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Author Topic: Really bad card ideas  (Read 713420 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 »
+4

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 »
+8

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 »
0

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 »
+2

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 »
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).
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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 »
0

(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 »
+5



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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Storyteller/Crown is Donald's Vietnam Watergate.  Alchemy is Donald's Vietnam.  Scout is the time Donald choked on a pretzel.

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
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