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Author Topic: Really bad card ideas  (Read 1849736 times)

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jotheonah

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Re: Really bad card ideas
« Reply #700 on: September 22, 2012, 11:39:11 am »
0

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.
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eHalcyon

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Re: Really bad card ideas
« Reply #701 on: September 22, 2012, 05:39:24 pm »
0

Police Officer
Action
+1 Action
+$1

[/pun]

Can somebody please explain it for non-native speakers?  :'(

Copper
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Re: Really bad card ideas
« Reply #702 on: October 01, 2012, 06:08:30 pm »
+4

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.
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Ozle

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Re: Really bad card ideas
« Reply #703 on: October 02, 2012, 04:03:21 am »
+1

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
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brokoli

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Re: Really bad card ideas
« Reply #704 on: October 02, 2012, 04:51:51 am »
+5

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.
« Last Edit: October 02, 2012, 04:53:29 am by brokoli »
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RobBennett

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Re: Really bad card ideas
« Reply #705 on: October 02, 2012, 06:42:21 am »
0

I believe that "cop" is an acronym for "constable on patrol."

Rob
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Re: Really bad card ideas
« Reply #706 on: October 02, 2012, 07:08:08 am »
+1

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..."
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AJD

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Re: Really bad card ideas
« Reply #707 on: October 02, 2012, 11:48:58 am »
+1

I believe that "cop" is an acronym for "constable on patrol."

Almost All acronym-based etymologies are false.

OED says Ozle's probably right.
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Ozle

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Re: Really bad card ideas
« Reply #708 on: October 02, 2012, 11:52:44 am »
0

Woooo! Yay for local knowledge!
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jotheonah

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Re: Really bad card ideas
« Reply #709 on: October 02, 2012, 01:22:21 pm »
+3

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".
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ConMan

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Re: Really bad card ideas
« Reply #710 on: October 04, 2012, 08:48:16 pm »
+1

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.
« Last Edit: October 04, 2012, 08:50:27 pm by ConMan »
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Jack Rudd

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Re: Really bad card ideas
« Reply #711 on: October 05, 2012, 11:04:25 am »
+1

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.
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Captain_Frisk

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Re: Really bad card ideas
« Reply #712 on: October 05, 2012, 11:10:41 am »
0

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?
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theory

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Re: Really bad card ideas
« Reply #713 on: October 05, 2012, 11:16:29 am »
+1

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
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jotheonah

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Re: Really bad card ideas
« Reply #714 on: October 05, 2012, 12:47:35 pm »
0

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.
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Ozle

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Re: Really bad card ideas
« Reply #715 on: October 05, 2012, 02:17:19 pm »
+3

Bidding War
$3 - Action
Reveal a Gold from your hand. If you do and opponent does not, gain a jotheonah from the Supply
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ConMan

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Re: Really bad card ideas
« Reply #716 on: October 08, 2012, 06:50:59 pm »
0

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".
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One Armed Man

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Re: Really bad card ideas
« Reply #717 on: October 10, 2012, 01:45:21 pm »
+2

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.
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Re: Really bad card ideas
« Reply #718 on: October 11, 2012, 12:45:22 pm »
0

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.
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eHalcyon

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Re: Really bad card ideas
« Reply #719 on: October 11, 2012, 01:10:05 pm »
0

As I recall, those are Barbarians, not Pirates. The Robber becomes a pirate in Seafarers, if you put him on a water tile.
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Robz888

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Re: Really bad card ideas
« Reply #720 on: October 11, 2012, 01:57:42 pm »
+1

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.
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Re: Really bad card ideas
« Reply #721 on: October 11, 2012, 02:00:30 pm »
0

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
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Axxle

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Re: Really bad card ideas
« Reply #722 on: October 11, 2012, 03:08:18 pm »
0

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.
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eHalcyon

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Re: Really bad card ideas
« Reply #723 on: October 11, 2012, 04:22:13 pm »
0

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! :)
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NoMoreFun

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Re: Really bad card ideas
« Reply #724 on: October 12, 2012, 12:04:32 am »
+5

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.


« Last Edit: October 12, 2012, 12:06:42 am by NoMoreFun »
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