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Author Topic: Really bad card ideas  (Read 1850197 times)

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bitwise

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Re: Really bad card ideas
« Reply #6400 on: April 08, 2020, 02:47:14 pm »
+3

Continuing my reusing real names series:

Tracker
Action - $2

+1 $
If this is the 100th card you've played this game, +20 VP tokens.

Menagerie
Action - $4

Reveal three cards from the Menagerie deck. Select one of them to play, leaving it there.
Put the three revealed cards onto the bottom of the Menagerie deck.
---
Setup: Make a Menagerie deck of 10 or more unused Actions, from Menagerie.
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Minotaur

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Re: Really bad card ideas
« Reply #6401 on: April 08, 2020, 05:35:32 pm »
+2

Can't wait until every card before Menagerie becomes an entire expansion, and then we can iterate on this again starting around the year 2100 or so.

EDIT:  Sucks that we'll all be dead, though.
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AJD

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Re: Really bad card ideas
« Reply #6402 on: April 08, 2020, 06:28:04 pm »
+1

All right! I just wondered about possible snow cards, like;

Snoworkshop

Gain a card costing up to 4$.
reveal a snow from your hand; +1 Action

4$ Action - Snow

this is somehow specific, but an example that would work by itself..

Never the less, had you ever some thoughts about modifying the base card supplies? Not talking about tokens but cards!

Clearly "Snoworkshop" should be "gain 4 cards costing up to $4; you can't gain any more cards this turn".
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mail-mi

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Re: Really bad card ideas
« Reply #6403 on: April 08, 2020, 06:50:13 pm »
+2

All right! I just wondered about possible snow cards, like;

Snoworkshop

Gain a card costing up to 4$.
reveal a snow from your hand; +1 Action

4$ Action - Snow

this is somehow specific, but an example that would work by itself..

Never the less, had you ever some thoughts about modifying the base card supplies? Not talking about tokens but cards!

Clearly "Snoworkshop" should be "gain 4 cards costing up to $4; you can't gain any more cards this turn".

Snowy Smithy
Action - $4
+6 Cards
You can't draw any more cards this turn.

Frozen Squire
Action - $2
Choose one:
+4 Actions and ignore any further +Actions you get this turn,
+4 Buys and ignore any further +Buys you get this turn,
Gain 2 silvers and whenever you gain a Silver later this turn, return it to the supply.
--
When you trash this, gain 2 Attack cards and whenever you gain an Attack card later that turn, return it to the supply.


Council Igloo
Action - $5
+8 Cards
+2 Buys
Ignore any further +Cards and +Buys you get this turn.
Each other player draws a card, then can't draw any more cards this turn.
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Minotaur

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Re: Really bad card ideas
« Reply #6404 on: April 08, 2020, 09:35:07 pm »
0

Snowpile
Treasure
Cost: $6

+1 Buy
+$5
Exile this.
----------
The first time you discard one of these from exile in a turn, discard a 2nd and trash the rest.
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Minotaur

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Re: Really bad card ideas
« Reply #6405 on: April 08, 2020, 09:39:02 pm »
0

Wait.  Outpost was a Snowy Outpost this whole time??????
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D782802859

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Re: Really bad card ideas
« Reply #6406 on: April 08, 2020, 09:44:34 pm »
+4

Snowy Outpost
$5
Action-Duration
Take four extra turns after this one. After taking those turns, for the rest of the game, when you would take a turn, instead skip it. (This stays in play.)
Snowy Dominate
$14
Event
Gain 4 Provinces
+36 Victory Tokens
For the rest of your turn, when you would gain victory cards or victory tokens, ignore it.
Snowy King's Court
Play four cards from your hand three times. For the rest of your turn, whenever you would play a card, instead ignore its effects.
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Minotaur

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Re: Really bad card ideas
« Reply #6407 on: April 08, 2020, 09:48:59 pm »
+2

Snowy Rebuild
Event
Cost: $18

Trash all of your cards.  Gain seven Provinces.  Skip the rest of your turns.  After this game, lose the next four games.

Snowy Archive
Action-Duration
Cost: $5

(Once per turn)
After you discard your cards in play and before drawing, set aside the cards from your deck and discard pile.  At the start of each turn, choose a hand of three cards from this.  While this is in play, skip putting cards into your hand for the rest of your turn after choosing three.
« Last Edit: April 08, 2020, 10:00:15 pm by Minotaur »
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Trogdor the Burninator

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Re: Really bad card ideas
« Reply #6408 on: April 08, 2020, 10:56:52 pm »
+1

Would it be possible to play dominion without normal supply piles? As in, you substitute Events/Projects/Landmarks/Ways/Other Non-Supply Cards in for supply piles?
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https://www.youtube.com/watch?v=VHF_bIjIPAE

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Minotaur

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Re: Really bad card ideas
« Reply #6409 on: April 08, 2020, 11:17:25 pm »
0

Would it be possible to play dominion without normal supply piles? As in, you substitute Events/Projects/Landmarks/Ways/Other Non-Supply Cards in for supply piles?

Cardsless Dominion is a little too Brain Sparks Meme for me in real life.  But not too much for RBCI.
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crj

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Re: Really bad card ideas
« Reply #6410 on: April 09, 2020, 08:49:31 am »
0

Icebreaker
Action
+$7
Ignore any further +$ you get this turn (including from Treasures)
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MeNowDealWithIt

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Re: Really bad card ideas
« Reply #6411 on: April 09, 2020, 12:04:27 pm »
+5

"Ah shit I need a third pile" -$10 Event.

Gain an Estate. Gain an Estate. Gain an Estate. Gain an Estate. Gain an Estate. Gain an Estate. Gain an Estate. Gain an Estate. Gain an Estate. Gain an Estate. Gain an Estate. Gain an Estate.
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scolapasta

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Re: Really bad card ideas
« Reply #6412 on: April 09, 2020, 12:18:55 pm »
+5

Global Warming
Event - $0

Ignore any cards or card shaped things with the word "ignore" for the rest of this thread the game.
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Minotaur

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Re: Really bad card ideas
« Reply #6413 on: April 09, 2020, 04:01:09 pm »
0

Snowden
Attack-Action-Reaction
Cost: $2

+1 Action
You may not play further Attacks this turn.
Name an Attack card.  If the player to your left has a copy in hand, +1 VP and the player discards it; otherwise, they reveal their hand.
------------------
When a card played by another player could sometimes cause players to reveal cards, you may Reveal this to immediately terminate that action.  Cards which were set aside are discarded by their owners.  You may not play further Reactions this turn.
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Holger

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Re: Really bad card ideas
« Reply #6414 on: April 09, 2020, 05:00:18 pm »
+2

"Ah shit I need a third pile" -$10 Event.

Gain an Estate. Gain an Estate. Gain an Estate. Gain an Estate. Gain an Estate. Gain an Estate. Gain an Estate. Gain an Estate. Gain an Estate. Gain an Estate. Gain an Estate. Gain an Estate.

Armageddon - $18 Event

Trash all Provinces from the supply.

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LittleFish

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Re: Really bad card ideas
« Reply #6415 on: April 11, 2020, 11:02:51 am »
0

Gone (A)way
Way
Return this to supply
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Trogdor the Burninator

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Re: Really bad card ideas
« Reply #6416 on: April 11, 2020, 09:50:19 pm »
0

Troll(ololololol)



Card image: either a photo of Rick Astley from that video or a photo of the guy from the  Trolololol video

Card Text:

Each other player chooses one:

They may reveal a "meme" card from their hand. If they do, they gain a curse on top of their deck, and exile a copy the highest value card in their hand. If they can't, they discard down to 2 cards in hand. Either way, they receive whichever Boon is at the top of the Boon pile. If there aren't any curses left, players must trash a treasure other than Silver from their hand, and they don't get a Boon.

Setup: Setup the kingdom with 11 supply piles. If there are any cards that cost $5 in the Kingdom, then one of those is the "meme" pile. If there are no $5 cards in the Kingdom, then the "meme" pile is whatever supply pile the players agree is the best.

Notes:

- This card would have 9 cards in its supply pile just because.

- I haven't play-tested this or anything, but my guess is that it should cost like $7 + Potion or something. There might even be a way to add in some really screwy overpay mechanic on top of this.

- If players discover a card other than the OG meme card is the best, then they can agree to change the meme card in the middle of the game.
« Last Edit: April 12, 2020, 01:04:57 am by Trogdor the Burninator »
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https://www.youtube.com/watch?v=VHF_bIjIPAE

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mad4math

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Re: Really bad card ideas
« Reply #6417 on: April 12, 2020, 06:51:06 am »
+6

Time Vault
$2 Action - Reserve

Put this on your tavern mat. Take an extra turn after this one.
-------
At the start of your turn, you may call this, to go directly to your Clean-up phase.
This is gained to your tavern mat (instead of your discard pile).
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Supernova888

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Re: Really bad card ideas
« Reply #6418 on: April 14, 2020, 12:58:36 pm »
+2



I was falling asleep while trying to think of $5 gold variants, and my dream-mind came up with this gem.

Still better than Cache
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hhelibebcnofnena

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Re: Really bad card ideas
« Reply #6419 on: April 14, 2020, 03:21:46 pm »
+2

Time Vault
$2 Action - Reserve

Put this on your tavern mat. Take an extra turn after this one.
-------
At the start of your turn, you may call this, to go directly to your Clean-up phase.
This is gained to your tavern mat (instead of your discard pile).

This might actually be an interesting card to play with! It's weird, but it might work, with a few adjustments -- sort of a reverse-order Guide. Perhaps make it a cantrip, like Guide, and change the wording to Throne-proof it (e.g. You may put this on your Tavern mat, if you did, take an extra turn after this one).
« Last Edit: April 14, 2020, 03:25:30 pm by hhelibebcnofnena »
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mad4math

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Re: Really bad card ideas
« Reply #6420 on: April 15, 2020, 04:02:04 am »
0

Time Vault
$2 Action - Reserve

Put this on your tavern mat. Take an extra turn after this one.
-------
At the start of your turn, you may call this, to go directly to your Clean-up phase.
This is gained to your tavern mat (instead of your discard pile).

This might actually be an interesting card to play with! It's weird, but it might work, with a few adjustments -- sort of a reverse-order Guide. Perhaps make it a cantrip, like Guide, and change the wording to Throne-proof it (e.g. You may put this on your Tavern mat, if you did, take an extra turn after this one).

It in fact is still super broken even after throne proofing. In particular, anything that lets you change the gain location of a card (watchtower, royal seal, artisan, etc) immediately breaks it by putting it anywhere that isn't your tavern mat.
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Minotaur

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Re: Really bad card ideas
« Reply #6421 on: April 15, 2020, 04:47:24 am »
0

Time Vault
$2 Action - Reserve

Put this on your tavern mat. Take an extra turn after this one.
-------
At the start of your turn, you may call this, to go directly to your Clean-up phase.
This is gained to your tavern mat (instead of your discard pile).

This might actually be an interesting card to play with! It's weird, but it might work, with a few adjustments -- sort of a reverse-order Guide. Perhaps make it a cantrip, like Guide, and change the wording to Throne-proof it (e.g. You may put this on your Tavern mat, if you did, take an extra turn after this one).

Not sure if Watchtower, etc...
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Marcory

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Re: Really bad card ideas
« Reply #6422 on: April 17, 2020, 11:14:31 am »
+1

Midas Touch Action

Reveal cards from the top of your deck until you reveal a card costing or more. Trash it and gain a Gold to the top of your deck. 

_____________________
When you gain this, reveal a Province from your hand. If you do not, return this to the Supply.



(This is so that you can't gain this until you have a deck that can actually be hurt by the touch).
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hhelibebcnofnena

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Re: Really bad card ideas
« Reply #6423 on: April 17, 2020, 02:56:05 pm »
+1

Time Vault
$2 Action - Reserve

Put this on your tavern mat. Take an extra turn after this one.
-------
At the start of your turn, you may call this, to go directly to your Clean-up phase.
This is gained to your tavern mat (instead of your discard pile).

This might actually be an interesting card to play with! It's weird, but it might work, with a few adjustments -- sort of a reverse-order Guide. Perhaps make it a cantrip, like Guide, and change the wording to Throne-proof it (e.g. You may put this on your Tavern mat, if you did, take an extra turn after this one).

It in fact is still super broken even after throne proofing. In particular, anything that lets you change the gain location of a card (watchtower, royal seal, artisan, etc) immediately breaks it by putting it anywhere that isn't your tavern mat.

Sure, there's the occasional game where it's broken. That happens with actual Dominion cards, too, and it's super fun when it does, IMO. Besides, there are fewer cards of that category than there are Throne Rooms (I think), and it breaks the game less with those cards than with Throne Rooms.
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GendoIkari

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Re: Really bad card ideas
« Reply #6424 on: April 17, 2020, 03:39:57 pm »
0

Time Vault
$2 Action - Reserve

Put this on your tavern mat. Take an extra turn after this one.
-------
At the start of your turn, you may call this, to go directly to your Clean-up phase.
This is gained to your tavern mat (instead of your discard pile).

This might actually be an interesting card to play with! It's weird, but it might work, with a few adjustments -- sort of a reverse-order Guide. Perhaps make it a cantrip, like Guide, and change the wording to Throne-proof it (e.g. You may put this on your Tavern mat, if you did, take an extra turn after this one).

It in fact is still super broken even after throne proofing. In particular, anything that lets you change the gain location of a card (watchtower, royal seal, artisan, etc) immediately breaks it by putting it anywhere that isn't your tavern mat.

Sure, there's the occasional game where it's broken. That happens with actual Dominion cards, too, and it's super fun when it does, IMO. Besides, there are fewer cards of that category than there are Throne Rooms (I think), and it breaks the game less with those cards than with Throne Rooms.

No, all it takes is a single Watchtower, Royal Seal, Summon, Transmogrify, Artisan, Sleigh, Way of the Seal, etc, to easily take 10 turns in a row with this. It's not just broken, it's basically an instant win for the first person to buy one if any of those cards are in the Kingdom.

The solution is to find a way to re-work it so that calling it is what gets you the extra turn; so that you can't bypass the penalty by changing the gain location.
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