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Author Topic: Really bad card ideas  (Read 1850201 times)

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Neirai the Forgiven

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Re: Really bad card ideas
« Reply #5250 on: March 09, 2018, 10:59:57 am »
+3

Clue
Landmark

At any point in the game, a player may guess aloud the names of the 3 cards set aside by this Landmark, then look at them. If they guessed correctly, they reveal all 3 cards and take all of the VP from here. Otherwise, they put them back face down, gain 2 Curses and are not allowed to guess again.

Setup: Randomly select a single card from 3 kingdom piles; one depicting a person, one depicting an object, and one depicting a location. Set them aside face down. Put 15 VP here.

I love how the Setup rule (one depicting a person, one depicting an object, and one depicting a location) literally forces the player doing the setup to know what the answer is. Unless I guess you separate all your kingdom randomizer cards into three piles, shuffle them, and place them face down.
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Commodore Chuckles

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Re: Really bad card ideas
« Reply #5251 on: March 09, 2018, 01:25:10 pm »
+1

Clue
Landmark

At any point in the game, a player may guess aloud the names of the 3 cards set aside by this Landmark, then look at them. If they guessed correctly, they reveal all 3 cards and take all of the VP from here. Otherwise, they put them back face down, gain 2 Curses and are not allowed to guess again.

Setup: Randomly select a single card from 3 kingdom piles; one depicting a person, one depicting an object, and one depicting a location. Set them aside face down. Put 15 VP here.

I love how the Setup rule (one depicting a person, one depicting an object, and one depicting a location) literally forces the player doing the setup to know what the answer is. Unless I guess you separate all your kingdom randomizer cards into three piles, shuffle them, and place them face down.

I had thought of including convoluted instructions for making sure no one saw them, or saying that someone not playing the game should pick the cards, but, well, too much effort for this thread.
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Minotaur

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Re: Really bad card ideas
« Reply #5252 on: March 09, 2018, 07:00:33 pm »
0

Bluff
Action
Cost: $3

+1 Card
+1 Action

Pass a card from your hand face down to your left.  The player to your left may look at the passed card.

If they do: +1 VP, and the player to your left chooses whether to pass it back or put it in their hand.

Otherwise: +$1 and take the card back.


(Edited, see original quoted in following comments)
« Last Edit: March 10, 2018, 12:18:54 am by Minotaur »
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Commodore Chuckles

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Re: Really bad card ideas
« Reply #5253 on: March 09, 2018, 09:26:18 pm »
+1

Bluff
Action
Cost: $3

+1 Card
+1 Action

Pass a card face down to your left.  The player to your left may look at the passed card.  If they do, +1 VP, and the player to your left chooses whether to pass it back or put it in their hand.

This... actually seems like it has a grain of a good idea. As it is, you'll pretty much always want to pass a bad card. Giving a good card to your opponent probably isn't worth +1 VP. Can they pass it back without looking at it? If they can, then they should always pass it back without looking at it since there's no reason for you to pass a good card. If they can't, then... they either pick it up and it becomes an Ambassador variant, or they give you the +1 VP. Maybe which is better depends on the situation.
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Minotaur

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Re: Really bad card ideas
« Reply #5254 on: March 10, 2018, 12:14:24 am »
0

Bluff
Action
Cost: $3

+1 Card
+1 Action

Pass a card face down to your left.  The player to your left may look at the passed card.  If they do, +1 VP, and the player to your left chooses whether to pass it back or put it in their hand.

This... actually seems like it has a grain of a good idea. As it is, you'll pretty much always want to pass a bad card. Giving a good card to your opponent probably isn't worth +1 VP. Can they pass it back without looking at it? If they can, then they should always pass it back without looking at it since there's no reason for you to pass a good card. If they can't, then... they either pick it up and it becomes an Ambassador variant, or they give you the +1 VP. Maybe which is better depends on the situation.

You get the +1 VP if they look, either way.  And you play the card before you "+1 card", so MAYBE the top card of your deck is the garbage card you really need to pass and not a Gold or $5 Action or a Province.

So... idk, maybe it's not RB enough for RBCI.  I have that problem sometimes, but not often... most of my ideas are genuinely bad (but hopefully entertaining).

I think maybe it needs to have some sort of benefit for the case when the other player doesn't look, since it will just be a vanilla cantrip most of the time as it is now.  I probably should have thought a little more before writing it up.

And yes, if they don't look, you take the card back.  This was not made clear.

Maybe it should give +$1 if they do not look, making it a $3 Peddler.  But if you get a lot of Bluffs, other players are more likely to start calling them at some point.
« Last Edit: March 10, 2018, 12:16:23 am by Minotaur »
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cascadestyler

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Re: Really bad card ideas
« Reply #5255 on: March 10, 2018, 04:31:43 am »
0

Hexvessel

$4
Action-Reaction

+$2
Discard the next hex.
You may choose to receive it.
If you do, each other player receives it, you discard the top card of your deck and, if it is an action, you may play it.

------

When another player gains 10VP or more in one turn, you may reveal this. If you do, set it aside, +1 card at the start of your next turn and, after the game ends, leave this set aside and take it to the next Hexvessel concert in your city, where it will grant you box seats and VIP backstage access.
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King Leon

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Re: Really bad card ideas
« Reply #5256 on: March 11, 2018, 03:02:23 pm »
0



Entomb
$1
Action/Reaction

Look trough your deck. You may discard 1 card from there. Shuffle your deck afterwards.
--
If another player plays an Attack card, you may immediately play this.
« Last Edit: March 11, 2018, 03:04:14 pm by King Leon »
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popsofctown

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Re: Really bad card ideas
« Reply #5257 on: March 12, 2018, 01:07:13 am »
0

That's probably better than Scout, though.
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hypercube

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Re: Really bad card ideas
« Reply #5258 on: March 12, 2018, 12:32:00 pm »
0

Fountain of Youth
Event - $15

Once per game: For the rest of the game, when you gain a card, +1 VP. The game doesn't end until any four piles are empty.

Apocalypse
Event - $15

Once per game: At the start of each of your turns for the rest of the game, trash a Province from the supply. When scoring, each player receives +1 VP for each Action, Victory or Treasure card in their deck and the player with the lowest score wins.

Buy both for a Zombie Apocalypse!
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weesh

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Re: Really bad card ideas
« Reply #5259 on: March 12, 2018, 01:21:41 pm »
0

Bluff
event - 0$
once per turn, and only if you haven't played any cards so far this turn:
+buy
return to your action phase. 
look at the top card of your deck and set it aside facedown.
you must play that card facedown as any card this turn, naming it as you play it.
any opponent can call "bullshit" to force you to reveal the card as you play it.
if the card was the card you claimed, draw a card, then that opponent gains a -1vp token and discards a card.
if the card was not the named card (or you fail to play the card), the card has no effect, is discarded, take a -1vp token, draw one fewer card at cleanup, and the opponent (that called your bluff, or noticed you forgot to play it) draws a card.

---

Funny...
It's easy to make card that doesn't work.
It's a fair bit of work to make a functional card that specifically bad in a unique way.
« Last Edit: March 12, 2018, 01:40:16 pm by weesh »
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Chase Adolphson

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Re: Really bad card ideas
« Reply #5260 on: March 12, 2018, 11:58:20 pm »
0

Hand space taker
Cost 0
Type N/A
This does nothing
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Marcory

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Re: Really bad card ideas
« Reply #5261 on: March 13, 2018, 08:31:27 am »
0

Texas Hold 'Em Night $4

At the start of your next turn, +$2

Reveal cards from your deck until you have revealed three Actions. Set aside the Actions and discard the rest. Until the end of your next turn, at the start of each player's turn, they must play the set-aside cards. Discard these during your next clean up phase. 
« Last Edit: March 13, 2018, 08:32:39 am by Marcory »
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weesh

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Re: Really bad card ideas
« Reply #5262 on: March 13, 2018, 09:48:50 am »
0

Texas Hold 'Em Night $4

At the start of your next turn, +$2

Reveal cards from your deck until you have revealed three Actions. Set aside the Actions and discard the rest. Until the end of your next turn, at the start of each player's turn, they must play the set-aside cards. Discard these during your next clean up phase.

Uno
Landmark

On a turn where you play your entire hand, and each card played after the first was the same cost or color as the previously played card, take 2VP from here...unless you are caught not saying "uno" for the last card.
-
Setup: put 6VP here per player.

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GendoIkari

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Re: Really bad card ideas
« Reply #5263 on: March 13, 2018, 10:49:04 am »
+4

Hand space taker
Cost 0
Type N/A
This does nothing

This was a real card during the development of Dominion, called "Confusion". Just a Curse without the -1 penalty.
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Minotaur

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Re: Really bad card ideas
« Reply #5264 on: March 13, 2018, 11:22:19 am »
0

Hand space taker
Cost 0
Type N/A
This does nothing

This was a real card during the development of Dominion, called "Confusion". Just a Curse without the -1 penalty.



"Hey Donald, what is the deal with confusion?"

"It does nothing."

"How is it in my hand?  Why is it in my hand doing nothing?"

"It's a penalty card."

"A penalty?"

"It's taking up space where good cards would have gone."

"Isn't it a hand space taker?  Isn't that doing something?"

"Well, ok.  It does that."

"Why can't you make it a card that really does nothing?"

"Ok, it's officially a RBCI now.  It's not in the game at all.  It really does nothing."

"Too late!  It entertained me!"
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GendoIkari

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Re: Really bad card ideas
« Reply #5265 on: March 13, 2018, 12:01:17 pm »
+1

RBCI?
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Awaclus

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Re: Really bad card ideas
« Reply #5266 on: March 13, 2018, 12:21:16 pm »
+2

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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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terminalCopper

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Re: Really bad card ideas
« Reply #5267 on: March 13, 2018, 01:12:28 pm »
+4


Twister
Action - $5
+3 cards

Each player including you puts a hand or foot on a supply pile.

If you do, you may play another Twister.
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Minotaur

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Re: Really bad card ideas
« Reply #5268 on: March 14, 2018, 06:11:20 am »
0


Twister
Action - $5
+3 cards

Each player including you puts a hand or foot on a supply pile.

If you do, you may play another Twister.



That's the same cow!
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Minotaur

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Re: Really bad card ideas
« Reply #5269 on: March 14, 2018, 10:58:57 am »
0

Radioactive Bite
Event
Cost: $8

Place your Radioactivity token on one of your Adventures Tokens.  Place your Bite token on one of your Adventures tokens.  The affected tokens are Radioactive and Bitten, respectively.  The Bitten token gains the abilities of the Radioactive token (for as long as they remain Radioactive/Bitten this game).

("This might belong in Homage," Minotaur mused as he posted this on RBCI.)
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Commodore Chuckles

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Re: Really bad card ideas
« Reply #5270 on: March 14, 2018, 02:13:13 pm »
0

Dangerous Experiment
Event
$7

Place your Radioactivity token on the Rats pile. For the rest of the game, when your Rats trash a card costing $2 or more, gain a Ratman from the Ratman pile.

Setup: Add Rats as an additional kingdom pile.
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Minotaur

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Re: Really bad card ideas
« Reply #5271 on: March 14, 2018, 02:26:08 pm »
0

Dangerous Experiment
Event
$7

Place your Radioactivity token on the Rats pile. For the rest of the game, when your Rats trash a card costing $2 or more, gain a Ratman from the Ratman pile.

Setup: Add Rats as an additional kingdom pile.

What is a Ratman???
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weesh

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Re: Really bad card ideas
« Reply #5272 on: March 14, 2018, 02:45:57 pm »
0

Dangerous Experiment
Event
$7

Place your Radioactivity token on the Rats pile. For the rest of the game, when your Rats trash a card costing $2 or more, gain a Ratman from the Ratman pile.

Setup: Add Rats as an additional kingdom pile.

What is a Ratman???

I think in the chapel meme thread, it was something that trashed a rat, gained a rat to the top of your deck, and made your opponents discard a rat.
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Commodore Chuckles

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Re: Really bad card ideas
« Reply #5273 on: March 14, 2018, 05:10:52 pm »
0

Dangerous Experiment
Event
$7

Place your Radioactivity token on the Rats pile. For the rest of the game, when your Rats trash a card costing $2 or more, gain a Ratman from the Ratman pile.

Setup: Add Rats as an additional kingdom pile.

What is a Ratman???

I think in the chapel meme thread, it was something that trashed a rat, gained a rat to the top of your deck, and made your opponents discard a rat.

It was supposed to be a joke superhero card, the idea being that cards "bitten" by radioactive Rats turn into Ratman. I didn't feel like designing the actual card; I thought it would be obvious what it was from the context.
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Re: Really bad card ideas
« Reply #5274 on: March 14, 2018, 11:15:14 pm »
0

Dangerous Experiment
Event
$7

Place your Radioactivity token on the Rats pile. For the rest of the game, when your Rats trash a card costing $2 or more, gain a Ratman from the Ratman pile.

Setup: Add Rats as an additional kingdom pile.

What is a Ratman???

Spiderman:Spiders::Ratman:Rats
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