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Author Topic: Really bad card ideas  (Read 1849330 times)

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Minotaur

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Re: Really bad card ideas
« Reply #3275 on: February 10, 2015, 12:50:28 pm »
+1

Recorder of Overkill
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sudgy

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Re: Really bad card ideas
« Reply #3276 on: February 10, 2015, 02:26:10 pm »
0

This thread has turned into Random Stuff part III.

NOOOOOOOHHHHHHHH!!!!!!!! That can't happen until reply #4000, or the entropy of the universe will be irrevocably and exponentially accelerated!

Well, considering that Random Stuff part I was stopped because of unknown quantum effects, this doesn't seem too far off...
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   Quote from: sudgy on June 31, 2011, 11:47:46 pm

Minotaur

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Re: Really bad card ideas
« Reply #3277 on: February 10, 2015, 02:33:37 pm »
0

Non-Violent Protest
Action
Cost: $3

+1 action
+1 card
You may place this card face up on the top of any supply pile.

This is actually a quite neat idea, I think...

Thanks.  It might be a little too troll to feel like canon, but it sounds sort of fun and hard to figure out strategically.  I imagine there would be a lot of games where you'd just ignore it, but in some cases, picking it up specifically to throw off game tempo could be an important element of a strategy.  I would probably be very bad at using this card.

(Also, maybe they're more like a lobbyist than anything else.  For $3, they'll change their tune, no questions asked...)
« Last Edit: February 10, 2015, 02:35:35 pm by Minotaur »
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sudgy

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Re: Really bad card ideas
« Reply #3278 on: February 10, 2015, 03:11:13 pm »
0

Non-Violent Protest
Action
Cost: $3

+1 action
+1 card
You may place this card face up on the top of any supply pile.

This is actually a quite neat idea, I think...

Thanks.  It might be a little too troll to feel like canon, but it sounds sort of fun and hard to figure out strategically.  I imagine there would be a lot of games where you'd just ignore it, but in some cases, picking it up specifically to throw off game tempo could be an important element of a strategy.  I would probably be very bad at using this card.

(Also, maybe they're more like a lobbyist than anything else.  For $3, they'll change their tune, no questions asked...)

It does have a few weird cases, though.  Can you put it on top of an empty supply pile?  Would that make the game not end yet?
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   Quote from: sudgy on June 31, 2011, 11:47:46 pm

Minotaur

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Re: Really bad card ideas
« Reply #3279 on: February 10, 2015, 03:14:30 pm »
0

Non-Violent Protest
Action
Cost: $3

+1 action
+1 card
You may place this card face up on the top of any supply pile.

This is actually a quite neat idea, I think...

Thanks.  It might be a little too troll to feel like canon, but it sounds sort of fun and hard to figure out strategically.  I imagine there would be a lot of games where you'd just ignore it, but in some cases, picking it up specifically to throw off game tempo could be an important element of a strategy.  I would probably be very bad at using this card.

(Also, maybe they're more like a lobbyist than anything else.  For $3, they'll change their tune, no questions asked...)

It does have a few weird cases, though.  Can you put it on top of an empty supply pile?  Would that make the game not end yet?

I guess it depends on the wording of the rules.  To me it makes more sense if the state of the piles immediately after your turn is what matters, but I don't have the actual rule wording as written up in canon in front of me.
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sudgy

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Re: Really bad card ideas
« Reply #3280 on: February 10, 2015, 03:24:23 pm »
0

Non-Violent Protest
Action
Cost: $3

+1 action
+1 card
You may place this card face up on the top of any supply pile.

This is actually a quite neat idea, I think...

Thanks.  It might be a little too troll to feel like canon, but it sounds sort of fun and hard to figure out strategically.  I imagine there would be a lot of games where you'd just ignore it, but in some cases, picking it up specifically to throw off game tempo could be an important element of a strategy.  I would probably be very bad at using this card.

(Also, maybe they're more like a lobbyist than anything else.  For $3, they'll change their tune, no questions asked...)

It does have a few weird cases, though.  Can you put it on top of an empty supply pile?  Would that make the game not end yet?

I guess it depends on the wording of the rules.  To me it makes more sense if the state of the piles immediately after your turn is what matters, but I don't have the actual rule wording as written up in canon in front of me.

You can stop the game ending by Ambassadoring cards back, so that's fine.  I was more saying if they're considered a part of a pile at all.
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   Quote from: sudgy on June 31, 2011, 11:47:46 pm

qmech

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Re: Really bad card ideas
« Reply #3281 on: February 10, 2015, 03:26:41 pm »
+1

If they weren't a pile, how could they be empty?

Got to maintain the distinction between nothing and the empty set.
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Minotaur

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Re: Really bad card ideas
« Reply #3282 on: February 10, 2015, 03:29:30 pm »
0

Non-Violent Protest
Action
Cost: $3

+1 action
+1 card
You may place this card face up on the top of any supply pile.

This is actually a quite neat idea, I think...

Thanks.  It might be a little too troll to feel like canon, but it sounds sort of fun and hard to figure out strategically.  I imagine there would be a lot of games where you'd just ignore it, but in some cases, picking it up specifically to throw off game tempo could be an important element of a strategy.  I would probably be very bad at using this card.

(Also, maybe they're more like a lobbyist than anything else.  For $3, they'll change their tune, no questions asked...)

It does have a few weird cases, though.  Can you put it on top of an empty supply pile?  Would that make the game not end yet?

I guess it depends on the wording of the rules.  To me it makes more sense if the state of the piles immediately after your turn is what matters, but I don't have the actual rule wording as written up in canon in front of me.

You can stop the game ending by Ambassadoring cards back, so that's fine.  I was more saying if they're considered a part of a pile at all.

It is the top card of whatever pile it goes in.  I forgot that in two-player or with Moat, you can return more than you pass out with Ambassador.
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Seprix

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Re: Really bad card ideas
« Reply #3283 on: February 12, 2015, 01:44:21 pm »
+1

Highwaste
Action
Cost: $4

+2 Card
+2 Action

While this is in play, all cards cost $1 more.
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Minotaur

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Re: Really bad card ideas
« Reply #3284 on: February 13, 2015, 11:21:26 am »
0

Highweight
Cost: $4
Action

+2 cards
+1 action

Reveal a card from your hand.  Tape a quarter to it.
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Minotaur

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Re: Really bad card ideas
« Reply #3285 on: February 13, 2015, 11:34:07 am »
0

I briefly considered Tuba of Sufficiency, but let it go.

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Minotaur

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Re: Really bad card ideas
« Reply #3286 on: February 13, 2015, 11:35:34 am »
+6

Highway To Hell
Cost: $3
Action

+1 Card
+1 Action
Gain a Scout
While this card is in play, cards cost $1 less (but not less that $0)
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Witherweaver

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Re: Really bad card ideas
« Reply #3287 on: February 13, 2015, 11:43:37 am »
0

Highway To Hell
Cost: $3
Action

+1 Card
+1 Action
Gain a Scout
While this card is in play, cards cost $1 less (but not less that $0)

Best movie eva  http://www.imdb.com/title/tt0104418/
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Minotaur

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Re: Really bad card ideas
« Reply #3288 on: February 14, 2015, 09:44:29 am »
+2

Hotel California
Action-Duration
Cost: $8

+2 Cards
+2 Actions
Discard two cards from your hand.
At the start of each turn, play this card.

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

When you gain this card, put it into play and then shuffle any number of action cards from your discard pile into your deck.
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Re: Really bad card ideas
« Reply #3289 on: February 14, 2015, 11:03:26 am »
+5

Boat, $2, Action - Reaction
+2 Cards
----
When another player reveals a Reaction, you may reveal this. If you do, he is unaffected by his Reaction.
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Seprix

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Re: Really bad card ideas
« Reply #3290 on: February 14, 2015, 11:08:35 am »
0

Hotel California
Action-Duration
Cost: $8

+2 Cards
+2 Actions
Discard two cards from your hand.
At the start of each turn, play this card.

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

When you gain this card, put it into play and then shuffle any number of action cards from your discard pile into your deck.

That could be a bad card in some instances where you land it at the end of your shuffle with a good hand.
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SwitchedFromStarcraft

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Re: Really bad card ideas
« Reply #3291 on: February 14, 2015, 11:20:09 am »
+1

Hotel California
Action-Duration
Cost: $8

+2 Cards
+2 Actions
Discard two cards from your hand.
At the start of each turn, play this card.

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

When you gain this card, put it into play and then shuffle any number of action cards from your discard pile into your deck.

That could be a bad card in some instances where you land it at the end of your shuffle with a good hand.
You may have missed the point.  If I read it correctly, it is never not in play.  You put it in play when you gain it, and you play it at the start of every hand, because it is a duration.  Hence the name of the card.

"You can check out any time you like, but you may never leave".
« Last Edit: February 14, 2015, 11:21:21 am by SwitchedFromStarcraft »
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popsofctown

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Re: Really bad card ideas
« Reply #3292 on: February 14, 2015, 05:01:28 pm »
0

Hotel California
Action-Duration
Cost: $8

+2 Cards
+2 Actions
Discard two cards from your hand.
At the start of each turn, play this card.

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

When you gain this card, put it into play and then shuffle any number of action cards from your discard pile into your deck.

That could be a bad card in some instances where you land it at the end of your shuffle with a good hand.
You may have missed the point.  If I read it correctly, it is never not in play.  You put it in play when you gain it, and you play it at the start of every hand, because it is a duration.  Hence the name of the card.

"You can check out any time you like, but you may never leave".

You would never try to check out of Hotel California the card. .
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Minotaur

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Re: Really bad card ideas
« Reply #3293 on: February 15, 2015, 09:02:00 pm »
0

You may have missed the point.  If I read it correctly, it is never not in play.  You put it in play when you gain it, and you play it at the start of every hand, because it is a duration.  Hence the name of the card.

"You can check out any time you like, but you may never leave".

Also, my wording might be bad.  I meant for the first three lines to constitute the action to be played once every turn.  The fourth line shouldn't "stack".  Essentially, it's supposed to become a Princed Inn immediately on gain.  Hence the joke.
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SwitchedFromStarcraft

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Re: Really bad card ideas
« Reply #3294 on: February 16, 2015, 09:05:19 am »
0

You may have missed the point.  If I read it correctly, it is never not in play.  You put it in play when you gain it, and you play it at the start of every hand, because it is a duration.  Hence the name of the card.

"You can check out any time you like, but you may never leave".

Also, my wording might be bad.  I meant for the first three lines to constitute the action to be played once every turn.  The fourth line shouldn't "stack".  Essentially, it's supposed to become a Princed Inn immediately on gain.  Hence the joke.

i think we are saying the same thing, though perhaps from two different perspectives.
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Minotaur

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Re: Really bad card ideas
« Reply #3295 on: February 16, 2015, 10:20:20 am »
0

You may have missed the point.  If I read it correctly, it is never not in play.  You put it in play when you gain it, and you play it at the start of every hand, because it is a duration.  Hence the name of the card.

"You can check out any time you like, but you may never leave".

Also, my wording might be bad.  I meant for the first three lines to constitute the action to be played once every turn.  The fourth line shouldn't "stack".  Essentially, it's supposed to become a Princed Inn immediately on gain.  Hence the joke.

i think we are saying the same thing, though perhaps from two different perspectives.

Yeah, I was just responding to the confusion.  You totally got what I meant even if I didn't nail the wording.
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Minotaur

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Re: Really bad card ideas
« Reply #3296 on: February 16, 2015, 10:22:44 am »
+2

Cthultyard
Cost: $4
Action

+3 cards
You may pray to be eaten first.  If you do, place a card on top of your deck.


(Better than Smithy, but you have to forfeit your sanity to the sleeping god, which could mess you up later on.)
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SwitchedFromStarcraft

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Re: Really bad card ideas
« Reply #3297 on: February 16, 2015, 01:10:47 pm »
0

I'm glad you put in the conditional - I don't think forfeiting my sanity has messed me up at all (yet).
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Re: Really bad card ideas
« Reply #3298 on: February 16, 2015, 11:14:19 pm »
+3

Cthultist
Cost $5 - Action
Gain an insanity token. +1 Card for each insanity token you have.
Each other player gains a ruins.
-
At the end of the game, there is a 10% chance for each insantiy token you have that you automatically lose the game and an additional 10% chance that every other player gives you all the curses in their deck. In games using this, if all players automatically lose, Cthulhu rises from the sea and eats the world.

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Re: Really bad card ideas
« Reply #3299 on: February 17, 2015, 03:14:57 am »
+2

Cthulhu rises from the sea and eats the world.

It's inevitable and unconditional.

Poor pearl diver goes down first...
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