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Author Topic: Really bad card ideas  (Read 713640 times)

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LibraryAdventurer

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Re: Really bad card ideas
« Reply #5200 on: February 01, 2018, 10:58:20 pm »
+4

Sometimes I call Duchies "Duckies", so this

Quote
Rubber Duchy
$4 Victory - Reaction
Worth 2 VP
-
When you trash this, exchange it, return it to the supply, or pass it with masquerade, return it to your hand.

Quote
Rubber Duke
$4 Victory - Reaction
Worth 1 VP for every 2 Rubber Duchies you have.
-
When you use the reaction of a Rubber Duchy, you may discard this from your hand. If you do, +1VP and +1 Card.

Quote
Rubber Duchess
$2 Action
+$2
Each player (including you) looks at the top card of their deck and may discard it. Each other player who discarded a Rubber Duchy puts it back on their deck. If you discarded a Rubber Duchy, put it in your hand.
-
In games using this, when you gain a Rubber Duchy, you may gain a Rubber Duchess.



Quote
Toin Coken
$1 Treasure
+$0.
When you play this, you may spend a coin token. If you do, +$1 and you may trash this.
-
In games using this, when you would take a coin token, but you say "Toin Coken" instead, gain this instead of taking a coin token.
(This happens a lot in my IRL games with coin tokens.)
combo: allows playing Coin tokens in the Black Market.
« Last Edit: February 01, 2018, 11:00:56 pm by LibraryAdventurer »
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weesh

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Re: Really bad card ideas
« Reply #5201 on: February 02, 2018, 11:31:30 am »
+1

Rabbits
4$ Action Victory
+1 Action
+1 Card
Gain a Rabbits, if you do, +1 card.
_____________________
Worth -1 VP

This actually looks really fun to play.
Really efficient, but you've got to clear them up before the game ends.
I'd love to see a pile of 20 of these, since rabbits are basically rats with better PR.

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Awaclus

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Re: Really bad card ideas
« Reply #5202 on: February 02, 2018, 01:10:23 pm »
+11

Rabbits
4$ Action Victory
+1 Action
+1 Card
Gain a Rabbits, if you do, +1 card.
_____________________
Worth -1 VP

Rabbytes
$32 Action Victory
+8 Cards
+8 Actions
Gain 8 Rabbits, if you do, +8 cards.
_____________________
Worth -8 VP
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Bomb, Cannon, and many of the Gunpowder cards can strongly effect gameplay, particularly in a destructive way

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Minotaur

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Re: Really bad card ideas
« Reply #5203 on: February 02, 2018, 01:37:38 pm »
+1

Rabbits
4$ Action Victory
+1 Action
+1 Card
Gain a Rabbits, if you do, +1 card.
_____________________
Worth -1 VP

Rabbytes
$32 Action Victory
+8 Cards
+8 Actions
Gain 8 Rabbits, if you do, +8 cards.
_____________________
Worth -8 VP

Here I was expecting Secret of Mana...
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dominator 123

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Re: Really bad card ideas
« Reply #5204 on: February 06, 2018, 04:38:45 am »
+4

Blessed Gold
$4 Treasure
Worth $3
-------------------------------
When you play this, set aside an Estate from the supply. Gain it now or at the start of your next turn.
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Minotaur

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Re: Really bad card ideas
« Reply #5205 on: February 06, 2018, 02:01:57 pm »
+3

Barren
Action-Ruins
Cost: $0

You may trash an Estate from your hand.  If you do: +1 Buy and gain a Ruins.
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dominator 123

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Re: Really bad card ideas
« Reply #5206 on: February 18, 2018, 09:11:17 am »
+20

Phone
Action-Reserve $0
Put this on your Tavern mat.
---------------------------------------------------------------------
When you lose this, you may call this, to find it.
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hypercube

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Re: Really bad card ideas
« Reply #5207 on: February 21, 2018, 05:47:08 pm »
0

A Really Bad Split Pile Idea:

Chamber Pot
Night-Duration $2

You may set aside any number of cards from your hand. Put them into your hand at the start of your next turn.

Outhouse
Action-Duration $5

At the start of each of your turns for the rest of the game, you may trash any number of cards from your hand for +1 VP each.
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AJD

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Re: Really bad card ideas
« Reply #5208 on: February 21, 2018, 07:11:18 pm »
+8

Outhouse:

Take an extra turn after this one, and you only draw 3 cards for your next hand.
---------
While this is in play, when another player plays an Attack card, it doesn't affect you.
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theory

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Re: Really bad card ideas
« Reply #5209 on: February 21, 2018, 08:42:54 pm »
+1

Outhouse:

Take an extra turn after this one, and you only draw 3 cards for your next hand.
---------
While this is in play, when another player plays an Attack card, it doesn't affect you.
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King Leon

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Re: Really bad card ideas
« Reply #5210 on: February 22, 2018, 05:19:46 pm »
+10

Blessed Advisor
Action-Fate $2

Reveal the top three Boons. The player to your left chooses one of them. Discard that Boon. Receive the other revealed Boons in any order.
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Ghacob

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Re: Really bad card ideas
« Reply #5211 on: February 25, 2018, 03:07:18 pm »
+2

Boon Chooser
$0 Action - Fate
Reveal all of the Boons. Choose one of them.
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LibraryAdventurer

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Re: Really bad card ideas
« Reply #5212 on: February 25, 2018, 06:54:08 pm »
+2

Quote
Constipator
$3  Action/Duration
+$2
If you have any Stool Softeners in play, +1 Action and +1 Card.
Otherwise, after you play three action cards after this one (this turn or next turn): +1 Action OR +1 Card.
-
While this is in play:
Whenever you would trash a card from your hand or deck (except because of a Stool Softener), flip a coin. If tails, discard it instead.
Whenever you would discard a card from your hand (except because of a Constipator or Stool Softener), flip a coin. If tails, put it on top of your deck instead.
I spontaneously thought of that when seeing the name Conspirator.

...and that needs this:
Quote
Stool Softener
$4  Action/Duration
+3 Cards.
Discard a Constipator you have in play. Trash a card from your hand. Discard a card.
-
While this is in play:
When you draw a card because of an action card that doesn't also let you discard, flip a coin. If heads, discard a card.
When you gain a card, flip a coin. If heads, trash a card from your hand.
« Last Edit: February 25, 2018, 06:58:58 pm by LibraryAdventurer »
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weesh

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Re: Really bad card ideas
« Reply #5213 on: February 26, 2018, 11:57:56 am »
+3

Inception
Event 7$

+1 buy
Create a sub-game of dominion with new decks of 7 coppers and 3 estates, use this event, the kingdom cards remaining in the supply, but only 1 province.  You play first.
If you win the sub-game, gain a province to your tavern mat.

---

costing less than a province because what would inception be if only one level deep?
+buy to help you stack the extra games.
« Last Edit: February 26, 2018, 12:01:03 pm by weesh »
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Minotaur

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Re: Really bad card ideas
« Reply #5214 on: February 27, 2018, 12:17:20 pm »
0

Ok, fine, +1 bathroom jokes...

Ex-Lax Prank
Event
Cost: $10

(Each player may Buy this once per game)
Each other player, at the start of each of their turns: Gain a Toilet Paper from the Roll and trash the top card of your deck.


Toilet Paper
Reaction
Cost: $0

When you trash this, +1 Buy and take a Coin Token.
(This card pile is on the Roll.)


(+money and +buy hopefully offsets the neverending trashing somewhat.  Beware of 4P.  Gods help you if you play 6P...)
« Last Edit: February 27, 2018, 12:19:58 pm by Minotaur »
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King Leon

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Re: Really bad card ideas
« Reply #5215 on: February 27, 2018, 01:39:59 pm »
0

Boon Chooser
$0 Action - Fate
Reveal all of the Boons. Choose one of them.

This is (almost) strictly better than Copper, as you can just choose The Field’s Gift.
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Awaclus

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Re: Really bad card ideas
« Reply #5216 on: February 27, 2018, 02:11:07 pm »
+3

Boon Chooser
$0 Action - Fate
Reveal all of the Boons. Choose one of them.

This is (almost) strictly better than Copper, as you can just choose The Field’s Gift.

This is the really bad card ideas thread.
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Gazbag

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Re: Really bad card ideas
« Reply #5217 on: February 27, 2018, 02:19:19 pm »
+9

$4 Action - Fate
+$2
Receive a Boon

Edit: I misread this as really Bard card ideas, my bard.
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Ghacob

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Re: Really bad card ideas
« Reply #5218 on: February 27, 2018, 02:35:16 pm »
+6

Boon Chooser
$0 Action - Fate
Reveal all of the Boons. Choose one of them.

This is (almost) strictly better than Copper, as you can just choose The Field’s Gift.

It's almost strictly better than Copper, but since you never receive the Boon you choose, it's not quite as good.  ;D
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weesh

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Re: Really bad card ideas
« Reply #5219 on: February 27, 2018, 02:45:07 pm »
0

Boon Chooser
$0 Action - Fate
Reveal all of the Boons. Choose one of them.

This is (almost) strictly better than Copper, as you can just choose The Field’s Gift.

This is the really bad card ideas thread.

I'm struggling to evaluate that card.
It's just so absurdly flexible.
Any kingdom with +buy can pick this up at no opportunity cost, and has options of money, trashing, card gaining and even some deck shenanigans.
It even has self-synergy on any board for which wisp is good, since it gains them, and wisp draws this as a bonus.

Obviously if the card was locked into a single choice, it would be shit.
But does having 12 diverse options flip it into a passable card?  Would you buy one on a board with pouch?

Honestly I don't know, but I'm not willing to take a stand on this one and call it definitively bad...from a power level perspective.

It's bad for design reasons, even if it isn't atrocious by power.
« Last Edit: February 27, 2018, 02:49:23 pm by weesh »
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Gazbag

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Re: Really bad card ideas
« Reply #5220 on: February 27, 2018, 03:32:16 pm »
+2

Boon Chooser
$0 Action - Fate
Reveal all of the Boons. Choose one of them.

This is (almost) strictly better than Copper, as you can just choose The Field’s Gift.

This is the really bad card ideas thread.

I'm struggling to evaluate that card.
It's just so absurdly flexible.
Any kingdom with +buy can pick this up at no opportunity cost, and has options of money, trashing, card gaining and even some deck shenanigans.
It even has self-synergy on any board for which wisp is good, since it gains them, and wisp draws this as a bonus.

Obviously if the card was locked into a single choice, it would be shit.
But does having 12 diverse options flip it into a passable card?  Would you buy one on a board with pouch?

Honestly I don't know, but I'm not willing to take a stand on this one and call it definitively bad...from a power level perspective.

It's bad for design reasons, even if it isn't atrocious by power.

Seems way better than Druid, Swamp's Gift alone is usually enough to make Druid good. Lack of +buy isn't a huge loss because you can just take the Forest's Gift if you need it.
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Puk

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Re: Really bad card ideas
« Reply #5221 on: March 04, 2018, 03:28:06 pm »
+1

Burn the chapel - Landmark
When you trash a card, each other player receives 5
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weesh

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Re: Really bad card ideas
« Reply #5222 on: March 05, 2018, 12:09:49 pm »
+2

Burn the chapel - Landmark
When you trash a card, each other player receives 5

You could make an entire series of landmarks that punish people for doing things that they want to do.
Would be a horribly unsatisfying game to have any of them in play.

"when you play your 4th action in a turn..."
"when you shuffle your deck..." <- because what better way to make shuffling your deck every turn more annoying than to lose points for doing it?

Gotcha
Landmark
When you catch an opponent using Dominion Jargon, take 2 VP from here

What better way to enjoy time with your friends than to terrify them into silence?  Or to create arguments about what words are natural English, and which are jargon?  Also, have fun not using jargon in your defense.
« Last Edit: March 05, 2018, 12:13:03 pm by weesh »
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Chase Adolphson

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Re: Really bad card ideas
« Reply #5223 on: March 06, 2018, 12:36:57 am »
0

Boon Chooser
$0 Action - Fate
Reveal all of the Boons. Choose one of them.

This is (almost) strictly better than Copper, as you can just choose The Field’s Gift.

It's almost strictly better than Copper, but since you never receive the Boon you choose, it's not quite as good.  ;D

Yeah guys he is right. If you read it carefully it just says choose one of them, it doesn't say to receive it
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Chase Adolphson

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Re: Really bad card ideas
« Reply #5224 on: March 06, 2018, 12:38:44 am »
0

$4 Action - Fate
+$2
Receive a Boon

Edit: I misread this as really Bard card ideas, my bard.

2 cards
Each other player gains a curse
I thought a witch started this thread
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