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Author Topic: Really bad card ideas  (Read 1849288 times)

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randomdragoon

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Re: Really bad card ideas
« Reply #75 on: June 29, 2011, 11:10:36 pm »
0

Imba
Victory-Action
$2

Setup: At the start of the game, write down the name of a Kingdom card and set it aside. Whine a little, too.

Set this card aside, face down. At the end of the game, if another player purchased three or more copies of the card you wrote down, +200 VP.

I write down "Imba" and whine about it.
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HLennartz

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Re: Really bad card ideas
« Reply #76 on: June 30, 2011, 12:45:07 am »
0

Genie
Action
$7
+1 Action
Discard a card. If you do, choose any Kingdom card from outside the game. Add it to your hand.

Squatter
Action - Attack
$6
Each opponent reveals their hand. Choose up to one victory card in each opponent's hand, and put them in your hand.

Witch's Epithet
Action
$4
Trash this card and two other Witch's Epithet's from your hand. If you do, gain all the Gold in the supply, putting them on top of your deck.

I always wanted a cycle like this for decks that could truly go in infinite loops:

<Infinite Market>
$4
+1 Card, +1 Action, +$1
Discard this card.

<Infinite Village>
$3
+1 Card, +2 Actions
Discard this card.

<Infinite Smithy>
$4
+3 Cards
Discard this card.

<Infinite Shopper>
$3
+1 Card, +1 Action, +1 Buy.
Discard this card.
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A_S00

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Re: Really bad card ideas
« Reply #77 on: June 30, 2011, 03:58:16 pm »
0

$4 - Great Wall
Action - Reaction

+1 action
+1 card

When another player plays an Attack card, you may reveal this from your hand.  If you do, you are unaffected by that Attack.

During your cleanup phase, you may place this card on top of your deck.
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nemryn

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Re: Really bad card ideas
« Reply #78 on: July 01, 2011, 02:01:15 am »
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Witch's Epithet
Action
$4
Trash this card and two other Witch's Epithet's from your hand. If you do, gain all the Gold in the supply, putting them on top of your deck.
It would be funny to play this and then lose on piles.
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Davio

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Re: Really bad card ideas
« Reply #79 on: July 01, 2011, 04:20:30 am »
0

I can't help myself: Possession, how is this not an Attack? Especially coupled with Masquerade or Ambassador in your opponent's hand.
A card that needs an entire page in the rulebook can't possibly be good...

And Black Market, I'm glad this is a Promo card, we don't all have every expansion so the Black Market deck in live games may not always be really representable. I also don't like the luck factor.
With no trashers in the normal kingdom, you find a Witch in there and I find a Bureaucrat, gg.

Philosopher's Stone? Slows the game down way too much.

Ok, so much for the existing cards, notice how 2 are from Alchemy? The worst set, no surprise there.


Now some examples of awful imaginary cards. To be truly awful, a card has to do at least one and maybe more than one of these things:
- Increase variance/luck (and frustration levels)
- Be too dominant (a must buy regardless of setup)
- Be utterly useless
- Need a page long FAQ
- Be subtle, there's no fun making a card that instantly wins or loses the game for you


Vial of Poison
Cost: 2
Treasure - Duration

+ 5$
Once played, this card will not be cleaned up for the entire game.
Every following turn the $ value decreases by one.

Why? Because you will likely need this early in the game, because you don't have much money then, but when played in turn 3, by turn 10, its value is already -$2.


Medusa
Cost: 4
Action - Attack

+1 Action
Pick a player, this player loses his turn, but may set aside 3 cards from his hand and take them in hand the next turn.

Why? Donald hates targeting a singe player. Most attacks / actions target every player or the player to your left. Spam this every turn and your opponent will be paralyzed.


Leech
Cost: 5
Action - Attack

The player to your left reveals and discards the top two cards from his deck. Gain a card costing exactly the same as the other two cards together.

Why? Extremely luck dependent. Have your opponent turn over 2 Coppers and gain a Copper, have him turn over a Province and a Copper and gain a Province.
Have him turn over a Province and an Estate and gain nothing.
« Last Edit: July 01, 2011, 04:22:31 am by Davio »
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guided

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Re: Really bad card ideas
« Reply #80 on: July 01, 2011, 07:34:57 am »
+2

Possession, how is this not an Attack?
It doesn't have "Attack" printed on the card type line.
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Taco Lobster

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Re: Really bad card ideas
« Reply #81 on: July 01, 2011, 02:46:09 pm »
+2

Possession, how is this not an Attack?
It doesn't have "Attack" printed on the card type line.

guided is technically correct - the best kind of correct.
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fp

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Re: Really bad card ideas
« Reply #82 on: July 02, 2011, 12:59:42 am »
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Streetsweeper
$5 - Action
You may put the trash pile on top of your deck.

I am not going to lie- with a little work- this could actually be quite interesting. Perhaps:

"Dumpster Diver"
$5 - Action
+1 Action
+1 Buy
Place the contents of the trash pile, except for Victory cards, into your hand or trash 3 cards from your hand.
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HLennartz

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Re: Really bad card ideas
« Reply #83 on: July 02, 2011, 09:28:02 am »
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Vial of Poison
Cost: 2
Treasure - Duration

+ 5$
Once played, this card will not be cleaned up for the entire game.
Every following turn the $ value decreases by one.

Why? Because you will likely need this early in the game, because you don't have much money then, but when played in turn 3, by turn 10, its value is already -$2.

That reminds me of another card I came up with:

Miser
$2 - Action
+$4, -1 Buy

I'm not sure it's that bad of an idea, but it is kind of silly: Particularly because of how it's purely combo dependent and useless by itself. If it's in a 10-card setup without any +1 Buy's, it's wasting space.
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Jack Rudd

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Re: Really bad card ideas
« Reply #84 on: July 02, 2011, 09:59:24 am »
0

Miser
$2 - Action
+$4, -1 Buy

I'm not sure it's that bad of an idea, but it is kind of silly: Particularly because of how it's purely combo dependent and useless by itself. If it's in a 10-card setup without any +1 Buy's, it's wasting space.
And if it's in a 10-card setup with a +Action/+Buy card or any combo that gives that, it's grotesquely overpowered. Nice work.
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kazztawdal

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Re: Really bad card ideas
« Reply #85 on: July 05, 2011, 02:02:22 pm »
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Mango Plantation
$2 - Victory

When you gain this card, trash it and any number of other cards from your hand.  Gain a number of Mango Tree mats equal to the total number of trashed cards with a cost of at least $2, including this one.

At the start of each turn, place a Mango token on each Mango Tree mat.

During your Buy phase, you may remove 10 Mango tokens from your Mango Tree mats.  If you do, gain a Treasure card.
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Axe Knight

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Re: Really bad card ideas
« Reply #86 on: July 05, 2011, 09:15:55 pm »
0

Prisoner's Village

+2 Actions

When you play this card, return it to the top of your deck.

Town - $0*

+1 Card
+2 Actions

*Each time you play three Villages in a turn, gain a Town, putting it on top of your deck.

Derivatives Market - $7

Play this only before turn 6.  If you do, trash every card in your deck.  On your 28th turn, +$200, +24 buys


« Last Edit: July 06, 2011, 12:09:42 am by Axe Knight »
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Glooble

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Re: Really bad card ideas
« Reply #87 on: July 05, 2011, 10:30:34 pm »
0

Mango Plantation
$2 - Victory

When you gain this card, trash it and any number of other cards from your hand.  Gain a number of Mango Tree mats equal to the total number of trashed cards with a cost of at least $2, including this one.

At the start of each turn, place a Mango token on each Mango Tree mat.

During your Buy phase, you may remove 10 Mango tokens from your Mango Tree mats.  If you do, gain a Treasure card.

This made me laugh, like a lot. Mango is a funny word.
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kazztawdal

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Re: Really bad card ideas
« Reply #88 on: July 06, 2011, 01:38:41 pm »
0

Setup: Each player is assigned a color and takes 10 Stock tokens of that color.

Stock - $X
When you buy Stock, choose any card in the game with at least one card remaining in its pile.

Stock costs as much to buy as the number of cards remaining in that pile.  Place one of your Stock tokens on that pile and trash this card.

Whenever somebody gains a card from a pile with one of your Stock tokens on it, you gain 1 VP token.  When that pile is empty, take back your Stock token.

During your Buy phase, you may remove any number of your Stock tokens.  You gain +$X, where X is the number of cards remaining in that pile.
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kazztawdal

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Re: Really bad card ideas
« Reply #89 on: July 06, 2011, 03:50:27 pm »
+1

Retribution - $7
Action - Reaction

+2 Cards, +2 Actions

If an opponent plays an Attack card that would affect you, you may reveal this card from your hand.  The Attack does not affect you and your opponent must trash the Attack card.  He must also discard a number of cards equal to his Attack card's cost.  If the Attack card has a Potion in its cost, he must trash those cards rather than discarding them.  If the Attack card is "Possession," your opponent also loses the game and is no longer allowed to play Dominion.
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chwhite

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Re: Really bad card ideas
« Reply #90 on: July 06, 2011, 04:02:04 pm »
+1

If the Attack card is "Possession," your opponent also loses the game and is no longer allowed to play Dominion.

Good thing Possession isn't an attack!  :P
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david707

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Re: Really bad card ideas
« Reply #91 on: July 06, 2011, 07:30:36 pm »
+1

Special Isotropic Only Card:
Virus - $4
Action-Attack-Victory
+1 Action
Each Opponent gains a Virus from the supply.
Worth -1 Victory Point.
Setup: If this is chosen as a Kingdom Card, instead of using 10 Viruses in the supply use an infinite number.

Test of Patience - $0*
Action-Duration-Prize
This card remains in play until the end of the game, even if you resign. The game cannot end except by all players except one resigning.

Possessor - $0*
Action-Duration-Prize
If Possession is not part of the supply, add it to the supply, also add Potion if necessary. For the rest of the game Possession counts as an attack.

Ultimate Test - $5
Action
Trash this card, if you do, play a side game of Dominion with your opponents. The winner gains a Province.

Deal with the Devil - $0*
Action - Prize
Play a card from your hand as many times as you wish. Each time you play it, -1VP.

Tough Decision - $13
Action
Trash this card, if you do, the player to your left chooses, either you win the game; or they loose the game.
 
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Deadlock39

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Re: Really bad card ideas
« Reply #92 on: July 06, 2011, 08:30:50 pm »
0

Deal with the Devil - $0*
Action - Prize
Play a card from your hand as many times as you wish. Each time you play it, -1VP.

This + Goons = LOL

grep

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Re: Really bad card idea
« Reply #93 on: July 07, 2011, 02:37:50 am »
0

Ace up the sleeve
Action
Cost: $4
Choose one: +1 Card; or +1 Action; or +1 Buy; or +1 Coin; or set aside this card onto your sleeve mat.

You may return this card from the sleeve mat to your hand at any of your action or buy phase. If you do, +1 Action and play it immediately.
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Kuildeous

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Re: Really bad card ideas
« Reply #94 on: July 07, 2011, 08:54:41 am »
0

Ace up the sleeve
Action
Cost: $4
Choose one: +1 Card; or +1 Action; or +1 Buy; or +1 Coin; or set aside this card onto your sleeve mat.

You may return this card from the sleeve mat to your hand at any of your action or buy phase. If you do, +1 Action and play it immediately.

Sleeve mat? No, no, this should literally require you to set this card aside up your sleeve.

Though, considering the stereotypical hygiene of gamers, I can't blame you for having a sleeve mat.
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grep

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Re: Really bad card ideas
« Reply #95 on: July 07, 2011, 04:37:56 pm »
0

Sleeve mat? No, no, this should literally require you to set this card aside up your sleeve.

Though, considering the stereotypical hygiene of gamers, I can't blame you for having a sleeve mat.
Well, I thought to make it put into a player's sleeve, but recognized that it's summer for most of us, and not many players use sleeves.

Communism
$0
Action
Each player trashes a card and gains any card from the supply.

"From each according to his ability, to each according to his need"
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kazztawdal

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Re: Really bad card ideas
« Reply #96 on: July 08, 2011, 12:45:20 pm »
+1

Communism
$0
Action
Each player trashes a card and gains any card from the supply.

"From each according to his ability, to each according to his need"

i happen to need Colony.
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Axe Knight

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Re: Really bad card ideas
« Reply #97 on: July 08, 2011, 01:53:04 pm »
+1


Sleeve mat? No, no, this should literally require you to set this card aside up your sleeve.

Though, considering the stereotypical hygiene of gamers, I can't blame you for having a sleeve mat.

 ;D ;D ;D ;D ;D ;D ;D ;D
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Censure

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Re: Really bad card ideas
« Reply #98 on: July 08, 2011, 11:33:34 pm »
0

Village Idiot
$0
Action

+1 Card, +1 Action



A Round for the House
$2
Action-Attack

Discard a copper. If you do, all other players must slam a shot.
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kazztawdal

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Re: Really bad card ideas
« Reply #99 on: July 11, 2011, 01:10:21 pm »
0

Magic Mirror - $3
Reaction

When an opponent plays an Attack, you may reveal this card.  That opponent is affected by the Attack as though it were played on him instead.  You are not affected by the Attack.

(this stacks with itself; if you reveal 5 Magic Mirrors, he gets hit by his Attack five times.  truly brutal in multiplayer)
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