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Author Topic: Really bad card ideas  (Read 511991 times)

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Jack Rudd

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Re: Really bad card ideas
« Reply #25 on: June 21, 2011, 10:13:52 am »
0

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.)
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Centuries later, archaeologists discover the remains of your ancient civilization.

Evidence of thriving towns, Pottery, roads, and a centralized government amaze the startled scientists.

Finally, they come upon a stone tablet, which contains but one mysterious phrase!

'ISOTROPIC WILL RETURN!'

Glooble

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Re: Really bad card ideas
« Reply #26 on: June 21, 2011, 10:18:06 am »
+2

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.

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Randal FTW

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Re: Really bad card ideas
« Reply #27 on: June 21, 2011, 11:40:08 am »
0

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, 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!
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nemryn

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Re: Really bad card ideas
« Reply #28 on: June 21, 2011, 12:15:03 pm »
0

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.
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guided

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Re: Really bad card ideas
« Reply #29 on: June 21, 2011, 12:25:11 pm »
0

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.
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danshep

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Re: Really bad card ideas
« Reply #30 on: June 21, 2011, 09:26:03 pm »
0

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.
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DG

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Re: Really bad card ideas
« Reply #31 on: June 21, 2011, 09:52:02 pm »
+1

Politician.

Play politician with any number of other action cards from hand. Promise to play these cards but just discard them instead.
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Jack Rudd

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Re: Really bad card ideas
« Reply #32 on: June 21, 2011, 10:23:02 pm »
0

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.
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Evidence of thriving towns, Pottery, roads, and a centralized government amaze the startled scientists.

Finally, they come upon a stone tablet, which contains but one mysterious phrase!

'ISOTROPIC WILL RETURN!'

Randal FTW

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Re: Really bad card ideas
« Reply #33 on: June 22, 2011, 12:09:07 am »
0

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.

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papaHav

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Re: Really bad card ideas
« Reply #34 on: June 22, 2011, 01:22:38 am »
0

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.
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Titandrake

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Re: Really bad card ideas
« Reply #35 on: June 22, 2011, 01:31:52 am »
0

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
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Axe Knight

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Re: Really bad card ideas
« Reply #36 on: June 22, 2011, 01:38:00 am »
0

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.
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chesskidnate

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Re: Really bad card ideas
« Reply #37 on: June 22, 2011, 02:10:57 am »
0

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.
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guided

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Re: Really bad card ideas
« Reply #38 on: June 22, 2011, 10:35:46 am »
0

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.
« Last Edit: June 22, 2011, 10:39:51 am by guided »
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Death to Sea Hags

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Re: Really bad card ideas
« Reply #39 on: June 22, 2011, 10:57:53 am »
0

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!
« Last Edit: June 22, 2011, 11:28:01 am by Death to Sea Hags »
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theory

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Re: Really bad card ideas
« Reply #40 on: June 22, 2011, 11:12:01 am »
+2

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 ..."
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Death to Sea Hags

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Re: Really bad card ideas
« Reply #41 on: June 22, 2011, 11:28:32 am »
0

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.
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Death to Sea Hags

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Re: Really bad card ideas
« Reply #42 on: June 22, 2011, 11:32:54 am »
0

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?
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chwhite

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Re: Really bad card ideas
« Reply #43 on: June 22, 2011, 12:20:50 pm »
0

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.
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def

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Re: Really bad card ideas
« Reply #44 on: June 22, 2011, 02:06:23 pm »
+4

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.
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Eric Herboso

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Re: Really bad card ideas
« Reply #45 on: June 22, 2011, 03:09:37 pm »
+9

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".
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Personman

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Re: Really bad card ideas
« Reply #46 on: June 22, 2011, 03:14:54 pm »
0

... Rip it into 5 pieces...

Whoa, can you do spheres in 5 pieces too?
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guided

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Re: Really bad card ideas
« Reply #47 on: June 22, 2011, 04:15:35 pm »
0

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
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david707

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Re: Really bad card ideas
« Reply #48 on: June 22, 2011, 07:20:34 pm »
+1

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*
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Kirian

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Re: Really bad card ideas
« Reply #49 on: June 23, 2011, 02:13:47 am »
+2

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.
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