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Author Topic: Really bad card ideas  (Read 1850007 times)

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Minotaur

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Re: Really bad card ideas
« Reply #5775 on: March 08, 2019, 06:17:56 pm »
0

Sage's Gold
Treasure
Cost: $3

+$1 if this is the first time you played a Treasure with "Gold" in its name this turn.
Otherwise, +$4.


Patrician's Gold
Treasure
Cost: $5

+$1 if this is the first time you played a Treasure with "Gold" in its name this turn.
Otherwise, +$5.
--------
During each Buy phase, this costs $1 less, but not less than $0.
« Last Edit: March 13, 2019, 09:29:09 pm by Minotaur »
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Asper

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Re: Really bad card ideas
« Reply #5776 on: March 13, 2019, 02:01:20 pm »
0

First "time", not "card".
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Awaclus

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Re: Really bad card ideas
« Reply #5777 on: March 13, 2019, 02:08:58 pm »
0

First "time", not "card".

The cards are more fitting for this thread as currently written.
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Neirai the Forgiven

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Re: Really bad card ideas
« Reply #5778 on: March 13, 2019, 03:16:34 pm »
+2

I'm filing this idea under "Really bad card ideas" because I feel like it's intriguing but not worth the trouble of making it work. Sorry if not original:

Oceanfront Property - Victory -$9
Worth 1VP for each Oceanfront Property in the supply at the end of the game.

Woah, it's a better Colony for $9?? How broken! I'll take 4!
« Last Edit: March 13, 2019, 04:40:05 pm by Neirai the Forgiven »
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crj

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Re: Really bad card ideas
« Reply #5779 on: March 13, 2019, 08:13:16 pm »
+1

Ooh - interesting.

There's some fairly deep game theory, especially with more than two players. But there's also the risk that the person who ends the game will grab one.

Things get really fraught in conjunction with Fleet...
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Minotaur

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Re: Really bad card ideas
« Reply #5780 on: March 13, 2019, 09:30:34 pm »
+3

What's weird is that Salt The Earth devalues Oceanfront Property, but you'd expect the ground to be pretty salty already...
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LittleFish

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Re: Really bad card ideas
« Reply #5781 on: March 14, 2019, 07:51:46 am »
0

I'm filing this idea under "Really bad card ideas" because I feel like it's intriguing but not worth the trouble of making it work. Sorry if not original:

Oceanfront Property - Victory -$9
Worth 1VP for each Oceanfront Property in the supply at the end of the game.

Woah, it's a better Colony for $9?? How broken! I'll take 4!
It's not a better Colony for 9, it is a Colony for 9.
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Neirai the Forgiven

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Re: Really bad card ideas
« Reply #5782 on: March 14, 2019, 10:35:09 am »
0

I'm filing this idea under "Really bad card ideas" because I feel like it's intriguing but not worth the trouble of making it work. Sorry if not original:

Oceanfront Property - Victory -$9
Worth 1VP for each Oceanfront Property in the supply at the end of the game.

Woah, it's a better Colony for $9?? How broken! I'll take 4!
It's not a better Colony for 9, it is a Colony for 9.
I made the same mistake and had to go back and fix my comment -- Colony is 10VP, not 11VP.
« Last Edit: March 14, 2019, 10:43:06 am by Neirai the Forgiven »
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Neirai the Forgiven

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Re: Really bad card ideas
« Reply #5783 on: March 14, 2019, 10:41:55 am »
0

Ooh - interesting.

There's some fairly deep game theory, especially with more than two players. But there's also the risk that the person who ends the game will grab one.

Things get really fraught in conjunction with Fleet...

The best way to stop the person who ends the game from grabbing an 11VP Oceanfront Property is to buy 3 yourself ;)
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Minotaur

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Re: Really bad card ideas
« Reply #5784 on: March 15, 2019, 04:55:10 pm »
0

I'm filing this idea under "Really bad card ideas" because I feel like it's intriguing but not worth the trouble of making it work. Sorry if not original:

Oceanfront Property - Victory -$9
Worth 1VP for each Oceanfront Property in the supply at the end of the game.

Woah, it's a better Colony for $9?? How broken! I'll take 4!

Sort of similar but not really:

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Minotaur

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Re: Really bad card ideas
« Reply #5785 on: March 16, 2019, 05:42:25 am »
0

Taurminate
Event - $1

Gain a Curse
If you did, +1 VP


(Hey, at least it combos with Donate if you have +Buy...)
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crj

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Re: Really bad card ideas
« Reply #5786 on: March 16, 2019, 09:20:25 am »
+1

Death or Glory
Event, $0

After this turn, put all cards from your deck and discard pile into your hand, trash your hand, gain every non-Victory card in the supply, shuffle your hand into your deck, then draw 5 cards.
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Minotaur

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Re: Really bad card ideas
« Reply #5787 on: March 17, 2019, 06:06:55 am »
0

Death or Glory
Event, $0

After this turn, put all cards from your deck and discard pile into your hand, trash your hand, gain every non-Victory card in the supply, shuffle your hand into your deck, then draw 5 cards.

Really bad without Outpost or Fleet.
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faust

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Re: Really bad card ideas
« Reply #5788 on: March 17, 2019, 07:42:45 am »
+1

Death or Glory
Event, $0

After this turn, put all cards from your deck and discard pile into your hand, trash your hand, gain every non-Victory card in the supply, shuffle your hand into your deck, then draw 5 cards.

Really bad without Outpost or Fleet.
Dunno, seems quite decent with Triumphal Arch/Orchard/Obelisk/Tomb/Keep.
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Shard of Honor

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Re: Really bad card ideas
« Reply #5789 on: March 17, 2019, 04:09:25 pm »
+1

Death or Glory
Event, $0

After this turn, put all cards from your deck and discard pile into your hand, trash your hand, gain every non-Victory card in the supply, shuffle your hand into your deck, then draw 5 cards.
Really bad without Outpost or Fleet.
Dunno, seems quite decent with Triumphal Arch/Orchard/Obelisk/Tomb/Keep.
Also works with Ill-Gotten Gains
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Minotaur

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Re: Really bad card ideas
« Reply #5790 on: March 17, 2019, 04:17:04 pm »
+1

Also works with Ill-Gotten Gains

Only if the rules sheet specifies "gain every non-Victory card in the supply in any order."
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crj

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Re: Really bad card ideas
« Reply #5791 on: March 17, 2019, 05:21:05 pm »
+1

Really bad without Outpost or Fleet.
Actually, Outpost won't help you: the game will just end before you have time to take the extra turn.

I can think of several ways to win using this: opponents having negative VP because of Curses, your having some VP tokens, even a single Gardens on an Island.

I put this in the really bad card ideas thread because of the ridiculous game-warping swinginess, not because I thought it would hard to make go off. (-8
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Minotaur

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Re: Really bad card ideas
« Reply #5792 on: March 17, 2019, 06:12:11 pm »
0

Actually, Outpost won't help you: the game will just end before you have time to take the extra turn.

I can think of several ways to win using this: opponents having negative VP because of Curses, your having some VP tokens, even a single Gardens on an Island.

I put this in the really bad card ideas thread because of the ridiculous game-warping swinginess, not because I thought it would hard to make go off. (-8

The extra turn and gaining the cards both happen after this turn.  And you probably get to do it in either order.  But if you do it that way, you don't have all those cards, and it's just another Outpost turn.  So I guess it's still not as good as Fleet.
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LittleFish

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Re: Really bad card ideas
« Reply #5793 on: March 17, 2019, 07:04:46 pm »
0

Death or Glory
Event, $0

After this turn, put all cards from your deck and discard pile into your hand, trash your hand, gain every non-Victory card in the supply, shuffle your hand into your deck, then draw 5 cards.
The likeliness of having those landmarks is slim. also, there might be wall, and then this would kill you.
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crj

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Re: Really bad card ideas
« Reply #5794 on: March 18, 2019, 08:00:21 am »
0

The extra turn and gaining the cards both happen after this turn.  And you probably get to do it in either order.
No. Whether the game has finished is tested at end of turn. This happens before "after your turn". Donald X. has confirmed this.

(Similarly, and more importantly, you can't Donate after the turn on which you end the game.)
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Minotaur

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Re: Really bad card ideas
« Reply #5795 on: March 18, 2019, 10:41:06 am »
+1

The extra turn and gaining the cards both happen after this turn.  And you probably get to do it in either order.
No. Whether the game has finished is tested at end of turn. This happens before "after your turn". Donald X. has confirmed this.

(Similarly, and more importantly, you can't Donate after the turn on which you end the game.)

You play Outpost and buy Death or Glory.  At the end of the turn, the Supply piles are not empty.  After this turn Death or Glory trashes your deck and gives you the non-Victory cards.  Then you get an Outpost turn.  At the end of that turn, the game ends, and then you get a Fleet turn.

P.S. - Haven and Gear also let you save Victory cards!
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ipofanes

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Re: Really bad card ideas
« Reply #5796 on: March 18, 2019, 01:09:49 pm »
0

Plutonium

Treasure, $7

5 Coins

Whenever you draw (*) Plutonium, trash a card from hand.

(*) Finish drawing all cards as part of your Draw phase or of +n>1 Cards effect before Plutonium's effect is resolved.
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Minotaur

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Re: Really bad card ideas
« Reply #5797 on: March 18, 2019, 01:50:28 pm »
0

Uranium
Treasure
Cost: $7

+$5
---------------
When you gain or trash this:
  Discard your hand.
  Trash the top card of your deck.
  Gain a Uranium in hand and a Plutonium on top of your deck.
  +1 Card.
  * Trash the top card of your deck.

EDIT:  This is more complicated than I thought at first.  A self-gaining card with an on-gain effect...  I did want there to be a chain reaction, but the original version just trashes all of your gained Plutonia before you can ever draw it.  So I struck out the line and added it on to the end.  I think this is closer to a nuclear chain reaction now, but still tricky.
« Last Edit: March 18, 2019, 09:52:30 pm by Minotaur »
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hhelibebcnofnena

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Re: Really bad card ideas
« Reply #5798 on: March 18, 2019, 08:05:17 pm »
0

Uranium
Treasure
Cost: $7

+$5
---------------
When you gain or trash this:
  Discard your hand.
  Trash the top card of your deck.
  Gain a Uranium in hand and a Plutonium on top of your deck.
  +1 Card.

So if you gain one of them, you gain another one, causing you to gain another one, and so on and so forth until the Uranium pile runs out?
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Minotaur

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Re: Really bad card ideas
« Reply #5799 on: March 18, 2019, 08:08:51 pm »
0

So if you gain one of them, you gain another one, causing you to gain another one, and so on and so forth until the Uranium pile runs out?

I think so.  But I guess you could stop the combo by trashing a Plutonium when you draw Plutonium.

EDIT:  I added an edit.  Recursion, how does it work???  I suck.
« Last Edit: March 18, 2019, 09:53:47 pm by Minotaur »
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