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Author Topic: Really bad card ideas  (Read 1849500 times)

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Minotaur

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Re: Really bad card ideas
« Reply #5700 on: February 20, 2019, 06:51:48 pm »
0

Credit Union
Treasure
Cost: $5

+$1 for each differently-named Treasure you have in play (including this)

I could maybe add +1 Buy.  If you get it to provide $4, then you're already at a $10 hand.  Having it strictly weaker than Bank was part of the themeatic point, but +Buy seems like a reasonable way to justify a $5 price point if necessary while making it less dependent on the board, and also making it useful on boards where it wouldn't otherwise be good at all.
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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.

hhelibebcnofnena

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Re: Really bad card ideas
« Reply #5701 on: February 21, 2019, 02:30:24 pm »
+1

A Project (needs a good name):
Cost:
Each turn, at the beginning of your Buy phase (before playing Treasures), conduct as many auctions as you wish.

Extra rules:
In an auction, you reveal a card from your hand and name a number. Then other players take turns bidding or passing. If they bid, and are the first bidder, they call out a number greater than or equal to your number. If they are not the first bidder, they call out a number greater than the previous number called out. If they pass, they will not be able to bid for the rest of this auction. Bidding continues until everyone passes. If nobody bids, nothing happens. Otherwise, the player who bid highest gains the card from your hand, you take a number of Coffers equal to the highest bid, and they take an equal amount of Debt.
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Minotaur

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Re: Really bad card ideas
« Reply #5702 on: February 21, 2019, 03:47:36 pm »
0

A Project (needs a good name):
Cost:
Each turn, at the beginning of your Buy phase (before playing Treasures), conduct as many auctions as you wish.

Extra rules:
In an auction, you reveal a card from your hand and name a number. Then other players take turns bidding or passing. If they bid, and are the first bidder, they call out a number greater than or equal to your number. If they are not the first bidder, they call out a number greater than the previous number called out. If they pass, they will not be able to bid for the rest of this auction. Bidding continues until everyone passes. If nobody bids, nothing happens. Otherwise, the player who bid highest gains the card from your hand, you take a number of Coffers equal to the highest bid, and they take an equal amount of Debt.

Auction House, maybe?

Optimal play would lead to the other player never accepting the auction in 2P; after all, if it's a dumb offer, they take it, and if it's a smart offer, they shouldn't.  Paying $5 for something where you have to count on your opponent being wrong?  Really iffy.

In 3P or more, it could easily be a very political Project.

I suggest playing this in 6P on a board with Page, Peasant, and Tournament.

Score:
8/10, verifiable RBCI.
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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 #5703 on: February 21, 2019, 03:55:44 pm »
0

If the objective was to have something playable instead of a RBCI, maybe it could be a Landmark? Or an Artifact?
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hhelibebcnofnena

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Re: Really bad card ideas
« Reply #5704 on: February 21, 2019, 05:00:34 pm »
0

I think anything similar to this wouldn't be playable, at least in Dominion. Mountain Pass is cool, but if you change any aspect of it I don't think it's playable in Dominion. I don't expect any future expansions to have another auction card because I think it would have to be too similar to Mountain Pass in order to fit, but who knows? We've been surprised before.
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King Leon

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Re: Really bad card ideas
« Reply #5705 on: February 21, 2019, 06:56:40 pm »
+1

A probably unbalanced idea with an auction mechanism, loosely inspired by the card game For Sale.

Two piles:

Properties
Eight Victory cards worth 1 to 8 VP, randomly mixed. Not in the Supply.

Checks
Eight Treasure cards costing $1 to $8 in ascending order (the cheapest on the top).
All checks have the same effect, which is:
When you play this: Banish* this and gain a Property from the Property pile.

(* To banish means, to return to the box without visiting the trash.)
« Last Edit: February 21, 2019, 07:01:43 pm by King Leon »
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LittleFish

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Re: Really bad card ideas
« Reply #5706 on: February 22, 2019, 07:51:40 am »
+1

Chuck Norris
$12 Action
You immediately win the game.
You cannot buy this card.
You cannot gain this card by using an Action card.

Fun (simple) Puzzle: How do you get Chuck Norris?
It should be "when you gain this you immediately win the game"
also, 7 highways can lower the cost to 5 then you could use a vampire
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hhelibebcnofnena

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Re: Really bad card ideas
« Reply #5707 on: February 22, 2019, 11:05:27 am »
+2

Or it could be gained with Horn of Plenty
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King Leon

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Re: Really bad card ideas
« Reply #5708 on: February 22, 2019, 11:46:35 am »
+1

Or it could be gained with Horn of Plenty
Or Summon, Alms, Ball, Seaway, Charm, Advance, Banquet, Cobbler, Devil's Workshop or The Earth's Gift.

An easy setup would be: Play two Quarries, a Charm and buy a Province. Gain Chuck Norris with Charm.
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crj

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Re: Really bad card ideas
« Reply #5709 on: February 22, 2019, 12:08:30 pm »
+2

Or just Farmland a Province with one Quarry in play.
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Marcory

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Re: Really bad card ideas
« Reply #5710 on: February 22, 2019, 03:49:56 pm »
0

With enough cost-reducers in play, can you play Overlord as Chuck Norris?
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Minotaur

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Re: Really bad card ideas
« Reply #5711 on: February 22, 2019, 04:26:45 pm »
+1

You can just buy Chuck Norris for $12 because being unable to buy it is an on-play effect.
« Last Edit: February 23, 2019, 08:03:05 am 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.

Marcory

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Re: Really bad card ideas
« Reply #5712 on: February 23, 2019, 07:24:08 am »
0

You win the game when you play Chuck Norris, not when you gain him. So with 7 cost reducers in play, Chuck would only cost $5 and I could in theory play an Overlord as Chuck to automatically win the game, correct?

Shouldn't it be impossible for anyone else, even an Overlord who owns 7 Bridges, to be Chuck Norris?
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Commodore Chuckles

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Re: Really bad card ideas
« Reply #5713 on: February 23, 2019, 09:04:50 am »
+1

Shouldn't it be impossible for anyone else, even an Overlord who owns 7 Bridges, to be Chuck Norris?

If you have 7 Bridges in play, I think you've already won.
« Last Edit: February 23, 2019, 09:06:35 am by Commodore Chuckles »
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Minotaur

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Re: Really bad card ideas
« Reply #5714 on: February 23, 2019, 10:19:26 am »
+1

If you have 7 Bridges in play, I think you've already won.

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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 #5715 on: February 23, 2019, 06:59:32 pm »
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Corner case: opponent already has 7*Province, 8*Duchy.
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Marcory

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Re: Really bad card ideas
« Reply #5716 on: February 24, 2019, 12:58:51 am »
0

Or  it's a colony game and your opponent has been buying Colonies while you've been going for a Chuck Norris engine.
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Sade

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Re: Really bad card ideas
« Reply #5717 on: February 26, 2019, 04:19:41 pm »
+3

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Minotaur

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Re: Really bad card ideas
« Reply #5718 on: February 26, 2019, 08:10:06 pm »
+2

Madison County
Action
Cost: $45

+$10
+10 Buys
This turn cards cost $10 less, but not less than $0
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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.

hhelibebcnofnena

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Re: Really bad card ideas
« Reply #5719 on: February 26, 2019, 11:32:26 pm »
0

Madison County
Action
Cost: $45

+$10
+10 Buys
This turn cards cost $10 less, but not less than $0

Hey, this lets me gain Chuck Norris! Cool! Now I have two automatic game winners!
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King Leon

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Re: Really bad card ideas
« Reply #5720 on: February 27, 2019, 02:15:18 am »
0

Madison County
Action
Cost: $45

+$10
+10 Buys
This turn cards cost $10 less, but not less than $0
Lurker is my friend.
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Minotaur

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Re: Really bad card ideas
« Reply #5721 on: February 27, 2019, 02:23:43 pm »
0

Owl
Treasure
Cost: $4

+$2
Reveal the top card of your deck.  If it's a Treasure, put it in your hand.  If it's a Night card, gain an Owl.
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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.

DooWopDJ

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Re: Really bad card ideas
« Reply #5722 on: February 27, 2019, 04:36:19 pm »
+2

Annoyance
Reaction
Cost: $0

You may reveal this from your hand when a player plays an Action.
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Commodore Chuckles

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Re: Really bad card ideas
« Reply #5723 on: February 27, 2019, 05:55:29 pm »
0

Infuriation
Reaction - $0
You may reveal this from your hand when a player draws a card.
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King Leon

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Re: Really bad card ideas
« Reply #5724 on: February 27, 2019, 07:06:34 pm »
0

Private
Type: Action - Attack
Cost: $2
+1 Coffers
Each other player discards down to 4 cards in hand.

Church
Type: Action
Cost: $6
+3 Cards
Trash up to 3 cards from your hand.
« Last Edit: February 27, 2019, 07:12:32 pm by King Leon »
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