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Author Topic: Really bad card ideas  (Read 1849326 times)

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hypercube

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Re: Really bad card ideas
« Reply #5500 on: December 02, 2018, 06:42:33 pm »
0

I notice that exchanging fails if the thing you're trying to exchange for isn't available. Hypercube's Mirage would be pretty awesome once the Duchies ran out!

You can also exploit the lose-track rule in conjunction with Royal Seal, Watchtower, Tracker, Travelling Fair, Stonemason, or maybe some other things I'm forgetting.
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Minotaur

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Re: Really bad card ideas
« Reply #5501 on: December 02, 2018, 08:35:22 pm »
+1

So here's one that you could actually play (without relying on Lose Track interactions):

Mirage
Action-Ruins
Cost: $0

+1 Card
+1 Action
+$1
Discard a card.
At the end of your turn, +2 Debt
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hypercube

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Re: Really bad card ideas
« Reply #5502 on: December 03, 2018, 07:39:29 am »
0

Grand Vizier
Action-Duration, $6P

For the rest of the game, when the player to your left would make a decision during one of your turns, they reveal their hand and you
make the decision for them.

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infangthief

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Re: Really bad card ideas
« Reply #5503 on: December 03, 2018, 08:09:14 am »
+2

EDIT:  Originally, Bartender sent Reserve cards back to the Tavern directly.  Both to balance the power with Town Drunk and to avoid infinite loops with Royal Carriage, I changed it.
Trying to balance cards in RBCI is against the rules. Keep the balancing for another thread.

I don't think this is actually a rule...
Really Balanced Card Ideas, no?
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crj

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Re: Really bad card ideas
« Reply #5504 on: December 03, 2018, 09:36:47 am »
0

Doubling down on that Grand Vizier idea, one for Solo Whist fans:

Abundance Declared
Project, $0

For the rest of the game, you play with your hand visible to all other players and the player to your left makes all decisions for you.
At the end of the game, double your score.
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faust

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Re: Really bad card ideas
« Reply #5505 on: December 03, 2018, 10:02:32 am »
+3

Fireworks

Action - $3

Reveal 4 cards from your deck to your opponents without looking at them. For each Fireworks in play, name a type or cost, and your opponents must point out all of the revealed cards with the named type/cost. Then, up to 4 times: Pick a card. If it costs more than the previously picked card (or is the first picked card), play it. Otherwise, stop and discard the remaining cards.
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Minotaur

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Re: Really bad card ideas
« Reply #5506 on: December 03, 2018, 10:18:25 am »
0

Really Balanced Card Ideas, no?

Would subscribe.
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Minotaur

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Re: Really bad card ideas
« Reply #5507 on: December 03, 2018, 11:23:18 am »
0

Amateur Fireworks
Action-Night-Tourist Attraction
Cost: $1

Trash this.  Play the top four cards of your deck in order.  Each time that you play a card and it does nothing, gain a Curse.  Trash the four cards.  If this is your Night phase, +1 VP.
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Minotaur

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Re: Really bad card ideas
« Reply #5508 on: December 03, 2018, 12:18:07 pm »
+4

Nirvana
Event
Cost: $11

Gain a card.  If you do not, +1000 VP.
« Last Edit: December 03, 2018, 12:47:11 pm by Minotaur »
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hypercube

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Re: Really bad card ideas
« Reply #5509 on: December 03, 2018, 01:57:20 pm »
+11

Nirvana
Event
Cost: $11

Gain a card.  If you do not, +1000 VP.

Who would have guessed that it wouldn't be the Sages nor the Priests who would lead us to Nirvana, but the Traders, with a little help from their blue dog?
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Minotaur

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Re: Really bad card ideas
« Reply #5510 on: December 03, 2018, 02:28:06 pm »
0

Nirvana
Event
Cost: $11

Gain a card.  If you do not, +1000 VP.

Who would have guessed that it wouldn't be the Sages nor the Priests who would lead us to Nirvana, but the Traders, with a little help from their blue dog?

Donald plz update Trader to use Exchange mechanic, 1st Ed OP...
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Marcory

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Re: Really bad card ideas
« Reply #5511 on: December 03, 2018, 03:45:30 pm »
+1

Oscar the Grouch Project

When any player would trash a card, they instead return it to the Supply. You gain a copy of the trashed card.
________________________
When you buy this, gain every card in the Trash
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Minotaur

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Re: Really bad card ideas
« Reply #5512 on: December 03, 2018, 03:53:38 pm »
0

Oscar the Grouch Project

When any player would trash a card, they instead return it to the Supply. You gain a copy of the trashed card. gain it.
________________________
When you buy this, gain every card in the Trash

"The trashed card" does not exist.
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Marcory

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Re: Really bad card ideas
« Reply #5513 on: December 03, 2018, 04:45:31 pm »
+1

Oscar the Grouch Project

When any player would trash a card, they instead return it to the Supply. You gain a copy of the trashed card. gain it.
________________________
When you buy this, gain every card in the Trash

"The trashed card" does not exist.

A project can be built by more than one person, so it needs to be worded so that each player who built the project gain the card. So how about "you gain a copy of the returned card."
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GendoIkari

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Re: Really bad card ideas
« Reply #5514 on: December 03, 2018, 10:34:58 pm »
0

It can also fail from Lose-track, so super powerful with Watchtower, Travelling Fair, Royal Seal...
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Minotaur

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Re: Really bad card ideas
« Reply #5515 on: December 03, 2018, 11:04:03 pm »
0

It can also fail from Lose-track, so super powerful with Watchtower, Travelling Fair, Royal Seal...

Does it not know that you gained a card just because you topdecked it afterward?
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GendoIkari

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Re: Really bad card ideas
« Reply #5516 on: December 04, 2018, 10:43:07 pm »
0

It can also fail from Lose-track, so super powerful with Watchtower, Travelling Fair, Royal Seal...

Does it not know that you gained a card just because you topdecked it afterward?

Weird, I must have replied thinking that I was looking at the latest post, not realizing that there was one more page of posts since; thus making my post have no context at all. I was replying to Mirage and the exchange mechanic thing.

Plus hypercube already posted the exact same thing.
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Minotaur

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Re: Really bad card ideas
« Reply #5517 on: December 05, 2018, 12:07:05 pm »
+3

Full Moon
Action
Cost: $3

Trash this.  For the rest of this turn, each phase is also a Night phase.
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crj

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Re: Really bad card ideas
« Reply #5518 on: December 05, 2018, 12:40:03 pm »
0

Hmm. When Capitalism became known, people started designing Communism projects.

But now I'm wondering what a Lycanthropy project that gives you Full Moon as a permanent effect would have to cost. (-8
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Minotaur

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Re: Really bad card ideas
« Reply #5519 on: December 05, 2018, 12:50:12 pm »
+1

Hmm. When Capitalism became known, people started designing Communism projects.

But now I'm wondering what a Lycanthropy project that gives you Full Moon as a permanent effect would have to cost. (-8

Way too variable, legitimate RBCI overall.  Stupid powerful with Werewolf (can play for free because it's Night, does both things because it's Action and Night).  Pretty good synergy with Night Watchman if you have any sort of Lab, Seer, etc.  Monastery, Cobbler, Devil's Workshop and the like couldn't care less...  Vampire only marginally cares if you might get it in before the shuffle.

"You may play Night cards during your Action phase at the cost of 1 Action" would make it a pretty derpy Project, because usually you wouldn't care.  If they all gained the Action type and lost the Night type, that would be an example of the elusive Project-Ruins.
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hypercube

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Re: Really bad card ideas
« Reply #5520 on: December 05, 2018, 01:09:54 pm »
+3

Ruined Cathedral
Project-Ruins, $0
At the start of your turn, discard a card from your hand.

Unentertaining Pageant
Project-Ruins, $0
At the end of your Buy phase, you may pay 1 Coffers for +1 Coffers.

Blocked Sewer
Project-Ruins, $0
When you trash a card with this, you may trash a card from your hand.

Starch Art
Project-Ruins, $0
Before you shuffle, you may pick one of the cards to go on top of your discard pile.

Conquered Barracks
Project-Ruins, $0
At the end of your turn, +1 Action.
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Seprix

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Re: Really bad card ideas
« Reply #5521 on: December 05, 2018, 01:20:56 pm »
+1

Wizard $5
Action
Close your eyes, and each other player remains silent.

+1 card
+1 action
+1 buy
--------------------
For the rest of the turn, Provinces cost 0. Each card in your deck for the rest of this turn is now Wizard.
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Minotaur

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Re: Really bad card ideas
« Reply #5522 on: December 05, 2018, 02:29:21 pm »
+1

Wizard of the Coast
Action
cost: <12>

+1 Card
+1 Action
If you do not have Debt, +<12> and gain a card.
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crj

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Re: Really bad card ideas
« Reply #5523 on: December 05, 2018, 03:38:37 pm »
0

Starch Art
Project-Ruins, $0
Before you shuffle, you may pick one of the cards to go on top of your discard pile.
That one's actually worth having, isn't it? You'd pick a victory card and get an Island-like effect.
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Minotaur

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Re: Really bad card ideas
« Reply #5524 on: December 05, 2018, 06:48:36 pm »
0

Starch Art
Project-Ruins, $0
Before you shuffle, you may pick one of the cards to go on top of your discard pile.
That one's actually worth having, isn't it? You'd pick a victory card and get an Island-like effect.

I think you still shuffle immediately after reordering your discard pile slightly.  That is, you don't set aside the chosen card and put it on top of the discard pile after shuffling.
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