names

Witchtower
Action attack reaction, $5
Draw until you have 6 cards in hand.
Each other player gains a Curse card.
-------
When you gain a Curse card, you may reveal this. If you do, either trash the gained card or put it on top of your deck.
Nuts, I guessed Watchtorturer.
Title: Re: Really bad card ideas
Post by: mDuo13 on December 12, 2012, 07:55:06 pm
Online Market
Action - $7
+1 Card, +1 Action
You may buy any number of cards this turn. Reduce the costs of all cards by $2 while this is in play, but increase the cost of the first card you buy this turn by $5 to cover shipping and handling. (The shipping cost cannot be reduced.)
----
You can't buy this if you have any treasures in play.
Title: Re: Really bad card ideas
Post by: Robz888 on December 18, 2012, 02:32:29 pm
Univercity
Type: Action
Cost: $5P

+2 Actions
Gain a card costing up to $5P.
If there is no more of [this card] in the supply, +2 Cards, +$1, + 1 buy.
Title: Re: Really bad card ideas
Post by: DWetzel on December 18, 2012, 03:49:59 pm
Cartographermit
Action - $5
+1 Card
+1 Action
Look at the top 4 cards of your deck.  Discard any of them.  Put the rest back in any order.
Look through your discard pile.  You may trash a card from your hand or discard pile that is not a Treasure.  Gain a card costing up to $3.
When you discard this from play, if you did not buy any cards this turn, trash this and gain a Madman from the Madman pile.
Title: Re: Really bad card ideas
Post by: zahlman on December 18, 2012, 06:36:27 pm
Scoutpost - Action - $5
+1 Action
Reveal the top 4 cards of your deck. Put the revealed Victory cards in your hand and set aside the rest.
----
In this turn's clean-up phase, instead of drawing 5 cards, put the set-aside cards into your hand. Take an extra turn after this one. This can't cause you to take more than two consecutive turns.
Title: Re: Really bad card ideas
Post by: Tables on December 18, 2012, 06:56:43 pm
I see all your two card merges and raise you a third.

Talismandarinn - Treasure - $5
+$3
discard two cards
put a card from your hand on top of your deck
---
While this is in play, when you gain a card costing $4 or less, gain a copy of it.
---
When you gain this, look through your discard pile, reveal any number of action cards and shuffle them into your deck. Then put all treasures in play on top of your deck.

Apprenticellarmory - Action - $5
+1 action.
Trash a card from your hand and discard any number of cards then gain a card costing up to $4, putting it on your deck. Draw cards equal to the cost in $ of the trashed card, plus the number of discarded cards, plus two if it had a potion in it's cost.

Secret Chambassadoracle - Action/Reaction - $3
Look at the top two cards of your deck. Choose one: Discard any number of them, $1 per discarded card; OR reveal one of them, return up to two copies of the looked at cards to the supply and each other player gains a copy of it. Put the remaining cards back in any order.
+2 cards
---
When another player plays an attack card, you may reveal this. If you do, +2 cards then put two cards from your hand on top of your deck.
Title: Re: Really bad card ideas
Post by: jotheonah on December 18, 2012, 09:33:05 pm
Lol! Tables just won the thread.
Title: Re: Really bad card ideas
Post by: Archetype on December 18, 2012, 09:38:19 pm
That first one is the best mashup ever.
Title: Re: Really bad card ideas
Post by: mail-mi on December 18, 2012, 09:52:02 pm
Village Idiot III
Action-Duration-Reaction
+1 card
+1 action
When any player plays an action card, you may reveal this card.
At the start of your next turn, discard this card
Title: Re: Really bad card ideas
Post by: Tables on December 18, 2012, 11:21:52 pm
Oh gosh I just noticed I said when you gain a card costing less than $4, not buy a card. Well I guess I can get away with it, since this is the terrible ideas thread.

Edit: Also that last card is missing the Oracle attack and needs to be attack type. Hmm... Each player reveals the top two cards of their deck. For each player, choose one... Vague wording hilarity ensues.
Title: Re: Really bad card ideas
Post by: Tables on December 18, 2012, 11:37:20 pm
Because, man, three wasn't enough, let's try seven. I think I'll stop there. But try and guess which 7 cards make this up before peeking!

Bureaucrossroasir Vanderbalistoreroomad Camp - Action/Attack - $lots
+1 card
+$1
Discard a card.
+1 buy
If this is the first [this card] you've played this turn, +3 actions. Gain a Silver, putting it on top of your deck. Each other player reveals the top two cards of their deck, trashes one costing from $3 to $6, then puts a revealed victory card on top of their deck (or reveals a set of revealed cards with no victory cards). Discard any number of cards. +1 card per card discarded. Discard any number of cards again. +$1 per card discarded.
---
When you discard this from play, you may put a treasure card in play on top of your deck.
---
When you trash this, gain a Gold
---
When you gain this, put it on top of your deck
Title: Re: Really bad card ideas
Post by: zahlman on December 19, 2012, 02:41:28 am
But try and guess which 7 cards make this up before peeking!

You left it up outside spoiler tags as well...
Title: Re: Really bad card ideas
Post by: Tables on December 19, 2012, 10:02:59 am
But try and guess which 7 cards make this up before peeking!

You left it up outside spoiler tags as well...

D: Well this is what happens when you do things at 4am :P
Title: Re: Really bad card ideas
Post by: brokoli on December 23, 2012, 10:47:58 am
So, what about more ruins ?

Ruined Throne room
Choose an action card from your hand.
Play it once.

Abandoned workshop
Gain a card costing up to $2

Abandoned garden
Worth 1VP for every 100 cards in your deck (rounded down)

Bungled remodel
Trash a card from your hand.
Gain a card costing up to $0 more than the trashed card.

Ruined moat
When another player plays an attack card, you may reveal this from your hand.

Lost militia
Each other player discards down to 5 cards in hand.

And my favourite :

Lost scout
+1 action
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
Title: Re: Really bad card ideas
Post by: hsiale on December 23, 2012, 10:57:50 am
Moat should be "Dry Moat" :)

Fallen Monument
+0 VP. +$0.

(I was thinking about a playable Fallen Monument ruin, giving just VP and no cash, but it would need some penalty, Monument is $4 card and we have a ruin that is an $3 card - Woodcutter with no +$2)
Title: Re: Really bad card ideas
Post by: Cuzz on December 23, 2012, 11:57:12 am
Merchant Pirate Ghost King's Courtship - Action/Attack - $$$$$$$

+2 cards
Now and at the start of your next turn: +$2.
Each other player with 4 or more cards in hand puts cards from his hand on top of his deck until he has 3 cards in his hand.
Choose one: Each other player reveals the top 2 cards of his deck, trashes a revealed Treasure that you choose, discards the rest, and if anyone trashed a Treasure you take a Coin token; or, +$1 per Coin token you’ve taken with Merchant Pirate Ghost King's Courthips this game.
You may choose an action card in your hand. Play it three times.
Title: Re: Really bad card ideas
Post by: brokoli on December 23, 2012, 12:21:42 pm
Thinking about a new mechanic...

Bluffer
Treasure - $5
Worth $3
---
Whenever you want, you may play a card face down and announce that card is a bluffer. Any card can be played "as a bluffer".
Any other player can challenge you. If he does, reveal the card played face down. If the card is really a bluffer, the challenger gains a curse. Otherwise, you gain a curse and discard the card played "as a bluffer".
When there are no more curses in the supply, you can't play cards face down anymore.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on December 23, 2012, 05:22:17 pm
Militiadventurerminnt
(Insert here a good card description that could be a mix between Militia + adventurer + hermit + mint + inn)

Scounting house
+1 action
Look through your discard pile and reveal any number of victory cards in it, put them into your hand.

And what about some scouthief/scoutransmute ?


(gee, this topic is gonna become mad with those mixed cards names and scout jokes... no matter, it was already !)
Title: Re: Really bad card ideas
Post by: Tables on December 23, 2012, 06:33:04 pm
Thinking about a new mechanic...

Bluffer
Treasure - $5
Worth $3
---
Whenever you want, you may play a card face down and announce that card is a bluffer. Any card can be played "as a bluffer".
Any other player can challenge you. If he does, reveal the card played face down. If the card is really a bluffer, the challenger gains a curse. Otherwise, you gain a curse and discard the card played "as a bluffer".
When there are no more curses in the supply, you can't play cards face down anymore.

I've actually done this :P. It worked decently in 2 player, but was too political.
Title: Re: Really bad card ideas
Post by: DWetzel on December 24, 2012, 12:43:27 pm
After my tournament beatdown and a couple subsequent games, I think this is an actual card:

Stef Market
Action - Reaction - Attack
This card has no cost.  It is only accessible to Stef, who automatically starts with it in his deck.

Choose up to four: Visualize the perfect engine at turn 1; automatically connect engine components for the entire game; trash any cards you don't want; or draw the perfect hand in the endgame to win by 1 point.
Title: Re: Really bad card ideas
Post by: zahlman on December 24, 2012, 07:27:06 pm
...and I thought *my* rants about luck were creative...
Title: Re: Really bad card ideas
Post by: hypercube on December 25, 2012, 02:13:49 am
Wormhole
Victory/Reaction - $3
2VP
----------
If this card is in a discard pile and cards are discarded on top of it, move those cards to underneath another visible Wormhole card (either in the Supply or at the top of another player's discard).

Tunnel of Love
Victory/Reaction - $3
2VP
----------
You may reveal this card when another player plays an Attack card. If you do, gain a hug from that player.
Title: Re: Really bad card ideas
Post by: heron on December 25, 2012, 11:23:29 pm
Goko Launch
Action
Cost: More money than you have.

Shut down isotropic.

If goko doesn't stop crashing for me, this would be a very bad card indeed.
Title: Re: Really bad card ideas
Post by: Nicrosil on December 27, 2012, 04:44:49 pm
Fool's Golem
Cost: P
Action
If this is the first time you played a Fool's Golem this turn, reveal cards from your deck until you reveal an Action card other than a Fool's Golem. Otherwise reveal cards from your deck until you reveal 4 Action cards other than Fool's Golem cards. Discard the other cards, then play the Action cards in any order.
---
When another player gains a Province, you may trash this from your hand. If you do, gain a Golem, putting it on your deck.
Title: Re: Really bad card ideas
Post by: zahlman on December 28, 2012, 04:10:09 am
Fool's Golem
Cost: P
Action
If this is the first time you played a Fool's Golem this turn, reveal cards from your deck until you reveal an Action card other than a Fool's Golem. Otherwise reveal cards from your deck until you reveal 4 Action cards other than Fool's Golem cards. Discard the other cards, then play the Action cards in any order.
---
When another player gains a Province, you may trash this from your hand. If you do, gain a Golem, putting it on your deck.

That would make more sense if Golem played three Actions...
Title: Re: Really bad card ideas
Post by: sudgy on December 29, 2012, 03:28:42 am
Selfish King's Court
Action, $7
Choose a Selfish King's Court from your hand.  Play it three times.

Throne's Court
Action, $11
Choose an action card from your hand.  Play it twice.  Play it three times.
Title: Re: Really bad card ideas
Post by: Morgrim7 on December 31, 2012, 12:23:52 am
Selfish King's Court
Action, $7
Choose a Selfish King's Court from your hand.  Play it three times.

Throne's Court
Action, $11
Choose an action card from your hand.  Play it twice.  Play it three times.
or...King's Throne...
Title: Re: Really bad card ideas
Post by: sudgy on December 31, 2012, 12:35:10 am
Selfish King's Court
Action, $7
Choose a Selfish King's Court from your hand.  Play it three times.

Throne's Court
Action, $11
Choose an action card from your hand.  Play it twice.  Play it three times.
or...King's Throne...

Man, that's a lot better...
Title: Re: Really bad card ideas
Post by: ChocophileBenj on January 01, 2013, 02:10:05 pm
Empty Courtyard
Put one card from your hand on top of your deck
(might be awesome with minion/tactitian or even menagerie/shanty town/library if you topdeck another ruin

Fool swindler (attack)
Each other player trashes the top card of his deck and gains a card costing the same. If there isn't any available, they gain a card.

And now... I did it !
Son of a scout
Reveal the top 3 cards of your deck. Put one victory card in your hand. Put the remaining cards on top of your deck in a random order.

Unreliable outpost
Draw 3 cards (instead of 5) during your clean-up phase.

I apologize if children read this, but I had to do it :
Wharf the f*** :
Now and at the start of your next turn : +1 buy, discard 2 cards.

Cheap ghost (attack)
+2 cards
Each other player puts back any number of cards on top of his deck
This is an attack, so if they want to reveal some Horse Traders/Secret chamber/Beggar, they may do so !

Not fast expand :
Trash a card from your hand that is not a Curse, Ruins or Shelter from your hand.
Gain a card costing up to its cost that is not a victory card.

Cache-cache (this is the French for Hide and seek and Cache has also this name in French ^^)
+$2
When you play this, the player to your left may choose you to gain no, one or two copper(s).

Failed Harvest
Reveal the top 4 cards of top of you deck and discard them.
Title: Re: Really bad card ideas
Post by: Powerman on January 01, 2013, 09:29:01 pm
Time's up!
$4 Action-Duration
Name an amount of time.
-----------------------------
While this is in play, if an opponent goes over that amount of time in their turn, they gain a curse and you gain a silver.  If you go over that amount of time in your turn, discard this card, reveal cards from the top of your deck until you reveal one costing $5 or more, trash it, and gain 3 curses, putting them on your deck.
Title: Re: Really bad card ideas
Post by: sudgy on January 01, 2013, 10:26:59 pm
Dominion
$5 Action
Play a game of Dominion with the Dominion card in the kingdom.  If you win that game, +2 Cards, +2 Actions, +2 Buys, +$2.
Title: Re: Really bad card ideas
Post by: Kirian on January 01, 2013, 10:41:00 pm
Black Lotus
$0 Treasure
Worth $3
----
When you play this card, trash it.

(And you thought it was overpowered in a Magic Deck...)
Title: Re: Really bad card ideas
Post by: Axxle on January 03, 2013, 01:23:42 pm
I apologize if children read this, but I had to do it :
Wharf the f*** :
Now and at the start of your next turn : +1 buy, discard 2 cards.
I'm actually really curious on how often this would be bought.  If it's the only source of plus buy in a heavy engine board it just might be a good option!
Title: Re: Really bad card ideas
Post by: Axxle on January 03, 2013, 01:26:28 pm
Black Lotus
$0 Treasure
Worth $3
----
When you play this card, trash it.

(And you thought it was overpowered in a Magic Deck...)
Spoils
Title: Re: Really bad card ideas
Post by: LastFootnote on January 03, 2013, 01:55:31 pm
You know, I hate to be a downer, but I'm really sick of this thread being in this subforum. I see that there are new posts in the Variants forum and I think, "Oh, maybe there are new cards to critique, or someone has given me feedback on my cards." And then it's just another post or two to this thread. I wish there were a way I could unsubscribe to just this one thread.

I like humor as much as the next guy, but I wish this were moved to the general Dominion discussion area, where the other joke threads are.
Title: Re: Really bad card ideas
Post by: jotheonah on January 03, 2013, 03:08:00 pm
I would have no problem moving this thread.
Title: Re: Really bad card ideas
Post by: Kirian on January 03, 2013, 04:41:49 pm
Black Lotus
$0 Treasure
Worth $3
----
When you play this card, trash it.

(And you thought it was overpowered in a Magic Deck...)
Spoils

Spoils can't be purchased, though.
Title: Re: Really bad card ideas
Post by: GendoIkari on January 03, 2013, 05:13:14 pm
I would have no problem moving this thread.

I would suggest perhaps a joke/humor subform? We have "Homage to the best card", "Really bad card ideas", "Dominion Limericks!", "Dark Ages Limericks" at least.

*Edit*

"****! (The Censorship Thread)"
"You play too much Dominion when... "
Title: Re: Really bad card ideas
Post by: gman314 on January 03, 2013, 06:53:53 pm
More than moving this thread, I wish I could unfollow threads. I have this and "Dear my opponent" which I posted to once and have since wished I could unfollow.
Title: Re: Really bad card ideas
Post by: jotheonah on January 03, 2013, 08:32:33 pm
as an extreme measure, you could try deleting all your posts in a thread? Might work.
Title: Re: Really bad card ideas
Post by: mail-mi on January 06, 2013, 10:05:25 pm
Attic (Reverse Cellar)
+1 Action
Draw any number of cards. Discard that same number of cards from your hand.
Title: Re: Really bad card ideas
Post by: Tables on January 07, 2013, 07:48:06 am
Attic (Reverse Cellar)
+1 Action
Draw any number of cards. Discard that same number of cards from your hand.

My first thought was "There's nothing wrong with..."
My second was "Oh..."
Title: Re: Really bad card ideas
Post by: Lettukastike on January 07, 2013, 08:54:52 am
Everyday I'm Shufflin'

Action, $5

Every player discards their hands, puts their deck into their discard pile, and draws the same number of cards that they discarded. You may do this as many times as you like.
Title: Re: Really bad card ideas
Post by: jotheonah on January 07, 2013, 10:39:17 am
Attic (Reverse Cellar)
+1 Action
Draw any number of cards. Discard that same number of cards from your hand.

My first thought was "There's nothing wrong with..."
My second was "Oh..."

I had the same experience. It takes a second to realize that this basically reads "Look at all your cards. Choose the four that you want in your hand and discard the rest."
Title: Re: Really bad card ideas
Post by: SirPeebles on January 07, 2013, 11:27:26 am
Attic (Reverse Cellar)
+1 Action
Draw any number of cards. Discard that same number of cards from your hand.

My first thought was "There's nothing wrong with..."
My second was "Oh..."

I had the same experience. It takes a second to realize that this basically reads "Look at all your cards. Choose the four that you want in your hand and discard the rest."

I guess I'll take three golds and a Scheme again!  *chucks a pile of Provinces, Tunnels, Golds, Estates, and Coppers*
Title: Re: Really bad card ideas
Post by: mail-mi on January 07, 2013, 04:54:48 pm
Attic (Reverse Cellar)
+1 Action
Draw any number of cards. Discard that same number of cards from your hand.

My first thought was "There's nothing wrong with..."
My second was "Oh..."

I had the same experience. It takes a second to realize that this basically reads "Look at all your cards. Choose the four that you want in your hand and discard the rest."

I guess I'll take three golds and a Scheme again!  *chucks a pile of Provinces, Tunnels, Golds, Estates, and Coppers*

I had this thought when I was critiquing my old House elf card, which read something like this:

House Elf

+1 Card
+1 Action

You may discard that card. If you do, put House Elf back into your hand.

It cost $2. It took me a while to realize it was broken.
Title: Re: Really bad card ideas
Post by: mail-mi on January 09, 2013, 05:38:14 pm
Unlimited
$0
Choose one: +1 card, +1 action, +1 buy, +$1
--
When you buy this, +1 buy
--
This supply pile has 50 cards.
Title: Re: Really bad card ideas
Post by: SirPeebles on January 09, 2013, 05:44:18 pm
Unlimited
$0
Choose one: +1 card, +1 action, +1 buy, +$1
--
When you buy this, +1 buy
--
This supply pile has 50 cards.

This looks exciting with Gardens, Vineyard, or Goons.  But most practically, with Trader.  You could empty the Silver Pile and Unlimited Pile all in one turn.  If you Embargo the Unlimited pile first, Trader will let you empty three piles at once, handing you pretty much an instant win if you have Gardens, Vineyard, Goons, or Feodum.
Title: Re: Really bad card ideas
Post by: Axxle on January 09, 2013, 05:57:28 pm
Unlimited
$0
Choose one: +1 card, +1 action, +1 buy, +$1
--
When you buy this, +1 buy
--
This supply pile has 50 cards.

This looks exciting with Gardens, Vineyard, or Goons.  But most practically, with Trader.  You could empty the Silver Pile and Unlimited Pile all in one turn.  If you Embargo the Unlimited pile first, Trader will let you empty three piles at once, handing you pretty much an instant win if you have Gardens, Vineyard, Goons, or Feodum.
So by exciting you mean boring...  :)
Title: Re: Really bad card ideas
Post by: SirPeebles on January 09, 2013, 06:05:00 pm
Unlimited
$0
Choose one: +1 card, +1 action, +1 buy, +$1
--
When you buy this, +1 buy
--
This supply pile has 50 cards.

This looks exciting with Gardens, Vineyard, or Goons.  But most practically, with Trader.  You could empty the Silver Pile and Unlimited Pile all in one turn.  If you Embargo the Unlimited pile first, Trader will let you empty three piles at once, handing you pretty much an instant win if you have Gardens, Vineyard, Goons, or Feodum.
So by exciting you mean boring...  :)

Well, IRL you'd just be like, that's a bajillion points.  I win.

On Goko on the other hand... *shudder*
Title: Re: Really bad card ideas
Post by: zahlman on January 09, 2013, 10:06:58 pm
If you Embargo the Unlimited pile first, Trader will let you empty three piles at once

When Trader gains a Silver instead of what you would-gain, the would-be-gained-from pile is not depleted.
Title: Re: Really bad card ideas
Post by: eHalcyon on January 09, 2013, 10:16:55 pm
If you Embargo the Unlimited pile first, Trader will let you empty three piles at once

When Trader gains a Silver instead of what you would-gain, the would-be-gained-from pile is not depleted.

Well, what you do is you repeatedly buy Unlimited, using Trader to gain Silver instead of Unlimited.  Trader the Curse as well.  Since you get +Buy on Buy, you can buy another Unlimited and gain another two Silvers.  When the Silvers are finally depleted, stop using Trader and gain all the Curses and Unlimiteds.
Title: Re: Really bad card ideas
Post by: Axxle on January 09, 2013, 10:25:49 pm
I think you are both using different definitions of "at once"
Title: Re: Really bad card ideas
Post by: mail-mi on January 09, 2013, 10:47:41 pm
Unlimited
$0
Choose one: +1 card, +1 action, +1 buy, +$1
--
When you buy this, +1 buy
--
This supply pile has 50 cards.

If you wanted a really bad card itea, just go like this.

Endless
$0
+1 card
+1 action
--
When you gain this card, gain another copy of this card.
--
This supply pile has 50 cards

Think about what happens when your copper gets swindled into this card... *shiver*
Title: Re: Really bad card ideas
Post by: Tables on January 10, 2013, 10:44:46 pm
Kinda reminds me of this terrible idea I had (and others have almost certainly had, but I'm not searching 37 pages):

Surprisingly effective Talisman
Treasure - $4
$1
---
While this is in play, when you gain a card costing $4 or less that is not a victory card, gain a copy of it.
Title: Re: Really bad card ideas
Post by: mail-mi on January 10, 2013, 11:19:51 pm
Kinda reminds me of this terrible idea I had (and others have almost certainly had, but I'm not searching 37 pages):

Surprisingly effective Talisman
Treasure - $4
$1
---
While this is in play, when you gain a card costing $4 or less that is not a victory card, gain a copy of it.

That simple change from buy to gain means everything.
Title: Re: Really bad card ideas
Post by: ConMan on January 14, 2013, 01:55:38 am
Monty Bank
Action - Attack
+$2
For each other player, place a Province and two other cards from the supply face down in front of them in an order of your choosing. They select one card, and you reveal one of the other cards that is not the Province. They then gain either their selected card, or the card you did not reveal. Return the other two cards to the supply.
Title: Re: Really bad card ideas
Post by: Axxle on January 14, 2013, 02:14:07 am
Yes!
Title: Re: Really bad card ideas
Post by: ConMan on January 14, 2013, 02:15:27 am
The best thing is, I was just catching up on over 2 weeks of posts after the holidays, so I wrote that up *before* I noticed the Probability paradoxes thread. What're the odds of that, huh?
Title: Re: Really bad card ideas
Post by: eHalcyon on January 14, 2013, 02:59:33 am
The best thing is, I was just catching up on over 2 weeks of posts after the holidays, so I wrote that up *before* I noticed the Probability paradoxes thread. What're the odds of that, huh?

67% if you switch threads.
Title: Re: Really bad card ideas
Post by: DStu on January 14, 2013, 11:59:10 am
The best thing is, I was just catching up on over 2 weeks of posts after the holidays, so I wrote that up *before* I noticed the Probability paradoxes thread. What're the odds of that, huh?

67% if you switch threads.

That's only true if you always have the chance to switch threads after holidays...
Title: Re: Really bad card ideas
Post by: GendoIkari on January 14, 2013, 02:51:30 pm
Kinda reminds me of this terrible idea I had (and others have almost certainly had, but I'm not searching 37 pages):

Surprisingly effective Talisman
Treasure - $4
$1
---
While this is in play, when you gain a card costing $4 or less that is not a victory card, gain a copy of it.

This could be great, or terrible... while it's in play, you basically cannot buy any terminal. Buying Silver would probably be a good move; you could most likely buy a Province each turn from then on.
Title: Re: Really bad card ideas
Post by: Tables on January 14, 2013, 04:10:56 pm
Surprisingly Effective Talisman, empty the silver pile t3, buy provinces from t5 onwards basically every turn.
Title: Re: Really bad card ideas
Post by: GendoIkari on January 15, 2013, 12:05:53 pm
Surprisingly Effective Talisman, empty the silver pile t3, buy provinces from t5 onwards basically every turn.

And still lose to a fast engine on a Colony board.
Title: Re: Really bad card ideas
Post by: Axxle on January 15, 2013, 02:40:05 pm
Surprisingly Effective Talisman, empty the silver pile t3, buy provinces from t5 onwards basically every turn.

And still lose to a fast engine on a Colony board.
t3 empty Effective Talisman
t5 empty Silvers
buy VP until you're ahead and then empty the copper pile.
Title: Re: Really bad card ideas
Post by: NoMoreFun on January 19, 2013, 02:22:40 am
Edge Case Haggler
Action - $5
+$2
---
While this is in play, when you buy a card, gain a card strictly worse than it (ignoring cost).
Title: Re: Really bad card ideas
Post by: Jimmmmm on January 19, 2013, 07:23:13 am
So if you buy a Province, you can gain a duchy unless there's Duke, Fairgrounds etc on the board?
Title: Re: Really bad card ideas
Post by: achmed_sender on January 19, 2013, 07:42:09 am
So if you buy a Province, you can gain a duchy unless there's Duke, Fairgrounds etc on the board?

You can never gain duchy (is never strictly worse because of PPR :)))
Title: Re: Really bad card ideas
Post by: Jimmmmm on January 19, 2013, 07:44:16 am
So absent the other cards, you can gain a Duchy if there isn't exactly 2 Provinces left, or there isn't exactly 1 Province left but gaining it would lose you the game?
Title: Re: Really bad card ideas
Post by: achmed_sender on January 19, 2013, 08:30:17 am
I think so
Title: Re: Really bad card ideas
Post by: eHalcyon on January 19, 2013, 10:35:35 am
So if you buy a Province, you can gain a duchy unless there's Duke, Fairgrounds etc on the board?

You can never gain duchy (is never strictly worse because of PPR :)))

That's not the standard definition of "strictly worse".

If you strictly follow the definition, Duchy is never allowed because it costs less than Province, so it is not strictly worse. If you mean strictly worse effect (not including price) then Duchy is always allowed off of the Province. They both give vp and Duchy gives less. Strictly worse. PPR isn't considered; the rule is based off of supply pile sizes, not the cards themselves.
Title: Re: Really bad card ideas
Post by: NoMoreFun on January 19, 2013, 06:44:22 pm
It's a Haggler because you will debate the other player about whether you can gain a certain card or not.
Title: Re: Really bad card ideas
Post by: Tables on January 19, 2013, 09:39:44 pm
It's a Haggler because you will debate the other player about whether you can gain a certain card or not.

...And then you will all have NoMoreFun.
Title: Re: Really bad card ideas
Post by: mail-mi on January 20, 2013, 11:41:20 am
It's a Haggler because you will debate the other player about whether you can gain a certain card or not.

...And then you will all have NoMoreFun.

lol!
Title: Re: Really bad card ideas
Post by: Tasman1414 on January 25, 2013, 07:33:06 pm
Exchange
$2 - Action

+1 Action
+1 Buy

Discard any number of treasure cards.
+$1 per card discarded
Title: Re: Really bad card ideas
Post by: ashersky on January 25, 2013, 10:49:47 pm
Exchange
$2 - Action

+1 Action
+1 Buy

Discard any number of treasure cards.
+$1 per card discarded

Combos with Tac and GM, at least.
Title: Re: Really bad card ideas
Post by: Morgrim7 on January 26, 2013, 12:15:02 am
Exchange
$2 - Action

+1 Action
+1 Buy

Discard any number of treasure cards.
+$1 per card discarded

Combos with Tac and GM, at least.
I discard 8 Horns of Plenty and buy the game winning Province.
Title: Re: Really bad card ideas
Post by: mail-mi on January 26, 2013, 12:21:43 am
Repeat
Action
$0
+1 card
+1 Action
Trash this card. Gain an action card costing up to $0
Title: Re: Really bad card ideas
Post by: Dsell on January 26, 2013, 12:24:33 am
Repeat
Action
$0
+1 card
+1 Action
Trash this card. Return this card to its supply pile. Gain an action card costing up to $0 and play it.
Title: Re: Really bad card ideas
Post by: mail-mi on January 26, 2013, 12:29:10 am
Repeat
Action
$0
+1 card
+1 Action
Trash this card. Return this card to its supply pile. Gain an action card costing up to $0 and play it.
T1 buy Repeat
T2 buy whatever
T3 play Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and etc.
Title: Re: Really bad card ideas
Post by: Morgrim7 on January 26, 2013, 12:35:44 am
No Benefit
$1 - Action

+1 Card
Discard one card that is not a victory card.
+1 Action
The next action card played this turn takes two actions to play
+1 Buy
You may only buy one card this turn
+$1
-$1 for each +$1 received this turn via action card.
Title: Re: Really bad card ideas
Post by: jotheonah on January 26, 2013, 11:01:34 am
Alternate last line:

+$1
All cards cost $1 more until end of turn.
Title: Re: Really bad card ideas
Post by: Morgrim7 on January 26, 2013, 11:21:24 am
or maybe
Each other gains a curse in hand. Each other player may immediately put a card from hand into its appropriate supply pile.
Title: Re: Really bad card ideas
Post by: Ozle on January 26, 2013, 12:37:19 pm
No Benefit
$1 - Action

+1 Card
Discard one card that is not a victory card.
+1 Action
The next action card played this turn takes two actions to play
+1 Buy
You may only buy one card this turn
+$1
-$1 for each +$1 received this turn via action card.

+1 card
+1 action
Put your hand into your discard deck
Title: Re: Really bad card ideas
Post by: heron on January 26, 2013, 01:44:29 pm
Hearts: $5, Action.
+$1

Each other gains a card from the playing cards pile. (Standard 52 cards)
At the end of the game, each heart is worth -1 point and the queen of spades is worth -13 points. If a player has all of the hearts and the queen of spades, the cards' scores are instead positive.
Title: Re: Really bad card ideas
Post by: Hks on January 26, 2013, 03:08:12 pm
Impatience - Reaction
If another player plays 5 or more actions on their turn, you may reveal this. If you do, complain and give them bad conscience.
Title: Re: Really bad card ideas
Post by: mail-mi on January 26, 2013, 07:15:38 pm
Impatience - Reaction
If another player plays 5 or more actions on their turn, you may reveal this. If you do, complain and give them bad conscience.
Title: Re: Really bad card ideas
Post by: Hks on January 28, 2013, 08:18:02 pm
Unfortunately, my mom often happen to have an Impatience in hand. :( She doesn't like engines much..
Title: Re: Really bad card ideas
Post by: cluckyb on January 29, 2013, 02:40:52 pm
No Benefit
$1 - Action

+1 Card
Discard one card that is not a victory card.
+1 Action
The next action card played this turn takes two actions to play
+1 Buy
You may only buy one card this turn
+$1
-$1 for each +$1 received this turn via action card.

The +1 card / discard makes it marginally useful for cycling / enabling menageries or maybe multiple poor houses. The +1 action helps enable conspirators and is useful if played via throne room/golem/kings court/procession.

Other ones I'm not sure how they could potentially be useful but depending on the kingdom, "small benefit" is probably a better name =)
Title: Re: Really bad card ideas
Post by: heron on January 29, 2013, 03:20:22 pm
No Benefit: $The Amount of Money You Have

Reveal the top card of your deck to the other players.
+1 Action. If at any point during your action phase you have exactly 1 action remaining, your action phase ends. (Note that your action phase may not end in the middle of playing a card)
+1 Buy. If at any point during your buy phase you have exactly 1 buy remaining, your buy phase ends.
+$1. -$1 for each +$1 received via this play of this card.
Trash this and return it to your discard pile at the start of your clean-up phase.



Possible Benefits: Conspirator, King's Court, easy to empty pile.



Title: Re: Really bad card ideas
Post by: Tables on January 29, 2013, 06:20:23 pm
Investor
Action - $?
+1 card per $3 you spent to buy this card
+$1 per $4 you spent to buy this card
---
When you buy this, you may pay any amount.

It's really bad... in an obvious new way!

(It's probably not new, but it's something)
Title: Re: Really bad card ideas
Post by: florrat on January 29, 2013, 06:22:17 pm
No Benefit: $The Amount of Money You Have

Reveal the top card of your deck to the other players.
+1 Action. If at any point during your action phase you have exactly 1 action remaining, your action phase ends. (Note that your action phase may not end in the middle of playing a card)
+1 Buy. If at any point during your buy phase you have exactly 1 buy remaining, your buy phase ends.
+$1. -$1 for each +$1 received via this play of this card.
Trash this and return it to your discard pile at the start of your clean-up phase.



Possible Benefits: Conspirator, King's Court, easy to empty pile.
First playing a village, then playing this card twice sure has effect! You get +1 action and +1 buy (excluding the action and buy you cannot use)
Title: Re: Really bad card ideas
Post by: SirPeebles on January 30, 2013, 07:27:56 am
Quote
Eminent Domain
$5 Action

Trash a Victory Card from your hand.  If you do, gain a Strip Mall from the Strip Mall pile.

Quote
Strip Mall
$0* Action

+1 Card
+1 Action
+1 Buy
+$1

While this is in play, cards cost $1 less, but not less than $0.
(This is not in the Supply.)
Title: Re: Really bad card ideas
Post by: Morgrim7 on January 30, 2013, 07:39:43 am
Quote
Eminent Domain
$5 Action

Trash a Victory Card from your hand.  If you do, gain a Strip Mall from the Strip Mall pile.

Quote
Strip Mall
$0* Action

+1 Card
+1 Action
+1 Buy
+$1

While this is in play, cards cost $1 less, but not less than $0.
(This is not in the Supply.)
Buy a couple Estates, and you have an unstoppable deck.
Title: Re: Really bad card ideas
Post by: Ozle on January 30, 2013, 08:56:48 am
Unstoppable?
Isn't it just a market?
I have had plenty of decks in my time full ofmarkets and they are anything but unstoppable!
Title: Re: Really bad card ideas
Post by: Jimmmmm on January 30, 2013, 09:06:26 am
While this is in play, cards cost $1 less, but not less than $0.
Title: Re: Really bad card ideas
Post by: SirPeebles on January 30, 2013, 09:07:24 am
Nope, Strip Mall is specifically Highway+Market.  Flavorwise it's funny that Eminent Domain trashes an Estate (or other tract of land) for a Strip Mall.  Also, since you need to gain Strip Malls by pairing a terminal gainer with an otherwise dead card, they don't snowball as ridiculously as they would had they simply been in the supply.

Apparently I can't even get myself to post to the Really bad card ideas thread without imposing at least some partial balancing.
Title: Re: Really bad card ideas
Post by: Ozle on January 30, 2013, 09:39:20 am
While this is in play, cards cost $1 less, but not less than $0.


Pffft, that part was under a line, I specifically ignore things under lines
Title: Re: Really bad card ideas
Post by: Axxle on January 30, 2013, 12:52:04 pm
While this is in play, cards cost $1 less, but not less than $0.


Pffft, that part was under a line, I specifically ignore things under lines

That is a very normal trait to have

Look at this weirdo!
Title: Re: Really bad card ideas
Post by: Drab Emordnilap on January 30, 2013, 12:59:31 pm










There's no way he can find me here!
Title: Re: Really bad card ideas
Post by: dondon151 on January 30, 2013, 01:15:41 pm
(http://imageshack.us/a/img11/5018/rbtentacruel.png)
Title: Re: Really bad card ideas
Post by: Ozle on January 30, 2013, 02:03:35 pm
While this is in play, cards cost $1 less, but not less than $0.


Pffft, that part was under a line, I specifically ignore things under lines

That is a very normal trait to have

Look at this weirdo!





---------------------------------
Your Mum
Title: Re: Really bad card ideas
Post by: Morgrim7 on February 01, 2013, 07:54:41 pm
Colony Governor
+2 Actions
Choose one (you get the one in parenthesis): +2 Cards (+5 Cards); Gain a Gold (Gain a Platinum); Remodel a Card (Expand a card)
Title: Re: Really bad card ideas
Post by: TWoos on February 01, 2013, 10:01:08 pm
Colony Governor
+2 Actions
Choose one (you get the one in parenthesis): +2 Cards (+5 Cards); Gain a Gold (Gain a Platinum); Remodel a Card (Expand a card)

What would that cost?  I'd start at $10, and probably go up from there.
Title: Re: Really bad card ideas
Post by: Morgrim7 on February 02, 2013, 03:13:28 am
Colony Governor
+2 Actions
Choose one (you get the one in parenthesis): +2 Cards (+5 Cards); Gain a Gold (Gain a Platinum); Remodel a Card (Expand a card)

What would that cost?  I'd start at $10, and probably go up from there.
10, maybe 8P
Title: Re: Really bad card ideas
Post by: NoMoreFun on February 02, 2013, 08:18:20 am
California Governor:
Action ($5)
+20 Actions
Choose one (you get the one in parenthesis): Trash a copper (+$800,000,000); Gain a Ruins (Harem); +1 card (Put this card on top of your deck)

I'll be back
Title: Re: Really bad card ideas
Post by: Awaclus on February 03, 2013, 05:17:12 pm
Colony Governor
+2 Actions
Choose one (you get the one in parenthesis): +2 Cards (+5 Cards); Gain a Gold (Gain a Platinum); Remodel a Card (Expand a card)

What would that cost?  I'd start at $10, and probably go up from there.
Governor costs $1 more than Remodel, $1 less than Gold and as much as the second-to-best Victory card in P games. Based on this, Colony Governor should cost $8 even though it would be very much overpowered.
Title: Re: Really bad card ideas
Post by: One Armed Man on February 03, 2013, 06:52:02 pm
Colony Governor
+2 Actions
Choose one (you get the one in parenthesis): +2 Cards (+5 Cards); Gain a Gold (Gain a Platinum); Remodel a Card (Expand a card)

What would that cost?  I'd start at $10, and probably go up from there.
Governor costs $1 more than Remodel, $1 less than Gold and as much as the second-to-best Victory card in P games. Based on this, Colony Governor should cost $8 even though it would be very much overpowered.
There is also the case that adding a +Action to a non-terminal increases the value by $1. I'd say $9, though it would only be around if Colonies are about.
Title: Re: Really bad card ideas
Post by: achmed_sender on February 09, 2013, 04:54:58 am
Better Moneysmith

+ Action
+ 1$

Every Treasure is worth $1 more this turn

Do you get it?

It's Bank as an Action card.....and yes there are several edge cases it's different...
Title: Re: Really bad card ideas
Post by: Morgrim7 on February 09, 2013, 06:59:23 am
Better Moneysmith

+ Action
+ 1$

Every Treasure is worth $1 more this turn

Do you get it?

It's Bank as an Action card.....and yes there are several edge cases it's different...
Nice to activate Conspirator, excellent with KC
Title: Re: Really bad card ideas
Post by: Gherald on February 18, 2013, 09:46:00 pm
Empty Recycle Bin $4, Action

When you play this, trash your discard pile.
Title: Re: Really bad card ideas
Post by: Powerman on February 18, 2013, 11:10:26 pm
Shuffle Luck
$3 Action
Trash this card.
You may trash another copy of this card from your hand.  If you do, and if it is turn 3, gain 10 Golds and 3 Provinces, placing them on your deck (in some order).
Title: Re: Really bad card ideas
Post by: ahyangyi on February 20, 2013, 02:29:37 pm
Taking the ridiculous idea of this very real and famous Magic: the Gathering card, Shahrazad (http://mtg.wikia.com/wiki/Shahrazad):

Shahrazad
2 Coin
2 Victory
When you play this, randomly choose 10 from your remaining Kingdom cards, plus all the basic cards on this board to play a subgame of Dominion. If you lose, trash this.

Treasure - Victory
$4

-------------------------------------------------------

So basically a Harem, which you have to win a subgame to warrant another use.
Thematically, Shahrazad has to tell a good story every night to prevent herself from getting killed.
Title: Re: Really bad card ideas
Post by: Kirian on February 20, 2013, 05:15:29 pm
Taking the ridiculous idea of this very real and famous Magic: the Gathering card, Shahrazad (http://mtg.wikia.com/wiki/Shahrazad):

Shahrazad
2 Coin
2 Victory
When you play this, randomly choose 10 from your remaining Kingdom cards, plus all the basic cards on this board to play a subgame of Dominion. If you lose, trash this.

Treasure - Victory
$4

-------------------------------------------------------

So basically a Harem, which you have to win a subgame to warrant another use.
Thematically, Shahrazad has to tell a good story every night to prevent herself from getting killed.

Does... does that card stack?  Like, can you play one during the subgame?  Please tell me that isn't tournament legal.
Title: Re: Really bad card ideas
Post by: Titandrake on February 20, 2013, 05:24:11 pm
Does... does that card stack?  Like, can you play one during the subgame?  Please tell me that isn't tournament legal.

Yes, you can start sub-subgames and so on. It used to be legal in Vintage. I remember there was a deck that was White Weenie + Shahrazad, that would first use Shahrazad to do damage. Then, if you manage to get a 1-0 lead, you try to time out the match.

It's not legal anymore, because deliberately timing out is kinda silly and playing it took up a lot of table space that tournaments didn't always have.
Title: Re: Really bad card ideas
Post by: yudantaiteki on February 21, 2013, 08:49:28 am
https://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mg111 (https://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mg111) has a deliberately silly Shahrazad-based deck.
Title: Re: Really bad card ideas
Post by: Kirian on February 21, 2013, 09:18:17 am
https://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mg111 (https://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mg111) has a deliberately silly Shahrazad-based deck.

Yeah, that's definitely punch-in-the-noseable.
Title: Re: Really bad card ideas
Post by: RTT on February 21, 2013, 09:36:39 am
Eye Catcher - $4

+ 1 Card
+ 1 Action

Look each other into the eyes. Who ever Blinks first gains a curse; everyone else gains a gold
Title: Re: Really bad card ideas
Post by: loppo on February 25, 2013, 05:05:39 am
Terminator $7
Action-Attack

Name a card. Each other player reveals cards from the top of his deck, until reveiling the named card. He trashes that card a my get a card costing at most 3 less than that. He discards the other revealed cards.
At the end of you turn put Terminator on top of your deck.

"I'll be back"

Credits: this was inspired by California Governor
Title: Re: Really bad card ideas
Post by: Ozle on February 25, 2013, 09:23:59 am
Eye Catcher - $4

+ 1 Card
+ 1 Action

Look each other into the eyes. Who ever Blinks first gains a curse; everyone else gains a gold

Tricky in a 5 player game!
Title: Re: Really bad card ideas
Post by: RTT on February 25, 2013, 09:35:49 am
Quote
Quote
Quote from: RTT on February 21, 2013, 09:36:39 am

    Eye Catcher - $4

    + 1 Card
    + 1 Action

    Look each other into the eyes. Who ever Blinks first gains a curse; everyone else gains a gold


Tricky in a 5 player game!

just 4 Golds and a Curse leaving the supply =)
And a lot of fun
Title: Re: Really bad card ideas
Post by: Kirian on February 25, 2013, 09:42:41 am
Quote
Quote
Quote from: RTT on February 21, 2013, 09:36:39 am

    Eye Catcher - $4

    + 1 Card
    + 1 Action

    Look each other into the eyes. Who ever Blinks first gains a curse; everyone else gains a gold


Tricky in a 5 player game!

just 4 Golds and a Curse leaving the supply =)
And a lot of fun

Better than in a two player game, where, if both people blink at the same time, the Angels will probably get them.
Title: Re: Really bad card ideas
Post by: Ozle on February 25, 2013, 09:45:22 am
Quote
Quote
Quote from: RTT on February 21, 2013, 09:36:39 am

    Eye Catcher - $4

    + 1 Card
    + 1 Action

    Look each other into the eyes. Who ever Blinks first gains a curse; everyone else gains a gold


Tricky in a 5 player game!

just 4 Golds and a Curse leaving the supply =)
And a lot of fun

Yeah, I meant tricky to even begining to look into the eyes of 4 other players at once...
Title: Re: Really bad card ideas
Post by: RTT on February 25, 2013, 09:49:38 am
Eye Catcher - $4

+ 1 Card
+ 1 Action

Look each other into the eyes. Who ever Blinks first gains a curse; everyone else gains a gold

the funny thing is you can chain them easy as its a cantrip , making all eyes hurt =)
Title: Re: Really bad card ideas
Post by: RTT on February 25, 2013, 09:50:31 am
Quote
Quote
Quote from: RTT on February 21, 2013, 09:36:39 am

    Eye Catcher - $4

    + 1 Card
    + 1 Action

    Look each other into the eyes. Who ever Blinks first gains a curse; everyone else gains a gold


Tricky in a 5 player game!

just 4 Golds and a Curse leaving the supply =)
And a lot of fun

Yeah, I meant tricky to even begining to look into the eyes of 4 other players at once...

yes thats the chalange  ;D
Title: Re: Really bad card ideas
Post by: Powerman on February 25, 2013, 11:50:41 pm
Quote
Celestial Chameleon
Reaction - Shelter $1
When you shuffle your deck within the first 5 turns, you may place your deck in any order.
________________
In games using this, use the following kingdom: Hamlet, Black Market, Watchtower, Fortress, Nomad Camp, Procession, Catacombs, Haggler, Goons, King's Court and Peddler.  Use the following Black Market deck: Young Witch, Cultist, Squire, Woodcutter, Bridge, Gardens, Quarry, Sir Martin, Worker's Village, City, Council Room, Counting House, Festival, Margrave, Market, Fairgrounds, Hunting Grounds, Bank, Expand, Forge, Vineyard, Scrying Pool

(Replaces Hovel)
Title: Re: Really bad card ideas
Post by: Kirian on February 26, 2013, 12:25:31 am
Fission
$4 - Reaction

When another player plays an Attack card, you may reveal this card, then reveal your hand.  If you have no Actions or Treasures in your hand, all players place their decks, hands, and discard piles into the trash.  Give each player starting decks from the trash, and each draws five cards; the player who played the Attack card continues the turn with this new hand.  Victory conditions remain unchanged.

(inspired by Innovation, of course)
Title: Re: Really bad card ideas
Post by: enfynet on February 26, 2013, 12:54:06 am
Fission
$4 - Reaction

When another player plays an Attack card, you may reveal this card, then reveal your hand.  If you have no Actions or Treasures in your hand, all players place their decks, hands, and discard piles into the trash.  Give each player starting decks from the trash, and each draws five cards; the player who played the Attack card continues the turn with this new hand.  Victory conditions remain unchanged.

(inspired by Innovation, of course)
Wow... reset... Multiple torturers might actually activate it too.
Title: Re: Really bad card ideas
Post by: AJD on February 26, 2013, 01:14:38 am
Fission
$4 - Reaction

When another player plays an Attack card, you may reveal this card, then reveal your hand.  If you have no Actions or Treasures in your hand, all players place their decks, hands, and discard piles into the trash.  Give each player starting decks from the trash, and each draws five cards; the player who played the Attack card continues the turn with this new hand.  Victory conditions remain unchanged.

Hmm... still leaves the active player with whatever actions they had in play when it was revealed. I don't know if I'd want to be resetting to a gamestate where I have seven Coppers and three Estates, and my opponent has seven Coppers, three Estates, two Villages, and three Torturers.

Well, I guess the name of the thread isn't "Really good card ideas".
Title: Re: Really bad card ideas
Post by: Kirian on February 26, 2013, 01:15:34 am
Fission
$4 - Reaction

When another player plays an Attack card, you may reveal this card, then reveal your hand.  If you have no Actions or Treasures in your hand, all players place their decks, hands, and discard piles into the trash.  Give each player starting decks from the trash, and each draws five cards; the player who played the Attack card continues the turn with this new hand.  Victory conditions remain unchanged.

Hmm... still leaves the active player with whatever actions they had in play when it was revealed. I don't know if I'd want to be resetting to a gamestate where I have seven Coppers and three Estates, and my opponent has seven Coppers, three Estates, two Villages, and three Torturers.

Well, I guess the name of the thread isn't "Really good card ideas".

True enough.  But yes, it should have included "all cards in play and on mats" as well.
Title: Re: Really bad card ideas
Post by: SirPeebles on February 26, 2013, 10:06:07 am
Traitor
$4 Action-Reaction

(something)
---
When another player would gain a card, you may reveal this.  If you do, that player gains a Silver instead.
Title: Re: Really bad card ideas
Post by: Tables on February 26, 2013, 10:57:52 am
Edge case challenge: Play Witch, revealing Traitor.

(Difficulty: Easy. I can think of at least two off the top of my head.)
Title: Re: Really bad card ideas
Post by: SirPeebles on February 26, 2013, 11:02:12 am
Edge case challenge: Play Witch, revealing Traitor.

(Difficulty: Easy. I can think of at least two off the top of my head.)

There is only one Curse left in the supply, and you want it to go to Alice instead of Bob, since she didn't take out the trash last night is ahead.
Title: Re: Really bad card ideas
Post by: Asper on February 26, 2013, 11:23:42 am
Traitor
$4 Action-Reaction

(something)
---
When another player would gain a card, you may reveal this.  If you do, that player gains a Silver instead.
At first i read "When another player would gain this card". I thought it was something you could work with. Traitors betraying Traitors. Thematically.
I might make something of this...
Title: Re: Really bad card ideas
Post by: ahyangyi on February 28, 2013, 11:29:23 am
Unnamed card
+1 Action, +1 Card
Describe any effect that can happen when it's not your turn. (for example, "gain a silver" or "trash your hand" are valid, "+1 Action" is not)
Every play except you chooses whether you get the effect, or he gets.
Action - Attack, $2

The point here is, if you describe good effects like +1 card, then everyone gets that good effect except you. If you describe bad effects, then only yourself get that bad effect (which can be deadly in a multiplayer game).
But once you learn to describe in a silly way, you'll definitely win with it. For example, you play Unnamed card, and say "If you have Unnamed Card in play, you gain 12 provinces. Otherwise, trash your hand, your deck and your discard." You will just win.

That's why I post it here.
Title: Re: Really bad card ideas
Post by: Kirian on March 09, 2013, 12:19:42 am
Six Demon Bag
$4 - Action - Duration - Attack - Victory - Looter - Reaction

Now and at the start of your next turn:
+1 Card
+1 Action
+$1
+1 Buy
+1 VP
Trash a card from your hand.  If it was an Action, +1 Card, +1 Action.
Discard a card.  If it was a Treasure, +1 Card.
Each player, including you, gains a Ruins.
You may put your deck in your discard pile. 
Each player, including you, looks at the top card of their deck, then decides whether to discard it or put in on top of their deck.
----
While this is in play, all cards cost $1 less for you only.
----
While this is in play, when you gain a card that is not a Victory card, gain another card of the same cost or lower.
----
During your Clean-up phase, you may place one card in play on top of your deck.
----
When another player plays an attack card, you may reveal this card from your hand.  If you do, the attack does not affect you.
----
When you gain a card, you may reveal this card from your hand.  If you do, +$1.
----
Worth 1 VP for every Duchy in the Supply at the end of the game.
----
Has the power of Wind, Fire, all that sort of thing.
Title: Re: Really bad card ideas
Post by: ashersky on March 09, 2013, 12:33:10 am
Six Demon Bag
$4 - Action - Duration - Attack - Victory - Looter - Reaction

Now and at the start of your next turn:
+1 Card
+1 Action
+$1
+1 Buy
+1 VP
Trash a card from your hand.  If it was an Action, +1 Card, +1 Action.
Discard a card.  If it was a Treasure, +1 Card.
Each player, including you, gains a Ruins.
You may put your deck in your discard pile. 
Each player, including you, looks at the top card of their deck, then decides whether to discard it or put in on top of their deck.
----
While this is in play, all cards cost $1 less for you only.
----
While this is in play, when you gain a card that is not a Victory card, gain another card of the same cost or lower.
----
During your Clean-up phase, you may place one card in play on top of your deck.
----
When another player plays an attack card, you may reveal this card from your hand.  If you do, the attack does not affect you.
----
When you gain a card, you may reveal this card from your hand.  If you do, +$1.
----
Worth 1 VP for every Duchy in the Supply at the end of the game.
----
Has the power of Wind, Fire, all that sort of thing.

So basically a wordier Scout.
Title: Re: Really bad card ideas
Post by: mail-mi on March 09, 2013, 01:11:58 am
Six Demon Bag
$4 - Action - Duration - Attack - Victory - Looter - Reaction

Now and at the start of your next turn:
+1 Card
+1 Action
+$1
+1 Buy
+1 VP
Trash a card from your hand.  If it was an Action, +1 Card, +1 Action.
Discard a card.  If it was a Treasure, +1 Card.
Each player, including you, gains a Ruins.
You may put your deck in your discard pile. 
Each player, including you, looks at the top card of their deck, then decides whether to discard it or put in on top of their deck.
----
While this is in play, all cards cost $1 less for you only.
----
While this is in play, when you gain a card that is not a Victory card, gain another card of the same cost or lower.
----
During your Clean-up phase, you may place one card in play on top of your deck.
----
When another player plays an attack card, you may reveal this card from your hand.  If you do, the attack does not affect you.
----
When you gain a card, you may reveal this card from your hand.  If you do, +$1.
----
Worth 1 VP for every Duchy in the Supply at the end of the game.
----
Has the power of Wind, Fire, all that sort of thing.

So basically a wordier Scout.
Exactly!
Title: Re: Really bad card ideas
Post by: Kirian on March 09, 2013, 01:43:17 am
Just Get On With It Already
$2 Action - Duration

If there are any cards in your draw or discard pile, discard this card from play.

At the start of your next turn:  After any other Durations are resolved, reveal your hand.  Add up the +Actions and +Cards available from Action cards in your hand.  If both total at least +3, just put your deck and discard piles into your hand instead of spending ten minutes drawing your damn deck with your awesome combo.
Title: Re: Really bad card ideas
Post by: SirPeebles on March 09, 2013, 07:06:11 pm
Zap

$2 Action-Attack

Trash this.  If you do, choose one:

Reveal a card from your hand.  If it is a Copper, trash it and gain a Silver to your hand.  If it is a Curse or Shelter, trash it and gain an Estate to your hand.  If it is an Estate, trash it and gain a Duchy to your hand;

Each other player reveals his hand, you name a card from his hand.  If it is a Silver, he trashes it and gains a Copper to his hand.  If it is a Shelter or Estate, he trashes it and gains a Curse to his hand.  If it is a Duchy, he trashes it and gain an Estate to his hand.  If it is a Province, he trashes it and gains a Duchy to his hand.
Title: Re: Really bad card ideas
Post by: ashersky on March 09, 2013, 07:18:14 pm
Zap

$2 Action-Attack

Trash this.  If you do, choose one:

Reveal a card from your hand.  If it is a Copper, trash it and gain a Silver to your hand.  If it is a Curse or Shelter, trash it and gain an Estate to your hand.  If it is an Estate, trash it and gain a Duchy to your hand;

Each other player reveals his hand, you name a card from his hand.  If it is a Silver, he trashes it and gains a Copper to his hand.  If it is a Shelter or Estate, he trashes it and gains a Curse to his hand.  If it is a Duchy, he trashes it and gain an Estate to his hand.  If it is a Province, he trashes it and gains a Duchy to his hand.

This probably works best in an online implementation.
Title: Re: Really bad card ideas
Post by: AJD on March 09, 2013, 11:13:18 pm
Fission
$4 - Reaction

When another player plays an Attack card, you may reveal this card, then reveal your hand.  If you have no Actions or Treasures in your hand, all players place their decks, hands, and discard piles into the trash.  Give each player starting decks from the trash, and each draws five cards; the player who played the Attack card continues the turn with this new hand.  Victory conditions remain unchanged.

Hmm... still leaves the active player with whatever actions they had in play when it was revealed. I don't know if I'd want to be resetting to a gamestate where I have seven Coppers and three Estates, and my opponent has seven Coppers, three Estates, two Villages, and three Torturers.

Well, I guess the name of the thread isn't "Really good card ideas".

Wait, I've got it!

Fission
Action–Attack–Looter $6
Each other player reveals cards from the top of his deck until he reveals a card costing between $3 and $6. He trashes it, discards the other revealed cards, and gains a Ruins. If anyone gains Survivors this way, put all players' decks, hands, discard piles, and cards in play (including yours) in the Trash; and then each player gains 7 Coppers and 3 Estates from the Trash and draws 5 cards.


...Note, you do not want to use this if someone has Lighthouse in play.
Title: Re: Really bad card ideas
Post by: Gherald on March 10, 2013, 01:13:31 pm
(http://i.imgur.com/uzJ72HG.jpg)
Title: Re: Really bad card ideas
Post by: ponnuki on March 11, 2013, 12:57:14 pm
Edge case challenge: Play Witch, revealing Traitor.

(Difficulty: Easy. I can think of at least two off the top of my head.)

You want to 3-Pile, and Silver is your third pile.
Title: Re: Really bad card ideas
Post by: Asper on April 01, 2013, 10:06:25 am
Casino
Treasure
When you play this, roll a die. This produces 1$ per dot at the upside of the die.
Title: Re: Really bad card ideas
Post by: math on April 02, 2013, 06:54:40 pm
Flea Market
$4-Action
Each player (including you) trashes three cards from his hand.  Beginning with you, each player in turn gains three cards from the trash, putting them in his hand.
Title: Re: Really bad card ideas
Post by: zahlman on April 02, 2013, 11:10:14 pm
Casino
Treasure
When you play this, roll a die. This produces 1$ per dot at the upside of the die.

Actually, doing this with a d4 and making it cost $5 doesn't sound horrible...
Title: Re: Really bad card ideas
Post by: Awaclus on April 03, 2013, 05:20:08 am
Casino
Treasure
When you play this, roll a die. This produces 1$ per dot at the upside of the die.

Actually, doing this with a d4 and making it cost $5 doesn't sound horrible...
Yes, it sounds like Harvest.
Title: Re: Really bad card ideas
Post by: zahlman on April 03, 2013, 06:35:24 am
Casino
Treasure
When you play this, roll a die. This produces 1$ per dot at the upside of the die.

Actually, doing this with a d4 and making it cost $5 doesn't sound horrible...
Yes, it sounds like Harvest.

Well, Harvest is easier to activate, but is a terminal action.
Title: Re: Really bad card ideas
Post by: Asper on April 04, 2013, 12:07:57 pm
Casino
Treasure
When you play this, roll a die. This produces 1$ per dot at the upside of the die.

Actually, doing this with a d4 and making it cost $5 doesn't sound horrible...
Yes, it sounds like Harvest.

Well, Harvest is easier to activate, but is a terminal action.

Harvest also adds cycling. Totally different thing than Casino ;)

Edit: Posted it here because roll-the-dice cards are as random as can be, and i personally find random cards very unattractive design. The problem isn't as bad with Harvest, because you can actually influence it. I didn't think of Harvest when i posted Casino, though.
Title: Re: Really bad card ideas
Post by: achmed_sender on April 06, 2013, 05:26:27 am
Worker's Village, Fotress and Mining Village are all Village-with-a-bonus for $1 extra, so why not mix them all together for $6? - logically it must be balanced :)

Worker of Mining Fortress
$6

+1 card
+2 actions
+1 buy
----------------
You may trash this card: If you do: +$2
When you trash this, put it into your hand


Balanced, huh?
More seems like a new one-card-strategy: Which player can play this first? ;D
Title: Re: Really bad card ideas
Post by: Pikanto on April 06, 2013, 05:45:56 am
Worker's Village, Fotress and Mining Village are all Village-with-a-bonus for $1 extra, so why not mix them all together for $6? - logically it must be balanced :)

Worker of Mining Fortress
$6

+1 card
+2 actions
+1 buy
----------------
You may trash this card: If you do: +$2
When you trash this, put it into your hand


Balanced, huh?
More seems like a new one-card-strategy: Which player can play this first? ;D

lol, play this card and buy EVERYTHING !
(yes, all curses too ^^)
Title: Re: Really bad card ideas
Post by: Morgrim7 on April 06, 2013, 06:58:58 am
Throw in a Spy affect for kicks and giggles.
Title: Re: Really bad card ideas
Post by: Gandi on April 11, 2013, 07:25:17 am
Quote
Ctrl-z (Reaction) 5$
You may reveal it and discard it at any time. Choose a card in play, that has been resolved as last. Undo it's effects and put that card in player's discard pile.

So... player A played witch, took two cards, everyone else took a curse. Ctrl-z - he must return two cards (in the same order) and each player returns the curses.


Two things...

"I see you've just played nice KC-Golem combo... Ctrl-z".  ;D

And i'd really like to see Possesion - Ctrl-z FAQ...
Title: Re: Really bad card ideas
Post by: Morgrim7 on April 11, 2013, 07:36:41 am
Not Cellar
$2
+1 Action
Discard any number of cards. Discard one card per card discarded.

Not Library
$5
Draw until you have 7 cards in your hand. Set aside cards drawn this way; discard the set aside cards after you finish drawing.

Not Moat
$2
+2 Cards
When another player plays an attack card, you may reveal this from your hand. If you do, you are affected by that attack.
Title: Re: Really bad card ideas
Post by: achmed_sender on April 11, 2013, 07:58:40 am
Not witch
$5

Discard 2 cards
Gain a curse


Not Workshop
$3

Trash a card  up to $4
Title: Re: Really bad card ideas
Post by: Morgrim7 on April 11, 2013, 08:09:43 am
Not Saboteur
$5
Each other player reveals cards from his deck until he reveals a card costing more than $2. He trashes it, and gains a card costing up to $2 more.

Not Chancellor
$3
+$2
You may not immediately put your deck into your discard pile.

Not Pawn
$2
Choose none: +1 Card, +1 Action, +1 Buy, +$1.
Title: Re: Really bad card ideas
Post by: achmed_sender on April 11, 2013, 08:27:46 am
Not Pawn
$2
Choose none: +1 Card, +1 Action, +1 Buy, +$1.

Why not a bit better?

Band of Ruins
$1
Choose one: +1 Card, +1 Action, +1 Buy, +$1 or copy any effect of an action card costing less this
Title: Re: Really bad card ideas
Post by: RTT on April 11, 2013, 08:33:53 am
Not Pawn
$2
Choose none: +1 Card, +1 Action, +1 Buy, +$1.

Why not a bit better?

Band of Ruins
$1
Choose one: +1 Card, +1 Action, +1 Buy, +$1 or copy any effect of an action card costing less this

I copy trusty steed and followers ... or madman and mercenary ?
Title: Re: Really bad card ideas
Post by: achmed_sender on April 11, 2013, 08:36:08 am
Not Pawn
$2
Choose none: +1 Card, +1 Action, +1 Buy, +$1.

Why not a bit better?

Band of Ruins
$1
Choose one: +1 Card, +1 Action, +1 Buy, +$1 or copy any effect of an action card costing less this

I copy trusty steed and followers ... or madman and mercenary ?

Edge-casers  >:( :)
But right, forgot about that
Let's fix this

Band of Ruins
$1
Choose one: +1 Card, +1 Action, +1 Buy, +$1 or copy any effect of an action card of the supply costing less this
Title: Re: Really bad card ideas
Post by: StrongRhino on April 13, 2013, 12:05:41 am
One Man Band

+1 Card
+1 Action
+1 Buy
+1 (Money)
+1 VP
Gain a Spoils
Each other player gains a ruins
Each other player gains a curse
Place an Embargo token on a supply pile
You may reveal a Shelter from your hand; if you do, gain a Prize
Choose one: Put a card from your hand on the Island mat, or put the top card of your deck on the Native Village mat
At the start of your next turn, you may gain a card from the trash costing 3-6 and place it on your deck
---------------------------------
1 VP
---------------------------------
When you would play a treasure, you may reveal this from your hand. If you do, gain a Silver.
_________________________
7P Action-Attack-Duration-Looter-Victory
Title: Re: Really bad card ideas
Post by: StrongRhino on April 13, 2013, 12:11:32 am
Worker's Village, Fotress and Mining Village are all Village-with-a-bonus for $1 extra, so why not mix them all together for $6? - logically it must be balanced :)

Worker of Mining Fortress
$6

+1 card
+2 actions
+1 buy
----------------
You may trash this card: If you do: +$2
When you trash this, put it into your hand


Balanced, huh?
More seems like a new one-card-strategy: Which player can play this first? ;D
You forgot Walled Village…
Title: Re: Really bad card ideas
Post by: Morgrim7 on April 13, 2013, 01:20:20 am
And Native Village. And Fishing Village. And countless others. It doesn't matter.
Title: Re: Really bad card ideas
Post by: NoMoreFun on April 14, 2013, 03:11:32 pm
Open Misere:
Action-Duration-Victory - $5
At the start of each turn, you may gain an Estate. If you don't, discard this from play.
---
While this is in play, reveal your hand. If the game ends with this in play, and you have a negative score, this card is worth 500VP.
Title: Re: Really bad card ideas
Post by: popsofctown on April 14, 2013, 03:47:52 pm
Worker's Village, Fotress and Mining Village are all Village-with-a-bonus for $1 extra, so why not mix them all together for $6? - logically it must be balanced :)

Worker of Mining Fortress
$6

+1 card
+2 actions
+1 buy
----------------
You may trash this card: If you do: +$2
When you trash this, put it into your hand


Balanced, huh?
More seems like a new one-card-strategy: Which player can play this first? ;D
This is the best designed card I've ever seen
Title: Re: Really bad card ideas
Post by: ConMan on April 14, 2013, 07:25:39 pm
Open Misere:
Action-Duration-Victory - $5
At the start of each turn, you may gain an Estate. If you don't, discard this from play.
---
While this is in play, reveal your hand. If the game ends with this in play, and you have a negative score, this card is worth 500VP.
Strangely enough, I think there's a VP value that would actually make this playable, if difficult (and that's the point of open misére).
Title: Re: Really bad card ideas
Post by: popsofctown on April 14, 2013, 07:41:48 pm
I think the way scores are instantaneously calculated when the game ends, the card would end up having a quantum VP value.

Unless, of course, you have less than -500 points
Title: Re: Really bad card ideas
Post by: SirPeebles on April 14, 2013, 08:33:29 pm
The card never leaves play either, until the very end, since the card gives you a choice each turn, not only, say, this turn and next.
Title: Re: Really bad card ideas
Post by: liopoil on April 14, 2013, 08:35:22 pm
you can't have a score lower than -50... right? that's if you get all the curses and have 0 other points in 6 player game.
Title: Re: Really bad card ideas
Post by: SirPeebles on April 14, 2013, 08:37:32 pm
you can't have a score lower than -50... right? that's if you get all the curses and have 0 other points in 6 player game.

Yeah.  It took some effort, but I managed to score a -30 in a four player game on the apple ios version.
Title: Re: Really bad card ideas
Post by: popsofctown on April 14, 2013, 08:37:56 pm
The card never leaves play either, until the very end, since the card gives you a choice each turn, not only, say, this turn and next.

Actually, it will be discarded from play if you fail to gain an Estate, just like a Procession really will trash a Wharf even though it still has a job to do.

But, similarly, you will have the option to gain an Estate at the end of your turn for the rest of the game, with nothing to remind you of that capability.

you can't have a score lower than -50... right? that's if you get all the curses and have 0 other points in 6 player game.

But what if you have a 8 Vineyards and -120 action cards in your deck?  Open your mind.
Title: Re: Really bad card ideas
Post by: SirPeebles on April 14, 2013, 08:43:05 pm
Ah, I didn't notice the "If you don't, discard this from play" clause.  I guess you'll need to keep putting them back with your Ambassador.
Title: Re: Really bad card ideas
Post by: ashersky on April 14, 2013, 08:55:44 pm
you can't have a score lower than -50... right? that's if you get all the curses and have 0 other points in 6 player game.

New CC challenge -- end the game with -50 on Turn 3.
Title: Re: Really bad card ideas
Post by: liopoil on April 14, 2013, 08:57:12 pm
in a six player game, that's probably easy, because they can masquerade you lots of stuff.
Title: Re: Really bad card ideas
Post by: liopoil on April 14, 2013, 08:57:31 pm
and by easy I mean possible.
Title: Re: Really bad card ideas
Post by: math on April 16, 2013, 08:02:35 pm
No Effect
$2-Action

+1 Card
+1 Action
Reveal cards from your hand until you reveal a Victory card. Put it into your hand.
Look at the top card of your discard pile; discard it or put it back.
You may reveal a Fortress from your hand.  If you do, trash it.
Look at the top three cards of the trash pile.  Put them back in any order.
Reveal a card from your hand.  Return it to the Supply, then gain a copy of it, putting the copy into your hand.
Title: Re: Really bad card ideas
Post by: popsofctown on April 16, 2013, 08:06:54 pm
aaaaaand it's still better than Pearl Diver.
Title: Re: Really bad card ideas
Post by: sudgy on April 16, 2013, 08:17:42 pm
No Effect
$2-Action

+1 Card
+1 Action
Reveal cards from your hand until you reveal a Victory card. Put it into your hand.
Look at the top card of your discard pile; discard it or put it back.
You may reveal a Fortress from your hand.  If you do, trash it.
Look at the top three cards of the trash pile.  Put them back in any order.
Reveal a card from your hand.  Return it to the Supply, then gain a copy of it, putting the copy into your hand.

It still has several things you could do with it...
Title: Re: Really bad card ideas
Post by: liopoil on April 16, 2013, 08:26:17 pm
No Effect
$2-Action

+1 Card
+1 Action
Reveal cards from your hand until you reveal a Victory card. Put it into your hand.
Look at the top card of your discard pile; discard it or put it back.
You may reveal a Fortress from your hand.  If you do, trash it.
Look at the top three cards of the trash pile.  Put them back in any order.
Reveal a card from your hand.  Return it to the Supply, then gain a copy of it, putting the copy into your hand.

It still has several things you could do with it...
well, there's tons of edgecases for a plain +1 card +1 action card, but besides that...
-if the top card of your discard pile is tunnel it's good. However, you reveal the second card of your discard pile to your opponents
-you have to reveal cards in your hand to your opponents
-market square for the fortress thing
-on-gain effects

A card that just reads:

0$
+1 card
+1 action

would actually be quite interesting.  It has lots of potential positive and negative effects.
Title: Re: Really bad card ideas
Post by: popsofctown on April 16, 2013, 08:28:22 pm
The first deck manipulating effect is better than Pearl Diver by a lot.
The second ability can trigger Tunnels, and is pretty good at doing so, since it can reach back into the past turn.
The third ability triggers Market Square.
The fourth ability doesn't do anything.  You can't look at the top 3 cards of the trash pile because the trash pile has an undefined ordering.
The fifth ability works well with Trader and Watchtower
Title: Re: Really bad card ideas
Post by: liopoil on April 16, 2013, 08:35:11 pm
the last one also works with cards from hinterlands like nomad camp and border village too. the first one tells you to reveal cards from your HAND. it's actually a bad thing about the card.
Title: Re: Really bad card ideas
Post by: eHalcyon on April 16, 2013, 08:37:25 pm
The first deck manipulating effect is better than Pearl Diver by a lot.

It's not a deck manipulating effect.  You reveal cards from your HAND.  So really, that does nothing.

But the thing that people haven't mentioned -- you return a card from your hand and then gain a copy of it.  This actually does do stuff with anything that has an on-gain effect.
Title: Re: Really bad card ideas
Post by: liopoil on April 16, 2013, 08:39:56 pm
But the thing that people haven't mentioned -- you return a card from your hand and then gain a copy of it.  This actually does do stuff with anything that has an on-gain effect.
-on-gain effects
the last one also works with cards from hinterlands like nomad camp and border village too. the first one tells you to reveal cards from your HAND.
;D
Title: Re: Really bad card ideas
Post by: eHalcyon on April 16, 2013, 08:43:32 pm
That's what I get for skimming.
Title: Re: Really bad card ideas
Post by: popsofctown on April 16, 2013, 08:52:09 pm
the last one also works with cards from hinterlands like nomad camp and border village too. the first one tells you to reveal cards from your HAND. it's actually a bad thing about the card.
ooooh.  This is worse than pearl diver then.
Title: Re: Really bad card ideas
Post by: eHalcyon on April 16, 2013, 09:17:17 pm
the last one also works with cards from hinterlands like nomad camp and border village too. the first one tells you to reveal cards from your HAND. it's actually a bad thing about the card.
ooooh.  This is worse than pearl diver then.

Oh, lio ninja'd me on that point too.  :-[
Title: Re: Really bad card ideas
Post by: gman314 on April 16, 2013, 09:32:39 pm
the last one also works with cards from hinterlands like nomad camp and border village too. the first one tells you to reveal cards from your HAND. it's actually a bad thing about the card.
ooooh.  This is worse than pearl diver then.

Unless Fortress and Market Square are in the game!
Title: Re: Really bad card ideas
Post by: liopoil on April 16, 2013, 09:38:15 pm
More like if border village is in the game! also trader to turn estates and copper into silver.
Title: Re: Really bad card ideas
Post by: SirPeebles on April 16, 2013, 09:55:08 pm
More like if border village is in the game! also trader to turn estates and copper into silver.

Or Possession, to give yourself your opponent's Provinces.
Title: Re: Really bad card ideas
Post by: liopoil on April 16, 2013, 09:56:52 pm
Oo, that's a neat one!
Title: Re: Really bad card ideas
Post by: sudgy on April 17, 2013, 12:32:21 am
Alright, the real "no effect" card:

No Effect
$0
When you would would gain this, trash it.

The "would would" makes it so you can't reveal a Trader to it and such (if it was one would, you could choose to reveal the Trader first), and it costs less than $3 so you can't do anything with the graverobber and such.  And it's not an action so you can't get anything special with ironworks.
Title: Re: Really bad card ideas
Post by: jotheonah on April 17, 2013, 12:35:48 am
Alright, the real "no effect" card:

No Effect
$0
When you would would gain this, trash it.

The "would would" makes it so you can't reveal a Trader to it and such (if it was one would, you could choose to reveal the Trader first), and it costs less than $3 so you can't do anything with the graverobber and such.  And it's not an action so you can't get anything special with ironworks.

And yet, it still pumps up your Goons points insanely.
Title: Re: Really bad card ideas
Post by: jotheonah on April 17, 2013, 12:36:31 am
Try again.
Title: Re: Really bad card ideas
Post by: Axxle on April 17, 2013, 12:39:02 am
Try again.
No Effect
$999PPP
When you would would gain this, trash it.
?
Title: Re: Really bad card ideas
Post by: sudgy on April 17, 2013, 12:44:18 am
Try again.
No Effect
$999PPP
When you would would gain this, trash it.
?

Is it possible to play a bajillion bridges and highways, enough to make this buyable?
Title: Re: Really bad card ideas
Post by: jonts26 on April 17, 2013, 12:54:01 am
Amateurs.

No effect
5*

You cannot gain this card.
------
In games using this, add an extra kingdom card to the supply.

EDIT: making it cost $5* so BoM can't imitate it.
Title: Re: Really bad card ideas
Post by: Morgrim7 on April 17, 2013, 01:05:31 am
Amateurs.

No effect
0*

You cannot gain this card.
------
In games using this, add an extra kingdom card to the supply.
booooooring!!!
No affect
$0
When you play this, return it to your hand.
Reveal the top five cards in the Copper pile and choose one: move them to the bottom of the pile, or put them back in any order.
If your deck is empty, discard your deck.
Pass a card to the opponent on your right. He must pass the same card back.
Reveal cards from your deck until you reveal a card. Put it on top of your deck. If there are no cards in your deck, this does not take affect.
Setup: After you choose the kingdom, it this card is in it, choose another supply pile and add it to the supply. Nobody may gain a card from this pile.
Title: Re: Really bad card ideas
Post by: ashersky on April 17, 2013, 01:18:35 am

Reveal cards from your deck until you reveal a card. Put it on top of your deck.


Well done.
Title: Re: Really bad card ideas
Post by: gman314 on April 17, 2013, 01:26:46 am
Try again.
No Effect
$999PPP
When you would would gain this, trash it.
?

Is it possible to play a bajillion bridges and highways, enough to make this buyable?

Ask Celestial Chameleon.
Title: Re: Really bad card ideas
Post by: pst on April 17, 2013, 01:28:00 am
Reveal cards from your deck until you reveal a card. Put it on top of your deck.

So trigger a shuffle of your discards if your deck is empty.
Title: Re: Really bad card ideas
Post by: Morgrim7 on April 17, 2013, 01:28:42 am
Try again.
No Effect
$999PPP
When you would would gain this, trash it.
?

Is it possible to play a bajillion bridges and highways, enough to make this buyable?
I actually think Pirate Ship would be key here.
Title: Re: Really bad card ideas
Post by: Morgrim7 on April 17, 2013, 01:29:11 am
Reveal cards from your deck until you reveal a card. Put it on top of your deck.

So trigger a shuffle of your discards if your deck is empty.
bah, I suppose you are right. Lemme edit that...
Title: Re: Really bad card ideas
Post by: Jimmmmm on April 17, 2013, 01:35:22 am
Obviously a terrible idea, but a semi-serious question:

Victory  - $X

You win.

Action


How would you price this to maximise the number of kingdoms in which it was interesting?
Title: Re: Really bad card ideas
Post by: eHalcyon on April 17, 2013, 01:38:53 am
Try again.
No Effect
$999PPP
When you would would gain this, trash it.
?

In games using this, whenever a card is played, add an Effect token to the Effect mat.  This costs $1 for every token on the Effect mat.
Title: Re: Really bad card ideas
Post by: ashersky on April 17, 2013, 01:39:50 am
Obviously a terrible idea, but a semi-serious question:

Victory  - $X

You win.

Action


How would you price this to maximise the number of kingdoms in which it was interesting?

What's the Action part?

Like, if you play it, you win?

I think you'd need it to cost a lot, and have a GM-like penalty.  Like Costs 27, cannot have any Platinum, Gold, or silver in play.  Must have exactly 27 available.
Title: Re: Really bad card ideas
Post by: sudgy on April 17, 2013, 01:44:28 am
Wait, I got it!  The No Effect card costs 33P.  *victory dance*
Title: Re: Really bad card ideas
Post by: eHalcyon on April 17, 2013, 02:07:14 am
Wait, I got it!  The No Effect card costs 33P.  *victory dance*

That is achievable with 6 plat, a gold and a potion.  You probably mean it should cost  PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP.
Title: Re: Really bad card ideas
Post by: Morgrim7 on April 17, 2013, 02:08:10 am
Wait, I got it!  The No Effect card costs 33P.  *victory dance*

That is achievable with 6 plat, a gold and a potion.  You probably mean it should cost  PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP.
PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP
Title: Re: Really bad card ideas
Post by: Axxle on April 17, 2013, 02:13:39 am
P⇈⇈3
Title: Re: Really bad card ideas
Post by: Jimmmmm on April 17, 2013, 02:15:08 am
Obviously a terrible idea, but a semi-serious question:

Victory  - $X

You win.

Action


How would you price this to maximise the number of kingdoms in which it was interesting?

What's the Action part?

Like, if you play it, you win?

I think you'd need it to cost a lot, and have a GM-like penalty.  Like Costs 27, cannot have any Platinum, Gold, or silver in play.  Must have exactly 27 available.

Yes, it's an Action card. You win when you play it.
Title: Re: Really bad card ideas
Post by: ashersky on April 17, 2013, 02:36:19 am
Obviously a terrible idea, but a semi-serious question:

Victory  - $X

You win.

Action


How would you price this to maximise the number of kingdoms in which it was interesting?

What's the Action part?

Like, if you play it, you win?

I think you'd need it to cost a lot, and have a GM-like penalty.  Like Costs 27, cannot have any Platinum, Gold, or silver in play.  Must have exactly 27 available.

Yes, it's an Action card. You win when you play it.

Oh.  I think you misworded it.  Should read:

Victory - $X

Trash this and another copy of Victory from your hand. If you do trash two Victorys, you win.

Action
Title: Re: Really bad card ideas
Post by: Axxle on April 17, 2013, 02:45:26 am
Victory A - $5

When you buy this, if this is turn 2 each opponent may reveal five coppers in their hand or a Victory A from their deck or discard. If none do and you have a Victory B in your deck or discard you win.

----------------------------------------

Victory B - $2

When you buy this, if this is turn 2 each opponent may reveal five coppers in their hand or a Victory A from their deck or discard. If none do and you have a Victory A in your deck or discard  you win.

Mountebank / Chapel http://councilroom.com/openings
Title: Re: Really bad card ideas
Post by: math on April 17, 2013, 03:32:00 am
I did actually open Mountebank-Chapel once in a game (against a higher rated opponent).  I won.
Title: Re: Really bad card ideas
Post by: Morgrim7 on April 17, 2013, 04:05:46 am
Immediate Victory
$4 - Action
+1 Action
Reveal the top 4 cards of your deck. Put all the Victory cards into your hand, put the rest back in any order.
Title: Re: Really bad card ideas
Post by: pst on April 17, 2013, 04:17:59 am
Obviously a terrible idea, but a semi-serious question:

Victory  - $X

You win.

Action


How would you price this to maximise the number of kingdoms in which it was interesting?

And how about something that only takes you partway to victory? Like

Winnitude
Put a token on your Winnitude mat. If you have 3 tokens there, you win.
Action

(Or a less expensive variant that you'll have to get several of: Trash this. If you did, put a token on your Winnitude mat.)
Title: Re: Really bad card ideas
Post by: Morgrim7 on April 17, 2013, 04:23:24 am
Obviously a terrible idea, but a semi-serious question:

Victory  - $X

You win.

Action


How would you price this to maximise the number of kingdoms in which it was interesting?

And how about something that only takes you partway to victory? Like

Winnitude
Put a token on your Winnitude mat. If you have 3 tokens there, you win.
Action

(Or a less expensive variant that you'll have to get several of: Trash this. If you did, put a token on your Winnitude mat.)

Ya know...that works really really well with KC.
Title: Re: Really bad card ideas
Post by: eHalcyon on April 17, 2013, 04:25:33 am
Victory A - $5

When you buy this, if this is turn 2 each opponent may reveal five coppers in their hand or a Victory A from their deck or discard. If none do and you have a Victory B in your deck or discard you win.

----------------------------------------

Victory B - $2

When you buy this, if this is turn 2 each opponent may reveal five coppers in their hand or a Victory A from their deck or discard. If none do and you have a Victory A in your deck or discard  you win.

Mountebank / Chapel http://councilroom.com/openings

This gives second player advantage! If both open 5/2, it is possible for p2 to win if p1 draws VA after the reshuffle.
Title: Re: Really bad card ideas
Post by: pst on April 17, 2013, 04:53:37 am
Ya know...that works really really well with KC.
Yeah, that's a really bad card.

(Ambiguous post being ambiguous.)
Title: Re: Really bad card ideas
Post by: NoMoreFun on April 17, 2013, 07:21:48 am
Victory Feast
Treasure - $18
Worth $1
When you play this, if you have no actions remanining and no other cards in play, gain every card in the supply.
Title: Re: Really bad card ideas
Post by: NoMoreFun on April 17, 2013, 07:51:38 am
Edgy Conqueror
Action - $0
Gain a card costing less than this
---
When you gain this, if any of the following statements are true, win the game:
*You have 10 Tacticians in play
*You have 10 Hermits in play, and 10 Madmen in hand.
*You have played the same action more than 30 times
*You played a single card and received more than $50 this turn
*You have no other cards remaining in your hand, deck, discard pile or play area
*You bought a card costing $6 or more this turn, and it's turn 2.
Title: Re: Really bad card ideas
Post by: GendoIkari on April 17, 2013, 10:45:35 am
*You bought a card costing $6 or more this turn, and it's turn 2.

Bet your opponent is regretting that Noble Brigand opening now!
Title: Re: Really bad card ideas
Post by: markusin on April 17, 2013, 10:56:36 am
Genie Lamp
Action-0*

Trash this
Do this three times: Gain any card from the supply, or put your deck and discard pile into your hand, or +2 actions.
--------------------------------------------
If the game does not end after this turn, trash every treasure card and every victory card in your deck, discard pile, and hand.

The first player gains this card at the start of the game.

This card is not in the supply
Title: Re: Really bad card ideas
Post by: Drab Emordnilap on April 17, 2013, 11:47:56 am
Victory Feast
Treasure - $18
Worth $1
When you play this, if you have no actions remanining and no other cards in play, gain every card in the supply.

So, Embargo?
Title: Re: Really bad card ideas
Post by: SirPeebles on April 17, 2013, 11:53:57 am
Victory Feast
Treasure - $18
Worth $1
When you play this, if you have no actions remanining and no other cards in play, gain every card in the supply.

Too bad the Estate and Duchy piles are empty, there's only one Province left, and that stack of 50 Curses had been left untouched.
Title: Re: Really bad card ideas
Post by: GendoIkari on April 17, 2013, 12:59:36 pm
Victory Feast
Treasure - $18
Worth $1
When you play this, if you have no actions remanining and no other cards in play, gain every card in the supply.

So, Embargo?

Embargo, Feast, Island, Mining Village, Pillage, Mad Man, Knights, Death Cart...
Title: Re: Really bad card ideas
Post by: Drab Emordnilap on April 17, 2013, 01:01:37 pm
Victory Feast
Treasure - $18
Worth $1
When you play this, if you have no actions remanining and no other cards in play, gain every card in the supply.

So, Embargo?

Embargo, Feast, Island, Mining Village, Pillage, Mad Man, Knights, Death Cart...

Mining Village and Madman leave you with actions remaining. The rest are good. Knights is the funniest.
Title: Re: Really bad card ideas
Post by: GendoIkari on April 17, 2013, 01:17:24 pm
Victory Feast
Treasure - $18
Worth $1
When you play this, if you have no actions remanining and no other cards in play, gain every card in the supply.

So, Embargo?

Embargo, Feast, Island, Mining Village, Pillage, Mad Man, Knights, Death Cart...

Mining Village and Madman leave you with actions remaining. The rest are good. Knights is the funniest.

Oops! Yeah, I almost missed Knights.
Title: Re: Really bad card ideas
Post by: ConMan on April 17, 2013, 07:49:27 pm
I think the second most amusing possible result would probably be something like this:
1. Play Mining Village, trash.
2. Play Madman.
3. Play Death Cart, trash self.
4. Play Dame Molly, opponent trashes Dame Anna.
5. Play Sir Bailey, opponent trashes Sir Martin.
6. Play Sir Michael, opponent trashes Sir Vander.
7. Play Dame Josephine, opponent trashes Dame Sylvia.
8. Play Dame Natalie, opponent trashes Sir Destry.
10. Play Victory Feast.
Title: Re: Really bad card ideas
Post by: popsofctown on April 17, 2013, 09:18:19 pm
I like how Victory feast doesn't always win you the game.  Curse cards can bring your score down a bit.

With Gardens on the board, it makes it unusually important how many treasures you're playing with.  With Vineyards on the board, if there were any Vineyards left you pretty much won..
Title: Re: Really bad card ideas
Post by: Kirian on May 02, 2013, 02:50:57 am
Hare-Brained Scheme
Action - $3

+1 Card
+1 Action
----
When you discard this from play, you may instead place it on top of your deck.
Title: Re: Really bad card ideas
Post by: Asper on May 02, 2013, 09:08:56 am
Hare-Brained Scheme
Action - $3

+1 Card
+1 Action
----
When you discard this from play, you may instead place it on top of your deck.

At least i won't draw my KC without something to triple...
Title: Re: Really bad card ideas
Post by: gman314 on May 02, 2013, 11:40:48 am
Hare-Brained Scheme
Action - $3

+1 Card
+1 Action
----
When you discard this from play, you may instead place it on top of your deck.

Good for some Hare-Brained Conspiracies.
Title: Re: Really bad card ideas
Post by: Jimmmmm on May 02, 2013, 11:42:22 am
Hare-Brained Scheme
Action - $3

+1 Card
+1 Action
----
When you discard this from play, you may instead place it on top of your deck.

Good for some Hare-Brained Conspiracies.

Or Hare-Baned Conspiracies.


...no?
Title: Re: Really bad card ideas
Post by: eHalcyon on May 02, 2013, 12:21:56 pm
Hare-Brained Scheme
Action - $3

+1 Card
+1 Action
----
When you discard this from play, you may instead place it on top of your deck.

Five of these can be a good defense against Pillage. ;)
Title: Re: Really bad card ideas
Post by: Axxle on May 02, 2013, 12:22:36 pm
Hare-Brained Scheme
Action - $3

+1 Card
+1 Action
----
When you discard this from play, you may instead place it on top of your deck.

At least i won't draw my KC without something to triple...
Unless you draw the KC using your last HBS.
Title: Re: Really bad card ideas
Post by: ahyangyi on May 02, 2013, 02:14:10 pm
Terminator $13

End the game.
-----------------------------------------------
You must spend two buys to buy this
Action
Title: Re: Really bad card ideas
Post by: Nicrosil on May 31, 2013, 02:34:00 am
Sea Haggler $4
Action
+$2
----------
While this is in play, when you buy a Curse, instead of gaining it each other player gains a Curse.
Title: Re: Really bad card ideas
Post by: AJD on May 31, 2013, 03:09:57 am
Sea Haggler $4
Action
+$2
----------
While this is in play, when you buy a Curse, instead of gaining it each other player gains a Curse.

That's actually kind of interesting. It's probably only worth $4 on boards with cheap non-terminal +buy, but it's strong enough on those boards that you certainly couldn't price it at $3. Could it cost $5? I dunno; you do have to line it up with the +buy to get good use out of it; otherwise you're using your whole buy on cursing and not even getting an Ill-Gotten Gains out of it. But I'd hate to be on the receiving end of the first person to line this up with two Hamlets.
Title: Re: Really bad card ideas
Post by: Warfreak2 on May 31, 2013, 05:39:38 am
What happens if I reveal a Trader - can I first get a Silver instead of the Curse that I "would gain", and then proceed to not gain the Curse for the other reason?
Title: Re: Really bad card ideas
Post by: Awaclus on May 31, 2013, 06:13:32 am
What happens if I reveal a Trader - can I first get a Silver instead of the Curse that I "would gain", and then proceed to not gain the Curse for the other reason?
I don't think you "would gain" the Curse in that situation, because Sea Haggler's ability is already taking place and it's already replacing the gain with something else.
Title: Re: Really bad card ideas
Post by: GendoIkari on May 31, 2013, 09:07:19 am
What happens if I reveal a Trader - can I first get a Silver instead of the Curse that I "would gain", and then proceed to not gain the Curse for the other reason?
I don't think you "would gain" the Curse in that situation, because Sea Haggler's ability is already taking place and it's already replacing the gain with something else.

I disagree... when you buy a Curse, 2 different things both reaction to "would gain" a curse, and you choose the order in which to resolve them. No matter which order you choose, you both gain a silver and each other player gains a curse. I think.
Title: Re: Really bad card ideas
Post by: Warfreak2 on May 31, 2013, 10:12:28 am
I think it's questionable; Sea Haggler's effect is triggered on buy, which normally triggers "would gain" (which normally triggers "gain"). The effect says it prevents the "gain" bit, but doesn't mention the intermediate "would gain". If we are to interpret it as a computer would, then "would gain" happens and you can reveal a Trader; if "would gain" isn't really an intermediate event but instead is just supposed to be interpreted as plain English, then you can't, because you wouldn't have gained anything if you didn't reveal the Trader.

If you are indeed allowed to reveal a Trader, it's definitely clear that the other players still get a Curse, because that's triggered by buying it and there's no "if you do".
Title: Re: Really bad card ideas
Post by: AJD on May 31, 2013, 11:14:21 am
What happens if I reveal a Trader - can I first get a Silver instead of the Curse that I "would gain", and then proceed to not gain the Curse for the other reason?
I don't think you "would gain" the Curse in that situation, because Sea Haggler's ability is already taking place and it's already replacing the gain with something else.

I disagree... when you buy a Curse, 2 different things both reaction to "would gain" a curse, and you choose the order in which to resolve them. No matter which order you choose, you both gain a silver and each other player gains a curse. I think.

I agree with Awaclus. Sea Haggler triggers on buy, not on would-gain. On-buy is before would-gain, so would-gain never happens and your Trader is never activated.

Meanwhile, I claim that if Sea Haggler is an Attack, Moat protects you from it but Lighthouse doesn't. This might be a good reason for it not to be an Attack.
Title: Re: Really bad card ideas
Post by: Awaclus on May 31, 2013, 11:28:31 am
I changed my opinion.

The card absolutely needs a rewording, because with the current wording, it doesn't actually do anything. It triggers when you buy something, but at that point, no curse is being gained so there's nothing the ability can replace, and that means your opponents aren't getting cursed either (for the same reason that revealing 40 Traders or the same Trader 40 times only gives you one Silver - in order for the ability to work, there has to be something it actually replaces).

It should be something like "When you buy a curse, the next time you would gain a curse this turn, etc" and in that case you could choose the order of the effects, but only the first one of them would work.
Title: Re: Really bad card ideas
Post by: AJD on May 31, 2013, 12:19:08 pm
I changed my opinion.

The card absolutely needs a rewording, because with the current wording, it doesn't actually do anything. It triggers when you buy something, but at that point, no curse is being gained so there's nothing the ability can replace, and that means your opponents aren't getting cursed either (for the same reason that revealing 40 Traders or the same Trader 40 times only gives you one Silver - in order for the ability to work, there has to be something it actually replaces).

It should be something like "When you buy a curse, the next time you would gain a curse this turn, etc" and in that case you could choose the order of the effects, but only the first one of them would work.

I don't quite understand your objection here. Ordinarily the rule of the game is "when you buy a card, you gain it". What this card does is replace that rule while it's in play.

(Also, a clearer way to write your revision would be "when you would gain a Curse due to buying it...".)
Title: Re: Really bad card ideas
Post by: Axxle on May 31, 2013, 12:24:28 pm
It'll change it slightly, but wouldn't it be easier to just say when you would gain instead of the current wording since that's already established?
Title: Re: Really bad card ideas
Post by: AJD on May 31, 2013, 12:26:22 pm
It'll change it slightly, but wouldn't it be easier to just say on gain instead of on buy since that's already established?

Do you mean on would-gain?
Title: Re: Really bad card ideas
Post by: Axxle on May 31, 2013, 02:54:00 pm
Edit $0*
Reaction
When you would be wrong, reveal this.  You instead are correct.
Title: Re: Really bad card ideas
Post by: Warfreak2 on May 31, 2013, 02:54:19 pm
If you have two "on would-gain, ___ instead" effects, does the first one you choose to resolve prevent the other one from resolving? Possession reacts to would-gain, so can the possessed player reveal a Trader to get a Silver (which the possessing player gains instead)?
Title: Re: Really bad card ideas
Post by: Axxle on May 31, 2013, 02:58:49 pm
If you have two "on would-gain, ___ instead" effects, does the first one you choose to resolve prevent the other one from resolving? Possession reacts to would-gain, so can the possessed player reveal a Trader to get a Silver (which the possessing player gains isntead)?
I think so, since you no longer would be gaining whatever it is you were trying to gain. /BlueDog
Title: Re: Really bad card ideas
Post by: eHalcyon on May 31, 2013, 03:03:36 pm
If you have two "on would-gain, ___ instead" effects, does the first one you choose to resolve prevent the other one from resolving? Possession reacts to would-gain, so can the possessed player reveal a Trader to get a Silver (which the possessing player gains isntead)?

Possessed player buys a card.  Let's say it's a Curse.
Possessed player would gain Curse.  Now there are two scenarios:

A) Possessed player reveals Trader.
Possessed player would gain Silver instead of Curse.
Possessing player gains Silver instead.

B) Possessed player does NOT reveal Trader.
Possessing player gains Curse instead.
Possessing player Would gain Curse, and can now reveal Trader himself to gain Silver instead.

Both are valid.
Title: Re: Really bad card ideas
Post by: AJD on May 31, 2013, 04:00:31 pm
If you have two "on would-gain, ___ instead" effects, does the first one you choose to resolve prevent the other one from resolving? Possession reacts to would-gain, so can the possessed player reveal a Trader to get a Silver (which the possessing player gains isntead)?

Possessed player buys a card.  Let's say it's a Curse.
Possessed player would gain Curse.  Now there are two scenarios:

A) Possessed player reveals Trader.
Possessed player would gain Silver instead of Curse.
Possessing player gains Silver instead.

B) Possessed player does NOT reveal Trader.
Possessing player gains Curse instead.
Possessing player Would gain Curse, and can now reveal Trader himself to gain Silver instead.

Both are valid.

Right. But you can't do the following:

Possessed player buys a Curse.
Possessed player would gain Curse.
Now you say: Two things happen at the same time! Possession redirects the Curse to possessing player, and possessed player may reveal Trader. Choose an order to resolve them!
Resolve Possession first: possessing player gains Curse.
Resolve Trader next: possessed player reveals Trader and would gain a Silver (which is redirected to possessing player).

The first would-gain effect resolved does indeed prevent the other from resolving: you choose whether to resolve Possession or Trader first, but once you've done that the other one is no longer resolved at all.
Title: Re: Really bad card ideas
Post by: Awaclus on June 01, 2013, 07:38:52 am
I don't quite understand your objection here. Ordinarily the rule of the game is "when you buy a card, you gain it". What this card does is replace that rule while it's in play.

(Also, a clearer way to write your revision would be "when you would gain a Curse due to buying it...".)
"When you buy a card, you first buy it, then gain it" is the rule according to the Hinterlands rulebook. It doesn't replace the rule, it just replaces the gain. It would have to say "when you buy a curse, instead of following the rule 'when you buy a card, you first buy it, then gain it', each other player gains a curse" in order to replace the rule. And there is no gain being going on at the time you buy a card, so there is nothing to replace, and that means nothing happens. Your wording for my revision is admittedly better than mine.
If you have two "on would-gain, ___ instead" effects, does the first one you choose to resolve prevent the other one from resolving? Possession reacts to would-gain, so can the possessed player reveal a Trader to get a Silver (which the possessing player gains instead)?
Obviously yes, because you have an unlimited number of those effects whenever you would gain a card and have a Trader in hand, because nothing prevents you from revealing that same Trader 9001 times as a reaction to the same would-gain. With Possession, if you buy a Curse and reveal a Trader, you can choose the order and if you choose to apply Trader's replacement effect first, Possession's replacement effect fizzles because that would-gain no longer exists, but then Trader's ability makes the possessed player would-gain a silver, which makes both Trader and Possession go off again, and since there is no point in replacing that silver with a silver, the possessed player probably doesn't reveal the Trader this time, so there is only Possession's replacement effect left, and that makes the possessing player gain that silver instead of the possessed player. But if you choose to apply Possession's replacement effect first, Trader's replacement effect fizzles because that would-gain no longer exists.
Title: Re: Really bad card ideas
Post by: GendoIkari on June 01, 2013, 10:12:10 am
What happens if I reveal a Trader - can I first get a Silver instead of the Curse that I "would gain", and then proceed to not gain the Curse for the other reason?
I don't think you "would gain" the Curse in that situation, because Sea Haggler's ability is already taking place and it's already replacing the gain with something else.

I disagree... when you buy a Curse, 2 different things both reaction to "would gain" a curse, and you choose the order in which to resolve them. No matter which order you choose, you both gain a silver and each other player gains a curse. I think.

I agree with Awaclus. Sea Haggler triggers on buy, not on would-gain. On-buy is before would-gain, so would-gain never happens and your Trader is never activated.

Meanwhile, I claim that if Sea Haggler is an Attack, Moat protects you from it but Lighthouse doesn't. This might be a good reason for it not to be an Attack.

I was thinking that it was a when would gain, not when buy, oops.

Why Would Moat and Lighthouse be different? They both react exactly to "when another player plays an attack card."
Title: Re: Really bad card ideas
Post by: AJD on June 01, 2013, 12:40:04 pm
Meanwhile, I claim that if Sea Haggler is an Attack, Moat protects you from it but Lighthouse doesn't. This might be a good reason for it not to be an Attack.

I was thinking that it was a when would gain, not when buy, oops.

Why Would Moat and Lighthouse be different? They both react exactly to "when another player plays an attack card."

Because different things happen "when another player plays an Attack card"!

With Moat, when you play Sea Haggler, I reveal Moat. If I do so, I am unaffected by that Sea Haggler. Good deal! Nothing that Sea Haggler does will affect me, including dishing out Curses.

Lighthouse says "when another player plays an Attack card, it doesn't affect you." It doesn't say the Attack card doesn't affect me at other times—it only protects me from Attack cards' on-play effects, not their while-in-play effects that happen later.

...At least, that's how it seems to me. I'm trying to come up with a bizarre edge-case counterexample...
Title: Re: Really bad card ideas
Post by: AJD on June 01, 2013, 12:45:56 pm
...At least, that's how it seems to me. I'm trying to come up with a bizarre edge-case counterexample...

Got one! If, through some unholy combination of Procession, Graverobber, and Ambassador, someone plays and then buys the same copy of Noble Brigand on the same turn, it's clear that revealing Moat when Noble Brigand is played shouldn't protect you against the on-buy effects of the same Noble Brigand later on.

So there's a few possible resolutions here.

Title: Re: Really bad card ideas
Post by: GendoIkari on June 01, 2013, 01:53:03 pm
...At least, that's how it seems to me. I'm trying to come up with a bizarre edge-case counterexample...

Got one! If, through some unholy combination of Procession, Graverobber, and Ambassador, someone plays and then buys the same copy of Noble Brigand on the same turn, it's clear that revealing Moat when Noble Brigand is played shouldn't protect you against the on-buy effects of the same Noble Brigand later on.

So there's a few possible resolutions here.

  • One, Moat only protects you against Attacks' on-play effects, and therefore doesn't protect you against Sea Haggler.
  • Two, Moat and Lighthouse protect you against Attack's while-in-play effects as well, even though Lighthouse doesn't seem to say so.
  • Three, Moat protects you against a single execution of card text, top to bottom, which includes on-play and while-in-play effects but not on-buy effects that might be triggered later.
  • Four, Sea Haggler, like Masquerade, shouldn't be an Attack because its interaction with Moat and Lighthouse is too confusing.

I'm pretty sure it's #4 (though #2 would be correct rules IMO). Despite the slight difference in wording that you pointed out, I'm almost sure that the intent of Lighthouse is to protect you from attacks that are played, exactly as Moat is. If Sea Haggler is an attack that gets played, then a person with a revealed Moat or Lighthouse cannot be affected by that card.

But while-in-play effects are certainly not well-defined for attacks, and most likely Donald avoided the question by never having an attack card that affects other players "while-in-play." Imagine if Goons' discard down to 3 happened at the same time you gained the 1VP for buying cards. It would indeed be hard to deal with either with Moat or Lighthouse. First off, there would be arguments about whether or not you are protected, because you weren't being affected "when the card was played." Second, it's tracking issues.... during your buy phase, it has to be remembered if I revealed a Moat to your modified Goons (or Sea Haggler) earlier in the turn. If you played 2, maybe I Moated 1 but not the other. We now have to remember how many of which cards I Moated.
Title: Re: Really bad card ideas
Post by: AJD on June 01, 2013, 02:46:25 pm
But while-in-play effects are certainly not well-defined for attacks, and most likely Donald avoided the question by never having an attack card that affects other players "while-in-play." Imagine if Goons' discard down to 3 happened at the same time you gained the 1VP for buying cards. It would indeed be hard to deal with either with Moat or Lighthouse. First off, there would be arguments about whether or not you are protected, because you weren't being affected "when the card was played." Second, it's tracking issues.... during your buy phase, it has to be remembered if I revealed a Moat to your modified Goons (or Sea Haggler) earlier in the turn. If you played 2, maybe I Moated 1 but not the other. We now have to remember how many of which cards I Moated.

This is presumably the same reason there are no Duration Attacks.
Title: Re: Really bad card ideas
Post by: Kirian on June 02, 2013, 11:35:54 am
The last fifteen or so posts are a reminder that this is a bad cards thread.
Title: Re: Really bad card ideas
Post by: Qvist on June 06, 2013, 03:16:59 pm
"Wishing, ... well?" - $3 - Action

+1 Card
+1 Action
Name a card and a number greater than 0. Count the number of copies of the named cards you have in your discard pile.
If it's equal to the named number, reveal cards from the top of your deck until you reveal the named card. Put the named card in your hand and discard the rest.

Might be reasonable, but probably annoying IRL (although not more annoying than PhilStone)
Title: Re: Really bad card ideas
Post by: sudgy on June 06, 2013, 03:22:15 pm
"Wishing, ... well?" - $3 - Action

+1 Card
+1 Action
Name a card and a number greater than 0. Count the number of copies of the named cards you have in your discard pile.
If it's equal to the named number, reveal cards from the top of your deck until you reveal the named card. Put the named card in your hand and discard the rest.

Might be reasonable, but probably annoying IRL (although not more annoying than PhilStone)

People really good at deck tracking would know exactly how many they have in their discard, and it would be favored towards them.  And, for those people, this would be like +1 card, +1 action, draw a card of your choice.
Title: Re: Really bad card ideas
Post by: Qvist on June 06, 2013, 03:25:05 pm
"Wishing, ... well?" - $3 - Action

+1 Card
+1 Action
Name a card and a number greater than 0. Count the number of copies of the named cards you have in your discard pile.
If it's equal to the named number, reveal cards from the top of your deck until you reveal the named card. Put the named card in your hand and discard the rest.

Might be reasonable, but probably annoying IRL (although not more annoying than PhilStone)

People really good at deck tracking would know exactly how many they have in their discard, and it would be favored towards them.  And, for those people, this would be like +1 card, +1 action, draw a card of your choice.

Yeah, that's why I posted in bad cards although I like the card idea itself.
Title: Re: Really bad card ideas
Post by: eHalcyon on June 06, 2013, 03:27:49 pm
Lake of Dreams
$5 - Action
Name a card.  Reveal the top card of your deck.  If it is not the named card, discard all revealed cards.  Otherwise, you may either repeat this or put all revealed cards into your hand.
+1 Card
+1 Action

The vanilla bonuses are put at the bottom so that I can say "repeat this" with less ambiguity.

Finally, something that actually combos well with Scout!
Title: Re: Really bad card ideas
Post by: Axxle on June 06, 2013, 05:54:02 pm
Gamble
$3
+1 Action
Name a card. Reveal cards from the top of your deck until you reveal the named card. Put that card into your hand and discard the rest. Discard a card from your hand at random.
Title: Re: Really bad card ideas
Post by: Warfreak2 on June 06, 2013, 06:02:31 pm
Gambler's Fallacy
$3
+1 Action
Name a card. Reveal cards from the top of your deck until you reveal the named card. Put that card into your hand and discard the rest. Reveal your hand; the player to your left chooses one card for you to discard.
Title: Re: Really bad card ideas
Post by: Titandrake on June 06, 2013, 09:44:12 pm
Hey Let's Steal Magic Cards
Action - $2
+1 Action
If you have no cards in hand, name a card. Reveal cards from the top of your deck until you reveal the named card. Put that card into your hand and discard the rest. Otherwise, reveal your hand, then reveal cards from the top of your deck until you reveal a card with the same name as a card in your hand. Put that card into your hand and discard the rest.
Title: Re: Really bad card ideas
Post by: WanderingWinder on June 06, 2013, 09:49:50 pm
Hey Let's Steal Magic Cards
Action - $2
+1 Action
If you have no cards in hand, name a card. Reveal cards from the top of your deck until you reveal the named card. Put that card into your hand and discard the rest. Otherwise, reveal your hand, then reveal cards from the top of your deck until you reveal a card with the same name as a card in your hand. Put that card into your hand and discard the rest.

Well, I imagine this plays a lot differently here than it does in Magic, but the first thought that jumps to my mind is a handful of these and a bunch of tunnels lets you empty the gold pile from full in a single turn...
Title: Re: Really bad card ideas
Post by: Powerman on June 06, 2013, 11:47:33 pm
Poor Man's Peddler
Action 0*
+1 Card
+1 Action
+$1
During your Buy phase, this costs $2 more per Action card you have in play.
Title: Re: Really bad card ideas
Post by: dominator 123 on June 07, 2013, 03:51:06 am
Wizard $6
Action-Attack

+2 cards
Each other player gains a Scout
Title: Re: Really bad card ideas
Post by: Warfreak2 on June 07, 2013, 05:59:19 am
Terminal Curse, Action/Curse, $0
When you play this, -1VP
Title: Re: Really bad card ideas
Post by: brokoli on June 07, 2013, 06:55:54 am
Doctoracle
Action - $3*
+2 cards
--
When you buy this, you may overpay for it. For each $1 overpaid, each player (including you) reveals the top 2 cards of his deck, and you choose one : either he discards them, or he puts them back on top in an order you choose.
Title: Re: Really bad card ideas
Post by: sudgy on June 07, 2013, 11:51:54 am
Action - $5
+Infinity Cards
+Infinity Actions
+Infinity Buys
+$Infinity

While this is in play, when you gain a card, return it to its pile.
Title: Re: Really bad card ideas
Post by: eHalcyon on June 07, 2013, 11:52:53 am
Action - $5
+Infinity Cards
+Infinity Actions
+Infinity Buys
+$Infinity

While this is in play, when you gain a card, return it to its pile.

Goons mega turn yeahhhhhhhh
Title: Re: Really bad card ideas
Post by: Kirian on June 07, 2013, 12:04:54 pm
Action - $5
+Infinity Cards
+Infinity Actions
+Infinity Buys
+$Infinity

While this is in play, when you gain a card, return it to its pile.

Goons mega turn yeahhhhhhhh

Of course, if both players play this and Goons, instant stalemate.

Which infinity though?  Aleph-null?  Aleph-one?
Title: Re: Really bad card ideas
Post by: Drab Emordnilap on June 07, 2013, 12:06:28 pm
Action - $5
+Infinity Cards
+Infinity Actions
+Infinity Buys
+$Infinity

While this is in play, when you gain a card, return it to its pile.

Procession yeahhhhhhhh
Title: Re: Really bad card ideas
Post by: sudgy on June 07, 2013, 12:12:04 pm
Action - $5
+Infinity Cards
+Infinity Actions
+Infinity Buys
+$Infinity

While this is in play, when you gain a card, return it to its pile.

Procession yeahhhhhhhh

How does that help?
Title: Re: Really bad card ideas
Post by: SirPeebles on June 07, 2013, 12:18:55 pm
Action - $5
+Infinity Cards
+Infinity Actions
+Infinity Buys
+$Infinity

While this is in play, when you gain a card, return it to its pile.

Procession yeahhhhhhhh

How does that help?

Procession plays it, but then trashes it.  Thereby removing it from play.
Title: Re: Really bad card ideas
Post by: sudgy on June 07, 2013, 12:23:25 pm
Action - $5
+Infinity Cards
+Infinity Actions
+Infinity Buys
+$Infinity

While this is in play, when you gain a card, return it to its pile.

Procession yeahhhhhhhh

How does that help?

Procession plays it, but then trashes it.  Thereby removing it from play.

 ??? ??? :o :o 8) 8)
Title: Re: Really bad card ideas
Post by: liopoil on June 07, 2013, 12:24:57 pm
instead of infinity, just make it high enough that you could never want more (excepting goons and stuff). Say, 1000. Then with goons it's not a tie. still, it's a race to get as many of these and goons as you can.

Then there's procession of course, but also any trasher. play this, then forge to clear out everything. Then this is your only dead card in your deck.
Title: Re: Really bad card ideas
Post by: gman314 on June 07, 2013, 12:40:46 pm
Procession is the only way to get all the benefits but still remove it from play.
Title: Re: Really bad card ideas
Post by: liopoil on June 07, 2013, 12:43:49 pm
can you buy a fortress, trash it with watchtower, and put it into your hand, and it loses track of it?

can you put nomad camp on top of your deck?
Title: Re: Really bad card ideas
Post by: eHalcyon on June 07, 2013, 12:45:18 pm
Procession is the only way to get all the benefits but still remove it from play.

Watchtower!  Both this and the Infinity card have on-gain effects, but you can choose which one to resolve first.  So you can just buy everything and topdeck it all.  Or trash it, whatever.

Edit: ninja'd slightly, but Watchtower alone is all you need.  Lose track doth apply.
Title: Re: Really bad card ideas
Post by: SirPeebles on June 07, 2013, 12:47:36 pm
Procession is the only way to get all the benefits but still remove it from play.

Watchtower!  Both this and the Infinity card have on-gain effects, but you can choose which one to resolve first.  So you can just buy everything and topdeck it all.  Or trash it, whatever.

Edit: ninja'd slightly, but Watchtower alone is all you need.  Lose track doth apply.

Unless you wanted to gain Nomad Camps.
Title: Re: Really bad card ideas
Post by: liopoil on June 07, 2013, 12:57:56 pm
oh right, watchtower can topdeck too!
Title: Re: Really bad card ideas
Post by: sudgy on June 07, 2013, 04:00:48 pm
Well then, change it to "would gain" (or, if that doesn't work, "would would gain").  I still like the Infinity ;)
Title: Re: Really bad card ideas
Post by: dominator 123 on June 08, 2013, 12:41:12 am
Guess what's under the spoiler first before checking!

Village Idiot $3
Action
Put this on top of your deck.
+1 card
+2 actions
You may not play Diadems this turn.
Title: Re: Really bad card ideas
Post by: KingZog3 on June 08, 2013, 01:01:47 am
Guess what's under the spoiler first before checking!

Village Idiot $3
Action
Put this on top of your deck.
+1 card
+2 actions
You may not play Diadems this turn.

Sort of like Village Genius. I can play as many Smithys as I want with only 1 Village in my deck. That's pretty good.
Title: Re: Really bad card ideas
Post by: Axxle on June 08, 2013, 01:06:14 am
Guess what's under the spoiler first before checking!

Village Idiot $3
Action
Put this on top of your deck.
+1 card
+2 actions
You may not play Diadems this turn.
So... +∞ Actions?


Sort of like Village Genius. I can play as many Smithys as I want with only 1 Village in my deck. That's pretty good.
No because you immediately draw it so you don't have it for next turn.
Title: Re: Really bad card ideas
Post by: KingZog3 on June 08, 2013, 01:19:35 am
Sort of like Village Genius. I can play as many Smithys as I want with only 1 Village in my deck. That's pretty good.
No because you immediately draw it so you don't have it for next turn.

True. But still pretty good. Infinite Actions is decent at least.
Title: Re: Really bad card ideas
Post by: Jimmmmm on June 08, 2013, 01:44:15 am
Action - $5
+Infinity Cards
+Infinity Actions
+Infinity Buys
+$Infinity

While this is in play, when you gain a card, return it to its pile.

Procession yeahhhhhhhh

How does that help?

Procession plays it, but then trashes it.  Thereby removing it from play.

It also gives you 2 infinity of everything.
Title: Re: Really bad card ideas
Post by: math on June 08, 2013, 11:33:23 am
Metropolis
Action-$7
+2 Actions
Put this card on top of your deck.

Now I'm wondering if there is any way to balance this idea.  Would it be broken at $7?
Title: Re: Really bad card ideas
Post by: Warfreak2 on June 08, 2013, 12:01:22 pm
A Necropolis that topdecks itself? This has the effect of turning +n Cards +m Actions into +(n-1) Cards +(m+1) Actions. Smithy becomes Laboratory, Witch becomes Familiar, Council Room sort of becomes Governor. But Laboratory becomes... Village. Of course, you could choose not to play it.
Title: Re: Really bad card ideas
Post by: KingZog3 on June 08, 2013, 12:08:36 pm
Metropolis
Action-$7
+2 Actions
Put this card on top of your deck.

Now I'm wondering if there is any way to balance this idea.  Would it be broken at $7?

Maybe it's more a question of "is it practical?" $7 Villages essentially make engines not possible. Think of Border Village, except this doesn't even give you the other part of the engine. So yes, it probably does qualify for this thread :P
Title: Re: Really bad card ideas
Post by: gman314 on June 08, 2013, 12:11:32 pm
And, think of Nobles. I will not buy Nobles as the only Village on the board in most circumstances.
Title: Re: Really bad card ideas
Post by: math on June 08, 2013, 12:32:40 pm
The difference is that after you play Metropolis, it will be in every subsequent hand (you just play it again after your last terminal draw card).  Say you are building a Nobles-Smithy engine.  You need to alternate Nobles and Smithy, ending up with, say, 4 Nobles and 4 Smithy.  If Metropolis is your village, you can end up with 7 Smithy and just one Metropolis.  You only need to hit $7 once and you're set.

Also, Laborotory doesn't need to turn into Village.  If you have Lab and Metropolis in the same hand, just play the Lab first - then it's still a Lab.
Title: Re: Really bad card ideas
Post by: Warfreak2 on June 08, 2013, 12:43:36 pm
Curse is a bad card. Necropolis is a bad card. A Curse which topdecks itself is worse, but a Necropolis which topdecks itself is $7?
Title: Re: Really bad card ideas
Post by: math on June 08, 2013, 12:51:52 pm
On the contrary, Necropolis is not a bad card.  Necropolis is a village, and any kind of village is a good card in many setups.  Topdecking a good card is good.

Furthermore, the whole point of any village is to draw it with your terminal draw cards.  In a standard engine, given that you have a terminal draw card in hand, what is the chance of having a village in hand as well?  It depends on how well your engine is built; probably anywhere from about 50% to about 90%.  With Metropolis as your village, the probability is 100%.  It will happen every time.
Title: Re: Really bad card ideas
Post by: AJD on June 08, 2013, 01:40:55 pm
On the contrary, Necropolis is not a bad card.  Necropolis is a village, and any kind of village is a good card in many setups.

To frame it a slightly different way, Necropolis is a bad card because either

1) there are other villages available, and they outclass Necropolis so severely that it's often the case that you should just trash your Necropolis and get more of the other villages

or

2) there are no other villages available, in which case Necropolis is your only village, in which case you'd be a fool to build a deck that depends on having +Actions, in which case Necropolis isn't helping you very much.

Necropolis is the Copper of villages—very useful because it lets you do things at the beginning of the game, and sometimes not worth the effort of trashing it... but not a "good" card.
Title: Re: Really bad card ideas
Post by: Warfreak2 on June 08, 2013, 02:18:58 pm
I had a 3 player game today where the number of Goons I could play at once was limited by the number of Villages I managed to get; they were in short supply, since my opponents were rushing them while I Chapelled down. Probably I would have kept my Necropolis if it had been a Shelters game. But this is an Edge CaseTM!
Title: Re: Really bad card ideas
Post by: KingZog3 on June 08, 2013, 03:51:52 pm
Most villages also give something other than just Actions. Even that +1 card means if you didn't have a smithy in my hand, I could still pick it up. I can have metropolis every hand, but I still need Smithy in my hand. If I don't, then it's a completely dead card in my hand. I can maybe see this at $4 maximum.

Think of it like this. If I keep topdecking it, I draw less cards from my smithys, since I don't actually get anything from Metropolis. If I don't get another Smithy in the 2 cards after the topdecked Metropolis, then I'