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Author Topic: Really bad card ideas  (Read 1850341 times)

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somekindoftony

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Re: Really bad card ideas
« Reply #6150 on: December 29, 2019, 08:32:32 pm »
+2



Really bad? Or really good?

(Note that its supposed to work like Hireling in terms of staying out)
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Honkeyfresh

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Re: Really bad card ideas
« Reply #6151 on: December 29, 2019, 09:22:06 pm »
0

Kind of conventional but whatever.

King's Signature
Action-Treasure-Victory
Cost: $8

If it's your Action phase, play an Action card from your hand twice.
If it's your Buy phase, play a Treasure card from your hand twice.
-------
2 VP









How about King Midas's Court 8 (8 debt)

If it's your Action phase, play an Action card from your hand three times or Turn all your coins in hand into gold during action phase.
If it's your Buy phase Can transform only 3 coins to golds before buying cards.


Just imagine this in a Gladiator/Fortune game.  Or it could just flip the Mountebank into a gold machine, turning lead into gold. Especially ridiculous b/c you could gain it in lieu of first province.   Maybe even Have this underneath the KC pile, so that the first 5 are Kc's and last 5 are King Midas Courts.
« Last Edit: December 29, 2019, 09:27:09 pm by Honkeyfresh »
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Minotaur

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Re: Really bad card ideas
« Reply #6152 on: December 29, 2019, 10:20:21 pm »
0

Kind of conventional but whatever.

King's Signature
Action-Treasure-Victory
Cost: $8

If it's your Action phase, play an Action card from your hand twice.
If it's your Buy phase, play a Treasure card from your hand twice.
-------
2 VP









How about King Midas's Court 8 (8 debt)

If it's your Action phase, play an Action card from your hand three times or Turn all your coins in hand into gold during action phase.
If it's your Buy phase Can transform only 3 coins to golds before buying cards.


Just imagine this in a Gladiator/Fortune game.  Or it could just flip the Mountebank into a gold machine, turning lead into gold. Especially ridiculous b/c you could gain it in lieu of first province.   Maybe even Have this underneath the KC pile, so that the first 5 are Kc's and last 5 are King Midas Courts.

First, this seems kind of completely different.
Second, for Midas, I think it should be a duration that turns an Action card into a Gold each turn (or reveal that you cannot and gain a Curse)

Strictly for theme reasons, it should play itself compulsively once you've played it at all.  The Actions requirement is both for theme and to make the penalty more troublesome to deal with.  On some boards it might not be a problem, but you need a lot of start-of-turn or end-of-turn deck/hand control, and you're always gaining more junk to sort through, and is it worth it?  Maybe?
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Storyteller/Crown is Donald's Vietnam Watergate.  Alchemy is Donald's Vietnam.  Scout is the time Donald choked on a pretzel.

Barbarossa41

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Re: Really bad card ideas
« Reply #6153 on: January 02, 2020, 09:04:41 pm »
+4

Communism:
Landmark


Instead of each player having a separate tavern mat, debt pile, and coffers/villager repository,  all players share one. (place debt and reserve cards on this land mark).  Replace all references to "your" with "our".
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mxdata

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Re: Really bad card ideas
« Reply #6154 on: January 02, 2020, 09:25:47 pm »
+3

Minimalist
Type: Landmark
+3VP for every differently-named card in the Supply that you have 0 copies of
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spineflu

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Re: Really bad card ideas
« Reply #6155 on: January 02, 2020, 10:45:28 pm »
+4

Minimalist
Type: Landmark
+3VP for every differently-named card in the Supply that you have 0 copies of
immediately debt-locks himself by donating his entire deck, still wins.
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Minotaur

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Re: Really bad card ideas
« Reply #6156 on: January 03, 2020, 01:42:25 am »
+1

Minimalist
Type: Landmark
+3VP for every differently-named card in the Supply that you have 0 copies of
immediately debt-locks himself by donating his entire deck, still wins.

Great, now Jumanji is the winning strategy on the board.

(Just kidding, you can buy some Victory cards as long as you save enough coin for your Donate turn before the game ends, which it might not.  So you could conceivably have $8 to pay the debt that turn, but it's not mandatory and the important thing is to dump your non-VP before end of game, so it could still Jumanji, just not on Turn 1)
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Storyteller/Crown is Donald's Vietnam Watergate.  Alchemy is Donald's Vietnam.  Scout is the time Donald choked on a pretzel.

bitwise

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Re: Really bad card ideas
« Reply #6157 on: January 04, 2020, 10:48:23 pm »
+5

Identity Crisis
Project
Cost: $5
All of your cards are considered to have different names from each other. You may not return your cards to the Supply. When any player names a card, your cards are not considered to have that name.

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Minotaur

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Re: Really bad card ideas
« Reply #6158 on: January 05, 2020, 04:40:48 pm »
0

Identity Crisis
Project
Cost: $5
All of your cards are considered to have different names from each other. You may not return your cards to the Supply. When any player names a card, your cards are not considered to have that name.

Can you still trash a Copper with Moneylender, etc.?
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Storyteller/Crown is Donald's Vietnam Watergate.  Alchemy is Donald's Vietnam.  Scout is the time Donald choked on a pretzel.

Minotaur

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Re: Really bad card ideas
« Reply #6159 on: January 05, 2020, 04:46:36 pm »
+7

Vertigo
Project
$5

Your cards immediately lose track of themselves when played.
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Storyteller/Crown is Donald's Vietnam Watergate.  Alchemy is Donald's Vietnam.  Scout is the time Donald choked on a pretzel.

bitwise

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Re: Really bad card ideas
« Reply #6160 on: January 05, 2020, 10:28:49 pm »
0

Identity Crisis
Project
Cost: $5
All of your cards are considered to have different names from each other. You may not return your cards to the Supply. When any player names a card, your cards are not considered to have that name.

Can you still trash a Copper with Moneylender, etc.?
I would want it not be able to, but I think I would have to reword it a bit to make it be the case.
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Minotaur

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Re: Really bad card ideas
« Reply #6161 on: January 05, 2020, 11:44:56 pm »
0

Identity Crisis
Project
Cost: $5
All of your cards are considered to have different names from each other. You may not return your cards to the Supply. When any player names a card, your cards are not considered to have that name.

Can you still trash a Copper with Moneylender, etc.?
I would want it not be able to, but I think I would have to reword it a bit to make it be the case.

Yeah, right now it appears to me that it only applies to "differently named" or "name a card" triggers.  Apparently you want a much more far-reaching effect, and it's weird to say it right.
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Storyteller/Crown is Donald's Vietnam Watergate.  Alchemy is Donald's Vietnam.  Scout is the time Donald choked on a pretzel.

LittleFish

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Re: Really bad card ideas
« Reply #6162 on: January 07, 2020, 09:55:23 am »
0

Communist Extremism
Project
Cost: <8>

Cards printed with the "Treasure" type are now Actions, and are no longer Treasures.  During your turns, such cards give +1 Action.
Isn’t this the same as all cards becoming treasures?
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grep

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Re: Really bad card ideas
« Reply #6163 on: January 07, 2020, 11:38:54 am »
+1

Identity Crisis
Project
Cost: $5
All of your cards are considered to have different names from each other. You may not return your cards to the Supply. When any player names a card, your cards are not considered to have that name.

Can you still trash a Copper with Moneylender, etc.?
I would want it not be able to, but I think I would have to reword it a bit to make it be the case.

Yeah, right now it appears to me that it only applies to "differently named" or "name a card" triggers.  Apparently you want a much more far-reaching effect, and it's weird to say it right.
Variant:
"All your cards don't have names. They are not copies of each other and don't belong to the Supply piles".
The cards referring other your cards by names, as well as those counting names (Menagerie, Museum) are disabled. Bureaucrat will still give you a Silver, but its name is erased on the fly. Types are not erased, so you can still trash a Curse in response to Old Witch.
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mxdata

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Re: Really bad card ideas
« Reply #6164 on: January 07, 2020, 11:43:13 am »
+2

Communist Extremism
Project
Cost: <8>

Cards printed with the "Treasure" type are now Actions, and are no longer Treasures.  During your turns, such cards give +1 Action.
Isn’t this the same as all cards becoming treasures?

The difference would be that you still need an Action to play one, so a Smithy would be useless if you only have one remaining action - you couldn't use any Treasures you drew with it!
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Snowyowl

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Re: Really bad card ideas
« Reply #6165 on: January 07, 2020, 02:41:33 pm »
+5

Fork Bomb
Action
Cost: $0

Play this card two more times.
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bitwise

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Re: Really bad card ideas
« Reply #6166 on: January 07, 2020, 03:06:41 pm »
+7

Dark Ages
Action
Cost: $1

Make a new expansion named after a card, 'cause apparently we're doing that now. Name it Expand for all I care. Ugh, whatever.
+1 Action
+1 $
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Minotaur

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Re: Really bad card ideas
« Reply #6167 on: January 07, 2020, 04:14:18 pm »
+1

Identity Crisis
Project
Cost: $5
All of your cards are considered to have different names from each other. You may not return your cards to the Supply. When any player names a card, your cards are not considered to have that name.

Can you still trash a Copper with Moneylender, etc.?
I would want it not be able to, but I think I would have to reword it a bit to make it be the case.

Yeah, right now it appears to me that it only applies to "differently named" or "name a card" triggers.  Apparently you want a much more far-reaching effect, and it's weird to say it right.
Variant:
"All your cards don't have names. They are not copies of each other and don't belong to the Supply piles".
The cards referring other your cards by names, as well as those counting names (Menagerie, Museum) are disabled. Bureaucrat will still give you a Silver, but its name is erased on the fly. Types are not erased, so you can still trash a Curse in response to Old Witch.

I feel like there are "null !== null" issues, but the text of Hunting Party specifically refers to "not a copy of" so the specific disclaimer above fixes it.  "Differently named" would require some interpretation that might diverge from the naive approach of assuming there's a valid string and just comparing them.  Fairgrounds would be crazy OP if "null !== null", but the "null === null" ruling would mean that all cards have the "same name", but you can't specifically reference it because we made a special case for that.
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Storyteller/Crown is Donald's Vietnam Watergate.  Alchemy is Donald's Vietnam.  Scout is the time Donald choked on a pretzel.

Minotaur

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Re: Really bad card ideas
« Reply #6168 on: January 07, 2020, 04:18:10 pm »
+1

Communist Extremism
Project
Cost: <8>

Cards printed with the "Treasure" type are now Actions, and are no longer Treasures.  During your turns, such cards give +1 Action.
Isn’t this the same as all cards becoming treasures?

The difference would be that you still need an Action to play one, so a Smithy would be useless if you only have one remaining action - you couldn't use any Treasures you drew with it!

There are also Minion, Library, etc.  And Crown gets a bonus Action, and another two if it Crowns a would-be Treasure which is now an Action with +1 Action.  It often matters but it often doesn't matter.
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Storyteller/Crown is Donald's Vietnam Watergate.  Alchemy is Donald's Vietnam.  Scout is the time Donald choked on a pretzel.

crj

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Re: Really bad card ideas
« Reply #6169 on: January 07, 2020, 07:26:00 pm »
+6

Dominion Legacy
Action

Using a Sharpie, replace the name of a card in your hand with a name that no other card in the Kingdom has.
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Snowyowl

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Re: Really bad card ideas
« Reply #6170 on: January 08, 2020, 05:33:00 pm »
+3

Alchemy
$2 - Treasure

+1 Buy
This turn, cards cost $3 less but not less than $0, and cost P more.
You want more stuff with a potion cost? OK then.
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crj

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Re: Really bad card ideas
« Reply #6171 on: January 08, 2020, 05:34:25 pm »
+7

Richard III
Action

Trash a Victory card for +1 Horse
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Minotaur

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Re: Really bad card ideas
« Reply #6172 on: January 08, 2020, 05:45:12 pm »
+1

Alchemy
$2 - Treasure

+1 Buy
This turn, cards cost $3 less but not less than $0, and cost P more.
You want more stuff with a potion cost? OK then.

I kind of like this, but as a $4 Action that also produces one P.
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Storyteller/Crown is Donald's Vietnam Watergate.  Alchemy is Donald's Vietnam.  Scout is the time Donald choked on a pretzel.

Snowyowl

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Re: Really bad card ideas
« Reply #6173 on: January 08, 2020, 05:53:58 pm »
+2

I kind of like this, but as a $4 Action that also produces one P.
Technically Not Gold
$6 - Action

+1 Action
+1P
The next card you buy this turn costs $3 less, but not less than $0. It costs P more.
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Minotaur

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Re: Really bad card ideas
« Reply #6174 on: January 08, 2020, 06:43:56 pm »
+3

I'm still waiting for potion-tokens that are called +1 Drugs.
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Storyteller/Crown is Donald's Vietnam Watergate.  Alchemy is Donald's Vietnam.  Scout is the time Donald choked on a pretzel.
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