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Author Topic: Really bad card ideas  (Read 1860661 times)

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KingZog3

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Re: Really bad card ideas
« Reply #2175 on: February 19, 2014, 08:40:07 pm »
+3

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Re: Really bad card ideas
« Reply #2176 on: February 19, 2014, 09:03:31 pm »
+2

c-c-c-combo breaker

...by itself
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

luser

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Re: Really bad card ideas
« Reply #2177 on: February 20, 2014, 07:20:18 am »
0

metropolis-$6

+1 card
+3 actions

when there are at most 3 provinces in supply pile +3 cards, when there is at most one province left +3 coins and +3 buy
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markusin

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Re: Really bad card ideas
« Reply #2178 on: February 20, 2014, 07:33:59 am »
0

metropolis-$6

+1 card
+3 actions

when there are at most 3 provinces in supply pile +3 cards, when there is at most one province left +3 coins and +3 buy
Metropolis on the board? Better follow PPR.
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Asper

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Re: Really bad card ideas
« Reply #2179 on: February 20, 2014, 11:16:12 am »
+1

this this
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Nik

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Re: Really bad card ideas
« Reply #2180 on: February 20, 2014, 08:17:42 pm »
+5

I know this is for 'really bad card ideas' but this is a good card, and I didn't know where else to post it, so...

Prospector
Action--Attack
$10
Gain 5 Estates, put them on top of your deck OR gain 5 Scouts and put them on top of your deck.
Either way, each other player gains two Colonies.

I think it's ridiculously underpriced, though...
« Last Edit: February 20, 2014, 08:20:52 pm by Nik »
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liopoil

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Re: Really bad card ideas
« Reply #2181 on: February 20, 2014, 08:19:56 pm »
0

No, it's for cards that are bad ideas, meaning that they most certainly would not be fun to play with.
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Awaclus

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Re: Really bad card ideas
« Reply #2182 on: February 23, 2014, 06:42:26 pm »
+1

count mine
Count Mine
$5 Action
Choose one: Discard 2 cards; or put a card from your hand on top of your deck; or gain a Copper.
Choose one: +$3; or trash your hand; or gain a Duchy.
Trash a Treasure card from your hand. Gain a Treasure card costing up to $3 more; put it into your hand.
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Bomb, Cannon, and many of the Gunpowder cards can strongly effect gameplay, particularly in a destructive way

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ChocophileBenj

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Re: Really bad card ideas
« Reply #2183 on: February 24, 2014, 07:09:20 pm »
+6

Really bad variant idea :
-Harvest game ever-

In this game, each player starts with 6 coppers, 1 harvest and the 3 shelters (or, even more ridiculous, 3 estates instead) and the ONLY way to generate $s in the game is by playing Harvest (which is assumed to be in the kingdom, otherwise...)

Rules :
-Action cards other than Harvest that provide $s directly (Festival) or indirectly (by option - Pawn/Minion, or by tribute - Secret Chamber/Salvager/Tribute...) have their +$s effects ignored (you still may choose "+$2" on Minion : nothing will happen).
-reduction-costs effects (bridge, highway ...) are ignored as well. Please note that if you play 5 highways and then trash a $5 card with Apprentice, you still draw 5 cards.
-Idem for action cards
-Though gainers (actions, or Horn of Plenty...) still make you gain cards.
-Potions cards still generate potions
-If you play several times Harvest with TR/KC/procession, you'll gain $s each time.

At first I wanted to post this in the puzzle thread but... no ! I'm too lazy to find by myself which is the fastest way to empty the Provinces (and even lazier for Colonies (and even lazier for the Megaturn variant)) !
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Chocolate is like victory points in Dominion. Both taste good but they'll hurt you if you eat too much of it instead of something else in your early days.

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Re: Really bad card ideas
« Reply #2184 on: February 24, 2014, 10:05:31 pm »
+2

Most of the time, you can't get anywhere surely, since you can't reach $5 to buy a second Harvest in any way?
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

Awaclus

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Re: Really bad card ideas
« Reply #2185 on: February 24, 2014, 10:09:42 pm »
+1

Most of the time, you can't get anywhere surely, since you can't reach $5 to buy a second Harvest in any way?
Yeah, you need Throne Room or Procession.
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Bomb, Cannon, and many of the Gunpowder cards can strongly effect gameplay, particularly in a destructive way

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eHalcyon

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Re: Really bad card ideas
« Reply #2186 on: February 24, 2014, 10:10:54 pm »
+1

So the basic treasures are completely dead cards then?
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heron

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Re: Really bad card ideas
« Reply #2187 on: February 24, 2014, 10:46:12 pm »
+1

Most of the time, you can't get anywhere surely, since you can't reach $5 to buy a second Harvest in any way?
Yeah, you need Throne Room or Procession.
University also works.
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KingZog3

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Re: Really bad card ideas
« Reply #2188 on: February 24, 2014, 11:08:58 pm »
+1

Most of the time, you can't get anywhere surely, since you can't reach $5 to buy a second Harvest in any way?
Yeah, you need Throne Room or Procession.
University also works.

Or Bridge then a gainer.
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Re: Really bad card ideas
« Reply #2189 on: February 25, 2014, 03:04:10 am »
0

Most of the time, you can't get anywhere surely, since you can't reach $5 to buy a second Harvest in any way?
Yeah, you need Throne Room or Procession.
University also works.
Or Bridge then a gainer.

Bridge is not allowed!

Remodel would also get you to $5.  Upgrade could be handy too, if you can get to $5 another way first.
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ChocophileBenj

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Re: Really bad card ideas
« Reply #2190 on: February 25, 2014, 10:20:52 am »
+2

Uh-ooh ! I forgot this ! (I was tired, it was 1 AM or something in France)
Okay, let's assume you start with 7 harvests, a $2 village is on the board, and the kingdom contains something like 20 harvests.

By the way, a new card (inspirated by one of the topics which talks about scout, lookout and harvest) :

-Lookscout- $4, action
+1 action.
Look at the top 3 cards from your hand. Trash a victory card among them (or reveal all non-victory cards) and put any number of the remaining victory cards into your hand. Put the other cards back on your deck in any order.
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Chocolate is like victory points in Dominion. Both taste good but they'll hurt you if you eat too much of it instead of something else in your early days.

Kirian

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Re: Really bad card ideas
« Reply #2191 on: February 25, 2014, 11:00:43 am »
0

Getting to $5 with Shelters isn't hard:  You can gain a TR with $4 from Harvest, then later get $5s and above with TR-Harvest.
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luser

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Re: Really bad card ideas
« Reply #2192 on: February 27, 2014, 04:59:57 pm »
0

Red tape - action: 3$

Discard a card from your hand.
While this is in play all cards cost 1 more.
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Co0kieL0rd

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Re: Really bad card ideas
« Reply #2193 on: March 04, 2014, 07:35:36 pm »
+1

Some of the suggestions had me laugh pretty hard :D Now it's my turn^^

Master of Coin
Cost: $12
Type: Action
+ 20 Buys. Gain all Coppers from the supply and all other players' discard piles. Put them into your hand.

Look at Things
Cost: $8
Type: Action
Look at the top card of the deck of the player to your left. Show it to all other players, except the player to your left. Then gain it.
Look at any pile in the supply. Gain a card from it, putting it on top of your deck.
Look at your feet. Draw a card for each toe on your left foot.

Slap
Cost: $1
Type: Action/ Reaction
+ 1 Card, + 1 Action | When another player plays an Attack card, you may reveal this from your hand. If you do, drop all cards from your hand and put your hand in his face.
« Last Edit: March 04, 2014, 07:48:44 pm by Co0kieL0rd »
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AndrewisFTTW

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Re: Really bad card ideas
« Reply #2194 on: March 04, 2014, 08:03:50 pm »
+1

Giant Rats
Cost: $5

+1 Card
+1 Action

Trash a card in your hand that is not a Rats or Giant Rats.

Gain a giant rats.

When you gain a giant rats, gain a giant rats.

When you trash this card, restock the Giant Rats supply pile, gain a Giant Rats, and put this card into your discard pile.
« Last Edit: March 04, 2014, 08:07:45 pm by AndrewisFTTW »
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thespaceinvader

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Re: Really bad card ideas
« Reply #2195 on: March 05, 2014, 05:43:46 am »
+1

So, as soon as you buy Giant Rats you instantly gain the entire pile anyway...
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Minotaur

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Re: Really bad card ideas
« Reply #2196 on: March 05, 2014, 07:39:07 am »
0

Giant Rats
Cost: $5

+1 Card
+1 Action

Trash a card in your hand that is not a Rats or Giant Rats.

Gain a giant rats.

When you gain a giant rats, gain a giant rats.

When you trash this card, restock the Giant Rats supply pile, gain a Giant Rats, and put this card into your discard pile.

Hmmmm. You have to buy one before any of them get trashed, or else you'll never have a chance (unless Masquerade is out, and even then...). Then you need a couple Gardens and as many Chapels as you can manage to get. Vineyard would also work, but it would take longer to start up. You should also probably trash your first Giant Rats before anyone else buys any. If you start the game 2/5 and draw Chapel/Giant Rats on Turn 3, then you might have a shot at that.

You could try to make an engine that draws your first gained pile of Giant Rats and then Forges the whole pile of them. That would be pretty sick. Each trashed Giant Rats is worth 4 VP per garden... Scrying Pool could help. The trouble is that once you get too many Giant Rats, you aren't ever going to see your other cards again. Maybe the lucky jerk who manages to Scry and forge twice in one game would win by an exponentially absurd amount. Or something.
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AndrewisFTTW

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Re: Really bad card ideas
« Reply #2197 on: March 05, 2014, 11:07:24 am »
0

Yeah I didn't really think this one through. Whatever.
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Re: Really bad card ideas
« Reply #2198 on: March 05, 2014, 11:49:14 am »
0

So restock means there is an infinite backup?
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AndrewisFTTW

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Re: Really bad card ideas
« Reply #2199 on: March 05, 2014, 11:55:00 am »
0

So restock means there is an infinite backup?

Let's say you have 50 Giant Rats total.
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Wins: M39, M41, M48, M96, M97, M102, M105
Losses: M40, M43, M45, BM17 (?), RMM13, RMM17, RMM20, NM7, ZM18, M100, M109
MVPs: M97
Mod/Co-Mod: M46, M49, M52, NM10
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