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Author Topic: Really bad card ideas  (Read 1849627 times)

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crj

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Re: Really bad card ideas
« Reply #5875 on: April 09, 2019, 07:03:27 pm »
0

Then, each player shuffles their hand (including you) into their deck and draws 5 cards.
I will note that this is importantly different from "each player (including you) shuffles their hand into their deck". I'm not sure what happens when players get shuffled into opponents' decks. (-8
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Minotaur

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Re: Really bad card ideas
« Reply #5876 on: April 13, 2019, 02:06:58 pm »
0

Isn't Farmhand the same as pawn?

Yes.  A Pawn is just a Farmhand, which is someone who fetches the farm animal of your choice.
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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 #5877 on: April 14, 2019, 12:06:26 pm »
+1

Upstart Goblin
Type: Action
Cost: $2

+2 Cards
+1 Action
Each other player: +1 VP

Jar of Greed
Type: Action – Reserve
Cost: $2

+1 Action
Put this on your Tavern mat.
--
At the start of your turn, you may call this for +1 Card.

Fine
Type: Action/Reaction
Cost: $1

+1 Villager
Discard a card from your hand.
--
When another player plays an attack card, you may first play this from your hand.

Good Goblin Housekeeping
Type: Action
Cost: $2

+1 Card per Good Goblin Housekeeping in your discard pile.
+1 Action
Put a card from your hand to the bottom of your deck.
« Last Edit: April 14, 2019, 12:15:27 pm by King Leon »
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Minotaur

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Re: Really bad card ideas
« Reply #5878 on: April 14, 2019, 12:59:52 pm »
+2

Gobblin'
Project
Cost: $8

At the start of each of your turns for the rest of the game:

Trash a card from your hand.  Gain a card costing up to $5.
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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.

LittleFish

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Re: Really bad card ideas
« Reply #5879 on: April 14, 2019, 08:55:53 pm »
0

Upstart Goblin
Type: Action
Cost: $2

+2 Cards
+1 Action
Each other player: +1 VP

Jar of Greed
Type: Action – Reserve
Cost: $2

+1 Action
Put this on your Tavern mat.
--
At the start of your turn, you may call this for +1 Card.

Fine
Type: Action/Reaction
Cost: $1

+1 Villager
Discard a card from your hand.
--
When another player plays an attack card, you may first play this from your hand.

Good Goblin Housekeeping
Type: Action
Cost: $2

+1 Card per Good Goblin Housekeeping in your discard pile.
+1 Action
Put a card from your hand to the bottom of your deck.
Is this based off of something?
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King Leon

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Re: Really bad card ideas
« Reply #5880 on: April 15, 2019, 02:37:41 am »
+2

Upstart Goblin
Type: Action
Cost: $2

+2 Cards
+1 Action
Each other player: +1 VP

Jar of Greed
Type: Action – Reserve
Cost: $2

+1 Action
Put this on your Tavern mat.
--
At the start of your turn, you may call this for +1 Card.

Fine
Type: Action/Reaction
Cost: $1

+1 Villager
Discard a card from your hand.
--
When another player plays an attack card, you may first play this from your hand.

Good Goblin Housekeeping
Type: Action
Cost: $2

+1 Card per Good Goblin Housekeeping in your discard pile.
+1 Action
Put a card from your hand to the bottom of your deck.
Is this based off of something?
http://lmgtfy.com/?q=Upstart+Goblin
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hhelibebcnofnena

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Re: Really bad card ideas
« Reply #5881 on: April 19, 2019, 10:38:24 am »
0

Desperation
Type: Curse
Cost:

-2
When you buy this, + and +1 Buy.
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Minotaur

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Re: Really bad card ideas
« Reply #5882 on: April 19, 2019, 02:15:28 pm »
0

Rebuild
Project
Cost: $5

When you buy this, gain two Overgrown Estates from their pile.

At the start of each of your turns, Victory cards cost $3 less (but not less than $0) until you gain one.

The first time you gain a Victory card each turn, set it aside.  After each shuffle, put all cards set aside in this way in your discard pile.  For each card set aside in this way at the end of the game: trash it and gain one costing up to $3 less.
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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 #5883 on: April 19, 2019, 03:28:48 pm »
0

I know which thread we're in, but even so:

Overgrown Estate doesn't have a pile for you to return it to!
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Minotaur

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Re: Really bad card ideas
« Reply #5884 on: April 19, 2019, 04:22:00 pm »
0

I know which thread we're in, but even so:

Overgrown Estate doesn't have a pile for you to return it to!

In this game, they work like a Spirits pile.  And there is no "return" mechanic used here, you just need there to be two per player at the start of the game (or possibly more if RBCI mechanics increase the number of players, e.g., Jumanji...).
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tim17

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Re: Really bad card ideas
« Reply #5885 on: April 19, 2019, 06:27:43 pm »
0

Communism
Landmark

Every treasure card, instead of producing coin, is worth VP equal to the amount of coin it normally produces.
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Commodore Chuckles

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Re: Really bad card ideas
« Reply #5886 on: April 19, 2019, 11:17:14 pm »
+1

Recession
Action - $2
You may play an Action card from your hand twice. Trash it and gain one costing exactly $1 less.
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LittleFish

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Re: Really bad card ideas
« Reply #5887 on: April 20, 2019, 10:04:11 am »
0

Somewhat Better Than Scout
Event
Cost: $4

+5 Scouters
Actually a Scout
+1 Action
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
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Minotaur

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Re: Really bad card ideas
« Reply #5888 on: April 20, 2019, 10:17:06 am »
+3

Scout's Mentor
Action
Cost: $6

Exchange this for a Scout.  Put one of your Victory tokens on a Supply pile of your choice.  (Cards from this pile gain the Victory type during your turns)
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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 #5889 on: April 21, 2019, 09:29:54 pm »
+2

Scout's Mentor
Action
Cost: $6

Exchange this for a Scout.  Put one of your Victory tokens on a Supply pile of your choice.  (Cards from this pile gain the Victory type during your turns)

Since the introduction of Capitalism in Renaissance, I've been thinking it would be cool to have Adventures tokens but for card types, if it were possible to get cards that work with it. Even though it's in RBCI, I'm still glad that at least one other person has come up with the idea.
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Minotaur

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Re: Really bad card ideas
« Reply #5890 on: April 21, 2019, 09:57:41 pm »
0

Scout's Mentor
Action
Cost: $6

Exchange this for a Scout.  Put one of your Victory tokens on a Supply pile of your choice.  (Cards from this pile gain the Victory type during your turns)

Since the introduction of Capitalism in Renaissance, I've been thinking it would be cool to have Adventures tokens but for card types, if it were possible to get cards that work with it. Even though it's in RBCI, I'm still glad that at least one other person has come up with the idea.

I mean, I did intend for it to be a RBCI, but I also put some thought into it.  So idk.
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LibraryAdventurer

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Re: Really bad card ideas
« Reply #5891 on: April 22, 2019, 01:11:13 am »
0

Scout's Mentor
Action
Cost: $6

Exchange this for a Scout.  Put one of your Victory tokens on a Supply pile of your choice.  (Cards from this pile gain the Victory type during your turns)

Since the introduction of Capitalism in Renaissance, I've been thinking it would be cool to have Adventures tokens but for card types, if it were possible to get cards that work with it. Even though it's in RBCI, I'm still glad that at least one other person has come up with the idea.

I mean, I did intend for it to be a RBCI, but I also put some thought into it.  So idk.

Actually, just change the cost to $5, and I bet it would work pretty well as-is. One alone would be weak, but once you've gotten about three or more, it could get stronger than lab.
« Last Edit: April 22, 2019, 01:14:23 am by LibraryAdventurer »
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grep

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Re: Really bad card ideas
« Reply #5892 on: April 22, 2019, 09:57:33 am »
0

Great Depression
Landmark
At the beginning of each turn, you may discard a card. If you don't, take your -1$ token
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Minotaur

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Re: Really bad card ideas
« Reply #5893 on: April 22, 2019, 10:23:39 am »
+1

Actually, just change the cost to $5, and I bet it would work pretty well as-is. One alone would be weak, but once you've gotten about three or more, it could get stronger than lab.

Maybe.  It might be viable on some boards at $6, but idk.  I guess if there were such an enabling pile, it would be contested.  So $5 might be fair.
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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.

LittleFish

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Re: Really bad card ideas
« Reply #5894 on: April 23, 2019, 07:46:29 am »
0

Great Depression
Landmark
At the beginning of each turn, you may discard a card. If you don't, take your -1$ token
That doesn't seem like a bad idea.
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GendoIkari

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Re: Really bad card ideas
« Reply #5895 on: April 23, 2019, 09:43:25 am »
0

Great Depression
Landmark
At the beginning of each turn, you may discard a card. If you don't, take your -1$ token
That doesn't seem like a bad idea.

Not over-the-top bad, but the biggest issue is that all it does is make the whole game slower. The decision would be rarely be interesting strategically, so it would just be like Dominion that takes more turns to play the same game. It's also super unfair to someone who opens /. Like, really bad.
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MeNowDealWithIt

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Re: Really bad card ideas
« Reply #5896 on: April 26, 2019, 01:00:26 pm »
0

Genius $3 action - fate
Take 3 boons and receive them in any order
Heirloom: Unlucky Coin

Unlucky coin $2 Treasure - heirloom
$1
Don't gain a silver.
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Commodore Chuckles

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Re: Really bad card ideas
« Reply #5897 on: April 26, 2019, 06:11:17 pm »
0

Shouldn't it be Luckier Coin?
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Minotaur

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Re: Really bad card ideas
« Reply #5898 on: May 12, 2019, 04:50:16 pm »
+3

EDIT:  Lowered it to $2 because honestly, yeah.  Maybe $3 instead of $4 is ok, but might as well make it interesting on a 5/2?

I feel like this should have been done by now, but I wasn't able to find it.  Also, I tacked on some more mechanics just to make it more fair for some stupid reason:

Ruined Inheritance
Event
Cost: $2*

You may overpay for this.  For each $1 overpaid, you may move the top card of the Ruins pile to the bottom.

Set aside the top card of the Ruins pile and place your Inheritance token on it.
« Last Edit: May 12, 2019, 05:02:38 pm by Minotaur »
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LittleFish

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Re: Really bad card ideas
« Reply #5899 on: May 13, 2019, 07:42:59 am »
0

EDIT:  Lowered it to $2 because honestly, yeah.  Maybe $3 instead of $4 is ok, but might as well make it interesting on a 5/2?

I feel like this should have been done by now, but I wasn't able to find it.  Also, I tacked on some more mechanics just to make it more fair for some stupid reason:

Ruined Inheritance
Event
Cost: $2*

You may overpay for this.  For each $1 overpaid, you may move the top card of the Ruins pile to the bottom.

Set aside the top card of the Ruins pile and place your Inheritance token on it.
Thats not the worst idea ever. It still make estates slightly better occasionally.
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