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Author Topic: Really bad card ideas  (Read 726081 times)

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silvern

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Re: Really bad card ideas
« Reply #5350 on: July 04, 2018, 11:35:43 am »
+5

The Idle Rich
Action $8

Play a separate game of dominion, with no provinces/gold, 6 kingdom cards with 8 cards per pile, and 4 cards per hand. (The game ends when either the duchy pile is emptied or any 2 supply piles).
If you won, +VP equal to your final score in the game.

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majiponi

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Re: Really bad card ideas
« Reply #5351 on: July 09, 2018, 04:44:27 am »
+3

Ruin
cost $0
Action - Ruins
Flip your table.

Simple is worst. Only 3 words.
« Last Edit: July 09, 2018, 09:42:10 am by majiponi »
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Minotaur

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Re: Really bad card ideas
« Reply #5352 on: July 09, 2018, 10:53:28 pm »
+10

Ruin
cost $0
Action - Ruins
Flip your table.

Simple is worst. Only 3 words.

Does this flip all Journey tokens though?  Could have uses.
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Storyteller/Crown is Donald's Vietnam Watergate.  Alchemy is Donald's Vietnam.  Scout is the time Donald choked on a pretzel.

King Leon

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Re: Really bad card ideas
« Reply #5353 on: July 10, 2018, 02:14:03 am »
+6

Ruin
cost $0
Action - Ruins
Flip your table.

Simple is worst. Only 3 words.

Does this flip all Journey tokens though?  Could have uses.

It also seems to combo with Necromancer.
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majiponi

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Re: Really bad card ideas
« Reply #5354 on: July 10, 2018, 09:26:48 am »
+1

Ruin
cost $0
Action - Ruins
Flip your table.

Simple is worst. Only 3 words.

Does this flip all Journey tokens though?  Could have uses.

It also seems to combo with Necromancer.

No. This card ruins the game. Start another game without this card, please.
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Minotaur

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Re: Really bad card ideas
« Reply #5355 on: July 10, 2018, 04:30:30 pm »
+1

Ruin
cost $0
Action - Ruins
Flip your table.

Simple is worst. Only 3 words.

Does this flip all Journey tokens though?  Could have uses.

It also seems to combo with Necromancer.

No. This card ruins the game. Start another game without this card, please.

I'm pretty sure it reverses the order of the Castle pile and all split piles, and conceals the identity of the top Knight.  Not sure what happens if you try to Buy Sir Martin and it ends up being someone else...

I'm afraid you made the game better, sorry.
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Storyteller/Crown is Donald's Vietnam Watergate.  Alchemy is Donald's Vietnam.  Scout is the time Donald choked on a pretzel.

Commodore Chuckles

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Re: Really bad card ideas
« Reply #5356 on: July 11, 2018, 09:11:31 am »
+3

It also combos pretty well with Mystic.
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Minotaur

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Re: Really bad card ideas
« Reply #5357 on: July 24, 2018, 04:51:38 pm »
0

Comic requested by Pyan.

You can put tokens on tokens now.  There are also Morning, Brunch, Naptime, and Brunch Night phases now.  It's easy, though - Morning, Brunch, Action, Naptime, Buy, Night, Cleanup - it's just MBANBNC.  New players have no trouble picking it up in playtests, so we're pretty happy with it.

Morning Joe
Morning
Cost: $2

+4 Actions


Business Meeting
Brunch/Action
Cost: $3

If this is your Brunch phase: +2 Cards.
If this is your Action phase: +1 Card, +1 Action.


Oversleep
Naptime
Cost: $3

Put any number of cards from your hand on top of your deck.  Skip your Buy phase this turn.


Sleepwalk
Naptime/Night
Cost: $4

If this is your Naptime phase, +2 Cards.  If this is your Night phase, +5 cards.
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Storyteller/Crown is Donald's Vietnam Watergate.  Alchemy is Donald's Vietnam.  Scout is the time Donald choked on a pretzel.

Screwyioux

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Re: Really bad card ideas
« Reply #5358 on: July 25, 2018, 04:26:25 pm »
+1

Through the Looking Glass:

Event: $0:

 You may reveal a hand containing at least 7 cards and no actions or treasures. If you did, flip the Reality token.
At the end of the game, after scoring, if the reality token is face-down, instead of deciding the winner as normal, the player with the lowest point total wins the game.

(Setup, place the Reality token on this card, face-up).
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kru5h

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Re: Really bad card ideas
« Reply #5359 on: July 31, 2018, 11:18:50 pm »
0

Quadratic Mob, Action

+1 Card
+1 Action
You may discard any number of cards. Each other player with 5 or more cards in hand
 discards the square root of the number of cards you discarded, rounded down.

silvern

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Re: Really bad card ideas
« Reply #5360 on: August 01, 2018, 12:19:25 am »
+1

(Yet to be titled, from the 35th Dominion Expansion)
$3/12 Plow Tokens            Action/Attack/Reaction/Freedom

+1 Action
Choose one: gain a card onto your freedom mat, or gain a Hut token, placing it on any one of your jousting mats, or discard any number of cards, and drawing that many cards from the Community Garden Deck.
-------
You may reveal this when you draw a card at a time other than your draw phase; if you do, return it to the supply and take a turn separate from the current one.
-------
When you gain this, gain 3 mountain tokens, and roll the Drawbridge die, if there are no more than 3 cards and 4 enhancers in play.
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Minotaur

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Re: Really bad card ideas
« Reply #5361 on: August 01, 2018, 03:41:07 pm »
+6



Harbinger Helper
Action/Reserve
Cost: $4

+1 Card
+1 Action
Put this on your Reserve mat
-------------------
During your Action phase, you may Call this.  When you do, set aside the top card of your deck, put your deck into your discard pile, and place the set aside card on top of your deck.
« Last Edit: August 03, 2018, 01:07:51 pm by Minotaur »
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Storyteller/Crown is Donald's Vietnam Watergate.  Alchemy is Donald's Vietnam.  Scout is the time Donald choked on a pretzel.

Commodore Chuckles

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Re: Really bad card ideas
« Reply #5362 on: August 01, 2018, 11:54:50 pm »
+1

Harbinger Makework
Action
Cost: $1

+1 Card
+1 Action
You may discard the top card of your deck.
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Chappy7

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Re: Really bad card ideas
« Reply #5363 on: August 06, 2018, 01:49:00 pm »
+2

Harbinger Makework
Action
Cost: $1

+1 Card
+1 Action
You may discard the top card of your deck.

AKA Spy
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kru5h

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Re: Really bad card ideas
« Reply #5364 on: August 06, 2018, 02:08:36 pm »
0

Quote
Judge Action - Reserve,
Put this on your Tavern mat.
---
When the game ends, you may call one Judge to take an extra turn after this one in which you cannot play Judges. Resolve multiple Judge calls in turn order, starting with the next player.

Never mind. This card might be salvageable.
« Last Edit: August 06, 2018, 10:50:47 pm by kru5h »
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Minotaur

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Re: Really bad card ideas
« Reply #5365 on: August 06, 2018, 05:05:40 pm »
0

Harbinger Makework
Action
Cost: $1

+1 Card
+1 Action
You may discard the top card of your deck.

AKA Spy

Spy's Apprentice?  Bargain Brand Spy?
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crj

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Re: Really bad card ideas
« Reply #5366 on: August 06, 2018, 10:43:56 pm »
+2

Harbinger Makework
Action
Cost: $1

+1 Card
+1 Action
You may discard the top card of your deck.

AKA Spy
It's almost exactly Zombie Spy. The only difference I see is that Zombie Spy lets you (strictly, compels you to) look at the top card of your deck before choosing whether or not to discard it.
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sudgy

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Re: Really bad card ideas
« Reply #5367 on: August 06, 2018, 11:36:06 pm »
+2

Quote
Judge Action - Reserve,
Put this on your Tavern mat.
---
When the game ends, you may call one Judge to take an extra turn after this one in which you cannot play Judges. Resolve multiple Judge calls in turn order, starting with the next player.

Never mind. This card might be salvageable.

If so, I'll get $6 and a Buy.
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   Quote from: sudgy on June 31, 2011, 11:47:46 pm

silvern

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Re: Really bad card ideas
« Reply #5368 on: August 16, 2018, 05:38:39 pm »
+1

Band of Misfits, except made up of even MORE misfits than the other Band-of-misfits
$5                    Action
Play this as if it were one of the set aside cards on the BOMEMUOEMMTTOBOM mat. This is that card until it leaves play.
----
Setup: add 3 action cards not used in this kingdom, each costing $4, to the BOMEMUOEMMTTOBOM mat.


(I actually don't think this would be a horrible idea or anything, but it's still a funny one to me)
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kru5h

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Re: Really bad card ideas
« Reply #5369 on: August 16, 2018, 08:56:12 pm »
+1

Quote
Extra Mile Action,
Take an extra turn after this one in which you can't play cards.

King Leon

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Re: Really bad card ideas
« Reply #5370 on: August 17, 2018, 01:32:36 am »
+1

Mogwai
Type: Action
Cost: $5
+1 Card
+3 Actions
Gain a Gremlin from the Gremlin pile.

Gremlin
Type: Action/Attack
Cost: $0*
+$2
Each other player gains a card from the supply of your choice.
Gain a Gremlin from the Gremlin pile.
This is not in the supply.
« Last Edit: August 17, 2018, 01:35:45 am by King Leon »
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Commodore Chuckles

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Re: Really bad card ideas
« Reply #5371 on: August 17, 2018, 08:05:36 am »
+2

Band of Misfits, except made up of cards even MORE misfitting than the ones in Band of Misfits except made up of even MORE misfits than the other Band-of-misfits
$5                    Action
Play this as if it were one of the set aside cards on the BOMEMUOCEMMTTOIBOMEMUOEMMTTOBOM mat. This is that card until it leaves play.
----
Setup: Add to the BOMEMUOCEMMTTOIBOMEMUOEMMTTOBOM mat all of the cards that were cut from previous expansions.
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King Leon

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Re: Really bad card ideas
« Reply #5372 on: August 17, 2018, 10:03:01 am »
0

Through the Looking Glass:

Event: $0:

 You may reveal a hand containing at least 7 cards and no actions or treasures. If you did, flip the Reality token.
At the end of the game, after scoring, if the reality token is face-down, instead of deciding the winner as normal, the player with the lowest point total wins the game.

(Setup, place the Reality token on this card, face-up).

This is interesting if you win the Curse split.
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RandomGuy804

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Re: Really bad card ideas
« Reply #5373 on: August 29, 2018, 02:33:50 pm »
0

In the spirit of the new Renaissance expansion, here is my dumb idea for what I'd do for the "Projects" stack and their respective tokens:

In general play:  Projects can be used during any game, even in games without Renaissance cards (think of them like Shelters or Platinum/Colony; they COULD be used, but they're better with cards from Renaissance).  There are, however, some Action cards/events which interact with Projects.  If you use those cards, you have to use Projects.

Projects Setup:
Shuffle the Projects Pile and place them face down.  Flip over the top card of the pile.  That is the first available project.

During your Buy Phase, you may choose to buy the top card of the Projects Pile.  Take that card and place it face-up in front of you, then flip over the next card in the Projects Pile.  The project starts at level 0.  You cannot upgrade a Project on the same turn that you gained it unless you have additional buys

All Projects have a cost associated to them, and can be upgraded by paying the same amount.  When you upgrade a Project, place a Project token on the Project card.  Upgrading a Project does cost you a Buy

Projects can be upgraded a total of 5 times.  Once a Project has reached the fifth upgrade (which will be referred to as "Level 5"), it can no longer be upgraded.

All players are limited to One Project at a time.  You cannot own a project and buy another one.

At any point during your turn, you may "discontinue" your Project.  If you choose to do this, you set aside all of the project tokens and put the Project face-up at the bottom of the Projects Pile.  You are then reimbursed a set amount of money equal to the cost of the project, times the number of project tokens and divided by two (rounded down)

For Example: Charles decides to discontinue his $2 Level 5 Project.  He puts the card at the bottom of the Projects pile and returns all 5 Project tokens to the supply.  He is reimbursed +5$ for doing so, but loses the benefits of the Project.

Here are a couple of the Project ideas that I had (Note: None of them have names because I couldn't think of any):

$2
For each level: +1 VP.  At the start of your Clean-Up Phase, you may trash a number of cards from your hand equal to the number of Project Tokens.

$3
Level 1: At the start of your turn, choose one: +2 Cards, +2 Actions, +1 Buy, +2$$, or gain a Silver to your hand (the choices must be different)
Level 2: At the start of your turn, choose two: +2 Cards, +2 Actions, +1 Buy, +2$$, or gain a Silver to your hand (the choices must be different)
Level 3: At the start of your turn, choose three: +2 Cards, +2 Actions, +1 Buy, +2$$, or gain a Silver to your hand (the choices must be different)
Level 4: At the start of your turn, choose four: +2 Cards, +2 Actions, +1 Buy, +2$$, or gain a Silver to your hand (the choices must be different)
Level 5: At the start of your turn, choose five: +2 Cards, +2 Actions, +1 Buy, +2$$, or gain a Silver to your hand (the choices must be different)

$4
While this Project is in play, all cards cost 1$ less, but not less than 0 (this affects all players)
Level 1 & 2: All cards cost 2$ less, but not less than 0 (The owner of the project only)
Level 3 & 4: All cards cost 3$ less, but not less than 0 (The owner only)
Level 5: All cards cost 4$ less, but not less than 0 (The owner only)
While this is in play, when you buy or gain a Victory Card, remove one Project Token.  If there are no Project tokens to remove, then put this card at the bottom of the Project Pile.  (The owner does NOT get reimbursed for this)

6$
At the start of your turn:
Level 1 & 2: Gain a Silver.  You may discard a card to put the Silver into your hand
Level 3 & 4: Gain a Gold.  You may discard a card to put the Gold into your hand
Level 5: Gain a Gold to your hand (no need to discard anything)


There's also an Attack card that I came up that relates to Projects:

Sabotage
$6
Action-Attack-Duration
Remove one Project Token from each other players' Projects.  +$ equal to the total taken (i.e. take one from the $2 Project and get +2$, etc).  Set this card aside.  While this card is in play, no Projects may be upgraded, and subsequent Sabotages do nothing.  (This is an anti-spam method)

Edit: Did a bit of tweaking.
« Last Edit: August 30, 2018, 06:30:26 pm by RandomGuy804 »
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Minotaur

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Re: Really bad card ideas
« Reply #5374 on: August 29, 2018, 06:18:30 pm »
0

Pretty far from a true RBCI overall.

But gaining Copper isn't that great, even into your hand.  Maybe still bad with strong trashing, but definitely bad without it.
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Storyteller/Crown is Donald's Vietnam Watergate.  Alchemy is Donald's Vietnam.  Scout is the time Donald choked on a pretzel.
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