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Author Topic: Really bad card ideas  (Read 1850422 times)

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Minotaur

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Re: Really bad card ideas
« Reply #6025 on: October 01, 2019, 08:57:07 pm »
0

Advisor's Masquerade
Action-Ruins
Cost: $0

+1 Action
Reveal the top three cards of your deck.  The player to your left chooses one, and you pass it to the left.  Each other player passes a card from their hand to the left.  Each player puts the card passed to them into their hand.

I hate to be "that guy," but you don't need the last sentence. Masquerade doesn't have that clarification in 1st or 2nd edition, but it is still true.


Rare footage of you meeting That Guy...

(the That Guy slice of the forum pie chart is fairly large regardless)

(In this case, if the last clause of my RBCI wasn't considered necessary, then the player to the left would have my passed card to choose from, which is not what I intended.  So to work as intended with this interpretation, my passed card would have to be set aside temporarily or something...)
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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.

Gubump

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Re: Really bad card ideas
« Reply #6026 on: October 01, 2019, 11:05:16 pm »
+2

That's not how it works!
$3
Action-Duration
For the whole game, at the start of each of your turns, reveal your hand and discard all useless cards, and when you play an Action card, put it into your discard pile.

During your Buy phase, reveal your hand for a fraction of a second and announce how much money you have instead of playing treasures.  If you do play your treasures, put your entire hand in play.

This one especially irks me, and it's the one newbies do the most.
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Fly-Eagles-Fly

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Re: Really bad card ideas
« Reply #6027 on: October 02, 2019, 09:05:06 am »
0

That's not how the Force works
$4
Storm the First Order base with no concrete plan on how to lower the shields.
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naitchman

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Re: Really bad card ideas
« Reply #6028 on: October 02, 2019, 11:14:44 am »
0

That's not how it works!
$3
Action-Duration
For the whole game, at the start of each of your turns, reveal your hand and discard all useless cards, and when you play an Action card, put it into your discard pile.

When you play a card with +x actions, gain x action cards from the supply (and play then of course)
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Minotaur

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Re: Really bad card ideas
« Reply #6029 on: October 03, 2019, 03:43:45 pm »
0

General Flagstaff
Action
Cost: $5

+$3
Trash this or an Action card from your hand.  If you do, take the Flag.
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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.

Minotaur

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Re: Really bad card ideas
« Reply #6030 on: October 03, 2019, 03:52:53 pm »
0

Suicide Mission
Event
Cost: $6

(Once per turn) (Can be bought after end-game condition is met) Take another turn after this one in which you skip your Buy phase.  If you trash a Flag Bearer during this turn, +5 VP.  If you do not, -5 VP.
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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.

mail-mi

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Re: Really bad card ideas
« Reply #6031 on: October 03, 2019, 07:04:34 pm »
+3

Golf
Action - $5
Each other player gains a Province

In games using this, the player with the least VP at the end of the game wins.
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Minotaur

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Re: Really bad card ideas
« Reply #6032 on: October 03, 2019, 07:09:14 pm »
+1

Flog
Event
Cost: $6

Gain a Platinum.  Each other player gains a Province.
-------------
In games using this, the player with the most VP at the end of the game wins.
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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 #6033 on: October 03, 2019, 08:28:44 pm »
+2

Putt-Putt
Action - $3
Each other player gains a Duchy
-
In games using this, the player with the least VP at the end of the game wins, and Mills are worth an additional 1 VP.
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Re: Really bad card ideas
« Reply #6034 on: October 03, 2019, 08:36:45 pm »
+2

Screw this, I quit
$4
Action
You may resign. If you do, take your deck, hand, and discard pile and throw them across the table. Each other player takes as many of the cards thrown as they can. They gain the cards they took.
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LittleFish

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Re: Really bad card ideas
« Reply #6035 on: October 03, 2019, 09:26:39 pm »
0

Gambler
Action-3
Reveal a card from your hand. The player to your left reveals a card from your hand. If your card cost more then your opponents then roll a die. If you roll:
1- +1 card
2- + 1 action
3- + 1 (coin)
4-  take an extra turn after this one
5- swap the revealed card with the card your opponent revealed
6- trash both cards revealed
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spineflu

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Re: Really bad card ideas
« Reply #6036 on: October 04, 2019, 08:54:43 am »
0

Gambler
Action-3
Reveal a card from your hand. The player to your left reveals a card from your hand. If your card cost more then your opponents then roll a die. If you roll:
1- +1 card
2- + 1 action
3- + 1 (coin)
4-  take an extra turn after this one
5- swap the revealed card with the card your opponent revealed
6- trash both cards revealed
this should be a cantrip.
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Minotaur

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Re: Really bad card ideas
« Reply #6037 on: October 04, 2019, 03:21:07 pm »
0

Gambler
Action-3
Reveal a card from your hand. The player to your left reveals a card from your hand. If your card cost more then your opponents then roll a die. If you roll:
1- +1 card
2- + 1 action
3- + 1 (coin)
4-  take an extra turn after this one
5- swap the revealed card with the card your opponent revealed
6- trash both cards revealed
this should be a cantrip.

KC + Gambler, get your two cards and action back.
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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.

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Re: Really bad card ideas
« Reply #6038 on: October 04, 2019, 08:41:02 pm »
0

Gambler
Action-3
Reveal a card from your hand. The player to your left reveals a card from your hand. If your card cost more then your opponents then roll a die. If you roll:
1- +1 card
2- + 1 action
3- + 1 (coin)
4-  take an extra turn after this one
5- swap the revealed card with the card your opponent revealed
6- trash both cards revealed
this should be a cantrip.

KC + Gambler, get your two cards and action back.

KC + Gambler, take 3 more extra turns.
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Awaclus

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Re: Really bad card ideas
« Reply #6039 on: October 06, 2019, 04:00:01 pm »
+1

Gambler
Action-3
Reveal a card from your hand. The player to your left reveals a card from your hand. If your card cost more then your opponents then roll a die. If you roll:
1- +1 card
2- + 1 action
3- + 1 (coin)
4-  take an extra turn after this one
5- swap the revealed card with the card your opponent revealed
6- trash both cards revealed

Why does one of the options just swap the two cards that are both in your hand?
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Bomb, Cannon, and many of the Gunpowder cards can strongly effect gameplay, particularly in a destructive way

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silverspawn

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Re: Really bad card ideas
« Reply #6040 on: October 13, 2019, 03:43:19 am »
+1

Universal Basic Income
Landmark
At the start of your turn, gain a Copper into your hand.

Realism
Landmark
Whenever you play a treasure, return it to the supply afterward.

Closed System
Landmark
Whenever you play a treasure, put it onto your left player's deck afterward.

Minotaur

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Re: Really bad card ideas
« Reply #6041 on: October 13, 2019, 05:00:17 am »
0

Means Of Production
Project
Cost: $8*

When another player would gain a Treasure costing more than $0, you gain it and they gain a cheaper one that doesn't trigger this.
---------
When you Buy this, increase its cost by $2 and return any of its other Project tokens to their owners.
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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 #6042 on: October 13, 2019, 12:35:38 pm »
+1

Realism
Landmark
Whenever you play a treasure, return it to the supply afterward.

This is what I've always thought was funny thematically, ever since being introduced to the game. How can you keep reusing the same pieces of Treasure when you buy stuff? Are people so hypnotized in awe of your wealth that they just give you stuff for free?
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hhelibebcnofnena

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Re: Really bad card ideas
« Reply #6043 on: October 13, 2019, 02:28:26 pm »
+2

Realism
Landmark
Whenever you play a treasure, return it to the supply afterward.

This is what I've always thought was funny thematically, ever since being introduced to the game. How can you keep reusing the same pieces of Treasure when you buy stuff? Are people so hypnotized in awe of your wealth that they just give you stuff for free?

I think they were originally going to be called "Copper mine", "Silver mine", and "Gold mine", but DXV decided to just shorten it to Copper, Silver, and Gold. And add a separate card called Mine.
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Marcory

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Re: Really bad card ideas
« Reply #6044 on: October 13, 2019, 02:50:31 pm »
0

Iron $3 Action/Treasure/Victory

+1 Action
Worth 1 VP.
_________
When you play this in your Action or Buy phase, +$1
When you buy this, +$1 and +1 Buy
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Commodore Chuckles

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Re: Really bad card ideas
« Reply #6045 on: October 13, 2019, 05:50:11 pm »
+4

Duck Typing
Project - $6
During your turns, cards that produce +$ are Treasure cards, cards that produce +VP are Victory cards, cards that affect other players are Attack cards, and cards that stay out of your deck when your turn ends are Duration cards.
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[TP] Inferno

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Re: Really bad card ideas
« Reply #6046 on: October 14, 2019, 03:03:39 am »
0

Duck Typing
Project - $6
During your turns, cards that produce +$ are Treasure cards, cards that produce +VP are Victory cards, cards that affect other players are Attack cards, and cards that stay out of your deck when your turn ends are Duration cards.
Yaaaaaaaaay! Posession is finally an Attack!
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Counting House is the best card in the game. Change my mind.

King Leon

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Re: Really bad card ideas
« Reply #6047 on: October 14, 2019, 03:16:49 am »
+1

Template Method
Type: Action/Reaction/Abstract
Cost: getCost()

getActionText()
-
getReactionText()
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spineflu

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Re: Really bad card ideas
« Reply #6048 on: October 14, 2019, 09:25:52 am »
0

struct card_t
{
   char*** types;
   char cost;
   FILE *art;

   char** action;
   char** reaction;
   char** duration;
   char** reserve;
}typedef Action;


edit: i guess you'd probably use a file pointer for art rather than a triple pointer of ints, although that's what a jpg is behind the scenes.
« Last Edit: October 14, 2019, 11:18:43 am by spineflu »
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Minotaur

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Re: Really bad card ideas
« Reply #6049 on: October 14, 2019, 04:41:33 pm »
0

Coffee Grounds
Action-Victory
Cost: $3

+3 Actions.  Trash this card.
--------
When you gain this, +1 Buy.
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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.
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