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Author Topic: Really bad card ideas  (Read 1849595 times)

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Powerman

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Re: Really bad card ideas
« Reply #975 on: February 25, 2013, 11:50:41 pm »
+1

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)
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Re: Really bad card ideas
« Reply #976 on: February 26, 2013, 12:25:31 am »
+3

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)
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enfynet

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Re: Really bad card ideas
« Reply #977 on: February 26, 2013, 12:54:06 am »
+1

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.
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AJD

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Re: Really bad card ideas
« Reply #978 on: February 26, 2013, 01:14:38 am »
0

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".
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Re: Really bad card ideas
« Reply #979 on: February 26, 2013, 01:15:34 am »
0

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.
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SirPeebles

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Re: Really bad card ideas
« Reply #980 on: February 26, 2013, 10:06:07 am »
+1

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.
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Re: Really bad card ideas
« Reply #981 on: February 26, 2013, 10:57:52 am »
0

Edge case challenge: Play Witch, revealing Traitor.

(Difficulty: Easy. I can think of at least two off the top of my head.)
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Re: Really bad card ideas
« Reply #982 on: February 26, 2013, 11:02:12 am »
0

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.
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Re: Really bad card ideas
« Reply #983 on: February 26, 2013, 11:23:42 am »
0

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...
« Last Edit: February 28, 2013, 11:32:27 am by Asper »
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ahyangyi

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Re: Really bad card ideas
« Reply #984 on: February 28, 2013, 11:29:23 am »
0

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.
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Re: Really bad card ideas
« Reply #985 on: March 09, 2013, 12:19:42 am »
0

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.
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ashersky

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Re: Really bad card ideas
« Reply #986 on: March 09, 2013, 12:33:10 am »
+2

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.
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Re: Really bad card ideas
« Reply #987 on: March 09, 2013, 01:11:58 am »
0

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!
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Kirian

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Re: Really bad card ideas
« Reply #988 on: March 09, 2013, 01:43:17 am »
+5

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.
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SirPeebles

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Re: Really bad card ideas
« Reply #989 on: March 09, 2013, 07:06:11 pm »
+5

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.
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Re: Really bad card ideas
« Reply #990 on: March 09, 2013, 07:18:14 pm »
+3

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.
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Re: Really bad card ideas
« Reply #991 on: March 09, 2013, 11:13:18 pm »
+2

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.
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Gherald

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Re: Really bad card ideas
« Reply #992 on: March 10, 2013, 01:13:31 pm »
+8

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Re: Really bad card ideas
« Reply #993 on: March 11, 2013, 12:57:14 pm »
0

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.
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Asper

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Re: Really bad card ideas
« Reply #994 on: April 01, 2013, 10:06:25 am »
0

Casino
Treasure
When you play this, roll a die. This produces 1$ per dot at the upside of the die.
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Re: Really bad card ideas
« Reply #995 on: April 02, 2013, 06:54:40 pm »
+1

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.
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Re: Really bad card ideas
« Reply #996 on: April 02, 2013, 11:10:14 pm »
+1

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...
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Re: Really bad card ideas
« Reply #997 on: April 03, 2013, 05:20:08 am »
+1

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.
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zahlman

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Re: Really bad card ideas
« Reply #998 on: April 03, 2013, 06:35:24 am »
0

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.
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Asper

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Re: Really bad card ideas
« Reply #999 on: April 04, 2013, 12:07:57 pm »
0

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.
« Last Edit: April 07, 2013, 04:12:13 pm by Asper »
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