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Author Topic: Really bad card ideas  (Read 1336875 times)

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Minotaur

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Re: Really bad card ideas
« Reply #6875 on: July 11, 2021, 07:52:28 am »
+1

I initially forgot to make Mare a cantrip, and we're lawyering about the Exchange mechanic.
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Gubump

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Re: Really bad card ideas
« Reply #6876 on: July 11, 2021, 11:55:29 am »
+1

You seem to be relying on the online implementation, not the rulebook?

From the 2019 Errata (Stop-Moving Rule section): "If a card isn't where the effect would expect it to be, or has moved away from there and then back, it can't move the card. Played cards expect to be in play."

Foal expects itself to be in play, which it isn't if it's already in its pile. Thus Stop-Moving prevents it from returning to its pile as it is not where it expects itself to be. This isn't a new concept. All cards that move themselves on-play fail (at moving themselves) if they aren't actually in play.
« Last Edit: July 11, 2021, 11:56:54 am by Gubump »
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Minotaur

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Re: Really bad card ideas
« Reply #6877 on: July 14, 2021, 07:40:20 am »
+1

Tauxie
Action
Cost: $3

+1 Card
+1 Action
Discard the top two Boons.  You may trash this to receive both of them twice in the order they were discarded.  (The second is set aside while the first resolves)

EDIT: 
« Last Edit: July 14, 2021, 11:34:05 am by Minotaur »
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Minotaur

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Re: Really bad card ideas
« Reply #6878 on: July 15, 2021, 05:50:29 pm »
+2

Fey Advisor
Action
Cost: $4

+1 Card
+1 Action
Discard the next three boons.  The player you your left chooses one.  Receive the others in either order.
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crj

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Re: Really bad card ideas
« Reply #6879 on: July 15, 2021, 06:22:16 pm »
0

I can see a variant on that which might be actually-passable:

Take the next four boons. Arrange them in two pairs. Player to your left chooses which pair you receive. I kind of "I cut, you choose" mechanic.
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Minotaur

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Re: Really bad card ideas
« Reply #6880 on: July 16, 2021, 02:40:20 am »
0

I can see a variant on that which might be actually-passable:

Take the next four boons. Arrange them in two pairs. Player to your left chooses which pair you receive. I kind of "I cut, you choose" mechanic.

I guess usually there would be two that you actually want, and you split them up.  The current version is a more clear shoutout to Advisor though, and needs slightly fewer words.
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crj

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Re: Really bad card ideas
« Reply #6881 on: July 16, 2021, 01:01:15 pm »
0

It's got the potential to become genuinely interesting: put a good Boon and a bad one in pile A, put a synergistic pair of medium-good Boons in pile B, for example.
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Minotaur

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Re: Really bad card ideas
« Reply #6882 on: July 16, 2021, 01:10:29 pm »
+1

It's got the potential to become genuinely interesting: put a good Boon and a bad one in pile A, put a synergistic pair of medium-good Boons in pile B, for example.

Arguably Advisor could have worked like this.  It wouldn't be the most complicated card in the game, just more than it is now.
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bargainingspice

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Re: Really bad card ideas
« Reply #6883 on: July 19, 2021, 12:48:06 pm »
+1

Log Forge

$4? -- Action

Trash any number of cards from your hand. Gain a card with a cost equal to the product of the costs in coins of the trashed cards.

Would this be effective, and do I have it at the right price point?
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Minotaur

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Re: Really bad card ideas
« Reply #6884 on: July 19, 2021, 03:00:19 pm »
0

Log Forge

$4? -- Action

Trash any number of cards from your hand. Gain a card with a cost equal to the product of the costs in coins of the trashed cards.

Would this be effective, and do I have it at the right price point?

There is no meaningful way to gain a Colony out of this, for example*.  Three estates for a Province would be nice, but you can't trash Copper.  It's kind of RBCI overall, and if all the price points were filled, it would be a bit crazy due to the exponential potential.  (Generally, an empty product is regarded as 1, so you would get a Poor House if you trashed nothing)

Trashing a 2 and a 3 for a 6, or a 4 and a 2 for a province, isn't that amazing, and there just aren't enough numbers and things that factor in enough ways.  The number of ways for things to cost something isn't great enough, and this is very bad at getting rid of 0-cost cards.  If this card existed, the rest of the game and its costs would need to be balanced around it, such as with 0-costs cards being much more rare, and bigger composite numbers being relatively common, such as 10, 24, 30, 36, and 40.

It could also bump 0 up to 1 as a fix, but it has a hard time interacting with any $5 cards whatsoever, and the 2*3=6 interaction seems slow for what it does.

* - Cost lowering works, but yeah.
« Last Edit: July 19, 2021, 03:48:17 pm by Minotaur »
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crj

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Re: Really bad card ideas
« Reply #6885 on: July 20, 2021, 07:27:19 am »
0

You could probably safely price that at $2, and leave people struggling to figure out why it's not necessarily as good as Chapel. (-8

Alternatively, you could turn it into trash any number of cards, then gain any number of cards, provided the products of the prices of the gained cards equals the products of the prices of the trashed cards. That's a really really appallingly bad idea, the moment someone notices they can trash a copper to gain a copper and all the victory cards...
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hhelibebcnofnena

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Re: Really bad card ideas
« Reply #6886 on: August 03, 2021, 08:53:39 pm »
0

I can see a variant on that which might be actually-passable:

Take the next four boons. Arrange them in two pairs. Player to your left chooses which pair you receive. I kind of "I cut, you choose" mechanic.

Oh no! Fool++ !

Also, it's been quite a while (probably at least a year; I'd have to check) since I visited the forum. It made me very happy to see that it hasn't changed too much, and I'm glad this thread is still here.
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AJD

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Re: Really bad card ideas
« Reply #6887 on: August 10, 2021, 12:44:03 am »
+2

Vassal is to Gamble as...

Mountebank is to...
Event: $2
Each other player gains a Copper and a Curse.

Mandarin is to...
Event: $3
Put a card from your hand on top of your deck.

Death Cart is to...
Event: $5
Trash an Action card from your hand

Noble Brigand is to...
Event: $1
Perform Noble Brigand's attack.
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faust

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Re: Really bad card ideas
« Reply #6888 on: August 10, 2021, 01:51:58 am »
0

Vassal is to Gamble as...

Mountebank is to...
Event: $2
Each other player gains a Copper and a Curse.

Mandarin is to...
Event: $3
Put a card from your hand on top of your deck.

Death Cart is to...
Event: $5
Trash an Action card from your hand

Noble Brigand is to...
Event: $1
Perform Noble Brigand's attack.
These Events are all missing a +Buy.
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AJD

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Re: Really bad card ideas
« Reply #6889 on: August 10, 2021, 02:27:45 am »
0

Vassal is to Gamble as...

Mountebank is to...
Event: $2
Each other player gains a Copper and a Curse.

Mandarin is to...
Event: $3
Put a card from your hand on top of your deck.

Death Cart is to...
Event: $5
Trash an Action card from your hand

Noble Brigand is to...
Event: $1
Perform Noble Brigand's attack.
These Events are all missing a +Buy.

Oops.
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Jonatan Djurachkovitch

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Re: Really bad card ideas
« Reply #6890 on: September 06, 2021, 04:35:11 am »
+2

5-D Chess With Multiverse Time Travel - Action - $4+
+2 Cards
+1 Buy
If this is the same turn you bought this card in any timeline, +1 Action.
-
When you buy this, you may overpay any amount of $, to put it in your discard pile that many turns ago.
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Timinou

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Re: Really bad card ideas
« Reply #6891 on: September 06, 2021, 03:12:31 pm »
0

5-D Chess With Multiverse Time Travel - Action - $4+
+2 Cards
+1 Buy
If this is the same turn you bought this card in any timeline, +1 Action.
-
When you buy this, you may overpay any amount of $, to put it in your discard pile that many turns ago.

Does the Stop Moving Rule apply here?
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Minotaur

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Re: Really bad card ideas
« Reply #6892 on: September 06, 2021, 03:38:46 pm »
+1

I suspect a referee (or more likely the server) has to set up identical parallel copies of stuff, but also no one understands how 5DCw/MTT works.
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jonaskoelker

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Re: Really bad card ideas
« Reply #6893 on: September 17, 2021, 07:27:55 pm »
+1

Inflation
Project
$0
Every fifth time a player plays a treasure, they gain a Ruin.
When you buy Inflation, +1 buy and +

-----------------

[The ruination is quadratic in the number of players. One of several reasons this is a bad idea.]
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Augie279

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Re: Really bad card ideas
« Reply #6894 on: November 19, 2021, 08:48:38 pm »
+2

Way of the Boomerang

Way

+1 Action | Return this to the Supply. If you did, gain a copy of this to your hand.
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mxdata

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Re: Really bad card ideas
« Reply #6895 on: November 20, 2021, 01:53:51 am »
0

Way of the Boomerang

Way

+1 Action | Return this to the Supply. If you did, gain a copy of this to your hand.

Put your +$1 token on a pile, and get infinite money with this Way!
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emtzalex

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Re: Really bad card ideas
« Reply #6896 on: November 23, 2021, 12:30:30 pm »
+2

Way of the Boomerang

Way

+1 Action | Return this to the Supply. If you did, gain a copy of this to your hand.

Put your +$1 token on a pile, and get infinite money with this Way!

This Way violates the rules of the of the American Kennel Club, as it turns a Sheepdog into a Lab. **rimshot**

Also, a single copy of Cavalry will draw your deck and give you unlimited Buys. One Border Village lets you pile Duchies, Estates, and any other card costing up to $5 (including most Alt-VP). Speaking of Alt-VP, with a single Groundskeeper in play and any Action-Victory card in hand, you can get an unlimited number of VP tokens. You can also do this if you can put 5 Action cards in play before boomeranging your Emporium as many times as you wish. Skulk lets you pile Golds, while Embassy lets you dump all of the Silvers on your opponent(s) (especially nasty in a game with Bandit Fort).

Lackeys become super-Lost Cities, giving you an unlimited supply Villagers and increasing your hand size. Silk Merchant does the same, but also gives you unlimited Coffers and a +Buy, effectively ensuring you can buy any 2 cards in the Supply (at least). Academy effectively turns any Action card into the half of Champion that means none of your Actions are terminal. Each copy of Experiment gives you the rest of the pile when you play it. If you can play a Livery and still have both an Action and an Action card costing at least $4, you can pile the Horses.

All in all, an excellent example of a RBCI.
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joefarebrother

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Re: Really bad card ideas
« Reply #6897 on: November 24, 2021, 04:17:31 pm »
+2

En Passant - Landmark

When an opponent plays a pawn for the first time (per pawn), you may play a pawn from your hand that you've played 2 times this game. If you do, they trash their pawn and you get +5 VP.
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Re: Really bad card ideas
« Reply #6898 on: November 24, 2021, 10:09:56 pm »
0

Speaking of Alt-VP, with a single Groundskeeper in play and any Action-Victory card in hand, you can get an unlimited number of VP tokens. You can also do this if you can put 5 Action cards in play before boomeranging your Emporium as many times as you wish.
Don't forget Triumph! Boomerang a card infinite times, buy Triumph, gain infinite VP.
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