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Author Topic: Really bad card ideas  (Read 1849493 times)

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Commodore Chuckles

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Re: Really bad card ideas
« Reply #6925 on: March 02, 2022, 09:39:09 pm »
+6

Flat Tire
Action - Tire - $3
+4 Cards
+1 Action
Discard 5 cards. You may rotate the Tires.

Old Tire
Action - Tire - $4
+4 Cards
+1 Action
Discard 4 cards. You may rotate the Tires.

Spare Tire
Action - Tire - $5
+4 Cards
+1 Action
Discard 3 cards. You may rotate the Tires.

New Tire
Action - Tire - $6
+4 Cards
+1 Action
Discard 2 cards. You may rotate the Tires.
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Augie279

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Re: Really bad card ideas
« Reply #6926 on: March 03, 2022, 11:17:26 am »
+6

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Violet CLM

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Re: Really bad card ideas
« Reply #6927 on: March 03, 2022, 03:44:11 pm »
+5

Lich Attracts Lich
Every player skips a turn.
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crj

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Re: Really bad card ideas
« Reply #6928 on: March 03, 2022, 04:26:42 pm »
+1

Hireling Guild looks like a sensible idea, apart from it needing to be per N favours, instead of per favour.

I'm guessing it's such a good idea that in due course we'll see a Secret History that explains the difficulty is finding a workable value for N.
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crj

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Re: Really bad card ideas
« Reply #6929 on: March 03, 2022, 04:28:47 pm »
+1

Mountaineers - Ally
After each turn, if at least one player gained a Province, auction 6 VP to whoever bids the most Favors.
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Commodore Chuckles

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Re: Really bad card ideas
« Reply #6930 on: March 03, 2022, 05:36:23 pm »
+10

I Do Not Lich This Board
Skip this game.
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joefarebrother

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Re: Really bad card ideas
« Reply #6931 on: March 03, 2022, 07:50:20 pm »
+2

Possessor's guild - Ally

At the start of your buy phase, you may spend 6 favours. If you do, you may have the player to your left take an extra turn after this one, in which you can see all cards they can and make all decisions for them. Any cards or debt they would gain on that turn, you gain instead; any cards of theirs that are trashed are set aside and put in their discard pile at end of turn.
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Gherald

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Re: Really bad card ideas
« Reply #6932 on: March 03, 2022, 08:00:54 pm »
0


Good thing it's not "per 4 Favors you have (rounded down)", that would be way too weak for this thread. Would probably even need to give +1 Buy to compare favorably to League of Bankers

 ;) ;) ;)
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joefarebrother

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Re: Really bad card ideas
« Reply #6933 on: March 09, 2022, 10:46:56 pm »
+6

lowercase
treasure, $3

+ $3
+1 buy

when you discard this from play, take 3d, and then you may pay off d.

lowercase city
action, $4

+1 card
+2 actions
you may discard 1 card for +$1.
you may pay $1 for +1 card.

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Commodore Chuckles

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Re: Really bad card ideas
« Reply #6934 on: March 09, 2022, 11:26:14 pm »
+5

Repossession
Action - $10PP
Gain all of the cards the player to your right gained on their last turn.
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D782802859

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Re: Really bad card ideas
« Reply #6935 on: March 13, 2022, 07:48:00 am »
+4

Capital City
+1 Card
+2 Actions
If there are one or more empty Supply
piles, +1 Card. If there are two or more,
+1 Buy and +$1.
-
When you discard this from play, take 6D,
 and then you may pay off D.
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Commodore Chuckles

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Re: Really bad card ideas
« Reply #6936 on: March 13, 2022, 09:43:19 pm »
+7

Time Traveler
Action - 100D
Make up a card. Play it. After the game, convince Donald to make your card official. If you don't, destroy all of your Dominion sets and you can't play the game ever again.
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Joxeft

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Re: Really bad card ideas
« Reply #6937 on: March 17, 2022, 09:35:16 am »
0

Mage $5
Action
+1 Action
Name a card reval cards from your deck until you reval a card with that name put it in to your hand then discard any number of the revaled cards then put the rest back in any order.
I dont now how good this is.
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emtzalex

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Re: Really bad card ideas
« Reply #6938 on: March 17, 2022, 04:27:50 pm »
+1

Mage $5
Action
+1 Action
Name a card reval cards from your deck until you reval a card with that name put it in to your hand then discard any number of the revaled cards then put the rest back in any order.
I dont now how good this is.

This is super-busted. Even a card that got you the exact card you wanted without the deck-control of the other revealed cards (e.g. one that shuffled those cards into your deck) would be extremely strong. The discard + order makes it way stronger.

You can also name a card you know you don't have, which lets you reveal your entire discard pile/deck, discard any of the junk/bad cards, then order all of your good cards, effectively setting up all your turns until the next shuffle. In addition to being insanely powerful, in a lot of games it would end up taking a huge amount of time. (I'm reminded of the original version of the Aldrich Ames card from Twilight Struggle, which had to be "remixed" because it could easily take an hour to resolve [I am told; I've only played with the new version]). This is before triggering Patron or on-discard abilities, or considering guessers (Wishing Well/Mystic/Sorceress).
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Thanks to Shard of Honor for his Extended Version of the Dominion Card Image Generator, which I use to mock up my fan cards, and to Violet CLM, who made the original.

silverspawn

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Re: Really bad card ideas
« Reply #6939 on: March 17, 2022, 04:33:44 pm »
+1

Idk about the card actually being good without the discard+order. With the discard+order it's totally busted, obviously.

Joxeft

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Re: Really bad card ideas
« Reply #6940 on: March 17, 2022, 06:37:45 pm »
0

How much should it cost.
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LibraryAdventurer

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Re: Really bad card ideas
« Reply #6941 on: March 17, 2022, 06:39:14 pm »
0

How much should it cost.
To stay in this thread? It's fine just the way it is.

Marcory

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Re: Really bad card ideas
« Reply #6942 on: March 25, 2022, 06:50:06 am »
0

Megalopolis  Action--Duration--Attack $5

+1 Card
+2 Actions

If three or more piles are empty, gain a non-Victory card costing up to $5.

If four or more piles are empty, you may play an Action from your hand.

If five or more piles are empty, if the previous turn was not yours, take a turn after this one.

If six or more piles are empty, you may trash a card from your hand and gain a card costing up to $4 more than it.

If seven or more plies are empty, when this is in play, at the start of each other player's next turn, they gain a Curse.

__________________

At the end of the game, this is worth 5 VP for every five empty piles in the Supply, rounded down.
« Last Edit: March 25, 2022, 06:57:48 am by Marcory »
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Augie279

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Re: Really bad card ideas
« Reply #6943 on: March 26, 2022, 02:47:40 am »
+2

Acres of Immortality Victory - $6

2

While there are any copies of this in the Supply, the game cannot end.
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silverspawn

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Re: Really bad card ideas
« Reply #6944 on: March 26, 2022, 10:34:46 am »
0

Acres of Immortality Victory - $6

2

While there are any copies of this in the Supply, the game cannot end.

Woah that's actually really interesting!  I wonder how that would affect the game.

It's probably a bad card as is because in slogs it will take forever, but maybe if they get naturally depleted over time or something. The idea to add something that prevents game end by usual means is not obviously bad.

silverspawn

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Re: Really bad card ideas
« Reply #6945 on: March 26, 2022, 10:35:26 am »
+1

I do think this thread has lots its purpose because it was originally "hilariously awful ideas that are obviously awful" and now it's something else

markusin

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Re: Really bad card ideas
« Reply #6946 on: March 26, 2022, 02:34:30 pm »
+5

I do think this thread has lots its purpose because it was originally "hilariously awful ideas that are obviously awful" and now it's something else

Yes the idea was for this thread to be a collection of "gag" cards, rather than variants except the poster has low esteem for the card idea they are posting.
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Carline

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Re: Really bad card ideas
« Reply #6947 on: March 28, 2022, 12:29:08 am »
+6


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joefarebrother

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Re: Really bad card ideas
« Reply #6948 on: March 29, 2022, 08:42:27 pm »
+2

good with transport
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Carline

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Re: Really bad card ideas
« Reply #6949 on: March 29, 2022, 11:01:19 pm »
+1

good with transport

Which makes it even worse design.
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