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Author Topic: Really bad card ideas  (Read 1849192 times)

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Awaclus

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Re: Really bad card ideas
« Reply #1475 on: July 22, 2013, 09:44:04 am »
0

Fool's Silver, Treasure/Reaction, $1
If this is the first time you played a Fool's Silver this turn, this is worth $0. Otherwise, this is worth $3.
---
When another player gains a Duchy, you may trash this from your hand. If you do, gain a Silver, putting it on your deck.

Fool's Copper, Treasure/Reaction, $0
If this is the first time you played a Fool's Copper this turn, this is worth $0. Otherwise, this is worth $1.5.
---
When another player gains a Estate, you may trash this from your hand. If you do, gain a Copper, putting it on your deck.

Fool's Contraband, Treasure/Reaction, $1
The player to your left names a card. You may not buy that card this turn.
If this is the first time you played a Fool's Contraband this turn, this is worth $1. Otherwise, this is worth $4.
---
When another player gains a Fairgrounds, you may trash this from your hand. If you do, gain a Contraband, putting it on your deck.

Fool's Militia, Action/Reaction, $2
If this is the first time you played a Fool's Militia this turn, +$0. Otherwise, +$2, each other player with four or more cards in hand discards a card from their hand.
---
When another player gains a Moat, you may trash this from your hand. If you do, gain a Militia, putting it on your deck.

Fool's Minion, Action/Reaction, $2
Choose one: If this is the first time you played a Fool's Minion this turn, +$1, otherwise, +$3; or, discard your hand, and if this is the first time you played a Fool's Minion this turn, draw four cards and each other player draws four cards, otherwise, draw five cards and each other player discards their hand and draws four cards.
---
When another player plays a Fool's Torturer, you may discard two cards from your hand. If you don't, gain a Curse, putting it in your hand.

Fool's Village, Action/Reaction, $2
+1 Card, +2 Actions
If this is the first time you played Dominion, gain a Fool's Village, putting it on your deck.
---
When another player gains an Action card that is not a Fool's Village, you may trash this from your hand. If you do, ask them how they will have enough actions to play it, without all of these villages.

Fool's Scout, Action, $4
+1 Action
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
---
When another player gains a Colony, you may concede. If you do, buy a Silver next time instead.
You forgot this:

Xzibit's Gold
$4 Treasure - Reaction
When you play this, this is worth $1+$3(n-1) where n is the number of times a Xzibit's Gold has been played this turn.
---
When another player gains a Province, you may trash this from your hand. If you do, gain two Fool's Golds, putting them on your deck in any order.
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SirPeebles

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Re: Really bad card ideas
« Reply #1476 on: July 22, 2013, 08:44:55 pm »
+3

Coin token
$2+ Treasure

Take a Coin token.
---
When you buy this, you may overpay for it.  For each $1 you overpay, choose one:  take a Coin token or gain a Coin token.


Edit: Thanks, liopoil
« Last Edit: July 22, 2013, 08:50:07 pm by SirPeebles »
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eHalcyon

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Re: Really bad card ideas
« Reply #1477 on: July 22, 2013, 08:47:03 pm »
0

Coin token
$2 Treasure

Take a Coin token.
---
When you buy this, you may overpay for it.  For each $1 you overpay, choose one:  take a Coin token or gain a Coin token.

Was going to complain about the on-gain, then noticed which thread I was in.  And that's before I even noticed the card name (after wondering what was going on with the overpay choice).
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liopoil

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Re: Really bad card ideas
« Reply #1478 on: July 22, 2013, 08:49:20 pm »
+1

Coin token
$2 Treasure

Take a Coin token.
---
When you buy this, you may overpay for it.  For each $1 you overpay, choose one:  take a Coin token or gain a Coin token.

Was going to complain about the on-gain, then noticed which thread I was in.  And that's before I even noticed the card name (after wondering what was going on with the overpay choice).
what about it costing 2, not 2+?
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SirPeebles

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Re: Really bad card ideas
« Reply #1479 on: July 22, 2013, 09:01:39 pm »
+20

MINSTREL

+1 Card
+2 Actions

Reveal the top three cards of your deck.
Put the Actions back on top in any
order and discard the rest.

$4                   ACTION                       
« Last Edit: July 22, 2013, 09:06:32 pm by SirPeebles »
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Kirian

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Re: Really bad card ideas
« Reply #1480 on: July 23, 2013, 10:10:45 am »
+5

MINSTREL

+1 Card
+2 Actions

Reveal the top three cards of your deck.
Put the Actions back on top in any
order and discard the rest.

$4                   ACTION                       

First valid use of the marquee tag in many years.
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WalrusMcFishSr

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Re: Really bad card ideas
« Reply #1481 on: July 23, 2013, 02:01:33 pm »
+3


It even works with images, apparently! WHEEEEEEEE!!!!!!!!!
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pst

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Re: Really bad card ideas
« Reply #1482 on: July 23, 2013, 03:20:58 pm »
+2


Thisisagreatwaytomakespoilershardertoread!Hey,doyouknowthis?WhydidtheSagecrosstheroad?ItwasaCrossroads.WhydidtheSagecrosstheSilkRoad?Bridge.ObBadCardSuggestions:GrandMarqueeBlackMarqueeRuinedMarqueeBlackMarquee(Theirtextsareuptoyou.)
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Re: Really bad card ideas
« Reply #1483 on: July 23, 2013, 03:37:47 pm »
0

This is even harder to read!
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   Quote from: sudgy on June 31, 2011, 11:47:46 pm

Awaclus

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Re: Really bad card ideas
« Reply #1484 on: July 23, 2013, 04:01:25 pm »
0

This is even harder to read!
Not really.
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Asper

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Re: Really bad card ideas
« Reply #1485 on: July 23, 2013, 04:18:50 pm »
+9

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markusin

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Re: Really bad card ideas
« Reply #1486 on: July 24, 2013, 06:36:10 pm »
0

Masquerade In Blood
Action - $3
+2 Cards
Each player (including you) reveals a card in their hand and decides whether the player to their left discards the revealed card or trashes it.

And it's not even considered an attack card.
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Awaclus

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Re: Really bad card ideas
« Reply #1487 on: July 25, 2013, 05:49:01 am »
+2

Masquerade In Blood
Action - $3
+2 Cards
Each player (including you) reveals a card in their hand and decides whether the player to their left discards the revealed card or trashes it.

And it's not even considered an attack card.
"I reveal an Estate and choose that the player to my left trashes this Estate!"
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cluckyb

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Re: Really bad card ideas
« Reply #1488 on: July 25, 2013, 12:39:16 pm »
0

Masquerade In Blood
Action - $3
+2 Cards
Each player (including you) reveals a card in their hand and decides whether the player to their left discards the revealed card or trashes it.

And it's not even considered an attack card.
"I reveal an Estate and choose that the player to my left trashes this Estate!"

"I reveal a Fortress and choose that the player to my left trashes this Fortress"
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markusin

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Re: Really bad card ideas
« Reply #1489 on: July 26, 2013, 07:51:03 am »
0

Masquerade In Blood
Action - $3
+2 Cards
Each player (including you) reveals a card in their hand and decides whether the player to their left discards the revealed card or trashes it.

And it's not even considered an attack card.
"I reveal an Estate and choose that the player to my left trashes this Estate!"
Don't you know, players are only able to trash or discard their own cards. I just suck at wording Dominion card. I just didn't want to say "the player to their left" twice in the same sentence.
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Warfreak2

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Re: Really bad card ideas
« Reply #1490 on: July 26, 2013, 08:16:30 am »
0

"Each player (including you) reveals a card from his hand. The player to his left chooses whether he discards the revealed card or trashes it."

Yes, it has the "The Romans befriended the Gauls, but they slew them" problem. So what, lern 2 context
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Awaclus

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Re: Really bad card ideas
« Reply #1491 on: July 26, 2013, 12:44:56 pm »
0

Don't you know, players are only able to trash or discard their own cards.
But that's not in the rules, that's only a result of no card actually doing so.
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Asper

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Re: Really bad card ideas
« Reply #1492 on: July 26, 2013, 01:00:42 pm »
0

"Each player (including you) reveals a card from his hand. The player to his left chooses whether he discards the revealed card or trashes it."

Yes, it has the "The Romans befriended the Gauls, but they slew them" problem. So what, lern 2 context

This doesn't do what the card wants to do (wrong direction) and the context problem can be avoided. A legitimate solutions would be:

"Each player (including you) reveals a card from his hand and either trashes or discards it (the player to his right decides)."
« Last Edit: July 26, 2013, 01:01:47 pm by Asper »
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Re: Really bad card ideas
« Reply #1493 on: July 26, 2013, 02:58:27 pm »
+3

AAAND people are arguing over rules in the bad card ideas thread again
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SirPeebles

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Re: Really bad card ideas
« Reply #1494 on: July 26, 2013, 03:15:31 pm »
0

"Each player (including you) reveals a card from his hand. The player to his left chooses whether he discards the revealed card or trashes it."

Yes, it has the "The Romans befriended the Gauls, but they slew them" problem. So what, lern 2 context

This doesn't do what the card wants to do (wrong direction) and the context problem can be avoided. A legitimate solutions would be:

"Each player (including you) reveals a card from his hand and either trashes or discards it (the player to his right decides)."

Why should the card want this direction?  I don't see any obvious gameplay reason to go counter to Contraband, Envoy, and Advisor.
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Awaclus

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Re: Really bad card ideas
« Reply #1495 on: July 26, 2013, 03:44:43 pm »
+1

AAAND people are arguing over rules in the bad card ideas thread again
It is a bad idea to argue over the rules, so this thread is the best thread for that.
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Asper

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Re: Really bad card ideas
« Reply #1496 on: July 26, 2013, 04:06:32 pm »
0

"Each player (including you) reveals a card from his hand. The player to his left chooses whether he discards the revealed card or trashes it."

Yes, it has the "The Romans befriended the Gauls, but they slew them" problem. So what, lern 2 context

This doesn't do what the card wants to do (wrong direction) and the context problem can be avoided. A legitimate solutions would be:

"Each player (including you) reveals a card from his hand and either trashes or discards it (the player to his right decides)."

Why should the card want this direction?  I don't see any obvious gameplay reason to go counter to Contraband, Envoy, and Advisor.

No gameplay reasons, i just wanted a complete translation of the original card. Which was pretty nit-picky, if i think about it.
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markusin

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Re: Really bad card ideas
« Reply #1497 on: July 26, 2013, 05:26:54 pm »
0

"Each player (including you) reveals a card from his hand. The player to his left chooses whether he discards the revealed card or trashes it."

Yes, it has the "The Romans befriended the Gauls, but they slew them" problem. So what, lern 2 context

This doesn't do what the card wants to do (wrong direction) and the context problem can be avoided. A legitimate solutions would be:

"Each player (including you) reveals a card from his hand and either trashes or discards it (the player to his right decides)."
That would do the trick. I didn't mean to pick the opposite direction as contraband and such. I'm just used to seeing "left" on the cards
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SirPeebles

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Re: Really bad card ideas
« Reply #1498 on: July 28, 2013, 10:13:51 pm »
+15

Coppering House
$5 Action

Look through your discard pile, reveal any number of Count cards from it, and put them into your hand.



Mountecopper
$5 Action - Attack

+$2

Each other player may discard a Curse.  If he doesn't, he gains a Curse and a Bank.
« Last Edit: July 28, 2013, 10:16:09 pm by SirPeebles »
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mail-mi

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Re: Really bad card ideas
« Reply #1499 on: July 28, 2013, 11:21:53 pm »
+4

Pirate Ghost Merchant Ship
Action-Duration-Attack
Now and at the start of your next turn: +$2, +2 cards, +$1 per coin token on your Pirate Ghost Merchant Ship Mat.

Each other player places cards on his deck until he has 3 cards left in hand.
Each other player reveals the top two cards of his deck, trashes the revealed treasure that you choose, and discards the rest. If any player trashed a treasure card this way, put a coin token on your Pirate Ghost Merchant Ship Mat.


Pirate Guild
Action-Attack
Each other player reveals the top two cards of his deck, trashes the revealed treasure that you choose, and discards the rest. If any treasures were trashed this way, take a coin token.

Merchant Ship Guild
Now and at the start of your next turn: +$2, +1 buy
--
While this is in play, when you buy a card, take a coin token.
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