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Author Topic: Really bad card ideas  (Read 1849608 times)

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GendoIkari

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Re: Really bad card ideas
« Reply #300 on: February 17, 2012, 05:18:16 pm »
0

Nim

$2 Victory
If this was the last Nim in the supply worth 1000VP, otherwise 0VP.
-------
When you gain this card, you may gain up to two more Nim cards.

This is awesome!!! Also, works great with Ambassador.
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jotheonah

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Re: Really bad card ideas
« Reply #301 on: February 17, 2012, 08:13:15 pm »
0

Great Haul
$3 Action-Victory
1 VP
Gain up to 1 card from each price point on the board, not including victory *cards.
« Last Edit: February 18, 2012, 04:57:08 pm by jotheonah »
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Titandrake

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Re: Really bad card ideas
« Reply #302 on: February 17, 2012, 09:19:31 pm »
0

Nim

$2 Victory
If this was the last Nim in the supply worth 1000VP, otherwise 0VP.
-------
When you gain this card, you may gain up to two more Nim cards.

This is awesome!!! Also, works great with Ambassador.

Well, if you change the effect from on-gain to on-buy  ;)

Overhaul
Cost: $3
Action
Trash this card.

If this is a 4-player game, choose another player. You and that player shuffle your decks and discard piles together, and the other 2 players do the same. This is now a 2 player game. One player from each team plays the Actions, while the other player buys the cards.

If this is not a 4-player game, +1 Card, +1 Action, +$2.
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Mister Alex

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Re: Really bad card ideas
« Reply #303 on: February 17, 2012, 10:44:10 pm »
+2

Unionized Worker's Village
$4 - Action

+1 Card
+1 Action
You may never trash or discard this card.

----------------------------------------------------------

Village People
$7 - Action

+2 Actions
Gain a Native Village, a Worker's Village, an Explorer, a Smithy, and a Copper.
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Mister Alex

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Re: Really bad card ideas
« Reply #304 on: February 17, 2012, 10:45:20 pm »
0

Great Haul
$3 Action-Victory
1 VP
Gain up to 1 card from each price point on the board, not including victory points.
I'd pay $5 or $6 for that!  :-)
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Davio

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Re: Really bad card ideas
« Reply #305 on: February 18, 2012, 03:39:53 pm »
0

How about an action card that reads:

Multihaul
Gain one copy of every action card in the kingdom, not including multihaul

*Disregard the Black Market

Sure, it's nice to get that Goons, but you get a free Transmute to boot! :D Wonder how often this will be good. With KC and the right cards it'll be ridiculous I think.
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Ozle

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Re: Really bad card ideas
« Reply #306 on: February 18, 2012, 03:44:50 pm »
0

Posessed
$6+potion
Your opponent gains control of your next turn. You may whinge about what a stupid card this is
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A_S00

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Re: Really bad card ideas
« Reply #307 on: February 18, 2012, 05:25:18 pm »
+1

Repossession
$6 Action - Attack

Each other player reveals their hand.  They must discard Treasure cards until they have discarded Treasure with a total value equal to or greater than the total cost of all Victory cards in their hand.  If they are unable to, they must instead return Victory cards to the supply until the total cost of Victory cards in their hand is less than or equal to the total value of the Treasure cards they have discarded.

-----

Setup:  Shout "The rent's too damn high!" as loud as you can before the game begins.
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Re: Really bad card ideas
« Reply #308 on: February 19, 2012, 11:02:42 am »
+1

Poisson
$6
Action - Attack
The opponent has a chance to take control of your next turn based on the standard deviation of expected number of turns using k as the mass probibility function
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Re: Really bad card ideas
« Reply #309 on: February 19, 2012, 11:04:35 am »
0

La Poisson
$6
Action - Attack - Reaction
Your gain control of your opponents next turn.

Reaction - If your opponent tries to take control of your turn, you may instead slap him with a wet fish.
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popsofctown

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Re: Really bad card ideas
« Reply #310 on: February 19, 2012, 11:56:10 am »
0

Nim

$2 Victory
If this was the last Nim in the supply worth 1000VP, otherwise 0VP.
-------
When you gain this card, you may gain up to two more Nim cards.

This is awesome!!! Also, works great with Ambassador.

Well, if you change the effect from on-gain to on-buy  ;)

No, even if you don't.  4 Nims remain.  Reveal a Nim, return none to the supply.  3 remain, your opponent can gain up to two.  If he gains two, buy the last Nim.  If he gains no extras, buy the third to last Nim,... -

This is the point where I notice that as written you can buy ten of these for 2$.  Maybe I didn't get the joke :(
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jonts26

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Re: Really bad card ideas
« Reply #311 on: February 19, 2012, 01:20:42 pm »
0

Nim

$2 Victory
If this was the last Nim in the supply worth 1000VP, otherwise 0VP.
-------
When you gain this card, you may gain up to two more Nim cards.

This is awesome!!! Also, works great with Ambassador.

Well, if you change the effect from on-gain to on-buy  ;)

No, even if you don't.  4 Nims remain.  Reveal a Nim, return none to the supply.  3 remain, your opponent can gain up to two.  If he gains two, buy the last Nim.  If he gains no extras, buy the third to last Nim,... -

This is the point where I notice that as written you can buy ten of these for 2$.  Maybe I didn't get the joke :(

Yes the effect should be on buy instead of on gain. Otherwise you are correct, you only need to gain one to be able to gain the rest. And if you don't get the joke see: http://en.wikipedia.org/wiki/Nim
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Glooble

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Re: Really bad card ideas
« Reply #312 on: February 19, 2012, 07:17:58 pm »
0

Carpal Tunnel Syndrome

Victory-Reaction $3
2 Victory Points

When you drop this card because your wrist is in so much pain, you may reveal it. If you do, gain an ibuprofen or something.
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Davio

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Re: Really bad card ideas
« Reply #313 on: February 20, 2012, 08:42:53 am »
+2

Ming - $5

If you confused this for a Mint or a Mine, gain a Gold, otherwise gain a Silver.
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Ozle

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Re: Really bad card ideas
« Reply #314 on: February 20, 2012, 08:46:24 am »
0

Minty Mine
$5
Trash any cards you used to buy this.
For each card you trashed, gain a treasure card costing up to $3 more
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jotheonah

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Re: Really bad card ideas
« Reply #315 on: February 20, 2012, 12:11:54 pm »
0

Minty Mine
$5
Trash any cards you used to buy this.
For each card you trashed, gain a treasure card costing up to $3 more

I was going to say this was overpriced. Then I realized it does nothing once you gain it.

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Ozle

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Re: Really bad card ideas
« Reply #316 on: February 20, 2012, 12:13:10 pm »
0

Ermm....oh yeah....erm...exactly as I intended...
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jotheonah

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Re: Really bad card ideas
« Reply #317 on: February 20, 2012, 12:21:07 pm »
0

Also, I meant underpriced.
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Thisisnotasmile

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Re: Really bad card ideas
« Reply #318 on: February 20, 2012, 01:17:57 pm »
+1

Well it doesn't say "When you buy this..." so it actually works on-play, which makes it even worse (in terms of card design. Who knows what it means in terms of card power).
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Re: Really bad card ideas
« Reply #319 on: February 20, 2012, 02:09:18 pm »
0

Well it doesn't say "When you buy this..." so it actually works on-play, which makes it even worse (in terms of card design. Who knows what it means in terms of card power).

If you want to nitpick: the card isn't an action, or any card type for that matter, so you can never play it.
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Zem

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Re: Really bad card ideas
« Reply #320 on: February 20, 2012, 05:46:47 pm »
+1













Idempotence
$1 - Reaction

 :-\

When you buy this: +1 Buy
————————
At any time, you may
discard this from your hand.
If you do, +1 card.
————————
Setup: This card starts with
100 copies in the supply

I was thinking which niches for defense cards are still unfilled.
Here it is: The perfect counter to trickser, spy, pirate ship, thief, oracle, jester, tribute.
Just fill your deck with these whenever you have 1$ left, and chances are an opponent's deck-inspection attack will hit only one of those.

It can also defend well against cutpurse and bureaucrat (less chance of having coppers or victory cards in hand), and even masquerade! (just pass an idempotence)

There might also be some slight synergy effects with gardens, philosoper's stone, bridge, highway and goons.

Plus, if you have enough of these in your deck, your opponent might just give up or die of old age anyway.

Just be carefull not to get stuck in a loop when you have your whole deck drawn.
« Last Edit: February 20, 2012, 05:51:08 pm by Zem »
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Ozle

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Re: Really bad card ideas
« Reply #321 on: February 20, 2012, 05:50:44 pm »
0

London 2012
$9,000,000,000
Victory
Worth 1VP

The Turn after you buy London 2012, discard 2 treasure cards from your hand.
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heatthespurs

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Re: Really bad card ideas
« Reply #322 on: February 20, 2012, 10:09:15 pm »
+1

Empty Village
$4 Action

+1 Card
Reveal your hand. + number of action equal to the total number of people you can spot on your revealed cards.

For example...
Reveal a hand of 4 Copper, +0 action
Reveal a hand of 2 Pawns and 2 Estate, +2 actions
Reveal a hand of 2 Harem and 2 Scheme, +12 actions
Reveal a hand of 3 Rabbles and 1 Goons, +24 actions
Reveal a hand of 1 Embargo, 1 University, 1 Market and 1 Mountebank, +??? actions


Master Tactician
$5 Action - Duration

Discard your hand. If you discarded any cards this way, then at the start of your next turn, discard your hand again. At the start of your turn after the next turn, +10 Cards, +2 Buy, and +2 Action.
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Re: Really bad card ideas
« Reply #323 on: February 20, 2012, 11:30:40 pm »
0

Village People
$7 - Action

+2 Actions
Gain a Native Village, a Worker's Village, an Explorer, a Smithy, and a Copper.

That... was... absolutely terrible.
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O

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Re: Really bad card ideas
« Reply #324 on: February 20, 2012, 11:49:40 pm »
0

Forfeit
0$

A(9001,9001), A being the Ackermann-Peter function.
----
When a turn ends and there are fewer than 10 of these in the supply, the game ends.



(Anyone want a swindler?)


Cave Johnson
5$

Gain a Lemon and a laboratory. You may look through your discard. You may trash any cancer curse cards from your hand and/or discard.
---
Setup: If this card is in the supply, add Laboratory to the supply.




Lemon
0$
---
-2 VP
-----
When you gain a lemon, don't make lemonade. Trash your opponent's deck(s).

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