Dominion Strategy Forum

Dominion => Variants and Fan Cards => Topic started by: rinkworks on June 20, 2011, 01:29:07 pm

Title: Really bad card ideas
Post by: rinkworks on June 20, 2011, 01:29:07 pm
Streetsweeper
$5 - Action
You may put the trash pile on top of your deck.
 
 
 Shipwreck
 $5 - Action-Attack
 Each other player discards his hand and draws a new one from his Island mat.  Any cards gained or discarded on his next turn must be placed on his Island mat.


Drunken Stupor
$4 - Action
Each player passes his discard pile to the player on his left.  Each player passes his deck to the player on his right.


Aneurysm
$7 - Action-Attack
Each other player places an embargo token on top of his deck.
Title: Re: Really bad card ideas
Post by: nemryn on June 20, 2011, 02:41:58 pm
Aneurysm
$7 - Action-Attack
Each other player places an embargo token on top of his deck.
What does that one even do? Whenever you draw a card, you get a Curse, until you reshuffle?
Title: Re: Really bad card ideas
Post by: Axe Knight on June 20, 2011, 03:59:42 pm
Well, I don't know if it's exactly good that you win a Tournament and get a Princess on top of your, ahem...deck (running joke at my game night), or a Mine can come along and trash a Harem for money, but, that's another story. 

Neighborhood Pub $4

After another player's turn, you may trash this card from your hand.  If you do, they take one shot per Village they played. 

Grand Heist $0* (Prize)

When you play this card, you may trash all treasure in the supply except for Copper.

Kingdom Visitors' Center Throne Room $5

When you play this card, each other player must reveal a Janitor from their hand.  If they don't, they gain a Health Code violation token.  This is -2VP/token at end of game. 

Gold Pressed Latinum - $21

Treasure worth $11.

And, this was an actual card I had in an expansion I did awhile back; it was not well loved and only was interesting in multiplayer games...

Chain Lightning - $6

When you play this card, trash a card from your hand.  Each successive player to the left (except you) trashes a card from their hand worth at least $1 more than the card that the previous person trashed, or reveals a hand with no such cards.  If any player reveals a hand this way, the action is resolved.
Title: Re: Really bad card ideas
Post by: Glooble on June 20, 2011, 04:19:47 pm
These are fantastic.  It's fun not to have to worry about balance.

Master Tactician $7

Action - Duration

Trash your hand. Next Turn, draw your deck.

Palace $11

Pick an action card. Play it as many times as you like.
Title: Re: Really bad card ideas
Post by: nemryn on June 20, 2011, 04:29:01 pm
Palace $11

Pick an action card. Play it as many times as you like.
Quickly degenerates into a 'who can name the highest number' competition with Monument. Which, admittedly, can be pretty fun if you know your absurdly-high numbers. (I'll play the Monument G(5^^^^^5) times...)
Title: Re: Really bad card ideas
Post by: WanderingWinder on June 20, 2011, 05:01:19 pm
Wonder - $20
Action
Any opponent may reveal a copper. If no one does, you win the game.
Title: Re: Really bad card ideas
Post by: guided on June 20, 2011, 05:08:15 pm
Settlers
$6 - Action-Attack

+1 Card
+2 Actions
Each other player discards a card. While this is in play, when you play a card, +1 VP.


Superposition
PP$9 - Action-Duration

While this is in play, you can see all cards any other player can see and make all their decisions for them. Any cards they would gain, you gain instead. If any other copy of Superposition enters play, discard this card.


Outrider
$5 - Action

You only draw 3 cards (instead of 5) in this turn's Clean-up phase. Take an extra turn after this one.


"Broken"
$1 - Action

+1 Action
Trash your hand, your discard pile, your draw pile, and all cards in your play area. Gain a Masquerade, a Goons, and two King's Courts (even if not available in the supply) and put them in your hand.
Title: Re: Really bad card ideas
Post by: Axe Knight on June 20, 2011, 05:29:34 pm
"Broken"
$1 - Action

+1 Action
Trash your hand, your discard pile, your draw pile, and all cards in your play area. Gain a Masquerade, a Goons, and two King's Courts (even if not available in the supply) and put them in your hand.

 ;D ;D ;D ;D ;D ;D ;D
Title: Re: Really bad card ideas
Post by: david707 on June 20, 2011, 05:43:44 pm
This thread made be laugh quite hard.

Street Market
$6 - Action
+1 Action
+1 Card
+1$
+1 Buy
Discard this card.
Title: Re: Really bad card ideas
Post by: guided on June 20, 2011, 05:51:40 pm
This thread made be laugh quite hard.

Street Market
$6 - Action
+1 Action
+1 Card
+1$
+1 Buy
Discard this card.
I find this combos pretty well with Chapel.
Title: Re: Really bad card ideas
Post by: david707 on June 20, 2011, 05:55:34 pm
This thread made be laugh quite hard.

Street Market
$6 - Action
+1 Action
+1 Card
+1$
+1 Buy
Discard this card.
I find this combos pretty well with Chapel.

I find it plays best when you have all your cards in hand (no deck and no discard pile) and you have two of them in your hand.
Title: Re: Really bad card ideas
Post by: guided on June 20, 2011, 05:57:39 pm
That was my implication, yes ;)
Title: Re: Really bad card ideas
Post by: david707 on June 20, 2011, 06:15:01 pm
That was my implication, yes ;)

Cool, when you first look at the card it's not completely obvious that it is broken. If you shuffle during your turn you might be able to play it twice instead of once, but it's flaw is with two you can go on as long as you like!

Diabolical Tutors
$5 Action
+ 1 Action
Name a card. Reveal cards from the top of your deck until you reveal one that has that name. Put that card in your hand and discard the other reveal cards.

Edit: And while I'm at it I'll post some more:

Dragon with Dark Arms
$3 Action
+1 Action
+1 Card
If you have exactly 3 cards in your discard pile, +3 Cards.

Port Ricos
$0* Action-Prize
All player's shuffle their discard pile into their deck. Trash this card, if you do swap decks with the player on your right.

Agriculture
$4 Action
+1 Buy
+2$
Choose one:
Place a Coin token on the Agriculture mat; +1$ per Coin token on the Agriculture mat, then remove all Coin tokens from the Agriculture mat.
Title: Re: Really bad card ideas
Post by: play2draw on June 20, 2011, 06:16:23 pm
Workhorse - $3 - Action
+1 action
Gain a card costing up to $3, putting it in your hand.

Courthouse - $2 - Action/Reaction
+1 Action
+$1
Put this card on top of your deck.
When an opponent reveals a card, you may reveal this card. If you do, the opponent gains a curse.
Title: Re: Really bad card ideas
Post by: ImperialStout on June 20, 2011, 06:23:48 pm
Perhaps after official development, Donald X. will consider less serious promo cards along the lines of "Tickle opponent.  If opponent laughs while being tickled, +2 cards."  Now you're thinking, how would that ever be implemented on Isotropic.  The easy answer is:  your opponents have to tickle themselves.
Title: Re: Really bad card ideas
Post by: Axe Knight on June 20, 2011, 06:32:43 pm
Lost Witch $2

+2 Cards
You gain a curse.

Very Confused Sea Hag $2

Place the top card of the Trash Pile back in the box.  Place a curse on top of the trash pile. 

Torturer Who Didn't Quite Make the Cut $3

+3 Cards.

Each other player may choose one:  Gain a curse, or not. 
Title: Re: Really bad card ideas
Post by: david707 on June 20, 2011, 06:38:05 pm
Compulsory for every thread like this:

Dragon Sphere
$0* Action-Prize
Trash this card, If you do +8001$.

Chuck Norris
$12 Action
You immediately win the game.
You cannot buy this card.
You cannot gain this card by using an Action card.

Fun (simple) Puzzle: How do you get Chuck Norris?

Title: Re: Really bad card ideas
Post by: Taco Lobster on June 20, 2011, 06:49:42 pm
Fun (simple) Puzzle: How do you get Chuck Norris?

You do not get Chuck Norris.  Chuck Norris will join your deck if he deems it worthy of his awesomeness (which, he will never do, because your deck is insufficiently awesome due to its lack of Chuck Norris).
Title: Re: Really bad card ideas
Post by: nemryn on June 20, 2011, 06:51:24 pm
Fun (simple) Puzzle: How do you get Chuck Norris?
Horn of Plenty.
Title: Re: Really bad card ideas
Post by: guided on June 20, 2011, 08:29:26 pm
Torturer Who Didn't Quite Make the Cut $3

+3 Cards.

Each other player may choose one:  Gain a curse, or not.

The name could use some work but otherwise this is pretty much the best  ;D
Title: Re: Really bad card ideas
Post by: Randal FTW on June 20, 2011, 09:01:37 pm
Compulsory for every thread like this:

It's Over 9000
$0* Action-Prize
Trash this card, If you do +9001$.

Chuck Norris
$12 Action
You immediately win the game.
You cannot buy this card.
You cannot gain this card by using an Action card.

Fun (simple) Puzzle: How do you get Chuck Norris?



fyp :)
Title: Re: Really bad card ideas
Post by: Randal FTW on June 20, 2011, 09:06:49 pm
"Broken"
$1 - Action

+1 Action
Trash your hand, your discard pile, your draw pile, and all cards in your play area. Gain a Masquerade, a Goons, and two King's Courts (even if not available in the supply) and put them in your hand.

(http://forumserver.twoplustwo.com/images/icons/icon14.gif)
Title: Re: Really bad card ideas
Post by: Personman on June 21, 2011, 01:47:15 am
Compulsory for every thread like this:

Dragon Sphere
$0* Action-Prize
Trash this card, If you do +8001$.

Kudos for using number from the original Japanese (http://dragonball.wikia.com/wiki/It's_Over_9000!#Actually_an_error), if it was on purpose.

And now, some *really* bad card ideas:

Blender
Action
2
+1 Card
+1 Action
Shuffle any Kingdom pile.
Setup: When Blender is dealt from the randomizer deck, instead of choosing 10 piles of 10 cards, instead choose 99 other cards at random from all Kingdom piles you own. Add 1 copy of Blender to these, sort them randomly into 10 piles of 10 cards each. Only the top card of a pile may be purchased. Players may look at the contents of piles at any time.

Wallpaper
[Image -- a tiled light pink floral pattern, which extends into the text box]
<No type>
<No cost>
<No text>

Quote Stuffing
Action
7
+1000 Buys
+$5000
Whenever you buy a card this turn, immediately return it to its pile.

Smorgasbord
Action
5
Each player gains one of each card in the Supply. 

Provincial Apprentice
Action
13
+1 Action
+6 Cards

Planned Obsolescence
Action
3
Trash Planned Obsolescence. Name a Supply pile. Roll a D6 and place it on that pile. While it remains there, that pile running out can't cause the game to end. Each turn, decrement it. If you would decrement it from 1, remove the die and gain a copy of Planned Obsolescence.

Hot Potato
Action Curse
2
When you gain Hot Potato, shuffle it into your deck.
When you draw Hot Potato, play it immediately. If you can't, discard it.
When you play Hot Potato, choose an opponent at random. That player gains it.
-2 VP



Title: Re: Really bad card ideas
Post by: drg on June 21, 2011, 04:48:26 am

Quote Stuffing
Action
7
+1000 Buys
+$5000
Whenever you buy a card this turn, immediately return it to its pile.


I'll take one with my goons please.
Title: Re: Really bad card ideas
Post by: Personman on June 21, 2011, 04:57:19 am
Watchtower and Talisman can lead to some quick finishes as well ;)

And Hoard is nice if you ever wanted to see the Gold pile empty
Title: Re: Really bad card ideas
Post by: Jack Rudd on June 21, 2011, 10:13:52 am
Watchtower and Talisman can lead to some quick finishes as well ;)

And Hoard is nice if you ever wanted to see the Gold pile empty
I've seen the Gold pile empty. (In a game with Hoard and Mine, naturally.)
Title: Re: Really bad card ideas
Post by: Glooble on June 21, 2011, 10:18:06 am
Vatican (Really big Chapel full of Bishops)

$7 Action

You may Trash up to Four cards from any player's hand, deck, or discard, or the supply. Gain VP equal to their cost.

Title: Re: Really bad card ideas
Post by: Randal FTW on June 21, 2011, 11:40:08 am
Compulsory for every thread like this:

Dragon Sphere
$0* Action-Prize
Trash this card, If you do +8001$.
Kudos for using number from the original Japanese (http://dragonball.wikia.com/wiki/It's_Over_9000!#Actually_an_error), if it was on purpose.

lol man.. I kinda felt like that what he was going for but a quick google search with dragonball z / 8001 / dragon sphere didnt bring anything back so i just had to fhp.

doh!
Title: Re: Really bad card ideas
Post by: nemryn on June 21, 2011, 12:15:03 pm
Watchtower and Talisman can lead to some quick finishes as well ;)
Or Royal Seal. Although with Watchtower or the Seal, it's arguable that 'immediately' would take precedence.
Title: Re: Really bad card ideas
Post by: guided on June 21, 2011, 12:25:11 pm
Watchtower and Talisman can lead to some quick finishes as well ;)
Or Royal Seal. Although with Watchtower or the Seal, it's arguable that 'immediately' would take precedence.

...which shouldn't stop you from also using the top-decking ability, which does not specify that the card must be floating in the space between the Kingdom and your discard.
Title: Re: Really bad card ideas
Post by: danshep on June 21, 2011, 09:26:03 pm
I was thinking of this as a bad card idea, but then I thought it might actually be an interesting one:

Contagion
Action
Worth -1VP
Each other player gains a contagion.

That would only really work if the contagion pile was curse-sized. Or alternatively:

Contagion:
Action
Worth -2VP
Trash this card and all other cards in your hand. Each other player gains a contagion.
This card cannot be trashed in any other fashion.
Title: Re: Really bad card ideas
Post by: DG on June 21, 2011, 09:52:02 pm
Politician.

Play politician with any number of other action cards from hand. Promise to play these cards but just discard them instead.
Title: Re: Really bad card ideas
Post by: Jack Rudd on June 21, 2011, 10:23:02 pm
Isner and Mahut
Treasure - Duration
Cost - 3

This turn and next turn: +1 Coin
---
The game may not end while this card is in play.
Title: Re: Really bad card ideas
Post by: Randal FTW on June 22, 2011, 12:09:07 am
Garbage Can
Action - Reaction
$7

Trash this card. When an opponent plays an attack card you may choose to trash their entire hand. You gain all remaining curses. Must be at least 5 curses remaining for this card to work.

Title: Re: Really bad card ideas
Post by: papaHav on June 22, 2011, 01:22:38 am
Map to El dorado: $4
Trash this and any other copies in your hand. Counts as an immediate win for each copy trashed after the first.
Title: Re: Really bad card ideas
Post by: Titandrake on June 22, 2011, 01:31:52 am
The Silly Reaction That Isn't One
$3
Action-Duration
You may not play this card.
If you discard this card, you may reveal it. If you do, set it aside. At the beginning of your next turn, +$2

Best Idea Ever
$2
Victory Card
0 VP
When you buy this card, +1 Buy
Title: Re: Really bad card ideas
Post by: Axe Knight on June 22, 2011, 01:38:00 am
Game Saver - $5

While this card is in play, if you gain the penultimate Province in the supply, add an extra Province to the supply.
Title: Re: Really bad card ideas
Post by: chesskidnate on June 22, 2011, 02:10:57 am
Watchtower and Talisman can lead to some quick finishes as well ;)
Or Royal Seal. Although with Watchtower or the Seal, it's arguable that 'immediately' would take precedence.

...which shouldn't stop you from also using the top-decking ability, which does not specify that the card must be floating in the space between the Kingdom and your discard.
Watchtower does read when you "gain" a card you may put it on top of your deck so buying a card then immediately returning it may take precedence, although its arguable.
Title: Re: Really bad card ideas
Post by: guided on June 22, 2011, 10:35:46 am
Watchtower does read when you "gain" a card you may put it on top of your deck so buying a card then immediately returning it may take precedence, although its arguable.

Well, "immediately" is a meaningless term in Dominion. It occurs to me though that you're at least half right: as written this is an on-buy effect, so the "return" happens between the "buy" and the "gain". Which means ultimately this card text doesn't actually do anything: You buy the card, then return the card (no effect since it's still on the supply pile), then gain the card anyway as an effect of buying it. So really the timing of this effect needs to be on-gain rather than on-buy, with a stipulation that it only applies to cards that have been bought. "When you gain a card by buying it, return it to the supply." Ta-da!

When you have a Royal Seal in play, the two on-gain effects are simultaneous, so you can choose whether to put the card on your deck first or return it first. Now we wade off into the weeds because we need Donald's "lose track" rule from an arcane BGG thread, and the rule hasn't been finalized to account for cases like this*. But regardless of your interpretation, you can ultimately choose to put the card on top of your deck or back on the pile by choosing the order of the two effects and possibly choosing not to use Royal Seal's power.

Hehe, rules lawyering over silly bad-idea card effects is fun ;D


*Currently the only real-game effects of the "lose track" rule center around Throning or Kinging a Mining Village. Grossly simplified, TR and KC can't move Mining Village back from the trash to the play area because they can't find it there, and a TR'd or KC'd Mining Village can't trash itself more than once because it can't find itself in the trash. Possession adds a slight wrinkle, but the effect is the same: none of these cards can find a Mining Village in Possession's fake trash pile either.
Title: Re: Really bad card ideas
Post by: Death to Sea Hags on June 22, 2011, 10:57:53 am
Hot Potato
Action Curse
2
When you gain Hot Potato, shuffle it into your deck.
When you draw Hot Potato, play it immediately. If you can't, discard it.
When you play Hot Potato, choose an opponent at random. That player gains it.
-2 VP

AWESOME!



Tribble
Action
$3

+$1, Pass Tribble to the player on your Left.

When you buy Tribble, place it on your deck.
When you draw Tribble, gain a Tribble immediately. Pass a Tribble to the player on your Left.
When you receive Tribble, gain a Copper.
When you discard Tribble, gain a Curse.
If you trash Tribble, gain a Curse.  Awwwwww - but they so cute!
Title: Re: Really bad card ideas
Post by: theory on June 22, 2011, 11:12:01 am
Palace $11

Pick an action card. Play it as many times as you like.
Quickly degenerates into a 'who can name the highest number' competition with Monument. Which, admittedly, can be pretty fun if you know your absurdly-high numbers. (I'll play the Monument G(5^^^^^5) times...)
Even excluding Monument, you get some hilarious results.

"I sabotage you ... so hard ..."
Title: Re: Really bad card ideas
Post by: Death to Sea Hags on June 22, 2011, 11:28:32 am
Reset
Action-Attack-Victory
$8
2 VP

In the buy phase, this card costs $8 or the number of remaining provinces, whichever is less.

Trash all cards you have played this turn (including this one). All players trash their hands, decks, and discards. Return all VP tokens to the Supply. All players draw seven copper and three estates, and place them on their decks in any order they choose.  You take another turn.
Title: Re: Really bad card ideas
Post by: Death to Sea Hags on June 22, 2011, 11:32:54 am
Palace $11

Pick an action card. Play it as many times as you like.
Quickly degenerates into a 'who can name the highest number' competition with Monument. Which, admittedly, can be pretty fun if you know your absurdly-high numbers. (I'll play the Monument G(5^^^^^5) times...)

Monumenfinity?
Title: Re: Really bad card ideas
Post by: chwhite on June 22, 2011, 12:20:50 pm
Imperial Dominion Buster

$9
Action-Attack

Look through your opponent's deck and trash a card with cost no greater than $3 times the number of Imperial Dominion Busters in your deck.  If you trash a card, gain two Prestige tokens*.  When you buy Imperial Dominion Buster, gain a Prestige token.

*If you have the most Prestige tokens at the beginning of your turn, take a VP token and draw a card.   At the end of the game, each Prestige token is worth 1 VP.
Title: Re: Really bad card ideas
Post by: def on June 22, 2011, 02:06:23 pm
Banach-Tarski Paradoxon

$ unmeasurable
Action

Reveal a card from your hand. Rip it into 5 pieces. Rearrange the pieces to gain the revealed card and a duplicate of it; put both in your hand.
Title: Re: Really bad card ideas
Post by: Eric Herboso on June 22, 2011, 03:09:37 pm
Banach-Tarski Paradoxon

$ unmeasurable
Action

Reveal a card from your hand. Rip it into 5 pieces. Rearrange the pieces to gain the revealed card and a duplicate of it; put both in your hand.


I once came across an interesting anagram of "BANACH TARSKI".
It's "BANACH TARSKI BANACH TARSKI".
Title: Re: Really bad card ideas
Post by: Personman on June 22, 2011, 03:14:54 pm
... Rip it into 5 pieces...

Whoa, can you do spheres in 5 pieces too?
Title: Re: Really bad card ideas
Post by: guided on June 22, 2011, 04:15:35 pm
Banach-Tarski Paradoxon

$ unmeasurable
Action

Reveal a card from your hand. Rip it into 5 pieces. Rearrange the pieces to gain the revealed card and a duplicate of it; put both in your hand.


I once came across an interesting anagram of "BANACH TARSKI".
It's "BANACH TARSKI BANACH TARSKI".

theory we really need thumbup buttons on this forum
Title: Re: Really bad card ideas
Post by: david707 on June 22, 2011, 07:20:34 pm
Banach-Tarski Paradoxon

$ unmeasurable
Action

Reveal a card from your hand. Rip it into 5 pieces. Rearrange the pieces to gain the revealed card and a duplicate of it; put both in your hand.


I once came across an interesting anagram of "BANACH TARSKI".
It's "BANACH TARSKI BANACH TARSKI".

theory we really need thumbup buttons on this forum
*thumbs up*
Title: Re: Really bad card ideas
Post by: Kirian on June 23, 2011, 02:13:47 am
Well as long as we're being truly geeky:

Schrodinger's Cat
$3, Action-Treasure-Victory

Draw 3 cards, then discard those same cards.
On your turn, this card is worth both $2 and -$2.
At the end of the game, this card is worth both 2 VP and -2 VP.

Setup:  Place a number of Poison cards equal to the number of Curse cards into the supply.

Poison
$0, Action-Attack-Curse
-1 VP

Each other player gains a Poison card.
At the end of the game, flip one Poison card for each Schrodinger's Cat card you have.  If the card lands face-up, the Schrodinger's Cat card is worth positive VP; otherwise it is worth negative VP.  If you run out of Poison cards, the remaining Schrodinger's Cat cards are still worth both +2 VP and +2 VP.
Title: Re: Really bad card ideas
Post by: Axe Knight on June 23, 2011, 03:16:41 am
Game Show Geekery:

Showcase Showdown $6

Draw Showcases of four cards for each player, face down.  Reveal the first two of each Showcase.  Each player makes a bid as to the total cost of the cards.  The player closest to the total cost without going over gains all four cards.  If any player is uniquely $1 or less away from the total cost, they win all Showcases.  If two or more players are $1 or less away from the total cost, they each win their Showcase. 

Have your pet(s) spayed or neutered.  If they already are, +$2.

Setup: Place a copy of each kingdom card not in use into the Showcase deck.

Press Your Luck $5

Hoping for Big Bucks and No Whammies, draw the top card of the Press Your Luck deck.  If it is not a Whammy, place it into your hand.  If you hit a Whammy, trash any treasure in your hand, and place the Whammy on top your deck.  Four Whammies and you're out of the game.

Setup: Place 10 extra copies of each Treasure card except Copper into the Press Your Luck deck, along with the Flokati Rug card, Trip to Knott's Berry Farm card, and the Double Your Treasure + 1 Action card.  Shuffle in 1 Whammy for every three cards.

Russian Roulette $4
-4 VP

Reveal the top card of your deck.  If you reveal a victory card, discard your hand.  If any other card is revealed, trash the Russian Roulette.  Each other player gains a Russian Roulette. 



Title: Re: Really bad card ideas
Post by: grep on June 23, 2011, 03:59:11 am
Russian Roulette $4
-4 VP

Reveal the top card of your deck.  If you reveal a victory card, discard your hand.  If any other card is revealed, trash the Russian Roulette.  Each other player gains a Russian Roulette.

It's too powerful having scouts and other look-ahead's. Before playing RR, you should shuffle the discard pile into your deck.

Earthquake
$5
Action/Attack
Trash this card. Each other player trashes a Victory card from hand, or reveals a hand without Victory cards.

F-word
$3
Reaction
When any player says an f-word, you may reveal this card. That player gains a curse.

Archaeological site
$6
Victory
1VP for each 3 cards in the trash pile
Title: Re: Really bad card ideas
Post by: Death to Sea Hags on June 23, 2011, 09:42:48 am
Imba
Victory-Action
$2

Setup: At the start of the game, write down the name of a Kingdom card and set it aside. Whine a little, too.

Set this card aside, face down. At the end of the game, if another player purchased three or more copies of the card you wrote down, +200 VP.
Title: Re: Really bad card ideas
Post by: Axe Knight on June 23, 2011, 10:56:38 am
It's too powerful having scouts and other look-ahead's. Before playing RR, you should shuffle the discard pile into your deck.
Hence why it's an awful idea.   ;D
Title: Re: Really bad card ideas
Post by: kazztawdal on June 23, 2011, 01:07:55 pm
Beggar
Action-Curse
$0

-2 VP

You may trash a Treasure card from your hand.  If you do, during this turn's Clean-Up phase, put this card into the player to your left's discard pile (instead of your own).
Title: Re: Really bad card ideas
Post by: Kuildeous on June 23, 2011, 01:55:06 pm
Beggar
Action-Curse
$0

-2 VP

You may trash a Treasure card from your hand.  If you do, during this turn's Clean-Up phase, put this card into the player to your left's discard pile (instead of your own).

I dunno. Beggars tend to stay where the money is. I'd almost say that if you trash a Treasure, gain another Beggar.

That'll make it a pretty bad card.
Title: Re: Really bad card ideas
Post by: kazztawdal on June 23, 2011, 02:16:57 pm
Beggar
Action-Curse
$0

-2 VP

You may trash a Treasure card from your hand.  If you do, during this turn's Clean-Up phase, put this card into the player to your left's discard pile (instead of your own).

I dunno. Beggars tend to stay where the money is. I'd almost say that if you trash a Treasure, gain another Beggar.

That'll make it a pretty bad card.

True.. I was sort of imagining you going, "okay, i'll give you a copper if you get the hell out of here"
Title: Re: Really bad card ideas
Post by: Kuildeous on June 23, 2011, 02:29:16 pm
True.. I was sort of imagining you going, "okay, i'll give you a copper if you get the hell out of here"

Yeah, I figured. I guess that speaks about how jaded I am that I immediately think of beggars of not going away once they receive money.

Then again, you do capture the idea since a beggar typically takes the money and leaves. He eventually comes back.

In order to turn your card from useful to "bad," how about we expand even more on the nature of panhandling: If you trash a Treasure, place this Beggar in the discard pile of the player to your left. Then gain a Beggar.
Title: Re: Really bad card ideas
Post by: drg on June 23, 2011, 03:40:34 pm
Hot Potato
Action Curse
2
When you gain Hot Potato, shuffle it into your deck.
When you draw Hot Potato, play it immediately. If you can't, discard it.
When you play Hot Potato, choose an opponent at random. That player gains it.
-2 VP

AWESOME!



Tribble
Action
$3

+$1, Pass Tribble to the player on your Left.

When you buy Tribble, place it on your deck.
When you draw Tribble, gain a Tribble immediately. Pass a Tribble to the player on your Left.
When you receive Tribble, gain a Copper.
When you discard Tribble, gain a Curse.
If you trash Tribble, gain a Curse.  Awwwwww - but they so cute!


Shouldn't the tribbles be multiplying in there somewhere?
Title: Re: Really bad card ideas
Post by: kazztawdal on June 23, 2011, 04:02:45 pm
They do; when you draw one, you get another.

Hobo
Action
$0

Choose one: Gain a random card from the Trash pile, or gain a card costing $0.
Title: Re: Really bad card ideas
Post by: rinkworks on June 23, 2011, 04:07:53 pm
It Was All A Dream
$7 - Action
Replace all kingdom supply piles with different ones from the box.

Self-Possession
$6+P - Action
Take an extra turn after this one, in which you can see all cards you can and make all decisions for yourself. Any cards you would gain on that turn, you gain instead; any cards of yours that are trashed are set aside and returned to your discard pile at end of turn.
Title: Re: Really bad card ideas
Post by: Personman on June 23, 2011, 04:14:59 pm
I'm really happy about how much rules discussion Quote Stuffing generated :D And that somebody appreciated Hot Potato.

I like Hobo :)

Why is self-possession an attack when possession isn't?

Title: Re: Really bad card ideas
Post by: rinkworks on June 23, 2011, 04:29:17 pm
Why is self-possession an attack when possession isn't?

Fixed.
Title: Re: Really bad card ideas
Post by: Blaeu on June 23, 2011, 07:37:39 pm
A deal with the Devil
$7 -- Action

Each other player may trash their hand.  If they do not, flip a coin.  If heads, they resign from the game.  If tails, you trash all cards you own.
Title: Re: Really bad card ideas
Post by: Death to Sea Hags on June 23, 2011, 07:48:11 pm
Shouldn't the tribbles be multiplying in there somewhere?

They do; when you draw one, you get another.

Bingo. 

If they multiply too fast, the pile empties too fast.  That's why I used coppers - so they keep on giving. Tribble is "passed", not gained, so you can't Watchtower it (though you could Wt the coppers and curses).  And its not an attack - too cute and fuzzy!

The card is only "really bad" in that it destroys games.  Unless you love Gardens ... which is where I suppose Tribbles would live.

Should have included this:


Tribble
Action
$3

+$1, Pass Tribble to the player on your Left.

When you buy Tribble, place it on your deck.
When you draw Tribble, gain a Tribble immediately. Pass a Tribble to the player on your Left.
When you receive Tribble, gain a Copper.
When you discard Tribble, gain a Curse.
If you trash Tribble, gain a Curse.  Awwwwww - but they so cute!

If you have a Wharf in play, you may trash Tribble immediately, without penalty.
Title: Re: Really bad card ideas
Post by: Death to Sea Hags on June 23, 2011, 07:49:33 pm
Why is self-possession an attack when possession isn't?

So you can play reactions?
Title: Re: Really bad card ideas
Post by: Kuildeous on June 24, 2011, 10:28:41 am
If you have a Wharf in play, you may trash Tribble immediately, without penalty.

Okay, that just tickled me to no end. Well-played, sir or madam.
Title: Re: Really bad card ideas
Post by: kazztawdal on June 28, 2011, 02:17:51 pm
War - $3
Action - Attack

Each player reveals the top card of his deck.  The cards with the highest revealed cost are discarded; all other cards are trashed.

If your card had or shared the highest cost, +1 Action, +1 Card, +$2.
Title: Re: Really bad card ideas
Post by: rinkworks on June 28, 2011, 03:07:09 pm
Well, if we're going to go that route:

Fish
$6
Action-Attack
Name a card.  Each player who has that card in hand must pass all copies to you; put these cards in your hand.  For each player that did not pass you a card, +1 Card.  If the card you draw is the card you named, repeat this process.
Title: Re: Really bad card ideas
Post by: kazztawdal on June 28, 2011, 03:28:34 pm
Well, if we're going to go that route:

Fish
$6
Action-Attack
Name a card.  Each player who has that card in hand must pass all copies to you; put these cards in your hand.  For each player that did not pass you a card, +1 Card.  If the card you draw is the card you named, repeat this process.

Should probably cost $20.
Title: Re: Really bad card ideas
Post by: Glooble on June 28, 2011, 11:41:06 pm
Please no Egyptian Rat Screw.
Title: Re: Really bad card ideas
Post by: lefaiison on June 29, 2011, 06:05:11 pm
Queen $20; Choose 2 of the following: +10 Actions; +10 Cards; +10 Buys; +$10;

You may not gain this card unless you have a Pawn in play.  Trash that Pawn.
Title: Re: Really bad card ideas
Post by: nemryn on June 29, 2011, 06:41:25 pm
Roshambo $5
Action
+2 cards
You and the player to your left each secretly choose a card from the hand, then reveal them simultaneously. If you both reveal the same type of card, nothing happens. Otherwise, if you reveal...
a Treasure card, gain a Gold.
a Victory card, gain a Duchy.
an Action card, gain a Roshambo.
Title: Re: Really bad card ideas
Post by: Jack Rudd on June 29, 2011, 07:37:24 pm
Roshambo $5
Action
+2 cards
You and the player to your left each secretly choose a card from the hand, then reveal them simultaneously. If you both reveal the same type of card, nothing happens. Otherwise, if you reveal...
a Treasure card, gain a Gold.
a Victory card, gain a Duchy.
an Action card, gain a Roshambo.
This could be a lot of fun in a game with Tournament and/or Black Market.
Title: Re: Really bad card ideas
Post by: Lenoxus on June 29, 2011, 09:22:11 pm
I wish I could help this about myself, but semi-Curse fan cards bug me so much, I'm annoyed even when they're proposed as bad cards. Make them negative semi-Victories, dammit!  :P
Title: Re: Really bad card ideas
Post by: randomdragoon on June 29, 2011, 11:10:36 pm
Imba
Victory-Action
$2

Setup: At the start of the game, write down the name of a Kingdom card and set it aside. Whine a little, too.

Set this card aside, face down. At the end of the game, if another player purchased three or more copies of the card you wrote down, +200 VP.

I write down "Imba" and whine about it.
Title: Re: Really bad card ideas
Post by: HLennartz on June 30, 2011, 12:45:07 am
Genie
Action
$7
+1 Action
Discard a card. If you do, choose any Kingdom card from outside the game. Add it to your hand.

Squatter
Action - Attack
$6
Each opponent reveals their hand. Choose up to one victory card in each opponent's hand, and put them in your hand.

Witch's Epithet
Action
$4
Trash this card and two other Witch's Epithet's from your hand. If you do, gain all the Gold in the supply, putting them on top of your deck.

I always wanted a cycle like this for decks that could truly go in infinite loops:

<Infinite Market>
$4
+1 Card, +1 Action, +$1
Discard this card.

<Infinite Village>
$3
+1 Card, +2 Actions
Discard this card.

<Infinite Smithy>
$4
+3 Cards
Discard this card.

<Infinite Shopper>
$3
+1 Card, +1 Action, +1 Buy.
Discard this card.
Title: Re: Really bad card ideas
Post by: A_S00 on June 30, 2011, 03:58:16 pm
$4 - Great Wall
Action - Reaction

+1 action
+1 card

When another player plays an Attack card, you may reveal this from your hand.  If you do, you are unaffected by that Attack.

During your cleanup phase, you may place this card on top of your deck.
Title: Re: Really bad card ideas
Post by: nemryn on July 01, 2011, 02:01:15 am
Witch's Epithet
Action
$4
Trash this card and two other Witch's Epithet's from your hand. If you do, gain all the Gold in the supply, putting them on top of your deck.
It would be funny to play this and then lose on piles.
Title: Re: Really bad card ideas
Post by: Davio on July 01, 2011, 04:20:30 am
I can't help myself: Possession, how is this not an Attack? Especially coupled with Masquerade or Ambassador in your opponent's hand.
A card that needs an entire page in the rulebook can't possibly be good...

And Black Market, I'm glad this is a Promo card, we don't all have every expansion so the Black Market deck in live games may not always be really representable. I also don't like the luck factor.
With no trashers in the normal kingdom, you find a Witch in there and I find a Bureaucrat, gg.

Philosopher's Stone? Slows the game down way too much.

Ok, so much for the existing cards, notice how 2 are from Alchemy? The worst set, no surprise there.


Now some examples of awful imaginary cards. To be truly awful, a card has to do at least one and maybe more than one of these things:
- Increase variance/luck (and frustration levels)
- Be too dominant (a must buy regardless of setup)
- Be utterly useless
- Need a page long FAQ
- Be subtle, there's no fun making a card that instantly wins or loses the game for you


Vial of Poison
Cost: 2
Treasure - Duration

+ 5$
Once played, this card will not be cleaned up for the entire game.
Every following turn the $ value decreases by one.

Why? Because you will likely need this early in the game, because you don't have much money then, but when played in turn 3, by turn 10, its value is already -$2.


Medusa
Cost: 4
Action - Attack

+1 Action
Pick a player, this player loses his turn, but may set aside 3 cards from his hand and take them in hand the next turn.

Why? Donald hates targeting a singe player. Most attacks / actions target every player or the player to your left. Spam this every turn and your opponent will be paralyzed.


Leech
Cost: 5
Action - Attack

The player to your left reveals and discards the top two cards from his deck. Gain a card costing exactly the same as the other two cards together.

Why? Extremely luck dependent. Have your opponent turn over 2 Coppers and gain a Copper, have him turn over a Province and a Copper and gain a Province.
Have him turn over a Province and an Estate and gain nothing.
Title: Re: Really bad card ideas
Post by: guided on July 01, 2011, 07:34:57 am
Possession, how is this not an Attack?
It doesn't have "Attack" printed on the card type line.
Title: Re: Really bad card ideas
Post by: Taco Lobster on July 01, 2011, 02:46:09 pm
Possession, how is this not an Attack?
It doesn't have "Attack" printed on the card type line.

guided is technically correct - the best kind of correct.
Title: Re: Really bad card ideas
Post by: fp on July 02, 2011, 12:59:42 am
Streetsweeper
$5 - Action
You may put the trash pile on top of your deck.

I am not going to lie- with a little work- this could actually be quite interesting. Perhaps:

"Dumpster Diver"
$5 - Action
+1 Action
+1 Buy
Place the contents of the trash pile, except for Victory cards, into your hand or trash 3 cards from your hand.
Title: Re: Really bad card ideas
Post by: HLennartz on July 02, 2011, 09:28:02 am
Vial of Poison
Cost: 2
Treasure - Duration

+ 5$
Once played, this card will not be cleaned up for the entire game.
Every following turn the $ value decreases by one.

Why? Because you will likely need this early in the game, because you don't have much money then, but when played in turn 3, by turn 10, its value is already -$2.

That reminds me of another card I came up with:

Miser
$2 - Action
+$4, -1 Buy

I'm not sure it's that bad of an idea, but it is kind of silly: Particularly because of how it's purely combo dependent and useless by itself. If it's in a 10-card setup without any +1 Buy's, it's wasting space.
Title: Re: Really bad card ideas
Post by: Jack Rudd on July 02, 2011, 09:59:24 am
Miser
$2 - Action
+$4, -1 Buy

I'm not sure it's that bad of an idea, but it is kind of silly: Particularly because of how it's purely combo dependent and useless by itself. If it's in a 10-card setup without any +1 Buy's, it's wasting space.
And if it's in a 10-card setup with a +Action/+Buy card or any combo that gives that, it's grotesquely overpowered. Nice work.
Title: Re: Really bad card ideas
Post by: kazztawdal on July 05, 2011, 02:02:22 pm
Mango Plantation
$2 - Victory

When you gain this card, trash it and any number of other cards from your hand.  Gain a number of Mango Tree mats equal to the total number of trashed cards with a cost of at least $2, including this one.

At the start of each turn, place a Mango token on each Mango Tree mat.

During your Buy phase, you may remove 10 Mango tokens from your Mango Tree mats.  If you do, gain a Treasure card.
Title: Re: Really bad card ideas
Post by: Axe Knight on July 05, 2011, 09:15:55 pm
Prisoner's Village

+2 Actions

When you play this card, return it to the top of your deck.

Town - $0*

+1 Card
+2 Actions

*Each time you play three Villages in a turn, gain a Town, putting it on top of your deck.

Derivatives Market - $7

Play this only before turn 6.  If you do, trash every card in your deck.  On your 28th turn, +$200, +24 buys


Title: Re: Really bad card ideas
Post by: Glooble on July 05, 2011, 10:30:34 pm
Mango Plantation
$2 - Victory

When you gain this card, trash it and any number of other cards from your hand.  Gain a number of Mango Tree mats equal to the total number of trashed cards with a cost of at least $2, including this one.

At the start of each turn, place a Mango token on each Mango Tree mat.

During your Buy phase, you may remove 10 Mango tokens from your Mango Tree mats.  If you do, gain a Treasure card.

This made me laugh, like a lot. Mango is a funny word.
Title: Re: Really bad card ideas
Post by: kazztawdal on July 06, 2011, 01:38:41 pm
Setup: Each player is assigned a color and takes 10 Stock tokens of that color.

Stock - $X
When you buy Stock, choose any card in the game with at least one card remaining in its pile.

Stock costs as much to buy as the number of cards remaining in that pile.  Place one of your Stock tokens on that pile and trash this card.

Whenever somebody gains a card from a pile with one of your Stock tokens on it, you gain 1 VP token.  When that pile is empty, take back your Stock token.

During your Buy phase, you may remove any number of your Stock tokens.  You gain +$X, where X is the number of cards remaining in that pile.
Title: Re: Really bad card ideas
Post by: kazztawdal on July 06, 2011, 03:50:27 pm
Retribution - $7
Action - Reaction

+2 Cards, +2 Actions

If an opponent plays an Attack card that would affect you, you may reveal this card from your hand.  The Attack does not affect you and your opponent must trash the Attack card.  He must also discard a number of cards equal to his Attack card's cost.  If the Attack card has a Potion in its cost, he must trash those cards rather than discarding them.  If the Attack card is "Possession," your opponent also loses the game and is no longer allowed to play Dominion.
Title: Re: Really bad card ideas
Post by: chwhite on July 06, 2011, 04:02:04 pm
If the Attack card is "Possession," your opponent also loses the game and is no longer allowed to play Dominion.

Good thing Possession isn't an attack!  :P
Title: Re: Really bad card ideas
Post by: david707 on July 06, 2011, 07:30:36 pm
Special Isotropic Only Card:
Virus - $4
Action-Attack-Victory
+1 Action
Each Opponent gains a Virus from the supply.
Worth -1 Victory Point.
Setup: If this is chosen as a Kingdom Card, instead of using 10 Viruses in the supply use an infinite number.

Test of Patience - $0*
Action-Duration-Prize
This card remains in play until the end of the game, even if you resign. The game cannot end except by all players except one resigning.

Possessor - $0*
Action-Duration-Prize
If Possession is not part of the supply, add it to the supply, also add Potion if necessary. For the rest of the game Possession counts as an attack.

Ultimate Test - $5
Action
Trash this card, if you do, play a side game of Dominion with your opponents. The winner gains a Province.

Deal with the Devil - $0*
Action - Prize
Play a card from your hand as many times as you wish. Each time you play it, -1VP.

Tough Decision - $13
Action
Trash this card, if you do, the player to your left chooses, either you win the game; or they loose the game.
 
Title: Re: Really bad card ideas
Post by: Deadlock39 on July 06, 2011, 08:30:50 pm
Deal with the Devil - $0*
Action - Prize
Play a card from your hand as many times as you wish. Each time you play it, -1VP.

This + Goons = LOL
Title: Re: Really bad card idea
Post by: grep on July 07, 2011, 02:37:50 am
Ace up the sleeve
Action
Cost: $4
Choose one: +1 Card; or +1 Action; or +1 Buy; or +1 Coin; or set aside this card onto your sleeve mat.

You may return this card from the sleeve mat to your hand at any of your action or buy phase. If you do, +1 Action and play it immediately.
Title: Re: Really bad card ideas
Post by: Kuildeous on July 07, 2011, 08:54:41 am
Ace up the sleeve
Action
Cost: $4
Choose one: +1 Card; or +1 Action; or +1 Buy; or +1 Coin; or set aside this card onto your sleeve mat.

You may return this card from the sleeve mat to your hand at any of your action or buy phase. If you do, +1 Action and play it immediately.

Sleeve mat? No, no, this should literally require you to set this card aside up your sleeve.

Though, considering the stereotypical hygiene of gamers, I can't blame you for having a sleeve mat.
Title: Re: Really bad card ideas
Post by: grep on July 07, 2011, 04:37:56 pm
Sleeve mat? No, no, this should literally require you to set this card aside up your sleeve.

Though, considering the stereotypical hygiene of gamers, I can't blame you for having a sleeve mat.
Well, I thought to make it put into a player's sleeve, but recognized that it's summer for most of us, and not many players use sleeves.

Communism
$0
Action
Each player trashes a card and gains any card from the supply.

"From each according to his ability, to each according to his need"
Title: Re: Really bad card ideas
Post by: kazztawdal on July 08, 2011, 12:45:20 pm
Communism
$0
Action
Each player trashes a card and gains any card from the supply.

"From each according to his ability, to each according to his need"

i happen to need Colony.
Title: Re: Really bad card ideas
Post by: Axe Knight on July 08, 2011, 01:53:04 pm

Sleeve mat? No, no, this should literally require you to set this card aside up your sleeve.

Though, considering the stereotypical hygiene of gamers, I can't blame you for having a sleeve mat.

 ;D ;D ;D ;D ;D ;D ;D ;D
Title: Re: Really bad card ideas
Post by: Censure on July 08, 2011, 11:33:34 pm
Village Idiot
$0
Action

+1 Card, +1 Action



A Round for the House
$2
Action-Attack

Discard a copper. If you do, all other players must slam a shot.
Title: Re: Really bad card ideas
Post by: kazztawdal on July 11, 2011, 01:10:21 pm
Magic Mirror - $3
Reaction

When an opponent plays an Attack, you may reveal this card.  That opponent is affected by the Attack as though it were played on him instead.  You are not affected by the Attack.

(this stacks with itself; if you reveal 5 Magic Mirrors, he gets hit by his Attack five times.  truly brutal in multiplayer)
Title: Re: Really bad card ideas
Post by: KMueller on July 11, 2011, 02:09:18 pm
Village Idiot
$0
Action

+1 Card, +1 Action



A Round for the House
$2
Action-Attack

Discard a copper. If you do, all other players must slam a shot.

Love the Village Idiot! Perfect.

And I think the Round for the House should inspire a whole expansion for the college-aged drinking Dominion subset.
Title: Re: Really bad card ideas
Post by: Buttons on July 11, 2011, 04:54:47 pm
Magic Mirror - $3
Reaction

When an opponent plays an Attack, you may reveal this card.  That opponent is affected by the Attack as though it were played on him instead.  You are not affected by the Attack.

(this stacks with itself; if you reveal 5 Magic Mirrors, he gets hit by his Attack five times.  truly brutal in multiplayer)
Note that Magic Mirror must be revealed when the attack is played but before it resolves. So when I play Ambassador and you respond with Magic Mirror, I choose to reveal a Colony from my hand and return 0 to the supply.
Title: Re: Really bad card ideas
Post by: Axe Knight on July 11, 2011, 05:15:37 pm
Village Idiot
$0
Action

+1 Card, +1 Action



A Round for the House
$2
Action-Attack

Discard a copper. If you do, all other players must slam a shot.

Love the Village Idiot! Perfect.

And I think the Round for the House should inspire a whole expansion for the college-aged drinking Dominion subset.

Earlier in this thread, I had any idea that was almost the combination of the two:

Neighborhood Pub $4

After another player's turn, you may trash this card from your hand.  If you do, they take one shot per Village they played. 
Title: Re: Really bad card ideas
Post by: drg on July 12, 2011, 12:16:51 am
Deal with the Devil - $0*
Action - Prize
Play a card from your hand as many times as you wish. Each time you play it, -1VP.

Goons vps dont stack when throned, KCed or equivalent, but monument would break even while giving infinite money and bishop would be pretty solid.
This + Goons = LOL
Title: Re: Really bad card ideas
Post by: guided on July 12, 2011, 12:28:12 am
Deal with the Devil - $0*
Action - Prize
Play a card from your hand as many times as you wish. Each time you play it, -1VP.

Goons vps dont stack when throned, KCed or equivalent, but monument would break even while giving infinite money and bishop would be pretty solid.
This + Goons = LOL
Monument and Bishop aren't broken in the same way as Goons here. Example: Village, Village, Goons, Goons, Deal with the Devil/Goons, playing it enough times to buy every card in the supply.

Or I mean, just play DwtD/Bridge and buy all the VP cards that way. Hey, it was billed as a really bad card idea after all!
Title: Re: Really bad card ideas
Post by: Deadlock39 on July 12, 2011, 10:38:16 am
I don't remember my exact thought when I was considering playing goons an infinite amount of times, but I wasn't thinking that they would stack up and get infinite VP tokens per buy.  It would break even on the VPs since you get an extra buy for each one.  Even without more Goons in play (guided's example) you can play it 46 times to buy all the Copper and generate $92 plus 8 times to buy all the Estates, and then 7 more times to get the buys (+1 initial) for all 8 Colonies or Provinces. (or however many are left since it is a prize and at least one Province would be gone.)

I suppose Bridge is the most broken since it would generate the buys to get all the VP cards (except Estate since you would just break even on those), and eliminate the need to generate large amounts of money.

Edit:
Monument and Bishop are cool since you can generate infinite money (and a few VP's by trashing your whole hand with Bishop), but they don't generate the buys needed for the insta-win.
Title: Re: Really bad card ideas
Post by: kazztawdal on July 12, 2011, 12:43:50 pm
King - $9
Action - Duration

While King is in play, all players must ask for your permission before playing an Action card.  If you do not give permission, they may not play the card.

While King is in play, any player may give you cards from his or her hand.

(this last bit is there so that the King may say, "Yes, you can play Village... but only if you give me a Platinum."
Title: Re: Really bad card ideas
Post by: guided on July 12, 2011, 01:33:53 pm
"Here you go, I guess you can have this Curse and this Estate. And why not a couple Coppers while we're at it?"
Title: Re: Really bad card ideas
Post by: Thisisnotasmile on July 12, 2011, 03:00:53 pm
"Here you go, I guess you can have this Curse and this Estate. And why not a couple Coppers while we're at it?"

"Fine, but you're not playing your King's Court or your Bridge."
Title: Re: Really bad card ideas
Post by: grep on July 12, 2011, 03:20:37 pm
Government Debt
$3
Action
+$5
The player to the left of you gains a Government Bond card.

Government Bond
$0* (can't be purchased)
Treasure
The player to the right of you may reveal and discard a treasure. If he does, + the cost of this treasure, otherwise that player gains a Curse.
Title: Re: Really bad card ideas
Post by: WanderingWinder on July 12, 2011, 03:37:25 pm
Government Debt
$3
Action
+$5
The player to the left of you gains a Government Bond card.

Government Bond
$0* (can't be purchased)
Treasure
The player to the right of you may reveal and discard a treasure. If he does, + the cost of this treasure, otherwise that player gains a Curse.


Should say "that treasure" - "this treasure" implies the cost of government bond itself.
Title: Re: Really bad card ideas
Post by: grep on July 12, 2011, 04:58:51 pm
Government Debt
$3
Action
+$5
The player to the left of you gains a Government Bond card.

Government Bond
$0* (can't be purchased)
Treasure
The player to the right of you may reveal and discard a treasure. If he does, + the cost of this treasure, otherwise that player gains a Curse.


Should say "that treasure" - "this treasure" implies the cost of government bond itself.

Well, and "the cost" is definitely too much. Revised version:

Government Debt
Cost $4
Treasure
$4, +1 Buy
The player to the left of you gains a Government Bond card.
Setup: prepare a deck of 10 Government Bonds

Government Bond
Cost $0* (can't be bought)
Treasure
$0
The player to the right of you may reveal and discard a treasure. If he does, apply the buy phase effects as if that treasure was played by you, otherwise that player gains a Curse.

The idea is to trigger a wild chain of Bonds/Debts/Loans/Ventures etc.
Title: Re: Really bad card ideas
Post by: Kirian on July 12, 2011, 08:21:13 pm
The idea is to trigger a wild chain of Bonds/Debts/Loans/Ventures etc.

All you need are cards for Credit Default Swap, Subprime Mortgage, and Mortgage-Backed Security, and you can play Dominion: 2008 US Banking Collapse Edition.
Title: Re: Really bad card ideas
Post by: Death to Sea Hags on July 14, 2011, 09:37:45 pm
Village Idiot
$0
Action

+1 Card, +1 Action



A Round for the House
$2
Action-Attack

Discard a copper. If you do, all other players must slam a shot.

Love the Village Idiot! Perfect.

This is how you start a Conspiracy of Idiots.
Title: Re: Really bad card ideas
Post by: Death to Sea Hags on July 14, 2011, 09:43:39 pm
The idea is to trigger a wild chain of Bonds/Debts/Loans/Ventures etc.

All you need are cards for Credit Default Swap, Subprime Mortgage, and Mortgage-Backed Security, and you can play Dominion: 2008 US Banking Collapse Edition.

Mortgage
$4
Treasure

($1)
Choose one:
- Reveal a victory card and lay it aside on your Mortgage mat.  ($) equal to its cost. 
- Buy back a card from the mortgage mat for half its original cost.

Cards on the Mortgage mat are placed in the trash at the end of the game.


ex. effect: play with Estate, gives $2 plus gets rid of Estate.  Or, it gives no $ but returns an Estate to your deck.
Title: Re: Really bad card ideas
Post by: heatthespurs on July 15, 2011, 11:15:58 am
Nopossession
$6P
Action

When another player plays a Possession, you may reveal this from your hand. If you do, that Possession card is immediately thrown into the rubbish bin. Cards in the rubbish bin are never returned to the game box.

Setup: Find a rubbish bin and put it next to the trash pile.
Title: Re: Really bad card ideas
Post by: kazztawdal on July 15, 2011, 01:13:46 pm
Nopossession
$6P
Action

When another player plays a Possession, you may reveal this from your hand. If you do, that Possession card is immediately thrown into the rubbish bin. Cards in the rubbish bin are never returned to the game box.

Setup: Find a rubbish bin and put it next to the trash pile.

First of all, this is a Reaction.

A few changes I would make: You may reveal Nopossession from anywhere, including your deck, discard pile, a Kingdom pile, the game box, or your own pocket, and you may search for it if need be, whether anybody has played Possession or not.
Title: Re: Really bad card ideas
Post by: enigma on July 15, 2011, 11:03:22 pm
Operation: Deck-Blender Game Screw
$5

Everybody hands you their deck (not their discard pile).
You will shuffle all the decks together (including yours) and then deal them into equal sized decks (One per player)
You will then hand out one such deck back to each player.
Title: Re: Really bad card ideas
Post by: Death to Sea Hags on July 16, 2011, 08:11:41 am
Operation: Deck-Blender Game Screw
$5

Everybody hands you their deck (not their discard pile).

Great!  ...and this is the bit that takes it from merely an interesting idea to Really Bad.  The potential for abuse is immense! I love it!
Title: Re: Really bad card ideas
Post by: Censure on July 18, 2011, 05:00:12 am
And I think the Round for the House should inspire a whole expansion for the college-aged drinking Dominion subset.

Oh boy. Let's do it.

WARNING: This game variant is incredibly stupid and should not be attempted by anyone, anywhere, under any circumstances, ever. If you do, you are an idiot.

...Under the Table
Action- Reaction ($2)

+2 Cards

You and all other players slam a shot.

If another player passes out or pukes, reveal this card and remove them from the game. Gain +10 Victory Points. If you are sober enough to read this, only the first person who reveals this card gains the VP chips. If an argument breaks out over who revealed the card first, I'm not saying a fist fight is the answer. Because it's not.



A Round for the House (Revised)
Action-Attack ($2)

Discard a copper. If you do, all other players must slam a shot and you gain +1 VP Chip.



Trashed
$3 (Action)

Trash a card from your hand and slam any number of shots. For each shot slammed, gain a card costing at most +$1 value than the trashed card.



Just an Observation
$3 (Reaction)

Any time you take a shot, you may make an off-colored remark to any other player. If the result is unfortunate, you may reveal and discard this card, then gain +3 Cards and +3 VP chips.

Setup: "Unfortunate" is what you make of it.



Drunken Boast
$4 (Action)

Slam up to 3 shots. For each shot slammed, gain +1 coin and +1 VP chip. If you slammed at least one, +1 Action.


Visceral Reality
$4 (Action - Duration)

+1 Action

While this is in play, for any action that causes you to take at least 1 shot, add 1 coin token to the Visceral Reality mat. When you play this, gain +1 Coin per token on the mat.



Vendetta
$5 (Action - Attack)

+$2

Pick one other player. That player must slam 3 shots.
Title: Re: Really bad card ideas
Post by: kazztawdal on July 18, 2011, 12:52:10 pm
No Cursing
$2
Reaction

When any player gains a Curse, says the word "Curse", or uses a curse word, you may reveal this card and then smack them over the nose with it.

Setup: This card is the size of a magazine.
Title: Re: Really bad card ideas
Post by: rinkworks on July 18, 2011, 03:36:19 pm
Village Idiot II
$0 - Action/Reaction
+1 Card, +1 Action
When another player plays an attack card, you may reveal this card from your hand.


Doppelganger
$6 - Action
Trash all of your cards, including this one.  Gain a copy of every card in the deck, hand, and discard pile of the player to your left.
Title: Re: Really bad card ideas
Post by: kazztawdal on July 19, 2011, 12:32:40 pm
Village Idiot II
$0 - Action/Reaction
+1 Card, +1 Action
When another player plays an attack card, you may reveal this card from your hand.

lol
Title: Re: Really bad card ideas
Post by: guided on July 19, 2011, 01:04:27 pm
The "you may reveal this" clause is really the icing on the cake.
Title: Re: Really bad card ideas
Post by: kazztawdal on July 21, 2011, 12:40:34 pm
The Dragon
$10.99 plus tax (if applicable)
Reaction

Play when the game ends for any reason.  Light the rag sticking out of the bottle of vodka, pick it up, and smash it on the table.  Evacuate if necessary.

Setup: Place a large, glass vodka bottle on the table and stuff a rag into it.  If anybody asks what it's for, refuse to answer.
Title: Re: Really bad card ideas
Post by: A_S00 on July 21, 2011, 01:18:08 pm
Oh boy. Let's do it.

[snip]

Ice Block
$3 (Action - Reaction)

+1 Card
+1 Action

When another player plays an attack card, you may reveal this card from your hand.  If you do, you take no shots, and the player who played the attack card takes any shots their attack would otherwise have caused you to take.

Dynamite (sorry, Bang)
$5 (Action)

+2 Cards
+2 Actions
+1 Buy
+$1

Reveal the top card of the Dynamite deck.  If it's a Copper, fill one shot glass and place it on the Dynamite mat, then pass this card to the player to your left.  If it's an Estate, slam all shots currently on the Dynamite mat, then fill one shot glass and place it on the Dynamite mat.  Reshuffle the Dynamite deck.

Setup:  Fill one shot glass and place it on the Dynamite mat.  Shuffle one Estate and four Coppers together to form the Dynamite deck, and place it on the Dynamite mat along with the shot.

High Tolerance
$10 (Victory)

When you buy this card, you may slam up to 10 shots.  For each shot you slam at this time, this card costs $1 less.

Worth 1VP for each shot you slam when you buy this card.  If you vomit at any time during the game, worth 0VP.

-----

Now, who's writing cards for a strip variant?
Title: Re: Really bad card ideas
Post by: Jack Rudd on July 21, 2011, 01:32:52 pm
Escalator Link
$9
Action-Treasure

If played as an Action: +2 Coin, +1 VP
If played as a Treasure: Worth 1 Coin for every treasure you have in play, including this.
Title: Re: Really bad card ideas
Post by: Thisisnotasmile on July 21, 2011, 01:42:18 pm
Escalator Link
$9
Action-Treasure

If played as an Action: +2 Coin, +1 VP
If played as a Treasure: Worth 1 Coin for every treasure you have in play, including this.

Very good.

Edit: No really, that is very very good. You win the internet.
Title: Re: Really bad card ideas
Post by: def on July 21, 2011, 02:36:29 pm
Escalator Link
$9
Action-Treasure

If played as an Action: +2 Coin, +1 VP
If played as a Treasure: Worth 1 Coin for every treasure you have in play, including this.

While this card at $9 may be very bad, the card type idea itself isn't. I already thought about this, especially after playing Thunderstone, where cards do different things in the village and in the dungeon. Why not something like this; a card where you can decide if you play it as an action or as a treasure?
Title: Re: Really bad card ideas
Post by: kazztawdal on July 22, 2011, 12:47:13 pm
Investment
Action-Treasure
$2

If played as an action: Add an Investment token to your Investment mat.
If played as a Treasure: First, +1 Coin for each Investment token on your Investment mat.  Then, remove 1 Investment token from your Investment mat.
Title: Re: Really bad card ideas
Post by: rinkworks on July 22, 2011, 01:16:35 pm
Are we still talking about bad cards?

Contrarian
$3 - Action/Treasure
If played as an action:  +$2
If played as a treasure:  +2 Cards.  Trash up to 2 cards in your hand.


You might call this card "situational":

Black Market Village
$2 - Treasure
Worth $0
+2 Actions

...so named because it only works if you can play it in your action phase.
Title: Re: Really bad card ideas
Post by: Death to Sea Hags on July 22, 2011, 03:06:23 pm
Squatters
$4 Action-Attack

Each other player reveals the top 2 cards of his deck. If they revealed any Victory cards, they trash any of them that you choose. You may gain any or all of these trashed cards. They place the other revealed cards back on their deck, in the order that you specify.


====

Raw Materials
$2 Action

+1 card, +1 action

During the Action Phase, this card costs your choice of ($), up to 2x the number of Raw Materials cards in play. 
If you trash this card, you may immediately place it in your discard pile.

======


Why bad?  Because they're interesting ideas that are really really broken.
Title: Re: Really bad card ideas
Post by: grep on July 22, 2011, 03:29:22 pm
Black Market Village
$2 - Treasure
Worth $0
+2 Actions
Wow! a good addition to the Diadem! To make it a really Bad Card, it should cost $1 to be engaged into the chain of Upgrade/Remake

Squatters
$4 Action-Attack

Each other player reveals the top 2 cards of his deck. If they revealed any Victory cards, they trash any of them that you choose. You may gain any or all of these trashed cards. They place the other revealed cards back on their deck, in the order that you specify.

Why bad?  Because they're interesting ideas that are really really broken.

It is not interesting, just heavily underpriced and incredibly volatile (even more than infamous Possession)
Title: Re: Really bad card ideas
Post by: enigma on July 25, 2011, 01:44:39 am
Slow Torture For Everyone!
$7
Action

You must discard down to 2 cards.
All other players must discard down to 1 card.
At the end of your turn, return this card to the top of your deck.

(Note, this is not an attack. So moats/lighthouses need not apply)
Title: Re: Really bad card ideas
Post by: kazztawdal on July 25, 2011, 01:34:53 pm
Cattle Ranch
$3
Action

Setup: Take a Barn mat, a Pasture mat, a Slaughterhouse mat, one Weather die, 20 Grass tokens and X Calf tokens, where X is equal to the number of cards trashed when purchasing Cattle Ranch.

When you purchase Cattle Ranch, you may trash any or all of the treasures used to purchase it, as well as any or all of the cards in your hand, and take that many Calf tokens and place them on the Barn mat.

When you play Cattle Ranch as an action, choose one:
* Move any or all of your Calf tokens to the Pasture mat.
* Remove one Grass token for each Calf token on the Pasture mat, and then replace each Calf token with a Cow token.
* Roll the Weather die, and place the resulting number of Grass tokens on the Pasture mat (possible results are 2, 4, 6, 8, and 10, requiring a balanced 5-sided die)
* Move any or all of your Cow tokens from the Pasture mat to the Barn mat.
* Add one Calf token to the Barn mat for every Cow token on the Barn mat, minus one.
* Move any or all of your Cow tokens from the Pasture mat to the Slaughterhouse mat.
* Collect 1 VP token for each Cow token on the Slaughterhouse mat, and remove those tokens. (slaughtering for beef)
* Collect +$1 for each pair of Cow tokens on the Barn mat, rounding down. (milking)
Title: Re: Really bad card ideas
Post by: rinkworks on July 25, 2011, 03:10:07 pm
Cattle Ranch
$3
Action

Oh man.  I want to play that card so bad now.
Title: Re: Really bad card ideas
Post by: krawhitham on July 25, 2011, 10:16:39 pm
Cattle Ranch
$3
Action

Setup: Take a Barn mat, a Pasture mat, a Slaughterhouse mat, one Weather die, 20 Grass tokens and X Calf tokens, where X is equal to the number of cards trashed when purchasing Cattle Ranch.

When you purchase Cattle Ranch, you may trash any or all of the treasures used to purchase it, as well as any or all of the cards in your hand, and take that many Calf tokens and place them on the Barn mat.

When you play Cattle Ranch as an action, choose one:
* Move any or all of your Calf tokens to the Pasture mat.
* Remove one Grass token for each Calf token on the Pasture mat, and then replace each Calf token with a Cow token.
* Roll the Weather die, and place the resulting number of Grass tokens on the Pasture mat (possible results are 2, 4, 6, 8, and 10, requiring a balanced 5-sided die)
* Move any or all of your Cow tokens from the Pasture mat to the Barn mat.
* Add one Calf token to the Barn mat for every Cow token on the Barn mat, minus one.
* Move any or all of your Cow tokens from the Pasture mat to the Slaughterhouse mat.
* Collect 1 VP token for each Cow token on the Slaughterhouse mat, and remove those tokens. (slaughtering for beef)
* Collect +$1 for each pair of Cow tokens on the Barn mat, rounding down. (milking)

So in summary: play a game of Agricola on the side when you play this card.
Title: Re: Really bad card ideas
Post by: kazztawdal on July 26, 2011, 02:00:53 pm
Cattle Ranch
$3
Action

Setup: Take a Barn mat, a Pasture mat, a Slaughterhouse mat, one Weather die, 20 Grass tokens and X Calf tokens, where X is equal to the number of cards trashed when purchasing Cattle Ranch.

When you purchase Cattle Ranch, you may trash any or all of the treasures used to purchase it, as well as any or all of the cards in your hand, and take that many Calf tokens and place them on the Barn mat.

When you play Cattle Ranch as an action, choose one:
* Move any or all of your Calf tokens to the Pasture mat.
* Remove one Grass token for each Calf token on the Pasture mat, and then replace each Calf token with a Cow token.
* Roll the Weather die, and place the resulting number of Grass tokens on the Pasture mat (possible results are 2, 4, 6, 8, and 10, requiring a balanced 5-sided die)
* Move any or all of your Cow tokens from the Pasture mat to the Barn mat.
* Add one Calf token to the Barn mat for every Cow token on the Barn mat, minus one.
* Move any or all of your Cow tokens from the Pasture mat to the Slaughterhouse mat.
* Collect 1 VP token for each Cow token on the Slaughterhouse mat, and remove those tokens. (slaughtering for beef)
* Collect +$1 for each pair of Cow tokens on the Barn mat, rounding down. (milking)

So in summary: play a game of Agricola on the side when you play this card.

Or, if you use King's Court, three games.
Title: Re: Really bad card ideas
Post by: Fangz on July 26, 2011, 04:36:43 pm
In an effort to stay relevant!

DLC
$3
Treasure

When you play this card, send any number of dollars by mail in a brown paper envelope to Donald X. This treasure is worth coins equal to the number of dollars sent (rounded down).

Quicksave
$3
Action

Reveal this card. Everyone reveals their hands, decks, and discard piles. Make a note of all of this, as well as the supply piles and trash piles.

Quickload
$3
Action

Restore the game to the situation last recorded by 'Save'.
Title: Re: Really bad card ideas
Post by: david707 on July 27, 2011, 08:11:41 am
Uber Market
Action - $7
+1 Card
+1 Action
+1 Buy
+3 Coins
You can't buy this if you have any treasures in play.

"Cantrip"
Action - $1
+1 Card
+1 Action
Title: Re: Really bad card ideas
Post by: Thisisnotasmile on July 27, 2011, 09:33:07 am
Meerkat
действия - $5
+1 карты
+1 Экшен
+1 Купить
+ $1
Title: Re: Really bad card ideas
Post by: rinkworks on July 27, 2011, 09:40:08 am
Power Market
Action - $8
+1 Card
+1 Action
+1 Buy
+4 Coins
You can't buy this if you have any cards in play.


Edit:  Maybe this should really be called "Super Market."   Ha ha.
Title: Re: Really bad card ideas
Post by: Thisisnotasmile on July 27, 2011, 09:50:04 am
Power Market
Action - $8
+1 Card
+1 Action
+1 Buy
+4 Coins
You can't buy this if you have any cards in play.


Edit:  Maybe this should really be called "Super Market."   Ha ha.

4x mining village -> trash for $2.

Easy.

Edit: You could also exchange 1 or 2 of the MVs for Embargos.
Title: Re: Really bad card ideas
Post by: Glooble on July 27, 2011, 09:57:50 am
Or just forge into it. You can still gain these cards, after all.
Title: Re: Really bad card ideas
Post by: HockeyHippo on July 27, 2011, 12:05:01 pm
Love this thread so far!

Compound Interest
7$- Action- Duration(Permanent, you don't remove it)

While this card is in play at the end of every clean up phase, including opponents, put a trade route token on this card. At the start of your next turn +$ for every trade route token on this card.

Any player may give you a gold in hand during their Buy phase, if they do, remove all trade route tokens on this card.



Recursion
0$- Action

+1 Action
Put this card on the top of your deck
+1 Card


Edit: I guess Recursion would be useful for Conspirator... hmm
Title: Re: Really bad card ideas
Post by: Glooble on July 27, 2011, 01:05:32 pm
Recursion would permanently stall the game.

Forever.

I think you win.
Title: Re: Really bad card ideas
Post by: Elyv on July 27, 2011, 01:05:59 pm
Recursion would permanently stall the game.

Forever.

I think you win.
You're not required to play it.
Title: Re: Really bad card ideas
Post by: kazztawdal on July 27, 2011, 01:13:34 pm
Infinite Recursion
$0
Action

+1 Action

When you play or draw Infinite Recursion, put it on top of your deck.

+1 Card

EDIT: wait, that doesn't work either
Title: Re: Really bad card ideas
Post by: kazztawdal on July 27, 2011, 01:17:46 pm
Ultimate Golem
$9
Action

Reveal cards from your deck until you reveal a pink elephant.

If your deck is empty, reshuffle.
Title: Re: Really bad card ideas
Post by: Deadlock39 on July 27, 2011, 02:29:03 pm
Infinite Recursion
$0
Action

+1 Action

When you play or draw Infinite Recursion, put it on top of your deck.

+1 Card

EDIT: wait, that doesn't work either

Infinite Recursion
$0
Action

+1 Action

When you play Infinite Recursion, put it on top of your deck.
Reveal your hand for the remainder of your turn.
When you draw Infinite Recursion during your Action phase, play it immediately.

+1 Card

Also:
http://lmgtfy.com/?q=cache%3Almgtfy.com
Title: Re: Really bad card ideas
Post by: Superdad on August 19, 2011, 01:37:48 pm
Armageddon:
$7
Reaction

Play this reaction only to an opponent playing either an action or a treasure. Drop this card from at least 3 feet above the playing surface. Once Armageddon lands, the opponent trashes all cards in contact with it, exluding cards from his deck or discard pile. Discard this card from your hand once you play it as a reaction.

If armageddon is in your hand at the start of your turn, place your hand, deck and discard pile into the trash pile.
Title: Re: Really bad card ideas
Post by: jsh357 on August 20, 2011, 02:50:07 pm
This thread makes me wonder if there'll ever be a "Dominion Unglued."
Title: Re: Really bad card ideas
Post by: Scott Pilgrim on August 20, 2011, 08:34:01 pm
Shrubbery
Type: Action-Attack-Victory
Cost: $4
VP: 2

All players reveal their hand. If a player reveals a Shrubbery, they must give it to you. Any players who do not reveal a Shrubbery gain a curse and a copper.
Title: Re: Really bad card ideas
Post by: HLennartz on August 23, 2011, 02:02:56 pm
I think this card would make games a lot less interesting:

Patron
$5
Action
+$3

Now every deck can be 100% big money. I think it could make the choice of deck strategy much more uniform and boring.
Title: Re: Really bad card ideas
Post by: play2draw on August 23, 2011, 03:11:00 pm
After all of the planned Dominion expansions come out, I'd love to see Donald/RGG put out one additional release containing only the most flawed and broken cards that were playtested (but still loved).
Title: Re: Really bad card ideas
Post by: rinkworks on August 23, 2011, 03:34:29 pm
I love the gameplay value that Grand Market's "no Copper" clause adds, so I thought of a few more cards along those lines:

Black Lab
$5 - Action
+1 Card, +1 Action.  Gain the top card of the Black Market deck and put it in your hand.
You may not buy this if you have any treasures in play other than Silver.

Grand Herbalist
$3 - Action
+1 Buy, +$2.  When you discard this from play, you may put one of your Treasures from play on top of your deck.
You may not buy this if you have more than one card of the same cost in play.

Mount Bank
$8 - Treasure/Attack
Each other player reveals their hands.  +$ equal to the number of Treasure cards revealed.  Then each player gains a Curse and a Copper.
You may only buy this if you have at least three Pearl Divers (from Dominion: Seaside) in play.

Peddlest
$5 - Action
If the cost of Peddler is exactly $5 when you play this, gain all of the remaining Peddler cards.
You may only buy this if the cost of Peddler is exactly $3.

Queen's Court
$7 - Action
You may choose an action card from your hand.  Play it, oh, two times.  No wait, four.  I've changed my mind again.  Three times.  Maybe three and a half.
You may only buy this with a credit card.

Master Stash
$6 - Treasure
$2.  When you shuffle, you may put this card anywhere in your deck, in someone else's deck, in someone else's hand, in any supply pile, or the box.
You may not buy this unless the number of cards on your Pirate Ship mat is equal to the number of coins on the Trade Route mat.
Title: Re: Really bad card ideas
Post by: AJD on August 24, 2011, 02:51:37 am
I like combining existing cards based on analogies of the names. Some of them kind of make sense—

Grand Bazaar: $6 action
+$2
+2 actions
+1 card
You can't buy this if you have any copper in play

—and some totally don't make sense—

Ad-loan-er: $4 action
Dig for two treasure cards and trash or discard both of them

—and some are really overpowered—

Fish Market: $5 action–duration
+$2
+1 action
+1 buy
At the beginning of your next turn, +$2 and +1 buy

—or underpowered—

Young Minion: $4 action–attack
+1 action
choose one: +$2 and discard two cards,
or discard your hand, +2 cards, and all other players must either discard their hands and draw 4 or reveal a Bane card.
Title: Re: Really bad card ideas
Post by: chwhite on August 24, 2011, 03:39:30 am
I love the gameplay value that Grand Market's "no Copper" clause adds, so I thought of a few more cards along those lines:

Quote from: AJD
I like combining existing cards based on analogies of the names.

Ha.  Along similar lines, possible entries for Dominion Mini, the littlest expansion of them all:

Pony
$4 Action-Booby Prize
Choose one: +2 Cards, +2 Actions, +$2, or Gain 2 Silvers and put your deck in your discard pile.  If you play Tournament and an opponent reveals a Province, you may gain Pony and put it on the bottom of your deck.

High School
$1P
+2 Actions.  Gain an Action costing up to $4.

Microwave Dinner
$2
Trash this card.  Gain a card costing up to $3.
Title: Re: Really bad card ideas
Post by: kazztawdal on August 24, 2011, 12:57:55 pm
Copper Strip Mine
$3

Put your deck and discard pile into your hand.  Trash every card in your hand except for Copper Mines, Coppers, Victory cards, and Curse cards.  Each of your opponents may gain their choice of 1 of the cards trashed this way.

+1 Buy for each card trashed this way.
Title: Re: Really bad card ideas
Post by: nubs on August 25, 2011, 10:12:28 am
Nipple Tweak - $3
Gain a Curse.
Gain a Gold.
Title: Re: Really bad card ideas
Post by: Glooble on October 13, 2011, 01:11:22 am
Had some more ideas, decided to revive this thread.

First some victory cards:

Unfairgrounds

Worth 12 VP for every card in your deck, but only to the first player who gains one. To everyone else, its a curse.

Complicated Math

Worth 1 VP for each Duke in your deck. Minus 1 VP for each Duchy.

And a new entry for the drinking game expansion:

Beer Garden

At the end of the game, count your deck. If you're still sober enough to do this +10 VP.
Title: Re: Really bad card ideas
Post by: play2draw on October 13, 2011, 01:14:24 am
This one came in my head yesterday:

Printing Money - $4 - Treasure
$1
+1 buy
When you buy a card, +$1
Title: Re: Really bad card ideas
Post by: Glooble on October 13, 2011, 01:17:10 am
Wishing Map
+ 1 Card

Name a card. Reveal the top card of your deck. If it's the named card, trash Wishing Map gain 4 copies of that card on your deck.
Title: Re: Really bad card ideas
Post by: ehunt on October 13, 2011, 01:22:00 am
+1 action, +2 coins, +1 buy:

Bland Market? Eh-stival? Or Goodcutter?
Title: Re: Really bad card ideas
Post by: Glooble on October 13, 2011, 01:24:12 am
$7 Recursive Treasure Map
+1 Action

Trash this card and another Recursive Treasure Map. If you do, choose one: Gain 4 Gold on top of your deck, or gain four Recursive Treasure Maps on top of your deck.

$6 Spin the Bottle
Action - Attack

Trash a card from your hand. If it's an Action card, each player gains a curse. If it's a Treasure card, each player takes a shot. If it's a Victory card, each player removes an article of clothing.
Title: Re: Really bad card ideas
Post by: chwhite on October 13, 2011, 03:39:07 am
+1 action, +2 coins, +1 buy:

Bland Market? Eh-stival? Or Goodcutter?

I've proposed this card before with the title "Stonemasons", working off of analogy with any number of games where you can build stuff with wood as a resource, but you can build better stuff with stone.

BTW I think there are at least 50/50 odds that not only will this card show up in one of the remaining sets, but that it will be the one and only entirely vanilla card to do so.  (I suppose +3 Cards +1 Buy for $5 is also a reasonable if unspectacular candidate.)
Title: Re: Really bad card ideas
Post by: AJD on October 13, 2011, 11:38:32 am
+1 action, +2 coins, +1 buy:

Bland Market? Eh-stival? Or Goodcutter?

I've proposed this card before with the title "Stonemasons", working off of analogy with any number of games where you can build stuff with wood as a resource, but you can build better stuff with stone.]

Based on the pattern established by later expansions, it's always kind of struck me as a shame that Festival isn't called "Logging Village" or something like that.
Title: Re: Really bad card ideas
Post by: Titandrake on October 13, 2011, 07:33:33 pm
Turbo
Cost: $7
Each other player draws or discards cards until they have the same number of cards in hand that you do.

Draw cards equal to the number of cards in your hand.
Title: Re: Really bad card ideas
Post by: chwhite on October 13, 2011, 09:58:10 pm
+1 action, +2 coins, +1 buy:

Bland Market? Eh-stival? Or Goodcutter?

I've proposed this card before with the title "Stonemasons", working off of analogy with any number of games where you can build stuff with wood as a resource, but you can build better stuff with stone.]

Based on the pattern established by later expansions, it's always kind of struck me as a shame that Festival isn't called "Logging Village" or something like that.

Yeah, that would have been a perfect name for Festival.
Title: Re: Really bad card ideas
Post by: Julle on October 15, 2011, 06:51:25 pm
Turbo
Cost: $7
Each other player draws or discards cards until they have the same number of cards in hand that you do.

Draw cards equal to the number of cards in your hand.

Golem + Tactician + Turbo = Happy opponents ;)
Title: Re: Really bad card ideas
Post by: ChaosRed on October 15, 2011, 07:17:54 pm
Fear & Self-Loathing
Trash a card costing 5 or more in your hand, gain a card costing 3 or less.

Helter Skelter
If you have 4 or more cards in your hand, return your entire hand to the supply pile, if you do, gain a card of your choice from the Supply then trash it immediately. Each other player must reveal their hand, if they have one more copies of the trashed card, they must trash one in their hand or return one in their hand to the Supply pike (they choose). 

Spiteful Bastard
Choose a card in the Supply, gain 2 copies of it and trash them immediately. Gain -1VP.

This next set could be fun...requires all of the cards to be on the board for setup though:

Leper
Gain a Curse
Worth 1VP for every 2 Curses in your deck.

Leper Colony
Gain a Leper
Worth 1VP for every 2 Lepers in your deck.

Alms for Lepers
Reveal your hand. If you have one more Leper cards in your hand choose one:
Gain a Leper Colony
or
Gain 2 Curses

Burn them All
Trash every Leper and Leper Colony in your hand. +1VP for each trashed card. Gain a Curse and then a Leper
and then a Leper Colony.
Title: Re: Really bad card ideas
Post by: Jack Rudd on October 15, 2011, 07:20:40 pm
Fear & Self-Loathing
Trash a card costing 5 or more in your hand, gain a card costing 3 or less.
That's actually quite a playable card. You need to be careful with it, mind.
Title: Re: Really bad card ideas
Post by: ChaosRed on October 15, 2011, 07:22:04 pm
It's true, at times a 5-card becomes old/stale as the board changes.
Title: Re: Really bad card ideas
Post by: Jack Rudd on October 15, 2011, 08:34:11 pm
It's true, at times a 5-card becomes old/stale as the board changes.
It can do, though there aren't too many. The scenario I was envisaging was the one where you have no cost-5 cards in hand and so it just becomes "Action: gain a Silver (or whatever)".
Title: Re: Really bad card ideas
Post by: ChaosRed on October 15, 2011, 08:43:35 pm
Right, it should have the classic, "if you do" in the syntax. I was thinking more like trashing your Mine once your Coppers all nicely mined and deciding a Village might be more pleasant. Of course, that's pretty narrow and other upgrade cards give you that flexibility already.
Title: Re: Really bad card ideas
Post by: Titandrake on October 16, 2011, 11:38:45 pm
Once Again With Style
Cost: $7
Action
Each player trashes all cards they own. Each player, starting with you, takes 10 cards of his or her choice from the supply. This is that player's new starting deck.

You know, if you limit it to non-victory cards, it might not be half bad. Still insane though.
Title: Re: Really bad card ideas
Post by: Glooble on October 17, 2011, 12:50:50 am
Merchant Ghost Pirate Ship
Action – Attack –Duration
$8

+2 Cards
+$2

Each other player reveals the top 2 cards of his deck, trashes a revealed Treasure that you choose, discards the rest, and if anyone trashed a Treasure you take a Coin token. Each other player with 4 or more cards in hand puts cards from his hand on top of his deck until he has 3 cards in his hand.

On your next turn, +$2 and +$1 per Coin token you’ve taken with Merchant Ghost Pirate Ships this game.
Title: Re: Really bad card ideas
Post by: def on October 17, 2011, 06:18:44 am
Not too crazy since Pirate Ships strength comes from multiple attacks, which shouldn't be possible this easy with the high cost.
Title: Re: Really bad card ideas
Post by: dysprog on October 28, 2011, 11:52:56 pm
Infinite Fun
$5
Action - Attack
+1 vp
-1 buy
Each other player gains a curse
each other player discards down to 2

When Infinite Fun is gained or played, place a pain token on the boredom mat.
For each pain token on the boredom mat, all cards in supply (except Infinite Fun) cost +$1
For each pain token on the boredom mat,  Infinite Fun cost -$1

Title: Re: Really bad card ideas
Post by: hypercube on October 29, 2011, 01:44:42 am
Devil's Auction
Action - Curse - $7
-3 VP
-----------------
All other players participate in an auction, bidding whole numbers
The "winner" reduces their total VP by the number they bid by some combination of gaining Curses and trashing VP from their hand/deck/discard/mats/tokens
If the "winner" is unable to do this they trash their entire hand, deck, discard, mats, and tokens
The "losers" of the auction reveal their hand and pass all Treasure cards revealed to your hand
If no one bids all other players are "losers"

Dynastic Succession
Action - $3
------------------
Total the cost of your hand
Return your hand to the Supply
Gain cards of non-zero cost into your hand whose total cost is less than or equal to half of the cost of the hand you returned, rounded down

Pyrrhic Victory
Action - Attack - $5
------------------
Each other player discards down to 3 cards in hand
------------------
While Pyrrhic Victory is in play, during your Clean-up phase you draw zero cards (instead of 5) and may gain a Victory card costing up to the cost of Pyrrhic Victory

Tabloid
Action - Duration - $2
------------------
While Tabloid is in play turn your deck upside-down, and during your Clean-up phase you draw 4 cards (instead of 5)
You may discard Tabloid at any time during your turn
Title: Re: Really bad card ideas
Post by: natey on October 31, 2011, 10:24:20 pm
Boutique
Action - $4
+ 1 card
+ 1 action
+ 1 buy
+ $3

cards cost 2 more this turn
Title: Re: Really bad card ideas
Post by: rinkworks on November 01, 2011, 08:19:36 am
Boutique
Action - $4
+ 1 card
+ 1 action
+ 1 buy
+ $3

cards cost 2 more this turn

Seems like a pretty good card to me.  A Market for $4 whose +Buy is crippled?  Why not?
Title: Re: Really bad card ideas
Post by: Zem on November 01, 2011, 09:50:57 pm
Boutique
Action - $4
+ 1 card
+ 1 action
+ 1 buy
+ $3

cards cost 2 more this turn

That would be an awesome card with bishop, apprentice or forge.

Here is my entry, which I have not playtested yet since I want to keep my friends.

(http://img163.imageshack.us/img163/647/brickx.jpg)

Brick
Reaction - 1$
When another player gains a card,
you may reveal this from your hand,
shout a catchphrase and throw it. 
If you hit him while he is touching the
gained card, you gain that card instead.
——————————
The first player who touches Brick
after it has been thrown gains it,
putting it in their hand.



An additional rule i considered: If you draw blood with your hit: +2vp
But I ran out of room on the card.

FAQ for brick:
- in case of multiple players throwing bricks, only the first one to hit succeeds
- first you shout the catch phrase, then throw! So no sneak attacks. Feel free to use "SNEAK ATTACK" as your catchphrase though.
- A brick that missed its target may be claimed by any player, by touching it. A brick that hits is automatically claimed by the victim, since that counts as a touch.
- If a brick throw succeeds, the thrower gains a card. So the victim may throw the same brick back in response to that gain event.

It turned out a little too wordy, but i am not sure how to shorten the text further.

"He is going for the provinces! Get 'im boys!"
Title: Re: Really bad card ideas
Post by: AJD on November 09, 2011, 10:33:07 am
I like combining existing cards based on analogies of the names.

Expanding Post
Action - $8
Trash two cards from your hand. If you do, gain a card costing up to $4, putting it in your hand.
Title: Re: Really bad card ideas
Post by: rinkworks on November 09, 2011, 11:59:14 am
I like combining existing cards based on analogies of the names.

Expanding Post
Action - $8
Trash two cards from your hand. If you do, gain a card costing up to $4, putting it in your hand.

Ghost Minion
$5 - Action
Each player (including you) with 5 or more cards in hand puts his hand on top of his deck in any order, then draws 4 cards.

Library Tower
$5 - Action
Draw up to 6 cards in hand.  Draw up to 7 cards in hand.

Fishing Well
$4 - Action
Now and at the start of your next turn, +2 Actions, +$1, name a card, then reveal the top card of your deck. If it is the named card, put it in your hand.

Philosopher's Village
$4 - Action
+1 Card.  Count your deck and discard pile.  +Actions equal to the number of cards between them (rounded down).

Horse Traders of All Trades
$5 - Action
+1 Buy.  +$3.  Gain a Silver.  Draw up to 5 cards in hand.  Discard 2 cards.
When another player plays an attack card, you may set this aside from your hand.  If you do, then at the start of your next turn, return this to your hand and you may trash a card that is not a Treasure.

Young Woodcutter
$2 - Action
+1 Buy.  +$2.  -$2.

Noble Pawn Steward
$6 - Action
Choose one: +1 Card, +1 Action, +1 Buy, +$1, +3 Cards, +2 Actions, +2 Cards, +$2, or trash two cards from your hand.
Title: Re: Really bad card ideas
Post by: AJD on November 09, 2011, 12:49:21 pm
Horse Traders of All Trades
$5 - Action
+1 Buy.  +$3.  Gain a Silver.  Draw up to 5 cards in hand.  Discard 2 cards.
When another player plays an attack card, you may set this aside from your hand.  If you do, then at the start of your next turn, return this to your hand and you may trash a card that is not a Treasure.

Hmm, I guess Jack of All Salvages would be:
$4 - Action
+1 Buy. +$1. You may discard the top card of your deck. Draw up to 5 cards in hand. You may trash a card that is not a Treasure.

Not sure yet what, say, Horse Bishops would do, though.

Noble Pawn Steward
$6 - Action
Choose one: +1 Card, +1 Action, +1 Buy, +$1, +3 Cards, +2 Actions, +2 Cards, +$2, or trash two cards from your hand.

And the Trusty Noble Pawn Steward lets you choose two of them!
Title: Re: Really bad card ideas
Post by: AJD on November 09, 2011, 12:52:33 pm
Not sure yet what, say, Horse Bishops would do, though.

I guess it would have to be:
+$1. +1 Buy. Discard two cards. Gain an Estate.

...Well, this is the bad card ideas thread.
Title: Re: Really bad card ideas
Post by: timchen on November 09, 2011, 11:40:00 pm
Quote
Young Woodcutter
$2 - Action
+1 Buy.  +$2.  -$2.

I really like this one. Similarly:

Young Embassy:
$4 - Action
+5 cards. discard 3 cards. +3 cards.
---
When you gain this, every one else gain a silver, than discard a silver from hand, or show a hand with no silvers.

Maybe this should be named Old Embassy?
Title: Re: Really bad card ideas
Post by: chwhite on November 09, 2011, 11:56:53 pm
Ill-Gotten Pearls
$4 - Treasure
Worth $1
________
When you gain this, every other player gains a Curse on the bottom of their deck, which they may choose to move to the top of their deck.


Horse Chancellors
$4 - Action/Reaction
$2, +1 Buy.  Place the top two cards of your deck into the discard.
___________________
When an Attack is played against you, you may reveal Horse Chancellors from your hand.  If you do, place your deck into the discard and set it aside until the beginning of your next turn.



Fool's Silver
$1 - Treasure/Reaction
If this is the first time you have played a Fool's Silver this turn, this is worth $0, otherwise it is worth $3.
_________
When another player gains a Duchy, you may trash this from your hand.  If you do, gain a Silver, putting it on your deck.
Title: Re: Really bad card ideas
Post by: AJD on November 10, 2011, 12:27:27 am
Queen
$2 - Action
+1 action. Every player looks at the top card of his deck and either puts it back or discards it. Then, +1 card.
When you gain a King's Court, you may gain a Queen.

Ghost Merchant Ship
$5 - Action-Duration-Attack
+$2. While this is in play, at the beginning of any other player's turn, they get –$2.

Remodellands
$6 - Victory
Worth 2VP
When you buy this, reveal cards from the top of your deck until you reveal an action or treasure. Put the revealed action or treasure back on top and discard the other cards.

Mining Mine
$6 - Action
Trash a treasure from your hand and gain another treasure costing up to $3 more, putting it in your hand. You may trash this immediately; if you do, +$2.
Title: Re: Really bad card ideas
Post by: chwhite on November 10, 2011, 01:04:27 am
Ghost Merchant Ship
$5 - Action-Duration-Attack
+$2. While this is in play, at the beginning of any other player's turn, they get –$2.

Y'know, I kinda wish this (or some well-playtested and balanced version of it) was an actual Dominion card.
Title: Re: Really bad card ideas
Post by: AJD on November 10, 2011, 01:11:05 am
Ghost Merchant Ship
$5 - Action-Duration-Attack
+$2. While this is in play, at the beginning of any other player's turn, they get –$2.

Y'know, I kinda wish this (or some well-playtested and balanced version of it) was an actual Dominion card.

...What, you didn't like Mining Mine?

I think I recall from the Secret Histories that something like this is more or less what Cutpurse started out as (although with $1; –$2 is really really strong, I think).
Title: Re: Really bad card ideas
Post by: chwhite on November 10, 2011, 01:49:04 am
Ghost Merchant Ship
$5 - Action-Duration-Attack
+$2. While this is in play, at the beginning of any other player's turn, they get –$2.

Y'know, I kinda wish this (or some well-playtested and balanced version of it) was an actual Dominion card.

...What, you didn't like Mining Mine?

I think I recall from the Secret Histories that something like this is more or less what Cutpurse started out as (although with $1; –$2 is really really strong, I think).

Yeah, I remember that.  I think this would in practice be different enough from Cutpurse- a guaranteed hit on income, and the fact it doesn't actually reduce your opponents hands would make it play very differently with things like sifting, trashing, and Library/Watchtower/Menagerie.  And I've long pined for a Duration-Attack, though apparently enough playtesters disliked the timing and concept to consign it to the dustbin.
Title: Re: Really bad card ideas
Post by: Kirian on November 10, 2011, 01:50:32 am
Young Steward - $2 - Action
Choose one:  $1, or +1 Card, or trash a card from your hand.

Walled City - $6 - Action
+1 Card, +2 Actions.  If there is an empty supply pile, +1 Card; if there are two, +$1, +1 Buy.  At the start of your Cleanup, if you have this and no more than one other Action in play, you may put this on top of your deck.

To build on chwhite, but even worse...

Fool's Copper - $0 - Treasure - Reaction
If this is the first time you have played Fool's Copper this turn, is it worth -$1.  Otherwise, it is worth $2.
----
When another player gains an Estate, you may trash this card from your hand.  If you do, gain a Copper, putting it on your deck.

Or how about:

Emperor's Court - $10 - Action
You may choose an Action card from your hand.  Play it five times.
Title: Re: Really bad card ideas
Post by: Julle on November 10, 2011, 09:03:29 am
King's Adventurer
$10 - Action
Reveal cards from your deck until you reveal 2 Treasure cards. Play both Treasures three times and discard the other revealed cards.

You really don't want to reveal 2 Contrabands with this.

Shanty Menagerie
6€ - Action
+1 Action
Reveal your hand. If you have no action cards and no duplicates in your hand, put your deck into your hand.

The ultimate counter against Torturer.
Title: Re: Really bad card ideas
Post by: play2draw on November 10, 2011, 12:21:30 pm
After a bit of spying at Rio Grande Games, I have discovered that the final Dominion expansion is going to be named Dominion: Convoluted. I also found a card from that set:

Financier: $5 Action
Reveal your hand. Calculate the average cost of cards in your hand (round down).
+3 Cards.
Reveal your hand. Calculate the average cost of cards in your hand (round down).
If the average value of your cards has not increased, gain a silver, putting it in your hand.
If the average value of your cards has increased, gain a gold and a silver and put your deck on your discard pile.
Discard 3 cards.
Title: Re: Really bad card ideas
Post by: mathguy on November 12, 2011, 06:44:12 pm
Horse Traders of All Trades
$5 - Action
+1 Buy.  +$3.  Gain a Silver.  Draw up to 5 cards in hand.  Discard 2 cards.
When another player plays an attack card, you may set this aside from your hand.  If you do, then at the start of your next turn, return this to your hand and you may trash a card that is not a Treasure.

I laughed hard at this. ;D

How about:

King's Courtyard
$7 - Action
Choose an action card in your hand. You may play it three times then put it on top of your deck.

Iron Worker's Village
$4 - Action
+1 card. +2 actions. Trash this card. If it is an action card, +1 action. If not, +$2.
Title: Re: Really bad card ideas
Post by: pooka on November 13, 2011, 01:19:49 am
Lookout Below
Action $3
+2
Reveal the bottom 3 cards of your deck.  If you draw any attack cards you must trash one.  If you draw any treasure cards you must discard one.  If you draw any victory cards, place one on top of your deck.  Discard anything remaining.
Title: Re: Really bad card ideas
Post by: Kirian on November 13, 2011, 01:53:44 am
Snugglers - $3 - Action/Attack
Choose one:
Gain a Cute Toddler token OR
Divide the number of Cute Toddler tokens by 2, rounding down.  Each other player gains that number of Coppers on their deck.  Return all your Cute Toddler tokens to the supply.

Anyone else have a one-letter change?
Title: Re: Really bad card ideas
Post by: AJD on November 13, 2011, 02:31:02 am
Anyone else have a one-letter change?

Enjoy - $4 - Action
Reveal the top 5 cards of your deck. Play whichever one would be the most fun.

Gland Market - $6 - Action
+1 card
+1 action
+1 buy
+$1
+1 hormone

Mink - $5 - Action
You may reveal a small furry mammal. Gain a copy of it.

Fast - $4 - Action
Trash this card. Gain nothing.
Title: Re: Really bad card ideas
Post by: Kirian on November 13, 2011, 03:02:25 am
Moan - $2 - Action/Reaction
You may moan suggestively.  If you do, +2 Cards
----
When another player plays an Attack, you may reveal this card from your hand and moan suggestively.  If you do, the attack does not affect you.

Pillage - $4 - Action/Attack
+2 Actions, +1 Card.  Each other player discards a Treasure card or revels a hand with no Treasure.

Mold - $5 - Treasure
Big $3
When you play this, you may reveal a Curse from your hand.  If you do not, gain a Curse.

Blank Market - $3 - Action
[Card has no text]
Title: Re: Really bad card ideas
Post by: Julle on November 13, 2011, 03:33:10 am
Anyone else have a one-letter change?

Lawn - $2 - Action

Choose one:
+1 card
+1 action
+1 buy
+$1

You can reveal Estate from your hand. If you do, you can put it aside with this card.
At the end of the game each Lawn and Estate pair is worth 3 victory points.

Surely an Estate with a nice lawn is worth more  :)
Title: Re: Really bad card ideas
Post by: rspeer on November 13, 2011, 04:25:02 am
Wishing Village - $2 - Action
+2 Actions
Name a card. Reveal the top card of your deck. If it's the named card, put it into your hand.


Lack of All Trades - $2 - Action - Attack

+1 Card
+1 Action
Each opponent must discard a card from their hand or play area with "Trade" or "Trading" in its name, or reveal their hand to show that they have no such cards.


Bacon - $2 - Treasure
(Much like Potion, this card contains only a large picture of a piece of bacon)
Title: Re: Really bad card ideas
Post by: rspeer on November 13, 2011, 04:41:44 am
This is too much fun:

Stewart - $2 - Action
Choose one: +$2; or +2 Cards; or trash 2 political figures.


Exploder - $6 - Action
Choose a Supply pile. Trash all cards in that pile.


Robble - $5 - Action - Attack
+3 Cards
You may steal a hamburger from each opponent who has one.
Title: Re: Really bad card ideas
Post by: def on November 13, 2011, 06:37:38 am
Nice idea!

Great Mall - $6 - Action
+1 Card; +1 Action; +1 Buy; +$2
You can’t buy this if you have any Treasure that is not a Copper in play.

Luke - $5 - Action
Every opponent reveals one card from their hand at random. Cut it with your lightsaber. Its pieces are removed from the game.

Cookout - $3 - Action/Victory
Gain a Bacon.
--
Worth 1 VP.

Pity - $3 - Action
The players with the fewest VP tokens gain 2 VP tokens.


You could do something with Witch, too, but I won't post it.
Title: Re: Really bad card ideas
Post by: Thisisnotasmile on November 13, 2011, 06:44:16 am
Ill-Gotten Goons - $7 - Action - Attack
+1 Buy; +$1
Each other player discards down to 3 cards in hand.
When you play this, you may gain a Copper, putting it into your hand.
-----
While this is in play, when you buy a card, +1 VP token.
-----
When you gain this, each other player gains a Curse.


Jack off all Trades - $4 - Action
Erm... No, actually don't.


Philosopher’s Scone - $0, 1P, 1B(acon) - Treasure
When you play this, have an argument about how to pronounce "scone", then:
Go to the kitchen and calculate how many scones you could potentially make with the available ingredients. Worth $1 per 2 potential scones (rounded down).


Dwindler - $2 - Action - Attack
If this is the first time you have played a Dwindler this turn +$2, otherwise +$2 -$1 times the number of Dwindlers you have already played this turn (not including this one).
If this is the first time you have played a Dwindler this turn each other player trashes the top card of his deck and gains a card with the same cost that you choose, otherwise each other player trashes the top card of his deck and gains a card with the same cost that they choose.


Fortune Cookie - $2 - Action - Attack
+$2
Each other player reveals cards from the top of his deck until he reveals a Victory or Curse card. He puts it on top and discards the other revealed cards. Rip this card open and read the Chinese Proverb inside.


Tournamint - $5 - Action
+1 Action
Each player may reveal a Province from his hand and gain a copy of it.
If you do, discard it and gain a Prize (from the Prize pile) or a Duchy, putting it on top of your deck.
If no-one else does, +1 Card, +$1.
-----
When you buy this, trash all Treasures you have in play.


Denture - $5 - Treasure
Worth $1
When you play this, visit your dentist.


Contrabank - $7 - Treasure
Worth $?
+1 Buy
When you play this, the player to your left names a card. You can’t buy that card this turn. When you play this it’s worth $1 per Treasure card you have in play (counting this).
Title: Re: Really bad card ideas
Post by: Glooble on November 13, 2011, 12:11:51 pm
Iron Woks
Action - 2 and a bacon
Gain a card costing up to 4. If it is an action card, go make yourself some delicious stir fry.

Irate Ship
Action - 4
Choose one: Each other player reveals the top 2 cards of his deck, trashes a revealed Treasure that you choose, discards the rest, and if anyone trashed a Treasure you take a Coin token; or, get so pissed off at all the Pirate ships that you scatter the cards across the floor and no one wins.

Treasure Mop
Action -4
Something to do with the clean-up phase? Actually, I got nothing.

Worf
Action - Duration 5
Now and at the start of your next turn: +2 Cards; +1 Buy. If you behave dishonorably, trash this card.

Title: Re: Really bad card ideas
Post by: Tejayes on November 13, 2011, 02:10:25 pm
Caller
Action - $2
+1 Action.
Hang up on any number of telemarketers; +1 Card for each hang up.

Chapelle
Action - $2
Trash up to 4 fans quoting certain popular phrases from your hit show, then quit.

Meat
Action/Reaction - $2
+1 Bacon
--
When another player plays an Attack, you may eat this card. If you do, you are unaffected by the inevitable indigestion.

Cancellor
Action - $3
+$2
You may put the entire NBC Primetime lineup into your discard pile.

Village People
Action - $3
+1 Card
+2 YMCA dance actions

Windcutter
Action - $3
+1 Fart
+$2

Children's Television Workshop
Action - $3
Gain a card costing up to 1 coin, 2 coins, 3 coins, 4 coins! Ha, ha, ha!

Democrat
Action/Attack - $4
Gain a Welfare check; put it on your deck.
Each other player puts a bill cutting funding to one of your pet projects from their hand on top of their deck (or reveals a hand with no bills).

Yeast
Action - $4
Trash this card. Gain a loaf of bread costing up to $5 (in other words, don't go to Whole Foods).

Olive Gardens
Victory - $4
This card is worth 1 VP for every breadstick in your belly.

Melissa
Action/Attack - $4
+$2
Each other player gets hounded by you and your mother who has obviously had way too much plastic surgery until they discard down to 3 cards.

Honeylender
Action - $4
Trash a Copper from your hand. If you do, +3 hot dudes/chicks.

America's Next Top Remodel
Action - $4
Trash a card from your hand. Get chewed out by some aging Victoria's Secret model barely worth $2 these days.

Smitty
Action - $4
+3 Affairs with David Letterman

Spy vs. Spy
Action/Attack - $4
+1 Card
+1 Action
Reveal the top card of each deck (including yours). Attempt to foil your enemies plans, but fall for a more elaborate trap that required you to attempt said foiling of plans. Die gruesomely.

Thiefling
Action/Attack - 4e
Make a DC 20 + your opponents' levels check. If you succeed, reveal the top two cards of your opponents' decks. Trash a revealed Treasure card of your choice. You may gain any of the trashed cards. Discard the other revealed cards. Add your Charisma modifier as extra damage.

Throne Shroom
Action - $4
Choose a drug in your hand. Take it twice.

Pencil Room
Action - $5
+4 Cards
+1 Buy
Each other player draws a picture.

Fester-val
Action - $5
+2 Actions
+1 Buy
+2 Electrocutions (or other form of recreational torture of your choice)

Dexter's Laboratory
Action - $5
+2 Cards
+1 Action (which must be spent on futile attempts to get your hyper-energetic sister out of your hair)

Libary
Action - $5
Draw until you have 7 cards in your hand. You may set aside any Action cards as you draw them, provided you can pronounce this card correctly. Discard the set aside cards, along with the nucular waste and raked-up foilage.

Markup
Action - $5
+1 Card
+1 Action
+1 Buy
+$1 to all prices in the store

Mine!
Action - $5
Trash a Treasure card from your hand. Gain a clownfish or regal blue tang, putting it in your aquarium in a move completely missing the point of the film.

*itch
Action - $5
+2 Cards
Each other player gets curse words yelled at them for five minutes straight or until you calm the **** down.

Ad Venturer
Action - $6
Reveal cards from your deck until you reveal two commercial banners for X-rated websites. Put the banners on your family-friendly site, then discard your dignity.
Title: Re: Really bad card ideas
Post by: ehunt on November 13, 2011, 02:31:21 pm
Village People
Action - $3
+1 Card
+2 YMCA dance actions

In all seriousness, the Young Witch card constantly puts the song YMCA in my head, because it starts "young man, ..."
Title: Re: Really bad card ideas
Post by: Kirian on November 13, 2011, 05:24:33 pm
Rubble - $2 - Victory
0 VP
If an action allows you to trash a card and gain another one, and you trash this card, treat it as if it had cost $4.

(It's a collapsed Estate)

Baton - $4 - Action
You may discard an Estate.  If you do, +$4.  Otherwise, pass this card to the player to your left, who puts it in his discard.

Dike - $5 - Action/Victory
Place a Dike token on the Dike mat.
----
At the end of the game, subtract the number of Dike tokens from the number of Dike cards in your hand.  If the number is negative, each Victory card is your deck is flooded and worth one less point.

Molt - Action - $2
+2 Cards
Choose a card from your hand that has an old, tattered sleeve on it.  Remove that sleeve and replace it with a new one.
Title: Re: Really bad card ideas
Post by: Razzishi on November 13, 2011, 07:42:02 pm
Counting Horse - Action - $5

Put into your hand all cards in your discard named Horse Traders, Stables, or Trusty Steed.
Title: Re: Really bad card ideas
Post by: timchen on November 15, 2011, 03:37:44 am
House Trader -$6 - Action/Reaction

+1 buy
Do this twice:
Discard a card. If it is a Victory Card, +$2.

----------
When any player gains a Province, you may reveal this card. If you do, gain the Province instead and set aside the Province along with this card. At the start of your next turn, return the two cards to your hand.
Title: Re: Really bad card ideas
Post by: kn1tt3r on November 15, 2011, 10:42:46 am
Avatar (3) - Victory/Reaction

1 VP
--------------
If any player reveals a reaction card you may reveal this card from your hand.
If you do, rejoice about the high blueness level of the game, look your opponent in the eye, say "I see you" and gain his revealed reaction card.
Title: Re: Really bad card ideas
Post by: AJD on November 15, 2011, 11:00:43 am
Remine - Action - $4
Do this twice: trash a treasure card from your hand, and gain a treasure card costing exactly $1 more than it, putting it into your hand.
Title: Re: Really bad card ideas
Post by: rinkworks on November 15, 2011, 11:06:59 am
Shifting gears a little to more traditional bad cards, here is a card that genuinely intrigues me even though I suppose I am convinced it would be terrible:

Tornado
$5 - Action
Trash this card.   Choose any 3 kingdom piles.   Shuffle all the cards from these piles together, then deal them back out in 2 kingdom piles.  The missing supply pile does not count as an empty supply pile.

Of course only the top card of a supply pile could be purchased or gained at any given time.  This seems like a cute way to limit availability of key cards, especially spammable ones.  I'm sure it's not a very viable idea, but I wish it were.
Title: Re: Really bad card ideas
Post by: Titandrake on November 17, 2011, 11:29:39 pm
Shuffle Provinces, Copper, Silver. Now what? It is cute though.

Investment
Cost: $3
Action-Duration
When you play this card, choose a supply pile from outside the game. Add it to the game.
At the start of each of your turns, discard a treasure card, or reveal a hand without a treasure card, discard Investment, and remove the added supply pile.
Whenever a player buys a card from the added pile, place an Investment token on that pile.
At the start of your buy phase, +$1 for each Investment token on piles you added.
Title: Re: Really bad card ideas
Post by: rinkworks on November 18, 2011, 08:21:10 am
Shuffle Provinces, Copper, Silver. Now what? It is cute though.

Kingdom piles only.  The basic treasures and victory piles have to stay as they are.
Title: Re: Really bad card ideas
Post by: philosophyguy on November 20, 2011, 05:33:53 pm
Witch's Brew ($5) - Action

While this is in play, when you buy a card with a Potion in the cost, gain a copy of it.

It's the Potion-version of Talisman. I think it's impossible to price, though: make it cheap and Familiar races become even more unbalanced; make it expensive and it's easier to buy an extra Potion. It's too swingy depending on which Potion-cost cards are in the Kingdom, and it makes Vineyards races even more ridiculous.
Title: Re: Really bad card ideas
Post by: Tydude on November 20, 2011, 08:03:09 pm
Witch's Brew ($5) - Action

While this is in play, when you buy a card with a Potion in the cost, gain a copy of it.

It's the Potion-version of Talisman. I think it's impossible to price, though: make it cheap and Familiar races become even more unbalanced; make it expensive and it's easier to buy an extra Potion. It's too swingy depending on which Potion-cost cards are in the Kingdom, and it makes Vineyards races even more ridiculous.

And when there's no potion cost cards in the kingdom, it's the worst card in the game! Yay!  ;D
Title: Re: Really bad card ideas
Post by: jotheonah on November 20, 2011, 10:00:48 pm
Been lurking in this thread forever!

Witchtower - Action $4
Draw two cards or up to 6 cards in hand - your choice
Each other player gains a curse, which they can choose to gain on top of their deck or trash.

Young Bureaucrat - Action $3
Gain a Copper card; put it on top of your deck. Each other player may reveal a Bane card from his hand. If he doesn't, he reveals a Victory card from his hand and puts it on his deck (or reveals a hand with no Victory cards). 

Setup: Add an extra Kingdom card pile costing 2 Treasure or 3 Treasure to the Supply. Cards from that pile are Bane cards.
Title: Re: Really bad card ideas
Post by: jotheonah on November 26, 2011, 12:03:34 pm
Nudist Colony
Victory - $8
10 VP
_____
When you gain this, take off all your clothes.


Title: Re: Really bad card ideas
Post by: Fangz on December 02, 2011, 08:52:47 am
Shifting gears a little to more traditional bad cards, here is a card that genuinely intrigues me even though I suppose I am convinced it would be terrible:

Tornado
$5 - Action
Trash this card.   Choose any 3 kingdom piles.   Shuffle all the cards from these piles together, then deal them back out in 2 kingdom piles.  The missing supply pile does not count as an empty supply pile.

Of course only the top card of a supply pile could be purchased or gained at any given time.  This seems like a cute way to limit availability of key cards, especially spammable ones.  I'm sure it's not a very viable idea, but I wish it were.

On this theme:

'What Penultimate Province Rule?' $5
Action
+1 card, +1 action

Combine the Province and Curse piles, and shuffle them. This becomes the new province pile.

(Game still ends when all the provinces have been bought)


'Buyer beware!'
$6
Victory +6 VP

When this is gained, combine all the cards in supply into one stack, shuffle, and place it face down. All cards in the future must be bought from this face down pile. If the player buying cannot afford the price of the card uncovered, it is trashed.
Title: Re: Really bad card ideas
Post by: A_S00 on January 20, 2012, 05:33:45 pm
Prawn
$2 - Action

Choose two:
+1 action
+1 card
+1 buy
+$1
anaphylactic shock

Mortician
$5 - Action - Duration
Discard your hand.  If you discarded any cards this way, then at the start of your next turn, +5 cards, +1 buy, and +1 action.  Draw these cards from the Trash.
Title: Re: Really bad card ideas
Post by: plasticbrain on January 20, 2012, 06:20:15 pm
Collector's Item
$30 - Victory
When you gain this, you win the game.

(note: there is only one Collector's Item card in its kingdom.)
Title: Re: Really bad card ideas
Post by: Axxle on January 20, 2012, 06:37:43 pm
Contra Code
$6P - Action

Pass two cards to the player across from you
Take two cards from the player across from you
Pass a card to the player to your left
Take a card from the player to your left
Pass a card to the player to your right
Take a card from the player to your right
+1 Buy
+1 Action
Title: Re: Really bad card ideas
Post by: Jorbles on January 20, 2012, 07:04:39 pm
Rube Goldberg's Masquerade
$3 - Action
+2 Cards
Repeat this step as many times as there are players in the game: Each player passes a card from his hand to the left at once.
Repeat this step as many times as there are players in the game: Each player passes a card from his hand to the right at once.
When all passing is complete you may trash a card from your hand.
Title: Re: Really bad card ideas
Post by: A Drowned Kernel on January 21, 2012, 01:28:39 pm
King's Goonsquerade
$16- Action-Attack

+$6
+3 Buys
Each other player discards down to three cards in hand.
Do this three times: each player passes a card from his hand to the player on his left, then you may trash a card from your hand.

While this card is in play, whenever you buy a card, +1 VP.
Title: Re: Really bad card ideas
Post by: Tejayes on January 21, 2012, 09:52:42 pm
Oasis (alternate version)
$3 - Action

+1 Card
+1 Action
+$1
Get into a fight with your brother.

---

Hamlet (alternate version)
$2 - Action

+1 Card
+1 Action
You may kill Rosencrantz. If you do, +1 Action.
You may kill Guildenstern. If you do, +1 Buy.

---

Remake (alternate version)
$4 - Action

Do this twice: Take a classic movie from 1933 and make it again with better graphics and a worse story.

---

Bishop (alternate version)
$4 - Action

+$1
+1 VP
Absorb the energy of your opponents, then fire it back at them.

---

Bank (alternate version)
$7 - Treasure

Worth $1 for each trivia question your teammates got right in a row before you play this card. If you don't play this card fast enough, you'll have to answer another question. If you get it wrong, you ARE the Weakest Link. Goodbye!
Title: Re: Really bad card ideas
Post by: petrie911 on January 23, 2012, 05:33:00 am
Strip Mine

$5 -- Action-Attack

You may trash a treasure card from your hand and gain a treasure card costing at most $3 more than it, putting it in your hand.  If you do, each other player trashes an item of clothing (or reveals he has no items of clothing to trash).
Title: Re: Really bad card ideas
Post by: Axxle on January 23, 2012, 05:34:14 pm
Strip Mine

$5 -- Action-Attack

You may trash a treasure card from your hand and gain a treasure card costing at most $3 more than it, putting it in your hand.  If you do, each other player trashes an item of clothing (or reveals he has no items of clothing to trash).

Strip Mine

$5 -- Action-Attack

Chose one:
+$1
Trash this, then trash target action.
Title: Re: Really bad card ideas
Post by: A_S00 on January 23, 2012, 05:45:39 pm
Strip Mine

$5 -- Action-Attack

Chose one:
+$1
Trash this, then trash target action.

You don't think treasures are more like lands than actions are?

-----

Harem (alternate version)
$6 - Treasure

Worth 1 VP per other player at the table you have slept with.

Bottleworks
$4 - Action

Talk about craft brewing until everyone is bored.
-If you mentioned hops, +1 card
-If you used a multisyllabic adjective that has nothing to do with the actual flavor of beer, +1 action
-If you specified an ABV amount to at least one significant digit past the decimal, +$1
Title: Re: Really bad card ideas
Post by: Axxle on January 23, 2012, 05:47:21 pm
Strip Mine

$5 -- Action-Attack

Chose one:
+$1
Trash this, then trash target action.

You don't think treasures are more like lands than actions are?

Maybe, but I was thinking that at the time you play it the only way other players will have cards out is if they have durations out, so it would play more like strip mine in that way.  Maybe I was thinking too hard :)
Title: Re: Really bad card ideas
Post by: jimjam on January 24, 2012, 01:04:15 am
Oasis (alternate version)
$3 - Action

+1 Card
+1 Action
+$1
Get into a fight with your brother.
is there a story behind this one?


Lockout
$2 Action-Attack
Choose somebody in the room. He or she doesn't get to play next game (you may choose somebody who isn't currently playing).

Moneyspender
$4 Action
"Borrows" all the treasure in your hand. Doesn't give it back.

Fallowers
$0 Prize Duration-Action
When Fallowers is in play, other players may not receive more than +1 action for playing a card.
Now and your next turn:
-1 Action
+$3
Rusty Steed
$0 Prize Action
Choose 2: +1 card +1 action +$1 gain 4 curses, and put your deck into your discard pile

Remock
$4 Action-Attack
Do this twice: Choose a player. Criticize their opening buys.

Seller
$2 Action
+1 Action
Reveal the top card of your deck. Other players bid cards in their hand for it.
Title: Re: Really bad card ideas
Post by: Titandrake on January 24, 2012, 01:16:45 am
Storage Vault
$6
+2 Cards
Discard any number of cards from your hand. +$1.5 for each card discarded.

Each other player may discard 2 cards and draw 1.5 cards. (To draw 1.5 cards, draw a card, then rip the next card of your deck in half and draw that half. Your half-card has whatever attributes still printed on it.)
Title: Re: Really bad card ideas
Post by: A_S00 on January 24, 2012, 02:26:10 am
Oasis (alternate version)
$3 - Action

+1 Card
+1 Action
+$1
Get into a fight with your brother.
is there a story behind this one?

http://en.wikipedia.org/wiki/Oasis_(band)#Dig_Out_Your_Soul_and_departure_of_Noel:_2008.E2.80.932009
Title: Re: Really bad card ideas
Post by: FishingVillage on January 24, 2012, 01:39:19 pm
Hoarder Village $6
Action

+1 Card, +2 Actions

While this is in play, when you buy a Victory card, gain a Gold.

When you gain this, gain a Gold.

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

Tables $5
Action

You may upend a table. If you do, +1 Action and draw any 3 cards that are on the floor.

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

Danger Zone $6
Victory - Reaction

3VP

When any player plays a Highway (including you), you may reveal this from your hand. If you do, the player that does the best air guitar solo gains a Danger Zone.

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

Prying Pool $2P
Action

Look at the first page of any secret diary that belong to the player on your left. You may rip out that page if it is boring.

Reveal pages from the secret diary until you find something boring. Read the revealed pages out loud with a megaphone at your local mall.
Title: Re: Really bad card ideas
Post by: jotheonah on January 24, 2012, 02:51:30 pm
Rube Goldberg's Masquerade
$3 - Action
+2 Cards
Repeat this step as many times as there are players in the game: Each player passes a card from his hand to the left at once.
Repeat this step as many times as there are players in the game: Each player passes a card from his hand to the right at once.
When all passing is complete you may trash a card from your hand.

Benny Hill's Masquerade
$3 - Action
+2 Cards
Put on a recording of the famous Benny Hill chase music. Pass cards from your hand around the table comically until it's over.
Title: Re: Really bad card ideas
Post by: GendoIkari on January 24, 2012, 04:16:57 pm
Programmer's Town
$3 - Action

Action += 2;
if (actionsInHand == 0)
    Cards += 2;


Title: Re: Really bad card ideas
Post by: A_S00 on January 24, 2012, 04:20:18 pm
Andrew Lloyd Webber's Masquerade
$3 - Action
+2 cards

Each player passes a card to the player to their left, who then holds it in front of the top part of their face.  All players dance until someone disappears beneath a cape.  You may gain the card left behind on the chair.
Title: Re: Really bad card ideas
Post by: Axxle on January 24, 2012, 04:21:18 pm
Idiot's Village
$3
+1 Card
+2 Actions

While this card is in play, you can only buy Idiot's Village.
Title: Re: Really bad card ideas
Post by: petrie911 on January 24, 2012, 04:45:05 pm
Pillage
$3 Action-Attack

+2 Actions

Draw a card from an opponent's deck.

Title: Re: Really bad card ideas
Post by: DrHades on January 24, 2012, 08:33:24 pm
No Bless
$2 Action - Duration

Choose one: +2 Cards; or +1 Action

While this is in play, noone can play Bishop and Chapel.


Fireworks
$4 Action

Gain a card costing up to $4

Ask player to your left if he ever feels like a plastic bag. If the anwser is...
Yes, +1 action
No, +$1
Kinda, +1 card


Chuck Testa
$5 Action

Secretly take a Dominion card that is not in the supply. Put it in front of you with with Chuck Testa under it and say "I play name of the card."
If noone reacts, play that card.
If anyone says "Wait...are we even playing with name of the card?" say "Nope, Chuck Testa.", reveal Chuck Testa and get +1 action and +1 card.
Title: Re: Really bad card ideas
Post by: chesskidnate on January 24, 2012, 09:53:37 pm
Chuck Testa
$5 Action

Secretly take a Dominion card that is not in the supply. Put it in front of you with with Chuck Testa under it and say "I play name of the card."
If noone reacts, play that card.
If anyone says "Wait...are we even playing with name of the card?" say "Nope, Chuck Testa.", reveal Chuck Testa and get +1 action and +1 card.
works well with tournament prizes (and tournament in play) :-)
Title: Re: Really bad card ideas
Post by: DrHades on January 24, 2012, 11:05:13 pm
Chuck Testa
$5 Action

Secretly take a Dominion card that is not in the supply. Put it in front of you with with Chuck Testa under it and say "I play name of the card."
If noone reacts, play that card.
If anyone says "Wait...are we even playing with name of the card?" say "Nope, Chuck Testa.", reveal Chuck Testa and get +1 action and +1 card.
works well with tournament prizes (and tournament in play) :-)

Also with Black Market...but I am not sure whether would Chuck want to be associated with something illegal :P
Title: Re: Really bad card ideas
Post by: GendoIkari on January 27, 2012, 12:06:20 pm
No Bless
$2 Action - Duration

Choose one: +2 Cards; or +1 Action

While this is in play, noone can play Bishop and Chapel.

I know these aren't meant to be serious, but I still feel the ned to point out that this card will NOT stay in play at the end of your turn.... Durations cards stay in play until the end of the last turn in which they do something. So you need to have "at the start of your next turn, _____" in order to do what you want.
Title: Re: Really bad card ideas
Post by: Jorbles on February 03, 2012, 07:05:04 pm
Rube Goldberg's Masquerade
$3 - Action
+2 Cards
Repeat this step as many times as there are players in the game: Each player passes a card from his hand to the left at once.
Repeat this step as many times as there are players in the game: Each player passes a card from his hand to the right at once.
When all passing is complete you may trash a card from your hand.

Benny Hill's Masquerade
$3 - Action
+2 Cards
Put on a recording of Yakety Sax. Pass cards from your hand around the table comically until it's over.
Fixed. Also I love this card idea.
Title: Re: Really bad card ideas
Post by: jotheonah on February 03, 2012, 07:11:22 pm
Thank you.
Title: Re: Really bad card ideas
Post by: jimjam on February 04, 2012, 10:22:19 pm
First Turn Advantage
$1 Treasure-Victory
$1
1 VP
When you buy this, the game ends.
Title: Re: Really bad card ideas
Post by: brian22 on February 06, 2012, 04:15:00 pm
I hope you played your durations last turn... :)

Great Wall
$1
Treasure-Reaction

Worth $1
-----------------------------------------------------------------------------------------------------------------------------------------
When another player plays a card, you may set this card aside from your hand. If you do, you are unaffected by attacks until the start of your next turn. At the start of your next turn, +2000 cards, -1 action, -1 buy.
Title: Re: Really bad card ideas
Post by: BaruMonkey on February 09, 2012, 11:59:13 am
Use Tax
$4 Action

+2 Coins, Trash this card. Put a Use Tax token on top of a Supply pile. - When a player plays a card, he gains a Curse card per Use Tax token on that pile.
Title: Re: Really bad card ideas
Post by: Ozle on February 09, 2012, 12:10:12 pm
The Chapel Stands Alone
$2
If Chapel Stands Alone is the only card in your hand, and your draw and discard pile is empty. You Win
Title: Re: Really bad card ideas
Post by: rinkworks on February 09, 2012, 01:15:06 pm
Yin
$5 - Victory
Worth 1 VP.
--
When you gain this, gain a Yang.

Yang
$5 - Victory
Worth 1 VP.
--
When you gain this, gain a Yin.
Title: Re: Really bad card ideas
Post by: GendoIkari on February 09, 2012, 03:32:24 pm
The Chapel Stands Alone
$2
If Chapel Stands Alone is the only card in your hand, and your draw and discard pile is empty. You Win

So much easier in Dominion than Magic!!!
Title: Re: Really bad card ideas
Post by: GendoIkari on February 09, 2012, 03:33:25 pm
Yin
$5 - Victory
Worth 1 VP.
--
When you gain this, gain a Yang.

Yang
$5 - Victory
Worth 1 VP.
--
When you gain this, gain a Yin.

Probably a really great move if 1 pile is already empty... horrible move otherwise!
Title: Re: Really bad card ideas
Post by: mnavratil on February 09, 2012, 04:26:57 pm
Tax Return
$6 + sales tax - Action
Preparation: Add in a pile of form 4197 documents and place the tax table mat in an easily accesible location.
--
Put your deck into your discard pile and immediately discard all cards in hand.
Add up the costs of all the Treasure cards in the discard pile. Fill in this value in Column A of Line 1 of form 4197
Add up the costs of all the Action cards in the discard pile. Fill in this value in Column B of Line 1 of form 4197
Add up the costs of all the Victory cards in the discard pile. Fill in this value in Column C of Line 1 of form 4197
Count the curse cards in the discard pile. Fill in this value in Line 2 of form 4197

Add columns A-C on line 1. Fill this value in on Line 3, of form 4197.
Subtract Line 2 from Line 3. Fill in this value on Line 4, of form 4197.

Use the provided tax table mat to lookup your income from the vaue on Line 4.

Worth the amount in $ from the corresponding table entry.

The player on your left may audit your results. If the reported value is incorrect, they may take any card they wish from your discard pile.
Title: Re: Really bad card ideas
Post by: Ozle on February 09, 2012, 07:49:35 pm
The Chapel Stands Alone
$2
If Chapel Stands Alone is the only card in your hand, and your draw and discard pile is empty. You Win

So much easier in Dominion than Magic!!!

Is it?
How many cards can trash themselves?

Actually, it probably is looking at my wording, should probably add 'and is the only card in play and your hand is empty'
Title: Re: Really bad card ideas
Post by: jotheonah on February 09, 2012, 08:24:39 pm
You could do it with Island, Masquerade, your opponent's Bishop, or your opponent's Governor.
Title: Re: Really bad card ideas
Post by: ftl on February 09, 2012, 08:44:20 pm
It would have to be your opponent's masquerade. Yours would still stay in play and thus be in the way.

Island is the only way to do it without help from your opponent.
Title: Re: Really bad card ideas
Post by: Axxle on February 09, 2012, 08:45:32 pm
You could do it with Island, Masquerade, your opponent's Bishop, or your opponent's Governor.

How does Masquerade work? Wouldn't you at least have the Masquerade in play?
Title: Re: Really bad card ideas
Post by: jotheonah on February 09, 2012, 08:50:29 pm
ftl's right, was thinking of the pin and ... yeah.
Title: Re: Really bad card ideas
Post by: Ozle on February 10, 2012, 05:57:23 am
The wording I did allows for Native Village as well I expect.

Title: Re: Really bad card ideas
Post by: ftl on February 10, 2012, 06:07:50 am
But how would you get the native village out of your hand/play/deck?
Title: Re: Really bad card ideas
Post by: Ozle on February 10, 2012, 06:38:14 am
Erm...doh, for some reason I was thinking they went on the mat as well! Ignore that.

Title: Re: Really bad card ideas
Post by: GendoIkari on February 10, 2012, 09:21:31 am
The Chapel Stands Alone
$2
If Chapel Stands Alone is the only card in your hand, and your draw and discard pile is empty. You Win

So much easier in Dominion than Magic!!!

Is it?
How many cards can trash themselves?

Actually, it probably is looking at my wording, should probably add 'and is the only card in play and your hand is empty'

Oops, I misread the card and assumed that the card itself is like Chapel in that it can trash up to 4 cards!
Title: Re: Really bad card ideas
Post by: Thisisnotasmile on February 11, 2012, 09:47:45 am
First Turn Advantage
$1 Treasure-Victory
$1
1 VP
When you buy this, the game ends.

Unfortunately, if first player bought this turn one, he would actually lose as the game would end before he gained the card, and thus would lose on the tie breaker ;)
Title: Re: Really bad card ideas
Post by: šnEk on February 12, 2012, 01:55:17 pm
Last Wish, 5$ Action
Gain any card, skip your buy phase.
Title: Re: Really bad card ideas
Post by: Ozle on February 12, 2012, 02:03:44 pm
The Blue Peter Garden
$6 - Victory
Gain 1VP per 3 victory cards in your opponents deck.
Title: Re: Really bad card ideas
Post by: jimjam on February 12, 2012, 07:52:51 pm
Egyptian War or Land Grab
$6-Victory
At the end of the game, grab as many VP cards from the supply as you can.
1 VP per card grabbed.
Title: Re: Really bad card ideas
Post by: Ozle on February 13, 2012, 10:15:28 am
Smug Face
$3 - Treasure
+$3
When you gain this, your opponent is allowed one free slap to your face at any point during THIS game.



Metric or Imperial
$3 - Treasure
+£5
Title: Re: Really bad card ideas
Post by: Thisisnotasmile on February 13, 2012, 01:17:30 pm
Metric or Imperial
$3 - Treasure
+£5

US Dollars and GB Pound Sterling are both metric, however I still would like to play Dominion in English!
Title: Re: Really bad card ideas
Post by: DStu on February 13, 2012, 01:19:08 pm
Metric or Imperial
$3 - Treasure
+£5

US Dollars and GB Pound Sterling are both metric, however I still would like to play Dominion in English!

and 5 pound are about 8 dollar, so this is a bit overpowered...
Title: Re: Really bad card ideas
Post by: Thisisnotasmile on February 13, 2012, 01:20:53 pm
Metric or Imperial
$3 - Treasure
+£5

US Dollars and GB Pound Sterling are both metric, however I still would like to play Dominion in English!

and 5 pound are about 8 dollar, so this is a bit overpowered...

... depending on which currency you have in your wallet.
Title: Re: Really bad card ideas
Post by: DStu on February 13, 2012, 01:22:39 pm
Metric or Imperial
$3 - Treasure
+£5

US Dollars and GB Pound Sterling are both metric, however I still would like to play Dominion in English!

and 5 pound are about 8 dollar, so this is a bit overpowered...

... depending on which currency you have in your wallet.

€...
Title: Re: Really bad card ideas
Post by: Ozle on February 13, 2012, 01:48:57 pm
Metric or Imperial
$3 - Treasure
+£5

US Dollars and GB Pound Sterling are both metric, however I still would like to play Dominion in English!

and 5 pound are about 8 dollar, so this is a bit overpowered...


Ahhh, but thats an alternative cost for things, you cant pay for things in £'s is the intention
Card name was because i orignally was going to use farthings, but couldn't make it work with the symbols
Title: Re: Really bad card ideas
Post by: GendoIkari on February 13, 2012, 03:16:33 pm
First Turn Advantage
$1 Treasure-Victory
$1
1 VP
When you buy this, the game ends.

Unfortunately, if first player bought this turn one, he would actually lose as the game would end before he gained the card, and thus would lose on the tie breaker ;)

Holy crap you're right. That makes this the most trappy trap card ever!!
Title: Re: Really bad card ideas
Post by: O on February 13, 2012, 05:34:28 pm
First Turn Advantage
$1 Treasure-Victory
$1
1 VP
When you buy this, the game ends.

Unfortunately, if first player bought this turn one, he would actually lose as the game would end before he gained the card, and thus would lose on the tie breaker ;)

What happens on turn three when you reveal a trader?
Title: Re: Really bad card ideas
Post by: Deadlock39 on February 13, 2012, 05:42:36 pm
Well... the gain never happens, so you can't reveal Trader.

It would be pretty hilarious to play with this I think.  Better open Estate/Estate... The first player to miss an Estate buy loses, or if you manage to run out the pile you have to work up to Duchies as fast as you can.  Of course, the 5/2 start is unbeatable with it's Duchy/First Turn Advantage opening.
Title: Re: Really bad card ideas
Post by: dondon151 on February 13, 2012, 08:52:36 pm
Unless, of course, the opposing player also opens 5/2.
Title: Re: Really bad card ideas
Post by: WanderingWinder on February 13, 2012, 10:51:40 pm
One assumes player 2 may well take his option to end the game with a tie on turn 1, or any subsequent turn...
Title: Re: Really bad card ideas
Post by: jonts26 on February 13, 2012, 11:00:32 pm
In which case player 1 has to open estate (or duchy). And that means player 2 has to match him. So the game continues until someone draws 4 green cards, or someone lucks into a duchy.
Title: Re: Really bad card ideas
Post by: Deadlock39 on February 13, 2012, 11:04:02 pm
Well yeah, my point was supposed to be that a 5/2 start is unbeatable regardless of which player got it (if the other player does not).  Player 2 can't end the game on turn 1 with a tie if player 1 opens with an Estate.  I guess that is the part that I found humorous.  With this card on the board, the optimal option is to immediately buy VP cards.  As soon as you don't, or fail to match your opponent's buy, the game is lost.
Title: Re: Really bad card ideas
Post by: Axxle on February 14, 2012, 02:25:06 pm
Well yeah, my point was supposed to be that a 5/2 start is unbeatable regardless of which player got it (if the other player does not).  Player 2 can't end the game on turn 1 with a tie if player 1 opens with an Estate.  I guess that is the part that I found humorous.  With this card on the board, the optimal option is to immediately buy VP cards.  As soon as you don't, or fail to match your opponent's buy, the game is lost.

I wonder what would happen in a multiplayer game of this!
Title: Re: Really bad card ideas
Post by: jotheonah on February 15, 2012, 03:42:47 pm
Spice Merchant Ship
Action-Duration $5

You may trash a Treasure from your hand. If you do, choose one:
+2 Cards and +1 Action;
or, now and at the start of your next turn, $2 and +1 Buy.


King's Courtyard
Action $9
You may choose an Action card in your hand. Play it three times, then put it back on top of your deck.
Title: Re: Really bad card ideas
Post by: jotheonah on February 15, 2012, 04:08:25 pm
Bank Teller
Action $7

When you play this, it’s worth $1 per money-producing action card you have in play. (counting this). Each other player reveals cards from the top of his deck until he reveals a Victory or Curse card. He puts it on top and discards the other revealed cards.

Coppersmithy
Action $6

Draw three cards. Copper produces an extra $1 this turn.
Title: Re: Really bad card ideas
Post by: Cheese on February 15, 2012, 05:07:53 pm
Famine
Action $4

Trash this card. Gain a card costing up to $3.
Title: Re: Really bad card ideas
Post by: Glooble on February 15, 2012, 05:18:53 pm
Fast
Action $4

Trash this card. Gain nothing.
Title: Re: Really bad card ideas
Post by: petrie911 on February 15, 2012, 06:07:56 pm
Horse Trader

+1 Buy
+$3

Trash a card from your hand.  Gain Silvers equal to its cost in coins.
---
Whenever a player plays an attack card, you may reveal this card from your hand.  If you do, gain a Silver instead.
Title: Re: Really bad card ideas
Post by: sitnaltax on February 16, 2012, 12:25:08 am
Fast
Action $4

Trash this card. Gain nothing.

But you can play it as a fast effect.
Title: Re: Really bad card ideas
Post by: dysprog on February 16, 2012, 02:23:01 am
Porcelain Throne Room
Action $1
Choose an Action card in your hand. Play it Once.
Title: Re: Really bad card ideas
Post by: RiemannZetaJones on February 16, 2012, 03:30:04 am
Porcelain Throne Room
Action $1
Choose an Action card in your hand. Play it Once.

Other than generally being useful in games where you want to collect or play more actions or cards, this would be useful with KC/TR since e.g. KC - Porcelain Throne Room is the same as +3 actions.
Title: Re: Really bad card ideas
Post by: Ozle on February 16, 2012, 05:36:59 am

Plague
$2
You may burn this card. If you do, trash any number of curses from your hand and deck.
All other players gain a copy of Plague
Title: Re: Really bad card ideas
Post by: brokoli on February 16, 2012, 07:18:23 am
Inn-Gotten gains
$5 -Action - Treasure
+2 Actions
+2 Cards
Discard 2 cards.
If used as a treasure :
+$1, You may gain a copper, putting it in your hand
---------------------------------------------------------
When you gain this, look through your opponent's discard pile, reveal any number of victory and/or curses cards from it, and shuffle them into his deck.
Title: Re: Really bad card ideas
Post by: Mister Alex on February 16, 2012, 09:09:56 am
M. Night Shyalaman's Village
$3 - Action

+1 Card
+2 Actions
If you are ending the game this turn, you may trash this card. 
If you do, all players pass their entire deck to the right.
What a twist!
Title: Re: Really bad card ideas
Post by: Glooble on February 16, 2012, 10:57:36 am
Hoard of Plenty
Treasure - $6
Worth $1
Gain a card costing up to one for each differently named action card you have in play. If you gain a Victory card, trash this card and gain a Gold.
Title: Re: Really bad card ideas
Post by: jotheonah on February 16, 2012, 12:52:45 pm
Bag of Fool's Gold
$0*
Action - Prize
+1 Action
Gain a Fool's Gold, putting it on top of your deck.
____________
This card is not in the supply.
When you play a game with both Tournament and Fool's Gold, add this to the Prize pile.
What's that, you don't own both Hinterlands and Cornucopia? Well, sucks to be you.




Title: Re: Really bad card ideas
Post by: kamikazepig on February 16, 2012, 01:19:23 pm
I just joined and got an account simply to comment on this thread. It is hilarious, and now I am going to spend all the time I should be learning how to play Dominion (I learned how to play on Saturday and am now hooked/have played 90-odd games on isotropic) coming up with fake cards, when I already spend all the time I should be sleeping or working trying to improve at Dominion.

Which now means I'm going to be spending all my time making up fake cards. Like...

Dookie
- $7
Gain an Island (Welcome to Paradise!)
Place a curse token on any pile that allows searching through the deck...Counting House, Hunting Party, etc. but also, at the end of this turn after all actions and buys and such, discard your entire deck and, instead of reshuffling, organize the cards exactly how you want to (No time to search the world around, cause you know where your cards will be found...when they come around)
You may masturbate. If you do, gain +2 Actions. If you don't, -1 Action and -2$. If this was your last action, an extra penalty of -4$. If that puts you below $0, trash Dookie. (When masturbation's lost its fun, you're ****in' lazy)
Gain a Curse ("sometimes I give myself the creeps")

Many years later, become an investment banker so your friends can claim you sold out.
Title: Re: Really bad card ideas
Post by: Ozle on February 16, 2012, 01:28:52 pm
Jack of Clubs


Thats it, no text, just a random pile of 10 Jack of clubs from a deck of cards.
Title: Re: Really bad card ideas
Post by: kamikazepig on February 16, 2012, 02:14:58 pm
Mint Chocolate Chip
- $3
Trash all your other ice cream cards. Gain another Mint Chocolate Chip.

Coppersmithy
- $6
+3 Cards, and all Coppers are increased by +1.


(above, sorry jtotheonah, didn't see you'd already done this)

The Midas Touch
- $12
Replace every card in your hand with Gold.

Iron Throne Room
- $6
Gain two cards up to $4. Be killed by Jaime Lannister.

Watch The Throne Room
- $Ball So Hard
Order a fish filet. Twice.

I Just Can't Wait To Be King's Court.
- $7
Gain a King's Court, putting it into your hand, even if there are no King's Courts in the game.

Young Money
- $4
+2 Cards
Discard 2 cards. Gain a Silver. Release rap album.

Menage A Trois
- $9
Reveal your hand. If there are no duplicate cards in it, +9 Cards. Otherwise, +3 Cards.

Bank Teller
- $8
+$2
Each other player reveals cards from the top of his deck until he reveals a Victory or Curse card. He puts it on top and discards the other revealed cards.
When you play this, it’s worth $1 per Treasure card you have in play (counting this).


(above, sorry jtotheonah, didn't see you'd already done this)

Chamber of Secrets
- $3
Discard any number of cards. +1$ per card discarded. When another player plays an Attack card, you may reveal this and a Basilisk from your hand. If you do, that player is killed instantly.

The Greatest Song In The World
- $6
Gain A Tribute (even if they are not in play).
Each other player gains a curse.

The Bridges Karamazov
- $6
+1 Buy and +1$ for each sibling you have. All cards cost $1 less this turn, or $2 less if you killed your father.

Robber Baron
- $6
+1 Buy
You may discard an Estate card. If you do, +$4.  Otherwise, gain an Estate card.
You may ask every other player for a card costing between $3 and $5. If they have it in their hand, they must give it to you. Shuffle it into your deck.

Steward Of Gondor
- $3
Choose one: +2 Cards; or +$2; or trash 2 cards from your hand; or be deposed by your long-lost King and his invincible army of ghosts.

Highway To Hell
- $7
+1 Card; +1 Action
—
While this is in play, cards cost $1 less, but not less than $0.
Each other player gains a curse.

Bizarre
-$6
+1 Fish, +Can Opener Winepurse, +2 Yes?
You may or may not gain control of the Chinese mainland.
Trash this card if you dare.

Possession With Intent To Distribute
- $8
Pick an opponent, plant cocaine on him, and anonymously call the police.

Dora The Explorer
-$5
You may reveal a Province card from your hand. If you do, gain a Gold card, putting it into your hand. Otherwise, gain a Silver card, putting it into your hand.
Shoot yourself in the face.

Governator
-$7
+1 Action, +$2
If you’ve played 3 or more Actions this turn (counting this): +1 Card; +1 Action.
Choose one; you get the version in parentheses: +1 (+3) Cards; or each player gains a Silver (Gold); or each player may trash a card from his hand and gain a card costing exactly $1 ($2) more.
Shout I'LL BE BACK, and return Governator to the top of your deck.

Martha's Vineyard
-$5
Worth 1 Victory point for every cookbook you own, +2 Victory Points for every arrest in your past.

Smeagol
-$3 plus potion
Reveal cards from your deck until you find a Golem. Play the Golem. Talk to yourself until you go insane.

Ghetto University
-$1 plus potion
+1 Action
You may gain an Action card up to $4.
If played with a Watch The Throne Card, interrupt the next player's turn to gain a card of your choice, whichever is best.

Ok, that's enough for now I think.


Title: Re: Really bad card ideas
Post by: Voltgloss on February 17, 2012, 04:45:03 pm
Underpromote
$3 Action
+1 Action
Trash a Pawn from play.  If you do, gain a Bishop, putting it into your hand.

Will No One Rid Me Of This Troublesome Priest
$2 Action
Reveal cards from your deck until you reveal four Minions.  If you do, each other player reveals cards from their deck until they reveal a Bishop.  All Bishops revealed by other players are trashed.  All other revealed cards are discarded.

Pocket Full of Rye
$6 Action
Reveal your hand.  If you have exactly six Coppers and no other cards, gain a King's Court, a Counting House, and a Gardens, putting them on top of your deck.
Title: Re: Really bad card ideas
Post by: jonts26 on February 17, 2012, 05:05:51 pm
Nim

$2 Victory
If this was the last Nim in the supply worth 1000VP, otherwise 0VP.
-------
When you gain this card, you may gain up to two more Nim cards.
Title: Re: Really bad card ideas
Post by: GendoIkari on February 17, 2012, 05:18:16 pm
Nim

$2 Victory
If this was the last Nim in the supply worth 1000VP, otherwise 0VP.
-------
When you gain this card, you may gain up to two more Nim cards.

This is awesome!!! Also, works great with Ambassador.
Title: Re: Really bad card ideas
Post by: jotheonah on February 17, 2012, 08:13:15 pm
Great Haul
$3 Action-Victory
1 VP
Gain up to 1 card from each price point on the board, not including victory *cards.
Title: Re: Really bad card ideas
Post by: Titandrake on February 17, 2012, 09:19:31 pm
Nim

$2 Victory
If this was the last Nim in the supply worth 1000VP, otherwise 0VP.
-------
When you gain this card, you may gain up to two more Nim cards.

This is awesome!!! Also, works great with Ambassador.

Well, if you change the effect from on-gain to on-buy  ;)

Overhaul
Cost: $3
Action
Trash this card.

If this is a 4-player game, choose another player. You and that player shuffle your decks and discard piles together, and the other 2 players do the same. This is now a 2 player game. One player from each team plays the Actions, while the other player buys the cards.

If this is not a 4-player game, +1 Card, +1 Action, +$2.
Title: Re: Really bad card ideas
Post by: Mister Alex on February 17, 2012, 10:44:10 pm
Unionized Worker's Village
$4 - Action

+1 Card
+1 Action
You may never trash or discard this card.

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

Village People
$7 - Action

+2 Actions
Gain a Native Village, a Worker's Village, an Explorer, a Smithy, and a Copper.
Title: Re: Really bad card ideas
Post by: Mister Alex on February 17, 2012, 10:45:20 pm
Great Haul
$3 Action-Victory
1 VP
Gain up to 1 card from each price point on the board, not including victory points.
I'd pay $5 or $6 for that!  :-)
Title: Re: Really bad card ideas
Post by: Davio on February 18, 2012, 03:39:53 pm
How about an action card that reads:

Multihaul
Gain one copy of every action card in the kingdom, not including multihaul

*Disregard the Black Market

Sure, it's nice to get that Goons, but you get a free Transmute to boot! :D Wonder how often this will be good. With KC and the right cards it'll be ridiculous I think.
Title: Re: Really bad card ideas
Post by: Ozle on February 18, 2012, 03:44:50 pm
Posessed
$6+potion
Your opponent gains control of your next turn. You may whinge about what a stupid card this is
Title: Re: Really bad card ideas
Post by: A_S00 on February 18, 2012, 05:25:18 pm
Repossession
$6 Action - Attack

Each other player reveals their hand.  They must discard Treasure cards until they have discarded Treasure with a total value equal to or greater than the total cost of all Victory cards in their hand.  If they are unable to, they must instead return Victory cards to the supply until the total cost of Victory cards in their hand is less than or equal to the total value of the Treasure cards they have discarded.

-----

Setup:  Shout "The rent's too damn high!" as loud as you can before the game begins.
Title: Re: Really bad card ideas
Post by: Ozle on February 19, 2012, 11:02:42 am
Poisson
$6
Action - Attack
The opponent has a chance to take control of your next turn based on the standard deviation of expected number of turns using k as the mass probibility function
Title: Re: Really bad card ideas
Post by: Ozle on February 19, 2012, 11:04:35 am
La Poisson
$6
Action - Attack - Reaction
Your gain control of your opponents next turn.

Reaction - If your opponent tries to take control of your turn, you may instead slap him with a wet fish.
Title: Re: Really bad card ideas
Post by: popsofctown on February 19, 2012, 11:56:10 am
Nim

$2 Victory
If this was the last Nim in the supply worth 1000VP, otherwise 0VP.
-------
When you gain this card, you may gain up to two more Nim cards.

This is awesome!!! Also, works great with Ambassador.

Well, if you change the effect from on-gain to on-buy  ;)

No, even if you don't.  4 Nims remain.  Reveal a Nim, return none to the supply.  3 remain, your opponent can gain up to two.  If he gains two, buy the last Nim.  If he gains no extras, buy the third to last Nim,... -

This is the point where I notice that as written you can buy ten of these for 2$.  Maybe I didn't get the joke :(
Title: Re: Really bad card ideas
Post by: jonts26 on February 19, 2012, 01:20:42 pm
Nim

$2 Victory
If this was the last Nim in the supply worth 1000VP, otherwise 0VP.
-------
When you gain this card, you may gain up to two more Nim cards.

This is awesome!!! Also, works great with Ambassador.

Well, if you change the effect from on-gain to on-buy  ;)

No, even if you don't.  4 Nims remain.  Reveal a Nim, return none to the supply.  3 remain, your opponent can gain up to two.  If he gains two, buy the last Nim.  If he gains no extras, buy the third to last Nim,... -

This is the point where I notice that as written you can buy ten of these for 2$.  Maybe I didn't get the joke :(

Yes the effect should be on buy instead of on gain. Otherwise you are correct, you only need to gain one to be able to gain the rest. And if you don't get the joke see: http://en.wikipedia.org/wiki/Nim
Title: Re: Really bad card ideas
Post by: Glooble on February 19, 2012, 07:17:58 pm
Carpal Tunnel Syndrome

Victory-Reaction $3
2 Victory Points
—
When you drop this card because your wrist is in so much pain, you may reveal it. If you do, gain an ibuprofen or something.
Title: Re: Really bad card ideas
Post by: Davio on February 20, 2012, 08:42:53 am
Ming - $5

If you confused this for a Mint or a Mine, gain a Gold, otherwise gain a Silver.
Title: Re: Really bad card ideas
Post by: Ozle on February 20, 2012, 08:46:24 am
Minty Mine
$5
Trash any cards you used to buy this.
For each card you trashed, gain a treasure card costing up to $3 more
Title: Re: Really bad card ideas
Post by: jotheonah on February 20, 2012, 12:11:54 pm
Minty Mine
$5
Trash any cards you used to buy this.
For each card you trashed, gain a treasure card costing up to $3 more

I was going to say this was overpriced. Then I realized it does nothing once you gain it.

Title: Re: Really bad card ideas
Post by: Ozle on February 20, 2012, 12:13:10 pm
Ermm....oh yeah....erm...exactly as I intended...
Title: Re: Really bad card ideas
Post by: jotheonah on February 20, 2012, 12:21:07 pm
Also, I meant underpriced.
Title: Re: Really bad card ideas
Post by: Thisisnotasmile on February 20, 2012, 01:17:57 pm
Well it doesn't say "When you buy this..." so it actually works on-play, which makes it even worse (in terms of card design. Who knows what it means in terms of card power).
Title: Re: Really bad card ideas
Post by: Axxle on February 20, 2012, 02:09:18 pm
Well it doesn't say "When you buy this..." so it actually works on-play, which makes it even worse (in terms of card design. Who knows what it means in terms of card power).

If you want to nitpick: the card isn't an action, or any card type for that matter, so you can never play it.
Title: Re: Really bad card ideas
Post by: Zem on February 20, 2012, 05:46:47 pm
(http://img215.imageshack.us/img215/3818/idempotence.jpg)











Idempotence
$1 - Reaction

 :-\

When you buy this: +1 Buy
————————
At any time, you may
discard this from your hand.
If you do, +1 card.
————————
Setup: This card starts with
100 copies in the supply

I was thinking which niches for defense cards are still unfilled.
Here it is: The perfect counter to trickser, spy, pirate ship, thief, oracle, jester, tribute.
Just fill your deck with these whenever you have 1$ left, and chances are an opponent's deck-inspection attack will hit only one of those.

It can also defend well against cutpurse and bureaucrat (less chance of having coppers or victory cards in hand), and even masquerade! (just pass an idempotence)

There might also be some slight synergy effects with gardens, philosoper's stone, bridge, highway and goons.

Plus, if you have enough of these in your deck, your opponent might just give up or die of old age anyway.

Just be carefull not to get stuck in a loop when you have your whole deck drawn.
Title: Re: Really bad card ideas
Post by: Ozle on February 20, 2012, 05:50:44 pm
London 2012
$9,000,000,000
Victory
Worth 1VP

The Turn after you buy London 2012, discard 2 treasure cards from your hand.
Title: Re: Really bad card ideas
Post by: heatthespurs on February 20, 2012, 10:09:15 pm
Empty Village
$4 Action

+1 Card
Reveal your hand. + number of action equal to the total number of people you can spot on your revealed cards.

For example...
Reveal a hand of 4 Copper, +0 action
Reveal a hand of 2 Pawns and 2 Estate, +2 actions
Reveal a hand of 2 Harem and 2 Scheme, +12 actions
Reveal a hand of 3 Rabbles and 1 Goons, +24 actions
Reveal a hand of 1 Embargo, 1 University, 1 Market and 1 Mountebank, +??? actions


Master Tactician
$5 Action - Duration

Discard your hand. If you discarded any cards this way, then at the start of your next turn, discard your hand again. At the start of your turn after the next turn, +10 Cards, +2 Buy, and +2 Action.
Title: Re: Really bad card ideas
Post by: Kirian on February 20, 2012, 11:30:40 pm
Village People
$7 - Action

+2 Actions
Gain a Native Village, a Worker's Village, an Explorer, a Smithy, and a Copper.

That... was... absolutely terrible.
Title: Re: Really bad card ideas
Post by: O on February 20, 2012, 11:49:40 pm
Forfeit
0$

A(9001,9001), A being the Ackermann-Peter function.
----
When a turn ends and there are fewer than 10 of these in the supply, the game ends.



(Anyone want a swindler?)


Cave Johnson
5$

Gain a Lemon and a laboratory. You may look through your discard. You may trash any cancer curse cards from your hand and/or discard.
---
Setup: If this card is in the supply, add Laboratory to the supply.




Lemon
0$
---
-2 VP
-----
When you gain a lemon, don't make lemonade. Trash your opponent's deck(s).

Title: Re: Really bad card ideas
Post by: jotheonah on February 21, 2012, 12:22:52 am
Master Tactician
$5 Action - Duration

Discard your hand. If you discarded any cards this way, then at the start of your next turn, discard your hand again. At the start of your turn after the next turn, +10 Cards, +2 Buy, and +2 Action.
I have the feeling that Double-Master Technician wouldn't really be worth it.
Title: Re: Really bad card ideas
Post by: Ozle on February 21, 2012, 05:44:41 pm
Wrong Game
$3
Action
Tap all lands your opponent has in play
Title: Re: Really bad card ideas
Post by: A_S00 on February 21, 2012, 10:23:00 pm
Wrong Game
$3
Action
Tap all lands your opponent has in play
Hmmmmmm...

-----

Ancestral Recall
$1 - Action
+3 Cards, +1 Action

Hymn to Tourach
$2 - Action - Attack
Each opponent discards two cards at random from his or her hand.

Demonic Tutor
$2 - Action
Name a card, then draw cards from your deck until you reveal a copy of that card.  Put it into your hand, and discard all other cards drawn this way.  Then shuffle your discard pile into your deck.

Wild Growth
$1 - Action
Trash this card and a Victory card from your hand.  If you do, gain a Victory card costing up to $3 more than the trashed Victory card.
Title: Re: Really bad card ideas
Post by: Axxle on February 21, 2012, 10:37:03 pm
Wrong Game
$3
Action
Tap all lands your opponent has in play
Hmmmmmm...

-----

Ancestral Recall
$1 - Action
+3 Cards, +1 Action

Hymn to Tourach
$2 - Action - Attack
Each opponent discards two cards at random from his or her hand.

Demonic Tutor
$2 - Action
Name a card, then draw cards from your deck until you reveal a copy of that card.  Put it into your hand, and discard all other cards drawn this way.  Then shuffle your discard pile into your deck.

Wild Growth
$1 - Action
Trash this card and a Victory card from your hand.  If you do, gain a Victory card costing up to $3 more than the trashed Victory card.

Yawgmoth's Will
$3 - Action
+1 Action
You may play cards from your discard as if they were in your hand. 
At the start of the clean-up phase, trash all cards in play.
Title: Re: Really bad card ideas
Post by: JustANewPlayer on February 21, 2012, 10:48:54 pm
Wrong Game
$3
Action
Tap all lands your opponent has in play

Forbidden Limb
$3
Action/Victory: 1 VP
Trash this and four Forbidden Limbs from your hand. Gain 10000 VP.
Title: Re: Really bad card ideas
Post by: Ozle on February 22, 2012, 06:19:40 am
Chaos Curse
$5
Action - Attack
Rip a curse card from your hand into pieces and throw it onto the play area. Gain any card it touches, including opponents deck and discard pile. Trash the pieces.
Title: Re: Really bad card ideas
Post by: jotheonah on February 22, 2012, 12:46:31 pm
Shredded Treasure Map
Action $2
Trash this and 9 other copies of Shredded Treasure Map.
If you do, gain all the Treasure.
Title: Re: Really bad card ideas
Post by: Glooble on February 22, 2012, 02:14:20 pm
Shredded Treasure Map
Action $2
Trash this and 9 other copies of Shredded Treasure Map.
If you do, gain all the Treasure.

Of course as soon as you activate it, the game ends, since copper, gold, silver, and Shredded Treasure Map piles are all now empty. If Harem is on the board it might be worth it though... (or for that matter IGG.)
Title: Re: Really bad card ideas
Post by: jimjam on February 22, 2012, 02:43:22 pm
or if you have at least one gardens.
Title: Re: Really bad card ideas
Post by: jotheonah on February 22, 2012, 03:27:06 pm
Shredded Treasure Map
Action $2
Trash this and 9 other copies of Shredded Treasure Map.
If you do, gain all the Treasure.

Of course as soon as you activate it, the game ends, since copper, gold, silver, and Shredded Treasure Map piles are all now empty. If Harem is on the board it might be worth it though... (or for that matter IGG.)

Well, they don't call them Really Bad Card ideas for nothing... Also, I have a really hard time imagining anyone successfully activating it in the first place.
Title: Re: Really bad card ideas
Post by: Algebraist on February 22, 2012, 03:40:18 pm
Shredded Treasure Map
Action $2
Trash this and 9 other copies of Shredded Treasure Map.
If you do, gain all the Treasure.

Of course as soon as you activate it, the game ends, since copper, gold, silver, and Shredded Treasure Map piles are all now empty. If Harem is on the board it might be worth it though... (or for that matter IGG.)

Well, they don't call them Really Bad Card ideas for nothing... Also, I have a really hard time imagining anyone successfully activating it in the first place.

Since it doesn't say where the other copies have to come from, it's easy to trigger: just trash them from the supply. Or from your opponent's deck.
Title: Re: Really bad card ideas
Post by: jotheonah on February 22, 2012, 03:59:49 pm
Shredded Treasure Map
Action $2
Trash this and 9 other copies of Shredded Treasure Map.
If you do, gain all the Treasure.

Of course as soon as you activate it, the game ends, since copper, gold, silver, and Shredded Treasure Map piles are all now empty. If Harem is on the board it might be worth it though... (or for that matter IGG.)

Well, they don't call them Really Bad Card ideas for nothing... Also, I have a really hard time imagining anyone successfully activating it in the first place.

Since it doesn't say where the other copies have to come from, it's easy to trigger: just trash them from the supply. Or from your opponent's deck.

Just when I thought it couldn't be more broken...
Title: Re: Really bad card ideas
Post by: jotheonah on February 23, 2012, 02:12:38 am
Hipster Province
Victory-Duration* - $8
If you bought this like way back in the early game, before everybody started greening, 6VP
Otherwise, 6 ironic VP
_________________
*It's a pretty obscure card type. You've probably never heard of it.
Title: Re: Really bad card ideas
Post by: Mister Alex on February 29, 2012, 10:18:00 am
Village People
$7 - Action

+2 Actions
Gain a Native Village, a Worker's Village, an Explorer, a Smithy, and a Copper.

That... was... absolutely terrible.

But in a good way, though, right?  :D
Title: Re: Really bad card ideas
Post by: Mister Alex on February 29, 2012, 10:23:08 am
Agent Smithy
$5 - Action

+ 3 Cards
Trash any number of cards from your hand.  Gain an equal number of Agent Smithy cards.

If an opponent plays Oracle, reveal this card and say "You played that deliberately, pur-pose-fully." At the end of that player's turn, trash the Oracle.
Title: Re: Really bad card ideas
Post by: brokoli on March 09, 2012, 07:38:59 am
Lookoutpost
5$ - Action - Duration
Look at the top 3 cards of your deck. Trash one of them. Discard one of them. Put the other one on top of your deck.
You only draw 3 cards (instead of 5) in this turn's Clean-up phase. Take an extra turn after this one. This can't cause you to take more than two consecutive turns.

Simple, but this is not a so bad idea, an outpost with a mild spy effect...
However, it seems strictly better than outpost but too weak for $6
Title: Re: Really bad card ideas
Post by: GendoIkari on March 09, 2012, 11:14:47 am
Lookoutpost
5$ - Action - Duration
Look at the top 3 cards of your deck. Trash one of them. Discard one of them. Put the other one on top of your deck.
You only draw 3 cards (instead of 5) in this turn's Clean-up phase. Take an extra turn after this one. This can't cause you to take more than two consecutive turns.

Simple, but this is not a so bad idea, an outpost with a mild spy effect...
However, it seems strictly better than outpost but too weak for $6

It's not "strictly" better than Outpost simply because later in the game you probably won't want to play it.
Title: Re: Really bad card ideas
Post by: Ozle on March 09, 2012, 11:25:35 am
Negotiations
$4
Action - Duration
While this card is in play you draw one less card during your draw phase
During your action phase choose one: Draw 1 card, +1 Action, +$1, +1Buy.

This card does not get discarded during clean up
Title: Re: Really bad card ideas
Post by: Axxle on March 09, 2012, 01:13:43 pm
Negotiations
$4
Action - Duration
While this card is in play you draw one less card during your draw phase
During your action phase choose one: Draw 1 card, +1 Action, +$1, +1Buy.

This card does not get discarded during clean up

Negotiate
Action
Choose a player at random.  That player reveals a card.  If it's an attack card take compensation.  If it's a Negotiate card you have one minute to make a deal.  You can trade up to one Colony and any number of cards in hand in a deal.  A deal is successful if at least one colony or one card is exchanged.
Title: Re: Really bad card ideas
Post by: jimjam on March 21, 2012, 05:26:16 pm
Knave of All Trades
$7P
Action-Attack
Each other player reveals cards from their deck until they reveal a card costing $3 or more. They trash that card and choose a card in the supply costing at most $2 less than it. They gain a card of your choice with the same cost.
Each other player gains a curse, putting it on top of their deck.
Each other player discards down to three cards in hand.
Title: Re: Really bad card ideas
Post by: Kirian on March 21, 2012, 06:13:56 pm
Negotiations
$4
Action - Duration
While this card is in play you draw one less card during your draw phase
During your action phase choose one: Draw 1 card, +1 Action, +$1, +1Buy.

This card does not get discarded during clean up

Negotiate
Action
Choose a player at random.  That player reveals a card.  If it's an attack card take compensation.  If it's a Negotiate card you have one minute to make a deal.  You can trade up to one Colony and any number of cards in hand in a deal.  A deal is successful if at least one colony or one card is exchanged.

Needs more "Crooked Deal."  Very nice though.
Title: Re: Really bad card ideas
Post by: Razzishi on March 21, 2012, 07:03:35 pm
This might not be all that bad, I dunno.  It started from the idea of "An action that gives each other player a copy of the same action" and tried to go somewhere interesting.

Mold
Action - Reaction - $2
You may return any number of Mold card in your discard pile or hand to the supply.
Each other player gains a Mold.
~
Whenever another player plays a Mold you may reveal this card in your hand and have that player gain this card, putting it on top of their deck.

Title: Re: Really bad card ideas
Post by: mDuo13 on March 21, 2012, 07:10:48 pm
Inflation ($1)
Action - Duration
While this card is in play, all numbers on all other cards are increased by 1.
Remains in play.

Lava Flow ($4)
Action - Duration
Place this card next to the supply or an existing Lava Flow. When Lava Flow touches a card with Village in the title, trash that card unless it is a Walled Village.
Remains in play.

Sea Haggler ($6)
Action - Attack
$2
Each other player discards the top card of his deck, then gains a Curse card, putting it on top of his deck.
----------
While this is in play, when you buy a card, gain a card costing less than it that is not a Victory card.

Feldon's Cane ($1)
Action
Return all trashed cards to the supply, then trash this.

Mining Village [Alt.] ($5)
Action
+1 Card, +2 Actions
Trash a Treasure from your hand. If you do, gain a Treasure costing up to $3 more than the trashed card.
Title: Re: Really bad card ideas
Post by: Axxle on March 21, 2012, 07:54:55 pm
Inflation ($1)
Action - Duration
While this card is in play, all numbers on all other cards are increased by 1.
Remains in play.

Holy crud.  If you have two inflations in play, infinite numbers!!!!  Awesome!
Title: Re: Really bad card ideas
Post by: Robz888 on March 21, 2012, 09:49:50 pm
I don't know if this has been already suggested, but...

Fisherman's Wharf -- Action-Duration -- $6

+2 Actions
+2 Cards
+1 Buy
+$1

At the start of your next turn:
+1 Action
+2 Cards
+1 Buy
+$1
Title: Re: Really bad card ideas
Post by: Titandrake on March 21, 2012, 10:44:20 pm
Monopoly
Action-Duration
$4

+$2

If you have 3 or more white-bordered cards in play, +1 Card +2 Actions.
If you have 3 or more orange-bordered cards in play, at the start of the clean-up phase you may put Monopoly on top of your deck.
If you have 3 or more green-bordered cards in hand, +1 VP.
If you have 3 or more blue-bordered cards in hand, pretend that an attack has been played against you.
If you have 3 or more gold-bordered cards in hand, +$2.
If you have 3 or more purple-bordered cards in hand, you may return any purple-bordered cards in hand to the supply.
Title: Re: Really bad card ideas
Post by: Morgrim7 on March 21, 2012, 11:21:12 pm
Lost Witch $2

+2 Cards
You gain a curse.

Very Confused Sea Hag $2

Place the top card of the Trash Pile back in the box.  Place a curse on top of the trash pile. 

Torturer Who Didn't Quite Make the Cut $3

+3 Cards.

Each other player may choose one:  Gain a curse, or not.
hmmm......
Sunken Ghost Ship
$2
+2 cards
Each other player puts cards on top of his deck until he has three cards in his hand. For every card he put on his deck he may draw a card.

Crazy lookout
$2
Look at the top three cards of your deck. Discard one, discard another one, and discard another one.

Adventurer That Never Returned
$2
Reveal cards from your deck until you reveal two treasure cards.
...........
edit:
some more....
Stolen Vinyard
$P
Worth 1VP for every three actions in your opponent's deck.

Evil Jack of all Trades
$0
Gain two coppers.
Look at the top card of your deck. If it is a treasure or action, discard it. Otherwise, put it back.
Discard until you have three cards in your hand.
Trash an action worth five or more.
Title: Re: Really bad card ideas
Post by: Ozle on March 22, 2012, 09:56:36 am
Good Ideas

LepahC
$2 - Action
Put 4 cards from the Trash into your hand

Title: Re: Really bad card ideas
Post by: Tables on March 22, 2012, 12:45:22 pm
Inflation ($1)
Action - Duration
While this card is in play, all numbers on all other cards are increased by 1.
Remains in play.

Holy crud.  If you have two inflations in play, infinite numbers!!!!  Awesome!

Not quite infinite... the first increases the second to +2, so you get +3 in total. Still, quadratic increase sounds fun, until you realise you're making everything quite expensive. Then it gets even more fun again, as you realise that for every cost increase, your treasures increase by the same amount!
Title: Re: Really bad card ideas
Post by: O on March 22, 2012, 12:56:03 pm
Inflation ($1)
Action - Duration
While this card is in play, all numbers on all other cards are increased by 1.
Remains in play.

Holy crud.  If you have two inflations in play, infinite numbers!!!!  Awesome!

Not quite infinite... the first increases the second to +2, so you get +3 in total. Still, quadratic increase sounds fun, until you realise you're making everything quite expensive. Then it gets even more fun again, as you realise that for every cost increase, your treasures increase by the same amount!

Yes infinite.. #1 boosts #2, which consequently boosts #1 one more.. ad inifinitum.
Title: Re: Really bad card ideas
Post by: rinkworks on March 22, 2012, 04:22:11 pm
Inflation ($1)
Action - Duration
While this card is in play, all numbers on all other cards are increased by 1.
Remains in play.

Holy crud.  If you have two inflations in play, infinite numbers!!!!  Awesome!

Not quite infinite... the first increases the second to +2, so you get +3 in total. Still, quadratic increase sounds fun, until you realise you're making everything quite expensive. Then it gets even more fun again, as you realise that for every cost increase, your treasures increase by the same amount!

Yes infinite.. #1 boosts #2, which consequently boosts #1 one more.. ad inifinitum.

Agreed.  If the effect happened on-play, like Bank, then it would be sequential and not recurse.  But since it's a "while in play," it would just feed on itself infinitely.  Great idea.
Title: Re: Really bad card ideas
Post by: Tables on March 23, 2012, 12:58:50 pm
Inflation ($1)
Action - Duration
While this card is in play, all numbers on all other cards are increased by 1.
Remains in play.

Holy crud.  If you have two inflations in play, infinite numbers!!!!  Awesome!

Not quite infinite... the first increases the second to +2, so you get +3 in total. Still, quadratic increase sounds fun, until you realise you're making everything quite expensive. Then it gets even more fun again, as you realise that for every cost increase, your treasures increase by the same amount!

Yes infinite.. #1 boosts #2, which consequently boosts #1 one more.. ad inifinitum.

Agreed.  If the effect happened on-play, like Bank, then it would be sequential and not recurse.  But since it's a "while in play," it would just feed on itself infinitely.  Great idea.

I still disagree. The card has a timing condition (while in play) which would have to happen sequentially, as they don't happen at the same time. And after it's happened, you can't go back to retroactively increase the previous number, from the card you've now resolved.

Still, this might be one for the rules lawyers...
Title: Re: Really bad card ideas
Post by: O on March 23, 2012, 01:39:00 pm
I still disagree. The card has a timing condition (while in play) which would have to happen sequentially, as they don't happen at the same time. And after it's happened, you can't go back to retroactively increase the previous number, from the card you've now resolved.

Still, this might be one for the rules lawyers...

Play a talisman during a BM buy phase. Place a bridge afterwards, buy a 5-cost action. By your logic I think you would only gain one copy of it. And if you accept that the recursion works for Bridge-Talisman once, where do you argue it's limited to only one?
Title: Re: Really bad card ideas
Post by: rinkworks on March 23, 2012, 01:43:06 pm
I still disagree. The card has a timing condition (while in play) which would have to happen sequentially, as they don't happen at the same time. And after it's happened, you can't go back to retroactively increase the previous number, from the card you've now resolved.

Still, this might be one for the rules lawyers...

That's a compelling argument.  If "while in play" is a point in time (like "when you gain this" is a point in time, and "when you play this" is a point in time, etc), then all those effects trigger simultaneously, which means the player gets to choose the order.

However, is "while in play" a point in time?  My understanding was that it was not, that it is a range of time during which the condition holds.  For example, while Moat's defensive power occurs at a specific point in time -- whenever it is revealed in response to an attack -- Lighthouse's is just a passive state that you are in whenever it's on the table.  There's no point in time where the "while in play" triggers.  It's just always active.

Another way to look at it is that Lighthouse's defensive reaction doesn't get ordered with respect to all the other events that might occur during the game.   As people take their turns, lots of events are triggering, and you never have to identify a point within that sequence of events when the "while this is in play" part of Lighthouse occurs.

(Lighthouse is maybe not the best example, because after it says "while in play" it then says "when another player plays an attack card" which IS a discrete event.  Goons and Haggler operate similarly.  But how about Highway and Princess?)

If "while in play" is a passive state, therefore, and not a discrete event, then I would still argue that two active "while this is in play, add 1..." effects would recurse over each other infinitely.
Title: Re: Really bad card ideas
Post by: Voltgloss on March 23, 2012, 01:59:32 pm
Controlled Inflation ($1)
Action - Duration
While this card is in play, all numbers on all other cards are increased by the number of Controlled Inflation cards in play.
Remains in play.
Title: Re: Really bad card ideas
Post by: Tables on March 23, 2012, 08:07:44 pm
I still disagree. The card has a timing condition (while in play) which would have to happen sequentially, as they don't happen at the same time. And after it's happened, you can't go back to retroactively increase the previous number, from the card you've now resolved.

Still, this might be one for the rules lawyers...

Play a talisman during a BM buy phase. Place a bridge afterwards, buy a 5-cost action. By your logic I think you would only gain one copy of it. And if you accept that the recursion works for Bridge-Talisman once, where do you argue it's limited to only one?

Umm... no. Talisman triggers not when it's played, but when you gain a card costing $4 or less. As soon as I do, thanks to a Bridge being in play, I need to resolve Talisman. By your logic, however, it would seem that if there were some hypothetical cards allowing this play, then if I played a Talisman, bought a card from the supply then played a Bridge, I'd have to go back and gain a card from Talisman, as the card I had gained cost $4 now, which Talisman must effect, no?

Rinkworks makes a good point about it though. However, I still feel to get any kind of recursion you have to resolve increasing the numbers from card a, then increase the numbers on card b, then go back to card a, using the increase from card b... and that seems to me you're trying to resolve card a's 'while in play' effect twice, under different conditions. In which case, I ask, why doesn't this card recursively increase itself with only a single card out? All we're doing is resolving it's while in play effect indefinitely, after all... and it's always being in play, right?
Title: Re: Really bad card ideas
Post by: O on March 23, 2012, 08:27:05 pm
I still disagree. The card has a timing condition (while in play) which would have to happen sequentially, as they don't happen at the same time. And after it's happened, you can't go back to retroactively increase the previous number, from the card you've now resolved.

Still, this might be one for the rules lawyers...

Play a talisman during a BM buy phase. Place a bridge afterwards, buy a 5-cost action. By your logic I think you would only gain one copy of it. And if you accept that the recursion works for Bridge-Talisman once, where do you argue it's limited to only one?

Umm... no. Talisman triggers not when it's played, but when you gain a card costing $4 or less. As soon as I do, thanks to a Bridge being in play, I need to resolve Talisman. By your logic, however, it would seem that if there were some hypothetical cards allowing this play, then if I played a Talisman, bought a card from the supply then played a Bridge, I'd have to go back and gain a card from Talisman, as the card I had gained cost $4 now, which Talisman must effect, no?

Rinkworks makes a good point about it though. However, I still feel to get any kind of recursion you have to resolve increasing the numbers from card a, then increase the numbers on card b, then go back to card a, using the increase from card b... and that seems to me you're trying to resolve card a's 'while in play' effect twice, under different conditions. In which case, I ask, why doesn't this card recursively increase itself with only a single card out? All we're doing is resolving it's while in play effect indefinitely, after all... and it's always being in play, right?

My point was on the "while this is in play" recursion, but I forgot that's not how Talisman is worded. Also it's buy, not gain. I still find your point that "while this is in play" is supposed to be discrete unconvincing. You're also right: It works with only one card; the card itself is paradoxical with any doubles.
Title: Re: Really bad card ideas
Post by: Tables on March 23, 2012, 08:56:41 pm
Oh, wait, we managed to completely forget the wording on the original card, it says 'all other cards' :P.

I guess my point isn't that it's supposed to be discrete, rather, that we should only be considering the card once while it's in play. I think the fundamental argument here is, how is while in play effect resolved: Your viewpoint suggests that we can and should resolve it continually at every given moment, adding to it's own effect. My viewpoint is that it resolves once and permanently, never needing to be re-resolved. And I can actually see a good argument for both viewpoints.
Title: Re: Really bad card ideas
Post by: NoMoreFun on March 23, 2012, 11:48:21 pm
Ill Fated Pearl Diver:
Cost: 1
+1 Card
+1 Action
Reveal the bottom card of your deck, then trash this card.
Title: Re: Really bad card ideas
Post by: NoMoreFun on March 23, 2012, 11:54:45 pm
King Midas:
Whenever you play a card, trash it, gain a Gold, and put it in your hand. If the "Gold" supply pile is empty, you immediately lose the game.
Title: Re: Really bad card ideas
Post by: A_S00 on March 24, 2012, 12:47:47 am
King Midas:
Whenever you play a card, trash it, gain a Gold, and put it in your hand. If the "Gold" supply pile is empty, you immediately lose the game.
Maybe should be an exception for playing Golds...but then again, maybe not :P .
Title: Re: Really bad card ideas
Post by: Ozle on March 24, 2012, 07:36:49 pm
Monopoly
Action-Duration
$4

+$2

If you have 3 or more white-bordered cards in play, +1 Card +2 Actions.
If you have 3 or more orange-bordered cards in play, at the start of the clean-up phase you may put Monopoly on top of your deck.
If you have 3 or more green-bordered cards in hand, +1 VP.
If you have 3 or more blue-bordered cards in hand, pretend that an attack has been played against you.
If you have 3 or more gold-bordered cards in hand, +$2.
If you have 3 or more purple-bordered cards in hand, you may return any purple-bordered cards in hand to the supply.

My version of this would be:

Monopoly
$4 Action - Mega Duration
Repeat the actions of the last few turns for hours
A player may only buy a province during these turns if he has cards that 'precisely' add up to $8 and ONLY those cards in hand
Title: Re: Really bad card ideas
Post by: Ozle on March 31, 2012, 07:25:31 pm
Wesley Crusher
$3 - Action
When you play this card it does nothing but sit in your In Play Area.
Title: Re: Really bad card ideas
Post by: eHalcyon on March 31, 2012, 07:38:23 pm
Peppermint
Action
$5

You may reveal a Treasure card from your hand.  Trash it.
When you buy this, gain a copy of each Treasure you have in play.

Spearmint
Action - Attack
$5

You may reveal a Treasure card from your hand.  Every other player gains a copy of it.
When you buy this, every other player gains a copy of each Treasure you have in play.
Title: Re: Really bad card ideas
Post by: jotheonah on March 31, 2012, 07:54:19 pm
Wesley Crusher
$3 - Action
When you play this card it does nothing but sit in your In Play Area.

Barber Pole
$3 - Action-Duration
Plays on table.

(If you get this, you're a big giant nerd like me)
Title: Re: Really bad card ideas
Post by: Ozle on March 31, 2012, 07:57:30 pm
Wesley Crusher
$3 - Action
When you play this card it does nothing but sit in your In Play Area.

Barber Pole
$3 - Action-Duration
Plays on table.

(If you get this, you're a big giant nerd like me)

 I don't get it, amd niether does Mot....
Title: Re: Really bad card ideas
Post by: Dagenais on April 01, 2012, 04:46:52 am
Sabre-Rattling
Action
$1
Discard this card. If you do, +1 Action.

Idiot's Village
Action
$3
+1 Card
+2 Actions
While this is in play, you may only buy Idiot's Village.

Cantrip Moat
Action - Reaction
$3
+1 Card
+1 Action
When another player plays an Attack card, you may reveal this from your hand, point at them, and laugh. If you do, you are unaffected by that Attack.

But Can I Buy It?
Action
$10
+10 Cards
+10 Actions
+10 Buys
+$10
+10VP
This card can not be gained.
Title: Re: Really bad card ideas
Post by: GendoIkari on April 05, 2012, 12:52:43 am
Inflation ($1)
Action - Duration
While this card is in play, all numbers on all other cards are increased by 1.
Remains in play.

Holy crud.  If you have two inflations in play, infinite numbers!!!!  Awesome!

Not quite infinite... the first increases the second to +2, so you get +3 in total. Still, quadratic increase sounds fun, until you realise you're making everything quite expensive. Then it gets even more fun again, as you realise that for every cost increase, your treasures increase by the same amount!

Yes infinite.. #1 boosts #2, which consequently boosts #1 one more.. ad inifinitum.

Agreed.  If the effect happened on-play, like Bank, then it would be sequential and not recurse.  But since it's a "while in play," it would just feed on itself infinitely.  Great idea.

I still disagree. The card has a timing condition (while in play) which would have to happen sequentially, as they don't happen at the same time. And after it's happened, you can't go back to retroactively increase the previous number, from the card you've now resolved.

Still, this might be one for the rules lawyers...

Donald addressed this specifically, actually, on BGG. Sorry I don't have a link. He said that if you were to play a card that says "this turn, all other action cards also say '+1 card', that it would affect card already in play. Those cards would be considered to say +1 card (though you wouldn't get to draw that extra card for cards in play, because you are done resolving the card. So with 2 inflations in play, the first one would have its number increased by the second one. And because it's a "while in play", it would create an infinite recursion.
Title: Re: Really bad card ideas
Post by: Tables on April 05, 2012, 12:18:08 pm
Oh well. As a mathematician, I can accept being wrong :P.
Title: Re: Really bad card ideas
Post by: jotheonah on April 05, 2012, 05:22:44 pm
Wesley Crusher
$3 - Action
When you play this card it does nothing but sit in your In Play Area.

Barber Pole
$3 - Action-Duration
Plays on table.

(If you get this, you're a big giant nerd like me)

 I don't get it, amd niether does Mot....

It goes back to the Star Trek: The Next Generation CCG game, which had one useless barber-related card per expansion. However, the last expansion had a card by which if you put them all together they created a super-combo. Only because of production issues, the final card didn't come out until well after post people had stopped playing the game...
Title: Re: Really bad card ideas
Post by: timchen on April 06, 2012, 02:58:32 pm
Quote
But Can I Buy It?
Action
$10
+10 Cards
+10 Actions
+10 Buys
+$10
+10VP
This card can not be gained.

So even after you buy it, you don't gain it? :P
Title: Re: Really bad card ideas
Post by: Tables on April 06, 2012, 05:01:56 pm
Interesting thought I had... what cards can we most horribly break just by removing one word/short phrase? The less removed, the better.

Probably the best I can do...
Quote
Trade
Trash a card from your hand. Gain a number of Silvers equal to its cost in coins.
—
When you would gain a card, you may reveal this from your hand. If you do, gain a silver.
Title: Re: Really bad card ideas
Post by: Thisisnotasmile on April 06, 2012, 05:26:54 pm
Room
Action   $4
Choose an Action card in your hand. Play it.
Title: Re: Really bad card ideas
Post by: AJD on April 06, 2012, 05:34:16 pm
Room
Action   $4
Choose an Action card in your hand. Play it.

By the same token...

Horse
Action - Reaction   $4
+1 Buy
+3 Coin
Discard 2 Cards
________________
When another player plays an Attack card, you may set this aside from your hand. If you do, then at the start of your next turn, return this to your hand.
Title: Re: Really bad card ideas
Post by: dondon151 on April 06, 2012, 06:17:45 pm
Torturerer
Action - Attack - $5
+3 Card
Each other player chooses one: he discards 2 cards; or he gains a Curse card.
Title: Re: Really bad card ideas
Post by: Axxle on April 06, 2012, 06:49:03 pm
Moneyborrower
Action - $4
Discard a Copper from your hand. If you do, +$3

Double Agent
Action - $4
+1 Card; +1 Action
Each player (including you) reveals the top card of his deck and either discards it or puts it back, their choice.

Bookstore
Action - $5
Draw until you have 7 cards in hand. You may set aside any Action cards drawn this way, as you draw them.
Title: Re: Really bad card ideas
Post by: jotheonah on April 06, 2012, 07:11:39 pm
Map to Nowhere
$4 - Action
Trash this and another copy of Map to Nowhere from your hand.
Title: Re: Really bad card ideas
Post by: Tejayes on April 06, 2012, 07:19:41 pm
CRAWL SPACE
---
+1 Action
Discard any number of cards from your hand. +1 Card.
--
$2 - Action

HOBBY HOLE
---
Gain a card costing $4.
--
$3 - Action

KINDLY OLD LADY
---
+2 Cards
Each other player gains a card.
--
$5 - Action/Attack

YARD
---
+3 Cards
Put your hand on top of your deck.
--
$2 - Action

PARTY
---
+1 Card
+1 Action
Reveal your hand. Reveal cards from your deck until you reveal a card that isn't a duplicate of one in your hand. Discard the rest.
--
$5 - Action
Title: Re: Really bad card ideas
Post by: Dsell on April 07, 2012, 05:36:18 am
Feast
Action - $4
Trash this card. Gain a card.

Along the same lines...

Swindler
Action/Attack - $3
+$2
Each other player trashes the top card from his deck and gains a card that you choose.

Bridge
Action - $4
+1 Buy
+$1
All cards (including cards in players' hands) cost $1 less this turn, but not less than $0.
Title: Re: Really bad card ideas
Post by: eHalcyon on April 07, 2012, 02:33:53 pm
Bridge
Action - $4
+1 Buy
+$1
All cards (including cards in players' hands) cost $1 less this turn, but not less than $0.

Bridge
Action - $4
+1 Buy
+$1
All cards (including cards in player's hands) cost $1 less this turn.


Gonna buy this thing here and gain more coin to spend on other things...
Title: Re: Really bad card ideas
Post by: Tables on April 08, 2012, 12:05:56 pm
Well, I worked out how to break things some more, removing only one character.

Garden
Victory - $4
Worth 1 Victory for every 1 cards in your deck (rounded down).

Militia
Action - $4
+$2
Each other player discards 3 cards in his hand.

I think you'll all agree, this nerf is necessary:

Adventurer
Action - $6
Reveal cards from your deck until you reveal 2 cards. Put those Treasure cards in your hand and discard the other revealed cards.

Wishing Well
Action - $3
+1 Card; +1 Action
Name a card, then reveal the top card of your deck, put it in your hand.

Mining Village
Action -$4
+1 Card; +2 Actions
You may trash this card immediately. +$2.

Scout
Action - $4
+1 Action
Reveal the top 4 cards of your deck. Put the revealed cards into your hand. Put the other cards on top of your deck in any order.
Title: Re: Really bad card ideas
Post by: jimjam on April 08, 2012, 09:38:44 pm
Your opponent won't be so happy about his chapel-ed engine after this:

Adventurer
Action - $6
Reveal cards from a deck until you reveal 2 Treasure cards. Put those Treasure cards in your hand and discard the other revealed cards.
Title: Re: Really bad card ideas
Post by: Voltgloss on April 09, 2012, 12:08:53 pm
Min
Action - $5
You may reveal a Treasure card from your hand. Gain a copy of it.
----------
When you buy this, trash all Treasures you have.
Title: Re: Really bad card ideas
Post by: def on April 09, 2012, 12:58:10 pm
Actually, since I can recently call myself to the group who successfully mixed these cards up, to prevent this:

Min
Action - $5
You may reveal a Treasure card from your hand. Trash it if you want to. Gain a Treasure card costing up to 3 more than it; put it in your hand. Or in your discard.
----------
When you buy this, trash all Treasures you have in play. Or, if you don't want to, don't.
Title: Re: Really bad card ideas
Post by: Ozle on April 10, 2012, 05:06:42 pm
Moneyborrower
Action - $4
Discard a Copper from your hand. If you do, +$3

along these lines

Wonga.Com
$3 - Action - Duration
Gain a Silver into your Hand
Next turn trash all treasures you draw

Cash4Gold
$2 - Action
Trash a Gold from your hand. +$2
Title: Re: Really bad card ideas
Post by: eHalcyon on April 10, 2012, 05:41:49 pm
Undermine
$5 Action-Attack
Every other player trashes a Treasure from their hand or reveals a hand with no Treasure.  If a Copper is trashed, that player gains a Curse.  Otherwise, the player gains a Treasure costing no more than $3 less than the trashed Treasure.
Title: Re: Really bad card ideas
Post by: Thisisnotasmile on April 10, 2012, 05:44:02 pm
Undermine
$5 Action-Attack
Every other player trashes a Treasure from their hand or reveals a hand with no Treasure.  If a Copper is trashed, that player gains a Curse.  Otherwise, the player gains a Treasure costing no more than $3 less than the trashed Treasure.

Gain into hand and I don't see this being so bad as to belong in this topic...
Title: Re: Really bad card ideas
Post by: Voltgloss on April 10, 2012, 05:47:50 pm
Cash4Gold
$2 - Action
Trash a Gold from your hand. +$2

Amusingly, the best way to use this is to never have Gold in your deck, ever.
Title: Re: Really bad card ideas
Post by: Ozle on April 10, 2012, 05:51:19 pm
Cash4Gold
$2 - Action
Trash a Gold from your hand. +$2

Amusingly, the best way to use this is to never have Gold in your deck, ever.

Which is also the best way to deal with the current cash for gold scams!
Title: Re: Really bad card ideas
Post by: feelingzwontfade on April 15, 2012, 05:31:23 am
Workship
$3
Action
Now and at the start of your next turn: $1. Each other player reveals the top card of his deck. If it is a Treasure card, he trashes it. Put a card from your hand back on your deck. Gain a card costing up to $4.

Counsel Room
$6
+4 Cards +1 Buy. Cry about your problems until someone either becomes irritated or gives helpful advice. If they became irritated, +1 Action.

Sabo-Amateur
Action – Attack    
$4   
Each other player reveals the top card of his deck. He trashes that card and may gain a card costing at most $2 less than it. He discards the other revealed cards.

House
Action/Duration
$3
+1 Action. Put a copper from your discard pile into your hand. +1 Card. Discard 1 Card. While this is in play, when another player plays an attack card, it doesn't affect you.

Pearl Salvager
Action
$4
Look at the bottom card of your deck. If it is a Treasure card, put it into your hand. Otherwise, trash it and +$ Equal to its cost in coins.

Wishing Village
Action
$4
+1 Card +2 Actions
Reveal the top card of your deck. If it does not give you +3 Cards, discard it. Otherwise, put it into your hand.

Bizarre
Action
$5
+2 Cards +1 Action, Gain a Copper, putting it into your hand.

Grad Market    
Action    
$5    
+1 Card; +1 Action; +1 Buy; +$2
You may only gain this through playing University.

Harming Village    
Action    
$3    
+2 Actions
Reveal cards from the top of your deck until you reveal a card that isn't an Action or Treasure. Put that card into your hand and discard the other cards.

Fool’s Gold    
Treasure – Reaction    
$6
If you played a Fool’s Gold this turn, this is worth $1, otherwise it’s worth $4.
—
When another player gains a Province, you may trash this from your hand. If you do, gain a Fool's Gold, putting it on your deck.

Unstables
$5
+3 Cards +1 Action. Discard a treasure card from your hand. Otherwise, trash your hand.
Title: Re: Really bad card ideas
Post by: rspeer on April 16, 2012, 08:12:38 pm
More cards missing a word, along the lines of "Room":

Young Adventurer
Reveal cards from your deck until you reveal 2 cards. Put the Treasure cards into your hand and discard the other cards.

Shantier Town
+2 Actions
Reveal your hand. If you have no cards in hand, +2 cards.

Everythinglender
Trash a card from your hand. If you do, +$3.

All Mine
Trash a Treasure card from your hand. Gain a card costing up to $3 more; put it into your hand.

Bad Fiscal Policy
You may reveal a Treasure card from your hand. Gain a copy of it.
----
When you buy this, trash all Treasures you have.

Mysterious Talisman of Buddha
While this is in play, when you buy a card costing $4 or less that is not a card, gain a copy of it.
Title: Re: Really bad card ideas
Post by: AJD on April 16, 2012, 09:35:25 pm
Upvoting specifically for the Mysterious Talisman of Buddha.
Title: Re: Really bad card ideas
Post by: mDuo13 on April 19, 2012, 03:02:21 am
Inflation ($1)
Action - Duration
While this card is in play, all numbers on all other cards are increased by 1.
Remains in play.

Holy crud.  If you have two inflations in play, infinite numbers!!!!  Awesome!
That's when you play Bishop and laugh maniacally.
Title: Re: Really bad card ideas
Post by: timchen on April 19, 2012, 02:13:23 pm
Inflation ($1)
Action - Duration
While this card is in play, all numbers on all other cards are increased by 1.
Remains in play.

Holy crud.  If you have two inflations in play, infinite numbers!!!!  Awesome!
That's when you play Bishop and laugh maniacally.
Or just play monument.
Title: Re: Really bad card ideas
Post by: Axxle on April 19, 2012, 02:15:08 pm
Inflation ($1)
Action - Duration
While this card is in play, all numbers on all other cards are increased by 1.
Remains in play.

Holy crud.  If you have two inflations in play, infinite numbers!!!!  Awesome!
That's when you play Bishop and laugh maniacally.
Or just play monument.
You'd have to play Goons to end the game, otherwise everyone else has the chance to play their monument/bishops.
Title: Re: Really bad card ideas
Post by: rinkworks on April 19, 2012, 04:47:32 pm
Pick Your Poison
$2 - Action/Attack
Gain a Province or a Curse, your choice.  Then each other player discards down to 1 or 5 cards, your choice.
Title: Re: Really bad card ideas
Post by: Galzria on April 19, 2012, 05:04:23 pm
Pick Your Poison
$2 - Action/Attack
Gain a Province or a Curse, your choice.  Then each other player discards down to 1 or 5 cards, your choice.
I'll take the curse, in a fairgrounds Black Market game where I don't have one yet, and it pushes me up a bracket to beat my opponent who has 7 of the 8 provinces. Also, I played possession, so I make my opponent discard down to 5 cards, then KC a ton of Governors.
Title: Re: Really bad card ideas
Post by: jotheonah on April 19, 2012, 05:13:23 pm
Pick Your Poison
$2 - Action/Attack
Gain a Province or a Curse, your choice.  Then each other player discards down to 1 or 5 cards, your choice.

Are we going back to the thread's original conceit of really bad card ideas? (as opposed to the various themes and iterations we've been hitting in the meantime)

Unmitigated Disaster
$3 - Action
Each player (including you) reveals the top card of their deck. Trash all copies of each of those cards from the supply.
Title: Re: Really bad card ideas
Post by: Titandrake on April 20, 2012, 03:49:17 am
Cell
$1 - Action
Discard any number of cards.
Title: Re: Really bad card ideas
Post by: Axxle on April 20, 2012, 04:39:51 am
Cell
$1 - Action
Discard any number of cards.
Hmm... can set up a Menagerie. 
Title: Re: Really bad card ideas
Post by: yudantaiteki on April 25, 2012, 08:07:13 am
More cards missing a word, along the lines of "Room":

Malfunctioning Lighthouse
+1 Action
Now and at the start of your next turn: +$1.
While this is in play, it doesn’t affect you.

Inept Cutpurse
+$2
Each other player discards a Copper card (or reveals a hand with Copper).

Obsession
Trash this and your hand. If you do trash two Treasure Maps, gain 4 Gold cards, putting them on top of your deck.

Dominion -- buy them all!
Victory
1P
Worth 1 VP for every three Action cards.

Smart Person's Gold
This is worth $4.
—
When another player gains a Province, gain a Gold, putting it on your deck.

Jedi Of All Trades
Gain a Silver.
Look at the top card of your deck.
You have 5 cards in hand.
Your hand is not a Treasure.
Title: Re: Really bad card ideas
Post by: Jorbles on May 01, 2012, 06:04:11 pm
Pick Your Poison
$2 - Action/Attack
Gain a Province or a Curse, your choice.  Then each other player discards down to 1 or 5 cards, your choice.

Are we going back to the thread's original conceit of really bad card ideas? (as opposed to the various themes and iterations we've been hitting in the meantime)

Unmitigated Disaster
$3 - Action
Each player (including you) reveals the top card of their deck. Trash all copies of each of those cards from the supply.

Arson
$10 - Action-Attack
Douse your opponent's draw and discard pile in gasoline. Take a match or lighter and light them on fire.

Fire Insurance
$4 - Action-Reaction
+1 Action
Discard a treasure card, if you do +$1.
--
If your deck lights on fire you may reveal this card to win the game.
Title: Re: Really bad card ideas
Post by: theory on May 01, 2012, 06:09:05 pm
"Your Honor, I wasn't committing insurance fraud.  I was just being possessed."
Title: Re: Really bad card ideas
Post by: jimjam on May 03, 2012, 02:27:06 am
Gauze
$0 -/Reaction
If you burned your hand trying to play Fire Insurance, you may want to use this to prevent further injury.
Forget winning and seek medical attention.
Title: Re: Really bad card ideas
Post by: Morgrim7 on May 03, 2012, 08:48:35 am
Fire Insurance
$4 - Action-Reaction
+1 Action
Discard a treasure card, if you do +$1.
--
If your deck lights on fire you may reveal this card to win the game.
Insured Festival $3
+2 Actions
+1 Buy
+$2
Reveal a Fire Insurance from your hand. If you do not, discard your hand, and you may not gain any cards this turn.
Title: Re: Really bad card ideas
Post by: jotheonah on May 03, 2012, 11:38:26 am
As appropriate to our "dropping one word" idea, we've fully made the shift from "Really bad card ideas" to "Really bad ideas"
Title: Re: Really bad card ideas
Post by: Deadlock39 on May 03, 2012, 12:35:45 pm
Okay, here is my best spur of the moment "Really bad card idea".

Platinum Record
$25
+1 Card
+1 Action

When you buy this, if you have not drawn any cards since your last turn, and have no duration cards in play, you win the game.

Okay, I think this condition correct, but I'm sure someone can tell me where I still got it wrong.  I'm going for: draw a hand of 5 Platinum to win. (Yeah, 4 Platinum and a Bank would also work.)
Title: Re: Really bad card ideas
Post by: Morgrim7 on May 03, 2012, 12:50:44 pm
Okay, here is my best spur of the moment "Really bad card idea".

Platinum Record
$25
+1 Card
+1 Action

When you buy this, if you have not drawn any cards since your last turn, and have no duration cards in play, you win the game.

Okay, I think this condition correct, but I'm sure someone can tell me where I still got it wrong.  I'm going for: draw a hand of 5 Platinum to win. (Yeah, 4 Platinum and a Bank would also work.)
Or PStone...
Title: Re: Really bad card ideas
Post by: Axxle on May 03, 2012, 02:00:37 pm
Okay, here is my best spur of the moment "Really bad card idea".

Platinum Record
$25
+1 Card
+1 Action

When you buy this, if you have not drawn any cards since your last turn, and have no duration cards in play, you win the game.

Okay, I think this condition correct, but I'm sure someone can tell me where I still got it wrong.  I'm going for: draw a hand of 5 Platinum to win. (Yeah, 4 Platinum and a Bank would also work.)
Or PStone...
Or Native Village ("Put all the cards from your mat into your hand")

How about: "When you buy this, if you have 5 or less cards in play and have not trashed a card this turn, you win the game."
Title: Re: Really bad card ideas
Post by: Deadlock39 on May 03, 2012, 02:18:24 pm
I knew there would be a loophole, but hey, it's just a really bad card idea.  I think I kind of like the possibility of massing P-stones to go after this.  Native Village is no fun, so yeah, perhaps <= 5 cards in play is a better approach.
Title: Re: Really bad card ideas
Post by: Jack Rudd on May 03, 2012, 02:20:27 pm
I knew there would be a loophole, but hey, it's just a really bad card idea.  I think I kind of like the possibility of massing P-stones to go after this.  Native Village is no fun, so yeah, perhaps <= 5 cards in play is a better approach.
So instead we shall spam Mining Village!
Title: Re: Really bad card ideas
Post by: Deadlock39 on May 03, 2012, 02:26:43 pm
Ha... both conditions it is.  It doesn't matter how long the card text is on an already terrible card.
Title: Re: Really bad card ideas
Post by: theory on May 03, 2012, 03:06:26 pm
Dominion: Cliche

Featuring such innovative cards as:

Blood Money
Reflection
Hidden Village
Title: Re: Really bad card ideas
Post by: Deadlock39 on May 03, 2012, 04:22:06 pm
Dominion: Cliche

Featuring such innovative cards as:

Blood Money
Reflection
Hidden Village

The rest of the set is filled out with alternate versions of Moat.
Title: Re: Really bad card ideas
Post by: Axxle on May 03, 2012, 04:39:36 pm
Dominion: Cliche

Featuring such innovative cards as:

Blood Money
Reflection
Hidden Village

The rest of the set is filled out with alternate versions of Moat.

(http://t.qkme.me/3p3wsb.jpg)
Title: Re: Really bad card ideas
Post by: WanderingWinder on May 03, 2012, 04:42:56 pm
Surely you need some alternate curses, cards that give VP based on a type of card in your deck different from what's been counted so far (curse, treasure, maybe reaction), new duration and VP chip cards, and let's not forget bringing stuff back from the trash.
Title: Re: Really bad card ideas
Post by: Deadlock39 on May 03, 2012, 04:54:02 pm
That gives me another idea for an awesome card.

Reaction Gardens
$4 - Victory
Worth 1VP for every reaction in your deck

Setup: Add Cantrip-Moat as an extra Kingdom card pile to the Supply.
Title: Re: Really bad card ideas
Post by: Morgrim7 on May 03, 2012, 05:49:03 pm
Dominion: Cliche

Featuring such innovative cards as:

Blood Money
Reflection
Hidden Village

The rest of the set is filled out with alternate versions of Moat.

(http://t.qkme.me/3p3wsb.jpg)
This made me laugh so hard.  :) +1
Title: Re: Really bad card ideas
Post by: EternalDensity on May 07, 2012, 09:55:22 pm
Escape Route
Action-Reaction $6
+6 Cards
-2 Actions
-------------
When another player empties any pile in the Supply, you may reveal this card. If you do, play a turn. You may only reveal each Escape Route once per depleted pile.

Tennis Court
Action-Reaction $5
Gain a tennis counter.
You may choose an Action card in your hand. Play it 4 times, or 2 times if interrupted by another player revealing a Tennis Court.
------------------
When another player has played an action 2 out of 4 times via a Tennis Court's action or reaction, you may reveal this card, unless another player has already revealed a Tennis Court for that Tennis Court. If you do, discard it, gain a tennis counter and play that action 4 times, or 2 times if interrupted by another player revealing a Tennis Court.
------------------
When you play an action the 4th time via a Tennis Court's action or reaction, the player(s) with the most tennis points gains a Tennis Court and a gold on top of their deck in any order, and all tennis points are returned to the supply.

Guard
Action-Reaction $6
Reveal cards from your deck until you reveal 2 Treasure cards. Put the lesser Treasure card into your hand (or 1 if they are the same value) and discard the other revealed cards.
------------------
If at any time (including while this card is in play) another player makes a joke or comment using the words "I used to be...", "arrow", or "knee", you may trash this card, gain an Adventurer and play the Adventurer immediately (after resolving the Guard if your Guard is in play) without costing an action, even if it is not your turn.

Old Pawn
Action $3
Choose 3:
+2 Actions, -2 Buy, +1 Card -$1;
-1 Action, -1 Buy, +3 Cards +$3;
+1 Action, +2 Buy, discard 3 Cards, -$3
-2 Actions, +1 Buy, discard 1 card, +$2

Spoons
Action $2
Trash this card. Place 1 actual spoon per player less 1 in a circle in the middle of the table. All players simultaneously pass 1 card of their choice to the player on the left. Simultaneous passing continues until a player has 5 identical cards in their hand, at which point that player may grab 1 spoon from the middle of the table. Then any other player may grab 1 spoon. The player who misses out on a spoon must trash their hand. The player who took the first spoon gains a Spoons card. Everyone may lament their seriously messed up engines.

Snap!
Action-Reaction $3
+2 cards. If they are the same shout Snap! and +3 actions.
-----------------
If a player plays 2 copies of the same Action card, you may reveal this card. If you do, and also shout Snap!, they must either trash one copy without playing it, or you gain both when they are discarded.

Sock Attack
Action-Duration $4
+2 Buys
Hold your socks close to the nose of each player in turn for 15 seconds. Gain a silver in your hand for each one who flinches away, and they gain a curse.
+1 Action +1 Card on your next turn.
-----------------
While this card in in play the duration of any sock attacks against you is reduced by 5 seconds.
Title: Re: Really bad card ideas
Post by: jotheonah on May 14, 2012, 12:02:24 am
A while back we were doing two cards combined together.

Governor + Duchess =

Governess
Action $4
+1 Action
Choose one, opponent gets what's in parentheses:
Gain a Duchy (Gold); + 3 (1) cards; Look at the top 3 (2) cards of your deck, discard them or return them to the top in any order


Title: Re: Really bad card ideas
Post by: Tejayes on May 14, 2012, 01:30:40 am
A while back we were doing two cards combined together.

Governor + Duchess =

Governess
Action $4
+1 Action
Choose one, opponent gets what's in parentheses:
Gain a Duchy (Gold); + 3 (1) cards; Look at the top 3 (2) cards of your deck, discard them or return them to the top in any order

Diadembassy
---
$5
When you play this, discard a card per unused Action you have.
-
When you gain this, each other player gains a Silver.
--
$6ish - Treasure

Monumint
---
+$2
You may reveal a Victory card from your hand. Gain a copy of it.
-
When you gain this, reveal your hand, then trash all revealed Victory cards.
--
$2pi - Action

Chancellar
---
+1 Action
+$2
You may put your deck into your discard pile; +1 Card per card discarded.
--
$A lot - Action

Mining Native Fishing Worker's Farming Border Village
---
+2 Actions
Choose one: +1 Card, then trash this card immediately for $2; or put the top card from your deck face down on your MNFWFBV mat; or put all cards from your mat into your hand; or +$1, then +1 Action, +$1 on your next turn; or +1 Card, +1 Buy; or reveal cards from your deck until you reveal an Action or Treasure card, putting it into your hand and discarding the rest.
-
When you gain this, gain a card costing less than this.
--
$Something - Action/Duration
Title: Re: Really bad card ideas
Post by: yudantaiteki on May 14, 2012, 05:20:35 am
Inspired by some games I've had involving King's Court and Hamlet/Pawn

Molasses
$5,

+1 Action

Do this twice.  Gain a Molasses card.  Count the number of cards in your discard pile, deck, and the trash, and add the number of turns you have taken plus the result of the roll of a six-sided die.  If the number is:
- Divisible by 3, choose one: (1) Put a card from your hand on your Molasses mat, or (2) +2 Cards
- Divisible by 4, choose one: (1) Pick up 1/3 of the cards from your Molasses mat, rounded down, (2) Trash a card from your hand and gain a card costing at most [cards on your Molasses mat / 2] more, (3) Each player reveals a Stop card or discards down to the number of cards on your Molasses mat, minimum of 2
- Divisible by 5, choose one: (1) Gain a Molasses card, (2) Each other player draws 1 card and you draw 3 cards, (3) Put one gold token on your Molasses mat if there are less than 3 Coin tokens on the supply cards
- Divisible by 7, choose one: (1) Take a Molasses card from the discard pile and put it in your hand, (2) Return a number of cards from your discard pile to the supply equal to the number of cards on your Molasses mat, (3) For each gold token on your Molasses mat, turn over the top card of each opponents' deck and trash it, replacing it with a card of the same cost from the supply.  Molasses cards are discarded instead of trashed if revealed in this way.
- Otherwise, choose one: (1) Put one gold token on your Molasses mat, (2) Gain a Molasses card, (3) +$ equal to the number of gold tokens on your Molasses mat

When you buy this card, each other player gains a Molasses card.

During cleanup, if this card is in play, put it on top of your deck.  If this card is in your hand during the Action phase, you must play it if you can.

Setup: Add an additional Kingdom card to the supply.  Cards from that pile are Stop cards.  Place one Coin token on each Victory and Treasure pile; when a card from this pile is added to a Molasses mat, remove the corresponding coin.  There are 50 Molasses cards in the Molasses pile. 

If you have fewer than five Molasses cards in your deck at the end of the game, your VP total is considered to be 0.
Title: Re: Really bad card ideas
Post by: theory on May 14, 2012, 09:47:18 am
Mining Native Fishing Worker's Farming Border Village
---
+2 Actions
Choose one: +1 Card, then trash this card immediately for $2; or put the top card from your deck face down on your MNFWFBV mat; or put all cards from your mat into your hand; or +$1, then +1 Action, +$1 on your next turn; or +1 Card, +1 Buy; or reveal cards from your deck until you reveal an Action or Treasure card, putting it into your hand and discarding the rest.
-
When you gain this, gain a card costing less than this.
--
$Something - Action/Duration

 ;D ;D
Title: Re: Really bad card ideas
Post by: Kirian on May 14, 2012, 11:20:28 am
A while back we were doing two cards combined together.

Governor + Duchess =

Governess
Action $4
+1 Action
Choose one, opponent gets what's in parentheses:
Gain a Duchy (Gold); + 3 (1) cards; Look at the top 3 (2) cards of your deck, discard them or return them to the top in any order

Governess
Action - $4
Choose one:
Trash a silver; if you do, feed the birds.
Sing a silly song; if you do, draw a card.
Discard a Duchy; if you do, fly a kite.
----
When you gain this, also gain a Magic Satchel.

Magic Satchel
Action - $0 - Not in Supply

Choose one:
Add any number of cards from your hand to your Magic Satchel mat.
Remove any number of cards from your Magic Satchel mat and put them into your hand.
Title: Re: Really bad card ideas
Post by: Morgrim7 on May 14, 2012, 02:34:46 pm
A while back we were doing two cards combined together.

Governor + Duchess =

Governess
Action $4
+1 Action
Choose one, opponent gets what's in parentheses:
Gain a Duchy (Gold); + 3 (1) cards; Look at the top 3 (2) cards of your deck, discard them or return them to the top in any order

Governess
Action - $4
Choose one:
Trash a silver; if you do, feed the birds.
Sing a silly song; if you do, draw a card.
Discard a Duchy; if you do, fly a kite.
----
When you gain this, also gain a Magic Satchel.

Magic Satchel
Action - $0 - Not in Supply

Choose one:
Add any number of cards from your hand to your Magic Satchel mat.
Remove any number of cards from your Magic Satchel mat and put them into your hand.
No, it is this.
Governess
$5 Action
Discard a Duchy. If you do not, fail a being a nun.
Cheer up some scared children by singing a happy song. If you do, draw one card.
Discard a Baroness. If you do, gain a Captian Vontrapp.

Captain Vontrapp
$0 (This is not in the supply) Action
Blow a whistle. If you do, gain seven Curses.
Give Hugs. If you do, gain seven golds.

Baroness
$7 Action
Gain a Captian Vontrapp.

Title: Re: Really bad card ideas
Post by: ehunt on May 14, 2012, 06:05:28 pm
Pirate Jenny
$2 - Action

Each other player draws a card. In the evening, laugh as they are slain.
Title: Re: Really bad card ideas
Post by: flip314 on May 14, 2012, 09:32:28 pm
Simon Says
Action - $6P
For the player on the left's next turn, he must reveal his hand and let you make all decisions.  He must only follow directions you preface with "Simon Says".  He gains a curse each time he follows a direction that didn't start with "Simon Says".  Any cards of his that are trashed are set aside and returned to his discard pile at end of turn (but only if Simon said so).
Title: Re: Really bad card ideas
Post by: ycz6 on May 15, 2012, 12:17:34 am
Puzzle: Give a situation in which you would prefer playing a Village to playing a MNFWFBV, assuming both cost $3. Not including Horn of Plenty.
Title: Re: Really bad card ideas
Post by: ftl on May 15, 2012, 01:52:14 am
When you're being Possessed!  :P :) 8)

(hey, you excluded one obvious answer, I had to chime in with the other!)
 
Title: Re: Really bad card ideas
Post by: DStu on May 15, 2012, 08:01:25 am
Puzzle: Give a situation in which you would prefer playing a Village to playing a MNFWFBV, assuming both cost $3. Not including Horn of Plenty.
If you have both in hand, and want to draw the next card in your deck to have a more informed decision on which option to take...
Title: Re: Really bad card ideas
Post by: jotheonah on May 15, 2012, 08:12:16 am
Puzzle: Give a situation in which you would prefer playing a Village to playing a MNFWFBV, assuming both cost $3. Not including Horn of Plenty.

Any time there are no good twos and you don't want an Estate, Curse, or Copper.
Title: Re: Really bad card ideas
Post by: EternalDensity on May 22, 2012, 11:03:39 pm
Courtesan
Action - $3
+1 Action
+1 VP
Gain 2 gold to your hand
Instead of normal cleanup: only discard played actions and spent treasures from this turn; draw until you have 5 cards in hand. Take an extra turn after this one.  The player to your left can see all cards you can, and makes all decisions for you. Any cards you would gain on that turn, he gains instead; any cards of yours that are trashed are set aside and returned to your discard pile at end of turn.
Title: Re: Really bad card ideas
Post by: O on May 22, 2012, 11:19:56 pm
Courtesan
Action - $3
+1 Action
+1 VP
Gain 2 gold to your hand
Instead of normal cleanup: only discard played actions and spent treasures from this turn; draw until you have 5 cards in hand. Take an extra turn after this one.  The player to your left can see all cards you can, and makes all decisions for you. Any cards you would gain on that turn, he gains instead; any cards of yours that are trashed are set aside and returned to your discard pile at end of turn.

This concept actually sounds quite interesting..
Title: Re: Really bad card ideas
Post by: eHalcyon on May 22, 2012, 11:22:30 pm
Courtesan
Action - $3
+1 Action
+1 VP
Gain 2 gold to your hand
Instead of normal cleanup: only discard played actions and spent treasures from this turn; draw until you have 5 cards in hand. Take an extra turn after this one.  The player to your left can see all cards you can, and makes all decisions for you. Any cards you would gain on that turn, he gains instead; any cards of yours that are trashed are set aside and returned to your discard pile at end of turn.

This concept actually sounds quite interesting..

I agree, wrt to the cleanup penalty.  Forcing a possession on yourself is interesting too, though I think the former is more interesting.
Title: Re: Really bad card ideas
Post by: EternalDensity on May 22, 2012, 11:36:31 pm
Courtesan
Action - $3
+1 Action
+1 VP
Gain 2 gold to your hand
Instead of normal cleanup: only discard played actions and spent treasures from this turn; draw until you have 5 cards in hand. Take an extra turn after this one.  The player to your left can see all cards you can, and makes all decisions for you. Any cards you would gain on that turn, he gains instead; any cards of yours that are trashed are set aside and returned to your discard pile at end of turn.

This concept actually sounds quite interesting..

I agree, wrt to the cleanup penalty.  Forcing a possession on yourself is interesting too, though I think the former is more interesting.
Thanks.
I thought of the forced possession first (I was inspired by reading Simon Says, above) simply as 'what is the opposite of the Possession card?' followed by 'what would motivate a player to let himself be possessed?'. The name followed logically from that, and then I added the cleanup penalty as a way to shake things up a bit. Sometimes it makes things worse, and sometimes it lets you blunt the possession by leaving behind your junk cards. Hmm, maybe I should make it discard Victory-only cards too? Actually I'd originally written it as "Don't discard unplayed actions or unspent treasure", then I rephrased it and forgot that I was letting you pass along the junk. Not really sure which way would be 'better'.

[edit] But the cleanup penalty on its own (in some other context without the possession) is definitely worse when you can't discard unplayable cards.

Anyhow it might be fun to actually try out this card and see what happens. Actually to make it even more properly bad I'd need to change it to "Instead of normal cleanup: do not discard unplayed actions and incompletely spent treasures from this turn;"
That way if you had no treasure, played Courtesan, and then bought something worth $5 your possessor still gets one of your gold.
Title: Re: Really bad card ideas
Post by: SevenSpirits on May 23, 2012, 03:51:45 am
Committee
Action-Attack - $7
Gain a silver. Put it on your deck. Now put it in your hand. Then draw three more cards. Each other player puts a card from his hand on top of his deck, then back into his hand again. You are authorized to purchase one more card in your next buy phase; however, note that no additional funds are allocated for this purpose.
Title: Re: Really bad card ideas
Post by: jotheonah on May 23, 2012, 04:07:58 pm
Committee
Action-Attack - $7
Gain a silver. Put it on your deck. Now put it in your hand. Then draw three more cards. Each other player puts a card from his hand on top of his deck, then back into his hand again. You are authorized to purchase one more card in your next buy phase; however, note that no additional funds are allocated for this purpose.

This sounds very ... bureaucratic.
Title: Re: Really bad card ideas
Post by: Axxle on May 29, 2012, 06:41:52 pm
Tournamint - $4 Action
+1 Action
Each player may reveal a Prize from his hand.
If you do, Gain a copy of it.
If no-one else does, +1 Card, +$1.
-------------------------------------
When you buy this, trash all Prizes you have in play.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on May 29, 2012, 07:08:42 pm
Double agent, $4 (?) action
+2 cards, +2 actions
Reveal the two top cards of your deck. The player to your left chooses for each one if you discard it or if you put it back on your deck, and if you put back both, he chooses in which order.
Title: Re: Really bad card ideas
Post by: Kirian on May 29, 2012, 09:04:09 pm
Double agent, $4 (?) action
+2 cards, +2 actions
Reveal the two top cards of your deck. The player to your left chooses for each one if you discard it or if you put it back on your deck, and if you put back both, he chooses in which order.

That's... actually a very interesting card.  Frankly, the self-attack might be too weak to balance the body.
Title: Re: Really bad card ideas
Post by: GendoIkari on May 30, 2012, 01:49:44 pm
Double agent, $4 (?) action
+2 cards, +2 actions
Reveal the two top cards of your deck. The player to your left chooses for each one if you discard it or if you put it back on your deck, and if you put back both, he chooses in which order.

That's... actually a very interesting card.  Frankly, the self-attack might be too weak to balance the body.

If you change it so that the self-attack happens before the +2; it might balance out slightly better. However, as this will likely draw your entire deck most hands, the self-attack part becomes completely painless anyway.
Title: Re: Really bad card ideas
Post by: Grujah on May 30, 2012, 02:22:09 pm
Tournamint - $4 Action
+1 Action
Each player may reveal a Prize from his hand.
If you do, Gain a copy of it.
If no-one else does, +1 Card, +$1.
-------------------------------------
When you buy this, trash all Prizes you have in play.

This actually cracked me up.  ;D
Title: Re: Really bad card ideas
Post by: ChocophileBenj on May 30, 2012, 02:57:58 pm
Let's make others (better than double agent ^^) :

-Berserker-
Action attack, cost $5
All your opponents reveal cards from their deck until they reveal a card costing $2 or less. They discard this card and may gain a card costing up to $2 more. They trash the other revealed cards.

-Modern city-
Action, cost $6
+1 card, +2 actions
Let n the number of empty stacks in the supply.
Trash up to n+1 cards from your hand. For each one, gain a card costing up to $2 + $n more.

-Knight- (a crossover of pawn and bishop ^^)
Action, cost $3
Choose 2 (the choices must be different)
->+1 card
->+1 action
->+1$
->+1 buy
->+1 VP
->Trash a card from your hand, +VP equal of half its cost rounded down ; all your opponents may trash a card from their hand

-Highvault-
Action, cost $??
+2 cards ; discard any number of cards, cards cost $1 less this turn per card discarded (not less than $0).
All your opponents may discard their hand. If they do, they draw half the number of discarded cards, rounded down
Title: Re: Really bad card ideas
Post by: axlemn on May 30, 2012, 05:22:04 pm
Strong Suggestion without a Seance
Action
+1$

Each other player may choose to discard down to 4 cards. 

The player to your left takes an extra turn after this one, in which you can see all cards he can and make all decisions for him.  The player to your left may not take more than three turns in a row for any reason. 

Cost: 5+potion

At worst, it's a weak witch.  At best, it's a "trash your opponent's entire deck, besides the +draw, with a forge" AND a witch. 
Title: Re: Really bad card ideas
Post by: Morgrim7 on May 30, 2012, 05:52:48 pm
Strong Suggestion without a Seance
Action
+1$

Each other player may choose to discard down to 4 cards. 

The player to your left takes an extra turn after this one, in which you can see all cards he can and make all decisions for him.  The player to your left may not take more than three turns in a row for any reason. 

Cost: 5+potion

At worst, it's a weak witch.  At best, it's a "trash your opponent's entire deck, besides the +draw, with a forge" AND a witch.
Rather KC-Forge, so you can gain more cards. Trashers suddenly become the worst card in the kingdom... This should cost more. 3x2P?
Title: Re: Really bad card ideas
Post by: heron on May 30, 2012, 06:00:37 pm
Theater: $8 Action

When you play this card, play it as if it is an action card in the supply that costs less than this.
Theater costs $2 less per action card you have in play.
Title: Re: Really bad card ideas
Post by: mDuo13 on June 03, 2012, 03:55:15 pm
THAT'S IT! EVERYBODY DIES!
Action - $15
Trash all cards in play, in the supply, in players' decks, and in players' hands.
Title: Re: Really bad card ideas
Post by: jotheonah on June 03, 2012, 04:01:49 pm
Redundancy
Action-Reaction - $0
Trash any number of cards from the trash pile.

___________
Anytime you would perform an action, you may reveal this card to perform that action.
Title: Re: Really bad card ideas
Post by: Dsell on June 03, 2012, 04:03:07 pm
Redundancy
Action - $0
Trash any number of cards from the trash pile.

Redundancy Room
Action - $4
Play this card twice.
Title: Re: Really bad card ideas
Post by: jotheonah on June 03, 2012, 04:03:59 pm
Wouldn't resolving Redundancy Room crash iso?
Title: Re: Really bad card ideas
Post by: Axxle on June 03, 2012, 04:10:27 pm
Wouldn't resolving Redundancy Room crash iso?
Then it would be a really bad idea to make this an actual card, wouldn't it. :)
Title: Re: Really bad card ideas
Post by: qmech on June 04, 2012, 01:49:52 pm
Another candidate for ordinal-valued Dominion?  Excellent.
Title: Re: Really bad card ideas
Post by: Schlippy on June 05, 2012, 09:52:07 am
Slingshot:
Action/Attack - $3
Flick 5 VP-tokens at the fingers of your neighbours. They have to discard any cards that they may drop.
(The flicked VP-tokens return to the supply afterwards)


Suicide Bomber:
Action/Attack - $7
Every other player reveals his hand. You may choose to trash the hand of each other player. (You can choose not to trash a specific hand)
If you trash at least one players hand: Trash your own hand and any cards you have in play.
Title: Re: Really bad card ideas
Post by: Mister Alex on June 05, 2012, 01:44:20 pm
THAT'S IT! EVERYBODY DIES!
Action - $15
Trash all cards in play, in the supply, in players' decks, and in players' hands.

Then add up VP hidden in Islands and/or Native Villages with any VP chips collected to see who wins!  Could be fun.  :P
Title: Re: Really bad card ideas
Post by: heron on June 12, 2012, 11:17:20 am
Asylum
Action - $6
Trash any number of cards from your hand.
For each card trashed:
+1 card, +1 action, +$1, +1 buy.

The sad thing is, I actually play with this card sometimes.
It's funniest in goons engines.
Title: Re: Really bad card ideas
Post by: randomdragoon on June 13, 2012, 02:03:19 am
Inception $5
Action
+1 card
+1 action
Play a sub-game of Dominion, using whatever cards are still left in the supply. If you win the sub-game, +cards equal to the number of players in the game.
Title: Re: Really bad card ideas
Post by: Jfrisch on June 13, 2012, 05:15:22 am
revenge 0$
Action-Reaction
If your opponent plays an attack card on you may light there deck on fire and punch them in the face.
Your opponent gets 100 vp tokens.
(alternate version, you may only do this upon being torturer chained)
Title: Re: Really bad card ideas
Post by: ChocophileBenj on June 19, 2012, 12:17:30 pm
Only in 2 player games :

-Flag-,
Action victory, cost $0*
Worth 0 VP
Trash this and another copy of flag from your hand. If you trashed two flags this way, +157 VPs.
(this is not in the supply)

-Capture the Flag !-
Action attack, cost $5
Choose one : your opponent must trash a victory card from his hand (or reveal his hand without victory cards) OR look through the trash pile, gain a random victory card.
----
Setup : on the beginning of the game, each player starts with 2 estates and a flag in his deck, instead of 3 estates ;
Make two separate piles in the trash pile : one for the victory cards, and one for the other cards.
Title: Re: Really bad card ideas
Post by: gman314 on June 19, 2012, 12:36:17 pm
I just discovered this thread today and it made me laugh so hard!
Title: Re: Really bad card ideas
Post by: Axxle on June 22, 2012, 12:31:05 pm
Cowbell
Action Victory, cost $3
Gain a Cowbell
--------------
Worth 11 VP as long as you have one more Cowbell than the player with the most cowbells.


(you always need more cowbell)
Title: Re: Really bad card ideas
Post by: sparky5856 on June 23, 2012, 02:16:23 am
Confused King's Court

Action-Reaction - 7$

You may reveal an action card from your hand. Trash it three times.
Whenever another player plays an Attack card, you may reveal this from your hand. If you do, they play the attack card three times.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Neigh! Whinny!

Action - 2$

Choose zero: +2389523528 actions, +1337 buys, -2$, trash your deck and put the trash pile on your discard pile.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Bed Mastication

Action - 6$

You may eat your mattress. If you do, +2 VP.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Askew Inventor

Action - $6

+1 Action
Write a post in the Really Bad Card Ideas thread. +X Cards, where X is the number of upvotes the post gets within 6 hours.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Fever

Action-Reaction - $5

+1 Action
If you actually have a fever when playing this card, then go to bed. Otherwise, +2 Cards.
When another player plays this card, you may reveal this from your hand. If you do, you both gain a Cowbell.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Yes I'm procrastinating going to bed in case anyone is wondering.
Title: Re: Really bad card ideas
Post by: O on June 23, 2012, 02:19:31 am
Quote

Neigh! Whinny!

Action - 2$

Choose zero: +2389523528 actions, +1337 buys, -2$, trash your deck and put the trash pile on your discard pile.

Should be a prize, I can see a potential combo here... (protip: It involves another prize and buys every card in the supply).
Title: Re: Really bad card ideas
Post by: iangoth on June 23, 2012, 03:21:01 am
Diadem!

Here's one.

Plague

Action - Attack - $1

+1 action
Each other player may discard a plague. If he doesn't, he gain a plague.

----

Setup: Place as many plague cards in the supply as curses.
Title: Re: Really bad card ideas
Post by: Morgrim7 on June 23, 2012, 03:26:03 am
Diadem!
Diadumb
$0 Treasure-Prize
Worth $0
Worth one per unused action card you have in play.

...

Long Life
$15 Treasure
Worth one per 5 years you have lived.
Gain a efiL gnoL.

efiL gnoL
$15 Treasure
Worth one per 5 years of life you haven't lived.
Gain a Long Life.
Title: Re: Really bad card ideas
Post by: Thisisnotasmile on June 23, 2012, 09:23:35 am
Quote

Neigh! Whinny!

Action - 2$

Choose zero: +2389523528 actions, +1337 buys, -2$, trash your deck and put the trash pile on your discard pile.

Should be a prize, I can see a potential combo here... (protip: It involves another prize and buys every card in the supply).
I don't see the combo. The card does precisely nothing?
Title: Re: Really bad card ideas
Post by: O on June 23, 2012, 11:39:35 am
Quote

Neigh! Whinny!

Action - 2$

Choose zero: +2389523528 actions, +1337 buys, -2$, trash your deck and put the trash pile on your discard pile.

Should be a prize, I can see a potential combo here... (protip: It involves another prize and buys every card in the supply).
I don't see the combo. The card does precisely nothing?

oops...
Title: Re: Really bad card ideas
Post by: sparky5856 on June 23, 2012, 05:32:09 pm
Quote

Neigh! Whinny!

Action - 2$

Choose zero: +2389523528 actions, +1337 buys, -2$, trash your deck and put the trash pile on your discard pile.

Should be a prize, I can see a potential combo here... (protip: It involves another prize and buys every card in the supply).
I don't see the combo. The card does precisely nothing?

Which is why it's a REALLY bad card idea  ;D (Actually, with any number of choices the card would be a pretty bad idea...)
Title: Re: Really bad card ideas
Post by: A Drowned Kernel on June 25, 2012, 09:24:47 pm
Jack of No Trades

Action- $2

Gain a copper. Reveal the top card of you deck, then put it back. Draw up to four cards in your hand. You may trash a non-treasure card from your hand; if you do, gain a copy of it.
Title: Re: Really bad card ideas
Post by: Titandrake on June 25, 2012, 09:28:03 pm
Onion
Action - $0

Peel this card in half. Then trash it.
Each other player gains a Curse.
Title: Re: Really bad card ideas
Post by: One Armed Man on June 25, 2012, 11:11:11 pm
Jack of No Trades

Action- $2

Gain a copper. Reveal the top card of you deck, then put it back. Draw up to four cards in your hand. You may trash a non-treasure card from your hand; if you do, gain a copy of it.

Jill of All Trades
Action - $4
+2 actions. +1 Buy. You may place a card from your hand on the bottom of your deck. You may trash a treasure card from your hand.
___________________
Add Jill of All Trades as a Supply card whenever you play with both Jack of All Trades and Wishing Well.
Title: Re: Really bad card ideas
Post by: zahlman on June 27, 2012, 11:16:07 pm
Pwn - Action $2

Choose two: +1 Card, or +1 Action, or +1 Buy, or +$1, or haxxor each opponent (they gain a haxxor token, worth 0VP). (Your choices must be different.)
Title: Re: Really bad card ideas
Post by: popsofctown on June 28, 2012, 12:47:07 pm
Betalands - 7$ victory
Worth 3 VP
________________________
In games using this, whenever a player gains a card, he gains a card costing less.
Title: Re: Really bad card ideas
Post by: eHalcyon on June 28, 2012, 12:51:34 pm
Betalands - 7$ victory
Worth 3 VP
________________________
In games using this, whenever a player gains a card, he gains a card costing less.

I buy Colony, gaining a Platinum, gaining a Province, gaining a Betalands, gaining a Border Village, gaining TWO duchies, gaining two Silk Roads, gaining two Tunnels, gaining two Estates, gaining two coppers.

Oh, and I guess Haggler is in play, so I gain a Platinum with that as well...

(Alternative: replace SR with Gardens, also pick up two Duchesses with Duchies, which also means two more Copper).
Title: Re: Really bad card ideas
Post by: Thisisnotasmile on June 28, 2012, 01:22:35 pm
Betalands - 7$ victory
Worth 3 VP
________________________
In games using this, whenever a player gains a card, he gains a card costing less.

I buy Colony, gaining a Platinum, gaining a Province, gaining a Betalands, gaining a Border Village, gaining TWO duchies, gaining two Silk Roads, gaining two Tunnels, gaining two Estates, gaining two coppers.

Oh, and I guess Haggler is in play, so I gain a Platinum with that as well...

(Alternative: replace SR with Gardens, also pick up two Duchesses with Duchies, which also means two more Copper).

But Betalands in in this game so when you gain that Platinum from your Haggler you then gain a Betalands, gaining a Border Village, gaining TWO Duchies, gaining two Silk Roads, gaining two Tunnels, gaining two Estates, gaining two Coppers.
Title: Re: Really bad card ideas
Post by: popsofctown on June 28, 2012, 01:27:24 pm
Betalands - 7$ victory
Worth 3 VP
________________________
In games using this, whenever a player gains a card, he gains a card costing less.

I buy Colony, gaining a Platinum, gaining a Province, gaining a Betalands, gaining a Border Village, gaining TWO duchies, gaining two Silk Roads, gaining two Tunnels, gaining two Estates, gaining two coppers.

Oh, and I guess Haggler is in play, so I gain a Platinum with that as well...

(Alternative: replace SR with Gardens, also pick up two Duchesses with Duchies, which also means two more Copper).

But Betalands in in this game so when you gain that Platinum from your Haggler you then gain a Province then a Betalands, gaining a Border Village, gaining TWO Duchies, gaining two Silk Roads, gaining two Tunnels, gaining two Estates, gaining two Coppers.
tweaked that for you
Title: Re: Really bad card ideas
Post by: Thisisnotasmile on June 28, 2012, 01:41:51 pm
No... because that's the last Province and you're losing, so you wouldn't want to do that :shifty eyes:
Title: Re: Really bad card ideas
Post by: pokeman7452 on June 28, 2012, 02:09:48 pm
Missingno.
$2 Treasure - Attack
+$6 +1 buy. When this card is played, all other players trash a card from their hand. Roll a d20. If you rolled a 1, trash your deck, your discard, and your hand.
Title: Re: Really bad card ideas
Post by: gman314 on June 28, 2012, 02:14:55 pm
Not Treasury
+1 card
+1 action
+$1

If you bought a victory card this turn, you may put this on top of your deck.
Title: Re: Really bad card ideas
Post by: Axxle on June 28, 2012, 02:41:49 pm
Betalands - 7$ victory
Worth 3 VP
________________________
In games using this, whenever a player gains a card, he gains a card costing less instead.
FTFY
Title: Re: Really bad card ideas
Post by: jotheonah on June 28, 2012, 02:56:19 pm
Not Trader - $4 Action-Reaction

Trash a Silver from your hand. Gain a number of cards equal to its cost in coins.
—
When you would gain a Silver, you may reveal this from your hand. If you do, instead, gain a card.
Title: Re: Really bad card ideas
Post by: Robz888 on June 28, 2012, 03:07:57 pm
Not Trader - $4 Action-Reaction

Trash a Silver from your hand. Gain a number of cards equal to its cost in coins.
—
When you would gain a Silver, you may reveal this from your hand. If you do, instead, gain a card.

Traitor Trader
Trash a card from your hand. Each other player gains a number of Silvers equal to the cost in coins of the card you trashed.
--
When you would gain a card, you may reveal this from your hand. If you do, instead, each other player gains a Silver.
Title: Re: Really bad card ideas
Post by: Ozle on June 28, 2012, 03:09:46 pm

Is Isotropic Down?
Action - Victory
$5
Put all the cards back into the box and store under bed. Step outside and feel the rays of sunshine on your face for the first time in months.
Title: Re: Really bad card ideas
Post by: eHalcyon on June 28, 2012, 04:10:49 pm
Betalands - 7$ victory
Worth 3 VP
________________________
In games using this, whenever a player gains a card, he gains a card costing less.

I buy Colony, gaining a Platinum, gaining a Province, gaining a Betalands, gaining a Border Village, gaining TWO duchies, gaining two Silk Roads, gaining two Tunnels, gaining two Estates, gaining two coppers.

Oh, and I guess Haggler is in play, so I gain a Platinum with that as well...

(Alternative: replace SR with Gardens, also pick up two Duchesses with Duchies, which also means two more Copper).

But Betalands in in this game so when you gain that Platinum from your Haggler you then gain a Betalands, gaining a Border Village, gaining TWO Duchies, gaining two Silk Roads, gaining two Tunnels, gaining two Estates, gaining two Coppers.

Yes, all that is implied by the ellipsis. :P
Title: Re: Really bad card ideas
Post by: Nicrosil on June 28, 2012, 09:57:13 pm
Bad idea for a set: All cards are functionally the same as Menagerie, but have different names.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on June 29, 2012, 08:44:29 am
Nicrosil link : Or why not harvest instead of menagerie ? So gold will become precious, and... "Oh no, I discarded two golds with my wharf/bishop/pearl diver"

Okay, a few parody cards and then... the Test of the True Geek !

-Radical church-
Action, cost $2
Trash 4 cards from your hand

-Sea assassin-
Action attack, cost $4
Each other player reveal the top card of their deck and either trashes it, discards it or puts it back, your choice, and then gain a curse on top of their deck.

-Baby witch-
Action attack, cost $3
+2 cards, reveal your hand, the player to your left chooses 2 cards for you to discard.
Then, each other player may reveal a card costing $3 or less from their hand. If they don't, they gain a curse.

-Dungeon-
Action reaction, cost $5
Draw up to 10 cards in hand
When any player gains a card, you may reveal this from hand. If you do, he trashes it or gains a copy of it on top on his deck
(wording like this, it means once you gain a card, you gain all the remaining cards. Oops...)

-Venture in the Harem-
Treasure victory, cost $9
Worth 2 VP, worth $1
When you play this, reveal cards from your hand until you find a card with a woman on the picture ; play the revealed treasures along the way in any order, discard the other cards.




-Test of the True Geek-
(see below)


Action, cost $4
Think to a Dominion card ; tell which extension it belongs to, how much it costs and the length of its name (only counting letters) ; if any opponent guesses it, he gains 3 VP ; in no opponent guesses it, you gain 10 VP per opponent.
Title: Re: Really bad card ideas
Post by: rspeer on June 29, 2012, 03:09:02 pm
Inspired by a typo I briefly made elsewhere:

Ig Nobles
Action/Victory, cost $6
2 VP

Choose one: +2 cards, or +3 actions.
Title: Re: Really bad card ideas
Post by: sparky5856 on June 30, 2012, 01:02:38 am
Quote
-Radical church-
Action, cost $2
Trash 4 cards from your hand

One time I drew this with a Golem. I had 4 Colonies in hand.

Anyways... let's just get them out of the way.

Not Hoard
Treasure - 6$
Worth $2
While this is in play, when you buy a Gold, gain a Victory Card.

Not Bureaucrat
Action-Attack - 4$
Gain a Victory card, put it on your deck. Each opponent puts a Silver in hand on top of his deck (or reveals a hand with no Silver).

Not Apothecary
Action - 2P$
+1$; +1 Buy
Reveal the top 4 cards of your deck. Put the revealed Coppers and Potions back onto your deck in any order. Put the other cards in your hand.

Not Philosopher's Stone
Treasure - 3P$
$0
When you play this, count your deck and discard pile. Draw 5 cards for every $1 you find in your deck. (rounded down).

Not Treasure Map
Action - 4$
Trash 4 Golds from your hand. If you do trash 4 Golds, then gain two Not-Treasure Maps, putting them on top of your deck.

Not Golem
Action - 4P$
Reveal cards from your deck until you reveal 2 Not-Golem Cards. Discard the other cards, then play the Not-Golem cards in either order.

Not Pearl Diver
Action - 2$   
+1 Card; +1 Action
Look at the bottom card of the Trash pile. You may put it on top.
Title: Re: Really bad card ideas
Post by: jotheonah on June 30, 2012, 09:13:27 am
Some of those are quite clever! I would actually buy not-Bureaucrat.
Title: Re: Really bad card ideas
Post by: Ozle on June 30, 2012, 09:17:42 am
Some of those are quite clever! I would actually buy not-Bureaucrat.

I would spam buy it to death! Guarenteed Province/colony!
Title: Re: Really bad card ideas
Post by: brokoli on June 30, 2012, 10:34:17 am
Not Ill gotten gains
1$
When you play this, you may gain a curse, putting it into your hand
---
When you gain this, each other player gains a copper.

Not vault
+1$
Discard any number of cards. +2 cards per card discarded.
Each other player may discard 2 cards. If he does, he get +1$.

Not explorer
You may reveal a province card from your hand. If you do, gain a silver card, putting it into your hand.
Otherwise, gain a gold card, putting it into your hand.

Not Hunting party
+1 card
+1 action
Reveal your hand. Reveal cards of your deck until you reveal a card that is a duplicate of one in your hand. Put it into your hand and discard the rest.
(get progressively better when stacked)
Title: Re: Really bad card ideas
Post by: jotheonah on June 30, 2012, 11:41:38 am
Also not explorer $5

You may reveal a Silver from your hand. If you do, gain a Province, putting it into your hand.
Otherwise, gain a Gold, putting it into your hand.
Title: Re: Really bad card ideas
Post by: qmech on June 30, 2012, 06:04:48 pm
Rerolpxe
You may return a Gold to the Supply.  If you do, reveal a Province from your hand.  Otherwise, return a Silver to the Supply.
Title: Re: Really bad card ideas
Post by: Graystripe77 on June 30, 2012, 06:41:25 pm
Cost:$7

+1 card
+1 action
+$1
+1 buy
Gain a <This card name>.
---------------------
When you gain this, +1 card, +1 action, +$1, +1 buy
Title: Re: Really bad card ideas
Post by: ChocophileBenj on June 30, 2012, 06:52:36 pm
I prefer jotheonah's "also not explorer" ^^

-Not Jester-
Action attack, cost $5
-$2
Each other player reveals and discards the top card of its deck. If it is a victory card, you gain a curse ; if it is a curse, he gains a victory card, otherwise, either you or he gains a copy of the discarded card, his choice.

-Not nobles-
Action curse, cost $6
-2 VPs
The player to your left chooses one for you : discard 3 cards, or -2 actions.

-Not mountebank-
-$2
Action attack, cost $5
Each other player may discard a province. If he doesn't, he gains a province and a gold

Okay, let's stop here with negative numbers !

-Neither Merchant ship nor wharf-
Action duration, cost $5
Now and at the start of your next turn : +2 buys
(good card, if no other source of +buy^^)

-Not highway-
Action, cost $5
All action cards cost not $1 less this turn, but less than $0
(whaaat ? negative numbers ? d'oh...)

And now, here are the "not prizes"
-Not bank-
Action, cost $7
When you play this, +1 card per treasure card you have in play (counting this)

-Not followers, but trators-
Action attack, cost $0*
Discard 2 cards. Trash a victory card from your hand (or reveal a hand without victory card). Each other player may trash a curse from their hand and/or draw up to 7 cards in hand.

-Not Bag of gold, but Bag of lead-
Action, cost $0*
+1 action ; gain a curse, put it on top of your deck.

-Not trusty steed, but untrusty sheep-
Action, cost $0*
The player to your left chooses 2 for you :
Discard down to 2 cards in hand, +2 actions, +$2 or gain 4 coppers and put them on top of your deck

-Not princess, but devil who is holding her hostage-
Action, cost $0*
+1 buy ; while this is in play, cards cost $2 more, and when time you buy a card, gain a copper.

-Not diadem, but dis adieu-
Treasure, cost $0*
worth 7$
When you play this, this is worth -1$ per action card you've played this turn
("dis adieu" is French for "say Farewell") (oops, by the way, negative number)

*Those 5 cards are in the supply.
Title: Re: Really bad card ideas
Post by: brokoli on July 01, 2012, 04:19:42 am
Not village
+2 cards
+1 action

Not counting house
Look through your deck, reveal any number of Copper card from it, and discard them.

Not Haggler
+2$
---
While this is in play, when you buy a card, gain a card costing more than it that is not a victory card

Not duchess
+2$
Each player (including you) looks at the bottom card of his deck, and discards it or puts it back.
---
In games using this, when you gain a not duchess, you may gain a duchy.

Not embassy
+3 cards
discard 5 cards.
---
When you gain this, you gain a silver.
Title: Re: Really bad card ideas
Post by: Thisisnotasmile on July 01, 2012, 06:10:32 am
Not "Also not Explorer" and also not "Not Explorer"
Action - $5
You may reveal a Province card from your hand. If you do, gain a Gold card, putting it into your hand. Otherwise, gain a Silver card, putting it into your hand.
Title: Re: Really bad card ideas
Post by: AJD on July 01, 2012, 07:21:22 am
Not Scheme
Herbalist.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on July 01, 2012, 08:15:12 am
-Blackjack-
Action, cost $5
Reveal cards from top on your deck, and sum up their costs in $.
If you're between $15 and $21, you may stop here and get as many $ as your score minus $14, or reveal another card.
If you're over $21, trash this.
Discard the revealed cards afterwards.

-Treasure chest-
Treasure, cost $6
Worth $?
When you play this, roll a D6. If you hit between 1 and 5, gain as many $s. If you hit 6, gain a curse.

-Spiky blue shell- (you know, like in Mario Kart)
Action attack, cost $6
All your un-protected opponents count their current score. The leader between them trashes a province. If tied, choose which opponent will be hit.
They put hand and discard pile onto deck pile and shuffle it and draw the number of cards they had afterwards.


-Apprentice in a hurry-
Action, cost $5
+1 action
Trash a card from your hand. Gain as many card costing up to $5 as the cost of the trashed cards in coins, plus 2 if it has potion in its cost.

-Armed rabble-
Action attack, cost $5
+3 cards
Each other player reveals and discards the top 3 cards of his deck, then discard 1 card from their hand per revealed card which is not an action or treasure card.

-Very-ill-gotten gains-
Treasure, cost $5
Worth $1
When you play this, you may gain a copper, if you do +$3.
When you gain this, all other players reveal cards from top on their deck until they reveal a victory card. They discard the other revealed cards, trash that card and may gain a card costing less that is not a victory card.
Title: Re: Really bad card ideas
Post by: qmech on July 01, 2012, 08:24:10 am
-Blackjack-
Action, cost $5
Reveal cards from top on your deck, and sum up their costs in $.
If you're between $15 and $21, you may stop here and get as many $ as your score minus $14, or reveal another card.
If you're over $21, trash this.
Discard the revealed cards afterwards.

-Treasure chest-
Treasure, cost $6
Worth $?
When you play this, roll a D6. If you hit between 1 and 5, gain as many $s. If you hit 6, gain a curse.

These are good ideas!
Title: Re: Really bad card ideas
Post by: sparky5856 on July 01, 2012, 04:51:30 pm
Not "Also not Explorer" and also not "Not Explorer"
Action - $5
You may reveal a Province card from your hand. If you do, gain a Gold card, putting it into your hand. Otherwise, gain a Silver card, putting it into your hand.

I can say with experience that this IS a pretty bad card. XD
Title: Re: Really bad card ideas
Post by: jotheonah on July 01, 2012, 04:57:41 pm
Idk. I think if we tweak the name a little bit it could actually work in a set.
Title: Re: Really bad card ideas
Post by: popsofctown on July 01, 2012, 05:30:07 pm
Seems too powerful.  It'd be like JoaT, but sometimes it gains a Gold and gets 3$, which is better than a card!  It'd have to cost like 6$
Title: Re: Really bad card ideas
Post by: brokoli on July 01, 2012, 06:21:12 pm
Monumountebank
Action - 6$
+2$
+1 VP
Each other player may discard a curse. If he doesn't, he gains a curse and a copper.

Not mountebank (but closer to cutpurse)
Action - 5$
+2$
Each other player may discard a copper. If he doesn't, he gains a copper and a curse.

Tactishanty town
Discard your hand.
If you discarded any card this way, then at the start of your next turn, +2 action and reveal your hand. If you have no action cards in hand, +2 cards.
Title: Re: Really bad card ideas
Post by: zahlman on July 02, 2012, 11:49:48 am
Not village
+2 cards
+1 action

... you mean Laboratory?
Title: Re: Really bad card ideas
Post by: brokoli on July 02, 2012, 12:30:17 pm
... you mean Laboratory?

Exactly ;)
This is not a bad card idea, though...
Title: Re: Really bad card ideas
Post by: Robz888 on July 02, 2012, 01:18:36 pm
Tactishanty Town is a lot of fun to say.
Title: Re: Really bad card ideas
Post by: jamuspsi on July 02, 2012, 02:26:29 pm
Tactishanty Town is a lot of fun to say.

I had basically the same reaction
Title: Re: Really bad card ideas
Post by: Axxle on July 02, 2012, 02:44:40 pm
Monumountebank
Action - 6$
+2$
+1 VP
Each other player may discard a curse. If he doesn't, he gains a curse and a copper.

Not mountebank (but closer to cutpurse)
Action - 5$
+2$
Each other player may discard a copper. If he doesn't, he gains a copper and a curse.

Tactishanty town
Discard your hand.
If you discarded any card this way, then at the start of your next turn, +2 action and reveal your hand. If you have no action cards in hand, +2 cards.
Mountetrusty Steed
Title: Re: Really bad card ideas
Post by: Schneau on July 02, 2012, 02:53:08 pm
Not mountebank (but closer to cutpurse)
Action - 5$
+2$
Each other player may discard a copper. If he doesn't, he gains a copper and a curse.

Wouldn't that be Mountepurse?
Title: Re: Really bad card ideas
Post by: gman314 on July 02, 2012, 08:41:43 pm
Broken card drawer
Discard any number of cards. Draw twice as many.

And now for some map design issues....

Treasure Map (not to scale)
Trash this card and another copy of Treasure Map (not to scale) from your hand. If you trash two Treasure Maps (not to scale), gain 4 Coppers, putting them on top of your deck.

Cartographer who doesn't use a legend
+1 card
+1 action

The player to your left looks at the top four cards of your deck and discards any number, putting the rest back on top of your deck in any order.
Title: Re: Really bad card ideas
Post by: rinkworks on July 03, 2012, 11:31:14 am
Transbute
$5 - Action
The player to your left reveals then discards the top 2 cards of his deck. For each differently named card revealed, if it is an...
Action card, gain a Duchy;
Treasure card, gain a Transbute;
Victory card, gain a Gold.

Tortoteur
$5 - Action-Attack
Each other player chooses one:  He reveals cards from  the top of his deck until revealing one costing $3 or more, trashes that card, and may gain a card costing at most $2 less than it, discarding the other revealed cards; or he gains a Curse in hand.


Of course the only reason I made these cards up is because their names are fun to say.  Tortoteur!  Tortoteur!
Title: Re: Really bad card ideas
Post by: Grujah on July 03, 2012, 12:36:58 pm
Transbute is actually really awesome.
Title: Re: Really bad card ideas
Post by: DWetzel on July 03, 2012, 04:51:10 pm
Stop Sign

$2 - Action

+1 Card
+1 Action
-1 Clean-up phase
Title: Re: Really bad card ideas
Post by: Hks on July 03, 2012, 06:01:57 pm
Bad chapelor's (chapelist?) rescue - Action 0$
-
When you gain this, gain 7 coppers and 3 estates.
Title: Re: Really bad card ideas
Post by: jotheonah on July 03, 2012, 06:23:08 pm
Chaplain?
Title: Re: Really bad card ideas
Post by: Axxle on July 03, 2012, 06:25:54 pm
donator?
Title: Re: Really bad card ideas
Post by: Tombolo on July 03, 2012, 07:10:56 pm
+$1
+1 Buy
+1 Action
+1 Card
$5 Action
Australian Market

EDIT:
Not Peddler
$0 Action
+1 Card, +1 Action, +$1
During your Buy phase, this costs $2 more per Action card you have in play.

....I'm not actually entirely sure that's a bad idea. >_>  A pretty strong opener on most boards, but it de-synergizes with itself so you can't really stack it or build around it.
Title: Re: Really bad card ideas
Post by: zahlman on July 04, 2012, 01:27:48 am
....I'm not actually entirely sure that's a bad idea. >_>  A pretty strong opener on most boards, but it de-synergizes with itself so you can't really stack it or build around it.

With +1 cost per copy and a base of 4, this was actually submitted to the contest... :P
Title: Re: Really bad card ideas
Post by: timchen on July 05, 2012, 02:33:42 pm
Quote
Not duchess
+2$
Each player (including you) looks at the bottom card of his deck, and discards it or puts it back.
---
In games using this, when you gain a duchess, you may gain a duchy.

So the second part of the card only triggers when Duchess is also in the kingdom? In that case, Does that mean you can buy a duchess and clear the Duchy pile?
Title: Re: Really bad card ideas
Post by: ChocophileBenj on July 05, 2012, 05:50:45 pm
-Secret Traders-
Action reaction, cost $6
+1 buy, +$3, discard any number of cards (at least two), +$1 per card discarded
---
When another player plays an attack, you may reveal it and set it aside. If you do, at the start of your next turn, +2 cards, return 2 cards to top of your deck, and return it to your hand.

(waaait, a not-so-bad reaction ? ... so look at the action part !)

-Hoarder village-
Action, cost $6
+1 card, +2 actions
When you gain this, gain a gold
While this is in play, when you buy a victory card, gain a gold

-Ghost Merchant Pirate Ship-
Action attack duration, cost $5
Choose one : +2 cards, all your opponents return cards to top of their deck down to 3 cards in hand OR all your opponents reveal the 2 top card of their deck, trash the revealed treasures and discard the rest, and you gain one GMPS token if any treasure has been trashed, or now and at the start of your next turn : +1$ per GMPS token you gained this game.

-Fool's Baron-
Action, cost $4
+1 buy
You may discard an estate. If you do and if it is the first estate you discard this turn, +$1, otherwise +$4.

-Counting Lighthouse-
Action duration, cost $2
+1 action, look through your discard pile and reveal any number of coppers from it. +$1 per copper revelaed now and at the start of your next turn.
While this is in play, when an opponent plays an attack, it doesn't affect you, you may gain a copper.

-Wharvest-
Action duration, cost $5
Reveal the top 4 cards of your deck, then discard them. Now and at the start of your next turn, +1 card per different card revealed.
(Oh yeah, next turn I'll start with 4 extra cards... no, 8 ! No, 12, I kinged it ! Okay, 11, accidents may happen... waaaait, where went the +buy ???)

After not witch, here is...
Hot witch (forbidden to players under 18)
-Action attack, $?-
+2 cards, all other male players gain a curse.

And because I don't want any sexual discrimination, here is :
Handsome torturer (allowed to players over 12 only, though they can't buy or gain it under 18)
+3 cards, all other female players choose one : they discard 2 cards or gain a curse in hand

Title: Re: Really bad card ideas
Post by: NoMoreFun on July 10, 2012, 02:40:03 pm
Unfamiliar
Cost: 3;D
+1 Magic
+1 Will
Each other player gains a Hex
Title: Re: Really bad card ideas
Post by: Ozle on July 10, 2012, 05:50:24 pm
I just cant decide
Action - Victory - $5 or $6
+1 Card
+1 Action
+1 Buy
+$1
+1 VP
Trash a card from your hand, if you do Your opponent gains a curse
----
1 Victory Point

Title: Re: Really bad card ideas
Post by: jotheonah on July 10, 2012, 05:52:39 pm
Forum Mafia
Action - $7

All players stop playing Dominion. For several months.
Title: Re: Really bad card ideas
Post by: Ozle on July 10, 2012, 05:54:25 pm
Forum Mafia
Action - $7

All players stop playing Dominion. For several months.


Funsockets Beta
Reaction - $Free

All players stop playing Forum Mafia for several days
Title: Re: Really bad card ideas
Post by: Titandrake on July 10, 2012, 06:54:03 pm
Nest
Action - $4

Play a game of Race for the Galaxy.
If you win, +4 Cards. Otherwise, +2 Cards.
Title: Re: Really bad card ideas
Post by: gman314 on July 10, 2012, 07:00:11 pm
Nest
Action - $4

Play a game of Race for the Galaxy.
If you win, +4 Cards. Otherwise, +2 Cards.

Now we need an RftG card calling for a game of Dominion to be played....
Title: Re: Really bad card ideas
Post by: jotheonah on July 10, 2012, 07:34:42 pm
How about:

Shameless Cross Promotion
Action - $5

Starting with the player to your right, each player names a game made by Rio Grande. Play one game of each in order. Whoever wins the most gains a province; whoever wins the least gains a curse.

________

Setup: If Shameless Cross Promotion is in the kingdom, go out to your local game store and buy a copy of everything made my Rio Grande, just in case.
Title: Re: Really bad card ideas
Post by: rinkworks on July 11, 2012, 09:54:43 am
On a different train of thought, I was thinking about discard-for-benefit cards.  We've got Cellar, which discards for cards; Vault/Secret Chamber that discards for coins.  How about...?

Shelter
$3 - Action
Discard any number of cards.  +1 Buy for each card discarded.

Assembly Line
$3 - Action
Discard any number of cards.   For each card discarded, gain a card costing up to $4.

Time Machine
$2 - Action
Discard any number of cards.  For each card discarded, during clean-up, place a card from play on top of your deck.

Secret Agent
$2 - Action
Discard any number of cards.  For each card discarded, reveal the top card of your deck and discard it or put it back, your choice.

Poxes On Thee
$7 - Action
Discard any number of cards.  For each card discarded, each other player gains a Curse.

Army
$3 - Action
Discard any number of cards.  For each card discarded, each other player discards down to 3 cards in hand.
Title: Re: Really bad card ideas
Post by: brokoli on July 11, 2012, 11:01:15 am
Quote
Not duchess
+2$
Each player (including you) looks at the bottom card of his deck, and discards it or puts it back.
---
In games using this, when you gain a duchess, you may gain a duchy.

So the second part of the card only triggers when Duchess is also in the kingdom? In that case, Does that mean you can buy a duchess and clear the Duchy pile?

 ;D Modified.
Title: Re: Really bad card ideas
Post by: popsofctown on July 12, 2012, 02:08:32 pm

Army
$3 - Action
Discard any number of cards.  For each card discarded, each other player discards 2 cards.

Fixed.  Remember which thread you're posting in mister.
Title: Re: Really bad card ideas
Post by: gman314 on July 12, 2012, 02:13:13 pm

Army
$3 - Action
Discard any number of cards.  For each card discarded, each other player discards 2 cards.

Fixed.  Remember which thread you're posting in mister.

But the redundancy of making other players discard down to 3 multiple times is kind of amusing.
Title: Re: Really bad card ideas
Post by: rinkworks on July 12, 2012, 02:14:34 pm

Army
$3 - Action
Discard any number of cards.  For each card discarded, each other player discards 2 cards.

Fixed.  Remember which thread you're posting in mister.

But the redundancy of making other players discard down to 3 multiple times is kind of amusing.

Yeah, that was the joke.  But the "discard 2 cards" version is bad too.
Title: Re: Really bad card ideas
Post by: popsofctown on July 12, 2012, 03:39:30 pm
ooh, i get it.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on July 13, 2012, 11:43:07 am
-Locked cellar-
Action, cost $2
+1 action, put any number of cards on top of your deck, +1 card per card you put back on your deck
(the action might already be done,  but i'm too lazy to check)

-Swind of Change- (You know, like the song from Scorpions Wind of Change)
Action attack, cost $3
+$2
Each other player trash the top card of their deck and gain a card costing the same. Trash the top card of your deck, and gain a card with the same cost of your left player's choice

-Hoard lender-
Action, cost $4
Trash a copper from your hand. If you do, +$2 and gain a gold for every victory card you buy.

-Sea Haggler- (the name might already be taken, but I'm tltc too)
Action attack, cost $5
+$2
Each other player reveals and discard the top card of their deck and gain a card costing less than this that is not a victory card, and put it on top of their deck.

-Spice Mint-
Action, cost $5
You may trash a treasure from your hand. Gain a copy of it.

-Iron golem-
Action, cost $4+potion
Reveal cards from your hand until you reveal two action cards other than Iron Golem. Discard the other cards then play the two action cards in either order. If, after playing the two actions, you did not trash any card from your hand, trash two cards from your hand.

-Aikido Minion-
Action attack, cost $5
+1 action
Choose one : +$2 or :
you may discard your hand, if you do draw 4 cards and each other player reveals his hand, either discards it or keeps it, your choice. If they discard, they draw one card less than they had in hand.
(Rules clarifications : if you choose to discard although they already have 0 card in hand, they gain a AM token and at their next clean-up phase they draw one card less per AM token and they return one AM token to the supply per lost card.)
Title: Re: Really bad card ideas
Post by: BMan on July 13, 2012, 11:34:41 pm
Master of the Obvious
Action
Cost: $1
You may look at your hand.

Armageddon
Action
Cost: $666
Trash all cards currently in the Supply.

Craps
Action
Cost: $4
Roll two six-sided dice. Count the total number rolled and subtract 7. +1 VP times the resulting number (if it is negative, subtract VP if possible).

Almost Totally Neutral
Action
Cost: $1
If this is the first time you've played Totally Neutral this turn: +1 Card, +1 Action.

Government Bureaucracy
Action-Attack
Cost: Way, way too much!
Reveal your hand. Add up the total cost of all cards in your hand, and divide that sum by three. If the remainder is zero, trash the second least-expensive card in your hand. If the remainder is one, each other player reveals his hand, discards one card other than a Treasure that you choose, and you gain a Copper. If the remainder is two, each other player reveals his hand, +$1 per total number of Curses revealed squared, and you may trash a Province.

Private Health Insurance
Action-Reaction
Cost: $4*
You may trash a Curse from your hand.
=====
When you would gain a Curse, you may discard this. If you do, you may trash a Treasure costing at least $3; if it costs at least $6, +1 Card. Otherwise, gain a Curse. You may only use Private Health Insurance up to ten times per game. You may not discard this to an Attack card played with a Throne Room, King's Court, or Golem.
=====
When you would gain this, reveal your hand, your discard pile, and your deck. You cannot gain this if you reveal any Curses. Shuffle your deck.
=====
If you do not have a full-time job, this card costs $7.

Gunfight
Action-Attack
Cost: $6
Choose another player. Immediately end your turn and play another one, but do not buy anything or clean up yet (you may play Treasures as normal). The other player then takes his turn but does not buy anything or clean up yet. Whoever has less $ available for purchase trashes everything he has in play (if there is a tie, both players trash).
Title: Re: Really bad card ideas
Post by: eHalcyon on July 14, 2012, 12:06:32 am
Private Health Insurance
Action-Reaction
Cost: $4*
You may trash a Curse from your hand.
=====
When you would gain a Curse, you may discard this. If you do, you may trash a Treasure costing at least $3; if it costs at least $6, +1 Card. Otherwise, gain a Curse. You may only use Private Health Insurance up to ten times per game. You may not discard this to an Attack card played with a Throne Room, King's Court, or Golem.
=====
When you would gain this, reveal your hand, your discard pile, and your deck. You cannot gain this if you reveal any Curses. Shuffle your deck.
=====
If you do not have a full-time job, this card costs $7.

Holy smokes, talk about bringing politics into the game.

I'm from Canada, so I'll give you your first +1 just for the Health Care card. ::)
Title: Re: Really bad card ideas
Post by: AJD on July 14, 2012, 12:11:52 am
Nuclear bomb
$7: Action-Attack
+$2
The player to your left reveals the top card of his deck. If it is an Action card, trash all cards in play and in all players' decks, hands, and discard piles.

(After the card Fission from Innovation, which has a similar effect.)
Title: Re: Really bad card ideas
Post by: Thisisnotasmile on July 14, 2012, 02:49:51 am
!details
Action - $1
+1 Card
+1 Action
All players reveal every card in their hand, deck, discard pile, in play or on a mat (NV/Island). When every player agrees they have seen all they want to, each player returns any card from mats or in play to where they came from, and shuffles all cards that came from their hand, deck or discard pile and draws the number of cards they originally had in hand.
------------------
Whenever !details is in the supply, add !disable to the supply.
------------------
This card cannot be bought on turn 1.



!disable
Reaction - $0
You may reveal this card when you buy it. If you do, trash it and all copies of !details from the supply, and +1 buy.
Title: Re: Really bad card ideas
Post by: rinkworks on July 14, 2012, 08:46:25 am
!details
Action - $1
+1 Card
+1 Action
All players reveal every card in their hand, deck, discard pile, in play or on a mat (NV/Island). When every player agrees they have seen all they want to, each player returns any card from mats or in play to where they came from, and shuffles all cards that came from their hand, deck or discard pile and draws the number of cards they originally had in hand.
------------------
Whenever !details is in the supply, add !disable to the supply.
------------------
This card cannot be bought on turn 1.



!disable
Reaction - $0
You may reveal this card when you buy it. If you do, trash it and all copies of !details from the supply, and +1 buy.

Two of the very few fan cards that made it into Isotropic.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on July 22, 2012, 10:15:31 am
-Discoutning House-
Action, $5
Reveal any number of coppers from your hand and discard them.

-Un-remodel-
Action, $4
Trash a card from your hand, gain a card costing at least $2 less than the trashed card.

-Ganon Village-
Action attack, $5
+1 card, +2 actions
Each other player may discard a Sierpinski triangle from his hand. If he doesn't, he reveals cards from his hand until he finds a Sierpinski triangle, puts it into his hand and trashes the other revealed cards.
translate the name in German

-Sierpinski Triangle-
Victory card, $5
Worth 1 VP per Sierpinski Triangle you have.
Waaait... to count the points, the number of triangles you have is raised to square ?
Title: Re: Really bad card ideas
Post by: yudantaiteki on July 22, 2012, 10:30:50 am
I don't recall if this was done before, but it probably was.

Newbie Idea
$5 - Action/Curse/Reaction

- 3 VP

If this card is in your hand you must play it at the beginning of your action phase.

Choose a player.  Trash the top card of his deck, or the top card of his discard pile.  You may gain this card and one other card from the trash.

When another player plays an attack card, you may reveal this from your hand.  If you do, +1 card and the attack affects the attacker instead.
Title: Re: Really bad card ideas
Post by: rinkworks on July 22, 2012, 10:38:35 am
I don't recall if this was done before, but it probably was.

Newbie Idea
$5 - Action/Curse/Reaction

- 3 VP

If this card is in your hand you must play it at the beginning of your action phase.

Choose a player.  Trash the top card of his deck, or the top card of his discard pile.  You may gain this card and one other card from the trash.

When another player plays an attack card, you may reveal this from your hand.  If you do, +1 card and the attack affects the attacker instead.

Best card of all time.  It does it all!
Title: Re: Really bad card ideas
Post by: Kirian on July 22, 2012, 02:20:20 pm
-Ganon Village-
Action attack, $5
+1 card, +2 actions
Each other player may discard a Sierpinski triangle from his hand. If he doesn't, he reveals cards from his hand until he finds a Sierpinski triangle, puts it into his hand and trashes the other revealed cards.
translate the name in German

-Sierpinski Triangle-
Victory card, $5
Worth 1 VP per Sierpinski Triangle you have.
Waaait... to count the points, the number of triangles you have is raised to square ?

OK that was painful.
Title: Re: Really bad card ideas
Post by: eHalcyon on July 22, 2012, 05:36:55 pm
-Un-remodel-
Action, $4
Trash a card from your hand, gain a card costing at least $2 less than the trashed card.

I would call this Premodel.
Title: Re: Really bad card ideas
Post by: AJD on July 22, 2012, 06:11:08 pm
-Un-remodel-
Action, $4
Trash a card from your hand, gain a card costing at least $2 less than the trashed card.

I would call this Premodel.

Demodel?
Title: Re: Really bad card ideas
Post by: eHalcyon on July 22, 2012, 06:57:54 pm
-Un-remodel-
Action, $4
Trash a card from your hand, gain a card costing at least $2 less than the trashed card.

I would call this Premodel.

Demodel?

...that's probably better. :P
Title: Re: Really bad card ideas
Post by: Morgrim7 on July 22, 2012, 08:19:26 pm
Un-Tunnel
Victory/Reaction - $3
-2 VPs
When you discard this from play other than during your cleanup phase, trash a Gold.

Un-Cellar
Action - $2
+1 Action
Discard any number of cards. Discard one card per card discarded.

Un-Tactician
Action/Duration - $5
Discard your hand. At the start of your next turn, discard your hand and -1 Action, -1 Buy.

Un-Stash
Treasure - $5
Worth $2
When you reshuffle, you may put this anywhere in your discard pile.
Title: Re: Really bad card ideas
Post by: yudantaiteki on July 22, 2012, 08:47:04 pm
Un-develop
$3, Action

Trash a card from your hand. Gain a card costing exactly 1 Treasure more than it and a card costing exactly 1 Treasure less than it, in either order, putting them on top of your deck.
Title: Re: Really bad card ideas
Post by: Wolphmaniac on July 22, 2012, 10:34:56 pm
Burned! - Action - $25
If the person who plays this card does not own the Dominion sets in play, then return all cards to their sets immediately and set the sets on fire.
If the person who plays this card owns the Dominion sets in play, then all other players must take off their clothes and light them on fire.
If more than player in the game owns a set in play, then set all sets and clothes on fire.

Shit Storm - Action - $6
Trash this card, then choose one: Either you exchange ALL of your cards for all of the cards in the trash, or the player to your left does.  If the player to your left does, he gains a Shit Storm. 
(Think about how insane this would get.  Player A shit storms player B.  Player B now has all the trash but has 2 Shit Storms.  Player B uses the first shit storm to get his old deck back, then uses the second Shit Storm to shit storm player A, who now has the trash with 3 Shit Storms.  Player A could then get his deck back with his first Shit Storm, or he could shit storm player B, making player B essentially trade his deck for player A's old deck which is in the trash, then player A could shit storm himself and trade his current deck of old trash for player B's old deck which is in the trash.  Now the players have swapped decks and player A has two Shit Storms and player B has one Shit Storm and anything could happen. 

Title: Re: Really bad card ideas
Post by: Wolphmaniac on July 22, 2012, 10:37:00 pm
-Un-remodel-
Action, $4
Trash a card from your hand, gain a card costing at least $2 less than the trashed card.

I would call this Premodel.

Demodel?

...that's probably better. :P

This is actually a great card!  You could trash a curse for a Colony!  Needs to be reworded to at MOST $2 less than the trashed card : )

Could also be called Self-Saboteur.
Title: Re: Really bad card ideas
Post by: eHalcyon on July 22, 2012, 11:43:20 pm
This is actually a great card!  You could trash a curse for a Colony!  Needs to be reworded to at MOST $2 less than the trashed card : )

Could also be called Self-Saboteur.

Oh cripes, I didn't even notice that it said "at least".  :o
Title: Re: Really bad card ideas
Post by: Kirian on July 23, 2012, 01:31:21 am
Burned! - Action - $25
...
If the person who plays this card owns the Dominion sets in play, then all other players must take off their clothes and light them on fire.

I just realized, after all this time, I don't think anyone's ever published rules for Strip Dominion.
Title: Re: Really bad card ideas
Post by: zahlman on July 23, 2012, 01:57:00 am
I just realized, after all this time, I don't think anyone's ever published rules for Strip Dominion.

"Trash an article of clothing. If you do, gain a Gold, putting it somewhere indecent."
Title: Re: Really bad card ideas
Post by: blueblimp on July 23, 2012, 02:57:42 am
I've Got Blisters On My Fingers
$2 - Action
+1 Card
+1 Action
Shuffle your deck.
Title: Re: Really bad card ideas
Post by: Thisisnotasmile on July 23, 2012, 07:04:14 am
Shit Storm - Action - $6
Trash this card, then choose one: Either you exchange ALL of your cards for all of the cards in the trash, or the player to your left does.  If the player to your left does, he gains a Shit Storm. 
(Think about how insane this would get.  Player A shit storms player B.  Player B now has all the trash but has 2 Shit Storms.  Player B uses the first shit storm to get his old deck back, then uses the second Shit Storm to shit storm player A, who now has the trash with 3 Shit Storms.  Player A could then get his deck back with his first Shit Storm, or he could shit storm player B, making player B essentially trade his deck for player A's old deck which is in the trash, then player A could shit storm himself and trade his current deck of old trash for player B's old deck which is in the trash.  Now the players have swapped decks and player A has two Shit Storms and player B has one Shit Storm and anything could happen. 

Then can't use the second Shit Storm because it's in the trash.
Title: Re: Really bad card ideas
Post by: theory on July 23, 2012, 09:48:43 am
I just realized, after all this time, I don't think anyone's ever published rules for Strip Dominion.

"Trash an article of clothing. If you do, gain a Gold, putting it somewhere indecent."

Militia: All other players discard down to three items of clothing.
Title: Re: Really bad card ideas
Post by: Robz888 on July 23, 2012, 06:48:20 pm
I just realized, after all this time, I don't think anyone's ever published rules for Strip Dominion.

"Trash an article of clothing. If you do, gain a Gold, putting it somewhere indecent."

Militia: All other players discard down to three items of clothing.

Venture: Reveal... nah, I gotta stop there. This is a family game!
Title: Re: Really bad card ideas
Post by: Morgrim7 on July 23, 2012, 07:35:04 pm
Militia is easy to deal with if you are a guy. Unless you are wearing a hat...
Title: Re: Really bad card ideas
Post by: Axxle on July 23, 2012, 07:43:36 pm
Militia is easy to deal with if you are a guy. Unless you are wearing a hat...
Have to refrain myself from making an insanity wolf meme while at work...
Title: Re: Really bad card ideas
Post by: DStu on July 24, 2012, 03:22:32 am
Militia is easy to deal with if you are a guy. Unless you are wearing a hat...

http://picture.yatego.com/images/446860760a5070.0/big_halloween-karneval-second-skin-suit-zweite-haut-anzug-orange-471602000-1-kqh/second-skin-suit-ganzkoerperanzug--orange.jpg . might even work with hat...
Title: Re: Really bad card ideas
Post by: Morgrim7 on July 24, 2012, 04:28:35 am
Militia is easy to deal with if you are a guy. Unless you are wearing a hat...

http://picture.yatego.com/images/446860760a5070.0/big_halloween-karneval-second-skin-suit-zweite-haut-anzug-orange-471602000-1-kqh/second-skin-suit-ganzkoerperanzug--orange.jpg . might even work with hat...
Yes, but how many people wea skin suits on a daily basis?
Title: Re: Really bad card ideas
Post by: Axxle on July 24, 2012, 04:57:42 am
Militia is easy to deal with if you are a guy. Unless you are wearing a hat...
Have to refrain myself from making an insanity wolf meme while at work...
(http://i.qkme.me/3q7i5m.jpg)
Title: Re: Really bad card ideas
Post by: Grujah on July 24, 2012, 05:30:32 am
Swindler could be interesting.
Title: Re: Really bad card ideas
Post by: Axxle on July 24, 2012, 05:42:20 am
Swindler could be interesting.
Heh, and Masquerade  ;)
Title: Re: Really bad card ideas
Post by: Morgrim7 on July 24, 2012, 06:03:15 am
Swindler could be interesting.
Heh, and Masquerade  ;)
Heh, and Saboteur. And Cursers. And Hamlet. How badly do you want that action? :)
Title: Re: Really bad card ideas
Post by: Grujah on July 24, 2012, 06:04:56 am
How would Remodel work.

Or possession  :o
Title: Re: Really bad card ideas
Post by: Morgrim7 on July 24, 2012, 06:08:06 am
How would Remodel work.

Or possession  :o
Remodel:
Have a store ready?
Possession:
Eesh.
Title: Re: Really bad card ideas
Post by: Kirian on July 24, 2012, 08:43:46 pm
Strip Dominion is probably best played with 2 people; otherwise some attacks are going to get overpowered.
Title: Re: Really bad card ideas
Post by: Axxle on July 24, 2012, 08:52:48 pm
That awkward moment when you realize that everyone discussing strip dominion is likely male.
Title: Re: Really bad card ideas
Post by: Powerman on July 24, 2012, 11:27:19 pm
That awkward moment when you realize that everyone discussing strip dominion is likely male.

Lol.
Title: Re: Really bad card ideas
Post by: A Drowned Kernel on July 28, 2012, 06:41:55 pm
Tunneling Chancellor
$3- Action

+$2

Reveal every card in your deck, discarding them all.

-

Edareuqsam
$3- Action

You may trash a card from your hand. Each player passes a card from his hand at once to the player to his right. +2 cards.
Title: Re: Really bad card ideas
Post by: wrathofmine on July 30, 2012, 01:14:25 pm
Pirate Chancellor
$5 - Action

+2$
I you put your deck in your discard, take a chancellor token. If you choose not to discard, gain a stash for each token you've taken with Pirate Chancellor this game.
Title: Re: Really bad card ideas
Post by: popsofctown on August 01, 2012, 05:02:52 pm
I wasn't sure whether to post this in the worst cards thread or submit it to an applicable mini-set design challenge.  Then I realized it wouldn't be permitted, since it was my little cousin John's idea after he had been seasoned with two games of Dominion, and not my idea.

John
6$ Action-Attack
Each other player gains a Curse.  You gain a Moat.
Title: Re: Really bad card ideas
Post by: ConMan on August 06, 2012, 02:53:50 am
Master of None $4
Gain a Curse.
You may look at the top card of your discard pile and either discard it or put it back.
Discard down to five cards in hand.
You may trash a card from your hand that isn't a card.
Title: Re: Really bad card ideas
Post by: Young Nick on August 06, 2012, 03:47:01 am
Menagerie
+1 action

Reveal the brands of all articles of clothing you are wearing. If there are no duplicate brands, +3 cards.
Otherwise, +1 card.

Scheme: return one action to the top of your deck or one article of clothing to your body.

Tactician: Remove all clothes. At the start of your next turn, put all your clothes back on, and put on an additional pair of sweat pants, and a winter coat.

Royal Seal: When you gain a card while this is play, you may choose to put it on top of your deck
OR you may place an article of clothing on top of your dick.

There is some gem hidden in Envoy that I can't quite figure out, hmm.

I bet Governor could use a fourth option involving stripping, too.


Title: Re: Really bad card ideas
Post by: Morgrim7 on August 06, 2012, 05:25:51 am
Envoy
Take off four articles of clothing. The player to your left chooses one for you to discard. Put the rest back on in any order you choose.
Title: Re: Really bad card ideas
Post by: jotheonah on August 06, 2012, 09:46:51 am
these are pretty great. I'm imagining the scenario where you actually get a girl to play this and she's like "Winter coat? WTF?"

Also, "any order you choose" is priceless.
Title: Re: Really bad card ideas
Post by: Wolphmaniac on August 08, 2012, 05:28:20 pm
Chuck Norris
$12 Action
You immediately win the game.
You cannot buy this card.
You cannot gain this card by using an Action card.

Fun (simple) Puzzle: How do you get Chuck Norris?
Someone already mentioned Horn of Plenty.  Another way you can get Chuck Norris would be if your opponent, holding a Masquerade/Ambassador and a Chuck Norris, plays the Masquerade/Ambassador and effectively hands you a Chuck Norris rather than simply playing his Chuck Norris for the win.  (YOU have not used an action card in this sequence, so it works.)  Of course, only Chuck Norris himself would be amazing enough to do this and still win, hence the perfect name for the card. 

(Actually, it's quite conceivable that a player could pass off a Chuck Norris and win, provided they could end the game on that turn.  Considering that the player has already worked a $12 Horn of Plenty to get the Chuck Norris, this player is obviously in great shape.  Masquerading a Chuck Norris into the opponent's hand and then ending the game would be a great showboating move, a la Masquerading/Ambassadoring a Province or Colony to your opponent and then winning on that turn anyways.) 
Title: Re: Really bad card ideas
Post by: eHalcyon on August 08, 2012, 05:30:15 pm
Masquerading/Ambassadoring a Province or Colony to your opponent and then winning on that turn anyways.) 

Sometimes you NEED to do that to win. :P
Title: Re: Really bad card ideas
Post by: Jfrisch on August 08, 2012, 06:48:49 pm
Name to be determined.
+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.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on August 08, 2012, 08:37:18 pm
-Lost adventurer-
Reveal cards from top of your deck until you reveal two treasures cards. Discard those cards, and put back the other revealed cards on your deck in either order

-Moneylauncher-
Trash a treasure card from your hand.
If you do, +$10

-Classic idea-
Choose an action card from your hand. Draw one card from each +$ it generates, +1 action for each card you should have drawn instead, +1 buy for each +1 action, +$1 for each +buy on it.

-Post Trading-
Gain a silver, put it in your hand. Trash two cards from your hand.

-Ante Trading-
Gain 2 coppers in your hand. Trash one card from your hand.
Title: Re: Really bad card ideas
Post by: RiemannZetaJones on August 09, 2012, 10:43:55 am
-High-Frequency Trader-
When you gain a card, you may reveal this. If you do, trash that card and gain a silver.
Title: Re: Really bad card ideas
Post by: zahlman on August 09, 2012, 11:15:26 am
-High-Frequency Trader-
When you gain a card, you may reveal this. If you do, trash that card and gain a silver.

So you can immediately run out the Silver pile AND the Blue Dog pile. I like it.

---

Feodee - Victory - $0
Worth -1VP for every three Silvers in your deck.
When you gain this, trash three Silvers from your hand.
Title: Re: Really bad card ideas
Post by: Jfrisch on August 10, 2012, 04:13:40 am
Invincible Rats-Action-4$
+1 card, +1 action
Trash a card from your hand other than an Invincible Rats (or reveal a hand of all Invincible Rats)
---------
this card may not be trashed
Title: Re: Really bad card ideas
Post by: Drab Emordnilap on August 10, 2012, 10:14:56 am
Invincible Rats-Action-4$
+1 card, +1 action
Trash a card from your hand other than an Invincible Rats (or reveal a hand of all Invincible Rats)
---------
this card may not be trashed

---------
When you trash this card, gain an Invincible Rats from the trash.
Title: Re: Really bad card ideas
Post by: Grujah on August 10, 2012, 10:18:07 am
Invincible Rats-Action-4$
+1 card, +1 action
Trash a card from your hand other than an Invincible Rats (or reveal a hand of all Invincible Rats)
---------
this card may not be trashed

---------
When you trash this card, gain an two Invincible Ratses from the trash.

FTFY.
Title: Re: Really bad card ideas
Post by: zahlman on August 10, 2012, 10:32:30 am
Ratses

We hates them, don't we precious?
Title: Re: Really bad card ideas
Post by: Tombolo on August 11, 2012, 11:03:39 pm
My Trusty Pony
$0* Action- Prize
Choose 3:
-+1 Card
-+1 Action
-+$1
-Gain two Silvers and put your social status into your discard pile.
Title: Re: Really bad card ideas
Post by: NoMoreFun on August 12, 2012, 11:50:09 am
Jack of All Treasures
Cost: $5
Worth $3
+1 buy
When you play this, you may discard or trash a treasure from your hand, If you don't, trash this card.
Reveal cards from your deck until you reveal a treasure. Put it on top of your deck, and discard the other revealed cards
---
While this is in play, when you buy:
An action: Reduce its cost by $2
A treasure: Put it on top of your deck
A victory card: Gain a silver
---
When you gain this, put it on top of your deck. Each player gains a copper, putting it in their hand.
Title: Re: Really bad card ideas
Post by: NoMoreFun on August 12, 2012, 11:56:17 am
React of All Trades:

When you gain a card, you may reveal this. If you do, instead, gain a copper, putting it in top of your deck

When you're attacked, you may reveal this. If you do, +1 card, put a card from your hand on top of your deck. You may set aside this and another card from your hand. Restore them to your hand at the start of your next turn.

When you gain a victory card, you may trash this card.
When you trash this, gain 2 silvers
Title: Re: Really bad card ideas
Post by: jotheonah on August 12, 2012, 12:06:30 pm
I think a 6-cost pure reaction that just reacts differently to every possible thing would be a fascinating design space.  That should be one for the contest.
Title: Re: Really bad card ideas
Post by: NoMoreFun on August 12, 2012, 12:21:36 pm
Jack of all Durations:
Discard down to 3 cards in hand
At the start of your next turn: +1 card, +$1, +1 action, +1 buy
Title: Re: Really bad card ideas
Post by: NoMoreFun on August 12, 2012, 12:27:28 pm
Crats of Walled Traders:
+1 Action
+1 Buy
Trash 2 cards from your hand. Gain a silver and a Crats of All Traders, putting them on top of your deck.
---
When you're attacked, you may gain a silver and set it aside with this card. Restore them to your hand at the beginning of your next turn.
Title: Re: Really bad card ideas
Post by: zahlman on August 12, 2012, 12:37:46 pm
Two of All Trades - Action/Duration/Reaction/Treasure

If played as an action:

+1 Card
+1 Action

You may put a card from your hand on top of your deck. If you do, choose one: +1 Card, +1 Action, +1 Buy, +$1. You may trash a card from your hand. You may discard a hand from your hand. If you do, +$1. You may trash this card. If you do, +$1, and put an Embargo token on the Two of All Trades pile. Set aside a card from your hand face up. At the start of your next turn, choose one: +$1 and discard the set-aside card; or put the set-aside card into your hand. Choose one: set aside a Two of All Trades from your hand on your Two of All Trades mat; or put all the cards from the mat into your hand. Look at the bottom card of your deck. You may discard it. When you discard this from play, you may put a Copper from play on top of your deck. You may discard your hand. If you do, +1 Action, +1 Buy. Reveal your hand. If this is the first time you have played Two of All Trades this turn, +1 Action. Each player (including you) looks at the top card of his deck, and puts it back.

--

If played as a treasure:
If you played Two of All Trades during your Action phase, this is worth $3. Otherwise it is worth $0.

--

When another player plays an Attack card, you may reveal this and another Two of All Trades from your hand. If you do, draw a card, put a card from your hand on top of your deck, and you are unaffected by the attack.

When another player plays an Attack card, if you have two Two of All Trades cards in play, the attack doesn't affect you.

When another player gains a Province, you may trash this from your hand. If you do, gain a Silver, putting it on your deck.

Setup: when Two of All Trades is in the Kingdom, add Embargo and Jack of All Trades to the Kingdom. In games using this, when you gain a Jack of All Trades, you may gain a Two of All Trades.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on August 12, 2012, 02:38:36 pm
I'm already sorry if you feel hurt, this is just a joke so please don't beat me !!!

-CopperphileBenj-
Action, cost $2
+1 card, +1 action
You may gain a copper

-Chocosayer-
Action, cost $4
Discard 2 cards
Each other player gains a Chocosayer card, putting it on his Chocosayer Mat.
---
In games using this, during your buy phase, you may pay an extra $1 per card you have on your Chocosayer mat. If you don't, put those cards on top of your deck. Put in them in your deck at the end of the game.

-Steam house-
Victory, cost $4
Worth 2 VPs.
--------
When you gain this, discard 2 cards.

-Banal-
Victory, cost $3*
If the Province pile is empty, this is worth 6 VP. Otherwise, this is worth -1 VP.
--------
This costs $3 more per empty pile.
(a not so bad idea ???)

-Horror Museum-
Victory, cost $5
Worth 1 VP for every set of Estate, Duchy and Province in your deck.

-Physics, the Gathering-
Action, cost $5.
Name two cards. Reveal cards from your deck until you reveal two cards that you named. Put all the revealed cards into your hand.

-Garry Soon-
Action attack, cost $5
+3 cards
Each other player puts one card back on his deck.

-CopperphileBenj is back-
Action, cost $3
Choose one :
Trash a card from your hand. Gain up to one copper per $1 in its cost OR discard any number of coppers from your hand, and gain a card costing exactly $1 per copper discarded.

-Parasital Village-
Action, cost $4
+2 actions, discard down to 3 cards in hand.

-Brian's Amulet-
Action, cost $5
+1 Action
Each other player may trash a card from his hand. If anyone does, +$3. If no one does, you may trash a card from your hand, +$2 if you do.
Title: Re: Really bad card ideas
Post by: sparky5856 on August 12, 2012, 03:09:21 pm
Master of None $4
Gain a Curse.
You may look at the top card of your discard pile and either discard it or put it back.
Discard down to five cards in hand.
You may trash a card from your hand that isn't a card.

You may trash a card that's not a card.

Brilliant.
Title: Re: Really bad card ideas
Post by: NoMoreFun on August 12, 2012, 04:39:06 pm
Jack of One Trade
Action:
+2 action
+$2
-$1 for each treasure in your hand (to a minimum of zero)
When you gain a victory card, you may trash this card from your hand
When you trash this, +1 card, discard a card

Jack of Seven Trades
Action:
Draw until you have 6 cards in hand
Do this 3 times
Trash two cards from your hand. Either gain a card costing the sum of the 2 cards, or $3 more than the cheaper card.
+$1 for each treasure trashed this way

Master of Eight Trades
Worth 6VP
+1 card
+1 action
+$1

Title: Re: Really bad card ideas
Post by: NoMoreFun on August 12, 2012, 04:42:13 pm
Ghost Cellar
+1 Action
Put any number of cards from your hand on top of your deck
For each card you do, +1 card
Title: Re: Really bad card ideas
Post by: qmech on August 12, 2012, 05:07:19 pm
Ace of Trades $7
When you would gain a card, you may reveal this from your hand.  If you do, instead, gain a Gold.
Title: Re: Really bad card ideas
Post by: Titandrake on August 12, 2012, 05:14:56 pm
How To Carry a Theme Too Far
Action - Attack - Reaction
Cost: $1
+1 Card
+1 Action
+$1
+1 Buy
+1 VP
Discard 1 card.
Each other player discards 1 card.
Each other player gains 1 Curse.
Whenever another player plays an Attack, you may reveal and set aside this card. If you do, at the start of your next turn return this to your hand and gain 1 copy of this card to your hand.
Title: Re: Really bad card ideas
Post by: Graystripe77 on August 12, 2012, 05:57:34 pm
Yea, I did: $4
Action
+1 Action

Reveal the top 4 cards of your deck. Put the revealed victory cards into your hand. Put the rest back on top of your deck in any order.
Title: Re: Really bad card ideas
Post by: sparky5856 on August 12, 2012, 07:06:43 pm
Jack of LITERALLY ALL the Trades! And I mean ALL OF THEM.
$4 Action-Reaction-Attack

+1 Card
+1 Action
+1$
+1 Buy
+1 VP
Discard any number of cards.
+1 Card per card discarded.
You may immediately put your deck into your discard pile.
Gain a card costing up to $4.
Gain a Silver.
Each other player reveals a Victory card from his hand and puts it on his deck (or reveals a hand with no Victory cards).
Trash this card. Gain a card costing up to $5.
Each other player discards down to 3 cards in his hand.
Trash a Copper from your hand. If you do, +$3.
Trash a card from your hand. Gain a card costing up to $2 more than the trashed card.
Each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice.
Each other player reveals the top 2 cards of his deck. If they revealed any Treasure cards, they trash one of them that you choose. You may gain any or all of these trashed cards. They discard the other revealed cards.
Choose an Action card in your hand. Play it twice.
Each other player draws a card.
Draw until you have 5 cards in hand. You may set aside any Action cards drawn this way, as you draw them; discard the set aside cards after you finish drawing.
Trash a Treasure card from your hand. Gain a Treasure card costing up to $3 more; put it into your hand.
Each other player gains a Curse card.
Reveal cards from your deck until you reveal 2 Treasure cards. Put those Treasure cards in your hand and discard the other revealed cards.
You may trash a card from your hand that is not a treasure.
Put a card from your hand on top of your deck.
Discard any number of cards. +$1 per card discarded.
Each player passes a card in their hand to the player on their left. You may trash a card from your hand.
Reveal your hand. If you have no Action cards in hand, +2 Cards.
Each other player trashes the top card of his deck and gains a card with the same cost that you choose.
Name a card, then reveal the top card of your deck. If it is the named card, put it in your hand.
You may discard an Estate card. If you do, +$4. Otherwise, gain an Estate card.
All cards (including cards in players’ hands) cost $1 less this turn, but not less than $0.
If you’ve played 3 or more Actions this turn (counting this): +1 Card; +1 Action.
Copper produces an extra $1 this turn.
You may trash this card immediately. If you do, +$2.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Choose one: +$2; or discard your hand, +4 Cards; and each other player with at least 5 cards in hand discards his hand and draws 4 cards.
Each other player reveals cards from the top of his deck until revealing one costing $3 or more. He trashes that card and may gain a card costing at most $2 less than it. He discards the other revealed cards.
Each other player chooses one: he discards 2 cards; or he gains a Curse card, putting it in his hand.
Trash 2 cards from your hand. If you do, gain a silver card; put it into your hand.
The player to your left reveals then discards the top 2 cards of his deck. For each differently named card revealed, if it is an… Action Card; +2 Actions; Treasure Card; +$2; Victory Card; +2 Cards.
Trash a card from your hand. Gain a card costing exactly $1 more than it.
Trash this card. Put an Embargo token on top of a Supply pile.
When a player buys a card, he gains a Curse card per Embargo token on that pile.
Set aside a card from your hand face down. At the start of your next turn, put it into your hand.
Look at the bottom card of your deck. You may put it on top.
Reveal a card from your hand. Return up to 2 copies of it from your hand to the Supply. Then each other player gains a copy of it.
Look at the top 3 cards of your deck. Trash one of them. Discard one of them. Put the other one on top of your deck.
Gain a copy of a card costing up to $6 that the player to your right gained on his last turn.
Discard 3 cards.
Each other player discards a Copper card (or reveals a hand with no Copper).
Look at the top 5 cards of your deck. Either discard all of them, or put them back on top of your deck in any order.
Trash a card from your hand. +$ equal to its cost.
Each other player discards the top card of his deck, then gains a Curse card, putting it on top of his deck.
You may reveal a Province card from your hand. If you do, gain a Gold card, putting it into your hand. Otherwise, gain a Silver card, putting it into your hand.
Each other player with 4 or more cards in hand puts cards from his hand on top of his deck until he has 3 cards in his hand.
You only draw 3 cards (instead of 5) in this turn’s Clean-up phase. Take an extra turn after this one. This can’t cause you to take more than two consecutive turns.
Trash a card from your hand. +1 Card per Coin it costs. +2 Cards if it has ◉ in its cost.
Trash a card from your hand. If it is an… Action card, gain a Duchy; Treasure card, gain a Jack of LITERALLY ALL the Trades! And I mean ALL OF THEM.; Victory card, gain a Gold.
Reveal the top 4 cards of your deck. Put the revealed Coppers and Potions into your hand. Put the other cards back on top in any order.
Each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice. Then reveal cards from the top of your deck until revealing one that isn’t an Action. Put all of your revealed cards into your hand.
You may gain an Action card costing up to $5.
Reveal cards from your deck until you reveal 2 Action cards other than Jack of LITERALLY ALL the Trades! And I mean ALL OF THEM Cards. Discard the other cards, then play the Action cards in either order.
The player to your left takes an extra turn after this one, in which you can see all cards he can and make all decisions for him. Any cards he would gain on that turn, you gain instead; any cards of his that are trashed are trashed. Because this card is kinda overpowered.
Trash a card from your hand. +VP tokens equal to half its cost in coins, rounded down. Each other player may trash a card from his hand.
If there are one or more empty Supply piles, +1 Card. If there are two or more, +$1 and +1 Buy.
Look through your discard pile, reveal any number of Copper cards from it, and put them into your hand.
You may reveal a Treasure card from your hand. Gain a copy of it.
Each other player may discard a Curse. If he doesn’t, he gains a Curse and a Copper.
Each other player reveals the top 3 cards of his deck, discards the revealed Actions and Treasures, and puts the rest back on top in any order he chooses.
Discard any number of cards. +$1 per card discarded. Each other player may discard 2 cards. If he does, he draws a card.
Trash a card from your hand. Gain a card costing up to $3 more than the trashed card.
Trash any number of cards from your hand. Gain a card with cost exactly equal to the total cost in coins of the trashed cards.
You may choose an Action card in your hand. Play it three times.
You may discard a card; if you do, +1 Action.
You may discard a card; if you do, +1 Buy.
Each other player reveals cards from the top of his deck until he reveals a Victory or Curse card. He puts it on top and discards the other revealed cards.
Reveal your hand. If there are no duplicate cards in it, +3 Cards. Otherwise, +1 Card.
Reveal cards from the top of your deck until you reveal an Action or Treasure card. Put that card into your hand and discard the other cards.
Do this twice: Trash a card from your hand; gain a card costing exactly $1 more than the trashed card.
Each player may reveal a Province from his hand.
If you do, discard it and gain a Prize (from the Prize pile) or a Duchy, putting it on top of your deck.
If no-one else does, +1 Card, +$1.
Reveal the top 4 cards of your deck, then discard them. +$1 per differently named card revealed.
Reveal your hand. Reveal cards from your deck until you reveal a card that isn’t a duplicate of one in your hand. Put it into your hand and discard the rest.
Each other player discards the top card of his deck. If it’s a Victory card he gains a Curse. Otherwise either he gains a copy of the discarded card or you do, your choice.
Each player (including you) looks at the top card of his deck, and discards it or puts it back.
Trash a card from your hand. Gain a card costing exactly $1 more than it and a card costing exactly $1 less than it, in either order, putting them on top of your deck.
Each player (including you) reveals the top 2 cards of his deck, and you choose one: either he discards them, or he puts them back on top in an order he chooses.
+2 Cards
Each other player reveals the top 2 cards of his deck, trashes a revealed Silver or Gold you choose, and discards the rest. If he didn’t reveal a Treasure, he gains a Copper. You gain the trashed cards.
You may trash a Treasure from your hand. If you do, choose one:
+2 Cards and +1 Action;
or +$2 and +1 Buy.
Trash a card from your hand. Gain a number of Silvers equal to its cost in coins.
Look at the top 4 cards of your deck. Discard any number of them. Put the rest back on top in any order.
Put a card from your hand on top of your deck.
Each other player draws a card, then discards down to 3 cards in hand.
Reveal the top 5 cards of your deck. The player to your left chooses one for you to discard. Draw the rest.
Choose one; you get the version in parentheses: +1 (+3) Cards; or each player gains a Silver (Gold); or each player may trash a card from his hand and gain a card costing exactly $1 ($2) more.
Gain all the Rats.

When another player plays an Attack card, you may reveal this from your hand. If you do, +2 cards, then put 2 cards from your hand on top of your deck, and you are unaffected by that attack.
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a silver.

You can’t buy this if you have any Copper in play.
When you buy this, trash all Treasures you have in play.

There. Top THAT.

(Someone should seriously implement this on Goko Dominion.)
Title: Re: Really bad card ideas
Post by: eHalcyon on August 12, 2012, 07:07:36 pm
I became disinterested in these Jokes of all Trades after like the third one.  :-\
Title: Re: Really bad card ideas
Post by: Archetype on August 12, 2012, 07:45:09 pm
Jack of LITERALLY ALL the Trades! And I mean ALL OF THEM.
$4 Action-Reaction-Attack

Someone has a little too much time on their hands...   :P
Title: Re: Really bad card ideas
Post by: jotheonah on August 12, 2012, 07:48:05 pm
I did like the part where apparently you get to do Scout's ability 10 times.
Title: Re: Really bad card ideas
Post by: ConMan on August 13, 2012, 01:29:36 am
Inspired by the excessively wordy JoaT variants:

Bureaucrat (alternative version)

1. While acting in accordance with the Rules of Dominion (henceforth referred to as "The Rules") and any legislation pertinent to the location of the person who played this card (henceforth referred to as "you"), gain a copy of the card named Silver from the appropriate supply pile (if available). However, as according to the Special Provisions as laid out in "The Rules", place the gained card on top of your deck.

2. Persons playing in the game of Dominion in which this card was played, with the sole exception of the player who played this card (henceforth referred to as "each other player") must reveal to you and each other player a card from the set of cards referred to as their "hand" such that it is of type "Victory", notwithstanding the possible presence of other card types on said card, and place the revealed card on top of their deck. Each other player who is unable to reveal such a card is, in accordance with The Rules, required to reveal to you and each other player all cards currently in their "hand" in order to confirm the lack of such a card.

3. In the event that a player reveals a card of type "Reaction" (notwithstanding the possible presence of other card types on said card) in response to the playing of this card, in accordance with The Rules, then resolution of the effects of this card are to be suspended in preference of resolving the effects of the Reaction card, following which the resolution of the effects of this card may resume, potentially with modification as directed by the effects of the Reaction card.
Title: Re: Really bad card ideas
Post by: ConMan on August 13, 2012, 01:36:47 am
Master of None $4
Gain a Curse.
You may look at the top card of your discard pile and either discard it or put it back.
Discard down to five cards in hand.
You may trash a card from your hand that isn't a card.

You may trash a card that's not a card.

Brilliant.
I'm glad you liked it. I was trying to work out "How do I make 'You may trash a card from your hand that isn't a Treasure' worse?"

Of course, like many other of these cards, there's a question of "When would this card ever actually be useful?" and so far about the only possibilities I can think of are with Tunnel, and some very very rare situations with something like Library where you wind up using MoN, Library and some sort of Village/Festival as a really weak Cellar/Warehouse variant.
Title: Re: Really bad card ideas
Post by: rspeer on August 14, 2012, 03:32:32 am
After speculating (http://forum.dominionstrategy.com/index.php?topic=3823.msg85486#msg85486) briefly about a hinted card whose name rhymes with a card costing $2P more:

Fail Chemist
Action - $1

+2 Cards
Gain a Potion.
--------
If you discard a Potion during your cleanup phase this turn, trash your discard pile.
Title: Re: Really bad card ideas
Post by: FishingVillage on August 14, 2012, 03:41:30 am
<('u')> $0
Victory - Curse

0VP
Title: Re: Really bad card ideas
Post by: zahlman on August 14, 2012, 01:36:02 pm
After speculating (http://forum.dominionstrategy.com/index.php?topic=3823.msg85486#msg85486) briefly about a hinted card whose name rhymes with a card costing $2P more:

Fail Chemist
Action - $1

+2 Cards
Gain a Potion.
--------
If you discard a Potion during your cleanup phase this turn, trash your discard pile.

Jam Silver - Action - $1
+1 Card

Each opponent gains a Silver.
Title: Re: Really bad card ideas
Post by: jotheonah on August 14, 2012, 01:38:08 pm
Unfamiliar
$3P
+1 Card
+1 Action
Each opponent gains a card that is not a card.
Title: Re: Really bad card ideas
Post by: Tables on August 14, 2012, 01:59:33 pm
Time Bending Duke
$5 Victory
Worth 1VP per Duchy in your deck at the end of the next game
Title: Re: Really bad card ideas
Post by: Gansura on August 14, 2012, 02:26:12 pm
Speculating on cards with tracking issues (http://forum.dominionstrategy.com/index.php?topic=3823.msg85614#msg85614):
I assume the tracking issues everyone is discussing have to do with that one card which trashes the other card three turns from now if you had more than 7 cards in your hand last turn? This is going to be really confusing with Outpost and the other card that can't be trashed unless your discard pile has no more than two types of cards in it. But good move making it cost $1 per victory card bought by the opponent to your right on her last two turns.

Geographer's Clone
Action
$0* *This card costs $1 per victory card bought by the opponent to your right on his/her last two turns.
+1 Card per starting-hand cards in your hand.
+1 Action per action card trashed by an player since your last turn.
If you had more than 7 cards in your hand at some point last turn, you may trash a Gerbalist from your hand on your third turn after this one.

Gerbilist
Action-Reaction
$2 or $3, your choice
Put your deck into your discard pile.
You may shuffle any victory cards from your discard pile into your deck.
-----------------------------------
When someone buys a victory card that costs less than the last victory card they bought, you may reveal this card and put your deck into your discard pile.
-----------------------------------
*This card may not be trashed unless your discard pile has no more than two types of cards in it.
Title: Re: Really bad card ideas
Post by: Tdog on August 14, 2012, 08:46:24 pm
This one came out of a cutpurse confusion:

Cutthroat
Slit the throats of every other player. If you killed anyone this way, +2 cards +1 action.
Title: Re: Really bad card ideas
Post by: Schlippy on August 15, 2012, 06:46:20 am
Judas - Action, $0

You may betray your left neighbor.
If you succeed, gain 30 Silver.
Title: Re: Really bad card ideas
Post by: yudantaiteki on August 15, 2012, 07:30:52 am
Judas - Action, $0

You may betray your left neighbor.
If you succeed, gain 30 Silver.

On your next turn, throw the 30 Silver at the feet of the player to your right.  If you do, you lose the game.
Title: Re: Really bad card ideas
Post by: DWetzel on August 15, 2012, 10:21:51 am
After speculating (http://forum.dominionstrategy.com/index.php?topic=3823.msg85486#msg85486) briefly about a hinted card whose name rhymes with a card costing $2P more:

I would have gone with:

Crying Pool:

$0 - Action

Shed a tear that you have Crying Pool in your deck.  If you do, trash this card.
Title: Re: Really bad card ideas
Post by: PenPen on August 15, 2012, 11:41:49 am
I love bad ideas! Here be mine.

Parallel Dimension
$5 - Action
Start another game of Dominion using another set of kingdom cards.
If you win: +3 Cards, +1 Action
If you lose: +$1

While this card is in play, you may buy yourself another set of Dominion and/or its expansions if needed.
-----
Maybe if someone could TR or KC this, it'd be awesome.
Title: Re: Really bad card ideas
Post by: Tombolo on August 15, 2012, 05:02:47 pm
After speculating (http://forum.dominionstrategy.com/index.php?topic=3823.msg85486#msg85486) briefly about a hinted card whose name rhymes with a card costing $2P more:

Zen Herd
$0 Victory
0 VP
When you buy or gain this, +$2.
Title: Re: Really bad card ideas
Post by: Axxle on August 15, 2012, 09:02:51 pm
Dark Ages Spoilers:


Mining Fortress - $4 Action
+1 Card; +2 Actions
You may trash this card immediately. If you do, +$2.
----------------------------------------
When you trash this, put it into your hand.
Title: Re: Really bad card ideas
Post by: NoMoreFun on August 16, 2012, 01:53:02 pm
More Dark Ages Spoilers

The Beggar that couldn't be a Chooser
Cost: 2
Gain a Thief, a Scout and a Rats
---
When you're attacked, you may reveal and discard this card. If they aren't in the supply, gain a treasure map and a fool's gold, putting one on top of your deck. You may only do this once per game.
Title: Re: Really bad card ideas
Post by: chesskidnate on August 16, 2012, 04:40:50 pm
More Dark Ages Spoilers

The Beggar that couldn't be a Chooser
Cost: 2
Gain a Thief, a Scout and a Rats
---
When you're attacked, you may reveal and discard this card. If they aren't in the supply, gain a treasure map and a fool's gold, putting one on top of your deck. You may only do this once per game.

Fairgrounds!
Title: Re: Really bad card ideas
Post by: Axxle on August 16, 2012, 04:45:07 pm
More Dark Ages Spoilers

The Beggar that couldn't be a Chooser
Cost: 2
Gain a Thief, a Scout and a Rats
---
When you're attacked, you may reveal and discard this card. If they aren't in the supply, gain a treasure map and a fool's gold, putting one on top of your deck. You may only do this once per game.

If everyone does this, you might be able to get the other players to Masq the FG or TM to you.
Title: Re: Really bad card ideas
Post by: NoMoreFun on August 17, 2012, 03:04:48 am
Sir Bureaucrat the Helpful
Cost: 5
Action-Attack-Knight
+$5
Each card costs $2 more. Each other player puts a victory card from his hand on top of his deck
Each other player discards the top 2 cards of their deck and trashes one of them costing between 3 and 6. If it's a Knight, trash this card.
Title: Re: Really bad card ideas
Post by: Archetype on August 17, 2012, 03:34:58 pm
Redundancy
Cost: 0

+1 Action
Return this card to the supply. Gain a copy of it, putting it into your hand.
Title: Re: Really bad card ideas
Post by: pst on August 17, 2012, 03:43:34 pm
SEND MORE MONEY
Cost: 0
Victory
−3 VP
—
Setup: Replace all Copper in starting hands with these
—
When zapped a SEND MORE MONEY turns into a Gold
Title: Re: Really bad card ideas
Post by: Axxle on August 17, 2012, 04:34:54 pm
Redundancy
Cost: 0

+1 Action
Return this card to the supply. If you do, gain a copy of it, putting it into your hand.
Otherwise, KC shenanigans.
Title: Re: Really bad card ideas
Post by: rinkworks on August 17, 2012, 09:05:09 pm
With Ironmonger, we've cemented the idea that the prefix "Iron-" signifies a card that will give variable bonuses based on the type of some other card.  Thus, the following ideas naturally present themselves:


Ironsmith
$5 - Action
Reveal the top card of your deck.  If it is a...
Treasure, then copies of that card produce an extra $1 this turn.
Action, then copies of that card produce an extra +1 Action this turn.


Contraband of Iron
$5 - Treasure
Worth $3
+1 Buy
When you play this, the player to your left names a card. You can't buy that card this turn.
If the named card is a Victory card, +1 Card.
If the named card is an Action card, +1 Buy.
If the named card is a Treasure card, +$1.


Ruined Iron
$0 - Action/Ruins
+1 Buy
The player to your left reveals a card from his hand.  If it is a...
Victory card, +1 Card;
Treasure card, +$1;
Action card, +1 Action.


Iron Seal
$6 - Treasure
Worth $2
--
While this is in play, when you buy a card, if it is a Victory card, +1 Buy; if it is an Action card, +$1; if it is a Treasure card, +$2.
While this is in play, when you gain a card, you may put that card on top of your deck.


Tribute of Iron
$6 - Action
The player to your left reveals then discards the top 2 cards of his deck. For each differently named card revealed, if it is an... Action Card, +2 Actions; Treasure Card, +2 Coins; Victory Card, +2 Cards.
If the bonus you got from this card is...
+2 Cards, then +$1
+4 Cards, then +1 Buy
+2 Cards, +2 Actions, then +1 Card
+2 Cards, +$2, then +1 Action
+2 Actions, then +1 Action
+4 Actions, then +1 Card
+2 Actions, +$2, then +$1
+$2, then +1 Action
+$4, then play this again.


Ironcutter
$5 - Action
+1 Buy
+$2
If this card just gave you +1 Buy, +$2, then +1 Card.
Title: Re: Really bad card ideas
Post by: eHalcyon on August 17, 2012, 09:11:01 pm
If this card just gave you +1 Buy, +$2, then +1 Card.

ಠ_ಠ
Title: Re: Really bad card ideas
Post by: jotheonah on August 17, 2012, 09:17:16 pm
The Man in The Iron Mask(erade)

+2 Cards
Each player passes a card from his hand to the left at once. Then you may trash a card from your hand.

If the card you recieved was:

An Action, +1 Action
A Treasure, +$1
A Victory Card, +1 Card
Title: Re: Really bad card ideas
Post by: NoMoreFun on August 18, 2012, 02:32:45 am
Special Storeroom
Cost:0
Put any number of cards on top of your deck
For each card you put back, +1 card
Discard any number of treasures
For each card you discard, +$1
---
You can not gain Grand Market while this is in play.
Title: Re: Really bad card ideas
Post by: NoMoreFun on August 18, 2012, 01:21:10 pm
On the theme of the different knights:

Gentle Torturer:
Cost: 5
+4 cards
Each other player chooses one of the following; He gains a copper, putting it into his hand; or he draws a card and discards down to 4 cards in hand

Calculated Torturer:
Cost: 5
Draw until you have 7 cards in hand
Choose one of the following; Each other player discards down to 3 cards in hand, or gains curses in hand until he has 4 cards in hand

Aggressive Torturer:
Cost: 5
+2 cards
Each other player chooses one of the following; He discards the top card of his deck and gains a curse, putting it on top of his deck, or he puts 2 cards from his hand on top of his deck

Fiscal Torturer:
Cost: 6
+2 cards
+$2
Each other player chooses one of the following; He discards a treasure from his hand or gains a copper and a curse, both in hand.

Young Torturer:
Cost: 4
+3 Cards, Discard 2 cards
Each other player chooses one of the following; He discards 2 cards from his hand and draws a card; or trashes a card from his hand and gains a curse, putting it in his hand

Twin Torturers:
Cost: 5
Do this twice: +2 cards. Each player (including you) chooses one: he either discards a card from his hand or gains a curse, putting it in his hand

Torturess:
Cost: 5
Each player (including you) reveals and either puts back or discards the top 3 cards of his deck (his choice). Each other player chooses one; he either reveals his hand, discards the actions and treasures, and draws until he has 4 cards in hand; or gains a copper and a curse, putting in one his hand and the other on top of his deck
+3 cards
---
When you buy this card with copper in play, shuffle the torturer supply pile and gain the top card instead

King of Torturers:
Cost: 5:
Each other player with 5 or more cards in hand reveals and discards a card
The player who discarded the most expensive card chooses one effect for you; +4 cards, or gain a Duchy, putting it in your hand.
(In the event of the tie, the closest player to your right makes the choice)

Rogue Torturer:
Cost: 5
+5 cards
Each other player chooses one; He draws 2 cards, or trashes any number of cards from his hand

Add in vanilla torturer and you've got a set of 10
Title: Re: Really bad card ideas
Post by: Schlippy on August 18, 2012, 01:42:13 pm
I am not sure if this is terrible in 3-player games at all.


Dreidel:
Cost 4:
+2$
While this in play, turn order is reversed.
If a card tells you to do something to/with your left neighbor, do it to/with your right neighbor instead.
At the start of your next turn, put this back into the Supply
-----------------------------------
When you gain this, play it immediately
-----------------------------------
You can not gain this if it is not your turn
-----------------------------------
This is only in the Supply once. If its pile is empty, it does not count toward 3-pile endings.

Action - Duration
Title: Re: Really bad card ideas
Post by: NoMoreFun on August 18, 2012, 03:37:21 pm
Comprehensive Ironworks
Cost: 4
Action/Attack
Gain a card costing up to 4
If it's a(n):
Action: +1 action
Treasure: +$1
Victory: +1 card
Attack: Each other player discards down to 4 cards in hand
Reaction: Put it on top of your deck
Curse: Gain a card costing up to 5
Duration: At the start of your next turn, +1 buy
Ruins: Trash any number of cards from your hand
Looter: Put the top ruins on the bottom of the supply pile
Knight: Each other player discards the top 2 cards of their deck
Shelter: Each player (including you) rereads the rules
Title: Re: Really bad card ideas
Post by: Schlippy on August 18, 2012, 04:07:33 pm
Farmland during Drought
Cost: 3
Victory
1 VP
------------------
When you buy this, trash a Card from your hand.
Gain a Card that costs exactly $1 less than the trashed card.
Title: Re: Really bad card ideas
Post by: Scissors61 on August 20, 2012, 01:26:26 am
Zombie Apocalypse MAYHEM!!!!!!! $6 (note: exactly 7 exclamation points!!!!!!!)
Each other player draws 10 cards. Then, each other player replaces all those cards with curses.
Setup: start the game with as many curse cards as you can get your hands on.
Title: Re: Really bad card ideas
Post by: FishingVillage on August 20, 2012, 02:56:31 am
Secret Attack $5
Action

+2 Cards

Each other player gains a Curse card.
Title: Re: Really bad card ideas
Post by: Axxle on August 20, 2012, 03:01:39 am
Bad Card Idea - $4 Action

+1 +1 for each player that finds Bad Card Idea humorous.
Title: Re: Really bad card ideas
Post by: NoMoreFun on August 22, 2012, 03:21:37 pm
HENNIMORE!
Cost: 2
Reveal a treasure from your hand. The player to your left chooses one:
*Trash it, and gain a treasure costing up to 3 more; put it in your hand
*Gain a copy of it
---
When you buy this, the player to your left decides whether you trash all treasure you have in play or not.
Title: Re: Really bad card ideas
Post by: AJD on August 22, 2012, 04:16:19 pm
Aggressive Torturer:
Cost: 5
+2 cards
Each other player chooses one of the following; He discards the top card of his deck and gains a curse, putting it on top of his deck, or he puts 2 cards from his hand on top of his deck

This one is clearly skilled in Water Torture.

Quote
Young Torturer:
Cost: 4
+3 Cards, Discard 2 cards
Each other player chooses one of the following; He discards 2 cards from his hand and draws a card; or trashes a card from his hand and gains a curse, putting it in his hand.

...What if I have a Bane card in my hand?
Title: Re: Really bad card ideas
Post by: Axxle on August 22, 2012, 04:28:35 pm
Cost: 2
That's Numberwang!
Title: Re: Really bad card ideas
Post by: Schneau on August 22, 2012, 08:21:32 pm
Jack of all Traders
$4 - Action-Reaction
Gain a Silver.
Look at the top card of your deck; discard it or put it back.
Draw until you have 5 cards in hand.
You may trash a card from your hand that is not a Treasure.
Trash a card from your hand. Gain a number of Silvers equal to its cost in coins.
----------------------
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a silver.
Title: Re: Really bad card ideas
Post by: Fragasnap on August 22, 2012, 09:06:42 pm
Jack of all Traders
$4 - Action-Reaction
Gain a Silver.
Look at the top card of your deck; discard it or put it back.
Draw until you have 5 cards in hand.
You may trash a card from your hand that is not a Treasure.
Trash a card from your hand. Gain a number of Silvers equal to its cost in coins.
----------------------
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a silver.

Trader of all Jacks

Gain a Silver.
Look at the top card of your deck; you may discard it. If you do, gain a
Silver, putting it on top of your deck. Otherwise: Put it back and gain a Silver.
Gain Silvers, putting them into your hand until you have 5 cards in hand.
You may trash a card from your hand. If you do, gain a Silver and a
number of Silvers equal to its cost in coins.

When you would gain a card, you may reveal this from your hand. If you
do, instead, gain a Silver.
$4 ACTION - REACTION
Title: Re: Really bad card ideas
Post by: NoMoreFun on August 23, 2012, 12:00:04 am

Quote
Young Torturer:
Cost: 4
+3 Cards, Discard 2 cards
Each other player chooses one of the following; He discards 2 cards from his hand and draws a card; or trashes a card from his hand and gains a curse, putting it in his hand.

...What if I have a Bane card in my hand?


He's not afraid of anything. He's just really bad at his job.
Title: Re: Really bad card ideas
Post by: sparky5856 on August 25, 2012, 02:06:04 am
To continue the trend that nobody is interested in anymore but is worth reviving because of Dark Ages, the NOT-cards! Here we go!

Not-Altar
Action - $6
Trash a card from your hand costing up to $5. Gain a card.

Not-Count
Action - $5
Choose one: +2 Cards, +1 Card, trash a Copper from your hand.
Choose one: -$3, +1 Card for every card in hand, trash a Duchy from your hand.

Not-Counterfeit
Treasure - $5
$1
+1 Buy
When you play this, you may play a treasure from your hand. If you do, trash it twice.

Not-Feodum
Victory - $4
Worth 1VP for every 3 Cards in your deck that are not Silvers.
When you trash this, gain 3 cards that aren't Silvers.

Not-Pillage
Action - $5
Trash everything in your Kingdom except this. Each other player with less than 5 cards in hand reveals his hand and discards a card that he chooses. Trash 2 Spoils from your hand.

Not-Scavenger
Action - $4
You may put your discard pile into your deck. Look through your discard pile and put one card from it at the bottom of your deck.

And because I felt like it.

Most-Certainly-Not-Scout
$4 - Action
You may choose an Action card in hand. Play it three times.

Not as good as my other ones, but it was worth doing.

Title: Re: Really bad card ideas
Post by: ycz6 on August 25, 2012, 02:41:15 am
Not-Feodum looks a little overpowered.
Title: Re: Really bad card ideas
Post by: Axxle on August 25, 2012, 03:02:29 am
Not-Feodum looks a little overpowered.
Not-Feodum
Victory - $4
Worth -1VP for every 3 Cards in your deck that are not Silvers.
When you gain this, trash 3 cards that aren't Silvers.
Fixed
Title: Re: Really bad card ideas
Post by: ChocophileBenj on August 25, 2012, 07:18:30 am
-Super cool Mint-
You may reveal a Treasure from your hand. Gain a copy of it, putting it into your hand.
----
When you buy this, trash any number of treasures you have in play.

-Super cool Watchtower-
Draw until you have 6 cards in hand.. You may set aside any cards that aren't Treasures. Discard the set aside cards when you have finished drawing.
-----
When you gain a card, you may reveal it. If you do, either trash it, put it on your deck or the player who is currently playing gains it instead, without the possibility of revealing Super Powerful Watchtower for him.

-Super cool Scout- (here's a joke ? ^^)
+1 card
+1 action
Reveal the top 4 cards of top of your deck.
Put either all the treasure cards, all the victory cards or all the action cards in your hand, and choose whether you discard the rest or put it back on your deck in any order.

-Super cool Contraband-
Worth $3, +1 buy
When you play this, the player to your left names a card. When you buy this card this turn, +1 buy.

-Super cool Golem-
Reveal cards from your hand until you reveal 3 action cards that are not Super cool Golem. Discard the other revealed cards, then play any of the revealed action cards in either order.

-Super cool Farmlands-
Worth 2 VP
-----
When you gain this, you may trash a card from you hand. If you do, you may gain a card costing up to $2 more than the trashed card.
Title: Re: Really bad card ideas
Post by: jotheonah on August 25, 2012, 12:48:08 pm
Really Bad Variant Idea:

Play a game of Fluxx concurrently with your game of Dominion, where each player takes a turn in Fluxx and then in Dominion. All New Rules on the Fluxx Tableau also apply to the Dominion game in progress (Draw X, Play X, X = X+1, Hand Limit 0, etc...). If you win Fluxx, gain a Province and restart the Fluxx game.
Title: Re: Really bad card ideas
Post by: Titandrake on August 25, 2012, 05:57:48 pm
Really BadAwesome Variant Idea:

Play a game of Fluxx concurrently with your game of Dominion, where each player takes a turn in Fluxx and then in Dominion. All New Rules on the Fluxx Tableau also apply to the Dominion game in progress (Draw X, Play X, X = X+1, Hand Limit 0, etc...). If you win Fluxx, gain a Province and restart the Fluxx game.
FTFY

Scrabbleminion:
Setup: Replace your starting Estates with Shelters. Each player starts with 3 VP chips. Use scrabble tiles to count VP chips.
At the start of each turn, you may spell out a word. If you do, turn those tiles face down and +1 VP for each letter used.
Whenever you would gain a basic Victory card, you may gain that many VP chips and a Curse instead.
Title: Re: Really bad card ideas
Post by: Grujah on August 25, 2012, 08:44:51 pm
Whenever you would gain a basic Victory card, you may gain that many VP chips and a Curse instead.

how many?
Title: Re: Really bad card ideas
Post by: Powerman on August 25, 2012, 08:51:21 pm
Super Scout
Action $5
+1 Action
Do this thrice.
Reveal the top 4 cards of your deck.  Put the revealed victory cards into your hand, and put the rest back on top in any order.
Title: Re: Really bad card ideas
Post by: Scissors61 on August 25, 2012, 10:23:00 pm
Super cool Mercenary
You may trash 2 cards from your hand.
Either way, +$2 +2 cards and each other player discards down to 3
Title: Re: Really bad card ideas
Post by: NoMoreFun on August 26, 2012, 03:26:07 pm
Following the same process as upgrade -> remake (replacing +1 card, +1 action with do this twice and reducing cost by 1)

Spies
Cost: 3
Do this twice; each player (including you) reveals the top card of their deck, and either discards it or puts it back; your choice

Markets;
Cost: 4
+$2
+2 buys

Wishing Wells:
Cost: 2
Do this twice;  Name a card, then reveal the top card of your deck. If it is the named card, put it in your hand.

Havens:
Cost: 1
Do this twice; Set aside a card from your hand face down. At the start of your next turn, put it into your hand.

Caravans:
Cost: 3
At the start of your next turn, +2 cards

Pearl Divers
Cost: 1
Do this twice; Look at the bottom card of your deck. You may put it on top.

Apothecaries
Cost: 1P
Do this twice; Reveal the top 4 cards of your deck. Put the revealed Coppers and Potions into your hand. Put the other cards back on top in any order.

Familiars
Cost: 2P
Each other player gains 2 curses


Hamlets
Cost: 1
Do this twice;
You may discard a card; If you do +1 Action.
You may discard a card; If you do +1 Buy

Vagrants
Cost: 1
Do this twice; Reveal the top card of your deck. If it's a Curse, Ruins, Shelter, or Victory card, put it into your hand.

Ironmongers
Cost: 3
Do this twice; Reveal the top card of your deck; you may discard it. Either way, if it is an…
Action card, +1 Action
Treasure card, +1 Coin
Victory card, +1 Card

Ratses
Do this twice; Gain a rats. Trash a card from your hand other than a rats (or reveal a hand of all rats).

Most of these cards seem extremely bad (except Familiars of course). I wonder why Upgrade/Remake works...
Title: Re: Really bad card ideas
Post by: jotheonah on August 26, 2012, 03:29:37 pm
I might buy Havens for 1. Once. It's like a super lame tactician. And Caravans is like a gimped Wharf.
Title: Re: Really bad card ideas
Post by: Axxle on August 26, 2012, 03:35:54 pm
I'd say Markets is better than Woodcutter and Nomad Camp in situations where those two are good.
Title: Re: Really bad card ideas
Post by: zahlman on August 26, 2012, 06:11:30 pm
Ironmongers is probably not so bad considering the flexibility.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on August 26, 2012, 07:26:02 pm
Menageries
$2
Reveal your hand. If there are no duplicates in it, +2 cards.
Reveal your hand again. If there are no duplicates in it, +3 cards. Otherwise, +1 card.
(love this one ^^)

Hunting parties :
$4
Reveal your hand. Reveal cards from your deck until you reveal two differently named cards that are not duplicates from your hand. Put them into your hand. Discard the rest.

Same (and lame...) :
Laboratories :
$4
+2 Cards

Schemes :
$2
During the Clean-up phase of your turn, choose up to two action cards you have in play. If you discard each one from play, put it on your deck.

And also : Grands Markets...
Title: Re: Really bad card ideas
Post by: zahlman on August 26, 2012, 07:42:33 pm
Grand Marketses, I'd say.

$5, not purchasable with Copper in play. +2 Buy, +$4. Hrm. That's probably actually OP. :/
Title: Re: Really bad card ideas
Post by: ChocophileBenj on August 28, 2012, 09:06:31 am
I already created a "Spiky blue shell", but Mario Kart deserves well a tribute for its 20th anniversary :
http://www.jeuxvideo.com/news/2012/00060953-mario-kart-a-20-ans.htm
(My favourite is Double Dash)

Here are the item piles. They form all one Kingdom pile.

-Green shell-
Action item attack victory
Worth 1 VP
Each other player reveals the top 5 cards of his deck. If he reveals any item, he trashes one you choose. Otherwise, he trashes a revealed card you choose. They discard the other revealed cards.

-Red shell-
Action attack item
Each other player reveals cards from top of his deck until he reveals a victory card. He trashes it and may gain a card costing less than it. He discards the other revealed card.
Each other player reveals the top 5 cards of his deck. If he reveals any item, he trashes one you choose. Otherwise, he trashes a revealed card you choose. They discard the other revealed cards.

-Banana-
Action attack item
Every player (including you) reveals the top card of his deck and either discards it or puts it back, your choice.
Each other player reveals the top 5 cards of his deck. If he reveals any item, he trashes one you choose. Otherwise, he trashes a revealed card you choose. They discard the other revealed cards.

-Star-
Action attack duration item.
+2 actions. At the start of your next turn, +1 action.
Each other player reveals the top 5 cards of his deck. If he reveals any item, he trashes one you choose. Otherwise, he trashes a revealed card you choose. They discard the other revealed cards.
---
While this is in play, you are unaffected by opponent's attack.

-Mushroom-
Action attack duration item.
+2 actions
Each other player reveals the top 5 cards of his deck. If he reveals any item, he trashes one you choose. Otherwise, he trashes a revealed card you choose. They discard the other revealed cards.

-Ghost-
Action attack duration item.
Each other player reveals an action card from his hand (or reveals a hand without action cards). You may choose one player to trash his card and you gain it, so this player gains this Ghost.
Each other player reveals the top 5 cards of his deck. If he reveals any item, he trashes one you choose. Otherwise, he trashes a revealed card you choose. They discard the other revealed cards.

-Fake item-
Each other player trashes the top cards of top of his deck and gains a card with the same cost that you choose.
Each other player reveals the top 5 cards of his deck. If he reveals any item, he trashes one you choose. Otherwise, he trashes a revealed card you choose. They discard the other revealed cards.

-Golden Mushroom-
Action Treasure attack item
If played as an action :
+10 actions
Each other player reveals the top 5 cards of his deck. If he reveals any item, he trashes one you choose. Otherwise, he trashes a revealed card you choose. They discard the other revealed cards.
If played as a treasure : worth $2

-Lightning Strike-
Action attack duration item
Now and at the start of your next turn : each other player discards down to 3 cards in hand.
Each other player reveals the top 5 cards of his deck. If he reveals any item, he trashes one you choose. Otherwise, he trashes a revealed card you choose. They discard the other revealed cards.

-Triple green shell-
Action attack duration victory
Worth 3 VPs.
Each other player reveals the top 5 cards of his deck. If he reveals any item, he trashes one you choose. Otherwise, he trashes a revealed card you choose. They discard the other revealed cards.
Title: Re: Really bad card ideas
Post by: zahlman on August 28, 2012, 04:12:51 pm
Empress - Action - $5

+$3
Each player (including you) looks at the top card of his deck, and discards it or puts it back.

In games using this, when you gain a Province, you may gain an Empress.

Not so bad? Okay, let's try the other direction:

Mistress - Action - $0

+$1
Each player (including you) looks at the top card of his deck, and discards it or puts it back.

In games using this, when you gain an Estate, you may gain a Mistress.

When you gain this, +$1.
Title: Re: Really bad card ideas
Post by: Splat on August 30, 2012, 10:59:28 am
Can't resist this one (does anybody get this, or am I too old?):

Musical Youth - Action - $0

Pass a Duchy to the player on your left.
Title: Re: Really bad card ideas
Post by: Tombolo on August 30, 2012, 02:31:19 pm
Can't resist this one (does anybody get this, or am I too old?):

Musical Youth - Action - $0

Pass a Duchy to the player on your left.

but how do you play when you got no food Duchies?

(to be fair I know the song but only made the connection because that one topic brought it to my attention)
Title: Re: Really bad card ideas
Post by: NoMoreFun on August 30, 2012, 03:45:30 pm
That Conspiring, Scrying, Peddling King
Cost: 0
Action/Reaction
+1 Card
+1 Action
---
When you draw this card, you may reveal and discard it. If you do, immediately draw a card.
Title: Re: Really bad card ideas
Post by: One Armed Man on August 30, 2012, 04:11:48 pm
It certainly helps Menagerie and gives some shuffle control. It certainly Transmutes into Duchies easily!
Title: Re: Really bad card ideas
Post by: NoMoreFun on August 31, 2012, 11:40:50 am
Monument?
Cost: 4
+$2
Gain a Great Hall

Ironworks?
Cost: 4
+1 Card
+1 Action
+1 VP
Title: Re: Really bad card ideas
Post by: One Armed Man on August 31, 2012, 12:02:15 pm
That Conspiring, Scrying, Peddling King
Cost: 0
Action/Reaction
+1 Card
+1 Action
---
When you draw this card, you may reveal and discard it. If you do, immediately draw a card.

I would like to add to my post:

It certainly helps Menagerie and gives some shuffle control. It certainly Transmutes into Duchies easily! It protects your deck from Knights, Rogue, Thief, Noble Brigand, and Pillage. It is good Rats fodder. It works with mandatory trash (Altar, Remake, Trading Post, Mercenaries). It makes a Graverobber target as well as a Death Cart target. If you want to use Ironmonger as a village, it is useful. A deck loaded with these makes Wishing Well and Mystic better, but a deck with just a few makes those cards weaker. It weakens Wandering Minstrel. It can be bought easily and makes a good trashing target for a Market Square deck. It can protect from Swindlers if there are no Curses remaining, but makes Swindler stronger if there are. You don't know as well what you will get from Oracle or Catacombs.
Title: Re: Really bad card ideas
Post by: AJD on August 31, 2012, 02:59:36 pm
Empress - Action - $5

+$3
Each player (including you) looks at the top card of his deck, and discards it or puts it back.

In games using this, when you gain a Province, you may gain an Empress.

Not so bad? Okay, let's try the other direction:

Mistress - Action - $0

+$1
Each player (including you) looks at the top card of his deck, and discards it or puts it back.

In games using this, when you gain an Estate, you may gain a Mistress.

When you gain this, +$1.

By the same token:

Marquess
Action — $7
+1 Buy
You may discard a Duchy. If you do, +$7.
Otherwise, gain a Duchy.

Prince
Action — $10
+1 Buy
You may discard a Province. If you do, +$10.
Otherwise, gain a Province.
Title: Re: Really bad card ideas
Post by: NoMoreFun on August 31, 2012, 07:59:15 pm
Scarecrow
Cost: 2
+ 1 buy
Trash a curse. If you do, +$2. Otherwise, gain a curse.
---
When you gain a curse, you may also gain a Scarecrow
Title: Re: Really bad card ideas
Post by: zahlman on September 01, 2012, 02:41:37 am
... That actually doesn't seem so bad, although I don't think it needs the +buy.
Title: Re: Really bad card ideas
Post by: NoMoreFun on September 01, 2012, 06:42:40 am
I was trying to make a curse counterpart to Baron and Duchess (from the above post), but I'm glad you like it.

Maybe to make it more than just a variant in games with cursers

Scarecrow:
Cost: 2
+1 buy
Trash a card from your hand. If it's a curse, +$2.
---
In games using this, when you gain a curse, you may also gain a Scarecrow

The +buy can be used to buy a curse if you think that the path to greatness is to stock up on scarecrows and curses, but when you're done it's a ruined market.
Title: Re: Really bad card ideas
Post by: NoMoreFun on September 10, 2012, 10:28:04 pm
Police Officer
Action
+1 Action
+$1

[/pun]
Title: Re: Really bad card ideas
Post by: brokoli on September 11, 2012, 09:44:59 am
Friendly rats
Action - 3$
+1 card
+1 action
Gain a friendly rats.

(oh, this card is amazing with conspirator, peddler, blah blah blah...)
Title: Re: Really bad card ideas
Post by: GendoIkari on September 12, 2012, 09:51:43 am
Friendly rats
Action - 3$
+1 card
+1 action
Gain a friendly rats.

(oh, this card is amazing with conspirator, peddler, blah blah blah...)

Vineyard! Gardens, too.
Title: Re: Really bad card ideas
Post by: Tombolo on September 12, 2012, 01:28:16 pm
Police Officer
Action
+1 Action
+$1

[/pun]

...I get it now!
Title: Re: Really bad card ideas
Post by: GendoIkari on September 12, 2012, 01:38:32 pm
Police Officer
Action
+1 Action
+$1

[/pun]

...I get it now!

Oooooh!!! I didn't get it until I read your post.
Title: Re: Really bad card ideas
Post by: Axxle on September 12, 2012, 01:46:01 pm
Police Officer
Action
+1 Action
+$1

[/pun]

...I get it now!

Oooooh!!! I didn't get it until I read your post.
HAHAHAHA, worth the wait!
Title: Re: Really bad card ideas
Post by: Eistee on September 12, 2012, 01:52:01 pm
... I don't get it... >.<
Title: Re: Really bad card ideas
Post by: GendoIkari on September 12, 2012, 02:03:46 pm
... I don't get it... >.<

Think about some other names for Police Officers. ;)
Title: Re: Really bad card ideas
Post by: SirPeebles on September 12, 2012, 02:18:24 pm
That one took me a while.
Title: Re: Really bad card ideas
Post by: brokoli on September 12, 2012, 02:53:26 pm
Prossession
Action - $6P
The player to your left take an extra turn after this one, in which you can see all cards he can and make all decisions for him.
Each time he play an action card from his hand, he play it twice, trash it and gain an action card costing exactly $1 more than it.
Any card he would gain on that turn, you gain instead ; any card of his that are trashed are set aside and returned to his discard pile at end of turn.

Urchinn
Action - $4
+1 Card
+1 Action
Each other player discards down to 4 cards in hand.
________________________________________
When you play another Attack card with this in play, look through your discard pile, reveal any number of action cards from it, and shuffle them into your deck
Title: Re: Really bad card ideas
Post by: zahlman on September 12, 2012, 06:21:11 pm
Police Officer
Action
+1 Action
+$1

[/pun]

Truman
Action
+$1
Title: Re: Really bad card ideas
Post by: Scissors61 on September 16, 2012, 09:27:20 am
Sooper looter
One player shuffles the ruins pile into his deck.
Title: Re: Really bad card ideas
Post by: ConMan on September 17, 2012, 08:11:13 pm
Analysis Paralysis - $6
Action - Inaction
Reveal the top card of your deck. You may put it aside, discard it or trash it. If you discarded it, choose two of the following (choices must be different): +1 Card, or +1 Action, or +$1, or +1 Buy. If you trashed it, then for each coin in its cost choose one of the following: +1 Card, or +$1. If you set it aside, you may repeat this effect.

When you are done, discard all of the set aside cards.
--
At the start of your Clean-up, you may choose any card you have in play. When you discard it from play, you may put it on top or on the bottom of your draw pile, or you may trash it and draw one extra card at the end of your turn.
--
When you buy this, you main gain another copy of Analysis Paralysis, or any card costing less than this.
Title: Re: Really bad card ideas
Post by: gman314 on September 17, 2012, 11:47:20 pm
Analysis Paralysis - $6
Action - Inaction
Reveal the top card of your deck. You may put it aside, discard it or trash it. If you discarded it, choose two of the following (choices must be different): +1 Card, or +1 Action, or +$1, or +1 Buy. If you trashed it, then for each coin in its cost choose one of the following: +1 Card, or +$1. If you set it aside, you may repeat this effect.

When you are done, discard all of the set aside cards.
--
At the start of your Clean-up, you may choose any card you have in play. When you discard it from play, you may put it on top or on the bottom of your draw pile, or you may trash it and draw one extra card at the end of your turn.
--
When you buy this, you main gain another copy of Analysis Paralysis, or any card costing less than this.

Best!
Title: Re: Really bad card ideas
Post by: jotheonah on September 17, 2012, 11:59:49 pm
LOL @ Action-Inaction

I remember when I got a Morn Action Figure or Christmas as a kid and my Dad asked "Isn't that more on an Inaction Figure?"
Title: Re: Really bad card ideas
Post by: Archetype on September 18, 2012, 12:59:14 am
Analysis Paralysis - $6
Action - Inaction
Reveal the top card of your deck. You may put it aside, discard it or trash it. If you discarded it, choose two of the following (choices must be different): +1 Card, or +1 Action, or +$1, or +1 Buy. If you trashed it, then for each coin in its cost choose one of the following: +1 Card, or +$1. If you set it aside, you may repeat this effect.

When you are done, discard all of the set aside cards.
--
At the start of your Clean-up, you may choose any card you have in play. When you discard it from play, you may put it on top or on the bottom of your draw pile, or you may trash it and draw one extra card at the end of your turn.
--
When you buy this, you main gain another copy of Analysis Paralysis, or any card costing less than this.

Just envisioning how this would play out causes AP!
Title: Re: Really bad card ideas
Post by: gman314 on September 18, 2012, 01:15:41 pm
From this quote:

What's worse than a worm in your apple? Scout

Worm in your apple
Action - $4

+1 Action
Look at the top 5 cards of your deck, put the revealed victory cards into your hand and put the rest back on top in any order.
Title: Re: Really bad card ideas
Post by: SirPeebles on September 19, 2012, 05:56:49 pm
Wonder - $20
Action
Any opponent may reveal a copper. If no one does, you win the game.

If you were playing solitaire it would be an autowin!
Title: Re: Really bad card ideas
Post by: NoMoreFun on September 19, 2012, 09:45:25 pm
Wonder - $20
Action
Any opponent may reveal a copper. If no one does, you win the game.

If you were playing solitaire it would be an autowin!

Playing solitaire in the first place is an autowin.
Title: Re: Really bad card ideas
Post by: Qvist on September 21, 2012, 08:37:27 am
Thinking about the Reaction part discussion in the Design Contest:

$8 - Twist - Reaction
If another player ends the game, you may reveal this. If you do, you win the game.
Title: Re: Really bad card ideas
Post by: Nicrosil on September 21, 2012, 08:51:58 pm
Militia's Best Friend - $3
Action
+1 card
+1 action
Each other player draws a card. When this leaves play, each other player discards a card.
Title: Re: Really bad card ideas
Post by: NoMoreFun on September 22, 2012, 04:16:26 am
The Squire of Diminishing Returns
Cost: 2
+$1
Choose one:
+9000 Actions
+9000 Buys
Trash 9000 cards from your hand
---
When you trash this, gain 9000 attack cards
Title: Re: Really bad card ideas
Post by: eHalcyon on September 22, 2012, 10:46:12 am
The Squire of Diminishing Returns
Cost: 2
+$1
Choose one:
+9000 Actions
+9000 Buys
Trash 9000 cards from your hand
---
When you trash this, gain 9000 attack cards

Needs 1 more for each option...
Title: Re: Really bad card ideas
Post by: Grujah on September 22, 2012, 11:07:50 am
Police Officer
Action
+1 Action
+$1

[/pun]

Can somebody please explain it for non-native speakers?  :'(
Title: Re: Really bad card ideas
Post by: jotheonah on September 22, 2012, 11:39:11 am
In certain parts of England, "Copper" is or was slang for a policemen. That's where the term "cop" comes from.

I'm not sure about the origin. It kind of sounds like it might be cockney rhyming slang.
Title: Re: Really bad card ideas
Post by: eHalcyon on September 22, 2012, 05:39:24 pm
Police Officer
Action
+1 Action
+$1

[/pun]

Can somebody please explain it for non-native speakers?  :'(

Copper
Title: Re: Really bad card ideas
Post by: Archetype on October 01, 2012, 06:08:30 pm
Don't know if this has been posted:

Gains-Gotten-Ill
Cost: 5
Treasure

Worth 1$
You may gain a Curse, putting it into your hand
.                                         
When you gain this, each other player gains a Copper.
Title: Re: Really bad card ideas
Post by: Ozle on October 02, 2012, 04:03:21 am
I always thought that Copper comes from the English word 'to Cop' which means to grab hold of, thats certainly an old old English word
Title: Re: Really bad card ideas
Post by: brokoli on October 02, 2012, 04:51:51 am
Inspired by the "treasure chest" discussion :

All expansions in one card
Action - Duration - Looter - $3P
Reveal your hand. For each differently named card, +$1
At the start of your next turn, choose between : +1 card ; or +1VP token
---
When you gain this, gain two ruins and trash a card from your hand.

And a more ordinary joke :

Masochist
Action - $0
Gain a scout, a transmute, a thief and a counting house in your hand.
Title: Re: Really bad card ideas
Post by: RobBennett on October 02, 2012, 06:42:21 am
I believe that "cop" is an acronym for "constable on patrol."

Rob
Title: Re: Really bad card ideas
Post by: Schneau on October 02, 2012, 07:08:08 am
Inspired by the "treasure chest" discussion :

All expansions in one card
Action - Duration - Looter - $3P
Reveal your hand. For each differently named card, +$1
At the start of your next turn, choose between : +1 card ; or +1VP token
---
When you gain this, gain two ruins and trash a card from your hand.

And a more ordinary joke :

Masochist
Action - $0
Gain a scout, a transmute, a thief and a counting house in your hand.

I was hoping this was going to be "A Scout, a Thief, a Chancellor, a Transmute, and an Adventurer walked into a bar..."
Title: Re: Really bad card ideas
Post by: AJD on October 02, 2012, 11:48:58 am
I believe that "cop" is an acronym for "constable on patrol."

Almost All acronym-based etymologies are false.

OED says Ozle's probably right.
Title: Re: Really bad card ideas
Post by: Ozle on October 02, 2012, 11:52:44 am
Woooo! Yay for local knowledge!
Title: Re: Really bad card ideas
Post by: jotheonah on October 02, 2012, 01:22:21 pm
I always thought that Copper comes from the English word 'to Cop' which means to grab hold of, thats certainly an old old English word

Perhaps tellingly, the only context I've ever heard this in American English is "to cop a feel".
Title: Re: Really bad card ideas
Post by: ConMan on October 04, 2012, 08:48:16 pm
Some things I came up with while thinking about unusual mechanics:

Lucky Dip
$1 - Action
Gain a random card from the Supply.

What's the Point?
$3 - Action
+1 Action
+$1
While this is in play, when any player would gain a card from the Supply, they instead gain the card underneath it.

Pass the Buck
$5 - Action-Reaction
+1 Card
+1 Action
+$1
---
When another player plays an Attack card, you may reveal this from your hand. Swap this card for the Attack card (it is played immediately, and you gain the Attack card to your hand).

No, Seriously, What's The Point?
$3 - Action-Reaction
+1 Card
+1 Action
---
When you play an Action card, you may reveal this from your hand. If you do, play this card instead.
Title: Re: Really bad card ideas
Post by: Jack Rudd on October 05, 2012, 11:04:25 am
No, Seriously, What's The Point?
$3 - Action-Reaction
+1 Card
+1 Action
---
When you play an Action card, you may reveal this from your hand. If you do, play this card instead.
This one actually does have a point beyond all the usual Cantrip stuff. For example: your Golem calls up a Moneylender when you have no Copper in hand, or something like that.
Title: Re: Really bad card ideas
Post by: Captain_Frisk on October 05, 2012, 11:10:41 am
I always thought that Copper comes from the English word 'to Cop' which means to grab hold of, thats certainly an old old English word

Perhaps tellingly, the only context I've ever heard this in American English is "to cop a feel".

+1 Sir for your dirty mind.  How did the interview go?
Title: Re: Really bad card ideas
Post by: theory on October 05, 2012, 11:16:29 am
I always thought that Copper comes from the English word 'to Cop' which means to grab hold of, thats certainly an old old English word

Perhaps tellingly, the only context I've ever heard this in American English is "to cop a feel".

David Cop-A-Feel by Charles Dickens
Title: Re: Really bad card ideas
Post by: jotheonah on October 05, 2012, 12:47:35 pm
I always thought that Copper comes from the English word 'to Cop' which means to grab hold of, thats certainly an old old English word

Perhaps tellingly, the only context I've ever heard this in American English is "to cop a feel".

+1 Sir for your dirty mind.  How did the interview go?

Really well. I've had two really good interviews, so hopefully I can get them in a bidding war for me. Although in this economy I'll be happy to have just one of them hire me at all.
Title: Re: Really bad card ideas
Post by: Ozle on October 05, 2012, 02:17:19 pm
Bidding War
$3 - Action
Reveal a Gold from your hand. If you do and opponent does not, gain a jotheonah from the Supply
Title: Re: Really bad card ideas
Post by: ConMan on October 08, 2012, 06:50:59 pm
No, Seriously, What's The Point?
$3 - Action-Reaction
+1 Card
+1 Action
---
When you play an Action card, you may reveal this from your hand. If you do, play this card instead.
This one actually does have a point beyond all the usual Cantrip stuff. For example: your Golem calls up a Moneylender when you have no Copper in hand, or something like that.
Well sure, but just like most of the best* fan cards you have to work at finding a Kingdom where it actually does something.



* By best, of course, I mean something between "worst" and "most typically bad".
Title: Re: Really bad card ideas
Post by: One Armed Man on October 10, 2012, 01:45:21 pm
3:1 Port Trading
5
Action - Duration
Now and at the start of your next turn: you can trash 3 or 4 cards with the same name to gain any card from the Supply, placing that card in your hand.
On each other player's turn, that player can trash 4 cards with the same name to gain any card from the Supply, placing that card in their hand.

Settlement
4
Action
+1 Card, +1 Action
If there is one or more empty supply piles, you can return this to the supply to gain a City from the City pile.
_______
In games using this, add a City Pile. Any Cities are not considered to be in the supply.
Each player has their own Settlement Stack of 5 cards. Only the first of those piles to empty counts as an empty pile for the rest of the game.

$3 Development Card
This is a stack containing the 25 cards of the development stack consisting of 14 Soldiers, 5 BonusVictories, 2 Monopoly, 2 Year of Plenty, and 2 Roadbuilding.

$3 Soldier
Action- Attack
Set this aside. One other player of your choice reveals their hand and gives one non-Development card costing 4 or less from it to your hand.
If you have at least 3 or more Soldiers in play and at least as many as all other players at the end of the game, trash them and gain 2 VP tokens.

$3 Monopoly
Action
Trash this. Name a non-Development card costing 4 or less. Each player reveals their hand and gives all copies of that card from their hand to yours.

$3 Year of Plenty
Action
Trash this. Gain 2 different non-Development cards costing 4 or less, placing them in your hand.

$3 Road Building
Action
Trash this. Non-Development Cards cost 2 less this turn. If a supply pile empties this turn, gain 2 VP tokens.

$3 BonusVictory
Action - Victory
Trash this. If you do, gain 1 VP token.
________
Worth 1 VP.
Title: Re: Really bad card ideas
Post by: Archetype on October 11, 2012, 12:45:22 pm
From the Cities and Knights expansion...

Pirates!
Cost: 4
Action/Reaction

+1 Action
Gain a Pirate Ship
.                             
Whenever you play a Pirate Ship, you may reveal and trash this card from your hand. Each other player either reveals and trashes a Knight from their hand, or puts their deck into thier discard pile and reveals and trashes all City cards found there.
.                           
In games using this, add the Knight, City, and Pirate Ship piles to the supply.
Title: Re: Really bad card ideas
Post by: eHalcyon on October 11, 2012, 01:10:05 pm
As I recall, those are Barbarians, not Pirates. The Robber becomes a pirate in Seafarers, if you put him on a water tile.
Title: Re: Really bad card ideas
Post by: Robz888 on October 11, 2012, 01:57:42 pm
As I recall, those are Barbarians, not Pirates. The Robber becomes a pirate in Seafarers, if you put him on a water tribe.

That's how I read it. Guess that makes him Chief Hakoda.
Title: Re: Really bad card ideas
Post by: Archetype on October 11, 2012, 02:00:30 pm
As I recall, those are Barbarians, not Pirates. The Robber becomes a pirate in Seafarers, if you put him on a water tile.
Really? Hm, we also called them Pirates :P
Title: Re: Really bad card ideas
Post by: Axxle on October 11, 2012, 03:08:18 pm
As I recall, those are Barbarians, not Pirates. The Robber becomes a pirate in Seafarers, if you put him on a water tile.
In seafarers there's a separate thief and pirate.  One doesn't turn into the other.
Title: Re: Really bad card ideas
Post by: eHalcyon on October 11, 2012, 04:22:13 pm
As I recall, those are Barbarians, not Pirates. The Robber becomes a pirate in Seafarers, if you put him on a water tile.
In seafarers there's a separate thief and pirate.  One doesn't turn into the other.

Oops, my bad.  I don't actually own Seafarers; have only played it online and not in a long while.  I do own C+K though and they are definitely Barbarians! :)
Title: Re: Really bad card ideas
Post by: NoMoreFun on October 12, 2012, 12:04:32 am
I was designing a card, and while tweaking it I came across this

Countdown:
Draw until you have 5 cards in hand
Trash down to 4 cards in hand
Each player (including you) discards down to 3 cards in hand
+2 actions
+$1
---
When you gain a card costing $0, you may reveal this. If you do, put it in your hand.


Title: Re: Really bad card ideas
Post by: Archetype on October 12, 2012, 12:27:41 am
I was designing a card, and while tweaking it I came across this

Countdown:
Draw until you have 5 cards in hand
Trash down to 4 cards in hand
Each player (including you) discards down to 3 cards in hand
+2 actions
+$1
---
When you gain a card costing $0, you may reveal this. If you do, put it in your hand.




Too bad the name 'Count' is already taken  ;)
Title: Re: Really bad card ideas
Post by: Sakako on October 14, 2012, 06:33:06 am
How's this for a card?

Exodia
Action
$3

+1 Buy
-------------
If there are 9 or more Exodia in play, you win the game.
Title: Re: Really bad card ideas
Post by: brokoli on October 17, 2012, 10:35:25 am
Turnaround
Action - $30

---
When you buy this, trash this and each player puts his deck into his discard and passes his deck to the left neighbor.
Title: Re: Really bad card ideas
Post by: TWoos on October 17, 2012, 10:40:07 am
Turnaround
Action - $30

---
When you buy this, trash this and each player puts his deck into his discard and passes his deck to the left neighbor.

With the deck having been put into the discard, there is no deck to pass.  Did you mean that?
Title: Re: Really bad card ideas
Post by: DWetzel on October 17, 2012, 10:41:22 am
I was designing a card, and while tweaking it I came across this

Countdown:
Draw until you have 5 cards in hand
Trash down to 4 cards in hand
Each player (including you) discards down to 3 cards in hand
+2 actions
+$1
---
When you gain a card costing $0, you may reveal this. If you do, put it in your hand.

I would run the pile just so when I bought the last one I could sing. 

http://www.youtube.com/watch?v=AyggY_R3jU8
Title: Re: Really bad card ideas
Post by: Ozle on October 17, 2012, 10:47:48 am

Surely it has to be...

Turnaround
Action - $30

Every now and then get a little bit lonely
Title: Re: Really bad card ideas
Post by: AJD on October 17, 2012, 11:34:16 am

Surely it has to be...

Turnaround
Action - $30

Every now and then get a little bit lonely

Well, that's a fair play.
Title: Re: Really bad card ideas
Post by: Sakako on October 18, 2012, 09:32:25 am
Thrown Rune
Action - Reaction
$2

+1 Action
Choose a card costing $1 or less in play, and play it twice.
---------------
When you play this, you may trash every Thrown Rune and Ruins you have in play. If you do, gain a card costing up to $2 more than the number of cards you trashed.
Title: Re: Really bad card ideas
Post by: NoMoreFun on October 18, 2012, 10:12:28 am
Kinks Caught
$3
Action
You Really Got Me
Title: Re: Really bad card ideas
Post by: Drab Emordnilap on October 18, 2012, 10:51:41 am
People's Court
Action - $3

Choose three Action cards from your hand. Play them each once.
Title: Re: Really bad card ideas
Post by: Archetype on October 18, 2012, 09:09:37 pm
People's Court
Action - $3

Choose three Action cards from your hand. Play them each once.
That's actually not too bad! I'd might buy it if it was 2$.
Title: Re: Really bad card ideas
Post by: Dsell on October 18, 2012, 09:15:46 pm
People's Court
Action - $3

Choose three Action cards from your hand. Play them each once.
That's actually not too bad! I'd might be it if it was 2$.

Yeah I actually like this quite a bit too. Ought to say "up to" though, otherwise it's tough to make it work ever.
Title: Re: Really bad card ideas
Post by: jotheonah on October 18, 2012, 09:17:35 pm
Apprentice's Court
$7 - Action
Choose a card from your hand. Play it a number of times equal to its cost in coins and then trash it.
Title: Re: Really bad card ideas
Post by: Archetype on October 18, 2012, 09:19:39 pm
Apprentice Court/Possesion would be a nightmare.
Title: Re: Really bad card ideas
Post by: Dsell on October 18, 2012, 09:20:11 pm
Apprentice's Court
$7 - Action
Choose a card from your hand. Play it a number of times equal to its cost in coins and then trash it.

Now that's pretty bad. XD
Title: Re: Really bad card ideas
Post by: Lekkit on October 18, 2012, 09:21:37 pm
I think just Apprentice's Court Apprentice's Court would be pretty bad. Add some Fortresses/Catacombs in there and you're all set for all kinds of stuff.
Title: Re: Really bad card ideas
Post by: jotheonah on October 18, 2012, 09:40:52 pm
Gotta take this thread back to its roots. Good ideas wee starting to show up.
Title: Re: Really bad card ideas
Post by: A Drowned Kernel on October 18, 2012, 10:22:20 pm
Empty Cellar
Action- $1

+1 Action

Discard any number of cards from your hand.


Empty Vault
Action- $4

+2 Cards

Discard any number of cards from you hand.


Empty Treasury
Action- $4

+1 Card
+1 Action

At the end of your cleanup phase, if you did not buy a victory card this turn, you may put this on top of your deck.


...you get the idea.
Title: Re: Really bad card ideas
Post by: AJD on October 19, 2012, 12:55:06 am
People's Court
Action - $3

Choose three Action cards from your hand. Play them each once.
That's actually not too bad! I'd might be it if it was 2$.

Yeah I actually like this quite a bit too. Ought to say "up to" though, otherwise it's tough to make it work ever.

Naw; "do as much as you can".
Title: Re: Really bad card ideas
Post by: Sakako on October 19, 2012, 01:41:56 am
People's Court
Action - $3

Choose three Action cards from your hand. Play them each once.
That's actually not too bad! I'd might be it if it was 2$.

Yeah I actually like this quite a bit too. Ought to say "up to" though, otherwise it's tough to make it work ever.

Naw; "do as much as you can".

But what if you have Action cards in your hand that you don't want to play? Is it like Throne Room, and you just don't have to choose one?
Title: Re: Really bad card ideas
Post by: AJD on October 19, 2012, 01:52:18 am
People's Court
Action - $3

Choose three Action cards from your hand. Play them each once.
That's actually not too bad! I'd might be it if it was 2$.

Yeah I actually like this quite a bit too. Ought to say "up to" though, otherwise it's tough to make it work ever.

Naw; "do as much as you can".

But what if you have Action cards in your hand that you don't want to play? Is it like Throne Room, and you just don't have to choose one?

Oh, I see what you mean. Presumably as written it's like Throne Room and you have to play all three, and you just don't use the card if doing so would make you Trading Post your Colony or whatever. But as written it's also unenforceable (i.e., it doesn't stop you from cheating and not playing a card that you do have in hand), so maybe it should have a "you may". Either that or a "Reveal your hand."
Title: Re: Really bad card ideas
Post by: Sakako on October 19, 2012, 07:23:28 am
But the thing is, with Throne Room, (at least on the Isotropic implementation), you can choose to play none of the Action cards in your hand. After all, who knows whether you have Actions in your hand but you?
Title: Re: Really bad card ideas
Post by: Tables on October 19, 2012, 07:33:18 am
What cards would be interesting as ruins?

Ruined Workshop
Action/Ruins - $0
Gain a card costing up to $1

Abandoned Feast
Action/Ruins - $0
Trash this card. Gain an Abandoned Feast

Ruined Scout
[Everyone knows what happens here right?]

Faulty Possession
Action/Ruins - $0
The player to your left takes an extra turn after this one, in which you can see all cards he can. Any cards he would gain on that turn, you gain instead; any cards of his that are trashed are set aside and returned to his discard pile at end of turn.

Ruined Court
Action/Ruins - $0
Choose an action card in your hand.

Lonely Mountebank
Action/Attack/Ruins - $0
Each other player may discard a curse. If they do not, they may gain a Copper and a Curse.

Failed Cultist
Action/Attack/Looter/Ruins - $0
You may play a Failed Cultist from your hand.

etc.
Title: Re: Really bad card ideas
Post by: jotheonah on October 19, 2012, 07:58:53 am
How about ruined treasures?

Failed Venture
Treasure/Ruins - $0
Worth $1
Reveal the top card of your deck. If it is a Treasure, play it. Otherwise discard it.

Worthless Contraband
Treasure/Ruins - $0
Worth $0
+1 Buy
When you play this, the player to your left names 3 cards. You may only buy those cards.

Bad Loan
Treasure/Ruins - $0
Worth $0
When you play this, reveal cards from your deck until you find a treasure. Trash it.

Really Ill-Gotten Gains
Treasure/Ruins - $0
Worth $0
When you play this, gain a Copper.
__________________________
When you gain this, gain a Ruin.

Shady Bank
Treasure/Ruins - $0
Worth $0 for each Treasure in play, counting this one.

Abandoned Quarry
Treasure/Ruins - $0
Worth $0
While this is in play, Action cards cost $1 less, but not less than zero.

Complete Moron's Gold
Treasure/Ruins/Reaction - $0
The first Complete Moron's Gold you play is worth $0. Each additional CMG is worth $1.
___________________
When another player buys a Province, you may reveal this from your hand and trash it.

Sleazy Brothel
Treasure/Ruins/Victory - $0
Worth $0
Worth 0 VP

Empty Cache
Treasure/Ruins - $0
Worth $1
________________
When you gain this, gain 3 Coppers.
Title: Re: Really bad card ideas
Post by: brokoli on October 19, 2012, 08:11:10 am
Faulty possession and failed venture are not so bad (the faulty possession is even good : you can give curses to your opponent).
Title: Re: Really bad card ideas
Post by: AdamH on October 19, 2012, 09:29:49 am
Worthless Contraband
Treasure/Ruins - $0
Worth $0
+1 Buy
When you play this, the player to your left names 3 cards. You may only buy those cards.

I choose Curse, Curse, and Bulbasaur!  :D
Title: Re: Really bad card ideas
Post by: AJD on October 19, 2012, 10:43:41 am
Faulty possession and failed venture are not so bad (the faulty possession is even good : you can give curses to your opponent).

Hmm? I thought Faulty Possession is your opponent can give curses to you.
Title: Re: Really bad card ideas
Post by: AJD on October 19, 2012, 10:44:02 am
But the thing is, with Throne Room, (at least on the Isotropic implementation), you can choose to play none of the Action cards in your hand.

I'm pretty sure that's not true.
Title: Re: Really bad card ideas
Post by: brokoli on October 19, 2012, 10:45:21 am
Faulty possession and failed venture are not so bad (the faulty possession is even good : you can give curses to your opponent).

Hmm? I thought Faulty Possession is your opponent can give curses to you.

Ooops, misread it.
Title: Re: Really bad card ideas
Post by: Tables on October 19, 2012, 12:22:29 pm
Faulty Possession is Possession in all ways, except your opponent makes decisions and you can't see his cards. In fact, let's make it so it's everything except decision making, word for word (going to edit)
Title: Re: Really bad card ideas
Post by: Drab Emordnilap on October 19, 2012, 01:05:26 pm
But the thing is, with Throne Room, (at least on the Isotropic implementation), you can choose to play none of the Action cards in your hand. After all, who knows whether you have Actions in your hand but you?
This isn't true. Throne Room is mandatory, and Isotropic will force you to play an action (assuming you play Throne Room in the first place).

I gave up my personal crusade against unenforceable templates when Donald printed Graverobber.
Title: Re: Really bad card ideas
Post by: jotheonah on October 19, 2012, 01:52:37 pm
I forgot about the DA special treasure!

Unconvincing Counterfeit
Treasure/Ruins - $0

When you play this, you may play a Treasure card from your hand. If you do, trash that Treasure.

Also:

Ugly Diadem
Treasure/Ruins/Prize - $0*

Worth $0
When you play this, +$1 per unused buy you have.
(This is not in the supply)

How do you get Ruined Prizes, you ask? Probably by playing a Sparsely Attended Tournament and revealing an Estate or something. I don't know, somebody else can tackle that one.


Title: Re: Really bad card ideas
Post by: dondon151 on October 19, 2012, 01:58:11 pm
How do you get Ruined Prizes, you ask? Probably by playing a Sparsely Attended Tournament and revealing an Estate or something. I don't know, somebody else can tackle that one.

*Overgrown Estate
Title: Re: Really bad card ideas
Post by: sylas on October 20, 2012, 04:40:19 pm
Endgame, $6, Victory

When you gain this card:
gain a Province if 3 or more Supply piles are empty,
or
gain a Duchy if there are no Provinces left.
Title: Re: Really bad card ideas
Post by: dnkywin on October 20, 2012, 05:24:47 pm
Ugly Princess
Action/Ruins/Prize - $0*

+1 Buy
While this is in play, cards cost $2 more.
Title: Re: Really bad card ideas
Post by: Sakako on October 20, 2012, 08:13:55 pm
Quote
Lost Followers
Action - Ruins - Prize
$0*

+2 Cards
Discard 2 cards.
Gain a Curse. Each other player gains an Estate.

Quote
Bag of Copper
Action - Ruins - Prize
$0*

+1 Action
Gain a Copper, putting it on top of your deck.

I can't figure out how to make Trojan Steed a thing, though...
Title: Re: Really bad card ideas
Post by: Tables on October 20, 2012, 08:22:06 pm
Trojan Steed
Action-Ruins-Prize
Each player gains a Trojan Steed
Choose two: +1 cards, put two cards from your hand on top of your deck; OR +$1, -$2; OR +1 action, end your action phase; OR put your deck in your discard pile, gain four Ruins.

(Note that I'm fully aware of what the top bit does - Nothing, ever, because it's not specifically from the prize pile)
Title: Re: Really bad card ideas
Post by: Omer on October 21, 2012, 03:20:54 pm
Saboteur $5
Action–Attack
Each other player reveals cards from the top of his deck until revealing one costing $3 or more. He trashes that card and may gain a card costing at most $2 less than it. He discards the other revealed cards.
Title: Re: Really bad card ideas
Post by: brokoli on October 21, 2012, 05:32:40 pm
Saboteur $5
Action–Attack
Each other player reveals cards from the top of his deck until revealing one costing $3 or more. He trashes that card and may gain a card costing at most $2 less than it. He discards the other revealed cards.

 :o

Saboteur is actually a very fun and well designed card.
Title: Re: Really bad card ideas
Post by: Omer on October 21, 2012, 06:11:16 pm
Saboteur $5
Action–Attack
Each other player reveals cards from the top of his deck until revealing one costing $3 or more. He trashes that card and may gain a card costing at most $2 less than it. He discards the other revealed cards.

 :o

Saboteur is actually a very fun and well designed card.
(http://media.tumblr.com/tumblr_m9zwpkZsf01qfmt79.jpg)
Title: Re: Really bad card ideas
Post by: ChocophileBenj on October 21, 2012, 07:10:32 pm
Gee, I already wanted to troll possession the same way...

(http://img4.hostingpics.net/pics/194933Image2.jpg) (http://www.hostingpics.net/viewer.php?id=194933Image2.jpg)
Title: Re: Really bad card ideas
Post by: Tables on October 21, 2012, 08:40:10 pm
Saboteur $5
Action–Attack
Each other player reveals cards from the top of his deck until revealing one costing $3 or more. He trashes that card and may gain a card costing at most $2 less than it. He discards the other revealed cards.

 :o

Saboteur is actually a very fun and well designed card.
(http://media.tumblr.com/tumblr_m9zwpkZsf01qfmt79.jpg)

Wow, great reasoning there! I really agree with your reasons! You've explained carefully why an attack which is typically weak, carefully limited in effect, can become powerful, is self-limiting, and whose overuse typically leads to the game ending very quickly is a badly designed card! I can definitely see it's faults now!
Title: Re: Really bad card ideas
Post by: dondon151 on October 21, 2012, 08:43:58 pm
wow way to respond seriously to a facetious post
Title: Re: Really bad card ideas
Post by: jotheonah on October 22, 2012, 12:17:59 am
Please start a new thread for arguing about Saboteur. This is my single favorite thread on the whole forum and I don't want it getting derailed.
Title: Re: Really bad card ideas
Post by: Drab Emordnilap on October 22, 2012, 01:18:39 am
(http://media.tumblr.com/tumblr_m9zwpkZsf01qfmt79.jpg)

Wow, great reasoning there! I really agree with your reasons! You've explained carefully why an attack which is typically weak, carefully limited in effect, can become powerful, is self-limiting, and whose overuse typically leads to the game ending very quickly is a badly designed card! I can definitely see it's faults now!
I can bearly stand to listen to you two argue.
Title: Re: Really bad card ideas
Post by: Ozle on October 22, 2012, 04:25:52 am
(http://media.tumblr.com/tumblr_m9zwpkZsf01qfmt79.jpg)


I can bearly stand to listen to you two argue.



Me...............................................................too
Title: Re: Really bad card ideas
Post by: jonts26 on October 22, 2012, 12:56:28 pm
(http://media.tumblr.com/tumblr_m9zwpkZsf01qfmt79.jpg)


I can bearly stand to listen to you two argue.



Me...............................................................too

Fine, I'll bite.


Why the big pause?
Title: Re: Really bad card ideas
Post by: GendoIkari on October 22, 2012, 01:14:28 pm
People's Court
Action - $3

Choose three Action cards from your hand. Play them each once.

This is almost functionally equivalent to simply "+3 actions". Except a little worse, because you can't play actions that you drew after playing the first action.
Title: Re: Really bad card ideas
Post by: GendoIkari on October 22, 2012, 01:19:26 pm
How about ruined treasures?

Failed Venture
Treasure/Ruins - $0
Worth $1
Reveal the top card of your deck. If it is a Treasure, play it. Otherwise discard it.


This is strictly better than Copper...
Title: Re: Really bad card ideas
Post by: Tombolo on October 22, 2012, 01:22:14 pm
How about ruined treasures?

Failed Venture
Treasure/Ruins - $0
Worth $1
Reveal the top card of your deck. If it is a Treasure, play it. Otherwise discard it.


This is strictly better than Copper...

Not when it discards your good actions, it's not.
Title: Re: Really bad card ideas
Post by: GendoIkari on October 22, 2012, 01:28:07 pm
How about ruined treasures?

Failed Venture
Treasure/Ruins - $0
Worth $1
Reveal the top card of your deck. If it is a Treasure, play it. Otherwise discard it.


This is strictly better than Copper...

Not when it discards your good actions, it's not.

It will discard an average card in your deck, and leave you with an average card in your deck. Same reason your opponent playing Tribute doesn't hurt you on average. In general, cycling is beneficial, as you get your new cards sooner. Even though it's certainly possible that you could play this, and then wish that you hadn't, the general smart strategy would be to buy this over Copper any time you could.
Title: Re: Really bad card ideas
Post by: Ozle on October 22, 2012, 02:03:26 pm
(http://media.tumblr.com/tumblr_m9zwpkZsf01qfmt79.jpg)


I can bearly stand to listen to you two argue.



Me...............................................................too

Fine, I'll bite.


Why the big pause?

Because its a big bear!

Badoom TSCH!
Title: Re: Really bad card ideas
Post by: Tombolo on October 22, 2012, 02:15:55 pm
How about ruined treasures?

Failed Venture
Treasure/Ruins - $0
Worth $1
Reveal the top card of your deck. If it is a Treasure, play it. Otherwise discard it.


This is strictly better than Copper...

Not when it discards your good actions, it's not.

It will discard an average card in your deck, and leave you with an average card in your deck. Same reason your opponent playing Tribute doesn't hurt you on average. In general, cycling is beneficial, as you get your new cards sooner. Even though it's certainly possible that you could play this, and then wish that you hadn't, the general smart strategy would be to buy this over Copper any time you could.

That's different from "strictly superior," though, especially since cycling is outright harmful once you get into the endgame, and probably in a few edge cases as well.  To be fair, though, I did somehow manage to forget about the "play it if it's a treasure" clause....there are still a couple of edge cases though.
Title: Re: Really bad card ideas
Post by: GendoIkari on October 22, 2012, 02:23:48 pm
How about ruined treasures?

Failed Venture
Treasure/Ruins - $0
Worth $1
Reveal the top card of your deck. If it is a Treasure, play it. Otherwise discard it.


This is strictly better than Copper...

Not when it discards your good actions, it's not.

It will discard an average card in your deck, and leave you with an average card in your deck. Same reason your opponent playing Tribute doesn't hurt you on average. In general, cycling is beneficial, as you get your new cards sooner. Even though it's certainly possible that you could play this, and then wish that you hadn't, the general smart strategy would be to buy this over Copper any time you could.

That's different from "strictly superior," though, especially since cycling is outright harmful once you get into the endgame, and probably in a few edge cases as well.  To be fair, though, I did somehow manage to forget about the "play it if it's a treasure" clause....there are still a couple of edge cases though.

And of course you also have Moneylender, Coppersmith, and Counting House. So, as usual, it's almost always possible to show that there's reasons to not consider one card "strictly better" than another. But yeah, with the "play it if it's a treasure" part, you'd have to be in pretty contrived situations before you think that you'd rather have Copper than Failed Venture. Not that you'd often want either...
Title: Re: Really bad card ideas
Post by: Titandrake on October 22, 2012, 02:31:14 pm
GendoIkari this is the bad card idea thread
Title: Re: Really bad card ideas
Post by: GendoIkari on October 22, 2012, 02:33:57 pm
GendoIkari this is the bad card idea thread

Touchι.
Title: Re: Really bad card ideas
Post by: Drab Emordnilap on October 22, 2012, 04:03:52 pm
People's Court
Action - $3

Choose three Action cards from your hand. Play them each once.

This is almost functionally equivalent to simply "+3 actions". Except a little worse, because you can't play actions that you drew after playing the first action.

Mostly it was a riff on "what would the opposite of a King's Court be".
Title: Re: Really bad card ideas
Post by: jotheonah on October 24, 2012, 12:41:43 am
Band of Mystics
Action - $5
+1 Action
+$2

Name a card.
Reveal the top card of your deck.
If it's the named card, this card is now that card until it leaves play.
Title: Re: Really bad card ideas
Post by: jotheonah on October 24, 2012, 12:44:26 am
Marauder's Map
Action - $4
Trash this and another Marauder's Map from your hand, and say "I solemnly swear I am up to no good." If you do, you gain 4 Spoils, putting them on your deck. All other players gain 4 Ruins, putting them on their decks.
Title: Re: Really bad card ideas
Post by: jotheonah on October 24, 2012, 12:47:22 am
Prossession
Action - $5P
You may play an Action card from your opponent's hand twice. Discard it. Gain an Action card costing exactly one more than it.




There are depths of Dark Ages combo cards still to go. Tag in, RBCI friends. Anyone want to give "Death Cartographer" a try?
Title: Re: Really bad card ideas
Post by: DWetzel on October 24, 2012, 12:57:54 am
Fool's Copper
$2 - Treasure - Reaction

If this is the first time you've played Fool's Copper this turn, it's worth $1.  Otherwise, it's worth $1.
----------
When another player gains a Province, you may trash this from your hand.  If you do, gain a Fool's Copper, placing it on your deck.
Title: Re: Really bad card ideas
Post by: gman314 on October 24, 2012, 01:07:19 am
Death Cartographer
Action - Looter $3

+$5
Look at the top 4 cards of your deck, trash the revealed actions and put the rest back on top in any order. If you trash no action cards this way, trash this.

When you gain this, gain 2 Ruins.
Title: Re: Really bad card ideas
Post by: gman314 on October 24, 2012, 01:07:40 am
Although, it may be a little too good for this thread.
Title: Re: Really bad card ideas
Post by: jotheonah on October 24, 2012, 02:12:44 am
A really good card can still be a really bad card idea.
Title: Re: Really bad card ideas
Post by: NoMoreFun on October 24, 2012, 04:27:47 am
Never seemed bad before, part 1
$2
Action
+$1
Gain a Silver

Never seemed bad before, part 2
$2
Action
+$1
+2 Actions

Okay it did seem kind of bad
$2
Action
+$1
+2 Buys
Title: Re: Really bad card ideas
Post by: brokoli on October 24, 2012, 04:39:46 am
Band of misread
Action - $5
While this is in play :
- Fairgrounds becomes Farmland and inversely
- Possession becomes Procession and inversely
- Mine becomes Mint and inversely
They are that card until Band of misread leaves play.
Title: Re: Really bad card ideas
Post by: brokoli on October 24, 2012, 04:46:37 am
Poor Lighthouse
Action - $1
+1 action
Now and at the start of your next turn :
+1$
Reveal your hand. -1$ per treasure card in your hand, to a minimum of $0.
---
While this is in play, when another player plays an attack card, it affect you.
Title: Re: Really bad card ideas
Post by: Drab Emordnilap on October 24, 2012, 10:34:34 am
Bulbasaur 40HP G
Basic
GG Leech Seed 20
Unless all damage from this attack is prevented, you may remove one damage counter from Bulbasaur.
Weakness R Resistance -
Title: Re: Really bad card ideas
Post by: TWoos on October 24, 2012, 05:37:30 pm
Marauder's Map
Action - $4
Trash this and another Marauder's Map from your hand, and say "I solemnly swear I am up to no good." If you do, you gain 4 Spoils, putting them on your deck. All other players gain 4 Ruins, putting them on their decks.

That's not bad, that's awesome.
Title: Re: Really bad card ideas
Post by: Drab Emordnilap on October 24, 2012, 05:38:27 pm
Marauder's Map
Action - $4
Trash this and another Marauder's Map from your hand, and say "I solemnly swear I am up to no good." If you do, you gain 4 Spoils, putting them on your deck. All other players gain 4 Ruins, putting them on their decks.

That's not bad, that's awesome.
It should probably be labeled Attack, though.
Title: Re: Really bad card ideas
Post by: brokoli on October 25, 2012, 07:59:12 am
Altarmory
Action - $6
Trash a card from your hand.
Gain a card costing up to $4, putting it on top of your deck.

Grand market square
Action reaction - $4
+1 card
+1 action
+1 buy
---
When one of your card is trashed, you may discard this from your hand.
If you do, gain a platinium.
---
You can't buy this if you have any copper in play.

(and what about hunting grounds party or bandit nomad camp ?)
Title: Re: Really bad card ideas
Post by: ChocophileBenj on October 25, 2012, 11:33:15 am
Hunting grounds party (action $7)
Reveal your hand. Reveal cards from top of your deck until you reveal 4 differently named cards that aren't duplicates of your hand. Add them to your hand and discard the rest.
-----
When this is trashed, gain a Fairgrounds or ?????.

Bandit nomad camp (action $5) :
+1 card
+2 actions
Gain a Spoils
-----
When you buy this card, put it on top of your deck

Count Erfeit (action $5)
+$1, +1 buy
You may choose to play an action card twice. If you do, discard 4 cards, put 2 cards on top of your deck or gain 2 coppers.

Spoilers (Treasure attack $0, not in the supply)
+$3
Return this to the supply. If you do, each other player reveals the 5 cards of top of his deck, discards any number you choose and puts the rest back on his deck in any order you choose.
(kinda looks like pillage ?)

Mining Pillage :
Trash this. If you do, +$2. Either case, each other player with 5 or more cards in hand reveals his hand and discards a card that you choose. Gain 2 Spoilers.

Native Pillage :
Trash this. Choose one : each other player with 5 or more cards in hand reveals his hand and sets a card on his Native Pillage mat that you choose OR they put all the cards from their Native Pillage mat in their hand. Either case, gain 2 Spoilers.
--------
All opponents may look at your Native Pillage mat at any time. Trash the cards on it when the game ends.

Worker's Pillage
+1 buy. Trash this. Each other player with 5 or more cards in hand reveals his hand and discards a card that you choose. Gain 2 Spoilers.

Fishing Pillage :
Trash this. Now and at the start of your next turn, each other player with 5 or more cards in hand reveals his hand and discards a card that you choose. Gain 2 Spoilers.

Farming Pillage :
Trash this. Reveal cards from top of your deck until you reveal an action or treasure card. Put it into your hand and discard the rest. Each other player with 5 or more cards in hand reveals his hand and discards a card that you choose. Gain 2 Spoilers.

Border Pillage :
Trash this. Each other player with 5 or more cards in hand reveals his hand and discards a card that you choose. Gain 2 Spoilers.
-------
When you gain this, gain a card costing less than this.

(yeah, the last one got its own spoiler !!!)
Title: Re: Really bad card ideas
Post by: ChocophileBenj on October 30, 2012, 04:23:34 pm
Once again :

Vision attacks :

-See through the Sea- Action attack, cost $4
+$2
Each player (including you) reveals the top 5 cards of his deck. Choose one for each : either he discards them all, or he puts them back in any order he chooses.

-Noble Thief Oracle-
+$1
When you buy this or play it, each player (including you) reveals the 2 top cards of his deck. Choose one for each player : he discards them, or he puts it back in any order he chooses ; then he reveals the 2 top cards of his deck. If a treasure other than copper is revealed, they trash one you choose, and discard the rest. Gain any of the trashed cards. Opponents that didn't reveal any treasure gain a copper.

-Crying Pool-
+1 action
Each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice. Then, each opponent trashes the first card of their deck and gain a card costing at least $1 less that you choose.

Victory cards and fodders :
-Duke of the Silk-
$9, victory
Worth 1 VP per Victory card you have.

-Fresh Mint- (already done ?)
$5, action
You may reveal a victory card from your hand. Gain a copy of it.
-----------
When you buy this, reveal your hand and trash all victory cards in it, plus all victory cards you have in play.

-Island in the Sun-
$5, action victory
Set aside a card from your hand. Return it to your deck at the end of the game.
---
Worth 2 VP.

City of Dreams (a not so bad card -_- even if there may be better)
$5, action victory
+1 card
+2 actions
---
Worth 1 VP per empty stack.

Philosopher's Garden (and not Fool's Garden ^^)
$9, victory treasure
When you play this, count yur deck, discard pile, and hand. Worth $1 for every 10 cards in it.
Worth 1 VP for every 12 cards in your deck (rounded down) ;
Whenever you count your number of cards, this counts for 4 cards instead of 1.

Feotunnel :
Victory Reaction, cost $6
Worth 1 VP for every 3 Golds in your deck (rounded down)
---
When you discard this from play outside of your Clean-up phase, you may reveal this. If you do, gain a Gold. When you trash this, gain 3 golds.

And last one :

Worse trader(s) :
Action reaction, cost $4
+1 buy
+$3
Trash 2 cards. Gain a number of silvers equal to the cost in $ of the most expensive of them.
---
When an opponent plays an attack, or you gain a card, you may reveal this and set this aside. If you do, instead, gain a silver, setting it aside. At the start of your next turn, return this and the gained silver to your hand.
Title: Re: Really bad card ideas
Post by: jotheonah on October 30, 2012, 04:36:19 pm
There are some good ideas buried in these bad ideas. I LOVE the idea of a self-synergizing tunnel.
Title: Re: Really bad card ideas
Post by: GendoIkari on November 06, 2012, 04:59:17 pm
Palace $11

Pick an action card. Play it as many times as you like.
Quickly degenerates into a 'who can name the highest number' competition with Monument. Which, admittedly, can be pretty fun if you know your absurdly-high numbers. (I'll play the Monument G(5^^^^^5) times...)

Ok, so this is a really old post, but I just now noticed it for the first time. Considering how much my brain hurt the first time I tried to comprehend Graham's Number, I'm going to go ahead and not even start to think about the number that you have just written...
Title: Re: Really bad card ideas
Post by: gman314 on November 06, 2012, 05:03:04 pm
Palace $11

Pick an action card. Play it as many times as you like.
Quickly degenerates into a 'who can name the highest number' competition with Monument. Which, admittedly, can be pretty fun if you know your absurdly-high numbers. (I'll play the Monument G(5^^^^^5) times...)

Ok, so this is a really old post, but I just now noticed it for the first time. Considering how much my brain hurt the first time I tried to comprehend Graham's Number, I'm going to go ahead and not even start to think about the number that you have just written...

Or, use the Ackermann function: I'll play Monument A(g64, g64) times.
Title: Re: Really bad card ideas
Post by: Sakako on November 07, 2012, 08:58:18 am
Palace $11

Pick an action card. Play it as many times as you like.
Quickly degenerates into a 'who can name the highest number' competition with Monument. Which, admittedly, can be pretty fun if you know your absurdly-high numbers. (I'll play the Monument G(5^^^^^5) times...)

Ok, so this is a really old post, but I just now noticed it for the first time. Considering how much my brain hurt the first time I tried to comprehend Graham's Number, I'm going to go ahead and not even start to think about the number that you have just written...

Or, use the Ackermann function: I'll play Monument A(g64, g64) times.

Or, you can use recursion as well: Letting WTF be the number of times gman314 played Monument, I'll play it A(WTF,WTF) times.
Title: Re: Really bad card ideas
Post by: Drab Emordnilap on November 07, 2012, 09:23:45 am
Palace $11

Pick an action card. Play it as many times as you like.
Quickly degenerates into a 'who can name the highest number' competition with Monument. Which, admittedly, can be pretty fun if you know your absurdly-high numbers. (I'll play the Monument G(5^^^^^5) times...)

Ok, so this is a really old post, but I just now noticed it for the first time. Considering how much my brain hurt the first time I tried to comprehend Graham's Number, I'm going to go ahead and not even start to think about the number that you have just written...

Or, use the Ackermann function: I'll play Monument A(g64, g64) times.

Or, you can use recursion as well: Letting WTF be the number of times gman314 played Monument, I'll play it A(WTF,WTF) times.
A(WTF,WTF) + 1
Title: Re: Really bad card ideas
Post by: qmech on November 07, 2012, 06:30:10 pm
Diagonalise people!

A(n,n) is going to grow pretty fast.  Taking that as a base for defining a new function in the same way that A is built from f(n) = n+1 you can build up a B so that B(n,n) grows unimaginably faster.  You can then repeat this process again to get C(n,n) which in turn blows B out of the water.

If you know about ordinals then you're only 3 steps in at that point; you can keep going quite a long way up the hierarchy.
Title: Re: Really bad card ideas
Post by: theory on November 07, 2012, 06:46:22 pm
This is a really fascinating discussion that has thus far tracked this superb essay by Scott Aaronson: "Who Can Name the Bigger Number" (http://www.scottaaronson.com/writings/bignumbers.html)
Title: Re: Really bad card ideas
Post by: DStu on November 08, 2012, 05:59:40 am
This is a really fascinating discussion that has thus far tracked this superb essay by Scott Aaronson: "Who Can Name the Bigger Number" (http://www.scottaaronson.com/writings/bignumbers.html)
The Busy Beavers are certainly excluded, as we all know Dominion cards are like small computer programs, so just computable numbers please.
Title: Re: Really bad card ideas
Post by: Ozle on November 08, 2012, 06:05:16 am
Is the answer 74.5?
Title: Re: Really bad card ideas
Post by: Sakako on November 08, 2012, 08:57:13 am
How about "The largest number that can be described in less than 68 characters"?
Title: Re: Really bad card ideas
Post by: DStu on November 08, 2012, 11:11:58 am
How about "The largest number that can be described in less than 68 characters"?

-> Scott Aaronson (http://www.scottaaronson.com/writings/bignumbers.html)
Quote from: said link


The biggest whole number nameable with 1,000 characters of English text

Surely this number exists. Using 1,000 characters, we can name only finitely many numbers, and among these numbers there has to be a biggest. And yet we’ve made no reference to how the number’s named. The English text could invoke Ackermann numbers, or Busy Beavers, or higher-level Busy Beavers, or even some yet more sweeping concept that nobody’s thought of yet. So unless our opponent uses the same ploy, we’ve got him licked. What a brilliant idea! Why didn’t we think of this earlier?

Unfortunately it doesn’t work. We might as well have written

One plus the biggest whole number nameable with 1,000 characters of English text

This number takes at least 1,001 characters to name. Yet we’ve just named it with only 80 characters! Like a snake that swallows itself whole, our colossal number dissolves in a tumult of contradiction. What gives?

The paradox I’ve just described was first published by Bertrand Russell, who attributed it to a librarian named G. G. Berry. The Berry Paradox arises not from mathematics, but from the ambiguity inherent in the English language. There’s no surefire way to convert an English phrase into the number it names (or to decide whether it names a number at all), which is why I invoked a "reasonable modern mathematician" in the rules for the biggest number contest. To circumvent the Berry Paradox, we need to name numbers using a precise, mathematical notational system, such as Turing machines—which is exactly the idea behind the Busy Beaver sequence. So in short, there’s no wily language trick by which to surpass Archimedes, Ackermann, Turing, and Rado, no royal road to big numbers.

Edit: If you ask yourself how I add one to your "the largest number that can be described in less than 68 characters" without needing additional characters:
1) If "the largest number that can be described in less then 68 characters" exists and was well-defined, it would coincides with "the largest number that can be described in less then 99 characters", as this are also only 68 characters. So now I won 31 characters, and can write '"the largest number that can be described in less then 99 characters"+1", which is larger than "tlntcbdilt99c", but can be described in less then 99 characters.
Title: Re: Really bad card ideas
Post by: Axxle on November 08, 2012, 11:59:06 am
That's not a paradox, "One plus the biggest whole number nameable with 1,000 characters of English text" fails to adequately describe the number in question.
Title: Re: Really bad card ideas
Post by: jotheonah on November 08, 2012, 12:59:21 pm
Math talk
Action-Attack - $X

+X Math
Math math math math math math

_______________

Math math math math math
Title: Re: Really bad card ideas
Post by: gman314 on November 08, 2012, 01:08:47 pm
Chicken chicken
chicken - $chicken

chicken chicken chicken chicken chicken chicken chicken
_________________

chicken chicken chicken chicken chicken
Title: Re: Really bad card ideas
Post by: jotheonah on November 08, 2012, 02:12:47 pm
You may reveal a chicken. If you do, chicken chicken chicken.
Title: Re: Really bad card ideas
Post by: Qvist on November 08, 2012, 02:49:22 pm
Dominion in a nutshell $101* Action - Duration

While this in play, trash this.
If you do, gain a blue dog or not. Depends on the kingdom.
Play this again next turn.
----
When you gain this, gain another Dominion in a nutshell
and shuffle them in your deck even when the other card is not Dominion in a nutshell.



Title: Re: Really bad card ideas
Post by: ConMan on November 08, 2012, 06:43:59 pm
Blue Dog
$4 - Victory-Treasure-Action
$0
0VP
---
When you would gain this, you may instead confuse Donald X.
Title: Re: Really bad card ideas
Post by: brokoli on November 09, 2012, 08:25:19 am
Inattentive noob's militia
Action - $4
+$2
Each other player discard two cards.
Title: Re: Really bad card ideas
Post by: NoMoreFun on November 10, 2012, 02:03:35 am
Idiot's Village
Action/Victory - $3
+1 Card
+2 Actions
Worth 2VP for every Action you have in play
Title: Re: Really bad card ideas
Post by: ChocophileBenj on November 10, 2012, 05:34:42 am
Scoutpost
Action Duration, $5
+1 action
Reveal the top 4 cards of your deck. Set aside the victory cards revealed and put back the others cards on top of your deck in any order. Draw those cards instead of your usual 5 cards during your clean-up phase. Take an extra turn after this one. This can't cause you take more than 2 consecutive turns.

Dark Sages (featuring Hinterlands' inhabitants)
Action, $4
+1 action
Reveal cards from your deck until you reveal a card costing $3 or more. Discard the other revealed cards, trash that card then gain it into your hand.

Market Squire
Action, $3
+$1
Choose one : +2 actions, +2 buys or trash a card from your hand, if you do gain a Gold.
Title: Re: Really bad card ideas
Post by: brokoli on November 10, 2012, 06:38:49 am
;D I love the Dark Sages !
Title: Re: Really bad card ideas
Post by: zahlman on November 10, 2012, 09:58:15 am
Worth 2VP for every Action you have in play

How does that even... o_O
Title: Re: Really bad card ideas
Post by: ConMan on November 13, 2012, 07:59:32 pm
Rounding Error
Action - $10-ish
While this is in play, you may treat any numeral appearing on a card as being one higher or one lower than its printed value.
Title: Re: Really bad card ideas
Post by: Tables on November 13, 2012, 08:35:05 pm
Rounding Error
Action - $10-ish
While this is in play, you may treat any numeral appearing on a card as being 1 higher or 1 lower than its printed value.

FTFY ;)
Title: Re: Really bad card ideas
Post by: Sakako on November 13, 2012, 09:48:58 pm
Idiot's Village
Action/Victory - $3
+1 Card
+2 Actions
Worth 2VP for every Action you have in play

So basically you just spam Duration cards on the last turn?
Title: Re: Really bad card ideas
Post by: NoMoreFun on November 13, 2012, 10:45:28 pm
Idiot's Village
Action/Victory - $3
+1 Card
+2 Actions
Worth 2VP for every Action you have in play

So basically you just spam Duration cards on the last turn?

I think the rule is that you return them to your deck at the end of the game for the purpose of gardens etc.
I would still buy it if it cost $7.
Title: Re: Really bad card ideas
Post by: NoMoreFun on November 13, 2012, 10:56:01 pm
Aotearoa
Victory
$10*
Worth 8VP
---
This card is not for sale

Shon Key
Treasure - $6
Worth $0
-1 buy
When you play this, gain an Aotearoa


Hippies
Action/Reaction - $2
+4 cards
-1 buy
---
When a player gains a card with a * in its cost, you may reveal this. If you do, gain a Rabble.

Commune
Action/Attack - $2
+1 buy
+2 actions
Each other player reveals their hand and returns all reactions to the supply.
Title: Re: Really bad card ideas
Post by: NoMoreFun on November 17, 2012, 06:47:31 am
Cadfael
Action - $5
+$1
+1 buy
Gain an action card costing less than this and play it.
---
When you discard this from play, you may put a treasure in play on top of your deck.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on November 23, 2012, 02:53:59 pm
Ill-gotten prizes :
Worth $2
This is worth $1 more per unusued action you have.
When you play this, you may gain an estate, putting it into your hand.
---
When you gain this, each other player gains a curse and discards down to 3 cards in hand.


Bad Luck Brian's Farming Minstrel Golem :
Action, Looter, Ruins.
Choose one : + 2 actions, reveal cards from your deck until you reveal a ruin and put it into your hand OR
reveal cards from your deck until you reveal two ruins other than FMG and play them in either order OR +2 actions, reveal the 3 cards from top of your deck and put back the ruins on top of your deck in any order.
In any case, discard the other revealed cards.


Card designer's nightmare :
Action, Reaction
+$2 ; look at the top 2 cards from top of your discard pile. Draw one of them, trash one of them and gain a card that shares the same type costing up to $3 more. Then you may shuffle your discard pile.
------
When an opponent plays an attack, you may reveal and discard this this. If you do, the attacker loses 1 VP.


Scumbag Card designer :
Action, cost $1
Gain a card from the trash costing up to $4.
-------
When you gain this, gain a Ruins.
Title: Re: Really bad card ideas
Post by: Archetype on November 25, 2012, 07:27:54 pm
From this thread: http://forum.dominionstrategy.com/index.php?topic=5547.0

Lucky Charm
Cost: 3
Action-Reaction-Charm-Cereal

+1 Card
+1 Action
Gain a Lucky Charm, and then another Charm of your choice.
                                                                 
When another player gains a Lucky Charm, you may reveal and discard this card from your hand, say "They are always after me Lucky Charms!", and gain the card instead.

No offense intended to the creator, I actually think the idea of 'Charms' is really cool.
Title: Re: Really bad card ideas
Post by: sudgy on December 01, 2012, 11:35:48 pm
Insane Cemetary Owner:
Cost: 4
Action
+1 Buy
Gain two cards from the trash with the same cost putting them into your hand, then trash this.



Pretty simple what the problem is: have Insane Cemetary Owner in trash and hand, Mining Village in hand, no cards in deck and discard, play Mining Village, trash it, Play Insane Cemetary Owner, get Insane Cemetary Owner and Mining Village in hand...  Buy every card in the game.
Title: Re: Really bad card ideas
Post by: NoMoreFun on December 02, 2012, 10:50:11 am
It's Arbitrary Theme Time!

Duke:
Action/Victory - $5
Choose one: +1 Action, or discard this from play
---
Worth 1 VP for every Duchy in your deck

Treasury
Action/Duration - $5
+1 Card, +1 Action
Now, and at the start of every turn this is in play: +$1
---
When you buy a victory card, discard this from play

Philosopher's Stone:
Treasure - $3P
Worth $1 for every 5 cards in your deck and discard pile. This includes action cards.

Worker's Village
Action - $10*
+1 Card
+2 Actions
+1 Buy
---
If any actions or treasures are in play, this card costs $4

Remake
Action - $4
Do this twice: Trash a card from your hand, gain a different card costing exactly $1 more.

Oasis:
Action - $3
+1 Card, +1 Action, +$1
Discard a card from your hand
---
When you buy this, discard a treasure from your hand (or reveal a hand with no treasure)

Armory
Action/Ruins - $4
Gain a card costing up to $4
---
When you trash this, gain a Relic from the Relic Pile and a Ruins, putting them both in your hand.

Relic
Treasure - 0*
When you play this, return it to the Relic Pile. If you do, you may return a Ruins to the supply.

Title: Re: Really bad card ideas
Post by: SirPeebles on December 02, 2012, 10:55:46 am
Anchor
$2 Action

+1 Card
+1 Action

Look at the top card of your deck.  You may put it on bottom.
Title: Re: Really bad card ideas
Post by: brokoli on December 02, 2012, 11:09:36 am
Anchor
$2 Action

+1 Card
+1 Action

Look at the top card of your deck.  You may put it on bottom.

Hey, I really like that reversed pearl diver. Not a bad idea !
Title: Re: Really bad card ideas
Post by: qmech on December 02, 2012, 03:23:44 pm
Rich man's Scheme: return your Moat to the top of the deck with Secret Chamber, and on your turn Anchor it to the bottom, run through your draw engine, then Pearl Diver the Moat back up to the top to have it hand for your next turn.
Title: Re: Really bad card ideas
Post by: heron on December 02, 2012, 03:26:57 pm
Indecision: $7 Action-Reaction-Duration-Attack

Choose 4, of which two are the same and the rest are different:
... Choose 2:
... ... +1 Card
... ... Trash a card from your hand.
... ... Each opponent discards down to 4 cards in hand.
... +$3 Pick 2 supply piles. You may only buy from those piles for the next two turns, or until you play an Indecision and execute all of its actions in under 6 seconds.
... +1 Card. Each opponent draws 5 cards and discards down to 2 cards in hand. If they take longer than 6 seconds.
... Choose 1:
... ... Roll a die: If it is not a 5 or 6, +$3. Else, discard 2 cards.
... ... Hold a round-robin, best of 7 rock paper scissors tournament with all players. Winner draws 4 cards.
... Trash your discard pile and gain an estate.
... +$1 Place an indecision token on a supply pile. When one gains from that pile, they gain an indecision.

If there have been less than 6 seconds since you played indecision, play an indecision from your hand, or reveal a hand with no indecisions.
When you buy this, you may return it to the supply.
Title: Re: Really bad card ideas
Post by: SirPeebles on December 02, 2012, 03:29:56 pm
Rich man's Scheme: return your Moat to the top of the deck with Secret Chamber, and on your turn Anchor it to the bottom, run through your draw engine, then Pearl Diver the Moat back up to the top to have it hand for your next turn.

Oh, sorry.  Anchor draws your moat.  You need to know the second-to-top card of your deck.

Well wishes,
SirPeebles
Title: Re: Really bad card ideas
Post by: qmech on December 02, 2012, 03:48:23 pm
Rich man's Scheme: return your Moat to the top of the deck with Secret Chamber, and on your turn Anchor it to the bottom, run through your draw engine, then Pearl Diver the Moat back up to the top to have it hand for your next turn.

Oh, sorry.  Anchor draws your moat.  You need to know the second-to-top card of your deck.

Well wishes,
SirPeebles

Make it your second card with Secret Chamber. 8)
Title: Re: Really bad card ideas
Post by: eigensheep on December 07, 2012, 06:19:52 pm
Irate ship: $4 action
Each opponent searches their draw pile for 2 victory cards discards them.
Title: Re: Really bad card ideas
Post by: jotheonah on December 07, 2012, 10:13:15 pm
Naive Village
Action - $2

+2 Actions
Choose one: Set aside the top card of your deck face down on your Naive Village mat (don't look at it); or play the top card from your mat.  You may not look at the cards on your mat at any time; return them to your deck at the end of the game.
Title: Re: Really bad card ideas
Post by: zahlman on December 08, 2012, 12:28:22 am
Itch - Action - $5

+2 Cards
You may scratch. If you do, each opponent gains an Itch.
Title: Re: Really bad card ideas
Post by: DWetzel on December 08, 2012, 01:28:06 am
Nights
Action - Attack - $5

It does some stuff.  Who cares?  It's dark and you can't read the card anyway.
Title: Re: Really bad card ideas
Post by: Schneau on December 08, 2012, 01:21:11 pm
Fast
$4 - Action

Trash this card. Gain a card costing up to $3.
Title: Re: Really bad card ideas
Post by: SirPeebles on December 08, 2012, 04:02:55 pm
Locusts
$4 Action

Each other player discards a Gardens from his hand.
Title: Re: Really bad card ideas
Post by: AJD on December 08, 2012, 05:24:10 pm
Fast
$4 - Action

Trash this card. Gain a card costing up to $3.

Really ought to be "gain nothing", right? "Gain a card costing up to $3" would be "Light Meal".
Title: Re: Really bad card ideas
Post by: jotheonah on December 08, 2012, 05:43:37 pm
Fast
$4 - Action

Trash this card. Gain a card costing up to $3.

Really ought to be "gain nothing", right? "Gain a card costing up to $3" would be "Light Meal".

How about this
Fast
$4 - Action
Gain a Fast. Trash a card costing up to $5.
Title: Re: Really bad card ideas
Post by: Tables on December 08, 2012, 07:20:11 pm
Fast
$4 - Action
Trashthiscardgainacardcostingupto$5hurryhurryhurry
Title: Re: Really bad card ideas
Post by: zahlman on December 10, 2012, 03:10:05 pm
Pwn - $20 - Action
Win the game.
Title: Re: Really bad card ideas
Post by: jotheonah on December 10, 2012, 04:22:41 pm
Fast
$4 - Action

Trash this card. Gain a card costing up to $3.

Really ought to be "gain nothing", right? "Gain a card costing up to $3" would be "Light Meal".

How about this
Fast
$4 - Action
Gain a Fast. Trash a card costing up to $5.

Tries to make the opposite of Feast. Accidentally creates Rats.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on December 10, 2012, 06:48:58 pm
Here's a little game : try to guess the cards'names

Contraband of misfits
Action, $5
When you play this, the player to your left names another action card costing less than this. This is that card until it leavec play. You can't buy this card this turn.

King's courtyard
Action, $7
Do this three times : +3 cards, put one card from your hand on top of your deck.

Witchtower
Action attack reaction, $5
Draw until you have 6 cards in hand.
Each other player gains a Curse card.
-------
When you gain a Curse card, you may reveal this. If you do, either trash the gained card or put it on top of your deck.

Spy Merchant
Action attack, $4
You may trash a Treasure from your hand. If you do, each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice.

Embargolem
Action, $2
=$2, trash this card. Put one [this card] token on any pile in the supply. Reveal cards from top of your deck until you reveal two action cards other than [this card]. Discard the other revealed cards and play the action cards in either order.
--------
When a player plays a card, he gains a Curse per [this card] token on its supply pile.
Title: Re: Really bad card ideas
Post by: zahlman on December 10, 2012, 06:52:18 pm
Ban - Treasure - $7

Worth $1 for each Kpop song (including this (http://www.youtube.com/watch?v=QTHOeg8lnTo)) you have in play.
Title: Re: Really bad card ideas
Post by: Tables on December 10, 2012, 06:56:08 pm
Oh gosh. Those two cards. I don't even want to think about what this card is going to do.

Embargolembargolembargolem
Title: Re: Really bad card ideas
Post by: ConMan on December 10, 2012, 07:10:13 pm
Here's a little game : try to guess the cards'names

Witchtower
Action attack reaction, $5
Draw until you have 6 cards in hand.
Each other player gains a Curse card.
-------
When you gain a Curse card, you may reveal this. If you do, either trash the gained card or put it on top of your deck.
Nuts, I guessed Watchtorturer.
Title: Re: Really bad card ideas
Post by: mDuo13 on December 12, 2012, 07:55:06 pm
Online Market
Action - $7
+1 Card, +1 Action
You may buy any number of cards this turn. Reduce the costs of all cards by $2 while this is in play, but increase the cost of the first card you buy this turn by $5 to cover shipping and handling. (The shipping cost cannot be reduced.)
----
You can't buy this if you have any treasures in play.
Title: Re: Really bad card ideas
Post by: Robz888 on December 18, 2012, 02:32:29 pm
Univercity
Type: Action
Cost: $5P

+2 Actions
Gain a card costing up to $5P.
If there is no more of [this card] in the supply, +2 Cards, +$1, + 1 buy.
Title: Re: Really bad card ideas
Post by: DWetzel on December 18, 2012, 03:49:59 pm
Cartographermit
Action - $5
+1 Card
+1 Action
Look at the top 4 cards of your deck.  Discard any of them.  Put the rest back in any order.
Look through your discard pile.  You may trash a card from your hand or discard pile that is not a Treasure.  Gain a card costing up to $3.
When you discard this from play, if you did not buy any cards this turn, trash this and gain a Madman from the Madman pile.
Title: Re: Really bad card ideas
Post by: zahlman on December 18, 2012, 06:36:27 pm
Scoutpost - Action - $5
+1 Action
Reveal the top 4 cards of your deck. Put the revealed Victory cards in your hand and set aside the rest.
----
In this turn's clean-up phase, instead of drawing 5 cards, put the set-aside cards into your hand. Take an extra turn after this one. This can't cause you to take more than two consecutive turns.
Title: Re: Really bad card ideas
Post by: Tables on December 18, 2012, 06:56:43 pm
I see all your two card merges and raise you a third.

Talismandarinn - Treasure - $5
+$3
discard two cards
put a card from your hand on top of your deck
---
While this is in play, when you gain a card costing $4 or less, gain a copy of it.
---
When you gain this, look through your discard pile, reveal any number of action cards and shuffle them into your deck. Then put all treasures in play on top of your deck.

Apprenticellarmory - Action - $5
+1 action.
Trash a card from your hand and discard any number of cards then gain a card costing up to $4, putting it on your deck. Draw cards equal to the cost in $ of the trashed card, plus the number of discarded cards, plus two if it had a potion in it's cost.

Secret Chambassadoracle - Action/Reaction - $3
Look at the top two cards of your deck. Choose one: Discard any number of them, $1 per discarded card; OR reveal one of them, return up to two copies of the looked at cards to the supply and each other player gains a copy of it. Put the remaining cards back in any order.
+2 cards
---
When another player plays an attack card, you may reveal this. If you do, +2 cards then put two cards from your hand on top of your deck.
Title: Re: Really bad card ideas
Post by: jotheonah on December 18, 2012, 09:33:05 pm
Lol! Tables just won the thread.
Title: Re: Really bad card ideas
Post by: Archetype on December 18, 2012, 09:38:19 pm
That first one is the best mashup ever.
Title: Re: Really bad card ideas
Post by: mail-mi on December 18, 2012, 09:52:02 pm
Village Idiot III
Action-Duration-Reaction
+1 card
+1 action
When any player plays an action card, you may reveal this card.
At the start of your next turn, discard this card
Title: Re: Really bad card ideas
Post by: Tables on December 18, 2012, 11:21:52 pm
Oh gosh I just noticed I said when you gain a card costing less than $4, not buy a card. Well I guess I can get away with it, since this is the terrible ideas thread.

Edit: Also that last card is missing the Oracle attack and needs to be attack type. Hmm... Each player reveals the top two cards of their deck. For each player, choose one... Vague wording hilarity ensues.
Title: Re: Really bad card ideas
Post by: Tables on December 18, 2012, 11:37:20 pm
Because, man, three wasn't enough, let's try seven. I think I'll stop there. But try and guess which 7 cards make this up before peeking!

Bureaucrossroasir Vanderbalistoreroomad Camp - Action/Attack - $lots
+1 card
+$1
Discard a card.
+1 buy
If this is the first [this card] you've played this turn, +3 actions. Gain a Silver, putting it on top of your deck. Each other player reveals the top two cards of their deck, trashes one costing from $3 to $6, then puts a revealed victory card on top of their deck (or reveals a set of revealed cards with no victory cards). Discard any number of cards. +1 card per card discarded. Discard any number of cards again. +$1 per card discarded.
---
When you discard this from play, you may put a treasure card in play on top of your deck.
---
When you trash this, gain a Gold
---
When you gain this, put it on top of your deck
Title: Re: Really bad card ideas
Post by: zahlman on December 19, 2012, 02:41:28 am
But try and guess which 7 cards make this up before peeking!

You left it up outside spoiler tags as well...
Title: Re: Really bad card ideas
Post by: Tables on December 19, 2012, 10:02:59 am
But try and guess which 7 cards make this up before peeking!

You left it up outside spoiler tags as well...

D: Well this is what happens when you do things at 4am :P
Title: Re: Really bad card ideas
Post by: brokoli on December 23, 2012, 10:47:58 am
So, what about more ruins ?

Ruined Throne room
Choose an action card from your hand.
Play it once.

Abandoned workshop
Gain a card costing up to $2

Abandoned garden
Worth 1VP for every 100 cards in your deck (rounded down)

Bungled remodel
Trash a card from your hand.
Gain a card costing up to $0 more than the trashed card.

Ruined moat
When another player plays an attack card, you may reveal this from your hand.

Lost militia
Each other player discards down to 5 cards in hand.

And my favourite :

Lost 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.
Title: Re: Really bad card ideas
Post by: hsiale on December 23, 2012, 10:57:50 am
Moat should be "Dry Moat" :)

Fallen Monument
+0 VP. +$0.

(I was thinking about a playable Fallen Monument ruin, giving just VP and no cash, but it would need some penalty, Monument is $4 card and we have a ruin that is an $3 card - Woodcutter with no +$2)
Title: Re: Really bad card ideas
Post by: Cuzz on December 23, 2012, 11:57:12 am
Merchant Pirate Ghost King's Courtship - Action/Attack - $$$$$$$

+2 cards
Now and at the start of your next turn: +$2.
Each other player with 4 or more cards in hand puts cards from his hand on top of his deck until he has 3 cards in his hand.
Choose one: Each other player reveals the top 2 cards of his deck, trashes a revealed Treasure that you choose, discards the rest, and if anyone trashed a Treasure you take a Coin token; or, +$1 per Coin token you’ve taken with Merchant Pirate Ghost King's Courthips this game.
You may choose an action card in your hand. Play it three times.
Title: Re: Really bad card ideas
Post by: brokoli on December 23, 2012, 12:21:42 pm
Thinking about a new mechanic...

Bluffer
Treasure - $5
Worth $3
---
Whenever you want, you may play a card face down and announce that card is a bluffer. Any card can be played "as a bluffer".
Any other player can challenge you. If he does, reveal the card played face down. If the card is really a bluffer, the challenger gains a curse. Otherwise, you gain a curse and discard the card played "as a bluffer".
When there are no more curses in the supply, you can't play cards face down anymore.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on December 23, 2012, 05:22:17 pm
Militiadventurerminnt
(Insert here a good card description that could be a mix between Militia + adventurer + hermit + mint + inn)

Scounting house
+1 action
Look through your discard pile and reveal any number of victory cards in it, put them into your hand.

And what about some scouthief/scoutransmute ?


(gee, this topic is gonna become mad with those mixed cards names and scout jokes... no matter, it was already !)
Title: Re: Really bad card ideas
Post by: Tables on December 23, 2012, 06:33:04 pm
Thinking about a new mechanic...

Bluffer
Treasure - $5
Worth $3
---
Whenever you want, you may play a card face down and announce that card is a bluffer. Any card can be played "as a bluffer".
Any other player can challenge you. If he does, reveal the card played face down. If the card is really a bluffer, the challenger gains a curse. Otherwise, you gain a curse and discard the card played "as a bluffer".
When there are no more curses in the supply, you can't play cards face down anymore.

I've actually done this :P. It worked decently in 2 player, but was too political.
Title: Re: Really bad card ideas
Post by: DWetzel on December 24, 2012, 12:43:27 pm
After my tournament beatdown and a couple subsequent games, I think this is an actual card:

Stef Market
Action - Reaction - Attack
This card has no cost.  It is only accessible to Stef, who automatically starts with it in his deck.

Choose up to four: Visualize the perfect engine at turn 1; automatically connect engine components for the entire game; trash any cards you don't want; or draw the perfect hand in the endgame to win by 1 point.
Title: Re: Really bad card ideas
Post by: zahlman on December 24, 2012, 07:27:06 pm
...and I thought *my* rants about luck were creative...
Title: Re: Really bad card ideas
Post by: hypercube on December 25, 2012, 02:13:49 am
Wormhole
Victory/Reaction - $3
2VP
----------
If this card is in a discard pile and cards are discarded on top of it, move those cards to underneath another visible Wormhole card (either in the Supply or at the top of another player's discard).

Tunnel of Love
Victory/Reaction - $3
2VP
----------
You may reveal this card when another player plays an Attack card. If you do, gain a hug from that player.
Title: Re: Really bad card ideas
Post by: heron on December 25, 2012, 11:23:29 pm
Goko Launch
Action
Cost: More money than you have.

Shut down isotropic.

If goko doesn't stop crashing for me, this would be a very bad card indeed.
Title: Re: Really bad card ideas
Post by: Nicrosil on December 27, 2012, 04:44:49 pm
Fool's Golem
Cost: P
Action
If this is the first time you played a Fool's Golem this turn, reveal cards from your deck until you reveal an Action card other than a Fool's Golem. Otherwise reveal cards from your deck until you reveal 4 Action cards other than Fool's Golem cards. Discard the other cards, then play the Action cards in any order.
---
When another player gains a Province, you may trash this from your hand. If you do, gain a Golem, putting it on your deck.
Title: Re: Really bad card ideas
Post by: zahlman on December 28, 2012, 04:10:09 am
Fool's Golem
Cost: P
Action
If this is the first time you played a Fool's Golem this turn, reveal cards from your deck until you reveal an Action card other than a Fool's Golem. Otherwise reveal cards from your deck until you reveal 4 Action cards other than Fool's Golem cards. Discard the other cards, then play the Action cards in any order.
---
When another player gains a Province, you may trash this from your hand. If you do, gain a Golem, putting it on your deck.

That would make more sense if Golem played three Actions...
Title: Re: Really bad card ideas
Post by: sudgy on December 29, 2012, 03:28:42 am
Selfish King's Court
Action, $7
Choose a Selfish King's Court from your hand.  Play it three times.

Throne's Court
Action, $11
Choose an action card from your hand.  Play it twice.  Play it three times.
Title: Re: Really bad card ideas
Post by: Morgrim7 on December 31, 2012, 12:23:52 am
Selfish King's Court
Action, $7
Choose a Selfish King's Court from your hand.  Play it three times.

Throne's Court
Action, $11
Choose an action card from your hand.  Play it twice.  Play it three times.
or...King's Throne...
Title: Re: Really bad card ideas
Post by: sudgy on December 31, 2012, 12:35:10 am
Selfish King's Court
Action, $7
Choose a Selfish King's Court from your hand.  Play it three times.

Throne's Court
Action, $11
Choose an action card from your hand.  Play it twice.  Play it three times.
or...King's Throne...

Man, that's a lot better...
Title: Re: Really bad card ideas
Post by: ChocophileBenj on January 01, 2013, 02:10:05 pm
Empty Courtyard
Put one card from your hand on top of your deck
(might be awesome with minion/tactitian or even menagerie/shanty town/library if you topdeck another ruin

Fool swindler (attack)
Each other player trashes the top card of his deck and gains a card costing the same. If there isn't any available, they gain a card.

And now... I did it !
Son of a scout
Reveal the top 3 cards of your deck. Put one victory card in your hand. Put the remaining cards on top of your deck in a random order.

Unreliable outpost
Draw 3 cards (instead of 5) during your clean-up phase.

I apologize if children read this, but I had to do it :
Wharf the f*** :
Now and at the start of your next turn : +1 buy, discard 2 cards.

Cheap ghost (attack)
+2 cards
Each other player puts back any number of cards on top of his deck
This is an attack, so if they want to reveal some Horse Traders/Secret chamber/Beggar, they may do so !

Not fast expand :
Trash a card from your hand that is not a Curse, Ruins or Shelter from your hand.
Gain a card costing up to its cost that is not a victory card.

Cache-cache (this is the French for Hide and seek and Cache has also this name in French ^^)
+$2
When you play this, the player to your left may choose you to gain no, one or two copper(s).

Failed Harvest
Reveal the top 4 cards of top of you deck and discard them.
Title: Re: Really bad card ideas
Post by: Powerman on January 01, 2013, 09:29:01 pm
Time's up!
$4 Action-Duration
Name an amount of time.
-----------------------------
While this is in play, if an opponent goes over that amount of time in their turn, they gain a curse and you gain a silver.  If you go over that amount of time in your turn, discard this card, reveal cards from the top of your deck until you reveal one costing $5 or more, trash it, and gain 3 curses, putting them on your deck.
Title: Re: Really bad card ideas
Post by: sudgy on January 01, 2013, 10:26:59 pm
Dominion
$5 Action
Play a game of Dominion with the Dominion card in the kingdom.  If you win that game, +2 Cards, +2 Actions, +2 Buys, +$2.
Title: Re: Really bad card ideas
Post by: Kirian on January 01, 2013, 10:41:00 pm
Black Lotus
$0 Treasure
Worth $3
----
When you play this card, trash it.

(And you thought it was overpowered in a Magic Deck...)
Title: Re: Really bad card ideas
Post by: Axxle on January 03, 2013, 01:23:42 pm
I apologize if children read this, but I had to do it :
Wharf the f*** :
Now and at the start of your next turn : +1 buy, discard 2 cards.
I'm actually really curious on how often this would be bought.  If it's the only source of plus buy in a heavy engine board it just might be a good option!
Title: Re: Really bad card ideas
Post by: Axxle on January 03, 2013, 01:26:28 pm
Black Lotus
$0 Treasure
Worth $3
----
When you play this card, trash it.

(And you thought it was overpowered in a Magic Deck...)
Spoils
Title: Re: Really bad card ideas
Post by: LastFootnote on January 03, 2013, 01:55:31 pm
You know, I hate to be a downer, but I'm really sick of this thread being in this subforum. I see that there are new posts in the Variants forum and I think, "Oh, maybe there are new cards to critique, or someone has given me feedback on my cards." And then it's just another post or two to this thread. I wish there were a way I could unsubscribe to just this one thread.

I like humor as much as the next guy, but I wish this were moved to the general Dominion discussion area, where the other joke threads are.
Title: Re: Really bad card ideas
Post by: jotheonah on January 03, 2013, 03:08:00 pm
I would have no problem moving this thread.
Title: Re: Really bad card ideas
Post by: Kirian on January 03, 2013, 04:41:49 pm
Black Lotus
$0 Treasure
Worth $3
----
When you play this card, trash it.

(And you thought it was overpowered in a Magic Deck...)
Spoils

Spoils can't be purchased, though.
Title: Re: Really bad card ideas
Post by: GendoIkari on January 03, 2013, 05:13:14 pm
I would have no problem moving this thread.

I would suggest perhaps a joke/humor subform? We have "Homage to the best card", "Really bad card ideas", "Dominion Limericks!", "Dark Ages Limericks" at least.

*Edit*

"****! (The Censorship Thread)"
"You play too much Dominion when... "
Title: Re: Really bad card ideas
Post by: gman314 on January 03, 2013, 06:53:53 pm
More than moving this thread, I wish I could unfollow threads. I have this and "Dear my opponent" which I posted to once and have since wished I could unfollow.
Title: Re: Really bad card ideas
Post by: jotheonah on January 03, 2013, 08:32:33 pm
as an extreme measure, you could try deleting all your posts in a thread? Might work.
Title: Re: Really bad card ideas
Post by: mail-mi on January 06, 2013, 10:05:25 pm
Attic (Reverse Cellar)
+1 Action
Draw any number of cards. Discard that same number of cards from your hand.
Title: Re: Really bad card ideas
Post by: Tables on January 07, 2013, 07:48:06 am
Attic (Reverse Cellar)
+1 Action
Draw any number of cards. Discard that same number of cards from your hand.

My first thought was "There's nothing wrong with..."
My second was "Oh..."
Title: Re: Really bad card ideas
Post by: Lettukastike on January 07, 2013, 08:54:52 am
Everyday I'm Shufflin'

Action, $5

Every player discards their hands, puts their deck into their discard pile, and draws the same number of cards that they discarded. You may do this as many times as you like.
Title: Re: Really bad card ideas
Post by: jotheonah on January 07, 2013, 10:39:17 am
Attic (Reverse Cellar)
+1 Action
Draw any number of cards. Discard that same number of cards from your hand.

My first thought was "There's nothing wrong with..."
My second was "Oh..."

I had the same experience. It takes a second to realize that this basically reads "Look at all your cards. Choose the four that you want in your hand and discard the rest."
Title: Re: Really bad card ideas
Post by: SirPeebles on January 07, 2013, 11:27:26 am
Attic (Reverse Cellar)
+1 Action
Draw any number of cards. Discard that same number of cards from your hand.

My first thought was "There's nothing wrong with..."
My second was "Oh..."

I had the same experience. It takes a second to realize that this basically reads "Look at all your cards. Choose the four that you want in your hand and discard the rest."

I guess I'll take three golds and a Scheme again!  *chucks a pile of Provinces, Tunnels, Golds, Estates, and Coppers*
Title: Re: Really bad card ideas
Post by: mail-mi on January 07, 2013, 04:54:48 pm
Attic (Reverse Cellar)
+1 Action
Draw any number of cards. Discard that same number of cards from your hand.

My first thought was "There's nothing wrong with..."
My second was "Oh..."

I had the same experience. It takes a second to realize that this basically reads "Look at all your cards. Choose the four that you want in your hand and discard the rest."

I guess I'll take three golds and a Scheme again!  *chucks a pile of Provinces, Tunnels, Golds, Estates, and Coppers*

I had this thought when I was critiquing my old House elf card, which read something like this:

House Elf

+1 Card
+1 Action

You may discard that card. If you do, put House Elf back into your hand.

It cost $2. It took me a while to realize it was broken.
Title: Re: Really bad card ideas
Post by: mail-mi on January 09, 2013, 05:38:14 pm
Unlimited
$0
Choose one: +1 card, +1 action, +1 buy, +$1
--
When you buy this, +1 buy
--
This supply pile has 50 cards.
Title: Re: Really bad card ideas
Post by: SirPeebles on January 09, 2013, 05:44:18 pm
Unlimited
$0
Choose one: +1 card, +1 action, +1 buy, +$1
--
When you buy this, +1 buy
--
This supply pile has 50 cards.

This looks exciting with Gardens, Vineyard, or Goons.  But most practically, with Trader.  You could empty the Silver Pile and Unlimited Pile all in one turn.  If you Embargo the Unlimited pile first, Trader will let you empty three piles at once, handing you pretty much an instant win if you have Gardens, Vineyard, Goons, or Feodum.
Title: Re: Really bad card ideas
Post by: Axxle on January 09, 2013, 05:57:28 pm
Unlimited
$0
Choose one: +1 card, +1 action, +1 buy, +$1
--
When you buy this, +1 buy
--
This supply pile has 50 cards.

This looks exciting with Gardens, Vineyard, or Goons.  But most practically, with Trader.  You could empty the Silver Pile and Unlimited Pile all in one turn.  If you Embargo the Unlimited pile first, Trader will let you empty three piles at once, handing you pretty much an instant win if you have Gardens, Vineyard, Goons, or Feodum.
So by exciting you mean boring...  :)
Title: Re: Really bad card ideas
Post by: SirPeebles on January 09, 2013, 06:05:00 pm
Unlimited
$0
Choose one: +1 card, +1 action, +1 buy, +$1
--
When you buy this, +1 buy
--
This supply pile has 50 cards.

This looks exciting with Gardens, Vineyard, or Goons.  But most practically, with Trader.  You could empty the Silver Pile and Unlimited Pile all in one turn.  If you Embargo the Unlimited pile first, Trader will let you empty three piles at once, handing you pretty much an instant win if you have Gardens, Vineyard, Goons, or Feodum.
So by exciting you mean boring...  :)

Well, IRL you'd just be like, that's a bajillion points.  I win.

On Goko on the other hand... *shudder*
Title: Re: Really bad card ideas
Post by: zahlman on January 09, 2013, 10:06:58 pm
If you Embargo the Unlimited pile first, Trader will let you empty three piles at once

When Trader gains a Silver instead of what you would-gain, the would-be-gained-from pile is not depleted.
Title: Re: Really bad card ideas
Post by: eHalcyon on January 09, 2013, 10:16:55 pm
If you Embargo the Unlimited pile first, Trader will let you empty three piles at once

When Trader gains a Silver instead of what you would-gain, the would-be-gained-from pile is not depleted.

Well, what you do is you repeatedly buy Unlimited, using Trader to gain Silver instead of Unlimited.  Trader the Curse as well.  Since you get +Buy on Buy, you can buy another Unlimited and gain another two Silvers.  When the Silvers are finally depleted, stop using Trader and gain all the Curses and Unlimiteds.
Title: Re: Really bad card ideas
Post by: Axxle on January 09, 2013, 10:25:49 pm
I think you are both using different definitions of "at once"
Title: Re: Really bad card ideas
Post by: mail-mi on January 09, 2013, 10:47:41 pm
Unlimited
$0
Choose one: +1 card, +1 action, +1 buy, +$1
--
When you buy this, +1 buy
--
This supply pile has 50 cards.

If you wanted a really bad card itea, just go like this.

Endless
$0
+1 card
+1 action
--
When you gain this card, gain another copy of this card.
--
This supply pile has 50 cards

Think about what happens when your copper gets swindled into this card... *shiver*
Title: Re: Really bad card ideas
Post by: Tables on January 10, 2013, 10:44:46 pm
Kinda reminds me of this terrible idea I had (and others have almost certainly had, but I'm not searching 37 pages):

Surprisingly effective Talisman
Treasure - $4
$1
---
While this is in play, when you gain a card costing $4 or less that is not a victory card, gain a copy of it.
Title: Re: Really bad card ideas
Post by: mail-mi on January 10, 2013, 11:19:51 pm
Kinda reminds me of this terrible idea I had (and others have almost certainly had, but I'm not searching 37 pages):

Surprisingly effective Talisman
Treasure - $4
$1
---
While this is in play, when you gain a card costing $4 or less that is not a victory card, gain a copy of it.

That simple change from buy to gain means everything.
Title: Re: Really bad card ideas
Post by: ConMan on January 14, 2013, 01:55:38 am
Monty Bank
Action - Attack
+$2
For each other player, place a Province and two other cards from the supply face down in front of them in an order of your choosing. They select one card, and you reveal one of the other cards that is not the Province. They then gain either their selected card, or the card you did not reveal. Return the other two cards to the supply.
Title: Re: Really bad card ideas
Post by: Axxle on January 14, 2013, 02:14:07 am
Yes!
Title: Re: Really bad card ideas
Post by: ConMan on January 14, 2013, 02:15:27 am
The best thing is, I was just catching up on over 2 weeks of posts after the holidays, so I wrote that up *before* I noticed the Probability paradoxes thread. What're the odds of that, huh?
Title: Re: Really bad card ideas
Post by: eHalcyon on January 14, 2013, 02:59:33 am
The best thing is, I was just catching up on over 2 weeks of posts after the holidays, so I wrote that up *before* I noticed the Probability paradoxes thread. What're the odds of that, huh?

67% if you switch threads.
Title: Re: Really bad card ideas
Post by: DStu on January 14, 2013, 11:59:10 am
The best thing is, I was just catching up on over 2 weeks of posts after the holidays, so I wrote that up *before* I noticed the Probability paradoxes thread. What're the odds of that, huh?

67% if you switch threads.

That's only true if you always have the chance to switch threads after holidays...
Title: Re: Really bad card ideas
Post by: GendoIkari on January 14, 2013, 02:51:30 pm
Kinda reminds me of this terrible idea I had (and others have almost certainly had, but I'm not searching 37 pages):

Surprisingly effective Talisman
Treasure - $4
$1
---
While this is in play, when you gain a card costing $4 or less that is not a victory card, gain a copy of it.

This could be great, or terrible... while it's in play, you basically cannot buy any terminal. Buying Silver would probably be a good move; you could most likely buy a Province each turn from then on.
Title: Re: Really bad card ideas
Post by: Tables on January 14, 2013, 04:10:56 pm
Surprisingly Effective Talisman, empty the silver pile t3, buy provinces from t5 onwards basically every turn.
Title: Re: Really bad card ideas
Post by: GendoIkari on January 15, 2013, 12:05:53 pm
Surprisingly Effective Talisman, empty the silver pile t3, buy provinces from t5 onwards basically every turn.

And still lose to a fast engine on a Colony board.
Title: Re: Really bad card ideas
Post by: Axxle on January 15, 2013, 02:40:05 pm
Surprisingly Effective Talisman, empty the silver pile t3, buy provinces from t5 onwards basically every turn.

And still lose to a fast engine on a Colony board.
t3 empty Effective Talisman
t5 empty Silvers
buy VP until you're ahead and then empty the copper pile.
Title: Re: Really bad card ideas
Post by: NoMoreFun on January 19, 2013, 02:22:40 am
Edge Case Haggler
Action - $5
+$2
---
While this is in play, when you buy a card, gain a card strictly worse than it (ignoring cost).
Title: Re: Really bad card ideas
Post by: Jimmmmm on January 19, 2013, 07:23:13 am
So if you buy a Province, you can gain a duchy unless there's Duke, Fairgrounds etc on the board?
Title: Re: Really bad card ideas
Post by: achmed_sender on January 19, 2013, 07:42:09 am
So if you buy a Province, you can gain a duchy unless there's Duke, Fairgrounds etc on the board?

You can never gain duchy (is never strictly worse because of PPR :)))
Title: Re: Really bad card ideas
Post by: Jimmmmm on January 19, 2013, 07:44:16 am
So absent the other cards, you can gain a Duchy if there isn't exactly 2 Provinces left, or there isn't exactly 1 Province left but gaining it would lose you the game?
Title: Re: Really bad card ideas
Post by: achmed_sender on January 19, 2013, 08:30:17 am
I think so
Title: Re: Really bad card ideas
Post by: eHalcyon on January 19, 2013, 10:35:35 am
So if you buy a Province, you can gain a duchy unless there's Duke, Fairgrounds etc on the board?

You can never gain duchy (is never strictly worse because of PPR :)))

That's not the standard definition of "strictly worse".

If you strictly follow the definition, Duchy is never allowed because it costs less than Province, so it is not strictly worse. If you mean strictly worse effect (not including price) then Duchy is always allowed off of the Province. They both give vp and Duchy gives less. Strictly worse. PPR isn't considered; the rule is based off of supply pile sizes, not the cards themselves.
Title: Re: Really bad card ideas
Post by: NoMoreFun on January 19, 2013, 06:44:22 pm
It's a Haggler because you will debate the other player about whether you can gain a certain card or not.
Title: Re: Really bad card ideas
Post by: Tables on January 19, 2013, 09:39:44 pm
It's a Haggler because you will debate the other player about whether you can gain a certain card or not.

...And then you will all have NoMoreFun.
Title: Re: Really bad card ideas
Post by: mail-mi on January 20, 2013, 11:41:20 am
It's a Haggler because you will debate the other player about whether you can gain a certain card or not.

...And then you will all have NoMoreFun.

lol!
Title: Re: Really bad card ideas
Post by: Tasman1414 on January 25, 2013, 07:33:06 pm
Exchange
$2 - Action

+1 Action
+1 Buy

Discard any number of treasure cards.
+$1 per card discarded
Title: Re: Really bad card ideas
Post by: ashersky on January 25, 2013, 10:49:47 pm
Exchange
$2 - Action

+1 Action
+1 Buy

Discard any number of treasure cards.
+$1 per card discarded

Combos with Tac and GM, at least.
Title: Re: Really bad card ideas
Post by: Morgrim7 on January 26, 2013, 12:15:02 am
Exchange
$2 - Action

+1 Action
+1 Buy

Discard any number of treasure cards.
+$1 per card discarded

Combos with Tac and GM, at least.
I discard 8 Horns of Plenty and buy the game winning Province.
Title: Re: Really bad card ideas
Post by: mail-mi on January 26, 2013, 12:21:43 am
Repeat
Action
$0
+1 card
+1 Action
Trash this card. Gain an action card costing up to $0
Title: Re: Really bad card ideas
Post by: Dsell on January 26, 2013, 12:24:33 am
Repeat
Action
$0
+1 card
+1 Action
Trash this card. Return this card to its supply pile. Gain an action card costing up to $0 and play it.
Title: Re: Really bad card ideas
Post by: mail-mi on January 26, 2013, 12:29:10 am
Repeat
Action
$0
+1 card
+1 Action
Trash this card. Return this card to its supply pile. Gain an action card costing up to $0 and play it.
T1 buy Repeat
T2 buy whatever
T3 play Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and Repeat
...and etc.
Title: Re: Really bad card ideas
Post by: Morgrim7 on January 26, 2013, 12:35:44 am
No Benefit
$1 - Action

+1 Card
Discard one card that is not a victory card.
+1 Action
The next action card played this turn takes two actions to play
+1 Buy
You may only buy one card this turn
+$1
-$1 for each +$1 received this turn via action card.
Title: Re: Really bad card ideas
Post by: jotheonah on January 26, 2013, 11:01:34 am
Alternate last line:

+$1
All cards cost $1 more until end of turn.
Title: Re: Really bad card ideas
Post by: Morgrim7 on January 26, 2013, 11:21:24 am
or maybe
Each other gains a curse in hand. Each other player may immediately put a card from hand into its appropriate supply pile.
Title: Re: Really bad card ideas
Post by: Ozle on January 26, 2013, 12:37:19 pm
No Benefit
$1 - Action

+1 Card
Discard one card that is not a victory card.
+1 Action
The next action card played this turn takes two actions to play
+1 Buy
You may only buy one card this turn
+$1
-$1 for each +$1 received this turn via action card.

+1 card
+1 action
Put your hand into your discard deck
Title: Re: Really bad card ideas
Post by: heron on January 26, 2013, 01:44:29 pm
Hearts: $5, Action.
+$1

Each other gains a card from the playing cards pile. (Standard 52 cards)
At the end of the game, each heart is worth -1 point and the queen of spades is worth -13 points. If a player has all of the hearts and the queen of spades, the cards' scores are instead positive.
Title: Re: Really bad card ideas
Post by: Hks on January 26, 2013, 03:08:12 pm
Impatience - Reaction
If another player plays 5 or more actions on their turn, you may reveal this. If you do, complain and give them bad conscience.
Title: Re: Really bad card ideas
Post by: mail-mi on January 26, 2013, 07:15:38 pm
Impatience - Reaction
If another player plays 5 or more actions on their turn, you may reveal this. If you do, complain and give them bad conscience.
Title: Re: Really bad card ideas
Post by: Hks on January 28, 2013, 08:18:02 pm
Unfortunately, my mom often happen to have an Impatience in hand. :( She doesn't like engines much..
Title: Re: Really bad card ideas
Post by: cluckyb on January 29, 2013, 02:40:52 pm
No Benefit
$1 - Action

+1 Card
Discard one card that is not a victory card.
+1 Action
The next action card played this turn takes two actions to play
+1 Buy
You may only buy one card this turn
+$1
-$1 for each +$1 received this turn via action card.

The +1 card / discard makes it marginally useful for cycling / enabling menageries or maybe multiple poor houses. The +1 action helps enable conspirators and is useful if played via throne room/golem/kings court/procession.

Other ones I'm not sure how they could potentially be useful but depending on the kingdom, "small benefit" is probably a better name =)
Title: Re: Really bad card ideas
Post by: heron on January 29, 2013, 03:20:22 pm
No Benefit: $The Amount of Money You Have

Reveal the top card of your deck to the other players.
+1 Action. If at any point during your action phase you have exactly 1 action remaining, your action phase ends. (Note that your action phase may not end in the middle of playing a card)
+1 Buy. If at any point during your buy phase you have exactly 1 buy remaining, your buy phase ends.
+$1. -$1 for each +$1 received via this play of this card.
Trash this and return it to your discard pile at the start of your clean-up phase.



Possible Benefits: Conspirator, King's Court, easy to empty pile.



Title: Re: Really bad card ideas
Post by: Tables on January 29, 2013, 06:20:23 pm
Investor
Action - $?
+1 card per $3 you spent to buy this card
+$1 per $4 you spent to buy this card
---
When you buy this, you may pay any amount.

It's really bad... in an obvious new way!

(It's probably not new, but it's something)
Title: Re: Really bad card ideas
Post by: florrat on January 29, 2013, 06:22:17 pm
No Benefit: $The Amount of Money You Have

Reveal the top card of your deck to the other players.
+1 Action. If at any point during your action phase you have exactly 1 action remaining, your action phase ends. (Note that your action phase may not end in the middle of playing a card)
+1 Buy. If at any point during your buy phase you have exactly 1 buy remaining, your buy phase ends.
+$1. -$1 for each +$1 received via this play of this card.
Trash this and return it to your discard pile at the start of your clean-up phase.



Possible Benefits: Conspirator, King's Court, easy to empty pile.
First playing a village, then playing this card twice sure has effect! You get +1 action and +1 buy (excluding the action and buy you cannot use)
Title: Re: Really bad card ideas
Post by: SirPeebles on January 30, 2013, 07:27:56 am
Quote
Eminent Domain
$5 Action

Trash a Victory Card from your hand.  If you do, gain a Strip Mall from the Strip Mall pile.

Quote
Strip Mall
$0* Action

+1 Card
+1 Action
+1 Buy
+$1

While this is in play, cards cost $1 less, but not less than $0.
(This is not in the Supply.)
Title: Re: Really bad card ideas
Post by: Morgrim7 on January 30, 2013, 07:39:43 am
Quote
Eminent Domain
$5 Action

Trash a Victory Card from your hand.  If you do, gain a Strip Mall from the Strip Mall pile.

Quote
Strip Mall
$0* Action

+1 Card
+1 Action
+1 Buy
+$1

While this is in play, cards cost $1 less, but not less than $0.
(This is not in the Supply.)
Buy a couple Estates, and you have an unstoppable deck.
Title: Re: Really bad card ideas
Post by: Ozle on January 30, 2013, 08:56:48 am
Unstoppable?
Isn't it just a market?
I have had plenty of decks in my time full ofmarkets and they are anything but unstoppable!
Title: Re: Really bad card ideas
Post by: Jimmmmm on January 30, 2013, 09:06:26 am
While this is in play, cards cost $1 less, but not less than $0.
Title: Re: Really bad card ideas
Post by: SirPeebles on January 30, 2013, 09:07:24 am
Nope, Strip Mall is specifically Highway+Market.  Flavorwise it's funny that Eminent Domain trashes an Estate (or other tract of land) for a Strip Mall.  Also, since you need to gain Strip Malls by pairing a terminal gainer with an otherwise dead card, they don't snowball as ridiculously as they would had they simply been in the supply.

Apparently I can't even get myself to post to the Really bad card ideas thread without imposing at least some partial balancing.
Title: Re: Really bad card ideas
Post by: Ozle on January 30, 2013, 09:39:20 am
While this is in play, cards cost $1 less, but not less than $0.


Pffft, that part was under a line, I specifically ignore things under lines
Title: Re: Really bad card ideas
Post by: Axxle on January 30, 2013, 12:52:04 pm
While this is in play, cards cost $1 less, but not less than $0.


Pffft, that part was under a line, I specifically ignore things under lines

That is a very normal trait to have

Look at this weirdo!
Title: Re: Really bad card ideas
Post by: Drab Emordnilap on January 30, 2013, 12:59:31 pm










There's no way he can find me here!
Title: Re: Really bad card ideas
Post by: dondon151 on January 30, 2013, 01:15:41 pm
(http://imageshack.us/a/img11/5018/rbtentacruel.png)
Title: Re: Really bad card ideas
Post by: Ozle on January 30, 2013, 02:03:35 pm
While this is in play, cards cost $1 less, but not less than $0.


Pffft, that part was under a line, I specifically ignore things under lines

That is a very normal trait to have

Look at this weirdo!





---------------------------------
Your Mum
Title: Re: Really bad card ideas
Post by: Morgrim7 on February 01, 2013, 07:54:41 pm
Colony Governor
+2 Actions
Choose one (you get the one in parenthesis): +2 Cards (+5 Cards); Gain a Gold (Gain a Platinum); Remodel a Card (Expand a card)
Title: Re: Really bad card ideas
Post by: TWoos on February 01, 2013, 10:01:08 pm
Colony Governor
+2 Actions
Choose one (you get the one in parenthesis): +2 Cards (+5 Cards); Gain a Gold (Gain a Platinum); Remodel a Card (Expand a card)

What would that cost?  I'd start at $10, and probably go up from there.
Title: Re: Really bad card ideas
Post by: Morgrim7 on February 02, 2013, 03:13:28 am
Colony Governor
+2 Actions
Choose one (you get the one in parenthesis): +2 Cards (+5 Cards); Gain a Gold (Gain a Platinum); Remodel a Card (Expand a card)

What would that cost?  I'd start at $10, and probably go up from there.
10, maybe 8P
Title: Re: Really bad card ideas
Post by: NoMoreFun on February 02, 2013, 08:18:20 am
California Governor:
Action ($5)
+20 Actions
Choose one (you get the one in parenthesis): Trash a copper (+$800,000,000); Gain a Ruins (Harem); +1 card (Put this card on top of your deck)

I'll be back
Title: Re: Really bad card ideas
Post by: Awaclus on February 03, 2013, 05:17:12 pm
Colony Governor
+2 Actions
Choose one (you get the one in parenthesis): +2 Cards (+5 Cards); Gain a Gold (Gain a Platinum); Remodel a Card (Expand a card)

What would that cost?  I'd start at $10, and probably go up from there.
Governor costs $1 more than Remodel, $1 less than Gold and as much as the second-to-best Victory card in P games. Based on this, Colony Governor should cost $8 even though it would be very much overpowered.
Title: Re: Really bad card ideas
Post by: One Armed Man on February 03, 2013, 06:52:02 pm
Colony Governor
+2 Actions
Choose one (you get the one in parenthesis): +2 Cards (+5 Cards); Gain a Gold (Gain a Platinum); Remodel a Card (Expand a card)

What would that cost?  I'd start at $10, and probably go up from there.
Governor costs $1 more than Remodel, $1 less than Gold and as much as the second-to-best Victory card in P games. Based on this, Colony Governor should cost $8 even though it would be very much overpowered.
There is also the case that adding a +Action to a non-terminal increases the value by $1. I'd say $9, though it would only be around if Colonies are about.
Title: Re: Really bad card ideas
Post by: achmed_sender on February 09, 2013, 04:54:58 am
Better Moneysmith

+ Action
+ 1$

Every Treasure is worth $1 more this turn

Do you get it?

It's Bank as an Action card.....and yes there are several edge cases it's different...
Title: Re: Really bad card ideas
Post by: Morgrim7 on February 09, 2013, 06:59:23 am
Better Moneysmith

+ Action
+ 1$

Every Treasure is worth $1 more this turn

Do you get it?

It's Bank as an Action card.....and yes there are several edge cases it's different...
Nice to activate Conspirator, excellent with KC
Title: Re: Really bad card ideas
Post by: Gherald on February 18, 2013, 09:46:00 pm
Empty Recycle Bin $4, Action

When you play this, trash your discard pile.
Title: Re: Really bad card ideas
Post by: Powerman on February 18, 2013, 11:10:26 pm
Shuffle Luck
$3 Action
Trash this card.
You may trash another copy of this card from your hand.  If you do, and if it is turn 3, gain 10 Golds and 3 Provinces, placing them on your deck (in some order).
Title: Re: Really bad card ideas
Post by: ahyangyi on February 20, 2013, 02:29:37 pm
Taking the ridiculous idea of this very real and famous Magic: the Gathering card, Shahrazad (http://mtg.wikia.com/wiki/Shahrazad):

Shahrazad
2 Coin
2 Victory
When you play this, randomly choose 10 from your remaining Kingdom cards, plus all the basic cards on this board to play a subgame of Dominion. If you lose, trash this.

Treasure - Victory
$4

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

So basically a Harem, which you have to win a subgame to warrant another use.
Thematically, Shahrazad has to tell a good story every night to prevent herself from getting killed.
Title: Re: Really bad card ideas
Post by: Kirian on February 20, 2013, 05:15:29 pm
Taking the ridiculous idea of this very real and famous Magic: the Gathering card, Shahrazad (http://mtg.wikia.com/wiki/Shahrazad):

Shahrazad
2 Coin
2 Victory
When you play this, randomly choose 10 from your remaining Kingdom cards, plus all the basic cards on this board to play a subgame of Dominion. If you lose, trash this.

Treasure - Victory
$4

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

So basically a Harem, which you have to win a subgame to warrant another use.
Thematically, Shahrazad has to tell a good story every night to prevent herself from getting killed.

Does... does that card stack?  Like, can you play one during the subgame?  Please tell me that isn't tournament legal.
Title: Re: Really bad card ideas
Post by: Titandrake on February 20, 2013, 05:24:11 pm
Does... does that card stack?  Like, can you play one during the subgame?  Please tell me that isn't tournament legal.

Yes, you can start sub-subgames and so on. It used to be legal in Vintage. I remember there was a deck that was White Weenie + Shahrazad, that would first use Shahrazad to do damage. Then, if you manage to get a 1-0 lead, you try to time out the match.

It's not legal anymore, because deliberately timing out is kinda silly and playing it took up a lot of table space that tournaments didn't always have.
Title: Re: Really bad card ideas
Post by: yudantaiteki on February 21, 2013, 08:49:28 am
https://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mg111 (https://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mg111) has a deliberately silly Shahrazad-based deck.
Title: Re: Really bad card ideas
Post by: Kirian on February 21, 2013, 09:18:17 am
https://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mg111 (https://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mg111) has a deliberately silly Shahrazad-based deck.

Yeah, that's definitely punch-in-the-noseable.
Title: Re: Really bad card ideas
Post by: RTT on February 21, 2013, 09:36:39 am
Eye Catcher - $4

+ 1 Card
+ 1 Action

Look each other into the eyes. Who ever Blinks first gains a curse; everyone else gains a gold
Title: Re: Really bad card ideas
Post by: loppo on February 25, 2013, 05:05:39 am
Terminator $7
Action-Attack

Name a card. Each other player reveals cards from the top of his deck, until reveiling the named card. He trashes that card a my get a card costing at most 3 less than that. He discards the other revealed cards.
At the end of you turn put Terminator on top of your deck.

"I'll be back"

Credits: this was inspired by California Governor
Title: Re: Really bad card ideas
Post by: Ozle on February 25, 2013, 09:23:59 am
Eye Catcher - $4

+ 1 Card
+ 1 Action

Look each other into the eyes. Who ever Blinks first gains a curse; everyone else gains a gold

Tricky in a 5 player game!
Title: Re: Really bad card ideas
Post by: RTT on February 25, 2013, 09:35:49 am
Quote
Quote
Quote from: RTT on February 21, 2013, 09:36:39 am

    Eye Catcher - $4

    + 1 Card
    + 1 Action

    Look each other into the eyes. Who ever Blinks first gains a curse; everyone else gains a gold


Tricky in a 5 player game!

just 4 Golds and a Curse leaving the supply =)
And a lot of fun
Title: Re: Really bad card ideas
Post by: Kirian on February 25, 2013, 09:42:41 am
Quote
Quote
Quote from: RTT on February 21, 2013, 09:36:39 am

    Eye Catcher - $4

    + 1 Card
    + 1 Action

    Look each other into the eyes. Who ever Blinks first gains a curse; everyone else gains a gold


Tricky in a 5 player game!

just 4 Golds and a Curse leaving the supply =)
And a lot of fun

Better than in a two player game, where, if both people blink at the same time, the Angels will probably get them.
Title: Re: Really bad card ideas
Post by: Ozle on February 25, 2013, 09:45:22 am
Quote
Quote
Quote from: RTT on February 21, 2013, 09:36:39 am

    Eye Catcher - $4

    + 1 Card
    + 1 Action

    Look each other into the eyes. Who ever Blinks first gains a curse; everyone else gains a gold


Tricky in a 5 player game!

just 4 Golds and a Curse leaving the supply =)
And a lot of fun

Yeah, I meant tricky to even begining to look into the eyes of 4 other players at once...
Title: Re: Really bad card ideas
Post by: RTT on February 25, 2013, 09:49:38 am
Eye Catcher - $4

+ 1 Card
+ 1 Action

Look each other into the eyes. Who ever Blinks first gains a curse; everyone else gains a gold

the funny thing is you can chain them easy as its a cantrip , making all eyes hurt =)
Title: Re: Really bad card ideas
Post by: RTT on February 25, 2013, 09:50:31 am
Quote
Quote
Quote from: RTT on February 21, 2013, 09:36:39 am

    Eye Catcher - $4

    + 1 Card
    + 1 Action

    Look each other into the eyes. Who ever Blinks first gains a curse; everyone else gains a gold


Tricky in a 5 player game!

just 4 Golds and a Curse leaving the supply =)
And a lot of fun

Yeah, I meant tricky to even begining to look into the eyes of 4 other players at once...

yes thats the chalange  ;D
Title: Re: Really bad card ideas
Post by: Powerman on February 25, 2013, 11:50:41 pm
Quote
Celestial Chameleon
Reaction - Shelter $1
When you shuffle your deck within the first 5 turns, you may place your deck in any order.
________________
In games using this, use the following kingdom: Hamlet, Black Market, Watchtower, Fortress, Nomad Camp, Procession, Catacombs, Haggler, Goons, King's Court and Peddler.  Use the following Black Market deck: Young Witch, Cultist, Squire, Woodcutter, Bridge, Gardens, Quarry, Sir Martin, Worker's Village, City, Council Room, Counting House, Festival, Margrave, Market, Fairgrounds, Hunting Grounds, Bank, Expand, Forge, Vineyard, Scrying Pool

(Replaces Hovel)
Title: Re: Really bad card ideas
Post by: Kirian on February 26, 2013, 12:25:31 am
Fission
$4 - Reaction

When another player plays an Attack card, you may reveal this card, then reveal your hand.  If you have no Actions or Treasures in your hand, all players place their decks, hands, and discard piles into the trash.  Give each player starting decks from the trash, and each draws five cards; the player who played the Attack card continues the turn with this new hand.  Victory conditions remain unchanged.

(inspired by Innovation, of course)
Title: Re: Really bad card ideas
Post by: enfynet on February 26, 2013, 12:54:06 am
Fission
$4 - Reaction

When another player plays an Attack card, you may reveal this card, then reveal your hand.  If you have no Actions or Treasures in your hand, all players place their decks, hands, and discard piles into the trash.  Give each player starting decks from the trash, and each draws five cards; the player who played the Attack card continues the turn with this new hand.  Victory conditions remain unchanged.

(inspired by Innovation, of course)
Wow... reset... Multiple torturers might actually activate it too.
Title: Re: Really bad card ideas
Post by: AJD on February 26, 2013, 01:14:38 am
Fission
$4 - Reaction

When another player plays an Attack card, you may reveal this card, then reveal your hand.  If you have no Actions or Treasures in your hand, all players place their decks, hands, and discard piles into the trash.  Give each player starting decks from the trash, and each draws five cards; the player who played the Attack card continues the turn with this new hand.  Victory conditions remain unchanged.

Hmm... still leaves the active player with whatever actions they had in play when it was revealed. I don't know if I'd want to be resetting to a gamestate where I have seven Coppers and three Estates, and my opponent has seven Coppers, three Estates, two Villages, and three Torturers.

Well, I guess the name of the thread isn't "Really good card ideas".
Title: Re: Really bad card ideas
Post by: Kirian on February 26, 2013, 01:15:34 am
Fission
$4 - Reaction

When another player plays an Attack card, you may reveal this card, then reveal your hand.  If you have no Actions or Treasures in your hand, all players place their decks, hands, and discard piles into the trash.  Give each player starting decks from the trash, and each draws five cards; the player who played the Attack card continues the turn with this new hand.  Victory conditions remain unchanged.

Hmm... still leaves the active player with whatever actions they had in play when it was revealed. I don't know if I'd want to be resetting to a gamestate where I have seven Coppers and three Estates, and my opponent has seven Coppers, three Estates, two Villages, and three Torturers.

Well, I guess the name of the thread isn't "Really good card ideas".

True enough.  But yes, it should have included "all cards in play and on mats" as well.
Title: Re: Really bad card ideas
Post by: SirPeebles on February 26, 2013, 10:06:07 am
Traitor
$4 Action-Reaction

(something)
---
When another player would gain a card, you may reveal this.  If you do, that player gains a Silver instead.
Title: Re: Really bad card ideas
Post by: Tables on February 26, 2013, 10:57:52 am
Edge case challenge: Play Witch, revealing Traitor.

(Difficulty: Easy. I can think of at least two off the top of my head.)
Title: Re: Really bad card ideas
Post by: SirPeebles on February 26, 2013, 11:02:12 am
Edge case challenge: Play Witch, revealing Traitor.

(Difficulty: Easy. I can think of at least two off the top of my head.)

There is only one Curse left in the supply, and you want it to go to Alice instead of Bob, since she didn't take out the trash last night is ahead.
Title: Re: Really bad card ideas
Post by: Asper on February 26, 2013, 11:23:42 am
Traitor
$4 Action-Reaction

(something)
---
When another player would gain a card, you may reveal this.  If you do, that player gains a Silver instead.
At first i read "When another player would gain this card". I thought it was something you could work with. Traitors betraying Traitors. Thematically.
I might make something of this...
Title: Re: Really bad card ideas
Post by: ahyangyi on February 28, 2013, 11:29:23 am
Unnamed card
+1 Action, +1 Card
Describe any effect that can happen when it's not your turn. (for example, "gain a silver" or "trash your hand" are valid, "+1 Action" is not)
Every play except you chooses whether you get the effect, or he gets.
Action - Attack, $2

The point here is, if you describe good effects like +1 card, then everyone gets that good effect except you. If you describe bad effects, then only yourself get that bad effect (which can be deadly in a multiplayer game).
But once you learn to describe in a silly way, you'll definitely win with it. For example, you play Unnamed card, and say "If you have Unnamed Card in play, you gain 12 provinces. Otherwise, trash your hand, your deck and your discard." You will just win.

That's why I post it here.
Title: Re: Really bad card ideas
Post by: Kirian on March 09, 2013, 12:19:42 am
Six Demon Bag
$4 - Action - Duration - Attack - Victory - Looter - Reaction

Now and at the start of your next turn:
+1 Card
+1 Action
+$1
+1 Buy
+1 VP
Trash a card from your hand.  If it was an Action, +1 Card, +1 Action.
Discard a card.  If it was a Treasure, +1 Card.
Each player, including you, gains a Ruins.
You may put your deck in your discard pile. 
Each player, including you, looks at the top card of their deck, then decides whether to discard it or put in on top of their deck.
----
While this is in play, all cards cost $1 less for you only.
----
While this is in play, when you gain a card that is not a Victory card, gain another card of the same cost or lower.
----
During your Clean-up phase, you may place one card in play on top of your deck.
----
When another player plays an attack card, you may reveal this card from your hand.  If you do, the attack does not affect you.
----
When you gain a card, you may reveal this card from your hand.  If you do, +$1.
----
Worth 1 VP for every Duchy in the Supply at the end of the game.
----
Has the power of Wind, Fire, all that sort of thing.
Title: Re: Really bad card ideas
Post by: ashersky on March 09, 2013, 12:33:10 am
Six Demon Bag
$4 - Action - Duration - Attack - Victory - Looter - Reaction

Now and at the start of your next turn:
+1 Card
+1 Action
+$1
+1 Buy
+1 VP
Trash a card from your hand.  If it was an Action, +1 Card, +1 Action.
Discard a card.  If it was a Treasure, +1 Card.
Each player, including you, gains a Ruins.
You may put your deck in your discard pile. 
Each player, including you, looks at the top card of their deck, then decides whether to discard it or put in on top of their deck.
----
While this is in play, all cards cost $1 less for you only.
----
While this is in play, when you gain a card that is not a Victory card, gain another card of the same cost or lower.
----
During your Clean-up phase, you may place one card in play on top of your deck.
----
When another player plays an attack card, you may reveal this card from your hand.  If you do, the attack does not affect you.
----
When you gain a card, you may reveal this card from your hand.  If you do, +$1.
----
Worth 1 VP for every Duchy in the Supply at the end of the game.
----
Has the power of Wind, Fire, all that sort of thing.

So basically a wordier Scout.
Title: Re: Really bad card ideas
Post by: mail-mi on March 09, 2013, 01:11:58 am
Six Demon Bag
$4 - Action - Duration - Attack - Victory - Looter - Reaction

Now and at the start of your next turn:
+1 Card
+1 Action
+$1
+1 Buy
+1 VP
Trash a card from your hand.  If it was an Action, +1 Card, +1 Action.
Discard a card.  If it was a Treasure, +1 Card.
Each player, including you, gains a Ruins.
You may put your deck in your discard pile. 
Each player, including you, looks at the top card of their deck, then decides whether to discard it or put in on top of their deck.
----
While this is in play, all cards cost $1 less for you only.
----
While this is in play, when you gain a card that is not a Victory card, gain another card of the same cost or lower.
----
During your Clean-up phase, you may place one card in play on top of your deck.
----
When another player plays an attack card, you may reveal this card from your hand.  If you do, the attack does not affect you.
----
When you gain a card, you may reveal this card from your hand.  If you do, +$1.
----
Worth 1 VP for every Duchy in the Supply at the end of the game.
----
Has the power of Wind, Fire, all that sort of thing.

So basically a wordier Scout.
Exactly!
Title: Re: Really bad card ideas
Post by: Kirian on March 09, 2013, 01:43:17 am
Just Get On With It Already
$2 Action - Duration

If there are any cards in your draw or discard pile, discard this card from play.

At the start of your next turn:  After any other Durations are resolved, reveal your hand.  Add up the +Actions and +Cards available from Action cards in your hand.  If both total at least +3, just put your deck and discard piles into your hand instead of spending ten minutes drawing your damn deck with your awesome combo.
Title: Re: Really bad card ideas
Post by: SirPeebles on March 09, 2013, 07:06:11 pm
Zap

$2 Action-Attack

Trash this.  If you do, choose one:

Reveal a card from your hand.  If it is a Copper, trash it and gain a Silver to your hand.  If it is a Curse or Shelter, trash it and gain an Estate to your hand.  If it is an Estate, trash it and gain a Duchy to your hand;

Each other player reveals his hand, you name a card from his hand.  If it is a Silver, he trashes it and gains a Copper to his hand.  If it is a Shelter or Estate, he trashes it and gains a Curse to his hand.  If it is a Duchy, he trashes it and gain an Estate to his hand.  If it is a Province, he trashes it and gains a Duchy to his hand.
Title: Re: Really bad card ideas
Post by: ashersky on March 09, 2013, 07:18:14 pm
Zap

$2 Action-Attack

Trash this.  If you do, choose one:

Reveal a card from your hand.  If it is a Copper, trash it and gain a Silver to your hand.  If it is a Curse or Shelter, trash it and gain an Estate to your hand.  If it is an Estate, trash it and gain a Duchy to your hand;

Each other player reveals his hand, you name a card from his hand.  If it is a Silver, he trashes it and gains a Copper to his hand.  If it is a Shelter or Estate, he trashes it and gains a Curse to his hand.  If it is a Duchy, he trashes it and gain an Estate to his hand.  If it is a Province, he trashes it and gains a Duchy to his hand.

This probably works best in an online implementation.
Title: Re: Really bad card ideas
Post by: AJD on March 09, 2013, 11:13:18 pm
Fission
$4 - Reaction

When another player plays an Attack card, you may reveal this card, then reveal your hand.  If you have no Actions or Treasures in your hand, all players place their decks, hands, and discard piles into the trash.  Give each player starting decks from the trash, and each draws five cards; the player who played the Attack card continues the turn with this new hand.  Victory conditions remain unchanged.

Hmm... still leaves the active player with whatever actions they had in play when it was revealed. I don't know if I'd want to be resetting to a gamestate where I have seven Coppers and three Estates, and my opponent has seven Coppers, three Estates, two Villages, and three Torturers.

Well, I guess the name of the thread isn't "Really good card ideas".

Wait, I've got it!

Fission
Action–Attack–Looter $6
Each other player reveals cards from the top of his deck until he reveals a card costing between $3 and $6. He trashes it, discards the other revealed cards, and gains a Ruins. If anyone gains Survivors this way, put all players' decks, hands, discard piles, and cards in play (including yours) in the Trash; and then each player gains 7 Coppers and 3 Estates from the Trash and draws 5 cards.


...Note, you do not want to use this if someone has Lighthouse in play.
Title: Re: Really bad card ideas
Post by: Gherald on March 10, 2013, 01:13:31 pm
(http://i.imgur.com/uzJ72HG.jpg)
Title: Re: Really bad card ideas
Post by: ponnuki on March 11, 2013, 12:57:14 pm
Edge case challenge: Play Witch, revealing Traitor.

(Difficulty: Easy. I can think of at least two off the top of my head.)

You want to 3-Pile, and Silver is your third pile.
Title: Re: Really bad card ideas
Post by: Asper on April 01, 2013, 10:06:25 am
Casino
Treasure
When you play this, roll a die. This produces 1$ per dot at the upside of the die.
Title: Re: Really bad card ideas
Post by: math on April 02, 2013, 06:54:40 pm
Flea Market
$4-Action
Each player (including you) trashes three cards from his hand.  Beginning with you, each player in turn gains three cards from the trash, putting them in his hand.
Title: Re: Really bad card ideas
Post by: zahlman on April 02, 2013, 11:10:14 pm
Casino
Treasure
When you play this, roll a die. This produces 1$ per dot at the upside of the die.

Actually, doing this with a d4 and making it cost $5 doesn't sound horrible...
Title: Re: Really bad card ideas
Post by: Awaclus on April 03, 2013, 05:20:08 am
Casino
Treasure
When you play this, roll a die. This produces 1$ per dot at the upside of the die.

Actually, doing this with a d4 and making it cost $5 doesn't sound horrible...
Yes, it sounds like Harvest.
Title: Re: Really bad card ideas
Post by: zahlman on April 03, 2013, 06:35:24 am
Casino
Treasure
When you play this, roll a die. This produces 1$ per dot at the upside of the die.

Actually, doing this with a d4 and making it cost $5 doesn't sound horrible...
Yes, it sounds like Harvest.

Well, Harvest is easier to activate, but is a terminal action.
Title: Re: Really bad card ideas
Post by: Asper on April 04, 2013, 12:07:57 pm
Casino
Treasure
When you play this, roll a die. This produces 1$ per dot at the upside of the die.

Actually, doing this with a d4 and making it cost $5 doesn't sound horrible...
Yes, it sounds like Harvest.

Well, Harvest is easier to activate, but is a terminal action.

Harvest also adds cycling. Totally different thing than Casino ;)

Edit: Posted it here because roll-the-dice cards are as random as can be, and i personally find random cards very unattractive design. The problem isn't as bad with Harvest, because you can actually influence it. I didn't think of Harvest when i posted Casino, though.
Title: Re: Really bad card ideas
Post by: achmed_sender on April 06, 2013, 05:26:27 am
Worker's Village, Fotress and Mining Village are all Village-with-a-bonus for $1 extra, so why not mix them all together for $6? - logically it must be balanced :)

Worker of Mining Fortress
$6

+1 card
+2 actions
+1 buy
----------------
You may trash this card: If you do: +$2
When you trash this, put it into your hand


Balanced, huh?
More seems like a new one-card-strategy: Which player can play this first? ;D
Title: Re: Really bad card ideas
Post by: Pikanto on April 06, 2013, 05:45:56 am
Worker's Village, Fotress and Mining Village are all Village-with-a-bonus for $1 extra, so why not mix them all together for $6? - logically it must be balanced :)

Worker of Mining Fortress
$6

+1 card
+2 actions
+1 buy
----------------
You may trash this card: If you do: +$2
When you trash this, put it into your hand


Balanced, huh?
More seems like a new one-card-strategy: Which player can play this first? ;D

lol, play this card and buy EVERYTHING !
(yes, all curses too ^^)
Title: Re: Really bad card ideas
Post by: Morgrim7 on April 06, 2013, 06:58:58 am
Throw in a Spy affect for kicks and giggles.
Title: Re: Really bad card ideas
Post by: Gandi on April 11, 2013, 07:25:17 am
Quote
Ctrl-z (Reaction) 5$
You may reveal it and discard it at any time. Choose a card in play, that has been resolved as last. Undo it's effects and put that card in player's discard pile.

So... player A played witch, took two cards, everyone else took a curse. Ctrl-z - he must return two cards (in the same order) and each player returns the curses.


Two things...

"I see you've just played nice KC-Golem combo... Ctrl-z".  ;D

And i'd really like to see Possesion - Ctrl-z FAQ...
Title: Re: Really bad card ideas
Post by: Morgrim7 on April 11, 2013, 07:36:41 am
Not Cellar
$2
+1 Action
Discard any number of cards. Discard one card per card discarded.

Not Library
$5
Draw until you have 7 cards in your hand. Set aside cards drawn this way; discard the set aside cards after you finish drawing.

Not Moat
$2
+2 Cards
When another player plays an attack card, you may reveal this from your hand. If you do, you are affected by that attack.
Title: Re: Really bad card ideas
Post by: achmed_sender on April 11, 2013, 07:58:40 am
Not witch
$5

Discard 2 cards
Gain a curse


Not Workshop
$3

Trash a card  up to $4
Title: Re: Really bad card ideas
Post by: Morgrim7 on April 11, 2013, 08:09:43 am
Not Saboteur
$5
Each other player reveals cards from his deck until he reveals a card costing more than $2. He trashes it, and gains a card costing up to $2 more.

Not Chancellor
$3
+$2
You may not immediately put your deck into your discard pile.

Not Pawn
$2
Choose none: +1 Card, +1 Action, +1 Buy, +$1.
Title: Re: Really bad card ideas
Post by: achmed_sender on April 11, 2013, 08:27:46 am
Not Pawn
$2
Choose none: +1 Card, +1 Action, +1 Buy, +$1.

Why not a bit better?

Band of Ruins
$1
Choose one: +1 Card, +1 Action, +1 Buy, +$1 or copy any effect of an action card costing less this
Title: Re: Really bad card ideas
Post by: RTT on April 11, 2013, 08:33:53 am
Not Pawn
$2
Choose none: +1 Card, +1 Action, +1 Buy, +$1.

Why not a bit better?

Band of Ruins
$1
Choose one: +1 Card, +1 Action, +1 Buy, +$1 or copy any effect of an action card costing less this

I copy trusty steed and followers ... or madman and mercenary ?
Title: Re: Really bad card ideas
Post by: achmed_sender on April 11, 2013, 08:36:08 am
Not Pawn
$2
Choose none: +1 Card, +1 Action, +1 Buy, +$1.

Why not a bit better?

Band of Ruins
$1
Choose one: +1 Card, +1 Action, +1 Buy, +$1 or copy any effect of an action card costing less this

I copy trusty steed and followers ... or madman and mercenary ?

Edge-casers  >:( :)
But right, forgot about that
Let's fix this

Band of Ruins
$1
Choose one: +1 Card, +1 Action, +1 Buy, +$1 or copy any effect of an action card of the supply costing less this
Title: Re: Really bad card ideas
Post by: StrongRhino on April 13, 2013, 12:05:41 am
One Man Band

+1 Card
+1 Action
+1 Buy
+1 (Money)
+1 VP
Gain a Spoils
Each other player gains a ruins
Each other player gains a curse
Place an Embargo token on a supply pile
You may reveal a Shelter from your hand; if you do, gain a Prize
Choose one: Put a card from your hand on the Island mat, or put the top card of your deck on the Native Village mat
At the start of your next turn, you may gain a card from the trash costing 3-6 and place it on your deck
---------------------------------
1 VP
---------------------------------
When you would play a treasure, you may reveal this from your hand. If you do, gain a Silver.
_________________________
7P Action-Attack-Duration-Looter-Victory
Title: Re: Really bad card ideas
Post by: StrongRhino on April 13, 2013, 12:11:32 am
Worker's Village, Fotress and Mining Village are all Village-with-a-bonus for $1 extra, so why not mix them all together for $6? - logically it must be balanced :)

Worker of Mining Fortress
$6

+1 card
+2 actions
+1 buy
----------------
You may trash this card: If you do: +$2
When you trash this, put it into your hand


Balanced, huh?
More seems like a new one-card-strategy: Which player can play this first? ;D
You forgot Walled Village…
Title: Re: Really bad card ideas
Post by: Morgrim7 on April 13, 2013, 01:20:20 am
And Native Village. And Fishing Village. And countless others. It doesn't matter.
Title: Re: Really bad card ideas
Post by: NoMoreFun on April 14, 2013, 03:11:32 pm
Open Misere:
Action-Duration-Victory - $5
At the start of each turn, you may gain an Estate. If you don't, discard this from play.
---
While this is in play, reveal your hand. If the game ends with this in play, and you have a negative score, this card is worth 500VP.
Title: Re: Really bad card ideas
Post by: popsofctown on April 14, 2013, 03:47:52 pm
Worker's Village, Fotress and Mining Village are all Village-with-a-bonus for $1 extra, so why not mix them all together for $6? - logically it must be balanced :)

Worker of Mining Fortress
$6

+1 card
+2 actions
+1 buy
----------------
You may trash this card: If you do: +$2
When you trash this, put it into your hand


Balanced, huh?
More seems like a new one-card-strategy: Which player can play this first? ;D
This is the best designed card I've ever seen
Title: Re: Really bad card ideas
Post by: ConMan on April 14, 2013, 07:25:39 pm
Open Misere:
Action-Duration-Victory - $5
At the start of each turn, you may gain an Estate. If you don't, discard this from play.
---
While this is in play, reveal your hand. If the game ends with this in play, and you have a negative score, this card is worth 500VP.
Strangely enough, I think there's a VP value that would actually make this playable, if difficult (and that's the point of open misιre).
Title: Re: Really bad card ideas
Post by: popsofctown on April 14, 2013, 07:41:48 pm
I think the way scores are instantaneously calculated when the game ends, the card would end up having a quantum VP value.

Unless, of course, you have less than -500 points
Title: Re: Really bad card ideas
Post by: SirPeebles on April 14, 2013, 08:33:29 pm
The card never leaves play either, until the very end, since the card gives you a choice each turn, not only, say, this turn and next.
Title: Re: Really bad card ideas
Post by: liopoil on April 14, 2013, 08:35:22 pm
you can't have a score lower than -50... right? that's if you get all the curses and have 0 other points in 6 player game.
Title: Re: Really bad card ideas
Post by: SirPeebles on April 14, 2013, 08:37:32 pm
you can't have a score lower than -50... right? that's if you get all the curses and have 0 other points in 6 player game.

Yeah.  It took some effort, but I managed to score a -30 in a four player game on the apple ios version.
Title: Re: Really bad card ideas
Post by: popsofctown on April 14, 2013, 08:37:56 pm
The card never leaves play either, until the very end, since the card gives you a choice each turn, not only, say, this turn and next.

Actually, it will be discarded from play if you fail to gain an Estate, just like a Procession really will trash a Wharf even though it still has a job to do.

But, similarly, you will have the option to gain an Estate at the end of your turn for the rest of the game, with nothing to remind you of that capability.

you can't have a score lower than -50... right? that's if you get all the curses and have 0 other points in 6 player game.

But what if you have a 8 Vineyards and -120 action cards in your deck?  Open your mind.
Title: Re: Really bad card ideas
Post by: SirPeebles on April 14, 2013, 08:43:05 pm
Ah, I didn't notice the "If you don't, discard this from play" clause.  I guess you'll need to keep putting them back with your Ambassador.
Title: Re: Really bad card ideas
Post by: ashersky on April 14, 2013, 08:55:44 pm
you can't have a score lower than -50... right? that's if you get all the curses and have 0 other points in 6 player game.

New CC challenge -- end the game with -50 on Turn 3.
Title: Re: Really bad card ideas
Post by: liopoil on April 14, 2013, 08:57:12 pm
in a six player game, that's probably easy, because they can masquerade you lots of stuff.
Title: Re: Really bad card ideas
Post by: liopoil on April 14, 2013, 08:57:31 pm
and by easy I mean possible.
Title: Re: Really bad card ideas
Post by: math on April 16, 2013, 08:02:35 pm
No Effect
$2-Action

+1 Card
+1 Action
Reveal cards from your hand until you reveal a Victory card. Put it into your hand.
Look at the top card of your discard pile; discard it or put it back.
You may reveal a Fortress from your hand.  If you do, trash it.
Look at the top three cards of the trash pile.  Put them back in any order.
Reveal a card from your hand.  Return it to the Supply, then gain a copy of it, putting the copy into your hand.
Title: Re: Really bad card ideas
Post by: popsofctown on April 16, 2013, 08:06:54 pm
aaaaaand it's still better than Pearl Diver.
Title: Re: Really bad card ideas
Post by: sudgy on April 16, 2013, 08:17:42 pm
No Effect
$2-Action

+1 Card
+1 Action
Reveal cards from your hand until you reveal a Victory card. Put it into your hand.
Look at the top card of your discard pile; discard it or put it back.
You may reveal a Fortress from your hand.  If you do, trash it.
Look at the top three cards of the trash pile.  Put them back in any order.
Reveal a card from your hand.  Return it to the Supply, then gain a copy of it, putting the copy into your hand.

It still has several things you could do with it...
Title: Re: Really bad card ideas
Post by: liopoil on April 16, 2013, 08:26:17 pm
No Effect
$2-Action

+1 Card
+1 Action
Reveal cards from your hand until you reveal a Victory card. Put it into your hand.
Look at the top card of your discard pile; discard it or put it back.
You may reveal a Fortress from your hand.  If you do, trash it.
Look at the top three cards of the trash pile.  Put them back in any order.
Reveal a card from your hand.  Return it to the Supply, then gain a copy of it, putting the copy into your hand.

It still has several things you could do with it...
well, there's tons of edgecases for a plain +1 card +1 action card, but besides that...
-if the top card of your discard pile is tunnel it's good. However, you reveal the second card of your discard pile to your opponents
-you have to reveal cards in your hand to your opponents
-market square for the fortress thing
-on-gain effects

A card that just reads:

0$
+1 card
+1 action

would actually be quite interesting.  It has lots of potential positive and negative effects.
Title: Re: Really bad card ideas
Post by: popsofctown on April 16, 2013, 08:28:22 pm
The first deck manipulating effect is better than Pearl Diver by a lot.
The second ability can trigger Tunnels, and is pretty good at doing so, since it can reach back into the past turn.
The third ability triggers Market Square.
The fourth ability doesn't do anything.  You can't look at the top 3 cards of the trash pile because the trash pile has an undefined ordering.
The fifth ability works well with Trader and Watchtower
Title: Re: Really bad card ideas
Post by: liopoil on April 16, 2013, 08:35:11 pm
the last one also works with cards from hinterlands like nomad camp and border village too. the first one tells you to reveal cards from your HAND. it's actually a bad thing about the card.
Title: Re: Really bad card ideas
Post by: eHalcyon on April 16, 2013, 08:37:25 pm
The first deck manipulating effect is better than Pearl Diver by a lot.

It's not a deck manipulating effect.  You reveal cards from your HAND.  So really, that does nothing.

But the thing that people haven't mentioned -- you return a card from your hand and then gain a copy of it.  This actually does do stuff with anything that has an on-gain effect.
Title: Re: Really bad card ideas
Post by: liopoil on April 16, 2013, 08:39:56 pm
But the thing that people haven't mentioned -- you return a card from your hand and then gain a copy of it.  This actually does do stuff with anything that has an on-gain effect.
-on-gain effects
the last one also works with cards from hinterlands like nomad camp and border village too. the first one tells you to reveal cards from your HAND.
;D
Title: Re: Really bad card ideas
Post by: eHalcyon on April 16, 2013, 08:43:32 pm
That's what I get for skimming.
Title: Re: Really bad card ideas
Post by: popsofctown on April 16, 2013, 08:52:09 pm
the last one also works with cards from hinterlands like nomad camp and border village too. the first one tells you to reveal cards from your HAND. it's actually a bad thing about the card.
ooooh.  This is worse than pearl diver then.
Title: Re: Really bad card ideas
Post by: eHalcyon on April 16, 2013, 09:17:17 pm
the last one also works with cards from hinterlands like nomad camp and border village too. the first one tells you to reveal cards from your HAND. it's actually a bad thing about the card.
ooooh.  This is worse than pearl diver then.

Oh, lio ninja'd me on that point too.  :-[
Title: Re: Really bad card ideas
Post by: gman314 on April 16, 2013, 09:32:39 pm
the last one also works with cards from hinterlands like nomad camp and border village too. the first one tells you to reveal cards from your HAND. it's actually a bad thing about the card.
ooooh.  This is worse than pearl diver then.

Unless Fortress and Market Square are in the game!
Title: Re: Really bad card ideas
Post by: liopoil on April 16, 2013, 09:38:15 pm
More like if border village is in the game! also trader to turn estates and copper into silver.
Title: Re: Really bad card ideas
Post by: SirPeebles on April 16, 2013, 09:55:08 pm
More like if border village is in the game! also trader to turn estates and copper into silver.

Or Possession, to give yourself your opponent's Provinces.
Title: Re: Really bad card ideas
Post by: liopoil on April 16, 2013, 09:56:52 pm
Oo, that's a neat one!
Title: Re: Really bad card ideas
Post by: sudgy on April 17, 2013, 12:32:21 am
Alright, the real "no effect" card:

No Effect
$0
When you would would gain this, trash it.

The "would would" makes it so you can't reveal a Trader to it and such (if it was one would, you could choose to reveal the Trader first), and it costs less than $3 so you can't do anything with the graverobber and such.  And it's not an action so you can't get anything special with ironworks.
Title: Re: Really bad card ideas
Post by: jotheonah on April 17, 2013, 12:35:48 am
Alright, the real "no effect" card:

No Effect
$0
When you would would gain this, trash it.

The "would would" makes it so you can't reveal a Trader to it and such (if it was one would, you could choose to reveal the Trader first), and it costs less than $3 so you can't do anything with the graverobber and such.  And it's not an action so you can't get anything special with ironworks.

And yet, it still pumps up your Goons points insanely.
Title: Re: Really bad card ideas
Post by: jotheonah on April 17, 2013, 12:36:31 am
Try again.
Title: Re: Really bad card ideas
Post by: Axxle on April 17, 2013, 12:39:02 am
Try again.
No Effect
$999PPP
When you would would gain this, trash it.
?
Title: Re: Really bad card ideas
Post by: sudgy on April 17, 2013, 12:44:18 am
Try again.
No Effect
$999PPP
When you would would gain this, trash it.
?

Is it possible to play a bajillion bridges and highways, enough to make this buyable?
Title: Re: Really bad card ideas
Post by: jonts26 on April 17, 2013, 12:54:01 am
Amateurs.

No effect
5*

You cannot gain this card.
------
In games using this, add an extra kingdom card to the supply.

EDIT: making it cost $5* so BoM can't imitate it.
Title: Re: Really bad card ideas
Post by: Morgrim7 on April 17, 2013, 01:05:31 am
Amateurs.

No effect
0*

You cannot gain this card.
------
In games using this, add an extra kingdom card to the supply.
booooooring!!!
No affect
$0
When you play this, return it to your hand.
Reveal the top five cards in the Copper pile and choose one: move them to the bottom of the pile, or put them back in any order.
If your deck is empty, discard your deck.
Pass a card to the opponent on your right. He must pass the same card back.
Reveal cards from your deck until you reveal a card. Put it on top of your deck. If there are no cards in your deck, this does not take affect.
Setup: After you choose the kingdom, it this card is in it, choose another supply pile and add it to the supply. Nobody may gain a card from this pile.
Title: Re: Really bad card ideas
Post by: ashersky on April 17, 2013, 01:18:35 am

Reveal cards from your deck until you reveal a card. Put it on top of your deck.


Well done.
Title: Re: Really bad card ideas
Post by: gman314 on April 17, 2013, 01:26:46 am
Try again.
No Effect
$999PPP
When you would would gain this, trash it.
?

Is it possible to play a bajillion bridges and highways, enough to make this buyable?

Ask Celestial Chameleon.
Title: Re: Really bad card ideas
Post by: pst on April 17, 2013, 01:28:00 am
Reveal cards from your deck until you reveal a card. Put it on top of your deck.

So trigger a shuffle of your discards if your deck is empty.
Title: Re: Really bad card ideas
Post by: Morgrim7 on April 17, 2013, 01:28:42 am
Try again.
No Effect
$999PPP
When you would would gain this, trash it.
?

Is it possible to play a bajillion bridges and highways, enough to make this buyable?
I actually think Pirate Ship would be key here.
Title: Re: Really bad card ideas
Post by: Morgrim7 on April 17, 2013, 01:29:11 am
Reveal cards from your deck until you reveal a card. Put it on top of your deck.

So trigger a shuffle of your discards if your deck is empty.
bah, I suppose you are right. Lemme edit that...
Title: Re: Really bad card ideas
Post by: Jimmmmm on April 17, 2013, 01:35:22 am
Obviously a terrible idea, but a semi-serious question:

Victory  - $X

You win.

Action


How would you price this to maximise the number of kingdoms in which it was interesting?
Title: Re: Really bad card ideas
Post by: eHalcyon on April 17, 2013, 01:38:53 am
Try again.
No Effect
$999PPP
When you would would gain this, trash it.
?

In games using this, whenever a card is played, add an Effect token to the Effect mat.  This costs $1 for every token on the Effect mat.
Title: Re: Really bad card ideas
Post by: ashersky on April 17, 2013, 01:39:50 am
Obviously a terrible idea, but a semi-serious question:

Victory  - $X

You win.

Action


How would you price this to maximise the number of kingdoms in which it was interesting?

What's the Action part?

Like, if you play it, you win?

I think you'd need it to cost a lot, and have a GM-like penalty.  Like Costs 27, cannot have any Platinum, Gold, or silver in play.  Must have exactly 27 available.
Title: Re: Really bad card ideas
Post by: sudgy on April 17, 2013, 01:44:28 am
Wait, I got it!  The No Effect card costs 33P.  *victory dance*
Title: Re: Really bad card ideas
Post by: eHalcyon on April 17, 2013, 02:07:14 am
Wait, I got it!  The No Effect card costs 33P.  *victory dance*

That is achievable with 6 plat, a gold and a potion.  You probably mean it should cost  PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP.
Title: Re: Really bad card ideas
Post by: Morgrim7 on April 17, 2013, 02:08:10 am
Wait, I got it!  The No Effect card costs 33P.  *victory dance*

That is achievable with 6 plat, a gold and a potion.  You probably mean it should cost  PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP.
PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP
Title: Re: Really bad card ideas
Post by: Axxle on April 17, 2013, 02:13:39 am
P⇈⇈3
Title: Re: Really bad card ideas
Post by: Jimmmmm on April 17, 2013, 02:15:08 am
Obviously a terrible idea, but a semi-serious question:

Victory  - $X

You win.

Action


How would you price this to maximise the number of kingdoms in which it was interesting?

What's the Action part?

Like, if you play it, you win?

I think you'd need it to cost a lot, and have a GM-like penalty.  Like Costs 27, cannot have any Platinum, Gold, or silver in play.  Must have exactly 27 available.

Yes, it's an Action card. You win when you play it.
Title: Re: Really bad card ideas
Post by: ashersky on April 17, 2013, 02:36:19 am
Obviously a terrible idea, but a semi-serious question:

Victory  - $X

You win.

Action


How would you price this to maximise the number of kingdoms in which it was interesting?

What's the Action part?

Like, if you play it, you win?

I think you'd need it to cost a lot, and have a GM-like penalty.  Like Costs 27, cannot have any Platinum, Gold, or silver in play.  Must have exactly 27 available.

Yes, it's an Action card. You win when you play it.

Oh.  I think you misworded it.  Should read:

Victory - $X

Trash this and another copy of Victory from your hand. If you do trash two Victorys, you win.

Action
Title: Re: Really bad card ideas
Post by: Axxle on April 17, 2013, 02:45:26 am
Victory A - $5

When you buy this, if this is turn 2 each opponent may reveal five coppers in their hand or a Victory A from their deck or discard. If none do and you have a Victory B in your deck or discard you win.

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

Victory B - $2

When you buy this, if this is turn 2 each opponent may reveal five coppers in their hand or a Victory A from their deck or discard. If none do and you have a Victory A in your deck or discard  you win.

Mountebank / Chapel http://councilroom.com/openings
Title: Re: Really bad card ideas
Post by: math on April 17, 2013, 03:32:00 am
I did actually open Mountebank-Chapel once in a game (against a higher rated opponent).  I won.
Title: Re: Really bad card ideas
Post by: Morgrim7 on April 17, 2013, 04:05:46 am
Immediate Victory
$4 - Action
+1 Action
Reveal the top 4 cards of your deck. Put all the Victory cards into your hand, put the rest back in any order.
Title: Re: Really bad card ideas
Post by: pst on April 17, 2013, 04:17:59 am
Obviously a terrible idea, but a semi-serious question:

Victory  - $X

You win.

Action


How would you price this to maximise the number of kingdoms in which it was interesting?

And how about something that only takes you partway to victory? Like

Winnitude
Put a token on your Winnitude mat. If you have 3 tokens there, you win.
Action

(Or a less expensive variant that you'll have to get several of: Trash this. If you did, put a token on your Winnitude mat.)
Title: Re: Really bad card ideas
Post by: Morgrim7 on April 17, 2013, 04:23:24 am
Obviously a terrible idea, but a semi-serious question:

Victory  - $X

You win.

Action


How would you price this to maximise the number of kingdoms in which it was interesting?

And how about something that only takes you partway to victory? Like

Winnitude
Put a token on your Winnitude mat. If you have 3 tokens there, you win.
Action

(Or a less expensive variant that you'll have to get several of: Trash this. If you did, put a token on your Winnitude mat.)

Ya know...that works really really well with KC.
Title: Re: Really bad card ideas
Post by: eHalcyon on April 17, 2013, 04:25:33 am
Victory A - $5

When you buy this, if this is turn 2 each opponent may reveal five coppers in their hand or a Victory A from their deck or discard. If none do and you have a Victory B in your deck or discard you win.

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

Victory B - $2

When you buy this, if this is turn 2 each opponent may reveal five coppers in their hand or a Victory A from their deck or discard. If none do and you have a Victory A in your deck or discard  you win.

Mountebank / Chapel http://councilroom.com/openings

This gives second player advantage! If both open 5/2, it is possible for p2 to win if p1 draws VA after the reshuffle.
Title: Re: Really bad card ideas
Post by: pst on April 17, 2013, 04:53:37 am
Ya know...that works really really well with KC.
Yeah, that's a really bad card.

(Ambiguous post being ambiguous.)
Title: Re: Really bad card ideas
Post by: NoMoreFun on April 17, 2013, 07:21:48 am
Victory Feast
Treasure - $18
Worth $1
When you play this, if you have no actions remanining and no other cards in play, gain every card in the supply.
Title: Re: Really bad card ideas
Post by: NoMoreFun on April 17, 2013, 07:51:38 am
Edgy Conqueror
Action - $0
Gain a card costing less than this
---
When you gain this, if any of the following statements are true, win the game:
*You have 10 Tacticians in play
*You have 10 Hermits in play, and 10 Madmen in hand.
*You have played the same action more than 30 times
*You played a single card and received more than $50 this turn
*You have no other cards remaining in your hand, deck, discard pile or play area
*You bought a card costing $6 or more this turn, and it's turn 2.
Title: Re: Really bad card ideas
Post by: GendoIkari on April 17, 2013, 10:45:35 am
*You bought a card costing $6 or more this turn, and it's turn 2.

Bet your opponent is regretting that Noble Brigand opening now!
Title: Re: Really bad card ideas
Post by: markusin on April 17, 2013, 10:56:36 am
Genie Lamp
Action-0*

Trash this
Do this three times: Gain any card from the supply, or put your deck and discard pile into your hand, or +2 actions.
--------------------------------------------
If the game does not end after this turn, trash every treasure card and every victory card in your deck, discard pile, and hand.

The first player gains this card at the start of the game.

This card is not in the supply
Title: Re: Really bad card ideas
Post by: Drab Emordnilap on April 17, 2013, 11:47:56 am
Victory Feast
Treasure - $18
Worth $1
When you play this, if you have no actions remanining and no other cards in play, gain every card in the supply.

So, Embargo?
Title: Re: Really bad card ideas
Post by: SirPeebles on April 17, 2013, 11:53:57 am
Victory Feast
Treasure - $18
Worth $1
When you play this, if you have no actions remanining and no other cards in play, gain every card in the supply.

Too bad the Estate and Duchy piles are empty, there's only one Province left, and that stack of 50 Curses had been left untouched.
Title: Re: Really bad card ideas
Post by: GendoIkari on April 17, 2013, 12:59:36 pm
Victory Feast
Treasure - $18
Worth $1
When you play this, if you have no actions remanining and no other cards in play, gain every card in the supply.

So, Embargo?

Embargo, Feast, Island, Mining Village, Pillage, Mad Man, Knights, Death Cart...
Title: Re: Really bad card ideas
Post by: Drab Emordnilap on April 17, 2013, 01:01:37 pm
Victory Feast
Treasure - $18
Worth $1
When you play this, if you have no actions remanining and no other cards in play, gain every card in the supply.

So, Embargo?

Embargo, Feast, Island, Mining Village, Pillage, Mad Man, Knights, Death Cart...

Mining Village and Madman leave you with actions remaining. The rest are good. Knights is the funniest.
Title: Re: Really bad card ideas
Post by: GendoIkari on April 17, 2013, 01:17:24 pm
Victory Feast
Treasure - $18
Worth $1
When you play this, if you have no actions remanining and no other cards in play, gain every card in the supply.

So, Embargo?

Embargo, Feast, Island, Mining Village, Pillage, Mad Man, Knights, Death Cart...

Mining Village and Madman leave you with actions remaining. The rest are good. Knights is the funniest.

Oops! Yeah, I almost missed Knights.
Title: Re: Really bad card ideas
Post by: ConMan on April 17, 2013, 07:49:27 pm
I think the second most amusing possible result would probably be something like this:
1. Play Mining Village, trash.
2. Play Madman.
3. Play Death Cart, trash self.
4. Play Dame Molly, opponent trashes Dame Anna.
5. Play Sir Bailey, opponent trashes Sir Martin.
6. Play Sir Michael, opponent trashes Sir Vander.
7. Play Dame Josephine, opponent trashes Dame Sylvia.
8. Play Dame Natalie, opponent trashes Sir Destry.
10. Play Victory Feast.
Title: Re: Really bad card ideas
Post by: popsofctown on April 17, 2013, 09:18:19 pm
I like how Victory feast doesn't always win you the game.  Curse cards can bring your score down a bit.

With Gardens on the board, it makes it unusually important how many treasures you're playing with.  With Vineyards on the board, if there were any Vineyards left you pretty much won..
Title: Re: Really bad card ideas
Post by: Kirian on May 02, 2013, 02:50:57 am
Hare-Brained Scheme
Action - $3

+1 Card
+1 Action
----
When you discard this from play, you may instead place it on top of your deck.
Title: Re: Really bad card ideas
Post by: Asper on May 02, 2013, 09:08:56 am
Hare-Brained Scheme
Action - $3

+1 Card
+1 Action
----
When you discard this from play, you may instead place it on top of your deck.

At least i won't draw my KC without something to triple...
Title: Re: Really bad card ideas
Post by: gman314 on May 02, 2013, 11:40:48 am
Hare-Brained Scheme
Action - $3

+1 Card
+1 Action
----
When you discard this from play, you may instead place it on top of your deck.

Good for some Hare-Brained Conspiracies.
Title: Re: Really bad card ideas
Post by: Jimmmmm on May 02, 2013, 11:42:22 am
Hare-Brained Scheme
Action - $3

+1 Card
+1 Action
----
When you discard this from play, you may instead place it on top of your deck.

Good for some Hare-Brained Conspiracies.

Or Hare-Baned Conspiracies.


...no?
Title: Re: Really bad card ideas
Post by: eHalcyon on May 02, 2013, 12:21:56 pm
Hare-Brained Scheme
Action - $3

+1 Card
+1 Action
----
When you discard this from play, you may instead place it on top of your deck.

Five of these can be a good defense against Pillage. ;)
Title: Re: Really bad card ideas
Post by: Axxle on May 02, 2013, 12:22:36 pm
Hare-Brained Scheme
Action - $3

+1 Card
+1 Action
----
When you discard this from play, you may instead place it on top of your deck.

At least i won't draw my KC without something to triple...
Unless you draw the KC using your last HBS.
Title: Re: Really bad card ideas
Post by: ahyangyi on May 02, 2013, 02:14:10 pm
Terminator $13

End the game.
-----------------------------------------------
You must spend two buys to buy this
Action
Title: Re: Really bad card ideas
Post by: Nicrosil on May 31, 2013, 02:34:00 am
Sea Haggler $4
Action
+$2
----------
While this is in play, when you buy a Curse, instead of gaining it each other player gains a Curse.
Title: Re: Really bad card ideas
Post by: AJD on May 31, 2013, 03:09:57 am
Sea Haggler $4
Action
+$2
----------
While this is in play, when you buy a Curse, instead of gaining it each other player gains a Curse.

That's actually kind of interesting. It's probably only worth $4 on boards with cheap non-terminal +buy, but it's strong enough on those boards that you certainly couldn't price it at $3. Could it cost $5? I dunno; you do have to line it up with the +buy to get good use out of it; otherwise you're using your whole buy on cursing and not even getting an Ill-Gotten Gains out of it. But I'd hate to be on the receiving end of the first person to line this up with two Hamlets.
Title: Re: Really bad card ideas
Post by: Warfreak2 on May 31, 2013, 05:39:38 am
What happens if I reveal a Trader - can I first get a Silver instead of the Curse that I "would gain", and then proceed to not gain the Curse for the other reason?
Title: Re: Really bad card ideas
Post by: Awaclus on May 31, 2013, 06:13:32 am
What happens if I reveal a Trader - can I first get a Silver instead of the Curse that I "would gain", and then proceed to not gain the Curse for the other reason?
I don't think you "would gain" the Curse in that situation, because Sea Haggler's ability is already taking place and it's already replacing the gain with something else.
Title: Re: Really bad card ideas
Post by: GendoIkari on May 31, 2013, 09:07:19 am
What happens if I reveal a Trader - can I first get a Silver instead of the Curse that I "would gain", and then proceed to not gain the Curse for the other reason?
I don't think you "would gain" the Curse in that situation, because Sea Haggler's ability is already taking place and it's already replacing the gain with something else.

I disagree... when you buy a Curse, 2 different things both reaction to "would gain" a curse, and you choose the order in which to resolve them. No matter which order you choose, you both gain a silver and each other player gains a curse. I think.
Title: Re: Really bad card ideas
Post by: Warfreak2 on May 31, 2013, 10:12:28 am
I think it's questionable; Sea Haggler's effect is triggered on buy, which normally triggers "would gain" (which normally triggers "gain"). The effect says it prevents the "gain" bit, but doesn't mention the intermediate "would gain". If we are to interpret it as a computer would, then "would gain" happens and you can reveal a Trader; if "would gain" isn't really an intermediate event but instead is just supposed to be interpreted as plain English, then you can't, because you wouldn't have gained anything if you didn't reveal the Trader.

If you are indeed allowed to reveal a Trader, it's definitely clear that the other players still get a Curse, because that's triggered by buying it and there's no "if you do".
Title: Re: Really bad card ideas
Post by: AJD on May 31, 2013, 11:14:21 am
What happens if I reveal a Trader - can I first get a Silver instead of the Curse that I "would gain", and then proceed to not gain the Curse for the other reason?
I don't think you "would gain" the Curse in that situation, because Sea Haggler's ability is already taking place and it's already replacing the gain with something else.

I disagree... when you buy a Curse, 2 different things both reaction to "would gain" a curse, and you choose the order in which to resolve them. No matter which order you choose, you both gain a silver and each other player gains a curse. I think.

I agree with Awaclus. Sea Haggler triggers on buy, not on would-gain. On-buy is before would-gain, so would-gain never happens and your Trader is never activated.

Meanwhile, I claim that if Sea Haggler is an Attack, Moat protects you from it but Lighthouse doesn't. This might be a good reason for it not to be an Attack.
Title: Re: Really bad card ideas
Post by: Awaclus on May 31, 2013, 11:28:31 am
I changed my opinion.

The card absolutely needs a rewording, because with the current wording, it doesn't actually do anything. It triggers when you buy something, but at that point, no curse is being gained so there's nothing the ability can replace, and that means your opponents aren't getting cursed either (for the same reason that revealing 40 Traders or the same Trader 40 times only gives you one Silver - in order for the ability to work, there has to be something it actually replaces).

It should be something like "When you buy a curse, the next time you would gain a curse this turn, etc" and in that case you could choose the order of the effects, but only the first one of them would work.
Title: Re: Really bad card ideas
Post by: AJD on May 31, 2013, 12:19:08 pm
I changed my opinion.

The card absolutely needs a rewording, because with the current wording, it doesn't actually do anything. It triggers when you buy something, but at that point, no curse is being gained so there's nothing the ability can replace, and that means your opponents aren't getting cursed either (for the same reason that revealing 40 Traders or the same Trader 40 times only gives you one Silver - in order for the ability to work, there has to be something it actually replaces).

It should be something like "When you buy a curse, the next time you would gain a curse this turn, etc" and in that case you could choose the order of the effects, but only the first one of them would work.

I don't quite understand your objection here. Ordinarily the rule of the game is "when you buy a card, you gain it". What this card does is replace that rule while it's in play.

(Also, a clearer way to write your revision would be "when you would gain a Curse due to buying it...".)
Title: Re: Really bad card ideas
Post by: Axxle on May 31, 2013, 12:24:28 pm
It'll change it slightly, but wouldn't it be easier to just say when you would gain instead of the current wording since that's already established?
Title: Re: Really bad card ideas
Post by: AJD on May 31, 2013, 12:26:22 pm
It'll change it slightly, but wouldn't it be easier to just say on gain instead of on buy since that's already established?

Do you mean on would-gain?
Title: Re: Really bad card ideas
Post by: Axxle on May 31, 2013, 02:54:00 pm
Edit $0*
Reaction
When you would be wrong, reveal this.  You instead are correct.
Title: Re: Really bad card ideas
Post by: Warfreak2 on May 31, 2013, 02:54:19 pm
If you have two "on would-gain, ___ instead" effects, does the first one you choose to resolve prevent the other one from resolving? Possession reacts to would-gain, so can the possessed player reveal a Trader to get a Silver (which the possessing player gains instead)?
Title: Re: Really bad card ideas
Post by: Axxle on May 31, 2013, 02:58:49 pm
If you have two "on would-gain, ___ instead" effects, does the first one you choose to resolve prevent the other one from resolving? Possession reacts to would-gain, so can the possessed player reveal a Trader to get a Silver (which the possessing player gains isntead)?
I think so, since you no longer would be gaining whatever it is you were trying to gain. /BlueDog
Title: Re: Really bad card ideas
Post by: eHalcyon on May 31, 2013, 03:03:36 pm
If you have two "on would-gain, ___ instead" effects, does the first one you choose to resolve prevent the other one from resolving? Possession reacts to would-gain, so can the possessed player reveal a Trader to get a Silver (which the possessing player gains isntead)?

Possessed player buys a card.  Let's say it's a Curse.
Possessed player would gain Curse.  Now there are two scenarios:

A) Possessed player reveals Trader.
Possessed player would gain Silver instead of Curse.
Possessing player gains Silver instead.

B) Possessed player does NOT reveal Trader.
Possessing player gains Curse instead.
Possessing player Would gain Curse, and can now reveal Trader himself to gain Silver instead.

Both are valid.
Title: Re: Really bad card ideas
Post by: AJD on May 31, 2013, 04:00:31 pm
If you have two "on would-gain, ___ instead" effects, does the first one you choose to resolve prevent the other one from resolving? Possession reacts to would-gain, so can the possessed player reveal a Trader to get a Silver (which the possessing player gains isntead)?

Possessed player buys a card.  Let's say it's a Curse.
Possessed player would gain Curse.  Now there are two scenarios:

A) Possessed player reveals Trader.
Possessed player would gain Silver instead of Curse.
Possessing player gains Silver instead.

B) Possessed player does NOT reveal Trader.
Possessing player gains Curse instead.
Possessing player Would gain Curse, and can now reveal Trader himself to gain Silver instead.

Both are valid.

Right. But you can't do the following:

Possessed player buys a Curse.
Possessed player would gain Curse.
Now you say: Two things happen at the same time! Possession redirects the Curse to possessing player, and possessed player may reveal Trader. Choose an order to resolve them!
Resolve Possession first: possessing player gains Curse.
Resolve Trader next: possessed player reveals Trader and would gain a Silver (which is redirected to possessing player).

The first would-gain effect resolved does indeed prevent the other from resolving: you choose whether to resolve Possession or Trader first, but once you've done that the other one is no longer resolved at all.
Title: Re: Really bad card ideas
Post by: Awaclus on June 01, 2013, 07:38:52 am
I don't quite understand your objection here. Ordinarily the rule of the game is "when you buy a card, you gain it". What this card does is replace that rule while it's in play.

(Also, a clearer way to write your revision would be "when you would gain a Curse due to buying it...".)
"When you buy a card, you first buy it, then gain it" is the rule according to the Hinterlands rulebook. It doesn't replace the rule, it just replaces the gain. It would have to say "when you buy a curse, instead of following the rule 'when you buy a card, you first buy it, then gain it', each other player gains a curse" in order to replace the rule. And there is no gain being going on at the time you buy a card, so there is nothing to replace, and that means nothing happens. Your wording for my revision is admittedly better than mine.
If you have two "on would-gain, ___ instead" effects, does the first one you choose to resolve prevent the other one from resolving? Possession reacts to would-gain, so can the possessed player reveal a Trader to get a Silver (which the possessing player gains instead)?
Obviously yes, because you have an unlimited number of those effects whenever you would gain a card and have a Trader in hand, because nothing prevents you from revealing that same Trader 9001 times as a reaction to the same would-gain. With Possession, if you buy a Curse and reveal a Trader, you can choose the order and if you choose to apply Trader's replacement effect first, Possession's replacement effect fizzles because that would-gain no longer exists, but then Trader's ability makes the possessed player would-gain a silver, which makes both Trader and Possession go off again, and since there is no point in replacing that silver with a silver, the possessed player probably doesn't reveal the Trader this time, so there is only Possession's replacement effect left, and that makes the possessing player gain that silver instead of the possessed player. But if you choose to apply Possession's replacement effect first, Trader's replacement effect fizzles because that would-gain no longer exists.
Title: Re: Really bad card ideas
Post by: GendoIkari on June 01, 2013, 10:12:10 am
What happens if I reveal a Trader - can I first get a Silver instead of the Curse that I "would gain", and then proceed to not gain the Curse for the other reason?
I don't think you "would gain" the Curse in that situation, because Sea Haggler's ability is already taking place and it's already replacing the gain with something else.

I disagree... when you buy a Curse, 2 different things both reaction to "would gain" a curse, and you choose the order in which to resolve them. No matter which order you choose, you both gain a silver and each other player gains a curse. I think.

I agree with Awaclus. Sea Haggler triggers on buy, not on would-gain. On-buy is before would-gain, so would-gain never happens and your Trader is never activated.

Meanwhile, I claim that if Sea Haggler is an Attack, Moat protects you from it but Lighthouse doesn't. This might be a good reason for it not to be an Attack.

I was thinking that it was a when would gain, not when buy, oops.

Why Would Moat and Lighthouse be different? They both react exactly to "when another player plays an attack card."
Title: Re: Really bad card ideas
Post by: AJD on June 01, 2013, 12:40:04 pm
Meanwhile, I claim that if Sea Haggler is an Attack, Moat protects you from it but Lighthouse doesn't. This might be a good reason for it not to be an Attack.

I was thinking that it was a when would gain, not when buy, oops.

Why Would Moat and Lighthouse be different? They both react exactly to "when another player plays an attack card."

Because different things happen "when another player plays an Attack card"!

With Moat, when you play Sea Haggler, I reveal Moat. If I do so, I am unaffected by that Sea Haggler. Good deal! Nothing that Sea Haggler does will affect me, including dishing out Curses.

Lighthouse says "when another player plays an Attack card, it doesn't affect you." It doesn't say the Attack card doesn't affect me at other times—it only protects me from Attack cards' on-play effects, not their while-in-play effects that happen later.

...At least, that's how it seems to me. I'm trying to come up with a bizarre edge-case counterexample...
Title: Re: Really bad card ideas
Post by: AJD on June 01, 2013, 12:45:56 pm
...At least, that's how it seems to me. I'm trying to come up with a bizarre edge-case counterexample...

Got one! If, through some unholy combination of Procession, Graverobber, and Ambassador, someone plays and then buys the same copy of Noble Brigand on the same turn, it's clear that revealing Moat when Noble Brigand is played shouldn't protect you against the on-buy effects of the same Noble Brigand later on.

So there's a few possible resolutions here.

Title: Re: Really bad card ideas
Post by: GendoIkari on June 01, 2013, 01:53:03 pm
...At least, that's how it seems to me. I'm trying to come up with a bizarre edge-case counterexample...

Got one! If, through some unholy combination of Procession, Graverobber, and Ambassador, someone plays and then buys the same copy of Noble Brigand on the same turn, it's clear that revealing Moat when Noble Brigand is played shouldn't protect you against the on-buy effects of the same Noble Brigand later on.

So there's a few possible resolutions here.

  • One, Moat only protects you against Attacks' on-play effects, and therefore doesn't protect you against Sea Haggler.
  • Two, Moat and Lighthouse protect you against Attack's while-in-play effects as well, even though Lighthouse doesn't seem to say so.
  • Three, Moat protects you against a single execution of card text, top to bottom, which includes on-play and while-in-play effects but not on-buy effects that might be triggered later.
  • Four, Sea Haggler, like Masquerade, shouldn't be an Attack because its interaction with Moat and Lighthouse is too confusing.

I'm pretty sure it's #4 (though #2 would be correct rules IMO). Despite the slight difference in wording that you pointed out, I'm almost sure that the intent of Lighthouse is to protect you from attacks that are played, exactly as Moat is. If Sea Haggler is an attack that gets played, then a person with a revealed Moat or Lighthouse cannot be affected by that card.

But while-in-play effects are certainly not well-defined for attacks, and most likely Donald avoided the question by never having an attack card that affects other players "while-in-play." Imagine if Goons' discard down to 3 happened at the same time you gained the 1VP for buying cards. It would indeed be hard to deal with either with Moat or Lighthouse. First off, there would be arguments about whether or not you are protected, because you weren't being affected "when the card was played." Second, it's tracking issues.... during your buy phase, it has to be remembered if I revealed a Moat to your modified Goons (or Sea Haggler) earlier in the turn. If you played 2, maybe I Moated 1 but not the other. We now have to remember how many of which cards I Moated.
Title: Re: Really bad card ideas
Post by: AJD on June 01, 2013, 02:46:25 pm
But while-in-play effects are certainly not well-defined for attacks, and most likely Donald avoided the question by never having an attack card that affects other players "while-in-play." Imagine if Goons' discard down to 3 happened at the same time you gained the 1VP for buying cards. It would indeed be hard to deal with either with Moat or Lighthouse. First off, there would be arguments about whether or not you are protected, because you weren't being affected "when the card was played." Second, it's tracking issues.... during your buy phase, it has to be remembered if I revealed a Moat to your modified Goons (or Sea Haggler) earlier in the turn. If you played 2, maybe I Moated 1 but not the other. We now have to remember how many of which cards I Moated.

This is presumably the same reason there are no Duration Attacks.
Title: Re: Really bad card ideas
Post by: Kirian on June 02, 2013, 11:35:54 am
The last fifteen or so posts are a reminder that this is a bad cards thread.
Title: Re: Really bad card ideas
Post by: Qvist on June 06, 2013, 03:16:59 pm
"Wishing, ... well?" - $3 - Action

+1 Card
+1 Action
Name a card and a number greater than 0. Count the number of copies of the named cards you have in your discard pile.
If it's equal to the named number, reveal cards from the top of your deck until you reveal the named card. Put the named card in your hand and discard the rest.

Might be reasonable, but probably annoying IRL (although not more annoying than PhilStone)
Title: Re: Really bad card ideas
Post by: sudgy on June 06, 2013, 03:22:15 pm
"Wishing, ... well?" - $3 - Action

+1 Card
+1 Action
Name a card and a number greater than 0. Count the number of copies of the named cards you have in your discard pile.
If it's equal to the named number, reveal cards from the top of your deck until you reveal the named card. Put the named card in your hand and discard the rest.

Might be reasonable, but probably annoying IRL (although not more annoying than PhilStone)

People really good at deck tracking would know exactly how many they have in their discard, and it would be favored towards them.  And, for those people, this would be like +1 card, +1 action, draw a card of your choice.
Title: Re: Really bad card ideas
Post by: Qvist on June 06, 2013, 03:25:05 pm
"Wishing, ... well?" - $3 - Action

+1 Card
+1 Action
Name a card and a number greater than 0. Count the number of copies of the named cards you have in your discard pile.
If it's equal to the named number, reveal cards from the top of your deck until you reveal the named card. Put the named card in your hand and discard the rest.

Might be reasonable, but probably annoying IRL (although not more annoying than PhilStone)

People really good at deck tracking would know exactly how many they have in their discard, and it would be favored towards them.  And, for those people, this would be like +1 card, +1 action, draw a card of your choice.

Yeah, that's why I posted in bad cards although I like the card idea itself.
Title: Re: Really bad card ideas
Post by: eHalcyon on June 06, 2013, 03:27:49 pm
Lake of Dreams
$5 - Action
Name a card.  Reveal the top card of your deck.  If it is not the named card, discard all revealed cards.  Otherwise, you may either repeat this or put all revealed cards into your hand.
+1 Card
+1 Action

The vanilla bonuses are put at the bottom so that I can say "repeat this" with less ambiguity.

Finally, something that actually combos well with Scout!
Title: Re: Really bad card ideas
Post by: Axxle on June 06, 2013, 05:54:02 pm
Gamble
$3
+1 Action
Name a card. Reveal cards from the top of your deck until you reveal the named card. Put that card into your hand and discard the rest. Discard a card from your hand at random.
Title: Re: Really bad card ideas
Post by: Warfreak2 on June 06, 2013, 06:02:31 pm
Gambler's Fallacy
$3
+1 Action
Name a card. Reveal cards from the top of your deck until you reveal the named card. Put that card into your hand and discard the rest. Reveal your hand; the player to your left chooses one card for you to discard.
Title: Re: Really bad card ideas
Post by: Titandrake on June 06, 2013, 09:44:12 pm
Hey Let's Steal Magic Cards
Action - $2
+1 Action
If you have no cards in hand, name a card. Reveal cards from the top of your deck until you reveal the named card. Put that card into your hand and discard the rest. Otherwise, reveal your hand, then reveal cards from the top of your deck until you reveal a card with the same name as a card in your hand. Put that card into your hand and discard the rest.
Title: Re: Really bad card ideas
Post by: WanderingWinder on June 06, 2013, 09:49:50 pm
Hey Let's Steal Magic Cards
Action - $2
+1 Action
If you have no cards in hand, name a card. Reveal cards from the top of your deck until you reveal the named card. Put that card into your hand and discard the rest. Otherwise, reveal your hand, then reveal cards from the top of your deck until you reveal a card with the same name as a card in your hand. Put that card into your hand and discard the rest.

Well, I imagine this plays a lot differently here than it does in Magic, but the first thought that jumps to my mind is a handful of these and a bunch of tunnels lets you empty the gold pile from full in a single turn...
Title: Re: Really bad card ideas
Post by: Powerman on June 06, 2013, 11:47:33 pm
Poor Man's Peddler
Action 0*
+1 Card
+1 Action
+$1
During your Buy phase, this costs $2 more per Action card you have in play.
Title: Re: Really bad card ideas
Post by: dominator 123 on June 07, 2013, 03:51:06 am
Wizard $6
Action-Attack

+2 cards
Each other player gains a Scout
Title: Re: Really bad card ideas
Post by: Warfreak2 on June 07, 2013, 05:59:19 am
Terminal Curse, Action/Curse, $0
When you play this, -1VP
Title: Re: Really bad card ideas
Post by: brokoli on June 07, 2013, 06:55:54 am
Doctoracle
Action - $3*
+2 cards
--
When you buy this, you may overpay for it. For each $1 overpaid, each player (including you) reveals the top 2 cards of his deck, and you choose one : either he discards them, or he puts them back on top in an order you choose.
Title: Re: Really bad card ideas
Post by: sudgy on June 07, 2013, 11:51:54 am
Action - $5
+Infinity Cards
+Infinity Actions
+Infinity Buys
+$Infinity

While this is in play, when you gain a card, return it to its pile.
Title: Re: Really bad card ideas
Post by: eHalcyon on June 07, 2013, 11:52:53 am
Action - $5
+Infinity Cards
+Infinity Actions
+Infinity Buys
+$Infinity

While this is in play, when you gain a card, return it to its pile.

Goons mega turn yeahhhhhhhh
Title: Re: Really bad card ideas
Post by: Kirian on June 07, 2013, 12:04:54 pm
Action - $5
+Infinity Cards
+Infinity Actions
+Infinity Buys
+$Infinity

While this is in play, when you gain a card, return it to its pile.

Goons mega turn yeahhhhhhhh

Of course, if both players play this and Goons, instant stalemate.

Which infinity though?  Aleph-null?  Aleph-one?
Title: Re: Really bad card ideas
Post by: Drab Emordnilap on June 07, 2013, 12:06:28 pm
Action - $5
+Infinity Cards
+Infinity Actions
+Infinity Buys
+$Infinity

While this is in play, when you gain a card, return it to its pile.

Procession yeahhhhhhhh
Title: Re: Really bad card ideas
Post by: sudgy on June 07, 2013, 12:12:04 pm
Action - $5
+Infinity Cards
+Infinity Actions
+Infinity Buys
+$Infinity

While this is in play, when you gain a card, return it to its pile.

Procession yeahhhhhhhh

How does that help?
Title: Re: Really bad card ideas
Post by: SirPeebles on June 07, 2013, 12:18:55 pm
Action - $5
+Infinity Cards
+Infinity Actions
+Infinity Buys
+$Infinity

While this is in play, when you gain a card, return it to its pile.

Procession yeahhhhhhhh

How does that help?

Procession plays it, but then trashes it.  Thereby removing it from play.
Title: Re: Really bad card ideas
Post by: sudgy on June 07, 2013, 12:23:25 pm
Action - $5
+Infinity Cards
+Infinity Actions
+Infinity Buys
+$Infinity

While this is in play, when you gain a card, return it to its pile.

Procession yeahhhhhhhh

How does that help?

Procession plays it, but then trashes it.  Thereby removing it from play.

 ??? ??? :o :o 8) 8)
Title: Re: Really bad card ideas
Post by: liopoil on June 07, 2013, 12:24:57 pm
instead of infinity, just make it high enough that you could never want more (excepting goons and stuff). Say, 1000. Then with goons it's not a tie. still, it's a race to get as many of these and goons as you can.

Then there's procession of course, but also any trasher. play this, then forge to clear out everything. Then this is your only dead card in your deck.
Title: Re: Really bad card ideas
Post by: gman314 on June 07, 2013, 12:40:46 pm
Procession is the only way to get all the benefits but still remove it from play.
Title: Re: Really bad card ideas
Post by: liopoil on June 07, 2013, 12:43:49 pm
can you buy a fortress, trash it with watchtower, and put it into your hand, and it loses track of it?

can you put nomad camp on top of your deck?
Title: Re: Really bad card ideas
Post by: eHalcyon on June 07, 2013, 12:45:18 pm
Procession is the only way to get all the benefits but still remove it from play.

Watchtower!  Both this and the Infinity card have on-gain effects, but you can choose which one to resolve first.  So you can just buy everything and topdeck it all.  Or trash it, whatever.

Edit: ninja'd slightly, but Watchtower alone is all you need.  Lose track doth apply.
Title: Re: Really bad card ideas
Post by: SirPeebles on June 07, 2013, 12:47:36 pm
Procession is the only way to get all the benefits but still remove it from play.

Watchtower!  Both this and the Infinity card have on-gain effects, but you can choose which one to resolve first.  So you can just buy everything and topdeck it all.  Or trash it, whatever.

Edit: ninja'd slightly, but Watchtower alone is all you need.  Lose track doth apply.

Unless you wanted to gain Nomad Camps.
Title: Re: Really bad card ideas
Post by: liopoil on June 07, 2013, 12:57:56 pm
oh right, watchtower can topdeck too!
Title: Re: Really bad card ideas
Post by: sudgy on June 07, 2013, 04:00:48 pm
Well then, change it to "would gain" (or, if that doesn't work, "would would gain").  I still like the Infinity ;)
Title: Re: Really bad card ideas
Post by: dominator 123 on June 08, 2013, 12:41:12 am
Guess what's under the spoiler first before checking!

Village Idiot $3
Action
Put this on top of your deck.
+1 card
+2 actions
You may not play Diadems this turn.
Title: Re: Really bad card ideas
Post by: KingZog3 on June 08, 2013, 01:01:47 am
Guess what's under the spoiler first before checking!

Village Idiot $3
Action
Put this on top of your deck.
+1 card
+2 actions
You may not play Diadems this turn.

Sort of like Village Genius. I can play as many Smithys as I want with only 1 Village in my deck. That's pretty good.
Title: Re: Really bad card ideas
Post by: Axxle on June 08, 2013, 01:06:14 am
Guess what's under the spoiler first before checking!

Village Idiot $3
Action
Put this on top of your deck.
+1 card
+2 actions
You may not play Diadems this turn.
So... +∞ Actions?


Sort of like Village Genius. I can play as many Smithys as I want with only 1 Village in my deck. That's pretty good.
No because you immediately draw it so you don't have it for next turn.
Title: Re: Really bad card ideas
Post by: KingZog3 on June 08, 2013, 01:19:35 am
Sort of like Village Genius. I can play as many Smithys as I want with only 1 Village in my deck. That's pretty good.
No because you immediately draw it so you don't have it for next turn.

True. But still pretty good. Infinite Actions is decent at least.
Title: Re: Really bad card ideas
Post by: Jimmmmm on June 08, 2013, 01:44:15 am
Action - $5
+Infinity Cards
+Infinity Actions
+Infinity Buys
+$Infinity

While this is in play, when you gain a card, return it to its pile.

Procession yeahhhhhhhh

How does that help?

Procession plays it, but then trashes it.  Thereby removing it from play.

It also gives you 2 infinity of everything.
Title: Re: Really bad card ideas
Post by: math on June 08, 2013, 11:33:23 am
Metropolis
Action-$7
+2 Actions
Put this card on top of your deck.

Now I'm wondering if there is any way to balance this idea.  Would it be broken at $7?
Title: Re: Really bad card ideas
Post by: Warfreak2 on June 08, 2013, 12:01:22 pm
A Necropolis that topdecks itself? This has the effect of turning +n Cards +m Actions into +(n-1) Cards +(m+1) Actions. Smithy becomes Laboratory, Witch becomes Familiar, Council Room sort of becomes Governor. But Laboratory becomes... Village. Of course, you could choose not to play it.
Title: Re: Really bad card ideas
Post by: KingZog3 on June 08, 2013, 12:08:36 pm
Metropolis
Action-$7
+2 Actions
Put this card on top of your deck.

Now I'm wondering if there is any way to balance this idea.  Would it be broken at $7?

Maybe it's more a question of "is it practical?" $7 Villages essentially make engines not possible. Think of Border Village, except this doesn't even give you the other part of the engine. So yes, it probably does qualify for this thread :P
Title: Re: Really bad card ideas
Post by: gman314 on June 08, 2013, 12:11:32 pm
And, think of Nobles. I will not buy Nobles as the only Village on the board in most circumstances.
Title: Re: Really bad card ideas
Post by: math on June 08, 2013, 12:32:40 pm
The difference is that after you play Metropolis, it will be in every subsequent hand (you just play it again after your last terminal draw card).  Say you are building a Nobles-Smithy engine.  You need to alternate Nobles and Smithy, ending up with, say, 4 Nobles and 4 Smithy.  If Metropolis is your village, you can end up with 7 Smithy and just one Metropolis.  You only need to hit $7 once and you're set.

Also, Laborotory doesn't need to turn into Village.  If you have Lab and Metropolis in the same hand, just play the Lab first - then it's still a Lab.
Title: Re: Really bad card ideas
Post by: Warfreak2 on June 08, 2013, 12:43:36 pm
Curse is a bad card. Necropolis is a bad card. A Curse which topdecks itself is worse, but a Necropolis which topdecks itself is $7?
Title: Re: Really bad card ideas
Post by: math on June 08, 2013, 12:51:52 pm
On the contrary, Necropolis is not a bad card.  Necropolis is a village, and any kind of village is a good card in many setups.  Topdecking a good card is good.

Furthermore, the whole point of any village is to draw it with your terminal draw cards.  In a standard engine, given that you have a terminal draw card in hand, what is the chance of having a village in hand as well?  It depends on how well your engine is built; probably anywhere from about 50% to about 90%.  With Metropolis as your village, the probability is 100%.  It will happen every time.
Title: Re: Really bad card ideas
Post by: AJD on June 08, 2013, 01:40:55 pm
On the contrary, Necropolis is not a bad card.  Necropolis is a village, and any kind of village is a good card in many setups.

To frame it a slightly different way, Necropolis is a bad card because either

1) there are other villages available, and they outclass Necropolis so severely that it's often the case that you should just trash your Necropolis and get more of the other villages

or

2) there are no other villages available, in which case Necropolis is your only village, in which case you'd be a fool to build a deck that depends on having +Actions, in which case Necropolis isn't helping you very much.

Necropolis is the Copper of villages—very useful because it lets you do things at the beginning of the game, and sometimes not worth the effort of trashing it... but not a "good" card.
Title: Re: Really bad card ideas
Post by: Warfreak2 on June 08, 2013, 02:18:58 pm
I had a 3 player game today where the number of Goons I could play at once was limited by the number of Villages I managed to get; they were in short supply, since my opponents were rushing them while I Chapelled down. Probably I would have kept my Necropolis if it had been a Shelters game. But this is an Edge CaseTM!
Title: Re: Really bad card ideas
Post by: KingZog3 on June 08, 2013, 03:51:52 pm
Most villages also give something other than just Actions. Even that +1 card means if you didn't have a smithy in my hand, I could still pick it up. I can have metropolis every hand, but I still need Smithy in my hand. If I don't, then it's a completely dead card in my hand. I can maybe see this at $4 maximum.

Think of it like this. If I keep topdecking it, I draw less cards from my smithys, since I don't actually get anything from Metropolis. If I don't get another Smithy in the 2 cards after the topdecked Metropolis, then I'm stuck. Regular Village doesn't have this problem, since it replaces itself in your hand. I get Village, play it, draw a card and still have a 5 card hand. And even those that lower your hand size like Fishing Village give me something like $. This lowers my hand size and limits what I can draw. Sure you'll need one village in your deck, but you'll need way more +cards.
Title: Re: Really bad card ideas
Post by: Axxle on June 08, 2013, 07:07:24 pm
Does walled village no longer exist or something?
Title: Re: Really bad card ideas
Post by: Warfreak2 on June 08, 2013, 07:08:31 pm
Walled Village is a very odd one, it only lets you use it again if you didn't really use it the first time.
Title: Re: Really bad card ideas
Post by: dominator 123 on June 08, 2013, 09:23:43 pm
Endgame $0*
If this is in the supply,  then at the start of the game,  each player takes 99999 coin tokens.

This card may not be bought or gained.
Title: Re: Really bad card ideas
Post by: liopoil on June 08, 2013, 09:30:25 pm
Endgame $0*
If this is in the supply,  then at the start of the game,  each player takes 99999 coin tokens.

This card may not be bought or gained.
suddenly squire is the best card in the game.
Title: Re: Really bad card ideas
Post by: dominator 123 on June 08, 2013, 10:14:57 pm
Endgame $0*
If this is in the supply,  then at the start of the game,  each player takes 99999 coin tokens.

This card may not be bought or gained.
suddenly squire is the best card in the game.
But do you really want to waste a turn buying a squire instead of a colony?
Title: Re: Really bad card ideas
Post by: liopoil on June 08, 2013, 10:15:30 pm
yes. I open squire-colony.
Title: Re: Really bad card ideas
Post by: liopoil on June 08, 2013, 10:16:08 pm
or sir martin, should he happen to be the top knight.
Title: Re: Really bad card ideas
Post by: liopoil on June 08, 2013, 10:17:51 pm
If I'm first player I might consider squire-squire, if P2 buys a squire.
Title: Re: Really bad card ideas
Post by: StrongRhino on June 08, 2013, 10:18:39 pm
No. Open Doctor/card that gives you +2 Buys, and trash your whole deck except for Doctor and +2 buys.
Title: Re: Really bad card ideas
Post by: dominator 123 on June 08, 2013, 10:21:37 pm
No. Open Doctor/card that gives you +2 Buys, and trash your whole deck except for Doctor and +2 buys.
No that's too slow. I'll already have gotten alot of colonies when you have set up your 'engine'.
Title: Re: Really bad card ideas
Post by: StrongRhino on June 08, 2013, 10:33:40 pm
No. Open Doctor/card that gives you +2 Buys, and trash your whole deck except for Doctor and +2 buys.
No that's too slow. I'll already have gotten alot of colonies when you have set up your 'engine'.
I'm not too slow-You're just too fast.
Title: Re: Really bad card ideas
Post by: dominator 123 on June 08, 2013, 10:35:42 pm
No. Open Doctor/card that gives you +2 Buys, and trash your whole deck except for Doctor and +2 buys.
No that's too slow. I'll already have gotten alot of colonies when you have set up your 'engine'.
I'm not too slow-You're just too fast.
So I win.
Title: Re: Really bad card ideas
Post by: heron on June 08, 2013, 10:44:45 pm
1. Colony; Doctor
2. Colony; Squire
3. Colony; 3x Colony
4. Colony; Colony+2x Province

Doctor-Squire crushes straight colonies.
Title: Re: Really bad card ideas
Post by: eHalcyon on June 09, 2013, 01:05:35 am
1. Colony; Doctor
2. Colony; Potion
3. Colony; Possession
4. Colony; Colony and I possess you, spending all your coin tokens and buying a Colony (now 4:2)

And then I just pile drive Provinces and Colonies before you can rebuild. :D
Title: Re: Really bad card ideas
Post by: dominator 123 on June 09, 2013, 01:10:22 am
1. Colony; Doctor
2. Colony; Potion
3. Colony; Possession
4. Colony; Colony and I possess you, spending all your coin tokens and buying a Colony (now 4:2)

And then I just pile drive Provinces and Colonies before you can rebuild. :D


Wow we discovered a new counter: Possession vs coin tokens
Title: Re: Really bad card ideas
Post by: liopoil on June 09, 2013, 08:34:23 am
doctor doesn't work - you can only trash cards in your deck/discard, so only 5 cards.

I believe that the correct opening is Border village - nomad camp - border village - sir martin - herald putting NC-BV-Sir Martin on top of your deck.

Or maybe just BV-NC-colony-BV-squire.

well, with possession you aren't quite guarranteed to have your potion on T3. but the above isn't guarranteed either...

This should end up a bit of rock-paper-scissors.
Title: Re: Really bad card ideas
Post by: liopoil on June 09, 2013, 08:48:22 am
Farmland could be a good buy for tiebreaks, turning coppers into squires or estates into sir martin or nomad camp.
Title: Re: Really bad card ideas
Post by: liopoil on June 09, 2013, 10:00:42 am
in any case, the optimal strategy is certainly not pure colony: NC-colony-colony is strictly better. I'd be interested to actually play this game. It seems there are quite a few cards which could be useful:

farmland
colony
province
squire
doctor
herald
sir martin
potion
possession
border village
nomad camp
shelters
band of misfits (as procession or squire or ?)
king's court?
watchtower?
fortress?
storeroom?

any others?
Title: Re: Really bad card ideas
Post by: dominator 123 on June 09, 2013, 10:25:40 am
Sea Urchin $4
+1 card
+1 action
Each other player with more than 4 cards in hand discards the top card of his deck, then puts cards on top of his deck until he has 4 cards in hand.

Cutcurse $4
+$2
Each other player discards a curse card (or reveals a hand with no curses)
Title: Re: Really bad card ideas
Post by: eHalcyon on June 09, 2013, 10:36:35 am
doctor doesn't work - you can only trash cards in your deck/discard, so only 5 cards.

I believe that the correct opening is Border village - nomad camp - border village - sir martin - herald putting NC-BV-Sir Martin on top of your deck.

Or maybe just BV-NC-colony-BV-squire.

well, with possession you aren't quite guarranteed to have your potion on T3. but the above isn't guarranteed either...

Hm, good call on the Doc. But it should be able to trash the rest on play pretty quick.

This should end up a bit of rock-paper-scissors.
Title: Re: Really bad card ideas
Post by: KingZog3 on June 09, 2013, 10:44:24 am
Sea Urchin $4
+1 card
+1 action
Each other player with more than 4 cards in hand discards the top card of his deck, then puts cards on top of his deck until he has 4 cards in hand.

Better than normal Urchin, in the same way Ghost ship is better than Militia, except this is a cantrip, which is amazing.
Title: Re: Really bad card ideas
Post by: brokoli on June 09, 2013, 10:51:14 am
And if you play another attack, you gain a Sea mercenary ?
Title: Re: Really bad card ideas
Post by: eHalcyon on June 09, 2013, 10:57:39 am
And if you play another attack, you gain a Sea mercenary ?

That would be a Pirate! 

Sea Urchin is generally better than Urchin, but it's not amazing. Just one card is not that great. Sometimes the attack is Bureaucrat, sometimes Cutpurse, but sometimes it helps by letting a player save something unneeded.
Title: Re: Really bad card ideas
Post by: hypercube on June 09, 2013, 12:07:37 pm
Cathedral $5

You may play up to four cards. Trash any cards you played this way.


Mice $0

+1 Action
You may trash a card from your hand that is not a Mice
You may gain a Mice
Title: Re: Really bad card ideas
Post by: sudgy on June 09, 2013, 07:11:56 pm
doctor doesn't work - you can only trash cards in your deck/discard, so only 5 cards.

I believe that the correct opening is Border village - nomad camp - border village - sir martin - herald putting NC-BV-Sir Martin on top of your deck.

Or maybe just BV-NC-colony-BV-squire.

well, with possession you aren't quite guarranteed to have your potion on T3. but the above isn't guarranteed either...

This should end up a bit of rock-paper-scissors.

I got it:
1. Buy Potion
2. Buy Doctor, trashing all cards in your deck but discarding the potion until it's the only card in your deck (in your deck, not your discard)
3. Buy Possession
4. As soon as you can, play it and spend all coin tokens.
Title: Re: Really bad card ideas
Post by: liopoil on June 09, 2013, 07:16:58 pm
still can't trash cards in your hand. your deck will be doctor, potion, and 5 coppers/estates/shelters. So 2/7 chance of not being able to buy possession T3, and if you do, a 1/2 chance of drawing possession T4. So only a 5/14 chance of playing possession on T4.
Title: Re: Really bad card ideas
Post by: Warfreak2 on June 09, 2013, 07:17:31 pm
A Herald buy can put the Potion on top to buy Possession turn 3, then another Herald buy puts the Possession on top so you play it on Turn 5.
Title: Re: Really bad card ideas
Post by: liopoil on June 09, 2013, 07:20:17 pm
then you definatly won't draw possession on T4.

here's what you do:

T1: nomad camp
T2: potion, herald, putting potion and nomad camp on top of deck
T3: play nomad camp, potion, buying a possession, then another herald, putting possession on top of deck
T4: play possession.

So you can force a T4 possession.
Title: Re: Really bad card ideas
Post by: liopoil on June 09, 2013, 07:22:24 pm
possession on T5 is probably too slow. If I'm the first player, I think I can get half of the points in the supply in 5 turns using squire, nomad camp, herald, and border village.

... but then once you've played possession you can buy saboteurs to get rid of my points...

So basically, first player has a forced win.
Title: Re: Really bad card ideas
Post by: Warfreak2 on June 09, 2013, 07:23:17 pm
You can't put Nomad Camp on your deck with your T2 Herald buy, Nomad Camp is in your play area. You played it so you could buy two things.
Title: Re: Really bad card ideas
Post by: liopoil on June 09, 2013, 07:25:58 pm
oh, right. hmmmm. so as first player, it might be best to go for the T5 possession, as long as there is a way to get points out of your opponent's deck.
Title: Re: Really bad card ideas
Post by: ashersky on June 09, 2013, 09:59:15 pm
Sea Urchin is generally better than Urchin, but it's not amazing.

Dude, you need to eat it raw, fresh from the sea.  Then you'll know how amazing it is.
Title: Re: Really bad card ideas
Post by: qmech on June 12, 2013, 06:19:04 pm
This is cheating because I don't actually think this is a really bad idea, but there isn't a "kind of interesting" ideas thread.

Flunky
$3 - Action
You may reveal an Action card from your hand costing more than this.  If you do, play it twice then gain a Flunky.
Title: Re: Really bad card ideas
Post by: liopoil on June 12, 2013, 06:24:16 pm
interesting name :P

probably OP in some kingdoms, and useless in others. Not many where it would be just decent.
Title: Re: Really bad card ideas
Post by: Warfreak2 on June 12, 2013, 06:31:06 pm
I imagine it would play quite similarly to Throne Room, because really your TR targets are going to be $4+ anyway, and there aren't that many decks where you only want one.
Title: Re: Really bad card ideas
Post by: Axxle on June 12, 2013, 06:49:36 pm
Kingdom Idea:
Throne Room
Throne Room
Throne Room
Throne Room
Throne Room
Throne Room
Throne Room
Throne Room
Throne Room
Throne Room


Kingdom Name: Game of Thrones
Title: Re: Really bad card ideas
Post by: qmech on June 12, 2013, 06:50:52 pm
The main difference with Throne Room is that you can't chain it, so you need an independent source of actions.  I agree that it's likely to be useless or massively overpowered.
Title: Re: Really bad card ideas
Post by: Jack Rudd on June 12, 2013, 06:56:19 pm
Using Flunky to double-play Golem could be quite interesting...
Title: Re: Really bad card ideas
Post by: dominator 123 on June 13, 2013, 03:16:30 am
This is cheating because I don't actually think this is a really bad idea, but there isn't a "kind of interesting" ideas thread.
Don't worry, then it will be a really bad card to go into the really bad card ideas thread. BTW, you could start a new thread. :)
Title: Re: Really bad card ideas
Post by: dominator 123 on June 13, 2013, 03:19:49 am
Kingdom idea:
King's Court
King's Court
King's Court
King's Court
King's Court
King's Court
King's Court
King's Court
King's Court
King's Court

Kingdom name: Game of Kings
Title: Re: Really bad card ideas
Post by: dominator 123 on June 13, 2013, 05:13:07 am
Shot in the dark $5
Name a number. Each other player discards the card at that position. (For example, if you say 2, then each other player discards the 2nd card from the left)
Title: Re: Really bad card ideas
Post by: RTT on June 13, 2013, 06:07:59 am
Shot in the dark $5
Name a number. Each other player discards the card at that position. (For example, if you say 2, then each other player discards the 2nd card from the left)
Shot in the hand 5$
Name a Number. Each other player discards that number of cards.
Title: Re: Really bad card ideas
Post by: Warfreak2 on June 13, 2013, 07:13:33 am
NPC, Action, $6
Reveal cards from your deck until you reveal a Treasure card. Put the revealed Treasure card in your hand, and discard the rest.

I used to be an Adventurer like you, then I took an arrow in the knee.
Title: Re: Really bad card ideas
Post by: ashersky on June 13, 2013, 07:40:36 am
NPC, Action, $6
Reveal cards from your deck until you reveal a Treasure card. Put the revealed Treasure card in your hand, and discard the rest.

I used to be an Adventurer like you, then I took an arrow in the knee.

How are you not in our RP or mafia games?!?!
Title: Re: Really bad card ideas
Post by: Axxle on June 13, 2013, 01:08:50 pm
Shot in the dark $5
Name a number. Each other player discards the card at that position. (For example, if you say 2, then each other player discards the 2nd card from the left)
Alternate text: Turn off the lights, if you do each other player gains a drink.

From the upcoming 21+ expansion
Title: Re: Really bad card ideas
Post by: Awaclus on June 13, 2013, 05:21:07 pm
if you each other player gains a drink.
How many drinks have you gained today?
Title: Re: Really bad card ideas
Post by: Axxle on June 13, 2013, 05:22:06 pm
if you each other player gains a drink.
How many drinks have you gained today?
I accidentally all the drinks.
Title: Re: Really bad card ideas
Post by: NoMoreFun on June 14, 2013, 05:19:01 am
SPACE SAVING IDEAS

Woodcamper
Action - $3+
+$2
+1 Buy
---
When you buy this, you may overpay. If you did, put it on top of your deck.

Cashterpiece:
Treasure - $3+
Worth $1
---
When you buy this, you may overpay. For each $1 you overpay, gain that number of Treasures with a total cost of up to triple that number.

Economising Village
Action - $3+
+1 Card
+2 Actions
---
When you buy this, you may overpay. If you overpay at least $3, gain a card costing less than the total amount you paid for this card.
Title: Re: Really bad card ideas
Post by: eHalcyon on June 14, 2013, 09:33:05 am
Woodcamper was posted before... And I think the village was too.
Title: Re: Really bad card ideas
Post by: dominator 123 on June 14, 2013, 10:01:17 pm
Shot in the hand 5$
Name a Number. Each other player discards that number of cards.
Village, Shot in the hand naming -1000, Possession
Title: Re: Really bad card ideas
Post by: mail-mi on June 15, 2013, 04:25:23 pm
Scout
$4+
--regular awesome Scout effect--
__________
When you buy this, you may overpay for it. For each $2 you overpaid, gain an Estate, putting it on top of your deck.

Now you can leave estates on top of your deck for your other scouts to pick up!
Title: Re: Really bad card ideas
Post by: Warfreak2 on June 15, 2013, 05:05:02 pm
Those Estates will be your next hand...
Title: Re: Really bad card ideas
Post by: Awaclus on June 15, 2013, 05:25:16 pm
Those Estates will be your next hand...
That's the joke.
Title: Re: Really bad card ideas
Post by: mail-mi on June 15, 2013, 06:19:54 pm
Those Estates will be your next hand...
That's the joke.
;D
Title: Re: Really bad card ideas
Post by: dominator 123 on June 15, 2013, 09:32:19 pm
Merchant Ship Guild $7
Now and at the start of your next turn, +$2
While this is in play, when you buy a card, take a coin token

Coin Token Confusion $0
Take a coin token. You may put it on your Pirate Ship mat.
Title: Re: Really bad card ideas
Post by: liopoil on June 15, 2013, 09:34:45 pm
Merchant Ship Guild $7
Now and at the start of your next turn, +$2
While this is in play, when you buy a card, take a coin token
or just:

Merchant Ship Guild $6
+1 buy
Now and at the start of your next turn, take two coin tokens
Title: Re: Really bad card ideas
Post by: Warfreak2 on June 16, 2013, 06:22:29 am
Pirate Guild $5 Action
Choose one: +1 Buy, or +1 coin per Coin token you have taken with Pirate Guild in this game.
---
While this is in play, when you buy a card, each other player reveals the top two cards of their deck, and trashes a Treasure card that you choose. If any Treasures are trashed, take a Coin token.
Title: Re: Really bad card ideas
Post by: sudgy on June 16, 2013, 12:30:41 pm
Guilds Guild $5 Action

While this is in play, whenever you gain a Guilds card, gain a Guilds card.
Title: Re: Really bad card ideas
Post by: mail-mi on June 16, 2013, 01:05:55 pm
Guilds Guild $5 Action

While this is in play, whenever you gain a Guilds card, gain a Guilds card.
Play this, buy a guilds card, and take every guilds card in the supply.

Shudder.
Title: Re: Really bad card ideas
Post by: sudgy on June 16, 2013, 03:20:34 pm
Guilds Guild $5 Action

While this is in play, whenever you gain a Guilds card, gain a Guilds card.
Play this, buy a guilds card, and take every guilds card in the supply.

Shudder.

Exactly.
Title: Re: Really bad card ideas
Post by: sudgy on June 16, 2013, 03:22:14 pm
Those Estates will be your next hand...

I just realized!  Pay $16 for it, and you'll get six Estates!  One of them won't be in your next hand, and you can get it with Scout!

And you have Scout with your five-Estate hand...
Title: Re: Really bad card ideas
Post by: Tables on June 16, 2013, 04:14:18 pm
Those Estates will be your next hand...

I just realized!  Pay $16 for it, and you'll get six Estates!  One of them won't be in your next hand, and you can get it with Scout!

And you have Scout with your five-Estate hand...

Woah. This is an obviously broken card when Scout and Haven are both on the board. Like, seriously.
Title: Re: Really bad card ideas
Post by: brokoli on June 16, 2013, 04:50:16 pm
Transmute's best friend
Action - Victory - $4
You may reveal a duchy from your hand. if you do, gain a province.
---
Worth 1VP per gold you have.

Thief's best friend
Treasure - $3
Worth $2
---
When you reveal this, gain a curse.
When you trash this, gain a curse.
When you buy a thief, each other player gain this.

Scout's enemy*
Action - $4
Reveal the top 4 cards from your deck.
Discard the revealed victory cards.
Reveal your hand. If you have a scout, play it.

*because scout is really overpowered, we need to balance it.
Title: Re: Really bad card ideas
Post by: SirPeebles on June 16, 2013, 05:27:04 pm
Transmute's best friend
Action - Victory - $4
You may reveal a duchy from your hand. if you do, gain a province.
---
Worth 1VP per gold you have.

You mean Hoard's best friend?  Or Governor?
Title: Re: Really bad card ideas
Post by: Warfreak2 on June 16, 2013, 07:47:55 pm
Or Market Square, or Tunnel... but the combo with Transmute is cooler, since Transmute gains Duchies, and if you trash it with Transmute, you get both a Gold and a Duchy.
Title: Re: Really bad card ideas
Post by: SirPeebles on June 16, 2013, 07:51:32 pm
I don't think he'd get along all that well with Tunnel et al without some mutual friend to break the ice.  Unlike Hoard or Governor.
Title: Re: Really bad card ideas
Post by: dominator 123 on June 17, 2013, 09:20:40 am
Mar $2.5
Act
+1/2 card
+1/2 action
+1/2 buy
+$1/2
Title: Re: Really bad card ideas
Post by: Gveoniz on June 17, 2013, 09:29:56 am
Mar $2.5
Act
+1/2 card
+1/2 action
+1/2 buy
+$1/2

Vi $1
Ac
+2/3 action
+1/3 card

Title: Re: Really bad card ideas
Post by: dominator 123 on June 17, 2013, 09:38:19 am
Platinum $1.125
T
$5/8
Title: Re: Really bad card ideas
Post by: Warfreak2 on June 17, 2013, 09:53:38 am
Tun, $1.5, Vict/Reac
1VP
When you discard this other than during your cleanup phase, you may reveal this. If you do, gain a Go.
Title: Re: Really bad card ideas
Post by: liopoil on June 17, 2013, 09:56:00 am
ahhh! strictly better than estate for .5 cheaper! That card is overpowered.
Title: Re: Really bad card ideas
Post by: Warfreak2 on June 17, 2013, 09:56:44 am
Market2, Action2, $225
+1 Card2
+1 Action2
+$21
+1 Buy2
+2 CardAction
+2 $Card
+2 CardBuy
+2 $Action
+2 ActionBuy
+2 $Buy
Title: Re: Really bad card ideas
Post by: Powerman on June 17, 2013, 10:29:25 am
Scout
$4+
--regular awesome Scout effect--
__________
When you buy this, you may overpay for it. For each $2 you overpaid, gain an Estate, putting it on top of your deck.

Now you can leave estates on top of your deck for your other scouts to pick up!

Hazah!  Now I when I scheme 5 scouts, I'll be getting LOADS of cards.
Title: Re: Really bad card ideas
Post by: SirPeebles on June 17, 2013, 11:23:36 am
Market2, Action2, $225
+1 Card2
+1 Action2
+$21
+1 Buy2
+2 CardAction
+2 $Card
+2 CardBuy
+2 $Action
+2 ActionBuy
+2 $Buy

You are assuming commutativity?
Title: Re: Really bad card ideas
Post by: cluckyb on June 17, 2013, 01:38:35 pm
ahhh! strictly better than estate for .5 cheaper! That card is overpowered.

Nonsense. The card is clearly only overpo
Title: Re: Really bad card ideas
Post by: Awaclus on June 17, 2013, 02:24:13 pm
Throne $2
Act
Choose an action card in your hand.
Title: Re: Really bad card ideas
Post by: mail-mi on June 17, 2013, 02:27:07 pm
Pa $1
Act
Choose 1: +1 card, +1 action.
Title: Re: Really bad card ideas
Post by: eHalcyon on June 17, 2013, 03:00:43 pm
Throne $2
Act
Choose an action card in your hand.

Room $2
ion
Play this twice.
Title: Re: Really bad card ideas
Post by: heron on June 17, 2013, 04:46:25 pm
Hey goko! I thought of some great online-only promos:

Lightning Rod: $5, Action
Trash any number of cards from your hand.
At the start of your next game, +1 zap.
—————————————————————
This card is not returned to your deck at the end of the game.

Owl: $5, Action
+1 Buy
+$2
———————————
While this is in play, when you buy gokoins, you may overpay by up to $5. For each $ you overpaid, each other player gains a curse.
Title: Re: Really bad card ideas
Post by: Warfreak2 on June 17, 2013, 05:05:13 pm
I thought of a silly Haven variant:

Trash this. If you do, set aside a card from your hand, and return it to your deck at the beginning of the next game.
Title: Re: Really bad card ideas
Post by: SirPeebles on June 17, 2013, 05:45:43 pm
Throne $2
Act
Choose an action card in your hand.

Room $2
ion
Play this twice.

But like ions repel.   :o
Title: Re: Really bad card ideas
Post by: jonts26 on June 17, 2013, 06:01:34 pm
Throne $2
Act
Choose an action card in your hand.

Room $2
ion
Play this twice.

But like ions repel.   :o

This is unlike those ions.
Title: Re: Really bad card ideas
Post by: SirPeebles on June 17, 2013, 06:58:13 pm
Throne $2
Act
Choose an action card in your hand.

Room $2
ion
Play this twice.

But like ions repel.   :o

This is unlike those ions.

I see.  I was not aware of the gravity of this situation.
Title: Re: Really bad card ideas
Post by: mail-mi on June 17, 2013, 07:08:39 pm
Positive Ion $0*
Action
Reveal your hand. Discard all Positive Ion cards from your hand.
+2 cards
+1 action
You may play a Negative Ion from your hand.
This is not in the supply

Negative Ion $0*
Action
Reveal your hand. Discard all Negative Ion cards from your hand.
+2 cards
+1 action
You may play a Positive Ion from your hand.
This is not in the supply

Molecule Splitter $5
Action
+1 action
You may trash a card costing $5 or more from your hand. If you do, gain a Positive Ion and a Negative Ion, putting them into your hand.
Title: Re: Really bad card ideas
Post by: WanderingWinder on June 17, 2013, 07:34:59 pm
Throne $2
Act
Choose an action card in your hand.

Room $2
ion
Play this twice.

But like ions repel.   :o

This is unlike those ions.

I see.  I was not aware of the gravity of this situation.
Gravity is a pretty weak force. If we're talking about individual ions, it's quite negligible.
Title: Re: Really bad card ideas
Post by: Asper on June 17, 2013, 07:44:31 pm
Positive Ion $0*
Action
Reveal your hand. Discard all Positive Ion cards from your hand.
+2 cards
+1 action
You may play a Negative Ion from your hand.
This is not in the supply

Negative Ion $0*
Action
Reveal your hand. Discard all Negative Ion cards from your hand.
+2 cards
+1 action
You may play a Positive Ion from your hand.
This is not in the supply

Molecule Splitter $5
Action
+1 action
You may trash a card costing $5 or more from your hand. If you do, gain a Positive Ion and a Negative Ion, putting them into your hand.

Wrong thread.
Title: Re: Really bad card ideas
Post by: mail-mi on June 17, 2013, 07:48:31 pm
Positive Ion $0*
Action
Reveal your hand. Discard all Positive Ion cards from your hand.
+2 cards
+1 action
You may play a Negative Ion from your hand.
This is not in the supply

Negative Ion $0*
Action
Reveal your hand. Discard all Negative Ion cards from your hand.
+2 cards
+1 action
You may play a Positive Ion from your hand.
This is not in the supply

Molecule Splitter $5
Action
+1 action
You may trash a card costing $5 or more from your hand. If you do, gain a Positive Ion and a Negative Ion, putting them into your hand.

Wrong thread.
??
Is this too good of an idea?
Title: Re: Really bad card ideas
Post by: dominator 123 on June 17, 2013, 09:14:15 pm
Market2, Action2, $225
+1 Card2
+1 Action2
+$21
+1 Buy2
+2 CardAction
+2 $Card
+2 CardBuy
+2 $Action
+2 ActionBuy
+2 $Buy
You mean:
Market2 $3
Action-Reaction
+1 card
+1 action
+1 buy
----------------------------
When one of your cards is trashed, you may discard this. If you do, gain a Gold.
Title: Re: Really bad card ideas
Post by: mail-mi on June 17, 2013, 09:19:44 pm
Positive Ion $0*
Action
Reveal your hand. Discard all Positive Ion cards from your hand.
+2 cards
+1 action
You may play a Negative Ion from your hand.
This is not in the supply

Negative Ion $0*
Action
Reveal your hand. Discard all Negative Ion cards from your hand.
+2 cards
+1 action
You may play a Positive Ion from your hand.
This is not in the supply

Molecule Splitter $5
Action
+1 action
You may trash a card costing $5 or more from your hand. If you do, gain a Positive Ion and a Negative Ion, putting them into your hand.

Labs that only work alternating. Would it actually be good?
Title: Re: Really bad card ideas
Post by: StrongRhino on June 17, 2013, 09:44:23 pm
Positive Ion $0*
Action
Reveal your hand. Discard all Positive Ion cards from your hand.
+2 cards
+1 action
You may play a Negative Ion from your hand.
This is not in the supply

Negative Ion $0*
Action
Reveal your hand. Discard all Negative Ion cards from your hand.
+2 cards
+1 action
You may play a Positive Ion from your hand.
This is not in the supply

Molecule Splitter $5
Action
+1 action
You may trash a card costing $5 or more from your hand. If you do, gain a Positive Ion and a Negative Ion, putting them into your hand.

Labs that only work alternating. Would it actually be good?
I don't know how good this is, but I have to say, this is an awesome idea. Don't think it belongs in this thread.
I'll have to try it sometime.
Title: Re: Really bad card ideas
Post by: Warfreak2 on June 17, 2013, 09:49:45 pm
If you alternate them, they are much better than Labs; they are level 2 Cities. But it's a lot of work, trashing $5+ cards to get them.
Title: Re: Really bad card ideas
Post by: StrongRhino on June 17, 2013, 09:59:51 pm
Bringing it to its own thread in a bit (unless mail-mi wants to first). I don't know if putting them in hand is too good, but the concept is awesome.
Title: Re: Really bad card ideas
Post by: mail-mi on June 17, 2013, 10:05:50 pm
Bringing it to its own thread in a bit (unless mail-mi wants to first). I don't know if putting them in hand is too good, but the concept is awesome.
Just credit me!
Title: Re: Really bad card ideas
Post by: Tables on June 18, 2013, 03:43:18 am
Positive Ion $0*
Action
Reveal your hand. Discard all Positive Ion cards from your hand.
+2 cards
+1 action
You may play a Negative Ion from your hand.
This is not in the supply

Negative Ion $0*
Action
Reveal your hand. Discard all Negative Ion cards from your hand.
+2 cards
+1 action
You may play a Positive Ion from your hand.
This is not in the supply

Molecule Splitter $5
Action
+1 action
You may trash a card costing $5 or more from your hand. If you do, gain a Positive Ion and a Negative Ion, putting them into your hand.

Labs that only work alternating. Would it actually be good?
I don't know how good this is, but I have to say, this is an awesome idea. Don't think it belongs in this thread.
I'll have to try it sometime.

So I guess what we're saying is, this belongs in the Really Bad Really Bad Card Ideas Thread?
Title: Re: Really bad card ideas
Post by: dominator 123 on June 18, 2013, 11:02:53 am
Ware $1.5
Act
+3 cards
+1 action

Which other cards become brokenly overpowered/useless when halved?
Title: Re: Really bad card ideas
Post by: liopoil on June 18, 2013, 11:10:19 am
Cha $1
Act
You may trash up to 2 cards from your hand

not completely terrible, if it's the only trashing.

Col $5.5
Vict
5VPs

Doesn't work at all.

Border $3
Act
+1 ca
+2 act
---------
When you gain this, gain a card costing less than this.

Strictly better than village in some kingdoms, worse in others.

Env $2
act
reveal the top two cards of your deck. The player to your left chooses one for you to discard, put the other into your hand
Title: Re: Really bad card ideas
Post by: heron on June 18, 2013, 11:10:33 am
Cel $1
Act
+.5 Actions
Discard any number of cards.

Edit:
Torture $4
Actio
+3 Cards
Each player chooses 1: He discards 2 cards.
Title: Re: Really bad card ideas
Post by: Qvist on June 18, 2013, 11:11:07 am
Mad - $0* - Action

+2 Actions
Return the Mad to the Mad pile.



Nomad - $4 -Action

+2$
+1 Buy



No Mad - $0 - Action

This does nothing.
------------------
Add to this to the kingdom if it had Mad and Nomad in it to cause confusion.
Title: Re: Really bad card ideas
Post by: NoMoreFun on June 18, 2013, 11:13:42 am
Cel $1
Act
+.5 Actions
Discard any number of cards.

Cel
Empty 1/6th of the supply in 4 turns.
Title: Re: Really bad card ideas
Post by: Tables on June 18, 2013, 12:19:40 pm
Mad - $0* - Action

+2 Actions
Return the Mad to the Mad pile.



Nomad - $4 -Action

+2$
+1 Buy



No Mad - $0 - Action

This does nothing.
------------------
Add to this to the kingdom if it had Mad and Nomad in it to cause confusion.

This all reminds me of a few idea I had a few days ago. Caution: Possibly pushing the boundary of taste (probably okay, but I'll spoiler tag just in case)

Camp Nomad
Action - $4
+$2
+1 buy
---
When you gain this fabulous card, put it on top of your deck

Yesmad Camp
AACTION - $4
+$2
+1 BUY, OKAY?
---
WHEN YOU GAIN THIS STUPID CARD YOU BETTER PUT IT ON TOP OF YOUR DECK, OR ELSE!
Title: Re: Really bad card ideas
Post by: Axxle on June 18, 2013, 03:04:07 pm
No Mad - $0 - Action

This does nothing.
------------------
Add to this to the kingdom if it had Mad and Nomad in it to cause confusion.
I think I just hurt myself.
Title: Re: Really bad card ideas
Post by: SirPeebles on June 18, 2013, 03:19:26 pm
Nomadman
$0* Action

+2 Actions
+1 Buy
+ $2

Put this on top of your deck.  If you do, +1 Card per card in your hand.
(This card is not in the Supply.)
Title: Re: Really bad card ideas
Post by: gman314 on June 18, 2013, 03:22:06 pm
Hermitcamp
$3.5 Action

+$2
+1 buy

If you buy no cards during your buy phase, you may trash this and gain a Nomadman
Title: Re: Really bad card ideas
Post by: SirPeebles on June 18, 2013, 03:24:14 pm
Hermitcamp
$3.5 Action

+$2
+1 buy

If you buy no cards during your buy phase, you may trash this and gain a Nomadman

Delicious!  It gives you the false hope of thinking that there is a way of acquiring a Nomadman, yet the lack of "from the Nomadman pile" still foils you.
Title: Re: Really bad card ideas
Post by: scott_pilgrim on June 18, 2013, 03:33:52 pm
Copper
$2 - Act
Copper produces an extra $0.5

Work
$1.5 - Act
Gain a card

Out
$2.5 - Act
You only draw 3 cards in this turn's Clean-up phase.

Philosopher
$1.5+half a potion - Trea
When you play this, count your deck and discard pile.

Title: Re: Really bad card ideas
Post by: SirPeebles on June 18, 2013, 03:35:49 pm
Ruined

+1
Title: Re: Really bad card ideas
Post by: eHalcyon on June 18, 2013, 03:36:55 pm
Philosopher
$1.5+half a potion - Trea
When you play this, count your deck and discard pile.

Thematic!
Title: Re: Really bad card ideas
Post by: sudgy on June 18, 2013, 04:13:07 pm
Copper
$2 - Act
Copper produces an extra $0.5

Work
$1.5 - Act
Gain a card

Out
$2.5 - Act
You only draw 3 cards in this turn's Clean-up phase.

Philosopher
$1.5+half a potion - Trea
When you play this, count your deck and discard pile.

Work is the BEST card of these.  I'm opening Work/Work with games with it (and buying more Works and gaining Provinces/Colonies with it).


Posse
$3+1/2P
The player to your left takes an extra turn after this one, in which you can see all cards he can and make all decisions for him.

Yay, let's trash the opponents deck with Forge!
Title: Re: Really bad card ideas
Post by: SirPeebles on June 18, 2013, 04:18:20 pm
Work is the BEST card of these.  I'm opening Work/Work with games with it (and buying more Works and gaining Provinces/Colonies with it).

If Baker is on the board and I have a 5/2 split, I would probably open Border Village/Work/Work.  You know, in case of terminal collision.

Or maybe the classic Stonemason/Nomad Camp/Nomad Camp/Work/Work/Work.
Title: Re: Really bad card ideas
Post by: Axxle on June 18, 2013, 04:32:23 pm
Work/Work
(http://images3.wikia.nocookie.net/__cb20081211004509/wowwiki/images/d/d1/Peon_face_WC3.jpg) (http://www.youtube.com/watch?v=-BhpRK2NEJA)
Title: Re: Really bad card ideas
Post by: Awaclus on June 18, 2013, 06:35:24 pm
Ruined

+1
+1 for that!
Title: Re: Really bad card ideas
Post by: Tables on June 18, 2013, 07:47:58 pm
Border
Act - $3
+1 act
+0.5 ca
---
When you gain this, gain a card

Fool's
Tre - $1
If this is the first time you played a fool's this turn, it is worth $1
---
When another player gains a Province, you may trash this from your hand.

Two for the player who keeps forgetting what he has:

Hunting
Act - $2.5
+0.5 ca
+0.5 act
Reveal your hand. Reveal cards from your deck.

In
Act - $2.5
+1 card
+1 action
Discard a card
---
When you gain this, look through your discard pile

And finally, just in case you weren't confused enough.

Mi
Act - $2.5
...a Treasure card from your hand.
Title: Re: Really bad card ideas
Post by: Kirian on June 18, 2013, 08:12:34 pm
Market2, Action2, $225
+1 Card2
+1 Action2
+$21
+1 Buy2
+2 CardAction
+2 $Card
+2 CardBuy
+2 $Action
+2 ActionBuy
+2 $Buy
You mean:
Market2 $3
Action-Reaction
+1 card
+1 action
+1 buy
----------------------------
When one of your cards is trashed, you may discard this. If you do, gain a Gold.

There is more win here than can reasonably be expressed.
Title: Re: Really bad card ideas
Post by: Axxle on June 18, 2013, 08:33:14 pm
Mi
Act - $2.5
...a Treasure card from your hand.
Ever since people were posting halfcards, I was trying to figure out how to make this work.  It's perfect!
Title: Re: Really bad card ideas
Post by: dominator 123 on June 18, 2013, 11:48:27 pm
Worker $1
-blank-
+1 buy
Title: Re: Really bad card ideas
Post by: Asper on June 19, 2013, 07:31:26 am
In
+1 Card
+1 Action

When you play another card with this in play, trash this.


Out
You only draw 3 cards (instead of 5) in this turns clean-up phase.


Contra
The player to your left names a card. You can't buy that card this turn.


Che
Gain two Coppers
and give them to the people in the name of communism.
Title: Re: Really bad card ideas
Post by: brokoli on June 19, 2013, 08:09:11 am
Great
Act - $1.5
+ 0.5 ca
+ 0.5 act
---
0.5 V

EDIT : Oh, and...

Jack
Ac - $1
Gain a silver

of
Ac - $1
Look at the top card of your deck ; discard it or put it back.

All
Ac - $1
Draw until you have five cards in hand.

Trades
Ac - $1
You may trash a card from your hand that is not a treasure.
Title: Re: Really bad card ideas
Post by: Warfreak2 on June 19, 2013, 08:26:14 am
Exp(and), Action, $1096.663
Trash a card from your hand. Gain a card costing up to eits cost in coins in coins.
Title: Re: Really bad card ideas
Post by: dominator 123 on June 19, 2013, 08:58:37 am
Master $1.5
Worth $0.5
When you buy this, you may overpay. For every $0.5 overpaid, gain a copper.
Title: Re: Really bad card ideas
Post by: Dsell on June 19, 2013, 02:25:37 pm
Dlareh
Action
$4-
+1 Card, +1 Action
Reveal the top card of the discard pile. If it is an action, play it.

----

When you buy this, you may underpay for it. For each $1 you underpaid, look through your deck and put a card from it on top of your discard pile.
Title: Re: Really bad card ideas
Post by: heron on June 19, 2013, 04:06:03 pm
Architect: $4
Action
Choose an action card from your hand.
Play it. While it is in play, all of the numerals on it are one higher.
Title: Re: Really bad card ideas
Post by: eHalcyon on June 19, 2013, 04:26:29 pm
Master $1.5
Worth $0.5
When you buy this, you may overpay. For every $0.5 overpaid, gain a copper.

Piece
Treasure-Victory - $15
Worth $6
Worth 4VP
When you play this, if 9 Pieces are in the trash, you become the Pirates King.
---
Setup: Add Pirate Ship as an extra Kingdom card pile in the Supply if it is not already available.






Disclaimer: I don't even watch or read this.
Title: Re: Really bad card ideas
Post by: Asper on June 19, 2013, 06:57:01 pm
Master $1.5
Worth $0.5
When you buy this, you may overpay. For every $0.5 overpaid, gain a copper.

Piece
Treasure-Victory - $15
Worth $6
Worth 4VP
When you play this, if 9 Pieces are in the trash, you become the Pirates King.
---
Setup: Add Pirate Ship as an extra Kingdom card pile in the Supply if it is not already available.






Disclaimer: I don't even watch or read this.


What a horrible pun. I laughed tears.
Title: Re: Really bad card ideas
Post by: SirPeebles on June 19, 2013, 07:38:19 pm
Dlareh
Action
$4-
+1 Card, +1 Action
Reveal the top card of the discard pile. If it is an action, play it.

----

When you buy this, you may underpay for it. For each $1 you underpaid, look through your deck and put a card from it on top of your discard pile.

How would that mechanic work?  Don't you need to buy it before you can underpay?  Does underpaying just give you coins back?  So you still need $4 to buy it, but then get refunded?
Title: Re: Really bad card ideas
Post by: Dsell on June 19, 2013, 07:48:53 pm
How would that mechanic work?

It wouldn't.

Um er well I didn't expect to get called to task on this one and I haven't read the Guilds rulebook yet so don't expect anything very scientific or consistent with Dominion's rules but...what I had in mind was that you did not have to have $4 and you could underpay by any amount.

I think with an additional buy it might get bought a lot at -$8.
Title: Re: Really bad card ideas
Post by: Kirian on June 19, 2013, 07:52:40 pm
How would that mechanic work?

It wouldn't.

Um er well I didn't expect to get called to task on this one and I haven't read the Guilds rulebook yet so don't expect anything very scientific or consistent with Dominion's rules but...what I had in mind was that you did not have to have $4 and you could underpay by any amount.

I think with an additional buy it might get bought a lot at -$8.

I dare say it's wrong to call people out for unworkable mechanics in this particular thread.
Title: Re: Really bad card ideas
Post by: sudgy on June 19, 2013, 07:57:23 pm
Actually, an Inverse Masterpiece would be interesting too.  "When you buy this, you may underpay for it.  For each $1 you underpaid, gain a copper."

It would be pretty good in Gardens games...
Title: Re: Really bad card ideas
Post by: KingZog3 on June 19, 2013, 09:39:50 pm
Actually, an Inverse Masterpiece would be interesting too.  "When you buy this, you may underpay for it.  For each $1 you underpaid, gain a copper."

It would be pretty good in Gardens games...

Looks like Cache in a way. Mostly the only reason to go for this is Alt VP.
Title: Re: Really bad card ideas
Post by: Tables on June 19, 2013, 10:22:07 pm
Exp(and), Action, $1096.663
Trash a card from your hand. Gain a card costing up to eits cost in coins in coins.

+1 just for the cost. Although Google did annoy me when I typed in log(1096.663) just to check, and it decided to interpret log as log10, not loge. As a mathematician, this disappoints me.
Title: Re: Really bad card ideas
Post by: eHalcyon on June 19, 2013, 10:23:02 pm
Exp(and), Action, $1096.663
Trash a card from your hand. Gain a card costing up to eits cost in coins in coins.

+1 just for the cost. Although Google did annoy me when I typed in log(1096.663) just to check, and it decided to interpret log as log10, not loge. As a mathematician, this disappoints me.

Most people use ln() for that, yeah?
Title: Re: Really bad card ideas
Post by: sudgy on June 19, 2013, 10:23:51 pm
Exp(and), Action, $1096.663
Trash a card from your hand. Gain a card costing up to eits cost in coins in coins.

+1 just for the cost. Although Google did annoy me when I typed in log(1096.663) just to check, and it decided to interpret log as log10, not loge. As a mathematician, this disappoints me.

Isn't log supposed to always mean base 10 and ln to mean base e?
Title: Re: Really bad card ideas
Post by: SirPeebles on June 19, 2013, 10:39:43 pm
Exp(and), Action, $1096.663
Trash a card from your hand. Gain a card costing up to eits cost in coins in coins.

+1 just for the cost. Although Google did annoy me when I typed in log(1096.663) just to check, and it decided to interpret log as log10, not loge. As a mathematician, this disappoints me.

Isn't log supposed to always mean base 10 and ln to mean base e?

No.
Title: Re: Really bad card ideas
Post by: Warfreak2 on June 20, 2013, 05:56:08 am
One of my professors told us that we were grown-ups now, so we just write log instead of ln, and it's always base e; and we stop writing the modulus sign in the integral of 1/x.
Title: Re: Really bad card ideas
Post by: NoMoreFun on June 20, 2013, 06:23:57 am
I always use ln, but I get annoyed every time I see "log" to mean log base 10. I can't remember when I've ever used a base 10 log.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on June 20, 2013, 07:32:56 am
Base 10 log are used in chemistry with pH, I think.
But it's true I mostly write log or log10 for the logarithm base 10 and ln for the "classical" logarithm.

And by the way, in French, we would say this card would be free to buy because "logarithme ne paie rien" (logarithm pays nothing)
Title: Re: Really bad card ideas
Post by: heron on June 20, 2013, 09:04:43 am
The only time I used base ten logs was in discrete math when we had to find the number of digits in 2^100 and 100!.
Title: Re: Really bad card ideas
Post by: Kirian on June 20, 2013, 09:15:20 am
Chemists use common log all the time, for pH, pKa, and spectroscopy.  We also use natural log sometimes.  Common log are also used in acoustics and acoustic engineering (decibels).  Other fields:

Geology: base sqrt(1000) for the Richter scale and mass moment scale
Astronomy: base 100^(1/5) for magnitude, because 2.511 is totally memorable or something, don't ask me
Music: base 2^(1/12) for a twelve-tone scale
Title: Re: Really bad card ideas
Post by: SirPeebles on June 20, 2013, 11:38:00 am
Chemists use common log all the time, for pH, pKa, and spectroscopy.  We also use natural log sometimes.  Common log are also used in acoustics and acoustic engineering (decibels).  Other fields:

Geology: base sqrt(1000) for the Richter scale and mass moment scale
Astronomy: base 100^(1/5) for magnitude, because 2.511 is totally memorable or something, don't ask me
Music: base 2^(1/12) for a twelve-tone scale

With the exception of perhaps that music application, the others are just arbitrarily use base 10 by convention.  You could just as well you natural logarithms for something like pH or acoustics or the Richter scale.
Title: Re: Really bad card ideas
Post by: theory on June 20, 2013, 11:41:27 am
One of my professors told us that we were grown-ups now, so we just write log instead of ln, and it's always base e; and we stop writing the modulus sign in the integral of 1/x.

This doesn't really make any sense to me.  It's easier to write ln than log, and ln is unambiguous whereas log is ambiguous.  I know it is pretty common for "log" to mean base e, but I've also been told before that "log" / "lg" always means log base 10 and "ln" means log base e. 
Title: Re: Really bad card ideas
Post by: Warfreak2 on June 20, 2013, 11:48:41 am
I've also been told

Lots of people say lots of things.
Title: Re: Really bad card ideas
Post by: SirPeebles on June 20, 2013, 11:50:33 am
One of my professors told us that we were grown-ups now, so we just write log instead of ln, and it's always base e; and we stop writing the modulus sign in the integral of 1/x.

This doesn't really make any sense to me.  It's easier to write ln than log, and ln is unambiguous whereas log is ambiguous.  I know it is pretty common for "log" to mean base e, but I've also been told before that "log" / "lg" always means log base 10 and "ln" means log base e.

10 just isn't a special number.  There's no reason for a mathematician to reserve a special piece of notation for logarithms base 10.  It's the same reason we don't use degrees.  We also tend to get upset when people call f(x) a function:  the function is f, the notation f(x) denotes f evaluated at x.  Oh, and you don't need dx in an integral, so long as you've specified the function that you are integrating.  The dx slot is often used by mathematicians to specify which measure is being used.
Title: Re: Really bad card ideas
Post by: theory on June 20, 2013, 11:57:37 am
10 is a special number in the real world, or else why does everyone use the metric system? 

I'm just saying it's not unreasonable to interpret "log" as base 10 log, since it means natural log only to mathematicians, and to everyone else natural logs are written as "ln".
Title: Re: Really bad card ideas
Post by: mail-mi on June 20, 2013, 01:21:15 pm
Tangent
Action-Duration.
While this is in play, talk about something completely off the subject of the thread. This stays in play until the matter is resolved.
Title: Re: Really bad card ideas
Post by: eHalcyon on June 20, 2013, 01:24:47 pm
Tangent
Action-Duration.
While this is in play, talk about something completely off the subject of the thread. This stays in play until the matter is resolved.

Ironically, this post is less a tangent than a smooth segue back to the original topic.
Title: Re: Really bad card ideas
Post by: KingZog3 on June 20, 2013, 01:28:52 pm
Argument
Action-Duration
When you play this, your opponent must admit their mistake and that in fact, you are correct.
(This is not in the Supply)

Counter Argument
Action-Reaction
Gain an Argument
--------
You can reveal this when your opponent plays an Argument. If you do, immediately discard an opponent's argument.
Title: Re: Really bad card ideas
Post by: liopoil on June 20, 2013, 01:30:27 pm
Tangent
Action - Reaction: $2

+1 action
+1 buy
+coins equal to the number of points the player opposite to you divided by the number of points the player to your left or right (your choice) has, rounded to the nearest integer.
--------------------------------------
When someone starts to talk about logarithms, you may reveal this from your hand. If you do, start talking about trigonometry instead.
Title: Re: Really bad card ideas
Post by: eHalcyon on June 20, 2013, 01:32:47 pm
Argument
Action-Duration
When you play this, your opponent must admit their mistake and that in fact, you are correct.
(This is not in the Supply)

Counter Argument
Action-Reaction
Gain an Argument
--------
You can reveal this when your opponent plays an Argument. If you do, immediately discard an opponent's argument.

Internet
$0 - Reaction
When your opponent plays an Argument or reveals a Counter Argument, you may reveal this. If you do, nuh-uh, their card had no effect.
Title: Re: Really bad card ideas
Post by: WanderingWinder on June 20, 2013, 01:33:45 pm
10 is a special number in the real world, or else why does everyone use the metric system?
 
Because although polydactylism is dominant, it's rather uncommon.

Quote
I'm just saying it's not unreasonable to interpret "log" as base 10 log, since it means natural log only to mathematicians, and to everyone else natural logs are written as "ln".
Huh, I'll have to tell the dozens of non-mathematicians I know who use 'log' for log base e that they're doing it wrong.
It seems kind of weird that the people who are experts in the field are the ones who supposedly have this part of their field wrong.

Seriously, though, it's just a convention thing, like driving on the right (or left), which variable name i assigned to the radial or azimuthal angle in spherical coordinates (or actually, to anything ever), etc. It's not really that one way or the other is 'right' or 'wrong', but different people have different, rather ingrained at this point, conventions.

Incidentally, the reason I like 'log' to be base e is that the only times I've ever seen where the base on a logarithm hasn't been arbitrary, it needed to be e (or sometimes base 2). But this is not important compared to being able to understand what is what.
Title: Re: Really bad card ideas
Post by: eHalcyon on June 20, 2013, 01:36:33 pm
For some reason I recall seeing ln used for base 2. Am I crazy or is that actually a convention in some circles?
Title: Re: Really bad card ideas
Post by: pst on June 20, 2013, 02:37:22 pm
For some reason I recall seeing ln used for base 2. Am I crazy or is that actually a convention in some circles?
I haven't seen that, but Knuth (http://en.wikipedia.org/wiki/Donald_Knuth) uses lg for binary logarithm, which I think is confusing. (The correct way to write binary logarithms is of course lb.)
Title: Re: Really bad card ideas
Post by: mail-mi on June 20, 2013, 02:46:41 pm
Log
Action-Treasure-Victory
If this is base e, +1 card, +1 action
If this is base 10, $1
If this is base 2, 1 VP
Title: Re: Really bad card ideas
Post by: ChocophileBenj on June 20, 2013, 03:17:14 pm
Let's kill everything :

And yet all those logarithm functionsare only multiplications by a real number of the basic (base e) logarithm function.

For all x > 0, for all a >0, a != 1 : loga(x) = ln(x)/ln(a), ln being the basic function.


-Mathematical venture-
Treasure, cost $0*
Worth 0*
When you play this, you may either stop here or reveal cards from your deck until you find a treasure. Discard the other revealed cards. Play that treasure. If all the treasures you played due to one Mathematical venture are worth more than $7, they are all worth $0. Otherwise, you may either stop here or repeat.
Title: Re: Really bad card ideas
Post by: Kirian on June 21, 2013, 09:06:12 am
Chemists use common log all the time, for pH, pKa, and spectroscopy.  We also use natural log sometimes.  Common log are also used in acoustics and acoustic engineering (decibels).  Other fields:

Geology: base sqrt(1000) for the Richter scale and mass moment scale
Astronomy: base 100^(1/5) for magnitude, because 2.511 is totally memorable or something, don't ask me
Music: base 2^(1/12) for a twelve-tone scale

With the exception of perhaps that music application, the others are just arbitrarily use base 10 by convention.  You could just as well you natural logarithms for something like pH or acoustics or the Richter scale.

Sure, we could, but we don't.  Just as mathematicians apparently don't use common logs ever.  Then again, the level of mathematician we're talking about here don't use actual numbers.

I know mathematicians like their purity; I understand the desire to put everything in base e.  But there are plenty of reasons for chemists to use common log for pH.  Mainly because Kw is close to 10^-14, and therefore [H+] is close to 10^-7 M.  pH is just a shortcut, but it's a meaningful one, not just arbitrary.
Title: Re: Really bad card ideas
Post by: SirPeebles on June 21, 2013, 09:31:54 am
If you consider real/complex numbers to be actual numbers (and I'm not sure that I do), then logarithms usually show up in areas of mathematics that deal with actual numbers.  Sure, the discrete log problem is a famous counterexample in cryptography, but that's, well, an edge case.
Title: Re: Really bad card ideas
Post by: Tables on June 21, 2013, 10:23:53 am
Far too much of mathematics involves annoying competing notational standards. Most of the time, it's just there's four ways of writing the same thing, some favoured by mathematicians, some by physicists, some by computer scientists and so on. But sometimes, you get discrepancies with things like log/lb/lg/ln, or other things (such as using the same letter to refer to two different things, and other more major ones that don't come to mind right now).

There's also the public understanding of the BIDMAS rule (You might use PIDMAS in the US, I guess, since you call parentheses what we call brackets), which people regularly get wrong (although the ambiguity could be removed easily using brackets). For example, what does 5-3+2 equal?

If you said 0 then you've fallen into the regular trap. The answer is actually 4. This is because the rule really means (B)(I)(DM)(AS), evaluating things in each bracket in the order they come, not explicitly addition before subtraction.
Title: Re: Really bad card ideas
Post by: Powerman on June 21, 2013, 12:43:08 pm
Graduate School
Action $3P
+1 Card
+2 Actions
Gain a card costing up to $6
Title: Re: Really bad card ideas
Post by: WanderingWinder on June 21, 2013, 01:31:59 pm
Far too much of mathematics involves annoying competing notational standards. Most of the time, it's just there's four ways of writing the same thing, some favoured by mathematicians, some by physicists, some by computer scientists and so on. But sometimes, you get discrepancies with things like log/lb/lg/ln, or other things (such as using the same letter to refer to two different things, and other more major ones that don't come to mind right now).
And what is your solution to this problem?
Relevant: http://xkcd.com/927/

Quote
There's also the public understanding of the BIDMAS rule (You might use PIDMAS in the US, I guess, since you call parentheses what we call brackets), which people regularly get wrong (although the ambiguity could be removed easily using brackets). For example, what does 5-3+2 equal?

If you said 0 then you've fallen into the regular trap. The answer is actually 4. This is because the rule really means (B)(I)(DM)(AS), evaluating things in each bracket in the order they come, not explicitly addition before subtraction.
It boggles my mind that people miss this. Again, how do you propose fixing this? Forcing brackets everywhere is clunky - and of course you can just include them everywhere anyway, nobody is stopping you. And forcing addition to be before subtraction suddenly means there is a potential difference in subtracting five and adding negative five, and this seems just *more* confusing to me.

It's not that the standards aren't arbitrary. They are (why do we use a right-hand coordinate system?). But there has to be *some* arbitrary standard.
Title: Re: Really bad card ideas
Post by: eHalcyon on June 21, 2013, 02:50:59 pm
For the record, here in Canada we use BEDMAS as our mnemonic.  The E stands for Exponents.  B is for Brackets, even though we all know that they are properly called Parentheses. ;)  It's just a mnemonic; we're taught that addition and subtraction are on the same level and we go left-to-right in that case.
Title: Re: Really bad card ideas
Post by: gman314 on June 21, 2013, 03:26:22 pm
For the record, here in Canada we use BEDMAS as our mnemonic.  The E stands for Exponents.  B is for Brackets, even though we all know that they are properly called Parentheses. ;)  It's just a mnemonic; we're taught that addition and subtraction are on the same level and we go left-to-right in that case.

I'm also Canadian, and I did K-9 in a French Immersion school, where we used PEDMAS. I was mildly surprised, when Parentheses became Brackets in High School.
Title: Re: Really bad card ideas
Post by: eHalcyon on June 21, 2013, 04:04:25 pm
For the record, here in Canada we use BEDMAS as our mnemonic.  The E stands for Exponents.  B is for Brackets, even though we all know that they are properly called Parentheses. ;)  It's just a mnemonic; we're taught that addition and subtraction are on the same level and we go left-to-right in that case.

I'm also Canadian, and I did K-9 in a French Immersion school, where we used PEDMAS. I was mildly surprised, when Parentheses became Brackets in High School.

As I know them:

(parentheses)
[square brackets]
<angle brackets>
{braces}
Title: Re: Really bad card ideas
Post by: Axxle on June 21, 2013, 04:11:35 pm
For the record, here in Canada we use BEDMAS as our mnemonic.  The E stands for Exponents.  B is for Brackets, even though we all know that they are properly called Parentheses. ;)  It's just a mnemonic; we're taught that addition and subtraction are on the same level and we go left-to-right in that case.

I'm also Canadian, and I did K-9 in a French Immersion school, where we used PEDMAS. I was mildly surprised, when Parentheses became Brackets in High School.

As I know them:

(parentheses)
[square brackets]
<angle brackets>
{braces}
Function parameter containers
Array location
Templates
Code containers
Title: Re: Really bad card ideas
Post by: sudgy on June 21, 2013, 04:45:11 pm
I never learned a mnemonic, I just learned that you do things in brackets/parenthesis first, then exponents, then multiplication/division, then addition/subtraction.
Title: Re: Really bad card ideas
Post by: mail-mi on June 21, 2013, 04:50:03 pm
PEMDAS
$2
When you Play this card, gain an Estate.
If you have any Monuments in play when you play this, Discard this card.
+2 Actions
+$1
--
When you trash this card, gain a Silver.
Title: Re: Really bad card ideas
Post by: StrongRhino on June 21, 2013, 07:40:58 pm
I learned it as PEMDAS as well.
Did the people getting it wrong not go to school?
Title: Re: Really bad card ideas
Post by: KingZog3 on June 21, 2013, 07:57:12 pm
I learned it as PEMDAS as well.
Did the people getting it wrong not go to school?

BEMDAS or BEDMAS. B or brackets.
Title: Re: Really bad card ideas
Post by: Kirian on June 21, 2013, 09:31:51 pm
I learned it as PEMDAS as well.
Did the people getting it wrong not go to school?

There are multiple different mnemonics for it, which vary from country to country and region to region.  Way back when I learned it, it was Please Pardon My Dear Aunt Sally, with the second P obviously being for powers.
Title: Re: Really bad card ideas
Post by: SirPeebles on June 21, 2013, 09:38:34 pm
(http://imgs.xkcd.com/comics/mnemonics.png)
Title: Re: Really bad card ideas
Post by: WanderingWinder on June 21, 2013, 10:01:56 pm
See but the traditional resistor color one that I learned (and from different totally unrelated people) would actually work here: Bad Boys Rape Our Young Girls, But Violet Gives Willingly
Title: Re: Really bad card ideas
Post by: SirPeebles on June 21, 2013, 10:03:17 pm
This may be why Randall qualifies "None" with "that I care for".
Title: Re: Really bad card ideas
Post by: eHalcyon on June 21, 2013, 10:16:24 pm
His SI prefixes are missing some!  hecto, deca, deci, centi
Title: Re: Really bad card ideas
Post by: Kirian on June 21, 2013, 10:36:29 pm
Why does anyone need a mnemonic for resistor color codes anyway?  They're in order by color already!
Title: Re: Really bad card ideas
Post by: Tables on June 22, 2013, 10:34:50 am
And what is your solution to this problem?

Mostly, there isn't a problem. Context is usually the solution. If you're going out of context, don't use log(x) without a base.

Quote
It boggles my mind that people miss this. Again, how do you propose fixing this? Forcing brackets everywhere is clunky - and of course you can just include them everywhere anyway, nobody is stopping you. And forcing addition to be before subtraction suddenly means there is a potential difference in subtracting five and adding negative five, and this seems just *more* confusing to me.

It's not that the standards aren't arbitrary. They are (why do we use a right-hand coordinate system?). But there has to be *some* arbitrary standard.

I never really liked the mnemonic. I think it confuses just as much as it helps. Fortunately, for most people, BIDMAS in strictly that order is acceptable for pretty much everything, and anything that would be potentially confusing in terms of addition and subtraction will generally be bracketed. The main place it isn't okay is for trick questions on facebook and the like. Anyone who needs to know the difference will probably understand the order of operations well enough anyway, so I don't think there's an issue.

Why does anyone need a mnemonic for resistor color codes anyway?  They're in order by color already!

Agreed. Black, Brown, Rainbow. That should be the mnemonic.
Title: Re: Really bad card ideas
Post by: WanderingWinder on June 22, 2013, 10:55:40 am
Why does anyone need a mnemonic for resistor color codes anyway?  They're in order by color already!
Colors aren't in order. Yes, you can go with wavelength, but then you need to know which end you're starting on, people need to actually know the wavelength order, and you still have brown, black, gray, and white which aren't covered by that. And that's 40% of the colors.

Of course, I can just remember it, but I don't expect other people to. The thing is, I can make the same case about any of those other mnemonics - all the others I just remember, except the geologic periods, which I don't think a mnemonic is going to help me on.
Title: Re: Really bad card ideas
Post by: Powerman on June 23, 2013, 07:22:35 pm
Super Market
$7 Action
+2 Cards
+2 Actions
+2 Buys
+$2
__________
You can't buy this if you have any cards in play.
Title: Re: Really bad card ideas
Post by: Dsell on June 23, 2013, 07:24:39 pm
Super Market
$7 Action
+2 Cards
+2 Actions
+2 Buys
+$2
__________
You can't buy this if you have any cards in play.

I'm loving mining village and death cart.
Title: Re: Really bad card ideas
Post by: WanderingWinder on June 23, 2013, 07:54:36 pm
Super Market
$7 Action
+2 Cards
+2 Actions
+2 Buys
+$2
__________
You can't buy this if you have any cards in play.

I'm loving mining village and death cart.
Also Mining Village and Embargo. Or lots of treasure, an extra buy (via contraband or counterfeit), buy a mint or Mandarin, and then buy this. OR Horn of Plenty one of those rather than the contraband/counterfeit, but then you could often just gain the thing anyway off of HoP (you could direct gain in a number of other ways, too)
Title: Re: Really bad card ideas
Post by: Warfreak2 on June 23, 2013, 07:56:05 pm
Any Remodel variant is probably the easiest way. It was supposed to be a bad idea, you know...

Maybe you could you could Swindle your Bank into it, while possessing your opponent.
Title: Re: Really bad card ideas
Post by: Dsell on June 23, 2013, 07:56:38 pm
Any Remodel variant is probably the easiest way. It was supposed to be a bad idea, you know...

Noooobody's denying that it is. :P
Title: Re: Really bad card ideas
Post by: ashersky on June 23, 2013, 08:23:23 pm
Mountebam! - $6
Action - Attack
Each other player may discard a Curse. If he doesn’t, he gains a Curse and a Copper.

--------------------
When you buy this, you may overpay for it. For each $1 you overpaid, each other players gains a Curse and a Copper.
Title: Re: Really bad card ideas
Post by: Powerman on June 23, 2013, 11:12:13 pm
Wimbledon Champion
$2 Action-Reaction
+1 Card
+1 Action
____________
When another player plays an Ambassador, you may reveal this.  If you do, you win the (Ambassador) tennis match.
Title: Re: Really bad card ideas
Post by: Powerman on June 24, 2013, 09:44:53 am
Wit
$5 Action-Attack
+2 Cards
Each other player gains a thought.
Title: Re: Really bad card ideas
Post by: Warfreak2 on June 24, 2013, 09:49:21 am
ch
Gain a Copper. Each other player looks through their discard pile, and reveals any number of Curses, putting the revealed Curses into their hand.
Title: Re: Really bad card ideas
Post by: Powerman on June 24, 2013, 02:52:29 pm
Emperor
$4 Action-Attack
+2 Cards
Each other player trashes a card from their hand.
Title: Re: Really bad card ideas
Post by: Warfreak2 on June 24, 2013, 03:47:03 pm
Emperor
$4 Action-Attack
+2 Cards
Each other player trashes a card from their hand.

The only problem with that card is the lack of a "with ___ or more cards in hand" clause. Trashing a card from your hand compares favourably with passing a card and letting your opponent choose whether to trash it (Masquerade). The vanilla bonus is even the same.

It does play significantly differently to Masquerade, because trashing their Coppers and Estates helps them, but they will have to worry about running out of them.
Title: Re: Really bad card ideas
Post by: mail-mi on June 24, 2013, 04:03:42 pm
Wit
$5 Action-Attack
+2 Cards
Each other player gains a thought.
Thought
Action-Treasure-Victory-Reaction
+1 action
$0
0VP
When another player plays an attack card, you may reveal this from your hand.
Title: Re: Really bad card ideas
Post by: brokoli on June 24, 2013, 04:31:26 pm
Super Market
$7 Action
+2 Cards
+2 Actions
+2 Buys
+$2
__________
You can't buy this if you have any cards in play.

Not a bad idea, I would still get it more often than scout.
Title: Re: Really bad card ideas
Post by: mail-mi on June 24, 2013, 04:45:27 pm
Super Market
$7 Action
+2 Cards
+2 Actions
+2 Buys
+$2
__________
You can't buy this if you have any cards in play.

Not a bad idea, I would still get it more often than scout.
Mining village death cart FTW
Title: Re: Really bad card ideas
Post by: ConMan on June 24, 2013, 09:19:54 pm
Back on the half-cards ...

Doc
$1.5 - Act
Name a card.
---
When you buy this, you may overpay for it.
Title: Re: Really bad card ideas
Post by: Tables on June 24, 2013, 09:29:11 pm
Bak on the

Bak
$2.5 - Act
+0.5 cards
+0.5 actions
Take half a coin token
---
In games using this.
Title: Re: Really bad card ideas
Post by: Powerman on June 24, 2013, 10:37:53 pm
King Maker
$3 Action
Pick the winner of this game of Dominion (You may not pick yourself)
____________
In games using King Maker, add one or more additional players to the game.
Title: Re: Really bad card ideas
Post by: KingZog3 on June 25, 2013, 12:08:19 am
King Maker
$3 Action
Pick the winner of this game of Dominion (You may not pick yourself)
____________
In games using King Maker, add one or more additional players to the game.

Not a great card when Possession is out. It becomes a bit of a liability.
Title: Re: Really bad card ideas
Post by: UmbrageOfSnow on June 25, 2013, 12:50:09 am
Doghouse
$6 Action
You may reveal cards from your opponent's deck until you reveal three cards costing $5 or more; trash them, she gains three curses.
If you do, sleep on the couch tonight.
Title: Re: Really bad card ideas
Post by: KingZog3 on June 25, 2013, 01:00:39 am
Doghouse
$6 Action
You may reveal cards from your opponent's deck until you reveal three cards costing $5 or more; trash them, she gains three curses.
If you do, sleep on the couch tonight.

Sounds like this is based on a true story...
Title: Re: Really bad card ideas
Post by: sudgy on June 25, 2013, 02:46:22 am
Jester
$5 Action
If you play this card on the turn the game ends, you win if you lose.
Title: Re: Really bad card ideas
Post by: achmed_sender on June 25, 2013, 10:01:04 am
Jester
$5 Action
If you play this card on the turn the game ends, you win if you lose.

Scout becomes a elite support card!  :)
Title: Re: Really bad card ideas
Post by: Archetype on June 25, 2013, 12:42:19 pm
Jester
$5 Action
If you play this card on the turn the game ends, you win if you lose.
hehe, Mafia jokes...

Cultist
5$ Action/Attatck/Looter/3rd Party

+2 Cards
Each other player gains a Ruins. You may gain a Cultist.
.                                                 
If at the end of the game the majority of the cards in your deck are Cultists, you win.
Title: Re: Really bad card ideas
Post by: liopoil on June 25, 2013, 01:08:41 pm
Village(r) - 3$

+1 card
+2 actions
you may trash a card from your hand that you think is a curse but you can't be sure
-----------
If all of the curses are in the trash at the end of the game and you have at least one village in your deck, you win.
Title: Re: Really bad card ideas
Post by: mail-mi on June 25, 2013, 01:42:02 pm
Witch
+2 cards
Each other player gains a curse
Trash a Village(r) from each player's deck (or they reveal a deck with no Village(r)s)
--
If all village(r)s are in the trash and you have at least one Witch in your deck at the end of the game, you win.
Title: Re: Really bad card ideas
Post by: mail-mi on June 25, 2013, 01:42:45 pm
Jester
$5 Action
If you play this card on the turn the game ends, you win if you lose.

Scout becomes is still an elite support card!  :)

FIFY
Title: Re: Really bad card ideas
Post by: Axxle on June 26, 2013, 10:07:18 pm
Dame Salvia $5

Action – Attack – Knight

Each other player reveals the top 2 cards of his deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this card.

-------

When you trash this... woah...
Title: Re: Really bad card ideas
Post by: Powerman on June 27, 2013, 12:07:19 am
Iron(y)
$2 Treasure
Worth $1
When you play this, reveal the top 5 cards of your deck.  Put them back in any order.
Title: Re: Really bad card ideas
Post by: Dsell on June 27, 2013, 02:17:23 am
Iron(y)
$2 Treasure
Worth $1
When you play this, reveal the top 5 cards of your deck.  Put them back in any the same order.

Fix'd

For venture, ya know.
Title: Re: Really bad card ideas
Post by: Powerman on June 27, 2013, 10:42:58 am
Iron(y)
$2 Treasure
Worth $1
When you play this, reveal the top 5 cards of your deck.  Put them back in any the same order.

Fix'd

For venture, ya know.

I wanted it to combo with Loan and Venture.
Title: Re: Really bad card ideas
Post by: Awaclus on June 27, 2013, 08:34:44 pm
Prosperous Baker
$5 Action
+1 Card
+1 Action
+1 VP token
____________________
Setup: Each player takes a VP token.
Title: Re: Really bad card ideas
Post by: mail-mi on June 27, 2013, 09:01:49 pm
Working bishop
Action $4
+$1
Take 1 coin token.
Each other player may trash a card from their hand.
Trash a card from your hand. Take a number of coin tokens equal to half the cost of the card, rounded down.
Title: Re: Really bad card ideas
Post by: Tables on June 27, 2013, 09:18:02 pm
Oh, boy. Giving that treatment to Monument makes for one impressive card.

Goons Guild
Action - $5
+1 buy
+$1
---
While this is in play, when you buy a card, +1 VP.

Doesn't compare that well to Goons, really...
Title: Re: Really bad card ideas
Post by: eHalcyon on June 27, 2013, 09:20:57 pm
Oh, boy. Giving that treatment to Monument makes for one impressive card.

Goons Guild
Action - $5
+1 buy
+$1
---
While this is in play, when you buy a card, +1 VP.

Doesn't compare that well to Goons, really...

Shall I take the low-hanging fruit?

Merchants
+1 Buy
+$2
Each other player discards down to 3 cards in hand.
---
While this is in play, when you buy a card, take a Coin token.



I think I prefer this over Goons a lot of the time.
Title: Re: Really bad card ideas
Post by: brokoli on June 28, 2013, 09:55:30 am
Dominion player
Action - $1+
+2 cards
---
When you buy this card, you may overpay for it.
If you overpay by $1 or more, choose one : +$1 or +1 buy
If you overpay by $2 or more, at the start of your next turn, +1 card
If you overpay by $3 or more, gain a potion.
If you overpay by $4 or more, +1 VP token
If you overpay by $5 or more, gain a card costing up to $1 per differently named card you have in play
If you overpay by $6 or more, gain a card costing up to $6
If you overpay by $7 or more, trash a card from your hand and gain a spoils
If you overpay by $8 or more, gain two coin tokens.
Title: Re: Really bad card ideas
Post by: Warfreak2 on June 28, 2013, 10:47:51 am
When you buy this card [...] per differently named card you have in play, counting this.
It's in play?
Title: Re: Really bad card ideas
Post by: brokoli on June 28, 2013, 11:17:57 am
 ;D No, I'll edit that (but anyway, this is a bad card idea)
Title: Re: Really bad card ideas
Post by: Asper on June 28, 2013, 11:36:41 am
;D No, I'll edit that (but anyway, this is a bad card idea)

Warfreak2 is a pedantic killjoy, don't listen to him.

But change "gain two coin tokens" to "take". I can hardly look at that, gross.
Title: Re: Really bad card ideas
Post by: Awaclus on June 28, 2013, 01:17:45 pm
;D No, I'll edit that (but anyway, this is a bad card idea)

Warfreak2 is a pedantic killjoy, don't listen to him.

But change "gain two coin tokens" to "take". I can hardly look at that, gross.
+1 for having 420 posts.
Title: Re: Really bad card ideas
Post by: Just a Rube on June 28, 2013, 02:22:58 pm
Dominion player
Action - $1+
+2 cards
---
When you buy this card, you may overpay for it.
If you overpay by $1 or more, choose one : +$1 or +1 buy
If you overpay by $2 or more, at the start of your next turn, +1 card
If you overpay by $3 or more, gain a potion.
If you overpay by $4 or more, +1 VP token
If you overpay by $5 or more, gain a card costing up to $1 per differently named card you have in play
If you overpay by $6 or more, gain a card costing up to $6
If you overpay by $7 or more, trash a card from your hand and gain a spoils
If you overpay by $8 or more, gain two coin tokens.
Needs something for when you overpay with potions.
How about:

If you overpay by P or more, each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice
If you overpay by PP or more, each other player trashes the top card of his deck, and gains a card with the same cost that you choose.
If you overpay by PPP or more, each other player gains a curse.
If you overpay by PPPP or more, the player to your left takes an extra turn after this one, in which you can see all cards he can and make all decisions for him. Any cards he would gain on that turn, you gain instead; any cards of his that are trashed are set aside and returned to his discard pile at end of turn.

And of course:
If you overpay by $9 or more, 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.
Title: Re: Really bad card ideas
Post by: Julle on June 29, 2013, 02:40:10 pm
Back on the half-cards ...

Doc
$1.5 - Act
Name a card.
---
When you buy this, you may overpay for it.

Chance
$1.5 - Act
+1$
Look trough your deck. You may put half of it (rounded down) in your discard pile- Put other cards back on your deck in any order
Title: Re: Really bad card ideas
Post by: AJD on June 29, 2013, 03:23:35 pm
Chance

$1.5 - Act
+1$
Look trough your deck. You may put half of it (rounded down) in your discard pile- Put other cards back on your deck in any order

Community Chest

$3 — Action

Reveal the top card of the Black Market deck. Play it. Return it to the bottom of the Black Market deck.
Title: Re: Really bad card ideas
Post by: Awaclus on June 29, 2013, 03:59:12 pm
Ash
$2.5 Sure
When you shuffle, you may put this anywhere in your deck.

Man
$2 Sure
While this is in play, when you buy a card costing $4 or less that is not a victory card, gain a copy of it.
Title: Re: Really bad card ideas
Post by: heron on June 29, 2013, 04:04:36 pm
Park Place $350
Action-Reaction
If you have fewer than four houses on your park place mat, pay 200 coin tokens a house token on your park place mat. Else, pay 200 coin tokens and place a hotel on your park place mat.
——————————————
When another player touches a park place card, you may reveal this from your hand.
If you do, they must give you...
With no houses: 35 Coin tokens
1: 175
2: 500
3: 1100
4: 1300
With hotel: 1500
If the other player does not have enough coin tokens, they may return any cards from their deck to the supply, gaining 1 coin token per $2 in the returned cards' price. If they return their entire deck and do not have enough coin tokens to pay, the lose and you take all of their coin tokens.
Title: Re: Really bad card ideas
Post by: Kirian on June 29, 2013, 04:08:26 pm
Community Chest

$3 — Action

Reveal the top card of the Black Market deck. Play it. Return it to the bottom of the Black Market deck.

That.... is actually an interesting idea for a card.
Title: Re: Really bad card ideas
Post by: Awaclus on June 29, 2013, 06:22:43 pm
Park Place $350
Action-Reaction
If you have fewer than four houses on your park place mat, pay 200 coin tokens a house token on your park place mat. Else, pay 200 coin tokens and place a hotel on your park place mat.
——————————————
When another player touches a park place card, you may reveal this from your hand.
If you do, they must give you...
With no houses: 35 Coin tokens
1: 175
2: 500
3: 1100
4: 1300
With hotel: 1500
If the other player does not have enough coin tokens, they may return any cards from their deck to the supply, gaining 1 coin token per $2 in the returned cards' price. If they return their entire deck and do not have enough coin tokens to pay, the lose and you take all of their coin tokens.
Free Parking
$0 Action
Take all the coin tokens from the Free Parking mat.
___________
In games using this, when a player spends a coin token, put that token on the Free Parking mat.
Title: Re: Really bad card ideas
Post by: AJD on June 29, 2013, 08:53:57 pm
Oh say, the advent of coin tokens means the Monopoly fan card concept itself is feasible now.

Monopoly
Action - $A
+$B
C
You may move your Monopoly token to any D pile without a Monopoly token on it.
---
When another player E a card with your Monopoly token on it, take a Coin token.

...where A is anywhere between 2 and 5, B is between 0 and 2, C is either "Trash this" or nothing; D is either "Kingdom card" or "supply", and E is either "plays" or "gains", depending on what's the most balanced.
Title: Re: Really bad card ideas
Post by: dominator 123 on July 02, 2013, 06:23:08 am
Chance

$1.5 - Act
+1$
Look trough your deck. You may put half of it (rounded down) in your discard pile- Put other cards back on your deck in any order

Community Chest

$3 — Action

Reveal the top card of the Black Market deck. Play it. Return it to the bottom of the Black Market deck.

Skip $7
Action
The player to your left loses his turn.

Reverse $2
Action
Direction of play is reversed.

Draw Two $2
Action
+2 cards

Wild $A lot
This is any card you want.
Title: Re: Really bad card ideas
Post by: Kirian on July 02, 2013, 08:19:36 am
Wild $A lot
This is any card you want.

(http://4.bp.blogspot.com/_D_Z-D2tzi14/S8TRIo4br3I/AAAAAAAACv4/Zh7_GcMlRKo/s400/ALOT.png)
Title: Re: Really bad card ideas
Post by: Tables on July 02, 2013, 11:27:09 am
Wouldn't it be nice if the Knights pile contained more than 10 cards, and you randomly selected 10 for each game? Let's have some new Knights. Names TBD in most cases, we'll just go with generic descriptor names.

Sir Remodel - $5
Action - Attack - Knight
Trash a card from your hand. Gain a card costing up to $2 more than it.
Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 to 6, and discards the rest. If a Knight is trashed by this, trash this card.

Sir Moat - $4
Action - Attack - Reaction - Knight
Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 to 6, and discards the rest. If a Knight is trashed by this, trash this card.
---
When another player plays an Attack card, you may reveal this from your hand. If you do, you are unaffected by that Attack.

Dame Throne - $5
Action - Attack - Knight
Choose an action card from your hand. Play it twice.
Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 to 6, and discards the rest. If a Knight is trashed by this, trash this card.

Dame Witch - $6
Action - Attack - Knight
Each other player gains a curse
Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 to 6, and discards the rest. If a Knight is trashed by this, trash this card.

Dame Ill-Gotten-Gains - $6
Action - Treasure - Attack - Knight
$1
Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 to 6, and discards the rest. If a Knight is trashed by this, trash this card.
---
When you gain this, each other player gains a curse

Sir Lingames - $5
Action - Attack - Knight
Gain a copy of a card costing up 6 to that the player to your right gained on his last turn.
Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 to 6, and discards the rest. If a Knight is trashed by this, trash this card.

Dame Sir - $5
Action - Attack - Knight
Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 to 6, and discards the rest. If a Knight is trashed by this, trash this card.
Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 to 6, and discards the rest. If a Knight is trashed by this, trash this card.
Title: Re: Really bad card ideas
Post by: liopoil on July 02, 2013, 12:16:54 pm
speaking of knights, I had an idea for a mechanic that the knights could do instead:

Sir/Dame -name here-
Action - Attack - Knight: $5

+$2
each other player with 5 cards in hand discards the two cards farthest to the left in their hand.

there are 10 different knights, and there are also 10 combinations of combinations of 2 cards from 5 you can choose, each one is a different one. So a different knight could be "each other player with 5 cards in hand discards the cards farthest to the left in their hand and the card 3 from the left in their hand," and the knights do all 10 combinations. Players are allowed to order the cards in their hand however they like, so if you've only bought 1 knight, other players can remember this and put their good cards where the knight won't make them discard them. All of these knights are equally good, and I think this card could be balanced, because it is strictly better than militia, but not by much.
Title: Re: Really bad card ideas
Post by: SirPeebles on July 02, 2013, 12:43:46 pm
Sir Ghost Ship doesn't seem quite so frightening.
Title: Re: Really bad card ideas
Post by: achmed_sender on July 02, 2013, 01:34:13 pm
Sir Monument

+1 VP
Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 to 6, and discards the rest. If a Knight is trashed by this, trash this card.


Sir Goons

Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 to 6, and discards the rest. If a Knight is trashed by this, trash this card.
---
If you buy a card while this is in play: +1 VP


Sir Cellar

Discard any number of cards, + cards equal to the number of the discarded cards
Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 to 6, and discards the rest. If a Knight is trashed by this, trash this card.


Sir Looter

Each player gains a ruins
Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 to 6, and discards the rest. If a Knight is trashed by this, trash this card.


Sir Hinterlands

Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 to 6, and discards the rest. If a Knight is trashed by this, trash this card.
---
When you buy this: Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 to 6, and discards the rest. If a Knight is trashed by this, trash this card.


Sir Beggar

You may gain 3 coppers, putting them into your hand
Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 to 6, and discards the rest. If a Knight is trashed by this, trash this card.


Sir Haggler

Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 to 6, and discards the rest. If a Knight is trashed by this, trash this card.
---
If you buy a card while this is in play: Gain a crad costing less

and a fun one...

Dame Fortress

Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 to 6, and discards the rest. If a Knight is trashed by this, trash this card.
---
If you trash this, put it into your hand.

another:

Dame Peddler (Cost: 6)

Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 to 6, and discards the rest. If a Knight is trashed by this, trash this card.
---
In the buy phase, the cost of this card is reduced $1 for every action card in play
Title: Re: Really bad card ideas
Post by: Awaclus on July 02, 2013, 02:44:02 pm
Sir Iron
$5 Action - Attack - Knight
Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 to 6, and discards the rest. If a Knight is trashed by this, trash this card.
If the trashed card was...
An Action card: +3 Actions
A Treasure card: +$3
A Victory card: +3 Cards

Very good, but probably not broken. After all, you don't get a bonus if nothing was trashed, and most of the time an Action card gets trashed[citation needed] and that's the weakest bonus.
Title: Re: Really bad card ideas
Post by: KingZog3 on July 02, 2013, 03:50:59 pm
Sir Iron
$5 Action - Attack - Knight
Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 to 6, and discards the rest. If a Knight is trashed by this, trash this card.
If the trashed card was...
An Action card: +3 Actions
A Treasure card: +$3
A Victory card: +3 Cards

Very good, but probably not broken. After all, you don't get a bonus if nothing was trashed, and most of the time an Action card gets trashed[citation needed] and that's the weakest bonus.

It only makes Dame Josephine worse. +3cards +3actions is great, even if your Knight is trashed.
Title: Re: Really bad card ideas
Post by: Axxle on July 02, 2013, 03:59:50 pm
Sir Loin
$5 Action - Attack - Knight
Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 to 6, and discards the rest. If a Knight is trashed by this, trash this card.
--------
When this is trashed, gain a 1 coin token.
If it was trashed by Butcher gain 1 more coin token.
Title: Re: Really bad card ideas
Post by: mail-mi on July 02, 2013, 04:10:00 pm
Sir Loin
$5 Action - Attack - Knight
Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 to 6, and discards the rest. If a Knight is trashed by this, trash this card.
--------
When this is trashed, gain a 1 coin token.
If it was trashed by Butcher gain 1 more coin token.
Ummmm, is that supposed to be sir Lion? Lion and Loin are two very very different things.
Title: Re: Really bad card ideas
Post by: eHalcyon on July 02, 2013, 04:34:22 pm
Sir Loin
$5 Action - Attack - Knight
Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 to 6, and discards the rest. If a Knight is trashed by this, trash this card.
--------
When this is trashed, gain a 1 coin token.
If it was trashed by Butcher gain 1 more coin token.
Ummmm, is that supposed to be sir Lion? Lion and Loin are two very very different things.

Sir Loin --> Sirloin (steak) <-- Butcher
Title: Re: Really bad card ideas
Post by: Kirian on July 02, 2013, 05:01:35 pm
Sir Lingames - $5
Action - Attack - Knight
Gain a copy of a card costing up 6 to that the player to your right gained on his last turn.
Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 to 6, and discards the rest. If a Knight is trashed by this, trash this card.

You deserve multiple +1s for this.
Title: Re: Really bad card ideas
Post by: eHalcyon on July 02, 2013, 05:08:24 pm
Sir Lingames - $5
Action - Attack - Knight
Gain a copy of a card costing up 6 to that the player to your right gained on his last turn.
Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 to 6, and discards the rest. If a Knight is trashed by this, trash this card.

You deserve multiple +1s for this.

Didn't get it until now.
Title: Re: Really bad card ideas
Post by: Tables on July 02, 2013, 06:19:48 pm
Sir Lingames - $5
Action - Attack - Knight
Gain a copy of a card costing up 6 to that the player to your right gained on his last turn.
Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 to 6, and discards the rest. If a Knight is trashed by this, trash this card.

You deserve multiple +1s for this.

I was waiting for someone to finally get it  :P

Edit: For those that don't know, Sirlin games are kind of notorious for copying (http://www.boardgamegeek.com/boardgame/169/en-garde) other (http://www.boardgamegeek.com/boardgame/107190/flash-duel-second-edition) people's (http://www.boardgamegeek.com/boardgame/67928/puzzle-strike) ideas (http://www.boardgamegeek.com/image/395648/dominion), generally without crediting the former.
Title: Re: Really bad card ideas
Post by: markusin on July 02, 2013, 08:35:43 pm
I don't know if someone already suggested a card like this, but:

Countebank
$5 - Action - Attack
Each other player either discards two cards, places one card on top of their deck, or gains a copper, your choice. Choose one: $2; or each other player gains a curse, or gain 3 estates
Title: Re: Really bad card ideas
Post by: Asper on July 02, 2013, 09:29:34 pm
Sir Iron
$5 Action - Attack - Knight
Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 to 6, and discards the rest. If a Knight is trashed by this, trash this card.
If the trashed card was...
An Action card: +3 Actions
A Treasure card: +$3
A Victory card: +3 Cards

Very good, but probably not broken. After all, you don't get a bonus if nothing was trashed, and most of the time an Action card gets trashed[citation needed] and that's the weakest bonus.

So if in a 6 player game i trash an action, two Silvers and two Duchies, i get +6 cards, + 3 Actions, +6$? That doesn't sound broken at all.
Title: Re: Really bad card ideas
Post by: Asper on July 02, 2013, 09:40:50 pm
Count von Count
Action, 0$
Chose one:
Discard 2 cards; or put 3 cards from your hand on top of your deck; or gain 4 Coppers;
Chose five:
+6$; or trash 7 cards from your hand; or gain 8 Duchies;
Title: Re: Really bad card ideas
Post by: Just a Rube on July 03, 2013, 12:38:43 am
Count von Count
Action, 0$
Chose one:
Discard 2 cards; or put 3 cards from your hand on top of your deck; or gain 4 Coppers;
Chose five:
+6$; or trash 7 cards from your hand; or gain 8 Duchies;
FTFY
Title: Re: Really bad card ideas
Post by: Axxle on July 03, 2013, 03:19:09 am
Count von Count
Action - $5
Choose one:
Count the treasures in your deck, +$1 per 3 counted cards.
Count the actions in your hand, +1 Action per counted card.
Count the victory cards in the supply, +1 Card per 8 counted cards.
Title: Re: Really bad card ideas
Post by: Awaclus on July 03, 2013, 05:13:29 am
Count von Count
Action - $5
Choose one:
Count the treasures in your deck, +$1 per 3 counted cards.
Count the actions in your hand, +1 Action per counted card.
Count the victory cards in the supply, +1 Card per 8 counted cards.
Count the Count von Counts in the Count von Count pile, count the Count von Counts in the Count von Count pile per counted Count von Count, gain a Count von Count per counted Count von Count.
Count the Count von Counts in your deck, then read the first line of Count von Count's text out loud per counted Count von Count. If you manage to do that without stuttering, gain 8 Provinces.
Title: Re: Really bad card ideas
Post by: Gary55 on July 03, 2013, 07:59:38 am
One more

Armory ship
Action-duration
Now and every turn before the end
+16 coins
+1 buy
Costs: 8
Title: Re: Really bad card ideas
Post by: mail-mi on July 03, 2013, 02:24:52 pm
Sir Iron
$5 Action - Attack - Knight
Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 to 6, and discards the rest. If a Knight is trashed by this, trash this card.
If the trashed card was...
An Action card: +3 Actions
A Treasure card: +$3
A Victory card: +3 Cards

Very good, but probably not broken. After all, you don't get a bonus if nothing was trashed, and most of the time an Action card gets trashed[citation needed] and that's the weakest bonus.

So if in a 6 player game i trash an action, two Silvers Golds and two Duchies, i get +6 cards, + 3 Actions, +6$? That doesn't sound broken at all.

FIFY
Title: Re: Really bad card ideas
Post by: KingZog3 on July 03, 2013, 03:48:31 pm
One more

Armory ship
Action-duration
Now and every turn before the end
+16 coins
+1 buy
Costs: 8

Wouldn't it be more like...

Gain a card costing up to $4 and set it aside. At the start of your next turn put it on top of your deck
Title: Re: Really bad card ideas
Post by: Awaclus on July 03, 2013, 04:43:12 pm
One more

Armory ship
Action-duration
Now and every turn before the end
+16 coins
+1 buy
Costs: 8

Wouldn't it be more like...

Gain a card costing up to $4 and set it aside. At the start of your next turn put it on top of your deck
Yeah, and it should cost $9 - you're combining the effects so why not combine the costs, too.

EDIT:

Actually, Armory Ship could be something like this:

Armory Ship
$5 Action - Attack
+2 Cards
Each other player topdecks down to three cards costing $4 or less from his hand.

Brutal.
Title: Re: Really bad card ideas
Post by: ConMan on July 03, 2013, 09:57:41 pm
Count von Count
Action, 0$! ah, ah, ah!
Chose one! ah, ah, ah!:
Discard 1, 2 cards! ah, ah, ah!; or put 1, 2, 3 cards! from your hand on top of your deck, ah, ah, ah!; or gain 1, 2, 3, 4 Coppers! ah, ah, ah!;
Chose one, two, three, four, five! ah, ah, ah!:
+1, 2, 3, 4, 5, 6$! ah, ah, ah!; or trash 1, 2, 3, 4, 5, 6, 7 cards! from your hand, ah, ah, ah!; or gain 1, 2, 3, 4, 5, 6, 7, 8 Duchies! ah, ah, ah!;
FTFY
Title: Re: Really bad card ideas
Post by: SirPeebles on July 03, 2013, 11:11:37 pm
Sir Prize
$0*  Action-Attack-Knight-Prize

+1 Card

Each player chooses a card his from hand and shuffles it into the deck of the player to his left.

Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 to 6, and discards the rest. If a Knight is trashed by this, trash this card.

(This card is not in the Supply.)
Title: Re: Really bad card ideas
Post by: NoMoreFun on July 05, 2013, 11:09:41 am
Dark Hint of Foreshadowing
Action - $4
+1 Card
+2 Actions
Gain a card and trash it
Title: Re: Really bad card ideas
Post by: Tables on July 05, 2013, 12:49:22 pm
That has surprisingly many strategic options. Grab a Province, trash the rest. Gain a province, top deck it with Watchtower, lose track of it. On gain effects. Gain Fortresses into hand.

But it is still a really bad card idea, because it's a village with a silly extra effect a lot of the time, and broken a lot of the other times.
Title: Re: Really bad card ideas
Post by: NoMoreFun on July 06, 2013, 11:29:22 pm
Just putting it here because I don't want to make a thread:

Pawket
Action - $4?
Choose 3: +1 Card, +1 Action, +1 Buy, +$1 (The choices must be different)

Would this be ok at $4? Obviously at $5 it's worse than Market, but as a versatile peddler variant, does that make it too strong for $4? I think it's ok for a $4 card to be strictly better than Peddler, since Peddler itself isn't vanilla; the fact that you can get it for $0 or $2, and the amazing synergy with TFBs seems like bonus enough to me.

 
Title: Re: Really bad card ideas
Post by: NoMoreFun on July 06, 2013, 11:36:28 pm
Squire+Steward+Pawn=

Squidward
Action - $5
Choose 3: +1 Card, +1 Action, +$1, +1 Buy, Gain 2 coppers in hand, trash a card from your hand,

Title: Re: Really bad card ideas
Post by: NoMoreFun on July 06, 2013, 11:56:01 pm
Strictly worse than Junk Dealer?
Action - $5
Choose Three: +1 Card, +1 Action, +$1, trash a card from your hand

I think the versatility makes it as good or better.
Title: Re: Really bad card ideas
Post by: KingZog3 on July 07, 2013, 01:29:25 am
Strictly worse than Junk Dealer?
Action - $5
Choose Three: +1 Card, +1 Action, +$1, trash a card from your hand

I think the versatility makes it as good or better.

It's probably better. Trashing 3 cards is pretty good. Or even Trash 2 cards +1action.
Title: Re: Really bad card ideas
Post by: enfynet on July 07, 2013, 01:58:28 am
Just putting it here because I don't want to make a thread:

Pawket
Action - $4?
Choose 3: +1 Card, +1 Action, +1 Buy, +$1 (The choices must be different)

Would this be ok at $4? Obviously at $5 it's worse than Market, but as a versatile peddler variant, does that make it too strong for $4? I think it's ok for a $4 card to be strictly better than Peddler, since Peddler itself isn't vanilla; the fact that you can get it for $0 or $2, and the amazing synergy with TFBs seems like bonus enough to me.
I don't think it's all that bad. Donald mentioned Peddler would be about $4, and all the Peddler variants are close to 4. Market Square +1C +1A +1B and Oasis +1C +1A +$1 discard are both at $3.  Highway is a weird $5 Peddler variant that gives coin by reducing costs. Ironmonger is a $4 Peddler when a Treasure is revealed. Junk Dealer is a trashing Peddler/Oasis at $5. Apothecary $2P is an almost Peddler that tries to find coin elsewhere. Treasury is a recycling Peddler for $5.

I think $4 for the Peddler Pawn is fair.
Title: Re: Really bad card ideas
Post by: scott_pilgrim on July 07, 2013, 02:05:13 am
Strictly worse than Junk Dealer?
Action - $5
Choose Three: +1 Card, +1 Action, +$1, trash a card from your hand

I think the versatility makes it as good or better.

It's probably better. Trashing 3 cards is pretty good. Or even Trash 2 cards +1action.
I think the choices have to be different (otherwise it's strictly better than lab).  So it's either a Peddler, or a cantrip trasher (or one of the other two options), but not a straight Junk Dealer.  I actually think it's pretty interesting but I would think Junk Dealer is usually better.
Title: Re: Really bad card ideas
Post by: eHalcyon on July 07, 2013, 02:06:41 am
Strictly worse than Junk Dealer?
Action - $5
Choose Three: +1 Card, +1 Action, +$1, trash a card from your hand

I think the versatility makes it as good or better.

It's probably better. Trashing 3 cards is pretty good. Or even Trash 2 cards +1action.

If the choices don't have to be different, this is easily a $6 card, probably $7... maybe even more.  The options include:

cantrip trasher
almost-Chapel
terminal Gold
Silver
Smithy
Village
Laboratory

Even if the choices all had to be different, it would be better.  Unlike JD, you can spam these and it'll work well.  With JD and other cantrip trashers (Upgrade, Rats sort of) you'll eventually run out of things to trash.  But with this card you can just grab as many as you want (read: a lot) and trim your deck at speed, then have an actual functional deck full of Peddlers.

Edit: ninja'd on the first part, but I'm pretty sure this beats JD handily.  Reasoning already given.
Title: Re: Really bad card ideas
Post by: scott_pilgrim on July 07, 2013, 02:17:31 am
cantrip trasher
almost-Chapel
terminal Gold
Silver
Smithy
Village
Laboratory
Don't forget Peddler!

You are probably right, now that I think about it more.  My initial thought was that since you usually pick up only two or three Junk Dealers, and then it's not until pretty late that you start hesitating to play them, then if you played the same way with this, you wouldn't get much benefit from the ability to not trash.  The difference is, you would play differently with this, and instead of cautiously picking up only a few, you just go straight after them and now you've got a deck full of peddlers, with all the junk dealt with.  Still, getting the $1 from Junk Dealer every time seems like the sort of thing that would make a bigger difference than you would normally notice.
Title: Re: Really bad card ideas
Post by: awildnoobappeared on July 08, 2013, 08:22:27 am
Prism
Action-Duration, $5

Until the end of the game, you get to see all other player's cards in hand and as they draw them.
---
No other players may know that you have gained or played this card.
Title: Re: Really bad card ideas
Post by: WalrusMcFishSr on July 10, 2013, 12:10:23 am
Round of Applause
Action, $1

Setup: Each player takes 5 VP tokens.
--
+1 Card
+1 Action

When you play this, each player takes 1 VP token for each Round of Applause in play (including this one).
Title: Re: Really bad card ideas
Post by: Kirian on July 10, 2013, 10:53:01 am
Round of Applause
Action, $1

Setup: Each player takes 5 VP tokens.
--
+1 Card
+1 Action

When you play this, each player takes 1 VP token for each Round of Applause in play (including this one).

Needs cost 0 and to give an extra buy so that it has literally no effect other than making noise.
Title: Re: Really bad card ideas
Post by: enfynet on July 10, 2013, 11:19:08 am
For some reason I want a card that will cash in VP tokens for coin tokens.
Title: Re: Really bad card ideas
Post by: Watno on July 10, 2013, 04:22:58 pm
Braggart's Village
$4 action
+1 card
+2 actions
___________
When you buy this, you may overpay for it.
Title: Re: Really bad card ideas
Post by: KingZog3 on July 10, 2013, 04:41:47 pm
Infinity - $0

You may overpay for this card. For every coin overpaid, overpay by one extra coin.
Title: Re: Really bad card ideas
Post by: cluckyb on July 10, 2013, 06:44:40 pm
Sure this has been done before, but after seeing a typo in another thread today:

Chancellar
Action
$3

+1 Action
You may immediately put your deck into your discard pile.
Discard any number of cards. +1 card per card discarded.

(wonder if "Discard/Draw, then put your deck into your discard pile" or the card as stated is actually better)



Also:

Chancecellar
Action
$1

Reveal the top card of your deck. Discard it.

If it has an even cost:

+1 Action
Discard any number of cards. +1 card per card discarded.
Title: Re: Really bad card ideas
Post by: Asper on July 10, 2013, 07:25:54 pm
Quote
Chancellar
Action, $3
+1 Action
You may immediately discard your deck.
+1 card per card discarded.

FTFY
Title: Re: Really bad card ideas
Post by: Eggplantation on July 11, 2013, 03:09:49 am
Sure this has been done before, but after seeing a typo in another thread today:

Chancellar
Action
$3

+1 Action
You may immediately put your deck into your discard pile.
Discard any number of cards. +1 card per card discarded.

Chancecellar
Action
$1

Reveal the top card of your deck. Discard it.

If it has an even cost:

+1 Action
Discard any number of cards. +1 card per card discarded.

That is great.  ;D +1


Also:

Destroyer: $6 -Action/Attack
Reveal the top 3 cards of each other players deck.
If the player is playing big money, trash all revealed treasure.
If the opponent is playing an engine, trash all revealed villages.
If the opponent is playing a rush, he gains a curse, copper and you get +1VP.
If your opponent has been reduced to a slog, +2 cards for him. +1 high-five.
Title: Re: Really bad card ideas
Post by: JacquesTheBard on July 11, 2013, 12:07:59 pm
Rat Cult-$4

+1 Card
+1 Action
Trash a card other than Rat Cult from your hand. Gain a Rat Cult. Play a Rat Cult.
_______________________________
When you trash this, +3 cards
Title: Re: Really bad card ideas
Post by: JacquesTheBard on July 11, 2013, 01:35:48 pm
Ruined Chapel-$0

You may discard up to 4 cards from your hand.

Feeble Herald-$0

Look at the top card of your deck. If it is an action, play it.

Infant Witch-$0

Each other player may gain a curse.
Title: Re: Really bad card ideas
Post by: Tables on July 11, 2013, 02:04:24 pm
Not sure if I should complain that Feeble Herald should reveal the top card instead of just looking at it... or just accept that it's a bad card.
Title: Re: Really bad card ideas
Post by: cluckyb on July 11, 2013, 02:12:34 pm
Ruined Chapel-$0

You may discard up to 4 cards from your hand.

Feeble Herald-$0

Look at the top card of your deck. If it is an action, play it.

Infant Witch-$0

Each other player may gain a curse.

My Chapel may be Ruined, but the Tunnels below it still work fine! Also its right next to Library in our Village which works out nicely, plus it fits right in with all these Poor Houses.
Title: Re: Really bad card ideas
Post by: Kirian on July 12, 2013, 10:28:57 am
Rat Cult-$4

+1 Card
+1 Action
Trash a card other than Rat Cult from your hand. Gain a Rat Cult. Play a Rat Cult.
_______________________________
When you trash this, +3 cards

Even better if you have to gain the Rat Cult in hand...
Title: Re: Really bad card ideas
Post by: mail-mi on July 12, 2013, 01:38:16 pm
Rat Cult-$4

+1 Card
+1 Action
Trash a card other than Rat Cult from your hand. Gain and play a Rat Cult.
_______________________________
When you trash this, +3 cards
FIFY
Title: Re: Really bad card ideas
Post by: Just a Rube on July 13, 2013, 10:17:20 pm
Treasure Chest $7
Action/Victory/Duration
Now and at the start of your next turn, choose 1:
Take 2 coin tokens; Trash 2 cards from your hand; +2 cards

Worth 1 VP for every 2 differently named cards in the trash
-------------
When you gain this you may gain a Potion
Title: Re: Really bad card ideas
Post by: Asper on July 14, 2013, 03:24:29 pm
Mounte Bank
Treasure - Attack, 7$
2$
When you play this, once per Treasure you have in play (counting this), each other player may discard a Curse from his hand. If he doesn't, he gains a Curse and a Copper.
Title: Re: Really bad card ideas
Post by: math on July 14, 2013, 08:05:21 pm
Pyramid
Action, $2
+1 Card
+2 Actions
+3 Buys
+$4
Discard 5 cards.
Title: Re: Really bad card ideas
Post by: Titandrake on July 14, 2013, 08:34:13 pm
Pyramid
Action, $0
+1 Card
+2 Actions
+3 Buys
+$4
Discard 5 cards.

FTFY
Title: Re: Really bad card ideas
Post by: mail-mi on July 15, 2013, 12:18:40 am
Pyramid
Action, $2
+1 Card
+2 Actions
+3 Buys
+$4
Discard 5 cards.

Upside down pyramid
Action, $5
+4 cards
+3 actions
+2 buys
+$1
Title: Re: Really bad card ideas
Post by: Warfreak2 on July 15, 2013, 03:21:35 am
Pyramid Scheme, Action, $2
+1 Card
+2 Actions
+3 Buys
+$4
Discard 5 cards.

At the start of clean-up this turn, you may choose an Action card you have in play. If you discard it from play this turn, put it on your deck.

Or:
Pyramid Scheme, Action, $2
+2 Cards
Each player passes a card upwards. You may trash a card from your hand.
Title: Re: Really bad card ideas
Post by: achmed_sender on July 15, 2013, 03:21:55 am
Pyramid
Action, $2
+1 Card
+2 Actions
+3 Buys
+$4
Discard 5 cards.


Upside down pyramid
Action, $5
+4 cards
+3 actions
+2 buys
+$1

Pyramid is nice for Gardens, Upside Down Pyramid the new super-Grand-Market :)
Title: Re: Really bad card ideas
Post by: Kirian on July 16, 2013, 01:04:34 am
Mounte Hall
Action-Victory - $8
Worth 1 VP
+1 Card
+1 Action
+$2
Each other player may discard a Curse.  If they do not, they gain a Copper and a Curse.
----
Take a Curse and two Mounte Halls from the supply and place them face down in front of you.  The player to your left chooses one of them.  Then, reveal one of the Mounte Halls.  The player to your left may change their choice; you then gain the chosen card.
Title: Re: Really bad card ideas
Post by: mail-mi on July 16, 2013, 11:52:21 pm
Apparently, when he reshuffled, the player next to the Curse pile picked up his "discard" pile which was the last nine Curses; that's why the Curses ran out so quickly. 
My brother once almost shuffled the trash pile (full of Coppers and Curses) into his deck.  He caught himself quickly enough to sort it back out though.

It sounds like the sort of thing a really bad fan card would do.

Misclick
Action, $2
Put the Curse pile into your discard pile. If the curses are empty, top deck the trash.
Title: Re: Really bad card ideas
Post by: Joseph2302 on July 17, 2013, 10:20:55 am
Misclick
Action, $2
Put the Curse pile into your discard pile. If the curses are empty, top deck the trash.

In what order are we putting the trash cards onto deck??
Title: Re: Really bad card ideas
Post by: mail-mi on July 17, 2013, 01:22:03 pm
Misclick
Action, $2
Put the Curse pile into your discard pile. If the curses are empty, top deck the trash.

In what order are we putting the trash cards onto deck??

Does it matter?
Title: Re: Really bad card ideas
Post by: WalrusMcFishSr on July 17, 2013, 04:53:14 pm
(Edited to incorporate Peebs' suggestions)


Sir Bedevere--$4
Action-Attack-Reaction-Knight

Each other player reveals the top 2 cards of his deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this card.
--
When another player plays a Witch, you may reveal this from your hand. If you do, measure that player's weight against the weight of a duck. If they weigh the same, you are unaffected by the attack, that player trashes the Witch, then you may burn that player at the stake.

***

Sir Robin--$3
Action-Attack-Reaction-Knight

Each other player reveals the top 2 cards of his deck, trashes one of them costing from $1 to $3, and discards the rest. If a Knight is trashed by this, trash this card.
--
If Sir Robin is revealed for any reason, discard it immediately.

***

Sir Not-Appearing-in-this-Film--$5*
Action-Attack-Knight

Each other player reveals the top 2 cards of his deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this card.

(This is not in the Supply.)
Title: Re: Really bad card ideas
Post by: SirPeebles on July 17, 2013, 05:07:38 pm
Sir Bedevere--$4
Action-Attack-Reaction-Knight

Each other player reveals the top 2 cards of his deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this card.
--
When another player plays a Witch, you may reveal this from your hand. If you do, measure that player's weight against the weight of a duck. If they weigh the same, trash the Witch, then burn that player at the stake.

You still get the Curse though, right?  Also, you should probably say that they trash the Witch.
Title: Re: Really bad card ideas
Post by: Asper on July 17, 2013, 06:21:58 pm
Sir Robin--$3
Action-Attack-Reaction-Knight
Each other player reveals the top 2 cards of his deck, trashes one of them costing from $1 to $3, and discards the rest. If a Knight is trashed by this, trash this card.
--
If Sir Robin is revealed for any reason, discard it immediately.

Would +1 more than once if i could.

I don't know if it's intended, but i'd argue that if Sir Robin was to be revealed by another Knight, you could choose to trash him and as he is discarded immediately, he would be save because of the lose-track rule. (Edit: He runs away).

"When danger reared its ugly head
He bravely turned his tail and fled
Yes, brave Sir Robin turned about
And gallantly he chickened out
Bravely taking to his feet
He beat a very brave retreat
Bravest of the brave, Sir Robin"
Title: Re: Really bad card ideas
Post by: KingZog3 on July 17, 2013, 06:27:58 pm
Sir Robin--$3
Action-Attack-Reaction-Knight
Each other player reveals the top 2 cards of his deck, trashes one of them costing from $1 to $3, and discards the rest. If a Knight is trashed by this, trash this card.
--
If Sir Robin is revealed for any reason, discard it immediately.

Would +1 more than once if i could.

I don't know if it's intended, but i'd argue that if Sir Robin was to be revealed by another Knight, you could choose to trash him and as he is discarded immediately, he would be save because of the lose-track rule. (Edit: He runs away).

"When danger reared its ugly head
He bravely turned his tail and fled
Yes, brave Sir Robin turned about
And gallantly he chickened out
Bravely taking to his feet
He beat a very brave retreat
Bravest of the brave, Sir Robin"

He was not in the least bit scared to be mashed into a
pulp
Or to have his eyes gouged out and his elbows broken;
To have his kneecaps split and his body burned away
And his limbs all hacked and mangled, brave Sir Robin.

His head smashed in, and his heart cut out,
And his liver removed, and his bowels unplugged,
And his nostrils raped, and his bottom burned off,
And his penis split ... and his ...
Title: Re: Really bad card ideas
Post by: KingZog3 on July 17, 2013, 06:32:38 pm
Sir Lancelot - Action - Attack - Knight $5

Each other player reveals the top 2 cards of his deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this card. If any blue cards were revealed by this, set Sir Lancelot aside and rejoice that your favorite colour is blue and return this card to your deck at the end of the game.
Title: Re: Really bad card ideas
Post by: SirPeebles on July 17, 2013, 06:36:49 pm
Sir Lancelot - Action - Attack - Knight $5

Each other player reveals the top 2 cards of his deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this card. If any blue cards were revealed by this, set Sir Lancelot aside and rejoice that your favorite colour is blue and return this card to your deck at the end of the game.  You may play a Bridge from your hand.
Title: Re: Really bad card ideas
Post by: ashersky on July 17, 2013, 06:45:23 pm
Did I learn about a different Round Table than you all?
Title: Re: Really bad card ideas
Post by: SirPeebles on July 17, 2013, 06:50:28 pm
Did I learn about a different Round Table than you all?

hint (http://forum.dominionstrategy.com/index.php?topic=7617.msg217399#msg217399)
Title: Re: Really bad card ideas
Post by: Joseph2302 on July 17, 2013, 06:53:54 pm
Misclick
Action, $2
Put the Curse pile into your discard pile. If the curses are empty, top deck the trash.

In what order are we putting the trash cards onto deck??

Does it matter?

Yes if the trash has at least 6 cards in it, then the order you put the cards onto deck would lead to different cards next turn. Presumably, you would put the top card of the trash on deck, then the next top card of the trash etc...
Title: Re: Really bad card ideas
Post by: SirPeebles on July 17, 2013, 06:56:33 pm
Misclick
Action, $2
Put the Curse pile into your discard pile. If the curses are empty, top deck the trash.

In what order are we putting the trash cards onto deck??

Does it matter?

Yes if the trash has at least 6 cards in it, then the order you put the cards onto deck would lead to different cards next turn. Presumably, you would put the top card of the trash on deck, then the next top card of the trash etc...

The Trash pile is unordered.
Title: Re: Really bad card ideas
Post by: Kirian on July 17, 2013, 06:56:49 pm
Did I learn about a different Round Table than you all?

hint (http://forum.dominionstrategy.com/index.php?topic=7617.msg217399#msg217399)

Yet another reminder that there are very young people on this forum, and that the movie is still older than some of us in the median age range.  Monty Python and the Holy Grail was released in 1975.  Forty years.
Title: Re: Really bad card ideas
Post by: Kirian on July 17, 2013, 06:59:01 pm
Did I learn about a different Round Table than you all?

hint (http://forum.dominionstrategy.com/index.php?topic=7617.msg217399#msg217399)

Yet another reminder that there are very young people on this forum, and that the movie is still older than some of us in the median age range.  Monty Python and the Holy Grail was released in 1975.  Forty years.

Meanwhile, the youngest member of Monty Python still alive... is 70.
Title: Re: Really bad card ideas
Post by: ashersky on July 17, 2013, 07:05:29 pm
Did I learn about a different Round Table than you all?

hint (http://forum.dominionstrategy.com/index.php?topic=7617.msg217399#msg217399)

Yet another reminder that there are very young people on this forum, and that the movie is still older than some of us in the median age range.  Monty Python and the Holy Grail was released in 1975.  Forty years.

I'm not one of the young ones, though.  Granted, I hadn't yet been born when it was released, but I'm old enough for it to have been a thing.

I've just literally never seen a Monty Python movie.  It's like when people say they've never seen Star Wars (4-6).
Title: Re: Really bad card ideas
Post by: mail-mi on July 17, 2013, 07:24:54 pm
Did I learn about a different Round Table than you all?

hint (http://forum.dominionstrategy.com/index.php?topic=7617.msg217399#msg217399)

Yet another reminder that there are very young people on this forum, and that the movie is still older than some of us in the median age range.  Monty Python and the Holy Grail was released in 1975.  Forty years.

I'm not one of the young ones, though.  Granted, I hadn't yet been born when it was released, but I'm old enough for it to have been a thing.

I've just literally never seen a Monty Python movie.  It's like when people say they've never seen Star Wars (4-6).
I've never seen Star Wars.
Title: Re: Really bad card ideas
Post by: mail-mi on July 17, 2013, 07:28:26 pm
King Arthur
Each other player reveals the top 2 cards of his deck, trashes one costing between $5--
"$3 sir!"
--trashes one costing between $3 and $6, and discards the rest. If another knight is trashed by this, gain that knight.

He's calling the Knights to his Round Table.
Title: Re: Really bad card ideas
Post by: SirPeebles on July 17, 2013, 07:33:34 pm
King Arthur
Each other player reveals the top 2 cards of his deck, trashes one costing between $5--
"$3 sir!"
--trashes one costing between $3 and $6, and discards the rest. If another knight is trashed by this, gain that knight.

The joke aside, that's a really interesting effect.
Title: Re: Really bad card ideas
Post by: TWoos on July 17, 2013, 11:20:23 pm
Did I learn about a different Round Table than you all?

hint (http://forum.dominionstrategy.com/index.php?topic=7617.msg217399#msg217399)

Yet another reminder that there are very young people on this forum, and that the movie is still older than some of us in the median age range.  Monty Python and the Holy Grail was released in 1975.  Forty years.

38 years.
Title: Re: Really bad card ideas
Post by: Kirian on July 17, 2013, 11:24:25 pm
Did I learn about a different Round Table than you all?

hint (http://forum.dominionstrategy.com/index.php?topic=7617.msg217399#msg217399)

Yet another reminder that there are very young people on this forum, and that the movie is still older than some of us in the median age range.  Monty Python and the Holy Grail was released in 1975.  Forty years.

38 years.

I am too old for math.
Title: Re: Really bad card ideas
Post by: SirPeebles on July 17, 2013, 11:26:47 pm
Did I learn about a different Round Table than you all?

hint (http://forum.dominionstrategy.com/index.php?topic=7617.msg217399#msg217399)

Yet another reminder that there are very young people on this forum, and that the movie is still older than some of us in the median age range.  Monty Python and the Holy Grail was released in 1975.  Forty years.

38 years.

You're always noticing twos!
Title: Re: Really bad card ideas
Post by: mail-mi on July 18, 2013, 12:53:32 am
Pyramid Scheme, Action, $2
+1 Card
+2 Actions
+3 Buys
+$4
Discard 5 cards.

At the start of clean-up this turn, you may choose up to 6 Action cards you have in play. If you discard it from play this turn, put it on your deck.

FIFY
Title: Re: Really bad card ideas
Post by: KingZog3 on July 18, 2013, 10:14:08 am
Did I learn about a different Round Table than you all?

hint (http://forum.dominionstrategy.com/index.php?topic=7617.msg217399#msg217399)

Yet another reminder that there are very young people on this forum, and that the movie is still older than some of us in the median age range.  Monty Python and the Holy Grail was released in 1975.  Forty years.

I'm not one of the young ones, though.  Granted, I hadn't yet been born when it was released, but I'm old enough for it to have been a thing.

I've just literally never seen a Monty Python movie.  It's like when people say they've never seen Star Wars (4-6).
I've never seen Star Wars.

Watch the original Star Wars. And Ashersky, watch Monty Python. It's cultural education. And I just figured most people have seen it, or some part of it.
Title: Re: Really bad card ideas
Post by: Fragasnap on July 18, 2013, 10:42:50 am
Sir Robin--$3
Action-Attack-Reaction-Knight

Each other player reveals the top 2 cards of his deck, trashes one of them costing from $1 to $3, and discards the rest. If a Knight is trashed by this, trash this card.
--
If Sir Robin is revealed for any reason, discard it immediately.
Funny things:
If Sir Robin is the only other Action in your deck, a Golem will successfully find Sir Robin twice and will still fail to play him.
If you have only one Treasure in your deck, Adventurer (or no Treasures with Venture-- or no Victory cards\Curses with Fortune Teller\Rebuild-- or...) will reveal your entire deck and eventually be stuck looking at Sir Robin, who is discarded immediately, reshuffled into your deck, revealed, and then discarded again. Forever.

Also Sir Robin can only be killed on a Highway or Bridge. Or in the Black Market if it is harboring a Quarry.
Title: Re: Really bad card ideas
Post by: SirPeebles on July 18, 2013, 10:52:19 am
Sir Robin--$3
Action-Attack-Reaction-Knight

Each other player reveals the top 2 cards of his deck, trashes one of them costing from $1 to $3, and discards the rest. If a Knight is trashed by this, trash this card.
--
If Sir Robin is revealed for any reason, discard it immediately.
Funny things:
If Sir Robin is the only other Action in your deck, a Golem will successfully find Sir Robin twice and will still fail to play him.
If you have only one Treasure in your deck, Adventurer (or no Treasures with Venture-- or no Victory cards\Curses with Fortune Teller\Rebuild-- or...) will reveal your entire deck and eventually be stuck looking at Sir Robin, who is discarded immediately, reshuffled into your deck, revealed, and then discarded again. Forever.

Also Sir Robin can only be killed on a Highway or Bridge. Or in the Black Market if it is harboring a Quarry.

If you find Sir Robin in the Black Market, he goes to your discard pile immediately (even if you're Possessed!), and you may still buy one of the other two cards.
Title: Re: Really bad card ideas
Post by: AJD on July 18, 2013, 11:23:08 am
If Sir Robin is the only other Action in your deck, a Golem will successfully find Sir Robin twice and will still fail to play him.

Why would it fail to play him? (Cf the usual Throne Room / Feast principle.)
Title: Re: Really bad card ideas
Post by: Warfreak2 on July 18, 2013, 12:12:02 pm
It would fail to put him in play, allowing Golem to find him again, thus playing him twice.
Title: Re: Really bad card ideas
Post by: SirPeebles on July 18, 2013, 12:30:56 pm
It would fail to put him in play, allowing Golem to find him again, thus playing him twice.

And he could slay opposing Knights with impunity!  Well this explains why...

He was not in the least bit scared
To be mashed into a pulp.
Or to have his eyes gouged out,
And his elbows broken.
To have his kneecaps split
And his body burned away,
And his limbs all hacked and mangled...
Title: Re: Really bad card ideas
Post by: ashersky on July 18, 2013, 04:43:41 pm
Did I learn about a different Round Table than you all?

hint (http://forum.dominionstrategy.com/index.php?topic=7617.msg217399#msg217399)

Yet another reminder that there are very young people on this forum, and that the movie is still older than some of us in the median age range.  Monty Python and the Holy Grail was released in 1975.  Forty years.

I'm not one of the young ones, though.  Granted, I hadn't yet been born when it was released, but I'm old enough for it to have been a thing.

I've just literally never seen a Monty Python movie.  It's like when people say they've never seen Star Wars (4-6).
I've never seen Star Wars.

Watch the original Star Wars. And Ashersky, watch Monty Python. It's cultural education. And I just figured most people have seen it, or some part of it.

Is Holy Grail the on with the riddle at a bridge (I think) and everyone dying and maybe a favorite color thing?
Title: Re: Really bad card ideas
Post by: mail-mi on July 18, 2013, 04:45:43 pm
Did I learn about a different Round Table than you all?

hint (http://forum.dominionstrategy.com/index.php?topic=7617.msg217399#msg217399)

Yet another reminder that there are very young people on this forum, and that the movie is still older than some of us in the median age range.  Monty Python and the Holy Grail was released in 1975.  Forty years.

I'm not one of the young ones, though.  Granted, I hadn't yet been born when it was released, but I'm old enough for it to have been a thing.

I've just literally never seen a Monty Python movie.  It's like when people say they've never seen Star Wars (4-6).
I've never seen Star Wars.

Watch the original Star Wars. And Ashersky, watch Monty Python. It's cultural education. And I just figured most people have seen it, or some part of it.

Is Holy Grail the on with the riddle at a bridge (I think) and everyone dying and maybe a favorite color thing?

Yes.
Title: Re: Really bad card ideas
Post by: Powerman on July 18, 2013, 05:16:08 pm
Questionable
$2 Action
+1 Card
___________
When an opponent buys this card, give them a questioning look.
Title: Re: Really bad card ideas
Post by: GeronimoRex on July 19, 2013, 12:45:33 pm
Vengeful Mob ($6)
Victory-Attack
-2 Victory Points
At the end of the game, all losing players grab a handful of Tokens/Coins and hurl them at the winner. Repeat once for each Vengeful Mob in your deck.
-------
Setup: All available Tokens, Coins and spare change are in a pile on the table.
Title: Re: Really bad card ideas
Post by: JacquesTheBard on July 19, 2013, 04:55:55 pm
$6+ Treasure-- "Wait..."

+$2
__________________________________________________________
While this card is in play, victory cards cost 1 less, action cards cost 2 less, and treasure cards cost 3 less.
You may not buy a card this turn.
__________________________________________________________

When you buy this card, you may overpay for it. When you overpay for it, gain one coin token for each $ you overpay.
__________________________________________________________

When you gain this card, return all coin tokens you have to the supply pile.
Title: Re: Really bad card ideas
Post by: cluckyb on July 19, 2013, 06:14:14 pm
$6+ Treasure-- "Wait..."

+$2
__________________________________________________________
While this card is in play, victory cards cost 1 less, action cards cost 2 less, and treasure cards cost 3 less.
You may not buy a card this turn.
__________________________________________________________

When you buy this card, you may overpay for it. When you overpay for it, gain one coin token for each $ you overpay.
__________________________________________________________

When you gain this card, return all coin tokens you have to the supply pile.

play six of these with a black market then remodel everything into provinces!

Ambassador it to nuke the other guys coin pile!
Title: Re: Really bad card ideas
Post by: Tables on July 19, 2013, 06:16:38 pm
"Wait..."/HoP megaturn, sounds good.
Title: Re: Really bad card ideas
Post by: NoMoreFun on July 19, 2013, 08:35:20 pm
Arbitrary spoils time!

Moneyspoiler - $4
Trash a copper. If you do, gain a Spoils in hand

Horse Trading Post - $4
+1 Buy
Discard 2 cards. If you do, gain a Spoils in hand.

Mandarin? - $5
Gain a Spoils in hand. Put a card from your hand on top of your deck.

Merchant Ship? - $5
+$2
Gain a Spoils, putting it on top of your deck
Title: Re: Really bad card ideas
Post by: liopoil on July 19, 2013, 08:39:40 pm
those are all strictly better than the original except merchant ship, because you don't have to play the spoils.
Title: Re: Really bad card ideas
Post by: scott_pilgrim on July 19, 2013, 08:47:41 pm
those are all strictly better than the original except merchant ship, because you don't have to play the spoils.
They are worse in draw-to-X engines.  Also, if the Spoils run out.  Also, Horse Trading Post is missing the reaction and Mandarin is missing the on-gain.  Also, this is the really bad card ideas thread.
Title: Re: Really bad card ideas
Post by: liopoil on July 19, 2013, 08:48:35 pm
those are all strictly better than the original except merchant ship, because you don't have to play the spoils.
They are worse in draw-to-X engines.  Also, if the Spoils run out.  Also, Horse Trading Post is missing the reaction and Mandarin is missing the on-gain.  Also, this is the really bad card ideas thread.
okay, you got me :P
Title: Re: Really bad card ideas
Post by: JacquesTheBard on July 19, 2013, 10:34:41 pm
Big post here.

$3 Spineless Ambassador. Action. The player to your left selects a card in your hand. He chooses up to two copies of it, which you return to the supply. Every player other than you gains a copy.

$4 Conspiracy Theorist. Action. +1 card, +1 action. If your opponent played 3 or more actions on his previous turn, $2.

$5 Deluded Redecorator. Action-Attack. Look at the top cards of your opponent’s deck until you find one costing $3 or more. Trash that card. Your opponent gains a card costing up to $3 more that you choose.

$15 Versailles. Action-Victory. 3 victory points. +1 card, +1 action. When you play this card, choose 1: +3 cards, or +2 actions. This card costs 2 less for every copy of Great Hall in play, and 3 less for every copy of Nobles you have in play.

$6 Anti-Fun Brigade. Action-Duration-Attack. While this card is in play, opponents begin the turn with 1 less action and 1 less buy.

$4 A Little Red-tape. Action-Attack. +$2. Each player reveals a hand with no victory cards or places a victory card from their hand on top of their deck.

$2 Chapel of the Daleks. Action. Trash 4 cards from your hand while chanting “Exterminate! Exterminate! Exterminate!”

$5 MINE! Action. Trash a treasure card from your hand. Gain all treasure costing up to 3 more in hand. Throw tantrum because you have finite buys and can’t gain from the trash. Storm out of the room in a huff.

$3 Sliver. Treasure. $2, +1 buy.
______________________________________

When the Sliver pile is emptied, every player looks through his deck, trashes his silvers, gains a number of golds equal to the number of slivers trashed, and shuffles.
Title: Re: Really bad card ideas
Post by: Dsell on July 20, 2013, 02:32:15 am
Big post here.

$3 Spineless Ambassador. Action. The player to your left selects a card in your hand. He chooses up to two copies of it, which you return to the supply. Every player other than you gains a copy.

$4 Conspiracy Theorist. Action. +1 card, +1 action. If your opponent played 3 or more actions on his previous turn, $2.

$5 Deluded Redecorator. Action-Attack. Look at the top cards of your opponent’s deck until you find one costing $3 or more. Trash that card. Your opponent gains a card costing up to $3 more that you choose.

$15 Versailles. Action-Victory. 3 victory points. +1 card, +1 action. When you play this card, choose 1: +3 cards, or +2 actions. This card costs 2 less for every copy of Great Hall in play, and 3 less for every copy of Nobles you have in play.

$6 Anti-Fun Brigade. Action-Duration-Attack. While this card is in play, opponents begin the turn with 1 less action and 1 less buy.

$4 A Little Red-tape. Action-Attack. +$2. Each player reveals a hand with no victory cards or places a victory card from their hand on top of their deck.

$2 Chapel of the Daleks. Action. Trash 4 cards from your hand while chanting “Exterminate! Exterminate! Exterminate!”

$5 MINE! Action. Trash a treasure card from your hand. Gain all treasure costing up to 3 more in hand. Throw tantrum because you have finite buys and can’t gain from the trash. Storm out of the room in a huff.

$3 Sliver. Treasure. $2, +1 buy.
______________________________________

When the Sliver pile is emptied, every player looks through his deck, trashes his silvers, gains a number of golds equal to the number of slivers trashed, and shuffles.

Whew, had to take a breather at the end there.

(It's not so big for f.ds, don't worry)

Anti-Fun Brigade looks very aptly named in games without Fishing Village or Wharf.
Title: Re: Really bad card ideas
Post by: Asper on July 20, 2013, 09:17:15 am
Big post here.

$3 Spineless Ambassador. Action. The player to your left selects a card in your hand. He chooses up to two copies of it, which you return to the supply. Every player other than you gains a copy.

$4 Conspiracy Theorist. Action. +1 card, +1 action. If your opponent played 3 or more actions on his previous turn, $2.

$5 Deluded Redecorator. Action-Attack. Look at the top cards of your opponent’s deck until you find one costing $3 or more. Trash that card. Your opponent gains a card costing up to $3 more that you choose.

$15 Versailles. Action-Victory. 3 victory points. +1 card, +1 action. When you play this card, choose 1: +3 cards, or +2 actions. This card costs 2 less for every copy of Great Hall in play, and 3 less for every copy of Nobles you have in play.

$6 Anti-Fun Brigade. Action-Duration-Attack. While this card is in play, opponents begin the turn with 1 less action and 1 less buy.

$4 A Little Red-tape. Action-Attack. +$2. Each player reveals a hand with no victory cards or places a victory card from their hand on top of their deck.

$2 Chapel of the Daleks. Action. Trash 4 cards from your hand while chanting “Exterminate! Exterminate! Exterminate!”

$5 MINE! Action. Trash a treasure card from your hand. Gain all treasure costing up to 3 more in hand. Throw tantrum because you have finite buys and can’t gain from the trash. Storm out of the room in a huff.

$3 Sliver. Treasure. $2, +1 buy.
______________________________________

When the Sliver pile is emptied, every player looks through his deck, trashes his silvers, gains a number of golds equal to the number of slivers trashed, and shuffles.

I like the general idea of Conspiracy Theorist. Rewarding you for other players mega turns - why not? Would have to say "the player to your right" on this one, though.
Title: Re: Really bad card ideas
Post by: Warfreak2 on July 21, 2013, 11:23:23 am
Horse Trading Post isn't strictly better than Horse Traders because Horse Traders doesn't have an "if you do" clause. Deluded Redecorator would actually be both the strongest trashing attack in the game, and the strongest Curser: $0 is "up to $3 more than" any other cost.
Title: Re: Really bad card ideas
Post by: achmed_sender on July 21, 2013, 11:22:02 pm
For all the Harry Potter fans out there:

Marauder's Map - Action
$4
If you play this while having another Marauders Map in hand: Trash both and topdeck 4 Spoils. Each opponent gains 4 ruins

-----------
If your name is Severus Snape, this card has no effect.
Title: Re: Really bad card ideas
Post by: Warfreak2 on July 22, 2013, 04:30:25 am
Fool's Silver, Treasure/Reaction, $1
If this is the first time you played a Fool's Silver this turn, this is worth $0. Otherwise, this is worth $3.
---
When another player gains a Duchy, you may trash this from your hand. If you do, gain a Silver, putting it on your deck.

Fool's Copper, Treasure/Reaction, $0
If this is the first time you played a Fool's Copper this turn, this is worth $0. Otherwise, this is worth $1.5.
---
When another player gains a Estate, you may trash this from your hand. If you do, gain a Copper, putting it on your deck.

Fool's Contraband, Treasure/Reaction, $1
The player to your left names a card. You may not buy that card this turn.
If this is the first time you played a Fool's Contraband this turn, this is worth $1. Otherwise, this is worth $4.
---
When another player gains a Fairgrounds, you may trash this from your hand. If you do, gain a Contraband, putting it on your deck.

Fool's Militia, Action/Reaction, $2
If this is the first time you played a Fool's Militia this turn, +$0. Otherwise, +$2, each other player with four or more cards in hand discards a card from their hand.
---
When another player gains a Moat, you may trash this from your hand. If you do, gain a Militia, putting it on your deck.

Fool's Minion, Action/Reaction, $2
Choose one: If this is the first time you played a Fool's Minion this turn, +$1, otherwise, +$3; or, discard your hand, and if this is the first time you played a Fool's Minion this turn, draw four cards and each other player draws four cards, otherwise, draw five cards and each other player discards their hand and draws four cards.
---
When another player plays a Fool's Torturer, you may discard two cards from your hand. If you don't, gain a Curse, putting it in your hand.

Fool's Village, Action/Reaction, $2
+1 Card, +2 Actions
If this is the first time you played Dominion, gain a Fool's Village, putting it on your deck.
---
When another player gains an Action card that is not a Fool's Village, you may trash this from your hand. If you do, ask them how they will have enough actions to play it, without all of these villages.

Fool's Scout, Action, $4
+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.
---
When another player gains a Colony, you may concede. If you do, buy a Silver next time instead.
Title: Re: Really bad card ideas
Post by: Awaclus on July 22, 2013, 09:44:04 am
Fool's Silver, Treasure/Reaction, $1
If this is the first time you played a Fool's Silver this turn, this is worth $0. Otherwise, this is worth $3.
---
When another player gains a Duchy, you may trash this from your hand. If you do, gain a Silver, putting it on your deck.

Fool's Copper, Treasure/Reaction, $0
If this is the first time you played a Fool's Copper this turn, this is worth $0. Otherwise, this is worth $1.5.
---
When another player gains a Estate, you may trash this from your hand. If you do, gain a Copper, putting it on your deck.

Fool's Contraband, Treasure/Reaction, $1
The player to your left names a card. You may not buy that card this turn.
If this is the first time you played a Fool's Contraband this turn, this is worth $1. Otherwise, this is worth $4.
---
When another player gains a Fairgrounds, you may trash this from your hand. If you do, gain a Contraband, putting it on your deck.

Fool's Militia, Action/Reaction, $2
If this is the first time you played a Fool's Militia this turn, +$0. Otherwise, +$2, each other player with four or more cards in hand discards a card from their hand.
---
When another player gains a Moat, you may trash this from your hand. If you do, gain a Militia, putting it on your deck.

Fool's Minion, Action/Reaction, $2
Choose one: If this is the first time you played a Fool's Minion this turn, +$1, otherwise, +$3; or, discard your hand, and if this is the first time you played a Fool's Minion this turn, draw four cards and each other player draws four cards, otherwise, draw five cards and each other player discards their hand and draws four cards.
---
When another player plays a Fool's Torturer, you may discard two cards from your hand. If you don't, gain a Curse, putting it in your hand.

Fool's Village, Action/Reaction, $2
+1 Card, +2 Actions
If this is the first time you played Dominion, gain a Fool's Village, putting it on your deck.
---
When another player gains an Action card that is not a Fool's Village, you may trash this from your hand. If you do, ask them how they will have enough actions to play it, without all of these villages.

Fool's Scout, Action, $4
+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.
---
When another player gains a Colony, you may concede. If you do, buy a Silver next time instead.
You forgot this:

Xzibit's Gold
$4 Treasure - Reaction
When you play this, this is worth $1+$3(n-1) where n is the number of times a Xzibit's Gold has been played this turn.
---
When another player gains a Province, you may trash this from your hand. If you do, gain two Fool's Golds, putting them on your deck in any order.
Title: Re: Really bad card ideas
Post by: SirPeebles on July 22, 2013, 08:44:55 pm
Coin token
$2+ Treasure

Take a Coin token.
---
When you buy this, you may overpay for it.  For each $1 you overpay, choose one:  take a Coin token or gain a Coin token.


Edit: Thanks, liopoil
Title: Re: Really bad card ideas
Post by: eHalcyon on July 22, 2013, 08:47:03 pm
Coin token
$2 Treasure

Take a Coin token.
---
When you buy this, you may overpay for it.  For each $1 you overpay, choose one:  take a Coin token or gain a Coin token.

Was going to complain about the on-gain, then noticed which thread I was in.  And that's before I even noticed the card name (after wondering what was going on with the overpay choice).
Title: Re: Really bad card ideas
Post by: liopoil on July 22, 2013, 08:49:20 pm
Coin token
$2 Treasure

Take a Coin token.
---
When you buy this, you may overpay for it.  For each $1 you overpay, choose one:  take a Coin token or gain a Coin token.

Was going to complain about the on-gain, then noticed which thread I was in.  And that's before I even noticed the card name (after wondering what was going on with the overpay choice).
what about it costing 2, not 2+?
Title: Re: Really bad card ideas
Post by: SirPeebles on July 22, 2013, 09:01:39 pm
MINSTREL

+1 Card
+2 Actions

Reveal the top three cards of your deck.
Put the Actions back on top in any
order and discard the rest.

$4                   ACTION                       
Title: Re: Really bad card ideas
Post by: Kirian on July 23, 2013, 10:10:45 am
MINSTREL

+1 Card
+2 Actions

Reveal the top three cards of your deck.
Put the Actions back on top in any
order and discard the rest.

$4                   ACTION                       

First valid use of the marquee tag in many years.
Title: Re: Really bad card ideas
Post by: WalrusMcFishSr on July 23, 2013, 02:01:33 pm
(http://wiki.dominionstrategy.com/images/f/f9/Wandering_Minstrel.jpg)

It even works with images, apparently! WHEEEEEEEE!!!!!!!!!
Title: Re: Really bad card ideas
Post by: pst on July 23, 2013, 03:20:58 pm

Thisisagreatwaytomakespoilershardertoread!Hey,doyouknowthis?WhydidtheSagecrosstheroad?ItwasaCrossroads.WhydidtheSagecrosstheSilkRoad?Bridge.ObBadCardSuggestions:GrandMarqueeBlackMarqueeRuinedMarqueeBlackMarquee(Theirtextsareuptoyou.)
Title: Re: Really bad card ideas
Post by: sudgy on July 23, 2013, 03:37:47 pm
This is even harder to read!
Title: Re: Really bad card ideas
Post by: Awaclus on July 23, 2013, 04:01:25 pm
This is even harder to read!
Not really.
Title: Re: Really bad card ideas
Post by: Asper on July 23, 2013, 04:18:50 pm
(http://s7.directupload.net/images/130723/4fwehj83.gif)
Title: Re: Really bad card ideas
Post by: markusin on July 24, 2013, 06:36:10 pm
Masquerade In Blood
Action - $3
+2 Cards
Each player (including you) reveals a card in their hand and decides whether the player to their left discards the revealed card or trashes it.

And it's not even considered an attack card.
Title: Re: Really bad card ideas
Post by: Awaclus on July 25, 2013, 05:49:01 am
Masquerade In Blood
Action - $3
+2 Cards
Each player (including you) reveals a card in their hand and decides whether the player to their left discards the revealed card or trashes it.

And it's not even considered an attack card.
"I reveal an Estate and choose that the player to my left trashes this Estate!"
Title: Re: Really bad card ideas
Post by: cluckyb on July 25, 2013, 12:39:16 pm
Masquerade In Blood
Action - $3
+2 Cards
Each player (including you) reveals a card in their hand and decides whether the player to their left discards the revealed card or trashes it.

And it's not even considered an attack card.
"I reveal an Estate and choose that the player to my left trashes this Estate!"

"I reveal a Fortress and choose that the player to my left trashes this Fortress"
Title: Re: Really bad card ideas
Post by: markusin on July 26, 2013, 07:51:03 am
Masquerade In Blood
Action - $3
+2 Cards
Each player (including you) reveals a card in their hand and decides whether the player to their left discards the revealed card or trashes it.

And it's not even considered an attack card.
"I reveal an Estate and choose that the player to my left trashes this Estate!"
Don't you know, players are only able to trash or discard their own cards. I just suck at wording Dominion card. I just didn't want to say "the player to their left" twice in the same sentence.
Title: Re: Really bad card ideas
Post by: Warfreak2 on July 26, 2013, 08:16:30 am
"Each player (including you) reveals a card from his hand. The player to his left chooses whether he discards the revealed card or trashes it."

Yes, it has the "The Romans befriended the Gauls, but they slew them" problem. So what, lern 2 context
Title: Re: Really bad card ideas
Post by: Awaclus on July 26, 2013, 12:44:56 pm
Don't you know, players are only able to trash or discard their own cards.
But that's not in the rules, that's only a result of no card actually doing so.
Title: Re: Really bad card ideas
Post by: Asper on July 26, 2013, 01:00:42 pm
"Each player (including you) reveals a card from his hand. The player to his left chooses whether he discards the revealed card or trashes it."

Yes, it has the "The Romans befriended the Gauls, but they slew them" problem. So what, lern 2 context

This doesn't do what the card wants to do (wrong direction) and the context problem can be avoided. A legitimate solutions would be:

"Each player (including you) reveals a card from his hand and either trashes or discards it (the player to his right decides)."
Title: Re: Really bad card ideas
Post by: Tables on July 26, 2013, 02:58:27 pm
AAAND people are arguing over rules in the bad card ideas thread again
Title: Re: Really bad card ideas
Post by: SirPeebles on July 26, 2013, 03:15:31 pm
"Each player (including you) reveals a card from his hand. The player to his left chooses whether he discards the revealed card or trashes it."

Yes, it has the "The Romans befriended the Gauls, but they slew them" problem. So what, lern 2 context

This doesn't do what the card wants to do (wrong direction) and the context problem can be avoided. A legitimate solutions would be:

"Each player (including you) reveals a card from his hand and either trashes or discards it (the player to his right decides)."

Why should the card want this direction?  I don't see any obvious gameplay reason to go counter to Contraband, Envoy, and Advisor.
Title: Re: Really bad card ideas
Post by: Awaclus on July 26, 2013, 03:44:43 pm
AAAND people are arguing over rules in the bad card ideas thread again
It is a bad idea to argue over the rules, so this thread is the best thread for that.
Title: Re: Really bad card ideas
Post by: Asper on July 26, 2013, 04:06:32 pm
"Each player (including you) reveals a card from his hand. The player to his left chooses whether he discards the revealed card or trashes it."

Yes, it has the "The Romans befriended the Gauls, but they slew them" problem. So what, lern 2 context

This doesn't do what the card wants to do (wrong direction) and the context problem can be avoided. A legitimate solutions would be:

"Each player (including you) reveals a card from his hand and either trashes or discards it (the player to his right decides)."

Why should the card want this direction?  I don't see any obvious gameplay reason to go counter to Contraband, Envoy, and Advisor.

No gameplay reasons, i just wanted a complete translation of the original card. Which was pretty nit-picky, if i think about it.
Title: Re: Really bad card ideas
Post by: markusin on July 26, 2013, 05:26:54 pm
"Each player (including you) reveals a card from his hand. The player to his left chooses whether he discards the revealed card or trashes it."

Yes, it has the "The Romans befriended the Gauls, but they slew them" problem. So what, lern 2 context

This doesn't do what the card wants to do (wrong direction) and the context problem can be avoided. A legitimate solutions would be:

"Each player (including you) reveals a card from his hand and either trashes or discards it (the player to his right decides)."
That would do the trick. I didn't mean to pick the opposite direction as contraband and such. I'm just used to seeing "left" on the cards
Title: Re: Really bad card ideas
Post by: SirPeebles on July 28, 2013, 10:13:51 pm
Coppering House
$5 Action

Look through your discard pile, reveal any number of Count cards from it, and put them into your hand.



Mountecopper
$5 Action - Attack

+$2

Each other player may discard a Curse.  If he doesn't, he gains a Curse and a Bank.
Title: Re: Really bad card ideas
Post by: mail-mi on July 28, 2013, 11:21:53 pm
Pirate Ghost Merchant Ship
Action-Duration-Attack
Now and at the start of your next turn: +$2, +2 cards, +$1 per coin token on your Pirate Ghost Merchant Ship Mat.

Each other player places cards on his deck until he has 3 cards left in hand.
Each other player reveals the top two cards of his deck, trashes the revealed treasure that you choose, and discards the rest. If any player trashed a treasure card this way, put a coin token on your Pirate Ghost Merchant Ship Mat.


Pirate Guild
Action-Attack
Each other player reveals the top two cards of his deck, trashes the revealed treasure that you choose, and discards the rest. If any treasures were trashed this way, take a coin token.

Merchant Ship Guild
Now and at the start of your next turn: +$2, +1 buy
--
While this is in play, when you buy a card, take a coin token.
Title: Re: Really bad card ideas
Post by: SirPeebles on July 29, 2013, 12:24:31 am
That made me think of how horrifying a duration Ghost Ship would be.
Title: Re: Really bad card ideas
Post by: ashersky on July 29, 2013, 02:06:55 am
That made me think of how horrifying a duration Ghost Ship would be.

It's like a Double Double Haven that's compulsory.
Title: Re: Really bad card ideas
Post by: sudgy on July 29, 2013, 02:20:09 am
Double Double Haven
+1 Card
+1 Action
Set aside a card from your hand face down. At the start of your next turn, put it into your hand.

---------

When you play this, play it again.  Play it again like the previous time.



If you didn't notice, you play the Haven four times...
Title: Re: Really bad card ideas
Post by: ashersky on July 29, 2013, 02:50:41 am
Double Double Haven
+1 Card
+1 Action
Set aside a card from your hand face down. At the start of your next turn, put it into your hand.

---------

When you play this, play it again.  Play it again like the previous time.



If you didn't notice, you play the Haven four times...

I think your version goes on forever.

I was thinking...

Double Double Haven
+1 Card
+1 Action

Set aside two cards from your hand face down.  At the start of your next turn, discard two cards.  Put the set aside cards in your hand, then set aside two cards face down.  At the start of the following turn, discard two cards, then put the set aside cards in your hand.
Title: Re: Really bad card ideas
Post by: sudgy on July 29, 2013, 02:52:27 am
Double Double Haven
+1 Card
+1 Action
Set aside a card from your hand face down. At the start of your next turn, put it into your hand.

---------

When you play this, play it again.  Play it again like the previous time.



If you didn't notice, you play the Haven four times...

I think your version goes on forever.

I was thinking...

Double Double Haven
+1 Card
+1 Action

Set aside two cards from your hand face down.  At the start of your next turn, discard two cards.  Put the set aside cards in your hand, then set aside two cards face down.  At the start of the following turn, discard two cards, then put the set aside cards in your hand.

I got what you were thinking, I was just trying to make a bad card idea.  Here's another one:

Double Double Haven
Try to make as many cards with the name of "Double Double Haven" as you can.
Title: Re: Really bad card ideas
Post by: SirPeebles on July 29, 2013, 08:58:30 am
It's not like Haven, because your handsize is not increased next round.
Title: Re: Really bad card ideas
Post by: GeronimoRex on July 29, 2013, 10:07:50 am
Was thinking about how Harem makes no thematic sense. One of the weirdest names in the game. This is probably an equally offensive card, but at least it maintains a consistent theme:

Brothel ($2)
+3 Actions
When you buy this, trash all your treasures.

Low entry fee, lots of action, but you end up penniless.
Title: Re: Really bad card ideas
Post by: SirPeebles on July 29, 2013, 10:15:55 am
Was thinking about how Harem makes no thematic sense. One of the weirdest names in the game. This is probably an equally offensive card, but at least it maintains a consistent theme:

Brothel ($2)
+3 Actions
When you buy this, trash all your treasures.

Low entry fee, lots of action, but you end up penniless.

I think Harem makes plenty of thematic sense.
Title: Re: Really bad card ideas
Post by: Awaclus on July 29, 2013, 10:40:26 am
Was thinking about how Harem makes no thematic sense. One of the weirdest names in the game. This is probably an equally offensive card
Why would it be offensive? There's no way it can be offensive to anyone as long as you're not implying anything about brothels being a good thing or a bad thing.
Title: Re: Really bad card ideas
Post by: heron on July 29, 2013, 12:02:02 pm
Also, harems are very different from brothels.

Probably done before:
Russian Roulette, $5 Action
Spin a spinner. Whichever player the spinner points to trashes his deck.
Title: Re: Really bad card ideas
Post by: SirPeebles on July 29, 2013, 12:47:42 pm
Seems more like a strip club than a brothel; you get rid of your ones, but hold onto your higher denominations.
Title: Re: Really bad card ideas
Post by: Powerman on July 29, 2013, 05:45:23 pm
Luck of the Dice
$6 Action
Roll a die.  Draw a number of cards equal to the number rolled.  Roll the die again.  +$ equal to the number rolled the second time.
Title: Re: Really bad card ideas
Post by: shMerker on July 29, 2013, 06:43:52 pm
Confusion ($3)
Action - Duration
Now and on your next turn: +$1
----
While this is in play, Es in card names are Ts and Ts in card names are Es


Hungry Hungry Hippos ($11)
Action

Each player may pick up as many cards as they like from any supply piles. They gain whatever cards they pick up.


Clue($3)
Action

Announce the names of three cards, then look at the black market deck. If it contains the cards you named, you win. Otherwise, you resign from the game.
---
Setup: Before shuffling the first time, every player takes turns gaining cards from the black market deck until only three cards remain in it.
Title: Re: Really bad card ideas
Post by: liopoil on July 29, 2013, 09:10:29 pm
Clue($3)
Action

Announce the names of three cards, then look at the black market deck. If it contains the cards you named, you win. Otherwise, you resign from the game.
---
Setup: Before shuffling the first time, every player takes turns gaining cards from the black market deck until only three cards remain in it.
that's..... awesome.... especially if it is known what all the cards in the black market are.
Title: Re: Really bad card ideas
Post by: Archetype on July 29, 2013, 09:15:40 pm
Ehae dots sttm rtally ntae-o.
Title: Re: Really bad card ideas
Post by: mail-mi on July 29, 2013, 09:19:52 pm
Ehae dots sttm rtally ntae-o.
?? ??
Title: Re: Really bad card ideas
Post by: SirPeebles on July 29, 2013, 09:28:59 pm
Ehae dots sttm rtally ntae-o.
?? ??

Comt on, ie's noe ehae hard eo rtad.
Title: Re: Really bad card ideas
Post by: heron on July 29, 2013, 09:30:04 pm
Eoo bad ie's noe blocktd by lighehoust.
Title: Re: Really bad card ideas
Post by: mail-mi on July 29, 2013, 09:34:08 pm
Edited out because I'm stupid.
Title: Re: Really bad card ideas
Post by: liopoil on July 29, 2013, 09:35:29 pm
mint and mine art seill difftrtne...
Title: Re: Really bad card ideas
Post by: SirPeebles on July 29, 2013, 09:36:20 pm
Abandoned Mint
$1 Action-Ruin

Gain a Copper.
Title: Re: Really bad card ideas
Post by: eHalcyon on July 29, 2013, 10:26:33 pm
Trading Get
$5 - Action
Discard 2 cards.  If you do, +$2.

Unlike with Trading Post, the state of your deck (contents) and the state of the supply remain the same after you play this.
Title: Re: Really bad card ideas
Post by: Kirian on July 29, 2013, 11:10:04 pm
Trading Get
$5 - Action
Discard 2 cards.  If you do, +$2.

Unlike with Trading Post, the state of your deck (contents) and the state of the supply remain the same after you play this.

Geeky puns FTW
Title: Re: Really bad card ideas
Post by: qmech on July 30, 2013, 03:35:05 am
Was thinking about how Harem makes no thematic sense. One of the weirdest names in the game. This is probably an equally offensive card, but at least it maintains a consistent theme:

Brothel ($2)
+3 Actions
When you buy this, trash all your treasures.

Low entry fee, lots of action, but you end up penniless.

I don't see any actions.



Duration Ghost Ship

At the start of the next turn, put your Face in your Hand.
Title: Re: Really bad card ideas
Post by: thespaceinvader on July 30, 2013, 08:54:06 am
Luck of the Dice
$6 Action
Roll a die.  Draw a number of cards equal to the number rolled.  Roll the die again.  +$ equal to the number rolled the second time.
I'll just be rolling this d100, shall i?  You have the d4.
Title: Re: Really bad card ideas
Post by: heron on July 30, 2013, 05:50:51 pm
Henchman, $2P
Action-Treasure
Reveal the top three cards of the black market deck. Choose one of them. This is that card until it leaves play.
Title: Re: Really bad card ideas
Post by: sudgy on July 30, 2013, 06:32:58 pm
Henchman, $2P
Action-Treasure
Reveal the top three cards of the black market deck. Choose one of them. This is that card until it leaves play.

That...  Would be a really interesting mechanic.  Very swingy, though.
Title: Re: Really bad card ideas
Post by: Gveoniz on August 02, 2013, 06:18:00 am
Pi
Action-$[1+(2/3)]
Trash this. Each other player with [1+(2/3)] or more cards in hand reveals his hand and discards a card that you choose.
Gain 2/3 Spoils.

Tau
Action-$[3+(1/3)]
Trash this. Each other player with [3+(1/3)] or more cards in hand reveals his hand and discards a card that you choose.
Gain 4/3 Spoils.
Title: Re: Really bad card ideas
Post by: heron on August 02, 2013, 08:58:28 am
I don't get it, could you explain?
Title: Re: Really bad card ideas
Post by: SirPeebles on August 02, 2013, 09:11:33 am
I don't get it, could you explain?

Pi is one third of Pillage.  And then of course, Tau = 2 Pi.
Title: Re: Really bad card ideas
Post by: heron on August 02, 2013, 09:16:12 am
Oh, that makes sense.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on August 02, 2013, 09:26:08 am
I still don't get it...

anyway, let's go with Coin tokens ! (reffered to as CTs)

Thieves'guild :
Now and at the start of your next turn :
+1 buy, +$1.
---
While this is in play, when an opponent plays a treasure, gain a CT.

Assassins'guild :
+1 buy, +$1.
Each other player reveals the top card of their deck and trashes it. Take a number of CTs equal to the cost of the most expensive of the trashed cards.

Ninjas'guild :
+1 buy, +$1. Take a CT.
---
When another player plays an action card, you may reveal and discard this. If you do, he trashes that action card, doesn't play it and gains +1 buy and +1 CT instead.

Mages'guild :
Now and at the start of each turn :
You may trash a treasure from your hand. If you do, gain a number of CTs equal to its cost.
You may return a CT. If you don't, trash this, your deck, discard pile and hand.
Do not discard this during your clean-up phase.

Citadelles'guild :
-insert here a role of Citadelles that isn't yet used in the cards above or in Dominion-

Saboteurs'guild :
-insert here a good reference to the board game Saboteur, and not the card from Intrigue of course-
Title: Re: Really bad card ideas
Post by: qmech on August 02, 2013, 10:10:52 am
I don't get it, could you explain?

Pi is one third of Pillage.  And then of course, Tau = 2 Pi.

But sir, Pi is two sevenths of Pillage.
Title: Re: Really bad card ideas
Post by: Kirian on August 02, 2013, 12:21:53 pm
I don't get it, could you explain?

Pi is one third of Pillage.  And then of course, Tau = 2 Pi.

But sir, Pi is two sevenths of Pillage.

Yeah, that's a bit of a problem actually.

... in the meantime, 2/7 of a Colony is pi VP, to 3 digits.

[mind = blown]
Title: Re: Really bad card ideas
Post by: SirPeebles on August 02, 2013, 12:22:44 pm
Pity
$6 Action - Attack

Trash this.  Each other player with 5 or more cards in hand reveals his hand and discards a card that you choose.  If there are one or more empty Supply piles, he discards a second card of your choice.  If there are two or more, he gains a Curse.

Gain 2 Spoils from the Spoils pile.
Title: Re: Really bad card ideas
Post by: eHalcyon on August 02, 2013, 12:53:01 pm
You're all wrong. Pi VP is exactly Duchy.
Title: Re: Really bad card ideas
Post by: cluckyb on August 02, 2013, 01:06:06 pm
Pity
$6 Action - Attack

Trash this.  Each other player with 5 or more cards in hand reveals his hand and discards a card that you choose.  If there are one or more empty Supply piles, he discards a second card of your choice.  If there are two or more, he gains a Curse.

Gain 2 Spoils from the Spoils pile.

Best usage this card: make them discard one of their $2 treasures that are only good if you have multiple copies - i.e. Pity the Fool's Good
Title: Re: Really bad card ideas
Post by: Asper on August 04, 2013, 05:47:40 am
Duchybag
Action - Prize, 0$*
+ 1 Action
Gain a Duchy, putting it on top of your deck. If there are no more Duchies to gain, bitch and rant about it.
Title: Re: Really bad card ideas
Post by: Drab Emordnilap on August 04, 2013, 02:01:07 pm

... in the meantime, 2/7 of a Colony is pi VP, to 3 digits.

[mind = blown]

pi = 2.86, you say?

Title: Re: Really bad card ideas
Post by: Kirian on August 04, 2013, 02:13:28 pm

... in the meantime, 2/7 of a Colony is pi VP, to 3 digits.

[mind = blown]

pi = 2.86, you say?



No, instead I declare Colony to be worth 11 points.
Title: Re: Really bad card ideas
Post by: WalrusMcFishSr on August 04, 2013, 03:31:02 pm

... in the meantime, 2/7 of a Colony is pi VP, to 3 digits.

[mind = blown]

pi = 2.86, you say?



That's the truly mind-blowing part!
Title: Re: Really bad card ideas
Post by: jackelfrink on August 05, 2013, 06:19:26 pm
Crown $4
Action - Duration
+2$
At the start of your cleanup phase, balance this card on top of your head. At the start of your next turn, if it has not fallen off, play it.
Title: Re: Really bad card ideas
Post by: StrongRhino on August 05, 2013, 06:24:50 pm
Crown $4
Action - Duration
+2$
At the start of your cleanup phase, balance this card on top of your head. At the start of your next turn, if it has not fallen off, play it.
Can't wait to see the Goko implementation of this.

But of course, what we all really care about is the Dominion-by-mail implementation of this card.
Title: Re: Really bad card ideas
Post by: sudgy on August 05, 2013, 06:57:35 pm
Crown $4
Action - Duration
+2$
At the start of your cleanup phase, balance this card on top of your head. At the start of your next turn, if it has not fallen off, play it.

Hey, it's pretty good in a solitaire game...
Title: Re: Really bad card ideas
Post by: scott_pilgrim on August 05, 2013, 07:32:24 pm
Crown $4
Action - Duration
+2$
At the start of your cleanup phase, balance this card on top of your head. At the start of your next turn, if it has not fallen off, play it.

Hey, it's pretty good in a solitaire game...
Clearly it's only a bad card idea because it scales so poorly with number of players.
Title: Re: Really bad card ideas
Post by: Awaclus on August 05, 2013, 11:35:31 pm
In the first Hobbit film, Saruman refers to Dol Guldur as "a ruined fortress". Inspired by that:

Ruined Fortress
$1 Action - Ruins
+1 Action
When you trash this, put it into your hand.
Title: Re: Really bad card ideas
Post by: TWoos on August 06, 2013, 07:13:51 am
In the first Hobbit film, Saruman refers to Dol Guldur as "a ruined fortress". Inspired by that:

Ruined Fortress
$1 Action - Ruins
+1 Action
When you trash this, put it into your hand.

You can Forge a Ruined Fortress into a Colony!
Title: Re: Really bad card ideas
Post by: AJD on August 06, 2013, 09:47:18 am
In the first Hobbit film, Saruman refers to Dol Guldur as "a ruined fortress". Inspired by that:

Ruined Fortress
$1 Action - Ruins
+1 Action
When you trash this, put it into your hand.

You can Forge a Ruined Fortress into a Colony!

(Not actually true.)
Title: Re: Really bad card ideas
Post by: Awaclus on August 06, 2013, 12:39:59 pm
In the first Hobbit film, Saruman refers to Dol Guldur as "a ruined fortress". Inspired by that:

Ruined Fortress
$1 Action - Ruins
+1 Action
When you trash this, put it into your hand.

You can Forge a Ruined Fortress into a Colony!

(Not actually true.)
Yes it is, you just need eleven Bridges to do it.
Title: Re: Really bad card ideas
Post by: mail-mi on August 06, 2013, 12:42:47 pm
In the first Hobbit film, Saruman refers to Dol Guldur as "a ruined fortress". Inspired by that:

Ruined Fortress
$1 Action - Ruins
+1 Action
When you trash this, put it into your hand.

You can Forge a Ruined Fortress into a Colony!

Or you could just Expand it into a real Fortress.
Title: Re: Really bad card ideas
Post by: shMerker on August 06, 2013, 05:05:38 pm
Clue($3)
Action

Announce the names of three cards, then look at the black market deck. If it contains the cards you named, you win. Otherwise, you resign from the game.
---
Setup: Before shuffling the first time, every player takes turns gaining cards from the black market deck until only three cards remain in it.
that's..... awesome.... especially if it is known what all the cards in the black market are.

Black Market/Clue is a pretty game-warping nombo.
Title: Re: Really bad card ideas
Post by: WalrusMcFishSr on August 06, 2013, 06:46:52 pm
Jumanji--$4
Action-Duration

---

Choose an action card from your hand and play it. While this is in play, the chosen action appears in real life and antagonizes all players! This card remains in play until the end of the game.
Title: Re: Really bad card ideas
Post by: scott_pilgrim on August 06, 2013, 06:56:48 pm
Jumanji--$4
Action-Duration

---

Choose an action card from your hand and play it. While this is in play, the chosen action appears in real life and antagonizes all players! This card remains in play until the end of the game.
(http://i.qkme.me/3vf3j3.jpg)
Title: Re: Really bad card ideas
Post by: SirPeebles on August 06, 2013, 07:15:25 pm
But Feast will trash itself.  Or is that the point?
Title: Re: Really bad card ideas
Post by: eHalcyon on August 06, 2013, 07:29:22 pm
He brings the Feast to life so that everyone can enjoy the free food!

But because Jumanji specifies that the card will antagonize all players, they all contract food poisoning.
Title: Re: Really bad card ideas
Post by: markusin on August 06, 2013, 07:51:05 pm
He brings the Feast to life so that everyone can enjoy the free food!

But because Jumanji specifies that the card will antagonize all players, they all contract food poisoning.
So then they take whoever cooked the meal to court, and THAT's how Feast gains a card.
Title: Re: Really bad card ideas
Post by: scott_pilgrim on August 06, 2013, 08:09:38 pm
But Feast will trash itself.  Or is that the point?
Jumanji makes the card come to life while Jumanji is in play, not while the card it plays is in play.  I was assuming that there would be a feast for everyone, but maybe something weird would happen because of the lose track rule?

I guess it does specify that it antagonizes them though.
Title: Re: Really bad card ideas
Post by: SirPeebles on August 06, 2013, 08:26:57 pm
Ah, I misinterpreted the word "this".
Title: Re: Really bad card ideas
Post by: Kirian on August 06, 2013, 08:50:20 pm
Ah, I misinterpreted the word "this".

Damn blue dogs show up everywhere.
Title: Re: Really bad card ideas
Post by: WalrusMcFishSr on August 07, 2013, 01:32:53 am
(http://images3.wikia.nocookie.net/__cb20110829221203/thebluescluesencyclopedia/images/6/6b/Blue_Wagging_Her_Tail.gif)
Title: Re: Really bad card ideas
Post by: jackelfrink on August 08, 2013, 07:11:23 am
Mirrored Ceiling $5
Action
+1 card
+1 action
Reveal the top two cards of your deck. If one is right side up and the other upside down then put both into your hand. Otherwise discard both.
Title: Re: Really bad card ideas
Post by: Schneau on August 13, 2013, 10:26:18 pm
Grand Scheme (http://jrdubstep.bandcamp.com/album/grand-scheme)
$8 - Action
+1 Card
+1 Action
+1 Buy
+$2
--
At the start of Clean-up this turn, you may choose an Action card you have in play. If you discard it from play this turn, put it on your deck.
--
You can't buy this if you have any Copper in play.
Title: Re: Really bad card ideas
Post by: markusin on August 14, 2013, 08:19:35 pm
Bad card ideas? How about bad expansion ideas. Here's a preview of "Day of the Duchy":

Deku
Victory - $5

Worth 1 Victory Point per Duchy in the supply.
------
When you gain this, gain a Curse.


Dooku
Action - $5

+1 Action
You may discard a Duchy. If you don't, gain an Estate. Otherwise, +$3, +1 Buy. Every other player who doesn't reveals the top 3 cards of his deck, trashes one of them costing from $3 to $6, and discards the rest.


Manager
Action - $6

While this is in play, if you buy a victory card, set it aside. Return it to your deck at the end of the game.


Redesign
Action - $5
+1 Action

Name a card. Reveal cards from the top of your deck until you reveal a Victory card that is not the named card. Discard the other cards. Trash the Victory card and gain a Duchy.

edit: Added price of Redesign.
Title: Re: Really bad card ideas
Post by: jackelfrink on August 15, 2013, 12:18:11 am
The Puppy Who Lost His Way
Victory Card

The card you have just played is one of the most insanely idiotic things I have ever read. At no point in it's rambling, incoherent text was it even close to anything that could be considered a rational thought. Everyone in this room is now dumber for having witnessed it.

+0VP and may God have mercy on your soul.
Title: Re: Really bad card ideas
Post by: dondon151 on August 15, 2013, 01:09:39 am
Girl Scout
Action - $4

+1 Action
Reveal the top 4 cards of your deck. Put the revealed Cookie cards in your hand. Put the other cards on top of your deck in any order.
Title: Re: Really bad card ideas
Post by: sudgy on August 15, 2013, 01:15:35 am
Girl Scout
Action - $4

+1 Action
Reveal the top 4 cards of your deck. Put the revealed Cookie cards in your hand. Put the other cards on top of your deck in any order.

Each other player pays you $1.  For each player that did, they gain a Cookie.

EDIT: Or maybe it should be $38274893.  Fundraisers are expensive...
Title: Re: Really bad card ideas
Post by: dondon151 on August 15, 2013, 01:16:56 am
The concept of Girl Scout could actually be a fun card if it came with a pile of cards with subtype "Cookie" and decent effects.
Title: Re: Really bad card ideas
Post by: jackelfrink on August 15, 2013, 07:18:15 am
The concept of Girl Scout could actually be a fun card if it came with a pile of cards with subtype "Cookie" and decent effects.
I have actualy had the idea floating around for a while for a card 'old gypsy woman' that would be 'each other player may put a treasure card from their hand into your hand. If they dont, they gain a curse'. Seems a natural fit to the witch/youngwitch/seahag family. Give it a +1buy as well and it would be great for slog decks. Sure you are helping your opponents trash coppers, but you get the coin goes into your hand this turn increasing your buying power.
Title: Re: Really bad card ideas
Post by: Awaclus on August 15, 2013, 12:10:26 pm
The concept of Girl Scout could actually be a fun card if it came with a pile of cards with subtype "Cookie" and decent effects.
I have actualy had the idea floating around for a while for a card 'old gypsy woman' that would be 'each other player may put a treasure card from their hand into your hand. If they dont, they gain a curse'. Seems a natural fit to the witch/youngwitch/seahag family. Give it a +1buy as well and it would be great for slog decks. Sure you are helping your opponents trash coppers, but you get the coin goes into your hand this turn increasing your buying power.
Comparing gypsy women to witches is something you probably shouldn't do.
Title: Re: Really bad card ideas
Post by: Stealth Tomato on August 15, 2013, 02:31:48 pm
Henchman, $2P
Action-Treasure
Reveal the top three cards of the black market deck. Choose one of them. This is that card until it leaves play.

That...  Would be a really interesting mechanic.  Very swingy, though.

I'm trying to think of the worst three cards you could pick up from this. Obviously if you have a good hand, Trading Post-Remake-Ambassador would be awful.
Treasure Map-Island-Baron is horrific if you don't have any Estates in hand. Trash this, or exile this and another card, or gain an Estate and +1 Buy.
Title: Re: Really bad card ideas
Post by: markusin on August 15, 2013, 03:22:54 pm
Henchman, $2P
Action-Treasure
Reveal the top three cards of the black market deck. Choose one of them. This is that card until it leaves play.

That...  Would be a really interesting mechanic.  Very swingy, though.

I'm trying to think of the worst three cards you could pick up from this. Obviously if you have a good hand, Trading Post-Remake-Ambassador would be awful.
Treasure Map-Island-Baron is horrific if you don't have any Estates in hand. Trash this, or exile this and another card, or gain an Estate and +1 Buy.

Rats-Transmute-Remake could be really bad if you only have good treasures in hand
Title: Re: Really bad card ideas
Post by: eHalcyon on August 15, 2013, 06:33:33 pm
Girl Scout grows up into Dame Scout, trashes everyone who didn't buy her cookies.
Title: Re: Really bad card ideas
Post by: Asper on August 15, 2013, 07:49:03 pm
Cookie
Trash this and any number of Cookie cards from your hand.
Gain a card costing up to 2$ + 1$ per Cookie trashed (including this).

Three Cookies are a Feast.
Title: Re: Really bad card ideas
Post by: Stealth Tomato on August 16, 2013, 11:23:19 am
Girl Scout grows up into Dame Scout, trashes everyone who didn't buy her cookies.

Dame Scout
Action-Attack-Knight
$5
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.
Each other player reveals the top 2 cards of his deck, trashes one of them costing from 3 Coins to 6 Coins, and discards the rest. If a Knight is trashed by this, trash this card.
Title: Re: Really bad card ideas
Post by: sudgy on August 16, 2013, 11:26:14 am
Sir Scout
$4 Action - Attack
Each other player gets +1 Action, reveals the top four cards of his deck, puts the revealed victory cards in his hand, and puts the rest back on top in any order.


Scout is that bad.
Title: Re: Really bad card ideas
Post by: markusin on August 16, 2013, 03:43:26 pm
Sir Scout
$4 Action - Attack
Each other player gets +1 Action, reveals the top four cards of his deck, puts the revealed victory cards in his hand, and puts the rest back on top in any order.


Scout is that bad.
No. Even in the worst case, that's giving everyone a fishing village duration turn minus the +coin. Yay for not having my Hunting grounds deck fizzle

Edit: Oh wait, Crossroads. Now I see the big picture
Title: Re: Really bad card ideas
Post by: Asper on August 17, 2013, 08:28:49 pm
Sir Scout
$4 Action - Attack
Each other player gets +1 Action, reveals the top four cards of his deck, puts the revealed victory cards in his hand, and puts the rest back on top in any order.


Scout is that bad.

Are you mad? This is absolutely devastating against Menagerie and Lookout!
Title: Re: Really bad card ideas
Post by: MarkowKette on August 18, 2013, 01:58:13 pm
Candylender
$6 Action

+$8
_____________________________________________________________
At the start of your clean up when you didn't buy a copper, trash this card
Title: Did you know that you can change the name of the reply?
Post by: dominator 123 on August 19, 2013, 07:11:36 am
Worst Attack ever $9999999999PPPPPPPPPPPPPPPPPP
Action-Attack
Trash your hand, deck and discard pile. If you do, each other player puts the last card he drew on top of his deck, then reveals the top 4 cards of his deck, puts the revealed victory cards in his hand, and puts the rest on top of his deck in any order he chooses.
-----------------------------------------------------------------------------------------
If another player has a lighthouse in play, or reveals a Moat as a result of you playing this card, he gains all the victory cards, you gain all the curses, and you must NEVER PLAY DOMINION AGAIN.
-----------------------------------------------------------------------------------------
Edit: You may only gain this during your buy phase
Title: Re: Really bad card ideas
Post by: awildnoobappeared on August 19, 2013, 07:30:11 am
Chessboard
$7, Action
Gain 8 Pawns, 2 Fortresses, 2 Knights, 2 Bishops, a Princess and a King's Court.
---
In games using this, if you ever trash a King's Court, you lose the game immediately.
Title: Re: Did you know that you can change the name of the reply?
Post by: achmed_sender on August 19, 2013, 11:51:29 am
Worst Attack ever $9999999999PPPPPPPPPPPPPPPPPP
Action-Attack
Trash your hand, deck and discard pile. If you do, each other player puts the last card he drew on top of his deck, then reveals the top 4 cards of his deck, puts the revealed victory cards in his hand, and puts the rest on top of his deck in any order he chooses.
-----------------------------------------------------------------------------------------
If another player has a lighthouse in play, or reveals a Moat as a result of you playing this card, he gains all the victory cards, you gain all the curses, and you must NEVER PLAY DOMINION AGAIN.

If it wouldn't be that expensive, I'd love to play this with Possession (with ligthouse in play) or with Ambassador/Masq against my opponents Golem/Herald deck
Title: Re: Did you know that you can change the name of the reply?
Post by: Gveoniz on August 19, 2013, 12:02:59 pm
Worst Attack ever $9999999999PPPPPPPPPPPPPPPPPP
Action-Attack
Trash your hand, deck and discard pile. If you do, each other player puts the last card he drew on top of his deck, then reveals the top 4 cards of his deck, puts the revealed victory cards in his hand, and puts the rest on top of his deck in any order he chooses.
-----------------------------------------------------------------------------------------
If another player has a lighthouse in play, or reveals a Moat as a result of you playing this card, he gains all the victory cards, you gain all the curses, and you must NEVER PLAY DOMINION AGAIN.

If it wouldn't be that expensive, I'd love to play this with Possession (with ligthouse in play) or with Ambassador/Masq against my opponents Golem/Herald deck
Squire
Title: Re: Did you know that you can change the name of the reply?
Post by: SirPeebles on August 19, 2013, 04:02:43 pm
Worst Attack ever $9999999999PPPPPPPPPPPPPPPPPP
Action-Attack
Trash your hand, deck and discard pile. If you do, each other player puts the last card he drew on top of his deck, then reveals the top 4 cards of his deck, puts the revealed victory cards in his hand, and puts the rest on top of his deck in any order he chooses.
-----------------------------------------------------------------------------------------
If another player has a lighthouse in play, or reveals a Moat as a result of you playing this card, he gains all the victory cards, you gain all the curses, and you must NEVER PLAY DOMINION AGAIN.

If it wouldn't be that expensive, I'd love to play this with Possession (with ligthouse in play) or with Ambassador/Masq against my opponents Golem/Herald deck
Squire

Squire + Salvager.
Title: Re: Really bad card ideas
Post by: Asper on August 19, 2013, 08:01:56 pm
Pride
Shelter/Duration/Treasure/Victory/Reaction/Curse
Title: Re: Really bad card ideas
Post by: eHalcyon on August 19, 2013, 08:05:00 pm
Pride
Shelter/Duration/Treasure/Victory/Reaction/Curse

(http://th09.deviantart.net/fs45/200H/f/2009/118/9/d/Humunculus_by_Asgar_Serran.jpg)
Title: Re: Really bad card ideas
Post by: sudgy on August 19, 2013, 08:16:59 pm
Metropolis
$7 Action

You may play any number of action cards this turn.


This could be an interesting idea...  Of course, there would have to be something about Diadem...
Title: Re: Really bad card ideas
Post by: SirPeebles on August 19, 2013, 08:40:39 pm
Metropolis
$7 Action

You may play any number of action cards this turn.


This could be an interesting idea...  Of course, there would have to be something about Diadem...

(disclaimer:  yes, I'm aware of which thread I am in)

As written, it isn't particularly broken with Diadem.  It doesn't add to your Actions tally, but rather just makes them unnecessary.  Furthermore, it wouldn't be nearly as broken during regular play as it may sound at first.  This has come up in other topics about villages which give 3 or more Actions, and the thing is that you still need to buy lots of them so you draw one to begin your turn with.  That is, you either need to buy lots of Metropolises, or you need a strong engine to draw your Metropolis.
Title: Re: Really bad card ideas
Post by: sudgy on August 19, 2013, 08:43:43 pm
Metropolis
$7 Action

You may play any number of action cards this turn.


This could be an interesting idea...  Of course, there would have to be something about Diadem...

(disclaimer:  yes, I'm aware of which thread I am in)

As written, it isn't particularly broken with Diadem.  It doesn't add to your Actions tally, but rather just makes them unnecessary.  Furthermore, it wouldn't be nearly as broken during regular play as it may sound at first.  This has come up in other topics about villages which give 3 or more Actions, and the thing is that you still need to buy lots of them so you draw one to begin your turn with.  That is, you either need to buy lots of Metropolises, or you need a strong engine to draw your Metropolis.

I was saying it was interesting because it might work, and I was saying it would need a rules clarification for Diadem.
Title: Re: Really bad card ideas
Post by: WanderingWinder on August 19, 2013, 08:59:20 pm
Seems probably like a pretty weak card to me, except that it's potentially ridiculous with scheme and/or scavenger.
Title: Re: Really bad card ideas
Post by: sudgy on August 19, 2013, 09:40:41 pm
Seems probably like a pretty weak card to me, except that it's potentially ridiculous with scheme and/or scavenger.

Cost too much, or just weak at any cost?
Title: Re: Really bad card ideas
Post by: Asper on August 19, 2013, 10:38:18 pm
Pride
Shelter/Duration/Treasure/Victory/Reaction/Curse

(http://th09.deviantart.net/fs45/200H/f/2009/118/9/d/Humunculus_by_Asgar_Serran.jpg)

I don't get what you want to tell me... Was it inappropriate for this thread? Just found it funny.
Title: Re: Really bad card ideas
Post by: eHalcyon on August 19, 2013, 10:55:47 pm
Pride
Shelter/Duration/Treasure/Victory/Reaction/Curse

(http://th09.deviantart.net/fs45/200H/f/2009/118/9/d/Humunculus_by_Asgar_Serran.jpg)

I don't get what you want to tell me... Was it inappropriate for this thread? Just found it funny.

That's Pride from Full Metal Alchemist!
Title: Re: Really bad card ideas
Post by: Asper on August 19, 2013, 11:10:07 pm
Pride
Shelter/Duration/Treasure/Victory/Reaction/Curse

(http://th09.deviantart.net/fs45/200H/f/2009/118/9/d/Humunculus_by_Asgar_Serran.jpg)

I don't get what you want to tell me... Was it inappropriate for this thread? Just found it funny.

That's Pride from Full Metal Alchemist!

Sorry, while i like anime a lot, i've never seen Full Metal Alchemist...

I was actually referring to the LGBT flag because earlier today i noticed a card with all colored types (but Ruins) looks like one...

Your image just made me look for that show, by the way...
Title: Re: Really bad card ideas
Post by: eHalcyon on August 19, 2013, 11:25:24 pm
Ahhh.

As far as FMA goes, it is a very good series.  Relatively short at 50-ish episodes.  There are actually two versions.  The first one followed the manga until it caught up, then they decided to just write their own story instead of doing any filler.  Later on, a new version was produced called "Full Metal Alchemist: Brotherhood" which actually follows the manga for its entirety.  It is also streamlined, so where events took several episodes in the first anime, they don't waste time and wrap it up in one episode in Brotherhood.
Title: Re: Really bad card ideas
Post by: dominator 123 on August 20, 2013, 02:26:38 am
PrideRainbow
Shelter/Duration/Treasure/Victory/Reaction/Curse
Title: Re: Really bad card ideas
Post by: Anders Gabrielsson on August 20, 2013, 04:28:53 am
The Spanish Inquisition (30 copies)
$5 Action
Each other player gains a Curse. Each other player reveals their hand and discard all cards with the word "Witch" in the title.

When you gain this, put your deck into your discard pile. Reveal your discard pile. Each other player chooses one card in your discard pile that you trash.

Setup: Shuffle one copy of The Spanish Inquisition into each other pile of cards, including ones in play but not in the supply. While there is a copy of this card visible in the supply, any time a player would gain a card from a pile they gain the bottom card of the pile instead of the top card. If they gain a copy of this card, take a visible copy of this card and shuffle it into the pile they gained it from.
Title: Re: Really bad card ideas
Post by: Anders Gabrielsson on August 20, 2013, 04:45:19 am
The Worthwhile Scout
$8 Action
Each player reveals the top four cards of their deck. Put all revealed victory cards into your hand. Return the other cards in an order you choose.
Title: Re: Really bad card ideas
Post by: WanderingWinder on August 20, 2013, 07:37:31 am
Seems probably like a pretty weak card to me, except that it's potentially ridiculous with scheme and/or scavenger.

Cost too much, or just weak at any cost?
Costs too much. At 2 it would be really really good, I think, for instance. But I am not sure that it would be a reasonable, balanced card at any price, failing either one way or the other, meaning it is in the right thread IMO.
Title: Re: Really bad card ideas
Post by: Powerman on August 20, 2013, 10:53:30 am
Telemarketer
$6 Action-Attack
+1 Card
+1 Action
+$1
Trash a card from your hand.  Each opponent gains a copy of the trashed card.
Title: Re: Really bad card ideas
Post by: Awaclus on August 20, 2013, 02:30:29 pm
Telemarketer
$6 Action-Attack
+1 Card
+1 Action
+$1
Trash a card from your hand.  Each opponent gains a copy of the trashed card.
Is this really a bad card idea?
Title: Re: Really bad card ideas
Post by: Asper on August 20, 2013, 03:02:48 pm
The Spanish Inquisition (30 copies)
$5 Action
Each other player gains a Curse. Each other player reveals their hand and discard all cards with the word "Witch" in the title.

When you gain this, put your deck into your discard pile. Reveal your discard pile. Each other player chooses one card in your discard pile that you trash.

Setup: Shuffle one copy of The Spanish Inquisition into each other pile of cards, including ones in play but not in the supply. While there is a copy of this card visible in the supply, any time a player would gain a card from a pile they gain the bottom card of the pile instead of the top card. If they gain a copy of this card, take a visible copy of this card and shuffle it into the pile they gained it from.

I try to understand the gag, but i fail. The first part is obvious, fine. What's about the second? It's obviously awful to pla the card. And most important: What's whith that setup? I guess "not in play" is intended to be "cards used in the game", but if you always gain the bottom card of any pile with a Spanish Inquisition on it, and each pile has only one SI in it, doesn't that mean you always gain it last? And doesn't this mean there's no pile left to shuffle the other Inquisition in? Also how do you know how much to pay for a card, especially for Knights, where one of them costs less than the others?


While writing this, i had another idea for a Spanish Inquisition:

Spanish Inquisition
Action - Attack, 5$
Each player gains a card: A Curse and a Copper. No - two cards! A Curse, a Copper, a Ruins from the ruins pile... THREE cards: A Curse, a Copper and a Ruins from the Ruins pile. That is, each player but you. Each OTHER player gains three cards... Each OTHER player gains ONE OF EACH of the following: A Curse, a Copper and a Ruins from the Ruins pile. Or the Copper pile, or the Curse pile, respectively.
Title: Re: Really bad card ideas
Post by: WalrusMcFishSr on August 20, 2013, 03:25:29 pm
Quote
Spanish Inquisition
Action - Attack, 5$
Each player gains a card: A Curse and a Copper. No - two cards! A Curse, a Copper, a Ruins from the ruins pile... THREE cards: A Curse, a Copper and a Ruins from the Ruins pile. That is, each player but you. Each OTHER player gains three cards... Each OTHER player gains ONE OF EACH of the following: A Curse, a Copper and a Ruins from the Ruins pile. Or the Copper pile, or the Curse pile, respectively.

There's also only one of them, inserted randomly into one of the Kingdom Card piles at the beginning of the game. And when you play it, you return it to your hand.
Title: Re: Really bad card ideas
Post by: achmed_sender on August 20, 2013, 03:41:34 pm
 From another thread:
That's why both Count and Counting House cost 5.  Too much synergy otherwise.
Someone make Count House for the Very Bad card ideas thread...

Count House: $6

Choose two:
-Gain a copper
-Look at your discard pile. Put as many coppers in hand from there.
-Trash your hand
Title: Re: Really bad card ideas
Post by: Compynerd255 on August 20, 2013, 07:08:10 pm
There's also only one of them, inserted randomly into one of the Kingdom Card piles at the beginning of the game. And when you play it, you return it to your hand.
In a similar vein to that idea (of having only one of that card, shuffled randomly):
Anonymous Benefactor - Cost $3 - Victory
Discard any number of cards. +$5, +1 Buy per card discarded.
During your Clean-up phase, shuffle this into a Supply pile chosen by the player to your left.
----
Setup: Shuffle this card into the Estate Supply pile.

Or an even better one (I wonder if this one is actually even broken):
Allegiance Loss - Cost $4 - Action / Attack
Each other player reveals his hand. If the Allegiance card is revealed, shuffle it into a Supply pile that you choose.

Allegiance - Cost $0 - Victory
50 VP
When you trash this, shuffle it into a Supply pile that you choose.

In games using this, there are 10 Allegiance Loss cards (their own Supply pile), as well as an Allegiance card that is shuffled into the Estates.
Title: Re: Really bad card ideas
Post by: ConMan on August 20, 2013, 07:10:58 pm
Telemarketer
$6 Action-Attack
+1 Card
+1 Action
+$1
Trash a card from your hand.  Each opponent gains a copy of the trashed card.
Is this really a bad card idea?
I'm actually wondering that. At first glance, I'd say that it's a bit like a modified Ambassador - and the cantrip mildly anti-combos with the fact that it doesn't stack too well, due to the enforced trash-and-attack that is limited by how many cards you actually want to trash out of your deck and how many cards your opponents can gain. I suspect it would turn out to be a not-great card, but not a really bad one.
Title: Re: Really bad card ideas
Post by: Asper on August 20, 2013, 08:18:39 pm
Quote
Spanish Inquisition
Action - Attack, 5$
Each player gains a card: A Curse and a Copper. No - two cards! A Curse, a Copper, a Ruins from the ruins pile... THREE cards: A Curse, a Copper and a Ruins from the Ruins pile. That is, each player but you. Each OTHER player gains three cards... Each OTHER player gains ONE OF EACH of the following: A Curse, a Copper and a Ruins from the Ruins pile. Or the Copper pile, or the Curse pile, respectively.

There's also only one of them, inserted randomly into one of the Kingdom Card piles at the beginning of the game. And when you play it, you return it to your hand.

I'd also like the Spanish Inquisition pile to be a set of Reactions, where each cards reacts to a different trigger. The idea is to make it very hard to avoid accidentally triggering one of them, because, you know, nobody expects the Spanish Inquisition.
Title: Re: Really bad card ideas
Post by: Wrclass on August 20, 2013, 08:55:05 pm
Ghost Minion $5 Action-Attack

+1 Buy
Choose one: +2 Cards, or top deck your hand, +$4 and each other player todecks their hand and draws 4 Cards
Title: Re: Really bad card ideas
Post by: Compynerd255 on August 20, 2013, 09:23:21 pm
Ghost Minion $5 Action-Attack

+1 Buy
Choose one: +2 Cards, or top deck your hand, +$4 and each other player todecks their hand and draws 4 Cards
I guess that really, only the person who uses the Ghost Minion is affected by him - no one else has to believe in ghosts if they don't want to, because it just take their cards, teases them, and gives them their cards back.
Title: Re: Really bad card ideas
Post by: Wrclass on August 20, 2013, 10:20:40 pm
They still have to topdeck a card if they have 5 cards in hand, though.
Title: Re: Really bad card ideas
Post by: jackelfrink on August 20, 2013, 10:55:48 pm
Dead End Street
Action $2

+1 Action
Discard your hand.
Title: Re: Really bad card ideas
Post by: Compynerd255 on August 21, 2013, 12:58:00 am
Dead End Street
Action $2

+1 Action
Discard your hand.
This one's great. :) If you want to make this somewhat work, maybe force other players to reveal their hands and discard them if they have a card that you name.
Title: Re: Really bad card ideas
Post by: Awaclus on August 21, 2013, 04:51:38 am
Telemarketer
$6 Action-Attack
+1 Card
+1 Action
+$1
Trash a card from your hand.  Each opponent gains a copy of the trashed card.
Is this really a bad card idea?
I'm actually wondering that. At first glance, I'd say that it's a bit like a modified Ambassador - and the cantrip mildly anti-combos with the fact that it doesn't stack too well, due to the enforced trash-and-attack that is limited by how many cards you actually want to trash out of your deck and how many cards your opponents can gain. I suspect it would turn out to be a not-great card, but not a really bad one.
But Junk Dealer also has the same "problem" and is a good card. This card costs $1 more and junks, so I think it should actually be quite good too.
Title: Re: Really bad card ideas
Post by: jackelfrink on August 21, 2013, 06:50:50 am
Dead End Street
Action $2

+1 Action
Discard your hand.
This one's great. :) If you want to make this somewhat work, maybe force other players to reveal their hands and discard them if they have a card that you name.
Well, it was only intended as a one-off joke. But what about "+3 actions. All other players revel their hands. For each action card reveled, discard a copy in your hand." Would still fit the theme of having leftover actions with no action cards left in your hand to play. But if nobody in the game is mirroring your strategy, its becomes somewhat useful.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on August 21, 2013, 07:32:11 am
Animal farm
Each player reveals his hand. Any player who has more cards costing $4 than cards costing $2, or the same number, trashes his hand.

now, everybody who will search Orwell "animal farm" -mov*ie will find this message ^^
Title: Re: Really bad card ideas
Post by: Kirian on August 21, 2013, 08:52:31 am
Animal farm
Each player reveals his hand. Any player who has more cards costing $4 than cards costing $2, or the same number, trashes his hand.

now, everybody who will search Orwell "animal farm" -mov*ie will find this message ^^

Or everyone who read Animal Farm in high school...
Title: Re: Really bad card ideas
Post by: Kirian on August 21, 2013, 08:54:18 am
Ghost Minion $5 Action-Attack

+1 Buy
Choose one: +2 Cards, or top deck your hand, +$4 and each other player todecks their hand and draws 4 Cards
I guess that really, only the person who uses the Ghost Minion is affected by him - no one else has to believe in ghosts if they don't want to, because it just take their cards, teases them, and gives them their cards back.

You'd best start believin' in Ghost Minions... y'er bein' attacked by one!
Title: Re: Really bad card ideas
Post by: Wrclass on August 21, 2013, 09:02:41 am
Embarassy $-5 Treasure
+3 Cards
Discard 5 cards
_______________
When you gain this, gain a silver.
Title: Re: Really bad card ideas
Post by: SirPeebles on August 21, 2013, 09:23:46 am
Embarassy $-5 Treasure
+3 Cards
Discard 5 cards
_______________
When you gain this, gain a silver.

I would gladly pay $-5 for one of these.
Title: Re: Really bad card ideas
Post by: AJD on August 21, 2013, 09:50:30 am
Embarassy $–5 Treasure
+3 Cards
Discard 5 cards
_______________
When you gain this, gain a silver.

I would gladly pay $–5 for one of these.

Fun fact, when a Highway is in play, this costs $0.
Title: Re: Really bad card ideas
Post by: Wrclass on August 21, 2013, 11:02:38 am
P-I-N $7P Action
Discard you hand. You may not buy a card this turn. Each other player trashes their hand. When this is discarded from play, put it on top of your deck.

Chessmaster $3 Action-Attack
+1 Action
Play chess with the player to your right. If you win, +3 Cards. Otherwise, +1 Card.

Smiley Face $4.5 Action-Duration
Now and at the start of your next turn:   :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :)  :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :)

Looter Torturer $5 Action-Attack
+3 Cards
Each other player chooses one: either they discard 2 cards, or they gain a ruins, putting it in their hand. You may play another looter torturer from your hand.
Title: Re: Really bad card ideas
Post by: AJD on August 21, 2013, 12:58:29 pm
Looter Torturer $5 Action-Attack
+3 Cards
Each other player chooses one: either they discard 2 cards, or they gain a ruins, putting it in their hand. You may play another looter torturer from your hand.

...When you trash this, +4 cards?
Title: Re: Really bad card ideas
Post by: Anders Gabrielsson on August 21, 2013, 01:48:06 pm
Yeah, the wording I made for Spanish Inquisition was... bad. The idea was to have one in each pile of cards, including ones like Mercenary and Spoils, and players getting them randomly when they were trying for something else. Then I added something that fit the actual inquisition (punishing witches) and it kind of got out of hand.

Anyway, I like the all-different-reactions idea much better.
Title: Re: Really bad card ideas
Post by: Anders Gabrielsson on August 21, 2013, 01:50:32 pm
Luter
$5 Action-Attack
You get to choose the music for the rest of the game, or until someone else plays Luter. Each other player must give you a snack.
Title: Re: Really bad card ideas
Post by: Wrclass on August 21, 2013, 02:13:38 pm
Prohibitition $5 Action
When you play or buy this, each other player reveals their hand and trashes all revealed alchohol. Shuffle the trashed cards into the Black Market Deck
Title: Re: Really bad card ideas
Post by: Compynerd255 on August 21, 2013, 04:06:57 pm
Prohibitition $5 Action
When you play or buy this, each other player reveals their hand and trashes all revealed alchohol. Shuffle the trashed cards into the Black Market Deck
What cards in the game are alcoholic drinks? :)

Quote
Yeah, the wording I made for Spanish Inquisition was... bad. The idea was to have one in each pile of cards, including ones like Mercenary and Spoils, and players getting them randomly when they were trying for something else. Then I added something that fit the actual inquisition (punishing witches) and it kind of got out of hand.

Anyway, I like the all-different-reactions idea much better.
How about this one:
---
Spanish Inquisition - Cost $0 - Reaction (Only one in game)
- When you gain a card and this card becomes visible in the Supply, all players immediately gain a Curse and discard down to three cards in hand. Then shuffle it into a Supply pile with at least 1 card that you choose.
- Setup: Shuffle this into the Estate pile.
---
(When in doubt, type the card as a Reaction only)
Title: Re: Really bad card ideas
Post by: Asper on August 21, 2013, 04:28:26 pm
Yeah, the wording I made for Spanish Inquisition was... bad. The idea was to have one in each pile of cards, including ones like Mercenary and Spoils, and players getting them randomly when they were trying for something else. Then I added something that fit the actual inquisition (punishing witches) and it kind of got out of hand.

Anyway, I like the all-different-reactions idea much better.

Thanks :)
Not at all balanced ideas following:

Cardinal Fang
Action - Attack - Reaction - Spanish Inquisition, 5$
+2 Cards
You may trash a card costing 0$ from your hand. Each other player gains a Ruins.

When another player plays his 4th action card in one turn, you may put this aside from your hand. If you do, gain a Gold and at the start of your next turn, put this back in your hand.


Cardinal Biggles
Action - Attack - Reaction - Spanish Inquisition, 5$
+2 Cards
You may trash a card costing 0$ from your hand. Each other player gains a Ruins.

When another player ends his buy phase with 2$ or more left, you may put this aside from your hand. If you do, gain a Gold and at the start of your next turn, put this back in your hand.


Cardinal Ximenez
Action - Attack - Reaction - Spanish Inquisition, 5$
+2 Cards
You may trash a card costing 0$ from your hand. Each other player gains a Ruins.

When another player gains a card during his action phase, you may put this aside from your hand. If you do, gain a Gold and at the start of your next turn, put this back in your hand.


Others:
When another player tries to gain a card and fails...
When another player trashes a card worth 4$ or more...
When another player is annoyed by the Spanish Inquisition...
When another player plays an attack card...
When another player gains a Victory card that costs less than 6$...
When another player reveals one of his cards that isn't a Spanish Inquisition...
When another player plays a Ruins...
When another player empties the supply by turn 4...
Title: Re: Really bad card ideas
Post by: SirPeebles on August 21, 2013, 04:47:18 pm
Prohibitition $5 Action
When you play or buy this, each other player reveals their hand and trashes all revealed alchohol. Shuffle the trashed cards into the Black Market Deck
What cards in the game are alcoholic drinks? :)

(http://i.imgur.com/bGKI0G2.jpg)  (http://i.imgur.com/9qjtJ3R.jpg)
Title: Re: Really bad card ideas
Post by: Wrclass on August 21, 2013, 06:09:26 pm

Ograbme $2 Action
+2 Cards
Trash this. Name a card. For the rest of the game, that card is an alcohol card.

Tavern $5 Action
You may gain an alcohol card. If you do, all cards cost $2 more this turn.

Tavern Keeper $5 Action-Attack
Each player passes an alcohol card from their hand to the player to their right. You may not trash a card.

Title: Re: Really bad card ideas
Post by: Wrclass on August 21, 2013, 06:13:48 pm
Yeah, the wording I made for Spanish Inquisition was... bad. The idea was to have one in each pile of cards, including ones like Mercenary and Spoils, and players getting them randomly when they were trying for something else. Then I added something that fit the actual inquisition (punishing witches) and it kind of got out of hand.

Anyway, I like the all-different-reactions idea much better.

Thanks :)
Not at all balanced ideas following:

Cardinal Fang
Action - Attack - Spanish Inquisition, 5$
+2 Cards
You may trash a card costing 0$ from your hand. Each other player gains a Ruins.

When another player plays his 4th action card in one turn, you may put this aside from your hand. If you do, gain a Gold and at the start of your next turn, put this back in your hand.


Cardinal Biggles
Action - Attack - Spanish Inquisition, 5$
+2 Cards
You may trash a card costing 0$ from your hand. Each other player gains a Ruins.

When another player ends his buy phase with 2$ or more left, you may put this aside from your hand. If you do, gain a Gold and at the start of your next turn, put this back in your hand.


Cardinal Ximenez
Action - Attack - Spanish Inquisition, 5$
+2 Cards
You may trash a card costing 0$ from your hand. Each other player gains a Ruins.

When another player gains a card during his action phase, you may put this aside from your hand. If you do, gain a Gold and at the start of your next turn, put this back in your hand.


Others:
When another player tries to gain a card and fails...
When another player trashes a card worth 4$ or more...
When another player is annoyed by the Spanish Inquisition...
When another player plays an attack card...
When another player gains a Victory card that costs less than 6$...
When another player reveals one of his cards that isn't a Spanish Inquisition...
When another player plays a Ruins...
When another player empties the supply by turn 4...

Cardinal??????? $1 Reaction-Spanish Inquisition
When you draw 4 cards costing $0 during your clean-up phase, you may reveal this from your foot. If you do, you may resign from the game.
Title: Re: Really bad card ideas
Post by: Witherweaver on August 21, 2013, 06:14:59 pm
Ah, I misinterpreted the word "this".

Damn blue dogs show up everywhere.

Blue Dog $5 Action
Select one opponent to be an Adjudicator and one opponent to be a Debater.  You and the Debater must argue on what happens when you elect to gain a Great Hall with Ironworks and reveal Trader to gain a Silver instead.  One winner must be selected by the Adjudicator based on the merit of his argument (whether or not the result is actually the correct one).  The winner gets +2 victory tokens.  If either player is able to successfully use an analogy to a colored animal, that player gets +1 victory token.

SETUP: Only for games with three or more players
Title: Re: Really bad card ideas
Post by: Wrclass on August 21, 2013, 07:28:47 pm
Luter
$5 Action-Attack
You get to choose the music for the rest of the game, or until someone else plays Luter. Each other player must give you a snack.

How do they give you a snack if your playing on Goko?
Title: Re: Really bad card ideas
Post by: Tables on August 21, 2013, 10:12:53 pm
Luter
$5 Action-Attack
You get to choose the music for the rest of the game, or until someone else plays Luter. Each other player must give you a snack.

How do they give you a snack if your playing on Goko?

Better get some 1st class stamps from the post office before playing, just in case.
Title: Re: Really bad card ideas
Post by: Asper on August 21, 2013, 11:01:54 pm
This idea is very old and i guess i'm not the first one to post it:

Tavern
Action - Attack - Alcohol, 5$
+2$
Each other player drinks a shot.
Title: Re: Really bad card ideas
Post by: Wrclass on August 22, 2013, 09:25:50 am
Native Thief $3 Action-Attack
Choose one: Either each other player sets asides the top card of his deck on his Native Village mat, or put all the cards on all Native Village mats in your hand.
Title: Re: Really bad card ideas
Post by: Awaclus on August 22, 2013, 09:55:17 am
This idea is very old and i guess i'm not the first one to post it:

Tavern
Action - Attack - Alcohol, 5$
+2$
Each other player drinks a shot.
Or more like Inn:

Drink two shots.
"Discard" two shots.
Title: Re: Really bad card ideas
Post by: Wrclass on August 22, 2013, 10:55:33 am
This idea is very old and i guess i'm not the first one to post it:

Tavern
Action - Attack - Alcohol, 5$
+2$
Each other player drinks a shot.
Or more like Inn:

Drink two shots.
"Discard" two shots.

Change The Subject $1 Action
Change The subject. If the subject you changed was alcohol,  +999999999999999999 Buys, +$999999999999999999
Title: Re: Really bad card ideas
Post by: Stealth Tomato on August 22, 2013, 12:21:12 pm
Tavern $5 Action
You may gain an alcohol card. If you do, all cards cost $2 more this turn.

Overgrown Highway
$2 Action
+1 Card
+1 Action
All cards cost $1 more this turn.
Setup: Add Salvager to the Supply.

Luter
$5 Action-Attack
You get to choose the music for the rest of the game, or until someone else plays Luter. Each other player must give you a snack.

In practice, this probably ends in the music getting changed every turn.




Vanillage
$3 Action
+1 Card
+2 Actions

French Vanillage
$3 Action
+1 Action
+1 Card
+1 Action
Title: Re: Really bad card ideas
Post by: Wrclass on August 24, 2013, 09:50:17 am
Bishop Me! $9999999999999999999999999999999999999999999999999999999
During your buy phase this cost $0
Title: Re: Really bad card ideas
Post by: AJD on August 24, 2013, 10:55:55 am
French Vanillage

Reverse Polish Village

Card 1+
Actions 2+
Title: Re: Really bad card ideas
Post by: Compynerd255 on August 24, 2013, 11:14:48 am
French Vanillage

Reverse Polish Village

Card 1+
Actions 2+
Exponential Village - Cost $5 - Action
x2 Card
x2 Actions
(or, +1 Card per card in hand, +1 Action per Action remaining)
Title: Re: Really bad card ideas
Post by: eHalcyon on August 24, 2013, 11:53:35 am
French Vanillage

Reverse Polish Village

Card 1+
Actions 2+
Exponential Village - Cost $5 - Action
x2 Card
x2 Actions
(or, +1 Card per card in hand, +1 Action per Action remaining)

Without extra actions to start, this is terminal.  To get your (probable) desired effect, you need to give +1 action at the start. If you play this as your first action, your remaining actions drop to 0 (not counting durations). 0*2 = 0.
Title: Re: Really bad card ideas
Post by: AJD on August 24, 2013, 12:49:17 pm
Exponential Village - Cost $5 - Action
x2 Card
x2 Actions
(or, +1 Card per card in hand, +1 Action per Action remaining)

Without extra actions to start, this is terminal.  To get your (probable) desired effect, you need to give +1 action at the start. If you play this as your first action, your remaining actions drop to 0 (not counting durations). 0*2 = 0.

Yeah, but it's terminal +4 Cards, which ain't too shabby.
Title: Re: Really bad card ideas
Post by: Witherweaver on August 24, 2013, 05:49:49 pm
Cpp Village
Cards++
Actions++
Title: Re: Really bad card ideas
Post by: Asper on August 24, 2013, 07:19:20 pm
Cpp Village
Cards++
Actions++

Obviously the C stands for Cantrip.
Title: Re: Really bad card ideas
Post by: eHalcyon on August 24, 2013, 08:59:07 pm
Cpp Village
Cards++
Actions++

Missing some semi-colons there. :P
Title: Re: Really bad card ideas
Post by: Stealth Tomato on August 25, 2013, 03:11:53 am
French Vanillage

Reverse Polish Village

Card 1+
Actions 2+
Exponential Village - Cost $5 - Action
x2 Card
x2 Actions
(or, +1 Card per card in hand, +1 Action per Action remaining)

So... a slightly powered-up Madman?
Title: Re: Really bad card ideas
Post by: sudgy on August 25, 2013, 03:46:21 am
French Vanillage

Reverse Polish Village

Card 1+
Actions 2+
Exponential Village - Cost $5 - Action
x2 Card
x2 Actions
(or, +1 Card per card in hand, +1 Action per Action remaining)

So... a slightly powered-up Madman?

That isn't one-shot?  That's an uber-madman!
Title: Re: Really bad card ideas
Post by: ChocophileBenj on August 25, 2013, 09:18:29 am
public void javaVillage(){
this.deck.drawCard(1);
this.remainingActions += 2;
}

Yes, Java looks a lot like C++, but I tasted both and Java is much simpler... but unfortunately (?) C++ is more widely used.
Title: Re: Really bad card ideas
Post by: Asper on August 25, 2013, 11:47:52 am
public void javaVillage(){
this.deck.drawCard(1);
this.remainingActions += 2;
}

Yes, Java looks a lot like C++, but I tasted both and Java is much simpler... but unfortunately (?) C++ is more widely used.

Code: [Select]
public Class Java extends Card{
int cost=4;
CardType[]={CardType.ACTION, CardType.VICTORY}
int vPWort=2;

public void play(){
putOnJavaMat(this);
Card revealedCard=revalFromHand(1);
if(revealedCard!=null){
putOnJavaMat(revealedCard);
}
}
Title: Re: Really bad card ideas
Post by: Tables on August 25, 2013, 12:17:43 pm
public void javaVillage(){
this.deck.drawCard(1);
this.remainingActions += 2;
}

Yes, Java looks a lot like C++, but I tasted both and Java is much simpler... but unfortunately (?) C++ is more widely used.

I've been told this is a common reaction until you try and do anything graphics related in Java, at which point you cry and adopt the fetal position.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on August 25, 2013, 12:46:41 pm
What if Dominion on Iso (RIP) or on Goko were already coded in Java ?

And by the way, Java is an island (or a set of islands) so good job ^^

Now, let's go on :

public class JavaMat extends Mat{

private visible[]={Players.ME, Players.OPPONENTS}; //visible by all players at all time
private player;
private boolean DeckEnd = true; //return to deck at end of game
private Image picture = ImageIO.read(new File("images/islandPicture.png"));
private Deck content;

public void putOnJavaMat(Card c){
 if isEmpty(content){ //Take a Java mat from the supply
 this.content = new Deck();
 }
 this.content.add(c);
 c.setPosition(place.MAT);
}
}
... until you try and do anything graphics related in Java, at which point you cry and adopt the fetal position.

I know, I tried to print some Dobble Game in Java yesterday (with 12 symbols per card instead of 8) ... I eventually did it, but I actually cried.
Title: Re: Really bad card ideas
Post by: jackelfrink on August 25, 2013, 07:14:52 pm
Carnival Midway
$5 Action

You may trash a silver from your hand. If you do, flip this card in the air three times. If it lands this side up all three times, gain a Prize from the Prize pile or a Dutchy putting it on top of your deck.
Title: Re: Really bad card ideas
Post by: Wrclass on August 25, 2013, 07:22:53 pm
Jack of No Trades $-4 Action

Trash a silver.
Look at the bottom card of your discard pile; put it back or discard it.
Discard down to -5 cards
You may gain a card that is not a treasure
Title: Re: Really bad card ideas
Post by: sudgy on August 25, 2013, 08:05:53 pm
$3 Syntax Error
+1 Card;
+1 Action
+1 Buy;
Title: Re: Really bad card ideas
Post by: Tables on August 25, 2013, 08:14:21 pm
Carnival Midway
$5 Action

You may trash a silver from your hand. If you do, flip this card in the air three times. If it lands this side up all three times, gain a Prize from the Prize pile or a Dutchy putting it on top of your deck.

Is that, uh, slang for someone from the Netherlands? Because I really don't want to accidentally put Davio on my deck during a game.
Title: Re: Really bad card ideas
Post by: mail-mi on August 25, 2013, 08:18:36 pm
Reverse Village:
+2 cards
+1 action

Reverse lab:
+1 card
+2 actions.

Was anybody else confused as to why Lab couldn't also cost $3 if Village could since it was just the opposite when they played their first game with both? I was.
Title: Re: Really bad card ideas
Post by: SirPeebles on August 25, 2013, 08:25:45 pm
Reverse Village:
+2 cards
+1 action

Reverse lab:
+1 card
+2 actions.

Was anybody else confused as to why Lab couldn't also cost $3 if Village could since it was just the opposite when they played their first game with both? I was.

It took me a few games to appreciate that "+1 Card" did not increase your handsize.
Title: Re: Really bad card ideas
Post by: WalrusMcFishSr on August 25, 2013, 09:51:00 pm
All this talk about a Treasure Chest expansion got me thinking about some really bad contest entry ideas:

Intrigue:

Earl--$6
Action/Victory

2 VP
Choose one: Choose 2 cards from your hand and either trash them or discard them, your choice, then draw 3 cards and discard one of them, your choice; OR each opponent chooses to either gain a curse or two coppers, their choice, or reveals their hand to you, and discards a card that you choose.

~~~

Seaside:

Boat--$4
Action/Duration

+1 Action
If you have at least 3 Boat Tokens, +$3. Otherwise, +$1.
If this is the first turn Boat is in play, take 2 Boat Tokens. Otherwise, return a Boat Token.
If you have no Boat Tokens, discard Boat.

~~~

Alchemy:

Transmogrify--PPP
Action

Trash a potion from your hand. If you do, gain a Province.

~~~

Cornucopia:

Spice of Life--$4
Action

+1 Action
Reveal your hand. If there are no duplicate cards in it, reveal the top 4 cards of your deck, then discard them. If there were no duplicates revealed (including the cards from your hand), gain a Prize (from the Prize pile) into your hand.

~~~

Prosperity:

Scrooge McDuck's Pile of Money--$7
Treasure

$2
When you play this, if there are at least 5 Treasure cards in play (including this one), +2 VP.

~~~

Hinterlands:

Foreign-Looking Guy--$4
Action

+1 Action
Gain a card costing up to $4.
----
When you gain this, each player (including you) gains two Coppers. Then, gain a card with cost equal to the number of cards you gained this turn (including this one).

~~~

Dark Ages:

Bats--$3
Action/Looter/Knight (why not)

+1 Card
+1 Action
Gain a Spoils from the Spoils pile, a Copper, and a Ruins.
----
When you trash this, gain 2 Bats.

~~~

Guilds:

Stock Exchange--$6+
Victory

Worth 2 VP for every 5 Coin Tokens you have, rounded down.
----
When you buy this, you may overpay for it. For each $1 you overpaid, take a Coin Token.

~~~

Base:

Bathroom--$2
Action

+2 Cards
+1 Buy
...yup, that's it
Title: Re: Really bad card ideas
Post by: sudgy on August 25, 2013, 10:02:08 pm
Actually, making your opponents choose to gain a curse or a copper could be an interesting attack...
Title: Re: Really bad card ideas
Post by: Asper on August 25, 2013, 10:09:51 pm
Bats--$3
Action/Looter/Dark Knight (why not)

+1 Card
+1 Action
Gain a Spoils from the Spoils pile, a Copper, and a Ruins.
----
When you trash this, gain 2 Bats.

FTFY
Title: Re: Really bad card ideas
Post by: Tables on August 25, 2013, 10:22:08 pm
Hinterlands:

Foreign-Looking Guy--$4

I'll admit, I cracked up a little.

Reverse Village:
+2 cards
+1 action

Reverse lab:
+1 card
+2 actions.

Was anybody else confused as to why Lab couldn't also cost $3 if Village could since it was just the opposite when they played their first game with both? I was.

It took me a few games to appreciate that "+1 Card" did not increase your handsize.

I once played a game against someone who bought a veritable number of schemes, and each turn would put them back on top of his deck - no other actions, always schemes. It wasn't the bane or anything, there was no reasonable edge case for doing it. After the game I tried to find out why, and got into a conversation where he said he needed them to increase handsize, and I tried to explain why that didn't work. He seemed genuinely confused and admitted his hands didn't seem any bigger even though he thought they should have been.
Title: Re: Really bad card ideas
Post by: Tables on August 25, 2013, 10:24:09 pm
Mini challenge: Spot the fatal flaw.

Downsizing - $4
Action
+3 cards
Do this until your hand is empty: Trash a card in your hand. Gain a card costing less than it.
Title: Re: Really bad card ideas
Post by: SirPeebles on August 25, 2013, 10:28:15 pm
Mini challenge: Spot the fatal flaw.

Downsizing - $4
Action
+3 cards
Do this until your hand is empty: Trash a card in your hand. Gain a card costing less than it.

Fortress
Title: Re: Really bad card ideas
Post by: eHalcyon on August 25, 2013, 10:28:48 pm
Mini challenge: Spot the fatal flaw.

Downsizing - $4
Action
+3 cards
Do this until your hand is empty: Trash a card in your hand. Gain a card costing less than it.

Fortress?
Title: Re: Really bad card ideas
Post by: mail-mi on August 25, 2013, 10:30:31 pm
Mini challenge: Spot the fatal flaw.

Downsizing - $4
Action
+3 cards
Do this until your hand is empty: Trash a card in your hand. Gain a card costing less than it.
I... I... I don't know.
Title: Re: Really bad card ideas
Post by: Tables on August 26, 2013, 10:33:01 am
Fortress is correct, yeah. It probably has other reasons it's a bad card, but infinite loop with Fortress is the biggest issue. You can fix it with different wording, but it'd still be a mostly bad card (main use being very early game, where you can turn Estates into Coppers and Coppers into nothing - and probably your opening $3 into a $2 or Copper).
Title: Re: Really bad card ideas
Post by: Warfreak2 on August 26, 2013, 10:38:17 am
Trash your hand. For each card you trashed, gain a card costing less.
Title: Re: Really bad card ideas
Post by: Witherweaver on August 26, 2013, 11:16:11 am
Trash your hand. For each card you trashed, gain a card costing less.

Though you trash simultaneously and gain sequentially.. I don't think it creates a problem, but it seems a little weird because you have to go back and order a thing without an ordering.
Title: Re: Really bad card ideas
Post by: Wrclass on August 26, 2013, 11:18:36 am
My First Fan Cards:

Inn $6 Action
+2 Cards
+2 Actions

Knight $5 Action-Reaction
+3 Cards
+$2
When another player player plays an attack card, you may discard this from your hand. If you do, you are unaffected by that attack.

Elaborate Palace $4 Action
+1 Card
Reveal the top card of any player's deck. You may gain a card costing less than the revealed card.

Royal Market $6* Action
+2 Cards
+2 Actions
+2 Buys
+$2
This costs $1 more for every treasure you have in play.
Title: Re: Really bad card ideas
Post by: Warfreak2 on August 26, 2013, 11:54:22 am
Though you trash simultaneously and gain sequentially.. I don't think it creates a problem, but it seems a little weird because you have to go back and order a thing without an ordering.

It's already in the rules that if multiple things happen to the same player at the same time, that player chooses which order to do them in (for example, sometimes the order you discard cards in the clean-up phase matters).
Title: Re: Really bad card ideas
Post by: AJD on August 26, 2013, 11:56:35 am
Though you trash simultaneously and gain sequentially.. I don't think it creates a problem, but it seems a little weird because you have to go back and order a thing without an ordering.

It's already in the rules that if multiple things happen to the same player at the same time, that player chooses which order to do them in (for example, sometimes the order you discard cards in the clean-up phase matters).

And I mean, consider Develop.
Title: Re: Really bad card ideas
Post by: Tables on August 26, 2013, 12:04:17 pm
Trash your hand. For each card you trashed, gain a card costing less.

Yeah, that.
Title: Re: Really bad card ideas
Post by: Witherweaver on August 26, 2013, 12:07:52 pm
Though you trash simultaneously and gain sequentially.. I don't think it creates a problem, but it seems a little weird because you have to go back and order a thing without an ordering.

It's already in the rules that if multiple things happen to the same player at the same time, that player chooses which order to do them in (for example, sometimes the order you discard cards in the clean-up phase matters).


And I mean, consider Develop.

Right, but in Develop, everything has an order.  First, you trash a card.  Then, you gain two cards.  You choose an ordering for the gaining.

In the proposed card, you trash a collection of cards.  Then you go back to that collection and invoke an ordering to do the gaining, because each thing you do depends on the data of the trashed card (its cost).  It's not that the gaining is happening all at once and you pick the order (like Develop), it's that the trashing was done together and you have to go back for each trashed card and do something for that trashed card.

Okay, it's a nit-picky distinction.
Title: Re: Really bad card ideas
Post by: Tables on August 26, 2013, 01:33:44 pm
What's this, a confusing rules situation from a card in the bad cards thread?!?

I guess if you really wanted to you could do something like: "Set aside all cards in your hand. Trash one of the set aside cards and gain a card costing less than it. Repeat this until you have no cards set aside in this way." I think that works.
Title: Re: Really bad card ideas
Post by: Witherweaver on August 26, 2013, 06:34:35 pm
Annoying Technical Card
$3 - Reaction
When another player would gain a card, you may reveal this from your hand.  If you do, return a card from your hand to the supply.
Title: Re: Really bad card ideas
Post by: jackelfrink on August 26, 2013, 10:23:10 pm
Leprechaun
$2
Action

+1 card
+1 action
If this is the 11th time Leprechaun has entered play this turn, put the gold pile into your hand.
Title: Re: Really bad card ideas
Post by: pst on August 26, 2013, 11:25:22 pm
Annoying Technical Card
$3 - Reaction
When another player would gain a card, you may reveal this from your hand.  If you do, return a card from your hand to the supply.

So when I'm buying Ruined Market, but you return Ruined Village, I get nothing. You rascal! Neither that nor the corresponding Knight thing should be very common though, so it seems to me it wouldn't be so very annoying.
Title: Re: Really bad card ideas
Post by: Anders Gabrielsson on August 27, 2013, 05:06:22 am
Copper Thief
$1 Action
Each other player reveals the top two cards of their deck. You may trash any Copper revealed. +$2 for each Copper you trash this way.
Title: Re: Really bad card ideas
Post by: Witherweaver on August 27, 2013, 09:16:56 am
Annoying Technical Card
$3 - Reaction
When another player would gain a card, you may reveal this from your hand.  If you do, return a card from your hand to the supply.

So when I'm buying Ruined Market, but you return Ruined Village, I get nothing. You rascal! Neither that nor the corresponding Knight thing should be very common though, so it seems to me it wouldn't be so very annoying.

Well, plus, if I play Torturer and you choose a Curse and the Curse pile is depleted, I can return one from my hand so you gain it.  This applies to any junker.  Also, it can prevent your opponent from three-piling to end. 
Title: Re: Really bad card ideas
Post by: AJD on August 27, 2013, 10:49:14 am
Annoying Technical Card
$3 - Reaction
When another player would gain a card, you may reveal this from your hand.  If you do, return a card from your hand to the supply.

So when I'm buying Ruined Market, but you return Ruined Village, I get nothing. You rascal! Neither that nor the corresponding Knight thing should be very common though, so it seems to me it wouldn't be so very annoying.

Well, plus, if I play Torturer and you choose a Curse and the Curse pile is depleted, I can return one from my hand so you gain it.  This applies to any junker.  Also, it can prevent your opponent from three-piling to end.

Actually the "would gain" condition isn't satisfied in that scenario.
Title: Re: Really bad card ideas
Post by: Witherweaver on August 27, 2013, 11:01:46 am
Annoying Technical Card
$3 - Reaction
When another player would gain a card, you may reveal this from your hand.  If you do, return a card from your hand to the supply.

So when I'm buying Ruined Market, but you return Ruined Village, I get nothing. You rascal! Neither that nor the corresponding Knight thing should be very common though, so it seems to me it wouldn't be so very annoying.

Well, plus, if I play Torturer and you choose a Curse and the Curse pile is depleted, I can return one from my hand so you gain it.  This applies to any junker.  Also, it can prevent your opponent from three-piling to end.

Actually the "would gain" condition isn't satisfied in that scenario.

Huh, I assumed "would gain"  happened before checking if it were possible.
Title: Re: Really bad card ideas
Post by: Compynerd255 on August 27, 2013, 03:52:38 pm
public void javaVillage(){
this.deck.drawCard(1);
this.remainingActions += 2;
}

Yes, Java looks a lot like C++, but I tasted both and Java is much simpler... but unfortunately (?) C++ is more widely used.

Code: [Select]
public Class Java extends Card{
int cost=4;
CardType[]={CardType.ACTION, CardType.VICTORY}
int vPWort=2;

public void play(){
putOnJavaMat(this);
Card revealedCard=revalFromHand(1);
if(revealedCard!=null){
putOnJavaMat(revealedCard);
}
}
On the same note, I'll just throw in a C# example:
Code: [Select]
public class Moat : Card
{
  private Game game;
  private Player owner;
  public Moat(Game game) : base(game)
  {
     Type = CardType.Action | CardType.Reaction;
     Cost = 2;
     this.game = game;
  }
 
  public override void OnGain(Player player)
  {
    owner = player;
    owner.OnAttack += Game_OnAttack;
  }

  public override void Play()
  {
     owner.DrawFromDeck(2);
  }

  private async void Game_OnAttack(object sender, OnAttackEventArgs e)
  {
     bool revealed = await player.OfferRevealAsync(this);
     if (revealed)
       e.Unaffected = true;
  }
}
Title: Re: Really bad card ideas
Post by: GendoIkari on August 27, 2013, 04:40:54 pm
On the same note, I'll just throw in a C# example:
Code: [Select]
public class Moat : Card
{
  private Game game;
  private Player owner;
  public Moat(Game game) : base(game)
  {
     Type = CardType.Action | CardType.Reaction;
     Cost = 2;
     this.game = game;
  }
 
  public override void OnGain(Player player)
  {
    owner = player;
    owner.OnAttack += Game_OnAttack;
  }

  public override void Play()
  {
     owner.DrawFromDeck(2);
  }

  private async void Game_OnAttack(object sender, OnAttackEventArgs e)
  {
     bool revealed = await player.OfferRevealAsync(this);
     if (revealed)
       e.Unaffected = true;
  }
}

Something I can read!
Title: Re: Really bad card ideas
Post by: sudgy on August 27, 2013, 05:10:20 pm
...Making the play function in the card itself is so much easier than what I was doing...  Why didn't I think of that...
Title: Re: Really bad card ideas
Post by: ConMan on August 27, 2013, 07:34:45 pm
Copper Thief
$1 Action
Each other player reveals the top two cards of their deck. You may trash any Copper revealed. +$2 for each Copper you trash this way.
That's, actually, kind of interesting. Should it be an attack? 99 times out of 100 it would be beneficial to the other players, and yet ... And the opportunity cost of playing it is a tricky one - a massive money boost early in the game, versus helping your opponents thin their decks, although it probably needs a massive nerf to stop you getting up to $10 in a 6 player game.
Title: Re: Really bad card ideas
Post by: sudgy on August 27, 2013, 07:42:07 pm
Copper Thief
$1 Action
Each other player reveals the top two cards of their deck. You may trash any Copper revealed. +$2 for each Copper you trash this way.
That's, actually, kind of interesting. Should it be an attack? 99 times out of 100 it would be beneficial to the other players, and yet ... And the opportunity cost of playing it is a tricky one - a massive money boost early in the game, versus helping your opponents thin their decks, although it probably needs a massive nerf to stop you getting up to $10 in a 6 player game.

If any coppers were trashed this way...
Title: Re: Really bad card ideas
Post by: SirPeebles on August 27, 2013, 07:44:02 pm
Copper Thief
$1 Action
Each other player reveals the top two cards of their deck. You may trash any Copper revealed. +$2 for each Copper you trash this way.
That's, actually, kind of interesting. Should it be an attack? 99 times out of 100 it would be beneficial to the other players, and yet ... And the opportunity cost of playing it is a tricky one - a massive money boost early in the game, versus helping your opponents thin their decks, although it probably needs a massive nerf to stop you getting up to $10 in a 6 player game.

If any coppers were trashed this way...

Well, you'd want to trash as few as possible, so you would end up choosing one opponent's Copper to trash, which is rather political (and risky, if they reveal one player at a time)
Title: Re: Really bad card ideas
Post by: SirPeebles on August 27, 2013, 08:53:24 pm
Philosopher's Tome
$3?  Treasure

When you play this, count your deck and discard pile.

Note:  The ? in the price means that you need to ask a question and pay three coin when you buy it.
Title: Re: Really bad card ideas
Post by: markusin on August 27, 2013, 11:16:31 pm
Philosopher's Tome
$3?  Treasure

When you play this, count your deck and discard pile.

Note:  The ? in the price means that you need to ask a question and pay three coin when you buy it.

Philosopher
$0? - Action

Count your deck and discard pile. Ask a question. Count your deck and discard pile again.
Title: Re: Really bad card ideas
Post by: Witherweaver on August 28, 2013, 05:36:33 pm
Annoying Technical Card
$3 - Reaction
When another player would gain a card, you may reveal this from your hand.  If you do, return a card from your hand to the supply.

So with help from SirPeebles and GendoIkari, the wording I wanted is something like:

"When another player buys a card or is instructed to gain a card, you may reveal this from your hand.  If you do, return a card from your hand to the supply."
Title: Re: Really bad card ideas
Post by: SirPeebles on August 28, 2013, 05:42:42 pm
Annoying Technical Card
$3 - Reaction
When another player would gain a card, you may reveal this from your hand.  If you do, return a card from your hand to the supply.

So with help from SirPeebles and GendoIkari, the wording I wanted is something like:

"When another player buys a card or is instructed to gain a card, you may reveal this from your hand.  If you do, return a card from your hand to the supply."

If your opponent buys Sir Martin, and then I reveal this card and return Dame Natalie to the Knights pile... does my opponent not gain a card since the Sir Martin he bought is no longer on top?
Title: Re: Really bad card ideas
Post by: Witherweaver on August 28, 2013, 05:46:26 pm
Annoying Technical Card
$3 - Reaction
When another player would gain a card, you may reveal this from your hand.  If you do, return a card from your hand to the supply.

So with help from SirPeebles and GendoIkari, the wording I wanted is something like:

"When another player buys a card or is instructed to gain a card, you may reveal this from your hand.  If you do, return a card from your hand to the supply."

If your opponent buys Sir Martin, and then I reveal this card and return Dame Natalie to the Knights pile... does my opponent not gain a card since the Sir Martin he bought is no longer on top?

I would say so.
Title: Re: Really bad card ideas
Post by: Polk5440 on August 28, 2013, 05:58:52 pm
Robinson Crusoe
$3 -- Action

Trash a Merchant Ship from your hand. If you do, gain an Island, a Native Village, and a Gold.

Setup: Put Merchant Ship, Island, and Native Village in the Kingdom.
Title: Re: Really bad card ideas
Post by: Warfreak2 on August 29, 2013, 04:53:10 am
If your opponent buys Sir Martin, and then I reveal this card and return Dame Natalie to the Knights pile... does my opponent not gain a card since the Sir Martin he bought is no longer on top?

I would say so.

The equivalent scenario for Ruins makes it political in multiplayer games; If I play Cultist with this and a Ruins in my hand, 90% of the time I can choose who doesn't get attacked.
Title: Re: Really bad card ideas
Post by: eHalcyon on August 29, 2013, 10:39:16 am
If your opponent buys Sir Martin, and then I reveal this card and return Dame Natalie to the Knights pile... does my opponent not gain a card since the Sir Martin he bought is no longer on top?

I would say so.

The equivalent scenario for Ruins makes it political in multiplayer games; If I play Cultist with this and a Ruins in my hand, 90% of the time I can choose who doesn't get attacked.

Not sure about this. The opponent is instructed to gain a Ruins card, not a specific one. I don't think it would get interrupted.
Title: Re: Really bad card ideas
Post by: SirPeebles on August 29, 2013, 10:40:38 am
Animal farm
Each player reveals his hand. Any player who has more cards costing $4 than cards costing $2, or the same number, trashes his hand.

now, everybody who will search Orwell "animal farm" -mov*ie will find this message ^^

Wow, just got it now.

Edit:  I mean, the joke in the tiny text.
Title: Re: Really bad card ideas
Post by: Witherweaver on August 29, 2013, 11:09:00 am
If your opponent buys Sir Martin, and then I reveal this card and return Dame Natalie to the Knights pile... does my opponent not gain a card since the Sir Martin he bought is no longer on top?

I would say so.

The equivalent scenario for Ruins makes it political in multiplayer games; If I play Cultist with this and a Ruins in my hand, 90% of the time I can choose who doesn't get attacked.

Not sure about this. The opponent is instructed to gain a Ruins card, not a specific one. I don't think it would get interrupted.

I think that's probably right.  Though your opponent tries to buy that Ruined Market on the top, you can return a Ruined Village and he fails to gain the Ruined Market.. and then you can laugh at him. 

Notably, in the Knights scenario, would the player be out the $5 (or $4 for Sir Martin) they spent on the Knight?  The "buy" is complete so the coin gets spent, it's only the gain that is interrupted.
Title: Re: Really bad card ideas
Post by: Warfreak2 on August 29, 2013, 08:26:47 pm
Not sure about this. The opponent is instructed to gain a Ruins card, not a specific one. I don't think it would get interrupted.
Thinking about it more, I think it gets interrupted whether or not the Ruins you return is the same - it's the Lose Track rule, which can tell that an identical card isn't the particular card you were trying to track (e.g. that whole gaining Inn with Watchtower mess). "A Ruins" isn't a card, any more than "a card costing up to $4" is; I resolve the "OK, I gain a Ruins, that means I gain a Ruined Market" part before the would-gain kicks in, just like I choose what to gain with Armory before revealing a Trader.
Title: Re: Really bad card ideas
Post by: Witherweaver on August 29, 2013, 08:45:07 pm
Not sure about this. The opponent is instructed to gain a Ruins card, not a specific one. I don't think it would get interrupted.
Thinking about it more, I think it gets interrupted whether or not the Ruins you return is the same - it's the Lose Track rule, which can tell that an identical card isn't the particular card you were trying to track (e.g. that whole gaining Inn with Watchtower mess). "A Ruins" isn't a card, any more than "a card costing up to $4" is; I resolve the "OK, I gain a Ruins, that means I gain a Ruined Market" part before the would-gain kicks in, just like I choose what to gain with Armory before revealing a Trader.

Though with the wording, it's "When another player is instructed to gain a card," so it seems like it would kick in once you read "Gain a Ruins" before you actually try to gain the ruins.  So maybe it actually happens before you identify the card to gain.  Buying would be different, since you identify it first, buy it, resolve when-buys (when the other clause of this card would fire), then try to gain it.
Title: Re: Really bad card ideas
Post by: mail-mi on August 29, 2013, 09:42:50 pm
Not sure about this. The opponent is instructed to gain a Ruins card, not a specific one. I don't think it would get interrupted.
Thinking about it more, I think it gets interrupted whether or not the Ruins you return is the same - it's the Lose Track rule, which can tell that an identical card isn't the particular card you were trying to track (e.g. that whole gaining Inn with Watchtower mess). "A Ruins" isn't a card, any more than "a card costing up to $4" is; I resolve the "OK, I gain a Ruins, that means I gain a Ruined Market" part before the would-gain kicks in, just like I choose what to gain with Armory before revealing a Trader.

Though with the wording, it's "When another player is instructed to gain a card," so it seems like it would kick in once you read "Gain a Ruins" before you actually try to gain the ruins.  So maybe it actually happens before you identify the card to gain.  Buying would be different, since you identify it first, buy it, resolve when-buys (when the other clause of this card would fire), then try to gain it.
OR it's a bad card idea.
Title: Re: Really bad card ideas
Post by: WalrusMcFishSr on August 30, 2013, 12:18:26 am
Inspired by that other math-ish post:

Transfinite Duke--$25
Victory
---
Worth אN VP, where N is the number of Duchies you have.
Title: Re: Really bad card ideas
Post by: mail-mi on August 30, 2013, 12:25:34 am
Victory Victory card
Worth 1 vp per victory point you have.

Action Action card:
+1 action per action card in your deck (counting this)

Treasure Treasure card:
+$1 per treasure card in your deck (counting this)

Duration Duration card:
At the start of your next next turn, discard this.

Reaction Reaction card:
When you reveal a Reaction card, you may reveal this card.

Curse Curse card:
-1 vp per Curse or Curse Curse card in your deck (counting this.)
Title: Re: Really bad card ideas
Post by: Asper on August 30, 2013, 02:00:39 am
On the same note, I'll just throw in a C# example:
Code: [Select]
public class Moat : Card
{
  private Game game;
  private Player owner;
  public Moat(Game game) : base(game)
  {
     Type = CardType.Action | CardType.Reaction;
     Cost = 2;
     this.game = game;
  }
 
  public override void OnGain(Player player)
  {
    owner = player;
    owner.OnAttack += Game_OnAttack;
  }

  public override void Play()
  {
     owner.DrawFromDeck(2);
  }

  private async void Game_OnAttack(object sender, OnAttackEventArgs e)
  {
     bool revealed = await player.OfferRevealAsync(this);
     if (revealed)
       e.Unaffected = true;
  }
}

Something I can read!

I don't know about Moat, but my Java class was a description of Island... you know... because Java is a programming language and an island...
At least this is not that rules thread about Alchemy that has become the forum's Math Lounge (not that there's anything wrong with that, i have friends who say they practice math).
Title: Re: Really bad card ideas
Post by: Compynerd255 on August 30, 2013, 12:03:41 pm
On the same note, I'll just throw in a C# example:
Code: [Select]
public class Moat : Card
{
  private Game game;
  private Player owner;
  public Moat(Game game) : base(game)
  {
     Type = CardType.Action | CardType.Reaction;
     Cost = 2;
     this.game = game;
  }
 
  public override void OnGain(Player player)
  {
    owner = player;
    owner.OnAttack += Game_OnAttack;
  }

  public override void Play()
  {
     owner.DrawFromDeck(2);
  }

  private async void Game_OnAttack(object sender, OnAttackEventArgs e)
  {
     bool revealed = await player.OfferRevealAsync(this);
     if (revealed)
       e.Unaffected = true;
  }
}

Something I can read!

I don't know about Moat, but my Java class was a description of Island... you know... because Java is a programming language and an island...
At least this is not that rules thread about Alchemy that has become the forum's Math Lounge (not that there's anything wrong with that, i have friends who say they practice math).
As far as I know, this would be a pretty accurate description for Moat, except that the Game and Player references would belong to the abstract Card class (with virtual methods for the constructor, OnGain, Play, and the event listeners which are simply lists / chains of events). For the purposes of the discussion, here's one for Island:
Code: [Select]
public class Island : Card
{
  Card otherCard = null;
  public Island(Game game) : base(game)
  {
    Type = CardType.Action | CardType.Victory;
    Cost = 4;
  }

  public async override void Play()
  {
    // Owner is a protected property automatically populated
    // by the OnGain method on Card.
    // ChooseCardFromHandAsync takes a Predicate<Card>, which is a
    // reference to a method that takes a Card and returns a Boolean value
    // indicating which cards are eligible for choosing - in this case, any card.
    otherCard = await Owner.ChooseCardFromHandAsync((c) => { return true; });
    if (otherCard != null)
      Owner.SetAside(otherCard);
    Owner.SetAside(this);
  }

  public override void OnEndGame()
  {
    base.OnEndGame();
    if (otherCard != null)
      Owner.TopDeck(otherCard);
    Onwer.TopDeck(this);
    Owner.VP += 2;
  }
}
Title: Re: Really bad card ideas
Post by: AJD on August 30, 2013, 09:34:19 pm
Cachterpiece
Treasure
cost: $5/3

worth $5/3
Title: Re: Really bad card ideas
Post by: Kirian on August 31, 2013, 03:47:03 am
Someone mentioned in another thread how easy it was to mix these up:

Counterband
Treasure - $5

Worth $3
+1 Buy
When you play this, the player to your left names a card.  You can't buy that card this turn.
You may play a Treasure from your hand twice.  If you do, trash that Treasure.

(This is almost certainly exceedingly overpowered.)

Also readily mixed up:

Minet
Action - $5

Trash a Treasure card from your hand.  Gain a copy of it, putting it into your hand.
----
When you buy this, trash all Treasures you have in play; for each one, gain a Treasure costing up to $3 more, putting it into your hand.

(That's an amazing on-buy, and possibly the least-interesting on-play on any card.)

Farmgrounds
Victory - $6

Worth 2 VP for every five differently named cards in your deck (rounded down).
----
When you buy this, trash a card from your hand.  Gain a card costing exactly $2 more than the trashed card.

(Using Farmgrounds to trash Farmgrounds for a Province no longer looks so great.)
Title: Re: Really bad card ideas
Post by: Awaclus on September 01, 2013, 02:07:17 pm
Transmute Swindler
$3 Action - Attack - Looter
+$2
Each opponent trashes the top card of his deck. If if it is an...
action: he gains a victory card with the same cost that you choose
treasure: he gains an action card with the same cost that you choose
victory: he gains a treasure card with the same cost that you choose

It's kind of Swindler, but weaker, since there are more restrictions. jk Also, I made it a Looter just for fun. Not really.
Title: Re: Really bad card ideas
Post by: eHalcyon on September 01, 2013, 03:27:46 pm
Transmute Swindler
$3 Action - Attack - Looter
+$2
Each opponent trashes the top card of his deck. If if it is an...
action: he gains a victory card with the same cost that you choose
treasure: he gains an action card with the same cost that you choose
victory: he gains a treasure card with the same cost that you choose

It's kind of Swindler, but weaker, since there are more restrictions. jk Also, I made it a Looter just for fun. Not really.

So it's often just a straight up trashing attack, like a Knight.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on September 01, 2013, 04:23:56 pm
Cards that are never trashed into anything :
All Potion cards except Transmute and Philosophal's stone, all three $7 actions, province, platinum, colony

Now :
-Saborogue-
Action attack
+$2
If there are any cards in the trash costing $3 or more, gain one of them. Otherwise, <Saboteur effect, good luck to print all of it on a card>
Title: Re: Really bad card ideas
Post by: petrie911 on September 01, 2013, 06:00:51 pm
Had this mixup recently.

Scrying Apothecary $2P
Action -- Attack
+1 card
+1 action
Each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice. Then reveal cards from your deck until you reveal a card that is not a Copper. Put all of the revealed cards into your hand.
Title: Re: Really bad card ideas
Post by: Awaclus on September 02, 2013, 04:14:41 am
Had this mixup recently.

Scrying Apothecary $2P
Action -- Attack
+1 card
+1 action
Each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice. Then reveal cards from your deck until you reveal a card that is not a Copper. Put all of the revealed cards into your hand.
That's actually a pretty good card idea.
Title: Re: Really bad card ideas
Post by: Schneau on September 05, 2013, 11:14:26 am
Witch Doctor
$8+ - Action - Attack
+2 Cards
Name a card. Reveal the top 3 cards of your deck. Trash the matches. Put the rest back on top in any order. Each other player gains a Curse card.
--
When you buy this, you may overpay for it. For each $1 you overpaid, look at the top card of your deck; trash it, discard it, or put it back.
Title: Re: Really bad card ideas
Post by: Compynerd255 on September 05, 2013, 12:17:23 pm
Witch Doctor
$8+ - Action - Attack
+2 Cards
Name a card. Reveal the top 3 cards of your deck. Trash the matches. Put the rest back on top in any order. Each other player gains a Curse card.
--
When you buy this, you may overpay for it. For each $1 you overpaid, look at the top card of your deck; trash it, discard it, or put it back.
I'd put the +2 cards after the Doctor portion, so that you can immediately draw most of the cards you top-decked. And I'd honestly cost it at $7+, since it's a counter to itself.
Title: Re: Really bad card ideas
Post by: Awaclus on September 05, 2013, 12:33:29 pm
Witch Doctor
$8+ - Action - Attack
+2 Cards
Name a card. Reveal the top 3 cards of your deck. Trash the matches. Put the rest back on top in any order. Each other player gains a Curse card.
--
When you buy this, you may overpay for it. For each $1 you overpaid, look at the top card of your deck; trash it, discard it, or put it back.
I'd put the +2 cards after the Doctor portion, so that you can immediately draw most of the cards you top-decked. And I'd honestly cost it at $7+, since it's a counter to itself.
But $5 + $3+ is $8+. It's the bad card ideas thread.
Title: Re: Really bad card ideas
Post by: AdamH on September 05, 2013, 01:12:55 pm
I was playing an IRL game and not even thinking, then I looked down to see I had played a Witch, then a Doctor. Since I use the "Christmas Tree" method of keeping track of actions (and I'd just played a village before) the cards were right next to each other. I took a picture of it but I can't find it.
Title: Re: Really bad card ideas
Post by: Kirian on September 05, 2013, 05:19:53 pm
Witch Doctor
$8+ - Action - Attack
+2 Cards
Name a card. Reveal the top 3 cards of your deck. Trash the matches. Put the rest back on top in any order. Each other player gains a Curse card.
--
When you buy this, you may overpay for it. For each $1 you overpaid, look at the top card of your deck; trash it, discard it, or put it back.
I'd put the +2 cards after the Doctor portion, so that you can immediately draw most of the cards you top-decked. And I'd honestly cost it at $7+, since it's a counter to itself.
But $5 + $3+ is $8+. It's the bad card ideas thread.

I'm not certain about your math there.  Not enough talk of sets and rings and matrices and abstract algebras.  Can you prove that math?
Title: Re: Really bad card ideas
Post by: Witherweaver on September 05, 2013, 05:26:31 pm
Witch Doctor
$8+ - Action - Attack
+2 Cards
Name a card. Reveal the top 3 cards of your deck. Trash the matches. Put the rest back on top in any order. Each other player gains a Curse card.
--
When you buy this, you may overpay for it. For each $1 you overpaid, look at the top card of your deck; trash it, discard it, or put it back.
I'd put the +2 cards after the Doctor portion, so that you can immediately draw most of the cards you top-decked. And I'd honestly cost it at $7+, since it's a counter to itself.
But $5 + $3+ is $8+. It's the bad card ideas thread.

I'm not certain about your math there.  Not enough talk of sets and rings and matrices and abstract algebras.  Can you prove that math?

You're joking but I spend at least 10 seconds thinking about whether that arithmetic could be done...
Title: Re: Really bad card ideas
Post by: Awaclus on September 06, 2013, 01:49:12 am
Witch Doctor
$8+ - Action - Attack
+2 Cards
Name a card. Reveal the top 3 cards of your deck. Trash the matches. Put the rest back on top in any order. Each other player gains a Curse card.
--
When you buy this, you may overpay for it. For each $1 you overpaid, look at the top card of your deck; trash it, discard it, or put it back.
I'd put the +2 cards after the Doctor portion, so that you can immediately draw most of the cards you top-decked. And I'd honestly cost it at $7+, since it's a counter to itself.
But $5 + $3+ is $8+. It's the bad card ideas thread.

I'm not certain about your math there.  Not enough talk of sets and rings and matrices and abstract algebras.  Can you prove that math?
Sets! Rings! Matrices! Abstract algebras! Now, $5 +$3+ = $8+.
Title: Re: Really bad card ideas
Post by: Wrclass on September 07, 2013, 11:45:50 pm
Game-Warper $2 Action
Add an extra kingdom pile to the supply.
Title: Re: Really bad card ideas
Post by: mail-mi on September 07, 2013, 11:47:48 pm
Game-Warper $2 Action
Add an extra kingdom pile to the supply.
Game-Wrapper $0*
--
Set up: Tape or glue the 10 cards in this pile to the game box.
This is not in the supply
Title: Re: Really bad card ideas
Post by: SirPeebles on September 08, 2013, 12:07:10 am
Game-Warper $2 Action
Add an extra kingdom pile to the supply.
Game-Wrapper $0*
--
Set up: Tape or glue the 10 cards in this pile to the game box.
This is not in the supply

I'm trying to think of an edge case in which this really affects the game.  The best I can think of is that Young Witch is pretty nice when Game-Wrapper is the bane.
Title: Re: Really bad card ideas
Post by: mail-mi on September 08, 2013, 12:16:24 am
Game-Warper $2 Action
Add an extra kingdom pile to the supply.
Game-Wrapper $0*
--
Set up: Tape or glue the 10 cards in this pile to the game box.
This is not in the supply

I'm trying to think of an edge case in which this really affects the game.  The best I can think of is that Young Witch is pretty nice when Game-Wrapper is the bane.
But Game-Wrapper can't be the bane. It costs 0*
Title: Re: Really bad card ideas
Post by: eHalcyon on September 08, 2013, 12:29:21 am
Game-Warper $2 Action
Add an extra kingdom pile to the supply.

Not-So-Game-Warper $0 Action

Setup: Add an extra Kingdom card pile to the Supply.




Edit: There are edge cases.  GO!

Hint: The cost matters.  And it can also matter with other costs.
Title: Re: Really bad card ideas
Post by: scott_pilgrim on September 08, 2013, 12:44:05 am
Game-Warper $2 Action
Add an extra kingdom pile to the supply.

Not-So-Game-Warper $0 Action

Setup: Add an extra Kingdom card pile to the Supply.




Edit: There are edge cases.  GO!

Hint: The cost matters.  And it can also matter with other costs.
Well there's Fairgrounds, and arguably other Cornucopia cards like Menagerie, Horn of Plenty, Harvest.  Also Swindler if the Curses are out.
Title: Re: Really bad card ideas
Post by: eHalcyon on September 08, 2013, 12:53:28 am
Game-Warper $2 Action
Add an extra kingdom pile to the supply.

Not-So-Game-Warper $0 Action

Setup: Add an extra Kingdom card pile to the Supply.




Edit: There are edge cases.  GO!

Hint: The cost matters.  And it can also matter with other costs.
Well there's Fairgrounds, and arguably other Cornucopia cards like Menagerie, Horn of Plenty, Harvest.  Also Swindler if the Curses are out.

Also $0 is good for 3-piling.  At other price points it can also be a good target for Swindler, and it can matter for Upgrade and Remake at various price points (especially at $1).
Title: Re: Really bad card ideas
Post by: cluckyb on September 08, 2013, 01:18:55 am
Game-Warper $2 Action
Add an extra kingdom pile to the supply.

Not-So-Game-Warper $0 Action

Setup: Add an extra Kingdom card pile to the Supply.




Edit: There are edge cases.  GO!

Hint: The cost matters.  And it can also matter with other costs.

Are Madmen/Mercenaries Kingdom Card Piles? And if so, does this trump the "This pile is not part of the Supply" phrase if you add them without the Hermits/whatever powers up Mercenaries that I'm forgetting right now.
Title: Re: Really bad card ideas
Post by: AJD on September 08, 2013, 01:49:28 am
Are Madmen/Mercenaries Kingdom Card Piles?

No.

(Is the Black Market deck a kingdom card pile? No, even though it's a pile of kingdom cards.)
Title: Re: Really bad card ideas
Post by: XerxesPraelor on September 08, 2013, 04:06:27 am
Here's one of the original ideas I had for hinterlands:

Official
Reaction - Reaction - $4
When you gain a card, you may reveal this from your hand and set it aside. If you do reveal, the top 5 cards of your deck, trashing any number of them, discarding any number of them, and putting the rest back on your deck in any order of your choice.
------
When one of your cards would be trashed, you may discard this card from your hand or set-aside area, and put the card that would be trashed on the bottom of your deck or in your hand, your choice.
-------
When you gain this card, set aside any number of the victory cards in your discard pile. The next time you reshuffle, discard all the set-aside cards, and reveal your hand. +1 Card per Card in your hand costing less than $4.
Title: Re: Really bad card ideas
Post by: Titandrake on September 08, 2013, 04:25:55 am
Open Source
Action - Duration
Cost: $4

+1 Card
+1 Action
-------------
At the start of your next turn, you may replace all text in this text box with whatever you want, as long as it is legal Dominion terminology and these conditions are left unaltered. Each player may gain a copy of Open Source with the modifications you add.
Title: Re: Really bad card ideas
Post by: jackelfrink on September 08, 2013, 10:19:50 pm
Camping Grounds
Victory
Cost: $2

Worth 1VP for each game of Dominion you have played since you gained this.
-----
At the end of the game, you may put this card in the starting deck of your next game of Dominion. If you leave the table for any reason, take this out of your deck and return it to the box.
Title: Re: Really bad card ideas
Post by: Tables on September 08, 2013, 10:29:15 pm
Game-Warper $2 Action
Add an extra kingdom pile to the supply.

Game-Inverter $0 Reaction
---
In games using this, add every kingdom supply pile to the game, then remove the 10 chosen kingdom cards for this game.

(No I'm not addressing the rules for Young Witch or Black Market)
Title: Re: Really bad card ideas
Post by: GendoIkari on September 08, 2013, 11:07:23 pm
Game-Warper $2 Action
Add an extra kingdom pile to the supply.

Game-Inverter $0 Reaction
---
In games using this, add every kingdom supply pile to the game, then remove the 10 chosen kingdom cards for this game.

(No I'm not addressing the rules for Young Witch or Black Market)

Game inverter $0
--
In games using this the player with the fewest VP at the end wins.
Title: Re: Really bad card ideas
Post by: mail-mi on September 09, 2013, 12:05:18 am
Game-Warper $2 Action
Add an extra kingdom pile to the supply.

Game-Inverter $0 Reaction
---
In games using this, add every kingdom supply pile to the game, then remove the 10 chosen kingdom cards for this game.

(No I'm not addressing the rules for Young Witch or Black Market)

Game inverter $0
--
In games using this the player with the fewest VP at the end wins.
Pile drive curses!
Title: Re: Really bad card ideas
Post by: sudgy on September 09, 2013, 12:08:58 am
Game-Warper $2 Action
Add an extra kingdom pile to the supply.

Game-Inverter $0 Reaction
---
In games using this, add every kingdom supply pile to the game, then remove the 10 chosen kingdom cards for this game.

(No I'm not addressing the rules for Young Witch or Black Market)

Game inverter $0
--
In games using this the player with the fewest VP at the end wins.
Pile drive curses!

What cards would help you piledrive curses?  I think squire is one...
Title: Re: Really bad card ideas
Post by: ConMan on September 09, 2013, 12:15:42 am
Game-Warper $2 Action
Add an extra kingdom pile to the supply.

Game-Inverter $0 Reaction
---
In games using this, add every kingdom supply pile to the game, then remove the 10 chosen kingdom cards for this game.

(No I'm not addressing the rules for Young Witch or Black Market)

Game inverter $0
--
In games using this the player with the fewest VP at the end wins.
Pile drive curses!

What cards would help you piledrive curses?  I think squire is one...
Embargo and Candlestick Maker, if played right.
Title: Re: Really bad card ideas
Post by: ashersky on September 09, 2013, 06:15:29 am
What cards would help you piledrive curses?  I think squire is one...

I think the problem is someone will open curse/curse, forcing you to also open curse, and then it is just 1P advantage.
Title: Re: Really bad card ideas
Post by: Warfreak2 on September 09, 2013, 06:56:25 am
Nomad Camp/2*Curse is strictly better. In games with Estates, Chapel or Steward appear to be good options too.
Title: Re: Really bad card ideas
Post by: GendoIkari on September 09, 2013, 08:42:04 am
Nomad Camp/2*Curse is strictly better. In games with Estates, Chapel or Steward appear to be good options too.

Edge case: Your opponent plays a brilliant engine deck where he buys lots of victory cards and passes them to you with Ambassador, and he's passing you Vineyards. In this case you want as few actions as possible.
Title: Re: Really bad card ideas
Post by: A Drowned Kernel on September 09, 2013, 09:44:04 am
Game-Warper $2 Action
Add an extra kingdom pile to the supply.

Game-Inverter $0 Reaction
---
In games using this, add every kingdom supply pile to the game, then remove the 10 chosen kingdom cards for this game.

(No I'm not addressing the rules for Young Witch or Black Market)

Game inverter $0
--
In games using this the player with the fewest VP at the end wins.

Game-changer $0
--
In games using this, put away Dominion and play Through the Ages instead.
Title: Re: Really bad card ideas
Post by: Witherweaver on September 09, 2013, 10:09:29 am
Game-Warper $2 Action
Add an extra kingdom pile to the supply.

Game-Inverter $0 Reaction
---
In games using this, add every kingdom supply pile to the game, then remove the 10 chosen kingdom cards for this game.

(No I'm not addressing the rules for Young Witch or Black Market)

Game inverter $0
--
In games using this the player with the fewest VP at the end wins.

Game-changer $0
--
In games using this, put away Dominion and play Through the Ages instead.

Life is not a Game $0
--
In games playing this, put away Dominion.  Get a haircut, shave, and go out and get a job.  You're wasting your life in a make-believe land.  Call your mother, she worries about you. You haven't called in months, and the last time was to ask for money to buy Dark Ages.  When was the last time you had a date?  Go for a jog. Get your life together.
Title: Re: Really bad card ideas
Post by: GendoIkari on September 09, 2013, 10:39:11 am
Game-Warper $2 Action
Add an extra kingdom pile to the supply.

Game-Inverter $0 Reaction
---
In games using this, add every kingdom supply pile to the game, then remove the 10 chosen kingdom cards for this game.

(No I'm not addressing the rules for Young Witch or Black Market)

Game inverter $0
--
In games using this the player with the fewest VP at the end wins.

Game-changer $0
--
In games using this, put away Dominion and play Through the Ages instead.

Life is not a Game $0
--
In games playing this, put away Dominion.  Get a haircut, shave, and go out and get a job.  You're wasting your life in a make-believe land.  Call your mother, she worries about you. You haven't called in months, and the last time was to ask for money to buy Dark Ages.  When was the last time you had a date?  Go for a jog. Get your life together.

The game of life $0
--
In games using this, at the start of each of your turns, spin a wheel that has the numbers 1 through 10 marked on it. Move your token the corresponding number of spaces, and obey the instructions on the space that you land on.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on September 09, 2013, 10:45:17 am
The Game of Life $???

When you play this, reveal your hand. If you have 2 or 3 Game of Life in your hand, +1 VP token. Otherwise, trash this.
You may reveal your discard pile. If you have no Game of Life in it and exactly 3 game of Life in hand, gain a Game of Life.
Title: Re: Really bad card ideas
Post by: Awaclus on September 09, 2013, 10:53:16 am
The Game $1337
--
In games using this, you lose.
Title: Re: Really bad card ideas
Post by: Witherweaver on September 09, 2013, 10:59:44 am
The Game $1337
--
In games using this, you lose.

Catch-22 $?
---
If this card is in your deck at the end of the game, you win.  If you gain this card, the game ends and you lose.

(In before edge case, while you can obtain a card without gaining it, someone has to gain the card prior.)
Title: Re: Really bad card ideas
Post by: Compynerd255 on September 09, 2013, 12:19:33 pm
The Game $1337
--
In games using this, you lose.

Catch-22 $?
---
If this card is in your deck at the end of the game, you win.  If you gain this card, the game ends and you lose.

(In before edge case, while you can obtain a card without gaining it, someone has to gain the card prior.)
What if you have it be a Shelter (replacing Hovel)? Then it's not technically gained. :)
Title: Re: Really bad card ideas
Post by: GendoIkari on September 09, 2013, 12:21:04 pm
The Game $1337
--
In games using this, you lose.

Catch-22 $?
---
If this card is in your deck at the end of the game, you win.  If you gain this card, the game ends and you lose.

(In before edge case, while you can obtain a card without gaining it, someone has to gain the card prior.)
What if you have it be a Shelter (replacing Hovel)? Then it's not technically gained. :)

But then... both players just win every game so long as they don't trash that card ever. So, make it cost $3-$6, so that Rogue, Knights, and Saboteur become the only possible win conditions.
Title: Re: Really bad card ideas
Post by: Witherweaver on September 09, 2013, 12:21:28 pm
The Game $1337
--
In games using this, you lose.

Catch-22 $?
---
If this card is in your deck at the end of the game, you win.  If you gain this card, the game ends and you lose.

(In before edge case, while you can obtain a card without gaining it, someone has to gain the card prior.)
What if you have it be a Shelter (replacing Hovel)? Then it's not technically gained. :)

It's a regular supply card :P
Title: Re: Really bad card ideas
Post by: Wrclass on September 09, 2013, 11:15:40 pm
The Game $1337
--
In games using this, you lose.

Catch-22 $?
---
If this card is in your deck at the end of the game, you win.  If you gain this card, the game ends and you lose.

(In before edge case, while you can obtain a card without gaining it, someone has to gain the card prior.)
What if you have it be a Shelter (replacing Hovel)? Then it's not technically gained. :)

It's a regular supply card :P


I think it should be a Treasure-Shelter
Title: Re: Really bad card ideas
Post by: ashersky on September 10, 2013, 01:45:48 am
This has probably already been done, but...


The Princess Bridge - $6
Action
+$1
+2 Buys
All cards (including cards in players’ hands) cost $1 less this turn, but not less than $0.
While this is in play, cards cost $2 less, but not less than $0.



And a Duration Bridge, probably also done:

The Bridge of Sighs - $1
Action - Duration

Now and at the start of your next turn:
+2 Buys and all cards (including cards in players' hands) cost $1 less this turn, but not less than $0.


I think with a duration bridge, it's like a weird attack against Bishops.  It's probably a card you save up for a megaturn to end the game, not letting it work for your opponents' turns.
Title: Re: Really bad card ideas
Post by: sudgy on September 10, 2013, 01:56:39 am
You missed the +$1...


Also, now that you made the Princess Bridge:


The Princess Bride $8
Action
Watch The Princess Bride.  If you do, you win the game.
Title: Re: Really bad card ideas
Post by: SirPeebles on September 10, 2013, 08:55:12 am
Watch The Princess Bride.

As you wish.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on September 10, 2013, 09:34:18 am
The princess ride

-insert anything that could be fun-
Title: Re: Really bad card ideas
Post by: Asper on September 10, 2013, 05:24:20 pm
The Princess Bride $8
Action
Watch The Princess Bride.  If you do, you win the game.

The Princess Bride
Action - Attack
Take a Curse and a Gold from the supply and without the other players seeing, set them aside face down. The player to your left chooses one of them, but not before having a long monologue about which card is probably which. He then gains it, while you gain the other card. If both are Curses, trash the card you gained.
Title: Re: Really bad card ideas
Post by: Compynerd255 on September 11, 2013, 12:03:46 pm
The Princess Bride $8
Action
Watch The Princess Bride.  If you do, you win the game.

The Princess Bride
Action - Attack
Take a Curse and a Gold from the supply and without the other players seeing, set them aside face down. The player to your left chooses one of them, but not before having a long monologue about which card is probably which. He then gains it, while you gain the other card. If both are Curses, trash the card you gained.
Of course, you should call that one "Battle of Wits". :)

Another in the same vein:
---
R.O.U.S. - Cost $4 - Immediate
Trash a card from your hand. If it is a Fire Spurt, trash this and +10 VP.
---
(Immediate is a card type that must be played if it is ever revealed for any reason, whether it be revealed explicitly or if it is simply the top card of your discard pile. Fire Spurt is another Immediate that forces you to discard)

And another card that's completely different:
---
Chaos Orb - Cost $3 - Action
Throw this card from five feet away from the table. If it does one complete flip before it hits the table, trash all cards it landed on. Then trash this card.
---
And...
---
Chaos Confetti - Cost $3 - Action
Tear this card into pieces. Sprinkle the pieces from three feet above the table. Trash all cards the pieces landed on. Remove the pieces of this card when finished.
---
Title: Re: Really bad card ideas
Post by: Aidan Millow on September 11, 2013, 07:33:13 pm
The Princess Bride $8
Action
Watch The Princess Bride.  If you do, you win the game.

The Princess Bride
Action - Attack
Take a Curse and a Gold from the supply and without the other players seeing, set them aside face down. The player to your left chooses one of them, but not before having a long monologue about which card is probably which. He then gains it, while you gain the other card. If both are Curses, trash the card you gained.
Of course, you should call that one "Battle of Wits". :)

Another in the same vein:
---
R.O.U.S. - Cost $4 - Immediate
Trash a card from your hand. If it is a Fire Spurt, trash this and +10 VP.
---
(Immediate is a card type that must be played if it is ever revealed for any reason, whether it be revealed explicitly or if it is simply the top card of your discard pile. Fire Spurt is another Immediate that forces you to discard)

And another card that's completely different:
---
Chaos Orb - Cost $3 - Action
Throw this card from five feet away from the table. If it does one complete flip before it hits the table, trash all cards it landed on. Then trash this card.
---
And...
---
Chaos Confetti - Cost $3 - Action
Tear this card into pieces. Sprinkle the pieces from three feet above the table. Trash all cards the pieces landed on. Remove the pieces of this card when finished.
---

Since you bought up Mtg and battle of wits in the same post:
Battle of Wits:
3PP-Action
If you have 200 or more cards in your deck you win the game.
Title: Re: Really bad card ideas
Post by: GendoIkari on September 11, 2013, 11:40:21 pm
The Princess Bride $8
Action
Watch The Princess Bride.  If you do, you win the game.

The Princess Bride
Action - Attack
Take a Curse and a Gold from the supply and without the other players seeing, set them aside face down. The player to your left chooses one of them, but not before having a long monologue about which card is probably which. He then gains it, while you gain the other card. If both are Curses, trash the card you gained.
Of course, you should call that one "Battle of Wits". :)

Another in the same vein:
---
R.O.U.S. - Cost $4 - Immediate
Trash a card from your hand. If it is a Fire Spurt, trash this and +10 VP.
---
(Immediate is a card type that must be played if it is ever revealed for any reason, whether it be revealed explicitly or if it is simply the top card of your discard pile. Fire Spurt is another Immediate that forces you to discard)

And another card that's completely different:
---
Chaos Orb - Cost $3 - Action
Throw this card from five feet away from the table. If it does one complete flip before it hits the table, trash all cards it landed on. Then trash this card.
---
And...
---
Chaos Confetti - Cost $3 - Action
Tear this card into pieces. Sprinkle the pieces from three feet above the table. Trash all cards the pieces landed on. Remove the pieces of this card when finished.
---

Since you bought up Mtg and battle of wits in the same post:
Battle of Wits:
3PP-Action
If you have 200 or more cards in your deck you win the game.

To be fair, they already made that card. It's called "Gardens."

Title: Re: Really bad card ideas
Post by: Awaclus on September 12, 2013, 02:53:31 am
The Princess Bride $8
Action
Watch The Princess Bride.  If you do, you win the game.

The Princess Bride
Action - Attack
Take a Curse and a Gold from the supply and without the other players seeing, set them aside face down. The player to your left chooses one of them, but not before having a long monologue about which card is probably which. He then gains it, while you gain the other card. If both are Curses, trash the card you gained.
Of course, you should call that one "Battle of Wits". :)

Another in the same vein:
---
R.O.U.S. - Cost $4 - Immediate
Trash a card from your hand. If it is a Fire Spurt, trash this and +10 VP.
---
(Immediate is a card type that must be played if it is ever revealed for any reason, whether it be revealed explicitly or if it is simply the top card of your discard pile. Fire Spurt is another Immediate that forces you to discard)

And another card that's completely different:
---
Chaos Orb - Cost $3 - Action
Throw this card from five feet away from the table. If it does one complete flip before it hits the table, trash all cards it landed on. Then trash this card.
---
And...
---
Chaos Confetti - Cost $3 - Action
Tear this card into pieces. Sprinkle the pieces from three feet above the table. Trash all cards the pieces landed on. Remove the pieces of this card when finished.
---

Since you bought up Mtg and battle of wits in the same post:
Battle of Wits:
3PP-Action
If you have 200 or more cards in your deck you win the game.
200 cards is a lot for Dominion. I suggest this:

Battle of Halfwits
3PP Action
If you have 100 or more cards in your deck, you win the game.
Title: Re: Really bad card ideas
Post by: sudgy on September 12, 2013, 12:49:05 pm
The Princess Bride $8
Action
Watch The Princess Bride.  If you do, you win the game.

The Princess Bride
Action - Attack
Take a Curse and a Gold from the supply and without the other players seeing, set them aside face down. The player to your left chooses one of them, but not before having a long monologue about which card is probably which. He then gains it, while you gain the other card. If both are Curses, trash the card you gained.
Of course, you should call that one "Battle of Wits". :)

Another in the same vein:
---
R.O.U.S. - Cost $4 - Immediate
Trash a card from your hand. If it is a Fire Spurt, trash this and +10 VP.
---
(Immediate is a card type that must be played if it is ever revealed for any reason, whether it be revealed explicitly or if it is simply the top card of your discard pile. Fire Spurt is another Immediate that forces you to discard)

And another card that's completely different:
---
Chaos Orb - Cost $3 - Action
Throw this card from five feet away from the table. If it does one complete flip before it hits the table, trash all cards it landed on. Then trash this card.
---
And...
---
Chaos Confetti - Cost $3 - Action
Tear this card into pieces. Sprinkle the pieces from three feet above the table. Trash all cards the pieces landed on. Remove the pieces of this card when finished.
---

Since you bought up Mtg and battle of wits in the same post:
Battle of Wits:
3PP-Action
If you have 200 or more cards in your deck you win the game.
200 cards is a lot for Dominion. I suggest this:

Battle of Halfwits
3PP Action
If you have 100 or more cards in your deck, you win the game.

The price should be 1.5P...
Title: Re: Really bad card ideas
Post by: liopoil on September 12, 2013, 05:03:39 pm
100 is still a lot. 50 sounds realistic-ish. But well, bad cards idea thread I guess.
Title: Re: Really bad card ideas
Post by: mail-mi on September 12, 2013, 11:32:33 pm
From the dark ages fan card thread:

Bonfire
Reading Wheel of Time, I read this as Balefire.

Balefire
Trash a card from your hand. Everything it did last turn is reversed.
Title: Re: Really bad card ideas
Post by: Witherweaver on September 13, 2013, 10:20:30 am
From the dark ages fan card thread:

Bonfire
Reading Wheel of Time, I read this as Balefire.

Balefire
Trash a card from your hand. Everything it did last turn is reversed.

Wheel of Time themed expansion!  Make it happen, the light willing.
Title: Re: Really bad card ideas
Post by: mail-mi on September 13, 2013, 10:42:41 am
From the dark ages fan card thread:

Bonfire
Reading Wheel of Time, I read this as Balefire.

Balefire
Trash a card from your hand. Everything it did last turn is reversed.

Wheel of Time themed expansion!  Make it happen, the light willing.
I'm doing a WoT themed mafia game....

Min Action
Each other player reveals their hand. Tell them what one card in their hand does, and they have to play it on their next turn.
$2
Title: Re: Really bad card ideas
Post by: ashersky on September 14, 2013, 01:51:25 am
Masterscout
Victory - Treasure  $3

$1
---------
When you buy this, you may overpay for it.  If you do, gain a Scout for each $1 you overpay.


Set-up instructions: in games using this, add a Scout pile to the kingdom.
Title: Re: Really bad card ideas
Post by: sudgy on September 14, 2013, 05:21:41 pm
Some Card $1

When you gain a card, you may reveal this.  If you do, gain either a card costing $1 more than it or $1 coin less than it, your choice.  The gained card goes into your hand.

Empty the supply in three turns, anyone?  ;)
Title: Re: Really bad card ideas
Post by: SirPeebles on September 14, 2013, 05:28:46 pm
Some Card $1

When you gain a card, you may reveal this.  If you do, gain either a card costing $1 more than it or $1 coin less than it, your choice.  The gained card goes into your hand.

Empty the supply in three turns, anyone?  ;)

Looks like you could do it turn 2, but the details look messy.
Title: Re: Really bad card ideas
Post by: sudgy on September 14, 2013, 05:41:04 pm
Some Card $1

When you gain a card, you may reveal this.  If you do, gain either a card costing $1 more than it or $1 coin less than it, your choice.  The gained card goes into your hand.

Empty the supply in three turns, anyone?  ;)

Looks like you could do it turn 2, but the details look messy.

In a solitaire game?  I can't think of anything.
Title: Re: Really bad card ideas
Post by: Witherweaver on September 15, 2013, 02:03:09 pm
Some Card $1

When you gain a card, you may reveal this.  If you do, gain either a card costing $1 more than it or $1 coin less than it, your choice.  The gained card goes into your hand.

Empty the supply in three turns, anyone?  ;)

I think you'd actually have to be pretty careful.  Do Curses count for emptying the supply?  If so, this may be tough if there is no Poor House on the board.  And even so, you'd have to worry about the parity on going back and forth with Poor Houses and Curses.  And, I have a hunch that the parity of the number of piles at a given price point will make a difference. 

Though I'm thinking of it as this card plus a random kingdom.
Title: Re: Really bad card ideas
Post by: GeoLib on September 15, 2013, 02:50:14 pm
Bait and Switch
$3 - Reaction
When another player would gain a card, you may reveal this. If you do, instead, they gain a curse.
Title: Re: Really bad card ideas
Post by: Tables on September 15, 2013, 06:32:19 pm
Some Card $1

When you gain a card, you may reveal this.  If you do, gain either a card costing $1 more than it or $1 coin less than it, your choice.  The gained card goes into your hand.

Empty the supply in three turns, anyone?  ;)

I think you'd actually have to be pretty careful.  Do Curses count for emptying the supply?  If so, this may be tough if there is no Poor House on the board.  And even so, you'd have to worry about the parity on going back and forth with Poor Houses and Curses.  And, I have a hunch that the parity of the number of piles at a given price point will make a difference. 

Though I'm thinking of it as this card plus a random kingdom.

No reason to be careful - it can react as many times to a single gain as you want. Buy a Poor House, reveal this 10 times and gain 10 curses, then all the coppers, then all the $2's (react to gaining a $2 by gaining the rest of the Poor Houses at some point), then all the $3's, $4's, $5's, $6's, $7's (needs a $7 in the kingdom, not too big of a deal), $8's. No Platinums because then you couldn't gain the Colonies.
Title: Re: Really bad card ideas
Post by: sudgy on September 15, 2013, 06:52:31 pm
Actually, saying, "When you gain a card, gain another card" is even better.
Title: Re: Really bad card ideas
Post by: awildnoobappeared on September 16, 2013, 05:22:07 am
The princess ride

-insert anything that could be fun-

(http://cdn.meme.li/i/omtny.jpg)
Title: Re: Really bad card ideas
Post by: Witherweaver on September 16, 2013, 08:55:40 am
Some Card $1

When you gain a card, you may reveal this.  If you do, gain either a card costing $1 more than it or $1 coin less than it, your choice.  The gained card goes into your hand.

Empty the supply in three turns, anyone?  ;)

I think you'd actually have to be pretty careful.  Do Curses count for emptying the supply?  If so, this may be tough if there is no Poor House on the board.  And even so, you'd have to worry about the parity on going back and forth with Poor Houses and Curses.  And, I have a hunch that the parity of the number of piles at a given price point will make a difference. 

Though I'm thinking of it as this card plus a random kingdom.

No reason to be careful - it can react as many times to a single gain as you want. Buy a Poor House, reveal this 10 times and gain 10 curses, then all the coppers, then all the $2's (react to gaining a $2 by gaining the rest of the Poor Houses at some point), then all the $3's, $4's, $5's, $6's, $7's (needs a $7 in the kingdom, not too big of a deal), $8's. No Platinums because then you couldn't gain the Colonies.

Right, good point.
Title: Re: Really bad card ideas
Post by: Stealth Tomato on September 16, 2013, 09:44:31 am
Yours
Action - $5

Each opponent reveals their hand, trashes a Treasure card that you choose, and gains a Treasure card costing up to 3 Coins less that you choose, putting it into their hand.


Wishing Badly
Action - $4

+1 Card
+1 Action
Name a card. The player to your left reveals the top card of his deck. If it is the named card, put it in your hand.


Wood Doesn't
Action - $4

+$1
Gain a card costing up to $4. If it is an...
Action card, trash 1 card from your hand
Treasure card, gain a Silver
Victory card, +1 Buy


Thyme
Action - $3

+1 Card
+1 Action
Reveal cards from the top of your deck until you reveal one costing 2 Coins or less. Trash that card and discard the rest.
Title: Re: Really bad card ideas
Post by: Dsell on September 16, 2013, 10:04:36 am
Thyme
Action - $3

+1 Card
+1 Action
Reveal cards from the top of your deck until you reveal one costing 2 Coins or less. Trash that card and discard the rest.

I kind of like this one as a search-and-destroy cantrip trasher.
Title: Re: Really bad card ideas
Post by: Fragasnap on September 16, 2013, 10:24:39 am
Thyme
Action - $3

+1 Card
+1 Action
Reveal cards from the top of your deck until you reveal one costing 2 Coins or less. Trash that card and discard the rest.
You put thyme in the soup!? The Princess is allergic to thyme!
Title: Re: Really bad card ideas
Post by: SirPeebles on September 16, 2013, 05:46:17 pm
Thyme
Action - $3

+1 Card
+1 Action
Reveal cards from the top of your deck until you reveal one costing 2 Coins or less. Trash that card and discard the rest.
You put thyme in the soup!? The Princess is allergic to thyme!

He even managed to spoil the Spoils :(
Title: Re: Really bad card ideas
Post by: mail-mi on September 16, 2013, 10:36:14 pm
Counterfeiting House

Choose 1: Discard 2 cards, Put a card from your hand on top of your deck, Gain a Copper.

Choose 1: Look through your discard pile, pull out any number of Copper cards from it, and put them into your hand; +$1 +1 buy; Play a treasure card from your hand twice and trash it.
Title: Re: Really bad card ideas
Post by: Powerman on September 17, 2013, 10:48:02 am
Instructions
$1 Action
+1 Card
+1 Action
You may look at the Rules of Dominion.
Title: Re: Really bad card ideas
Post by: Tables on September 17, 2013, 03:18:47 pm
White Witch
Action - Attack - $1
+2 cards
Each other player may gain a curse
Title: Re: Really bad card ideas
Post by: AJD on September 18, 2013, 12:30:34 am
Border Village : Haggler :: Band of Misfits :

Histfer
$4: Action
+1 Action
While this is in play, when you play another Action card, choose an Action card in the supply costing less than it and play it as that. It is that card until it leaves play.
Title: Re: Really bad card ideas
Post by: AJD on September 18, 2013, 12:57:20 am
(Actually, maybe that should have +2 Cards, +1 Action, to match Haggler's +$2, and then it's an Advisor variant—cheap Lab with a penalty. A very weird penalty, in this case.)
Title: Re: Really bad card ideas
Post by: Kirian on September 18, 2013, 02:14:20 am
Parsley
Action-Attack $5

+1 Action
+$2
Discard a Sage, a Rosemary, or a Thyme card from your hand, then sing an anti-war song.  If you do, all other players discard an Attack card, or reveal a hand with no Attack cards.
Title: Re: Really bad card ideas
Post by: Minotaur on September 18, 2013, 12:16:13 pm
Junkyard Dog
Cost: 5
+1 card
+1 action
+1 buy

You may trash up to three cards from your hand. You may gain up to two cards from the trash; at most one of them may cost more than 2 coins.

SETUP: The Trash pile counts toward the three-pile ending.
Title: Re: Really bad card ideas
Post by: WalrusMcFishSr on September 18, 2013, 05:33:13 pm
Memory Aid--$2
Action
----
+$1
While this is in play, you may scrawl notes on your belly using your own blood.
Title: Re: Really bad card ideas
Post by: SirPeebles on September 18, 2013, 05:35:23 pm
Memory Aid--$2
Action
----
+$1
While this is in play, you may scrawl notes on your belly using your own blood.

This card turned morbid fast.   :(
Title: Re: Really bad card ideas
Post by: WalrusMcFishSr on September 18, 2013, 05:39:00 pm
Haha sorry! It was supposed to be a Donald X allusion.

"In all games, within game contexts, you may only do things expressly allowed by the rules. This is what it means to have rules; it is the covenant you have agreed to by agreeing to play. You can play tic-tac-toe in a van while yodeling, but putting a Z in a box is out of the question. It is not up to any rulebook to say that you can't use a memory aid; rather it is up to the rulebook to specifically allow it, or else you can't use one. It doesn't matter how much the game for you is not about this memorization, how much the memory thing seems tangential to whatever fun the game provides; you do not get to use anything other than your brain to handle that memorization, unless of course you are explicitly playing a variant. You also do not get to - and this is important - scrawl notes to yourself on your belly using your own blood. Games between players are played between players, and "players" do not by default include notebooks or pencils, even makeshift ones that are constructed from the players. Expecting all rulebooks to repeat this is nonsense, and anyway would offend people who don't like to talk about blood."
Title: Re: Really bad card ideas
Post by: eHalcyon on September 18, 2013, 06:38:34 pm
Memory Aid--$2
Action
----
+$1
While this is in play, you may scrawl notes on your belly using your own blood.

This card turned morbid fast.   :(

After playing Memory Aid, you may wish to play Band of Aids.
Title: Re: Really bad card ideas
Post by: Asper on September 18, 2013, 06:39:53 pm
Memory Aid--$2
Action
----
+$1
While this is in play, you may scrawl notes on your belly using your own blood.

This card turned morbid fast.   :(

After playing Memory Aid, you may wish to play Band of Aids.

I expected to read "Band Aid"...
Edit: Or is that the same...? (non-native english speaker)
Title: Re: Really bad card ideas
Post by: mail-mi on September 18, 2013, 06:41:11 pm
Memory Aid--$2
Action
----
+$1
While this is in play, you may scrawl notes on your belly using your own blood.

This card turned morbid fast.   :(

After playing Memory Aid, you may wish to play Band of Aids.
Priceless. Made me lol.
Title: Re: Really bad card ideas
Post by: eHalcyon on September 18, 2013, 08:05:50 pm
Memory Aid--$2
Action
----
+$1
While this is in play, you may scrawl notes on your belly using your own blood.

This card turned morbid fast.   :(

After playing Memory Aid, you may wish to play Band of Aids.

I expected to read "Band Aid"...
Edit: Or is that the same...? (non-native english speaker)

This is a joke that works on several levels.  The instigating card, named "Memory Aid", references writing with one's own blood.  This suggests that one is injured.  When one is injured, an adhesive bandage may be applied to cover the wound.  In many places (including Canada and the US), the brand name "Band-Aid" has become genericized for any such adhesive bandage.  Thus, a Band-Aid could be used to cover the injury implied by the text of Memory Aid.

Here we come across the first point of humour -- both "Memory Aid" and "Band-Aid" have the word "Aid" in them.  This similarity is not actually that funny, but people may find it amusing for some reason.  It has the feeling of a pun, though it really isn't.

The actual humour comes from the twisting of the "Band-Aid" brand name into "Band of Aids".  The overall context of this joke is that this is a forum for the Dominion card game, and the "Memory Aid" card is a "bad card idea" posted therein.  Note that Dominion has many cards in many expansions, one of which is "Band of Misfits" from the Dark Ages expansion.  And thus we have our play on words -- "Band of Aids" is similar to "Band of Misfits".  We have come full circle, and as we all know, circles are the funniest shape.
Title: Re: Really bad card ideas
Post by: Asper on September 18, 2013, 08:26:49 pm
Memory Aid--$2
Action
----
+$1
While this is in play, you may scrawl notes on your belly using your own blood.

This card turned morbid fast.   :(

After playing Memory Aid, you may wish to play Band of Aids.

I expected to read "Band Aid"...
Edit: Or is that the same...? (non-native english speaker)

This is a joke that works on several levels.  The instigating card, named "Memory Aid", references writing with one's own blood.  This suggests that one is injured.  When one is injured, an adhesive bandage may be applied to cover the wound.  In many places (including Canada and the US), the brand name "Band-Aid" has become genericized for any such adhesive bandage.  Thus, a Band-Aid could be used to cover the injury implied by the text of Memory Aid.

Here we come across the first point of humour -- both "Memory Aid" and "Band-Aid" have the word "Aid" in them.  This similarity is not actually that funny, but people may find it amusing for some reason.  It has the feeling of a pun, though it really isn't.

The actual humour comes from the twisting of the "Band-Aid" brand name into "Band of Aids".  The overall context of this joke is that this is a forum for the Dominion card game, and the "Memory Aid" card is a "bad card idea" posted therein.  Note that Dominion has many cards in many expansions, one of which is "Band of Misfits" from the Dark Ages expansion.  And thus we have our play on words -- "Band of Aids" is similar to "Band of Misfits".  We have come full circle, and as we all know, circles are the funniest shape.

Oh. I guess i got all the pieces, but somehow didn't manage to bring them together. I would have understood band-aid, and i assumed Band of Misfits had something to do with it, but i didn't get why you would give up both the similarity to the brand and to memory aid for a BoM-pun. So i figured "Band of Aids" meant something on it's own, and i really wondered what that would be. My conclusions were unpleasant.
Title: Re: Really bad card ideas
Post by: eHalcyon on September 18, 2013, 09:59:24 pm
But it's much funnier now that I've explained it, right? :D
Title: Re: Really bad card ideas
Post by: Eggplantation on September 18, 2013, 11:16:03 pm
Instructions
$1 Action
+1 Card
+1 Action
You may look at the Rules of Dominion.
+1! ^

Tactical Town Forum: $5
+1 Card
+1 Action
Read an article on the Dominion Strategy Forum.

My original reaction was that this card is was too powerful. Then I realised that it's power is greatly diminished as the games goes on, as implementing a new strategy halfway through a game is much less effective than at the start. Thus the best way to play this card is to try and grab it as early as possible, preferably around turn 3, so that you can decide which strategy to actually implement. This card is also a high skill card, since only one article can be read per card play. Reading the wrong article can be time consuming and pointless, and can have the negative effect of frustrating the other players. However the benefits can be incredible.

Edit: Strategy discussion added.
Title: Re: Really bad card ideas
Post by: mail-mi on September 18, 2013, 11:21:33 pm
Instructions
$1 Action
+1 Card
+1 Action
You may look at the Rules of Dominion.
+1! ^

Tactical Town Forum: $5
+1 Card
+1 Action
You may read an article on the Dominion Strategy Forum.

Find a laugh
+1 card
+1 action.
Check the Homage to the Best Card thread.
Title: Re: Really bad card ideas
Post by: Awaclus on September 19, 2013, 03:33:07 am
Instructions
$1 Action
+1 Card
+1 Action
You may look at the Rules of Dominion.
+1! ^

Tactical Town Forum: $5
+1 Card
+1 Action
You may read an article on the Dominion Strategy Forum.

Find a laugh
+1 card
+1 action.
Check the Homage to the Best Card thread.
Dιjΰ Vu
+1 card
+1 Action
Check the Really bad card ideas thread.
Title: Re: Really bad card ideas
Post by: ashersky on September 19, 2013, 03:36:16 am
Dιjΰ Vu
+1 card
+1 Action
Check the Really bad card ideas thread.
Title: Re: Really bad card ideas
Post by: Kirian on September 19, 2013, 09:45:31 am
Memory Aid--$2
Action
----
+$1
While this is in play, you may scrawl notes on your belly using your own blood.

This card turned morbid fast.   :(

After playing Memory Aid, you may wish to play Band of Aids.

I expected to read "Band Aid"...
Edit: Or is that the same...? (non-native english speaker)

This is a joke that works on several levels...

This type of joke explanation was funny once, like a bad pun.  Now, every time it's posted, I want to ask theory to add a "punch user in the nuts" button next to the respect button.
Title: Re: Really bad card ideas
Post by: Witherweaver on September 19, 2013, 10:59:07 am
Memory Aid--$2
Action
----
+$1
While this is in play, you may scrawl notes on your belly using your own blood.

This card turned morbid fast.   :(

After playing Memory Aid, you may wish to play Band of Aids.

I expected to read "Band Aid"...
Edit: Or is that the same...? (non-native english speaker)

This is a joke that works on several levels...

This type of joke explanation was funny once, like a bad pun.  Now, every time it's posted, I want to ask theory to add a "punch user in the nuts" button next to the respect button.

Punch in the Nuts $6
Reaction
--------
When another player tells an overused joke, you may reveal this from your hand.  If you do, discard this card, and punch that player in the nuts.
Title: Re: Really bad card ideas
Post by: Compynerd255 on September 19, 2013, 11:24:34 am
Memory Aid--$2
Action
----
+$1
While this is in play, you may scrawl notes on your belly using your own blood.

This card turned morbid fast.   :(

After playing Memory Aid, you may wish to play Band of Aids.

I expected to read "Band Aid"...
Edit: Or is that the same...? (non-native english speaker)

This is a joke that works on several levels...

This type of joke explanation was funny once, like a bad pun.  Now, every time it's posted, I want to ask theory to add a "punch user in the nuts" button next to the respect button.

Punch in the Nuts $6
Reaction
--------
Any time you freakin' like, you may reveal this from your hand.  If you do, discard this card, and punch another player in the nuts.
Fixed that for you.

Of course, what if you're playing against a girl?
Title: Re: Really bad card ideas
Post by: Witherweaver on September 19, 2013, 11:28:08 am
Memory Aid--$2
Action
----
+$1
While this is in play, you may scrawl notes on your belly using your own blood.

This card turned morbid fast.   :(

After playing Memory Aid, you may wish to play Band of Aids.

I expected to read "Band Aid"...
Edit: Or is that the same...? (non-native english speaker)

This is a joke that works on several levels...

This type of joke explanation was funny once, like a bad pun.  Now, every time it's posted, I want to ask theory to add a "punch user in the nuts" button next to the respect button.

Punch in the Nuts $6
Reaction
--------
Any time you freakin' like, you may reveal this from your hand.  If you do, discard this card, and punch another player in the nuts.
Fixed that for you.

Of course, what if you're playing against a girl?

If she's attractive, then you laugh at her joke god dammit, no matter how bad it is.
Title: Re: Really bad card ideas
Post by: dondon151 on September 19, 2013, 12:17:39 pm
Of course, what if you're playing against a girl?

A crotch shot against a female still hurts a lot.
Title: Re: Really bad card ideas
Post by: eHalcyon on September 19, 2013, 12:58:00 pm
Memory Aid--$2
Action
----
+$1
While this is in play, you may scrawl notes on your belly using your own blood.

This card turned morbid fast.   :(

After playing Memory Aid, you may wish to play Band of Aids.

I expected to read "Band Aid"...
Edit: Or is that the same...? (non-native english speaker)

This is a joke that works on several levels...

This type of joke explanation was funny once, like a bad pun.  Now, every time it's posted, I want to ask theory to add a "punch user in the nuts" button next to the respect button.

Better than all the Mine jokes... At least explanations take a little effort!
Title: Re: Really bad card ideas
Post by: Witherweaver on September 19, 2013, 01:10:45 pm
Memory Aid--$2
Action
----
+$1
While this is in play, you may scrawl notes on your belly using your own blood.

This card turned morbid fast.   :(

After playing Memory Aid, you may wish to play Band of Aids.

I expected to read "Band Aid"...
Edit: Or is that the same...? (non-native english speaker)

This is a joke that works on several levels...

This type of joke explanation was funny once, like a bad pun.  Now, every time it's posted, I want to ask theory to add a "punch user in the nuts" button next to the respect button.

Better than all the Mine jokes... At least explanations take a little effort!

But once you've made one, it's kind of just like Minting it to get the rest of them...
Title: Re: Really bad card ideas
Post by: Awaclus on September 19, 2013, 01:20:32 pm
Memory Aid--$2
Action
----
+$1
While this is in play, you may scrawl notes on your belly using your own blood.

This card turned morbid fast.   :(

After playing Memory Aid, you may wish to play Band of Aids.

I expected to read "Band Aid"...
Edit: Or is that the same...? (non-native english speaker)

This is a joke that works on several levels...

This type of joke explanation was funny once, like a bad pun.  Now, every time it's posted, I want to ask theory to add a "punch user in the nuts" button next to the respect button.

Better than all the Mine jokes... At least explanations take a little effort!
Don't worry, some of your jokes are good!
Title: Re: Really bad card ideas
Post by: sudgy on September 19, 2013, 03:33:34 pm
Memory Aid--$2
Action
----
+$1
While this is in play, you may scrawl notes on your belly using your own blood.

This card turned morbid fast.   :(

After playing Memory Aid, you may wish to play Band of Aids.

I expected to read "Band Aid"...
Edit: Or is that the same...? (non-native english speaker)

This is a joke that works on several levels...

This type of joke explanation was funny once, like a bad pun.  Now, every time it's posted, I want to ask theory to add a "punch user in the nuts" button next to the respect button.

Better than all the Mine jokes... At least explanations take a little effort!
Don't worry, some of your jokes are good!

What about Mine?
Title: Re: Really bad card ideas
Post by: Asper on September 19, 2013, 03:37:25 pm
Memory Aid--$2
Action
----
+$1
While this is in play, you may scrawl notes on your belly using your own blood.

This card turned morbid fast.   :(

After playing Memory Aid, you may wish to play Band of Aids.

I expected to read "Band Aid"...
Edit: Or is that the same...? (non-native english speaker)

This is a joke that works on several levels...

This type of joke explanation was funny once, like a bad pun.  Now, every time it's posted, I want to ask theory to add a "punch user in the nuts" button next to the respect button.

Better than all the Mine jokes... At least explanations take a little effort!
Don't worry, some of your jokes are good!

What about Mine?

Kill me now.
Title: Re: Really bad card ideas
Post by: SirPeebles on September 19, 2013, 03:46:40 pm
Some of you are so determint to keep that joke alive.
Title: Re: Really bad card ideas
Post by: GendoIkari on September 19, 2013, 03:52:42 pm
Some of you are so determint to keep that joke alive.

Hey, the fault isn't Mine!
Title: Re: Really bad card ideas
Post by: Witherweaver on September 19, 2013, 04:07:48 pm
Some of you are so determint to keep that joke alive.

You might say this subject is a humor Gold Mine.
Title: Re: Really bad card ideas
Post by: GendoIkari on September 19, 2013, 04:29:09 pm
Some of you are so determint to keep that joke alive.

You might say this subject is a humor Gold Mine.

Which might turn into a humor Platinum Mine...
Title: Re: Really bad card ideas
Post by: Tables on September 19, 2013, 04:42:16 pm
PLEASE JUST MAKE IT STOP!

*foetal position*
Title: Re: Really bad card ideas
Post by: SirPeebles on September 19, 2013, 04:47:35 pm
Throne Room - Island - Mine - Mint.

There.  Now they are gone.
Title: Re: Really bad card ideas
Post by: mail-mi on September 19, 2013, 05:04:36 pm
Minte
You may reveal and trash a treasure card from your hand. If you do, gain a copy of it and gain a treasure card costing up to $3 more than it.

Title: Re: Really bad card ideas
Post by: Warfreak2 on September 20, 2013, 05:40:18 am
Punch in the Nuts $6
Reaction
--------
When another player tells an overused joke, you may reveal this from your hand.  If you do, discard this card, and punch that player in the nuts.
This is political, if two players both tell (or everyone in the thread each tells) an overused joke, you can only punch one of them.
Title: Re: Really bad card ideas
Post by: AJD on September 20, 2013, 10:28:57 am
Ironmonger : Wishing Well :: Ironworks :

Wishing Melth
Action: $3

Name a card.
Gain a card costing up to $4. If it is the named card, put it into your hand.
Title: Re: Really bad card ideas
Post by: Witherweaver on September 20, 2013, 10:34:54 am
Punch in the Nuts $6
Reaction
--------
When another player tells an overused joke, you may reveal this from your hand.  If you do, discard this card, and punch that player in the nuts.
This is political, if two players both tell (or everyone in the thread each tells) an overused joke, you can only punch one of them.

Well it would most likely happen one at a time, and you wouldn't know if another player is going to tell an overused joke after the first player does, so you probably just want to use it when you can.  Once you've used it, other players can joke with less risk (though maybe you piledrove these things because you're a sadist), but that also applies to the player that just got nut-punched.

I made it discard so you couldn't keep revealing it and continually punch one player in the nuts.  But you could make it reveal, and if that player hasn't been punched in the nuts yet this turn, you may punch him in the nuts.  That also prevents multiple players from reacting to the same joke with multiple punches, which could be particularly brutal.
Title: Re: Really bad card ideas
Post by: AJD on September 20, 2013, 02:13:19 pm
Action phase : Buy phase :: Village :

Coupon
Treasure: $1
worth $0
When you play this, discard 3 cards.
---
When you buy this, +$1 and +2 Buys.


(Yes, you can autopile it at any time if you want to. This isn't the good card ideas thread. But, you know, using Village gets you an extra action at the opportunity cost of not having something for $3 that increases your buying power; using Coupon carries the penalty of junking your deck with a Treasure Confusion.)
Title: Re: Really bad card ideas
Post by: Powerman on September 20, 2013, 11:26:00 pm
Kiss(h)er
$3
You may kiss your opponent on your left.  If you do, + 1 Card, +1 Action.  If (s)he reciprocates, +1 Card, +$1.
Title: Re: Really bad card ideas
Post by: sudgy on September 20, 2013, 11:41:06 pm
Kiss(h)er
$3
You may kiss your opponent on your left.  If you do, + 1 Card, +1 Action.  If (s)he reciprocates, +1 Card, +$1.

This is probably the most political card I've ever seen.
Title: Re: Really bad card ideas
Post by: WanderingWinder on September 20, 2013, 11:42:37 pm
Kiss(h)er
$3
You may kiss your opponent on your left.  If you do, + 1 Card, +1 Action.  If (s)he reciprocates, +1 Card, +$1.

This is probably the most political card I've ever seen.
Or the card which plays most differently solitaire.
Title: Re: Really bad card ideas
Post by: sudgy on September 20, 2013, 11:43:53 pm
Actually, this is an even more political card:

Name
$0* Action
Have a lengthy political argument with your opponent(s).  If you win, +3 Cards, +2 Actions.
_______

Due to inflation, add $1 to this card's cost every turn.
Title: Re: Really bad card ideas
Post by: Powerman on September 21, 2013, 01:12:18 am
Kiss(h)er
$3
You may kiss your opponent on your left.  If you do, + 1 Card, +1 Action.  If (s)he reciprocates, +1 Card, +$1.

This is probably the most political card I've ever seen.

Noooo it's the highest skill card ever created.
Title: Re: Really bad card ideas
Post by: Witherweaver on September 21, 2013, 02:37:49 am
Kiss(h)er
$3
You may kiss your opponent on your left.  If you do, + 1 Card, +1 Action.  If (s)he reciprocates, +1 Card, +$1.

Spin The Bottle

(same thing but you spin for a random opponent)
Title: Re: Really bad card ideas
Post by: markusin on September 21, 2013, 10:00:18 am
Band of Covers v.1
$5 - Action - Attack
Choose one: +3 Cards; Trash up to 4 cards from your hand; Choose an Action card in your hand. Play it twice; +$2
Each other player discards down to 3 cards in his hand.
Title: Re: Really bad card ideas
Post by: Kirian on September 21, 2013, 11:17:30 am
Kiss(h)er
$3
You may kiss your opponent on your left.  If you do, + 1 Card, +1 Action.  If (s)he reciprocates, +1 Card, +$1.

This card is best used in Strip Dominion.
Title: Re: Really bad card ideas
Post by: SirPeebles on September 21, 2013, 11:23:36 am
Strip Masquerade.
$3 Action

Each player passes an article of clothing to the player on their left.  You may remove one article of clothing.
Title: Re: Really bad card ideas
Post by: Witherweaver on September 21, 2013, 11:49:52 am
Strip Masquerade.
$3 Action

Each player passes an article of clothing to the player on their left.  You may remove one article of clothing.

This card is best used with Possession, and you're playing against a hot girl.
Title: Re: Really bad card ideas
Post by: SirPeebles on September 21, 2013, 12:57:33 pm
Can we please not make alienating posts like that?
Title: Re: Really bad card ideas
Post by: eHalcyon on September 21, 2013, 01:24:55 pm
Strip Mining Village
$4 - Action
+1 Card
+2 Actions

You may remove an article of clothing.  If you do, Greenpeace will not forgive you.
Title: Re: Really bad card ideas
Post by: Kirian on September 21, 2013, 01:26:48 pm
Can we please not make alienating posts like that?

I assume he meant "hot person of the (a) gender(s) matching your sexual preference(s)."
Title: Re: Really bad card ideas
Post by: markusin on September 21, 2013, 01:48:37 pm
Can we please not make alienating posts like that?
And whose the one who suggested the card idea in the first place?
Title: Re: Really bad card ideas
Post by: Powerman on September 21, 2013, 01:51:48 pm
StriPeddler
$8* Action
+1 Card
+1 Action
+$1
__________________
During your Buy phase, this costs $2 less per piece of clothing you remove, but not less than $0
Title: Re: Really bad card ideas
Post by: Powerman on September 21, 2013, 01:54:15 pm
Time Lord
$3+ Action
Name a card. Reveal the top 3 cards of your deck. Trash the matches. Put the rest back on top in any order.
____________
When you buy this, you may overpay for it. For each $1 you overpaid, look at the top card of your deck; trash it, discard it, or put it back.
Title: Re: Really bad card ideas
Post by: Powerman on September 21, 2013, 01:55:31 pm
And to finish the triple post:

Nobless
$3 Action-Victory
Worth 1 VP
Chose 1: +2 Cards; or +1 Action.
Title: Re: Really bad card ideas
Post by: Awaclus on September 21, 2013, 02:22:08 pm
Time Lord
$3+ Action
Name a card. Reveal the top 3 cards of your deck. Trash the matches. Put the rest back on top in any order.
____________
When you buy this, you may overpay for it. For each $1 you overpaid, look at the top card of your deck; trash it, discard it, or put it back.
(http://aijaa.com/img/b/00255/12681509.jpg)
Title: Re: Really bad card ideas
Post by: Witherweaver on September 21, 2013, 02:42:03 pm
Can we please not make alienating posts like that?

I assume he meant "hot person of the (a) gender(s) matching your sexual preference(s)."

Well I assume the appropriate change of coordinates can be made as necessary.
Title: Re: Really bad card ideas
Post by: SirPeebles on September 21, 2013, 02:43:37 pm
Can we please not make alienating posts like that?
And whose the one who suggested the card idea in the first place?

My card idea was about exchanging articles of clothing leading to mismatched outfits.  I didn't joke about forcing sexualized women to disrobe against their will.
Title: Re: Really bad card ideas
Post by: Witherweaver on September 21, 2013, 02:54:54 pm
Can we please not make alienating posts like that?
And whose the one who suggested the card idea in the first place?

My card idea was about exchanging articles of clothing leading to mismatched outfits.  I didn't joke about forcing sexualized women to disrobe against their will.

I thought the trashing analogy to Masquerade would eventually lead to people disrobing.  Anyway, I didn't mean any offense or anything, sorry.

Plus you know, I have to assume in the hypothetical situation that someone is playing a strip version of Dominion,  they aren't too averse to disrobing.

(And they get to put the item back on at the end of the Possessed turn)
Title: Re: Really bad card ideas
Post by: markusin on September 21, 2013, 03:35:52 pm
Can we please not make alienating posts like that?
And whose the one who suggested the card idea in the first place?

My card idea was about exchanging articles of clothing leading to mismatched outfits.  I didn't joke about forcing sexualized women to disrobe against their will.
No, but you have to remember that Dominion is cursed with having an edge case for everything, and half of them involve possession.
Title: Re: Really bad card ideas
Post by: KingZog3 on September 22, 2013, 09:56:38 am
Can we please not make alienating posts like that?
And whose the one who suggested the card idea in the first place?

My card idea was about exchanging articles of clothing leading to mismatched outfits.  I didn't joke about forcing sexualized women to disrobe against their will.

Maybe you shouldn't have named you card Strip Masquerade then?...
Title: Re: Really bad card ideas
Post by: popsofctown on September 23, 2013, 09:27:53 am
Can we please not make alienating posts like that?
And whose the one who suggested the card idea in the first place?

My card idea was about exchanging articles of clothing leading to mismatched outfits.  I didn't joke about forcing sexualized women to disrobe against their will.

Maybe you shouldn't have named you card Strip Masquerade then?...

The thing is that removing or exchanging articles is a real-life kinda action.  Then you throw the Possession in there and it's like, real life mind control?  It ended up seeming kind of rapey, the way I read it.

Title: Re: Really bad card ideas
Post by: Witherweaver on September 23, 2013, 09:34:54 am
Can we please not make alienating posts like that?
And whose the one who suggested the card idea in the first place?

My card idea was about exchanging articles of clothing leading to mismatched outfits.  I didn't joke about forcing sexualized women to disrobe against their will.

Maybe you shouldn't have named you card Strip Masquerade then?...

The thing is that removing or exchanging articles is a real-life kinda action.  Then you throw the Possession in there and it's like, real life mind control?  It ended up seeming kind of rapey, the way I read it.

But drawing and playing cards is a real-life kinda action, too.  When you play Possession in regular Dominion, you don't actually control the person's mind, you just tell them what cards to play. 
Title: Re: Really bad card ideas
Post by: GendoIkari on September 23, 2013, 10:01:26 am
Can we please not make alienating posts like that?
And whose the one who suggested the card idea in the first place?

My card idea was about exchanging articles of clothing leading to mismatched outfits.  I didn't joke about forcing sexualized women to disrobe against their will.

Maybe you shouldn't have named you card Strip Masquerade then?...

The thing is that removing or exchanging articles is a real-life kinda action.  Then you throw the Possession in there and it's like, real life mind control?  It ended up seeming kind of rapey, the way I read it.

Yeah, Strip Masquerade, as written, while somewhat sexual in nature, has a very different connotation than joking about playing it with Possession, where you are now joking about forcing a "hot girl" to disrobe.
Title: Re: Really bad card ideas
Post by: werothegreat on September 24, 2013, 11:42:14 am
Bad Card
Action-Attack-Duration-Reaction-Looter
$0

Do whatever your fevered Dominion fanatic mind wants.  If you do, trash this.  Put the rest back in any order.
Title: Re: Really bad card ideas
Post by: sudgy on September 24, 2013, 01:31:39 pm
Bad Card
Treasure - Action
Title: Re: Really bad card ideas
Post by: NoMoreFun on September 24, 2013, 01:38:50 pm
Bad Card
Action - $4
+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.
Title: Re: Really bad card ideas
Post by: Stealth Tomato on September 24, 2013, 02:11:57 pm
Action phase : Buy phase :: Village :

Coupon
Treasure: $1
worth $0
When you play this, discard 3 cards.
---
When you buy this, +$1 and +2 Buys.


(Yes, you can autopile it at any time if you want to. This isn't the good card ideas thread. But, you know, using Village gets you an extra action at the opportunity cost of not having something for $3 that increases your buying power; using Coupon carries the penalty of junking your deck with a Treasure Confusion.)

Well that takes Duchy racing the extreme. I can instantly empty Coupons and Curses, plus a Province, at any time. All I need to do is get a five-point lead.
Title: Re: Really bad card ideas
Post by: AJD on September 24, 2013, 02:19:19 pm
Strip Mining Village
$4 - Action
+1 Card
+2 Actions

You may remove an article of clothing.  If you do, Greenpeace will not forgive you.

I don't remember who pointed it out, but strip mining is already the theme of Mining Village: you've got this lovely little village full of happy industrious people, but at any time you could totally devastate the place and render it uninhabitable, for money.
Title: Re: Really bad card ideas
Post by: Tables on September 25, 2013, 08:15:26 am
Common typoes
Reaction - $2
You may revel this card. If you do, thrash it.
Title: Re: Really bad card ideas
Post by: GendoIkari on September 27, 2013, 01:08:44 pm
Common typoes
Reaction - $2
You may revel this card. If you do, thrash it.

Quoting text with typos in it makes me [sic].
Title: Re: Really bad card ideas
Post by: Minotaur on October 22, 2013, 12:35:39 pm
Lavatory
Action
Cost: 6
+2 cards
+1 action
Trash a card from your hand

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

OCD
Action
Cost: 0*

+1 card
+1 action
If this card is in play, reveal your hand at the start of your cleanup phase, before you discard. If you reveal any action cards this way, gain a curse.
Any time you trash OCD, put it on top of your deck.

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

Gain this card during your cleanup phase if you have at least 3 Lavatories in play.
(This is not in the supply; optionally add this to the sideboard when playing with Lavatory)
Title: Re: Really bad card ideas
Post by: Minotaur on October 22, 2013, 12:38:55 pm
Adviser
Cost: 4
Action

+1 action
Reveal the top 3 cards of your deck. The player to your right chooses one of them. Discard that card. Put the other cards into your hand.
Title: Re: Really bad card ideas
Post by: Ozle on October 22, 2013, 01:24:01 pm
Lavatory
Action
Cost: 6
+2 cards
+1 action
Trash a card from your hand

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

OCD
Action
Cost: 0*

+1 card
+1 action
If this card is in play, reveal your hand at the start of your cleanup phase, before you discard. If you reveal any action cards this way, gain a curse.
Any time you trash OCD, put it on top of your deck.

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

Gain this card during your cleanup phase if you have at least 3 Lavatories in play.
(This is not in the supply; optionally add this to the sideboard when playing with Lavatory)


If I had 3 Lavs on the go it wouldn't be OCD to clean them it would just be general hygiene!



Title: Re: Really bad card ideas
Post by: SirPeebles on October 28, 2013, 02:36:04 pm
Adviser
Cost: 4
Action

Reveal the top 3 cards of your deck. The player to your right chooses one of them. Discard that card. Put the other cards into your hand.

I must have read this carefully four or five times trying to find the change (aside from the left/right swap) before noticing that you removed the "+1 Action" from Advisor.
Title: Re: Really bad card ideas
Post by: mail-mi on October 28, 2013, 02:39:17 pm
Outt
Action $5
Discard 2 cards.

+2 actions
+2 cards
--
When you gain this, look through your deck and reveal any number of Victory card from it. Discard the revealed Victory cards and shuffle your deck.
Title: Re: Really bad card ideas
Post by: achmed_sender on October 29, 2013, 11:39:44 am
Analysis Paralysis Ftw - Action $2

+1 card
+1 action

Gain another copy of Analysis Paralysis Ftw.
You may look through any pile in the game, including all players deck and discard pile and all the supply and not-in-the-supply piles. If any player is annoyed by that, you win the game.
Title: Re: Really bad card ideas
Post by: Awaclus on November 03, 2013, 05:43:34 am
Wishing Village $3
Action
+1 card
+1 action
Name a card. Reveal the top card of your deck. If it's the named card, +1 Action.
Title: Re: Really bad card ideas
Post by: Warfreak2 on November 03, 2013, 06:33:13 am
Fishing Well, $3, Action/Duration
+1 Card, +1 Action
Name a card. Reveal the top card of your deck. Now and at the start of your next turn, if it's the named card, put it in your hand.
Title: Re: Really bad card ideas
Post by: Kirian on November 03, 2013, 08:34:34 am
Well of Rats - $4
+1 Card, +1 Action
Name a card other than Well of Rats.  Reveal the top card of your deck.  If it's the named card, trash it, +1 Card, and gain a Well of Rats.
Title: Re: Really bad card ideas
Post by: rrwoods on November 03, 2013, 12:25:38 pm
Fishing Well, $3, Action/Duration
+1 Card, +1 Action
Name a card. Reveal the top card of your deck. Now and at the start of your next turn, if it's the named card, put it in your hand.
My favorite thing about this card is how, no matter where that card is at the start of your next turn, it jumps to your hand. (Except that the lose track rule kills that effect entirely -- still, the idea here is hilarious)
Title: Re: Really bad card ideas
Post by: Warfreak2 on November 03, 2013, 01:35:23 pm
Note that at the start of your next turn, you check again to see if it's still the named card - that matters if you named Band of Misfits and then played it as a Duration.
Title: Re: Really bad card ideas
Post by: ashersky on November 03, 2013, 11:37:49 pm
Wishing Village $3
Action
+1 card
+1 action
Name a card. Reveal the top card of your deck. If it's the named card, +1 Action.

WishINN Well $5
Action
+1 card
+1 action
Name a card.  Reveal the top card of your deck.  If it's the named card, put it in your hand, +1 Action, and discard 2 cards.
Title: Re: Really bad card ideas
Post by: mail-mi on November 03, 2013, 11:41:25 pm
I now present: Reverse cards.

Outt
Action $5
Discard 2 cards.

+2 actions
+2 cards
--
When you gain this, look through your deck and reveal any number of Victory card from it. Discard the revealed Victory cards and shuffle your deck.

Well Wishes
+$1
+1 buy
Name a card. Look at the top card of your discard pile. If it is not the named card, +$1

Hopefully more later, mom calling for me.
Title: Re: Really bad card ideas
Post by: scott_pilgrim on November 04, 2013, 12:50:56 am
These are quite terrible...I apologize in advance (I deliberately excluded "Yours"):

Buyer
Action - $2
+1 action
Draw any number of cards.  Discard one card per card drawn.

Fruitful
Action - $4
Gain an Estate.  If you do, +$4.  Otherwise, discard an Estate.  +1 Buy.

Iron Doesn't Work
Action - $4
If it's a victory card, +1 card.  If it's a treasure card, +$1.  If it's an action card, +1 action.  Gain a card costing up to $4.

Ordinary
Action - $5
+$1
+2 Actions
+1 Card

Unusual
Action-Attack - $3P
Each other player trashes a Curse.
+1 Action
+1 Card

Unfair Skies
Victory - $6
Worth -2 VP for every 5 differently named cards in your deck.

Credit Card
Treasure - $5
$3
---
When you trash this, trash two Coppers.
Title: Re: Really bad card ideas
Post by: AJD on November 04, 2013, 01:14:15 am
These are quite terrible...I apologize in advance (I deliberately excluded "Yours"):

Mine : Trash a Treasure from your hand. Gain a Treasure costing up to $3 more, put it into your hand.

Yours: Each other player reveals cards from his deck until he reveals a Treasure. He trashes it and gains a Treasure of your choice costing no less than $3 less than it.

Ours: Each player may trash a Treasure card from his hand. You gain a Treasure costing up to $6 more than the Treasure you trashed, putting it into your hand; each other player gains a Treasure costing up to $3 more than the treasure he trashed, putting it into his hand.
Title: Re: Really bad card ideas
Post by: Morgrim7 on November 04, 2013, 07:35:15 am
Market Square Root
$1.7… - Action/Reaction
+/- 1 card
+/- 1 action
+/- 1 buy
----
When you discard this from play, you may reveal it. If you do, discard any number of cards. Take the square root of the number of cards you discarded, and either gain that many golds, or trash that many golds from your hand.
Title: Re: Really bad card ideas
Post by: Minotaur on November 04, 2013, 11:47:58 am
Wining Village
Cost: 1 Potion
Action

+1 card
+2 actions
You may trash this card. If you do, you may reveal up to three Victory cards from your hand. +1 VP for each Victory card revealed.

EDIT: Whoops, confused Vineyard with Silk Road. This really should have you discard Action cards to gain VP... Which would make this card Really Bad, more or less.
Title: Re: Really bad card ideas
Post by: Minotaur on November 04, 2013, 12:00:43 pm
Which?
Action-Attack
Cost: 5

+2 cards
You play, as the dealer, a game of Three-Card Monte with each other player using two Curses and a Gold from the supply*. The other player gains the card they pick in-game. The other two cards return to the supply.

* - If there are fewer than 2 Curses in the supply when you would play Three-Card Monte, move the required number to the supply from, in order of preference: the trash, your discard pile, your deck (shuffle afterward). If there are still fewer than 2 curses or if the Gold pile is empty, +1 VP and terminate this action.
Title: Re: Really bad card ideas
Post by: Powerman on November 04, 2013, 12:09:12 pm
English
$5 Action
+2 Cards
+2 Action
You must use proper grammar for the rest of the game.  If you do not, trash this card and each other player gains and English card.
Title: Re: Really bad card ideas
Post by: Awaclus on November 04, 2013, 01:00:14 pm
English
$5 Action
+2 Cards
+2 Action
You must use proper grammar for the rest of the game.  If you do not, trash this card and each other player gains and English card.
So it's basically a one-shot if you read it out loud.
Title: Re: Really bad card ideas
Post by: Polk5440 on November 04, 2013, 03:16:30 pm
Whistling Well
$3 -- Action

+1 Card
+1 Action

Whistle a tune then reveal the top card of your deck. If you've whistled well, put the card into your hand.
Title: Re: Really bad card ideas
Post by: KingZog3 on November 04, 2013, 03:33:42 pm
Time Saver
Action-Duration

+1card
+1action

While this is in play, if your opponent draws their entire deck and attacks you and buys a Province, just start a new game.
Title: Re: Really bad card ideas
Post by: Minotaur on November 04, 2013, 03:46:14 pm
Time Saver
Action-Duration

+1card
+1action

While this is in play, if your opponent draws their entire deck and attacks you and buys a Province, just start a new game.

+1 card, +1 action? That's not saving time at all...

Discard your hand. At the start of your next three turns, discard your hand. While this card is in play, you draw cards from the top of your discard pile, and you do not shuffle even when a card says to do so.
Title: Re: Really bad card ideas
Post by: Awaclus on November 04, 2013, 04:00:36 pm
Time Saver
Action-Duration

+1card
+1action

While this is in play, if your opponent draws their entire deck and attacks you and buys a Province, just start a new game.
This is actually a good idea. It would save a lot of time, since I always start a new game anyway...
Title: Re: Really bad card ideas
Post by: SirPeebles on November 04, 2013, 04:04:40 pm
Time Saver
Action-Duration

+1card
+1action

While this is in play, if your opponent draws their entire deck and attacks you and buys a Province, just start a new game.
This is actually a good idea. It would save a lot of time, since I always start a new game anyway...

But it will never be in play during an opponent's turn.
Title: Re: Really bad card ideas
Post by: Witherweaver on November 04, 2013, 04:23:26 pm
Time Saver
Action-Duration

+1card
+1action

While this is in play, if your opponent draws their entire deck and attacks you and buys a Province, just start a new game.

Time Saver
Action-Duration

+1card
+1action

At the beginning of your next turn, give your opponent a long, forlorn look.

While this is in play, if your opponent draws their entire deck and attacks you and buys a Province, just start a new game.
Title: Re: Really bad card ideas
Post by: KingZog3 on November 04, 2013, 04:39:03 pm
Time Saver
Action-Duration

+1card
+1action

While this is in play, if your opponent draws their entire deck and attacks you and buys a Province, just start a new game.

Time Saver
Action-Duration

+1card
+1action

At the beginning of your next turn, give your opponent a long, forlorn look.

While this is in play, if your opponent draws their entire deck and attacks you and buys a Province, just start a new game.

Exactly the line on the card I was missing.
Time Saver
Action-Duration

+1card
+1action

While this is in play, if your opponent draws their entire deck and attacks you and buys a Province, just start a new game.
This is actually a good idea. It would save a lot of time, since I always start a new game anyway...

But it will never be in play during an opponent's turn.

Why? Clearly there was a joke about the card, yet you feel the need to point out semantics.
Title: Re: Really bad card ideas
Post by: Minotaur on November 04, 2013, 04:54:08 pm
Time Saver
Action-Duration

+1card
+1action

While this is in play, if your opponent draws their entire deck and attacks you and buys a Province, just start a new game.

Time Saver
Action
Cost: 0

When you gain this card, put it into play and gain the Curse pile.

Discard your hand. At the start of your next three turns, discard your hand. While this card is in play, you draw cards from the top of your discard pile, and you do not shuffle even when a card says to do so. When this card comes into play, you may go to the restroom and/or grab a beer and/or a snack and/or check your email and/or Facebook. If you do so, you may and have the player to your left play your next three turns for you.

While this is in play, if your opponent draws their entire deck and attacks you and buys a Province, just start a new game.

The first time any player plays two King's Courts and a Wharf or a Torturer, any other player may gain this card.
Title: Re: Really bad card ideas
Post by: KingZog3 on November 04, 2013, 05:05:57 pm
Time Saver
Action-Duration

+1card
+1action

While this is in play, if your opponent draws their entire deck and attacks you and buys a Province, just start a new game.

Time Saver
Action
Cost: 0

When you gain this card, put it into play and gain the Curse pile.

Discard your hand. At the start of your next three turns, discard your hand. While this card is in play, you draw cards from the top of your discard pile, and you do not shuffle even when a card says to do so. When this card comes into play, you may go to the restroom and/or grab a beer and/or a snack and/or check your email and/or Facebook. If you do so, you may and have the player to your left play your next three turns for you.

While this is in play, if your opponent draws their entire deck and attacks you and buys a Province, just start a new game.

The first time any player plays two King's Courts and a Wharf or a Torturer, any other player may gain this card.

That saved time because it was too long to read, and I just played it no matter what the effect.
Title: Re: Really bad card ideas
Post by: Minotaur on November 04, 2013, 05:07:20 pm
Time Saver
Action-Duration

+1card
+1action

While this is in play, if your opponent draws their entire deck and attacks you and buys a Province, just start a new game.

Time Saver
Action
Cost: 0

When you gain this card, put it into play and gain the Curse pile.

Discard your hand. At the start of your next three turns, discard your hand. While this card is in play, you draw cards from the top of your discard pile, and you do not shuffle even when a card says to do so. When this card comes into play, you may go to the restroom and/or grab a beer and/or a snack and/or check your email and/or Facebook. If you do so, you may and have the player to your left play your next three turns for you.

While this is in play, if your opponent draws their entire deck and attacks you and buys a Province, just start a new game.

The first time any player plays two King's Courts and a Wharf or a Torturer, any other player may gain this card.

That saved time because it was too long to read, and I just played it no matter what the effect.

Well, the longer one will save more time in the long run. Maybe.
Title: Re: Really bad card ideas
Post by: rrwoods on November 04, 2013, 05:35:50 pm
Which?
Action-Attack
Cost: 5

+2 cards
You play, as the dealer, a game of Three-Card Monte with each other player using two Curses and a Gold from the supply*. The other player gains the card they pick in-game. The other two cards return to the supply.

* - If there are fewer than 2 Curses in the supply when you would play Three-Card Monte, move the required number to the supply from, in order of preference: the trash, your discard pile, your deck (shuffle afterward). If there are still fewer than 2 curses or if the Gold pile is empty, +1 VP and terminate this action.

This gives me a "good" card idea:

Choose three non-empty supply piles. Each opponent gains a card from one of those piles of his or her choice.

Most of the time you'd choose, like, copper/curse/estate, but it is different if ruins are present, or potions, or undesirable alt-vp, or if its a slog board, or ...

Seems like it could be a really interesting effect?
Title: Re: Really bad card ideas
Post by: pedroluchini on November 04, 2013, 05:37:31 pm
Faraday Cage
Action - Attack

Each other player may reveal a smartphone in sleep mode. If he doesn't, he trashes his smartphone.
Title: Re: Really bad card ideas
Post by: Kirian on November 04, 2013, 08:49:17 pm
Daylight Time Saver

+2 Cards
+1 Action

Six months from now, -1 Card.
Title: Re: Really bad card ideas
Post by: Minotaur on November 04, 2013, 10:05:39 pm
Fishing Pillage
Cost: 5
Action-Duration

+2 actions, gain a Spoils from the Spoils pile.
At the start of your next turn: +1 action. You may trash this card. If you do, look at each other player's hand, discard a card of your choice from each, and gain a Spoils from the Spoils pile.
Title: Re: Really bad card ideas
Post by: scott_pilgrim on November 04, 2013, 10:35:52 pm
(http://i.imgur.com/O215Gyc.png)
Title: Re: Really bad card ideas
Post by: mail-mi on November 04, 2013, 10:42:38 pm
Worker's Pilllage
+1 buy
Trash this. Each other player with 5 or more cards in hand reveals his hand and discards a card that you choose. Gain 2 Spoils.

Mining Pillage
Each other player with 5 or more cards in hand reveals his hand and discards a card that you choose. Gain 2 Spoils. You may trash this. If you do, +$2

Native Pillage
Choose 1: Gain two spoils, putting them on your Native Pillage mat, or trash this, Each other player with 5 or more cards in hand reveals his hand and discards a card that you choose and put all the cards on your Native Pillage mat into your hand.

Farming Pillage
Reveal cards from the top of your deck until you reveal 2 spoils cards. Put them into your hand and discard the rest. Trash this. Each other player with 5 or more cards in hand reveals his hand and discards a card that you choose. Gain 2 Spoils.

Walled Pillage
Trash this. Each other player with 5 or more cards in hand reveals his hand and discards a card that you choose. Gain 2 Spoils. At the start of Clean up, if there is only this and at most 1 other action card in the trash, you may put this on top of your deck.

Border Pillage
Trash this. Each other player with 5 or more cards in hand reveals his hand and discards a card that you choose.
--
When you gain this, gain 2 Spoils costing less than it.

Ruined Pillage
Trash this.
Title: Re: Really bad card ideas
Post by: scott_pilgrim on November 04, 2013, 11:14:03 pm
(http://i.imgur.com/Q8ai2Cq.png)
(http://i.imgur.com/t7fOmqk.png)
(http://i.imgur.com/dtZrkrE.png)
(http://i.imgur.com/eAmYZOs.png)
(http://i.imgur.com/RzNNGxg.png)
(http://i.imgur.com/18zo59I.png)
(http://i.imgur.com/f7uL0Mk.png)
Title: Re: Really bad card ideas
Post by: A Drowned Kernel on November 04, 2013, 11:18:11 pm
I like how in the border pillage, the guy's about to jump off the cliff. And the farming pillage woman is apparently a giant, so I don't know how successful the attack will be...
Title: Re: Really bad card ideas
Post by: thespaceinvader on November 05, 2013, 05:42:08 am
Wining Village
Cost: 1 Potion
Action

+1 card
+2 actions
You may trash this card. If you do, you may reveal up to three Victory cards from your hand. +1 VP for each Victory card revealed.

That actually doesn't sound too bad.  It's a pile of dutchies which costs potions and don't take up handspace, at best - but uyou still need to actively green to make best use of it.  Maybe a slightly bigger cost, but it could be pretty interesting.
Title: Re: Really bad card ideas
Post by: Awaclus on November 05, 2013, 08:36:03 am
Wining Village
Cost: 1 Potion
Action

+1 card
+2 actions
You may trash this card. If you do, you may reveal up to three Victory cards from your hand. +1 VP for each Victory card revealed.

That actually doesn't sound too bad.  It's a pile of dutchies which costs potions and don't take up handspace, at best - but uyou still need to actively green to make best use of it.  Maybe a slightly bigger cost, but it could be pretty interesting.
$1P is a pretty high cost.

Whining Village
$1P Action
While this is in the supply, when you have $0P during your buy phase, you may complain.
Title: Re: Really bad card ideas
Post by: Morgrim7 on November 05, 2013, 08:44:06 am
Horn of Inadequate
$5 - Treasure
Gain a card costing up to the number of curse cards you have in play. If it is a card, trash this card.
Title: Re: Really bad card ideas
Post by: brokoli on November 05, 2013, 09:40:40 am
I vote for more wishing well puns. Could it be the new scout joke ? Or Mine ?
Title: Re: Really bad card ideas
Post by: Witherweaver on November 05, 2013, 09:57:17 am
I vote for more wishing well puns. Could it be the new scout joke ? Or Mine ?

Did someone do Wishing Unwell already?
Title: Re: Really bad card ideas
Post by: Witherweaver on November 05, 2013, 10:00:06 am
Wishy-Washy Well
Cost: 2
+1 Card
+1 Action

Name a card.  You may change your mind as many times as you want.  When you finish, reveal the top card of your deck.  If it is the card you finally decided on, put it in your hand.
Title: Re: Really bad card ideas
Post by: SirPeebles on November 05, 2013, 10:20:58 am
(http://i.imgur.com/RzNNGxg.png)
Yeah right, there's no way they are getting past that wall  ;D


(http://i.imgur.com/f7uL0Mk.png)
 :o
Title: Re: Really bad card ideas
Post by: Minotaur on November 05, 2013, 12:08:16 pm
Wishy-Washy Well
Cost: 2
+1 Card
+1 Action

Name a card.  You may change your mind as many times as you want.  When you finish, reveal the top card of your deck.  If it is the card you finally decided on, put it in your hand.

If the revealed card is one of the cards you named but did not decide on, gain a Curse.
Title: Re: Really bad card ideas
Post by: Minotaur on November 05, 2013, 12:16:32 pm
Wining Village
Cost: 1 Potion
Action

+1 card
+2 actions
You may trash this card. If you do, you may reveal up to three Victory cards from your hand. +1 VP for each Victory card revealed.

That actually doesn't sound too bad.  It's a pile of dutchies which costs potions and don't take up handspace, at best - but uyou still need to actively green to make best use of it.  Maybe a slightly bigger cost, but it could be pretty interesting.

The VP mechanic might be fun, but the Village aspect of it is sort of at odds with what you're trying to do. I suppose you could get them early-ish and use them as Villages once or twice before you start trashing them hard, but then they cost you way too much.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on November 05, 2013, 12:18:27 pm
I already had the ideas of Pillage variants and got only +1 for this.  (http://forum.dominionstrategy.com/index.php?topic=114.msg124407;topicseen#msg124407) World is unfair ^^

Anyway, good work Scott_pilgrim for the pictures. I'll collect'em to make the background of my desktop !
Title: Re: Really bad card ideas
Post by: Minotaur on November 05, 2013, 12:30:09 pm
I already had the ideas of Pillage variants and got only +1 for this.  (http://forum.dominionstrategy.com/index.php?topic=114.msg124407;topicseen#msg124407) World is unfair ^^

Anyway, good work Scott_pilgrim for the pictures. I'll collect'em to make the background of my desktop !

That was Page 32, bro. But I hear you.

Oh, I thought of a different version of a card in that comment:

Spoiler
Cost: 1
Action-Attack

Reveal a major development in a movie or TV series. If any other player is upset to receive this information, reveal the top five cards of his or her deck and put them back in the same order, then reveal their hand.

Plot developments from the same TV series or movie cannot be revealed by Spoiler more than once in a game.

Spoiler Warning
Cost: 1
Action-Duration

+1 action
If another player plays Spoiler while this is in play, you may plug your ears and sing or hum Stars And Stripes Forever at any volume until Spoiler resolves.
At the start of your next turn, +1 coin
Title: Re: Really bad card ideas
Post by: Powerman on November 05, 2013, 12:47:52 pm
France
$3 Action
You may drink a bottle of wine.  If you do, +2 cards, +2 Actions, +$2, +2 Buys.  If you do not, trash this card and gain a curse.
Title: Re: Really bad card ideas
Post by: Minotaur on November 05, 2013, 12:52:49 pm
France
$3 Action
You may drink a bottle of wine.  If you do, +2 cards, +2 Actions, +$2, +2 Buys.  If you do not, trash this card and gain a curse.

Any time any player plays an Attack card, they may search each other player's hand for France. If they find any, they gain one of them.
Title: Re: Really bad card ideas
Post by: Minotaur on November 05, 2013, 03:46:22 pm
(http://fc07.deviantart.net/fs71/f/2013/309/9/a/dimonion___miley_cyrus_by_mtaur-d6t5szw.jpg)
Title: Re: Really bad card ideas
Post by: Witherweaver on November 05, 2013, 04:02:43 pm
Isn't that ball cold?
Title: Re: Really bad card ideas
Post by: Minotaur on November 05, 2013, 05:39:00 pm
If you're playing Strip Dominion, Miley Cyrus also has the following add-on: You may remove an article of clothing. If you do, you may twerk. If you do, you may lick a hand tool and pretend to trash a card from your hand. (A piece of silverware counts as a hand tool)

If you did not pretend to trash a card from your hand, trash this card.
Title: Re: Really bad card ideas
Post by: ConMan on November 05, 2013, 07:19:51 pm
<walled pillage>
Yeah right, there's no way they are getting past that wall  ;D
<ruined pillage>
 :o
Something like this?
Title: Re: Really bad card ideas
Post by: Kirian on November 05, 2013, 08:53:57 pm
If you're playing Strip Dominion, Miley Cyrus also has the following add-on: You may remove an article of clothing. If you do, you may twerk. If you do, you may lick a hand tool and pretend to trash a card from your hand. (A piece of silverware counts as a hand tool)

If you did not pretend to trash a card from your hand, trash this card.

*shudder*
Title: Re: Really bad card ideas
Post by: KingZog3 on November 05, 2013, 10:00:27 pm
I don't understand what the effect of the Miley Cyrus card has to do with the picture/video/song/her.
Title: Re: Really bad card ideas
Post by: Minotaur on November 05, 2013, 10:03:36 pm
I don't understand what the effect of the Miley Cyrus card has to do with the picture/video/song/her.

Make a raunchy spectacle of yourself. If you do, extend your fifteen minutes of fame by five minutes.
Title: Re: Really bad card ideas
Post by: WalrusMcFishSr on November 05, 2013, 10:18:04 pm
Function Frog
Action--$6

Choose one: Set aside an Action card (other than Function Frog) from your hand face up on your Function Frog mat, to the right of any other cards placed there; or play each card on your Function Frog mat in order from left to right, returning them to your mat (in the same order) after they are played.

Return any cards on your Function Frog mat to your deck at the end of the game.
Title: Re: Really bad card ideas
Post by: Kirian on November 05, 2013, 10:47:49 pm
Function Frog
Action--$6

Choose one: Set aside an Action card (other than Function Frog) from your hand face up on your Function Frog mat, to the right of any other cards placed there; or play each card on your Function Frog mat in order from left to right, returning them to your mat (in the same order) after they are played.

Return any cards on your Function Frog mat to your deck at the end of the game.

Win.

Cannot wait for my copies to come so I can break it out to play with the kids.
Title: Re: Really bad card ideas
Post by: Minotaur on November 05, 2013, 11:47:38 pm
Function Frog
Action--$6

Choose one: Set aside an Action card (other than Function Frog) from your hand face up on your Function Frog mat, to the right of any other cards placed there; or play each card on your Function Frog mat in order from left to right, returning them to your mat (in the same order) after they are played.

Return any cards on your Function Frog mat to your deck at the end of the game.

Shouldn't each card have to "act" on the next one, and you only play things until the logic stops working? e.g., KC, KC, Bridge, Upgrade, Gold, Gold, Gold, Throne Room, Bishop, Peddler, Peddler, Monument, Monument?

Oh god. Now I'm getting hung up over "parenthesis tokens" (open and close)... Also, "null tokens" as arguments for optional inputs, and "end" tokens to mark the end of "any number of..." inputs... This getting really horrible, and should probably lower the card cost... you'd need like 8 of them, and they'd need to be cantrips or something... X-D
Title: Re: Really bad card ideas
Post by: WalrusMcFishSr on November 05, 2013, 11:52:27 pm
Function Frog
Action--$6

Choose one: Set aside an Action card (other than Function Frog) from your hand face up on your Function Frog mat, to the right of any other cards placed there; or play each card on your Function Frog mat in order from left to right, returning them to your mat (in the same order) after they are played.

Return any cards on your Function Frog mat to your deck at the end of the game.

Shouldn't each card have to "act" on the next one, and you only play things until the logic stops working? e.g., KC, KC, Bridge, Upgrade, Gold, Gold, Gold, Throne Room, Bishop, Peddler, Peddler, Monument, Monument?

Oh god. Now I'm getting hung up over "parenthesis tokens" (open and close)...

Lol I considered that, but I couldn't figure out how to word it succinctly. Obviously having multiple and/or recursive mats would be awesome too!
Title: Re: Really bad card ideas
Post by: WalrusMcFishSr on November 05, 2013, 11:54:16 pm
"Function Frog Anna"
"Function Frog Bailey"
...
Title: Re: Really bad card ideas
Post by: Minotaur on November 05, 2013, 11:58:50 pm
Function Frog
Action--$6

Choose one: Set aside an Action card (other than Function Frog) from your hand face up on your Function Frog mat, to the right of any other cards placed there; or play each card on your Function Frog mat in order from left to right, returning them to your mat (in the same order) after they are played.

Return any cards on your Function Frog mat to your deck at the end of the game.

Shouldn't each card have to "act" on the next one, and you only play things until the logic stops working? e.g., KC, KC, Bridge, Upgrade, Gold, Gold, Gold, Throne Room, Bishop, Peddler, Peddler, Monument, Monument?

Oh god. Now I'm getting hung up over "parenthesis tokens" (open and close)...

Lol I considered that, but I couldn't figure out how to word it succinctly. Obviously having multiple and/or recursive mats would be awesome too!

You are a horrible person.

Can you imagine someone playing (generalized) Frog just to play Venture, KC, KC, Bridge, Bridge, Bridge, Copper? All that for two coins...

Hmmmm, I'm implying that the generalized Frog allows players to play treasures during the Action phase... this is very bad.
Title: Re: Really bad card ideas
Post by: Witherweaver on November 05, 2013, 11:59:04 pm
Function Frog
Action--$6

Choose one: Set aside an Action card (other than Function Frog) from your hand face up on your Function Frog mat, to the right of any other cards placed there; or play each card on your Function Frog mat in order from left to right, returning them to your mat (in the same order) after they are played.

Return any cards on your Function Frog mat to your deck at the end of the game.

I don't get why it's Frog.  Is that a programming thing?
Title: Re: Really bad card ideas
Post by: Minotaur on November 06, 2013, 01:26:11 am
Phishing Pillage
Cost: 5
Action

+2 actions
Do your best impression of the Crown Prince of Nigeria. Each player who is sufficiently impressed must tell you their routing number.

At the start of your next turn: Trash this card. +1 action. Reveal the hand of each player who told you their routing number. Gain all revealed treasures.

Phishing Well
Cost: 5

+1 card
+1 action
Guess the first digit of the Social Security Number of the player to your right.
   If you are correct, +1 card and guess the second digit of the Social Security Number of the player to your right.
      If you are correct, +1 card and
         (etc....)
Title: Re: Really bad card ideas
Post by: Minotaur on November 06, 2013, 01:42:28 am
People's Courtyard
Cost: 2
Action

Have a heated argument with the player to your left. The winner of the argument draws three cards. The loser puts a card on top of his or her deck.

Wining Village
Cost: 1 Potion
Action

+1 card
+2 actions
You may trash this card. If you do, you may reveal up to three Victory cards from your hand. +1 VP for each Victory card revealed.

EDIT: Whoops, confused Vineyard with Silk Road. This really should have you discard Action cards to gain VP... Which would make this card Really Bad, more or less.

X-P
Title: Re: Really bad card ideas
Post by: qmech on November 06, 2013, 04:10:00 am
Function Frog
Action--$6

Choose one: Set aside an Action card (other than Function Frog) from your hand face up on your Function Frog mat, to the right of any other cards placed there; or play each card on your Function Frog mat in order from left to right, returning them to your mat (in the same order) after they are played.

Return any cards on your Function Frog mat to your deck at the end of the game.

I don't get why it's Frog.  Is that a programming thing?

It's a Kickstarter thing. (http://forum.dominionstrategy.com/index.php?topic=9478.msg295956#msg295956)
Title: Re: Really bad card ideas
Post by: markusin on November 06, 2013, 09:33:12 am
Don't know how many of these were already posted, but:

Playshop
Action

Play a card costing up to $4.

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

Moneyborrower
Action

-$3

Gain a Copper, putting it into your hand.

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

Prospirator
Action

+$2

If you've played 2 or less Actions this turn (including this): +1 Card; +1 Action.

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

Strategist
Action

Discard your hand. If you discarded any cards this way: +1 Buy; Gain a card costing up to to $5

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

Share
Treasure

+$2

While this is in play, when you buy a Victory Card, each other player gains a copy of it.

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

Exhibition
Action

+1 Card
+1 Action
+1 Coin

Each player may reveal a Province from his hand. If you do, discard it.

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

Forest
Victory

Worth 2 VP

When you buy a Victory card, you may reveal this from your hand. If you do, trash this and gain a cost costing exactly $2 more than this.

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

Stationary Minstrel
Action

+1 Card
+2 Actions

Reveal 3 cards from your hand. Discard the revealed cards that are not Actions.

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

Nurse
Action

Reveal the top 3 cards of your deck. Put them back on top in any order.
—
When you buy this, you may overpay for it. For each $1 you overpaid, look at the top card of your deck; discard it or put it back.
Title: Re: Really bad card ideas
Post by: Witherweaver on November 06, 2013, 09:48:53 am
Moneyborrower
Action

-$3

Gain a Copper, putting it into your hand.

Moneyborrower'
Action-Duration

+$3

At the beginning of your next turn, -$4 (no minimum).
Title: Re: Really bad card ideas
Post by: Witherweaver on November 06, 2013, 10:05:06 am
Function Frog
Action--$6

Choose one: Set aside an Action card (other than Function Frog) from your hand face up on your Function Frog mat, to the right of any other cards placed there; or play each card on your Function Frog mat in order from left to right, returning them to your mat (in the same order) after they are played.

Return any cards on your Function Frog mat to your deck at the end of the game.

I don't get why it's Frog.  Is that a programming thing?

It's a Kickstarter thing. (http://forum.dominionstrategy.com/index.php?topic=9478.msg295956#msg295956)

That's pretty awesome.
Title: Re: Really bad card ideas
Post by: mail-mi on November 06, 2013, 10:12:28 am
Wandering Smithy

+3 cards

Reveal the top 3 cards of your deck. Put the revealed actions back in any order and discard the rest.

Wandering Moneylender

+$3

Reveal the top 3 cards of your deck. Put the revealed Coppers back in any order and discard the rest.

Wandering Scout

+1 action

Reveal the top 3 cards of your deck. Put the revealed Victory cards back in any order and discard the rest.
Title: Re: Really bad card ideas
Post by: Witherweaver on November 06, 2013, 10:16:42 am
Wandering Winder

+2 Actions

Reveal the top 3 cards of your deck.  Put the cards that are in the top 10 of WW's card list back in any order and discard the rest.
Title: Re: Really bad card ideas
Post by: Minotaur on November 06, 2013, 12:29:01 pm
Land Mine
Cost: 3
Reaction-Victory

When another player buys a Victory card, you may reveal this card from your hand. If you do, trash this card and a treasure that player has in play, and gain a treasure costing up to $3 more than the trashed treasure. Put the gained treasure in your hand.
----------------------------------------------------------------
2 VP
Title: Re: Really bad card ideas
Post by: AJD on November 06, 2013, 01:07:15 pm
Land Mine
Cost: 3
Reaction-Victory

When another player buys a Victory card, you may reveal this card from your hand. If you do, trash this card and a treasure that player has in play, and gain a treasure costing up to $3 more than the trashed treasure. Put the gained treasure in your hand.
----------------------------------------------------------------
2 VP

Land Mine
Cost: 3
Action

Rebuild.
Title: Re: Really bad card ideas
Post by: Minotaur on November 06, 2013, 01:29:13 pm
As You Wish-ing Well
Cost: 3

+1 card
+1 action

Each other player names a card. Once for each other player in turn order, reveal the top card of your deck. If it is not the card that player named, put it into your hand. If it is, say "as you wish" and that player puts it into their hand.
Title: Re: Really bad card ideas
Post by: Awaclus on November 06, 2013, 01:45:10 pm
Wandering Smithy

+3 cards

Reveal the top 3 cards of your deck. Put the revealed actions back in any order and discard the rest.

Wandering Moneylender

+$3

Reveal the top 3 cards of your deck. Put the revealed Coppers back in any order and discard the rest.

Wandering Scout

+1 action

Reveal the top 3 cards of your deck. Put the revealed Victory cards back in any order and discard the rest.
Minstrel
$3 Action
+1 Card
+2 Actions
Title: Re: Really bad card ideas
Post by: Minotaur on November 06, 2013, 01:52:19 pm
Vague Rant
Cost: 2

+1 card
+1 action

Complain unintelligibly about your shuffle luck. If you only have one action, at least one terminal action in your hand, and no non-terminal actions, you may reveal your hand and the top card of your deck. If it is a terminal action costing no more than the most expensive one in your hand, draw it. Otherwise, return it to the top of your deck.
Title: Re: Really bad card ideas
Post by: Minotaur on November 06, 2013, 01:57:05 pm
Shucks
Action
Cost: 4

+1 card
+1 action
Trash a card from your hand that is not a Shucks and gain a Shucks, or reveal a hand of all Shucks. If you trash a Victory card, gain a Corn token. If you reveal a hand of all Shucks, pay as many Corn tokens as you'd like. +1 VP, +$1 for each.
Title: Re: Really bad card ideas
Post by: Minotaur on November 06, 2013, 02:03:21 pm
Reclining Village
Cost: 3
Inaction

+1 card
+2 actions
Discard your hand
+1 VP if this is the only card you have in play
Title: Re: Really bad card ideas
Post by: Minotaur on November 06, 2013, 02:35:01 pm
Adviser
Cost: 4
Action

Reveal the top 3 cards of your deck. The player to your right chooses one of them. Discard that card. Put the other cards into your hand.

I must have read this carefully four or five times trying to find the change (aside from the left/right swap) before noticing that you removed the "+1 Action" from Advisor.

That was a mistake, fixed it. The "real" changes are that I changed the spelling (advisor --> adviser) and the player making the choice (left --> right). The idea is to sow confusion when both cards are in the same game.

(http://fc09.deviantart.net/fs70/f/2013/310/d/2/adviser_by_mtaur-d6t9o42.jpg) (http://wiki.dominionstrategy.com/images/5/5e/Advisor.jpg)
Title: Re: Really bad card ideas
Post by: Warfreak2 on November 06, 2013, 05:37:40 pm
Wandering Moneylender

+$3

Reveal the top 3 cards of your deck. Trash the revealed Coppers in any order and discard the rest.
FTFY
Title: Re: Really bad card ideas
Post by: Minotaur on November 06, 2013, 05:42:00 pm
Wandering Vagrant
Action
Cost: 4

+1 card
+1 action
Look at the top three cards of your deck. Draw the revealed Victory cards, Shelters, and Curses. Put the remaining actions back on top in any order. Discard the remaining cards.
Title: Re: Really bad card ideas
Post by: Witherweaver on November 06, 2013, 05:53:28 pm
Wandering Peddler
Action
Cost: 8*

+1 Card
+1 Action
+1 $

--------------------------------
During your buy phase, this card costs $2 less per Action card you have in play, but not less than $0
Title: Re: Really bad card ideas
Post by: sudgy on November 06, 2013, 06:06:28 pm
Wandering Peddler
Action
Cost: 8*

+1 Card
+1 Action
+1 $

--------------------------------
During your buy phase, this card costs $2 less per Action card you have in play, but not less than $0

?
Title: Re: Really bad card ideas
Post by: Witherweaver on November 06, 2013, 06:14:43 pm
Wandering Peddler
Action
Cost: 8*

+1 Card
+1 Action
+1 $

--------------------------------
During your buy phase, this card costs $2 less per Action card you have in play, but not less than $0

?

Peddlers already wander!
Title: Re: Really bad card ideas
Post by: Morgrim7 on November 06, 2013, 11:57:31 pm
WanderingWinder
$5 -Action
+1 Card
+1 Action

Trash the top players that oppose you in any order.
Title: Re: Really bad card ideas
Post by: Minotaur on November 07, 2013, 12:57:38 am
This card is kind of OP... it, uh, sort of fails the repeated use test for reactions. Basically it's like having the whole Scheme pile in your deck...

Wandering Chamber
Action-Reaction
Cost: 4

Discard any number of cards. +1 coin for each.

When another player plays an Attack card, you may reveal this from your hand. If you do, +2 cards, and put two cards on top of your deck. Reveal the top three cards of your deck. Put the Actions back in any order and discard the rest.
Title: Re: Really bad card ideas
Post by: Awaclus on November 07, 2013, 02:40:04 am
Adviser
Cost: 4
Action

Reveal the top 3 cards of your deck. The player to your right chooses one of them. Discard that card. Put the other cards into your hand.

I must have read this carefully four or five times trying to find the change (aside from the left/right swap) before noticing that you removed the "+1 Action" from Advisor.

That was a mistake, fixed it. The "real" changes are that I changed the spelling (advisor --> adviser) and the player making the choice (left --> right). The idea is to sow confusion when both cards are in the same game.

(http://fc09.deviantart.net/fs70/f/2013/310/d/2/adviser_by_mtaur-d6t9o42.jpg) (http://wiki.dominionstrategy.com/images/5/5e/Advisor.jpg)
The illustrations make it even more confusing, since the Advisor/Adviser is on the wrong side.
Title: Re: Really bad card ideas
Post by: Minotaur on November 07, 2013, 07:50:18 am
Adviser
Cost: 4
Action

Reveal the top 3 cards of your deck. The player to your right chooses one of them. Discard that card. Put the other cards into your hand.

I must have read this carefully four or five times trying to find the change (aside from the left/right swap) before noticing that you removed the "+1 Action" from Advisor.

That was a mistake, fixed it. The "real" changes are that I changed the spelling (advisor --> adviser) and the player making the choice (left --> right). The idea is to sow confusion when both cards are in the same game.

(http://fc09.deviantart.net/fs70/f/2013/310/d/2/adviser_by_mtaur-d6t9o42.jpg) (http://wiki.dominionstrategy.com/images/5/5e/Advisor.jpg)
The illustrations make it even more confusing, since the Advisor/Adviser is on the wrong side.

I guess that's your Advisor talking to the player to your left? The dude in the picture isn't you? I don't know, I have to make up something so my head doesn't explode.
Title: Re: Really bad card ideas
Post by: Minotaur on November 07, 2013, 08:08:18 am
Wandering Rabble
Cost: 4.5
Action-Attack

+3 cards.
Each other player reveals the top 3 cards of their deck, discards the revealed Treasure and Action cards, and then returns remaining cards to the top of their deck.
Each other player reveals the top 3 cards of their deck, places the Action cards on top in any order, and discards the others.

Wandering Spy
Cost: 4
Action-Attack

+1 card
+1 action
Each player reveals the top 3 cards of their deck and puts the Action cards on top in any order. You decide whether to discard the remaining cards or put them back on top of the deck.

Wandering Ghost Ship
Cost: 4
Action-Attack

+2 cards
Each other player puts cards on top of their deck until they have at most 3 cards in hand. Then each other player reveals the top 3 cards of their deck, puts the Action cards back on top in any order, and discards the others.

Wanderinghouse
Cost: 4
Action

+3 cards
+1 action
Discard 3 cards which are not actions, or discard fewer than 3 cards and reveal a hand of all Actions.

Wandering Survivor
Cost:1

Look at the top two cards of your deck. You may discard the cards which are not actions. Return the remaining cards to the top of your deck in any order.

Wandering Duchess
Cost:2

+2 coins. Each player reveals the top three cards of their deck. Each player may discard the cards which are not actions before returning the remaining cards to the top of their deck in any order.
When you gain a Wandering Duchy, you may gain this card.

EDIT:
Wandering Well
Cost: 4.5?
+1 card
+1 action
Name an Action card. Reveal the top three cards of your deck. Draw the matches and discard the rest.

Wandering Herald
Cost: 5.5?
+1 card
+1 action
Set aside the top three cards of your deck face up. Play the actions in any order and discard the others.
Title: Re: Really bad card ideas
Post by: Awaclus on November 07, 2013, 08:19:23 am
Wandering Survivor
Cost:1

Look at the top two cards of your deck. You may discard the cards which are not actions. Return the remaining cards to the top of your deck in any order.
This would be interesting if it was mandatory and the cost would be $0 just like the rest of the Ruinses. Sometimes, it can be great, sometimes, you'll discard a Platinum and return a Ruins.
Title: Re: Really bad card ideas
Post by: Witherweaver on November 07, 2013, 10:35:34 am
Wandering Wandering Minstrel
Cost: 4
+1 Card
+2 Actions

Reveal the top 3 cards of your deck.  Put the Actions back on top in any order and discard the rest.

Reveal the top 3 cards of your deck.  Put the Actions back on top in any order and discard the rest.
Title: Re: Really bad card ideas
Post by: Minotaur on November 07, 2013, 01:14:58 pm
Wandering Smithy

+3 cards

Reveal the top 3 cards of your deck. Put the revealed actions back in any order and discard the rest.

Wandering Moneylender

+$3

Reveal the top 3 cards of your deck. Put the revealed Coppers back in any order and discard the rest.

Wandering Scout

+1 action

Reveal the top 3 cards of your deck. Put the revealed Victory cards back in any order and discard the rest.
Minstrel
$3 Action
+1 Card
+2 Actions

(http://i.imgur.com/UkBVk0b.png?1)
Title: Re: Really bad card ideas
Post by: Minotaur on November 07, 2013, 01:31:28 pm
Mining
Cost: 1
You may trash this card immediately. If you do, +$2.

Farming
Cost: 1
Reveal cards from the top of your deck until you reveal an action or Treasure. Put that card on top of your deck and discard the others.

Border
Cost: 10
When you buy this, gain a card costing less than it.

Worker's
Cost: 0
+1 buy

Wandering (was this done already?)
Cost: 1
Reveal the top 3 cards of your deck, put the Actions back on top in any order, and discard the others.
Title: Re: Really bad card ideas
Post by: Witherweaver on November 07, 2013, 01:42:30 pm
Mining
Cost: 1
You may trash this card immediately. If you do, +$2.

Farming
Cost: 1
Reveal cards from the top of your deck until you reveal an action or Treasure. Put that card on top of your deck and discard the others.

Border
Cost: 10
When you buy this, gain a card costing less than it.

Worker's
Cost: 0
+1 buy

Wandering (was this done already?)
Cost: 1
Reveal the top 3 cards of your deck, put the Actions back on top in any order, and discard the others.

<>
Cost: 0
+1 Card
Title: Re: Really bad card ideas
Post by: Tables on November 07, 2013, 05:32:47 pm
...

What about making these modifiers, as in, during setup they're put on supply piles and do their thing. e.g.:

Mining...
Cost: +1
Cards in the supply pile this is attached to get the text "You may trash this card immediately. If you do, +$2" after all of their on play effects.

Farming...
Cost: +1
Cards in the supply pile this is attached to get the text "Reveal cards from the top of your deck until you reveal an action or Treasure. Put that card into your hand and discard the others." in place of the first instance when the card would draw or reveal a card from the top of your deck.

Border...
Cost: +3
Cards in the supply pile this is attached to get the text "When you buy this, gain a card costing less than it."

Worker's...
Cost: +1
Cards in the supply pile this is attached to get the text "+1 buy" after all of their on play effects.

Wandering...
Cost: +1
Cards in the supply pile this is attached to get the text "Reveal the top 3 cards of your deck, put the Actions back on top in any order, and discard the others." after all of their on play effects.

Yeah wording could probably be better, but it's the bad card threads so whatever.
Title: Re: Really bad card ideas
Post by: Polk5440 on November 07, 2013, 05:35:19 pm
Wishing (Will Make it So)
$6 -- Action

+1 Card
+1 Action

Name a Card. Reveal cards from the top of your deck until you reveal the named card. Put that card into your hand and discard the rest.

"Wishing will make it so
just keep on wishing and care will go
Dreamers tell us dreams come true
It's no mistake
Wishing are the dreams we dream when we're awake
"
Title: Re: Really bad card ideas
Post by: scott_pilgrim on November 07, 2013, 05:53:27 pm
...

What about making these modifiers, as in, during setup they're put on supply piles and do their thing. e.g.:

Mining...
Cost: +1
Cards in the supply pile this is attached to get the text "You may trash this card immediately. If you do, +$2" after all of their on play effects.

Farming...
Cost: +1
Cards in the supply pile this is attached to get the text "Reveal cards from the top of your deck until you reveal an action or Treasure. Put that card into your hand and discard the others." in place of the first instance when the card would draw or reveal a card from the top of your deck.

Border...
Cost: +3
Cards in the supply pile this is attached to get the text "When you buy this, gain a card costing less than it."

Worker's...
Cost: +1
Cards in the supply pile this is attached to get the text "+1 buy" after all of their on play effects.

Wandering...
Cost: +1
Cards in the supply pile this is attached to get the text "Reveal the top 3 cards of your deck, put the Actions back on top in any order, and discard the others." after all of their on play effects.

Yeah wording could probably be better, but it's the bad card threads so whatever.

Mining Feast is the most useless card ever.
Title: Re: Really bad card ideas
Post by: Awaclus on November 07, 2013, 06:11:56 pm
...

What about making these modifiers, as in, during setup they're put on supply piles and do their thing. e.g.:

Mining...
Cost: +1
Cards in the supply pile this is attached to get the text "You may trash this card immediately. If you do, +$2" after all of their on play effects.

Farming...
Cost: +1
Cards in the supply pile this is attached to get the text "Reveal cards from the top of your deck until you reveal an action or Treasure. Put that card into your hand and discard the others." in place of the first instance when the card would draw or reveal a card from the top of your deck.

Border...
Cost: +3
Cards in the supply pile this is attached to get the text "When you buy this, gain a card costing less than it."

Worker's...
Cost: +1
Cards in the supply pile this is attached to get the text "+1 buy" after all of their on play effects.

Wandering...
Cost: +1
Cards in the supply pile this is attached to get the text "Reveal the top 3 cards of your deck, put the Actions back on top in any order, and discard the others." after all of their on play effects.

Yeah wording could probably be better, but it's the bad card threads so whatever.

Mining Feast is the most useless card ever.
Farming Scout is the most OP card ever.

EDIT: Wait, it isn't. Farming Scrying Pool would be fun, though. And Farming Wishing Well.
Title: Re: Really bad card ideas
Post by: Tables on November 07, 2013, 06:31:21 pm
...

What about making these modifiers, as in, during setup they're put on supply piles and do their thing. e.g.:

Mining...
Cost: +1
Cards in the supply pile this is attached to get the text "You may trash this card immediately. If you do, +$2" after all of their on play effects.

Farming...
Cost: +1
Cards in the supply pile this is attached to get the text "Reveal cards from the top of your deck until you reveal an action or Treasure. Put that card into your hand and discard the others." in place of the first instance when the card would draw or reveal a card from the top of your deck.

Border...
Cost: +3
Cards in the supply pile this is attached to get the text "When you buy this, gain a card costing less than it."

Worker's...
Cost: +1
Cards in the supply pile this is attached to get the text "+1 buy" after all of their on play effects.

Wandering...
Cost: +1
Cards in the supply pile this is attached to get the text "Reveal the top 3 cards of your deck, put the Actions back on top in any order, and discard the others." after all of their on play effects.

Yeah wording could probably be better, but it's the bad card threads so whatever.

Mining Feast is the most useless card ever.
Farming Scout is the most OP card ever.

EDIT: Wait, it isn't. Farming Scrying Pool would be fun, though. And Farming Wishing Well.

Farming Wishing Well isn't as good as you think with the way I've worded it. It would become: +1 action, dig for an action or treasure and put it into your hand, then wish for a card.
Title: Re: Really bad card ideas
Post by: WalrusMcFishSr on November 07, 2013, 06:34:50 pm
Cosmic Village
Transmuted Village
Altered Village
Village's Village
Antivillage
Title: Re: Really bad card ideas
Post by: Dsell on November 07, 2013, 07:25:27 pm
Bakery
Worth 2 vp for every heavenly chip you own.
Title: Re: Really bad card ideas
Post by: mail-mi on November 07, 2013, 07:42:13 pm
Cosmic Village
Transmuted Village
Altered Village
Village's Village
Antivillage
Antivillage
Action $3
+$2
+1buy
Title: Re: Really bad card ideas
Post by: heron on November 07, 2013, 07:46:09 pm
Cosmic Village
Transmuted Village
Altered Village
Village's Village
Antivillage
Antivillage
Action $3
+$2
+1buy
So that's why those guys are such terrible woodcutters...they are actually undercover, planning to destroy our village!
Title: Re: Really bad card ideas
Post by: Archetype on November 07, 2013, 11:41:21 pm
...

What about making these modifiers, as in, during setup they're put on supply piles and do their thing. e.g.:

Mining...
Cost: +1
Cards in the supply pile this is attached to get the text "You may trash this card immediately. If you do, +$2" after all of their on play effects.

Farming...
Cost: +1
Cards in the supply pile this is attached to get the text "Reveal cards from the top of your deck until you reveal an action or Treasure. Put that card into your hand and discard the others." in place of the first instance when the card would draw or reveal a card from the top of your deck.

Border...
Cost: +3
Cards in the supply pile this is attached to get the text "When you buy this, gain a card costing less than it."

Worker's...
Cost: +1
Cards in the supply pile this is attached to get the text "+1 buy" after all of their on play effects.

Wandering...
Cost: +1
Cards in the supply pile this is attached to get the text "Reveal the top 3 cards of your deck, put the Actions back on top in any order, and discard the others." after all of their on play effects.

Yeah wording could probably be better, but it's the bad card threads so whatever.
Border Border Village would be fun!
Title: Re: Really bad card ideas
Post by: mail-mi on November 07, 2013, 11:45:22 pm
...

What about making these modifiers, as in, during setup they're put on supply piles and do their thing. e.g.:

Mining...
Cost: +1
Cards in the supply pile this is attached to get the text "You may trash this card immediately. If you do, +$2" after all of their on play effects.

Farming...
Cost: +1
Cards in the supply pile this is attached to get the text "Reveal cards from the top of your deck until you reveal an action or Treasure. Put that card into your hand and discard the others." in place of the first instance when the card would draw or reveal a card from the top of your deck.

Border...
Cost: +3
Cards in the supply pile this is attached to get the text "When you buy this, gain a card costing less than it."

Worker's...
Cost: +1
Cards in the supply pile this is attached to get the text "+1 buy" after all of their on play effects.

Wandering...
Cost: +1
Cards in the supply pile this is attached to get the text "Reveal the top 3 cards of your deck, put the Actions back on top in any order, and discard the others." after all of their on play effects.

Yeah wording could probably be better, but it's the bad card threads so whatever.
Border Border Village would be fun!

Wandering Mining Farming Border Worker's Village:
Action $10
+1 card
+2 actions
+1 buy

Reveal the top 3 cards of your deck. Put the Actions back in any order and discard the rest.

Reveal cards from the top of your deck until you reveal an Action or Treasure card. Put that card into your hand and discard the rest.

You may trash this immediately. If you do, +$2
--
When you gain this, gain a card costing less than this.

Not OP at all.
Title: Re: Really bad card ideas
Post by: Minotaur on November 08, 2013, 12:11:41 am
'Stache
Cost: 6
Treasure

+$2
When you play this treasure, you may trash an Action card with no facial hair from your hand and gain a Duke. When you shuffle with this card in the discard pile, you may choose where this card goes in your deck.
Title: Re: Really bad card ideas
Post by: Awaclus on November 08, 2013, 02:36:13 am
Farming Wishing Well isn't as good as you think with the way I've worded it. It would become: +1 action, dig for an action or treasure and put it into your hand, then wish for a card.
Right. I don't know what I was thinking.
Title: Re: Really bad card ideas
Post by: Tables on November 08, 2013, 11:16:44 am
Farming Wishing Well isn't as good as you think with the way I've worded it. It would become: +1 action, dig for an action or treasure and put it into your hand, then wish for a card.
Right. I don't know what I was thinking.

I'm not sure, but it's the same thing Mail-mi was thinking as well ::)
Title: Re: Really bad card ideas
Post by: Awaclus on November 08, 2013, 11:22:58 am
Farming Wishing Well isn't as good as you think with the way I've worded it. It would become: +1 action, dig for an action or treasure and put it into your hand, then wish for a card.
Right. I don't know what I was thinking.

I'm not sure, but it's the same thing Mail-mi was thinking as well ::)
Great minds think alike!
Title: Re: Really bad card ideas
Post by: mail-mi on November 08, 2013, 11:41:08 am
Farming Wishing Well isn't as good as you think with the way I've worded it. It would become: +1 action, dig for an action or treasure and put it into your hand, then wish for a card.
Right. I don't know what I was thinking.

I'm not sure, but it's the same thing Mail-mi was thinking as well ::)
That was on purpose!
Title: Re: Really bad card ideas
Post by: Minotaur on November 08, 2013, 05:18:13 pm
Border Border Border Copper
Cost: $9
Treasure

$1
When you gain this, gain 3 cards costing less than it.

Border Border Border Border Copper
Cost: $12

$1
When you gain this, gain 4 cards costing less than it.


These are not OP in any way.
Title: Re: Really bad card ideas
Post by: Witherweaver on November 08, 2013, 10:00:46 pm
Bordercopia
Action
$<something>
<Do Something>

When you gain this, gain a card that is cheaper than this with "Border" in the title
Title: Re: Really bad card ideas
Post by: Tables on November 08, 2013, 11:35:18 pm
Bordercopia
Action
$<something>
<Do Something>

When you gain this, gain a card that is cheaper than this with "Border" in the title

Border Bordercopia
Action
$<something>+3
<Do Something>
---
When you gain this, gain a card costing less than this with "Border" in the title
When you gain this, gain a card costing less than this.
Title: Re: Really bad card ideas
Post by: Minotaur on November 09, 2013, 08:39:20 am
Fishing Tactician
Action
Cost: 5

+$1
Put a card from your hand on top of your deck. Discard your hand.

If you discarded any cards, then at the start of your next turn: +$1, +2 actions, +1 buy, +5 cards.

Fishing Pawn
Action
Cost: 2

Now and at the start of your next turn: +$1, +1 action

Fishing Duchess
Action
Cost: 2

+$3. Put a card from your hand on top of your deck. Each player may look at the top card of their deck and return it or discard it. At the start of your next turn, +$1, +1 action.

When you gain a Duchy, gain a Fishing Duchess.

Fishing Scout
Action
Cost: 4

Put a card on top of your deck. Reveal the top 4 cards of your deck, draw the revealed Victory cards, and put the rest back in any order.
Now and at the start of your next turn: +1 action, +$1.

Fishing Oasis
Action
Cost: 3

+$2, +1 action
Discard a card from your hand.
At the start of your next turn: +$1, +1 action
Title: Re: Really bad card ideas
Post by: EternalDensity on November 14, 2013, 10:45:47 pm
Bluff
$6 - Action
+ 2 Cards
+ 1 Action
For the rest of this turn:
When you play a card, place it face down. You may name a different card and play as if you had played the card you named.
Whenever you name a card you have in play (or allegedly have in play), any other player may issue a challenge. If a player does so, turn the card face up. If it is not the card you named, remove it from play, and the challenging player gains your card. If you had not yet begun to play the card that was removed form play, it does not count as having been played.
If you perform actions contrary to the actual text of the cards allegedly in play, and anyone calls you out on it, immediately proceed to the Cleanup phase of your turn.


Position
$3 Action - Reaction
You may gain a card from a supply pile which you feel is misaligned or stacked untidily.
-
When an opponent plays a card, you may reveal this card. If you do, you may straighten that player's cards to your liking.


Mr Bones
$4 Action
+1 Buy
+2 Cards
+$3
Draw a chalkmark on the Wild Ride chalkboard
_
After a game with Mr Bones in the supply is completed, if the Wild Ride chalkboard has any marks, erase one, then begin a new game with Mr Bones in the supply


Poke A Face
$2 Action
+2 Actions
Poke yourself in the face in an amusing fashion. If any other player displays amusement or mirth, +2 Cards


Caltrop
$3 Action-Reaction
+1 Card
+1 Action
-
If you are possessing the owner of this card, you must allow the owner to reveal this card.
If you reveal this card, for the remaining duration of the possession you may see look at any cards the player possessing you may look at, may make any decisions the player possessing you would otherwise make for you, and may gain any cards the possessing player would gain.

Antimony
$4 Treasure - Attack - Reaction
Worth $3
During another player's buy phase, you may reveal this card. If you do, discard it, gain a silver in your hand, and -$1 to that player, which counts as an attack.

Bakery
Worth 2 vp for every heavenly chip you own.
Kitten Workers' Village
$4 - Action
+1 card
+2 actions
+1 card for every 10 action cards in your discard pile
Title: Re: Really bad card ideas
Post by: ashersky on November 15, 2013, 12:12:06 am
Bluff
$6 - Action
+ 2 Cards
+ 1 Action
For the rest of this turn:
When you play a card, place it face down. You may name a different card and play as if you had played the card you named.
Whenever you name a card you have in play (or allegedly have in play), any other player may issue a challenge. If a player does so, turn the card face up. If it is not the card you named, remove it from play, and the challenging player gains your card. If you had not yet begun to play the card that was removed form play, it does not count as having been played.
If you perform actions contrary to the actual text of the cards allegedly in play, and anyone calls you out on it, immediately proceed to the Cleanup phase of your turn.

*plays a curse face down*
"I play Goons."
*Opponent calls bluff and gains my curse.*

It's a new Masquerade.
Title: Re: Really bad card ideas
Post by: sudgy on November 15, 2013, 12:47:28 am
Bluff
$6 - Action
+ 2 Cards
+ 1 Action
For the rest of this turn:
When you play a card, place it face down. You may name a different card and play as if you had played the card you named.
Whenever you name a card you have in play (or allegedly have in play), any other player may issue a challenge. If a player does so, turn the card face up. If it is not the card you named, remove it from play, and the challenging player gains your card. If you had not yet begun to play the card that was removed form play, it does not count as having been played.
If you perform actions contrary to the actual text of the cards allegedly in play, and anyone calls you out on it, immediately proceed to the Cleanup phase of your turn.

*plays a curse face down*
"I play Goons."
*Opponent calls bluff and gains my curse.*

It's a new Masquerade.

Too bad you can't play curses...

*Plays scout*
Title: Re: Really bad card ideas
Post by: Archetype on November 15, 2013, 01:17:13 am
Bluff
$6 - Action
+ 2 Cards
+ 1 Action
For the rest of this turn:
When you play a card, place it face down. You may name a different card and play as if you had played the card you named.
Whenever you name a card you have in play (or allegedly have in play), any other player may issue a challenge. If a player does so, turn the card face up. If it is not the card you named, remove it from play, and the challenging player gains your card. If you had not yet begun to play the card that was removed form play, it does not count as having been played.
If you perform actions contrary to the actual text of the cards allegedly in play, and anyone calls you out on it, immediately proceed to the Cleanup phase of your turn.

*plays a curse face down*
"I play Goons."
*Opponent calls bluff and gains my curse.*

It's a new Masquerade.

Too bad you can't play curses...

*Plays scout*
I wouldn't call your bluff even if Scout wasn't in the kingdom. You can go right ahead and play as many "Scouts" as you want.
Title: Re: Really bad card ideas
Post by: Tables on November 15, 2013, 08:28:30 am
Bluff
$6 - Action
+ 2 Cards
+ 1 Action
For the rest of this turn:
When you play a card, place it face down. You may name a different card and play as if you had played the card you named.
Whenever you name a card you have in play (or allegedly have in play), any other player may issue a challenge. If a player does so, turn the card face up. If it is not the card you named, remove it from play, and the challenging player gains your card. If you had not yet begun to play the card that was removed form play, it does not count as having been played.
If you perform actions contrary to the actual text of the cards allegedly in play, and anyone calls you out on it, immediately proceed to the Cleanup phase of your turn.

"I play Bluff, and this card is a Village. Any objections? No, okay, I gain 8 Provinces..."
"Wait what? That's not what Village does!"
"Oh yeah. I proceed immediately to the cleanup phase. All the Provinces are gone now, so that's the end of the game."
Title: Re: Really bad card ideas
Post by: A Drowned Kernel on November 15, 2013, 09:53:05 am
If you had not yet begun to play the card

Fool! I have not yet begun to play my cards!
Title: Re: Really bad card ideas
Post by: Witherweaver on November 15, 2013, 10:43:25 am
Caltrop
$3 Action-Reaction
+1 Card
+1 Action
-
If you are possessing the owner of this card, you must allow the owner to reveal this card.
If you reveal this card, for the remaining duration of the possession you may see look at any cards the player possessing you may look at, may make any decisions the player possessing you would otherwise make for you, and may gain any cards the possessing player would gain.


Don't you always see the cards that the possessing player sees?  Unless that player decides to randomly look at his hand, I suppose. 
Title: Re: Really bad card ideas
Post by: Awaclus on November 15, 2013, 11:15:18 am
Caltrop
$3 Action-Reaction
+1 Card
+1 Action
-
If you are possessing the owner of this card, you must allow the owner to reveal this card.
If you reveal this card, for the remaining duration of the possession you may see look at any cards the player possessing you may look at, may make any decisions the player possessing you would otherwise make for you, and may gain any cards the possessing player would gain.


Don't you always see the cards that the possessing player sees?  Unless that player decides to randomly look at his hand, I suppose.
Technically he sees his hand the whole time. Unless you're playing on Goko.
Title: Re: Really bad card ideas
Post by: Witherweaver on November 15, 2013, 11:24:26 am
Caltrop
$3 Action-Reaction
+1 Card
+1 Action
-
If you are possessing the owner of this card, you must allow the owner to reveal this card.
If you reveal this card, for the remaining duration of the possession you may see look at any cards the player possessing you may look at, may make any decisions the player possessing you would otherwise make for you, and may gain any cards the possessing player would gain.


Don't you always see the cards that the possessing player sees?  Unless that player decides to randomly look at his hand, I suppose.
Technically he sees his hand the whole time. Unless you're playing on Goko.

So this basically lets you inspect their hand.
Title: Re: Really bad card ideas
Post by: Minotaur on November 19, 2013, 02:17:31 am
Mineylender
Action
Cost: 6

+$1
You may trash a Treasure from your hand. If you do, gain a Treasure from the supply costing at most $3 more and put it in your hand.
Title: Re: Really bad card ideas
Post by: A Drowned Kernel on November 20, 2013, 06:03:10 pm
Mintylender
Action
Cost: $5

+$3
You may trash a treasure from your hand. If you do, gain a copy of it, putting it in your hand.
Title: Re: Really bad card ideas
Post by: Witherweaver on November 20, 2013, 06:32:41 pm
Margraveylender
Action
Cost: 6

+$3
You may trash a treasure card from your hand.  If you do, each other player draws a card, then discards down to three cards in hand.
Title: Re: Really bad card ideas
Post by: Minotaur on November 20, 2013, 06:40:08 pm
Retrograde
Cost: 5
Action

+1 card
+1 action
Trash a card from your hand. If you do, gain a card costing $1 more that was in the kingdom last game.

Setup: If this is the first game played at the table today, this card is not in the kingdom or the Black Market deck.
Title: Re: Really bad card ideas
Post by: WalrusMcFishSr on November 20, 2013, 06:43:44 pm
Mmmmmm...Gravylender...
Title: Re: Really bad card ideas
Post by: Minotaur on November 22, 2013, 04:41:04 am
Border Border Border Copper
Cost: $9
Treasure

$1
When you gain this, gain 3 cards costing less than it.

Border Border Border Border Copper
Cost: $12

$1
When you gain this, gain 4 cards costing less than it.


These are not OP in any way.

I just realized that if you had *both* of these in a Platinum game, it would make a horrendous combo.

I have $12 in my buy phase. I buy a Border Border Border Border Copper. I gain a Colony and three Border Border Border Coppers. I gain 8 Provinces and a Duchy. (Or 4 BBBC and 12 Provinces in a 3-4 player game)
Title: Re: Really bad card ideas
Post by: Tables on November 22, 2013, 09:14:41 am
Border Case
Action/Reaction - $6
+1 card
+2 actions
---
At the start of your cleanup phase you may reveal and discard this from your hand if you have at least one action remaining and this in hand and can give a reasonable explanation as to why you wouldn't have played this card if it were just a Village. If you do, gain a card costing less than this.
Title: Re: Really bad card ideas
Post by: sudgy on November 22, 2013, 12:54:42 pm
I don't know much about fan cards, so there's probably already one like this. But here goes.

Resurrection $4 Action
You may play this card when you have no actions remaining.
If you do:
+1 Card
+1 Action

Actual fan cards that you think are good ideas shouldn't go in this thread, you should make its own thread.  (Unless you do think it's a bad card idea)
Title: Re: Really bad card ideas
Post by: Asper on November 22, 2013, 01:08:04 pm
Mr Bones
$4 Action
+1 Buy
+2 Cards
+$3
Draw a chalkmark on the Wild Ride chalkboard
_
After a game with Mr Bones in the supply is completed, if the Wild Ride chalkboard has any marks, erase one, then begin a new game with Mr Bones in the supply

The "+1" key of this post is broken. Whenever i want to add a second upvote, it deletes my first one. Could somebody fix that?
Title: Re: Really bad card ideas
Post by: Asper on November 22, 2013, 01:19:32 pm
Also:

Horny of Plenty Mandarin
Treasure, 5$
Do a fruity combo.
Title: Re: Really bad card ideas
Post by: Ichimaru Gin on November 22, 2013, 01:28:42 pm
@ Sudgy.
Oh yeah, I did think it was really bad idea for a card.
But that's just my opinion.
I probably should have specified that I considered it to be bad.
Title: Re: Really bad card ideas
Post by: Ozle on November 22, 2013, 02:09:42 pm
This thread has pretty much evolved over time from bad cards to funny cards to combo cards to cards I'd like to see but won't really work and everywhere inbetween
Title: Re: Really bad card ideas
Post by: Minotaur on November 22, 2013, 06:30:14 pm
This thread has pretty much evolved over time from bad cards to funny cards to combo cards to cards I'd like to see but won't really work and everywhere inbetween

That's because if you're not entering an official contest, people will ask why you didn't post your fan cards here if you start a new thread.
Title: Re: Really bad card ideas
Post by: ashersky on November 22, 2013, 07:18:03 pm
Only funny to mafia players:

Robz888 - $6
Action - Duration

All other players reveal the top card of their deck.  If it an attack, trash it.  Otherwise, but it back.

At the start of your next turn, all other players reveal cards from their deck until they reveal an action.  Trash that attack.

(He doesn't really try on D1, but works harder on subsequent days.)
Title: Re: Really bad card ideas
Post by: Tables on November 24, 2013, 11:29:53 am
I don't have a name for this one but:

Each other player reveals the top card of their deck. Gain a number of cards equal to the sum of the revealed cards costs (in coins) with total cost equal to the revealed cards costs products (if using potions, treat the potions as an imaginary unit)
Title: Re: Really bad card ideas
Post by: brokoli on November 24, 2013, 01:40:37 pm
Possession of bad luck
Action - $6P
The player to your left discard his hand. Take his deck and his discard pile, and reorder all cards as you want.

It would be nastily fun to create action collisions and bad money splits to your opponent. Too bad, it will take too much time.
Title: Re: Really bad card ideas
Post by: heron on November 24, 2013, 01:50:57 pm
Possession of bad luck
Action - $6P
The player to your left discard his hand. Take his deck and his discard pile, and reorder all cards as you want.

It would be nastily fun to create action collisions and bad money splits to your opponent. Too bad, it will take too much time.

Also, playing this every turn unblockably pins your opponent.
Title: Re: Really bad card ideas
Post by: brokoli on November 24, 2013, 01:55:56 pm
Completely death cart
+$5
You may take an action card from your hand. If you don't, trash this.
---
When you gain this, gain 2 scouts.
Title: Re: Really bad card ideas
Post by: Minotaur on November 24, 2013, 02:27:06 pm
Completely Saboteur
Cost: 7
Action

Each other player reveals cards from the top of their deck until revealing a card costing at least $3, trashes it, and gains a Scout. Discard the other revealed cards.
Title: Re: Really bad card ideas
Post by: Minotaur on November 24, 2013, 02:29:30 pm
Completely Militia
Cost: 4
Action

Each other player with 4 or more cards in hand discards down to 3 cards and then gains Scout cards in hand until they have 5 cards in hand.

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

Setup: The Scout pile is infinite.
Title: Re: Really bad card ideas
Post by: KingZog3 on November 24, 2013, 07:13:46 pm
Completely Scout

When you gain this, you lose.
Title: Re: Really bad card ideas
Post by: Powerman on November 24, 2013, 08:57:24 pm
Completely Scout

When you gain this, you lose.

FTFY
Title: Re: Really bad card ideas
Post by: heron on November 24, 2013, 10:18:13 pm
Completely Scout
When you buy this, replace all of the cards in the game with Scouts.
Title: Re: Really bad card ideas
Post by: Minotaur on November 25, 2013, 02:46:44 pm
Metascout
Cost: 4
Action

+1 action
Reveal the top four cards of your deck. Draw the Scouts and return the others to the top of your deck in any order.
Title: Re: Really bad card ideas
Post by: Witherweaver on November 25, 2013, 03:57:51 pm
Metallic Scout
Cost: 4
Action

+1 action
Reveal the top four cards of your deck. Draw the treasures that are metal based and return the others to the top of your deck in any order.
Title: Re: Really bad card ideas
Post by: KingZog3 on November 25, 2013, 04:26:34 pm
Metallic Scout
Cost: 4
Action

+1 action
Reveal the top four cards of your deck. Draw the treasures that are metal based and return the others to the top of your deck in any order.

I think they're all paper based...
Title: Re: Really bad card ideas
Post by: Witherweaver on November 25, 2013, 04:31:43 pm
Boyscout
Cost: 4
Action

+1 Action
Reveal the top four cards of your deck. Draw the Urchins and return the others to the top of your deck in any order.
Title: Re: Really bad card ideas
Post by: qmech on November 25, 2013, 04:43:14 pm
I think they're all paper based...

Your Intrigue didn't come with the reverse holofoil Scouts?
Title: Re: Really bad card ideas
Post by: Witherweaver on November 25, 2013, 04:45:19 pm
Metallic Scout
Cost: 4
Action

+1 action
Reveal the top four cards of your deck. Draw the treasures that are metal based and return the others to the top of your deck in any order.

I think they're all paper based...

I guess you don't let your imagination immerse you in your Dominion games :(
Title: Re: Really bad card ideas
Post by: AJD on November 25, 2013, 04:50:51 pm
Boyscout
Cost: 4
Action

+1 Action
Reveal the top four cards of your deck. Draw the Urchins and return the others to the top of your deck in any order.

Boy Scout
Cost: 3
Action

+1 Action
Each other player may reveal a Bane card. If no one does, reveal the top four cards of your deck. Draw the Victory cards and return the others to the top of your deck in any order.
Title: Re: Really bad card ideas
Post by: Minotaur on November 25, 2013, 04:53:47 pm
Metasquire
Action
Cost: 1

+$1
Choose: +1 action, gain a Copper, +1 Buy

When you trash this, gain a Squire.
Title: Re: Really bad card ideas
Post by: KingZog3 on November 25, 2013, 04:54:05 pm
Metallic Scout
Cost: 4
Action

+1 action
Reveal the top four cards of your deck. Draw the treasures that are metal based and return the others to the top of your deck in any order.

I think they're all paper based...

I guess you don't let your imagination immerse you in your Dominion games :(

Dominion is about the strategy. I read books and write stories for my imagination :)
Title: Re: Really bad card ideas
Post by: Joseph2302 on November 25, 2013, 07:24:46 pm
Scout

When you buy this, gain a scout...and LOSE.
Title: Re: Really bad card ideas
Post by: brokoli on November 26, 2013, 05:30:02 am
Deliverance
Action - $10
Put your deck into your discard pile.
Look through your discard pile. You may trash all scout from your discard pile or hand. Gain as many curses as the number of scouts you have trashed.
Title: Re: Really bad card ideas
Post by: Minotaur on November 26, 2013, 02:37:38 pm
Metafeast
Cost: 3

Trash this card. If you do, gain a Feast.


Metaforge
Cost: 4

Trash any number of cards whose combined cost is exactly $7. If you do, gain a Forge.


Metaking's Court
Cost: 4

You may play a King's Court from your hand three times.


Metamine
Cost: 3

Trash a Metatreasure from your hand and gain a Treasure whose cost is at most equal to the cost of the trashed Metatreasure. Put the gained treasure in hand.
--------------------------------
Setup: You start the game with seven Metacoppers instead of Coppers. You may buy meta versions of the usual treasures. They produce metamoney instead of $, which can be spent in place of $ to buy any Metacard.


Metagame
Cost: 5

Trash this card. If you do: Set aside all cards in the game. Play a game of Dominion, unless the current game was caused by playing a Metagame card. At the end of the extra game, put those Victory cards, Curse cards, and Victory tokens onto the Island/token mats of their owners in the original game.


Metatactician
Cost: 6

Discard your hand. If you discard a Metagame this way, then reveal and set aside the top 10 cards of your deck and play your Metagame card. In the extra game, you may choose to have the set aside cards replace your starting deck.


Native Metavillage
Cost: 2

+2 actions
Put the top card of your deck onto your Native Metavillage mat. If there is a Metagame on your Native Metavillage mat, then you may set aside your Native Metavillage mat and play the Metagame card from your mat. Your Native Metavillage mat of the original game becomes the Native Village mat of the new game, in which Native Village must be in the kingdom.
(Cards on your Native Metavillage mat return to your deck at the end of the game)
Title: Re: Really bad card ideas
Post by: Minotaur on November 26, 2013, 03:37:47 pm
Completely Masquerade
Cost: 3
Action

+2 cards
Each player may pass any number of Scout cards to the player to their left face up. You may trash any number of Scout cards from your hand.


Completely Throne Room
Cost: 0
Action-Shelter

You may play a Scout from your hand any number of times.


Scout's Advocate
Cost: 3
Action

+1 Action
Trash this card. Replace a non-victory Kingdom pile with a hybrid Victory pile of your choice and gain a Scout in hand. If you play a Scout and draw two cards with it this turn, rub your chin and say, "huh, I guess it's sort of an average $4 card on this particular board, I guess..."
Title: Re: Really bad card ideas
Post by: Witherweaver on November 26, 2013, 03:54:42 pm
Devil's Advocate
Cost: 3
Action

+1 Action
Make an argument for why Scout is not such a bad card.  If the argument is convincing, gain a Scout in hand (whether or not Scout is in the supply) and +$2.  If you lose this game, your friends are allowed to continue to bash Scout.
Title: Re: Really bad card ideas
Post by: Awaclus on November 26, 2013, 04:37:27 pm
Devil's Advocate
Cost: 3
Action

+1 Action
Make an argument for why Scout is not such a bad card.  If the argument is convincing, gain a Scout in hand (whether or not Scout is in the supply) and +$2.  If you lose this game, your friends are allowed to continue to bash Scout.
I like how your friends are still allowed to continue to bash Scout even if you lost a game without any Scouts, if you fail to make a convincing argument.
Title: Re: Really bad card ideas
Post by: markusin on November 29, 2013, 12:11:20 pm
Scouts everywhere!


Distant Grand Market
$6 - Action
+1 Card
+1 Action
+ Buy
+2$

---------
You cannot buy this unless you have a Scout in play.

Title: Re: Really bad card ideas
Post by: Minotaur on November 29, 2013, 12:15:59 pm
Scouts everywhere!


Distant Grand Market
$5 - Action
+1 Card
+1 Action
+1 Buy
+$3

---------
You cannot buy this unless you have a Scout in play.

Balanced that for you.
Title: Re: Really bad card ideas
Post by: pedroluchini on November 29, 2013, 02:05:41 pm
Metagame
Cost: 5

Trash this card. If you do: Set aside all cards in the game. Play a game of Dominion, unless the current game was caused by playing a Metagame card. At the end of the extra game, put those Victory cards, Curse cards, and Victory tokens onto the Island/token mats of their owners in the original game.

Reminds me of this --> http://mtg.wikia.com/wiki/Shahrazad
Title: Re: Really bad card ideas
Post by: Tables on November 29, 2013, 04:32:33 pm
Wouldcutter
Action - $3
+1 buy
+$2
---
While this is in play, ignore the word 'would' in all other card's text, resolving the card as though it did not have the word 'would' there.
Title: Re: Really bad card ideas
Post by: Awaclus on November 29, 2013, 04:42:37 pm
Wouldcutter
Action - $3
+1 buy
+$2
---
While this is in play, ignore the word 'would' in all other card's text, resolving the card as though it did not have the word 'would' there.
I play a Village, then a Wouldcutter, then another Wouldcutter. No wait, the second card is now just a cutter. And I have to ignore the word '' in all other card's text, resolving them as though it did not have the word '' there. What?
Title: Re: Really bad card ideas
Post by: Tables on November 29, 2013, 06:32:59 pm
Wouldcutter
Action - $3
+1 buy
+$2
---
While this is in play, ignore the word 'would' in all other card's text, resolving the card as though it did not have the word 'would' there.
I play a Village, then a Wouldcutter, then another Wouldcutter. No wait, the second card is now just a cutter. And I have to ignore the word '' in all other card's text, resolving them as though it did not have the word '' there. What?

It gets even better when you look at all cards that have the word would in them anyway and realise none make sense without it anyway.

Moving on, I present to you a top tier junk clearing card.

Scoutylender
Action - $4
Trash a Scout from your hand. If you do, +$2 and reveal the top four cards of your deck. Put the revealed Victory cards into your hand and put the rest back in any order.

I hope you see what I did there
Title: Re: Really bad card ideas
Post by: sudgy on November 29, 2013, 06:36:10 pm
Wouldcutter
Action - $3
+1 buy
+$2
---
While this is in play, ignore the word 'would' in all other card's text, resolving the card as though it did not have the word 'would' there.
I play a Village, then a Wouldcutter, then another Wouldcutter. No wait, the second card is now just a cutter. And I have to ignore the word '' in all other card's text, resolving them as though it did not have the word '' there. What?

It gets even better when you look at all cards that have the word would in them anyway and realise none make sense without it anyway.

Apparently there are only two that have would...

The player to your left takes an extra turn after this one, in which you can see all cards he can and make all decisions for him. Any cards he would gain on that turn, you gain instead; any cards of his that are trashed are set aside and returned to his discard pile at end of turn.

This just looks like bad grammar but still works the same, and:

Trash a card from your hand. Gain a number of Silvers equal to its cost in coins.
—
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a silver.

This just has a slightly different functionality.
Title: Re: Really bad card ideas
Post by: Minotaur on November 29, 2013, 09:37:40 pm
Wouldcutter
Action - $3
+1 buy
+$2
---
While this is in play, ignore the word 'would' in all other card's text, resolving the card as though it did not have the word 'would' there.
I play a Village, then a Wouldcutter, then another Wouldcutter. No wait, the second card is now just a cutter. And I have to ignore the word '' in all other card's text, resolving them as though it did not have the word '' there. What?

It gets even better when you look at all cards that have the word would in them anyway and realise none make sense without it anyway.

Apparently there are only two that have would...

The player to your left takes an extra turn after this one, in which you can see all cards he can and make all decisions for him. Any cards he would gain on that turn, you gain instead; any cards of his that are trashed are set aside and returned to his discard pile at end of turn.

This just looks like bad grammar but still works the same, and:

Trash a card from your hand. Gain a number of Silvers equal to its cost in coins.
—
When you would gain a card, you may reveal this from your hand. If you do, instead, gain a silver.

This just has a slightly different functionality.

Isn't that a contradiction? How can you gain a card and "instead" gain a different card at the same time?
Title: Re: Really bad card ideas
Post by: Polk5440 on December 02, 2013, 05:25:54 pm
Alter

$6 -- Action.

Throw a card from your hand into a trash can. If you do, gain a punch in the face.
Title: Re: Really bad card ideas
Post by: Minotaur on December 02, 2013, 10:45:36 pm
Alter

$6 -- Action.

Throw a card from your hand into a trash can. If you do and the card is not a Scout, gain a punch in the face.

Fixed.
Title: Re: Really bad card ideas
Post by: Minotaur on December 03, 2013, 12:28:43 pm
Metaurchin
Cost: 2
Action-Attack/Meta-attack

+1 card
+1 action
Each other player discards down to 5 cards in hand. If you play an Attack or Meta-attack card while this card is in play, you may trash this card. If you do, gain an Urchin.

Remark: Urchin is now called Metamercenary, and Metaurchin is now Metametamercenary. Hermit is now Metamadman.
Title: Re: Really bad card ideas
Post by: Minotaur on December 03, 2013, 12:29:31 pm
Metagame
Cost: 5

Trash this card. If you do: Set aside all cards in the game. Play a game of Dominion, unless the current game was caused by playing a Metagame card. At the end of the extra game, put those Victory cards, Curse cards, and Victory tokens onto the Island/token mats of their owners in the original game.

Reminds me of this --> http://mtg.wikia.com/wiki/Shahrazad

I'm a little disturbed that this was actually done for serious.
Title: Re: Really bad card ideas
Post by: Warfreak2 on December 03, 2013, 01:45:18 pm
Metaurchin
Cost: 2
Action-Attack/Meta-attack

+1 card
+1 action
Each other player discards down to 5 cards in hand. If you play an Attack or Meta-attack card while this card is in play, you may trash this card. If you do, gain an Urchin.

Remark: Urchin is now called Metamercenary, and Metaurchin is now Metametamercenary. Hermit is now Metamadman.
Needs to say "from the Urchin pile", or it does nothing.
Title: Re: Really bad card ideas
Post by: Minotaur on December 03, 2013, 01:53:46 pm
Metaurchin
Cost: 2
Action-Attack/Meta-attack

+1 card
+1 action
Each other player discards down to 5 cards in hand. If you play an Attack or Meta-attack card while this card is in play, you may trash this card. If you do, gain an Urchin.

Remark: Urchin is now called Metamercenary, and Metaurchin is now Metametamercenary. Hermit is now Metamadman.
Needs to say "from the Urchin pile", or it does nothing.

The only time I see wording like that is when there are special 0* cards which are not in the supply. Pedantic nitpicks don't really belong in the Really Bad Card Ideas thread anyway.
Title: Re: Really bad card ideas
Post by: Awaclus on December 03, 2013, 02:02:41 pm
Metaurchin
Cost: 2
Action-Attack/Meta-attack

+1 card
+1 action
Each other player discards down to 5 cards in hand. If you play an Attack or Meta-attack card while this card is in play, you may trash this card. If you do, gain an Urchin.

Remark: Urchin is now called Metamercenary, and Metaurchin is now Metametamercenary. Hermit is now Metamadman.
Needs to say "from the Urchin pile", or it does nothing.
Urchins are in the supply.
Title: Re: Really bad card ideas
Post by: Warfreak2 on December 03, 2013, 02:48:46 pm
If the Urchins are supposed to be in the supply, then there needs to be a setup rule saying add Urchin as a kingdom pile. Either way, the card does nothing in the current phrasing.

(You may explain your joke. If you do, each other player gains a sense of humour, from the sense of humour pile.) Besides, this is f.DS, pedantic nitpicking is welcome and encouraged everywhere here.
Title: Re: Really bad card ideas
Post by: Witherweaver on December 03, 2013, 02:56:04 pm
I'm confused; there are no more Urchins with that card, only Metamercenaries.
Title: Re: Really bad card ideas
Post by: jpople02 on December 03, 2013, 03:14:21 pm
Besides, this is f.DS, pedantic nitpicking is welcome and encouraged everywhere here.


I'm waiting for someone to come up with an edge case on this.
Title: Re: Really bad card ideas
Post by: scott_pilgrim on December 03, 2013, 03:19:38 pm
Besides, this is f.DS, pedantic nitpicking is welcome and encouraged everywhere here.


I'm waiting for someone to come up with an edge case on this.

How about the Really Bad Card Ideas thread?
Title: Re: Really bad card ideas
Post by: Powerman on December 03, 2013, 03:46:06 pm
Which
$5 Action - Attack
+ 2 Cards
Each other player gains a Confusion.

Untrusty Steed
$0* Action - Prize
Choose two: Discard 2 cards; -2 Actions; -$2; gain 4 Curses and put your deck into your discard pile.  (The choices must be different.)

Villages
$3 Action
+1 Card
+2 Actions
You may play a village from your hand.  If you do, you may play another village from your hand. (...) If you do not play at least 8 villages, during your buy phase, you may not buy a card containing the word "Village".

Sherlock
$2 Action
Make a wild inference about one of your opponents. 

If it is...
Correct, +2 Cards and replay this card
Incorrect, gain a curse and trash this card
Neither confirmed nor denied, gain a card costing up to $6

Wine
$6 Treasure
Worth $2
When you play this, you may drink a glass of wine.  If you do, +$2.  You may drink a second glass of wine.  If you do, +$2 and trash this card.
Title: Re: Really bad card ideas
Post by: Zappie on December 04, 2013, 12:15:33 pm
Periodic Table
action - P2

when you gain this:
+1 buy
trash this card and gain 4 Au on top of your deck
Title: Re: Really bad card ideas
Post by: Witherweaver on December 04, 2013, 02:49:09 pm
Periodic Table
action - P2

when you gain this:
+1 buy
trash this card and gain 4 Au on top of your deck

I don't get it, you need to have at least 2 electrons in your p subshell to buy it?
Title: Re: Really bad card ideas
Post by: Zappie on December 04, 2013, 03:40:24 pm
Periodic Table
action - P2

when you gain this:
+1 buy
trash this card and gain 4 Au on top of your deck

I don't get it, you need to have at least 2 electrons in your p subshell to buy it?

no, no, it a other reference...
p2 refers to a double potion cost.
The following version is even closer to it's reference:

Periodic Table
action - P2

when you gain this:
+1 buy
trash this card and gain 4 Au on top of your deck
trash all treasures you have in play
Title: Re: Really bad card ideas
Post by: ashersky on December 05, 2013, 05:18:18 pm
Scout Roads
Action - $6

+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.  Reveal your hand.  +1 Card per Victory card revealed. If this is the first time you played a Scout Roads this turn, +3 Actions.



Too strong for 6?  Too weak?  Too bad for good?
Title: Re: Really bad card ideas
Post by: Tables on December 05, 2013, 10:02:05 pm
Scout Roads
Action - $6

+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.  Reveal your hand.  +1 Card per Victory card revealed. If this is the first time you played a Scout Roads this turn, +3 Actions.



Too strong for 6?  Too weak?  Too bad for good?

Well it's a $4 plus a $2 so it must obviously be worth $6.
Title: Re: Really bad card ideas
Post by: eHalcyon on December 05, 2013, 10:08:55 pm
Scout Roads
Action - $6

+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.  Reveal your hand.  +1 Card per Victory card revealed. If this is the first time you played a Scout Roads this turn, +3 Actions.



Too strong for 6?  Too weak?  Too bad for good?

Well it's a $4 plus a $2 so it must obviously be worth $6.

The thing is, it could actually be pretty decent.  It has a lot of actual self-synergy (where the two separate cards fail because they never collide).  Moreover, it means that you get the Crossroads draw non-terminally with every play of the card, which is very helpful.  How much do you expect to draw from Crossroads on average?  How much would you expect to draw from it after playing Scout?  I mean, if you have a bit of green in you deck, you could expect maybe 2 Victory cards in hand.  If that's the case, this is a Lab.  It's non-terminal draw that filters VP cards from the top of your deck and even gives extra actions the first time you play it.  That's really good.
Title: Re: Really bad card ideas
Post by: ashersky on December 05, 2013, 10:39:16 pm
Scout Roads
Action - $6

+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.  Reveal your hand.  +1 Card per Victory card revealed. If this is the first time you played a Scout Roads this turn, +3 Actions.



Too strong for 6?  Too weak?  Too bad for good?

Well it's a $4 plus a $2 so it must obviously be worth $6.

The thing is, it could actually be pretty decent.  It has a lot of actual self-synergy (where the two separate cards fail because they never collide).  Moreover, it means that you get the Crossroads draw non-terminally with every play of the card, which is very helpful.  How much do you expect to draw from Crossroads on average?  How much would you expect to draw from it after playing Scout?  I mean, if you have a bit of green in you deck, you could expect maybe 2 Victory cards in hand.  If that's the case, this is a Lab.  It's non-terminal draw that filters VP cards from the top of your deck and even gives extra actions the first time you play it.  That's really good.

It'd be pretty deflating to play with no green in the top 4 or in hand.  A 6-cost Ruined Village.
Title: Re: Really bad card ideas
Post by: KingZog3 on December 05, 2013, 11:56:24 pm
Scout Roads
Action - $6

+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.  Reveal your hand.  +1 Card per Victory card revealed. If this is the first time you played a Scout Roads this turn, +3 Actions.



Too strong for 6?  Too weak?  Too bad for good?

Well it's a $4 plus a $2 so it must obviously be worth $6.

The thing is, it could actually be pretty decent.  It has a lot of actual self-synergy (where the two separate cards fail because they never collide).  Moreover, it means that you get the Crossroads draw non-terminally with every play of the card, which is very helpful.  How much do you expect to draw from Crossroads on average?  How much would you expect to draw from it after playing Scout?  I mean, if you have a bit of green in you deck, you could expect maybe 2 Victory cards in hand.  If that's the case, this is a Lab.  It's non-terminal draw that filters VP cards from the top of your deck and even gives extra actions the first time you play it.  That's really good.

It'd be pretty deflating to play with no green in the top 4 or in hand.  A 6-cost Ruined Village.

KC is a $7 Confusion with no other action cards in your hand.
Title: Re: Really bad card ideas
Post by: ashersky on December 06, 2013, 12:10:16 am
Scout Roads
Action - $6

+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.  Reveal your hand.  +1 Card per Victory card revealed. If this is the first time you played a Scout Roads this turn, +3 Actions.



Too strong for 6?  Too weak?  Too bad for good?

Well it's a $4 plus a $2 so it must obviously be worth $6.

The thing is, it could actually be pretty decent.  It has a lot of actual self-synergy (where the two separate cards fail because they never collide).  Moreover, it means that you get the Crossroads draw non-terminally with every play of the card, which is very helpful.  How much do you expect to draw from Crossroads on average?  How much would you expect to draw from it after playing Scout?  I mean, if you have a bit of green in you deck, you could expect maybe 2 Victory cards in hand.  If that's the case, this is a Lab.  It's non-terminal draw that filters VP cards from the top of your deck and even gives extra actions the first time you play it.  That's really good.

It'd be pretty deflating to play with no green in the top 4 or in hand.  A 6-cost Ruined Village.

KC is a $7 Confusion with no other action cards in your hand.

Which is why Scout is better.
Title: Re: Really bad card ideas
Post by: Tables on December 06, 2013, 07:12:30 am
Scout Roads
Action - $6

+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.  Reveal your hand.  +1 Card per Victory card revealed. If this is the first time you played a Scout Roads this turn, +3 Actions.



Too strong for 6?  Too weak?  Too bad for good?

Well it's a $4 plus a $2 so it must obviously be worth $6.

The thing is, it could actually be pretty decent.  It has a lot of actual self-synergy (where the two separate cards fail because they never collide).  Moreover, it means that you get the Crossroads draw non-terminally with every play of the card, which is very helpful.  How much do you expect to draw from Crossroads on average?  How much would you expect to draw from it after playing Scout?  I mean, if you have a bit of green in you deck, you could expect maybe 2 Victory cards in hand.  If that's the case, this is a Lab.  It's non-terminal draw that filters VP cards from the top of your deck and even gives extra actions the first time you play it.  That's really good.

Yeah, I agree, but I've found that including snappy one-liners PLUS extra text decreases your chance of getting respect, and respect mining is what F.DS is all about, right?
Title: Re: Really bad card ideas
Post by: Awaclus on December 06, 2013, 08:57:09 am
Scout Roads
Action - $6

+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.  Reveal your hand.  +1 Card per Victory card revealed. If this is the first time you played a Scout Roads this turn, +3 Actions.



Too strong for 6?  Too weak?  Too bad for good?

Well it's a $4 plus a $2 so it must obviously be worth $6.

The thing is, it could actually be pretty decent.  It has a lot of actual self-synergy (where the two separate cards fail because they never collide).  Moreover, it means that you get the Crossroads draw non-terminally with every play of the card, which is very helpful.  How much do you expect to draw from Crossroads on average?  How much would you expect to draw from it after playing Scout?  I mean, if you have a bit of green in you deck, you could expect maybe 2 Victory cards in hand.  If that's the case, this is a Lab.  It's non-terminal draw that filters VP cards from the top of your deck and even gives extra actions the first time you play it.  That's really good.

Yeah, I agree, but I've found that including snappy one-liners PLUS extra text decreases your chance of getting respect, and respect mining is what F.DS is all about, right?
Respect Mining Village
$4 Action
+1 Card
+2 Actions
You may trash this. If you do, +1(http://forum.dominionstrategy.com/Themes/core/images/gpbp_arrow_up_lit.gif)
_____________
While this is in play, when you would post a message, you may post an insightful message instead.
Title: Re: Really bad card ideas
Post by: ConMan on December 08, 2013, 04:48:18 pm
Respect Mining Village
$4 Action
+1 Card
+2 Actions
You may trash this. If you do, +1(http://forum.dominionstrategy.com/Themes/core/images/gpbp_arrow_up_lit.gif)
_____________
While this is in play, when you would post a message, you may post an insightful message instead. But you probably won't.
Fixed.
Title: Re: Really bad card ideas
Post by: Minotaur on December 08, 2013, 04:52:35 pm
Respect Mining Minstrel
Cost: 4
Action

+1 card
+2 actions
You may trash this card. If you do, +$2.
You may post a socially awkward penguin meme. If you do, +2 respect.
You may make a snide remark about a typo in someone else's post. If you do, +4 respect.
You may post a LotR-themed card idea. If you do, +10 respect.
You may post a dozen original card ideas.
Title: Re: Really bad card ideas
Post by: Awaclus on December 08, 2013, 05:15:24 pm
Respect Mining Village
$4 Action
+1 Card
+2 Actions
You may trash this. If you do, +1(http://forum.dominionstrategy.com/Themes/core/images/gpbp_arrow_up_lit.gif)
_____________
While this is in play, when you would post a message, you may post an insightful message instead. But you probably won't.
Fixed.
I certainly didn't!
Title: Re: Really bad card ideas
Post by: Ozle on December 08, 2013, 06:24:52 pm
Respect Mining Minstrel
Cost: 4
Action

+1 card
+2 actions
You may trash this card. If you do, +$2.
You may post a socially awkward penguin meme. If you do, +2 respect.
You may make a snide remark about a typo in someone else's post. If you do, +4 respect.
You may post a LotR-themed card idea. If you do, +10 respect.
You may post a dozen original card ideas.

Did anyone else check this REALLY carefully for a typo?
Title: Re: Really bad card ideas
Post by: Awaclus on December 08, 2013, 06:54:59 pm
Respect Mining Minstrel
Cost: 4
Action

+1 card
+2 actions
You may trash this card. If you do, +$2.
You may post a socially awkward penguin meme. If you do, +2 respect.
You may make a snide remark about a typo in someone else's post. If you do, +4 respect.
You may post a LotR-themed card idea. If you do, +10 respect.
You may post a dozen original card ideas.

Did anyone else check this REALLY carefully for a typo?
I didn't, but I'm disappointed that you didn't intentonally leave a typo in your own post.
Title: Re: Really bad card ideas
Post by: Ozle on December 08, 2013, 07:04:18 pm
I will have you know that all my typos are unintentionel!
Title: Re: Really bad card ideas
Post by: heron on December 08, 2013, 07:16:03 pm
Unless that was an intentional typo of intentional!
Title: Re: Really bad card ideas
Post by: Ozle on December 08, 2013, 07:35:43 pm
Unless that was an intentional typo of intentional!

I guess we'll never know...

Well,i will, but you won't

Altough if you take a firm stance one way or the other you have a 50/50 chance of being right...but you'll never know, and would you want to know knowing you could be wrong? While you dont know your right and wrong.

I like to call this dilemma 'Ozles cat'
Title: Re: Really bad card ideas
Post by: KingZog3 on December 09, 2013, 12:51:29 pm
Unless that was an intentional typo of intentional!

I guess we'll never know...

Well,i will, but you won't

Altough if you take a firm stance one way or the other you have a 50/50 chance of being right...but you'll never know, and would you want to know knowing you could be wrong? While you dont know your right and wrong.

I like to call this dilemma 'Ozles cat'

You could better your odds then 50% by thinking about the kind of posts you make, and studying your post history.
Title: Re: Really bad card ideas
Post by: Ozle on December 09, 2013, 01:04:32 pm
Unless that was an intentional typo of intentional!

I guess we'll never know...

Well,i will, but you won't

Altough if you take a firm stance one way or the other you have a 50/50 chance of being right...but you'll never know, and would you want to know knowing you could be wrong? While you dont know your right and wrong.

I like to call this dilemma 'Ozles cat'

You could better your odds then 50% by thinking about the kind of posts you make, and studying your post history.

What if I planned ahead and knew you did that though?
Title: Re: Really bad card ideas
Post by: KingZog3 on December 09, 2013, 01:08:36 pm
Unless that was an intentional typo of intentional!

I guess we'll never know...

Well,i will, but you won't

Altough if you take a firm stance one way or the other you have a 50/50 chance of being right...but you'll never know, and would you want to know knowing you could be wrong? While you dont know your right and wrong.

I like to call this dilemma 'Ozles cat'

You could better your odds then 50% by thinking about the kind of posts you make, and studying your post history.

What if I planned ahead and knew you did that though?

Well then you obviously are a hitman, and have to keep up a fake identity in order not to get caught.
Title: Re: Really bad card ideas
Post by: Eggplantation on December 10, 2013, 07:21:04 am
Unless that was an intentional typo of intentional!

I guess we'll never know...

Well,i will, but you won't

Altough if you take a firm stance one way or the other you have a 50/50 chance of being right...but you'll never know, and would you want to know knowing you could be wrong? While you dont know your right and wrong.

I like to call this dilemma 'Ozles cat'

You could better your odds then 50% by thinking about the kind of posts you make, and studying your post history.

What if I planned ahead and knew you did that though?

Well then you obviously are a hitman, and have to keep up a fake identity in order not to get caught.

 I bet his real name isn't even Ozle!!
Title: Re: Really bad card ideas
Post by: Powerman on December 12, 2013, 11:11:21 pm
Upped-Grade
$5 Action
You may trash this card.  If you do, raise your grade in any class by 10%.
Title: Re: Really bad card ideas
Post by: mail-mi on December 13, 2013, 12:10:28 am
Upped-Grade
$5 Action
You may trash this card.  If you do, raise your grade in any class by 10%.
ME WANT!
Title: Re: Really bad card ideas
Post by: Witherweaver on December 13, 2013, 09:14:49 am
Upped-Grade
$5 Action
You may trash this card.  If you do, raise your grade in any class by 10%.
ME WANT!

Here, "trash" means physically tear the card up and throw it in your trash.
Title: Re: Really bad card ideas
Post by: KingZog3 on December 13, 2013, 12:09:57 pm
Upped-Grade
$5 Action
You may trash this card.  If you do, raise your grade in any class by 10%.

110%? I'll take that.
Title: Re: Really bad card ideas
Post by: Awaclus on December 13, 2013, 12:13:59 pm
Upped-Grade
$5 Action
You may trash this card.  If you do, raise your grade in any class by 10%.
So if your grade is 4, it becomes 4 4/10?
Title: Re: Really bad card ideas
Post by: BMan on December 13, 2013, 03:43:41 pm
Virus
$1 Action-Attack
Each other player gains a Virus.

As with Rats, there are 20 Viruses in the supply at the start of the game.
Title: Re: Really bad card ideas
Post by: scott_pilgrim on December 13, 2013, 04:03:24 pm
Virus
$1 Action-Attack
Each other player gains a Virus.

As with Rats, there are 20 Viruses in the supply at the start of the game.

I've always wanted there to be an attack that hands out more copies of itself, but I could never get it to work.  The thing is, there has to be a reason for the first player to go out of his way to buy one.  You can do that with an on-buy effect, but that feels a little clunky.

Anyway, I think this is the most interesting formulation I've come up with of the concept:

Funky Rats
$4 Action-Attack
+1 Card, +1 Action.  Trash a card from your hand.  Each other player gains a Funky Rats.

Not really something that would ever get released an official expansion, but it's fun to think about.  It's a $4 cantrip trasher with the drawback of giving everyone else a $4 cantrip trasher, but with the bonus of that $4 cantrip trasher giving you a $4 cantrip trasher, etc.
Title: Re: Really bad card ideas
Post by: Joseph2302 on December 22, 2013, 06:11:56 pm
Communism (cost $10 maybe?)
Action-Reaction

+1 card
+1 action
___________________________________
When another player trashes a card, you may reveal this. If you do, gain a card from the supply. If it is your turn, then all cards cost double this turn (to a maximum of $100); otherwise gain a curse, or 6 coppers.


Insanity
$100
Action-Victory
+1 action
+1 card
+1VP
Gain a curse. If you do, +1VP. Otherwise, gain 6 coppers and all other players gain 9 coppers.
______________________________________________________________

50VP

Title: Re: Really bad card ideas
Post by: Tables on December 22, 2013, 07:28:28 pm
For reference, these are the kind of card ideas that Joe comes up with on a regular basis.
Title: Re: Really bad card ideas
Post by: Joseph2302 on December 22, 2013, 07:43:38 pm
For reference, these are the kind of card ideas that Joe comes up with on a regular basis.

It's a bad card thread, I added some probably bad cards to it, so what's the problem?
Title: Re: Really bad card ideas
Post by: KingZog3 on December 22, 2013, 11:41:56 pm
Agreement
Action -$1

+1 action
+1 Yes

Disagreement
Action -$1

+1 action
+1 No
Title: Re: Really bad card ideas
Post by: Tables on December 23, 2013, 04:18:48 am
Agreement
Action -$1

+1 action
+1 Yes

Disagreement
Action -$1

+1 action
+1 No

Maybe.
Title: Re: Really bad card ideas
Post by: Joseph2302 on December 23, 2013, 08:51:17 am
Agreement
Action -$1

+1 action
+1 Yes

Disagreement
Action -$1

+1 action
+1 No
What do Yes and No do, in the context of Dominion?
Title: Re: Really bad card ideas
Post by: Ozle on December 23, 2013, 08:52:29 am
Agreement
Action -$1

+1 action
+1 Yes

Disagreement
Action -$1

+1 action
+1 No
What do Yes and No do, in the context of Dominion?

Yes does Yes and No does No

Seems fairly clear to me
Title: Re: Really bad card ideas
Post by: Awaclus on December 23, 2013, 08:59:46 am
Agreement
Action -$1

+1 action
+1 Yes

Disagreement
Action -$1

+1 action
+1 No
What do Yes and No do, in the context of Dominion?

Yes does Yes and No does No

But there's one card that no one knows...
WHAT DOES THE SCOUT DO?
Title: Re: Really bad card ideas
Post by: h4xpwnr on December 23, 2013, 08:18:34 pm
Shopaholic

+3 Buys

Move any Shopaholics from the trash to the supply.
Gain 3 Curses from the supply into your hand.
Gain 3 Curses from the trash into your hand.
For every 2 Curses in your hand, +$5

--

When this is trashed, gain a Shopaholic and a Curse onto the top of your deck.
Title: Re: Really bad card ideas
Post by: LastFootnote on December 31, 2013, 03:37:33 pm
So this is only sort of a joke card. As in, I wonder if it could work. But I don't think it's worth starting a thread for.

Wishing Smithy
Types: Action
Cost: $2
Name a card. Reveal the top card of your deck. If it's the named card, put it into your hand and play this again.
Title: Re: Really bad card ideas
Post by: sudgy on December 31, 2013, 03:41:10 pm
So this is only sort of a joke card. As in, I wonder if it could work. But I don't think it's worth starting a thread for.

Wishing Smithy
Types: Action
Cost: $2
Name a card. Reveal the top card of your deck. If it's the named card, put it into your hand and play this again.

This combos with Scout more than wishing well does...

Anyway, I think it needs something that happens if it fails the first time you play it.  It won't work too often.
Title: Re: Really bad card ideas
Post by: Fragasnap on January 01, 2014, 09:04:31 am
So this is only sort of a joke card. As in, I wonder if it could work. But I don't think it's worth starting a thread for.

Wishing Smithy
Types: Action
Cost: $2
Name a card. Reveal the top card of your deck. If it's the named card, put it into your hand and play this again.
Not to derail the thread, but I was considering submitting this to the Alchemy competition:
Quote
Toady
Types: Action
Cost: $3P
Name a card. Reveal the top card of your deck and put it into your hand. If it was the named card or a Potion, play this again. Otherwise, +2 Cards.
Title: Re: Really bad card ideas
Post by: Ratsia on January 22, 2014, 02:47:20 am
Quote
Thematically, it can turn ruins into their non Ruined counterparts (unless your Market was Grand or your Village was on the Border).
This sentence in the Rebuild-thread suggests a natural continuation for cards that convert "ruined X" into "X", nicely fitting the naming convention for the re-family and only slightly outranking Rebuild in power:

Regexp
$11 - Action

Specify a regular expression. Reveal cards from the top of your deck until you reveal a card with a name matching the expression. Thrash it and gain a card with a name matching the expression. Discard the other cards.
Title: Re: Really bad card ideas
Post by: Awaclus on January 25, 2014, 03:10:53 pm
Old Witch
$6
+2 cards
Return the top 2 cards of your discard pile to your hand. Each other player may not reveal a Bane card from his hand. If he does, he gains a Curse.
____________
Setup: Remove a Kingdom card pile costing $2 or $3 to the Supply. Cards from that pile are Bane cards.
Title: Re: Really bad card ideas
Post by: mail-mi on January 25, 2014, 09:23:07 pm
Baby Witch $0
Discard 2 cards from your hand. Each other player may reveal a card from their hands. If they don't, they gain a Curse.
Title: Re: Really bad card ideas
Post by: silverspawn on January 26, 2014, 01:06:16 pm
Recurring Monument - Action - 10$
+1 VP
While this is in Play, whenever you gain a VP, gain a VP.
Title: Re: Really bad card ideas
Post by: markusin on January 26, 2014, 01:27:40 pm
Recurring Victory - Action -12$
You win
----------
While this is in play, whenever you win, you win.
Title: Re: Really bad card ideas
Post by: silverspawn on January 26, 2014, 01:59:37 pm
Bureaucracy - Action - 3$
Put a card from your hand aside. You may remove any number of cards you have in Play from the game. If you did, return all of them back into Play in an order you choose. You may look at the backside of the card that is second from bottom of you Deck. Put any number of Transfusion, Scout and Chancellor cards on top of your Deck, then draw X cards, where X is the number of cards you put on top total. Gain a VP Token, then lose a VP Token. During this turn, you may play Action cards without paying an action for them, however, you may only use this once. When you didn't use it, during your buying phase, whenever you play a Card that is called Diadem, +1 Coin. Return the card you put aside to your hand.

+1 Card
Title: Re: Really bad card ideas
Post by: silverspawn on January 26, 2014, 06:27:13 pm
Injured Survivors - Action - Ruins - 0$
Look at the top 2 cards of your deck. Put them back in any order.

Bookless Library - Action - Ruins - 0$
Draw until you have 2 cards in hand.

Collapsed Mine - Action - Ruins - 0$
You may play a copy of Collapsed Mine from your hand. If you do, +1$

Zombie Village - Action - Ruins - 0$
You may discard 2 cards. If you do, +1 Action

Rotten Market - Action - Ruins - 0$
Name a card. During your buying phase, when you buy the named card, you may buy another one if you pay an additional 1$
Title: Re: Really bad card ideas
Post by: Witherweaver on January 26, 2014, 07:26:53 pm
Baby Witch $0
Discard 2 cards from your hand. Each other player may reveal a card from their hands. If they don't, they gain a Curse.

Just play it when they're pinned to no cards in their hand!
Title: Re: Really bad card ideas
Post by: liopoil on January 26, 2014, 08:04:48 pm
combos with tunnel and lets you see a card in each other player's hand! OP!
Title: Re: Really bad card ideas
Post by: Archetype on January 26, 2014, 08:16:49 pm
combos with tunnel and lets you see a card in each other player's hand! OP!
Plus it's strictly better than Curse at the same price.
Title: Re: Really bad card ideas
Post by: liopoil on January 26, 2014, 08:18:53 pm
combos with tunnel and lets you see a card in each other player's hand! OP!
Plus it's strictly better than Curse at the same price.
edge case: golem/TR/herald
Title: Re: Really bad card ideas
Post by: AJD on January 26, 2014, 09:57:33 pm
Baby Witch $0
Discard 2 cards from your hand. Each other player may reveal a card from their hands. If they don't, they gain a Curse.

Setup: add another kingdom card to the supply.
Title: Re: Really bad card ideas
Post by: silverspawn on January 26, 2014, 10:00:58 pm
Trampoline - Action - 5$

While this is in Play, anytime during your action phase, you may pay $1. If you do, target Nonterminal Action Card gets flying until end of turn. You may not use this to produce flying rats. When target card is trashed, it must remain hovering above the trash pile in about ten centimeters height for the rest of the game.
Title: Re: Really bad card ideas
Post by: KingZog3 on January 27, 2014, 01:58:01 pm
Trampoline - Action - 5$

While this is in Play, anytime during your action phase, you may pay $1. If you do, target Nonterminal Action Card gets flying until end of turn. You may not use this to produce flying rats. When target card is trashed, it must remain hovering above the trash pile in about ten centimeters height for the rest of the game.

If it falls into the trash, gain a Curse.
Title: Re: Really bad card ideas
Post by: silverspawn on January 27, 2014, 09:32:16 pm
Masochism - Action - $8
Gain a Curse.


Bananas for Provinces - Action - 2$
Trash this. Discard your hand and drawing Pile, then gain all Provinces from the supply except for one, putting them into your hand. Put your discard Pile onto the Province Pile. People may buy cards from this pile for $8, regardless of what card lies on top. For the remainder of the game, whenever another pile from the supply is emptied, replace it with a random pile from outside the game.


Rampant Ambitions - Action - Victory - $5
Discard your hand. Set this card aside and return it to your deck at the end of the game. When you win this game, for every Copy of this Card in your Deck, double the amount of rating you would gain normally. When the game ends as a draw, win the game instead. Your opponent may not resign this game.
---
Worth -5VP


... and the frail sails of courtesy - Action - Duration - 5$
+1 Card
+1 Action
While this is in play, whenever another Player wants to play a Card, he may politely ask your permission first. If he doesn't, he gets five curses. Whenever a Player wants to play an Attack, he is obligated to apologize to everyone else in advance; if he doesn't, however, the Attack resolves as normal, but he must suspend from the remainder of the game to overthink his actions. Whenever another player buys a Victory card, he must offer it to you before he gains it. Take a Poverty counter which isn't worth anything for every Victory card gained this way.


Wings of Justice - Action - Attack - 4$
Choose a Player. If that Player likes Rap Music, he loses the game.

Title: Re: Really bad card ideas
Post by: ashersky on January 27, 2014, 10:58:01 pm
Trampoline - Action - 5$

While this is in Play, anytime during your action phase, you may pay $1. If you do, target Nonterminal Action Card gets flying until end of turn. You may not use this to produce flying rats ratbirds (http://cloudywithachanceofmeatballs.wikia.com/wiki/Ratbirds). When target card is trashed, it must remain hovering above the trash pile in about ten centimeters height for the rest of the game.

Fixed.
Title: Re: Really bad card ideas
Post by: manthos88 on January 28, 2014, 08:31:42 am
Born Winner

Cost: $10*

Gain a Province, plus an additional Province for each win you have today.

*This Card costs $1 less for each win you have today.




Engine-Addict

Cost: $12

+80 Cards
+15 Actions
+10 Buys

Each other player gains 2 Curses, 2 Ruins and discards down to 3 cards in hand.




Hunting Crappy

Cost: $5


+1 Card
+1 Action

Reveal cards from your Deck until you reveal a card that is not a Shelter, does not belong to Black Market Deck and is not a duplicate of one in the Supply. Don't put it anywhere (you won't find one). Discard the other cards.
Title: Re: Really bad card ideas
Post by: manthos88 on January 28, 2014, 08:48:31 am
Quote
Which
$5 Action - Attack
+ 2 Cards
Each other player gains a Confusion.


I think this one made me laugh most!!!  ;D
Title: Re: Really bad card ideas
Post by: Awaclus on January 28, 2014, 08:55:55 am
Quote
Which
$5 Action - Attack
+ 2 Cards
Each other player gains a Confusion.


I think this one made me laugh most!!!  ;D
Witch one?
Title: Re: Really bad card ideas
Post by: markusin on January 28, 2014, 08:57:09 am
Hunting Crappy

Cost: $5


+1 Card
+1 Action

Reveal cards from your Deck until you reveal a card that is not a Shelter, does not belong to Black Market Deck, does not say "this is not in the supply", and is not a duplicate of one in the Supply. Don't put it anywhere (you won't find one). Discard the other cards.
FTFY
Title: Re: Really bad card ideas
Post by: RTT on January 28, 2014, 08:58:08 am

Hunting Crappy

Cost: $5


+1 Card
+1 Action

Reveal cards from your Deck until you reveal a card that is not a Shelter, does not belong to Black Market Deck and is not a duplicate of one in the Supply. Don't put it anywhere (you won't find one). Discard the other cards.
Edge Case: Spoils, Prizes, Knights, and any SupplyPile that is Empty, also Ruins possibly

Edit:  Ninjad markusin but still Knights, Empty Piles or ruins
Title: Re: Really bad card ideas
Post by: manthos88 on January 28, 2014, 09:05:27 am
Quote
Which
$5 Action - Attack
+ 2 Cards
Each other player gains a Confusion.


I think this one made me laugh most!!!  ;D
Witch one?

 ;D




Hunting Crappy

Cost: $5


+1 Card
+1 Action

Reveal cards from your Deck until you reveal a card that is not a Shelter, does not belong to Black Market Deck and is not a duplicate of one in the Supply. Don't put it anywhere (you won't find one). Discard the other cards.
Edge Case: Spoils, Prizes, Knights, and any SupplyPile that is Empty, also Ruins possibly

Edit:  Ninjad markusin but still Knights, Empty Piles or ruins

It would be quite difficult to cover all possible situations where a card you find is not "part of" something. I know there are edge cases with the current wording.
Title: Re: Really bad card ideas
Post by: liopoil on January 28, 2014, 09:38:22 am
How about just reveal cards from your deck until you find one that isn't a dominion card
Title: Re: Really bad card ideas
Post by: liopoil on January 28, 2014, 09:38:59 am
Still, it's probably better than pearl diver.
Title: Re: Really bad card ideas
Post by: markusin on January 28, 2014, 10:00:18 am
Still, it's probably better than pearl diver.
Perhaps. It's a cantrip Chancellor. Combo's with Counting House.
Title: Re: Really bad card ideas
Post by: liopoil on January 28, 2014, 10:35:02 am
Still, it's probably better than pearl diver.
Perhaps. It's a cantrip Chancellor. Combo's with Counting House.
and tunnel I think, which makes it a slightly better chancellor effect. Or does this have the same problem? In any case, I prefer super-cycling over putting a card at the bottom of my deck at the top usually I think.
Title: Re: Really bad card ideas
Post by: silverspawn on January 28, 2014, 11:39:51 am
Still, it's probably better than pearl diver.
Perhaps. It's a cantrip Chancellor. Combo's with Counting House.

Not quite, the put-deck-into-discard-pile effect of Chancellor is optional. With this card, you always have to do it, even when you don't want to. Still, it it were $2, and there's tunnel on the board, i would totally go for it. Massss gold.
Title: Re: Really bad card ideas
Post by: silverspawn on January 28, 2014, 01:20:19 pm
Redundancy - Action - 5$
Take a Redundancy Counter
Title: Re: Really bad card ideas
Post by: sudgy on January 28, 2014, 01:42:51 pm
Redundancy - Action - 5$
Take a Redundancy Counter
Take a Redundancy Counter

FTFY
Title: Re: Really bad card ideas
Post by: Witherweaver on January 28, 2014, 01:44:09 pm
Redundancy - Action - 5$
Take a Redundancy Counter.
If you did, do not take a Redundancy Counter

FTFY

Fixed that for you.
Title: Re: Really bad card ideas
Post by: silverspawn on January 28, 2014, 05:19:05 pm
Derpellor - Action - 3$
+2$
You may put your discard pile onto your deck.
Title: Re: Really bad card ideas
Post by: manthos88 on January 28, 2014, 06:22:46 pm
Too Much Worded Card That Does Practically Nothing

Cost: $0

Look at the top card of your deck. Put it in your hand. Look at the top card of your discard pile. You may count the cards left in your deck. Look at the top card of your opponent's discard pile. You may count the number of cards your opponent has in his hand. You may look at the trash pile (if there are any cards in there). Look at the board. You may stare at a card in the Supply or not in the Supply. You may count the cards left on any or all of the Piles on the board. Look at your opponent. If he is not frustrated yet, congratulate him. Look at your hand. You may play another Action card from your hand.

---
You cannot buy this if you don't have any buys left.



(In other words: +1 Card, +1 Action  ;D ;D ;D)
Title: Re: Really bad card ideas
Post by: silverspawn on January 28, 2014, 06:24:11 pm
Bloodbath - Action - Duration - 2$
+1 Card
+1 Action
While this is in play, whenever you slaughter a sentient creature with Butcher, take a Blood Token. You may pay 2 Blood Tokens every time any player plays an Attack card. If you do, copy the attacking effect, then gain a Butcher, putting it on top of your deck

Setup: play with Butcher as one of the supply piles
Title: Re: Really bad card ideas
Post by: silverspawn on January 28, 2014, 08:01:40 pm
Reldniws - Action - Attack - $7
+2 Actions
+2 Cards
+2 Buys
-2$
Name a card. Every other player must reveal Cards from his Deck until he reveals the named card. He trashes that card, then reveals cards from his deck until he reveals one with the same cost. He gains a copy of it.


I always feel kind of sad when I have a huge deck full of gold that never draws more than 5 cards... alas this:

Black Hole - Action - 10$
Trash this, then trash every card from your hand, deck, and discard pile. Gain a Number of VP Tokens equal to the total value of all cards trashed combined (excluding this), minus the number of cards trashed. If you would gain less than 0, instead, you lose the game.

and this:

All-In - Action - 6$
Trash this. set X:=1; Repeat the following process until you have no cards left in your deck:

Draw a card; Trash up to X cards from your hand (at least one); draw a number of cards equal to their value in coins total/X (rounded down); you may trash any number of treasure cards from your hand; if you did, for each of them, take as many coin tokens as it would produce if you played it in your buying phase; +1 buy; increase X by 1;

Ensurance Policy - Action - 9$
Set this card aside. If the game ends due to freezes or a server crash, whoever has most of these set aside wins.
Title: Re: Really bad card ideas
Post by: markusin on January 28, 2014, 08:07:35 pm
Sweeney Todd
$5 - Action
Take two coin tokens. You may trash a card from your hand. If it is a representation of a human, take two coin tokens.
Title: Re: Really bad card ideas
Post by: Awaclus on January 28, 2014, 08:13:05 pm
Sweeney Todd
$5 - Action
Take two coin tokens. You may trash a card from your hand. If it is a representation of a human, take two coin tokens.
I play Sweeney Todd, trash a Sweeney Todd from my hand, then I play a Copper and spend these tokens to buy a Sweeney Todd!
Title: Re: Really bad card ideas
Post by: silverspawn on January 28, 2014, 08:29:38 pm
Invisibility - -
Title: Re: Really bad card ideas
Post by: mail-mi on January 28, 2014, 08:40:54 pm
Redundancy - Action - 5$
Take a Redundancy Counter.
You may pay a Redundancy Counter. If you pay a Redundancy Counter, take a Redundancy Counter from each of your opponents. If one of your opponents does not have a Redundancy Counter, instead, take 2 Redundacy Counters from the supply.
--
When ever a player buys a Redundancy, you may reveal a Redundancy from your hand. If you do, you may pay a Redundancy Counter. If you do, you may take 2 Redundancy Counter from your opponent that is buying the Redundancy. If he has no Redundancy Counters, take a Redundancy Counter from the supply.
FTFY
Title: Re: Really bad card ideas
Post by: manthos88 on January 28, 2014, 09:07:29 pm
Really Confused Attack Card


+1 Action

Make a Run on your opponent's HQ (Hand), R'n'D (Deck), or Archives (Discard Pile). If successful, you may trash the Card you access. If it's a Victory card, you may steal it.


(Reference to Android Netrunner)




Really Confused Reaction Card

+1 Action

Put this card face-down in your play area. When another player plays an attack card, you may flip it face-up. If you do, each other player trashes all Monster cards he has in play.
Title: Re: Really bad card ideas
Post by: markusin on January 28, 2014, 09:33:32 pm
Slightly Confused Action Card

Draw a $4. You may splay you action cards left. Score a card from your opponent's board.
Title: Re: Really bad card ideas
Post by: silverspawn on January 30, 2014, 08:31:25 pm
Mojo - Action - 1$
Set this card aside. If you have good draws this game, you may choose to be grateful. If you do, consider to buy another one.
Title: Re: Really bad card ideas
Post by: KingZog3 on January 30, 2014, 10:54:31 pm
Mojo - Action - 1$
Set this card aside. If you have good draws this game, you may choose to be grateful. If you do, consider to buy another one.

I don't have my mojo because Dr. Evil stole it.
Title: Re: Really bad card ideas
Post by: mail-mi on January 31, 2014, 08:54:22 pm
Mojo - Action - 1$
Set this card aside. If you have good draws this game, you may choose to be grateful. If you do, consider to buy another one.

I don't have my mojo because Dr. Evil stole it.
Dr. Evil
Action-Attack, $2
If any other players have any Mojos set aside, take all of them and set them aside. Gain a Mojo.
(Set up: If Mojo is picked as a kingdom card, also use Dr. Evil)
Title: Re: Really bad card ideas
Post by: jotheonah on February 01, 2014, 09:15:04 am
Slightly Confused Action Card

Draw a $4. You may splay you action cards left. Score a card from your opponent's board.

Highly Confused Action Card

Target opponent returns all Meeples he controls from the Warp to the Billiards Room. Do not pass Go, do not collect $200.
Title: Re: Really bad card ideas
Post by: WalrusMcFishSr on February 02, 2014, 04:21:58 pm
Monkey's Paw
Action--$3

+1 Card
+1 Action

Name a card. Reveal the top card of your deck. If it's the named card, each other player gains a Curse. Otherwise, you gain a Curse.
Title: Re: Really bad card ideas
Post by: silverspawn on February 04, 2014, 12:26:51 am
Monkey's Paw
Action--$3

+1 Card
+1 Action

Name a card. Reveal the top card of your deck. If it's the named card, each other player gains a Curse. Otherwise, you gain a Curse.

this card wouldn't actually be that bad...
Title: Re: Really bad card ideas
Post by: Awaclus on February 04, 2014, 12:38:14 am
Monkey's Paw
Action--$3

+1 Card
+1 Action

Name a card. Reveal the top card of your deck. If it's the named card, each other player gains a Curse. Otherwise, you gain a Curse.

this card wouldn't actually be that bad...
What? It's like the swingiest card ever and the only thing you can do about it (unless there is Cartographer etc) is building your deck so that it consists of large numbers of a single card, which isn't very interesting.

The idea is good. The card is horrible.
Title: Re: Really bad card ideas
Post by: Tables on February 04, 2014, 04:31:14 pm
Monkey's Memory Paw
Action--$4

+1 Card
+1 Action

Discard all but one card from your deck. Reveal your hand. The player to your left may look though your discard pile. The player to your left names a card. Reveal the top card of your deck. If it's the named card, gain a Curse. Otherwise, each other player gains a Curse.
Title: Re: Really bad card ideas
Post by: Witherweaver on February 04, 2014, 04:34:06 pm
Monkey's Paw
Action--$3

+1 Card
+1 Action

Name a card. Reveal the top card of your deck. If it's the named card, each other player gains a Curse. Otherwise, you gain a Curse.

this card wouldn't actually be that bad...
What? It's like the swingiest card ever and the only thing you can do about it (unless there is Cartographer etc) is building your deck so that it consists of large numbers of a single card, which isn't very interesting.

The idea is good. The card is horrible.

Combos with Scout! 
Title: Re: Really bad card ideas
Post by: Witherweaver on February 04, 2014, 04:34:57 pm
Monkey's Memory Paw
Action--$4

+1 Card
+1 Action

Discard all but one card from your deck. Reveal your hand. The player to your left may look though your discard pile. The player to your left names a card. Reveal the top card of your deck. If it's the named card, gain a Curse. Otherwise, each other player gains a Curse.

Do not buy this card if you're playing against Rain Man.
Title: Re: Really bad card ideas
Post by: silverspawn on February 06, 2014, 12:14:43 am
Hubschrauber - Action - 5$

When you play this, drop it onto the table from any height you choose. For each spin it does during its flight, draw a card.
Title: Re: Really bad card ideas
Post by: Asper on February 06, 2014, 07:02:36 am
Hubschrauber - Action - 5$

When you play this, drop it onto the table from any height you choose. For each spin it does during its flight, draw a card.

Why exactly is this german...? Is there a joke i'm missing?
Title: Re: Really bad card ideas
Post by: silverspawn on February 08, 2014, 11:26:30 pm
Hubschrauber - Action - 5$

When you play this, drop it onto the table from any height you choose. For each spin it does during its flight, draw a card.

Why exactly is this german...? Is there a joke i'm missing?
i was naming it in german because for some reason i thought about this vid (http://www.youtube.com/watch?v=q8DYrKPfYXY) while i was making the post
but aside from that, no  ::)
Title: Re: Really bad card ideas
Post by: dominator 123 on February 10, 2014, 06:46:06 am
Hi everyone, long time since I've played Dominion.

Catch-22 $4
Action
You win.
---------
When you gain this, if you don't have a copy of Catch-22 in your deck or discard pile or hand, return this to the supply.

If I've got the rules right, there should be one way to get Catch-22 into your deck.
Title: Re: Really bad card ideas
Post by: Awaclus on February 10, 2014, 06:58:30 am
Hi everyone, long time since I've played Dominion.

Catch-22 $4
Action
You win.
---------
When you gain this, if you don't have a copy of Catch-22 in your deck or discard pile or hand, return this to the supply.

If I've got the rules right, there should be one way to get Catch-22 into your deck.
Black Market, right? Also, you can just simply play it with Band of Misfits.
Title: Re: Really bad card ideas
Post by: dominator 123 on February 10, 2014, 07:11:23 am
Hi everyone, long time since I've played Dominion.

Catch-22 $4
Action
You win.
---------
When you gain this, if you don't have a copy of Catch-22 in your deck or discard pile or hand, return this to the supply.

If I've got the rules right, there should be one way to get Catch-22 into your deck.
Black Market, right? Also, you can just simply play it with Band of Misfits.
Yup, though neither intended. So let's change it.

Catch-22 $5
Action
You win.
---------
When you gain this, if you don't have a copy of Catch-22 in your deck or discard pile or hand, trash this.
Title: Re: Really bad card ideas
Post by: Awaclus on February 10, 2014, 07:23:45 am
Hi everyone, long time since I've played Dominion.

Catch-22 $4
Action
You win.
---------
When you gain this, if you don't have a copy of Catch-22 in your deck or discard pile or hand, return this to the supply.

If I've got the rules right, there should be one way to get Catch-22 into your deck.
Black Market, right? Also, you can just simply play it with Band of Misfits.
Yup, though neither intended. So let's change it.

Catch-22 $5
Action
You win.
---------
When you gain this, if you don't have a copy of Catch-22 in your deck or discard pile or hand, trash this.
Oh. It must be Masquerade then.

EDIT: Okay, it doesn't work so let's turn it into a joke and pretend it was my intention all along. Your opponent got it from your Masquerade!
Title: Re: Really bad card ideas
Post by: dominator 123 on February 10, 2014, 07:36:41 am
Discrimination $4
Action
One person of your choice gains a coin token. One person of your choice gains a Curse.
Title: Re: Really bad card ideas
Post by: AJD on February 10, 2014, 10:04:24 am
Catch-22 $5
Action
You win.
---------
When you gain this, if you don't have a copy of Catch-22 in your deck or discard pile or hand, trash this.

Due to lose-track, I think you should be able to hold on to this via Watchtower or Royal Seal.
Title: Re: Really bad card ideas
Post by: Awaclus on February 10, 2014, 10:14:37 am
Catch-22 $5
Action
You win.
---------
When you gain this, if you don't have a copy of Catch-22 in your deck or discard pile or hand, trash this.

Due to lose-track, I think you should be able to hold on to this via Watchtower or Royal Seal.
Do cards lose track of themselves?
Title: Re: Really bad card ideas
Post by: GendoIkari on February 10, 2014, 10:27:29 am
Catch-22 $5
Action
You win.
---------
When you gain this, if you don't have a copy of Catch-22 in your deck or discard pile or hand, trash this.

Due to lose-track, I think you should be able to hold on to this via Watchtower or Royal Seal.
Do cards lose track of themselves?

This card doesn't stop you from gaining it at all. By the time any "when you gain" triggers happen, the card you gained is already in your discard pile, so the requirement of having one in your discard pile is fulfilled. You could change it to "another copy of" I think. Or simply require that you have one in your hand.

As for Watchtower... I think that does also work, but I can't remember for sure. And I can't think of any official cards where it matters.
Title: Re: Really bad card ideas
Post by: silverspawn on February 10, 2014, 10:47:00 am
Hi everyone, long time since I've played Dominion.

Catch-22 $4
Action
You win.
---------
When you gain this, if you don't have a copy of Catch-22 in your deck or discard pile or hand, return this to the supply.

If I've got the rules right, there should be one way to get Catch-22 into your deck.

i don't see it... but i can just band of misfits it and win instantly
Title: Re: Really bad card ideas
Post by: Witherweaver on February 10, 2014, 10:52:45 am
Catch-22 $5
Action
You win.
---------
When you gain this, if you don't have a copy of Catch-22 in your deck or discard pile or hand, trash this.

Due to lose-track, I think you should be able to hold on to this via Watchtower or Royal Seal.
Do cards lose track of themselves?

This card doesn't stop you from gaining it at all. By the time any "when you gain" triggers happen, the card you gained is already in your discard pile, so the requirement of having one in your discard pile is fulfilled. You could change it to "another copy of" I think. Or simply require that you have one in your hand.

As for Watchtower... I think that does also work, but I can't remember for sure. And I can't think of any official cards where it matters.

So change to "would gain"? 
Title: Re: Really bad card ideas
Post by: AJD on February 10, 2014, 12:05:48 pm
Catch-22 $5
Action
You win.
---------
When you gain this, if you don't have a copy of Catch-22 in your deck or discard pile or hand, trash this.

Due to lose-track, I think you should be able to hold on to this via Watchtower or Royal Seal.
Do cards lose track of themselves?

Yes.
Title: Re: Really bad card ideas
Post by: dominator 123 on February 11, 2014, 09:16:12 am
Combos with scout $4
Action
Reveal a scout from your hand. You win
When you buy this, +1 buy, +$4, and put this card and the next card you buy on top of your deck.
Title: Re: Really bad card ideas
Post by: zporiri on February 11, 2014, 10:40:18 am
Combos with scout $4
Action
Reveal a scout from your hand. You win
When you buy this, +1 buy, +$4, and put this card and the next card you buy on top of your deck.

you don't even need to put the next card you buy on the top of your deck. you don't need to reveal a scout to win the game the way this card is worded :)
Title: Re: Really bad card ideas
Post by: Witherweaver on February 11, 2014, 11:08:06 am
Combos with scout $4
Action
Reveal a scout from your hand. You win
When you buy this, +1 buy, +$4, and put this card and the next card you buy on top of your deck.

you don't even need to put the next card you buy on the top of your deck. you don't need to reveal a scout to win the game the way this card is worded :)

It combos in the sense that if you buy Scout, you better buy this card too so that you have a way to win.
Title: Re: Really bad card ideas
Post by: markusin on February 12, 2014, 10:05:05 am
Doesn't Combo With Scout
Action -$4

+1 Action
Reveal cards from the top of your deck until revealing 4 cards that are not Victory cards. Put those cards on top of your deck in any order and discard the rest.
Title: Re: Really bad card ideas
Post by: Asper on February 13, 2014, 04:43:49 am
Doesn't Combo With Scout
Action -$4

+1 Action
Reveal cards from the top of your deck until revealing 4 cards that are not Victory cards. Put those cards on top of your deck in any order and discard the rest.

It's funny how this is pretty much a better Scout.
Title: Re: Really bad card ideas
Post by: markusin on February 13, 2014, 08:27:48 am
Doesn't Combo With Scout
Action -$4

+1 Action
Reveal cards from the top of your deck until revealing 4 cards that are not Victory cards. Put those cards on top of your deck in any order and discard the rest.

It's funny how this is pretty much a better Scout.
Meh, it can't draw hybrid victory cards. What is does do is potentially discard victory cards that fall beyond the top 4 cards. I was thinking it was actually worse than Scout.

If you really want to kill any potential synergy with Scout, you can replace "discard the rest" with "trash the rest".
Title: Re: Really bad card ideas
Post by: thespaceinvader on February 13, 2014, 08:45:19 am
Combos with scout $4
Action
Reveal a scout from your hand. You win
When you buy this, +1 buy, +$4, and put this card and the next card you buy on top of your deck.

you don't even need to put the next card you buy on the top of your deck. you don't need to reveal a scout to win the game the way this card is worded :)

It combos in the sense that if you buy Scout, you better buy this card too so that you have a way to win.
If this card is on the board, you'd better buy it so you have a way to win.  The winning is not conditional on revealing the scout as written, so the first person to buy this and play it, wins.
Title: Re: Really bad card ideas
Post by: Asper on February 13, 2014, 09:00:35 am
What is does do is potentially discard victory cards that fall beyond the top 4 cards.

Not really, as it reveals as many cards as it needs to get to 4 non-victories. Think about it as setting up a hand with at least 4 good cards. You could even use two Doesn't-combo-with-Scouts, two Golds and a Silver to have a "golden deck" that never chokes on Victoy cards (very bad draw luck after reshuffles aside). I'd say it's pretty much better than Scout, at least without Hybrids.
Title: Re: Really bad card ideas
Post by: markusin on February 13, 2014, 09:07:23 am
What is does do is potentially discard victory cards that fall beyond the top 4 cards.

Not really, as it reveals as many cards as it needs to get to 4 non-victories. Think about it as setting up a hand with at least 4 good cards. You could even use two Doesn't-combo-with-Scouts, two Golds and a Silver to have a "golden deck" that never chokes on Victoy cards (very bad draw luck after reshuffles aside). I'd say it's pretty much better than Scout, at least without Hybrids.
Yeah exactly, except you're looking at it from the perspective of what it does for you (which is good). The mechanism that makes this possible is it's ability to search your whole deck until it finds 4 non-victory cards. Scout is limited to the top 4 cards.

Actually, Doesn't Combo With Scout is guaranteed to rearrange 4 good cards as opposed to 4 minus the Victory cards a scout draws. That's neat.

And good catch on the Golden Deck. I didn't see it before.
Title: Re: Really bad card ideas
Post by: luser on February 13, 2014, 09:43:31 am
pioneer action-attack 3

+1 action

If communism is in play each other player reveals top four cards from top of their deck and places them to top of their discard pile. For each victory card revealed in this way they get a curse.


Noble beggar action-reaction 6

Every player reveals his hand, then place every copper revealed in this way to your discard pile. Each opponent that did not contributed copper gains a gold into his hand

reaction: On attack you might reveal this card. If you do so attacker gains three coppers.


Tunnel action-attack 4

Each player reveals their hand and trashes all their gold. You gain a silver for each gold thrashed in this way.
Title: Re: Really bad card ideas
Post by: Witherweaver on February 13, 2014, 09:53:51 am
Combos with scout $4
Action
Reveal a scout from your hand. You win
When you buy this, +1 buy, +$4, and put this card and the next card you buy on top of your deck.

you don't even need to put the next card you buy on the top of your deck. you don't need to reveal a scout to win the game the way this card is worded :)

It combos in the sense that if you buy Scout, you better buy this card too so that you have a way to win.
If this card is on the board, you'd better buy it so you have a way to win.  The winning is not conditional on revealing the scout as written, so the first person to buy this and play it, wins.

Yeah, that was what the joke was :)
Title: Re: Really bad card ideas
Post by: luser on February 14, 2014, 09:27:57 am
custom house 4$

place a  tool token on a kingdom card.

tool token

 when you buy a card with toll token thrash a treasure used to pay that card. If you did not thrash a card thrash a gained card instead.
Title: Re: Really bad card ideas
Post by: KingZog3 on February 14, 2014, 09:30:19 am
custom house 4$

place a  tool token on a kingdom card.

tool token

 when you buy a card with toll token thrash a treasure used to pay that card. If you did not thrash a card thrash a gained card instead.

Why all the violence? Stop thrashing the poor cards!
Title: Re: Really bad card ideas
Post by: Awaclus on February 14, 2014, 09:55:01 am
custom house 4$

place a  tool token on a kingdom card.

tool token

 when you buy a card with toll token thrash a treasure used to pay that card. If you did not thrash a card thrash a gained card instead.

Why all the violence? Stop thrashing the poor cards!
Just the poor cards? You can keep thrashing Nobles?
Title: Re: Really bad card ideas
Post by: KingZog3 on February 14, 2014, 10:48:21 am
custom house 4$

place a  tool token on a kingdom card.

tool token

 when you buy a card with toll token thrash a treasure used to pay that card. If you did not thrash a card thrash a gained card instead.

Why all the violence? Stop thrashing the poor cards!
Just the poor cards? You can keep trashing Nobles?

Don't thrash anyone! Not even Scout!
Title: Re: Really bad card ideas
Post by: Witherweaver on February 14, 2014, 10:56:45 am
custom house 4$

place a  tool token on a kingdom card.

tool token

 when you buy a card with toll token thrash a treasure used to pay that card. If you did not thrash a card thrash a gained card instead.

Why all the violence? Stop thrashing the poor cards!
Just the poor cards? You can keep trashing Nobles?

Don't thrash anyone! Not even Scout!

I guess Custom House is where Torturer lives.
Title: Re: Really bad card ideas
Post by: luser on February 15, 2014, 07:00:55 am
custom house 4$

place a  tool token on a kingdom card.

tool token

 when you buy a card with toll token thrash a treasure used to pay that card. If you did not thrash a card thrash a gained card instead.

Why all the violence? Stop thrashing the poor cards!
Just the poor cards? You can keep trashing Nobles?

Don't thrash anyone! Not even Scout!

You need to thrash scout only when you do not have treasures to thrash.
Title: Re: Really bad card ideas
Post by: KingZog3 on February 15, 2014, 10:44:05 am
custom house 4$

place a  tool token on a kingdom card.

tool token

 when you buy a card with toll token thrash a treasure used to pay that card. If you did not thrash a card thrash a gained card instead.

Why all the violence? Stop thrashing the poor cards!
Just the poor cards? You can keep trashing Nobles?

Don't thrash anyone! Not even Scout!

You need to thrash scout only when you do not have treasures to thrash.

thrash = to whip/hit someone violently
Trash = to put a card in the trash pile

Just so you know, because I can't tell on a forum post or not. :P
Title: Re: Really bad card ideas
Post by: dominator 123 on February 15, 2014, 07:55:21 pm
custom house 4$

place a  tool token on a kingdom card.

tool token

 when you buy a card with toll token thrash a treasure used to pay that card. If you did not thrash a card thrash a gained card instead.

Notice that this card does nothing.
Title: Re: Really bad card ideas
Post by: Axxle on February 15, 2014, 08:28:59 pm
custom house 4$

place a  tool token on a kingdom card.

tool token

 when you buy a card with toll token thrash a treasure used to pay that card. If you did not thrash a card thrash a gained card instead.

Notice that this card does nothing.
Wow, that's a really bad card idea.
Title: Re: Really bad card ideas
Post by: NoMoreFun on February 18, 2014, 01:30:03 am
Mice:
Action - $4
+1 Card
+1 Action
Gain a Mice. Either trash a card from your hand other than a Mice, or reveal a hand of all Mice and trash your hand.
---
When you trash this, +1 Card.
Title: Re: Really bad card ideas
Post by: JacquesTheBard on February 18, 2014, 01:41:17 am
Bekar

+1 Cord
+1 Acton

Gain a cion token.
________________________________________

When this card is in the Supply, each player starts the game with 1 cion token.
Title: Re: Really bad card ideas
Post by: JacquesTheBard on February 18, 2014, 02:03:39 am
Silk Gardens-$4
VP
This card is worth 1VP for every ten victory cards in your deck.

Diplomat-$3
Action-Attack
Reveal a card from your hand. Return up to 2 copies of it to the supply. Gain a copy of it. Every other player may return up to 2 copies of it to the supply.

Mountebank Bank-$5
Action
Gain a curse and a copper in hand. +$ equal to the value of treasures currently in play.

Masquerude-$3
Action
+2 cards
Every player, including you, attempts to seize the hand of the player to their right. If they succeed, they may remove one card from that player's hand and add it to their hand. If any cards are taken from your hand, look at the hand of the thieving player. You may trash one of his cards.

Poorsession-$1P
Action
At the end of your turn, the player to your left takes an extra turn, in which you make all of their decisions and see all of their cards. That player gains +$4 - $1 per treasure in his hand. Any cards of that player that would be trashed are instead set aside until the next turn. Any cards that player would gain, you gain instead.

Query-$4
Treasure
$1
______________________________

While this card is in play, any card in the supply that players have asked questions about costs $2 less, to a minimum of $0.

Jack of All Spades-$4
Action-Jack-Spade
Do these in the following order:
*If there are other Jacks in hand, gain 1 silver per extra jack
*If every card in your hand has a cost exactly 1 above the next highest costing card, with no cost repeats, look at the top card of your deck.
*If every card in your hand is a spade, draw until you have 5 cards in your hand.
*If both of the two prior conditions are true, gain all remaining victory cards in the supply.

Jace, Cultist Initiate-$5
Action-Attack-Looter-Planeswalker
+2 cards, +2 loyalty
Each opponent gains a Ruins. You may play another copy of Jace, Cultist Initiate.
You may spend 12 loyalty when playing Jace, Cultist Initiate. If you do, each other player sets aside his deck and discard pile, and places his hand on top of his deck. The set aside cards are not returned to the players' decks at the end of the game.

Prawn-$2
Action
Choose two:
*+1 card
*+1 action
*+1$
*+1 buy
*+1 fresh shrimp
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on February 18, 2014, 03:53:23 pm
Pogs - Action - $2

Break out your pogs and slammers and play for keeps. Resume Dominion play in three hours.
Title: Re: Really bad card ideas
Post by: Tables on February 18, 2014, 08:51:10 pm
Bak...uhh?
+1 card
+1 action
Take a coin token
---
Setup: Each other player takes a coin token
Title: Re: Really bad card ideas
Post by: Axxle on February 18, 2014, 09:20:49 pm
Scout
Title: Re: Really bad card ideas
Post by: Axxle on February 18, 2014, 09:21:10 pm
Scout
Believe it or not this by itself has not been posted in the entirety of this thread.
Title: Re: Really bad card ideas
Post by: liopoil on February 18, 2014, 09:25:30 pm
Scout
Believe it or not this by itself has not been posted in the entirety of this thread.
But scout isn't the worst card idea of the published cards... something like adventurer or rebuild is.
Title: Re: Really bad card ideas
Post by: heron on February 18, 2014, 09:32:42 pm
"Fixed" Scout

Reveal cards from your deck until you reveal a victory card. Discard it, and put the rest back in any order.
Title: Re: Really bad card ideas
Post by: KingZog3 on February 18, 2014, 10:05:44 pm
"Fixed" Scout

Reveal cards from your deck until you reveal a victory card. Discard it, and put the rest back in any order.

It's terminal, so I actually think it's worse.
Title: Re: Really bad card ideas
Post by: heron on February 18, 2014, 10:49:21 pm
"Fixed" Scout

Reveal cards from your deck until you reveal a victory card. Discard it, and put the rest back in any order.

It's terminal, so I actually think it's worse.

Except that if you have no victory cards you can rearrange your deck into any order.
Title: Re: Really bad card ideas
Post by: markusin on February 18, 2014, 11:06:03 pm
"Fixed" Scout

Reveal cards from your deck until you reveal a victory card. Discard it, and put the rest back in any order.

It's terminal, so I actually think it's worse.

Except that if you have no victory cards you can rearrange your deck into any order.
Ack, that's not a fixed Scout at all. That card should be renamed "Action Paralysis".
Title: Re: Really bad card ideas
Post by: Tables on February 19, 2014, 08:14:07 am
Scout
Believe it or not this by itself has not been posted in the entirety of this thread.

Definitely posted this before..

Scout

When you buy this, gain a scout...and LOSE.

Your reading skill is not strong.

Believe it or not this by itself has not been posted in the entirety of this thread.
Title: Re: Really bad card ideas
Post by: KingZog3 on February 19, 2014, 03:29:04 pm
Scout
Believe it or not this by itself has not been posted in the entirety of this thread.

Definitely posted this before..

Scout

When you buy this, gain a scout...and LOSE.

Your reading skill is not strong.

Believe it or not this by itself has not been posted in the entirety of this thread.

this by itself
Title: Re: Really bad card ideas
Post by: Awaclus on February 19, 2014, 04:27:19 pm
this
Title: Re: Really bad card ideas
Post by: heron on February 19, 2014, 05:55:56 pm
this itself
Title: Re: Really bad card ideas
Post by: KingZog3 on February 19, 2014, 08:40:07 pm
this itself

by
Title: Re: Really bad card ideas
Post by: Tables on February 19, 2014, 09:03:31 pm
c-c-c-combo breaker

...by itself
Title: Re: Really bad card ideas
Post by: luser on February 20, 2014, 07:20:18 am
metropolis-$6

+1 card
+3 actions

when there are at most 3 provinces in supply pile +3 cards, when there is at most one province left +3 coins and +3 buy
Title: Re: Really bad card ideas
Post by: markusin on February 20, 2014, 07:33:59 am
metropolis-$6

+1 card
+3 actions

when there are at most 3 provinces in supply pile +3 cards, when there is at most one province left +3 coins and +3 buy
Metropolis on the board? Better follow PPR.
Title: Re: Really bad card ideas
Post by: Asper on February 20, 2014, 11:16:12 am
this this
Title: Re: Really bad card ideas
Post by: Nik on February 20, 2014, 08:17:42 pm
I know this is for 'really bad card ideas' but this is a good card, and I didn't know where else to post it, so...

Prospector
Action--Attack
$10
Gain 5 Estates, put them on top of your deck OR gain 5 Scouts and put them on top of your deck.
Either way, each other player gains two Colonies.

I think it's ridiculously underpriced, though...
Title: Re: Really bad card ideas
Post by: liopoil on February 20, 2014, 08:19:56 pm
No, it's for cards that are bad ideas, meaning that they most certainly would not be fun to play with.
Title: Re: Really bad card ideas
Post by: Awaclus on February 23, 2014, 06:42:26 pm
count mine
Count Mine
$5 Action
Choose one: Discard 2 cards; or put a card from your hand on top of your deck; or gain a Copper.
Choose one: +$3; or trash your hand; or gain a Duchy.
Trash a Treasure card from your hand. Gain a Treasure card costing up to $3 more; put it into your hand.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on February 24, 2014, 07:09:20 pm
Really bad variant idea :
-Harvest game ever-

In this game, each player starts with 6 coppers, 1 harvest and the 3 shelters (or, even more ridiculous, 3 estates instead) and the ONLY way to generate $s in the game is by playing Harvest (which is assumed to be in the kingdom, otherwise...)

Rules :
-Action cards other than Harvest that provide $s directly (Festival) or indirectly (by option - Pawn/Minion, or by tribute - Secret Chamber/Salvager/Tribute...) have their +$s effects ignored (you still may choose "+$2" on Minion : nothing will happen).
-reduction-costs effects (bridge, highway ...) are ignored as well. Please note that if you play 5 highways and then trash a $5 card with Apprentice, you still draw 5 cards.
-Idem for action cards
-Though gainers (actions, or Horn of Plenty...) still make you gain cards.
-Potions cards still generate potions
-If you play several times Harvest with TR/KC/procession, you'll gain $s each time.

At first I wanted to post this in the puzzle thread but... no ! I'm too lazy to find by myself which is the fastest way to empty the Provinces (and even lazier for Colonies (and even lazier for the Megaturn variant)) !
Title: Re: Really bad card ideas
Post by: Tables on February 24, 2014, 10:05:31 pm
Most of the time, you can't get anywhere surely, since you can't reach $5 to buy a second Harvest in any way?
Title: Re: Really bad card ideas
Post by: Awaclus on February 24, 2014, 10:09:42 pm
Most of the time, you can't get anywhere surely, since you can't reach $5 to buy a second Harvest in any way?
Yeah, you need Throne Room or Procession.
Title: Re: Really bad card ideas
Post by: eHalcyon on February 24, 2014, 10:10:54 pm
So the basic treasures are completely dead cards then?
Title: Re: Really bad card ideas
Post by: heron on February 24, 2014, 10:46:12 pm
Most of the time, you can't get anywhere surely, since you can't reach $5 to buy a second Harvest in any way?
Yeah, you need Throne Room or Procession.
University also works.
Title: Re: Really bad card ideas
Post by: KingZog3 on February 24, 2014, 11:08:58 pm
Most of the time, you can't get anywhere surely, since you can't reach $5 to buy a second Harvest in any way?
Yeah, you need Throne Room or Procession.
University also works.

Or Bridge then a gainer.
Title: Re: Really bad card ideas
Post by: qmech on February 25, 2014, 03:04:10 am
Most of the time, you can't get anywhere surely, since you can't reach $5 to buy a second Harvest in any way?
Yeah, you need Throne Room or Procession.
University also works.
Or Bridge then a gainer.

Bridge is not allowed!

Remodel would also get you to $5.  Upgrade could be handy too, if you can get to $5 another way first.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on February 25, 2014, 10:20:52 am
Uh-ooh ! I forgot this ! (I was tired, it was 1 AM or something in France)
Okay, let's assume you start with 7 harvests, a $2 village is on the board, and the kingdom contains something like 20 harvests.

By the way, a new card (inspirated by one of the topics which talks about scout, lookout and harvest) :

-Lookscout- $4, action
+1 action.
Look at the top 3 cards from your hand. Trash a victory card among them (or reveal all non-victory cards) and put any number of the remaining victory cards into your hand. Put the other cards back on your deck in any order.
Title: Re: Really bad card ideas
Post by: Kirian on February 25, 2014, 11:00:43 am
Getting to $5 with Shelters isn't hard:  You can gain a TR with $4 from Harvest, then later get $5s and above with TR-Harvest.
Title: Re: Really bad card ideas
Post by: luser on February 27, 2014, 04:59:57 pm
Red tape - action: 3$

Discard a card from your hand.
While this is in play all cards cost 1 more.
Title: Re: Really bad card ideas
Post by: Co0kieL0rd on March 04, 2014, 07:35:36 pm
Some of the suggestions had me laugh pretty hard :D Now it's my turn^^

Master of Coin
Cost: $12
Type: Action
+ 20 Buys. Gain all Coppers from the supply and all other players' discard piles. Put them into your hand.

Look at Things
Cost: $8
Type: Action
Look at the top card of the deck of the player to your left. Show it to all other players, except the player to your left. Then gain it.
Look at any pile in the supply. Gain a card from it, putting it on top of your deck.
Look at your feet. Draw a card for each toe on your left foot.

Slap
Cost: $1
Type: Action/ Reaction
+ 1 Card, + 1 Action | When another player plays an Attack card, you may reveal this from your hand. If you do, drop all cards from your hand and put your hand in his face.
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on March 04, 2014, 08:03:50 pm
Giant Rats
Cost: $5

+1 Card
+1 Action

Trash a card in your hand that is not a Rats or Giant Rats.

Gain a giant rats.

When you gain a giant rats, gain a giant rats.

When you trash this card, restock the Giant Rats supply pile, gain a Giant Rats, and put this card into your discard pile.
Title: Re: Really bad card ideas
Post by: thespaceinvader on March 05, 2014, 05:43:46 am
So, as soon as you buy Giant Rats you instantly gain the entire pile anyway...
Title: Re: Really bad card ideas
Post by: Minotaur on March 05, 2014, 07:39:07 am
Giant Rats
Cost: $5

+1 Card
+1 Action

Trash a card in your hand that is not a Rats or Giant Rats.

Gain a giant rats.

When you gain a giant rats, gain a giant rats.

When you trash this card, restock the Giant Rats supply pile, gain a Giant Rats, and put this card into your discard pile.

Hmmmm. You have to buy one before any of them get trashed, or else you'll never have a chance (unless Masquerade is out, and even then...). Then you need a couple Gardens and as many Chapels as you can manage to get. Vineyard would also work, but it would take longer to start up. You should also probably trash your first Giant Rats before anyone else buys any. If you start the game 2/5 and draw Chapel/Giant Rats on Turn 3, then you might have a shot at that.

You could try to make an engine that draws your first gained pile of Giant Rats and then Forges the whole pile of them. That would be pretty sick. Each trashed Giant Rats is worth 4 VP per garden... Scrying Pool could help. The trouble is that once you get too many Giant Rats, you aren't ever going to see your other cards again. Maybe the lucky jerk who manages to Scry and forge twice in one game would win by an exponentially absurd amount. Or something.
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on March 05, 2014, 11:07:24 am
Yeah I didn't really think this one through. Whatever.
Title: Re: Really bad card ideas
Post by: Witherweaver on March 05, 2014, 11:49:14 am
So restock means there is an infinite backup?
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on March 05, 2014, 11:55:00 am
So restock means there is an infinite backup?

Let's say you have 50 Giant Rats total.
Title: Re: Really bad card ideas
Post by: Witherweaver on March 05, 2014, 11:56:07 am
So restock means there is an infinite backup?

Let's say you have 50 Giant Rats total.

But I mean.. are only 10 in the supply at a given time?  Do you restock from the trash?
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on March 05, 2014, 12:03:32 pm
So restock means there is an infinite backup?

Let's say you have 50 Giant Rats total.

But I mean.. are only 10 in the supply at a given time?  Do you restock from the trash?

Actually 60 total would be better. 20 in the supply (like Rats). When it's trashed it goes to your discard. So you gain one Giant Rats, then gain the other 19. Since you're the only the one with Giant Rats, you can also be the first to trash one (with the exception of passing one because of masquerade) thus gaining another 20 Giant Rats. One more trashing of Giant Rats means you gain the last 20 and you now have 60 Giant Rats in your deck.

I don't see how this could work with any strategy. You'll never see your money or TfB cards so you'll never be able to 3-pile and/or consistently gain VP.

EDIT: So I guess it could be part of the setup that you only restock the Giant Rats supply when a Giant Rats has been trashed and there are none left in the supply.
Title: Re: Really bad card ideas
Post by: Minotaur on March 05, 2014, 06:28:44 pm
I was just trying to come up with a scenario where Giant Rats would be exploitable. This is the bad card idea thread, after all, so tweaking and balance are optional. If you come up with something that actually sort of works, it's a bonus.
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on March 05, 2014, 11:37:21 pm
I'll play a... oh. Damnit. - $6 - Action

Your opponent's next turn lasts only two seconds.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on March 08, 2014, 04:50:17 pm
They're like throne rooms, but for Hinterlands cards : throne areas. And, not to make them dead cards in game without "on-gain" cards, I put some self-synergizing effect

-Throne area (A)-
Action, $6

Choose an action card from your hand. Gain it twice.
---
When you gain this, gain a card costing less than this.

-Throne area (B)-
Action, reaction $6

Choose an action card from your hand. Gain it twice.
---
When you gain a card, you may discard this from your hand. If you do, gain a Gold.


And then, a really bad "really bad card ideas" idea...
-Contraband (LG)-
Treasure, $5

Worth $2, +1 buy.
When you play this, take a Treasure card from your hand, face down (or reveal a hand without Treasures). The player to your left either call "pass", or "check $X" with $X equal or larger than $2. Either case, reveal the card you have taken.
-If your opponent called "pass", +$1 and play it as usual. Otherwise, count $Y, the amount of $s that card generated.
-If $Y is between $2 and $X (included), discard that card and he gains $Y during his next turn
-Otherwise ($Y = $0, $1, or $Y>$X), +$X and play that card.

If you don't have the reference, LG in the card name stands for Liar Game, an excellent manga that you Dominion players should read.
Edit : added a +$3 so people don't always want to call "pass". Plus it becomes closer to a well-known official card...
Edit : changed a bit the things, so people won't always call "check $2" (before it was Worth $0 by default and worth $3 if he called "pass"
Title: Re: Really bad card ideas
Post by: NoMoreFun on March 13, 2014, 06:09:28 am
Drafty Room
Action - $3
+$2
Each player (including you) looks at a number of cards from the top of his deck equal to the number of players. Simultaneously, each player sets aside one card and passes the other cards to his left, and this is repeated until there are no cards left to pass. Each player either trashes all of his set aside cards, or puts them all on top of his deck in any order.
Title: Re: Really bad card ideas
Post by: AJD on March 13, 2014, 09:20:33 am
Drafty Room
Action - $3
+$2
Each player (including you) looks at a number of cards from the top of his deck equal to the number of players. Simultaneously, each player sets aside one card and passes the other cards to his left, and this is repeated until there are no cards left to pass. Each player either trashes all of his set aside cards, or puts them all on top of his deck in any order.

I get it, because the wind blows your cards around.
Title: Re: Really bad card ideas
Post by: KingZog3 on March 13, 2014, 01:45:52 pm
Drafty Room
Action - $3
+$2
Each player (including you) looks at a number of cards from the top of his deck equal to the number of players. Simultaneously, each player sets aside one card and passes the other cards to his left, and this is repeated until there are no cards left to pass. Each player either trashes all of his set aside cards, or puts them all on top of his deck in any order.

I get it, because the wind blows your cards around.

Its always more funny when you explain it.
Title: Re: Really bad card ideas
Post by: Minotaur on March 13, 2014, 08:30:16 pm
Drafty Room
Action - $3
+$2
Each player (including you) looks at a number of cards from the top of his deck equal to the number of players. Simultaneously, each player sets aside one card and passes the other cards to his left, and this is repeated until there are no cards left to pass. Each player either trashes all of his set aside cards, or puts them all on top of his deck in any order.

I get it, because the wind blows your cards around.

Its always more funny when you explain it.

I am laughing because you are explaining what the last person just did.
Title: Re: Really bad card ideas
Post by: heron on March 13, 2014, 08:51:25 pm
Drafty Room
Action - $3
+$2
Each player (including you) looks at a number of cards from the top of his deck equal to the number of players. Simultaneously, each player sets aside one card and passes the other cards to his left, and this is repeated until there are no cards left to pass. Each player either trashes all of his set aside cards, or puts them all on top of his deck in any order.

I get it, because the wind blows your cards around.

Its always more funny when you explain it.

I am laughing because you are explaining what the last person just did.

I am laughing because I can't tell which of these posts are sarcasm and which aren't.
Title: Re: Really bad card ideas
Post by: Axxle on March 13, 2014, 08:54:07 pm
Drafty Room
Action - $3
+$2
Each player (including you) looks at a number of cards from the top of his deck equal to the number of players. Simultaneously, each player sets aside one card and passes the other cards to his left, and this is repeated until there are no cards left to pass. Each player either trashes all of his set aside cards, or puts them all on top of his deck in any order.

I get it, because the wind blows your cards around.

Its always more funny when you explain it.

I am laughing because you are explaining what the last person just did.

I am laughing because I can't tell which of these posts are sarcasm and which aren't.
Imagining how long this quoting will go on for makes me chuckle a bit.
Title: Re: Really bad card ideas
Post by: sudgy on March 13, 2014, 09:13:40 pm
Drafty Room
Action - $3
+$2
Each player (including you) looks at a number of cards from the top of his deck equal to the number of players. Simultaneously, each player sets aside one card and passes the other cards to his left, and this is repeated until there are no cards left to pass. Each player either trashes all of his set aside cards, or puts them all on top of his deck in any order.

I get it, because the wind blows your cards around.

Its always more funny when you explain it.

I am laughing because you are explaining what the last person just did.

I am laughing because I can't tell which of these posts are sarcasm and which aren't.
Imagining how long this quoting will go on for makes me chuckle a bit.

Probably a while.
Title: Re: Really bad card ideas
Post by: KingZog3 on March 13, 2014, 09:16:23 pm
Drafty Room
Action - $3
+$2
Each player (including you) looks at a number of cards from the top of his deck equal to the number of players. Simultaneously, each player sets aside one card and passes the other cards to his left, and this is repeated until there are no cards left to pass. Each player either trashes all of his set aside cards, or puts them all on top of his deck in any order.

I get it, because the wind blows your cards around.

Its always more funny when you explain it.

I am laughing because you are explaining what the last person just did.

I am laughing because I can't tell which of these posts are sarcasm and which aren't.
Imagining how long this quoting will go on for makes me chuckle a bit.

Probably a while.

We should just make it last as long as we can. I already can't tell who posted what.
Title: Re: Really bad card ideas
Post by: ashersky on March 13, 2014, 09:42:23 pm
Drafty Room
Action - $3
+$2
Each player (including you) looks at a number of cards from the top of his deck equal to the number of players. Simultaneously, each player sets aside one card and passes the other cards to his left, and this is repeated until there are no cards left to pass. Each player either trashes all of his set aside cards, or puts them all on top of his deck in any order.

I get it, because the wind blows your cards around.

Its always more funny when you explain it.

I am laughing because you are explaining what the last person just did.

I am laughing because I can't tell which of these posts are sarcasm and which aren't.
Imagining how long this quoting will go on for makes me chuckle a bit.

Probably a while.

We should just make it last as long as we can. I already can't tell who posted what.

Why would that be funny?
Title: Re: Really bad card ideas
Post by: mail-mi on March 13, 2014, 10:41:11 pm
Drafty Room
Action - $3
+$2
Each player (including you) looks at a number of cards from the top of his deck equal to the number of players. Simultaneously, each player sets aside one card and passes the other cards to his left, and this is repeated until there are no cards left to pass. Each player either trashes all of his set aside cards, or puts them all on top of his deck in any order.

I get it, because the wind blows your cards around.

Its always more funny when you explain it.

I am laughing because you are explaining what the last person just did.

I am laughing because I can't tell which of these posts are sarcasm and which aren't.
Imagining how long this quoting will go on for makes me chuckle a bit.

Probably a while.

We should just make it last as long as we can. I already can't tell who posted what.

Why would that be funny?

The real question is: why wouldn't it be?
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on March 13, 2014, 11:02:36 pm
Drafty Room
Action - $3
+$2
Each player (including you) looks at a number of cards from the top of his deck equal to the number of players. Simultaneously, each player sets aside one card and passes the other cards to his left, and this is repeated until there are no cards left to pass. Each player either trashes all of his set aside cards, or puts them all on top of his deck in any order.

I get it, because the wind blows your cards around.

Its always more funny when you explain it.

I am laughing because you are explaining what the last person just did.

I am laughing because I can't tell which of these posts are sarcasm and which aren't.
Imagining how long this quoting will go on for makes me chuckle a bit.

Probably a while.

We should just make it last as long as we can. I already can't tell who posted what.

Why would that be funny?

The real question is: why wouldn't it be?

There has to be some "un/tag" button somewhere...
Title: Re: Really bad card ideas
Post by: Minotaur on March 13, 2014, 11:07:43 pm
Drafty Room
Action - $3
+$2
Each player (including you) looks at a number of cards from the top of his deck equal to the number of players. Simultaneously, each player sets aside one card and passes the other cards to his left, and this is repeated until there are no cards left to pass. Each player either trashes all of his set aside cards, or puts them all on top of his deck in any order.

I get it, because the wind blows your cards around.

Its always more funny when you explain it.

I am laughing because you are explaining what the last person just did.

I am laughing because I can't tell which of these posts are sarcasm and which aren't.
Imagining how long this quoting will go on for makes me chuckle a bit.

Probably a while.

We should just make it last as long as we can. I already can't tell who posted what.

Why would that be funny?

The real question is: why wouldn't it be?

There has to be some "un/tag" button somewhere...
Looking at the shape of this thread... hmmm....
Gold bullion: (Treasure, $4) Gain $X^2, where X is the length of the longest chain of actions-acting-on-actions you played this turn.
Title: Re: Really bad card ideas
Post by: Minotaur on March 13, 2014, 11:09:41 pm
Drafty Room
Action - $3
+$2
Each player (including you) looks at a number of cards from the top of his deck equal to the number of players. Simultaneously, each player sets aside one card and passes the other cards to his left, and this is repeated until there are no cards left to pass. Each player either trashes all of his set aside cards, or puts them all on top of his deck in any order.

I get it, because the wind blows your cards around.

Its always more funny when you explain it.

I am laughing because you are explaining what the last person just did.

I am laughing because I can't tell which of these posts are sarcasm and which aren't.
Imagining how long this quoting will go on for makes me chuckle a bit.

Probably a while.

We should just make it last as long as we can. I already can't tell who posted what.

Why would that be funny?

The real question is: why wouldn't it be?

There has to be some "un/tag" button somewhere...
Looking at the shape of this thread... hmmm....
Gold bullion: (Treasure, $4) Gain $X^2, where X is the length of the longest chain of actions-acting-on-actions you played this turn.

(If you played one action, then $1.  If you Throne Roomed an action, then $4.  If you Throne Roomed a Bishop to trash a Moneylender and a Cellar, then $9, because the longest chain is still length 3.)
Title: Re: Really bad card ideas
Post by: GendoIkari on March 13, 2014, 11:26:48 pm
Drafty Room
Action - $3
+$2
Each player (including you) looks at a number of cards from the top of his deck equal to the number of players. Simultaneously, each player sets aside one card and passes the other cards to his left, and this is repeated until there are no cards left to pass. Each player either trashes all of his set aside cards, or puts them all on top of his deck in any order.

I get it, because the wind blows your cards around.

Its always more funny when you explain it.

I am laughing because you are explaining what the last person just did.

I am laughing because I can't tell which of these posts are sarcasm and which aren't.
Imagining how long this quoting will go on for makes me chuckle a bit.

Probably a while.

We should just make it last as long as we can. I already can't tell who posted what.

Why would that be funny?

The real question is: why wouldn't it be?

There has to be some "un/tag" button somewhere...
Looking at the shape of this thread... hmmm....
Gold bullion: (Treasure, $4) Gain $X^2, where X is the length of the longest chain of actions-acting-on-actions you played this turn.

(If you played one action, then $1.  If you Throne Roomed an action, then $4.  If you Throne Roomed a Bishop to trash a Moneylender and a Cellar, then $9, because the longest chain is still length 3.)

Personally I hope that the quoting doesn't get any longer.

Crap!
Title: Re: Really bad card ideas
Post by: eHalcyon on March 13, 2014, 11:38:59 pm
Drafty Room
Action - $3
+$2
Each player (including you) looks at a number of cards from the top of his deck equal to the number of players. Simultaneously, each player sets aside one card and passes the other cards to his left, and this is repeated until there are no cards left to pass. Each player either trashes all of his set aside cards, or puts them all on top of his deck in any order.

I get it, because the wind blows your cards around.

Its always more funny when you explain it.

I am laughing because you are explaining what the last person just did.

I am laughing because I can't tell which of these posts are sarcasm and which aren't.
Imagining how long this quoting will go on for makes me chuckle a bit.

Probably a while.

We should just make it last as long as we can. I already can't tell who posted what.

Why would that be funny?

The real question is: why wouldn't it be?

There has to be some "un/tag" button somewhere...
Looking at the shape of this thread... hmmm....
Gold bullion: (Treasure, $4) Gain $X^2, where X is the length of the longest chain of actions-acting-on-actions you played this turn.

(If you played one action, then $1.  If you Throne Roomed an action, then $4.  If you Throne Roomed a Bishop to trash a Moneylender and a Cellar, then $9, because the longest chain is still length 3.)

Personally I hope that the quoting doesn't get any longer.

Crap!

AHoppy
Title: Re: Really bad card ideas
Post by: KingZog3 on March 13, 2014, 11:41:55 pm
Drafty Room
Action - $3
+$2
Each player (including you) looks at a number of cards from the top of his deck equal to the number of players. Simultaneously, each player sets aside one card and passes the other cards to his left, and this is repeated until there are no cards left to pass. Each player either trashes all of his set aside cards, or puts them all on top of his deck in any order.

I get it, because the wind blows your cards around.

Its always more funny when you explain it.

I am laughing because you are explaining what the last person just did.

I am laughing because I can't tell which of these posts are sarcasm and which aren't.
Imagining how long this quoting will go on for makes me chuckle a bit.

Probably a while.

We should just make it last as long as we can. I already can't tell who posted what.

Why would that be funny?

The real question is: why wouldn't it be?

There has to be some "un/tag" button somewhere...
Looking at the shape of this thread... hmmm....
Gold bullion: (Treasure, $4) Gain $X^2, where X is the length of the longest chain of actions-acting-on-actions you played this turn.

(If you played one action, then $1.  If you Throne Roomed an action, then $4.  If you Throne Roomed a Bishop to trash a Moneylender and a Cellar, then $9, because the longest chain is still length 3.)

Personally I hope that the quoting doesn't get any longer.

Crap!

AHoppy

This is getting artistic.
Title: Re: Really bad card ideas
Post by: mail-mi on March 14, 2014, 12:06:41 am
Drafty Room
Action - $3
+$2
Each player (including you) looks at a number of cards from the top of his deck equal to the number of players. Simultaneously, each player sets aside one card and passes the other cards to his left, and this is repeated until there are no cards left to pass. Each player either trashes all of his set aside cards, or puts them all on top of his deck in any order.

I get it, because the wind blows your cards around.

Its always more funny when you explain it.

I am laughing because you are explaining what the last person just did.

I am laughing because I can't tell which of these posts are sarcasm and which aren't.
Imagining how long this quoting will go on for makes me chuckle a bit.

Probably a while.

We should just make it last as long as we can. I already can't tell who posted what.

Why would that be funny?

The real question is: why wouldn't it be?

There has to be some "un/tag" button somewhere...
Looking at the shape of this thread... hmmm....
Gold bullion: (Treasure, $4) Gain $X^2, where X is the length of the longest chain of actions-acting-on-actions you played this turn.

(If you played one action, then $1.  If you Throne Roomed an action, then $4.  If you Throne Roomed a Bishop to trash a Moneylender and a Cellar, then $9, because the longest chain is still length 3.)

Personally I hope that the quoting doesn't get any longer.

Crap!

AHoppy

This is getting artistic.

If we keep this up, we'll have triple pyramids!
Title: Re: Really bad card ideas
Post by: Awaclus on March 14, 2014, 12:35:24 am
C-C-Combobreaker!
Title: Re: Really bad card ideas
Post by: Gherald on March 15, 2014, 08:06:05 pm
Freeway - $6
Action

+1 Card
+1 Action
____________________
While this is in play, all cards cost 2 less, but always at least $4.  (Cards costing less than $4 now cost $4)


VIP Party $6
Action

+1 Card
+1 Action
____________________
Name a card. Reveal cards from the top of your deck until you reveal one that is the named card.  Put it into your hand and discard the rest.
Title: Re: Really bad card ideas
Post by: silverspawn on March 15, 2014, 08:07:45 pm
Freeway - $6
Action

+1 Card
+1 Action
____________________
While this is in play, all cards cost 2 less, but always at least $4.  (Cards costing less than $4 now cost $4)
i wonder if there is something to this idea, making expensive cheaper and cheap cards more expensive...
Title: Re: Really bad card ideas
Post by: ChocophileBenj on March 15, 2014, 08:13:56 pm
What is the joke around Freeway ? Making all cards costing $4 ? (looks like Highway, but ...)

And another one I had today :

-Forgetfulness-
Action, $5
+1 buy
Gain silvers until you have 5 cards in hand.
Title: Re: Really bad card ideas
Post by: silverspawn on March 15, 2014, 08:23:05 pm
What is the joke around Freeway ? Making all cards costing $4 ? (looks like Highway, but ...)

And another one I had today :

-Forgetfulness-
Action, $5
+1 buy
Gain silvers until you have 5 cards in hand.

let me reword this card for you

-Forgetfulness-
Action, 5$
If you have less than 5 cards in your hand, gain all silvers from the supply

it does exactly the same thing
Title: Re: Really bad card ideas
Post by: SirPeebles on March 15, 2014, 08:26:45 pm
What is the joke around Freeway ? Making all cards costing $4 ? (looks like Highway, but ...)

And another one I had today :

-Forgetfulness-
Action, $5
+1 buy
Gain silvers until you have 5 cards in hand.

I think Freeway is some sort of joke about the interaction of Potion costs and price reduction, but I'm not sure.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on March 15, 2014, 08:43:35 pm
@silverspawn : that's the joke ^^ and in your rewording, was the lack of "+1 buy" intended as another joke ?
@SirPebbles : I don't think so, otherwise he would have made some joke around the potions.
Title: Re: Really bad card ideas
Post by: silverspawn on March 15, 2014, 09:01:36 pm
@silverspawn : that's the joke ^^ and in your rewording, was the lack of "+1 buy" intended as another joke ?
@SirPebbles : I don't think so, otherwise he would have made some joke around the potions.

no, just forgot that one
Title: Re: Really bad card ideas
Post by: luser on March 16, 2014, 09:06:44 am
girl scout
action-attack $4

+1 action

Each other player trashes a copper and gains a cookie or reveals hand with no copper.

Reveal four cards from top of your deck and put them back in any order.  Gain number of coin tokens equal to number of victory cards revealed times number of coppers trashed by this card.

coin token
action $0*

trash this; gain coin token.
Title: Re: Really bad card ideas
Post by: Awaclus on March 16, 2014, 09:31:25 am
@silverspawn : that's the joke ^^ and in your rewording, was the lack of "+1 buy" intended as another joke ?
@SirPebbles : I don't think so, otherwise he would have made some joke around the potions.

no, just forgot that one
Because it's forgetfulness.

This is the thread where we explain jokes, right?
Title: Re: Really bad card ideas
Post by: dominator 123 on March 16, 2014, 10:18:20 am
I'll play a... oh. Damnit. - $6 - Action

Your opponent's next turn lasts only two seconds.
Even worse on Goko!
Title: Re: Really bad card ideas
Post by: dominator 123 on March 16, 2014, 10:23:33 am
Big moat $3 Action-Reaction (I can't think of a better name)
+2 cards
-------------------------------------------
Whenever you feel like you're attacked, you may reveal this. If you do, you are unaffected by the "attack".
Title: Re: Really bad card ideas
Post by: dominator 123 on March 18, 2014, 08:29:58 am
Margrave room $5 Action-Attack
+4 cards
+1 buy
Each other player draws a card.

You may put the last card you drew on top of your deck. If you did, each other player discards down to 3 cards in hand.
Title: Re: Really bad card ideas
Post by: Kirian on March 18, 2014, 09:09:37 am
Big moat $3 Action-Reaction (I can't think of a better name)
+2 cards
-------------------------------------------
Whenever you feel like you're attacked, you may reveal this. If you do, you are unaffected by the "attack".

Also useful in politics threads!
Title: Re: Really bad card ideas
Post by: thespaceinvader on March 18, 2014, 09:43:04 am
Margrave room $5 Action-Attack
+4 cards
+1 buy
Each other player draws a card.

You may put the last card you drew on top of your deck. If you did, each other player discards down to 3 cards in hand.
That actually sounds pretty interesting.  Too similar to CR and Margrave to actually work, but it would be an interesting play on either.
Title: Re: Really bad card ideas
Post by: Awaclus on March 18, 2014, 10:20:40 am
Too similar to CR and Margrave to actually work
The biggest problem is that it's strictly superior to both.
Title: Re: Really bad card ideas
Post by: faust on March 18, 2014, 10:39:40 am
Too similar to CR and Margrave to actually work
The biggest problem is that it's strictly superior to both.

Wrong! Say it's my turn, there are three cards left in my deck. I don't want to trigger the reshuffle. If I play a Margrave, I can get those three cards and attack. Playing the Margrave room will trigger the reshuffle!
Title: Re: Really bad card ideas
Post by: Tables on March 18, 2014, 11:50:38 am
Too similar to CR and Margrave to actually work
The biggest problem is that it's strictly superior to both.

Wrong! Say it's my turn, there are three cards left in my deck. I don't want to trigger the reshuffle. If I play a Margrave, I can get those three cards and attack. Playing the Margrave room will trigger the reshuffle!

Or say my opponent has an empty deck and thanks to tracking what they've done, I know they have a great hand right now with a Moat in it. If I played a Council Room I could force them to reshuffle, while playing Margrave Room let's them reveal Moat.
Title: Re: Really bad card ideas
Post by: Minotaur on March 18, 2014, 11:51:15 am
(http://i.imgur.com/sEnv8t5.png?1)
Title: Re: Really bad card ideas
Post by: KingZog3 on March 18, 2014, 11:56:15 am

I don't get it. Why is there a Picture of Micheal Jackson on Scout?
Title: Re: Really bad card ideas
Post by: Minotaur on March 18, 2014, 11:57:53 am

I don't get it. Why is there a Picture of Micheal Jackson on Scout?

Because it's a card idea for Really, Really Bad.

Sha-mone!

http://youtu.be/dsUXAEzaC3Q
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on March 18, 2014, 12:01:29 pm

I don't get it. Why is there a Picture of Micheal Jackson on Scout?

Haven't you ever heard Bad?
Title: Re: Really bad card ideas
Post by: KingZog3 on March 18, 2014, 12:27:38 pm

I don't get it. Why is there a Picture of Micheal Jackson on Scout?

Haven't you ever heard Bad?

I'm really not a Micheal Jackson person. Thriller, Billy Jean. Some others that everyone knows.
Title: Re: Really bad card ideas
Post by: Minotaur on March 18, 2014, 02:27:33 pm

I don't get it. Why is there a Picture of Micheal Jackson on Scout?

Haven't you ever heard Bad?

I'm really not a Micheal Jackson person. Thriller, Billy Jean. Some others that everyone knows.

This is kind of one that everyone knows, but "everyone knows" a lot of stuff that I missed too.
Title: Re: Really bad card ideas
Post by: Axxle on March 18, 2014, 02:32:55 pm
(http://imgs.xkcd.com/comics/ten_thousand.png) (https://xkcd.com/1053/)
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on March 18, 2014, 03:19:23 pm
Nobody is making fun of anybody...
Title: Re: Really bad card ideas
Post by: eHalcyon on March 18, 2014, 04:01:10 pm
Too similar to CR and Margrave to actually work
The biggest problem is that it's strictly superior to both.

Wrong! Say it's my turn, there are three cards left in my deck. I don't want to trigger the reshuffle. If I play a Margrave, I can get those three cards and attack. Playing the Margrave room will trigger the reshuffle!

I think reshuffle triggering should usually be ignored when talking about strictly superior effects.  If you start counting it, you open up a slippery slope that will say that no card is ever strictly superior to another card. 

Example: Gold's effect is not strictly superior to Copper's because you'd rather it be a Copper while you are possessed.

I mean, yeah, you could take it that far, but it isn't really useful for discussion to do that.  Gotta draw the line somewhere.
Title: Re: Really bad card ideas
Post by: Ozle on March 18, 2014, 05:02:24 pm
Big moat $3 Action-Reaction (I can't think of a better name)
+2 cards
-------------------------------------------
Whenever you feel like you're attacked, you may reveal this. If you do, you are unaffected by the "attack".

Also useful in politics threads!

Still terrible
Title: Re: Really bad card ideas
Post by: Marcory on March 18, 2014, 05:19:04 pm
This has probably been done before, but:

Well-Wishing

$3

+1 Card
+1 Action

Wish the player on your right good luck and tell him to have fun
Title: Re: Really bad card ideas
Post by: Witherweaver on March 18, 2014, 05:23:02 pm
This has probably been done before, but:

Well-Wishing

$3

+1 Card
+1 Action

Wish the player on your right good luck and tell him to have fun

Complement Diver
$3

+1 Card
+1 Action

Give a side glance at the player on your left and say something unflattering about yourself.
Title: Re: Really bad card ideas
Post by: Joseph2302 on March 18, 2014, 05:37:28 pm
This has probably been done before, but:

Well-Wishing

$3

+1 Card
+1 Action

Wish the player on your right good luck and tell him to have fun

Complement Diver
$3

+1 Card
+1 Action

Give a side glance at the player on your left and say something unflattering about yourself.

both of these seem strictly worse than pearl diver...
Title: Re: Really bad card ideas
Post by: Witherweaver on March 18, 2014, 06:34:33 pm
This has probably been done before, but:

Well-Wishing

$3

+1 Card
+1 Action

Wish the player on your right good luck and tell him to have fun

Complement Diver
$3

+1 Card
+1 Action

Give a side glance at the player on your left and say something unflattering about yourself.

both of these seem strictly worse than pearl diver...


Only if you value the option to move the bottom card of your deck to the top higher than improving your self-worth...
Title: Re: Really bad card ideas
Post by: Marcory on March 18, 2014, 07:22:23 pm
Big Money Engine

$6

+$2

If you have played at least 4 actions this turn (counting this), +$3, +3 buys

During cleanup, if you did not buy at least one Treasure and one Victory card, trash this

Title: Re: Really bad card ideas
Post by: Gherald on March 19, 2014, 01:39:43 am
Historic Building Preserver
$0

Setup: When both this and Rebuild are in the kingdom, replace both kingdom piles with new ones.  Otherwise, replace just this pile.
Title: Re: Really bad card ideas
Post by: GendoIkari on March 20, 2014, 10:16:42 am
Too similar to CR and Margrave to actually work
The biggest problem is that it's strictly superior to both.

Wrong! Say it's my turn, there are three cards left in my deck. I don't want to trigger the reshuffle. If I play a Margrave, I can get those three cards and attack. Playing the Margrave room will trigger the reshuffle!

I think reshuffle triggering should usually be ignored when talking about strictly superior effects.  If you start counting it, you open up a slippery slope that will say that no card is ever strictly superior to another card. 

Example: Gold's effect is not strictly superior to Copper's because you'd rather it be a Copper while you are possessed.

I mean, yeah, you could take it that far, but it isn't really useful for discussion to do that.  Gotta draw the line somewhere.

Agreed. I say that "draw 3 cards" IS strictly superior to "draw 2 cards". The edge case of avoiding the reshuffle falls under the category of "Curse is better than Gold, because Curse boosts all my Fairgrounds."
Title: Re: Really bad card ideas
Post by: Asper on March 20, 2014, 11:00:10 am
Historic Building Preserver
$0

Setup: When both this and Rebuild are in the kingdom, replace both kingdom piles with new ones.  Otherwise, replace just this pile.

Historic Building Preserver
$0

Setup: When both this and Rebuild are in the kingdom, replace both kingdom piles with new ones.  Otherwise, replace just this pile with a kingdom pile other than Rebuild.


Just to be save.
Title: Re: Really bad card ideas
Post by: markusin on March 24, 2014, 11:17:14 am
Crimson King's Court

You may choose an Action card in your hand. Play it repeatedly for 9 minutes and 25 seconds.
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on March 24, 2014, 11:29:03 am
Crimson King's Court

You may choose an Action card in your hand. Play it repeatedly for 9 minutes and 25 seconds.

Can't believe nobody's thought of this already.
Title: Re: Really bad card ideas
Post by: markusin on March 24, 2014, 01:02:23 pm
Crimson King's Court

You may choose an Action card in your hand. Play it repeatedly for 9 minutes and 25 seconds.

Can't believe nobody's thought of this already.
Much stronger on Isotropic than on Goko.
Title: Re: Really bad card ideas
Post by: markusin on March 24, 2014, 01:38:03 pm
Speaking of cards that haven't been posted yet:

More Negative Feedback
Action - $1

+1 Card
+1 Action
Your opponent may gain up to 3 Duchies.
------
In games using this, when a player gains a Victory card, he drinks a shot of liquor.

And of course:

Everyone dies
Action - $0

--------
In games using this, also use Ambassador and More Negative Feedback. Do not play with Shelters.
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on March 24, 2014, 01:56:31 pm
Crimson King's Court

You may choose an Action card in your hand. Play it repeatedly for 9 minutes and 25 seconds.

Can't believe nobody's thought of this already.
Much stronger on Isotropic than on Goko.

Sorry I never played on Iso. Help me out here.
Title: Re: Really bad card ideas
Post by: markusin on March 24, 2014, 02:07:23 pm
Crimson King's Court

You may choose an Action card in your hand. Play it repeatedly for 9 minutes and 25 seconds.

Can't believe nobody's thought of this already.
Much stronger on Isotropic than on Goko.

Sorry I never played on Iso. Help me out here.
Maybe check one of the old video posts in the Dominion on YouTube subthread in General Discussion.
Title: Re: Really bad card ideas
Post by: Tables on March 24, 2014, 05:07:25 pm
Crimson King's Court

You may choose an Action card in your hand. Play it repeatedly for 9 minutes and 25 seconds.

I'm struggling with this one. What's it a reference to?
Title: Re: Really bad card ideas
Post by: A Drowned Kernel on March 24, 2014, 05:39:34 pm
Example: Gold's effect is not strictly superior to Copper's because you'd rather it be a Copper while you are possessed.


Gold's effect is not strictly superior to Copper's because of Coppersmith.
Title: Re: Really bad card ideas
Post by: Witherweaver on March 24, 2014, 05:40:32 pm
Crimson King's Court

You may choose an Action card in your hand. Play it repeatedly for 9 minutes and 25 seconds.

I'm struggling with this one. What's it a reference to?

I'm guessing http://en.wikipedia.org/wiki/In_the_Court_of_the_Crimson_King.  Sweet album.
Title: Re: Really bad card ideas
Post by: eHalcyon on March 24, 2014, 07:48:04 pm
Example: Gold's effect is not strictly superior to Copper's because you'd rather it be a Copper while you are possessed.


Gold's effect is not strictly superior to Copper's because of Coppersmith.

That first quote should really be from me.  This is a point for Coppersmith, not for Copper itself.  But I'm not sure if you are just trying to edge case for the sake of edge casing or disagreeing with the original point I was making.
Title: Re: Really bad card ideas
Post by: Awaclus on March 24, 2014, 07:50:06 pm
This is a point for Coppersmith, not for Copper itself.
It could make you want to purchase a Copper when you could have purchased a Gold.
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on March 24, 2014, 07:56:47 pm
Crimson King's Court

You may choose an Action card in your hand. Play it repeatedly for 9 minutes and 25 seconds.

I'm struggling with this one. What's it a reference to?

http://www.youtube.com/watch?v=1IOYD9AkqHE
Title: Re: Really bad card ideas
Post by: eHalcyon on March 24, 2014, 08:10:20 pm
This is a point for Coppersmith, not for Copper itself.
It could make you want to purchase a Copper when you could have purchased a Gold.

And the same is true for Possession.  The original point still stands, and it's not a useful way to talk about strictly superior effects.
Title: Re: Really bad card ideas
Post by: eHalcyon on March 24, 2014, 08:10:39 pm
Two
$2 - Action
You may reveal another copy of Two from your hand. If you do, return it and this to the Supply, +4VP and gain a Four from the Four pile.

Four
$4* - Action
You may reveal another copy of Four from your hand. If you do, return it and this to the Four pile, +8VP and gain an Eight from the Eight pile.
(This is not in the Supply.)

Eight
$8* - Action
You may reveal another copy of Eight from your hand. If you do, return it and this to the Eight pile, +16VP and gain a Sixteen from the Sixteen pile.
(This is not in the Supply.)

Sixteen
$16* - Action
You may reveal another copy of Sixteen from your hand. If you do, return it and this to the Sixteen pile, +32VP and gain a Thirty-Two from the Thirty-Two pile.
(This is not in the Supply.)

Thirty-Two
$32* - Action
You may reveal another copy of Thirty-Two from your hand. If you do, return it and this to the Thirty-Two pile, +64VP and gain a Sixty-Four from the Sixty-Four pile.
(This is not in the Supply.)

Sixty-Four
$64* - Action
You may reveal another copy of Sixty-Four from your hand. If you do, return it and this to the Sixty-Four pile, +128VP and gain a One-Hundred-Twenty-Eight from the One-Hundred-Twenty-Eight pile.
(This is not in the Supply.)

One-Hundred-Twenty-Eight
$128* - Action
You may reveal another copy of One-Hundred-Twenty-Eight from your hand. If you do, return it and this to the One-Hundred-Twenty-Eight pile, +256VP and gain a Two-Hundred-Fifty-Six from the Two-Hundred-Fifty-Six pile.
(This is not in the Supply.)

Two-Hundred-Fifty-Six
$256* - Action
You may reveal another copy of Two-Hundred-Fifty-Six from your hand. If you do, return it and this to the Two-Hundred-Fifty-Six pile, +512VP and gain a Five-Hundred-Twelve from the Five-Hundred-Twelve pile.
(This is not in the Supply.)

Five-Hundred-Twelve
$512* - Action
You may reveal another copy of Five-Hundred-Twelve from your hand. If you do, return it and this to the Five-Hundred-Twelve pile, +1024VP and gain a One-Thousand-Twenty-Four from the One-Thousand-Twenty-Four pile.
(This is not in the Supply.)

One-Thousand-Twenty-Four
$1024* - Action
You may reveal another copy of One-Thousand-Twenty-Four from your hand. If you do, return it and this to the One-Thousand-Twenty-Four pile, +2048VP, gain a Two-Thousand-Forty-Eight from the Two-Thousand-Forty-Eight pile and you may choose to end the game immediately.
(This is not in the Supply.)

Two-Thousand-Forty-Eight
$2048* - Action
You may reveal another copy of Two-Thousand-Forty-Eight from your hand.  If you do, you probably need to stop playing this game already.
(This is not in the Supply.)
Title: Re: Really bad card ideas
Post by: Minotaur on March 24, 2014, 08:19:42 pm
Two
$2 - Action
You may reveal another copy of Two from your hand. If you do, return it and this to the Supply, +4VP and gain a Four from the Four pile.

Four
$4* - Action
You may reveal another copy of Four from your hand. If you do, return it and this to the Four pile, +8VP and gain an Eight from the Eight pile.

Eight
$8* - Action
You may reveal another copy of Eight from your hand. If you do, return it and this to the Eight pile, +16VP and gain a Sixteen from the Sixteen pile.

Sixteen
$16* - Action
You may reveal another copy of Sixteen from your hand. If you do, return it and this to the Sixteen pile, +32VP and gain a Thirty-Two from the Thirty-Two pile.

Thirty-Two
$32* - Action
You may reveal another copy of Thirty-Two from your hand. If you do, return it and this to the Thirty-Two pile, +64VP and gain a Sixty-Four from the Sixty-Four pile.

Sixty-Four
$64* - Action
You may reveal another copy of Sixty-Four from your hand. If you do, return it and this to the Sixty-Four pile, +128VP and gain a One-Hundred-Twenty-Eight from the One-Hundred-Twenty-Eight pile.

One-Hundred-Twenty-Eight
$128* - Action
You may reveal another copy of One-Hundred-Twenty-Eight from your hand. If you do, return it and this to the One-Hundred-Twenty-Eight pile, +256VP and gain a Two-Hundred-Fifty-Six from the Two-Hundred-Fifty-Six pile.

Two-Hundred-Fifty-Six
$256* - Action
You may reveal another copy of Two-Hundred-Fifty-Six from your hand. If you do, return it and this to the Two-Hundred-Fifty-Six pile, +1024VP and gain a One-Thousand-Twenty-Four from the One-Thousand-Twenty-Four pile.

One-Thousand-Twenty-Four
$1024* - Action
You may reveal another copy of One-Thousand-Twenty-Four from your hand. If you do, return it and this to the One-Thousand-Twenty-Four pile, +2048VP, gain a Two-Thousand-Forty-Eight from the Two-Thousand-Forty-Eight pile and you may choose to end the game immediately.

Two-Thousand-Forty-Eight
$2048* - Action
You may reveal another copy of Two-Thousand-Forty-Eight from your hand.  If you do, you probably need to stop playing this game already.

The fact that you get the upgrade AND the VP each time makes the low-end cards a lot more powerful, potentially. Though if you have too many mixed grades, you'll be drawing them dead all the time.

Definitely a Bad Card Idea, but oddly fascinating, in an obsessive-compulsive sort of way.
Title: Re: Really bad card ideas
Post by: Axxle on March 24, 2014, 08:24:59 pm
Did you not see this in random stuff, Minotaur? http://gabrielecirulli.github.io/2048/
Title: Re: Really bad card ideas
Post by: greatexpectations on March 24, 2014, 09:05:10 pm
in reviewing the kingdom design challenge submissions i caught a few spelling/typing errors. i thought one of them was pretty amusing:

(http://i.imgur.com/txnkkSo.png)
Title: Re: Really bad card ideas
Post by: ashersky on March 24, 2014, 09:26:34 pm
I'm not sure if you are just trying to edge case for the sake of edge casing.

Really eHal?  It's f.ds.  That is always what's happening.
Title: Re: Really bad card ideas
Post by: Jimmmmm on March 24, 2014, 09:35:31 pm
If you do, you probably need to stop playing this game already.

Quoted for truth.
Title: Re: Really bad card ideas
Post by: Minotaur on March 24, 2014, 10:42:56 pm
Did you not see this in random stuff, Minotaur? http://gabrielecirulli.github.io/2048/

No, I did not, thanks.  I thought the only threads were this and Homage.
Title: Re: Really bad card ideas
Post by: MarkowKette on March 24, 2014, 10:46:30 pm
Lost Colony
$3 - Victory

Worth 1 VP per copy of lost Colony in the Deck of the player to your right
Title: Re: Really bad card ideas
Post by: AJD on March 24, 2014, 11:17:55 pm
Lost Colony
$3 - Victory

Worth 1 VP per copy of lost Colony in the Deck of the player to your right

Lost Colony
$11 - Victory

Worth — wait, I just had it… maybe it's over here?
Title: Re: Really bad card ideas
Post by: SirPeebles on March 24, 2014, 11:24:12 pm
Lost Colony
$3 - Victory

Worth 1 VP per copy of lost Colony in the Deck of the player to your right

Ha, I had the idea for real one time, but then I thought about the implications in a two player game.
Title: Re: Really bad card ideas
Post by: Tables on March 24, 2014, 11:27:53 pm
Lost Colony
$3 - Victory

Worth 1 VP per copy of lost Colony in the Deck of the player to your right

Lost Colony
$11 - Victory

Worth — wait, I just had it… maybe it's over here?

I played a game of Dominion recently with someone who managed to at least three times not gain the card he was buying. He was playing a super small engine, so it became really obvious, since he'd do things like gain a gold, then next turn stare at his hand (containing his entire deck) and then wonder where his Gold was. He ended the game with no Provinces but was fairly sure he'd bought at least two (and no there wasn't things like Saboteur).
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on March 24, 2014, 11:34:03 pm
So... really? Nobody thinks Possession is a really bad card idea?

Yeah. I just got done playing an awful Possession game.
Title: Re: Really bad card ideas
Post by: Minotaur on March 24, 2014, 11:34:15 pm
Hmmmm. I'd probably have Lost Colony be worth X VP for every Y Victory cards in the Trash...  Like we needed a buff to Rebuild, amirite?

(Maybe it would also let you trash a card from your hand on gain, idk. Cost=5, X=1, Y=3?)
Title: Re: Really bad card ideas
Post by: mail-mi on March 24, 2014, 11:51:05 pm
Procession Possession
Action $6P
The player to your left takes two extra turns after this one, in which you can see see all the cards he can and make all the decisions for him. Any cards he would gain on his turn, you gain instead; any cards of his that are trashed are instead set aside and returned to his discard pile at the end of his turn. Trash this. Gain a card costing exactly $7P.

Throne Court Procession
Action $6
You may choose an action card from your hand. Play it twice. Play it three times. Play it twice. Trash it. Gain a card costing exactly $3 more than it.
Title: Re: Really bad card ideas
Post by: Minotaur on March 25, 2014, 12:05:42 am
Lost Colony
$3 - Victory

Worth 1 VP per copy of lost Colony in the Deck of the player to your right

Ha, I had the idea for real one time, but then I thought about the implications in a two player game.

Paper
Victory
Cost: $3

2VP
1VP for each Rock in the deck of the player to your right.
-1 VP for each Scissors in the deck of the player to your left.

Rock
Victory
Cost: $3

2VP
1VP for each Scissors in the deck of the player to your right.
-1 VP for each Paper in the deck of the player to your left.

Scissors
Victory
Cost: $3

2VP
1VP for each Paper in the deck of the player to your right.
-1 VP for each Rock in the deck of the player to your left.
Title: Re: Really bad card ideas
Post by: Marcory on March 25, 2014, 01:52:38 am
Overgrown Colony
Victory
$10
9VP

When you trash this, +9 cards


Title: Re: Really bad card ideas
Post by: Marcory on March 25, 2014, 01:53:59 am
Mulligan
Action
$2
+$1

Return an action you have in play to your hand. Reverse all of its effects. This card cannot lose track of any other card.

Title: Re: Really bad card ideas
Post by: ChocophileBenj on March 25, 2014, 05:24:42 am
Overgrown Colony
Victory
$10
9VP

When you trash this, +10 cards

FTFY

EDIT : an independent message...

Mulligan
Action
$2
+$1

Return an action you have in play to your hand. Reverse all of its effects. This card cannot lose track of any other card.

No, this image suggests you must NEVER lose track of anything, especially when it's chocolate, because everybody loves chocolate (especially me...) :

(http://d24w6bsrhbeh9d.cloudfront.net/photo/aG9g60K_700b.jpg)

And this isn't even a Fibonnaci or mathematical trick.
Title: Re: Really bad card ideas
Post by: MarkowKette on March 25, 2014, 08:36:34 am
Rebuild*
$5 - Action

Name a card. Reveal cards from the
top of your deck until you reveal a
Victory card that is not the named
card.Discard the other cards. Trash the
Victory card and gain a Victory card
costing up to $3 more than it.
_____________________________
In games using this, you might also just resign
and play a more interesting game instead.
Title: Re: Really bad card ideas
Post by: dominator 123 on March 25, 2014, 08:40:08 am
Two
$2 - Action
You may reveal another copy of Two from your hand. If you do, return it and this to the Supply, +4VP and gain a Four from the Four pile.

Four
$4* - Action
You may reveal another copy of Four from your hand. If you do, return it and this to the Four pile, +8VP and gain an Eight from the Eight pile.

Eight
$8* - Action
You may reveal another copy of Eight from your hand. If you do, return it and this to the Eight pile, +16VP and gain a Sixteen from the Sixteen pile.

Sixteen
$16* - Action
You may reveal another copy of Sixteen from your hand. If you do, return it and this to the Sixteen pile, +32VP and gain a Thirty-Two from the Thirty-Two pile.

Thirty-Two
$32* - Action
You may reveal another copy of Thirty-Two from your hand. If you do, return it and this to the Thirty-Two pile, +64VP and gain a Sixty-Four from the Sixty-Four pile.

Sixty-Four
$64* - Action
You may reveal another copy of Sixty-Four from your hand. If you do, return it and this to the Sixty-Four pile, +128VP and gain a One-Hundred-Twenty-Eight from the One-Hundred-Twenty-Eight pile.

One-Hundred-Twenty-Eight
$128* - Action
You may reveal another copy of One-Hundred-Twenty-Eight from your hand. If you do, return it and this to the One-Hundred-Twenty-Eight pile, +256VP and gain a Two-Hundred-Fifty-Six from the Two-Hundred-Fifty-Six pile.

Two-Hundred-Fifty-Six
$256* - Action
You may reveal another copy of Two-Hundred-Fifty-Six from your hand. If you do, return it and this to the Two-Hundred-Fifty-Six pile, +1024VP and gain a One-Thousand-Twenty-Four from the One-Thousand-Twenty-Four pile.

One-Thousand-Twenty-Four
$1024* - Action
You may reveal another copy of One-Thousand-Twenty-Four from your hand. If you do, return it and this to the One-Thousand-Twenty-Four pile, +2048VP, gain a Two-Thousand-Forty-Eight from the Two-Thousand-Forty-Eight pile and you may choose to end the game immediately.

Two-Thousand-Forty-Eight
$2048* - Action
You may reveal another copy of Two-Thousand-Forty-Eight from your hand.  If you do, you probably need to stop playing this game already.

Huh. Too late. I must remember next time, don't hesitate to think about whether the whole world knows about this game, just post it.

You missed some stuff though.
Two should have this extra line:
At the start of the game, each player gains two Twos.
The total number of Twos, Fours, Eights, Sixteens, Thirtytwos, Sixtyfours, Onehundersandtwentyeights, Twohundredandfiftysixes, Fivehunderedandtwelves, Onethousandandtwentyfours and Twothousandandfourtyeights may not exceed 16.

Btw, you missed 512. 256+256=512, and 512+512=1024.

One more thing to note: the *s on the cards do not prevent you from buying them, only if you say so on the card
Title: Re: Really bad card ideas
Post by: Kirian on March 25, 2014, 08:43:56 am
Overgrown Colony
Victory
$10
9VP

When you trash this, +10 cards

FTFY

EDIT : an independent message...

Mulligan
Action
$2
+$1

Return an action you have in play to your hand. Reverse all of its effects. This card cannot lose track of any other card.

No, this image suggests you must NEVER lose track of anything, especially when it's chocolate, because everybody loves chocolate (especially me...) :

(http://d24w6bsrhbeh9d.cloudfront.net/photo/aG9g60K_700b.jpg)

And this isn't even a Fibonnaci or mathematical trick.

I think that geometrically misleading graphics count as mathematical tricks.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on March 25, 2014, 08:46:23 am
(timing fail : I've changed my message to spoiler meanwhile you were quoting it)

No, the answer there is that between images 3 and 4 (at least), a few chocolate has been added
Title: Re: Really bad card ideas
Post by: dominator 123 on March 25, 2014, 08:52:22 am
Flappy Bird $5 Action
Play a game of flappy bird. +VPs according to your score
Title: Re: Really bad card ideas
Post by: Witherweaver on March 25, 2014, 09:40:09 am
Overgrown Colony
Victory
$10
9VP

When you trash this, +10 cards

FTFY

EDIT : an independent message...

Mulligan
Action
$2
+$1

Return an action you have in play to your hand. Reverse all of its effects. This card cannot lose track of any other card.

No, this image suggests you must NEVER lose track of anything, especially when it's chocolate, because everybody loves chocolate (especially me...) :

(http://d24w6bsrhbeh9d.cloudfront.net/photo/aG9g60K_700b.jpg)

And this isn't even a Fibonnaci or mathematical trick.

How to construct -1/12 of chocolate.
Title: Re: Really bad card ideas
Post by: SirPeebles on March 25, 2014, 10:01:35 am
Lost Colony
$3 - Victory

Worth 1 VP per copy of lost Colony in the Deck of the player to your right

Lost Colony
$11 - Victory

Worth — wait, I just had it… maybe it's over here?

I played a game of Dominion recently with someone who managed to at least three times not gain the card he was buying. He was playing a super small engine, so it became really obvious, since he'd do things like gain a gold, then next turn stare at his hand (containing his entire deck) and then wonder where his Gold was. He ended the game with no Provinces but was fairly sure he'd bought at least two (and no there wasn't things like Saboteur).

How do you manage that?  Was this online maybe?  Then it could have been misclicks.
Title: Re: Really bad card ideas
Post by: SirPeebles on March 25, 2014, 10:05:23 am
Misclick (Online Promo)
$5 Action

+ 3 Cards
+ 2 Actions

----
When you would gain this, gain a card from a random adjacent pile instead.
Title: Re: Really bad card ideas
Post by: Kirian on March 25, 2014, 10:10:50 am
(timing fail : I've changed my message to spoiler meanwhile you were quoting it)

No, the answer there is that between images 3 and 4 (at least), a few chocolate has been added

Yes, that's what I said, the graphic is misleading.
Title: Re: Really bad card ideas
Post by: Marcory on March 25, 2014, 10:25:11 am
Rage-Quit Inducer

$2
+1 action

You may trash this.

When you would trash this, put it into your hand instead.

If this is the 100th time you have trashed Rage-Quit Inducer this turn, each other player gains a Province

(The counting part makes it even more maddening)
Title: Re: Really bad card ideas
Post by: Minotaur on March 25, 2014, 10:28:33 am
Rage-Quit Inducer

$2
+1 action

You may trash this.

When you trash this, place it into your hand.

If this is the 100th time you have trashed Rage-Quit Inducer this turn, each other player gains a Province

(The counting part makes it even more maddening)

You must count aloud. You must use the same pitch and inflection each time this card is played. You may choose to lose count, but other players may choose to remind you.

Also, you probably want the counter to reset to 0 when it reaches 100...

EDIT: It should also not "save itself" when the Province pile is empty.  "...each other player gains a Province. If the Province pile is empty, return this card to the Supply."

EDIT OF EDIT: ...unless the point is to test whether the person going for the rage quit can out-last the other players for the indefinite stand-off... But even then, it might as well hand out Provinces the first time if it's going to allow for literally endless turns to happen.
Title: Re: Really bad card ideas
Post by: Jimmmmm on March 25, 2014, 12:23:44 pm
Rage-Quit Inducer

$2
+1 action

You may trash this.

When you trash this, place it into your hand.

If this is the 100th time you have trashed Rage-Quit Inducer this turn, each other player gains a Province

(The counting part makes it even more maddening)

You must count aloud. You must use the same pitch and inflection each time this card is played. You may choose to lose count, but other players may choose to remind you.

Also, you probably want the counter to reset to 0 when it reaches 100...

"I play Rage-Quit Inducer. I gain two coins for a total of two and one action for a total of one. I trash Rage-Quit Inducer, putting it in my hand. That's once. I play Rage-Quit Inducer. I gain two coins for a total of four and one action for a total of one. I trash Rage-Quit Inducer, putting it in my hand. That's twice..."
Title: Re: Really bad card ideas
Post by: Witherweaver on March 25, 2014, 12:34:57 pm
Oh I got it, it's the famous Banach-Hershey-Tarski theorem. 
Title: Re: Really bad card ideas
Post by: Minotaur on March 25, 2014, 12:35:35 pm
Rage-Quit Inducer

$2
+1 action

You may trash this.

When you trash this, place it into your hand.

If this is the 100th time you have trashed Rage-Quit Inducer this turn, each other player gains a Province

(The counting part makes it even more maddening)

You must count aloud. You must use the same pitch and inflection each time this card is played. You may choose to lose count, but other players may choose to remind you.

Also, you probably want the counter to reset to 0 when it reaches 100...

"I play Rage-Quit Inducer. I gain two coins for a total of two and one action for a total of one. I trash Rage-Quit Inducer, putting it in my hand. That's once. I play Rage-Quit Inducer. I gain two coins for a total of four and one action for a total of one. I trash Rage-Quit Inducer, putting it in my hand. That's twice..."

Oooooone... flipflipflip
Twooooo... flipflipflip
Threeeee... flipflipflip

...

Forty-seeeeeven... flipflipflip
Forty-eeeeeight... flipflipflip
Title: Re: Really bad card ideas
Post by: silverspawn on March 25, 2014, 12:42:24 pm
Quote
"I play Rage-Quit Inducer. I gain two coins for a total of two and one action for a total of one. I trash Rage-Quit Inducer, putting it in my hand. That's once. I play Rage-Quit Inducer. I gain two coins for a total of four and one action for a total of one. I trash Rage-Quit Inducer, putting it in my hand. That's twice..."

i think $2 was meant to be the cost, not a +2$ bonus
Title: Re: Really bad card ideas
Post by: Minotaur on March 25, 2014, 12:45:23 pm
Quote
"I play Rage-Quit Inducer. I gain two coins for a total of two and one action for a total of one. I trash Rage-Quit Inducer, putting it in my hand. That's once. I play Rage-Quit Inducer. I gain two coins for a total of four and one action for a total of one. I trash Rage-Quit Inducer, putting it in my hand. That's twice..."

i think $2 was meant to be the cost, not a +2$ bonus

Yeah... otherwise you'd just play it for (# of buys)*4 times and win the game.
Title: Re: Really bad card ideas
Post by: Awaclus on March 25, 2014, 12:47:10 pm
Rage-Quit Inducer

$2
+1 action

You may trash this.

When you trash this, place it into your hand.

If this is the 100th time you have trashed Rage-Quit Inducer this turn, each other player gains a Province

(The counting part makes it even more maddening)

You must count aloud. You must use the same pitch and inflection each time this card is played. You may choose to lose count, but other players may choose to remind you.

Also, you probably want the counter to reset to 0 when it reaches 100...

"I play Rage-Quit Inducer. I gain two coins for a total of two and one action for a total of one. I trash Rage-Quit Inducer, putting it in my hand. That's once. I play Rage-Quit Inducer. I gain two coins for a total of four and one action for a total of one. I trash Rage-Quit Inducer, putting it in my hand. That's twice..."
You don't gain two coins, that's the cost of the card.

EDIT: Damn, I got sarnath'd.
Title: Re: Really bad card ideas
Post by: SirPeebles on March 25, 2014, 12:49:48 pm
I think I must be misreading Rage Inducer.  Why would it induce rage?  There are some edge cases where it would be useful, but for the most part it is just a dead card.  Dead cards kind of suck, but they aren't rage inducing.  Or at least not for most people.
Title: Re: Really bad card ideas
Post by: Awaclus on March 25, 2014, 12:57:11 pm
I think I must be misreading Rage Inducer.  Why would it induce rage?  There are some edge cases where it would be useful, but for the most part it is just a dead card.  Dead cards kind of suck, but they aren't rage inducing.  Or at least not for most people.
You play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it.

Meanwhile, your opponents just wait.
Title: Re: Really bad card ideas
Post by: Tables on March 25, 2014, 12:59:08 pm
Lost Colony
$3 - Victory

Worth 1 VP per copy of lost Colony in the Deck of the player to your right

Lost Colony
$11 - Victory

Worth — wait, I just had it… maybe it's over here?

I played a game of Dominion recently with someone who managed to at least three times not gain the card he was buying. He was playing a super small engine, so it became really obvious, since he'd do things like gain a gold, then next turn stare at his hand (containing his entire deck) and then wonder where his Gold was. He ended the game with no Provinces but was fairly sure he'd bought at least two (and no there wasn't things like Saboteur).

How do you manage that?  Was this online maybe?  Then it could have been misclicks.

No, it wasn't online. Online it'd just be misclicks and really obvious. It was in real life, and he just added his stuff up, said what he was buying, then forgot to gain a copy of it. He was pretty tired during the game (unsurprisingly).
Title: Re: Really bad card ideas
Post by: eHalcyon on March 25, 2014, 02:46:41 pm
Huh. Too late. I must remember next time, don't hesitate to think about whether the whole world knows about this game, just post it.

You missed some stuff though.
Two should have this extra line:
At the start of the game, each player gains two Twos.
The total number of Twos, Fours, Eights, Sixteens, Thirtytwos, Sixtyfours, Onehundersandtwentyeights, Twohundredandfiftysixes, Fivehunderedandtwelves, Onethousandandtwentyfours and Twothousandandfourtyeights may not exceed 16.

Btw, you missed 512. 256+256=512, and 512+512=1024.

One more thing to note: the *s on the cards do not prevent you from buying them, only if you say so on the card

I thought about adding more rules to start with Twos and such, but that would be excessive, don't you think?  Anyway, you would also have to gain a Two or a Four after every shuffle, not just at the very start of the game.

I didn't miss 512.  Go back and check!  I didn't just edit it in, that line is lying!  *shifty eyes*
Title: Re: Really bad card ideas
Post by: SirPeebles on March 25, 2014, 04:55:51 pm
I think I must be misreading Rage Inducer.  Why would it induce rage?  There are some edge cases where it would be useful, but for the most part it is just a dead card.  Dead cards kind of suck, but they aren't rage inducing.  Or at least not for most people.
You play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it. Then you play it.

Meanwhile, your opponents just wait.

Oh.  It's supposed to induce rage in your opponent.
Title: Re: Really bad card ideas
Post by: Axxle on March 25, 2014, 04:58:13 pm
Rage-Quit Inducer V2
$7P
Action
Each player passes their hand to the left.
Title: Re: Really bad card ideas
Post by: dominator 123 on March 26, 2014, 05:56:26 am
Online only card:

Counterfeit $3 Treasure
Worth $3
When you play this, each other player thinks that you've played a gold.
--------------------------------
In games using this, whenever someone plays a gold, you may suspect counterfeit. If you do, and the Gold was actually a counterfeit, he must trash Counterfeit and -2VP, and the counterfeit is worth $0 instead. Otherwise, you gain a curse.
Title: Re: Really bad card ideas
Post by: pst on March 26, 2014, 07:50:55 am
Online only card:

Counterfeit $3 Treasure
Worth $3
When you play this, each other player thinks that you've played a gold.
--------------------------------
In games using this, whenever someone plays a gold, you may suspect counterfeit. If you do, and the Gold was actually a counterfeit, he must trash Counterfeit and -2VP, and the counterfeit is worth $0 instead. Otherwise, you gain a curse.

But that name is already taken, so it has to be called something else. How about Fool's Go... Eh, nevermind!
Title: Re: Really bad card ideas
Post by: dominator 123 on March 26, 2014, 10:01:21 am
Huh. Too late. I must remember next time, don't hesitate to think about whether the whole world knows about this game, just post it.

You missed some stuff though.
Two should have this extra line:
At the start of the game, each player gains two Twos.
The total number of Twos, Fours, Eights, Sixteens, Thirtytwos, Sixtyfours, Onehundersandtwentyeights, Twohundredandfiftysixes, Fivehunderedandtwelves, Onethousandandtwentyfours and Twothousandandfourtyeights may not exceed 16.

Btw, you missed 512. 256+256=512, and 512+512=1024.

One more thing to note: the *s on the cards do not prevent you from buying them, only if you say so on the card

I thought about adding more rules to start with Twos and such, but that would be excessive, don't you think?  Anyway, you would also have to gain a Two or a Four after every shuffle, not just at the very start of the game.

I didn't miss 512.  Go back and check!  I didn't just edit it in, that line is lying!  *shifty eyes*

Yes you edited the 512 in. I saw it through previous quotes of your post.
And I disagree about the part which you said gain a Two every shuffle. It should be whenever you play one of those cards. (In 2048, a 2 (or 4) appears when you make a move, not when you make a random number of moves.) The reason I didn't bring that up was because I was going to post it, but was slower than you, and was going to put gain a 2 after you play a 2048 card.

And with the new update, shall we add cards 4096, 8192, 16384, 32768 and 65536?
Title: Re: Really bad card ideas
Post by: eHalcyon on March 26, 2014, 11:45:44 am
Huh. Too late. I must remember next time, don't hesitate to think about whether the whole world knows about this game, just post it.

You missed some stuff though.
Two should have this extra line:
At the start of the game, each player gains two Twos.
The total number of Twos, Fours, Eights, Sixteens, Thirtytwos, Sixtyfours, Onehundersandtwentyeights, Twohundredandfiftysixes, Fivehunderedandtwelves, Onethousandandtwentyfours and Twothousandandfourtyeights may not exceed 16.

Btw, you missed 512. 256+256=512, and 512+512=1024.

One more thing to note: the *s on the cards do not prevent you from buying them, only if you say so on the card

I thought about adding more rules to start with Twos and such, but that would be excessive, don't you think?  Anyway, you would also have to gain a Two or a Four after every shuffle, not just at the very start of the game.

I didn't miss 512.  Go back and check!  I didn't just edit it in, that line is lying!  *shifty eyes*

Yes you edited the 512 in. I saw it through previous quotes of your post.
And I disagree about the part which you said gain a Two every shuffle. It should be whenever you play one of those cards. (In 2048, a 2 (or 4) appears when you make a move, not when you make a random number of moves.) The reason I didn't bring that up was because I was going to post it, but was slower than you, and was going to put gain a 2 after you play a 2048 card.

And with the new update, shall we add cards 4096, 8192, 16384, 32768 and 65536?

OK, you caught me. Was it the shifty eyes that gave it away? Or the line that explicitly states when it was edited? I told you to ignore that line!

It should be every shuffle. In 2048, a new number pops up with every move. A move is a chance to match up the numbers already on the board. In Dominion, you have one chance to line up each number every shuffle. If you only gain new Twos and Fours when you play one of the cards, then you can chat the system by only playing them when you have a match. You'd never be in danger of having more than 16.
Title: Re: Really bad card ideas
Post by: WalrusMcFishSr on March 26, 2014, 11:59:23 am
(http://www.awesomelyluvvie.com/wp-content/uploads/2014/03/SuspiciousDog.gif)
Title: Re: Really bad card ideas
Post by: Asper on March 26, 2014, 08:31:54 pm
Online only card:

Lemming, Action, 1$
+1 Card
+1 Action
----
Worth 1VP if you have the most Lemmings in your deck of all players.
(The Lemming pile has infinite cards)
Title: Re: Really bad card ideas
Post by: Minotaur on March 26, 2014, 08:41:35 pm
Online only card:

Lemming, Action, 1$
+1 Card
+1 Action
----
Worth 1VP if you have the most Lemmings in your deck of all players.
(The Lemming pile has infinite cards)

Reaction:
When another player plays a Lemming, you may either put this card in play from your hand and draw a card or you may trash this card from your hand.  Whenever you trash this card by any means, each player trashes all Lemmings they have in play.
Title: Re: Really bad card ideas
Post by: Nik on March 26, 2014, 08:51:52 pm
EvenWorseThenScout-Action-$3
Look at the top 4 cards of your deck.
-----
EvenWorseThanPearlDiver-Action-$1
Look at the bottom card of your deck.
-----
EvenWorseThanSecretChamber-Action-Reaction-$1
Discard any number of cards.
When another player plays an Attack card you may reveal this from your hand.
-----
EvenWorseThanChancellor-Action-$2
+$0. You may put your deck on top of your deck.
-----
EvenWorseThanTransmute-Action-$0
Trash a card from your hand.
-----
EvenWorseThanPoorHouse-Action-$0
+$Infinity. This can't cause you to get any money.
-----
EvenWorseThanCoppersmith-Action-$3
All Coppers produce $1 this turn.
-----
EvenWorseThanShantyTown-Action-$2
Reveal your hand.
-----
EvenWorseThanWishingWell-Action-$2
Name a card.

Title: Re: Really bad card ideas
Post by: Minotaur on March 26, 2014, 09:00:50 pm
EvenWorseThenScout-Action-$3
Look at the top 4 cards of your deck.
-----
EvenWorseThanPearlDiver-Action-$1
Look at the bottom card of your deck.
-----
EvenWorseThanSecretChamber-Action-Reaction-$1
Discard any number of cards.
When another player plays an Attack card you may reveal this from your hand.
-----
EvenWorseThanChancellor-Action-$2
+$0. You may put your deck on top of your deck.
-----
EvenWorseThanTransmute-Action-$0
Trash a card from your hand.
-----
EvenWorseThanPoorHouse-Action-$0
+$Infinity. This can't cause you to get any money.
-----
EvenWorseThanCoppersmith-Action-$3
All Coppers produce $1 this turn.
-----
EvenWorseThanShantyTown-Action-$2
Reveal your hand.
-----
EvenWorseThanWishingWell-Action-$2
Name a card.

Sir EvenWorseThanThief-Action-Attack-$3 (can put one copy of this in the Knight pile)
Each other player discards the top two cards of their deck.

Ruined Pawn-Action-$1
Choose one: +1 card, +1 action, +1 buy, +$1
Title: Re: Really bad card ideas
Post by: Gherald on March 26, 2014, 09:19:34 pm
EvenWorseThanTransmute-Action-$0
Trash a card from your hand.
This is not strictly worse than transmute.  And at $0 it's easily better value.
Title: Re: Really bad card ideas
Post by: Minotaur on March 26, 2014, 09:33:10 pm
EvenWorseThanTransmute-Action-$0
Trash a card from your hand.
This is not strictly worse than transmute.  And at $0 it's easily better value.

Trash a card from your hand.  Gain a Transmute.
Title: Re: Really bad card ideas
Post by: Marcory on March 26, 2014, 10:13:52 pm
EvenWorseThanTransmute-Action-$0
Trash a card from your hand.
This is not strictly worse than transmute.  And at $0 it's easily better value.

Trash a card from your hand.  Gain a Transmute.

When this is in the Supply, when you trash a card, gain a Transmute.
Title: Re: Really bad card ideas
Post by: mail-mi on March 26, 2014, 10:19:11 pm
EvenWorseThanTransmute-Action-$0
Trash a card from your hand.
This is not strictly worse than transmute.  And at $0 it's easily better value.

Trash a card from your hand.  Gain a Transmute.

When this is in the Supply, when you trash a card, gain a Transmute.

When this is in the Supply, when you trash a card, gain a Transmute from the Transmute pile

Set up: In games using this, add an extra pile of 50 Transmutes.
Title: Re: Really bad card ideas
Post by: sudgy on March 27, 2014, 12:40:02 am
Some Name
$4 Victory
This is worth as many VPs as what player number you are.
Title: Re: Really bad card ideas
Post by: Awaclus on March 27, 2014, 07:18:06 am
EvenWorseThenScout-Action-$3
Look at the top 4 cards of your deck.
-----
EvenWorseThanPearlDiver-Action-$1
Look at the bottom card of your deck.
-----
EvenWorseThanSecretChamber-Action-Reaction-$1
Discard any number of cards.
When another player plays an Attack card you may reveal this from your hand.
-----
EvenWorseThanChancellor-Action-$2
+$0. You may put your deck on top of your deck.
-----
EvenWorseThanTransmute-Action-$0
Trash a card from your hand.
-----
EvenWorseThanPoorHouse-Action-$0
+$Infinity. This can't cause you to get any money.
-----
EvenWorseThanCoppersmith-Action-$3
All Coppers produce $1 this turn.
-----
EvenWorseThanShantyTown-Action-$2
Reveal your hand.
-----
EvenWorseThanWishingWell-Action-$2
Name a card.
Wishing Well is a good card, Poor House is sometimes very good and Pearl Diver, while often not too significant, is still usually worth buying if there are no important cards at $2 in the kingdom.
Title: Re: Really bad card ideas
Post by: dominator 123 on March 27, 2014, 07:32:35 am
EvenWorseThanTransmute-Action-$0
Trash a card from your hand.
This is not strictly worse than transmute.  And at $0 it's easily better value.

Trash a card from your hand.  Gain a Transmute an EvenWorseThanTransmute
FIFY
Title: Re: Really bad card ideas
Post by: Gveoniz on March 27, 2014, 12:01:25 pm
EvenWorseThanTransmute-Action-$0
Trash a card from your hand.
This is not strictly worse than transmute.  And at $0 it's easily better value.

Trash a card from your hand.  Gain a Transmute an EvenWorseThanTransmute
FIFY
EvenWorseThanRats - Action
Trash a card from your hand that is not an EvenWorseThanRats. Gain an EvenWorseThanRats.
Title: Re: Really bad card ideas
Post by: Minotaur on March 27, 2014, 12:09:59 pm
EvenWorseThanTransmute-Action-$0
Trash a card from your hand.
This is not strictly worse than transmute.  And at $0 it's easily better value.

Trash a card from your hand.  Gain a Transmute an EvenWorseThanTransmute
FIFY
EvenWorseThanRats - Action
Trash a card from your hand that is not an EvenWorseThanRats. Gain an EvenWorseThanRats.

Whenever you trash this card, gain it and a copy from the supply and put both on top of your deck.  If this card is passed to you by Masquerade, you may reveal it to return it to the hand of its previous owner.  If you reveal it with Ambassador, do not return it to the supply or hand out copies as usual.
Title: Re: Really bad card ideas
Post by: KingZog3 on March 27, 2014, 12:26:53 pm
Lose Track Rule-Action

When you play this, put it on top of your deck, then trash it.
Title: Re: Really bad card ideas
Post by: Marcory on March 27, 2014, 05:49:04 pm
Lose Track Rule

When you would gain this, set it aside.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on March 28, 2014, 08:06:15 pm
StrictlyLessOriginalThanBishop
+$1, +1 VP token
Trash a card from your hand.

StrictlyLessOriginalThanMasquerade
+2 cards
You may trash a card from your hand.

StrictlyLessOriginalThanConspirator
+1 card
+1 action
+$2

StrictlyLessOriginalThanAnyKnightAndRogue
Each other player reveals the two top cards from top of his deck. If any card costing between $3 and $6 is revealed, they trash one of them, and discard the rest.

StrictlyLessOriginalThanScoutButNotStrictlyWorse
+1 action
LookAtTheTop4CardsFrom... sorry. Look at the top 4 cards from your deck, and put them back in any order.

StrictlyLessOriginalThanManyCards :
+1 card
+1 action

StrictlyLessOriginalThanPawn :
Market

StrictlyLessOriginalThanSoothsayer :
Gain a gold.

StrictlyLessOriginalThanContraband :
$3, +1 buy.
Title: Re: Really bad card ideas
Post by: dominator 123 on March 30, 2014, 10:15:08 am
Manson $1+
Act
Trash a card from your hand. Gain a card costing less than it.
When you buy this, you may overpay. For each $1/2 overpaid, gain a card costing up to that amount.

Advise $2
Actio
+1 action
Reveal the top 3 cards of your deck. The player to your left chooses one. Discard that card.

Sayer $2.5
Act
Gain a Gold. Each other player gains a curse. Each player who did.

Pla $2
Act
+1/2 ca
+1 act
You may discard a card. If you did, take a Coin.

Journey $2.5
Act
Name a card. Reveal cards from your deck until you reveal 3 cards.
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on March 30, 2014, 11:02:00 am
Journey $2.5
Arena rock superstars
Name a card. Reveal cards from your deck until you draw it, then play that card any way you want it; because that's the way you need it.


FIFY
Title: Re: Really bad card ideas
Post by: Witherweaver on March 30, 2014, 04:18:49 pm
Journey $2.5
Arena rock superstars
Name a card. Reveal cards from your deck until you draw it, then play that card any way you want it; because that's the way you need it.


FIFY

Had to be done.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on March 31, 2014, 05:25:16 am
-grid-powered city-
$5*, action
+1 card.
+1 card for each opponent whose token is strictly higher than yours on the City track
+2 actions.
---
Each time a player gains a grid-powered city, move his token one space forwards on the City track, and each time a player trashes or returns to the supply a grid-powered city, move his token one space backwards.
This costs $1 more per empty supply pile.

Masquerade ? Forget about it, it's a really bad card idea after all. Or maybe not ?
Title: Re: Really bad card ideas
Post by: awildnoobappeared on March 31, 2014, 05:58:49 am
Homeopathic Doctor
Action, $3+
Name a card. Reveal the top 0 cards of your deck. Trash the matches. Put the rest back on top in any order.
---
When you buy this, you may overpay for it. For each $1 you overpaid, look at the top card of your deck; put it back.
Title: Re: Really bad card ideas
Post by: KingZog3 on March 31, 2014, 11:06:27 am
Homeopathic Doctor
Action, $3+
Name a card. Reveal the top 0 cards of your deck. Trash the matches. Put the rest back on top in any order.
---
When you buy this, you may overpay for it. For each $1 you overpaid, look at the top card of your deck; put it back.

Homeopathic Doctor
Action

Drink some water.
Title: Re: Really bad card ideas
Post by: Marcory on March 31, 2014, 05:24:06 pm
Homeopathic Doctor

Action

Drink some water. Hope that your Curses go away on their own.
Title: Re: Really bad card ideas
Post by: Witherweaver on March 31, 2014, 05:29:25 pm
Homeopathic Doctor

Action

Drink some water. Hope that your Curses go away on their own.  Charge $500.
Title: Re: Really bad card ideas
Post by: GeoLib on March 31, 2014, 05:44:42 pm
I think you guys are really misunderstanding homeopathy.




It should be:

Homeopathic Doctor

Action

Drink some water extraordinarily dilute poison. Hope that your Curses go away on their own.  Charge $500.
Title: Re: Really bad card ideas
Post by: theory on March 31, 2014, 05:52:42 pm
Homeopaths do not drink water!  Don't you know that would pose a serious risk of overdosing?!
Title: Re: Really bad card ideas
Post by: Witherweaver on March 31, 2014, 05:58:53 pm
Homeopaths do not drink water!  Don't you know that would pose a serious risk of overdosing?!

Also, everyone that has autism drinks water.  Water causes autism.
Title: Re: Really bad card ideas
Post by: dominator 123 on April 02, 2014, 08:00:35 am
Truth or Dare? $5
Action-Attack
Each other player chooses one: He answers a question truthfully that you give him; or he does something that you tell him to do; or he resigns from the game.
Title: Re: Really bad card ideas
Post by: Jimmmmm on April 02, 2014, 08:02:00 am
Truth or Dare? $5
Action-Attack
Each other player chooses one: He answers a question truthfully that you give him; or he does something that you tell him to do; or he resigns from the game.

If he chooses Dare, can you tell him to resign from the game?
Title: Re: Really bad card ideas
Post by: Ozle on April 02, 2014, 09:06:29 am
Homeopaths do not drink water!  Don't you know that would pose a serious risk of overdosing?!

Ohh now you have done it, the water is going to remember you said that...
Title: Re: Really bad card ideas
Post by: Minotaur on April 02, 2014, 09:09:15 am
Homeopaths do not drink water!  Don't you know that would pose a serious risk of overdosing?!

Ohh now you have done it, the water is going to remember you said that...

It's ok, I'll dilute the water with some more water, and... OH GOD WHAT HAVE I DONE???
Title: Re: Really bad card ideas
Post by: Marcory on April 02, 2014, 12:56:07 pm
Clearly you need to dilute the water with air. Come to think of it, why add the water at all? Air. That's the ticket. Now where's my $500?
Title: Re: Really bad card ideas
Post by: Axxle on April 02, 2014, 01:57:56 pm
Homeopaths do not drink water!  Don't you know that would pose a serious risk of overdosing?!
Spread the word! http://www.dhmo.org/facts.html
Title: Re: Really bad card ideas
Post by: sudgy on April 02, 2014, 02:08:45 pm
Homeopaths do not drink water!  Don't you know that would pose a serious risk of overdosing?!
Spread the word! http://www.dhmo.org/facts.html

[should I be using a spoiler tag?] Pages talking about DHMO are hilarious.  "It is a major component of acid rain."
Title: Re: Really bad card ideas
Post by: Awaclus on April 02, 2014, 06:52:11 pm
Homeopaths do not drink water!  Don't you know that would pose a serious risk of overdosing?!
Spread the word! http://www.dhmo.org/facts.html

[should I be using a spoiler tag?] Pages talking about DHMO are hilarious.  "It is a major component of acid rain."
My favorite part is "Married couples have found that regular ingestion of DHMO can improve their marriage-related activities, while couples that never ingest DHMO often find that their marriage suffers as well."
Title: Re: Really bad card ideas
Post by: florrat on April 02, 2014, 10:32:08 pm
Studies have shown that even after careful washing, food and produce that has been contaminated by DHMO remains tainted by DHMO.
Title: Re: Really bad card ideas
Post by: ashersky on April 03, 2014, 04:00:52 am
The Wikipedia entry for that is also hilarious.
Title: Re: Really bad card ideas
Post by: Minotaur on April 03, 2014, 10:51:53 am
Homeopathic Cartographer
Cost: 4

+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.
Title: Re: Really bad card ideas
Post by: Sidsel on April 03, 2014, 11:00:24 am
Sociopathic Cartographer

Cost: 4

Reveal the top 4 cards of your deck.  Trash the revealed Victory cards.  Put the other cards on top of your deck in any order.
Title: Re: Really bad card ideas
Post by: ConMan on April 03, 2014, 06:11:57 pm
Psychopathic Cartographer
Cost: 4
Reveal the top 4 cards of your deck. Trash them.
Title: Re: Really bad card ideas
Post by: ashersky on April 03, 2014, 07:01:10 pm
Telepathic Cartographer
Cost: 4

Remove the victory cards from among the top four cards of your deck and place them in your hand without looking.
Title: Re: Really bad card ideas
Post by: Asper on April 03, 2014, 07:29:38 pm
Hepatic Cartographer
Cost: 4
Drink something alcoholic.
Title: Re: Really bad card ideas
Post by: ConMan on April 03, 2014, 07:31:34 pm
Empathic Cartographer
Cost: 4
Understand how the top 4 cards of your deck feel.
Title: Re: Really bad card ideas
Post by: Awaclus on April 03, 2014, 07:34:00 pm
Apathetic Cartographer
Cost: 4
Reveal the top 4 cards of your deck. Trash this.
Title: Re: Really bad card ideas
Post by: Minotaur on April 03, 2014, 07:43:50 pm
Hemophiliac Cartographer

Reveal the top 4 cards of your deck.  If you get a paper cut, lose the game.
Title: Re: Really bad card ideas
Post by: ashersky on April 03, 2014, 07:49:42 pm
Hemorrhagic Cartographer

Reveal the top 4 cards of your deck, causing a papercut and bleeding profusely all over them.  Put the bloody ones in your hand and return the rest in any order.
Title: Re: Really bad card ideas
Post by: sudgy on April 03, 2014, 08:06:50 pm
Tired-of-these-jokes Cartographer

Reveal the top 4 cards of your deck, and trash all variations of Cartographer (but not Cartographer itself) there.  Put the rest back in any order.
Title: Re: Really bad card ideas
Post by: Axxle on April 03, 2014, 08:11:42 pm
Forum Cartographer

Reveal the last 4 replies of this thread, trash all Cartographer jokes, put the rest back in any order.
Title: Re: Really bad card ideas
Post by: eHalcyon on April 03, 2014, 08:19:00 pm
Do you guys realize that the very first one was actually a Scout joke?
Title: Re: Really bad card ideas
Post by: Axxle on April 03, 2014, 08:47:39 pm
Do you guys realize that the very first one was actually a Scout joke?
I only looked at the last 4.
Title: Re: Really bad card ideas
Post by: Kirian on April 03, 2014, 09:20:29 pm
Do you guys realize that the very first one was actually a Scout joke?
I only looked at the last 4.

And that's the first good joke since the original Scout/Carto joke.
Title: Re: Really bad card ideas
Post by: Eran of Arcadia on April 05, 2014, 08:35:08 am
This one came to me in a dream:

Silver Thread
Cost: 3$

Each other player who owns any object on the table or playing surface that is not related to Dominion, trashes their discard pile, hand, and any duration cards in play.
Title: Re: Really bad card ideas
Post by: Dsell on April 05, 2014, 04:54:11 pm
This one came to me in a dream:

Silver Thread
Cost: 3$

Each other player who owns any object on the table or playing surface that is not related to Dominion, trashes their discard pile, hand, and any duration cards in play.

I win with the cards on my Island and Native Village mat.
Title: Re: Really bad card ideas
Post by: Marcory on April 06, 2014, 12:10:34 am
Land of Misfits
$5
Victory
When this is in play, treat this as if it were a Victory card in the supply costing less than this that you choose.


Hand of Misfits
$5
Reaction
React with this as if it were a Reaction in the supply that you choose

Brand of Misfits
$5
Treasure
Play this as if it were a treasure in the supply costing less than this that you choose

Ruined Band of Misfits
$1
Action
Play this as if it were the top Ruin in the supply

Stand of Misfits
$2
Action-Shelter-Reaction
When you draw this, you may reveal it. If you do, it acts as a Shelter that you choose until the end of your next Cleanup Phase.

 
Title: Re: Really bad card ideas
Post by: Dsell on April 06, 2014, 01:59:49 pm
Eagle Scout
Cost: 4

+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.
---------
When you gain this, gain a bumper sticker that reads, "I'm proud of my Eagle Scout."
Title: Re: Really bad card ideas
Post by: Witherweaver on April 06, 2014, 02:09:07 pm
Eagle Scout
Cost: 4

+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.
---------
When you gain this, gain a bumper sticker that reads, "I'm proud of my Eagle Scout."

And here I thought there was no room for new Scout jokes.

Cub Scout
Cost: 4

+1 Action
Reveal the top card of your deck.  If it is a Victory card, put into your hand.
---------
If you successfully reveal a victory card with Cub Scout, attach the Navigator Activity Badge to your sash.

Boy Scout
Cost: 4

+1 Action
Reveal the top two cards of your deck.  Put the revealed Victory cards into your hand.  Put the other cards on top of your deck in any order.
---------
If you successfully reveal a victory card with Cub Scout, attach the Surveying Merit Badge to your sash.
Title: Re: Really bad card ideas
Post by: Dsell on April 06, 2014, 03:35:33 pm
Alternatively...

Eagle Scout
Cost: 4

+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.
---------
When you gain this, gain a superiority complex.
Title: Re: Really bad card ideas
Post by: Ozle on April 06, 2014, 03:38:58 pm
Are those real badges? You can have a +1 if they are...
Title: Re: Really bad card ideas
Post by: Witherweaver on April 06, 2014, 03:42:20 pm
Are those real badges? You can have a +1 if they are...

http://members.scouts.org.uk/supportresources/586

http://www.scouting.org/scoutsource/boyscouts/advancementandawards/meritbadges/mb-surv.aspx
Title: Re: Really bad card ideas
Post by: Ozle on April 06, 2014, 03:46:02 pm
Are those real badges? You can have a +1 if they are...

http://members.scouts.org.uk/supportresources/586

http://www.scouting.org/scoutsource/boyscouts/advancementandawards/meritbadges/mb-surv.aspx

You could have just said Yes, I would have trusted you!

Now you have made me do my own research and I'm very lazy....
Title: Re: Really bad card ideas
Post by: Witherweaver on April 06, 2014, 03:47:38 pm
Are those real badges? You can have a +1 if they are...

http://members.scouts.org.uk/supportresources/586

http://www.scouting.org/scoutsource/boyscouts/advancementandawards/meritbadges/mb-surv.aspx

You could have just said Yes, I would have trusted you!

Now you have made me do my own research and I'm very lazy....

The links are directly to the appropriate merit badges, it's not like you have to search :P
Title: Re: Really bad card ideas
Post by: luser on April 08, 2014, 05:05:45 am
To improve dominion accessibility for new players we should add following card

BM enabler   action-attack 4$

+2$

Each opponent reveals his hand. If he revealed action card he discards it and gains a curse.
Title: Re: Really bad card ideas
Post by: KingZog3 on April 08, 2014, 09:45:20 am
To improve dominion accessibility for new players we should add following card

BM enabler   action-attack 4$

+2$

Each opponent reveals his hand. If he revealed action card he discards it and gains a curse.

BM enabler - Treasure $3

Worth $2
Title: Re: Really bad card ideas
Post by: Minotaur on April 08, 2014, 11:09:53 am
To improve dominion accessibility for new players we should add following card

BM enabler   action-attack 4$

+2$

Each opponent reveals his hand. If he revealed action card he discards it and gains a curse.

BM enabler - Treasure $3

Worth $2

Thief vs Noble Brigand Edge Case
Treasure
Cost: $3

$2
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on April 08, 2014, 11:24:00 am
The Soggy Zog - Action - $4

+3 Cards

Pants Kingzog3
Title: Re: Really bad card ideas
Post by: Witherweaver on April 08, 2014, 11:28:17 am
The Soggy Zog - Action - $4

+3 Cards

Pants Kingzog3

No clue whether this is strictly superior or strictly inferior to Smithy.
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on April 08, 2014, 11:32:44 am
The Dubya - Action - $4

+3 Cards

Give Witherweaver a wet willy whilst whistling a whimsical whampoozle
Title: Re: Really bad card ideas
Post by: Witherweaver on April 08, 2014, 11:36:22 am
The Dubya - Action - $4

+3 Cards

Will Witherweaver a wet willy whilst whistling a whimsical whampoozle

Fixed that for you
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on April 08, 2014, 11:39:21 am
Thanks!
Title: Re: Really bad card ideas
Post by: jotheonah on April 08, 2014, 02:07:23 pm
Dubya Action-Reaction

Get involved in another game of Dominion halfway around the room by claiming they're playing with cards of mass destruction.

Then retire and create some really questionable art.
______________________
Whenever another player does anything, you may reveal this card and bring up 9/11
Title: Re: Really bad card ideas
Post by: Minotaur on April 08, 2014, 02:33:59 pm
Dubya Action-Reaction

Get involved in another game of Dominion halfway around the room by claiming they're playing with cards of mass destruction.

Then retire and create some really questionable art.
______________________
Whenever another player does anything, you may reveal this card and bring up 9/11

I think you can only play this card when the game halfway across the room is being played by some guy who started a game with your dad ten years ago, but then they quit in the fourth turn or something.
Title: Re: Really bad card ideas
Post by: Marcory on April 08, 2014, 04:19:06 pm
Off-topic

Reaction

When someone tries to hijack a thread by randomly inserting references to religion, sex or politics, you may gain this from the supply and put it into play. If you do, they need to move to another table or thread. Then return this to the supply and continue enjoying your game.
Title: Re: Really bad card ideas
Post by: KingZog3 on April 08, 2014, 04:53:40 pm
The Soggy Zog - Action - $4

+3 Cards

Pants Kingzog3

AndrewisFTTWhinning - Action - $4

+3 cards

If you draw any cards dead from playing this, you may complain to the other players.
Title: Re: Really bad card ideas
Post by: Minotaur on April 08, 2014, 04:56:43 pm
Off-topic

Reaction

When someone tries to hijack a thread by randomly inserting references to religion, sex or politics, you may gain this from the supply and put it into play. If you do, they need to move to another table or thread. Then return this to the supply and continue enjoying your game.

RBCI

Reaction

When you would be penalized for off-topic behavior, you may reveal this from your hand. If you do, you may make a card concept out of your off-topic material. If you do, you are unaffected by off-topic penalities, and +1 respect.
Title: Re: Really bad card ideas
Post by: silverspawn on April 08, 2014, 05:07:23 pm
Deux Ex Machina - Action - 5$
When you post this card in a thread, each other player must upvote your post.
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on April 08, 2014, 05:34:44 pm
Deux Ex Machina - Action - 5$
When you post this card in a thread, each other player must upvote your post.

Boooo!!!!
Title: Re: Really bad card ideas
Post by: ashersky on April 08, 2014, 06:17:04 pm
Fraudster
Action - Attack
Cost: 3

+2 Cards
Every other player gains a curse.
If any player reveals a reaction card, they immediately discard it and gain a copper.


(I'm pretty sure this doesn't work, right?  That's the point, of course.)
Title: Re: Really bad card ideas
Post by: Gherald on April 08, 2014, 08:53:52 pm
Action - Attack - Rereaction
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on April 08, 2014, 09:36:25 pm
The Soggiest Zog - Action - $4

+3 Cards

Give Kingzog3 a swirley

You may discard a card. If you do, steal Kingzog3's lunch money
Title: Re: Really bad card ideas
Post by: ashersky on April 08, 2014, 09:39:14 pm
The whole "reaction that hurts the attacker" thing has been argued to death.  What about a reaction that hurts the reactor?  That was sort of the bad idea  I was trying to get across in the Fraudster thing.

But what about a line like: "If anyone other than you reveals a reaction card on a turn that is not their own, you may reveal this.  Discard it and that player gains a curse."

Title: Re: Really bad card ideas
Post by: AndrewisFTTW on April 08, 2014, 09:44:33 pm
Autocorrect made that "The Soviet Zog", so I guess I have to do that now.

The Soviet Zog - Action - $4

In Soviet Dominion, Kingzog3 draws three cards

In Soviet Dominion, Kingzog3 gives you an atomic wedgie, but only after The United States agrees to reduce atomic wedgies first
Title: Re: Really bad card ideas
Post by: KingZog3 on April 09, 2014, 12:05:26 am
Autocorrect made that "The Soviet Zog", so I guess I have to do that now.

The Soviet Zog - Action - $4

In Soviet Dominion, Kingzog3 draws three cards

In Soviet Dominion, Kingzog3 gives you an atomic wedgie, but only after The United States agrees to reduce atomic wedgies first

In Soviet Dominion, game wins you.
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on April 09, 2014, 12:16:49 am
I think this should be its own thread.
Title: Re: Really bad card ideas
Post by: Witherweaver on April 09, 2014, 12:19:37 am
In Soviet Dominion, card trashes you.
Title: Re: Really bad card ideas
Post by: KingZog3 on April 09, 2014, 12:42:36 am
I think this should be its own thread.

I Soviet Dominion, topics stay on threads.
Title: Re: Really bad card ideas
Post by: Awaclus on April 09, 2014, 01:50:09 am
Autocorrect made that "The Soviet Zog", so I guess I have to do that now.

The Soviet Zog - Action - $4

In Soviet Dominion, Kingzog3 draws three cards

In Soviet Dominion, Kingzog3 gives you an atomic wedgie, but only after The United States agrees to reduce atomic wedgies first

In Soviet Dominion, game wins you.
Damn, The Game just lost me.
Title: Re: Really bad card ideas
Post by: mail-mi on April 09, 2014, 10:07:31 am
In Soviet Dominion, actions play you.
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on April 09, 2014, 10:20:39 am
http://forum.dominionstrategy.com/index.php?topic=10847.0
Title: Re: Really bad card ideas
Post by: Minotaur on April 09, 2014, 10:34:44 am
In Soviet Dominion, you wipe the floor with Chuck Norris.

Am I doing it right?
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on April 09, 2014, 10:53:41 am
No but who cares?
Title: Re: Really bad card ideas
Post by: Witherweaver on April 09, 2014, 11:40:51 am
In Soviet Dominion, you wipe the floor with Chuck Norris.

Am I doing it right?

You are rightly doing it wrongly.
Title: Re: Really bad card ideas
Post by: KingZog3 on April 09, 2014, 01:17:06 pm
No but who cares?

Sir Peebles
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on April 09, 2014, 01:25:47 pm
Should I create a "'In Soviet Dominion...' thread discussion" thread too? Well? What do you want? WHAT DO YOU WANT FROM ME!?
Title: Re: Really bad card ideas
Post by: jotheonah on April 09, 2014, 03:23:47 pm
In Soviet Dominion, reaction card reveals you.
Title: Re: Really bad card ideas
Post by: jotheonah on April 09, 2014, 03:24:19 pm
In Soviet Dominion, Possession Kings Courts you
Title: Re: Really bad card ideas
Post by: Awaclus on April 09, 2014, 07:24:06 pm
It's fun how sometimes you see a pair of words and you immediately know what a Dominion card by that name would do.

Grand Feast
$5 Action
Trash this card. Gain a card costing up to $6.
______________
You can't buy this if you have any Copper in play.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on April 09, 2014, 08:14:52 pm
Counterfate
$5, Treasure
+$4, +1 buy
Look at the top 4 cards of your deck. You may trash a copper from them. If you do, discard the other cards. If you don't, you lose.

Womenagerie
$3, Action
+1 action
Reveal you hand. If all female characters present on all pictures of the cards are different, +3 cards. Otherwise, +1 card.

Horde
$6, Treasure
Worth $2
While this is in play, when you buy a treasure, trash a victory card from the supply

Dwharf
$5, Action attack duration
+2 cards, gain a spoils
At the start of your next turn :
+2 cards, each other player gains a ruins

It's because Franz Vohwinkel illustrated Marauder as a dwarf, or I think so. And, talking about dwarves...

Loanister (who always pays his debts)
Treasure, $3
Worth $1
When you play this, you may trash a treasure you have in play other than a Loanister.
---
At end of game, this is worth -1000 VP.

BTW : I'm not a huge fan of A Song OIAF, but what I think first when I think to it is to (in 1st season of tv series) : Tyrion locked in the sky cell in the Eyrie. Yeah, there are many battle/sex/schemes scenes, but they are kinda boring when you watch several of 'em in a row...
Title: Re: Really bad card ideas
Post by: Marcory on April 10, 2014, 01:48:49 am
Penitent Hermit

Cost $3

You may trash a Treasure from your hand or discard pile.
Gain a card that is not an Action, Victory, or Treasure.
Title: Re: Really bad card ideas
Post by: dominator 123 on April 11, 2014, 10:33:44 am
Mint $5
Action
Trash a Treasure card from your hand. Gain a Treasure card costing up to $3 more than it, putting it into your hand

Mine $5
Action
You may reveal a treasure card from your hand. Gain a copy of it.
-------------------------
When you buy this, trash all treasures you have in play.

And another one not related:

Ozle's 42 $2
Action-Reaction
+2 cards
--------------------
When another plays plays an attack card, you may reveal this from your hand. If you do, you are unaffected by that attack.
Title: Re: Really bad card ideas
Post by: Witherweaver on April 11, 2014, 10:42:10 am
Mint $5
Action
Trash a Treasure card from your hand. Gain a Treasure card costing up to $3 more than it, putting it into your hand

Mine $5
Action
You may reveal a treasure card from your hand. Gain a copy of it.
-------------------------
When you buy this, trash all treasures you have in play.

And another one not related:

Ozle's 42 $2
Action-Reaction
+2 cards
--------------------
When another plays plays an attack card, you may reveal this from your hand. If you do, you are unaffected by that attack.

(http://cdn.memegenerator.net/instances/500x/48420438.jpg)
Title: Re: Really bad card ideas
Post by: ChocophileBenj on April 13, 2014, 06:25:56 pm
AFK (awesome fantasy knight)
Action attack knight, $5
If the Knight pile is empty, gain a card costing the same or less. Otherwise gain a knight + regular knight effect.

YMCA (Young mountebank curser awkward)
Action attack, $4
+$1
Each other player may reveal a copper from his hand. If he doesn't, he gains a curse and a copper.

WTF (Wharf too far)
Action duration, $6
Now and at the start of your next turn : +3 cards.

RPG (Radical plan to green)
Action, $6
Choose one : set aside any number of treasures from your hand OR trash all the treasures you've set aside, +$3 and +1 buy per trashed card this way
--
While this is in play, victory cards cost $1 less (not less than $0)

FTFY (Find the f***ing yens)
Treasure, $6
+$2
You may make a reference to a Japanese anime or video game. If no one finds it, +$1 per player in the game.

IURL (InUnavoidable Rabble Launcher)
Action attack, $6
+4 cards
Each other player reveals the top 4 cards from top of his deck. He puts back the victory cards on top of it in any order and discards the rest.

YOLO (Yet Obviously Likeable Online)
Action, $6
+2 cards.
Count your total number of victory cards in your deck and in your discard pile. +1 card for every 3 cards between them (rounded down).

Edit : remember... I'm French !
Title: Re: Really bad card ideas
Post by: Axxle on April 14, 2014, 11:56:20 pm
Wtf is my favorite
Title: Re: Really bad card ideas
Post by: Minotaur on April 15, 2014, 12:07:02 am
OMG (Only Menagerie Game)
Cost: 0

If this card is played from the Black Market, then trash it and perform the Setup for this card.
-----------------------
Setup: Replace all Kingdom supply piles with fully-stocked Menagerie piles.
Title: Re: Really bad card ideas
Post by: mail-mi on April 15, 2014, 12:22:52 am
Wtf is my favorite
1111 posts! don't post anything else (outside of forum games) and keep it that way!
Title: Re: Really bad card ideas
Post by: MetaSkipper on April 15, 2014, 12:23:57 am
Strongly Worded Letter
Action - Attack
$0
Rudely and loudly insult each other player. Every other player gains a Strongly Worded Letter. If this card is in play, during your Clean-Up phase, trash it.

Setup: This pile contains 20 cards, not 10.
Title: Re: Really bad card ideas
Post by: Axxle on April 15, 2014, 12:24:57 am
Wtf is my favorite
1111 posts! don't post anything else (outside of forum games) and keep it that way!
Sorry.
Title: Re: Really bad card ideas
Post by: Jimmmmm on April 15, 2014, 12:25:10 am
Wtf is my favorite
1111 posts! don't post anything else (outside of forum games) and keep it that way!

We should find 143 of his posts to unvote, then he'll have 1111 respect as well!

PPE: too late :(
Title: Re: Really bad card ideas
Post by: Minotaur on April 15, 2014, 03:10:21 pm
FML (Find My Laboratory)
Cost: 4

+1 action
You may discard a Treasure card from your hand.  If you do, reveal cards from the top of your deck until you reveal a Laboratory. Put it in your hand and discard the other revealed cards.
Title: Re: Really bad card ideas
Post by: sudgy on April 15, 2014, 04:26:32 pm
Wtf is my favorite
1111 posts! don't post anything else (outside of forum games) and keep it that way!

You almost have a 1:1 post-to-respect ratio!
Title: Re: Really bad card ideas
Post by: mail-mi on April 15, 2014, 07:05:06 pm
Wtf is my favorite
1111 posts! don't post anything else (outside of forum games) and keep it that way!

You almost have a 1:1 post-to-respect ratio!
Quick! Someone give me 5 respect!
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on April 15, 2014, 07:40:53 pm
Wtf is my favorite
1111 posts! don't post anything else (outside of forum games) and keep it that way!

You almost have a 1:1 post-to-respect ratio!
Quick! Someone give me 5 respect!

Kay.
Title: Re: Really bad card ideas
Post by: eHalcyon on April 15, 2014, 08:31:56 pm
Wtf is my favorite
1111 posts! don't post anything else (outside of forum games) and keep it that way!

You almost have a 1:1 post-to-respect ratio!
Quick! Someone give me 5 respect!

Quick! Someone give me 1482 respect!
Title: Re: Really bad card ideas
Post by: Axxle on April 15, 2014, 08:38:48 pm
Wtf is my favorite
1111 posts! don't post anything else (outside of forum games) and keep it that way!

You almost have a 1:1 post-to-respect ratio!
Quick! Someone give me 5 respect!

Quick! Someone give me 1482 respect!
I just gave you 1482 respect for this post (though I had to remove 1481 in the process)
Title: Re: Really bad card ideas
Post by: Minotaur on April 15, 2014, 09:06:33 pm
Wtf is my favorite
1111 posts! don't post anything else (outside of forum games) and keep it that way!

You almost have a 1:1 post-to-respect ratio!
Quick! Someone give me 5 respect!

Quick! Someone give me 1482 respect!

Quick! Delete 1482 of your posts!
Title: Re: Really bad card ideas
Post by: sudgy on April 16, 2014, 12:33:17 am
Wtf is my favorite
1111 posts! don't post anything else (outside of forum games) and keep it that way!

You almost have a 1:1 post-to-respect ratio!
Quick! Someone give me 5 respect!

I just gave you one too many.  I am the only person to see it.
Title: Re: Really bad card ideas
Post by: Axxle on April 16, 2014, 01:12:27 am
(http://i.imgur.com/CKoL5SR.jpg)
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on April 16, 2014, 01:17:13 am
(http://i.imgur.com/CKoL5SR.jpg)

Woah.
Title: Re: Really bad card ideas
Post by: sudgy on April 16, 2014, 01:19:29 am
(http://i.imgur.com/CKoL5SR.jpg)

Digital editing won't help (or maybe unvoting, taking the pic, then voting again).
Title: Re: Really bad card ideas
Post by: Axxle on April 16, 2014, 01:21:00 am
It may or may not have been the latter...
Title: Re: Really bad card ideas
Post by: mail-mi on April 16, 2014, 08:23:38 pm
Wtf is my favorite
1111 posts! don't post anything else (outside of forum games) and keep it that way!

You almost have a 1:1 post-to-respect ratio!
Quick! Someone give me 5 respect!

I just gave you one too many.  I am the only person to see it.
Well i just have to post once more and... back to even.


Hah.
Title: Re: Really bad card ideas
Post by: navical on April 17, 2014, 07:54:06 pm
Inspired by a tangent in the Interview with Donald X. thread:

Student Loan $1 Action-Duration
Gain a University from the University pile.
---
Remains in play forever. At the start of the Buy phase each turn this is in play, if you have at least $5, -1$.

Setup: If University is not in the Supply, add an extra University pile which is not in the Supply.
Title: Re: Really bad card ideas
Post by: Kirian on April 17, 2014, 08:49:15 pm
Inspired by a tangent in the Interview with Donald X. thread:

Student Loan $1 Action-Duration
Gain a University from the University pile.
---
Remains in play forever. At the start of the Buy phase each turn this is in play, if you have at least $5, -1$.

Setup: If University is not in the Supply, add an extra University pile which is not in the Supply.

--------
At the end of the game, remove all treasures from your deck and return them to the supply before counting your victory points.
Title: Re: Really bad card ideas
Post by: liopoil on April 17, 2014, 09:19:23 pm
At the start of the Buy phase each turn this is in play, if you have at least $5, -1$.
So I only lose money if I get at least $5 from my action cards, not including treasures?
Title: Re: Really bad card ideas
Post by: MetaSkipper on April 17, 2014, 09:38:08 pm
So there I am, teaching Dominion to my seven year old sister, when she suggests this card.

Elements of Harmony
Action
$900
Trash all copies of victory cards of each other player. For each player, for each card, that player gains a curse.
Gain all remaining Provinces.
Title: Re: Really bad card ideas
Post by: dominator 123 on April 17, 2014, 09:48:27 pm
Hey, negative numbers exists!
$0*
In games using this, you may have negative actions, negative buys, or negative coins remaining.
Title: Re: Really bad card ideas
Post by: KingZog3 on April 17, 2014, 10:33:10 pm
So there I am, teaching Dominion to my seven year old sister, when she suggests this card.

Elements of Harmony
Action
$900
Trash all copies of victory cards of each other player. For each player, for each card, that player gains a curse.
Gain all remaining Provinces.

She was just frustrated at your KC-KC-Bridge-Bridge-Bridge turn.
Title: Re: Really bad card ideas
Post by: WalrusMcFishSr on April 17, 2014, 11:27:02 pm
Hey, negative numbers exists!
$0*
In games using this, you may have negative actions, negative buys, or negative coins remaining.

If you're in action/buy/coin debt for too long though, the player to your left may break one of your fingers
Title: Re: Really bad card ideas
Post by: Marcory on April 18, 2014, 12:32:57 pm
College
Action
Cost $5

+2 Actions
You may gain any number of Student Loans from your Student Loan Pile. Gain a card costing up to the amount of Student Loans that you gained.


Student Loan
Treasure
Cost $-2*
$0

When you trash this, return it to your Student Loan pile.
During your buy phase, you may spend $3 to trash this.
You may not buy cards if there are any Student Loans in your hand.
__________
This card is not in the supply.

Setup: Each player begins the game with 10 Student Loans in his Student Loan Pile.
In games using this, you may not buy cards unless you first reveal your hand.

Student Loans cost $-2 so that you can only Mine them to Coppers
Title: Re: Really bad card ideas
Post by: Axxle on April 18, 2014, 12:37:14 pm
Collage
Action - $8
If you have 20 differently named cards in play with no duplicates, gain the Province pile.
Title: Re: Really bad card ideas
Post by: Minotaur on April 18, 2014, 12:38:09 pm
http://mtaur.deviantart.com/art/DimOnion-Modern-Times-412030527

I kind of don't think they're really bad.  They just don't play well thematically with vanilla Dominion cards...
Title: Re: Really bad card ideas
Post by: Minotaur on April 18, 2014, 12:39:11 pm
Collage
Action - $8
If you have 20 differently named cards in play with no duplicates, gain the Province pile.

This should be a treasure if you want any hope of it ever actually happening in a game...
Title: Re: Really bad card ideas
Post by: silverspawn on April 18, 2014, 01:04:58 pm
So there I am, teaching Dominion to my seven year old sister, when she suggests this card.

Elements of Harmony
Action
$900
Trash all copies of victory cards of each other player. For each player, for each card, that player gains a curse.
Gain all remaining Provinces.
awww
Title: Re: Really bad card ideas
Post by: Tables on April 24, 2014, 12:10:57 pm
Engines and Combos are fun
Victory - $7
5 VPs
---
In games using this, at the start of your buy phase, gain an action costing up to $5, putting it on the bottom of your deck.

Because screw Big Money, why not have a card that accelerates you to the fun part of the game, lets you put your engine and combo together at rapid pace, and provides a bunch of extra expensive VPs to make sure a money - Province based strategy really can't keep up?
Title: Re: Really bad card ideas
Post by: dominator 123 on April 24, 2014, 09:19:55 pm
Engines and Combos are fun
Victory - $7
5 VPs
---
In games using this, at the start of your buy phase, gain an action costing up to $5, putting it on the bottom of your deck.

Because screw Big Money, why not have a card that accelerates you to the fun part of the game, lets you put your engine and combo together at rapid pace, and provides a bunch of extra expensive VPs to make sure a money - Province based strategy really can't keep up?

I Hate Engines $7
Treasure
Worth $4
+1 buy
Title: Re: Really bad card ideas
Post by: silverspawn on April 24, 2014, 09:24:34 pm
asd
Title: Re: Really bad card ideas
Post by: markusin on April 24, 2014, 09:29:58 pm
Engines and Combos are fun
Victory - $7
5 VPs
---
In games using this, at the start of your buy phase, gain an action costing up to $5, putting it on the bottom of your deck.

Because screw Big Money, why not have a card that accelerates you to the fun part of the game, lets you put your engine and combo together at rapid pace, and provides a bunch of extra expensive VPs to make sure a money - Province based strategy really can't keep up?

I Hate Engines $7
Treasure
Worth $4
+1 buy
+1 buy? Nah, still too engine-y for my tastes.

I <3 Big Money - $6
Action
+$4
Title: Re: Really bad card ideas
Post by: liopoil on April 24, 2014, 09:43:04 pm
...that still has use in some engines, namely double tact.
Title: Re: Really bad card ideas
Post by: Tables on April 24, 2014, 09:53:21 pm
Engines and Combos are fun
Victory - $7
5 VPs
---
In games using this, at the start of your buy phase, gain an action costing up to $5, putting it on the bottom of your deck.

Because screw Big Money, why not have a card that accelerates you to the fun part of the game, lets you put your engine and combo together at rapid pace, and provides a bunch of extra expensive VPs to make sure a money - Province based strategy really can't keep up?

I Hate Engines $7
Treasure
Worth $4
+1 buy
+1 buy? Nah, still too engine-y for my tastes.

I <3 Big Money - $6
Action
+$4


BM is best
Action - $5
+$4. Choose a treasure card in the supply. You may move a Victory card in the supply costing less than it to the trash pile.
---
You can't buy actions while this is in play.

And of course there are still engines which make good use of it, but hopefully the combination of being a powerful single action to play (great for BM), a restriction on buying actions (generally really bad for engines) and also the option of lowering the number of VPs in the game (great for stopping a slow engine catching up). Oh, and also, it's inelegantly worded, to remind everyone that this is the Really bad card ideas thread (but also worded to avoid triggering on trash effects like Feodum and.... er... yeah, definitely worth it).
Title: Re: Really bad card ideas
Post by: Marcory on April 25, 2014, 01:56:39 am
Big Money is Awesome!
Treasure
Cost $7
+3 coins
Gain a Duchy

Setup: In games using this, place Embargo tokens on all Action card piles in the Supply. Each time any player gains an Action card, he gains a Curse and a Copper.

Title: Re: Really bad card ideas
Post by: dominator 123 on April 25, 2014, 02:14:02 am
Slogs are awesome $4
Action
+1 action
Reveal the top 4 cards of your deck. Put the revealed victory cards into your hand and put the rest back in any order.

The Other Trader $4
Action-Reaction
Trash any number of Silvers from your hand. Gain a card costing the number of Silvers trashed.
--------------------
When you would gain a Silver, you may reveal this from your hand. If you do, instead, gain a card.
Title: Re: Really bad card ideas
Post by: Awaclus on April 25, 2014, 05:05:20 am
9-card kingdoms are awesome $4
Action
+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.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on April 25, 2014, 06:11:50 am
9-card kingdoms are awesome $4
Action
+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.

Btlonging eo mt
Action $5
You may reveal a Treasure from your hand. Gain a copy of it.
---------------
When you buy this, trash all Treasures you have in play.
Title: Re: Really bad card ideas
Post by: Minotaur on April 26, 2014, 02:42:45 am
Zen Gardens
Cost: 4
Victory

8 VP
-1 VP for every 5 cards in your deck
Title: Re: Really bad card ideas
Post by: ConMan on April 26, 2014, 10:31:26 am
Btlonging eo mt
Action $5
You may reveal a Treasure from your hand. Gain a copy of it.
---------------
When you buy this, trash all Treasures you have in play.
It took me a few seconds to unpeel the mutiple layers in that.
Title: Re: Really bad card ideas
Post by: Awaclus on April 26, 2014, 10:39:47 am
Btlonging eo mt
Action $5
You may reveal a Treasure from your hand. Gain a copy of it.
---------------
When you buy this, trash all Treasures you have in play.
It took me a few seconds to unpeel the mutiple layers in that.
I figured out the first layer and moved on the first time I saw that card. At last I can truly see.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on April 26, 2014, 03:12:20 pm
Thank you ! I wanted something more original than sempiternal Scout jokes ^^
Title: Re: Really bad card ideas
Post by: GeoLib on April 26, 2014, 04:27:34 pm
Thank you ! I wanted something more original than sempiternal Scout jokes ^^

I learned a new word today. Thank you.
Title: Re: Really bad card ideas
Post by: Marcory on April 26, 2014, 05:49:04 pm
Zen Gardens
Cost: 0
Victory

8 VP
-1 VP for every 5 cards in your deck

------
When you gain this, you may not buy any other cards this turn. If you have gained any other cards this turn, you may not buy this
.

FTFY
Title: Re: Really bad card ideas
Post by: sudgy on April 26, 2014, 06:16:02 pm
Btlonging eo mt
Action $5
You may reveal a Treasure from your hand. Gain a copy of it.
---------------
When you buy this, trash all Treasures you have in play.
It took me a few seconds to unpeel the mutiple layers in that.
I figured out the first layer and moved on the first time I saw that card. At last I can truly see.

I still can't see...  Can someone explain?
Title: Re: Really bad card ideas
Post by: Awaclus on April 26, 2014, 06:22:38 pm
Btlonging eo mt
Action $5
You may reveal a Treasure from your hand. Gain a copy of it.
---------------
When you buy this, trash all Treasures you have in play.
It took me a few seconds to unpeel the mutiple layers in that.
I figured out the first layer and moved on the first time I saw that card. At last I can truly see.

I still can't see...  Can someone explain?

The joke is that the difference between Mint and Mine is one letter: Mine has E and Mint has T. If you swap all of the Ts and Es in "Btlonging eo mt", you get "Belonging to me". "Belonging to me" also means "mine", and the card has Mint's text. This is funny, because on f.ds, there have been a lot of people buying Mine thinking that it was Mint or vice versa, and Mine/Mint has become a running joke here.
Title: Re: Really bad card ideas
Post by: Minotaur on April 26, 2014, 06:49:36 pm
Zen Gardens
Cost: 0
Victory

8 VP
-1 VP for every 5 cards in your deck

------
When you gain this, you may not buy any other cards this turn. If you have gained any other cards this turn, you may not buy this
.

FTFY

Whoa, it costs 0? I mean, there are bad card ideas, and then there are really bad card ideas...
Title: Re: Really bad card ideas
Post by: Marcory on April 26, 2014, 07:10:26 pm
sure, but you can't buy anything else when you get it.

The idea is, you can't use money to get Zen, and you have to go for Zen single-mindedly.
Title: Re: Really bad card ideas
Post by: Burning Skull on April 28, 2014, 05:51:46 am
Zen Gardens
Cost: 4
Victory

0 VP
-1 VP for every 5 cards in your deck
----------------------------------
In games using this, when you gain an Ambassador you may gain a Zen Gardens.
Title: Re: Really bad card ideas
Post by: dominator 123 on April 30, 2014, 03:25:56 am
Unfamiliar
$3 Action
+1 Card
+1 Action
Each opponent gains an Awful Hall.
-----
Setup: When this card is in the Supply, add the Awful Hall stack to the Supply.

Shrink
$4 Action
Trash up to 3 cards from your hand. You may gain a card costing up to the total Coins printed on the cards (not including their cost).

Downgrade
$5 Action
+1 Card
+1 Action
Each other player trashes the top card of his deck and gains a card costing $1 less, or a Curse.

Horn of Not Enough
$5 Treasure
$0
When you play this, gain a card costing up to $1 per copy of the most numerous card you have in play, counting this. If it’s a Victory card, trash this.

Birth Cart
$4 Action
-$5
You may gain an Action card.

Yours
$5 Action
Your opponent reveals their hand. Trash a Treasure card from their hand. They gain a Treasure card costing up to 3 Coins less that you choose, putting it in their hand.

Famine
$4 Action
Trash this. Gain 2 cards costing up to $3.

Awful Hall
$0 Action-Curse
+1 Card
+1 Action
Worth -1 VP.
-----
Setup: The Awful Hall pile contains the same number of cards as the Curse pile.

Obvious Chamber
$3 Action-Reaction
+$1
Discard any number of cards. +1 Coin per card discarded.
------
When another player plays an Attack card, you may reveal this from your hand. If you do, reveal the top 2 cards of your deck, add them to your hand, then put 2 cards from your hand face-up on top of your deck.

Rich House
$1 Action
+4 Actions
Reveal your hand. -1 Action per Action card in your hand, to a minimum of 0 Actions.
Credit Stealth Tomato
Title: Re: Really bad card ideas
Post by: Awaclus on April 30, 2014, 04:13:37 am
Post card ideas on the forum, someone else posts your ideas in the Really bad card ideas thread.
Title: Re: Really bad card ideas
Post by: luser on April 30, 2014, 05:27:52 am
Quote
Rich House
$8 Action
+4 Actions
Reveal your hand. -1 Action per Action card in your hand, to a minimum of 0 Actions.

Yours
$3 Action
Reveal a card from your hand. Return up to 2 copies of it from your hand to the Supply. Then each other player gains a copy of it.

FTFY.
Title: Re: Really bad card ideas
Post by: Minotaur on April 30, 2014, 10:38:59 am
Quote
Rich House
$7 Treasure

$1 for each Treasure in play (including this).

FTFY.

FTFY again.
Title: Re: Really bad card ideas
Post by: dominator 123 on April 30, 2014, 08:18:08 pm
100th page!
Title: Re: Really bad card ideas
Post by: Axxle on April 30, 2014, 08:19:52 pm
Page 248!
Title: Re: Really bad card ideas
Post by: ChocophileBenj on April 30, 2014, 08:21:41 pm
100 pages in 22 months... this is about 1 page per week, only ???

Out of topic : I just played DXV's Kingdom Builder, and I'm gonna loooove this game !
Title: Re: Really bad card ideas
Post by: liopoil on April 30, 2014, 08:29:01 pm
Page 50!
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on April 30, 2014, 08:55:32 pm
Does anybody else remember in your middle school history books when the first page would say "turn to page 30", and then page 30 would say "turn to page 256" and so on and so forth until you get to the very end when it says "haha you suck, loser!" or something to that effect?
Title: Re: Really bad card ideas
Post by: markusin on April 30, 2014, 10:17:53 pm
Does anybody else remember in your middle school history books when the first page would say "turn to page 30", and then page 30 would say "turn to page 256" and so on and so forth until you get to the very end when it says "haha you suck, loser!" or something to that effect?
If by history books you mean those make-your-own-story Goosebumps books then yes.
Title: Re: Really bad card ideas
Post by: MetaSkipper on May 01, 2014, 01:30:17 am
Milestone Achievement - $10
Victory
+5 VP for each milestone reached.

Setup: Determine how many victory cards must be bought for each milestone. In order for a milestone to count, there must be that many fewer victory cards from the Supply from the last milestone, starting at zero.
Title: Re: Really bad card ideas
Post by: Wrclass on May 01, 2014, 01:10:32 pm
Dominion Of Boredom $5 Action
Wait 2 hours
Title: Re: Really bad card ideas
Post by: Wrclass on May 01, 2014, 01:17:57 pm
Old Witch $6
+4 Cards
Each other player gains a curse
Each other player may  reveal a bane card from his hand. If they do, they gain a curse.
Title: Re: Really bad card ideas
Post by: Awaclus on May 01, 2014, 01:46:12 pm
Dominion Of Boredom $5 Action
Wait 2 hours
That card could be called Goko as well.
Title: Re: Really bad card ideas
Post by: Tables on May 01, 2014, 07:29:05 pm
Old Witch $6
+4 Cards
Each other player gains a curse
Each other player may  reveal a bane card from his hand. If they do, they gain a curse.


Old Witch $6
+4 Cards
Each other player gains a curse
Each other player may reveal a bane card from his hand. If they do, they gain a curse.
---
Setup: Remove a Kingdom card pile costing $3 or $4 from the supply. Cards from that pile are Bane cards.
Title: Re: Really bad card ideas
Post by: mail-mi on May 01, 2014, 09:59:26 pm
Baby Witch $0
Discard 2 cards from your hand. Each other player may reveal a card from their hands. If they don't, they gain a Curse.
Title: Re: Really bad card ideas
Post by: Witherweaver on May 01, 2014, 10:02:41 pm
Switch Witch
$0 Action

Discard 2 cards.
+2 cards.
You may reveal a Bane card from your hand.  If you do not, gain a curse.
Title: Re: Really bad card ideas
Post by: Gherald on May 02, 2014, 01:24:50 am
Ruined Pawn
$0, Action

Choose one: do nothing; do nothing; do nothing; do nothing.
Title: Re: Really bad card ideas
Post by: Awaclus on May 02, 2014, 03:40:50 am
Ruined Pawn
$0, Action

Choose one: do nothing; do nothing; do nothing; do nothing.
My daily life: the card
Title: Re: Really bad card ideas
Post by: Kirian on May 02, 2014, 12:09:36 pm
Ruined Pawn
$0, Action

Choose one: do nothing; do nothing; do nothing; do nothing.
My daily life: the card

Back in scouts, this was "The Scoutmaster Song":

Nothing, nothing, nothing, nothing
I do nothing all day long
Nothing, nothing, nothing, nothing
How do you like my nothing song?
Title: Re: Really bad card ideas
Post by: silverspawn on May 02, 2014, 12:25:45 pm
Ruined Pawn
$0, Action

Choose one: do nothing; do nothing; do nothing; do nothing.

great for conspirator chains! just need some village support
Title: Re: Really bad card ideas
Post by: Witherweaver on May 02, 2014, 12:31:12 pm
Ruined Pawn
$0, Action

Choose one: do nothing; do nothing; do nothing; do nothing.

great for conspirator chains! just need some village support

Combos with Vineyards too.
Title: Re: Really bad card ideas
Post by: eHalcyon on May 02, 2014, 12:52:59 pm
Quote
Rich House
$8 Action
+4 Actions
Reveal your hand. -1 Action per Action card in your hand, to a minimum of 0 Actions.

Yours
$3 Action
Reveal a card from your hand. Return up to 2 copies of it from your hand to the Supply. Then each other player gains a copy of it.

FTFY.

I prefer the Mine joke.
Title: Re: Really bad card ideas
Post by: Minotaur on May 02, 2014, 01:40:56 pm
Mind
Cost: 5
Action

+3 cards
+1 action
Reveal a Treasure or Victory card from your hand, or hand with no Victory or Treasure cards.  If you reveal a Victory or Treasure card, put it on top of your deck.  Put this card on top of your deck.


Mink
Cost: 5
Action

You may trash this card and another Mink from your hand.  If you do, gain a Province.


Mini
Cost: 5
Action

Trash this card.  Put your hand and your deck in your discard pile.  Look through your discard pile.  Trash at least half of the cards in your discard pile.



I would need to spend an hour on Wikipedia learning about Asia to make any more of these...
Title: Re: Really bad card ideas
Post by: Awaclus on May 02, 2014, 02:11:38 pm
I would need to spend an hour on Wikipedia learning about Asia to make any more of these...
That would be a good idea. This thread is for bad ideas.
Title: Re: Really bad card ideas
Post by: Minotaur on May 02, 2014, 02:26:15 pm
I would need to spend an hour on Wikipedia learning about Asia to make any more of these...
That would be a good idea. This thread is for bad ideas.

Great.  It's a good idea, so it's a bad idea...  Thanks, Joseph Heller.
Title: Re: Really bad card ideas
Post by: silverspawn on May 02, 2014, 02:40:49 pm
Church - Action - 2$
Trash your deck.
Title: Re: Really bad card ideas
Post by: Marcory on May 02, 2014, 04:49:03 pm
Transmint--Action--Cost $PP

Trash a treasure from your hand. If it is not a Potion, gain a Potion. If it is a Potion, gain a Treasure.
Title: Re: Really bad card ideas
Post by: Marcory on May 03, 2014, 05:41:45 pm
Redart--Action-Reaction-$4

You may trash any number of Silvers from your hand. Gain a card costing up to the total cost of the trashed silvers.

When you would gain a Silver, you may reveal this from your hand. If you do, gain a different card.
Title: Re: Really bad card ideas
Post by: Wrclass on May 03, 2014, 06:45:51 pm
Conspiracy $4 Action
+1 Action
Reveal your deck and discard pile. Put any number of revealed Conspirators into your hand.

Mass Conspiracy $6 Action
+1 Action
Reveal all cards in all player's hand, deck and discard piles. Put any numbere of revealed Conspirators into your hand

Intergalactic Conspiracy $10 Action
+1 Action
Reveal all Dominion cards in the room. Put any number of revealed Conspirators into your hand.
Title: Re: Really bad card ideas
Post by: Marcory on May 03, 2014, 07:31:37 pm
Conspiracy Theory--Action--$0

State an integer from 1-10. Each opponent reveals his hand. If any opponent has the stated number of Conspirators in his hand, you gain all of those conspirators.
Title: Re: Really bad card ideas
Post by: dominator 123 on May 05, 2014, 10:28:32 am
Goko Crasher $0
When you would gain this, instead, gain a Goko Crasher.
Title: Re: Really bad card ideas
Post by: GendoIkari on May 05, 2014, 12:48:00 pm
Log Chipper - $3 Action

+$2+
-------
When you buy this, you may overpay for it. If you do, gain a card costing exactly the amount you overpaid.


Strictly worse than Woodcutter (except cost), because you cannot buy an extra $0 cost card for free.
Title: Re: Really bad card ideas
Post by: Minotaur on May 05, 2014, 12:57:13 pm
Goko Crasher $0

Stop playing Dominion in person on a table, and play a game on Goko instead.

FTFY
Title: Re: Really bad card ideas
Post by: GendoIkari on May 05, 2014, 01:07:55 pm
Conspiracy Theory--Action--$0

State an integer from 1-10. Each opponent reveals his hand. If any opponent has the stated number of Conspirators in his hand, you gain all of those conspirators.

Conspiracy Theory--Action--$0

Work secretly with a friend to create a website for discussing Dominion strategy.
Title: Re: Really bad card ideas
Post by: Marcory on May 06, 2014, 02:42:18 pm
Stable
Type: Action
Cost: Priceless

Play a game of online Dominion that doesn't crash.
Title: Re: Really bad card ideas
Post by: Awaclus on May 06, 2014, 02:56:25 pm
Stable
Type: Action
Cost: Priceless

Play a game of online Dominion that doesn't crash.
...and that card could be called Isotropic.
Title: Re: Really bad card ideas
Post by: GendoIkari on May 06, 2014, 03:17:44 pm
Stable
Type: Action
Cost: Priceless

Play a game of online Dominion that doesn't crash.
...and that card could be called Isotropic.

You cannot buy this if you have any gokoins in play.
Title: Re: Really bad card ideas
Post by: Marcory on May 06, 2014, 04:29:07 pm
Shameless Respect/Post Ratio Increaser
Action
Cost $0

You may bash Goko. If you do, gain Respect, and you may play another SRPRI.

(feeling guilty about my previous post) :)
Title: Re: Really bad card ideas
Post by: Awaclus on May 06, 2014, 04:44:57 pm
You cannot buy this.
FTFY
Title: Re: Really bad card ideas
Post by: Wrclass on May 08, 2014, 09:57:22 am
Nothing $0 Treasure - Victory
Worth $1 for each Scout you have
Worth 1 VP for each scout you have
Title: Re: Really bad card ideas
Post by: dominator 123 on May 08, 2014, 11:11:28 am
Nothing $0 Treasure - Victory
Worth $1 for each Scout you have
Worth 1 VP for each scout you have
Considering that it is a treasure-victory card, two Scouts would turn "Nothing" into a Harem! And scout isn't that bad with Harems, you know.
Of course, why it's called "Nothing" is because Scout doesn't always appear in the same kingdom as Nothing.
Title: Re: Really bad card ideas
Post by: Wrclass on May 08, 2014, 12:02:45 pm
Nothing $0 Treasure - Victory
Worth $1 for each Scout you have
Worth 1 VP for each scout you have
Considering that it is a treasure-victory card, two Scouts would turn "Nothing" into a Harem! And scout isn't that bad with Harems, you know.
Of course, why it's called "Nothing" is because Scout doesn't always appear in the same kingdom as Nothing.

It's called Nothing because Nothing combos with Scout
Title: Re: Really bad card ideas
Post by: KingZog3 on May 08, 2014, 02:28:16 pm
Nothing $0 Treasure - Victory
Worth $1 for each Scout you have
Worth 1 VP for each scout you have
Considering that it is a treasure-victory card, two Scouts would turn "Nothing" into a Harem! And scout isn't that bad with Harems, you know.
Of course, why it's called "Nothing" is because Scout doesn't always appear in the same kingdom as Nothing.

It's called Nothing because Nothing combos with Scout

Actually Harem is the only card. And it only combos in a slim deck and only when there is no draw on the board. I did this once and it worked well, with markets.
Title: Re: Really bad card ideas
Post by: Minotaur on May 08, 2014, 02:34:00 pm
Nothing $0 Treasure - Victory
Worth $1 for each Scout you have
Worth 1 VP for each scout you have
Considering that it is a treasure-victory card, two Scouts would turn "Nothing" into a Harem! And scout isn't that bad with Harems, you know.
Of course, why it's called "Nothing" is because Scout doesn't always appear in the same kingdom as Nothing.

It's called Nothing because Nothing combos with Scout

Actually Harem is the only card. And it only combos in a slim deck and only when there is no draw on the board. I did this once and it worked well, with markets.

I don't know, Mystic is alright too.  One or two Scouts and a ton of Mystics and a +buy can probably do a good job.  There are more than a couple cards that work ok with Scout, but the Scout "combos" are mostly just sort of ok, when most other cards have legitimate combos that are actually powerful.  You're probably right that Scout-Harem is probably the best, though.
Title: Re: Really bad card ideas
Post by: thespaceinvader on May 09, 2014, 05:42:32 am
There are cards which make Scout better, but there are very few if any card which are made better by Scout.
Title: Re: Really bad card ideas
Post by: markusin on May 09, 2014, 06:57:54 am
There are cards which make Scout better, but there are very few if any card which are made better by Scout.
People have argued that Scrying Pool is made better by Scout. Maybe Herald as well if you have some green cards.
Title: Re: Really bad card ideas
Post by: Awaclus on May 09, 2014, 01:16:48 pm
(https://dl.dropboxusercontent.com/u/16948609/Pillar.png)
Title: Re: Really bad card ideas
Post by: sudgy on May 09, 2014, 01:27:06 pm
(https://dl.dropboxusercontent.com/u/16948609/Pillar.png)

That card is insane.

Also, what's with the black thing at the bottom right?
Title: Re: Really bad card ideas
Post by: Awaclus on May 09, 2014, 02:52:11 pm
(https://dl.dropboxusercontent.com/u/16948609/Pillar.png)

That card is insane.

Also, what's with the black thing at the bottom right?
It's the expansion symbol. A black square is the symbol for the Really Bad Card Ideas expansion.
Title: Re: Really bad card ideas
Post by: gambit05 on May 09, 2014, 02:53:51 pm
it is a black day for the Pillar.
Title: Re: Really bad card ideas
Post by: Witherweaver on May 09, 2014, 03:16:55 pm
...

That card is insane.


It's not the "just kinda bad ideas" thread!
Title: Re: Really bad card ideas
Post by: Witherweaver on May 09, 2014, 03:21:59 pm
There are cards which make Scout better, but there are very few if any card which are made better by Scout.
People have argued that Scrying Pool is made better by Scout. Maybe Herald as well if you have some green cards.

Scouting Pool
$6P Action

+1 Action
Reveal the top 4 cards of your deck.  Put the revealed Victory cards in your hand, discard any of the remaining non-Victory cards, and put the rest back on top of your deck in any order. Reveal cards from the top of your deck until you reveal one that is not an Action.  Put all of the revealed cards into your hand.
Title: Re: Really bad card ideas
Post by: pacovf on May 09, 2014, 03:31:27 pm
...

That card is insane.


It's not the "just kinda bad ideas" thread!

It's a play on words, only Awaclus only provided the explanation on another thread. The first 4 letters of Pillar are the same as the first 4 letters of Pillage, and the last 4 letters of Pillar are the same as the last 4 letters of Cellar. You might notice that the effect of Pillar is a mix and match of the effects of the two mentioned cards.

You need not thank me for making the joke funnier by means of explanation.
Title: Re: Really bad card ideas
Post by: Witherweaver on May 09, 2014, 03:50:48 pm
...

That card is insane.


It's not the "just kinda bad ideas" thread!

It's a play on words, only Awaclus only provided the explanation on another thread. The first 4 letters of Pillar are the same as the first 4 letters of Pillage, and the last 4 letters of Pillar are the same as the last 4 letters of Cellar. You might notice that the effect of Pillar is a mix and match of the effects of the two mentioned cards.

You need not thank me for making the joke funnier by means of explanation.

Ah, I was actually trying to figure out why pillars are in general somehow more powerful than the act of pillaging.
Title: Re: Really bad card ideas
Post by: Marcory on May 10, 2014, 01:03:15 am
Fan--$3 Action/Treasure/Victory/Ruins/Knight/Looter/Curse

When you play this, propose an unpublished card.

Each other player must immediately point out the ways in which it's too complicated or overpowered, except for the player on your right, who must show how it combos well with Scout and wouldn't work in an online implementation.
Title: Re: Really bad card ideas
Post by: LibraryAdventurer on May 10, 2014, 01:19:29 am
(https://dl.dropboxusercontent.com/u/16948609/Pillar.png)
If you play (and trash) more than a couple pillars, the great hall will come crashing down.
Title: Re: Really bad card ideas
Post by: scott_pilgrim on May 10, 2014, 01:21:49 am
Fan--$3 Action/Treasure/Victory/Ruins/Knight/Looter/Curse

When you play this, propose an unpublished card.

Each other player must immediately point out the ways in which it's too complicated or overpowered, except for the player on your right, who must show how it combos well with Scout and wouldn't work in an online implementation.

There's no way you could fit that many types on the card, plus it just seems unnecessarily complicated.  Why make a special exception for the player to your right?  Also, how would it interact with cards that say "each other player gains a curse" or "each other player gains a ruins"?  Fan is a curse, but presumably that's not the card I'm supposed to gain when my opponent plays Witch.  Plus, there's no way you could get it to work in an online implementation.  I mean, how are we supposed to communicate the proposed cards and all problems with it online?
Title: Re: Really bad card ideas
Post by: Axxle on May 10, 2014, 01:26:45 am
Fan--$3 Action/Treasure/Victory/Ruins/Knight/Looter/Curse

When you play this, propose an unpublished card.

Each other player must immediately point out the ways in which it's too complicated or overpowered, except for the player on your right, who must show how it combos well with Scout and wouldn't work in an online implementation.

There's no way you could fit that many types on the card, plus it just seems unnecessarily complicated.  Why make a special exception for the player to your right?  Also, how would it interact with cards that say "each other player gains a curse" or "each other player gains a ruins"?  Fan is a curse, but presumably that's not the card I'm supposed to gain when my opponent plays Witch.  Plus, there's no way you could get it to work in an online implementation.  I mean, how are we supposed to communicate the proposed cards and all problems with it online?
You must not be on his right.
Title: Re: Really bad card ideas
Post by: Minotaur on May 10, 2014, 01:29:14 am
Pillager
Cost: 7
Action-Attack

Trash this card.  Each other player reveals their hand and discards a card of your choice as many times as needed until their hand has no more than 3 cards.  Gain three Spoils from the Spoils pile.

Pillagest
Cost: 8
Action-Attack

Trash this card.  Each other player reveals their hand and discards a card of your choice as many times as needed until their hand has no more than 2 cards.  Gain four Spoils from the Spoils pile.
Title: Re: Really bad card ideas
Post by: SirPeebles on May 10, 2014, 07:37:03 am
Fan--$3 Action/Treasure/Victory/Ruins/Knight/Looter/Curse

When you play this, propose an unpublished card.

Each other player must immediately point out the ways in which it's too complicated or overpowered, except for the player on your right, who must show how it combos well with Scout and wouldn't work in an online implementation.

There's no way you could fit that many types on the card, plus it just seems unnecessarily complicated.  Why make a special exception for the player to your right?  Also, how would it interact with cards that say "each other player gains a curse" or "each other player gains a ruins"?  Fan is a curse, but presumably that's not the card I'm supposed to gain when my opponent plays Witch.  Plus, there's no way you could get it to work in an online implementation.  I mean, how are we supposed to communicate the proposed cards and all problems with it online?

I like that you can draw it with Scout.
Title: Re: Really bad card ideas
Post by: pacovf on May 10, 2014, 08:28:27 am
Fan--$3 Action/Treasure/Victory/Ruins/Knight/Looter/Curse

When you play this, propose an unpublished card.

Each other player must immediately point out the ways in which it's too complicated or overpowered, except for the player on your right, who must show how it combos well with Scout and wouldn't work in an online implementation.

There's no way you could fit that many types on the card, plus it just seems unnecessarily complicated.  Why make a special exception for the player to your right?  Also, how would it interact with cards that say "each other player gains a curse" or "each other player gains a ruins"?  Fan is a curse, but presumably that's not the card I'm supposed to gain when my opponent plays Witch.  Plus, there's no way you could get it to work in an online implementation.  I mean, how are we supposed to communicate the proposed cards and all problems with it online?

I like that you can draw it with Scout.

Why is it not also a reaction? How I am supposed to reflect attacks unto the attacker if I can't reveal it?
Title: Re: Really bad card ideas
Post by: sudgy on May 10, 2014, 10:27:53 am
Samson $? Action
Each other player reveals their hand.  Trash any revealed Pillars.  If you do, trash this.
Title: Re: Really bad card ideas
Post by: Marcory on May 10, 2014, 03:51:40 pm
Delilah--$3 Action-Attack-Reaction 

Each opponent reveals their hand and discards any Samson cards
_____

When an opponent plays a Samson, you may reveal this. If so, Samson's attack does not affect you.
___
When you gain this, gain a Philistine from the Philistine pile



Philistine: $0* Action--Attack

+1 Card
+1 Action

Each opponent with more than 4 cards draws a card, then discards down to 4 cards
___
This card is not in the supply
Title: Re: Really bad card ideas
Post by: Minotaur on May 10, 2014, 08:24:12 pm
Delilah--$3 Action-Attack-Reaction 

Each opponent reveals their hand and discards any Samson cards
_____

When an opponent plays a Samson, you may reveal this. If so, Samson's attack does not affect you.
___
When you gain this, gain a Philistine from the Philistine pile

I'm pretty sure Samson trashes Philistines, and Delilah turns Samson into Blind Samson, who trashes Pillars, Philistines, and himself.
Title: Re: Really bad card ideas
Post by: LibraryAdventurer on May 10, 2014, 10:12:44 pm
I'm pretty sure Samson trashes Philistines, and Delilah turns Samson into Blind Samson, who trashes Pillars, Philistines, and himself.
Samson didn't go blind. He temporarily lost his strength when Delilah cut his hair. That's how they were able to chain him to the pillars. He gained his strength back when he prayed after he was chained to the pillars.

Samson $? Action
Each other player reveals their hand. Trash any revealed Philistines and Pillars. If more than one Pillar is trashed, trash this.
Title: Re: Really bad card ideas
Post by: Minotaur on May 10, 2014, 10:20:14 pm
I'm pretty sure Samson trashes Philistines, and Delilah turns Samson into Blind Samson, who trashes Pillars, Philistines, and himself.
Samson didn't go blind. He temporarily lost his strength when Delilah cut his hair. That's how they were able to chain him to the pillars. He gained his strength back when he prayed after he was chained to the pillars.

Samson $? Action
Each other player reveals their hand. Trash any revealed Philistines and Pillars. If more than one Pillar is trashed, trash this.

After Delilah cut his hair, the Philistines gouged his eyes out.  You may as well give Delilah credit for it, because they weren't having any luck trying to do that before then.
Title: Re: Really bad card ideas
Post by: LibraryAdventurer on May 10, 2014, 10:28:57 pm
I'm pretty sure Samson trashes Philistines, and Delilah turns Samson into Blind Samson, who trashes Pillars, Philistines, and himself.
Samson didn't go blind. He temporarily lost his strength when Delilah cut his hair. That's how they were able to chain him to the pillars. He gained his strength back when he prayed after he was chained to the pillars.

Samson $? Action
Each other player reveals their hand. Trash any revealed Philistines and Pillars. If more than one Pillar is trashed, trash this.

After Delilah cut his hair, the Philistines gouged his eyes out.  You may as well give Delilah credit for it, because they weren't having any luck trying to do that before then.
Oh, oops, I forgot about that part.
Title: Re: Really bad card ideas
Post by: dominator 123 on May 14, 2014, 01:50:11 am
Copyright $2
Action
Trash this. Put a Copyright token on a supply pile.
When Band of Misfits is used to imitate a card whose supply pile has a Copyright token on it, that person gains a Curse.
Title: Re: Really bad card ideas
Post by: Gveoniz on May 14, 2014, 06:53:17 am
Copyright $2
Action
Trash this. Put a Copyright token on a supply pile.
When Band of Misfits is used to imitate a card whose supply pile has a Copyright token on it, that person gains a Curse.

Copyright
Action
Play this as if it were the card to its right.
This is that card until it leaves play.
Title: Re: Really bad card ideas
Post by: Tables on May 15, 2014, 05:18:21 pm
Plagiarism
Action
Play this as if it were the card to its right.
This is that card until it leaves play.

See the joke here is that I'm blatantly copying the card idea above me, and making it obvious by changing the name of the card to 'Plagiarism'. But the card above's humour derives from a pun on the name of the card, therefore, this card makes no sense as a joke, thus forming an example of anti-humour, from which the humour is derived. However, this joke alone wasn't particularly funny, so I decided to add a description of the joke to make it funnier, and also a note to that note stating I appended the note to the original joke in order to make it funnier.
Title: Re: Really bad card ideas
Post by: Awaclus on May 15, 2014, 05:28:23 pm
Plagiarism
$0 Post
Read this as if it were the post above it. This is that post until it leaves play.
Title: Re: Really bad card ideas
Post by: sudgy on May 15, 2014, 05:38:42 pm
Posting just to make Awaclus' Plagiarism leave play.
Title: Re: Really bad card ideas
Post by: Minotaur on May 15, 2014, 09:12:54 pm
Posting just to make Awaclus' Plagiarism leave play.

I liked sudgy's post so much that I decided to plagiarize it.
Title: Re: Really bad card ideas
Post by: Marcory on May 15, 2014, 09:33:16 pm
I think that giving credit kind of defeats the idea of plagiarizing.

Anyway,

Wondering Minstrel Action $4

+2 Actions

Name 3 cards in order. Reveal the top three cards of your deck. If you named the top three cards of your deck in order, +3 cards. Otherwise, trash this.

EDIT: You may not play Wondering Minstrel if Scout is in Play. (I had to nerf that obvious combo).
Title: Re: Really bad card ideas
Post by: LibraryAdventurer on May 15, 2014, 10:38:57 pm
Fraud Psychic Action $7

+2 Actions

Look at the top three cards of your deck. Then name 3 cards in order. Reveal the top three cards of your deck. If you named the top three cards of your deck in order, +3 cards. Otherwise, trash this.
Title: Re: Really bad card ideas
Post by: Awaclus on May 15, 2014, 10:44:49 pm
Fraud Psychic Action $7

+2 Actions

Look at the top three cards of your deck. Then name 3 cards in order. Reveal the top three cards of your deck. If you named the top three cards of your deck in order, +3 cards. Otherwise, trash this.
Freud Psychic Action $7

+2 Actions

Look at the top three cards of your deck. Then name 3 cards in order. If you named your mother, you have an Oedipus complex.
Title: Re: Really bad card ideas
Post by: Marcory on May 15, 2014, 11:07:39 pm
Cigar Action $8

Play this as if it were a potentially symbolic Treasure or Action card in the supply that you chose.
________

You may trash this. If you do, you may roll it up and smoke it if you are of age.

(Because sometimes Cigar is just a cigar.)
Title: Re: Really bad card ideas
Post by: mail-mi on May 15, 2014, 11:33:49 pm
Cigar Action $8

Play this as if it were a potentially symbolic Treasure or Action card in the supply that you chose.
________

You may trash this. If you do, you may roll it up and smoke it if you are of age.

(Because sometimes Cigar is just a cigar.)

Close But No Cigar Action $2

Gain an Action card costing up to $7 named Cigar.
Title: Re: Really bad card ideas
Post by: Awaclus on May 15, 2014, 11:38:49 pm
Plagiarism
$0 Post
Read this as if it were the post above it. This is that post until it leaves play.
It's fun that Outpost doesn't have the Post card type. I guess that means this card out-Posted Outpost!
Title: Re: Really bad card ideas
Post by: AJD on May 16, 2014, 01:52:55 am
Copyright
Action
Play this as if it were the card to its right.
This is that card until it leaves play.

Hmm…

Play this as if it were an Action card played by the player to your right on his last turn. This is that card until it leaves play.
Title: Re: Really bad card ideas
Post by: Marcory on May 16, 2014, 03:17:39 pm
Banquet Action $9

Gain a card costing exactly $12. If you do, trash this.
Title: Re: Really bad card ideas
Post by: Wrclass on May 16, 2014, 07:15:26 pm
The Ultimate Epitome of Really Bad Card Ideas $1+ Action-Attack-Treasure-Reaction-Victory-Curse-Knight-Duration-Looter

Gain a copy of each card posted in the really bad card ideas thread.
Title: Re: Really bad card ideas
Post by: Awaclus on May 16, 2014, 07:29:11 pm
The Ultimate Epitome of Really Bad Card Ideas $1+ Action-Attack-Treasure-Reaction-Victory-Curse-Knight-Duration-Looter

Gain a copy of each card posted in the really bad card ideas thread.
So basically it doesn't do anything unless the cards are in the kingdom.
Title: Re: Really bad card ideas
Post by: Marcory on May 16, 2014, 07:31:39 pm
How come it's not a Shelter, Prize, or Ruins?

And this is a one-card engine with Fairgrounds on the board.
Title: Re: Really bad card ideas
Post by: luser on May 16, 2014, 08:21:41 pm
counterattack
cost 2 - reaction.

When plays the attack card you may reveal this. If you do opponent trashes that attack.
Title: Re: Really bad card ideas
Post by: Awaclus on May 16, 2014, 08:22:57 pm
counterattack
cost 2 - reaction.

When plays the attack card you may reveal this. If you do opponent trashes that attack.
Counterattack
$2 Action - Attack
Throw a counter at each opponent.
Title: Re: Really bad card ideas
Post by: scott_pilgrim on May 16, 2014, 08:57:27 pm
Counterattack
$2 Action - Attack
Each other player's VP counter displays incorrect scores.
Title: Re: Really bad card ideas
Post by: LibraryAdventurer on May 16, 2014, 09:00:30 pm
counterattack
cost 2 - reaction.

When plays the attack card you may reveal this. If you do opponent trashes that attack.
Counterattack
$2 Action - Attack
Throw a counter at each opponent.
Counterattack
$4 Action - Attack
+1 VP token.
For the rest of the game, the VP counter always shows other players that they're winning by 30 points. The VP counter continues to function normally for you.

EDIT: Ha! ninja'ed
Title: Re: Really bad card ideas
Post by: dominator 123 on May 16, 2014, 09:09:40 pm
counterattack
cost 2 - reaction.

When plays the attack card you may reveal this. If you do opponent trashes that attack.
Counterattack
$2 Action - Attack
Throw a counter at each opponent.
Counterattack
$4 Action - Attack
+1 VP token.
For the rest of the game, the VP counter always shows other players that they're winning by 30 points. The VP counter continues to function normally for you.

EDIT: Ha! ninja'ed
Counterattack $4
Action-Attack
Each other player must return all tokens they have. (VP, Coin, Pirate Ship)
Title: Re: Really bad card ideas
Post by: brokoli on May 17, 2014, 06:38:04 am
F.DS Junker
Action - Attack
Each other player gain the worst card of the kingdom, based on community's ranking

(bad card idea because it's broken with scout in the game)
Title: Re: Really bad card ideas
Post by: Joseph2302 on May 17, 2014, 07:58:11 am
F.DS Junker
Action - Attack
Each other player gain the worst card of the kingdom, based on community's ranking

(bad card idea because it's broken with scout in the game)

Surely the worst card will usually be curse, unless you're restricting to only kingdom cards. If not, then it needs to be a Curser-Looter as well..
Title: Re: Really bad card ideas
Post by: Marcory on May 17, 2014, 10:57:22 am
F.DS Workshop
Action $3

Gain a good card.

F.DS Attack
Action-Attack $5
Draw some cards.

Each opponent gains a bad card.

F.DS Remodel
Action $4

Trash a card. Gain a better one.

F.DS Develop
Action $3

Trash a card. Gain a better card and a worse card, putting them on top of your deck in any order.

F.DS Remake
Action $4

Do this twice. Trash a card, then gain a card that is better, but not as good as what you would get with F.DS Remodel.

F. DS Reaction
Action $3

Draw cards until you have enough cards in your hand.

When you gain a bad card, you may reveal this. If you do, gain a good card instead.
Title: Re: Really bad card ideas
Post by: pacovf on May 17, 2014, 12:16:14 pm
F. DS Reaction
Action $3

Draw cards until you have enough cards in your hand.

When you gain a bad card, you may reveal this. If you do, gain a good card instead.

I'm going to go ahead and ask the question everyone is thinking: would this get me a blue dog when gaining a bad card with ironworks?
Title: Re: Really bad card ideas
Post by: Minotaur on May 17, 2014, 12:23:17 pm
F.DS Scout
$4 Action

Does nothing when played.  When you gain this card, you lose the game.  If more than one other player is in the game, the game proceeds as if you were not in the game.  If this was your turn, begin the turn of the player who had been to your left when you stopped being in the game.
Title: Re: Really bad card ideas
Post by: Minotaur on May 17, 2014, 12:28:33 pm
F.DS High Skillcap Governor
Cost: $5

+1 Action
Choose one:
  +3 cards, and the player to your left receives a bad and unexpected reshuffle.
  Trash a card and gain a better one.  The player to your right triggers a three-pile ending and wins the game.  Ok, never mind, choose one of the other two.
  Gain a Gold.  Each other player gains a Curse.
Title: Re: Really bad card ideas
Post by: silverspawn on May 20, 2014, 10:00:52 pm
Golden Basket - Action - 11$
+1 Card
+1 Action
+1 Card
+1 Card
+1$
+1 Card
+1 Action
+1 Buy
+1 Card
+1 Card
Title: Re: Really bad card ideas
Post by: ashersky on May 20, 2014, 10:35:49 pm
That spiraly thing - Action - Victory - $Lots
Worth: 0 VP
+1 Card
+1 Action
+2 Coin
+3 Buys
+5 Cards
+8 Actions
+13 Coins
+21 Buys
Discard 34 cards.
Title: Re: Really bad card ideas
Post by: KingZog3 on May 20, 2014, 11:19:18 pm
That spiraly thing - Action - Victory - $Lots
Worth: 0 VP
+1 Card
+1 Action
+2 Coin
+3 Buys
+5 Cards
+8 Actions
+13 Coins
+21 Buys
Discard 34 cards.

Edge case where this is a bad card on the board. Go.
Title: Re: Really bad card ideas
Post by: Minotaur on May 20, 2014, 11:26:55 pm
That spiraly thing - Action - Victory - $Lots
Worth: 0 VP
+1 Card
+1 Action
+2 Coin
+3 Buys
+5 Cards
+8 Actions
+13 Coins
+21 Buys
Discard 34 cards.

Edge case where this is a bad card on the board. Go.

When Lots = 500
Title: Re: Really bad card ideas
Post by: mail-mi on May 20, 2014, 11:28:14 pm
That spiraly thing - Action - Victory - $0
+1 Card
+1 Action
+2 Coin
+3 Buys
+5 Cards
+8 Actions
+13 Coins
+21 Buys
Discard 34 cards.
Worth: 55VP

FTFY
Title: Re: Really bad card ideas
Post by: Awaclus on May 20, 2014, 11:52:44 pm
That spiraly thing - Action - Victory - $Lots
Worth: 0 VP
+1 Card
+1 Action
+2 Coin
+3 Buys
+5 Cards
+8 Actions
+13 Coins
+21 Buys
Discard 34 cards.

Edge case where this is a bad card on the board. Go.
There's Rebuild.
Title: Re: Really bad card ideas
Post by: ashersky on May 21, 2014, 01:58:31 am
That spiraly thing - Action - Victory - $Lots
Worth: 0 VP
+1 Card
+1 Action
+2 Coin
+3 Buys
+5 Cards
+8 Actions
+13 Coins
+21 Buys
Discard 34 cards.

Edge case where this is a bad card on the board. Go.

When your engine is built around Secret Chamber discarding for cash?
Title: Re: Really bad card ideas
Post by: ashersky on May 21, 2014, 01:59:39 am
That spiraly thing - Action - Victory - $0
+1 Card
+1 Action
+2 Coin
+3 Buys
+5 Cards
+8 Actions
+13 Coins
+21 Buys
Discard 34 cards.
Worth: 55VP

FTFY

Is VP worth is always the first thing listed on the hybrids?  I feel like it is, but maybe I'm wrong?  Is the VP above or below the coin in Harem?
Title: Re: Really bad card ideas
Post by: Awaclus on May 21, 2014, 02:07:42 am
That spiraly thing - Action - Victory - $0
+1 Card
+1 Action
+2 Coin
+3 Buys
+5 Cards
+8 Actions
+13 Coins
+21 Buys
Discard 34 cards.
Worth: 55VP

FTFY

Is VP worth is always the first thing listed on the hybrids?  I feel like it is, but maybe I'm wrong?  Is the VP above or below the coin in Harem?
The order seems to be:

1) Coin worth
2) On-play effects
3) VP worth
4) On-buy, on-trash and reaction effects
Title: Re: Really bad card ideas
Post by: Marcory on May 21, 2014, 02:21:17 am
That spiraly thing - Action - Victory - $0
+1 Card
+1 Action
+2 Coin
+3 Buys
+5 Cards
+8 Actions
+13 Coins
+21 Buys
Discard 34 cards.
Worth: 55VP
_______________-
When you gain this, trash up to 89 cards from your hand or discard pile.

FTFY

FTFY some more.

Edge case: you don't want this in a Possession game
Other edge case: Golem+procession in your deck (is it worth spending $11 on a card that might get trashed after one use--unless it actually does give you 55 VP).
Other edge case: if it actually trashes this much, it doesn't combo well with Fairgrounds.
Title: Re: Really bad card ideas
Post by: ashersky on May 21, 2014, 02:40:51 am
That spiraly thing - Action - Victory - $0
+1 Card
+1 Action
+2 Coin
+3 Buys
+5 Cards
+8 Actions
+13 Coins
+21 Buys
Discard 34 cards.
+55 VP tokens.
________________

When you gain this, trash up to 89 cards from your hand or discard pile.




Fixed again, and much better.  Edge case now where you don't want it?
Title: Re: Really bad card ideas
Post by: Minotaur on May 21, 2014, 02:45:34 am
That spiraly thing - Action - Victory - $0
+1 Card
+1 Action
+2 Coin
+3 Buys
+5 Cards
+8 Actions
+13 Coins
+21 Buys
Discard 34 cards.
+55 VP tokens.
________________

When you gain this, trash up to 89 cards from your hand or discard pile.




Fixed again, and much better.  Edge case now where you don't want it?

When you gain this, gain 144 Curses from the Curse pile.

Setup:  Add 233 Curses to the Curse pile.
Title: Re: Really bad card ideas
Post by: Awaclus on May 21, 2014, 02:54:10 am
Fixed again, and much better.  Edge case now where you don't want it?
Your opponent Swindles it into a Curse and you lose by 1 VP.
Title: Re: Really bad card ideas
Post by: ashersky on May 21, 2014, 05:40:31 am
Fixed again, and much better.  Edge case now where you don't want it?
Your opponent Swindles it into a Curse and you lose by 1 VP.

Funny thing is, you don't want to buy the second one until you play the one you have.  I don't think it's actually possible to Swindle, because you buy it T1, trash everything, draw it on T2 as your only card, then play it, then buy it, etc.

Game over in 10 turns if it isn't mirrored.

Edge case: Your opponent opens with Masquerade.  He forces you to pass it to him to win the split.
Title: Re: Really bad card ideas
Post by: Witherweaver on May 21, 2014, 09:25:17 am
Jack-in-Engine Enabler
$3 Action-Reaction

You may trash a treasure card from your hand.

-----------
When you would gain a card, you may reveal this from your hand.  If you do, instead gain an Action card costing up to the cost of the card you would have gained.
Title: Re: Really bad card ideas
Post by: Joseph2302 on May 21, 2014, 11:54:05 am
Scout
Title: Re: Really bad card ideas
Post by: silverspawn on May 21, 2014, 11:56:18 am
Scout

it's not though, it's just too weak, the idea is totally fine
Title: Re: Really bad card ideas
Post by: Wrclass on May 24, 2014, 10:37:43 pm
Embarrassy $5 Action
Discard 5 cards
+3 Cards
---------------------------
When you gain this each other player may look at you and say, "Newbie"
You may then look embarrassed.
Title: Re: Really bad card ideas
Post by: silverspawn on May 24, 2014, 10:44:20 pm
Chancellor 2.0
Action - Attack - 3$
+2$
you may put your deck into another players discard pile.
Title: Re: Really bad card ideas
Post by: mail-mi on May 24, 2014, 10:45:58 pm
Chancellor 2.0
Action - Attack - 3$
+2$
you may put your deck into another players discard pile.

Chancellor 3.0
Action-Attack-$4
+$2
You may put another player's deck in your discard pile.
Title: Re: Really bad card ideas
Post by: heron on May 24, 2014, 10:53:06 pm
Masquerade 2.0

+2 Cards
Each player passes his deck to the left at once.
You may trash a card from your hand.
Title: Re: Really bad card ideas
Post by: dominator 123 on May 24, 2014, 10:55:04 pm
Masquerade 2.0

+2 Cards
Each player passes his deck to the left at once.
You may trash your deck.
FIFY
Title: Re: Really bad card ideas
Post by: Awaclus on May 25, 2014, 04:43:56 am
Masquerade 2.0

+2 Decks
Each player passes his deck to the left at once.
You may trash your deck.
FIFY
FIFY
Title: Re: Really bad card ideas
Post by: brokoli on May 25, 2014, 04:45:00 am
Masquerade 2.0

+2 Cards
Each player passes his deck to the left at once.
You may trash a card from your hand.
Would be cool to throne room it.
Title: Re: Really bad card ideas
Post by: silverspawn on May 26, 2014, 09:12:47 am
Zookeeper - Action - 4$
Reveal your hand. Each other player gains a menagerie, buffalo
Title: Re: Really bad card ideas
Post by: Kirian on May 26, 2014, 01:23:00 pm
That spiraly thing - Action - Victory - $0
+1 Card
+1 Action
+2 Coin
+3 Buys
+5 Cards
+8 Actions
+13 Coins
+21 Buys
Discard 34 cards.
Worth: 55VP

FTFY

Is VP worth is always the first thing listed on the hybrids?  I feel like it is, but maybe I'm wrong?  Is the VP above or below the coin in Harem?

Welcome to f.DS, where a completely ridiculous fan card in the "bad cards" thread is nitpicked based on the order of text on Dominion cards.
Title: Re: Really bad card ideas
Post by: AdamH on May 27, 2014, 12:11:14 pm
Jack-in-Engine Enabler
$3 Action-Reaction

You may trash a treasure card from your hand.

-----------
When you would gain a card, you may reveal this from your hand.  If you do, instead gain an Action card costing up to the cost of the card you would have gained.

Jack-in-Engine Enabler
$4 Action

Gain a Silver.
Look at the top card of your deck; discard it or put it back.
Draw until you have 5 cards in your hand.
You may trash a card from your hand that is not a Treasure.
Title: Re: Really bad card ideas
Post by: Witherweaver on May 27, 2014, 12:14:08 pm
Jack-in-Engine Enabler
$3 Action-Reaction

You may trash a treasure card from your hand.

-----------
When you would gain a card, you may reveal this from your hand.  If you do, instead gain an Action card costing up to the cost of the card you would have gained.

Jack-in-Engine Enabler
$4 Action

Gain a Silver.
Look at the top card of your deck; discard it or put it back.
Draw until you have 5 cards in your hand.
You may trash a card from your hand that is not a Treasure.

What you did there, see it I did.
Title: Re: Really bad card ideas
Post by: AdamH on May 27, 2014, 01:48:46 pm
Jack-in-Engine Enabler
$3 Action-Reaction

You may trash a treasure card from your hand.

-----------
When you would gain a card, you may reveal this from your hand.  If you do, instead gain an Action card costing up to the cost of the card you would have gained.

Jack-in-Engine Enabler
$4 Action

Gain a Silver.
Look at the top card of your deck; discard it or put it back.
Draw until you have 5 cards in your hand.
You may trash a card from your hand that is not a Treasure.

What you did there, see it I did.

I could have just listed Fishing Village, Spice Merchant, Forager, and Warehouse, which I actually think are much better than that thing because they're all non-terminal, but I'm trying to get my Respect/Posts ratio up to at least 1 and I'm SO CLOSE! I can only afford to make posts that are nothing-but-snark at this point.

Anyone wanna help a brah out?

Here, maybe this will help:

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

Jack-in-Engine Enabler
$3 Action-Duration

+2 Actions
+$1

At the start of your next turn:
+1 Action
+$1

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

Jack-in-Engine Enabler
$4 Action

You may trash a Treasure from your hand. If you do, choose one:
+2 Cards and +1 Action; or
+$2 and +1 Buy.

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

Jack-in-Engine Enabler
$3 Action

+1 Action
+1 Buy
Trash a card from your hand. +$1 per differently named Treasure in the trash.

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

Jack-in-Engine Enabler
$3 Action

+3 Cards
+1 Action
Discard 3 cards
Title: Re: Really bad card ideas
Post by: Witherweaver on May 27, 2014, 01:59:09 pm
Yeah, well, my joke was that Jack is so cool but it keeps giving you that pesky silver~
Title: Re: Really bad card ideas
Post by: Tables on May 27, 2014, 02:42:32 pm
I could have just listed Fishing Village, Spice Merchant, Forager, and Warehouse, which I actually think are much better than that thing because they're all non-terminal, but I'm trying to get my Respect/Posts ratio up to at least 1 and I'm SO CLOSE! I can only afford to make posts that are nothing-but-snark at this point.

Anyone wanna help a brah out?

(http://i470.photobucket.com/albums/rr61/JediGunship/grumpy-cat-8141_preview_zps9177ab07.png)
Title: Re: Really bad card ideas
Post by: pacovf on May 27, 2014, 07:06:57 pm
I'm trying to get my Respect/Posts ratio up to at least 1 and I'm SO CLOSE!

Why aim for a ratio of one when you could have a ratio of... 3? Try asking WalrusMcFishSr (http://forum.dominionstrategy.com/index.php?action=profile;u=2145), he has reverse-engineered the respect-giving subroutine in the FDSMember-OS. Be quick, he is on his way to world domination and might not answer questions once he gets there.

...alternatively, start a new account, empty the supply in three turns, and never touch that account again.
Title: Re: Really bad card ideas
Post by: luser on May 27, 2014, 07:16:35 pm

I could have just listed Fishing Village, Spice Merchant, Forager, and Warehouse, which I actually think are much better than that thing because they're all non-terminal, but I'm trying to get my Respect/Posts ratio up to at least 1 and I'm SO CLOSE! I can only afford to make posts that are nothing-but-snark at this point.

Anyone wanna help a brah out?

Here, maybe this will help:

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

Jack-in-Engine Enabler
$3 Action-Duration

+2 Actions
+$1

At the start of your next turn:
+1 Action
+$1

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

Jack-in-Engine Enabler
$4 Action

You may trash a Treasure from your hand. If you do, choose one:
+2 Cards and +1 Action; or
+$2 and +1 Buy.

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

Jack-in-Engine Enabler
$3 Action

+1 Action
+1 Buy
Trash a card from your hand. +$1 per differently named Treasure in the trash.

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

Jack-in-Engine Enabler
$3 Action

+3 Cards
+1 Action
Discard 3 cards

That are not jacks cards as they are too specialized. A proper card is following:

Jack-in-Engine
$3 Action


Gain action card costing up to 4, if you do so
+1 action
You may trash a treasure card from your hand.
Draw until you have five cards in deck.
Reveal top card from your deck. If it is action card
play it.
--------------------------
When you gain this each opponent gains a gold.


I added attack part specially for shecantsayno.
Title: Re: Really bad card ideas
Post by: Axxle on May 27, 2014, 07:24:07 pm
Scout
Believe it or not this by itself has been posted one other time in the entirety of this thread.
Title: Re: Really bad card ideas
Post by: pacovf on May 27, 2014, 07:35:31 pm
Scout
Believe it or not this by itself has been posted one other time in the entirety of this thread.

What is difficult to believe, that someone thought of it before Joseph, or that it had only been posted once in 2600 posts?
Title: Re: Really bad card ideas
Post by: Minotaur on May 27, 2014, 07:36:28 pm
Homeopathic Cultist
Cost: 5
Action

You may trash a card from your hand.  If you do:
    +3 cards, gain two Water from the Water pile, you may play a Homeopathic Cultist from your hand.


Water
Cost: 0
Treasure

You may believe that this card is whatever you'd like it to be, only more so.  But it's not.
Title: Re: Really bad card ideas
Post by: silverspawn on May 27, 2014, 07:37:27 pm
Homeopathic Cultist
Cost: 5
Action

You may trash a card from your hand.  If you do:
    +3 cards, gain two Water from the Water pile, you may play a Homeopathic Cultist from your hand.


Water
Cost: 0
Treasure

You may believe that this card is whatever you'd like it to be, only more so.  But it's not.

buffalo
Title: Re: Really bad card ideas
Post by: Marcory on May 27, 2014, 08:13:46 pm
Shyster
Action-$5

+2 Cards
Each other player gains a Homeopathic Cultist
You may play a Shyster from your hand
_____
When you trash this, gain a Silver.


Title: Re: Really bad card ideas
Post by: silverspawn on May 27, 2014, 08:38:55 pm
Heretic - Action - Attack - 4$
+2$
Name two cards. Reveal the top card if your deck. If it is one of the named cards, discard it and each other player gains a copy of it.
Title: Re: Really bad card ideas
Post by: Witherweaver on May 27, 2014, 11:33:57 pm
 
Heretic - Action - Attack - 4$
Name two cards. Reveal the top card if your deck. If it is one of the named cards, discard it and each other player gains a copy of it.

Why is that really bad?
Title: Re: Really bad card ideas
Post by: Marcory on May 28, 2014, 12:18:16 am
Because in order for it to be effective you have to have a terrible deck.

If you've trashed your coppers and estates, then you will have to either name good cards or else have this card be worse than copper. If you have enough coppers and curses in your deck for this card to be effective, then you're probably losing anyway.
Title: Re: Really bad card ideas
Post by: markusin on May 28, 2014, 12:18:32 am
Heretic - Action - Attack - 4$
Name two cards. Reveal the top card if your deck. If it is one of the named cards, discard it and each other player gains a copy of it.

Why is that really bad?
Not sure, but compare with Sea Hag. It's pretty bad.
Title: Re: Really bad card ideas
Post by: Awaclus on May 28, 2014, 03:44:00 am
Spies Merchant
$4 Action
Trash a treasure card from your hand. If you do, gain two Spies.
Title: Re: Really bad card ideas
Post by: dominator 123 on May 28, 2014, 03:59:56 am
Color Bomb
Trash this. Trash a card from your hand. Reveal your hand and trash all copies of it. +1 card per card trashed.

If you don't get the joke, click here (http://candy-crush-saga.wikia.com/wiki/Colour_Bomb).
Title: Re: Really bad card ideas
Post by: Tables on May 28, 2014, 05:59:38 am
I could have just listed Fishing Village, Spice Merchant, Forager, and Warehouse, which I actually think are much better than that thing because they're all non-terminal, but I'm trying to get my Respect/Posts ratio up to at least 1 and I'm SO CLOSE! I can only afford to make posts that are nothing-but-snark at this point.

Anyone wanna help a brah out?

(http://i470.photobucket.com/albums/rr61/JediGunship/grumpy-cat-8141_preview_zps9177ab07.png)

As an aside, I only just noticed, wow my P:R ratio is almost one as well. That's crazy.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on May 28, 2014, 06:06:20 am
Color Bomb
Trash this. Trash a card from your hand. Reveal your hand and trash all copies of it. +1 card per card trashed.

If you don't get the joke, click here (http://candy-crush-saga.wikia.com/wiki/Colour_Bomb).

-Bomb dispenser-
Action attack, $5
Each other player gains a candy bomb.

-<COLOR>Candy bomb-
Candy bomb, 0

When you gain this, take <COLOR> token and 7 timer tokens associated to it.
At the end of your turn, if you have a <COLOR> token in front of you, remove a timer token associated to it. If you can't, trash all your cards and you immediatly lose the game.
When you trash this, remove a <COLOR> token and all timer tokens associated to it.
Title: Re: Really bad card ideas
Post by: pacovf on May 28, 2014, 06:44:10 am
I could have just listed Fishing Village, Spice Merchant, Forager, and Warehouse, which I actually think are much better than that thing because they're all non-terminal, but I'm trying to get my Respect/Posts ratio up to at least 1 and I'm SO CLOSE! I can only afford to make posts that are nothing-but-snark at this point.

Anyone wanna help a brah out?

(http://i470.photobucket.com/albums/rr61/JediGunship/grumpy-cat-8141_preview_zps9177ab07.png)

As an aside, I only just noticed, wow my P:R ratio is almost one as well. That's crazy.

SMOOTH.

Alternate punchline:

Irony is a bitch.
Title: Re: Really bad card ideas
Post by: Awaclus on May 28, 2014, 06:46:09 am
I could have just listed Fishing Village, Spice Merchant, Forager, and Warehouse, which I actually think are much better than that thing because they're all non-terminal, but I'm trying to get my Respect/Posts ratio up to at least 1 and I'm SO CLOSE! I can only afford to make posts that are nothing-but-snark at this point.

Anyone wanna help a brah out?

(http://i470.photobucket.com/albums/rr61/JediGunship/grumpy-cat-8141_preview_zps9177ab07.png)

As an aside, I only just noticed, wow my P:R ratio is almost one as well. That's crazy.
It's pretty lame if your P:R ratio is bigger than his R:P ratio, though.
Title: Re: Really bad card ideas
Post by: Witherweaver on May 28, 2014, 09:17:34 am
Because in order for it to be effective you have to have a terrible deck.

If you've trashed your coppers and estates, then you will have to either name good cards or else have this card be worse than copper. If you have enough coppers and curses in your deck for this card to be effective, then you're probably losing anyway.

Well it's bad, but not, like, absurdly bad.  If it had a benefit, it would be a weaker junker.  It just seems like it could be tweaked to be a real card.
Title: Re: Really bad card ideas
Post by: MarkowKette on May 28, 2014, 10:01:14 am
Misfit $5 - Action

Chose a player.
Act like him until he leaves play.
Title: Re: Really bad card ideas
Post by: silverspawn on May 28, 2014, 11:52:55 am
Because in order for it to be effective you have to have a terrible deck.

If you've trashed your coppers and estates, then you will have to either name good cards or else have this card be worse than copper. If you have enough coppers and curses in your deck for this card to be effective, then you're probably losing anyway.

Well it's bad, but not, like, absurdly bad.  If it had a benefit, it would be a weaker junker.  It just seems like it could be tweaked to be a real card.

actually, it also has +2$, i just forgot to add that. it was a card that i designed for my set, but it died during playtesting, that's why i thought it was funny to post it here, even though noone would get it  :P
Title: Re: Really bad card ideas
Post by: Witherweaver on May 28, 2014, 12:02:05 pm
Because in order for it to be effective you have to have a terrible deck.

If you've trashed your coppers and estates, then you will have to either name good cards or else have this card be worse than copper. If you have enough coppers and curses in your deck for this card to be effective, then you're probably losing anyway.

Well it's bad, but not, like, absurdly bad.  If it had a benefit, it would be a weaker junker.  It just seems like it could be tweaked to be a real card.

actually, it also has +2$, i just forgot to add that. it was a card that i designed for my set, but it died during playtesting, that's why i thought it was funny to post it here, even though noone would get it  :P

Ah I see.. I thought it sounded almost like a real card. What made it die during playtesting?  What Marcory brought up?
Title: Re: Really bad card ideas
Post by: silverspawn on May 28, 2014, 12:50:49 pm
Because in order for it to be effective you have to have a terrible deck.

If you've trashed your coppers and estates, then you will have to either name good cards or else have this card be worse than copper. If you have enough coppers and curses in your deck for this card to be effective, then you're probably losing anyway.

Well it's bad, but not, like, absurdly bad.  If it had a benefit, it would be a weaker junker.  It just seems like it could be tweaked to be a real card.

actually, it also has +2$, i just forgot to add that. it was a card that i designed for my set, but it died during playtesting, that's why i thought it was funny to post it here, even though noone would get it  :P

Ah I see.. I thought it sounded almost like a real card. What made it die during playtesting?  What Marcory brought up?
no. the idea of the card was to reward good deck tracking, and that just didn't work. you would name estate and copper, every time. i should've seen that coming, that's why it was a bad idea. naming one instead of two doesn't solve the problem, it's still less about deck tracking then about having a bad card on top and not a good card.

i considered something like "if it's the first named card, your op. gains a copy, if it's the second, you gain a copy if it's not a victory card" but that's just a jester with penality. not interesting.
Title: Re: Really bad card ideas
Post by: AJD on May 29, 2014, 12:02:02 am
Misfit $5 - Action

Chose a player.
Act like him until he leaves play.

Misfit
$5 Action

When you gain this, choose a card in the supply costing less than this. This is that card for the rest of the game.
Title: Re: Really bad card ideas
Post by: Burning Skull on May 29, 2014, 02:11:06 am

Shmagrant, Action, 1$
                       
+Card
+Action

Reveal the top card of your deck. If it's a Ruined Village, put it into your hand.
Title: Re: Really bad card ideas
Post by: Burning Skull on May 29, 2014, 08:30:05 am
Party Hard, Action $2

Trash all treasures you have in hand.
                   
At the start of this turn's Clean-up phase reveal your discard pile.
Put all revealed Victory cards on top of your deck and discard the rest.
Title: Re: Really bad card ideas
Post by: Joseph2302 on May 29, 2014, 11:23:23 am
Pi, action $3

Begin naming digits of pi until you name one incorrectly. For each correctly named digit, +$1. If you correctly name 100 digits, you win.

-$10 (to a minimum of $0)

--------
Setup: In games using this, calculators are not allowed within 10 metres of the table.
Title: Re: Really bad card ideas
Post by: Witherweaver on May 29, 2014, 11:26:39 am
Pi, action $3

Begin naming digits of pi until you name one incorrectly. For each correctly named digit, +$1. If you correctly name 100 digits, you win.

-$10 (to a minimum of $0)

--------
Setup: In games using this, calculators are not allowed within 10 metres of the table.

Ha, it should be like interactive, each player has to name the next digit going left.  Failure is either an increasing penalty or all other players get an increasing bonus.
Title: Re: Really bad card ideas
Post by: Joseph2302 on May 29, 2014, 11:28:43 am
Pi, action $3

Begin naming digits of pi until you name one incorrectly. For each correctly named digit, +$1. If you correctly name 100 digits, you win.

-$10 (to a minimum of $0)

--------
Setup: In games using this, calculators are not allowed within 10 metres of the table.

Ha, it should be like interactive, each player has to name the next digit going left.  Failure is either an increasing penalty or all other players get an increasing bonus.

Maybe, although this idea might be better for Strip Dominion.
Title: Re: Really bad card ideas
Post by: sudgy on May 29, 2014, 01:09:35 pm
Pi, action $3

Begin naming digits of pi until you name one incorrectly. For each correctly named digit, +$1. If you correctly name 100 digits, you win.

-$10 (to a minimum of $0)

--------
Setup: In games using this, calculators are not allowed within 10 metres of the table.

Hey, I would get +$9 with each play!  Easy win!
Title: Re: Really bad card ideas
Post by: Tables on May 29, 2014, 02:07:42 pm
Pi, action $3

Begin naming digits of pi until you name one incorrectly. For each correctly named digit, +$1. If you correctly name 100 digits, you win.

-$10 (to a minimum of $0)

--------
Setup: In games using this, calculators are not allowed within 10 metres of the table.

Hey, I would get +$9 with each play!  Easy win!

I think I'd get +$13. Which really is far too much, Pi is ~3.14 for most purposes, 3.1416 for precise work.
Title: Re: Really bad card ideas
Post by: sudgy on May 29, 2014, 02:22:03 pm
Euler $P Action

Name digits of e until you name one incorrectly.  +$eix where x is the number of correctly named digits.

Clarification: +$i = +P


Good luck trying to get 5*pi/2 correct digits of e to get +P...
Title: Re: Really bad card ideas
Post by: GendoIkari on May 29, 2014, 02:31:02 pm
Pi, action $3

Begin naming digits of pi until you name one incorrectly. For each correctly named digit, +$1. If you correctly name 100 digits, you win.

-$10 (to a minimum of $0)

--------
Setup: In games using this, calculators are not allowed within 10 metres of the table.

Hey, I would get +$9 with each play!  Easy win!

I think I'd get +$13. Which really is far too much, Pi is ~3.14 for most purposes, 3.1416 for precise work.

Did anyone else cringe at the "6" at the end there?

I'd have gotten +$120 a few years ago; probably only +$50 now.
Title: Re: Really bad card ideas
Post by: sudgy on May 29, 2014, 02:31:58 pm
Pi, action $3

Begin naming digits of pi until you name one incorrectly. For each correctly named digit, +$1. If you correctly name 100 digits, you win.

-$10 (to a minimum of $0)

--------
Setup: In games using this, calculators are not allowed within 10 metres of the table.

Hey, I would get +$9 with each play!  Easy win!

I think I'd get +$13. Which really is far too much, Pi is ~3.14 for most purposes, 3.1416 for precise work.

Did anyone else cringe at the "6" at the end there?

Yep.
Title: Re: Really bad card ideas
Post by: Marcory on May 29, 2014, 02:50:16 pm
TournaMint
Action $4

You may reveal a Victory card from your hand. If you do, gain a copy of it.
________
When you buy this, reveal your hand. Trash all Victory cards in your hand or in play this turn.
Title: Re: Really bad card ideas
Post by: Ozle on May 29, 2014, 02:50:54 pm
Pretty sure I can win every time just by naming 100 numbers......at no point does it say they have to be the ones at the beginning....
Title: Re: Really bad card ideas
Post by: Axxle on May 29, 2014, 02:56:48 pm
Pretty sure I can win every time just by naming 100 numbers......at no point does it say they have to be the ones at the beginning....
Unfortunately there are only 10 digits in base 10 and I have no idea what comes after Z in bases higher than 36.
Title: Re: Really bad card ideas
Post by: silverspawn on May 29, 2014, 03:01:26 pm
Pretty sure I can win every time just by naming 100 numbers......at no point does it say they have to be the ones at the beginning....
Unfortunately there are only 10 digits in base 10 and I have no idea what comes after Z in bases higher than 36.
buffalo?
Title: Re: Really bad card ideas
Post by: Awaclus on May 29, 2014, 03:08:08 pm
Pi, action $3

Begin naming digits of pi until you name one incorrectly. For each correctly named digit, +$1. If you correctly name 100 digits, you win.

-$10 (to a minimum of $0)

--------
Setup: In games using this, calculators are not allowed within 10 metres of the table.
Okay. I'll name this one Bob. And this one is Simone.
Title: Re: Really bad card ideas
Post by: markusin on May 29, 2014, 03:41:41 pm
Pi, action $3

Begin naming digits of pi until you name one incorrectly. For each correctly named digit, +$1. If you correctly name 100 digits, you win.

-$10 (to a minimum of $0)

--------
Setup: In games using this, calculators are not allowed within 10 metres of the table.
Okay. I'll name this one Bob. And this one is Simone.
There's the Digit Before the Decimal. Then there's the Digit After the Decimal. Then there's That Third One. There's also That One After the Two, and That One I Don't Know.

Damn, I forgot the rest.
Title: Re: Really bad card ideas
Post by: theory on May 29, 2014, 03:45:42 pm
Well you also don't have to name them in order.
Title: Re: Really bad card ideas
Post by: heron on May 29, 2014, 04:06:30 pm
Pretty sure I can win every time just by naming 100 numbers......at no point does it say they have to be the ones at the beginning....

Unfortunately it is not yet proven that pi contains all sequences of digits.
Title: Re: Really bad card ideas
Post by: markusin on May 29, 2014, 04:33:07 pm
Pretty sure I can win every time just by naming 100 numbers......at no point does it say they have to be the ones at the beginning....

Unfortunately it is not yet proven that pi contains all sequences of digits.
Wait, have they proven that pi is truly irrational, or do we just assume it is?

If a decimal number never ends up repeating digits, then won't you be able to find any sequence of digits if you keep searching?
Title: Re: Really bad card ideas
Post by: GendoIkari on May 29, 2014, 04:36:20 pm
Pretty sure I can win every time just by naming 100 numbers......at no point does it say they have to be the ones at the beginning....

Unfortunately it is not yet proven that pi contains all sequences of digits.
Wait, have they proven that pi is truly irrational, or do we just assume it is?

If a decimal number never ends up repeating digits, then won't you be able to find any sequence of digits if you keep searching?

It's proven that pi is irrational. However, that doesn't mean that it must consist of all sequences of digits. Look at the following number:

.12112111211112111112111111211111112111111112...

That number is irrational, yet it never contains a "3" anywhere.
Title: Re: Really bad card ideas
Post by: Minotaur on May 29, 2014, 04:40:11 pm
Pretty sure I can win every time just by naming 100 numbers......at no point does it say they have to be the ones at the beginning....

Unfortunately it is not yet proven that pi contains all sequences of digits.
Wait, have they proven that pi is truly irrational, or do we just assume it is?

If a decimal number never ends up repeating digits, then won't you be able to find any sequence of digits if you keep searching?

There are irrational numbers whose decimal expansions are nothing but 0s and 1s.  In one famous case, the spacing between the 1s just keeps growing each time.

http://en.wikipedia.org/wiki/Liouville_number

More than you probably want to know, but that's how these things are.
Title: Re: Really bad card ideas
Post by: Witherweaver on May 29, 2014, 04:41:00 pm
Ozle never claimed to need pi to contain every sequence.  Only infinite digits.  Which it does.

Edit: Okay, only for each digit (0-9) to appear 100 times.  I actually don't know if that's true.  But it likely is.

Edit Again: Okay I checked it does.
Title: Re: Really bad card ideas
Post by: Minotaur on May 29, 2014, 04:44:41 pm
Ozle never claimed to need pi to contain every sequence.  Only infinite digits.  Which it does.

Edit: Actually only 100 digits.

He claimed that he could pick any 100 numbers at random, which is still a lot stronger of a claim than saying that pi is irrational.  I don't know what the longest K is such that every K-digit string has been found in the expansion of pi so far... It would need to be much less than 100, because it would take close to 10^K known digits at the least...
Title: Re: Really bad card ideas
Post by: Witherweaver on May 29, 2014, 04:45:43 pm
Ozle never claimed to need pi to contain every sequence.  Only infinite digits.  Which it does.

Edit: Actually only 100 digits.

He claimed that he could pick any 100 numbers at random, which is still a lot stronger of a claim than saying that pi is irrational.  I don't know what the longest K is such that every K-digit string has been found in the expansion of pi so far... It would need to be much less than 100, because it would take close to 10^K known digits at the least...

Card doesn't say the digits have to appear as a contiguous sequence.
Title: Re: Really bad card ideas
Post by: Witherweaver on May 29, 2014, 04:46:29 pm
He could name "0" 100 times and be right.  There are 100 zeros. 
Title: Re: Really bad card ideas
Post by: Minotaur on May 29, 2014, 04:50:02 pm
He could name "0" 100 times and be right.  There are 100 zeros.

So "until you name one incorrectly" means until you feel like not saying whole numbers 0-9 anymore? :-/
Title: Re: Really bad card ideas
Post by: markusin on May 29, 2014, 04:55:20 pm
Pretty sure I can win every time just by naming 100 numbers......at no point does it say they have to be the ones at the beginning....

Unfortunately it is not yet proven that pi contains all sequences of digits.
Wait, have they proven that pi is truly irrational, or do we just assume it is?

If a decimal number never ends up repeating digits, then won't you be able to find any sequence of digits if you keep searching?

There are irrational numbers whose decimal expansions are nothing but 0s and 1s.  In one famous case, the spacing between the 1s just keeps growing each time.

http://en.wikipedia.org/wiki/Liouville_number

More than you probably want to know, but that's how these things are.
Ah, that seems so obvious now. I must be too tired to think.
Title: Re: Really bad card ideas
Post by: Awaclus on May 29, 2014, 04:56:00 pm
He could name "0" 100 times and be right.  There are 100 zeros.

So "until you name one incorrectly" means until you feel like not saying whole numbers 0-9 anymore? :-/
Yeah. You have to be careful though; if you accidentally say the 101th number, then you won't win the game.
Title: Re: Really bad card ideas
Post by: Witherweaver on May 29, 2014, 04:57:13 pm
He could name "0" 100 times and be right.  There are 100 zeros.

So "until you name one incorrectly" means until you feel like not saying whole numbers 0-9 anymore? :-/

That was kind of the implied joke from Ozle (with the addition from Theory).
Title: Re: Really bad card ideas
Post by: liopoil on May 29, 2014, 05:03:00 pm
Pretty sure I can win every time just by naming 100 numbers......at no point does it say they have to be the ones at the beginning....

Unfortunately it is not yet proven that pi contains all sequences of digits.
Just wondering, are there numbers that have been proven to be normal? Is normal the right term here?

And although it has not been proven, it is considered exceedingly likely, yes? (not that you can use that for anything of course)
Title: Re: Really bad card ideas
Post by: ashersky on May 29, 2014, 06:28:18 pm
Ozle: the Chuck Norris of f.ds.
Title: Re: Really bad card ideas
Post by: Tables on May 29, 2014, 06:43:40 pm
Pi, action $3

Begin naming digits of pi until you name one incorrectly. For each correctly named digit, +$1. If you correctly name 100 digits, you win.

-$10 (to a minimum of $0)

--------
Setup: In games using this, calculators are not allowed within 10 metres of the table.

Hey, I would get +$9 with each play!  Easy win!

I think I'd get +$13. Which really is far too much, Pi is ~3.14 for most purposes, 3.1416 for precise work.

Did anyone else cringe at the "6" at the end there?

Yes, and I made the post. But really it's true, very rarely do you need to be more precise. I suppose you could use 3.14159 or 3.14159265 if you want to not have to round up, though.
Title: Re: Really bad card ideas
Post by: Minotaur on May 29, 2014, 07:56:36 pm
Pretty sure I can win every time just by naming 100 numbers......at no point does it say they have to be the ones at the beginning....

Unfortunately it is not yet proven that pi contains all sequences of digits.
Just wondering, are there numbers that have been proven to be normal? Is normal the right term here?

And although it has not been proven, it is considered exceedingly likely, yes? (not that you can use that for anything of course)

It's easy to make numbers like that just by choosing the digits as you go along, but I have no idea if any famous or typically encountered numbers are like that.
Title: Re: Really bad card ideas
Post by: sudgy on May 30, 2014, 12:53:01 am
For example, if you wanted any five digit sequence to be correct, 0.00010000200003000040000500006000070000800009000100011... would work.
Title: Re: Really bad card ideas
Post by: Axxle on May 30, 2014, 01:14:25 am
Pretty sure I can win every time just by naming 100 numbers......at no point does it say they have to be the ones at the beginning....

Unfortunately it is not yet proven that pi contains all sequences of digits.
Just wondering, are there numbers that have been proven to be normal? Is normal the right term here?

And although it has not been proven, it is considered exceedingly likely, yes? (not that you can use that for anything of course)

It's easy to make numbers like that just by choosing the digits as you go along, but I have no idea if any famous or typically encountered numbers are like that.
http://en.wikipedia.org/wiki/Champernowne_constant
Title: Re: Really bad card ideas
Post by: Minotaur on May 30, 2014, 01:33:06 am
Pretty sure I can win every time just by naming 100 numbers......at no point does it say they have to be the ones at the beginning....

Unfortunately it is not yet proven that pi contains all sequences of digits.
Just wondering, are there numbers that have been proven to be normal? Is normal the right term here?

And although it has not been proven, it is considered exceedingly likely, yes? (not that you can use that for anything of course)

It's easy to make numbers like that just by choosing the digits as you go along, but I have no idea if any famous or typically encountered numbers are like that.
http://en.wikipedia.org/wiki/Champernowne_constant

That's one example of such a number, but it's not like sqrt(3) or e or pi have the property (that I know of).  It's not something I know a lot about, but basically you can build a number to be like that, but it's hard for me to say whether your "favorite" numbers like e, pi, or sin(1) have the property we're looking for.  Someone might be able to answer that more complicated question, but this one is a bit more down-to-earth.  (And apparently the constant in this article has some long-term stability in how often strings occur beyond the original question, so I guess that's nice).
Title: Re: Really bad card ideas
Post by: ashersky on May 30, 2014, 03:47:57 am
Does anyone else picture a Pokemon whenever someone writes sqrt in this thread?
Title: Re: Really bad card ideas
Post by: Kirian on May 30, 2014, 08:43:46 am
As usual, Vi Hart has something to say about pi and normality:

https://www.youtube.com/watch?v=uXoh6vi6J5U
Title: Re: Really bad card ideas
Post by: Gherald on May 30, 2014, 03:47:45 pm
And that pi is wrong.

https://www.youtube.com/watch?v=jG7vhMMXagQ

Title: Re: Really bad card ideas
Post by: AndrewisFTTW on May 30, 2014, 04:54:35 pm
Woah. Thank you for introducing me to Vi Hart. She's kinda.... genius.

https://www.youtube.com/watch?v=4niz8TfY794
Title: Re: Really bad card ideas
Post by: WalrusMcFishSr on May 30, 2014, 11:00:30 pm
That was a cool video. But the twelve-tone system is a shackle itself!

(3/2)^12 does not equal 2^7! WAKE UP PEOPLE!
Title: Re: Really bad card ideas
Post by: GeoLib on May 31, 2014, 02:39:51 am
That was a cool video. But the twelve-tone system is a shackle itself!

(3/2)^12 does not equal 2^7! WAKE UP SHEEPLEPEOPLE!

FTFY

(http://imgs.xkcd.com/comics/wake_up_sheeple.png)
Title: Re: Really bad card ideas
Post by: Tombolo on May 31, 2014, 08:50:57 am
Milhouse Manastorm
$3 Action-Duration
+2 Cards
+2 Actions
Until the start of your next turn, your opponents' actions do not cost Actions.
Title: Re: Really bad card ideas
Post by: Awaclus on May 31, 2014, 09:15:46 am
Woah. Thank you for introducing me to Vi Hart. She's kinda.... genius.

https://www.youtube.com/watch?v=4niz8TfY794
I usually use random generators when composing. It's pretty fun.
Title: Re: Really bad card ideas
Post by: Kirian on May 31, 2014, 12:43:34 pm
That was a cool video. But the twelve-tone system is a shackle itself!

(3/2)^12 does not equal 2^7! WAKE UP PEOPLE!

Sure, but 2^(7/12) is close enough to 3/2 that it's not a big deal... the beat between A440 and E660 is less than 1 Hz.  The human ear just plain isn't that good.

Yes, I'm a fan of well temperament.
Title: Re: Really bad card ideas
Post by: Awaclus on May 31, 2014, 12:57:50 pm
Oh, I just realized that this is not the Random Stuff thread.

Derail
$4 Action - Attack
Each opponent trashes the top thread of his forum and gains a thread with the same cost that you choose and a Confusion.
Title: Re: Really bad card ideas
Post by: WalrusMcFishSr on May 31, 2014, 01:35:44 pm
That was a cool video. But the twelve-tone system is a shackle itself!

(3/2)^12 does not equal 2^7! WAKE UP PEOPLE!

Sure, but 2^(7/12) is close enough to 3/2 that it's not a big deal... the beat between A440 and E660 is less than 1 Hz.  The human ear just plain isn't that good.

Yes, I'm a fan of well temperament.

Close enough??? CLOSE ENOUGH!?!?!

Yeah I mean you're mostly right haha. My brain just likes the concept of just intonation...beautiful patterns of rational numbers weaving rhythms and melodies...much more in line with the natural theory of vibration and the history of music theory.

And it is helpful to bear in mind sometimes. I did a bunch of barbershop quartet singing in college, and tuning those rational numbers is practically the point of the thing--If you do it right you get that brain-tingling "fifth voice" floating on top. For instance, the "barbershop 7" or "blues 7" (B flat in the key of C), obviously very important to barbershop singing, is somewhat flatter than you would expect from a piano:

7/4 = 1.75
2^(10/12) = 1.78179...

So if you're singing the 7 in a barbershop chord, you might want to lean flat in order to get it to resonate, especially if it's in the tenor range (as it often is) where those slight frequency differences are more noticeable.

The piano tuning is closer to the "IV of IV" interpretation of B flat:

(4/3) * (4/3) = (16/9) = 1.777...

which is also valid, but it implies tension--your brain would probably want to go to a IV chord afterwards. If you're sitting on the last wailin chord of a blues jam, you definitely want to be on a 7/4, not 16/9.

I love this stuff, I could talk about it all day :) Apologies for the continued derailment.

Title: Re: Really bad card ideas
Post by: ChocophileBenj on May 31, 2014, 04:58:37 pm
2^7 = 128
(3/2) ^12 = 129.7...
Mental arithmetic FTW !
Title: Re: Really bad card ideas
Post by: Ozle on May 31, 2014, 08:00:52 pm
2^7 = 128
(3/2) ^12 = 129.7...
Mental arithmetic FTW !

Please show working
Title: Re: Really bad card ideas
Post by: sudgy on June 01, 2014, 12:32:52 pm
Pianos are slightly out of tune because it is literally impossible to be in tune.  A pure major 3rd interval is multiplying the frequency by 1.25.  Three thirds should take you to an octave, right?  1.25^3 = 1.953125.  All the notes of a piano are off because of that.
Title: Re: Really bad card ideas
Post by: WalrusMcFishSr on June 01, 2014, 01:45:42 pm
Sudgy--yeah that's sort of the point I was trying to make. The notes *don't* wrap around like that. Yet in our musical culture it is deeply ingrained that they should. In band, when we played the circle of fifths, it was a given that you should end up where you started, it didn't occur to me to think why for some time. Sometimes you even see blurbs about the mathematics of music theory, which emphasize the chromatic scale as a cyclic group in order to talk about group theory. My point is this is not the most fundamental way to describe music, it's just a consequence of the neat fact that (3/2)^12 ALMOST equals 2^7.

You can certainly construct keyboards with different tunings than equal temperment. For example the "well-temperment" of Bach's time, which tries to maintain rational intervals when possible but also divides the difference between (3/2)^12 and 2^7 over several intervals so it does wrap around. This means that different keys would have sounded different on such a keyboard (as opposed to equal temperment, where all intervals/keys are identical), which may have inspired some of the differences between the Inventions and his other compositions.

Going back further than that, the most ancient form is "just-temperment", where all intervals are beautiful and rational and Pythagorean. The price of this is that things sound funkier the further you are from the intended key--just temperment is really established around one tonic. So if you have a keyboard in C, don't expect to play songs in F sharp or G flat (which are different notes here!) and expect it to sound nice.

So let's say you were constructing a piano in the key of C, which we'll say has tonic frequency f. A reasonable set of frequencies for defining the rest of the major scale might be:

C = 1f
D = (9/8)f
E = (5/4)f
F = (4/3)f
G = (3/2)f
A = (5/3)f
B = (15/8)f
C = 2f

The chromatic scale is a little trickier and open to interpretation, but you can figure it out. For example, a reasonable value for C# might be (16/15)f = 2*(8/15)f = (4/3)*(4/5)f, but you might also want it as (25/24)f = (5/6)*(5/4)f. Even the simpler ones: 5/3 is a nice simple fraction and definitely a good choice for A, (5/3) = (4/3)*(5/4) = (5/6)*2. But if it were part of a V of V chord, you might prefer it as (9/8)*(3/2) = (27/16).

So yeah this is pretty academic, and of course I understand the practical reasons why equal temperment came into favor. But I think it's pretty cool to think about, and if you're singing or playing violin/trombone/whatever, you can really revel in it and try to tune those rational numbers just the way your brain likes 'em.

Ramble ramble ramble
Title: Re: Really bad card ideas
Post by: Minotaur on June 01, 2014, 01:50:43 pm
Pianos are slightly out of tune because it is literally impossible to be in tune.  A pure major 3rd interval is multiplying the frequency by 1.25.  Three thirds should take you to an octave, right?  1.25^3 = 1.953125.  All the notes of a piano are off because of that.

There is such a thing as 2^(1/12), though...
Title: Re: Really bad card ideas
Post by: Awaclus on June 01, 2014, 01:51:41 pm
F sharp or G flat (which are different notes here!)
They are always different notes.
Title: Re: Really bad card ideas
Post by: WalrusMcFishSr on June 01, 2014, 01:57:55 pm
F sharp or G flat (which are different notes here!)
They are always different notes.

Yes I agree, but on an equally-tempered piano they would have the same frequency, despite their different interpretations. On a just-tempered keyboard they would literally have different frequencies, depending which way around the "circle" of fifths you traversed.
Title: Re: Really bad card ideas
Post by: sudgy on June 01, 2014, 03:04:56 pm
F sharp or G flat (which are different notes here!)
They are always different notes.

I had a hard time recently explaining to someone why you would ever want a Cb.
Title: Re: Really bad card ideas
Post by: Minotaur on June 01, 2014, 03:14:46 pm
F sharp or G flat (which are different notes here!)
They are always different notes.

I had a hard time recently explaining to someone why you would ever want a Cb.

It's close enough to a G quadruple sharp for jazz...
Title: Re: Really bad card ideas
Post by: Awaclus on June 01, 2014, 03:18:43 pm
F sharp or G flat (which are different notes here!)
They are always different notes.

I had a hard time recently explaining to someone why you would ever want a Cb.
Really? Isn't that like the most basic thing in music theory?
Title: Re: Really bad card ideas
Post by: Minotaur on June 01, 2014, 03:22:42 pm
F sharp or G flat (which are different notes here!)
They are always different notes.

I had a hard time recently explaining to someone why you would ever want a Cb.
Really? Isn't that like the most basic thing in music theory?

Not everyone geeks out over theory, or even plays a musical instrument more than twice in the fourth grade, or edge cases people on the internet as a hobby.  A lot of people only know that there is this notation, and that putting a sharp or flat on a white note gets you the black note next to it, and this is a good thing because the C scale sounds nice and all white notes would be disorienting anyway.  It's not the worst thing someone could be.
Title: Re: Really bad card ideas
Post by: Awaclus on June 01, 2014, 03:32:52 pm
F sharp or G flat (which are different notes here!)
They are always different notes.

I had a hard time recently explaining to someone why you would ever want a Cb.
Really? Isn't that like the most basic thing in music theory?

Not everyone geeks out over theory, or even plays a musical instrument more than twice in the fourth grade, or edge cases people on the internet as a hobby.  A lot of people only know that there is this notation, and that putting a sharp or flat on a white note gets you the black note next to it, and this is a good thing because the C scale
But knowing what a scale is already requires deeper understanding of music theory than knowing why you sometimes want a Cb.
Title: Re: Really bad card ideas
Post by: sudgy on June 01, 2014, 04:17:06 pm
F sharp or G flat (which are different notes here!)
They are always different notes.

I had a hard time recently explaining to someone why you would ever want a Cb.
Really? Isn't that like the most basic thing in music theory?

It was to a 12-year-old (or so) that sings.  Singers don't know as much about music theory as people who play musical instruments.
Title: Re: Really bad card ideas
Post by: Minotaur on June 01, 2014, 05:45:47 pm
F sharp or G flat (which are different notes here!)
They are always different notes.

I had a hard time recently explaining to someone why you would ever want a Cb.
Really? Isn't that like the most basic thing in music theory?

Not everyone geeks out over theory, or even plays a musical instrument more than twice in the fourth grade, or edge cases people on the internet as a hobby.  A lot of people only know that there is this notation, and that putting a sharp or flat on a white note gets you the black note next to it, and this is a good thing because the C scale
But knowing what a scale is already requires deeper understanding of music theory than knowing why you sometimes want a Cb.

Sure, if you're a relentless internet pedant.
Title: Re: Really bad card ideas
Post by: Awaclus on June 01, 2014, 05:48:34 pm
F sharp or G flat (which are different notes here!)
They are always different notes.

I had a hard time recently explaining to someone why you would ever want a Cb.
Really? Isn't that like the most basic thing in music theory?

Not everyone geeks out over theory, or even plays a musical instrument more than twice in the fourth grade, or edge cases people on the internet as a hobby.  A lot of people only know that there is this notation, and that putting a sharp or flat on a white note gets you the black note next to it, and this is a good thing because the C scale
But knowing what a scale is already requires deeper understanding of music theory than knowing why you sometimes want a Cb.

Sure, if you're a relentless internet pedant.
Even if you're not, how can you know what a scale is without knowing why you sometimes want a Cb?
Title: Re: Really bad card ideas
Post by: Minotaur on June 01, 2014, 05:50:50 pm
F sharp or G flat (which are different notes here!)
They are always different notes.

I had a hard time recently explaining to someone why you would ever want a Cb.
Really? Isn't that like the most basic thing in music theory?

Not everyone geeks out over theory, or even plays a musical instrument more than twice in the fourth grade, or edge cases people on the internet as a hobby.  A lot of people only know that there is this notation, and that putting a sharp or flat on a white note gets you the black note next to it, and this is a good thing because the C scale
But knowing what a scale is already requires deeper understanding of music theory than knowing why you sometimes want a Cb.

Sure, if you're a relentless internet pedant.
Even if you're not, how can you know what a scale is without knowing why you sometimes want a Cb?

Because it's Joy To The World.  An eight-year-old can sing it within a reasonable accuracy tolerance by most standards.
Title: Re: Really bad card ideas
Post by: Awaclus on June 01, 2014, 05:56:59 pm
Because it's Joy To The World.  An eight-year-old can sing it within a reasonable accuracy tolerance by most standards.
That isn't really knowing what a scale is, though.
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on June 01, 2014, 06:21:45 pm
But nobody ever writes anything using Cb.
Title: Re: Really bad card ideas
Post by: -N- on June 02, 2014, 04:00:39 pm
Devil
Cost: 2
Action
+666 Cards
+666 Actions
+666 Buys
At the end of this turn, gain a curse for every buy you have left.
Title: Re: Really bad card ideas
Post by: Ozle on June 02, 2014, 05:23:49 pm
Does anyone else really want a Cb now?
Title: Re: Really bad card ideas
Post by: Axxle on June 02, 2014, 05:28:34 pm
I prefer cassettes.
Title: Re: Really bad card ideas
Post by: sudgy on June 03, 2014, 12:57:12 am
Does anyone else really want a Cb now?

I just went over to my keyboard and played one.  Har!
Title: Re: Really bad card ideas
Post by: Kirian on June 03, 2014, 07:45:11 pm
But nobody ever writes anything using Cb.

So having two young girls, Frozen is of course "the thing".

The song Let it Go is written in Ab major, with the intro in F minor.  Now five flats is pretty exotic to start.  But then you get to the end of the chorus and it's suddenly a bit dissonant, and that dissonance then continues into the bridge.  If you look at the notes out of context, it looks like a B major chord.  But no: the song has modulated down a double dominant to Gb, and that is a Cb major (IV) chord.

As far as I can tell, the entire point of the Cb major chords earlier than the bridge is to anticipate the modulation down, just for the purpose of a double dominant modulation halfway through the bridge.
Title: Re: Really bad card ideas
Post by: Kirian on June 03, 2014, 07:48:06 pm
F sharp or G flat (which are different notes here!)
They are always different notes.

I had a hard time recently explaining to someone why you would ever want a Cb.
Really? Isn't that like the most basic thing in music theory?

Not everyone geeks out over theory, or even plays a musical instrument more than twice in the fourth grade, or edge cases people on the internet as a hobby.  A lot of people only know that there is this notation, and that putting a sharp or flat on a white note gets you the black note next to it, and this is a good thing because the C scale
But knowing what a scale is already requires deeper understanding of music theory than knowing why you sometimes want a Cb.

Sure, if you're a relentless internet pedant.
Even if you're not, how can you know what a scale is without knowing why you sometimes want a Cb?

I'm absolutely certain I learned how to play a major scale well before I knew what enharmonics were, or really even what accidentals are.
Title: Re: Really bad card ideas
Post by: silverspawn on June 03, 2014, 07:53:56 pm
Quote
So having two young girls, Frozen is of course "the thing".

The song Let it Go is written in Ab major, with the intro in F minor.  Now five flats is pretty exotic to start.  But then you get to the end of the chorus and it's suddenly a bit dissonant, and that dissonance then continues into the bridge.  If you look at the notes out of context, it looks like a B major chord.  But no: the song has modulated down a double dominant to Gb, and that is a Cb major (IV) chord.

As far as I can tell, the entire point of the Cb major chords earlier than the bridge is to anticipate the modulation down, just for the purpose of a double dominant modulation halfway through the bridge.

and... is that brilliant use of chord technics or is it bad songwriting or is it just an analysis without any quality evaluation?
Title: Re: Really bad card ideas
Post by: eHalcyon on June 03, 2014, 08:17:45 pm
F sharp or G flat (which are different notes here!)
They are always different notes.

I had a hard time recently explaining to someone why you would ever want a Cb.
Really? Isn't that like the most basic thing in music theory?

Not everyone geeks out over theory, or even plays a musical instrument more than twice in the fourth grade, or edge cases people on the internet as a hobby.  A lot of people only know that there is this notation, and that putting a sharp or flat on a white note gets you the black note next to it, and this is a good thing because the C scale
But knowing what a scale is already requires deeper understanding of music theory than knowing why you sometimes want a Cb.

I learned piano when I was a kid and did introductory music theory.  I don't remember learning about alternative tunings and such.  As such, Cb wouldn't have made sense to me because that would just be a B.
Title: Re: Really bad card ideas
Post by: Minotaur on June 03, 2014, 08:21:28 pm
Pedant
Cost: 4
Action-Attack

+1 Card
+1 Action
Each other player must give a working definition of a thing of your choice.  If the rigor of the given definition does not unanimously satisfy the experts at f.ds, that player gains a Curse (and presumably doesn't deserve to live).
Title: Re: Really bad card ideas
Post by: pacovf on June 03, 2014, 08:49:14 pm
The comparison would work much better if the card was a reaction. The card itself is terribly undercosted. It also prolongs games it's in even more than possession. Truly, thinking that this card was viable already makes me question whether you deserve to live.
Title: Re: Really bad card ideas
Post by: Kirian on June 03, 2014, 08:49:47 pm
Quote
So having two young girls, Frozen is of course "the thing".

The song Let it Go is written in Ab major, with the intro in F minor.  Now five flats is pretty exotic to start.  But then you get to the end of the chorus and it's suddenly a bit dissonant, and that dissonance then continues into the bridge.  If you look at the notes out of context, it looks like a B major chord.  But no: the song has modulated down a double dominant to Gb, and that is a Cb major (IV) chord.

As far as I can tell, the entire point of the Cb major chords earlier than the bridge is to anticipate the modulation down, just for the purpose of a double dominant modulation halfway through the bridge.

and... is that brilliant use of chord technics or is it bad songwriting or is it just an analysis without any quality evaluation?

I thought it was pretty brilliant when I noticed it.
Title: Re: Really bad card ideas
Post by: ConMan on June 03, 2014, 09:25:38 pm
Quote
So having two young girls, Frozen is of course "the thing".

The song Let it Go is written in Ab major, with the intro in F minor.  Now five flats is pretty exotic to start.  But then you get to the end of the chorus and it's suddenly a bit dissonant, and that dissonance then continues into the bridge.  If you look at the notes out of context, it looks like a B major chord.  But no: the song has modulated down a double dominant to Gb, and that is a Cb major (IV) chord.

As far as I can tell, the entire point of the Cb major chords earlier than the bridge is to anticipate the modulation down, just for the purpose of a double dominant modulation halfway through the bridge.

and... is that brilliant use of chord technics or is it bad songwriting or is it just an analysis without any quality evaluation?
I'm going to vote for clever musical trick. Like the pun in Canterlot Wedding.
Title: Re: Really bad card ideas
Post by: scott_pilgrim on June 04, 2014, 02:25:14 pm
Last night I dreamed that the new promo card was this:

(I don't remember name/cost)
Action
Play an action card from your hand.  If you have 6 or more copies of that card in play, play it another 6 times.
Title: Re: Really bad card ideas
Post by: Witherweaver on June 04, 2014, 02:32:07 pm
Last night I dreamed that the new promo card was this:

(I don't remember name/cost)
Action
Play an action card from your hand.  If you have 6 or more copies of that card in play, play it another 6 times.

Queue Scout fractal.
Title: Re: Really bad card ideas
Post by: pacovf on June 04, 2014, 03:40:54 pm
Last night I dreamed that the new promo card was this:

(I don't remember name/cost)
Action
Play an action card from your hand.  If you have 6 or more copies of that card in play, play it another 6 times.

Queue Scout fractal.

You do have a knack for making me waste time in that thread. For those that don't remember:

I'm not really sure where the best place to put this is (likely nowhere), but I accidentally created an Infinite Scout Vortex and I thought I'd share...

(http://i.imgur.com/hPQu2GT.png)
Title: Re: Really bad card ideas
Post by: Tables on June 04, 2014, 05:25:46 pm
Last night I dreamed that the new promo card was this:

(I don't remember name/cost)
Action
Play an action card from your hand.  If you have 6 or more copies of that card in play, play it another 6 times.

Pretty similar to this but what if it were something like, play an action card from your hand. Then play every copy of it currently in play. Possibly then, trash all copies of it. So um yeah quadratic throne room/king's court, why not?
Title: Re: Really bad card ideas
Post by: Kirian on June 04, 2014, 05:51:41 pm
Quote
So having two young girls, Frozen is of course "the thing".

The song Let it Go is written in Ab major, with the intro in F minor.  Now five flats is pretty exotic to start.  But then you get to the end of the chorus and it's suddenly a bit dissonant, and that dissonance then continues into the bridge.  If you look at the notes out of context, it looks like a B major chord.  But no: the song has modulated down a double dominant to Gb, and that is a Cb major (IV) chord.

As far as I can tell, the entire point of the Cb major chords earlier than the bridge is to anticipate the modulation down, just for the purpose of a double dominant modulation halfway through the bridge.

and... is that brilliant use of chord technics or is it bad songwriting or is it just an analysis without any quality evaluation?
I'm going to vote for clever musical trick. Like the pun in Canterlot Wedding.

Which was...?
Title: Re: Really bad card ideas
Post by: silverspawn on June 04, 2014, 07:31:19 pm
Quote
So having two young girls, Frozen is of course "the thing".

The song Let it Go is written in Ab major, with the intro in F minor.  Now five flats is pretty exotic to start.  But then you get to the end of the chorus and it's suddenly a bit dissonant, and that dissonance then continues into the bridge.  If you look at the notes out of context, it looks like a B major chord.  But no: the song has modulated down a double dominant to Gb, and that is a Cb major (IV) chord.

As far as I can tell, the entire point of the Cb major chords earlier than the bridge is to anticipate the modulation down, just for the purpose of a double dominant modulation halfway through the bridge.

and... is that brilliant use of chord technics or is it bad songwriting or is it just an analysis without any quality evaluation?
I'm going to vote for clever musical trick. Like the pun in Canterlot Wedding.

Which was...?

they played some sort of chord progression which is called a deceptive cadence
Title: Re: Really bad card ideas
Post by: ConMan on June 04, 2014, 08:05:44 pm
I'm going to vote for clever musical trick. Like the pun in Canterlot Wedding.

Which was...?

they played some sort of chord progression which is called a deceptive cadence
Specifically, the reprise of BBBFF ends with a deceptive cadence, where the main version of it uses an authentic cadence. And apparently this was entirely intentional.
Title: Re: Really bad card ideas
Post by: Kirian on June 04, 2014, 08:24:19 pm
and... is that brilliant use of chord technics or is it bad songwriting or is it just an analysis without any quality evaluation?
I'm going to vote for clever musical trick. Like the pun in Canterlot Wedding.

Which was...?

they played some sort of chord progression which is called a deceptive cadence

*googles*
*reads wikia*
*reads reddit*

That... is really, really awesome on the part of the composer.
Title: Re: Really bad card ideas
Post by: eHalcyon on June 04, 2014, 10:18:18 pm
and... is that brilliant use of chord technics or is it bad songwriting or is it just an analysis without any quality evaluation?
I'm going to vote for clever musical trick. Like the pun in Canterlot Wedding.

Which was...?

they played some sort of chord progression which is called a deceptive cadence

*googles*
*reads wikia*
*reads reddit*

That... is really, really awesome on the part of the composer.

Links for the lazy?
Title: Re: Really bad card ideas
Post by: silverspawn on June 05, 2014, 05:03:58 am
and... is that brilliant use of chord technics or is it bad songwriting or is it just an analysis without any quality evaluation?
I'm going to vote for clever musical trick. Like the pun in Canterlot Wedding.

Which was...?

they played some sort of chord progression which is called a deceptive cadence

*googles*
*reads wikia*
*reads reddit*

That... is really, really awesome on the part of the composer.

Links for the lazy?

http://www.reddit.com/r/mylittlepony/comments/sm22p/a_spoiler_in_the_song/
https://twitter.com/dannyimusic/status/193926339043147777
Title: Re: Really bad card ideas
Post by: Tables on June 05, 2014, 03:26:01 pm
(this stream of thought process actually happened)

I was watching a Dominion stream where the streamer had $6 in a Platinum game and 3 coin tokens, and went for Gold instead of Platinum. It made me think. What if there was a card that could let you spend coin tokens to permanently improve treasures? It would even put them back into your hand to spend at +1 this turn! Okay... not a very strong effect on it's own, so maybe it should be a cantrip. Let's go with: cost $2, cantrip, you may trash a treasure and pay 3 coin tokens to upgrade it into hand. Hm. Well it should really generate some coin tokens, that's awful. And what about kingdom treasures? Okay, maybe 2 coin tokens instead of cantrip. Let's see. Cost $2, +2 coin tokens, you may trash a treasure and pay any number of coin tokens, gain a treasure costing that much more into hand. Hm, seems okay, but 2 coin tokens is really good, and gaining to hand could make this strong. Probably bump this straight up to $5. What else? Hm, actually... why even limit it to treasures? So now we have...

It was at this point I stopped and realised I was about to create Butcher. But for a second, I thought I had an interesting coin token using mechanic. Ah well...
Title: Re: Really bad card ideas
Post by: markusin on June 05, 2014, 04:47:13 pm
^ I think the Butcher mechanic is interesting and fun. The only problem is that it's already been done.

Edit: That kinda rhymes.
Title: Re: Really bad card ideas
Post by: Minotaur on June 05, 2014, 08:32:35 pm
^ I think the Butcher mechanic is interesting and fun. The only problem is that it's already been done.

Edit: That kinda rhymes.

The funny thing is that if I had $7, I'd probably rather buy Butcher than Expand.  The $7 trashers are both really clumsy and often non-usable, and of the two, I tend to have better luck with Forge, though that's probably because $4 actions are less valuable than $4 actions, and because it's worth picking up in the absence of any other Chapel-like card.  It just feels really bad to draw a $7 card dead half the time, or at best in a situation where a Gold would do as much or more 2/3 of the time.  :-/

EDIT: Whoops, this isn't the Homage thread.  Anyway, I guess it's relevant here, because Butcher came up, and Butcher is a neat and flexible card.
Title: Re: Really bad card ideas
Post by: markusin on June 05, 2014, 11:51:55 pm
^ I think the Butcher mechanic is interesting and fun. The only problem is that it's already been done.

Edit: That kinda rhymes.

The funny thing is that if I had $7, I'd probably rather buy Butcher than Expand.  The $7 trashers are both really clumsy and often non-usable, and of the two, I tend to have better luck with Forge, though that's probably because $4 actions are less valuable than $4 actions, and because it's worth picking up in the absence of any other Chapel-like card.  It just feels really bad to draw a $7 card dead half the time, or at best in a situation where a Gold would do as much or more 2/3 of the time.  :-/

EDIT: Whoops, this isn't the Homage thread.  Anyway, I guess it's relevant here, because Butcher came up, and Butcher is a neat and flexible card.
I'd go for Forge over Butcher if I want mass trashing as I draw.

Expand? I like it in Colony games.
Title: Re: Really bad card ideas
Post by: Minotaur on June 06, 2014, 12:42:23 am
^ I think the Butcher mechanic is interesting and fun. The only problem is that it's already been done.

Edit: That kinda rhymes.

The funny thing is that if I had $7, I'd probably rather buy Butcher than Expand.  The $7 trashers are both really clumsy and often non-usable, and of the two, I tend to have better luck with Forge, though that's probably because $4 actions are less valuable than $4 actions, and because it's worth picking up in the absence of any other Chapel-like card.  It just feels really bad to draw a $7 card dead half the time, or at best in a situation where a Gold would do as much or more 2/3 of the time.  :-/

EDIT: Whoops, this isn't the Homage thread.  Anyway, I guess it's relevant here, because Butcher came up, and Butcher is a neat and flexible card.
I'd go for Forge over Butcher if I want mass trashing as I draw.

Expand? I like it in Colony games.

Hmmm, Colony games are probably the reason it costs $7 in the first place...  Maybe that's the real problem with the card - it can come up in Province games.  :-/
Title: Re: Really bad card ideas
Post by: KingZog3 on June 06, 2014, 07:32:41 pm
^ I think the Butcher mechanic is interesting and fun. The only problem is that it's already been done.

Edit: That kinda rhymes.

The funny thing is that if I had $7, I'd probably rather buy Butcher than Expand.  The $7 trashers are both really clumsy and often non-usable, and of the two, I tend to have better luck with Forge, though that's probably because $4 actions are less valuable than $4 actions, and because it's worth picking up in the absence of any other Chapel-like card.  It just feels really bad to draw a $7 card dead half the time, or at best in a situation where a Gold would do as much or more 2/3 of the time.  :-/

EDIT: Whoops, this isn't the Homage thread.  Anyway, I guess it's relevant here, because Butcher came up, and Butcher is a neat and flexible card.
I'd go for Forge over Butcher if I want mass trashing as I draw.

Expand? I like it in Colony games.

Hmmm, Colony games are probably the reason it costs $7 in the first place...  Maybe that's the real problem with the card - it can come up in Province games.  :-/

Cursing can come up in games with strong trashing. Or in games with Ambassador. That's not a point against them. Besides the fact that KC, Bank and Forge are still good in Province games.
Title: Re: Really bad card ideas
Post by: sudgy on June 07, 2014, 07:37:11 pm
Cursing can come up in games with strong trashing. Or in games with Ambassador. That's not a point against them. Besides the fact that KC, Bank and Forge are still good in Province games. cards like Torturer, Ghost Ship, etc. that make people really mad

FTFY
Title: Re: Really bad card ideas
Post by: Minotaur on June 08, 2014, 05:46:28 am
^ I think the Butcher mechanic is interesting and fun. The only problem is that it's already been done.

Edit: That kinda rhymes.

The funny thing is that if I had $7, I'd probably rather buy Butcher than Expand.  The $7 trashers are both really clumsy and often non-usable, and of the two, I tend to have better luck with Forge, though that's probably because $4 actions are less valuable than $4 actions, and because it's worth picking up in the absence of any other Chapel-like card.  It just feels really bad to draw a $7 card dead half the time, or at best in a situation where a Gold would do as much or more 2/3 of the time.  :-/

EDIT: Whoops, this isn't the Homage thread.  Anyway, I guess it's relevant here, because Butcher came up, and Butcher is a neat and flexible card.
I'd go for Forge over Butcher if I want mass trashing as I draw.

Expand? I like it in Colony games.

Hmmm, Colony games are probably the reason it costs $7 in the first place...  Maybe that's the real problem with the card - it can come up in Province games.  :-/

Cursing can come up in games with strong trashing. Or in games with Ambassador. That's not a point against them. Besides the fact that KC, Bank and Forge are still good in Province games.

Forge is a *lot* better than Expand at dealing with junk, and it's also better at turning mediocre cards into Provinces.  It whiffs as much as Expand does, in my experience, but at least its "successes" aren't just a Remodel you overpaid for half the time.  I might be able to Expand a $5 action into a Province, but then I might as well have the Gold I could've bought in my hand instead and play that action... And if I'm Expanding a Silver, Mine would be better... and if I'm expanding a Duchy, Rebuild is better... And if I want to clean up junk one piece per action, Altar is a lot better.  It's like the dim-witted big brother of Band of Misfits with a limp.  You'd probably have to be very careful with your deck composition not to walk into tons of hands where Expand is just a Remodel or a gimped $5 card.  Both Expand and Gold add $3 of value to your deck, but for me Expand is a lot more likely to whiff than a Gold - I need a big money hand with no +buy for that to happen, usually.

Really the main circumstance for Expand to be an automatic must-buy is if either Peddler or cost reduction engines are on the board.  (Or if it's the only trasher and I'm desperate)

I don't know if I'd ever get Bank in a Province game unless I could reasonably expect to draw $13 or more with a +buy.  At least that's sometimes doable.  If there's no +Buy or no way to build a big hand, I'm skipping it for Gold.
Title: Re: Really bad card ideas
Post by: LibraryAdventurer on June 08, 2014, 06:40:26 am
Poor Boy
$1 - Action
Nobody loves me. Do whatever. Nothing really matters to me.
-
If someone thinks they can love you and leave you to die, get out of here. If you do, headbang.



Po' Boy
$5 - Treasure
Worth 1 sandwhich.



Ex-Panda
$7 - Action
Trash a panda. Gain something else.
Title: Re: Really bad card ideas
Post by: pacovf on June 08, 2014, 07:42:34 am
Poor Boy
$1 - Action
Nobody loves me. Do whatever. Nothing really matters to me.
-
If someone thinks they can love you can leave you to die, get out of here. If you do, headbang.

Back in Black Market
4$ - Action
I'm just making my play. Don't try to push your luck, just get out of my way.


Man this is hard (as a rock).
Title: Re: Really bad card ideas
Post by: Tables on June 09, 2014, 03:23:58 am
Awarehouse
Action - $3
+3 cards
+1 action
Discard 3 cards. If you do, install two security cameras on the side of your house.
Title: Re: Really bad card ideas
Post by: navical on June 09, 2014, 05:34:04 am
GCHQ/NSA
Action $6
+1 Action
Look through your opponents' deck and discard pile. You may not reorder them unless you decide you may.
Title: Re: Really bad card ideas
Post by: Flip5ide on June 09, 2014, 09:35:14 am
Glowworms
Action $5
+1 Action
Reveal your hand, if there are no more Glowworms in your hand, +4 cards and gain a Glowworms.
Title: Re: Really bad card ideas
Post by: eHalcyon on June 09, 2014, 09:00:31 pm
^ I think the Butcher mechanic is interesting and fun. The only problem is that it's already been done.

Edit: That kinda rhymes.

The funny thing is that if I had $7, I'd probably rather buy Butcher than Expand.  The $7 trashers are both really clumsy and often non-usable, and of the two, I tend to have better luck with Forge, though that's probably because $4 actions are less valuable than $4 actions, and because it's worth picking up in the absence of any other Chapel-like card.  It just feels really bad to draw a $7 card dead half the time, or at best in a situation where a Gold would do as much or more 2/3 of the time.  :-/

EDIT: Whoops, this isn't the Homage thread.  Anyway, I guess it's relevant here, because Butcher came up, and Butcher is a neat and flexible card.
I'd go for Forge over Butcher if I want mass trashing as I draw.

Expand? I like it in Colony games.

Hmmm, Colony games are probably the reason it costs $7 in the first place...  Maybe that's the real problem with the card - it can come up in Province games.  :-/

Cursing can come up in games with strong trashing. Or in games with Ambassador. That's not a point against them. Besides the fact that KC, Bank and Forge are still good in Province games.

Forge is a *lot* better than Expand at dealing with junk, and it's also better at turning mediocre cards into Provinces.  It whiffs as much as Expand does, in my experience, but at least its "successes" aren't just a Remodel you overpaid for half the time.  I might be able to Expand a $5 action into a Province, but then I might as well have the Gold I could've bought in my hand instead and play that action... And if I'm Expanding a Silver, Mine would be better... and if I'm expanding a Duchy, Rebuild is better... And if I want to clean up junk one piece per action, Altar is a lot better.  It's like the dim-witted big brother of Band of Misfits with a limp.  You'd probably have to be very careful with your deck composition not to walk into tons of hands where Expand is just a Remodel or a gimped $5 card.  Both Expand and Gold add $3 of value to your deck, but for me Expand is a lot more likely to whiff than a Gold - I need a big money hand with no +buy for that to happen, usually.

Really the main circumstance for Expand to be an automatic must-buy is if either Peddler or cost reduction engines are on the board.  (Or if it's the only trasher and I'm desperate)

I don't know if I'd ever get Bank in a Province game unless I could reasonably expect to draw $13 or more with a +buy.  At least that's sometimes doable.  If there's no +Buy or no way to build a big hand, I'm skipping it for Gold.

Seriously, I linked logs to you a while back.  Expand is better than you think and it's clear that you just don't know how to play with it.
Title: Re: Really bad card ideas
Post by: Minotaur on June 09, 2014, 09:32:48 pm
^ I think the Butcher mechanic is interesting and fun. The only problem is that it's already been done.

Edit: That kinda rhymes.

The funny thing is that if I had $7, I'd probably rather buy Butcher than Expand.  The $7 trashers are both really clumsy and often non-usable, and of the two, I tend to have better luck with Forge, though that's probably because $4 actions are less valuable than $4 actions, and because it's worth picking up in the absence of any other Chapel-like card.  It just feels really bad to draw a $7 card dead half the time, or at best in a situation where a Gold would do as much or more 2/3 of the time.  :-/

EDIT: Whoops, this isn't the Homage thread.  Anyway, I guess it's relevant here, because Butcher came up, and Butcher is a neat and flexible card.
I'd go for Forge over Butcher if I want mass trashing as I draw.

Expand? I like it in Colony games.

Hmmm, Colony games are probably the reason it costs $7 in the first place...  Maybe that's the real problem with the card - it can come up in Province games.  :-/

Cursing can come up in games with strong trashing. Or in games with Ambassador. That's not a point against them. Besides the fact that KC, Bank and Forge are still good in Province games.

Forge is a *lot* better than Expand at dealing with junk, and it's also better at turning mediocre cards into Provinces.  It whiffs as much as Expand does, in my experience, but at least its "successes" aren't just a Remodel you overpaid for half the time.  I might be able to Expand a $5 action into a Province, but then I might as well have the Gold I could've bought in my hand instead and play that action... And if I'm Expanding a Silver, Mine would be better... and if I'm expanding a Duchy, Rebuild is better... And if I want to clean up junk one piece per action, Altar is a lot better.  It's like the dim-witted big brother of Band of Misfits with a limp.  You'd probably have to be very careful with your deck composition not to walk into tons of hands where Expand is just a Remodel or a gimped $5 card.  Both Expand and Gold add $3 of value to your deck, but for me Expand is a lot more likely to whiff than a Gold - I need a big money hand with no +buy for that to happen, usually.

Really the main circumstance for Expand to be an automatic must-buy is if either Peddler or cost reduction engines are on the board.  (Or if it's the only trasher and I'm desperate)

I don't know if I'd ever get Bank in a Province game unless I could reasonably expect to draw $13 or more with a +buy.  At least that's sometimes doable.  If there's no +Buy or no way to build a big hand, I'm skipping it for Gold.

Seriously, I linked logs to you a while back.  Expand is better than you think and it's clear that you just don't know how to play with it.


Here, have another log (http://gokosalvager.com/static/logprettifier.html?20130921/log.50b20dc3e4b0c9ce0cf27eb3.1379779181147.txt) where Stef uses Expand and Remodel.  Note that he uses Expand for the following:

Estate->Duchy
Watchtower->Gold
Saboteur->Province

No other card could have done all of those -- flexibility helps.

Mercenary and Mint were the two trashers in game one... One player used it as a Graverobber, and the other player could've done as well or better with a Gold and an Upgrade instead of two Expands.

Game 2 I guess is legitimate, but you could also probably find games where Stef won buying Scout, but no one comes running in to defend Scout, either.  In the second game, Stef had a Native Village megaturn with no +buy on the board, or else I doubt Expand would've been worth it.  A single +buy on the whole board probably would have made Gold better than Expand.

I just don't see how the wiki can say that Expand is usually bad, and you can agree that it's a sub-par card, and it's ok for everyone to bash on Scout all day, but when I post one meme about Expand, suddenly I'm confronted with three pages of Captain Edge Case.  So the wiki writer claims Expand is bad 2/3 of the time, and Scout is probably bad 80-90% of the time... What's the cutoff for being allowed to make a joke?
Title: Re: Really bad card ideas
Post by: eHalcyon on June 09, 2014, 10:51:18 pm
Mercenary and Mint were the two trashers in game one... One player used it as a Graverobber, and the other player could've done as well or better with a Gold and an Upgrade instead of two Expands.

That's because Expand isn't a mass trasher nor an early-game card... SCSN also used Expand to trash Gold->Province, which can't be done with Graverobber.  Neither Upgrade nor Graverobber are on the board.  Even if Upgrade was around, Expand has a niche because of its price point.

Game 2 I guess is legitimate, but you could also probably find games where Stef won buying Scout, but no one comes running in to defend Scout, either.  In the second game, Stef had a Native Village megaturn with no +buy on the board, or else I doubt Expand would've been worth it.  A single +buy on the whole board probably would have made Gold better than Expand.

I invite you to look for logs with Scout wins.  I doubt you'll find many where Scout was important, whereas there are plenty where Expand is key.

I don't see where Stef has anything I'd call a megaturn, but sure -- lack of +Buy is a situation where Expand can be very important, to enable a multi-Province turn.  Maybe if there were +Buy then Expand would be less important (but note, you can't just assume that +Buy would automatically make Gold better than Expand).  So what?  The point is that Expand was good on this board, and it's good in other situations too.

I just don't see how the wiki can say that Expand is usually bad, and you can agree that it's a sub-par card, and it's ok for everyone to bash on Scout all day, but when I post one meme about Expand, suddenly I'm confronted with three pages of Captain Edge Case.  So the wiki writer claims Expand is bad 2/3 of the time, and Scout is probably bad 80-90% of the time... What's the cutoff for being allowed to make a joke?

Keep in mind that the wiki is based off of a pretty old article and that the wiki isn't definitive anyway.  Also note that it does say that Expand can be of value sometimes.

Your one meme was fine.  You got a bunch of edge cases and counter-examples because that is simply what happens on f.ds with anything that has even a bit of an edge case (and with a claim like yours, there were a lot of edge cases and a few regular cases as well).  But the discussion wouldn't have continued as it did if you were just joking.  You made statements about strategy beyond the initial joke, and you kept repeatedly bashing Expand as worthless in every game, even after Donald X chimed in that Expand has a strong effect.

Expand is weak-to-mediocre much of the time but is sometimes pretty good and occasionally game-winning.  On the other hand, Scout is worthless most of the time (much more than 90%) and it's game-winning pretty much never.  The Scout jokes are well deserved (and more f.ds meta jokes at this point than anything else).

Anyway, I apologize for beating this dead horse.  It's just maddening to me that people keep giving you examples and counter examples, yet I still see you dumping on Expand and ignoring everything that others are saying about it.
Title: Re: Really bad card ideas
Post by: KingZog3 on June 10, 2014, 02:18:13 am
Ambasquerade-action- $3

Reveal a card from your hand. Each player may pass up to 2 copies of the revealed card to the player to their left. You may trash a card from your hand.
Title: Re: Really bad card ideas
Post by: silverspawn on June 10, 2014, 08:05:09 am
in my experience, expand is nowhere near as bad as scout, or saboteur. it's more a below average card, maybe somewhere near the top of the lowest quarter
Title: Re: Really bad card ideas
Post by: ashersky on June 10, 2014, 09:21:59 am
in my experience, expand is nowhere near as bad as scout, or saboteur. it's more a below average card, maybe somewhere near the top of the lowest quarter

I'm cool with Expand.  It definitely fills some niches.
Title: Re: Really bad card ideas
Post by: markusin on June 10, 2014, 10:18:34 am
I also have to come to the defense of Expand. Every time I see my opponent get one, I think "uh oh, that's another good +buy card right there".

Being able to trash either a $5 or a Gold into a Province is already pretty good. Being able to trash VP cards is more of a bonus that reduces the risk of Expand being useless and gives it good flexibility when throned or kinged. Late game is where you're really happy to have Expand, as there are so many targets.

Really, any VP gainer complicates the PPR situation, and can be critical to success in games without +buy.

I'd still get Rebuild or Altar or even Butcher with an early 7$ over Expand though, but those are pretty high-end cards IMO. Gold is probably better than Expand early game a lot of the time too if you can't be sure to line up Expand with an Estate. Silver -> $6 isn't any better for tempo than Silver-> $5 either a lot of the time, but it can get you a Grand Market. Mine and Remodel can't do that, at least not without cost reduction.
Title: Re: Really bad card ideas
Post by: Ozle on June 10, 2014, 06:09:17 pm
How many edge cases have to be given before they are no longer edge cases?
Title: Re: Really bad card ideas
Post by: Witherweaver on June 10, 2014, 06:10:53 pm
How many edge cases have to be given before they are no longer edge cases?

Depends on the board.
Title: Re: Really bad card ideas
Post by: Minotaur on June 10, 2014, 10:51:18 pm
Expand is not as bad as Scout.  I guess the biggest thing I've learned about it here is that its strongest use case is probably as a terminal Gold +buy when nothing else is available.

It seems like almost every time one would get an Expand, you'd be at least as happy picking up a Graverobber, Rebuild, Remodel, Wharf, or just a Gold - but only the last of these is always on the board.

It isn't that great at anything that it does.  It's just an overpriced substitute for a lot of different things on most boards.  So I overstated its badness, but "anything you can do we can do better" to me seems to describe most Expand play in practice.
Title: Re: Really bad card ideas
Post by: Awaclus on June 11, 2014, 04:34:42 am
Expand is not as bad as Scout.  I guess the biggest thing I've learned about it here is that its strongest use case is probably as a terminal Gold +buy when nothing else is available.

It seems like almost every time one would get an Expand, you'd be at least as happy picking up a Graverobber, Rebuild, Remodel, Wharf, or just a Gold - but only the last of these is always on the board.

It isn't that great at anything that it does.  It's just an overpriced substitute for a lot of different things on most boards.  So I overstated its badness, but "anything you can do we can do better" to me seems to describe most Expand play in practice.
Well, anything that Jack of all Trades does, Squire, Spy, Watchtower and Chapel can do better. JoaT isn't good because it gains silver, or because it self-Spies, or because it draws up to 5, or because it trashes a non-Treasure card, but because it does all of them. Similarly, Expand is good because it's much more versatile than any of the large number of cards that do something better that Expand does.
Title: Re: Really bad card ideas
Post by: Minotaur on June 11, 2014, 04:56:09 am
Expand is not as bad as Scout.  I guess the biggest thing I've learned about it here is that its strongest use case is probably as a terminal Gold +buy when nothing else is available.

It seems like almost every time one would get an Expand, you'd be at least as happy picking up a Graverobber, Rebuild, Remodel, Wharf, or just a Gold - but only the last of these is always on the board.

It isn't that great at anything that it does.  It's just an overpriced substitute for a lot of different things on most boards.  So I overstated its badness, but "anything you can do we can do better" to me seems to describe most Expand play in practice.
Well, anything that Jack of all Trades does, Squire, Spy, Watchtower and Chapel can do better. JoaT isn't good because it gains silver, or because it self-Spies, or because it draws up to 5, or because it trashes a non-Treasure card, but because it does all of them. Similarly, Expand is good because it's much more versatile than any of the large number of cards that do something better that Expand does.

Jack is good because it does all of those things in the same turn.  Getting a Silver AND trashing an Estate/Curse AND self-spying AND drawing a card is a lot better than the case where you have to pick just one.  Jack wouldn't be that great if you had to pick just one every time - actually, it would suck pretty hard.  Expand makes you pick just one.  If Expand let you trash 2-3 cards and gain one costing up to $3 more for each trashed, then that would be a whole other story...
Title: Re: Really bad card ideas
Post by: Awaclus on June 11, 2014, 05:06:00 am
Expand is not as bad as Scout.  I guess the biggest thing I've learned about it here is that its strongest use case is probably as a terminal Gold +buy when nothing else is available.

It seems like almost every time one would get an Expand, you'd be at least as happy picking up a Graverobber, Rebuild, Remodel, Wharf, or just a Gold - but only the last of these is always on the board.

It isn't that great at anything that it does.  It's just an overpriced substitute for a lot of different things on most boards.  So I overstated its badness, but "anything you can do we can do better" to me seems to describe most Expand play in practice.
Well, anything that Jack of all Trades does, Squire, Spy, Watchtower and Chapel can do better. JoaT isn't good because it gains silver, or because it self-Spies, or because it draws up to 5, or because it trashes a non-Treasure card, but because it does all of them. Similarly, Expand is good because it's much more versatile than any of the large number of cards that do something better that Expand does.

Jack is good because it does all of those things in the same turn.  Getting a Silver AND trashing an Estate/Curse AND self-spying AND drawing a card is a lot better than the case where you have to pick just one.  Jack wouldn't be that great if you had to pick just one every time - actually, it would suck pretty hard.  Expand makes you pick just one.  If Expand let you trash 2-3 cards and gain one costing up to $3 more for each trashed, then that would be a whole other story...
Then compare it to Steward or Count.
Title: Re: Really bad card ideas
Post by: Minotaur on June 11, 2014, 05:10:02 am
Expand is not as bad as Scout.  I guess the biggest thing I've learned about it here is that its strongest use case is probably as a terminal Gold +buy when nothing else is available.

It seems like almost every time one would get an Expand, you'd be at least as happy picking up a Graverobber, Rebuild, Remodel, Wharf, or just a Gold - but only the last of these is always on the board.

It isn't that great at anything that it does.  It's just an overpriced substitute for a lot of different things on most boards.  So I overstated its badness, but "anything you can do we can do better" to me seems to describe most Expand play in practice.
Well, anything that Jack of all Trades does, Squire, Spy, Watchtower and Chapel can do better. JoaT isn't good because it gains silver, or because it self-Spies, or because it draws up to 5, or because it trashes a non-Treasure card, but because it does all of them. Similarly, Expand is good because it's much more versatile than any of the large number of cards that do something better that Expand does.

Jack is good because it does all of those things in the same turn.  Getting a Silver AND trashing an Estate/Curse AND self-spying AND drawing a card is a lot better than the case where you have to pick just one.  Jack wouldn't be that great if you had to pick just one every time - actually, it would suck pretty hard.  Expand makes you pick just one.  If Expand let you trash 2-3 cards and gain one costing up to $3 more for each trashed, then that would be a whole other story...
Then compare it to Steward or Count.

Steward and Count don't whiff nearly as often, and aren't overpriced for what they do.  And Count is a lot more flexible than Expand - arguably, so is Steward.

(Edit: Steward is sort of overpriced for doing just one thing - Chapel, Duchess, and Moat cost $2.  Note that Chapel is "underpriced" at $2, or at least "the best card in the game", and you often only need to trash two cards in a turn anyway - in other words, Steward is a great first-shuffle buy that turns into +2 cards or a terminal Silver when its job is done. Not only is Steward is super-flexible, but the difference between costs of $2 and $3 is minuscule compared to the $5-$7 difference, and Steward is much more flexible than Expand.  Except for when the junkers are just that strong and you have 3-4 players, you're going to draw $3 and one buy much more often than $2 and one buy anyway, and you wouldn't trypically spend an extra buy on Steward, either, because it's kind of late by then.)

Anyway, I gave Expand a little bit of credit, and I still think it's mostly bad, but it can do a job sub-optimally in a pinch, but... that's about it.
Title: Re: Really bad card ideas
Post by: Marcory on June 12, 2014, 08:59:22 am
First Player Advantage--Victory--$0.

+5 VP
------------
When you gain this, +1 buy and trash a card that is in play or in your hand.
There is only one copy of this card in the supply.
Title: Re: Really bad card ideas
Post by: KingZog3 on June 12, 2014, 10:45:31 am
First Player Advantage--Victory--$0.

+5 VP
------------
When you gain this, +1 buy and trash a card that is in play or in your hand.
There is only one copy of this card in the supply.

You mean...

First Player Advantage-Victory-$0

Worth 1VP for every card in every box of Dominion you own.
------
When you gain this, the game is over.
Title: Re: Really bad card ideas
Post by: markusin on June 12, 2014, 06:44:45 pm
Fatality - $0 - Action

+1 card
+1 action

If you win the game, put 3 actions cards into play.



Mortal Kombat X looks like it could be awesome.

Edit: "actions cards"? I am off my game.
Title: Re: Really bad card ideas
Post by: Ozle on June 12, 2014, 06:48:20 pm
Fatality - $0 - Action

+1 card
+1 action

If you win the game, put 3 actions cards into play.



Mortal Kombat X looks like it could be awesome.

GET OVER HERE!!!
Title: Re: Really bad card ideas
Post by: eHalcyon on June 13, 2014, 03:28:18 pm
The Little Prince
$8 - Action
You may set this aside. If you do, set aside a flower your hand costing up to $2. At the start of each of your turns, water the flower, setting it aside again at the end of your turn. (Stop watering it if a sheep eats it.)
Title: Re: Really bad card ideas
Post by: Minotaur on June 13, 2014, 03:42:14 pm
Iron Throne
Cost: $5

You may play an Action card from your hand twice.  If you do, each other player chooses to either discard two cards or gain a Curse.

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

Setup:  Each player who loses this game dies.
Title: Re: Really bad card ideas
Post by: Awaclus on June 13, 2014, 03:49:42 pm
Iron Throne
Cost: $5

You may play an Action card from your hand twice.  If you do, each other player chooses to either discard two cards or gain a Curse.

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

Setup:  Each player who loses this game dies.

Iron Throne
$5 Action

You may play a card from your hand twice. If you do, if it's an...
Action card, +1 action
Treasure card, +$1
Victory card, +1 card
Title: Re: Really bad card ideas
Post by: Witherweaver on June 13, 2014, 03:57:59 pm
Iron Throne
$5 Action

You may play the game of thrones.  If you lose, die.
Title: Re: Really bad card ideas
Post by: Minotaur on June 13, 2014, 04:22:00 pm
Game of Thrones
Cost: $4

If there are other cards in play, +1 card, +1 action.  (Note:  This is to prevent the person playing this card from protecting all their good actions by playing them.)

Otherwise:  Trash this card.  Each player counts their hand, discards it, and shuffles their discard pile into their deck, and then reveals cards from the top of their deck until they reveal an Action card that is not a Game of Thrones, and then trashes it.  Each player who does so may throw up a little.  Each player then draws as many cards as they previously had in hand.
Title: Re: Really bad card ideas
Post by: Ozle on June 13, 2014, 06:09:02 pm

Game of Thrones
Cost: $4

On Buy: tell all your friends you have bought game of thrones, repeatedly.

Setup:  When playing a game with game of thrones, split the board into two halfs, play first with one half of cards. Then play another game with the other half.

Make sure you wait a stupidly long time between each game
Title: Re: Really bad card ideas
Post by: Minotaur on June 13, 2014, 10:30:44 pm
Iron Throne
Cost: $5

You may play an Action card from your hand twice.  If you do, each other player chooses to either discard two cards or gain a Curse.

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

Setup:  Each player who loses this game dies.

Iron Throne
$5 Action

You may play a card from your hand twice. If you do, if it's an...
Action card, +1 action
Treasure card, +$1
Victory card, +1 card

Nobles and Great Halls, away!  Also, is this a Black Market variant, i.e., you can play treasures during your Action phase and bypass Tactician downsides?  Is it also possible to play pure Victory cards, so that they just go into play and say hi?
Title: Re: Really bad card ideas
Post by: Awaclus on June 14, 2014, 05:04:33 am
Iron Throne
Cost: $5

You may play an Action card from your hand twice.  If you do, each other player chooses to either discard two cards or gain a Curse.

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

Setup:  Each player who loses this game dies.

Iron Throne
$5 Action

You may play a card from your hand twice. If you do, if it's an...
Action card, +1 action
Treasure card, +$1
Victory card, +1 card

Nobles and Great Halls, away!  Also, is this a Black Market variant, i.e., you can play treasures during your Action phase and bypass Tactician downsides?  Is it also possible to play pure Victory cards, so that they just go into play and say hi?
You can play Treasures during your action phase. You can't play pure Victory cards.
Title: Re: Really bad card ideas
Post by: enfynet on June 14, 2014, 10:00:57 am
Reveal instead of play? It still needs the Setup clause.
Title: Re: Really bad card ideas
Post by: sudgy on June 14, 2014, 11:55:01 am
Iron Throne
Cost: $5

You may play an Action card from your hand twice.  If you do, each other player chooses to either discard two cards or gain a Curse.

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

Setup:  Each player who loses this game dies.

Iron Throne
$5 Action

You may play a card from your hand twice. If you do, if it's an...
Action card, +1 action
Treasure card, +$1
Victory card, +1 card

Nobles and Great Halls, away!  Also, is this a Black Market variant, i.e., you can play treasures during your Action phase and bypass Tactician downsides?  Is it also possible to play pure Victory cards, so that they just go into play and say hi?
You can play Treasures during your action phase. You can't play pure Victory cards.

This card just says, "Play a card" without saying what type.  Because card rules override normal rules, I think you can play pure victory cards (but you can't do much with them).
Title: Re: Really bad card ideas
Post by: Awaclus on June 14, 2014, 12:00:24 pm
This card just says, "Play a card" without saying what type.  Because card rules override normal rules, I think you can play pure victory cards (but you can't do much with them).
Yes, it doesn't say what type. It doesn't explicitly allow you to play a pure Victory card, which means that it doesn't contradict the rules.
Title: Re: Really bad card ideas
Post by: Witherweaver on June 14, 2014, 01:19:59 pm
Do you think you could play Ace of Spades, Sudgy?
Title: Re: Really bad card ideas
Post by: GeoLib on June 14, 2014, 02:11:10 pm
Black Market doesn't explicitly say anything about playing treasures either though.
Title: Re: Really bad card ideas
Post by: sudgy on June 14, 2014, 07:56:37 pm
Do you think you could play Ace of Spades, Sudgy?

If you had it in your hand, then yes.
Title: Re: Really bad card ideas
Post by: brokoli on June 15, 2014, 09:54:21 am
King
$11 - Action
You may set this aside. If you do, set aside a Prince card from your hand. At the start of each of your turns, play that Prince, setting it aside again when you discard it from play. (Stop playing it if you fail to set it aside on a turn you play it)
Title: Re: Really bad card ideas
Post by: markusin on June 15, 2014, 11:51:14 am
Emperor
$14 - Action
You may set this aside. If you do, set aside a King card from your hand. At the start of each of your turns, play that King, setting it aside again when you discard it from play. (Stop playing it if you fail to set it aside on a turn you play it).

Pope
$17 - Action
You may set this aside. If you do, set aside an Emperor card from your hand. At the start of each of your turns, play that Emperor, setting it aside again when you discard it from play. (Stop playing it if you fail to set it aside on a turn you play it).

Like God
$20 - Action
+1 Action
Title: Re: Really bad card ideas
Post by: Awaclus on June 15, 2014, 12:18:10 pm
Emperor
$14 - Action
You may set this aside. If you do, set aside a King card from your hand. At the start of each of your turns, play that King, setting it aside again when you discard it from play. (Stop playing it if you fail to set it aside on a turn you play it).

Pope
$17 - Action
You may set this aside. If you do, set aside an Emperor card from your hand. At the start of each of your turns, play that Emperor, setting it aside again when you discard it from play. (Stop playing it if you fail to set it aside on a turn you play it).

Like God
$20 - Action
+1 Action
Why is Pope above Emperor? Aren't emperors usually gods?
Title: Re: Really bad card ideas
Post by: markusin on June 15, 2014, 12:22:59 pm
Emperor
$14 - Action
You may set this aside. If you do, set aside a King card from your hand. At the start of each of your turns, play that King, setting it aside again when you discard it from play. (Stop playing it if you fail to set it aside on a turn you play it).

Pope
$17 - Action
You may set this aside. If you do, set aside an Emperor card from your hand. At the start of each of your turns, play that Emperor, setting it aside again when you discard it from play. (Stop playing it if you fail to set it aside on a turn you play it).

Like God
$20 - Action
+1 Action
Why is Pope above Emperor? Aren't emperors usually gods?

Based on the fairy tale "The Fisherman's Wife".

Emperor's are rulers of entire regions and collections of states across a region. The Pope is the leader of the Catholic Church. There may be more than one Catholic Empire.
Title: Re: Really bad card ideas
Post by: faust on June 16, 2014, 06:10:57 am
Iron Throne
Cost: $5

You may play an Action card from your hand twice.  If you do, each other player chooses to either discard two cards or gain a Curse.

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

Setup:  Each player who loses this game dies.

Iron Throne
$5 Action

You may play a card from your hand twice. If you do, if it's an...
Action card, +1 action
Treasure card, +$1
Victory card, +1 card

Iron Bank
$10 Action/Treasure

+1$ per Treasure card you have in play
+1 action per Action card you have in play
+1 card per Victory card you have in play

Iron Prize
$0* Action - Prize

Each opponent reveals the top 2 cards of their deck and trashes one of the revealed cards costing up to $6 that you choose. Gain a card costing up to $6 that shares a type with one of the trashed cards. If it is an
Action card, +2 Actions
Treasure card, +2 coins
Victory card, +2 cards

(This is not in the supply)
Title: Re: Really bad card ideas
Post by: Minotaur on June 16, 2014, 10:36:08 am
Iron Throne
Cost: $5

You may play an Action card from your hand twice.  If you do, each other player chooses to either discard two cards or gain a Curse.

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

Setup:  Each player who loses this game dies.

Iron Throne
$5 Action

You may play a card from your hand twice. If you do, if it's an...
Action card, +1 action
Treasure card, +$1
Victory card, +1 card

Iron Bank
$10 Action/Treasure

+1$ per Treasure card you have in play
+1 action per Action card you have in play
+1 card per Victory card you have in play

Iron Prize
$0* Action - Prize

Each opponent reveals the top 2 cards of their deck and trashes one of the revealed cards costing up to $6 that you choose. Gain a card costing up to $6 that shares a type with one of the trashed cards. If it is an
Action card, +2 Actions
Treasure card, +2 coins
Victory card, +2 cards

(This is not in the supply)

Iron Island
Cost: $5
Action-Victory

Place this card and a card from your hand on your Island mat face up.  If the other card is a(n):

Action card, +2 actions
Treasure card, +$2
Victory card, +2 cards

(Cards on your Island mat return to your deck at the end of the game)

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

2 VP
Title: Re: Really bad card ideas
Post by: Witherweaver on June 16, 2014, 12:35:31 pm
Rusted Iron
Cost: $0
Action-Ruins

Reveal the top card of your deck.  If it is an...
Action card, +1 Action
Treasure card, +$1
Victory card, +Card
Title: Re: Really bad card ideas
Post by: Wrclass on June 16, 2014, 05:05:03 pm
Pope $16 Action
+$4
+4 VP
Trash a card from your hand. +VP equal to twice its cost in coins. Each other player may trash a card from their hand.
Title: Re: Really bad card ideas
Post by: sudgy on June 16, 2014, 05:05:51 pm
Pope $16 Action
+$4
+4 VP
Trash a card from your hand. +VP equal to twice its cost in coins. Each other player may trash up to four cards from their hand.

FTFY
Title: Re: Really bad card ideas
Post by: Minotaur on June 17, 2014, 06:56:26 pm
Obfuscator
Action-Attack-Victory
Cost: $5

+$2
Each other player sets aside the top three cards of their deck face down on their Obfuscation mat.

Setup:  Cards on a player's Obfuscation mat are shuffled back into their deck any time a reshuffle is caused by something other than Obfuscator setting aside cards.  At the end of the game, the cards on the mat are counted before returning to the player's deck.

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

1 VP for each 5 cards on the Obfuscation mat of the player to your left at the time those cards are counted.
Title: Re: Really bad card ideas
Post by: Minotaur on June 17, 2014, 07:08:50 pm
Immigrant Village
Action
Cost: $2

+2 actions

Choose one: Put a card from your Immigrant Village mat on top of your deck or place your hand face up on your Immigrant Village mat.
(EDIT:  Sorry, I changed the name of the above card from Schmaven to Immigrant Village before making the first post.  But then I forgot to thoroughly edit the rest of the text.  It now no longer incorrectly refers to other cards.)

Schmaven
Action-Duration
Cost: $3

+1 cards
+1 action

Look at the top 5 cards of your deck.  Place one of them into your hand.  At the start of your next turn, place a card from your hand on top of your deck.
Title: Re: Really bad card ideas
Post by: WalrusMcFishSr on June 17, 2014, 07:29:40 pm
'Schmaven' sounds like something Professor Frink would say
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on June 17, 2014, 08:58:58 pm
'Schmaven' sounds like something Professor Frink would say

"I will now play the Haven with the Schmaven and the hoiven and the OH GOD NOT THE WITCH! It hurts and burns and means certain doom for us all, floiven!!!"
Title: Re: Really bad card ideas
Post by: ConMan on June 18, 2014, 02:52:53 am
Reposession
Cost $6P
Action
The player to your left reveals his hand and trashes a card that you choose. You gain the trashed card.

Get it? Because it's like Possession but more like Pillage but the cards that start with Re- are usually TfB and ... I'll go see myself out now.
Title: Re: Really bad card ideas
Post by: KingZog3 on June 18, 2014, 02:44:26 pm
Reposession
Cost $6P
Action
The player to your left reveals his hand and trashes a card that you choose. You gain the trashed card.

Get it? Because it's like Possession but more like Pillage but the cards that start with Re- are usually TfB and ... I'll go see myself out now.

It's like Possession?
Title: Re: Really bad card ideas
Post by: GendoIkari on June 18, 2014, 03:16:47 pm
Reposession
Cost $6P
Action
The player to your left reveals his hand and trashes a card that you choose. You gain the trashed card.

Get it? Because it's like Possession but more like Pillage but the cards that start with Re- are usually TfB and ... I'll go see myself out now.

It's like Possession?

They're both Workshop variants.
Title: Re: Really bad card ideas
Post by: KingZog3 on June 18, 2014, 03:20:11 pm
Reposession
Cost $6P
Action
The player to your left reveals his hand and trashes a card that you choose. You gain the trashed card.

Get it? Because it's like Possession but more like Pillage but the cards that start with Re- are usually TfB and ... I'll go see myself out now.

It's like Possession?

They're both Workshop variants.

I suppose yes, but the name also has nothing to do with Pillage. And the effect has nothing to do with TfB. Sooo, I don't get it.
Title: Re: Really bad card ideas
Post by: Awaclus on June 18, 2014, 03:52:18 pm
Reposession
Cost $6P
Action
The player to your left reveals his hand and trashes a card that you choose. You gain the trashed card.

Get it? Because it's like Possession but more like Pillage but the cards that start with Re- are usually TfB and ... I'll go see myself out now.

It's like Possession?

They're both Workshop variants.

I suppose yes, but the name also has nothing to do with Pillage. And the effect has nothing to do with TfB. Sooo, I don't get it.
It's trash for benefit. Your opponent trashes, and you might benefit.
Title: Re: Really bad card ideas
Post by: KingZog3 on June 18, 2014, 03:55:58 pm
Reposession
Cost $6P
Action
The player to your left reveals his hand and trashes a card that you choose. You gain the trashed card.

Get it? Because it's like Possession but more like Pillage but the cards that start with Re- are usually TfB and ... I'll go see myself out now.

It's like Possession?

They're both Workshop variants.

I suppose yes, but the name also has nothing to do with Pillage. And the effect has nothing to do with TfB. Sooo, I don't get it.
It's trash for benefit. Your opponent trashes, and you might benefit.

But all the Re-something cards trash from your own hand. Chapel isn't TfB even though you gat a benefit from it. Neither are Knights.
Title: Re: Really bad card ideas
Post by: Minotaur on June 18, 2014, 03:58:07 pm
Reposession
Cost $6P
Action
The player to your left reveals his hand and trashes a card that you choose. You gain the trashed card.

Get it? Because it's like Possession but more like Pillage but the cards that start with Re- are usually TfB and ... I'll go see myself out now.

It's like Possession?

They're both Workshop variants.

I suppose yes, but the name also has nothing to do with Pillage. And the effect has nothing to do with TfB. Sooo, I don't get it.
It's trash for benefit. Your opponent trashes, and you might benefit.

But all the Re-something cards trash from your own hand. Chapel isn't TfB even though you gat a benefit from it. Neither are Knights.

Just Vander, but I guess he's more of a "trashED for benefit".
Title: Re: Really bad card ideas
Post by: Awaclus on June 18, 2014, 04:37:00 pm
Reposession
Cost $6P
Action
The player to your left reveals his hand and trashes a card that you choose. You gain the trashed card.

Get it? Because it's like Possession but more like Pillage but the cards that start with Re- are usually TfB and ... I'll go see myself out now.

It's like Possession?

They're both Workshop variants.

I suppose yes, but the name also has nothing to do with Pillage. And the effect has nothing to do with TfB. Sooo, I don't get it.
It's trash for benefit. Your opponent trashes, and you might benefit.

But all the Re-something cards trash from your own hand. Chapel isn't TfB even though you gat a benefit from it. Neither are Knights.
Rebuild doesn't trash from your hand. And with Repossession, you get a benefit other than the trashing, and the better the card you trash, the bigger the benefit — sounds like TfB to me.
Title: Re: Really bad card ideas
Post by: silverspawn on June 24, 2014, 04:44:42 pm
Jack of all decks - Action - Deck$
Gain a deck. Look at the top deck of your deck. Topdeck it or undeck it. You may deck a deck from your deck that's not a deck.
Title: Re: Really bad card ideas
Post by: LibraryAdventurer on June 24, 2014, 08:42:00 pm
Quote
Reposession
Cost $6P
Action
Each other player reveals their discard pile and trashes a card that you choose. Gain the trashed cards.


PS: Iron Island and Shmaven could actually be halfway decent cards.
Title: Re: Really bad card ideas
Post by: Minotaur on June 25, 2014, 12:46:47 am
Quote
Reposession
Cost $6P
Action
Each other player reveals their discard pile and trashes a card that you choose. Gain the trashed cards.


PS: Iron Island and Shmaven could actually be halfway decent cards.

Maybe.  Iron Island might benefit from number changes... one-shot cards are tricky.

Schmaven was supposed to be the opposite of Haven, but it's really kind of the same thing, only better because the benefit is front-loaded and you get to topdeck a card - in addition to moving a card from one hand to the other with the added benefit of seeing not only the hand you steal from, but also the hand that gains the card.  It was actually kind of amazing how complicated it was to make it do the same thing as Haven, but backward.  In the end, I figured that a big free snooping opportunity and a topdecking accomplished this about as well as I was going to manage it.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on June 25, 2014, 06:55:17 am
-Entrepτt obscur-
4€, action, rιaction
+3 cartes, +1 action. Dιfaussez 3 cartes.
---
Lorsque cette carte est ιcartιe, placez-la sur votre deck et recevez une carte action coϋtant jusqu'ΰ 1€ de plus.
---
Lorsque quelqu'un parle anglais ou fait allusion ΰ la surpuissance de cette carte, vous pouvez dιvoiler cette carte de votre main. Dans ce cas, il dιvoile sa main et dιfausse une carte de votre choix.
Title: Re: Really bad card ideas
Post by: enfynet on June 25, 2014, 12:27:36 pm
Half-Blood Prince
Action-Duration
You may set this aside. If you do, set aside an Action card from your hand. Now and at the start of your next turn, play that action.
Title: Re: Really bad card ideas
Post by: Awaclus on June 26, 2014, 10:00:38 am
Jack of all decks - Action - Deck$
Gain a deck. Look at the top deck of your deck. Topdeck it or undeck it. You may deck a deck from your deck that's not a deck.
Jack of all trades - Action - trade$
Gain a trade. Look at the top trade of your trade. Toptrade it or untrade it. You may trade a trade from your trade that's not a trade.
Title: Re: Really bad card ideas
Post by: KingZog3 on June 26, 2014, 03:58:12 pm
Jack of all decks - Action - Deck$
Gain a deck. Look at the top deck of your deck. Topdeck it or undeck it. You may deck a deck from your deck that's not a deck.
Jack of all trades - Action - trade$
Gain a trade. Look at the top trade of your trade. Toptrade it or untrade it. You may trade a trade from your trade that's not a trade.

This makes no sense. You can trade a trade, but only if it isn't a trade? But it has to be a trade!
Title: Re: Really bad card ideas
Post by: Minotaur on June 26, 2014, 04:02:04 pm
Jack of all decks - Action - Deck$
Gain a deck. Look at the top deck of your deck. Topdeck it or undeck it. You may deck a deck from your deck that's not a deck.
Jack of all trades - Action - trade$
Gain a trade. Look at the top trade of your trade. Toptrade it or untrade it. You may trade a trade from your trade that's not a trade.

Jack of all Hodors

Gain a Hodor.  Look at the top of your Hodor.  Tophodor or unhodor it.  You may Hodor a Hodor from your Hodor that's not a Hodor.
Title: Re: Really bad card ideas
Post by: Witherweaver on June 26, 2014, 04:02:36 pm
That's bound to cause a bit of confusion.  Why don't we call you Bruce just to clear things up?

Bruce of all Bruces - Action - Bruce$
Gain a Bruce.  Look at the top Bruce of your Bruce.  TopBruce it or unBruce it.  You may Bruce a Bruce from your Bruce that's not a Bruce.
Title: Re: Really bad card ideas
Post by: Witherweaver on June 26, 2014, 04:03:27 pm
Jack of all decks - Action - Deck$
Gain a deck. Look at the top deck of your deck. Topdeck it or undeck it. You may deck a deck from your deck that's not a deck.
Jack of all trades - Action - trade$
Gain a trade. Look at the top trade of your trade. Toptrade it or untrade it. You may trade a trade from your trade that's not a trade.

Hodor Hodor Hodor Hodor

Hodor Hodor Hodor.  Hodor Hodor Hodor Hodor Hodor Hodor.  Hodor Hodor Hodor Hodor. Hodor Hodor Hodor Hodor Hodor Hodor Hodor Hodor Hodor Hodor Hodor Hodor.

Fixed that for you
Title: Re: Really bad card ideas
Post by: sudgy on June 26, 2014, 04:05:35 pm
Jack of all decks - Action - Deck$
Gain a deck. Look at the top deck of your deck. Topdeck it or undeck it. You may deck a deck from your deck that's not a deck.
Jack of all trades - Action - trade$
Gain a trade. Look at the top trade of your trade. Toptrade it or untrade it. You may trade a trade from your trade that's not a trade.

Hodor Hodor Hodor Hodor

Hodor Hodor Hodor.  Hodor Hodor Hodor Hodor Hodor Hodor.  Hodor Hodor Hodor Hodor. Hodor Hodor Hodor Hodor Hodor Hodor Hodor Hodor Hodor Hodor Hodor Hodor.

Fixed that for you

You stinker, I was going to do that.
Title: Re: Really bad card ideas
Post by: silverspawn on June 26, 2014, 04:08:51 pm
Jack of all decks - Action - Deck$
Gain a deck. Look at the top deck of your deck. Topdeck it or undeck it. You may deck a deck from your deck that's not a deck.
Jack of all trades - Action - trade$
Gain a trade. Look at the top trade of your trade. Toptrade it or untrade it. You may trade a trade from your trade that's not a trade.

Hodor Hodor Hodor Hodor

Hodor Hodor Hodor.  Hodor Hodor Hodor Hodor Hodor Hodor.  Hodor Hodor Hodor Hodor. Hodor Hodor Hodor Hodor Hodor Hodor Hodor Hodor Hodor Hodor Hodor Hodor.

Fixed that for you

You stinker, I was going to do that.

you could still do jack of all butts, that could be worth some respect

oh, wait :)
Title: Re: Really bad card ideas
Post by: Awaclus on June 26, 2014, 04:22:39 pm
Jack of all decks - Action - Deck$
Gain a deck. Look at the top deck of your deck. Topdeck it or undeck it. You may deck a deck from your deck that's not a deck.
Jack of all trades - Action - trade$
Gain a trade. Look at the top trade of your trade. Toptrade it or untrade it. You may trade a trade from your trade that's not a trade.

Hodor Hodor Hodor Hodor

Hodor Hodor Hodor.  Hodor Hodor Hodor Hodor Hodor Hodor.  Hodor Hodor Hodor Hodor. Hodor Hodor Hodor Hodor Hodor Hodor Hodor Hodor Hodor Hodor Hodor Hodor.

Fixed that for you

You stinker, I was going to do that.

you could still do jack of all butts, that could be worth some respect

oh, wait :)
Jack of all butts - Action - butt$
Gain a butt. Look at the top butt of your butt. Topbutt it or unbutt it. You may butt a butt from your butt that's not a butt.
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on June 26, 2014, 06:20:42 pm
My brain. It hurts.
Title: Re: Really bad card ideas
Post by: mail-mi on June 26, 2014, 06:23:21 pm
My brain. It hurts.
"Brain"? good one!

Jack of all Brains - Action - Brain$

Gain a brain. Look at the top brain of your brain. Remember it or forget it. You may block out a brain from your brain that is not a brain.
Title: Re: Really bad card ideas
Post by: silverspawn on June 26, 2014, 07:09:22 pm
Quote
"Brain"? good one!

Jack of all "Brain"? good one!s - Action - "Brain"? good one!$
Gain a "Brain"? good one!. Look at the top "Brain"? good one! of your "Brain"? good one!. Remember it or forget it. You may block out a "Brain"? good one! from your "Brain"? good one! that is not a "Brain"? good one!.



too much?
Title: Re: Really bad card ideas
Post by: mail-mi on June 26, 2014, 07:13:35 pm
Jack of all "Brain"? good one!s - Action - "Brain"? good one!$
Gain a "Brain"? good one!. Look at the top "Brain"? good one! of your "Brain"? good one!. Remember it or forget it. You may block out a "Brain"? good one! from your "Brain"? good one! that is not a "Brain"? good one!.

Jack of all Jack of all "Brain"? good one!s - Action - "Brain"? good one!$ Gain a "Brain"? good one!. Look at the top "Brain"? good one! of your "Brain"? good one!. Remember it or forget it. You may block out a "Brain"? good one! from your "Brain"? good one! that is not a "Brain"? good one!.s - action - Jack of all "Brain"? good one!s - Action - "Brain"? good one!$ Gain a "Brain"? good one!. Look at the top "Brain"? good one! of your "Brain"? good one!. Remember it or forget it. You may block out a "Brain"? good one! from your "Brain"? good one! that is not a "Brain"? good one!.$

Gain a Jack of all "Brain"? good one!s - Action - "Brain"? good one!$ Gain a "Brain"? good one!. Look at the top "Brain"? good one! of your "Brain"? good one!. Remember it or forget it. You may block out a "Brain"? good one! from your "Brain"? good one! that is not a "Brain"? good one!.. Look at the top Jack of all "Brain"? good one!s - Action - "Brain"? good one!$ Gain a "Brain"? good one!. Look at the top "Brain"? good one! of your "Brain"? good one!. Remember it or forget it. You may block out a "Brain"? good one! from your "Brain"? good one! that is not a "Brain"? good one!. of your Jack of all "Brain"? good one!s - Action - "Brain"? good one!$ Gain a "Brain"? good one!. Look at the top "Brain"? good one! of your "Brain"? good one!. Remember it or forget it. You may block out a "Brain"? good one! from your "Brain"? good one! that is not a "Brain"? good one!.. Remember it or forget it. You may block out a Jack of all "Brain"? good one!s - Action - "Brain"? good one!$ Gain a "Brain"? good one!. Look at the top "Brain"? good one! of your "Brain"? good one!. Remember it or forget it. You may block out a "Brain"? good one! from your "Brain"? good one! that is not a "Brain"? good one!. from your Jack of all "Brain"? good one!s - Action - "Brain"? good one!$ Gain a "Brain"? good one!. Look at the top "Brain"? good one! of your "Brain"? good one!. Remember it or forget it. You may block out a "Brain"? good one! from your "Brain"? good one! that is not a "Brain"? good one!. that is not a Jack of all "Brain"? good one!s - Action - "Brain"? good one!$ Gain a "Brain"? good one!. Look at the top "Brain"? good one! of your "Brain"? good one!. Remember it or forget it. You may block out a "Brain"? good one! from your "Brain"? good one! that is not a "Brain"? good one!..

too much?
No, i think I've got that title.
Title: Re: Really bad card ideas
Post by: silverspawn on June 26, 2014, 07:34:57 pm
i really should get more than 3 respect for coming up with this idea  >:(
Title: Re: Really bad card ideas
Post by: Minotaur on June 26, 2014, 07:43:18 pm
i really should get more than 3 respect for coming up with this idea  >:(

It's really easy to get upvotes.  You just have to push the right buttons.  Let me show you.

Jack of all Mines
Look at the top card of your deck.  You may Mint it or return it to the top of your deck.  Draw until you have six or more cards in your hand.  You may Mint any card that is a treasure.

Jack of all Scouts
+1 action
Look at the top four cards of your deck.  Put them back in any order.  Draw until you have just as many cards as you had before you started drawing.  You may lose the game.
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on June 26, 2014, 08:33:12 pm
Jack of all Respect - Some arbitrary number of  upvotes

Continue a ridiculously god awful Jack of all Trades joke in the Really Bad Card Ideas Thread. Gain a couple upvotes. Sit back in your chair, eat some more cheetos and temporarily feel good about yourself. Good job. Good job.
Title: Re: Really bad card ideas
Post by: Minotaur on June 26, 2014, 11:43:58 pm
Jack of all Respect - Some arbitrary number of  upvotes

Continue a ridiculously god awful Jack of all Trades joke in the Really Bad Card Ideas Thread. Gain a couple upvotes. Sit back in your chair, eat some more cheetos and temporarily feel good about yourself. Good job. Good job.

Jack of all Butthurt
If someone else thinks to make the lame joke du jour into a Scout or Mine/Mint joke before you do, you may make fun of them for it.  If you do, you may gain a few upvotes and a Golf Clap from the Golf Clap pile.
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on June 27, 2014, 12:46:30 am
Jack of all Respect - Some arbitrary number of  upvotes

Continue a ridiculously god awful Jack of all Trades joke in the Really Bad Card Ideas Thread. Gain a couple upvotes. Sit back in your chair, eat some more cheetos and temporarily feel good about yourself. Good job. Good job.

Jack of all Butthurt
If someone else thinks to make the lame joke du jour into a Scout or Mine/Mint joke before you do, you may make fun of them for it.  If you do, you may gain a few upvotes and a Golf Clap from the Golf Clap pile.

Jack of all Dead Horse Beating

Beat a dead horse until it's significantly more dead than it was after it died but before you started beating it. After you've thoroughly beat it, bury it under a minefield and detonate the mines. Recover all parts of the dead horse and continue beating them until you can't possibly beat them any more. If anybody complains that you've beat the horse quite enough, call them "butthurt" and continue to beat the horse mercilessly.  Gain two upvotes.
Title: Re: Really bad card ideas
Post by: Minotaur on June 27, 2014, 01:16:22 am
Jack of all Respect - Some arbitrary number of  upvotes

Continue a ridiculously god awful Jack of all Trades joke in the Really Bad Card Ideas Thread. Gain a couple upvotes. Sit back in your chair, eat some more cheetos and temporarily feel good about yourself. Good job. Good job.

Jack of all Butthurt
If someone else thinks to make the lame joke du jour into a Scout or Mine/Mint joke before you do, you may make fun of them for it.  If you do, you may gain a few upvotes and a Golf Clap from the Golf Clap pile.

Jack of all Dead Horse Beating

Beat a dead horse until it's significantly more dead than it was after it died but before you started beating it. After you've thoroughly beat it, bury it under a minefield and detonate the mines. Recover all parts of the dead horse and continue beating them until you can't possibly beat them any more. If anybody complains that you've beat the horse quite enough, call them "butthurt" and continue to beat the horse mercilessly.  Gain two upvotes.

Jack of Endless Butthurt
Attempt to create a new Bad Card Idea.  If you fail, berate other people for beating dead horses instead.  If you do, be sure to do so hypocritically, using another iteration of the very same "dead horse" whose beating you're attempting to protest.
Title: Re: Really bad card ideas
Post by: enfynet on June 27, 2014, 02:54:28 am
Holy Hand Grenade of Antioch - Action Attack
+1 Action
 Then shalt thou choose three, no more, no less. Three shall be the number thou shalt choose, and the number of the choices shall be three. Four shalt thou not choose, neither choose thou two, excepting that thou then proceed to three. Five is right out. Once the number three, being the third choice, be reached, then trash thou thy Holy Hand Grenade of Antioch. +2 Cards, +$2, Gain a card costing up to $5, Each other player discards down to 3 cards, Each other player gains a Curse, Reveal the top 4 cards of your deck and put the revealed victory cards in your hand then discard the rest.
(The choices must be different.)
Title: Re: Really bad card ideas
Post by: Witherweaver on June 27, 2014, 07:39:59 am
Jack of CTU

Stop an imminent terrorist plot in exactly 24 Hours.
Title: Re: Really bad card ideas
Post by: Witherweaver on June 27, 2014, 12:49:22 pm
I should point out that I was making an actual reference in mine:

https://www.youtube.com/watch?v=_f_p0CgPeyA
Title: Re: Really bad card ideas
Post by: Witherweaver on June 27, 2014, 12:54:42 pm
And while I'm at it:

https://www.youtube.com/watch?v=m_WRFJwGsbY
Title: Re: Really bad card ideas
Post by: Minotaur on June 27, 2014, 12:57:18 pm
Jack of Ass
Cost: 0
Action

Look at the top card of your deck.  You may jump off the roof of your house in a shopping cart; you have 5 minutes to construct a way to break the fall from household items prior to that.  If you jump, trash your health insurance policy in real life and gain a Jack of Shit from the Jack of Shit pile, and gain some fans - dickheads mostly.  Return the card to the top of your deck or discard it.


Jack of Shit
Cost: 0* (Not in the Supply)
Action

Look at the top card of your deck.  Return it.

EDIT:  I'm not sure people remember Jackass and Jackass: The Movie?  I could hardly stand the commercials...
Title: Re: Really bad card ideas
Post by: enfynet on June 27, 2014, 01:03:42 pm
I should point out that I was making an actual reference in mine:

[Monty Python]
If you didn't notice the Holy Hand Grenade, some people picked up on your reference.
Title: Re: Really bad card ideas
Post by: Witherweaver on June 27, 2014, 01:05:59 pm
I should point out that I was making an actual reference in mine:

[Monty Python]
If you didn't notice the Holy Hand Grenade, some people picked up on your reference.

Good point!
Title: Re: Really bad card ideas
Post by: -N- on June 29, 2014, 04:04:28 pm
Stealer of Initiative
Cost: 5
Action - Attack - Duration
Each other player reveals all cards from his discard pile, deck and hand. If a player reveals only one action card this way, that player skips his next turn. Discard all cards revealed this way.
----
If any player has to skip his next turn by this card's effect, at the start of your next turn, +5 Cards, +1 Buy and +1 Action.


Because we really need cards that counter Big Money strategies.
Title: Re: Really bad card ideas
Post by: Marcory on June 29, 2014, 04:11:38 pm
I Hate Tournament

Victory $7

6 VP
___________
In games using Tournament, add this to the Supply.
__________
When you would gain this, reveal your hand. You may not gain this if you have a Tournament or Province in your hand or discard pile.
Title: Re: Really bad card ideas
Post by: Minotaur on June 29, 2014, 04:14:12 pm
I Hate Tournament

Victory $7

6 VP
___________
In games using Tournament, add this to the Supply.
__________
When you would gain this, reveal your hand. You may not gain this if you have a Tournament or Province in your hand or discard pile.

And the player who doesn't hate Tournament is going to get an extra $1 every turn anyway.  A lot of good that does...
Title: Re: Really bad card ideas
Post by: Minotaur on June 29, 2014, 04:18:57 pm
I Hate Tournament
Victory
Cost: $11

10 VP



I Reeeeaaally Hate Tournament
Victory
Cost: $14

15 VP
Title: Re: Really bad card ideas
Post by: ChocophileBenj on June 29, 2014, 09:16:29 pm
-Prince de LU-
Action, $4
You may set aside an action card.
---
Everytime you play a copy of an action card set aside, you may gain a copper, putting it in your hand
(this is a famous French cookie. Google it for more details.)

-Prince of Persia-
Action, $8
You may trash this. If you do, discard your hand, draw as many cards as your discarded, and discard down to 5 cards in hand. Set aside the first action card you buy this turn and play it at the start of each turn.

-Prince of Tennis-
Action, $8
At the start of every turn, reveal a card from your hand. Put up to 2 copies of that card back to the supply. Then each other player gains a copy of it.

-Prince of Respect-giver-
Action, $8
Reveal the top 4 cards of any pile in which the top card costs $8 and has letters P, R, I, N, C, E in that order in its name. Put all victory cards into your hand and the rest back on that pile in any order.
Title: Re: Really bad card ideas
Post by: Minotaur on June 29, 2014, 10:32:41 pm
Recession
Action-Duration
Cost: $2

Play an Action card from your hand, and then set it aside along with this card.  Return all trashed Curses to the supply.

At the start of your turn whenever this card has set itself aside, discard this card if it has no card set aside with it.  Otherwise, trash the other set aside card, gain an Action card costing less than it, play the gained Action card, and then set the gained Action aside with this card.

If the player to your left plays an Action while this card is in play, place a Grievance token on your Grievance mat.  If any player trashes a Curse while this card is in play, return it to the Supply and place two Grievance tokens on your Grievance mat.  If either of these cause your Grievance mat to have three or more Grievance tokens on it, remove three of them and each player (including you) gains a Curse, starting with the player to your left.

Setup:  If this card is in your deck and no one has a score higher than 10VP at the end of the game, you are allowed to think that you're a winner.  Blame the player to your left for whatever happens.
Title: Re: Really bad card ideas
Post by: -N- on June 30, 2014, 11:38:18 am
Useless Wall
Action
+5 Actions
Discard your hand.

Good luck trying to make use of your extra actions!

Title: Re: Really bad card ideas
Post by: Tables on June 30, 2014, 11:39:56 am
Useless Wall
Action
+5 Actions
Discard your hand.

Good luck trying to make use of your extra actions!



Golem and Library. Next edge case please.
Title: Re: Really bad card ideas
Post by: silverspawn on June 30, 2014, 11:52:02 am
Useless Wall
Action
+5 Actions
Discard your hand.

Good luck trying to make use of your extra actions!



Golem and Library. Next edge case please.

throned herald.

it's the exact same thing as tacitican, these are the 2 ways to do it.
Title: Re: Really bad card ideas
Post by: -N- on June 30, 2014, 02:09:41 pm
Good luck trying to get that to actually happen in-game, building an engine around that card still is pretty damn hard.
Title: Re: Really bad card ideas
Post by: Witherweaver on June 30, 2014, 02:14:03 pm
Notably, he didn't say you couldn't do it, he just wished you good luck in your endeavors. 
Title: Re: Really bad card ideas
Post by: silverspawn on June 30, 2014, 02:14:53 pm
Good luck trying to get that to actually happen in-game, building an engine around that card still is pretty damn hard.

yea you should make it +100 Actions, +10 Buys instead, then I could actually think of a case where it's worth it.
Title: Re: Really bad card ideas
Post by: pacovf on June 30, 2014, 02:27:59 pm
Good luck trying to get that to actually happen in-game, building an engine around that card still is pretty damn hard.

yea you should make it +100 Actions, +10 Buys instead, then I could actually think of a case where it's worth it.

Diadem :P
Title: Re: Really bad card ideas
Post by: silverspawn on June 30, 2014, 02:49:38 pm
Good luck trying to get that to actually happen in-game, building an engine around that card still is pretty damn hard.

yea you should make it +100 Actions, +10 Buys instead, then I could actually think of a case where it's worth it.

Diadem :P
exactly
Title: Re: Really bad card ideas
Post by: pacovf on June 30, 2014, 03:09:16 pm
Good luck trying to get that to actually happen in-game, building an engine around that card still is pretty damn hard.

yea you should make it +100 Actions, +10 Buys instead, then I could actually think of a case where it's worth it.

Diadem :P
exactly

Yay! Although you still have to somehow get tournament, province, golem, useless wall, plus whatever let's you get diadem with the second golem play: adventurer, library... I don't know if you would be able to line up everything before some other more conventional deck would get half the points.
Title: Re: Really bad card ideas
Post by: liopoil on June 30, 2014, 05:04:39 pm
Good luck trying to get that to actually happen in-game, building an engine around that card still is pretty damn hard.

yea you should make it +100 Actions, +10 Buys instead, then I could actually think of a case where it's worth it.
with the buys you might want it as your last card you play each turn in a deck with lots of virtual cash.
Title: Re: Really bad card ideas
Post by: -N- on July 01, 2014, 11:16:31 am
Notably, he didn't say you couldn't do it, he just wished you good luck in your endeavors.
I just realised I posted two posts in a row starting with 'Good luck' :-\

Go ahead and make it +100 actions, +10 Buys, in most kingdoms it is still exactly what it's name implies: an useless wall (or card).
Title: Re: Really bad card ideas
Post by: silverspawn on July 01, 2014, 12:20:57 pm
Notably, he didn't say you couldn't do it, he just wished you good luck in your endeavors.
I just realised I posted two posts in a row starting with 'Good luck' :-\

Go ahead and make it +100 actions, +10 Buys, in most kingdoms it is still exactly what it's name implies: an useless wall (or card).

oh i'm not so sure. even if there is just death cart, you get full control over a pille. your opponent will have to be really careful if you have even a slight pointlead

and its killer with gardens. also a nice duke enabler, just buy 10 coppers every time, you'll always hit 5$
Title: Re: Really bad card ideas
Post by: Marcory on July 01, 2014, 02:16:54 pm
This has probably been done before, but:

Village People Action $5

+1 Card
+2 Actions

Reveal the top 3 cards of your deck. If any of them is a Militia [the cop], Navigator [the sailor], Native Village [the Indian], Remodel [the construction worker], Scout [the cowboy--this is a stretch; any suggestions?], or a Knight [the biker, also a stretch], put it into play. Then put any other revealed actions on top of your deck and discard the rest.

The Village people has to be a Wandering Minstrel variant, of course
Title: Re: Really bad card ideas
Post by: Minotaur on July 01, 2014, 04:15:13 pm
This has probably been done before, but:

Village People Action $5

+1 Card
+2 Actions

Reveal the top 3 cards of your deck. If any of them is a Militia [the cop], Navigator [the sailor], Native Village [the Indian], Remodel [the construction worker], Scout [the cowboy--this is a stretch; any suggestions?], or a Knight [the biker, also a stretch], put it into play. Then put any other revealed actions on top of your deck and discard the rest.

The Village people has to be a Wandering Minstrel variant, of course

Hmmm...  Construction Worker is more like Woodcutter.  Cowboy could be Hunting Party.  The biker is probably Torturer.
Title: Re: Really bad card ideas
Post by: Minotaur on July 01, 2014, 07:31:08 pm
Concession
Cost: $2

+1 action
+1 buy
This turn, you may gain Reese's cups from the Reese's basket as if it were a supply pile.

Setup:  Add a basket containing Reese's peanut butter cups to the sideboard.  These cost $1 (in Dominion money), and count toward the three-pile ending, but are not in the Supply.  Any player who has gained a Reese's peanut butter cup may eat it at any time.  Reese's cups are not cards, and are not shuffled into the deck, put in the discard pile, the trash, or any other such nonsense.  Idiot.  Please throw away the wrappers into the real-life trash when you're done, though.
Title: Re: Really bad card ideas
Post by: Dsell on July 04, 2014, 12:18:23 pm
Concession
Cost: $2

+1 action
+1 buy
This turn, you may gain Reese's cups from the Reese's basket as if it were a supply pile.

Setup:  Add a basket containing Reese's peanut butter cups to the sideboard.  These cost $1 (in Dominion money), and count toward the three-pile ending, but are not in the Supply.  Any player who has gained a Reese's peanut butter cup may eat it at any time.  Reese's cups are not cards, and are not shuffled into the deck, put in the discard pile, the trash, or any other such nonsense.  Idiot.  Please throw away the wrappers in real life when you're done, though.

This would create a whole new win condition for me, in fact, it would probably be a new game altogether called "catch Dsell before he gets away with our Reese's."
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on July 04, 2014, 01:09:34 pm
Calling the person an idiot for considering shuffling their Reese's cup into their deck is so warrented. Nice!
Title: Re: Really bad card ideas
Post by: Minotaur on July 04, 2014, 02:05:15 pm
Calling the person an idiot for considering shuffling their Reese's cup into their deck is so warrented.

Yes, it is.  If you would smear chocolate and peanut butter on your Dominion cards, then your mom did not yell at you enough when you were a kid.
Title: Re: Really bad card ideas
Post by: Gherald on July 05, 2014, 01:27:53 pm
Greater Embargo
Action-Duration, $5

+1 buy
+2$

While this is in play, each other player receives -1 buy
Title: Re: Really bad card ideas
Post by: KingZog3 on July 05, 2014, 01:34:14 pm
Greater Embargo
Action-Duration, $5

+1 buy
+2$

While this is in play, each other player receives -1 buy

Greater Embargo
Action-Duration

+1$ for every turn from now. There you go Awaclus, it stays in play.
While this is in play, no player can play any cards.
Title: Re: Really bad card ideas
Post by: Awaclus on July 05, 2014, 02:12:23 pm
Greater Embargo
Action-Duration, $5

+1 buy
+2$

While this is in play, each other player receives -1 buy

Greater Embargo
Action-Duration

While this is in play, no player can play any cards.
These don't do anything after the turn they're played, so they're just discarded normally, though.
Title: Re: Really bad card ideas
Post by: KingZog3 on July 05, 2014, 02:19:47 pm
Greater Embargo
Action-Duration, $5

+1 buy
+2$

While this is in play, each other player receives -1 buy

Greater Embargo
Action-Duration

While this is in play, no player can play any cards.
These don't do anything after the turn they're played, so they're just discarded normally, though.

It does now.
Title: Re: Really bad card ideas
Post by: Awaclus on July 05, 2014, 02:30:08 pm
Princing 7 Greater Embargos and playing an 8th one on the same turn is pretty cool now.

EDIT: Pretty much as cool as playing 8 Bridges! It'd be totally worth the investment!
Title: Re: Really bad card ideas
Post by: ChocophileBenj on July 07, 2014, 10:55:22 am
If actress is female for actor, then...

-Fortor-
$4, action
(insert description here)
Title: Re: Really bad card ideas
Post by: Minotaur on July 07, 2014, 03:52:33 pm
If actress is female for actor, then...

-Fortor-
$7, action
+3 cards
+1 action

When you trash this, put it in your hand and gain a Fortor token.  At the end of the game, each Fortor token is worth 1VP for each Forty you own.

Why would Donald have it cost the same as Fortress?  That wouldn't be very Dominion.  Also:

Forty
Victory
$7

4 VP
When you gain this, you may gain a Fortress.
Title: Re: Really bad card ideas
Post by: GendoIkari on July 07, 2014, 04:36:16 pm
Bomb Action Card - Cost: 1 Gunpowder
Trash a card from your hand then trash this card.
Title: Re: Really bad card ideas
Post by: KingZog3 on July 08, 2014, 09:34:05 am
Bomb Action Card - Cost: 1 Gunpowder
Trash a card from your hand then trash this card.

You know, island is almost strictly better
Title: Re: Really bad card ideas
Post by: sudgy on July 08, 2014, 04:29:30 pm
Bomb Action Card - Cost: 1 Gunpowder
Trash a card from your hand then trash this card.

You know, island is almost strictly better

No, because of the cost.
Title: Re: Really bad card ideas
Post by: Awaclus on July 08, 2014, 04:39:55 pm
Bomb Action Card - Cost: 1 Gunpowder
Trash a card from your hand then trash this card.

You know, island is almost strictly better

No, because of the cost.

Are we doing this again?
Title: Re: Really bad card ideas
Post by: Minotaur on July 08, 2014, 04:41:16 pm
Bomb Action Card - Cost: 1 Gunpowder
Trash a card from your hand then trash this card.

You know, island is almost strictly better

No, because of the cost.

Are we doing this again?

No, because of the cost.  (I hope)
Title: Re: Really bad card ideas
Post by: KingZog3 on July 08, 2014, 07:31:33 pm
Bomb Action Card - Cost: 1 Gunpowder
Trash a card from your hand then trash this card.

You know, island is almost strictly better

No, because of the cost.

Are we doing this again?

It's not doing it again if no one goes crazy and posts about how I'm a terrible person. Those were good times.
Title: Re: Really bad card ideas
Post by: sudgy on July 08, 2014, 07:59:24 pm
Bomb Action Card - Cost: 1 Gunpowder
Trash a card from your hand then trash this card.

You know, island is almost strictly better

No, because of the cost.

Are we doing this again?

It's not doing it again if no one goes crazy and posts about how I'm a terrible person. Those were good times.

AOIEFJAOWEJFAPWEJFPWE

YOU ARE A TERRIBLE PERSON
Title: Re: Really bad card ideas
Post by: sudgy on July 08, 2014, 07:59:32 pm
Bomb Action Card - Cost: 1 Gunpowder
Trash a card from your hand then trash this card.

You know, island is almost strictly better

No, because of the cost.

Are we doing this again?

It's not doing it again if no one goes crazy and posts about how I'm a terrible person. Those were good times.

AOIEFJAOWEJFAPWEJFPWE

YOU ARE A TERRIBLE PERSON

You happy?
Title: Re: Really bad card ideas
Post by: RTT on July 09, 2014, 08:40:11 am
Semifinal - Treassure - Prize  $0*
--------------------------------
If you are from germany this is worth $7
if you are from brasil its worth $1
Title: Re: Really bad card ideas
Post by: ChocophileBenj on July 09, 2014, 09:00:53 am
Germany VS Brasil
$0, reaction
When a player buys a chapel and then a mountebank, you may reveal this. If you do, you win this game and also the six next ones. If he's nice enough, you may let him win the 8th.
Title: Re: Really bad card ideas
Post by: pacovf on July 09, 2014, 10:00:45 am
Brasil vs Germany
Prize - 0$
--
In games using this:
Add a Goons pile to the supply. The owner of the game cannot gain Goons. The game does not end until the province pile is empty. The winner gets to play with someone else after this game, without the owner of the game.
Title: Re: Really bad card ideas
Post by: ashersky on July 09, 2014, 04:51:54 pm
Brazil
Victory - Shelter
-6 VP
Title: Re: Really bad card ideas
Post by: silverspawn on July 09, 2014, 06:59:39 pm
Brazil
Victory - Shelter
-6 VP
*7. or why 6?
Title: Re: Really bad card ideas
Post by: Awaclus on July 09, 2014, 07:08:21 pm
Brazil
Victory - Shelter
-6 VP
*7. or why 6?
1-7=-6
Title: Re: Really bad card ideas
Post by: silverspawn on July 09, 2014, 07:16:46 pm
Brazil
Victory - Shelter
-6 VP
*7. or why 6?
1-7=-6

oh, yea...  :-[
Title: Re: Really bad card ideas
Post by: Marcory on July 09, 2014, 10:26:27 pm
Germany v. Brazil--Action $1

If you are the owner of the game, the player to your right gains 7 VP tokens. The players to your left, other than the player on your right, each reveal the top card of their deck, then return or discard it, their choice. When the current game ends, the player who revealed the highest-costing card plays another game against the player on your right.

Gain 1 VP token.
Title: Re: Really bad card ideas
Post by: Minotaur on July 10, 2014, 04:04:15 pm
World Cup Final
Cost: $2 billion
Action-Duration

This card is not discarded during your clean-up phase.  Trash this card the next time you shuffle your deck.  When you have done so, all players may now make RBCIs that aren't about futbol/football/soccer.

Setup: You may not make RBCIs that aren't about futbol/football/soccer until instructed otherwise.
Title: Re: Really bad card ideas
Post by: Joseph2302 on July 16, 2014, 09:10:39 am
Combos with Scout, $?
Action-Victory

Choose one:

(i). Reveal the top 4 cards of your deck. Trash any Scouts, and for each scout trashed, you may gain a victory card.
(ii). Gain 3 scouts, setting them aside.
(iii). Put all set aside scouts on top of your deck.

------------------------------------------------------------
0 VP
Title: Re: Really bad card ideas
Post by: KingZog3 on July 16, 2014, 09:32:11 am
Combos with scout- action

World explodes
Title: Re: Really bad card ideas
Post by: Minotaur on July 16, 2014, 12:04:10 pm
Combos With Scout
Action-Victory
Cost: $6

+1 card
+1 action
Gain a Scout

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

Worth 1VP for each Scout in your deck
Title: Re: Really bad card ideas
Post by: Witherweaver on July 16, 2014, 12:19:44 pm
Combos With Scout
Action
Cost: $6

-----------

If this card is in the supply, then if Scout is in the supply, remove the Scout pile from the supply and replace it with Ironmonger*.  Then, remove this pile from the supply and add a random Kingdom Card that is not Scout.

*If Ironmonger is in the supply, choose a different Kingdom Card at random.
Title: Re: Really bad card ideas
Post by: ephesos on July 16, 2014, 12:29:48 pm
Combos With Scout
Treasure
Cost: $5
----------
$ 1
When you play this, you may gain a Copper, putting it into your hand.
----------
When you gain this, if Scout is in the Supply, each opponent gains a copy of it.
Title: Re: Really bad card ideas
Post by: brokoli on July 16, 2014, 01:17:22 pm
Combos with scout
Action - $0
If this card is in the supply, when you would lose the game, instead you win the game.
Title: Re: Really bad card ideas
Post by: Awaclus on July 16, 2014, 02:10:16 pm
Combos With Scout
$4 Action - Victory
Set this aside on your Combos With Scout mat.
___________
While this is on your Combos With Scout mat, all the cards in your draw pile are Victory cards worth 0VP in addition to their other types.
___________
2VP
Title: Re: Really bad card ideas
Post by: Minotaur on July 16, 2014, 02:15:59 pm
Doesn't Combo With King's Court
Action
Cost: $4

+1 Action
Reveal the top 4 cards of your deck.  Put the revealed Victory cards in your hand, and place the others on top of your deck in any order.
Title: Re: Really bad card ideas
Post by: GeoLib on July 16, 2014, 04:40:04 pm
Combos With Scout
Action
Cost: $4
----------
The game ends in a tie.



(It's effect is much better if you have a deck full of scouts :P)
Title: Re: Really bad card ideas
Post by: silverspawn on July 16, 2014, 04:42:04 pm
Combos With Scout
Action
Cost: $4
----------
The game ends in a tie.



(It's effect is much better if you have a deck full of scouts :P)

but if this card is invented, all games end with a tie. text that is written below a horizontal line is a general rule that's added to dominion, it always applies, even if the card itself isn't in the supply
Title: Re: Really bad card ideas
Post by: GeoLib on July 16, 2014, 05:05:16 pm
Combos With Scout
Action
Cost: $4
----------
The game ends in a tie.



(It's effect is much better if you have a deck full of scouts :P)

but if this card is invented, all games end with a tie. text that is written below a horizontal line is a general rule that's added to dominion, it always applies, even if the card itself isn't in the supply

I meant that horizontal line as a delineation between the cost, name, type and the actual effect. It still makes scout more powerful. In fact, now no card is better than scout!
Title: Re: Really bad card ideas
Post by: silverspawn on July 16, 2014, 05:06:44 pm
Quote
In fact, now no card is better than scout!

... you're right. it does combo with scout.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on July 17, 2014, 08:26:12 am
-Comboes with scout-
$4, action
+1 action
Reveal the top 4 cards of your deck. Put the revealed Scouts into your hand. Put the other cards on top of your deck in any order.
Title: Re: Really bad card ideas
Post by: SK on July 17, 2014, 08:49:26 am
Combos With Scout
$0 - Victory
Worth 10 billion victory points.
You may only gain this if you have a Scout in play.
Title: Re: Really bad card ideas
Post by: RTT on July 17, 2014, 08:52:37 am
Combos With Scout
$0 - Victory
Worth 10 billion victory points.
You may only buy this if you have a Scout in play.
no problem i gain them with workshop
Title: Re: Really bad card ideas
Post by: SK on July 17, 2014, 08:55:57 am
Combos With Scout
$0 - Victory
Worth 10 billion victory points.
You may only buy this if you have a Scout in play.
no problem i gain them with workshop
bah your right
Title: Re: Really bad card ideas
Post by: Joseph2302 on July 17, 2014, 08:57:40 am
Combos With Scout
$0 - Victory
Worth 10 billion victory points.
You may only buy this if you have a Scout in play.
no problem i gain them with workshop
bah your right
Change the buy to gain, then it does what you want.
Title: Re: Really bad card ideas
Post by: SK on July 17, 2014, 09:01:26 am
Combos With Scout
$0 - Victory
Worth 10 billion victory points.
You may only buy this if you have a Scout in play.
no problem i gain them with workshop
bah your right
Change the buy to gain, then it does what you want.
already done ;)
Title: Re: Really bad card ideas
Post by: enfynet on July 17, 2014, 09:05:09 am
Open Workshop/Scout?
Title: Re: Really bad card ideas
Post by: Morgrim7 on July 17, 2014, 11:00:12 am
Open Workshop/Scout?
guys, did enfynet take his medication? He just said to open Scout. Im a bit concerned.
Title: Re: Really bad card ideas
Post by: Tables on July 18, 2014, 11:01:35 am
Bomb
Action - $2
If there is a higher numbered bomb in the supply, return this to the supply and then gain the next highest numbered bomb. Otherwise, trash this and a card from your hand.
---
All cards in the Bomb pile should be in numerical order with the lowest numbered bomb on top. This is Bomb number X [1-10]

It's a pretty decent card overall. Takes a little while for you to arm your bombs, but eventually they go boom and you can start deck thinning with them. And we all know deck thinning is a powerful mechanic, and getting 1 card out of your deck for only $2 is really a steal. If multiple people (or heck just one person) is trying to blow their bombs up at once, you all get a bonus out of it. Think of it like an escalating thermonuclear war: The only winning move is to play.
Title: Re: Really bad card ideas
Post by: pacovf on July 18, 2014, 11:52:36 am
Bomb
Action - $2
If there is a higher numbered bomb in the supply, return this to the supply and then gain the next highest numbered bomb. Otherwise, trash this and a card from your hand.
---
All cards in the Bomb pile should be in numerical order with the lowest numbered bomb on top. This is Bomb number X [1-10]

It's a pretty decent card overall. Takes a little while for you to arm your bombs, but eventually they go boom and you can start deck thinning with them. And we all know deck thinning is a powerful mechanic, and getting 1 card out of your deck for only $2 is really a steal. If multiple people (or heck just one person) is trying to blow their bombs up at once, you all get a bonus out of it. Think of it like an escalating thermonuclear war: The only winning move is to play.

I am not sure if the fact that the number of the bomb does nothing is intentional or not.   ???
Title: Re: Really bad card ideas
Post by: Tables on July 18, 2014, 03:39:45 pm
Bomb
Action - $2
If there is a higher numbered bomb in the supply, return this to the supply and then gain the next highest numbered bomb. Otherwise, trash this and a card from your hand.
---
All cards in the Bomb pile should be in numerical order with the lowest numbered bomb on top. This is Bomb number X [1-10]

It's a pretty decent card overall. Takes a little while for you to arm your bombs, but eventually they go boom and you can start deck thinning with them. And we all know deck thinning is a powerful mechanic, and getting 1 card out of your deck for only $2 is really a steal. If multiple people (or heck just one person) is trying to blow their bombs up at once, you all get a bonus out of it. Think of it like an escalating thermonuclear war: The only winning move is to play.

I am not sure if the fact that the number of the bomb does nothing is intentional or not.   ???

It isn't. I'm a little rusty on esoteric rules edge cases here, but I assume it's because I didn't specify to look through the pile?
Title: Re: Really bad card ideas
Post by: silverspawn on July 18, 2014, 03:54:00 pm
Bomb
Action - $2
If there is a higher numbered bomb in the supply, return this to the supply and then gain the next highest numbered bomb. Otherwise, trash this and a card from your hand.
---
All cards in the Bomb pile should be in numerical order with the lowest numbered bomb on top. This is Bomb number X [1-10]

It's a pretty decent card overall. Takes a little while for you to arm your bombs, but eventually they go boom and you can start deck thinning with them. And we all know deck thinning is a powerful mechanic, and getting 1 card out of your deck for only $2 is really a steal. If multiple people (or heck just one person) is trying to blow their bombs up at once, you all get a bonus out of it. Think of it like an escalating thermonuclear war: The only winning move is to play.

I am not sure if the fact that the number of the bomb does nothing is intentional or not.   ???

It isn't. I'm a little rusty on esoteric rules edge cases here, but I assume it's because I didn't specify to look through the pile?
it does matter, but it doesn't quite work like you planed. when you buy bomb 1 and use it to gain bomb 2, bomb 1 is now at the top of the pile. I don't think you can gain bomb 3 now, but I'm not sure whether it is in the supply. it probably is, which would cause you to return bomb 1 without getting anything.
Title: Re: Really bad card ideas
Post by: GeoLib on July 18, 2014, 05:04:18 pm
Bomb
Action - $2
If there is a higher numbered bomb in the supply, return this to the supply and then gain the next highest numbered bomb. Otherwise, trash this and a card from your hand.
---
All cards in the Bomb pile should be in numerical order with the lowest numbered bomb on top. This is Bomb number X [1-10]

It's a pretty decent card overall. Takes a little while for you to arm your bombs, but eventually they go boom and you can start deck thinning with them. And we all know deck thinning is a powerful mechanic, and getting 1 card out of your deck for only $2 is really a steal. If multiple people (or heck just one person) is trying to blow their bombs up at once, you all get a bonus out of it. Think of it like an escalating thermonuclear war: The only winning move is to play.

I am not sure if the fact that the number of the bomb does nothing is intentional or not.   ???

It isn't. I'm a little rusty on esoteric rules edge cases here, but I assume it's because I didn't specify to look through the pile?
it does matter, but it doesn't quite work like you planed. when you buy bomb 1 and use it to gain bomb 2, bomb 1 is now at the top of the pile. I don't think you can gain bomb 3 now, but I'm not sure whether it is in the supply. it probably is, which would cause you to return bomb 1 without getting anything.

Yeah, this is my thought as well. Actually, since you return bomb 1 before you gain bomb 2, I don't think you can even gain bomb 2 at all. I don't think you can gain something that isn't on top of the pile.
Title: Re: Really bad card ideas
Post by: silverspawn on July 18, 2014, 05:33:36 pm
Quote
Yeah, this is my thought as well. Actually, since you return bomb 1 before you gain bomb 2, I don't think you can even gain bomb 2 at all. I don't think you can gain something that isn't on top of the pile.
oh yea, i didnt consider that you return it before gaining
Title: Re: Really bad card ideas
Post by: enfynet on July 19, 2014, 01:06:04 am
Just reverse the order: gain then return this to the supply. Maybe sort them by cost, from $0 to $10 and use the cost as the number.
Title: Re: Really bad card ideas
Post by: GendoIkari on July 19, 2014, 01:26:36 am
Combos With Scout
Action
Cost: $4
----------
The game ends in a tie.



(It's effect is much better if you have a deck full of scouts :P)

but if this card is invented, all games end with a tie. text that is written below a horizontal line is a general rule that's added to dominion, it always applies, even if the card itself isn't in the supply

This isn't true... The text only applies if the card is in the supply, or in the Black Market. See Baker and Young Witch; their text obviously doesn't apply when they aren't being used that game.
Title: Re: Really bad card ideas
Post by: ephesos on July 19, 2014, 07:55:55 am
Just reverse the order: gain then return this to the supply. Maybe sort them by cost, from $0 to $10 and use the cost as the number.
But there are only 10 cards... Maybe they skipped bomb number $8. It would compete too well with Province.
Title: Re: Really bad card ideas
Post by: silverspawn on July 19, 2014, 11:20:49 am
Combos With Scout
Action
Cost: $4
----------
The game ends in a tie.



(It's effect is much better if you have a deck full of scouts :P)

but if this card is invented, all games end with a tie. text that is written below a horizontal line is a general rule that's added to dominion, it always applies, even if the card itself isn't in the supply

This isn't true... The text only applies if the card is in the supply, or in the Black Market. See Baker and Young Witch; their text obviously doesn't apply when they aren't being used that game.

because they say "Setup:", which means "do this when this card is in the supply or in the black market."

I got the "general rule thing from Donald X. here (http://forum.dominionstrategy.com/index.php?topic=8063.msg395594#msg395594).
Title: Re: Really bad card ideas
Post by: GendoIkari on July 20, 2014, 02:52:33 pm
Combos With Scout
Action
Cost: $4
----------
The game ends in a tie.



(It's effect is much better if you have a deck full of scouts :P)

but if this card is invented, all games end with a tie. text that is written below a horizontal line is a general rule that's added to dominion, it always applies, even if the card itself isn't in the supply

This isn't true... The text only applies if the card is in the supply, or in the Black Market. See Baker and Young Witch; their text obviously doesn't apply when they aren't being used that game.

because they say "Setup:", which means "do this when this card is in the supply or in the black market."

I got the "general rule thing from Donald X. here (http://forum.dominionstrategy.com/index.php?topic=8063.msg395594#msg395594).

Somehow I hadn't seen that. That just sounds strange to me; not sure I agree with Donald there... text written on cards, for any card game like this, is text that overwrites the default rules of the game. They don't create new general rules that are always true; they create rules that are true when playing with that card. I mean... look at Stash. Granted Promo cards are known for being slightly less precise than others... but Stash has a pretty strongly implied "if this card is in your deck" rule that isn't written on the card. By just the way it's worded, if we agreed that the line has special "this rule applies to Dominion as a whole" rules, then nothing stops you from grabbing all the Stashes in your collection and adding them to your deck when you shuffle.

I much prefer to think of the line as the way Donald first described it in the linked post: "The line means 'these things happen at different times.'"

And there's no official rule that I know of that implies that the word "setup" being before other text below a line should change the meaning of the line from "this is a rule that applies to all Dominion games" to "this is a rule that applies when this card is being used." Why should it? "Setup" just tells you WHEN during the game the rule applies. Instead of "while this is in play", the rule applies during the setup of the game. But it only applies if that card is being used.
Title: Re: Really bad card ideas
Post by: scott_pilgrim on July 20, 2014, 04:44:30 pm
Somehow I hadn't seen that. That just sounds strange to me; not sure I agree with Donald there... text written on cards, for any card game like this, is text that overwrites the default rules of the game. They don't create new general rules that are always true; they create rules that are true when playing with that card. I mean... look at Stash. Granted Promo cards are known for being slightly less precise than others... but Stash has a pretty strongly implied "if this card is in your deck" rule that isn't written on the card. By just the way it's worded, if we agreed that the line has special "this rule applies to Dominion as a whole" rules, then nothing stops you from grabbing all the Stashes in your collection and adding them to your deck when you shuffle.

Even if Stash is in the kingdom, I can't just grab the whole supply pile of Stashes and put them on top of my deck when I shuffle.  It's unclear in that aspect regardless of whether it's in the kingdom.

And there's no official rule that I know of that implies that the word "setup" being before other text below a line should change the meaning of the line from "this is a rule that applies to all Dominion games" to "this is a rule that applies when this card is being used." Why should it? "Setup" just tells you WHEN during the game the rule applies. Instead of "while this is in play", the rule applies during the setup of the game. But it only applies if that card is being used.

Why "should" it be that way?  Why not just define the word "set-up" to mean, this happens at the beginning of the game whenever this card is in the supply.  It doesn't change the significance of the line; the rule "Set-up: Each player takes a coin token" applies to every game, it's just that the word "set-up" is defined so that the clause is only activated when Baker is available.

I think that explanation also explains why we don't take 10 coin tokens and put 10 banes out.
Title: Re: Really bad card ideas
Post by: Minotaur on July 20, 2014, 05:23:36 pm
So basically every game of Dominion ever has ended in a tie because of a RBCI post.  Can we end the thread now?
Title: Re: Really bad card ideas
Post by: silverspawn on July 20, 2014, 05:55:06 pm
So basically every game of Dominion ever has ended in a tie because of a RBCI post.  Can we end the thread now?

but it's not, because the card isn't canon  :P
Title: Re: Really bad card ideas
Post by: ashersky on July 20, 2014, 06:48:43 pm
So basically every game of Dominion ever has ended in a tie because of a RBCI post.  Can we end the thread now?

but it's not, because the card isn't canon  :P

Canon
Action - $2
Reveal your hand.  If you reveal two or more Gunpowders, immediately end the game in a tie.
-----------------
In games using this, add Gunpowder to the kingdom.
Title: Re: Really bad card ideas
Post by: GendoIkari on July 21, 2014, 02:20:41 am
Somehow I hadn't seen that. That just sounds strange to me; not sure I agree with Donald there... text written on cards, for any card game like this, is text that overwrites the default rules of the game. They don't create new general rules that are always true; they create rules that are true when playing with that card. I mean... look at Stash. Granted Promo cards are known for being slightly less precise than others... but Stash has a pretty strongly implied "if this card is in your deck" rule that isn't written on the card. By just the way it's worded, if we agreed that the line has special "this rule applies to Dominion as a whole" rules, then nothing stops you from grabbing all the Stashes in your collection and adding them to your deck when you shuffle.

Even if Stash is in the kingdom, I can't just grab the whole supply pile of Stashes and put them on top of my deck when I shuffle.  It's unclear in that aspect regardless of whether it's in the kingdom.

And there's no official rule that I know of that implies that the word "setup" being before other text below a line should change the meaning of the line from "this is a rule that applies to all Dominion games" to "this is a rule that applies when this card is being used." Why should it? "Setup" just tells you WHEN during the game the rule applies. Instead of "while this is in play", the rule applies during the setup of the game. But it only applies if that card is being used.

Why "should" it be that way?  Why not just define the word "set-up" to mean, this happens at the beginning of the game whenever this card is in the supply.  It doesn't change the significance of the line; the rule "Set-up: Each player takes a coin token" applies to every game, it's just that the word "set-up" is defined so that the clause is only activated when Baker is available.

I think that explanation also explains why we don't take 10 coin tokens and put 10 banes out.

I agree with your definition of the word "setup" (except rewording off make Black Market work). I'm saying that they definition of the line should be comparable... Define it as "in games using this, this, do this".
Title: Re: Really bad card ideas
Post by: ChocophileBenj on July 22, 2014, 10:35:36 am
-Curse of Naxxramas-
Action-curse, $0 (for how long ?)
Each other player plays Minions instead of Dominion
Title: Re: Really bad card ideas
Post by: Marcory on July 25, 2014, 12:01:42 am
Prince of Celestial Chameleon Action $12

You may set this aside. If you do, add Black Market to the Supply, and place one of every card not in the Supply into the Black market. Perform any necessary setup due to to adding the Black Market cards. While this is set aside, when you would draw a card, you may rearrange your deck or the Black Market deck as you see fit before drawing. If you have not emptied the Supply within three turns of setting aside this, you lose.
Title: Re: Really bad card ideas
Post by: MarkowKette on July 25, 2014, 11:15:00 am
I bet Celestial Charmeleon would easily find a way to end the game by turn 2 if you can rearrange your cards each time you draw a card (in opposition to "only" assume perfect shuffle luck) :)
Title: Re: Really bad card ideas
Post by: Awaclus on July 25, 2014, 11:37:08 am
I bet Celestial Charmeleon would easily find a way to end the game by turn 2 if you can rearrange your cards each time you draw a card (in opposition to "only" assume perfect shuffle luck) :)
Isn't that the same thing though, edge cases aside?
Title: Re: Really bad card ideas
Post by: silverspawn on July 25, 2014, 11:37:52 am
shouldn't this thread be in forum games?
Title: Re: Really bad card ideas
Post by: Witherweaver on July 25, 2014, 11:39:52 am
shouldn't this thread be in forum games?

But without upvotes, how would we know if our ideas are really bad enough?
Title: Re: Really bad card ideas
Post by: Minotaur on July 25, 2014, 11:40:59 am
I bet Celestial Charmeleon would easily find a way to end the game by turn 2 if you can rearrange your cards each time you draw a card (in opposition to "only" assume perfect shuffle luck) :)
Isn't that the same thing though, edge cases aside?

One does not simply put the edge cases aside... :-P
Title: Re: Really bad card ideas
Post by: silverspawn on July 25, 2014, 11:41:56 am
you wouldn't, but that might also make it less stressful.

I also found this quote:
You know, I hate to be a downer, but I'm really sick of this thread being in this subforum. I see that there are new posts in the Variants forum and I think, "Oh, maybe there are new cards to critique, or someone has given me feedback on my cards." And then it's just another post or two to this thread. I wish there were a way I could unsubscribe to just this one thread.

I like humor as much as the next guy, but I wish this were moved to the general Dominion discussion area, where the other joke threads are.
Title: Re: Really bad card ideas
Post by: Witherweaver on July 25, 2014, 11:47:46 am
you wouldn't, but that might also make it less stressful.

I also found this quote:
You know, I hate to be a downer, but I'm really sick of this thread being in this subforum. I see that there are new posts in the Variants forum and I think, "Oh, maybe there are new cards to critique, or someone has given me feedback on my cards." And then it's just another post or two to this thread. I wish there were a way I could unsubscribe to just this one thread.

I like humor as much as the next guy, but I wish this were moved to the general Dominion discussion area, where the other joke threads are.

I confess I did not think of the harm this was doing.  LFT sounds like he's having a really rough time.
Title: Re: Really bad card ideas
Post by: Witherweaver on July 25, 2014, 11:48:39 am
Though in all seriousness, it would make sense in General Discussion.
Title: Re: Really bad card ideas
Post by: silverspawn on July 25, 2014, 11:49:00 am
That should actually be doable, i mean we can move threads, right? I made a poll (http://forum.dominionstrategy.com/index.php?topic=11537.0), let's see how it goes.
Title: Re: Really bad card ideas
Post by: silverspawn on July 25, 2014, 11:58:28 am
Move - Action - Attack - 5$
Remove all upvotes from all bad cards (including this).
Title: Re: Really bad card ideas
Post by: LastFootnote on July 25, 2014, 03:24:39 pm
you wouldn't, but that might also make it less stressful.

I also found this quote:
You know, I hate to be a downer, but I'm really sick of this thread being in this subforum. I see that there are new posts in the Variants forum and I think, "Oh, maybe there are new cards to critique, or someone has given me feedback on my cards." And then it's just another post or two to this thread. I wish there were a way I could unsubscribe to just this one thread.

I like humor as much as the next guy, but I wish this were moved to the general Dominion discussion area, where the other joke threads are.

I confess I did not think of the harm this was doing.  LFT sounds like he's having a really rough time.

I got over it. Even as First World Problems go, this is pretty minor for me.

Sorry, Silverspawn, but as your poll is bearing out, popular opinion is against us here. I think this is one of those "accept the things you cannot change" situations.
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on July 25, 2014, 03:26:36 pm
Well these are fan cards are they not? What differenxe does it make if they're puposefully bad or silly? They're still cards created by fans.
Title: Re: Really bad card ideas
Post by: silverspawn on July 25, 2014, 04:37:28 pm
Well these are fan cards are they not? What differenxe does it make if they're puposefully bad or silly? They're still cards created by fans.

I don't think they are. if someone makes a joke about a card that's bad, he doesn't create a card, he just says "hey look if this card existed, that would be really dumb."

Quote
Sorry, *silverspawn, but as your poll is bearing out, popular opinion is against us here. I think this is one of those "accept the things you cannot change" situations.
yea looks like it
Title: Re: Really bad card ideas
Post by: ChocophileBenj on July 25, 2014, 04:49:12 pm
I agree, this should be in Dominion General Discussion, as it's for me the twin brother of "Homage to the best card". But none of those marvellous threads should disappear !
Title: Re: Really bad card ideas
Post by: ChocophileBenj on July 25, 2014, 04:52:03 pm
I agree, this should be in Dominion General Discussion, as it's for me the twin brother of "Homage to the best card". But none of those marvellous threads should disappear !

And by the way, a really bad card :

-Candy Crush-
Action, $5
Reveal your hand. Trash every card that you have at least 3 copies of in it. If you have trash 4 or more copies of the same card, gain a card costing up to the cost of the trashed card + $1 per trashed copy of that card.

By the way I participate in Candy Crush Wiki, but only as a commenter, if you're interested http://candy-crush-saga.wikia.com/wiki/Candy_Crush_Saga_Wiki I even created a few fan levels. http://candy-crush-saga.wikia.com/wiki/Thread:100856
Title: Re: Really bad card ideas
Post by: Witherweaver on July 25, 2014, 04:55:09 pm

-Candy Crush-
Action, $5
Play this card in a real-life game after spending like 10 minutes to draw your deck with Scrying Pool.  Watch opponent flip the gaming table over and storm off.  Lulz at your troll self.

Fixed it for you.
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on July 25, 2014, 05:02:20 pm
Well these are fan cards are they not? What differenxe does it make if they're puposefully bad or silly? They're still cards created by fans.

I don't think they are. if someone makes a joke about a card that's bad, he doesn't create a card, he just says "hey look if this card existed, that would be really dumb."

What about it is not creating a card? The fact that there's no art? Or the fact that they're really bad card ideas? If the lack of art then you should suggest that serious card ideas be put in general discussion too. If it's the fact they're bad ideas for cards I'll just repeat what I said earlier. They're still fan cards even if they're really bad fan cards.
Title: Re: Really bad card ideas
Post by: Awaclus on July 25, 2014, 05:43:17 pm
It's like posting really bad strategy advice in the Articles forum. Or really bad tournaments in the Tournaments and Events forum.
Title: Re: Really bad card ideas
Post by: theory on July 25, 2014, 05:45:07 pm
I agree, this should be in Dominion General Discussion, as it's for me the twin brother of "Homage to the best card". But none of those marvellous threads should disappear !

And by the way, a really bad card :

-Candy Crush-
Action, $5
Reveal your hand. Trash every card that you have at least 3 copies of in it. If you have trash 4 or more copies of the same card, gain a card costing up to the cost of the trashed card + $1 per trashed copy of that card.

By the way I participate in Candy Crush Wiki, but only as a commenter, if you're interested http://candy-crush-saga.wikia.com/wiki/Candy_Crush_Saga_Wiki I even created a few fan levels. http://candy-crush-saga.wikia.com/wiki/Thread:100856

I hate Level 382.  I only play on my phone and that level is really effed up because the wrapped + stripe combo you start with doesn't clear anything on mobile (but apparently wipes out the licorice and middle jelly on Facebook).

In general I am often bad at figuring out what is going to happen whenever licorice is involved.  I swear those go by their own rules or something.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on July 25, 2014, 06:19:17 pm
I play on phone too ! And I was stuck on level 382 too !!! OMG ! (feels febrile like an annoying Facebook girl) (By the way sorry for that little "advertisement" for my CCS idea of wild combo in my message, it was too easy)

Back to main thread (CCS references here !!!) :

-Wafer Wharf-
Action duration, $5
+2 cards, +1 buy.
Each other player must play at least one duration card and one card costing up to $3 (that must be distinct) on his next turn.
At the start of your next turn, +2 cards and +1 buy per player who didn't.

-Candy town-
Action, $6
+1 card
+2 actions
+$X, if this is the Xth time you played Candy town in a row this turn.

-Gummy Gardens-
Victory action, $4
+1 action
Look at the top and the bottom cards of your deck. You may either put your top card to bottom or your bottom card to top.
Worth 1 VP for every 12 cards in your deck (rounded down).

-Crunchy Castle-
Action, $6
+1 card, +1 action.
Choose one : trash a card from your hand (crunchy) or you may choose an action card from your hand, play it twice (castle) (not so bad idea ?)

Also you can invent cards for Bubblegum Bridge Fudge Islands and Funky Fortress (two Reality and one Dreamworld episodes behind these spoilers)
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on July 25, 2014, 07:00:18 pm
It's like posting really bad strategy advice in the Articles forum. Or really bad tournaments in the Tournaments and Events forum.

The point is bad article or not it still belongs in the articles subforum. Bad tournament or not it still belongs in the tournament subforum. This is no different. Fans of Dominion are creating cards and it belongs in the fan cards subforum.
Title: Re: Really bad card ideas
Post by: silverspawn on July 25, 2014, 07:05:37 pm
It's like posting really bad strategy advice in the Articles forum. Or really bad tournaments in the Tournaments and Events forum.

The point is bad article or not it still belongs in the articles subforum. Bad tournament or not it still belongs in the tournament subforum. This is no different. Fans of Dominion are creating cards and it belongs in the fan cards subforum.
if you write an article as a joke, you wouldn't post it in the article thread, because it's not meant to educate, it's meant as a joke. same goes with fan cards. if you don't actually want to make a card, just want to make fun of an idea, you shouldn't post it in the fan card thread, because you aren't trying to make a fan card, you're trying to make a joke.
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on July 25, 2014, 07:15:28 pm
It's like posting really bad strategy advice in the Articles forum. Or really bad tournaments in the Tournaments and Events forum.

The point is bad article or not it still belongs in the articles subforum. Bad tournament or not it still belongs in the tournament subforum. This is no different. Fans of Dominion are creating cards and it belongs in the fan cards subforum.
if you write an article as a joke, you wouldn't post it in the article thread, because it's not meant to educate, it's meant as a joke. same goes with fan cards. if you don't actually want to make a card, just want to make fun of an idea, you shouldn't post it in the fan card thread, because you aren't trying to make a fan card, you're trying to make a joke.

How is moving this anywhere else any more appropriate? There's no joke subforum so I don't see the problem of having a joke thread once in a while. I can argue that the Dominion General Discussion subforum is more serious than this one.
Title: Re: Really bad card ideas
Post by: silverspawn on July 25, 2014, 07:23:08 pm
It's like posting really bad strategy advice in the Articles forum. Or really bad tournaments in the Tournaments and Events forum.

The point is bad article or not it still belongs in the articles subforum. Bad tournament or not it still belongs in the tournament subforum. This is no different. Fans of Dominion are creating cards and it belongs in the fan cards subforum.
if you write an article as a joke, you wouldn't post it in the article thread, because it's not meant to educate, it's meant as a joke. same goes with fan cards. if you don't actually want to make a card, just want to make fun of an idea, you shouldn't post it in the fan card thread, because you aren't trying to make a fan card, you're trying to make a joke.

How is moving this anywhere else any more appropriate? There's no joke subforum so I don't see the problem of having a joke thread once in a while. I can argue that the Dominion General Discussion subforum is more serious than this one.
yea but I never said anything about the general discussion forum. I wanted to move it to forum games; you're thinking of stupid cards, someone else reads them, it's a game. I'd also move homage to the best card to the forum games, especially because of the respect.
Title: Re: Really bad card ideas
Post by: WalrusMcFishSr on July 25, 2014, 07:25:14 pm
Oh boy, is it time to debate the definition of "game" again??
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on July 25, 2014, 07:31:32 pm
Right sorry. I don't see this as a game but that's a whole other thing. The most important aspect of all of this is that this thread is about people creating cards, which is what this subforum is about. Whether or not they're jokey in nature is inconsequential in my opinion.
Title: Re: Really bad card ideas
Post by: ashersky on July 25, 2014, 09:24:11 pm
The whole move discussion should be in the anti-joke thread.
Title: Re: Really bad card ideas
Post by: KingZog3 on July 25, 2014, 11:38:14 pm
Right sorry. I don't see this as a game but that's a whole other thing. The most important aspect of all of this is that this thread is about people creating cards, which is what this subforum is about. Whether or not they're jokey in nature is inconsequential in my opinion.

Yeah! This isn't a game! This matters. Important decisions! Life changing events!
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on July 25, 2014, 11:46:08 pm
Right sorry. I don't see this as a game but that's a whole other thing. The most important aspect of all of this is that this thread is about people creating cards, which is what this subforum is about. Whether or not they're jokey in nature is inconsequential in my opinion.

Yeah! This isn't a game! This matters. Important decisions! Life changing events!

You just can't understand. You can't!
Title: Re: Really bad card ideas
Post by: enfynet on July 26, 2014, 01:14:25 am
Are all these posts for new card ideas?
Title: Re: Really bad card ideas
Post by: SirPeebles on July 26, 2014, 07:39:52 pm
you wouldn't, but that might also make it less stressful.

I also found this quote:
You know, I hate to be a downer, but I'm really sick of this thread being in this subforum. I see that there are new posts in the Variants forum and I think, "Oh, maybe there are new cards to critique, or someone has given me feedback on my cards." And then it's just another post or two to this thread. I wish there were a way I could unsubscribe to just this one thread.

I like humor as much as the next guy, but I wish this were moved to the general Dominion discussion area, where the other joke threads are.

I confess I did not think of the harm this was doing.  LFT sounds like he's having a really rough time.

I got over it. Even as First World Problems go, this is pretty minor for me.

Sorry, Silverspawn, but as your poll is bearing out, popular opinion is against us here. I think this is one of those "accept the things you cannot change" situations.

Well the proposition in the poll is rather complicated.  I'm happy with the topic being moved, just not to Forum Games. So I voted No.
Title: Re: Really bad card ideas
Post by: silverspawn on July 26, 2014, 07:55:40 pm
you wouldn't, but that might also make it less stressful.

I also found this quote:
You know, I hate to be a downer, but I'm really sick of this thread being in this subforum. I see that there are new posts in the Variants forum and I think, "Oh, maybe there are new cards to critique, or someone has given me feedback on my cards." And then it's just another post or two to this thread. I wish there were a way I could unsubscribe to just this one thread.

I like humor as much as the next guy, but I wish this were moved to the general Dominion discussion area, where the other joke threads are.

I confess I did not think of the harm this was doing.  LFT sounds like he's having a really rough time.

I got over it. Even as First World Problems go, this is pretty minor for me.

Sorry, Silverspawn, but as your poll is bearing out, popular opinion is against us here. I think this is one of those "accept the things you cannot change" situations.

Well the proposition in the poll is rather complicated.  I'm happy with the topic being moved, just not to Forum Games. So I voted No.

that's what i added the "no, but.." option for
Title: Re: Really bad card ideas
Post by: SirPeebles on July 26, 2014, 08:03:54 pm
you wouldn't, but that might also make it less stressful.

I also found this quote:
You know, I hate to be a downer, but I'm really sick of this thread being in this subforum. I see that there are new posts in the Variants forum and I think, "Oh, maybe there are new cards to critique, or someone has given me feedback on my cards." And then it's just another post or two to this thread. I wish there were a way I could unsubscribe to just this one thread.

I like humor as much as the next guy, but I wish this were moved to the general Dominion discussion area, where the other joke threads are.

I confess I did not think of the harm this was doing.  LFT sounds like he's having a really rough time.

I got over it. Even as First World Problems go, this is pretty minor for me.

Sorry, Silverspawn, but as your poll is bearing out, popular opinion is against us here. I think this is one of those "accept the things you cannot change" situations.

Well the proposition in the poll is rather complicated.  I'm happy with the topic being moved, just not to Forum Games. So I voted No.

that's what i added the "no, but.." option for

I didn't see any obvious distinction between "no" and "no, but..."
Title: Re: Really bad card ideas
Post by: silverspawn on July 26, 2014, 08:25:37 pm
you wouldn't, but that might also make it less stressful.

I also found this quote:
You know, I hate to be a downer, but I'm really sick of this thread being in this subforum. I see that there are new posts in the Variants forum and I think, "Oh, maybe there are new cards to critique, or someone has given me feedback on my cards." And then it's just another post or two to this thread. I wish there were a way I could unsubscribe to just this one thread.

I like humor as much as the next guy, but I wish this were moved to the general Dominion discussion area, where the other joke threads are.

I confess I did not think of the harm this was doing.  LFT sounds like he's having a really rough time.

I got over it. Even as First World Problems go, this is pretty minor for me.

Sorry, Silverspawn, but as your poll is bearing out, popular opinion is against us here. I think this is one of those "accept the things you cannot change" situations.

Well the proposition in the poll is rather complicated.  I'm happy with the topic being moved, just not to Forum Games. So I voted No.

that's what i added the "no, but.." option for

I didn't see any obvious distinction between "no" and "no, but..."

"no, but" was meant for people who want to move it but not to the forum game area. "do you want to move it to the forum game area?" "no, but i'd like to move it to the XYZ area."
Title: Re: Really bad card ideas
Post by: Witherweaver on July 27, 2014, 11:52:06 am
you wouldn't, but that might also make it less stressful.

I also found this quote:
You know, I hate to be a downer, but I'm really sick of this thread being in this subforum. I see that there are new posts in the Variants forum and I think, "Oh, maybe there are new cards to critique, or someone has given me feedback on my cards." And then it's just another post or two to this thread. I wish there were a way I could unsubscribe to just this one thread.

I like humor as much as the next guy, but I wish this were moved to the general Dominion discussion area, where the other joke threads are.

I confess I did not think of the harm this was doing.  LFT sounds like he's having a really rough time.

I got over it. Even as First World Problems go, this is pretty minor for me.

Sorry, Silverspawn, but as your poll is bearing out, popular opinion is against us here. I think this is one of those "accept the things you cannot change" situations.

Well the proposition in the poll is rather complicated.  I'm happy with the topic being moved, just not to Forum Games. So I voted No.

that's what i added the "no, but.." option for

I didn't see any obvious distinction between "no" and "no, but..."


It means they don't want it to go in the Random Stuff thread.
Title: Re: Really bad card ideas
Post by: enfynet on July 27, 2014, 11:56:25 am
I equate moving to the Forum Games section along the lines of "Trash a card from your hand, then trash this."
Title: Re: Really bad card ideas
Post by: Powerman on July 27, 2014, 01:16:47 pm
Inspire
$3
Reveal the top 5 cards of your deck.
Trash one.  Discard one.  Place one on the bottom of your deck.  Place one on top your deck.  Place one in your hand.
Title: Re: Really bad card ideas
Post by: Kirian on July 27, 2014, 08:36:40 pm
Inspire
$3
Reveal the top 5 cards of your deck.
Trash one.  Discard one.  Place one on the bottom of your deck.  Place one on top your deck.  Place one in your hand.

Is this a reference?  I feel like I've seen it before.
Title: Re: Really bad card ideas
Post by: liopoil on July 27, 2014, 08:42:31 pm
What's "really bad" about that idea?
Title: Re: Really bad card ideas
Post by: silverspawn on July 27, 2014, 08:55:52 pm
What's "really bad" about that idea?

well it's obviously broken, but that's not really a problem of the idea, more about the specific card. I guess it's just because of the concept, let's look at a whole lot of different cards and do all things possible with them
Title: Re: Really bad card ideas
Post by: Powerman on July 29, 2014, 12:35:33 pm
Old Mage
$3 Action
Trash an Action Card from your discard pile.  If you do, draw 4 cards.
Title: Re: Really bad card ideas
Post by: Powerman on July 29, 2014, 06:29:40 pm
Cantor
$6 Action
While this is in play, other actions gain "+1 Card" in addition to their other text.

Creator
$6 Action
While this is in play, other actions gain "+1 Action" in addition to their other text.

Debtor
$6 Action
While this is in play, other actions gain "Trash a Treasure Card from your hand.  If you do, gain a card costing up to $3 more." in addition to their other text.
Title: Re: Really bad card ideas
Post by: scott_pilgrim on July 29, 2014, 06:54:44 pm
Cantor
$6 Action
While this is in play, other actions gain "+1 Card" in addition to their other text.

Quote
Printer
$6 – Action
+1 Action

While this is in play, when you play an action card, +1 Card.

So, I guess it's a really bad idea? :(
Title: Re: Really bad card ideas
Post by: Powerman on August 03, 2014, 11:42:40 am
Cantor
$6 Action
While this is in play, other actions gain "+1 Card" in addition to their other text.

Quote
Printer
$6 – Action
+1 Action

While this is in play, when you play an action card, +1 Card.

So, I guess it's a really bad idea? :(

Yes, yes it is.  [insert 3 pages of internet flaming] Yes, yes it is.
Title: Re: Really bad card ideas
Post by: silverspawn on August 03, 2014, 01:43:47 pm
Cantor
$6 Action
While this is in play, other actions gain "+1 Card" in addition to their other text.

Quote
Printer
$6 – Action
+1 Action

While this is in play, when you play an action card, +1 Card.

So, I guess it's a really bad idea? :(

Yes, yes it is.  [insert 3 pages of internet flaming] Yes, yes it is.
it's not though.
Title: Re: Really bad card ideas
Post by: luser on August 09, 2014, 02:31:15 pm
kings advisor

action $6

Reveal four cards from top of your deck. Opponent chooses an action. Play it three times.
Title: Re: Really bad card ideas
Post by: Awaclus on August 09, 2014, 02:42:59 pm
kings advisor

action $6

Reveal four cards from top of your deck. Opponent chooses an action. Play it three times.
It's worth noting that your opponent can choose any action from anywhere, such as a Transmute in the local gaming store's unopened Alchemy box.

EDIT: Oh, but you can't actually gain any extra Transmutes with a Transmute when it's not in the supply. Baron might be the worst option then.
Title: Re: Really bad card ideas
Post by: Minotaur on August 09, 2014, 03:33:21 pm
M:tG Island
Cost: $7
Action-Victory

Set aside this card and a card from your hand on your Island mat.

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

If this card is set aside on your Island mat during your Buy phase and is untapped, you may tap it.  If you do, +1P.  This card becomes untapped at the start of your cleanup phase.

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

4 VP
Title: Re: Really bad card ideas
Post by: Minotaur on August 09, 2014, 03:53:37 pm
Gilligan
Victory
Cost: $0*

1 VP

This card is not in the supply.  Whenever you place a Curse on your Island mat, gain a Gilligan from the Gilligan pile and place it on your Island mat.

If this card is on your Island mat, when you play an Action card, trash the top card of your deck.

If Gilligan is removed from your Island mat, return him to your Island mat and gain a Curse.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on August 11, 2014, 09:50:46 am
-Baron Geddon-
$7, action.
+1 buy
You may discard an estate. If you do, +$4. Otherwise, don't discard this at the end of your turn.
---
While this is in play, at the end of your action phase, each player trashes all cards he has in play other than this plus the top 2 cards of his deck.
Title: Re: Really bad card ideas
Post by: Powerman on August 11, 2014, 09:08:08 pm
The Doctor
$3 Action-Reaction
Reveal cards from the top of your deck until you reveal a card with a person on that card.  Put that card into your hand, and put the other revealed cards into your discard.
______________
When another player plays an attack card, you may reveal The Doctor from your hand.  If you do, have a 5-10 minute conversation with the player, then trash the attack card.


TARDIS
$7 Action
Trash this.  Each player (including you) trashes their hand, deck, and discard pile, then gains 7 coppers and 3 estates.


Cybermen
$2 Action-Attack
Each player (including you) trashes a card from their hand.  You gain an Upgrade, placing it in hand, each other player gains Cybermen, placing it in hand.


Weeping Angels
$4 Action-Attack
When this card comes in contact with another card, return the other card to the supply.


Dalek
$3 Action-Attack
Trash any number of cards from your hand.  Each other player trashes that number of cards from their deck.
Title: Re: Really bad card ideas
Post by: Morgrim7 on August 20, 2014, 01:57:17 am
Horn of Plenty of Plenty
$5 Treasure
Worth 0
When you play this, gain a card costing up to the number of differently named cards you have in play per differently named cards you have in play. If it's a Victory card, trash this any number of times per differently named cards you have in play.
Title: Re: Really bad card ideas
Post by: sudgy on August 20, 2014, 02:55:14 pm
Horn of Plenty of Plenty
$5 Treasure
Worth 0
When you play this, gain a card costing up to the number of differently named cards you have in play per differently named cards you have in play. If it's a Victory card, trash this any number of times per differently named cards you have in play.

...This grows in power quadratically...
Title: Re: Really bad card ideas
Post by: Witherweaver on August 20, 2014, 03:03:01 pm
Horn of Plenty of Plenty
$5 Treasure
Worth 0
When you play this, gain a card costing up to the number of differently named cards you have in play per differently named cards you have in play. If it's a Victory card, trash this any number of times per differently named cards you have in play.

...This grows in power quadratically...

Plus,  "trash this any number of times per differently named cards you have in play" seems like it would break Goko.
Title: Re: Really bad card ideas
Post by: GendoIkari on August 20, 2014, 05:43:44 pm
Horn of Plenty of Plenty
$5 Treasure
Worth 0
When you play this, gain a card costing up to the number of differently named cards you have in play per differently named cards you have in play. If it's a Victory card, trash this any number of times per differently named cards you have in play.

...This grows in power quadratically...

Plus,  "trash this any number of times per differently named cards you have in play" seems like it would break Goko.

Shouldn't be any different than Throning a Feast.
Title: Re: Really bad card ideas
Post by: Witherweaver on August 20, 2014, 05:49:50 pm
Horn of Plenty of Plenty
$5 Treasure
Worth 0
When you play this, gain a card costing up to the number of differently named cards you have in play per differently named cards you have in play. If it's a Victory card, trash this any number of times per differently named cards you have in play.

...This grows in power quadratically...

Plus,  "trash this any number of times per differently named cards you have in play" seems like it would break Goko.

Shouldn't be any different than Throning a Feast.

Hm.. you have N unique cards in play.  First unique, Goko asks you "How many times do you want to trash Horn of Plenty Plenty?", and you answer something.  Second unique, Goko asks you ..., and you answer some  other random number, ....  I imagine each request would cause a bit of lag from sending messages back and forth.  Opponent rage quits.

The point was not the technicality of the trashing, but that, on a literal reading, you have to supply a number for each differently named card you have in play, so Goko asks you what that number is.
Title: Re: Really bad card ideas
Post by: Holger on August 21, 2014, 09:38:56 am
Horn of Plenty of Plenty
$5 Treasure
Worth 0
When you play this, gain a card costing up to the number of differently named cards you have in play per differently named cards you have in play. If it's a Victory card, trash this any number of times per differently named cards you have in play.

...This grows in power quadratically...

Plus,  "trash this any number of times per differently named cards you have in play" seems like it would break Goko.

Shouldn't be any different than Throning a Feast.

Hm.. you have N unique cards in play.  First unique, Goko asks you "How many times do you want to trash Horn of Plenty Plenty?", and you answer something.  Second unique, Goko asks you ..., and you answer some  other random number, ....  I imagine each request would cause a bit of lag from sending messages back and forth.  Opponent rage quits.

The point was not the technicality of the trashing, but that, on a literal reading, you have to supply a number for each differently named card you have in play, so Goko asks you what that number is.

But usually, the optimal strategy is to name zero each time, so as to keep HoPoP in your deck.

Title: Re: Really bad card ideas
Post by: Holger on August 21, 2014, 09:44:35 am
Inspire
$3
Reveal the top 5 cards of your deck.
Trash one.  Discard one.  Place one on the bottom of your deck.  Place one on top your deck.  Place one in your hand.
What's "really bad" about that idea?

well it's obviously broken, but that's not really a problem of the idea, more about the specific card. I guess it's just because of the concept, let's look at a whole lot of different cards and do all things possible with them

Why should it be broken? It's just a slightly more reliable Lookout with the +1 Action replaced by some inverse Pearl Diving. It should be fine at $3 or maybe $4.
Title: Re: Really bad card ideas
Post by: SK on August 21, 2014, 09:48:47 am
This+KC+Goko=hell
Title: Re: Really bad card ideas
Post by: liopoil on August 21, 2014, 09:52:50 am
Inspire
$3
Reveal the top 5 cards of your deck.
Trash one.  Discard one.  Place one on the bottom of your deck.  Place one on top your deck.  Place one in your hand.
What's "really bad" about that idea?

well it's obviously broken, but that's not really a problem of the idea, more about the specific card. I guess it's just because of the concept, let's look at a whole lot of different cards and do all things possible with them

Why should it be broken? It's just a slightly more reliable Lookout with the +1 Action replaced by some inverse Pearl Diving. It should be fine at $3 or maybe $4.
it's way better than lookout. You get to choose one card out of 5 to draw... that's much better than +1 action. Plus 5 cards is way more than 3. It could be fine at $5?
Title: Re: Really bad card ideas
Post by: Witherweaver on August 21, 2014, 09:56:06 am
Horn of Plenty of Plenty
$5 Treasure
Worth 0
When you play this, gain a card costing up to the number of differently named cards you have in play per differently named cards you have in play. If it's a Victory card, trash this any number of times per differently named cards you have in play.

...This grows in power quadratically...

Plus,  "trash this any number of times per differently named cards you have in play" seems like it would break Goko.

Shouldn't be any different than Throning a Feast.

Hm.. you have N unique cards in play.  First unique, Goko asks you "How many times do you want to trash Horn of Plenty Plenty?", and you answer something.  Second unique, Goko asks you ..., and you answer some  other random number, ....  I imagine each request would cause a bit of lag from sending messages back and forth.  Opponent rage quits.

The point was not the technicality of the trashing, but that, on a literal reading, you have to supply a number for each differently named card you have in play, so Goko asks you what that number is.

But usually, the optimal strategy is to name zero each time, so as to keep HoPoP in your deck.

That's not the point, the point is that Goko can't assume that, so it has to ask you every time.
Title: Re: Really bad card ideas
Post by: Awaclus on August 21, 2014, 10:04:24 am
Why should it be broken? It's just a slightly more reliable Lookout with the +1 Action replaced by some inverse Pearl Diving
...and a +card.

Let's compare it with Masquerade, one of the strongest cards in the game:

Masquerade:
 + Safer (chooses the worst one out of 6 cards to trash, know 4 options before playing the card)
 + Can sometimes luck out and receive a good card in exchange for a bad card

Inspire:
 + Leaves you with a better hand for this turn
 + Smaller chance of terminal collision
 + Leaves you with a better deck for the remaining turns this shuffle
 + Some control over getting a good turn now vs. getting a good turn next turn
 + Cycles more cards
 + Triggers more wanted reshuffles
 - Triggers more unwanted reshuffles

Looks like broken.
Title: Re: Really bad card ideas
Post by: Holger on August 21, 2014, 10:39:49 am
Why should it be broken? It's just a slightly more reliable Lookout with the +1 Action replaced by some inverse Pearl Diving
...and a +card.

Right, I missed the extra card draw.  That makes Inspire indeed much stronger, but still not "obviously broken" IMO.

Quote
Let's compare it with Masquerade, one of the strongest cards in the game:

Masquerade:
 + Safer (chooses the worst one out of 6 cards to trash, know 4 options before playing the card)
 + Can sometimes luck out and receive a good card in exchange for a bad card

Inspire:
 + Leaves you with a better hand for this turn
 + Smaller chance of terminal collision
 + Leaves you with a better deck for the remaining turns this shuffle
 + Some control over getting a good turn now vs. getting a good turn next turn
 + Cycles more cards
 + Triggers more wanted reshuffles
 - Triggers more unwanted reshuffles

Looks like broken.

You're missing the fact that Masq's trashing is optional, Inspire's isn't, so Inspire is often dead in the late game, and you can't use it for +2 cards in an engine. Also, Masq is a great counter for junking attacks.
Each of Inspire's "+"es is rather small in comparison (you can only cycle/discard a single bad card, and make another likely to miss a reshuffle.) It's probably a bit stronger than Masq overall, but I think it should work as a strong $4 (or possibly a weak $5).
Title: Re: Really bad card ideas
Post by: Witherweaver on August 21, 2014, 10:42:23 am
Masquerade an be dead late in the game, too, as sometimes you get hands where you can't risk giving your opponent a card.
Title: Re: Really bad card ideas
Post by: Holger on August 21, 2014, 10:53:49 am
But usually, the optimal strategy is to name zero each time, so as to keep HoPoP in your deck.

That's not the point, the point is that Goko can't assume that, so it has to ask you every time.

Technically that's true, but Goko doesn't ask you infinitely often whether you want to reveal a Moat either. It makes no more sense to name a different number here than it makes to (not) reveal Moat several times.

Masquerade an be dead late in the game, too, as sometimes you get hands where you can't risk giving your opponent a card.

Occasionally, yes. But usually the chance of you having to give the opponent a good card is outweighed by the chance of him having to give you a good card.
Title: Re: Really bad card ideas
Post by: Awaclus on August 21, 2014, 11:08:18 am
But usually the chance of you having to give the opponent a good card is outweighed by the chance of him having to give you a good card.
That's only because you get to see 4 of the cards that you might be giving the opponent before you play Masq. That's already addressed in the "safer" plus.

I agree that it would work as a strong $4 or as a weak $5, probably better at $4. Inspire/Silver is still pretty strong, but not unreasonably strong, and you can't do the Inspire/Inspire opening which sounds like extremely powerful unless it's a Baker board.
Title: Re: Really bad card ideas
Post by: GendoIkari on August 21, 2014, 02:08:02 pm
Horn of Plenty of Plenty
$5 Treasure
Worth 0
When you play this, gain a card costing up to the number of differently named cards you have in play per differently named cards you have in play. If it's a Victory card, trash this any number of times per differently named cards you have in play.

...This grows in power quadratically...

Plus,  "trash this any number of times per differently named cards you have in play" seems like it would break Goko.

Shouldn't be any different than Throning a Feast.

Hm.. you have N unique cards in play.  First unique, Goko asks you "How many times do you want to trash Horn of Plenty Plenty?", and you answer something.  Second unique, Goko asks you ..., and you answer some  other random number, ....  I imagine each request would cause a bit of lag from sending messages back and forth.  Opponent rage quits.

The point was not the technicality of the trashing, but that, on a literal reading, you have to supply a number for each differently named card you have in play, so Goko asks you what that number is.

But usually, the optimal strategy is to name zero each time, so as to keep HoPoP in your deck.

That's not the point, the point is that Goko can't assume that, so it has to ask you every time.

Actually I think it would only ask the first time, unless you answered 0 the first time. If you answered 1 or more, then the card would be trashed, and after that, any attempts to trash it would fail. So even though you can choose to trash it again, it wouldn't do anything anyway. I'm assuming that if you Throne Room a Mining Village, and choose to trash it the first time, then Goko doesn't give you the option to choose to trash it the second time, does it?
Title: Re: Really bad card ideas
Post by: Witherweaver on August 21, 2014, 02:09:39 pm
I'm not actually sure about that point.
Title: Re: Really bad card ideas
Post by: Minotaur on August 21, 2014, 02:46:46 pm
Inspire isn't Really Bad after all, I guess.  And the game needs more Pearl Diver enablers, even inconsistent ones (i.e., your third good card out of five would go to the diver generally)

EDIT: $4 sounds more fair though, like others said.  The fact that it's terminal and has mandatory trashing might keep it under $5 IMO, but it could use testing.
Title: Re: Really bad card ideas
Post by: liopoil on August 21, 2014, 02:55:11 pm
no, the one card out of 5 is too strong for $3, even $4. Think about it in big money: it will always draw a silver, usually gold... in addition to sifting and trashing.
Title: Re: Really bad card ideas
Post by: Awaclus on August 21, 2014, 03:18:50 pm
no, the one card out of 5 is too strong for $3, even $4. Think about it in big money: it will always draw a silver, usually gold... in addition to sifting and trashing.
Always drawing a Silver isn't that great, since just buying a Silver instead is the same thing. It's a strong big money enabler, but I think it's definitely much stronger in engines. Just like Masquerade, only a bit stronger for both types of decks.
Title: Re: Really bad card ideas
Post by: silverspawn on August 21, 2014, 03:34:15 pm
Quote
Jack of all lol's - Action - lol$
Lol a lol. Lololololololol. Lol the top lol of your lol. Lolololol. You may lol a lolololol that's not a lololol. Lolololol.
Title: Re: Really bad card ideas
Post by: silverspawn on September 24, 2014, 01:48:13 pm
Witherweaver - Action - Reaction - 0$
Gain any card that's not in the supply.
---
When you put a card on top of your deck, you may reveal this from your hand. If you do, other Players will know that you have it in your hand.
Title: Re: Really bad card ideas
Post by: Marcory on September 29, 2014, 02:36:44 am
Foreign Ministry Action--$5

Reveal the top 500 cards of your deck. The player to your left chooses 100 for you to discard. Draw the rest.

Title: Re: Really bad card ideas
Post by: Witherweaver on September 29, 2014, 09:56:56 am
Witherweaver - Action - Reaction - 0$
Gain any card that's not in the supply.
---
When you put a card on top of your deck, you may reveal this from your hand. If you do, other Players will know that you have it in your hand.

Am I the first forum member to have my own card?!
Title: Re: Really bad card ideas
Post by: silverspawn on September 29, 2014, 10:04:30 am
silverspawn - Action - ∞$
You win the game.

Quote
Am I the first forum member to have my own card?!
not anymore

mine is better.
Title: Re: Really bad card ideas
Post by: Hydrad on September 29, 2014, 10:06:53 am
silverspawn - Action - ∞$
You win the game.

Quote
Am I the first forum member to have my own card?!
not anymore

mine is better.

I don't know... Is it ever possible to afford yours? If not I don't think yours could be better.
Title: Re: Really bad card ideas
Post by: Witherweaver on September 29, 2014, 10:13:44 am
silverspawn - Action - ∞$
You win the game.

Quote
Am I the first forum member to have my own card?!
not anymore

mine is better.

That wouldn't really change me being the first...
Title: Re: Really bad card ideas
Post by: silverspawn on September 29, 2014, 10:15:18 am
well time is relative  :P

but yea, you're probably the first
Title: Re: Really bad card ideas
Post by: Witherweaver on September 29, 2014, 10:18:35 am
well time is relative  :P

but yea, you're probably the first

Length of time intervals is relative, order of events is not~
Title: Re: Really bad card ideas
Post by: GeoLib on September 29, 2014, 10:59:20 am
well time is relative  :P

but yea, you're probably the first

Length of time intervals is relative, order of events is not~

O Rly?

http://en.wikipedia.org/wiki/Relativity_of_simultaneity
Title: Re: Really bad card ideas
Post by: Witherweaver on September 29, 2014, 11:22:29 am
well time is relative  :P

but yea, you're probably the first

Length of time intervals is relative, order of events is not~

O Rly?

http://en.wikipedia.org/wiki/Relativity_of_simultaneity

Actually you're right, my mistake.
Title: Re: Really bad card ideas
Post by: Axxle on September 29, 2014, 01:46:13 pm
There was one for our Based Chameleon

Quote
Celestial Chameleon
Reaction - Shelter $1
When you shuffle your deck within the first 5 turns, you may place your deck in any order.
________________
In games using this, use the following kingdom: Hamlet, Black Market, Watchtower, Fortress, Nomad Camp, Procession, Catacombs, Haggler, Goons, King's Court and Peddler.  Use the following Black Market deck: Young Witch, Cultist, Squire, Woodcutter, Bridge, Gardens, Quarry, Sir Martin, Worker's Village, City, Council Room, Counting House, Festival, Margrave, Market, Fairgrounds, Hunting Grounds, Bank, Expand, Forge, Vineyard, Scrying Pool

(Replaces Hovel)
Title: Re: Really bad card ideas
Post by: sudgy on October 01, 2014, 12:45:18 am
silverspawn - Action - ∞$
You win the game.

Quote
Am I the first forum member to have my own card?!
not anymore

mine is better.

Yeah, copying treasures is a lot better than winning the game if you can't afford to win the game.
Title: Re: Really bad card ideas
Post by: Awaclus on October 01, 2014, 04:53:40 am
silverspawn - Action - ∞$
You win the game.

Quote
Am I the first forum member to have my own card?!
not anymore

mine is better.

Yeah, copying treasures is a lot better than winning the game if you can't afford to win the game.

It's not exactly a surprise if you can't afford to win the game when you keep junking yourself, though.


Also,

sudgy
$1 Action
Trash this and 99 sudgy cards from your hand. If you do, gain a Dango Star from the Dango Star pile.
(there are 100 copies of this card in the supply)

Dango Star
$0* Victory
9001 VP
(this is not in the supply)
Title: Re: Really bad card ideas
Post by: KingZog3 on October 01, 2014, 10:19:00 am
KingZog3 - Action - $5

When you play this, take an AndrewisFTTW card from the AndrewisFTTW pile, beat it at Dominion, then trash it.


*AndrewisFTTW - Treasure - 0$

Worth 0$

When you trash this, put it in the AndrewisFTTW pile.

(This is not in the supply)
Title: Re: Really bad card ideas
Post by: AdamH on October 01, 2014, 04:00:35 pm
Am I the first forum member to have my own card?!

I've been calling "Wandering Minstrel" "Wandering Winder" pretty much since it came out.
Title: Re: Really bad card ideas
Post by: LibraryAdventurer on October 01, 2014, 06:45:15 pm
Ooh ooh I have one too, and I'm not the one who made it:

http://forum.dominionstrategy.com/index.php?topic=11098.msg378201#msg378201
You should also add a following card:

Library adventurer
Cost 5  - Action
Draw until you have 7 cards in hand. You may set aside any
treasure cards drawn this way aside as you draw them;
discard the set aside cards as you finish drawing.
Title: Re: Really bad card ideas
Post by: Flip5ide on October 02, 2014, 03:59:37 am
Ooh ooh I have one too, and I'm not the one who made it:

http://forum.dominionstrategy.com/index.php?topic=11098.msg378201#msg378201
You should also add a following card:

Library adventurer
Cost 5  - Action
Draw until you have 7 cards in hand. You may set aside any
treasure cards drawn this way aside as you draw them;
discard the set aside cards as you finish drawing.

Should be worth $6
Title: Re: Really bad card ideas
Post by: Minotaur on October 02, 2014, 12:52:45 pm
Ooh ooh I have one too, and I'm not the one who made it:

http://forum.dominionstrategy.com/index.php?topic=11098.msg378201#msg378201
You should also add a following card:

Library adventurer
Cost 5  - Action
Draw until you have 7 cards in hand. You may set aside any
treasure cards drawn this way aside as you draw them;
discard the set aside cards as you finish drawing.

Should be worth $6

Not really... a terminal that tends to draw Victory and Action cards is pretty bad.  That's probably the joke.  If anything, this should cost $4, though it might be too good with Village in that case.
Title: Re: Really bad card ideas
Post by: silverspawn on October 02, 2014, 12:54:28 pm
a library that skips treasure cards is not bad at all
Title: Re: Really bad card ideas
Post by: Minotaur on October 02, 2014, 12:59:14 pm
a library that skips treasure cards is not bad at all

Ok, maybe not after all.  Ok.  I think maybe if you have King's Court and a lot of Villages, then this could be a pretty good enabler.  But still not the most reliable card in the world by far.  A lot of times you'd just have to take the treasures, and play it as a Library that can't set anything aside.

Fishing Village and Library Adventurer would be pretty strong.  Wandering Minstrel and Library Adventurer could set up your combos as well.
Title: Re: Really bad card ideas
Post by: Witherweaver on October 02, 2014, 01:03:23 pm
I'm a pretty sure a Library Adventurer should be The Librarian (http://www.imdb.com/title/tt0412915/?ref_=fn_al_tt_1).
Title: Re: Really bad card ideas
Post by: GendoIkari on October 02, 2014, 01:55:52 pm
Why should it be broken? It's just a slightly more reliable Lookout with the +1 Action replaced by some inverse Pearl Diving
...and a +card.

Right, I missed the extra card draw.  That makes Inspire indeed much stronger, but still not "obviously broken" IMO.

Quote
Let's compare it with Masquerade, one of the strongest cards in the game:

Masquerade:
 + Safer (chooses the worst one out of 6 cards to trash, know 4 options before playing the card)
 + Can sometimes luck out and receive a good card in exchange for a bad card

Inspire:
 + Leaves you with a better hand for this turn
 + Smaller chance of terminal collision
 + Leaves you with a better deck for the remaining turns this shuffle
 + Some control over getting a good turn now vs. getting a good turn next turn
 + Cycles more cards
 + Triggers more wanted reshuffles
 - Triggers more unwanted reshuffles

Looks like broken.

You're missing the fact that Masq's trashing is optional, Inspire's isn't, so Inspire is often dead in the late game, and you can't use it for +2 cards in an engine. Also, Masq is a great counter for junking attacks.
Each of Inspire's "+"es is rather small in comparison (you can only cycle/discard a single bad card, and make another likely to miss a reshuffle.) It's probably a bit stronger than Masq overall, but I think it should work as a strong $4 (or possibly a weak $5).

Masq's "trashing" may be optional, but passing a card is not, and passing a card is just like trashing. So Masq does force you to remove a card from your deck even if you don't want to.
Title: Re: Really bad card ideas
Post by: LibraryAdventurer on October 02, 2014, 07:26:14 pm
I'm a pretty sure a Library Adventurer should be The Librarian (http://www.imdb.com/title/tt0412915/?ref_=fn_al_tt_1).

So was that movie any good?
Title: Re: Really bad card ideas
Post by: Kirian on October 02, 2014, 08:28:47 pm
I'm a pretty sure a Library Adventurer should be The Librarian (http://www.imdb.com/title/tt0412915/?ref_=fn_al_tt_1).

So was that movie any good?

It was vaguely amusing as I recall.
Title: Re: Really bad card ideas
Post by: silverspawn on October 03, 2014, 05:45:38 am
Scrimpy Town - Action - 3$
+2 Cards
Reveal your hand. If you have no Action cards in hand, +2 Actions.
Title: Re: Really bad card ideas
Post by: Awaclus on October 03, 2014, 05:57:31 am
Scrimpy Town - Action - 3$
+2 Cards
Reveal your hand. If you have no Action cards in hand, +2 Actions.
Great combo with Diadem.
Title: Re: Really bad card ideas
Post by: Witherweaver on October 03, 2014, 09:52:21 am
I'm a pretty sure a Library Adventurer should be The Librarian (http://www.imdb.com/title/tt0412915/?ref_=fn_al_tt_1).

So was that movie any good?

As good as you'd expect the card to be, I guess.
Title: Re: Really bad card ideas
Post by: Rubby on October 03, 2014, 05:23:37 pm
Appraiser
$4 - Action
Each player (including you) reveals his hand, deck, discard pile and set-aside cards. Gain a card costing up to $3 more than the average coin cost of all players' cards.
Title: Re: Really bad card ideas
Post by: Hydrad on October 03, 2014, 05:26:16 pm
Appraiser
$4 - Action
Each player (including you) reveals his hand, deck, discard pile and set-aside cards. Gain a card costing up to $3 more than the average coin cost of all players' cards.

Why would you do this!!! I already feel the pain.
Title: Re: Really bad card ideas
Post by: Witherweaver on October 03, 2014, 05:41:59 pm
*If the largest card cost in coins is even, use a geometric average; otherwise, use an arithmetic average.
Title: Re: Really bad card ideas
Post by: pacovf on October 03, 2014, 05:43:14 pm
*Then divide by the lowest card cost in coins.
Title: Re: Really bad card ideas
Post by: Witherweaver on October 03, 2014, 05:44:53 pm
*If the lowest card cost in coins is zero, use a weighted arithmetic average, where the weights are the weights of the players owning that respective card, in Newtons.
Title: Re: Really bad card ideas
Post by: liopoil on October 03, 2014, 05:48:16 pm
*If the number of characters in the text of the gained card is prime, gain an Appraiser
Title: Re: Really bad card ideas
Post by: Rubby on October 03, 2014, 06:10:19 pm
*If the number of characters in the text of the gained card is prime, gain an Appraiser

Thanks for the outstanding refinements! Early playtesting on this one suggests that
"If the total number of characters in the text of all players' cards is divisible by a prime number greater than 7, gain an Appraiser"
is more balanced.
Title: Re: Really bad card ideas
Post by: Tables on October 03, 2014, 06:16:09 pm
Appraiser is clearly a fantastic fit for this thread, and has spawned a bunch of amusing discussion yet people aren't upvoting the original card.

Shenanigans I tell you all. Shenanigans!
Title: Re: Really bad card ideas
Post by: Witherweaver on October 03, 2014, 06:20:41 pm
Appraiser is clearly a fantastic fit for this thread, and has spawned a bunch of amusing discussion yet people aren't upvoting the original card.

Shenanigans I tell you all. Shenanigans!

I haven't finished Appraising it yet.
Title: Re: Really bad card ideas
Post by: Holger on October 06, 2014, 05:55:36 am
Masq's "trashing" may be optional, but passing a card is not, and passing a card is just like trashing. So Masq does force you to remove a card from your deck even if you don't want to.

Yes, but since Masq. also forces your opponents to remove a card from their decks, this doesn't weaken Masq. at all. On the contrary, since you have one more card to choose from, and you can choose not to play Masq. at all, this can be a net positive (unless you have already trashed so much more than your opponents that you have to give away a better card than you receive on average).
Title: Re: Really bad card ideas
Post by: silverspawn on October 06, 2014, 06:04:42 am
the passing from masq is positive utility. if it didn't have it, it'd be weaker. and 100 times better. that's how it should be. but it'd be weaker.
Title: Re: Really bad card ideas
Post by: Kirian on October 06, 2014, 11:28:31 am
*If the lowest card cost in coins is zero, use a weighted arithmetic average, where the weights are the weights of the players owning that respective card, in Newtons.

The good news is that for arithmetic weighted averages, the actual unit of weight measurement cancels out and doesn't matter.
Title: Re: Really bad card ideas
Post by: pacovf on October 06, 2014, 11:59:53 am
*If the lowest card cost in coins is zero, use a weighted arithmetic average, where the weights are the weights of the players owning that respective card, in Newtons.

The good news is that for arithmetic weighted averages, the actual unit of weight measurement cancels out and doesn't matter.

Unless I don't understand that clause, if I weight 100 kg and I am playing against my (hypothetical) 50 kg girlfriend, the weights do matter.
Title: Re: Really bad card ideas
Post by: Witherweaver on October 06, 2014, 12:07:16 pm
*If the lowest card cost in coins is zero, use a weighted arithmetic average, where the weights are the weights of the players owning that respective card, in Newtons.

The good news is that for arithmetic weighted averages, the actual unit of weight measurement cancels out and doesn't matter.

Unless I don't understand that clause, if I weight 100 kg and I am playing against my (hypothetical) 50 kg girlfriend, the weights do matter.

Well, first of all, 100 kg is your mass, not your weight.

His point is that if you measure the weight in a different unit, it will cancel out of the weighted average:

X = sum(w_i x_i , i=1..n) / sum(w_i, i=1..n).

Changing units is just changing the weights by a constant factor, which factors out of the numerator and denominator.
Title: Re: Really bad card ideas
Post by: GendoIkari on October 06, 2014, 12:29:07 pm
the passing from masq is positive utility. if it didn't have it, it'd be weaker. and 100 times better. that's how it should be. but it'd be weaker.

Perhaps, but "+2 cards. You may trash a card from your hand." is just so boring..
Title: Re: Really bad card ideas
Post by: GendoIkari on October 06, 2014, 12:31:01 pm
the passing from masq is positive utility. if it didn't have it, it'd be weaker. and 100 times better. that's how it should be. but it'd be weaker.

Perhaps, but "+2 cards. You may trash a card from your hand." is just so boring..

Edge case puzzle! Find a situation where you'd rather have that version of Masq in your hand than a real Masq. I can think of a couple...
Title: Re: Really bad card ideas
Post by: pacovf on October 06, 2014, 01:23:38 pm
*If the lowest card cost in coins is zero, use a weighted arithmetic average, where the weights are the weights of the players owning that respective card, in Newtons.

The good news is that for arithmetic weighted averages, the actual unit of weight measurement cancels out and doesn't matter.

Unless I don't understand that clause, if I weight 100 kg and I am playing against my (hypothetical) 50 kg girlfriend, the weights do matter.

Well, first of all, 100 kg is your mass, not your weight.

His point is that if you measure the weight in a different unit, it will cancel out of the weighted average:

X = sum(w_i x_i , i=1..n) / sum(w_i, i=1..n).

Changing units is just changing the weights by a constant factor, which factors out of the numerator and denominator.

Ah, I didn't notice that he mentioned Newtons at the end of his sentence, that makes more sense.

About the mass - weight thing, there is no difference in the end result if we assume all people are playing in the same room :P
Title: Re: Really bad card ideas
Post by: Awaclus on October 06, 2014, 01:51:24 pm
the passing from masq is positive utility. if it didn't have it, it'd be weaker. and 100 times better. that's how it should be. but it'd be weaker.

Perhaps, but "+2 cards. You may trash a card from your hand." is just so boring..

Edge case puzzle! Find a situation where you'd rather have that version of Masq in your hand than a real Masq. I can think of a couple...

You are playing a 3-player game where you have 1 VP, the person to your right has 2 VP, the person to your left has no points at all and a Lighthouse in play and 5 Abandoned Mines in his hand (you know this because you've been tracking his deck and last turn he just played enough Hunting Parties to reveal his entire deck except for the last 5 cards that were the Abandoned Mines), your hand is a bunch of Ruined Villages and one Masq, two piles are empty and there is one Poor House left in the supply, and you have played a long Torturer chain. The person to your right couldn't gain any curses because if he did, he would have gotten a negative score and then you could have bought the Poor House (because he doesn't know that your hand is full of Ruined Villages), and that's why he discarded his entire hand. You don't want to play the original Masq because the person who has only Abandoned Mines would have to give one to the guy who wants to buy the last Poor House. Playing the simple Masq is fine, though.

Or maybe you just have a hand without any bad cards in it. You can use the simple Masq as a Moat, but with the original Masq you have to pass one and probably receive a bad card in return.
Title: Re: Really bad card ideas
Post by: Witherweaver on October 06, 2014, 02:26:23 pm
*If the lowest card cost in coins is zero, use a weighted arithmetic average, where the weights are the weights of the players owning that respective card, in Newtons.

The good news is that for arithmetic weighted averages, the actual unit of weight measurement cancels out and doesn't matter.

Unless I don't understand that clause, if I weight 100 kg and I am playing against my (hypothetical) 50 kg girlfriend, the weights do matter.

Well, first of all, 100 kg is your mass, not your weight.

His point is that if you measure the weight in a different unit, it will cancel out of the weighted average:

X = sum(w_i x_i , i=1..n) / sum(w_i, i=1..n).

Changing units is just changing the weights by a constant factor, which factors out of the numerator and denominator.

Ah, I didn't notice that he mentioned Newtons at the end of his sentence, that makes more sense.

About the mass - weight thing, there is no difference in the end result if we assume all people are playing in the same room :P

But it's an issue if you're Skype-Dominioning with your buddies on the Moon. 
Title: Re: Really bad card ideas
Post by: sudgy on October 06, 2014, 02:43:52 pm
the passing from masq is positive utility. if it didn't have it, it'd be weaker. and 100 times better. that's how it should be. but it'd be weaker.

Perhaps, but "+2 cards. You may trash a card from your hand." is just so boring..

Edge case puzzle! Find a situation where you'd rather have that version of Masq in your hand than a real Masq. I can think of a couple...

Your opponent has a curse and you don't.  Your deck would be the same, but his will be better.
Title: Re: Really bad card ideas
Post by: eHalcyon on October 06, 2014, 10:01:06 pm
the passing from masq is positive utility. if it didn't have it, it'd be weaker. and 100 times better. that's how it should be. but it'd be weaker.

Perhaps, but "+2 cards. You may trash a card from your hand." is just so boring..

Edge case puzzle! Find a situation where you'd rather have that version of Masq in your hand than a real Masq. I can think of a couple...

Is this really a puzzle that needs edge cases?  You'd rather have the non-passing version any time your hand is full of good cards.
Title: Re: Really bad card ideas
Post by: GeoLib on October 06, 2014, 10:08:33 pm
the passing from masq is positive utility. if it didn't have it, it'd be weaker. and 100 times better. that's how it should be. but it'd be weaker.

Perhaps, but "+2 cards. You may trash a card from your hand." is just so boring..

Edge case puzzle! Find a situation where you'd rather have that version of Masq in your hand than a real Masq. I can think of a couple...

Is this really a puzzle that needs edge cases?  You'd rather have the non-passing version any time your hand is full of good cards.

I started posting a reply and then stopped because I realized that it must have been sarcasm. It was sarcasm, right?
Title: Re: Really bad card ideas
Post by: liopoil on October 06, 2014, 10:17:48 pm
I don't think it was. ehalc is right, that case isn't very edgy, it's quite common.
Title: Re: Really bad card ideas
Post by: Awaclus on October 07, 2014, 01:33:04 am
I don't think it was. ehalc is right, that case isn't very edgy, it's quite common.
I thought GeoLib was referring to Gendo's post, not eHalcyon's.
Title: Re: Really bad card ideas
Post by: GeoLib on October 07, 2014, 01:53:04 am
I don't think it was. ehalc is right, that case isn't very edgy, it's quite common.
I thought GeoLib was referring to Gendo's post, not eHalcyon's.

Yeah, I was. I realize now that was ambiguous.
Title: Re: Really bad card ideas
Post by: Dsell on October 07, 2014, 02:27:41 am
Hellscout

Action - $4

+1 Action

The cost of all cards is reduced to $0 until you play another card. Set aside your hand. Draw 4 cards, then put cards on top of your deck until there are no non-victory cards in your hand. Put the set aside cards in your hand. Trash this. Gain a card from the trash costing from $3 to $6. Put it in your hand unless you have drawn any victory cards this turn.
---------------------
The cost of this card cannot be reduced.
Title: Re: Really bad card ideas
Post by: Joseph2302 on October 07, 2014, 07:46:15 am
(http://i57.tinypic.com/av3969.jpg)
Title: Re: Really bad card ideas
Post by: silverspawn on October 07, 2014, 08:03:36 am

that could be funny, except scout is not a bad card idea, it's just too weak. plus I think it has been done before. BAD POST!  :P
Title: Re: Really bad card ideas
Post by: silverspawn on October 07, 2014, 08:04:23 am
nooo don't upvote it >:(
Title: Re: Really bad card ideas
Post by: Awaclus on October 07, 2014, 08:12:56 am

that could be funny, except scout is not a bad card idea, it's just too weak. plus I think it has been done before. BAD POST!  :P
Well, it is a bad card idea.
Title: Re: Really bad card ideas
Post by: pacovf on October 07, 2014, 08:22:35 am
Quote
Really Bad Card Idea
Types: Action
Cost: 1$
Trash a joke card from your hand. If you did, +10 VP; otherwise gain a scout joke from the trash.
Title: Re: Really bad card ideas
Post by: silverspawn on October 07, 2014, 08:22:49 am

that could be funny, except scout is not a bad card idea, it's just too weak. plus I think it has been done before. BAD POST!  :P
Well, it is a bad card idea.
it's not.
Title: Re: Really bad card ideas
Post by: Witherweaver on October 07, 2014, 08:25:55 am
They can't all be the best $4 ever.
Title: Re: Really bad card ideas
Post by: Awaclus on October 07, 2014, 08:50:25 am

that could be funny, except scout is not a bad card idea, it's just too weak. plus I think it has been done before. BAD POST!  :P
Well, it is a bad card idea.
it's not.
It is.
Title: Re: Really bad card ideas
Post by: silverspawn on October 07, 2014, 08:51:09 am

that could be funny, except scout is not a bad card idea, it's just too weak. plus I think it has been done before. BAD POST!  :P
Well, it is a bad card idea.
it's not.
It is.
it's not.
Title: Re: Really bad card ideas
Post by: Awaclus on October 07, 2014, 09:03:31 am

that could be funny, except scout is not a bad card idea, it's just too weak. plus I think it has been done before. BAD POST!  :P
Well, it is a bad card idea.
it's not.
It is.
it's not.
It is.
Title: Re: Really bad card ideas
Post by: pacovf on October 07, 2014, 09:42:46 am
Wabbit season!
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on October 07, 2014, 11:34:27 am

that could be funny, except scout is not a bad card idea, it's just too weak. plus I think it has been done before. BAD POST!  :P

silverspawn's posts > everyone else's posts
Title: Re: Really bad card ideas
Post by: Witherweaver on October 07, 2014, 11:38:25 am
... they can't all be the best post ever
Title: Re: Really bad card ideas
Post by: pacovf on October 07, 2014, 11:41:33 am
They can't all be the best reference ever.
Title: Re: Really bad card ideas
Post by: silverspawn on October 07, 2014, 11:54:39 am
They can't all be the best reference ever.
and I don't even get the reference  :'(
Title: Re: Really bad card ideas
Post by: Awaclus on October 07, 2014, 12:51:58 pm
They can't all be the best reference ever.
and I don't even get the reference  :'(
Explorer is fine, why do people even complain about Explorer. They can't all be the best $5 ever.
Title: Re: Really bad card ideas
Post by: silverspawn on October 07, 2014, 01:02:16 pm
They can't all be the best reference ever.
and I don't even get the reference  :'(
Explorer is fine, why do people even complain about Explorer. They can't all be the best $5 ever.

no, you misunderstand. I got that reference. I even knew that he was talking about explorer before everyone else.

I don't get

Quote
silverspawn's posts > everyone else's posts

that reference
Title: Re: Really bad card ideas
Post by: Awaclus on October 07, 2014, 01:04:25 pm
They can't all be the best reference ever.
and I don't even get the reference  :'(
Explorer is fine, why do people even complain about Explorer. They can't all be the best $5 ever.

no, you misunderstand. I got that reference. I even knew that he was talking about explorer before everyone else.

I don't get

Quote
silverspawn's posts > everyone else's posts

that reference

It's the "greater than" symbol.
Title: Re: Really bad card ideas
Post by: silverspawn on October 07, 2014, 01:05:28 pm
They can't all be the best reference ever.
and I don't even get the reference  :'(
Explorer is fine, why do people even complain about Explorer. They can't all be the best $5 ever.

no, you misunderstand. I got that reference. I even knew that he was talking about explorer before everyone else.

I don't get

Quote
silverspawn's posts > everyone else's posts

that reference

It's the "greater than" symbol.

the french toast
Title: Re: Really bad card ideas
Post by: eHalcyon on October 07, 2014, 01:19:56 pm
Hellscout

Action - $4

+1 Action

The cost of all cards is reduced to $0 until you play another card. Set aside your hand. Draw 4 cards, then put cards on top of your deck until there are no non-victory cards in your hand. Put the set aside cards in your hand. Trash this. Gain a card from the trash costing from $3 to $6. Put it in your hand unless you have drawn any victory cards this turn.
---------------------
The cost of this card cannot be reduced.

This seems like it's meant to play exactly like Scout, but with more tedious execution. However, it enables a mega turn in which you produce many +Buy and then play this. You play nothing else after and drain all the VP easily.  Intended loophole?
Title: Re: Really bad card ideas
Post by: GendoIkari on October 07, 2014, 01:24:20 pm
the passing from masq is positive utility. if it didn't have it, it'd be weaker. and 100 times better. that's how it should be. but it'd be weaker.

Perhaps, but "+2 cards. You may trash a card from your hand." is just so boring..

Edge case puzzle! Find a situation where you'd rather have that version of Masq in your hand than a real Masq. I can think of a couple...

Is this really a puzzle that needs edge cases?  You'd rather have the non-passing version any time your hand is full of good cards.

Yeah, somehow I didn't think of the obvious in-your-face situation of having all good cards in hand. The situations I were thinking of involved having a bad card that you wanted to trash, but didn't want your opponent to have. Which could happen easily with Fairgrounds, perhaps giving your opponent an Estate or Copper (or even Curse) could boost his Fairgrounds. Or even if you're just building a different deck than your opponent; you might want to trash Silver because you have a good engine; but you don't want to give your opponent Silver.
Title: Re: Really bad card ideas
Post by: GendoIkari on October 07, 2014, 01:29:31 pm
Hellscout

Action - $4

+1 Action

The cost of all cards is reduced to $0 until you play another card. Set aside your hand. Draw 4 cards, then put cards on top of your deck until there are no non-victory cards in your hand. Put the set aside cards in your hand. Trash this. Gain a card from the trash costing from $3 to $6. Put it in your hand unless you have drawn any victory cards this turn.
---------------------
The cost of this card cannot be reduced.

This seems like it's meant to play exactly like Scout, but with more tedious execution. However, it enables a mega turn in which you produce many +Buy and then play this. You play nothing else after and drain all the VP easily.  Intended loophole?

It also allows you to play infinite cards on your if none of the top 4 cards of your deck are victory cards.
Title: Re: Really bad card ideas
Post by: Holger on October 07, 2014, 02:20:02 pm
Hellscout

Action - $4

+1 Action

The cost of all cards is reduced to $0 until you play another card. Set aside your hand. Draw 4 cards, then put cards on top of your deck until there are no non-victory cards in your hand. Put the set aside cards in your hand. Trash this. Gain a card from the trash costing from $3 to $6. Put it in your hand unless you have drawn any victory cards this turn.
---------------------
The cost of this card cannot be reduced.

This seems like it's meant to play exactly like Scout, but with more tedious execution. However, it enables a mega turn in which you produce many +Buy and then play this. You play nothing else after and drain all the VP easily.  Intended loophole?

It also allows you to play infinite cards on your if none of the top 4 cards of your deck are victory cards.

It only allows to play itself again when it fails, doesn't it? It doesn't play any card, and doesn't draw any non-green non-Scout. There's no useful infinite-play possibility AFAICS.
Title: Re: Really bad card ideas
Post by: pacovf on October 07, 2014, 02:45:37 pm
Hellscout

Action - $4

+1 Action

The cost of all cards is reduced to $0 until you play another card. Set aside your hand. Draw 4 cards, then put cards on top of your deck until there are no non-victory cards in your hand. Put the set aside cards in your hand. Trash this. Gain a card from the trash costing from $3 to $6. Put it in your hand unless you have drawn any victory cards this turn.
---------------------
The cost of this card cannot be reduced.

This seems like it's meant to play exactly like Scout, but with more tedious execution. However, it enables a mega turn in which you produce many +Buy and then play this. You play nothing else after and drain all the VP easily.  Intended loophole?

It also allows you to play infinite cards on your if none of the top 4 cards of your deck are victory cards.

It only allows to play itself again when it fails, doesn't it? It doesn't play any card, and doesn't draw any non-green non-Scout. There's no useful infinite-play possibility AFAICS.

On the other hand, you can trash it with Stonemason after five highways to get two provinces.
Title: Re: Really bad card ideas
Post by: Dsell on October 07, 2014, 11:27:05 pm
Hellscout

Action - $4

+1 Action

The cost of all cards is reduced to $0 until you play another card. Set aside your hand. Draw 4 cards, then put cards on top of your deck until there are no non-victory cards in your hand. Put the set aside cards in your hand. Trash this. Gain a card from the trash costing from $3 to $6. Put it in your hand unless you have drawn any victory cards this turn.
---------------------
The cost of this card cannot be reduced.

This seems like it's meant to play exactly like Scout, but with more tedious execution. However, it enables a mega turn in which you produce many +Buy and then play this. You play nothing else after and drain all the VP easily.  Intended loophole?

Not intended, though I realized it after the fact. The original wording was "...reduced to $0 while this is in play." That would have prevented the megaturn but meant you could bring other stuff from the trash. I changed the wording but forgot about closing up that loophole.

Yeah, the intention was tedious scout. Well, the original intention was complex do-nothing card, but close enough. There were several other interactions that worked differently than scout (Better for philosopher's stone! Worse for horn of plenty!) but I didn't mind those.
Title: Re: Really bad card ideas
Post by: GendoIkari on October 08, 2014, 12:18:29 am
Hellscout

Action - $4

+1 Action

The cost of all cards is reduced to $0 until you play another card. Set aside your hand. Draw 4 cards, then put cards on top of your deck until there are no non-victory cards in your hand. Put the set aside cards in your hand. Trash this. Gain a card from the trash costing from $3 to $6. Put it in your hand unless you have drawn any victory cards this turn.
---------------------
The cost of this card cannot be reduced.

This seems like it's meant to play exactly like Scout, but with more tedious execution. However, it enables a mega turn in which you produce many +Buy and then play this. You play nothing else after and drain all the VP easily.  Intended loophole?

It also allows you to play infinite cards on your if none of the top 4 cards of your deck are victory cards.

It only allows to play itself again when it fails, doesn't it? It doesn't play any card, and doesn't draw any non-green non-Scout. There's no useful infinite-play possibility AFAICS.

No, no useful infinite-play. But still infinite play, of the same card as many times as you want.
Title: Re: Really bad card ideas
Post by: Holger on October 08, 2014, 05:33:58 am
Hellscout

Action - $4

+1 Action

The cost of all cards is reduced to $0 until you play another card. Set aside your hand. Draw 4 cards, then put cards on top of your deck until there are no non-victory cards in your hand. Put the set aside cards in your hand. Trash this. Gain a card from the trash costing from $3 to $6. Put it in your hand unless you have drawn any victory cards this turn.
---------------------
The cost of this card cannot be reduced.

This seems like it's meant to play exactly like Scout, but with more tedious execution. However, it enables a mega turn in which you produce many +Buy and then play this. You play nothing else after and drain all the VP easily.  Intended loophole?

It also allows you to play infinite cards on your if none of the top 4 cards of your deck are victory cards.

It only allows to play itself again when it fails, doesn't it? It doesn't play any card, and doesn't draw any non-green non-Scout. There's no useful infinite-play possibility AFAICS.

No, no useful infinite-play. But still infinite play, of the same card as many times as you want.

Yes, but it's no more of a problem than revealing Moat or Secret Chamber infinitely often. And unlike Secret Chamber, it never makes sense to play the same Hellscout more than once, since you always draw and return the same four cards (unless you messed up the ordering of the four returned cards at the first time).
Title: Re: Really bad card ideas
Post by: Awaclus on October 08, 2014, 06:05:34 am
Hellscout

Action - $4

+1 Action

The cost of all cards is reduced to $0 until you play another card. Set aside your hand. Draw 4 cards, then put cards on top of your deck until there are no non-victory cards in your hand. Put the set aside cards in your hand. Trash this. Gain a card from the trash costing from $3 to $6. Put it in your hand unless you have drawn any victory cards this turn.
---------------------
The cost of this card cannot be reduced.

This seems like it's meant to play exactly like Scout, but with more tedious execution. However, it enables a mega turn in which you produce many +Buy and then play this. You play nothing else after and drain all the VP easily.  Intended loophole?
You don't even need a mega turn, "gain a Province and end your turn" for $4 is extremely good on its own.
Title: Re: Really bad card ideas
Post by: Holger on October 08, 2014, 07:21:29 am
Hellscout

Action - $4

+1 Action

The cost of all cards is reduced to $0 until you play another card. Set aside your hand. Draw 4 cards, then put cards on top of your deck until there are no non-victory cards in your hand. Put the set aside cards in your hand. Trash this. Gain a card from the trash costing from $3 to $6. Put it in your hand unless you have drawn any victory cards this turn.
---------------------
The cost of this card cannot be reduced.

This seems like it's meant to play exactly like Scout, but with more tedious execution. However, it enables a mega turn in which you produce many +Buy and then play this. You play nothing else after and drain all the VP easily.  Intended loophole?
You don't even need a mega turn, "gain a Province and end your turn" for $4 is extremely good on its own.

Right. But if you take the first sentence literally, the price of all cards will cost $0 until your next turn starts (at the least), allowing your opponents to play their next turn normally and still gain/buy Provinces (or any other non-Hellscout card) for $0. Therefore you should usually play another card after Hellscout to prevent this, unless you're sure the opponents won't get more Provinces out of it than you.
Title: Re: Really bad card ideas
Post by: silverspawn on October 08, 2014, 07:26:45 am
Long Conversation - Action - Victory - 0$
I didn't read it
---
Worth 0 VP
Title: Re: Really bad card ideas
Post by: markusin on October 08, 2014, 08:19:50 am
Long Conversation - Action - Victory - 0$
I didn't read it
---
Worth 0 VP
Subtle. I like it!
Title: Re: Really bad card ideas
Post by: eHalcyon on October 08, 2014, 12:22:13 pm
Hellscout

Action - $4

+1 Action

The cost of all cards is reduced to $0 until you play another card. Set aside your hand. Draw 4 cards, then put cards on top of your deck until there are no non-victory cards in your hand. Put the set aside cards in your hand. Trash this. Gain a card from the trash costing from $3 to $6. Put it in your hand unless you have drawn any victory cards this turn.
---------------------
The cost of this card cannot be reduced.

This seems like it's meant to play exactly like Scout, but with more tedious execution. However, it enables a mega turn in which you produce many +Buy and then play this. You play nothing else after and drain all the VP easily.  Intended loophole?

It also allows you to play infinite cards on your if none of the top 4 cards of your deck are victory cards.

It only allows to play itself again when it fails, doesn't it? It doesn't play any card, and doesn't draw any non-green non-Scout. There's no useful infinite-play possibility AFAICS.

No, no useful infinite-play. But still infinite play, of the same card as many times as you want.

The clause does mean that Hellscout whiffs less often if you combo with draw cards. Play Hellscout. If it whiffs, play a couple Peddlers or a Lab or Village-Smithy.  Now try Hellscout again.
Title: Re: Really bad card ideas
Post by: Dsell on October 08, 2014, 06:45:41 pm
Hellscout

Action - $4

+1 Action

The cost of all cards is reduced to $0 until you play another card. Set aside your hand. Draw 4 cards, then put cards on top of your deck until there are no non-victory cards in your hand. Put the set aside cards in your hand. Trash this. Gain a card from the trash costing from $3 to $6. Put it in your hand unless you have drawn any victory cards this turn.
---------------------
The cost of this card cannot be reduced.

This seems like it's meant to play exactly like Scout, but with more tedious execution. However, it enables a mega turn in which you produce many +Buy and then play this. You play nothing else after and drain all the VP easily.  Intended loophole?

It also allows you to play infinite cards on your if none of the top 4 cards of your deck are victory cards.

It only allows to play itself again when it fails, doesn't it? It doesn't play any card, and doesn't draw any non-green non-Scout. There's no useful infinite-play possibility AFAICS.

No, no useful infinite-play. But still infinite play, of the same card as many times as you want.

The clause does mean that Hellscout whiffs less often if you combo with draw cards. Play Hellscout. If it whiffs, play a couple Peddlers or a Lab or Village-Smithy.  Now try Hellscout again.

Making it the perfect fix for Scout!

Clearly the next edition of Dominion should be errata'd to include:

(Hell)Scout

Action - $4

+1 Action

The cost of all cards is reduced to $0 until this card is finished resolving. Set aside your hand. Draw 4 cards, then put cards on top of your deck until there are no non-victory cards in your hand. Put the set aside cards in your hand. Trash this. Gain a card from the trash costing from $3 to $6. Put it in your hand unless you have drawn any victory cards this turn.
---------------------
The cost of this card cannot be reduced.

(Contributing designer: Dsell)
Title: Re: Really bad card ideas
Post by: ConMan on October 08, 2014, 07:49:34 pm
Pyrrhus - $0
Victory
Worth 0VP
---
When you gain this, the game ends and you win. Burn all of your Dominion cards.
Title: Re: Really bad card ideas
Post by: Hydrad on October 08, 2014, 07:55:32 pm
Pyrrhus - $0
Victory
Worth 0VP
---
When you gain this, the game ends and you win. Burn all of your Dominion cards.

Hmm I'm interested in this card. I'll come over to your house and lets playtest it.
Title: Re: Really bad card ideas
Post by: ConMan on October 08, 2014, 10:55:38 pm
Pyrrhus - $0
Victory
Worth 0VP
---
When you gain this, the game ends and you win. Burn all of your Dominion cards.

Hmm I'm interested in this card. I'll come over to your house and lets playtest it.
Sure thing. Remember to bring your Dominion set, my copy is ... uh ... getting its nails done.
Title: Re: Really bad card ideas
Post by: Holger on October 09, 2014, 05:55:33 am
The clause does mean that Hellscout whiffs less often if you combo with draw cards. Play Hellscout. If it whiffs, play a couple Peddlers or a Lab or Village-Smithy.  Now try Hellscout again.

Making it the perfect fix for Scout!
[...]

It'd still be quite weak, I think. :P Why not keep the "nuclear option" of all cards costing $0 for a round? It would strengthen Scout a little more but rarely be overpowered. I wonder if this could actually be an interesting mechanics to try on a card...
Title: Re: Really bad card ideas
Post by: eHalcyon on October 09, 2014, 09:36:45 pm
The clause does mean that Hellscout whiffs less often if you combo with draw cards. Play Hellscout. If it whiffs, play a couple Peddlers or a Lab or Village-Smithy.  Now try Hellscout again.

Making it the perfect fix for Scout!
[...]

It'd still be quite weak, I think. :P Why not keep the "nuclear option" of all cards costing $0 for a round? It would strengthen Scout a little more but rarely be overpowered. I wonder if this could actually be an interesting mechanics to try on a card...

As Awaclus pointed out, the new version would still let you gain a minimum of 1 Province or Colony on your turn for free.  And it just gets crazier with +Buy.  It would definitely be broken.

It might be viable to have a card that reduces costs by 2-4 (better than Bridge and Highway) that is lost if you play any more cards.  Just not "everything is free".
Title: Re: Really bad card ideas
Post by: Dsell on October 10, 2014, 12:45:17 am
No no, I fixed it. Notice the bolded line. It's perfect now.
Title: Re: Really bad card ideas
Post by: Holger on October 10, 2014, 04:53:46 am
The clause does mean that Hellscout whiffs less often if you combo with draw cards. Play Hellscout. If it whiffs, play a couple Peddlers or a Lab or Village-Smithy.  Now try Hellscout again.

Making it the perfect fix for Scout!
[...]

It'd still be quite weak, I think. :P Why not keep the "nuclear option" of all cards costing $0 for a round? It would strengthen Scout a little more but rarely be overpowered. I wonder if this could actually be an interesting mechanics to try on a card...

As Awaclus pointed out, the new version would still let you gain a minimum of 1 Province or Colony on your turn for free.  And it just gets crazier with +Buy.  It would definitely be broken.

It might be viable to have a card that reduces costs by 2-4 (better than Bridge and Highway) that is lost if you play any more cards.  Just not "everything is free".

As I pointed out above, it wouldn't be clearly broken because (taken literally) the other players will also get the Province/Colony for free in their next turn, and they don't have to sacrifice an Action (and their buy phase) for it, so they can also gain Provinces from Workshop, Remodeling Copper etc., which the Hellscout player can't. Usually you'll only want to use the "free Province" option if you can end the game with it, or if you have more buys than your opponents have buys+gains in their next turn. It might still be broken because of the megaturn potential, but then it (almost) doesn't do you any good in previous turns if you have no green.
Title: Re: Really bad card ideas
Post by: eHalcyon on October 10, 2014, 01:08:40 pm
The clause does mean that Hellscout whiffs less often if you combo with draw cards. Play Hellscout. If it whiffs, play a couple Peddlers or a Lab or Village-Smithy.  Now try Hellscout again.

Making it the perfect fix for Scout!
[...]

It'd still be quite weak, I think. :P Why not keep the "nuclear option" of all cards costing $0 for a round? It would strengthen Scout a little more but rarely be overpowered. I wonder if this could actually be an interesting mechanics to try on a card...

As Awaclus pointed out, the new version would still let you gain a minimum of 1 Province or Colony on your turn for free.  And it just gets crazier with +Buy.  It would definitely be broken.

It might be viable to have a card that reduces costs by 2-4 (better than Bridge and Highway) that is lost if you play any more cards.  Just not "everything is free".

As I pointed out above, it wouldn't be clearly broken because (taken literally) the other players will also get the Province/Colony for free in their next turn, and they don't have to sacrifice an Action (and their buy phase) for it, so they can also gain Provinces from Workshop, Remodeling Copper etc., which the Hellscout player can't. Usually you'll only want to use the "free Province" option if you can end the game with it, or if you have more buys than your opponents have buys+gains in their next turn. It might still be broken because of the megaturn potential, but then it (almost) doesn't do you any good in previous turns if you have no green.

Ah, forgot about that. But yes, it is too ridiculous as is with any way to get multiple +Buy.
Title: Re: Really bad card ideas
Post by: Tombolo on October 20, 2014, 07:21:16 am
Scout Regiment
$4 Action
+1 Action
Reveal the top 4 cards of your deck. Put the revealed Titans into your hand. Put the other cards on top of your deck in any order.
Title: Re: Really bad card ideas
Post by: eHalcyon on October 20, 2014, 11:32:47 am
Scout Regiment
$4 Action
+1 Action
Reveal the top 4 cards of your deck. Put the revealed Titans into your hand. Put the other cards on top of your deck in any order.

Is this an SnK reference?
Title: Re: Really bad card ideas
Post by: Gherald on October 22, 2014, 07:19:20 pm
Meh - $3 - Action
+1 Action
Look at the top card of your deck, then discard or maybe put it in your hand, or in the trash or whatever
Title: Re: Really bad card ideas
Post by: Minotaur on October 22, 2014, 09:14:31 pm
Look Out!
Action
Cost: 3

Throw any number of cards from your hand in any direction.  The first player hit by any given card gains that card.  Any cards which do not hit anyone return to your hand.
Title: Re: Really bad card ideas
Post by: Sidsel on October 23, 2014, 04:47:56 am
Look Out!
Action
Cost: 3

Throw any number of cards from your hand in any direction.  The first player hit by any given card gains that card.  Any cards which do not hit anyone return to your hand.

Boomerang
Action
Cost: 3
After playing this, any cards trashed during your turn return to your hand at the end of your turn.

The cat came back
Action
Cost: 2
After playing this, any curse or copper trashed during your turn return to your hand at the end of your turn.

(Combos with fairgrounds if nothing else...)
Title: Re: Really bad card ideas
Post by: Asper on October 23, 2014, 08:02:02 am
Hellscout

Action - $4

+1 Action

The cost of all cards is reduced to $0 until you play another card. Set aside your hand. Draw 4 cards, then put cards on top of your deck until there are no non-victory cards in your hand. Put the set aside cards in your hand. Trash this. Gain a card from the trash costing from $3 to $6. Put it in your hand unless you have drawn any victory cards this turn.
---------------------
The cost of this card cannot be reduced.

This seems like it's meant to play exactly like Scout, but with more tedious execution. However, it enables a mega turn in which you produce many +Buy and then play this. You play nothing else after and drain all the VP easily.  Intended loophole?

It also allows you to play infinite cards on your if none of the top 4 cards of your deck are victory cards.

It only allows to play itself again when it fails, doesn't it? It doesn't play any card, and doesn't draw any non-green non-Scout. There's no useful infinite-play possibility AFAICS.

Conspirators. Throne Rooms. The option to rearrange your top four cards as often as you want to enable an engine.
Title: Re: Really bad card ideas
Post by: Holger on October 23, 2014, 09:45:11 am
Hellscout

Action - $4

+1 Action

The cost of all cards is reduced to $0 until you play another card. Set aside your hand. Draw 4 cards, then put cards on top of your deck until there are no non-victory cards in your hand. Put the set aside cards in your hand. Trash this. Gain a card from the trash costing from $3 to $6. Put it in your hand unless you have drawn any victory cards this turn.
---------------------
The cost of this card cannot be reduced.

This seems like it's meant to play exactly like Scout, but with more tedious execution. However, it enables a mega turn in which you produce many +Buy and then play this. You play nothing else after and drain all the VP easily.  Intended loophole?

It also allows you to play infinite cards on your if none of the top 4 cards of your deck are victory cards.

It only allows to play itself again when it fails, doesn't it? It doesn't play any card, and doesn't draw any non-green non-Scout. There's no useful infinite-play possibility AFAICS.

Conspirators. Throne Rooms. The option to rearrange your top four cards as often as you want to enable an engine.

I don't see any infinite play with Conspirator, nor with Throne Room: TR-Hellscout gives an extra Action each time you play TR, but there's at most ten TR in your deck (plus ten BoM...). Apart from that, using your TR on any cantrip instead of Hellscout is superior when you have no VP cards left in your deck.

Rearranging the same top four cards infinitely often doesn't help you either. There's only finitely many card drawers that you can play inbetween to make Hellscout's reordering matter.
Title: Re: Really bad card ideas
Post by: Asper on November 02, 2014, 05:28:19 am
Hellscout

Action - $4

+1 Action

The cost of all cards is reduced to $0 until you play another card. Set aside your hand. Draw 4 cards, then put cards on top of your deck until there are no non-victory cards in your hand. Put the set aside cards in your hand. Trash this. Gain a card from the trash costing from $3 to $6. Put it in your hand unless you have drawn any victory cards this turn.
---------------------
The cost of this card cannot be reduced.

This seems like it's meant to play exactly like Scout, but with more tedious execution. However, it enables a mega turn in which you produce many +Buy and then play this. You play nothing else after and drain all the VP easily.  Intended loophole?

It also allows you to play infinite cards on your if none of the top 4 cards of your deck are victory cards.

It only allows to play itself again when it fails, doesn't it? It doesn't play any card, and doesn't draw any non-green non-Scout. There's no useful infinite-play possibility AFAICS.

Conspirators. Throne Rooms. The option to rearrange your top four cards as often as you want to enable an engine.

I don't see any infinite play with Conspirator, nor with Throne Room: TR-Hellscout gives an extra Action each time you play TR, but there's at most ten TR in your deck (plus ten BoM...). Apart from that, using your TR on any cantrip instead of Hellscout is superior when you have no VP cards left in your deck.

Rearranging the same top four cards infinitely often doesn't help you either. There's only finitely many card drawers that you can play inbetween to make Hellscout's reordering matter.

The question was whether there are useful applications of playing it unlimited times. As life is finite, playing it unlimited times is impossible regardless of Dominion. Therefore the only reasonable question is whether it can be useful to play it as many times as you want. The cards i listed have a benefit from it, though Throne Room arguably is worth it for the extra actions. Conspirators can be activated with only one Action Card in hand. And if you play something like Village/Smithy, being able to change your deck every time before you play a Smithy is definitely valuable. It's not like i said it would be broken, anyhow.
Title: Re: Really bad card ideas
Post by: silverspawn on November 02, 2014, 09:44:34 am
Treasure - 5$
Worth 2$
--
While this is in Play, when you gain a card, gain a silver.

SLOG - Action - Looter - 4$
Take 100 VP tokens, trash your deck, then gain all coppers, curses, and ruins from the supply.
Title: Re: Really bad card ideas
Post by: sudgy on November 02, 2014, 12:21:23 pm
Treasure - 5$
Worth 2$
--
While this is in Play, when you gain a card, gain a silver.

SLOG - Action - Looter - 4$
Take 100 VP tokens, trash your deck, then gain all coppers, curses, and ruins from the supply.

Hey, the first one would be an interesting idea, but maybe when you buy a card instead...

Also, I hope you know that the second one ends the game when you play it...
Title: Re: Really bad card ideas
Post by: silverspawn on November 02, 2014, 01:01:08 pm
Hey, the first one would be an interesting idea, but maybe when you buy a card instead...
blip (http://www.scon.comze.com/dominion/requests/silverspawn/Grail.png)

Also, I hope you know that the second one ends the game when you play it...
yes, that was the main joke
Title: Re: Really bad card ideas
Post by: Holger on November 04, 2014, 11:14:37 am
Hellscout

Action - $4

+1 Action

The cost of all cards is reduced to $0 until you play another card. Set aside your hand. Draw 4 cards, then put cards on top of your deck until there are no non-victory cards in your hand. Put the set aside cards in your hand. Trash this. Gain a card from the trash costing from $3 to $6. Put it in your hand unless you have drawn any victory cards this turn.
---------------------
The cost of this card cannot be reduced.

This seems like it's meant to play exactly like Scout, but with more tedious execution. However, it enables a mega turn in which you produce many +Buy and then play this. You play nothing else after and drain all the VP easily.  Intended loophole?

It also allows you to play infinite cards on your if none of the top 4 cards of your deck are victory cards.

It only allows to play itself again when it fails, doesn't it? It doesn't play any card, and doesn't draw any non-green non-Scout. There's no useful infinite-play possibility AFAICS.

Conspirators. Throne Rooms. The option to rearrange your top four cards as often as you want to enable an engine.

I don't see any infinite play with Conspirator, nor with Throne Room: TR-Hellscout gives an extra Action each time you play TR, but there's at most ten TR in your deck (plus ten BoM...). Apart from that, using your TR on any cantrip instead of Hellscout is superior when you have no VP cards left in your deck.

Rearranging the same top four cards infinitely often doesn't help you either. There's only finitely many card drawers that you can play inbetween to make Hellscout's reordering matter.

The question was whether there are useful applications of playing it unlimited times. As life is finite, playing it unlimited times is impossible regardless of Dominion. Therefore the only reasonable question is whether it can be useful to play it as many times as you want. The cards i listed have a benefit from it, though Throne Room arguably is worth it for the extra actions. Conspirators can be activated with only one Action Card in hand. And if you play something like Village/Smithy, being able to change your deck every time before you play a Smithy is definitely valuable. It's not like i said it would be broken, anyhow.

I think you're confusing "unlimited" with "multiple". With Conspirator, it makes sense to play HS twice to activate it, but it makes no sense to play it any more times. Likewise, you can't play it more than ten times with TR since there's only ten TR's, you don't need to play it more than once before each Smithy etc.
Title: Re: Really bad card ideas
Post by: Minotaur on November 04, 2014, 02:52:18 pm
Time to reboot the metacards from 40 pages back or whatever!

Metagovernor
Action
Cost: 4

+1 Action
Each player gains a Governor.  Yours goes in your hand.


Metamasterpiece
Treasure
Cost: $3+

You may overpay for this.  For each $ overpaid, gain a Masterpiece as if you had overpaid for it by the amount you overpaid for Metamasterpiece.

(Masterpiece is henceforth known as Metasilver)


Metatactician
Action
Cost: $4

+1 Action.
Discard your hand.  Gain a Tactician and a Curse in hand.
Title: Re: Really bad card ideas
Post by: Asper on November 04, 2014, 06:02:57 pm
Hellscout

Action - $4

+1 Action

The cost of all cards is reduced to $0 until you play another card. Set aside your hand. Draw 4 cards, then put cards on top of your deck until there are no non-victory cards in your hand. Put the set aside cards in your hand. Trash this. Gain a card from the trash costing from $3 to $6. Put it in your hand unless you have drawn any victory cards this turn.
---------------------
The cost of this card cannot be reduced.

This seems like it's meant to play exactly like Scout, but with more tedious execution. However, it enables a mega turn in which you produce many +Buy and then play this. You play nothing else after and drain all the VP easily.  Intended loophole?

It also allows you to play infinite cards on your if none of the top 4 cards of your deck are victory cards.

It only allows to play itself again when it fails, doesn't it? It doesn't play any card, and doesn't draw any non-green non-Scout. There's no useful infinite-play possibility AFAICS.

Conspirators. Throne Rooms. The option to rearrange your top four cards as often as you want to enable an engine.

I don't see any infinite play with Conspirator, nor with Throne Room: TR-Hellscout gives an extra Action each time you play TR, but there's at most ten TR in your deck (plus ten BoM...). Apart from that, using your TR on any cantrip instead of Hellscout is superior when you have no VP cards left in your deck.

Rearranging the same top four cards infinitely often doesn't help you either. There's only finitely many card drawers that you can play inbetween to make Hellscout's reordering matter.

The question was whether there are useful applications of playing it unlimited times. As life is finite, playing it unlimited times is impossible regardless of Dominion. Therefore the only reasonable question is whether it can be useful to play it as many times as you want. The cards i listed have a benefit from it, though Throne Room arguably is worth it for the extra actions. Conspirators can be activated with only one Action Card in hand. And if you play something like Village/Smithy, being able to change your deck every time before you play a Smithy is definitely valuable. It's not like i said it would be broken, anyhow.

I think you're confusing "unlimited" with "multiple". With Conspirator, it makes sense to play HS twice to activate it, but it makes no sense to play it any more times. Likewise, you can't play it more than ten times with TR since there's only ten TR's, you don't need to play it more than once before each Smithy etc.

Unlimited includes multiple and being able to play it unlimited times grants the benefits of being able to play it multiple times. If you had said "I don't see the benefit of playing it unlimited times over playing it 10000 times", you would be right. But you didn't, and so you are talking about playing it an arbitrary number of times in contrast to playing it once, which includes 2, 3 or 10 times. So still, being able to play it twice for Conspirators is a result of being able to play it unlimited times.
Title: Re: Really bad card ideas
Post by: Holger on November 05, 2014, 09:22:33 am
Unlimited includes multiple and being able to play it unlimited times grants the benefits of being able to play it multiple times. If you had said "I don't see the benefit of playing it unlimited times over playing it 10000 times", you would be right. But you didn't, and so you are talking about playing it an arbitrary number of times in contrast to playing it once, which includes 2, 3 or 10 times. So still, being able to play it twice for Conspirators is a result of being able to play it unlimited times.

This is just semantic games. 2 is as "limited" a number as 1, and you can already play any Action card "several times" due to TR, KC etc. Would you claim that it can make sense to reveal Secret Chamber an unlimited number of times, just because you may want to reveal it twice?

But I specifically said "infinite-play", and 2 and 10 are certainly not infinite numbers.
Title: Re: Really bad card ideas
Post by: Asper on November 06, 2014, 07:08:25 am
Unlimited includes multiple and being able to play it unlimited times grants the benefits of being able to play it multiple times. If you had said "I don't see the benefit of playing it unlimited times over playing it 10000 times", you would be right. But you didn't, and so you are talking about playing it an arbitrary number of times in contrast to playing it once, which includes 2, 3 or 10 times. So still, being able to play it twice for Conspirators is a result of being able to play it unlimited times.

This is just semantic games. 2 is as "limited" a number as 1, and you can already play any Action card "several times" due to TR, KC etc. Would you claim that it can make sense to reveal Secret Chamber an unlimited number of times, just because you may want to reveal it twice?

But I specifically said "infinite-play", and 2 and 10 are certainly not infinite numbers.

If you demand me to name a use case where Hellscout is played unlimited times, you demand something that's impossible - without regards to the card itself.

I allrady told you the reason, too: No card can be played infinite times, it's inherently impossible. A card that can be played as often as you want may grant a benefit, though, and Hellscout is one of those cards.

Secret Chamber on the other hand is not - unless you count stalling the game until your opponents starve to death. The problem with your semantics - which are all that matters here - is that even if Secret Chamber gave me 1$ each time i revealed it, infinite-reveal would still be impossible (and therefore useless), while arbitrary reveal would be broken.
Title: Re: Really bad card ideas
Post by: BraveBear on November 06, 2014, 01:41:53 pm
Random Market -Action ($3)

+$2

Look at the top of the randomizer deck.  Either place that cards pile in the kingdom or place the card on the bottom of the randomizer deck.  Trash this.
Title: Re: Really bad card ideas
Post by: thespaceinvader on November 10, 2014, 05:52:29 am
Time to reboot the metacards from 40 pages back or whatever!

Metagovernor
I never metagovernor I didn't like.

Bad pun
Reaction - £0
If an opponent makes a bad pun you may reveal and discard this.  If you do, groan audibly, then, +1 card.

It's sad that I started out with a version of that that didn't work at all and felt the need to spend a minute fixing it so it would actually work and not be overpowered.
Title: Re: Really bad card ideas
Post by: Asper on November 10, 2014, 05:55:32 am
Time to reboot the metacards from 40 pages back or whatever!

Metagovernor
I never metagovernor I didn't like.

Bad pun
Reaction - £0
If an opponent makes a bad pun you may reveal and discard this.  If you do, groan audibly, then, +1 card.

It's sad that I started out with a version of that that didn't work at all and felt the need to spend a minute fixing it so it would actually work and not be overpowered.

I don't like this. It's only a slightly bad card idea. A really bad card idea should at least be overpowered or something...  :P
Title: Re: Really bad card ideas
Post by: spiralstaircase on November 10, 2014, 02:33:43 pm
Scout Master
Action - $4
Reveal your hand. Gain a province for each revealed Scout.
----
Setup:
If Scout Master is not in the kingdom, add it to the kingdom.
If Scout Master is in the kingdom, add Scout to the kingdom.
If Scout Master is in the kingdom, remove Scout master from the kingdom.
Title: Re: Really bad card ideas
Post by: Minotaur on November 10, 2014, 02:51:12 pm
Questionable Scout Enabler (or - Scout's Manual)
Action
Cost: $3

+1 action
Look through your discard pile.  Reveal any number of Victory cards from your discard pile and place them on top of your deck in any order.
Title: Re: Really bad card ideas
Post by: Tables on November 10, 2014, 03:09:29 pm
Questionable Scout Enabler (or - Scout's Manual)
Action
Cost: $3

+1 action
Look through your discard pile.  Reveal any number of Victory cards from your discard pile and place them on top of your deck in any order.

It's a three card combo with Scout and something that cares about hand size or victory cards in hand. I like it.
Title: Re: Really bad card ideas
Post by: Minotaur on November 10, 2014, 07:24:31 pm
Questionable Scout Enabler (or - Scout's Manual)
Action
Cost: $3

+1 action
Look through your discard pile.  Reveal any number of Victory cards from your discard pile and place them on top of your deck in any order.

It's a three card combo with Scout and something that cares about hand size or victory cards in hand. I like it.

Scout, Manual, and Crossroads late in the shuffle, sure.  Way too many contingencies even then... might be worth it if your Victory card is Nobles, but by that point, where are your treasures coming from?

Why does Scout have to be so bad?
Title: Re: Really bad card ideas
Post by: Axxle on November 12, 2014, 10:17:21 pm
Time to reboot the metacards from 40 pages back or whatever!

Metagovernor
I never metagovernor I didn't like.
Not a Walking Dead fan I take it?
Title: Re: Really bad card ideas
Post by: Elanchana on November 20, 2014, 12:12:01 pm
Oh man. I was just thinking about how some Sopio principles would transfer over to Dominion and for some cards I thought "Wow, that would be a TERRIBLE idea."

Party Mode
Play cards this turn until your hand is empty.
(Alternatively: Play all action cards in your hand until you have no more action cards.)

Clowndragon
When an opponent plays a card, you may activate (discard) this from your hand. If you do, discard the card they are playing and the rest of their hand.

Everyone's A Winner
Until the end of your next turn, all point values are reversed.

Junkyard Dave
For your next three turns, draw from your discard pile instead of your deck.
Title: Re: Really bad card ideas
Post by: Axxle on November 24, 2014, 01:22:06 am
Junkyard Dave
For your next three turns, draw from your discard pile instead of your deck.
I don't know how Sopio is played but assuming each person in the group takes turns in order like dominion, "next three turns" sounds like terribly fiddly rules text for something to have.
Title: Re: Really bad card ideas
Post by: Minotaur on November 24, 2014, 01:53:31 am
Having piles count as other piles and putting "junkyard" in the name has been done.

Junkyard Dog
Cost: 5
+1 card
+1 action
+1 buy

You may trash up to three cards from your hand. You may gain up to two cards from the trash; at most one of them may cost more than 2 coins.

SETUP: The Trash pile counts toward the three-pile ending.


Now, about Dave.  When you draw from your discard pile, do you shuffle your discard pile every time you discard, and keep the pile face down?  Or do you draw from the top (and keep the cards face up as usual)?  And I assume you get to choose the discard "order" as usual during clean-up... Dave would be the first card to care about the "order" of the discard pile.  Warehouse would be hilarious, but not that great.  Cellar would be horrible.  And if you "draw" your whole "deck" (discard pile), do you shuffle your discard pile into your deck, only to make your deck become your discard pile, and therefore your "deck"?  I am hurting my brain.
Title: Re: Really bad card ideas
Post by: Elanchana on November 24, 2014, 02:11:13 am
I kind of cheated on Junkyard Dave - in Sopio it says "draw from THE discard pile instead of THE deck", because there's only one. It's a lot easier to keep track of in Sopio because turns go by a lot faster so there's not much room for error. But that's why it was one of the cards I picked for that post, precisely because it would be confusing as hell in Dominion. All I can say is that in Sopio, the purpose of drawing from the discard pile is so that you can know what you're drawing before you actually pick it up (although it might change depending on what other players discard). You can factor that in if you want to try to figure out how the concept would even work in a Dominion setting.
Title: Re: Really bad card ideas
Post by: silverspawn on November 24, 2014, 04:22:00 pm
Quote
Blackst smithy - Action - 4$
+30 Cards

Tear this into pieces.
Title: Re: Really bad card ideas
Post by: pacovf on November 24, 2014, 04:33:05 pm
Quote
Win
Types: Action
Cost: $9
You win the Game.

Completely OP.

We all just lost, by the way.
Title: Re: Really bad card ideas
Post by: Asper on November 27, 2014, 01:26:06 pm
Explorer costs too much. The Province revealing is not that useful, either. So i thought you could kill two birds with one stone:

Quote
Explorer, 4$
Gain a Silver, putting it in your hand

Of course that's a nice, balanced vanilla-ish card. I like such cards, but i know a lot of people want a bit of complexity to have some kind of choices. So maybe we could add choices:


Quote
Explorer, 5$
Gain a Silver, putting it in your hand. You may discard it. If you do, chose one: +2 actions; +2 buys


Problem is, this increases the use of Explorer and so it would arguably have to cost 5$ again, which i think is one of the card's problems. So maybe make it a bit weaker by giving it a coin penalty:


Quote
Explorer, 4$
-1$
Gain a Silver, putting it in your hand. You may discard it. If you do, +2$ and chose one: +2 actions; +2 buys


That's better, isn't it? A bit too complex, i guess. Probably we can simplify it and even buff the card a bit by making sure it doesn't fail as miserably when the Silver pile is empty. Like:


Quote
Explorer, 4$
+1$
Chose one: +2 actions; +2 buys; or gain a Silver


The only problem here is that i'm not too sure this isn't too good for 4$, again. If it turns out to be, you could weaken it a bit again by forcing some kind of penality on it. The play effect looks fine to me, and i don't want it to grow unnecessarily complex. Maybe some on-trash effect that you don't want would work, like having the player gain a useless card like Spy or Thief? Dominion cards don't reference other kingdom cards, but you can simplify it by saying "an attack card":


Quote
Explorer, 4$
+1$
Chose one: +2 actions; +2 buys; or gain a Silver

When you trash this, gain an attack card.


What do you think? Is this still too good for 4$? Or is the penalty too brutal? Maybe it is, but i'd rather reduce the price of the card further than having it be useless at 5$ again. Let me know what you think.
Title: Re: Really bad card ideas
Post by: faust on November 27, 2014, 01:31:01 pm
Why do people even complain about Explorer?
Title: Re: Really bad card ideas
Post by: silverspawn on November 27, 2014, 01:40:28 pm
explorer is elegant, simple, and unique. there is no reason to change it.
Title: Re: Really bad card ideas
Post by: Awaclus on November 27, 2014, 01:49:49 pm
explorer is elegant, simple, and unique. there is no reason to change it.

But Opera is better.
Title: Re: Really bad card ideas
Post by: pacovf on November 27, 2014, 02:22:27 pm
explorer is elegant, simple, and unique. there is no reason to change it.

But Opera is better.

You win all the chrome for today.
Title: Re: Really bad card ideas
Post by: Marcory on November 27, 2014, 03:57:37 pm
With all that chrome, you can afford to take a safari.
Title: Re: Really bad card ideas
Post by: eHalcyon on November 27, 2014, 04:13:17 pm
explorer is elegant, simple, and unique. there is no reason to change it.

But Opera is better.

(http://i.imgur.com/EOxBRRZ.gif)
Title: Re: Really bad card ideas
Post by: pacovf on November 27, 2014, 04:14:18 pm
With all that chrome, you can afford to take a safari.

Instead of taking a safari, you could travel to the Himalayas to try to domesticate a red panda (https://en.wikipedia.org/wiki/Red_panda#Cultural_depictions).
Title: Re: Really bad card ideas
Post by: liopoil on November 27, 2014, 04:23:09 pm
With all that chrome, you can afford to take a safari.

Instead of taking a safari, you could travel to the Himalayas to try to domesticate a red panda (https://en.wikipedia.org/wiki/Red_panda#cultural_depictions).
I swear, I tried to get a firefox joke to work too, found this wikipedia article, but decided it was too convoluted.
Title: Re: Really bad card ideas
Post by: eHalcyon on November 27, 2014, 04:31:54 pm
By the way, that Explorer meme has an easter egg if you wait the ~15 seconds for it to finish loading.
Title: Re: Really bad card ideas
Post by: silverspawn on November 27, 2014, 04:34:23 pm
By the way, that Explorer meme has an easter egg if you wait the ~15 seconds for it to finish loading.

we're explaining easter eggs now too?

I had already found it :P
Title: Re: Really bad card ideas
Post by: eHalcyon on November 27, 2014, 04:39:11 pm
By the way, that Explorer meme has an easter egg if you wait the ~15 seconds for it to finish loading.

we're explaining easter eggs now too?

I had already found it :P

I just don't want people to miss out!
Title: Re: Really bad card ideas
Post by: Marcory on November 27, 2014, 05:26:13 pm
With all these browser jokes, no one could find their way to the most obvious? Surely we need a Navigator.
Title: Re: Really bad card ideas
Post by: Marcory on November 27, 2014, 05:27:14 pm
That's funny because Navigator is both a Dominion card and an old browser, see?
Title: Re: Really bad card ideas
Post by: pacovf on November 27, 2014, 05:33:31 pm
With all that chrome, you can afford to take a safari.

Instead of taking a safari, you could travel to the Himalayas to try to domesticate a red panda (https://en.wikipedia.org/wiki/Red_panda#cultural_depictions).
I swear, I tried to get a firefox joke to work too, found this wikipedia article, but decided it was too convoluted.

Would you say that you were afraid people wouldn't be able to connect with your joke?

...I think I need to work on my peer-to-peer standards.

...Because they are too low.
Title: Re: Really bad card ideas
Post by: Asper on November 27, 2014, 06:38:03 pm
That's funny because Navigator is both a Dominion card and an old browser, see?

I'm glad you explained that. Thank you.

Maybe i should explain my post too. Just to make it funnier.
Title: Re: Really bad card ideas
Post by: Marcory on November 29, 2014, 10:17:46 am
Russian Roulette Action $8

Each player reveals and discards the top 5 cards of his deck. If any of the revealed cards is a Victory cards, trash your hand, deck, discard pile, and all of your cards in play and gain 7 coppers and 3 Estates.

If none of the revealed cards is a Victory card, gain 2 cards whose total cost is up to $20.
------
When you gain this, each player (including you) gains an Estate.

(The Estate gain is to keep this from being OP)
Title: Re: Really bad card ideas
Post by: market squire on November 29, 2014, 10:27:58 am
Suicide (Action) P
Die.



(Puzzle: How can you force an opponent to die, assuming he himself has no suicidal interest?)
Title: Re: Really bad card ideas
Post by: pacovf on November 29, 2014, 10:34:37 am
Russian Roulette Action $8

Each player reveals and discards the top 5 cards of his deck. If any of the revealed cards is a Victory cards, trash your hand, deck, discard pile, and all of your cards in play and gain 7 coppers and 3 Estates.

If none of the revealed cards is a Victory card, gain 2 cards whose total cost is up to $20.
------
When you gain this, each player (including you) gains an Estate.

(The Estate gain is to keep this from being OP)

Oh, I like the idea.

Quote
Russian Roulette
Types: Action
Cost: $7
Discard the top card of your deck. If it was a Victory card, return to the supply all cards from your hand, deck, discard pile and play area, then gain 7 coppers and 3 Estates. Otherwise, the player to your left plays this.

The first time Russian Roulette is played in a turn, gain a Victory card.




Suicide (Action) P
Die.



(Puzzle: How can you force an opponent to die, assuming he himself has no suicidal interest?)

Possession.
Title: Re: Really bad card ideas
Post by: faust on November 29, 2014, 11:58:13 am
Suicide (Action) P
Die.



(Puzzle: How can you force an opponent to die, assuming he himself has no suicidal interest?)

Possession is boring, so this is a much better solution:

Opponent's turn. He plays Village, Menagerie (revealing 2x Throne Room, Masquerade, Estate). Then he plays Scout (!), revealing 4 Coppers and putting them all back. Then he plays Throne Room-Throne Room-Masquerade. You see your chance and pass him Suicide on the second Masquerade play. Now he dies twice!
Title: Re: Really bad card ideas
Post by: liopoil on November 29, 2014, 12:00:09 pm
He just trashes the suicide.
Title: Re: Really bad card ideas
Post by: silverspawn on November 29, 2014, 12:08:36 pm
He just trashes the suicide.
yes, but it was almost cool

you could add a "when you trash this, return it to your hand" clause to suicide.
Title: Re: Really bad card ideas
Post by: faust on November 29, 2014, 12:10:18 pm
He just trashes the suicide.

Didn't you read properly?

Suicide Fortress (Action) P
Die.
_______________________

When you trash this, put it into your hand.

(Puzzle: How can you force an opponent to die, assuming he himself has no suicidal interest?)
Title: Re: Really bad card ideas
Post by: pacovf on November 29, 2014, 12:43:01 pm
He just trashes the suicide.

Didn't you read properly?

Suicide Fortress (Action) P
Die.
_______________________

When you trash this, put it into your hand.

(Puzzle: How can you force an opponent to die, assuming he himself has no suicidal interest?)

Meh, if you don't like Possession, just wait until he Princes Throne Room, then pass him Suicide with your Masquerade after checking he has no other action card in hand with Cutpurse.

Or, if he Princes a Herald instead, then you just have to Ambassador him a Suicide, then play Spy until Suicide is on top of his deck. Finally, play Bureaucrat so that he topdecks a Victory card from hand. Congratulations! You can now be charged with Manslaughter.

EDIT: Extra (simple) puzzle: how to do this in a way that your opponent couldn't expect before you started your turn?
Title: Re: Really bad card ideas
Post by: Dsell on November 29, 2014, 12:53:06 pm
He just trashes the suicide.

Didn't you read properly?

Suicide Fortress (Action) P
Die.
_______________________

When you trash this, put it into your hand.

(Puzzle: How can you force an opponent to die, assuming he himself has no suicidal interest?)

Meh, if you don't like Possession, just wait until he Princes Throne Room, then pass him Suicide with your Masquerade after checking he has no other action card in hand with Cutpurse.

Or, if he Princes a Herald instead, then you just have to Ambassador him a Suicide, then play Spy until Suicide is on top of his deck. Finally, play Bureaucrat so that he topdecks a Victory card from hand. Congratulations! You can now be charged with Manslaughter.

Edge case: the investigators find this thread and consider the murder to be premeditated.
Title: Re: Really bad card ideas
Post by: Asper on November 29, 2014, 10:08:06 pm
"...and probably the most shocking: Shortly before the crime he boasted about his plans in an online forum - but nobody informed the autorities."
Title: Re: Really bad card ideas
Post by: werothegreat on December 01, 2014, 11:18:29 am
Procrastinate
Action - $11

You can gain this card later.
Title: Re: Really bad card ideas
Post by: Minotaur on December 01, 2014, 01:40:36 pm
Procrastinate
Action - $11

You can gain this card later.

KC KC Bridge x3 Gardens

gg n00b

EDIT:  Even stronger with Vineyards, but the potion and buys for that disrupt the KC-2 Bridge-3 combo...
Title: Re: Really bad card ideas
Post by: Delta on December 04, 2014, 06:00:15 am
Greetings,

I'm somewhat new to Dominion and new to the forum, having joined specifically to post in this thread. I've only read around 20 of the 125 pages so I apologize if any of these have been done before, and again I'm fairly new to the game so apologies if any of these are real cards. Though I don't think that will be a problem...

Exorcist
Action/Reaction
$4
+1 Action
If the player to your right plays a Posession, reveal this card. If you do, invert the possession and play an extra hand with their cards. When you gain this, vomit on the player to your left.

Galileo
Action
$3
+1 Action, +1 Card. Reveal your entire deck. When you play more than two Galileos, gain a Figaro.

Red Wedding
Action/Attack
$9
All other players must trash their entire hand.

Chooser
$7
Action/Reaction
Gain 3 of any treasure card. When another player plays an attack card, you may discard this. If you do, gain 5 of any treasure card putting as many as you wish on top of your deck. You cannot buy or play this if you have any beggars in your hand.

Hope these amuse, if they do I have more. If not, let me know and I'll not pester you all again. In any case thanks for this thread. Truly hilarious!
Title: Re: Really bad card ideas
Post by: Asper on December 04, 2014, 06:46:06 am
Hope these amuse, if they do I have more. If not, let me know and I'll not pester you all again. In any case thanks for this thread. Truly hilarious!

I think is speak for all of us when saying that you are welcome to the forum regardless of how funny or awful your jokes are. I have still to see somebody who never made a bad joke. Personally, i laughed at the unexpected vomiting on Exorcist.

Also you might be interested in "Hommage to the best card", the meme thread, the general discussion with its "Let's take things completely out of context" thread (where people are deliberately quoted out of context, though what exactly that is is a matter of debate) and, of course, the "forum games", which people always seem to recommend to new users. In fact, this recommendation has become so typical it has become part of our (relatively new) "reference for f.ds lexicon and inside jokes".

Edit: And if you want to learn how to do cool stuff like editing your posts or want to know what it is with that "respect" thing, you can always ask cool users like me. Cheers :)
Title: Re: Really bad card ideas
Post by: Sidsel on December 04, 2014, 07:47:40 am
Greetings,


Galileo
Action
$3
+1 Action, +1 Card. Reveal your entire deck. When you play more than two Galileos, gain a Figaro.


Hope these amuse, if they do I have more. If not, let me know and I'll not pester you all again. In any case thanks for this thread. Truly hilarious!

You're doing good. I started singing. :P
Title: Re: Really bad card ideas
Post by: Delta on December 05, 2014, 12:13:20 am
Thank you both very much for the kind welcome!!!
Here are a few more:

Energizer Bunny
$2
Action
+1 Action. When you play Energizer Bunny, return it to the top of your deck.

Mummy
$3
Action
Reveal cards from your deck until you reveal an action card other than Mummy. Discard the other cards, then wrap the card in toilet paper and use it on a later turn. When you buy this, gain a curse.

Herpes
$0*
Curse/Reaction
-3VP. Gain this card when you play a Harem more than five times. If you are attacked you may reveal this card in your hand. If you do, the attacker gains a Herpes. (This card is not in the supply)

Norwegian Black Metal Minstrel
$4
Action
Trash a Chapel. When you do, +1 Card, +2 Actions.

Stock
$1
Treasure
+$1 for every Stock in your hand.

Amazon.com
$5
Action
You may buy any card in the supply for $5 less than its value (but not less than $0), but you may not place it in your deck for 3 turns. When you play this you may trash a Stock.
Title: Re: Really bad card ideas
Post by: enfynet on December 05, 2014, 01:55:56 am
Do you have an Amazon Prime too?
Title: Re: Really bad card ideas
Post by: sudgy on December 05, 2014, 02:03:53 am
One of the best things about this thread is that the last bunch of cards had some different wordings than published cards, making them have different effects than the probable intended effects, but it makes them even better...
Title: Re: Really bad card ideas
Post by: Delta on December 05, 2014, 04:00:10 am
Do you have an Amazon Prime too?

I tried to think of one for like an hour :(
Title: Re: Really bad card ideas
Post by: Minotaur on December 05, 2014, 11:44:14 am
Thank you both very much for the kind welcome!!!
Here are a few more:

Energizer Bunny
$2
Action
+1 Action. When you play Energizer Bunny, return it to the top of your deck.

Mummy
$3
Action
Reveal cards from your deck until you reveal an action card other than Mummy. Discard the other cards, then wrap the card in toilet paper and use it on a later turn. When you buy this, gain a curse.

Herpes
$0*
Curse/Reaction
-3VP. Gain this card when you play a Harem more than five times. If you are attacked you may reveal this card in your hand. If you do, the attacker gains a Herpes. (This card is not in the supply)

Norwegian Black Metal Minstrel
$4
Action
Trash a Chapel. When you do, +1 Card, +2 Actions.

Stock
$1
Treasure
+$1 for every Stock in your hand.

Amazon.com
$5
Action
You may buy any card in the supply for $5 less than its value (but not less than $0), but you may not place it in your deck for 3 turns. When you play this you may trash a Stock.

I've been working on a Modern Times parody set for a long time, but I'm trying pretty hard to balance them, so they're not exactly "RBCI" proper, I hope.  But I did include batteries.

http://forum.dominionstrategy.com/index.php?topic=11366.0

Half a dozen cards or so have planned updates that I haven't posted yet.  Basically it's about juggling Debt and making shady deals whenever you can.  It plays a lot slower than regular Dominion because of the Debt mechanic, which is sort of like a curse-ruin hybrid with a slow "payment" mechanism.
Title: Re: Really bad card ideas
Post by: silverspawn on December 07, 2014, 08:47:19 am
Posting Really bad Cards - Event (http://forum.dominionstrategy.com/index.php?topic=114.msg446055#msg446055) - Card
+1 Post
Post this in the Really bad card ideas thread (http://forum.dominionstrategy.com/index.php?topic=114.0). If you have any questions, read the FAQ (https://dl.dropboxusercontent.com/u/29970540/FAQ_1.txt).
---
When you post this, play it.
Title: Re: Really bad card ideas
Post by: silverspawn on December 07, 2014, 08:47:45 am
Posting Posting Really bad Cards - Event (http://forum.dominionstrategy.com/index.php?topic=114.msg446056#msg446056) - Card
+1 Post
Post this in the Really bad card ideas thread (http://forum.dominionstrategy.com/index.php?topic=114.0). If you have any questions, read the FAQ (https://dl.dropboxusercontent.com/u/29970540/FAQ_2.txt).
---
When you post this, play it.
Title: Re: Really bad card ideas
Post by: silverspawn on December 07, 2014, 08:48:07 am
Posting Posting Posting Really bad Cards - Event (http://forum.dominionstrategy.com/index.php?topic=114.msg446057#msg446057) - Card
+1 Post
Post this in the Really bad card ideas thread (http://forum.dominionstrategy.com/index.php?topic=114.0). If you have any questions, read the FAQ (https://dl.dropboxusercontent.com/u/29970540/FAQ_3.txt).
---
When you post this, play it.
Title: Re: Really bad card ideas
Post by: silverspawn on December 07, 2014, 08:48:27 am
Posting Posting Posting Posting Really bad Cards - Event (http://forum.dominionstrategy.com/index.php?topic=114.msg446059#msg446059) - Card
+1 Post
Post this in the Really bad card ideas thread (http://forum.dominionstrategy.com/index.php?topic=114.0). If you have any questions, read the FAQ (https://dl.dropboxusercontent.com/u/29970540/FAQ_4.txt).
---
When you post this, play it.
Title: Re: Really bad card ideas
Post by: liopoil on December 07, 2014, 09:12:56 am
Hey, that wasn't nice. Okay fine, +4. Will you answer my questions now?
Title: Re: Really bad card ideas
Post by: silverspawn on December 07, 2014, 12:58:13 pm
no, but you can look for it in FAQ (https://dl.dropboxusercontent.com/u/29970540/FAQ.txt)
Title: Re: Really bad card ideas
Post by: pacovf on December 07, 2014, 01:17:19 pm
I recognize that this is some pretty high level trolling, and I can't but salute the quality of your art. Still, I do not know if upvoting all four posts would make this perseon here smarter and more handsome than it already was before it read the FAQs, so I will refrain from any upvoting 'til further notice.
Title: Re: Really bad card ideas
Post by: Awaclus on December 07, 2014, 01:24:51 pm
your art.
*you're
Title: Re: Really bad card ideas
Post by: silverspawn on December 07, 2014, 01:36:16 pm
I recognize that this is some pretty high level trolling, and I can't but salute the quality of your art. Still, I do not know if upvoting all four posts would make this perseon here smarter and more handsome than it already was before it read the FAQs, so I will refrain from any upvoting 'til further notice.

silly, ahm, me. Of course I wouldn't upvote my own posts, plus I'm surely the last person who needs such ridiculous promises to know that he's smart. I have no idea what I was thinking writing that.
Title: Re: Really bad card ideas
Post by: Minotaur on December 10, 2014, 10:31:41 am
Black Market variant/Fairgrounds shenanigans card.

But There Are 493 Pokemon Now
Action
Cost: $3

Reveal your hand, deck, and discard pile.  If you own at least one card from each Supply pile on the board, double the number of piles in the Supply by adding full piles to the Supply.  (You may use a Black Market deck to decide the cards if necessary.  If there are not enough piles, put the game on hold until Donald makes more Dominion.)  Trash this card.
Title: Re: Really bad card ideas
Post by: Minotaur on December 17, 2014, 08:28:31 am
Hobbyist
Action
Cost: $2

You may gain a Copper or a Fool's Gold.
Look at the back side of the top card of your deck as it continues to lay on the top of your deck.
Draw until you have at least one card in hand.  If you drew any cards this way, you may trash a card from your hand.
Title: Re: Really bad card ideas
Post by: Asper on December 17, 2014, 05:38:52 pm
Hobbyist
Action
Cost: $2

You may gain a Copper or a Fool's Gold.
Look at the back side of the top card of your deck as it continues to lay on the top of your deck.
Draw until you have at least one card in hand.  If you drew any cards this way, you may trash a card from your hand.

It combos with Scout. After playing four Scouts, you can draw another Scout and trash it.
Title: Re: Really bad card ideas
Post by: Delta on December 19, 2014, 12:11:39 am
Worse Curse
$0
Curse
-3 Victory Points
When you gain this, trash an action card from your hand or show a hand with no action cards. Curse loudly.

Lotion
$2
Treasure
Enables you to buy cards with a lotion in their price.
During your clean up phase, put the lotion on your skin or else gain a hose again.
Title: Re: Really bad card ideas
Post by: Delta on December 19, 2014, 12:51:24 am
Okay I came up with like 40 of these but limited myself to the top ten.

New Ruins:

Ruined Throne Room
$0
Action - Ruins
Pick an action card in your hand. Play it once.

Ruined Chapel
$0
Action - Ruins
Trash up to 4 cards from your hand. For each card you trash, gain an identical card.

Salted Gardens
$0
Victory - Ruins
Worth 1VP for every 10 cards in your deck that are not in your deck.

Flooded Cellar
$0
Action - Ruins
Discard any number of cards from your hand.

Exorcized Possession
$0
Action - Ruins
At the end of your next turn, after each other player has gone, take another turn with your own deck. Do not play your regular turn after.

Poisoned Wishing Well
$0
Action - Ruins
Name a card. Reveal the top card of your deck. Regardless of whether it's the card you named, place it back on top of your deck.

Failed Embargo
$0
Action - Ruins
Trash this card.

Inept Torturer
$0
Attack - Ruins
Each player chooses one: He gains a curse card or he doesn't.

Disorganized Milita
$0
Attack - Ruins
Each player discards down to 5 cards in his hand.

Cowardly Adventurer
$0
Action - Ruins
Reveal cards from your deck until you reveal 2 treasure cards. Put the treasures and all other cards back in the order in which you found them and patiently wait for them to come up normally.
Title: Re: Really bad card ideas
Post by: pst on December 19, 2014, 02:31:48 am
Cowardly Adventurer
$0
Action - Ruins
Reveal cards from your deck until you reveal 2 treasure cards. Put the treasures and all other cards back in the order in which you found them and patiently wait for them to come up normally.

Combos with Mystic!
Title: Re: Really bad card ideas
Post by: Dingan on December 19, 2014, 08:04:23 am
Silk Rat
Costs $4
Action, VP
Trash a victory card from your hand that is not an Estate.  Worth 1 VP for every 5 Victory cards in the trash (rounded down).

Vanguard
Costs $4
Reveal the top 4 cards of your deck.  Trash the Scouts.  Put the other cards on top of your deck in any order.

Empty Room
Costs $0
Pick an action card in your hand.
Title: Re: Really bad card ideas
Post by: Deadlock39 on December 19, 2014, 09:48:23 am
Ruined Scout
$0
Action - Ruins
+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.
Title: Re: Really bad card ideas
Post by: LibraryAdventurer on December 19, 2014, 07:19:16 pm
Treacherous Goons
$2 - Action
+$2. +1 buy.
Discard a card.
-
For each card you buy this turn, each other player takes a victory token.
Title: Re: Really bad card ideas
Post by: Seprix on December 19, 2014, 07:52:34 pm
Jail

+1 Action

Do not pass go. Do not collect +$200.

Whoops, wrong game..
Title: Re: Really bad card ideas
Post by: XerxesPraelor on December 19, 2014, 09:12:10 pm
I wish the ruins were better than they actually are. Here's what I think they should be.

Ruined Village
+2 Actions

Ruined Mine
Gain a silver.

Ruined Library
Draw until you have 6 cards in hand.

Ruined Market
+$1
+1 Buy

Survivors
Each other player discards down to 4 cards.
Title: Re: Really bad card ideas
Post by: liopoil on December 19, 2014, 09:14:29 pm
I wish the ruins were better than they actually are. Here's what I think they should be.

Ruined Village
+2 Actions

Ruined Mine
Gain a silver.

Ruined Library
Draw until you have 6 cards in hand.

Ruined Market
+$1
+1 Buy

Survivors
Each other player discards down to 4 cards.
That's a really bad card idea.
Title: Re: Really bad card ideas
Post by: dereeder on December 19, 2014, 09:42:22 pm
Jack of No Trades

Gain a copper.
Look at the top card of your deck. Put it back.
Draw until you have 4 cards in hand.
You may trash a card from your hand that is a Treasure.
Title: Re: Really bad card ideas
Post by: Seprix on December 19, 2014, 10:23:26 pm
Jack of No Trades

Gain a copper.
Look at the top card of your deck. Put it back.
Draw until you have 4 cards in hand.
You may trash a card from your hand that is a Treasure.

At least Jack of No Trades can trash anything.
Title: Re: Really bad card ideas
Post by: Co0kieL0rd on December 20, 2014, 07:54:04 am
Jack of No Trades

Gain a copper.
Look at the top card of your deck. Put it back.
Draw until you have 4 cards in hand.
You may trash a card from your hand that is a Treasure.

At least Jack of No Trades can trash anything.

No, it can only trash Treasures which, at least, includes Copper.


Quote
Disloyal Minion
Action, Attack
$1
+1 Action. Choose one: +$1; or discard your hand and each player (including you) draws 2 cards.
Title: Re: Really bad card ideas
Post by: silverspawn on December 20, 2014, 08:00:14 am
I wish the ruins were better than they actually are. Here's what I think they should be.

Ruined Village
+2 Actions

Ruined Mine
Gain a silver.

Ruined Library
Draw until you have 6 cards in hand.

Ruined Market
+$1
+1 Buy

Survivors
Each other player discards down to 4 cards.

that's actually a really interesting idea. though it would make at least marauder a really weak card.

but it would be cool if ruins were more different from curses than they are right now. the biggest difference is really the -vp
Title: Re: Really bad card ideas
Post by: Minotaur on December 20, 2014, 10:10:56 am
Jack of No Trades

Gain a copper.
Look at the top card of your deck. Put it back.
Draw until you have 4 cards in hand.
You may trash a card from your hand that is a Treasure.

This is basically Hobbyist, only it actually does something.  Though Hobbyist works with Fool's Gold.
Title: Re: Really bad card ideas
Post by: markusin on December 20, 2014, 12:01:24 pm
Duchy Dancer
$8 - Victory
3VP
Title: Re: Really bad card ideas
Post by: Seprix on December 20, 2014, 12:23:05 pm
Deck Disaster

Trash this card, and your entire deck. Gain all Curses. Gain all ruins. Gain all Coppersmiths and Scouts. Your opponent may gain 8 cards from the supply that cost up to $11.

Good for 3-piling, and if you have a lot of Islands stored away, it can be a great way to win! :D
Title: Re: Really bad card ideas
Post by: KingZog3 on December 20, 2014, 02:18:47 pm
Deck Disaster

Trash this card, and your entire deck. Gain all Curses. Gain all ruins. Gain all Coppersmiths and Scouts. Your opponent may gain 8 cards from the supply that cost up to $11.

Good for 3-piling, and if you have a lot of Islands stored away, it can be a great way to win! :D

Honestly, this card could lead to some crazy wins. And also a great way to ruin games.
Title: Re: Really bad card ideas
Post by: silverspawn on December 20, 2014, 02:30:28 pm
Deck Discarder - Action - 5$
Discard your deck.

Deck Trasher - Action - 5$
Trash your deck.

Deck Passer - Action - 5$
Pass your deck to the player of your right.

Deck Burner... well you get the idea
Title: Re: Really bad card ideas
Post by: Marcory on December 20, 2014, 02:40:57 pm
Talent Scout--Action $4

+1 Action

Reveal at the top four cards of the deck of the player to your left. Add the revealed victory cards to your hand. Put the rest back on top of that player's deck in any order.
Title: Re: Really bad card ideas
Post by: Delta on December 20, 2014, 04:03:39 pm
More new ruins:

Ruined Workshop
$0
Action - Ruins
Gain a Ruined Workshop.

Disoriented Witch
$0
Attack - Ruins
When you play this, you gain a curse.

Dried Up Moat
$0
Reaction - Ruins
When another player plays an attack card, you may reveal this from your hand. Show it to everyone at the table, then discard it.

Ruined Ruins
-$5 (When you gain this, gain a Platinum)
Ruins - Ruins
+5 cards, +6 actions, +7 buys, +$8
Title: Re: Really bad card ideas
Post by: Seprix on December 20, 2014, 04:21:12 pm
Enough with the ruins cards. >_> They're SOOOOOOO yesterday

No, we must make Action- Curse cards.

Like a card that costs +$4 and is a cantrip with +$2 but is a -1 VP too.

Which is a terrible idea.
Title: Re: Really bad card ideas
Post by: Co0kieL0rd on December 20, 2014, 08:15:13 pm
Coin Magnet
$4
Action - Reaction
You may play any number of Coppers from your hand right now. | When another player plays a Copper, you may reveal this from your hand. If you do, remove that Copper from play and put it into your hand.



This card might not be that bad, actually.
Title: Re: Really bad card ideas
Post by: Seprix on December 20, 2014, 08:50:36 pm
Coin Magnet
$4
Action - Reaction
You may play any number of Coppers from your hand right now. | When another player plays a Copper, you may reveal this from your hand. If you do, remove that Copper from play and put it into your hand.



This card might not be that bad, actually.

It's like a worse Cutpurse where you keep the dumb copper and clear it for your opponent. I'd almost NEVER use that Reaction unless I knew that that Copper was the only thing stopping him from getting something that screws you hard.

But I like the action benefit a bit. It utilizes Watchtower a lot more. Interesting synergy there.
Title: Re: Really bad card ideas
Post by: Asper on December 20, 2014, 10:18:08 pm
Enough with the ruins cards. >_> They're SOOOOOOO yesterday

No, we must make Action- Curse cards.

Like a card that costs +$4 and is a cantrip with +$2 but is a -1 VP too.

Which is a terrible idea.

Vampire, 4$, Action
+1 Card
+1 Action
+2$
Each other player gains +1VP.

Did i do it right?


Coin Magnet
$4
Action - Reaction
You may play any number of Coppers from your hand right now. | When another player plays a Copper, you may reveal this from your hand. If you do, remove that Copper from play and put it into your hand.



This card might not be that bad, actually.

It's like a worse Cutpurse where you keep the dumb copper and clear it for your opponent. I'd almost NEVER use that Reaction unless I knew that that Copper was the only thing stopping him from getting something that screws you hard.

But I like the action benefit a bit. It utilizes Watchtower a lot more. Interesting synergy there.

Well, he can still use the Copper's value after playing it, no matter where it is. I think the advantage is that it can be a "nonterminal" Beggar depending on how many Coppers your opponent plays. Which is decent (edit: not for 4$, of course), if you are just 1$ or 2$ short of a Province. It's of course much better in multiplayer games, and even then "nonterminal Beggar" needs to be a reasonable strategy, but still. Problem is that it causes unfair situations with multiple players revealing the card - turn order becomes very important. Also it slows the game down considerably during the buy phase.
Title: Re: Really bad card ideas
Post by: Marcory on December 21, 2014, 12:01:16 am
The worst part about Coin Magnet is that copper is not magnetic, but diamagnetic; magnets actually repel copper. Magnets do weakly attract platinum, but such a card would certainly not belong in the Really Bad Card Ideas thread.

http://en.wikipedia.org/wiki/Magnet#Magnetic_materials
Title: Re: Really bad card ideas
Post by: TheOthin on December 21, 2014, 01:26:36 am
Messing with opponents' Treasure plays midway through is a road leading straight to this thread, but more stuff to play Treasures midway through the turn could have promise with stuff like Jack of All Trades and Tactician. Of course ideally a serious card would not be wholly inferior to Black Market...
Title: Re: Really bad card ideas
Post by: Co0kieL0rd on December 21, 2014, 08:09:24 am
The worst part about Coin Magnet is that copper is not magnetic, but diamagnetic; magnets actually repel copper. Magnets do weakly attract platinum, but such a card would certainly not belong in the Really Bad Card Ideas thread.

http://en.wikipedia.org/wiki/Magnet#Magnetic_materials

Eh, I guess most Dominion Coppers are counterfeited, being actually nickel coins with only a thin copper enamel.
Title: Re: Really bad card ideas
Post by: GendoIkari on December 21, 2014, 10:49:52 am
Coin Magnet
$4
Action - Reaction
You may play any number of Coppers from your hand right now. | When another player plays a Copper, you may reveal this from your hand. If you do, remove that Copper from play and put it into your hand.



This card might not be that bad, actually.

It's like a worse Cutpurse where you keep the dumb copper and clear it for your opponent. I'd almost NEVER use that Reaction unless I knew that that Copper was the only thing stopping him from getting something that screws you hard.

But I like the action benefit a bit. It utilizes Watchtower a lot more. Interesting synergy there.

You're thinking that Coin Magnet is actually much stronger than it really is... it doesn't stop your opponent from getting the $1 that turn. They already played the Copper; so it already generated the coin for them. Removing the Copper from play doesn't change that.
Title: Re: Really bad card ideas
Post by: Co0kieL0rd on December 21, 2014, 12:13:05 pm
Coin Magnet
$4
Action - Reaction
You may play any number of Coppers from your hand right now. | When another player plays a Copper, you may reveal this from your hand. If you do, remove that Copper from play and put it into your hand.



This card might not be that bad, actually.

It's like a worse Cutpurse where you keep the dumb copper and clear it for your opponent. I'd almost NEVER use that Reaction unless I knew that that Copper was the only thing stopping him from getting something that screws you hard.

But I like the action benefit a bit. It utilizes Watchtower a lot more. Interesting synergy there.

You're thinking that Coin Magnet is actually much stronger than it really is... it doesn't stop your opponent from getting the $1 that turn. They already played the Copper; so it already generated the coin for them. Removing the Copper from play doesn't change that.

That makes the idea even worse than I intended it to be. I should rather have written, "When another player would play a Copper, you may reveal this from your hand. If you do, he passes that Copper to you instead."
Title: Re: Really bad card ideas
Post by: silverspawn on December 21, 2014, 12:46:49 pm
Deck Discarder - Action - 5$
Discard your deck.

Deck Trasher - Action - 5$
Trash your deck.

Deck Passer - Action - 5$
Pass your deck to the player of your right.

Deck Burner... well you get the idea

I'm really disappointed that this doesn't have upvotes. I thought it was really funny :(
Title: Re: Really bad card ideas
Post by: Minotaur on December 21, 2014, 06:01:53 pm
Deck Discarder - Action - 5$
Discard your deck.

Deck Trasher - Action - 5$
Trash your deck.

Deck Passer - Action - 5$
Pass your deck to the player of your right.

Deck Burner... well you get the idea

I'm really disappointed that this doesn't have upvotes. I thought it was really funny :(

I'm really disappointed that no one jumped on the "combos with Scout" joke.
Title: Re: Really bad card ideas
Post by: faust on December 22, 2014, 02:15:44 pm
Persia
Action $4

If this is the first action you play this turn, +3 cards, +2$
___________________________

When you set this aside, gain a card costing up to $4, putting it on top of your deck.

Title: Re: Really bad card ideas
Post by: qmech on December 22, 2014, 05:10:03 pm
Deck Discarder - Action - 5$
Discard your deck.

Deck Trasher - Action - 5$
Trash your deck.

Deck Passer - Action - 5$
Pass your deck to the player of your right.

Deck Burner... well you get the idea

I'm really disappointed that this doesn't have upvotes. I thought it was really funny :(

This is funny because etc.
Title: Re: Really bad card ideas
Post by: KingZog3 on December 22, 2014, 06:25:54 pm
Deck Discarder - Action - 5$
Discard your deck.

Deck Trasher - Action - 5$
Trash your deck.

Deck Passer - Action - 5$
Pass your deck to the player of your right.

Deck Burner... well you get the idea

I'm really disappointed that this doesn't have upvotes. I thought it was really funny :(

Shameless self plug.
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on December 23, 2014, 01:39:10 am
Deck Discarder - Action - 5$
Discard your deck.

Deck Trasher - Action - 5$
Trash your deck.

Deck Passer - Action - 5$
Pass your deck to the player of your right.

Deck Burner... well you get the idea

I'm really disappointed that this doesn't have upvotes. I thought it was really funny :(

Ok sorry.
Title: Re: Really bad card ideas
Post by: GendoIkari on December 23, 2014, 10:49:52 am
Coin Magnet
$4
Action - Reaction
You may play any number of Coppers from your hand right now. | When another player plays a Copper, you may reveal this from your hand. If you do, remove that Copper from play and put it into your hand.



This card might not be that bad, actually.

It's like a worse Cutpurse where you keep the dumb copper and clear it for your opponent. I'd almost NEVER use that Reaction unless I knew that that Copper was the only thing stopping him from getting something that screws you hard.

But I like the action benefit a bit. It utilizes Watchtower a lot more. Interesting synergy there.

You're thinking that Coin Magnet is actually much stronger than it really is... it doesn't stop your opponent from getting the $1 that turn. They already played the Copper; so it already generated the coin for them. Removing the Copper from play doesn't change that.

That makes the idea even worse than I intended it to be. I should rather have written, "When another player would play a Copper, you may reveal this from your hand. If you do, he passes that Copper to you instead."

Ah that makes more sense. Except it just can't work, because how do you know when another player "would play" a copper? By the time you know he's going to play a copper, he's played a copper. Perhaps you could technically say something like "when another player would get +$1 from playing a Copper..."
Title: Re: Really bad card ideas
Post by: faust on December 23, 2014, 11:41:38 am
Ah that makes more sense. Except it just can't work, because how do you know when another player "would play" a copper? By the time you know he's going to play a copper, he's played a copper. Perhaps you could technically say something like "when another player would get +$1 from playing a Copper..."

Coppersmith edgecases you!
Title: Re: Really bad card ideas
Post by: Kirian on December 23, 2014, 01:18:20 pm
Ah that makes more sense. Except it just can't work, because how do you know when another player "would play" a copper? By the time you know he's going to play a copper, he's played a copper. Perhaps you could technically say something like "when another player would get +$1 from playing a Copper..."

Coppersmith edgecases you!

Edgecase verbs!  And thus, language is weirded.
Title: Re: Really bad card ideas
Post by: Rubby on December 23, 2014, 01:33:23 pm
Edgecase verbs!  And thus, language is weirded.

I thought "verb" transitived.
Like I just verbed "transitive".
Title: Re: Really bad card ideas
Post by: sudgy on December 24, 2014, 05:42:39 pm
Deck Discarder - Action - 5$
Discard your deck.

Deck Trasher - Action - 5$
Trash your deck.

Deck Passer - Action - 5$
Pass your deck to the player of your right.

Deck Burner... well you get the idea

I'm really disappointed that this doesn't have upvotes. I thought it was really funny :(

Deck Decker
Topdeck your deck.
Title: Re: Really bad card ideas
Post by: liopoil on December 24, 2014, 05:52:11 pm
...in any order? Or is that deck stacker? Dominion always lets you topdeck crds in any order, even when it doesn't matter like with oracle. No, there is no edge case for oracle BTW.
Title: Re: Really bad card ideas
Post by: schadd on December 26, 2014, 01:00:41 am
Deck Discarder - Action - 5$
Discard your deck.

Deck Trasher - Action - 5$
Trash your deck.

Deck Passer - Action - 5$
Pass your deck to the player of your right.

Deck Burner... well you get the idea

I'm really disappointed that this doesn't have upvotes. I thought it was really funny :(

Deck Decker
Topdeck your deck.

donk.
Title: Re: Really bad card ideas
Post by: Fragasnap on December 27, 2014, 01:55:16 pm
...in any order? Or is that deck stacker? Dominion always lets you topdeck crds in any order, even when it doesn't matter like with oracle. No, there is no edge case for oracle BTW.
You can put your deck on top of your deck in any order, but you still don't have permission to look at any of the cards from your deck.
Title: Re: Really bad card ideas
Post by: Seprix on December 28, 2014, 12:39:35 pm
Publisher Problems

If this card is in play, any card you buy this turn gets trashed.

Curse piling, anyone?
Title: Re: Really bad card ideas
Post by: TheOthin on December 28, 2014, 02:59:21 pm
Publisher Problems

If this card is in play, any card you buy this turn gets trashed.

Curse piling, anyone?

Watchtower?
Title: Re: Really bad card ideas
Post by: Rubby on December 31, 2014, 05:45:29 am
Better Throne Room
$5 Action
Choose an Action card in your hand. Play it twice. If it is a Watchtower, play it two more times.
Title: Re: Really bad card ideas
Post by: Minotaur on January 06, 2015, 06:36:11 pm
Metaherald
Cost: 2

+1 card
+1 action

Reveal the top card of your deck.  If it is a Herald, play it.

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

For each $1 you overpay for this, you may place a Herald on top of your deck from your discard pile.



Metastonemason
Cost: $1

Trash a card from your hand costing $3 or more.  Gain two Stonemasons.
------------------------
You may overpay for this card by $2.  If you do, gain two Stonemasons.


Metasoothsayer
Cost: $4

Gain a Soothsayer.  Each other player gains a Scout.  Each player who did draws a card.


Metajourneyman
Cost: $4

Reveal cards from the top of your deck until you reveal 3 cards which are not Journeyman.  Discard the copies of Journeyman, and draw the others.
Title: Re: Really bad card ideas
Post by: Delta on January 07, 2015, 03:01:59 am
Archbishop
$6
Action
+$2, +3 Victory Tokens, Trash your entire hand, + 1 Victory Token equal to half the total cost of all cards trashed rounded up (for once). Each other player may trash their hand.

Cardinal
$8
Action
+$3, +5 Victory Tokens. Trash your entire deck, + 1 Victory Token equal to half the total cost of all cards trashed rounded up to the nearest 10. Each other player may trash their entire deck.

Pope
$12
Action
+$5, +10 Victory Tokens. Trash your deck, your copy of Dominion and all your expansion packs, and all other cards or cardlike objects in your house. Then go out and burn your neighbor's house and their neighbor's as well. Run through the streets naked screaming "Victory Points! All the Victory Points!!!" as the police chase you. If you do, +1 Victory Token equal to each hour of jail time you receive, rounded up to the nearest day. Each other player may post bail. If they do, +1 Card for them.
Title: Re: Really bad card ideas
Post by: sudgy on January 07, 2015, 12:37:21 pm
Pope
$12
Action
+$5, +10 Victory Tokens. Trash your deck, your copy of Dominion and all your expansion packs, and all other cards or cardlike objects in your house. Then go out and burn your neighbor's house and their neighbor's as well. Run through the streets naked screaming "Victory Points! All the Victory Points!!!" as the police chase you. If you do, +1 Victory Token equal to each hour of jail time you receive, rounded up to the nearest day. Each other player may post bail. If they do, +1 Card for them.

...Because we all know what the pope does in his free time...
Title: Re: Really bad card ideas
Post by: Witherweaver on January 07, 2015, 12:39:33 pm
Archbishop
$6
Action
+$2, +3 Victory Tokens, Trash your entire hand, + 1 Victory Token equal to half the total cost of all cards trashed rounded up (for once). Each other player may trash their hand.

Cardinal
$8
Action
+$3, +5 Victory Tokens. Trash your entire deck, + 1 Victory Token equal to half the total cost of all cards trashed rounded up to the nearest 10. Each other player may trash their entire deck.

Pope
$12
Action
+$5, +10 Victory Tokens. Trash your deck, your copy of Dominion and all your expansion packs, and all other cards or cardlike objects in your house. Then go out and burn your neighbor's house and their neighbor's as well. Run through the streets naked screaming "Victory Points! All the Victory Points!!!" as the police chase you. If you do, +1 Victory Token equal to each hour of jail time you receive, rounded up to the nearest day. Each other player may post bail. If they do, +1 Card for them.

https://www.youtube.com/watch?v=gDnE-5lD7w8
Title: Re: Really bad card ideas
Post by: popsofctown on January 07, 2015, 12:49:05 pm
Archbishop
$6
Action
+$2, +3 Victory Tokens, Trash your entire hand, + 1 Victory Token equal to half the total cost of all cards trashed rounded up (for once). Each other player may trash their hand.

Cardinal
$8
Action
+$3, +5 Victory Tokens. Trash your entire deck, + 1 Victory Token equal to half the total cost of all cards trashed rounded up to the nearest 10. Each other player may trash their entire deck.

Pope
$12
Action
+$5, +10 Victory Tokens. Trash your deck, your copy of Dominion and all your expansion packs, and all other cards or cardlike objects in your house. Then go out and burn your neighbor's house and their neighbor's as well. Run through the streets naked screaming "Victory Points! All the Victory Points!!!" as the police chase you. If you do, +1 Victory Token equal to each hour of jail time you receive, rounded up to the nearest day. Each other player may post bail. If they do, +1 Card for them.

That last +1 card needs to be +1$, there should be no cardlike objects left to draw.
Title: Re: Really bad card ideas
Post by: GendoIkari on January 07, 2015, 02:24:58 pm

Cardinal
$8
Action
+$3, +5 Victory Tokens. Trash your entire deck, + 1 Victory Token equal to half the total cost of all cards trashed rounded up to the nearest 10. Each other player may trash their entire deck.


Rounded up to the nearest 10, or rounded up to the nearest multiple of 10? How do you round 15 "up to the nearest 10"? There is no 10 that's up from 15.
Title: Re: Really bad card ideas
Post by: Rubby on January 07, 2015, 02:54:15 pm

Cardinal
$8
Action
+$3, +5 Victory Tokens. Trash your entire deck, + 1 Victory Token equal to half the total cost of all cards trashed rounded up to the nearest 10. Each other player may trash their entire deck.


Rounded up to the nearest 10, or rounded up to the nearest multiple of 10? How do you round 15 "up to the nearest 10"? There is no 10 that's up from 15.

"Round to the nearest 10" is no less acceptable than "round to the nearest tenth" (there's no 0.1 that's up from 1.45 either).
In both cases, it's shorthand for multiple of X, or "zero out all digits beyond the X digit".
Title: Re: Really bad card ideas
Post by: Witherweaver on January 07, 2015, 02:54:56 pm
You've just been outpedanted.
Title: Re: Really bad card ideas
Post by: Co0kieL0rd on January 07, 2015, 05:00:44 pm
Metasoothsayer
Cost: $4

Gain a Soothsayer.  Each other player gains a Scout.  Each player who did draws a card.

Well, that's just mean. No attack should ever be that brutal.
Title: Re: Really bad card ideas
Post by: Minotaur on January 07, 2015, 05:48:39 pm
Metasoothsayer
Cost: $4

Gain a Soothsayer.  Each other player gains a Scout.  Each player who did draws a card.

Well, that's just mean. No attack should ever be that brutal.

Admittedly, it indirectly runs out a *second* junk pile, so that's crazy.
Title: Re: Really bad card ideas
Post by: liopoil on January 07, 2015, 05:56:30 pm
Scout should draw curses and ruins.
Title: Re: Really bad card ideas
Post by: Minotaur on January 07, 2015, 06:09:07 pm
Scout should draw curses and ruins.

How about a full rework?

First of all, it should only cost $2.
It should be a cantrip so that its worst case isn't so horrible.
It should draw curses, ruins, and shelters as well as Victory cards so that its use case isn't so limited.
Finally, it should search fewer cards so that it's not an overbuff.  I think at $2, even one card to look at is enough.

Cool idea?
Title: Re: Really bad card ideas
Post by: GendoIkari on January 07, 2015, 06:47:22 pm
Scout should draw curses and ruins.

How about a full rework?

First of all, it should only cost $2.
It should be a cantrip so that its worst case isn't so horrible.
It should draw curses, ruins, and shelters as well as Victory cards so that its use case isn't so limited.
Finally, it should search fewer cards so that it's not an overbuff.  I think at $2, even one card to look at is enough.

Cool idea?

Not bad, but the name is still pretty terrible. Perhaps call it something else, like "Vagrant" or whatever.
Title: Re: Really bad card ideas
Post by: Delta on January 07, 2015, 09:41:26 pm
Boy Scout
$3
Action
+1 Action, Reveal the top 3 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in alphabetical order.

Cub Scout
$2
Action
Reveal the top 2 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in an order dictated by your parents.

Scout Scout
$1
Action
Reveal the top card of your deck. If it's a scout, put it into your hand.
Title: Re: Really bad card ideas
Post by: Seprix on January 07, 2015, 10:13:42 pm
Michael Bay
$6
Action
Watch any of the Transformer movies. If you hate it, +$1. If you like it, +$100 and +8 buys.

(This card's balancing is in the fact that no sane person would want to admit they like the movies.)
Title: Re: Really bad card ideas
Post by: Minotaur on January 07, 2015, 10:44:28 pm
Michael Bay
$6
Action
Watch any of the Transformer movies. If you hate it, +$1. If you like it, +$100 and +8 buys.

(This card's balancing is in the fact that no sane person would want to admit they like the movies.)

http://youtu.be/_wYtG7aQTHA?t=2m34s
Title: Re: Really bad card ideas
Post by: Delta on January 08, 2015, 03:18:18 am
(Some Spoilers)

Goonies
$8
Action - Attack
All other players discard a Village. You may do the truffle shuffle. If you do, gain a Pirate Ship and a Gold.

NeverEnding Story
$4
Action - Prize
Trash a Trusty Steed. Play an Oracle from your hand. Name the Princess card.

Doctor Strangelove
$3+
Action - Reaction
If someone plays an attack card, you may reveal a Council Room. If you do, the attack is nullified. If you do not, trash a Colony and gain a Radiation.

Blair Witch
$7
Action - Attack
+4 Cards. You may shake them vigorously. If you do, gain 100,000 coin tokens on your Box Office mat. These coins are redeemable for a Paranormal Activity.

Sorcerer's Stone
$4, 1P
Action - Treasure
Gain a Young Witch and two Cultists. If you have a Rats, trade it for a Minion. When you discard this, gain a Secret Chamber.

Game of Thrones Room
$6
Action
Choose a card from your hand and play it five times. If you do, trash that card. Then gain an Advisor. Trash that Advisor. Trash a Hunting Party. Trash two Squires. Gain a Knight and trash it. Gain a Prince. Trash that Prince. Trash an Ambassador, trash several Urchins and trash all your Goons. Gain a Fortune Teller and trash another Prince. Trash a Caravan. Trash an Envoy and a Cutpurse. Gain a Noble Brigand. Trash two Spies. Trash a scout. Gain a thief. Trash the thief. Gain another thief. Trash a Mountebank. Gain all the Ruins including those in other people's decks. Insist to other players that it is the greatest card in the game, and if they don't like it they just don't get it.
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on January 08, 2015, 12:36:11 pm
Michael Bay
$6
Action
Watch any of the Transformer movies. If you hate it, +$1. If you like it, +$100 and +8 buys.

(This card's balancing is in the fact that no sane person would want to admit they like the movies.)

http://youtu.be/_wYtG7aQTHA?t=2m34s

I've seen some really crappy ones of those but that one was pretty good!
Title: Re: Really bad card ideas
Post by: Minotaur on January 08, 2015, 09:33:16 pm
I've seen some really crappy ones of those but that one was pretty good!

Elvis vs Michael Jackson and Tesla vs Edison are probably my favorite ERBoH's.
Title: Re: Really bad card ideas
Post by: KingZog3 on January 08, 2015, 09:39:55 pm
I've seen some really crappy ones of those but that one was pretty good!

Elvis vs Michael Jackson and Tesla vs Edison are probably my favorite ERBoH's.

I just watched Psycho for the first time yesterday, so this is pretty relevant. And like, how is Spielberg considered a great director? All his movies are clichι, typical Hollywood scores, generic characters and plots that usually revolve around someone making some mistake that's so obviously wrong that it makes the movie break my suspension of disbelief (I'm looking at you moron scientists in Jurassic Park)
Title: Re: Really bad card ideas
Post by: GendoIkari on January 08, 2015, 10:49:33 pm
I've seen some really crappy ones of those but that one was pretty good!

Elvis vs Michael Jackson and Tesla vs Edison are probably my favorite ERBoH's.

I just watched Psycho for the first time yesterday, so this is pretty relevant. And like, how is Spielberg considered a great director? All his movies are clichι, typical Hollywood scores, generic characters and plots that usually revolve around someone making some mistake that's so obviously wrong that it makes the movie break my suspension of disbelief (I'm looking at you moron scientists in Jurassic Park)

It sounds like you're just more of a fan of creative / unique / (artsy) / type film, which Spielberg isn't known for. But c'mon, just a small list of things he's directed that I would consider really great movies:

Jaws
E.T. the Extra-Terrestrial
Hook
Jurassic Park
Schindler's List
Saving Private Ryan
Minority Report
Catch Me If You Can
The Terminal

And that's leaving out Indiana Jones AND Close Encounters of the Third Kind, because I don't like those as much as most people do.
Title: Re: Really bad card ideas
Post by: KingZog3 on January 08, 2015, 10:54:06 pm
I've seen some really crappy ones of those but that one was pretty good!

Elvis vs Michael Jackson and Tesla vs Edison are probably my favorite ERBoH's.

I just watched Psycho for the first time yesterday, so this is pretty relevant. And like, how is Spielberg considered a great director? All his movies are clichι, typical Hollywood scores, generic characters and plots that usually revolve around someone making some mistake that's so obviously wrong that it makes the movie break my suspension of disbelief (I'm looking at you moron scientists in Jurassic Park)

It sounds like you're just more of a fan of creative / unique / (artsy) / type film, which Spielberg isn't known for. But c'mon, just a small list of things he's directed that I would consider really great movies:

Jaws
E.T. the Extra-Terrestrial
Hook
Jurassic Park
Schindler's List
Saving Private Ryan
Minority Report
Catch Me If You Can
The Terminal

And that's leaving out Indiana Jones AND Close Encounters of the Third Kind, because I don't like those as much as most people do.

It is true I'm more of a fan of those other types of movies. And yes, Spielberg has directed some really good movies. But I never understood the hype over Jurassic Park, or Indiana Jones. I mean they're fine movies, entertaining, but they're not great.
Jaws was before my time, so I think I probably have a harder time really judging it. It's in the in between stage in terms of how old it is, where when I watch Touch of Evil or The Maltese Falcon, I change my mindset to accommodate that they are quite old, but Jaws somehow doesn't make my brain change mindsets like that.
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on January 09, 2015, 01:43:41 am
Jeez Kingzog, not every movie can be as good as Evil Dead II.
Title: Re: Really bad card ideas
Post by: Witherweaver on January 09, 2015, 10:11:46 am
The first Indiana Jones was great.  Hook I remember liking as a kid.  Jurassic Park is a bit of a classic.  Yes, the plot has problems, but the storytelling was good, and that's really what matters in movies.  Minority Report and Catch Me If You Can are also good.

I haven't seen Jaws since I was really young, but I believe it's pretty well respected.

That being said, I agree he's not making, like, great, new, and innovative things.
Title: Re: Really bad card ideas
Post by: Minotaur on January 09, 2015, 03:00:12 pm
Clever Girl
Cost: $5
Reaction

When the player to your left plays an Attack card, you may reveal this card from you hand and then discard it.  If you do, the player to your left trashes their hand and gains three Curses, and the Attack does not affect you.
(EDIT: You KNOW it's a RBCI because it's an attack reflection card!)


First Give Me The Whip
Cost: $3
Action

+1 action
Each player names a card that they wish they had in their hand.  Each other player may choose to reveal a copy of the card that you want from their hand.  If anyone does, you may choose one such player and reveal a copy of the card they want from your hand.  If you do, both players place that card on the table face up with their hand still on top of it, and an argument ensues about who should give up their card first.  Either player may cancel the trade by picking up their card, or they may give up their card.  If the trade goes forward, the player who did not give up their card first gains +1 VP.  If the trade goes forward but the other player betrays the player who gave up their card first by keeping both cards, then that player gains two Curses.


You Have Chosen Wisely
Cost: $7
Action

Trash this card.  If you do, scrach up the back of a Platinum card with an Xacto knife and then gain it.
Title: Re: Really bad card ideas
Post by: Minotaur on January 09, 2015, 03:05:33 pm
E.T.
Action
Cost: $6

Choose either: +1 card, +1 action, and trash a card from your hand
or: trash this card and +2 VP
Title: Re: Really bad card ideas
Post by: GendoIkari on January 09, 2015, 05:45:44 pm
Jeez Kingzog, no movie can be as good as Evil Dead II.

Fixed.
Title: Re: Really bad card ideas
Post by: Minotaur on January 09, 2015, 06:02:06 pm
It's Dangerous To Go Alone
Action
Cost: $4

Trash this card.  If you do, gain a Chapel.  If you do, stand up and hold the Chapel high above your head for the world to see.  If you do, +1 VP.
Title: Re: Really bad card ideas
Post by: Asper on January 09, 2015, 06:03:23 pm
Jeez Kingzog, no movie can be as good as Evil Dead II.

Fixed.

From this i conclude that Evil Dead II is not a movie.
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on January 09, 2015, 07:25:55 pm
Jeez Kingzog, no movie can be as good as Evil Dead II.

Fixed.

From this i conclude that Evil Dead II is not a movie.

We got a live one!
Title: Re: Really bad card ideas
Post by: Delta on January 09, 2015, 08:37:51 pm
Boomstick
$3
Action - Attack
Declare loudly what card you are playing. If you do, each other player gains a ruins.

S-Mart
$8
Action
Trash a Market. If you do, +2 Actions, +2 Cards, +2 Buys, +$2.

Necronomicon Ex Mortis
$7, 1 Potion
Action
When you gain this, gain a curse. When you play this, speak the words "Klaatu Barada Nikto" exactly and perfectly. If you do, +5 Cards and +$2. If you say them imperfectly, gain 2 more curses. When you trash this, all curse cards in play are returned to the supply.

Sleep Potion
$6, 1 Potion
Action
When you play this, speak the words "Klaatu Barada Nikto" exactly and perfectly. If you do, skip one turn. On your next turn, +5 Cards, +2 Buys, +$3. If you say them imperfectly, skip all your turns until the game is over, then +5 Cards, +2 Buys, +$3. Gain a beard.

Electric Meat Cutter
$2
Action
Trash an arm. If you do, you may trash up to 2 curses.

Chainsaw
$5
Action - Attack
Trash an arm. If you do, each player discards down to 3 cards and gains a ruins, placing it on top of their deck. When you trash this, gain a mechanical hand.

Mechanical Hand
(0* This Card is not in the supply)
Action - Attack
Trash a chalice. Groovy.

Sugar
$1
Action - Attack
Give this to another player.
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on January 09, 2015, 09:25:27 pm
You rock.
Title: Re: Really bad card ideas
Post by: Asper on January 10, 2015, 12:15:29 am
Jeez Kingzog, no movie can be as good as Evil Dead II.

Fixed.

From this i conclude that Evil Dead II is not a movie.

We got a live one!

It's logic. If no movie can be as good as Evil Dead II, Evil Dead II can not be both as good as itself and a movie. As it is as good as itself by definition (however good that may be), GendoIkari's statement logically implies that Evil Dead II is not a movie.
Title: Re: Really bad card ideas
Post by: ashersky on January 10, 2015, 06:01:07 am
Boomstick
$3
Action - Attack
Declare loudly what card you are playing. If you do, each other player gains a ruins.

S-Mart
$8
Action
Trash a Market. If you do, +2 Actions, +2 Cards, +2 Buys, +$2.

Necronomicon Ex Mortis
$7, 1 Potion
Action
When you gain this, gain a curse. When you play this, speak the words "Klaatu Barada Nikto" exactly and perfectly. If you do, +5 Cards and +$2. If you say them imperfectly, gain 2 more curses. When you trash this, all curse cards in play are returned to the supply.

Sleep Potion
$6, 1 Potion
Action
When you play this, speak the words "Klaatu Barada Nikto" exactly and perfectly. If you do, skip one turn. On your next turn, +5 Cards, +2 Buys, +$3. If you say them imperfectly, skip all your turns until the game is over, then +5 Cards, +2 Buys, +$3. Gain a beard.

Electric Meat Cutter
$2
Action
Trash an arm. If you do, you may trash up to 2 curses.

Chainsaw
$5
Action - Attack
Trash an arm. If you do, each player discards down to 3 cards and gains a ruins, placing it on top of their deck. When you trash this, gain a mechanical hand.

Mechanical Hand
(0* This Card is not in the supply)
Action - Attack
Trash a chalice. Groovy.

Sugar
$1
Action - Attack
Give this to another player.

Rec'ed for Sugar.

Sad there was no Barn.
Title: Re: Really bad card ideas
Post by: Fragasnap on January 10, 2015, 11:07:51 am
Quote
Cats
Types: Action
Cost: $3
+1 Action. Trash a card from your hand. If it costs at least $4, +1 Card. Either way, +1 Card for each card drawn since you played this card: If you draw at least 3 cards this way, gain a Cats.
When you trash this, +1 Card.
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on January 10, 2015, 12:22:41 pm
Jeez Kingzog, no movie can be as good as Evil Dead II.

Fixed.

From this i conclude that Evil Dead II is not a movie.

We got a live one!

It's logic. If no movie can be as good as Evil Dead II, Evil Dead II can not be both as good as itself and a movie. As it is as good as itself by definition (however good that may be), GendoIkari's statement logically implies that Evil Dead II is not a movie.

Careful now, Kingzong is lurking around here somewhere.
Title: Re: Really bad card ideas
Post by: Awaclus on January 10, 2015, 02:36:16 pm
Quote
Cats
Types: Action
Cost: $3
+1 Action. Trash a card from your hand. If it costs at least $4, +1 Card. Either way, +1 Card for each card drawn since you played this card: If you draw at least 3 cards this way, gain a Cats.
When you trash this, +1 Card.

Mats
$2 Action
+2 actions
+1 buy
_____________
Setup: add Island, Native Village, Pirate Ship and Trade Route into the supply.
Title: Re: Really bad card ideas
Post by: Delta on January 10, 2015, 06:17:59 pm
Quote
Cats
Types: Action
Cost: $3
+1 Action. Trash a card from your hand. If it costs at least $4, +1 Card. Either way, +1 Card for each card drawn since you played this card: If you draw at least 3 cards this way, gain a Cats.
When you trash this, +1 Card.

Mats
$2 Action
+2 actions
+1 buy
_____________
Setup: add Island, Native Village, Pirate Ship and Trade Route into the supply.

Bats
$4
Action
Gain a card you deserve, but not a card you need right now, putting it into your hand.
Title: Re: Really bad card ideas
Post by: popsofctown on January 10, 2015, 06:28:59 pm
Jumanji:
4$ Action
+5$
Reveal the top card of your deck.  If it's a Jumanji, then until a player reshuffles during Cleanup or wins: skip all your turns.  Travel to the depths of the Amazon and live there until someone comes and gets you to tell you that they reshuffled.  If all players put the game on hold for decades and then resume playing and come get you, you may not act angry about it at all and should only be grateful they resumed playing at all.
Title: Re: Really bad card ideas
Post by: Delta on January 11, 2015, 04:09:15 am
Tax
$6
Action
Trash this card and place a Taxation token on one supply pile. Whenever a player buys that card, +$ equal to the amount of that card's cost on your next turn.

Mortgage
-$5 (When you buy this, gain a Platinum)
Curse
-3VP. You may trash this card immediately, but you must trash $7 worth of treasure cards to do so.

Lawsuit
$6
Action - Attack
A player of your choice trashes all the treasures in their hand. You gain all those treasures from the supply. If any reaction card is played in response to this attack, you trash all the treasures from your hand and they gain them from the supply.

Chapter 7 Bankruptcy
$0
Action - Duration
You may trash all the treasures from your entire deck. If you do, on your next two turns +5 buys.
Title: Re: Really bad card ideas
Post by: Minotaur on January 12, 2015, 02:50:56 am
Ok, I'm trying Spielberg again even though it failed last time.

In Latin, Jehovah Starts With An I
Cost: $3
Action

The player to your right must clearly say either "Mine" or "Mint".  You must spell out the word by walking on the tiles in sequence.  If you spell out the correct word, +1 VP.  If you spell the other word, gain a Curse.
--------------------------
Setup: Write out the letters of the alphabet on tiles that are just large enough to walk on.  Spread them out on the floor.
Title: Re: Really bad card ideas
Post by: Minotaur on January 12, 2015, 04:10:05 am
Too Many Cooks
Cost: $7
Action

Reveal cards from the top of your deck until two of them have the same name.  Return the duplicate card to the top of your deck and trash the other revealed cards.  +1 VP for each trashed card.
Title: Re: Really bad card ideas
Post by: jaketheyak on January 12, 2015, 04:41:21 am
Too Many Cooks
Cost: $7
Action

Reveal cards from the top of your deck until two of them have the same name.  Return the duplicate card to the top of your deck and trash the other revealed cards.  +1 VP for each trashed card.
Title: Re: Really bad card ideas
Post by: Minotaur on January 12, 2015, 11:52:17 am
Too Many Cooks
Cost: $7
Action

Reveal cards from the top of your deck until two of them have the same name.  Return the duplicate card to the top of your deck and trash the other revealed cards.  +1 VP for each trashed card.
Title: Re: Really bad card ideas
Post by: Elanchana on January 12, 2015, 12:07:05 pm
Empty Field
Cost: $1
Action

+1 Action
+1 Card
Title: Re: Really bad card ideas
Post by: pacovf on January 12, 2015, 12:12:28 pm
(http://cdn.meme.am/instances/500x/58004183.jpg)
Title: Re: Really bad card ideas
Post by: Minotaur on January 12, 2015, 05:22:55 pm
(http://cdn.meme.am/instances/500x/58004183.jpg)

Put an axe in his hand and I'll give you an upvote.
Title: Re: Really bad card ideas
Post by: Awaclus on January 12, 2015, 05:59:18 pm
Put an axe in his hand and I'll give you an upvote.

(https://dl.dropboxusercontent.com/u/16948609/axe%20in%20his%20hand.png)
Title: Re: Really bad card ideas
Post by: Burning Skull on January 13, 2015, 07:35:24 am
Code: [Select]
Howl Of Darkness - $0
Action - Curse
Worth -1VP
------------------------------------------------
Set this aside on your Darkness mat.
For every copy of this on your Darkness mat vanilla bonuses on Ruins get +1 to their initial value.
Title: Re: Really bad card ideas
Post by: Minotaur on January 14, 2015, 05:08:25 pm
Put an axe in his hand and I'll give you an upvote.

Whoops, I forgot that TMC stars a Machete murderer, not an axe murderer.  I derped.  I guess you could use the movie DVD instead of the cutting weapon and exploration tool.  Upvotes can't be taken back because I made a promise (even though your interpretation clearly defied the capitalization of my request).
Title: Re: Really bad card ideas
Post by: Rubby on January 20, 2015, 04:05:05 pm
Pile Driver
$2 Action

Gain a Pile Driver.
_______________

When you gain this, play it.
Title: Re: Really bad card ideas
Post by: Seprix on January 20, 2015, 06:03:06 pm
Deserted Island

Action-Duration

Pretend as if you were on an island with no food with your opponent(s). Each player eats a card in turn order, and the last player to eat the last card in the Kingdom wins the game. All other players die. Kind of like the 'floor is lava' kind of death.
Title: Re: Really bad card ideas
Post by: eHalcyon on January 21, 2015, 12:03:33 am
Deserted Island

Action-Duration

Pretend as if you were on an island with no food with your opponent(s). Each player eats a card in turn order, and the last player to eat the last card in the Kingdom wins the game. All other players die. Kind of like the 'floor is lava' kind of death.

Desserted Island

Pretend you are on an island with lots of ice cream.  +5 cards!  But the ice cream is melting, oh noooooo.  Reveal your hand, trash the victory cards and discard the rest.   :'(
Title: Re: Really bad card ideas
Post by: jaketheyak on January 21, 2015, 12:14:23 am
Witchy Woman
$5 Action - Attack

+2 Cards
Each other player gains a Curse card

When you play this you must sing the chorus to 'Witchy Woman' by The Eagles
Title: Re: Really bad card ideas
Post by: Minotaur on January 21, 2015, 01:24:43 am
Jerry Seinfeld
Cost: $0
Reaction

When another player plays Witchy Woman, you may reveal this card.  If you do, then you are unaffected by Witchy Woman until someone says "by the Eagles".  If someone does, then you reply, "oh, witchAY woman, right."
Title: Re: Really bad card ideas
Post by: SwitchedFromStarcraft on January 21, 2015, 01:51:01 pm
No bonus?
Title: Re: Really bad card ideas
Post by: Minotaur on January 24, 2015, 06:06:28 pm
No bonus?

It's a card that does nothing.
Title: Re: Really bad card ideas
Post by: Minotaur on January 24, 2015, 06:53:48 pm
Non-Violent Protest
Action
Cost: $3

+1 action
+1 card
You may place this card face up on the top of any supply pile.
Title: Re: Really bad card ideas
Post by: Co0kieL0rd on February 08, 2015, 08:17:33 am
Adam's Nightmare
Action
$4
Add a Tournament pile, a Knights pile and a Black Market pile to the Supply. Add the Prize pile and make a Black Market deck. Each other player gains a Tournament, a Knight and a Black Market, putting them on top of his deck in any order.
Title: Re: Really bad card ideas
Post by: Dingan on February 09, 2015, 07:25:44 am
Gender Bender
Action
$4
Replace all instances of the word "his" with the word "her" in all the action cards in your deck.  For example, Masquerade is now "Each player passes a card from her hand...".
Title: Re: Really bad card ideas
Post by: Awaclus on February 09, 2015, 07:28:01 am
Gender Bender
Action
$4
Replace all instances of the word "his" with the word "her" in all the action cards in your deck.  For example, Masquerade is now "Each player passes a card from her hand...".

If you play this, then play another copy, it replaces all instances of the word "her" with the word "her.
Title: Re: Really bad card ideas
Post by: Asper on February 09, 2015, 07:48:09 am
Hisbalist, Action, 2$
+1 Buy
+$1
----
When you discard this from play, you may put one of your Treasures from play on top of your deck.


Madwoman, Action, $0*
+2 Actions
+1 card per card in your hand. Return this to the Madwoman pile.
---
This is not in the supply.


Marodeuse, Action - Attack, $4
Gain a Spoils from the Spoils pile. Each other player gains a Ruins.


Duchess, Victory, $5
Worth 1 VP per Duchy you have.


Female Bishop, Action, $4
If you are katholic, this is not in the supply. Otherwise:
+$1
+1 VP
Trash a card from your hand. +VP equal to half of its cost in coins, rounded down. Each other player may trash a card from her hand.


Witcher, Action - Attack, $5
+2 Cards
Each other player gains a polish RPG video game.
Title: Re: Really bad card ideas
Post by: spiralstaircase on February 09, 2015, 03:18:04 pm
When you discard ther from play, you may put one of your Treasures from play on top of your deck.

FTFY
Title: Re: Really bad card ideas
Post by: Minotaur on February 09, 2015, 04:24:57 pm
I was going to do Knights but I decided it wasn't worth the trouble.
Title: Re: Really bad card ideas
Post by: Marcory on February 09, 2015, 04:56:19 pm
Hisbalist, Action, 2$
+1 Buy
+$1
----
When you discard this from play, you may put one of your Treasures from play on top of your deck.


Madwoman, Action, $0*
+2 Actions
+1 card per card in your hand. Return this to the Madwoman pile.
---
This is not in the supply.


Marodeuse, Action - Attack, $4
Gain a Spoils from the Spoils pile. Each other player gains a Ruins.


Duchess, Victory, $5
Worth 1 VP per Duchy you have.


Female Bishop, Action, $4
If you are katholic, this is not in the supply. Otherwise:
+$1
+1 VP
Trash a card from your hand. +VP equal to half of its cost in coins, rounded down. Each other player may trash a card from her hand.


Witcher, Action - Attack, $5
+2 Cards
Each other player gains a polish RPG video game.

Just to complete things (without bothering with the Knights):

Count=>Countess
Baron=>Baroness
King's Court=>Queen's Court
Prince=>Promo Princess
Margrave=>Margravine
Saboteur=>Saboteuse
Cartographer=>Cartographim(his?)
Jack of all Trades=>Jill of All Trades
Talisman=>Taliswoman
Fortress=>Fort
Butcher=>Butchim (his?)
Taxman=>Taxwoman
Journeyman=>Journeywoman
Harem=>Selamlik
Adventurer=>Adventuress
Survivors=>Survivixes
Conspirators=>Conspiratrixes
Sea Hag=>Sea Dirty Old Man
Title: Re: Really bad card ideas
Post by: Minotaur on February 09, 2015, 05:09:56 pm
Navicroc (EDIT: Originally "Navicrocodile", fixed for consistency)
Mice
Lionacombs
Whaling Village
Ctheirtyard
Wyoushyoung Well
Title: Re: Really bad card ideas
Post by: Minotaur on February 09, 2015, 05:15:20 pm
Slashles
Monuboyst
Hunting Bogeyty
Mobyodel
Title: Re: Really bad card ideas
Post by: Minotaur on February 09, 2015, 05:20:26 pm
Dirty Old Mangler
Title: Re: Really bad card ideas
Post by: Seprix on February 09, 2015, 05:32:41 pm
The posts above me look like phishing emails I'll typically get telling me how to get rich quick or date a celebrity.
Title: Re: Really bad card ideas
Post by: jaketheyak on February 09, 2015, 05:40:23 pm
Nigerian Prince
Action, Attack, $8
You may set this card aside. If you do, set aside a treasure card from your hand.
At the start of each of your turns, each other player gives you a treasure card from their hand in the vain hope of gaining the Nigerian Prince's treasure.
Title: Re: Really bad card ideas
Post by: Kirian on February 09, 2015, 05:49:16 pm
Non-Violent Protest
Action
Cost: $3

+1 action
+1 card
You may place this card face up on the top of any supply pile.

This is actually a quite neat idea, I think...
Title: Re: Really bad card ideas
Post by: SwitchedFromStarcraft on February 09, 2015, 06:55:48 pm
Navicrocodile
Mice
Lionacombs
Whaling Village
Ctheirtyard
Wyoushyoung Well
This is a very cool list.

Is it weird that I find #5 to be strictly better than #6?  It's harder on the eyes as a word, but more closely aligned with its original, so it feels more "right".

Should #1 just be navicroc?
Title: Re: Really bad card ideas
Post by: Seprix on February 09, 2015, 07:14:45 pm
Denial        Action-Attack
+$2
Look at the top two cards of your opponent's deck. If any of the cards cost from 3 to 6, choose one to be returned to the kingdom pile. Discard the rest.
Title: Re: Really bad card ideas
Post by: Co0kieL0rd on February 09, 2015, 07:21:57 pm
Slightrobber
Againsttress
Market Rhomb
Emtrouty
Uvulaage

This is getting absurd.
Title: Re: Really bad card ideas
Post by: Seprix on February 09, 2015, 07:27:33 pm
What the hell are you guys talking about?!
Title: Re: Really bad card ideas
Post by: pacovf on February 09, 2015, 07:35:09 pm
What the hell are you guys talking about?!

Took me a while to understand too. They are replacing parts of the names of dominion cards with their opposite, or something from the same category.

ex:

Navigator -> Navi-gator -> Navicrocodile
Courtyard -> C-our-tyard -> Ctheiryard
Fortress -> For-tress -> Againsttress

etc.
Title: Re: Really bad card ideas
Post by: Seprix on February 09, 2015, 07:40:00 pm
Merquiet Tank
Title: Re: Really bad card ideas
Post by: SwitchedFromStarcraft on February 09, 2015, 07:50:51 pm
Outslant
Dressercrat
Jonesy
Scratchket
Onseturer
Soupard
Sgaleler
Baroff
Scin
Nocurs
Empubgo
Swizardrs
Luhrmannaar
Richtion
Stoplem
Transhop
Counterquartet
Harcoat
Angrypaths
Thyme
Title: Re: Really bad card ideas
Post by: liopoil on February 09, 2015, 07:58:34 pm
clockpuller
Title: Re: Really bad card ideas
Post by: Asper on February 09, 2015, 08:11:01 pm
Circleways
Lowroad
Dutgo
Embarchess
Luckler
Stoneslicer
Woodmadoughter
Sanewoman
Cafidel
Heterostore
Title: Re: Really bad card ideas
Post by: Seprix on February 09, 2015, 08:20:28 pm
Circleways
Lowroad
Dutgo
Embarchess
Luckler
Stoneslicer
Woodmadoughter
Sanewoman
Cafidel
Heterostore

Heterostore? wtf lol
Title: Re: Really bad card ideas
Post by: SwitchedFromStarcraft on February 09, 2015, 08:35:56 pm
Yeah, I like that one more than transhop.
Title: Re: Really bad card ideas
Post by: Minotaur on February 09, 2015, 08:58:11 pm
Should #1 just be navicroc?

Quite possibly so... :-o
Title: Re: Really bad card ideas
Post by: Minotaur on February 09, 2015, 09:02:34 pm
What have we done?

https://www.youtube.com/watch?v=8d4RtvMQp10
Title: Re: Really bad card ideas
Post by: LibraryAdventurer on February 09, 2015, 10:00:47 pm
Navicrocodile
Mice
Lionacombs
Whaling Village
Ctheirtyard
Wyoushyoung Well

When I first saw this, I thought it must be a mix of Dominion cards with the names of Cthulhu mythos dieties.
Title: Re: Really bad card ideas
Post by: eHalcyon on February 09, 2015, 10:01:34 pm
Duchess, Victory, $5
Worth 1 VP per Duchy you have.

In games using this, when you gain a Duchy, you may gain a Duchess.

FTFY
Title: Re: Really bad card ideas
Post by: Seprix on February 09, 2015, 10:03:16 pm
This thread has turned into Random Stuff part III.
Title: Re: Really bad card ideas
Post by: AJD on February 09, 2015, 11:05:15 pm
Just to complete things (without bothering with the Knights):

Count=>Countess
Baron=>Baroness
King's Court=>Queen's Court
Prince=>Promo Princess
Margrave=>Margravine
Saboteur=>Saboteuse
Cartographer=>Cartographim(his?)
Jack of all Trades=>Jill of All Trades
Talisman=>Taliswoman
Fortress=>Fort
Butcher=>Butchim (his?)

Um, I think you mean Butcher=>Femmer
Title: Re: Really bad card ideas
Post by: Minotaur on February 09, 2015, 11:23:08 pm
Robberpest
Silvinfirmary
Gyoung (or is it Stayld?)
Title: Re: Really bad card ideas
Post by: eHalcyon on February 09, 2015, 11:34:35 pm
This should really be split into another thread.  Bad Card Name Ideas, maybe.  Or just Bad Ideas.
Title: Re: Really bad card ideas
Post by: markusin on February 09, 2015, 11:51:38 pm
Kilotia
Courtmile
Megaon
Quadrabute
Vinefoot
Polyversity

Vanacar...wait is this where cars and vans got their name from?
Title: Re: Really bad card ideas
Post by: jaketheyak on February 10, 2015, 12:06:39 am
Dead Horse
Action, $3
Flog this card.
Title: Re: Really bad card ideas
Post by: Minotaur on February 10, 2015, 12:18:42 am
Dead Horse
Action, $3
Flog this card.

https://www.youtube.com/watch?v=X2WH8mHJnhM
Title: Re: Really bad card ideas
Post by: SwitchedFromStarcraft on February 10, 2015, 08:51:39 am
This thread has turned into Random Stuff part III.

NOOOOOOOHHHHHHHH!!!!!!!! That can't happen until reply #4000, or the entropy of the universe will be irrevocably and exponentially accelerated!

Is there a word for almost alliteration?

Besides                 Moat                , I mean.
Title: Re: Really bad card ideas
Post by: Asper on February 10, 2015, 09:57:54 am
A last one before i stop:
Vuvuzela of Lack
Title: Re: Really bad card ideas
Post by: SwitchedFromStarcraft on February 10, 2015, 11:10:27 am
I briefly considered Tuba of Sufficiency, but let it go.
Title: Re: Really bad card ideas
Post by: Minotaur on February 10, 2015, 12:50:28 pm
Recorder of Overkill
Title: Re: Really bad card ideas
Post by: sudgy on February 10, 2015, 02:26:10 pm
This thread has turned into Random Stuff part III.

NOOOOOOOHHHHHHHH!!!!!!!! That can't happen until reply #4000, or the entropy of the universe will be irrevocably and exponentially accelerated!

Well, considering that Random Stuff part I was stopped because of unknown quantum effects, this doesn't seem too far off...
Title: Re: Really bad card ideas
Post by: Minotaur on February 10, 2015, 02:33:37 pm
Non-Violent Protest
Action
Cost: $3

+1 action
+1 card
You may place this card face up on the top of any supply pile.

This is actually a quite neat idea, I think...

Thanks.  It might be a little too troll to feel like canon, but it sounds sort of fun and hard to figure out strategically.  I imagine there would be a lot of games where you'd just ignore it, but in some cases, picking it up specifically to throw off game tempo could be an important element of a strategy.  I would probably be very bad at using this card.

(Also, maybe they're more like a lobbyist than anything else.  For $3, they'll change their tune, no questions asked...)
Title: Re: Really bad card ideas
Post by: sudgy on February 10, 2015, 03:11:13 pm
Non-Violent Protest
Action
Cost: $3

+1 action
+1 card
You may place this card face up on the top of any supply pile.

This is actually a quite neat idea, I think...

Thanks.  It might be a little too troll to feel like canon, but it sounds sort of fun and hard to figure out strategically.  I imagine there would be a lot of games where you'd just ignore it, but in some cases, picking it up specifically to throw off game tempo could be an important element of a strategy.  I would probably be very bad at using this card.

(Also, maybe they're more like a lobbyist than anything else.  For $3, they'll change their tune, no questions asked...)

It does have a few weird cases, though.  Can you put it on top of an empty supply pile?  Would that make the game not end yet?
Title: Re: Really bad card ideas
Post by: Minotaur on February 10, 2015, 03:14:30 pm
Non-Violent Protest
Action
Cost: $3

+1 action
+1 card
You may place this card face up on the top of any supply pile.

This is actually a quite neat idea, I think...

Thanks.  It might be a little too troll to feel like canon, but it sounds sort of fun and hard to figure out strategically.  I imagine there would be a lot of games where you'd just ignore it, but in some cases, picking it up specifically to throw off game tempo could be an important element of a strategy.  I would probably be very bad at using this card.

(Also, maybe they're more like a lobbyist than anything else.  For $3, they'll change their tune, no questions asked...)

It does have a few weird cases, though.  Can you put it on top of an empty supply pile?  Would that make the game not end yet?

I guess it depends on the wording of the rules.  To me it makes more sense if the state of the piles immediately after your turn is what matters, but I don't have the actual rule wording as written up in canon in front of me.
Title: Re: Really bad card ideas
Post by: sudgy on February 10, 2015, 03:24:23 pm
Non-Violent Protest
Action
Cost: $3

+1 action
+1 card
You may place this card face up on the top of any supply pile.

This is actually a quite neat idea, I think...

Thanks.  It might be a little too troll to feel like canon, but it sounds sort of fun and hard to figure out strategically.  I imagine there would be a lot of games where you'd just ignore it, but in some cases, picking it up specifically to throw off game tempo could be an important element of a strategy.  I would probably be very bad at using this card.

(Also, maybe they're more like a lobbyist than anything else.  For $3, they'll change their tune, no questions asked...)

It does have a few weird cases, though.  Can you put it on top of an empty supply pile?  Would that make the game not end yet?

I guess it depends on the wording of the rules.  To me it makes more sense if the state of the piles immediately after your turn is what matters, but I don't have the actual rule wording as written up in canon in front of me.

You can stop the game ending by Ambassadoring cards back, so that's fine.  I was more saying if they're considered a part of a pile at all.
Title: Re: Really bad card ideas
Post by: qmech on February 10, 2015, 03:26:41 pm
If they weren't a pile, how could they be empty?

Got to maintain the distinction between nothing and the empty set.
Title: Re: Really bad card ideas
Post by: Minotaur on February 10, 2015, 03:29:30 pm
Non-Violent Protest
Action
Cost: $3

+1 action
+1 card
You may place this card face up on the top of any supply pile.

This is actually a quite neat idea, I think...

Thanks.  It might be a little too troll to feel like canon, but it sounds sort of fun and hard to figure out strategically.  I imagine there would be a lot of games where you'd just ignore it, but in some cases, picking it up specifically to throw off game tempo could be an important element of a strategy.  I would probably be very bad at using this card.

(Also, maybe they're more like a lobbyist than anything else.  For $3, they'll change their tune, no questions asked...)

It does have a few weird cases, though.  Can you put it on top of an empty supply pile?  Would that make the game not end yet?

I guess it depends on the wording of the rules.  To me it makes more sense if the state of the piles immediately after your turn is what matters, but I don't have the actual rule wording as written up in canon in front of me.

You can stop the game ending by Ambassadoring cards back, so that's fine.  I was more saying if they're considered a part of a pile at all.

It is the top card of whatever pile it goes in.  I forgot that in two-player or with Moat, you can return more than you pass out with Ambassador.
Title: Re: Really bad card ideas
Post by: Seprix on February 12, 2015, 01:44:21 pm
Highwaste
Action
Cost: $4

+2 Card
+2 Action

While this is in play, all cards cost $1 more.
Title: Re: Really bad card ideas
Post by: Minotaur on February 13, 2015, 11:21:26 am
Highweight
Cost: $4
Action

+2 cards
+1 action

Reveal a card from your hand.  Tape a quarter to it.
Title: Re: Really bad card ideas
Post by: Minotaur on February 13, 2015, 11:34:07 am
I briefly considered Tuba of Sufficiency, but let it go.

https://www.youtube.com/watch?v=e7aaw4g2tJo
Title: Re: Really bad card ideas
Post by: Minotaur on February 13, 2015, 11:35:34 am
Highway To Hell
Cost: $3
Action

+1 Card
+1 Action
Gain a Scout
While this card is in play, cards cost $1 less (but not less that $0)
Title: Re: Really bad card ideas
Post by: Witherweaver on February 13, 2015, 11:43:37 am
Highway To Hell
Cost: $3
Action

+1 Card
+1 Action
Gain a Scout
While this card is in play, cards cost $1 less (but not less that $0)

Best movie eva  http://www.imdb.com/title/tt0104418/
Title: Re: Really bad card ideas
Post by: Minotaur on February 14, 2015, 09:44:29 am
Hotel California
Action-Duration
Cost: $8

+2 Cards
+2 Actions
Discard two cards from your hand.
At the start of each turn, play this card.

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

When you gain this card, put it into play and then shuffle any number of action cards from your discard pile into your deck.
Title: Re: Really bad card ideas
Post by: Asper on February 14, 2015, 11:03:26 am
Boat, $2, Action - Reaction
+2 Cards
----
When another player reveals a Reaction, you may reveal this. If you do, he is unaffected by his Reaction.
Title: Re: Really bad card ideas
Post by: Seprix on February 14, 2015, 11:08:35 am
Hotel California
Action-Duration
Cost: $8

+2 Cards
+2 Actions
Discard two cards from your hand.
At the start of each turn, play this card.

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

When you gain this card, put it into play and then shuffle any number of action cards from your discard pile into your deck.

That could be a bad card in some instances where you land it at the end of your shuffle with a good hand.
Title: Re: Really bad card ideas
Post by: SwitchedFromStarcraft on February 14, 2015, 11:20:09 am
Hotel California
Action-Duration
Cost: $8

+2 Cards
+2 Actions
Discard two cards from your hand.
At the start of each turn, play this card.

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

When you gain this card, put it into play and then shuffle any number of action cards from your discard pile into your deck.

That could be a bad card in some instances where you land it at the end of your shuffle with a good hand.
You may have missed the point.  If I read it correctly, it is never not in play.  You put it in play when you gain it, and you play it at the start of every hand, because it is a duration.  Hence the name of the card.

"You can check out any time you like, but you may never leave".
Title: Re: Really bad card ideas
Post by: popsofctown on February 14, 2015, 05:01:28 pm
Hotel California
Action-Duration
Cost: $8

+2 Cards
+2 Actions
Discard two cards from your hand.
At the start of each turn, play this card.

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

When you gain this card, put it into play and then shuffle any number of action cards from your discard pile into your deck.

That could be a bad card in some instances where you land it at the end of your shuffle with a good hand.
You may have missed the point.  If I read it correctly, it is never not in play.  You put it in play when you gain it, and you play it at the start of every hand, because it is a duration.  Hence the name of the card.

"You can check out any time you like, but you may never leave".

You would never try to check out of Hotel California the card. .
Title: Re: Really bad card ideas
Post by: Minotaur on February 15, 2015, 09:02:00 pm
You may have missed the point.  If I read it correctly, it is never not in play.  You put it in play when you gain it, and you play it at the start of every hand, because it is a duration.  Hence the name of the card.

"You can check out any time you like, but you may never leave".

Also, my wording might be bad.  I meant for the first three lines to constitute the action to be played once every turn.  The fourth line shouldn't "stack".  Essentially, it's supposed to become a Princed Inn immediately on gain.  Hence the joke.
Title: Re: Really bad card ideas
Post by: SwitchedFromStarcraft on February 16, 2015, 09:05:19 am
You may have missed the point.  If I read it correctly, it is never not in play.  You put it in play when you gain it, and you play it at the start of every hand, because it is a duration.  Hence the name of the card.

"You can check out any time you like, but you may never leave".

Also, my wording might be bad.  I meant for the first three lines to constitute the action to be played once every turn.  The fourth line shouldn't "stack".  Essentially, it's supposed to become a Princed Inn immediately on gain.  Hence the joke.

i think we are saying the same thing, though perhaps from two different perspectives.
Title: Re: Really bad card ideas
Post by: Minotaur on February 16, 2015, 10:20:20 am
You may have missed the point.  If I read it correctly, it is never not in play.  You put it in play when you gain it, and you play it at the start of every hand, because it is a duration.  Hence the name of the card.

"You can check out any time you like, but you may never leave".

Also, my wording might be bad.  I meant for the first three lines to constitute the action to be played once every turn.  The fourth line shouldn't "stack".  Essentially, it's supposed to become a Princed Inn immediately on gain.  Hence the joke.

i think we are saying the same thing, though perhaps from two different perspectives.

Yeah, I was just responding to the confusion.  You totally got what I meant even if I didn't nail the wording.
Title: Re: Really bad card ideas
Post by: Minotaur on February 16, 2015, 10:22:44 am
Cthultyard
Cost: $4
Action

+3 cards
You may pray to be eaten first.  If you do, place a card on top of your deck.


(Better than Smithy, but you have to forfeit your sanity to the sleeping god, which could mess you up later on.)
Title: Re: Really bad card ideas
Post by: SwitchedFromStarcraft on February 16, 2015, 01:10:47 pm
I'm glad you put in the conditional - I don't think forfeiting my sanity has messed me up at all (yet).
Title: Re: Really bad card ideas
Post by: LibraryAdventurer on February 16, 2015, 11:14:19 pm
Cthultist
Cost $5 - Action
Gain an insanity token. +1 Card for each insanity token you have.
Each other player gains a ruins.
-
At the end of the game, there is a 10% chance for each insantiy token you have that you automatically lose the game and an additional 10% chance that every other player gives you all the curses in their deck. In games using this, if all players automatically lose, Cthulhu rises from the sea and eats the world.
Title: Re: Really bad card ideas
Post by: Burning Skull on February 17, 2015, 03:14:57 am
Cthulhu rises from the sea and eats the world.

It's inevitable and unconditional.

Poor pearl diver goes down first...
Title: Re: Really bad card ideas
Post by: Minotaur on February 17, 2015, 12:06:23 pm
Cthulhu rises from the sea and eats the world.

It's inevitable and unconditional.

Poor pearl diver goes down first...

Scout sees it coming, but can't do anything about it.
Title: Re: Really bad card ideas
Post by: LibraryAdventurer on February 17, 2015, 01:55:55 pm
Cthulhu rises from the sea and eats the world.

It's inevitable and unconditional.

Poor pearl diver goes down first...

Scout sees it coming, but can't do anything about it.
The Lookout can't trash it, the Cartographer can't discard it, and the Vagrant can only make ruin come quicker.


Necronomicon
3P - Action
Draw until you have 6 cards in hand. Set aside all cards drawn this way that do not start with "Cth", as you draw them; discard the set aside cards after you finish drawing.
Title: Re: Really bad card ideas
Post by: pacovf on February 17, 2015, 02:20:39 pm
Cthulhu rises from the sea and eats the world.

It's inevitable and unconditional.

Poor pearl diver goes down first...

Scout sees it coming, but can't do anything about it.
The Lookout can't trash it, the Cartographer can't discard it, and the Vagrant can only make ruin come quicker.

You can still counter it with a Pirate Ship.
Title: Re: Really bad card ideas
Post by: Minotaur on February 19, 2015, 01:54:54 pm
Sage thinks he can delay it, but he needs us all to build seven Bridges as fast as we can, no time for questions...
Title: Re: Really bad card ideas
Post by: SwitchedFromStarcraft on February 19, 2015, 02:29:24 pm
But there is time for musical inspiration while you build:

https://www.youtube.com/watch?v=c-q7Mih69KE
Title: Re: Really bad card ideas
Post by: pacovf on February 19, 2015, 09:05:48 pm
Cthulhu rises from the sea and eats the world.

It's inevitable and unconditional.

Poor pearl diver goes down first...

Scout sees it coming, but can't do anything about it.
The Lookout can't trash it, the Cartographer can't discard it, and the Vagrant can only make ruin come quicker.

You can still counter it with a Pirate Ship.

The joke is that is how The Call of Cthulhu (http://www.hplovecraft.com/writings/texts/fiction/cc.aspx) ends.
Title: Re: Really bad card ideas
Post by: Minotaur on February 21, 2015, 12:14:17 pm
Anyone else ever think of Ruins as "anti-cards?"  That is, playing another card and then a Ruins back-to-back has the same effect as discarding both cards and picking up the next card.

Ruined Library is essentially an anti-Village.
Ruined Village is an anti-Laboratory.

Ruined Mine is a Copper and an anti-Village.

Survivors is a buffed Scout and an anti-Village...


Anti-Scout 1 (play before Scout)
Action-Ruins
+2 Cards
+1 Action
Look through your deck and discard pile, and set aside the Victory cards from each from the game separately.  At the end of your turn, or the next time a different action is resolved, return the set aside Victory cards to your deck and discard pile, respectively, and shuffle your deck.

Anti-Scout 2 (play after Scout)
Action-Ruins
+2 Cards
+1 Action
Reveal your hand.  Place three Victory cards from your hand on top of your deck in any order.
Title: Re: Really bad card ideas
Post by: Minotaur on February 21, 2015, 12:30:58 pm
Mystery Machine (because it "takes off the mask")

+2 Actions
You may gain a card from the trash into your hand.
Each player passes a card to the right and takes the card passed to them in hand.
Title: Re: Really bad card ideas
Post by: Co0kieL0rd on February 23, 2015, 02:10:43 pm
Poisoned Well
Action/Ruins
$0
Name a card.

This might seem like the worst card ever (it was a close competition with Scout) but it has great synergy with this card:

Public Well
Action
$1
+1 Card. +1 Action. If you named any cards this turn, you may reveal them.

which, in turn, synergizes with this card:

Ghost Well
Action
$2
You may set aside any cards you revealed this turn. Never return them to your deck.
Title: Re: Really bad card ideas
Post by: Dingan on February 23, 2015, 02:16:40 pm
Poisoned Well
Action/Ruins
$0
Name a card.

Toxic Well
Action/Ruins
$0
Reveal a card from your hand.
Title: Re: Really bad card ideas
Post by: Deadlock39 on February 23, 2015, 02:55:16 pm
I think Poisoned Well needs +1 action so I can play the Poisoned->Public->Ghost combo when there aren't any Villages in the Kingdom.

That makes Poisoned Well strictly better than Ruined Village though, so it would need to cost 1/2 of a coin.
Title: Re: Really bad card ideas
Post by: Minotaur on February 23, 2015, 04:41:50 pm
Poisoned Well
Action/Ruins
$0
Name a card.

This might seem like the worst card ever (it was a close competition with Scout) but it has great synergy with this card:

Public Well
Action
$1
+1 Card. +1 Action. If you named any cards this turn, you may reveal them.

which, in turn, synergizes with this card:

Ghost Well
Action
$2
You may set aside any cards you revealed this turn. Never return them to your deck.

Ultimate Scout combo.
Title: Re: Really bad card ideas
Post by: Kirian on February 24, 2015, 11:53:10 am
Poisoned Well
Action/Ruins
$0
Name a card.

This might seem like the worst card ever (it was a close competition with Scout) but it has great synergy with this card:

Public Well
Action
$1
+1 Card. +1 Action. If you named any cards this turn, you may reveal them.

which, in turn, synergizes with this card:

Ghost Well
Action
$2
You may set aside any cards you revealed this turn. Never return them to your deck.
Well, well, well...
Title: Re: Really bad card ideas
Post by: GendoIkari on February 24, 2015, 12:00:08 pm

That makes Poisoned Well strictly better than Ruined Village though, so it would need to cost 1/2 of a coin.

No, strictly better rules don't apply to ruins, just like they don't apply to curses. Copper is strictly better than Curse, but they both cost 0.
Title: Re: Really bad card ideas
Post by: Witherweaver on February 24, 2015, 12:13:40 pm

That makes Poisoned Well strictly better than Ruined Village though, so it would need to cost 1/2 of a coin.

No, strictly better rules don't apply to ruins, just like they don't apply to curses. Copper is strictly better than Curse, but they both cost 0.

Strictly, except for all the edge cases!
Title: Re: Really bad card ideas
Post by: Minotaur on February 24, 2015, 12:16:32 pm

That makes Poisoned Well strictly better than Ruined Village though, so it would need to cost 1/2 of a coin.

No, strictly better rules don't apply to ruins, just like they don't apply to curses. Copper is strictly better than Curse, but they both cost 0.

Strictly, except for all the edge cases!

You have all the Gardens and you're playing against Noble Brigand?
Title: Re: Really bad card ideas
Post by: GendoIkari on February 24, 2015, 12:18:30 pm

That makes Poisoned Well strictly better than Ruined Village though, so it would need to cost 1/2 of a coin.

No, strictly better rules don't apply to ruins, just like they don't apply to curses. Copper is strictly better than Curse, but they both cost 0.

Strictly, except for all the edge cases!

I seriously started to add in the edge cases before posting that, and decided it wasn't worth it.
Title: Re: Really bad card ideas
Post by: TheOthin on February 24, 2015, 12:20:23 pm

That makes Poisoned Well strictly better than Ruined Village though, so it would need to cost 1/2 of a coin.

No, strictly better rules don't apply to ruins, just like they don't apply to curses. Copper is strictly better than Curse, but they both cost 0.

Strictly, except for all the edge cases!

You have all the Gardens and you're playing against Noble Brigand?

Or Their or Pirate Ship! Instead of getting a Copper, you avoid letting them steal one.
Title: Re: Really bad card ideas
Post by: Witherweaver on February 24, 2015, 12:21:07 pm

That makes Poisoned Well strictly better than Ruined Village though, so it would need to cost 1/2 of a coin.

No, strictly better rules don't apply to ruins, just like they don't apply to curses. Copper is strictly better than Curse, but they both cost 0.

Strictly, except for all the edge cases!

You have all the Gardens and you're playing against Noble Brigand?

I was thinking Mountebank, then Menagerie, then decided to just say "edge cases". 
Title: Re: Really bad card ideas
Post by: Deadlock39 on February 24, 2015, 01:58:51 pm
Yeah, so everyone ninja'd me already, but I defend my statement as well.  Cards can't be strictly better/worse if they don't share the same type.
Title: Re: Really bad card ideas
Post by: Awaclus on February 24, 2015, 02:08:42 pm
Yeah, so everyone ninja'd me already, but I defend my statement as well.  Cards can't be strictly better/worse if they don't share the same type.

Why couldn't they?
Title: Re: Really bad card ideas
Post by: Seprix on February 24, 2015, 02:18:00 pm
Mach 5
+1 Card
+1 Action


Yell "AH!". If you do, choose a letter from A to G. If you choose A, jump around; B, skid on the floor; C, cut up a card from your hand; D, put on an extra pair of clothes; E, put on glasses; F, jump into a pool; and G, let go of any birds you currently own into the wild.

You must refer to Duchess as Trixy and Donald X Vaccarino as Pops for the rest of the game. Also, you may refer to Adam Horton as Chim Chim or Sprittle (expansion only)
Title: Re: Really bad card ideas
Post by: Minotaur on February 24, 2015, 02:22:28 pm
Yeah, so everyone ninja'd me already, but I defend my statement as well.  Cards can't be strictly better/worse if they don't share the same type.

Why couldn't they?

I sort of agree with Awaclus, I think.  Usually it's hard to compare because, for example, actions need Actions, but it's compensated in some way.  Just cut the compensation, and you'll get a card that's better 99% of the time.  You need something like King's Court or Scyring Pool that reaaaally cares about card type to get edge cases...

Herpy McDerp
Action
Cost: $0

+$1

Derpy McDerperson
Action
Cost: $3

+$2

Derp Herpington the III, Esq.
Action
Cost: $6

+$3
Title: Re: Really bad card ideas
Post by: Minotaur on February 24, 2015, 02:33:57 pm
Likewise, a free Peddler would be better than a Copper 99% of the time.  Maybe just 95% of the time because of terminal draw...

Beverly Hills Copper
Action
Cost: $0

+1 Card
+1 Action
+ $1

Silver Surfer
Action
Cost: $3

+1 Card
+1 Action
+ $2

Goldfinger
Action
Cost: $6

+1 Card
+1 Action
+ $3

Platina, Goddess of Avarice
Action
Cost: $9

+1 Card
+1 Action
+ $5
Title: Re: Really bad card ideas
Post by: Deadlock39 on February 24, 2015, 02:43:18 pm
But... you guys keep using these numbers... like 99% and 95% and well, that isn't "strictly better".
Strictly better means no edge cases.
Title: Re: Really bad card ideas
Post by: Minotaur on February 24, 2015, 02:48:10 pm
But... you guys keep using these numbers... like 99% and 95% and well, that isn't "strictly better".
Strictly better means no edge cases.

There was an argument that for a card to be "better" than another card, they have to be the same type.  Even though there are edge cases for everything, the type barrier isn't really as hard and limiting as it seems.  Copper is "just as much better" than Ruined Mine as Courtyard is better than Moat on a board with no Attack cards, even though both have edge cases.
Title: Re: Really bad card ideas
Post by: Awaclus on February 24, 2015, 02:49:52 pm
But... you guys keep using these numbers... like 99% and 95% and well, that isn't "strictly better".
Strictly better means no edge cases.

Yeah, so what's the reason why cards can't be strictly better than other cards with no edge cases?
Title: Re: Really bad card ideas
Post by: Minotaur on February 24, 2015, 02:51:50 pm
But... you guys keep using these numbers... like 99% and 95% and well, that isn't "strictly better".
Strictly better means no edge cases.

Yeah, so what's the reason why cards can't be strictly better than other cards with no edge cases?

Death
Cost: $0
Treasure

When you gain this card, you lose the game.

Edge Case:  KC/KC/Goons/Masquerade
Title: Re: Really bad card ideas
Post by: Deadlock39 on February 24, 2015, 02:55:18 pm
I just said that cards can't be strictly better if they don't share the same type.  The reason they can't be strictly better is because there are lots of cards that care about type, so there are situations when you would, for example, prefer to have a Curse to a Copper.

It is possible there is a type pairing that doesn't actually matter, but I can't think of anything at the moment.
Title: Re: Really bad card ideas
Post by: Minotaur on February 24, 2015, 03:02:28 pm
I just said that cards can't be strictly better if they don't share the same type.  The reason they can't be strictly better is because there are lots of cards that care about type, so there are situations when you would, for example, prefer to have a Curse to a Copper.

It is possible there is a type pairing that doesn't actually matter, but I can't think of anything at the moment.

If you're playing Cornucopia, then everything is automatically edge cased.  Type distinction doesn't even factor in here.

If we're going to bend the rules and say that anything is allowed to be better than anything else, then Silver Surfer is better than Silver and it's also better than Peddler.  Yes, Counterfeit and Graverobber are things, but those are two edge cases - one where Silver Surfer has the same type as the card being compared, and another with different type.

There are edge cases for everything.  The card type isn't the why there is or isn't.
Title: Re: Really bad card ideas
Post by: Awaclus on February 24, 2015, 03:04:21 pm
I just said that cards can't be strictly better if they don't share the same type.  The reason they can't be strictly better is because there are lots of cards that care about type, so there are situations when you would, for example, prefer to have a Curse to a Copper.

It is possible there is a type pairing that doesn't actually matter, but I can't think of anything at the moment.

Oh, I was slightly misreading your posts then. What I was intending to ask you is: why is it bad that two cards that do share the same type are strictly inferior and superior to each other, respectively?
Title: Re: Really bad card ideas
Post by: Deadlock39 on February 24, 2015, 03:09:43 pm
If you're playing Cornucopia, then everything is automatically edge cased.  Type distinction doesn't even factor in here.

If we're going to bend the rules and say that anything is allowed to be better than anything else, then Silver Surfer is better than Silver and it's also better than Peddler.  Yes, Counterfeit and Graverobber are things, but those are two edge cases - one where Silver Surfer has the same type as the card being compared, and another with different type.

There are edge cases for everything.  The card type isn't the why there is or isn't.

Perhaps I am misusing strictly better and I need to correct my definition, but to me it means better in all situations (Cornucopia not excluded).

I do not agree that Ruins/Curse/Copper are exempt from "strictly better"-ness, but I don't think it is worth arguing further about "Really bad card ideas"

If I am incorrect about what strictly better means to the forum at large I will modify my usage.

Title: Re: Really bad card ideas
Post by: Deadlock39 on February 24, 2015, 03:12:40 pm
Oh, I was slightly misreading your posts then. What I was intending to ask you is: why is it bad that two cards that do share the same type are strictly inferior and superior to each other, respectively?

I don't think it is inherently bad.  The general bad thing is to make a card that is strictly better than another card at the same cost, which is where my original comment stemmed from.  However, it was a comment about "Really bad card ideas"/Ruins, so it was 99% a joke. (I mean, I said it should cost 1/2 of a coin)
Title: Re: Really bad card ideas
Post by: Minotaur on February 24, 2015, 03:16:59 pm
I agree that it's harder to compare cards of different types, but game balance depends on there being lots of tough decisions.  One isn't "better" than the other, but you have 7$ and two buys, and you have to make a decision.  The more often this is hard choice, the healthier the game is.  That's why we play Dominion.

I just don't think it's that hard to come up with RBCIs that cross type boundaries but are still "better" than each other for the vast majority of considerations.
Title: Re: Really bad card ideas
Post by: Witherweaver on February 24, 2015, 03:20:34 pm
I believe not having another strictly better discussion is strictly better than having one.
Title: Re: Really bad card ideas
Post by: Minotaur on February 24, 2015, 03:22:09 pm
I believe not having another strictly better discussion is strictly better than having one.

Also, Possession.
Title: Re: Really bad card ideas
Post by: TheOthin on February 24, 2015, 03:46:56 pm
It doesn't have to be about card type. Consider a pretty definite hierarchy in several $0 cards: Copper > Abandoned Mine > Ruined Village > Curse. Two of them have their own card types, but Abandoned Mine and Ruined Village are the same. Sure, there can be advantages to any of these, but that level of edge case would never be considered enough to dispel a "strictly better/worse" problem between cards that would actually be bought. It's just a matter of that not mattering for cards that aren't meant to be good buys in normal circumstances, and instead find their ways into your deck through other means.

Edit: I have got to stop failing to notice when there's another page.
Title: Re: Really bad card ideas
Post by: eHalcyon on February 24, 2015, 05:25:36 pm
If you're playing Cornucopia, then everything is automatically edge cased.  Type distinction doesn't even factor in here.

If we're going to bend the rules and say that anything is allowed to be better than anything else, then Silver Surfer is better than Silver and it's also better than Peddler.  Yes, Counterfeit and Graverobber are things, but those are two edge cases - one where Silver Surfer has the same type as the card being compared, and another with different type.

There are edge cases for everything.  The card type isn't the why there is or isn't.

Perhaps I am misusing strictly better and I need to correct my definition, but to me it means better in all situations (Cornucopia not excluded).

I do not agree that Ruins/Curse/Copper are exempt from "strictly better"-ness, but I don't think it is worth arguing further about "Really bad card ideas"

If I am incorrect about what strictly better means to the forum at large I will modify my usage.

There are always edge cases though.  Suppose we have similar cards A and B, where A is better than B.  But is A strictly better than B?  Some universal edge cases include:

- Possession, which makes you prefer B for any hand where you get possessed.
- Menagerie and Horn of Plenty, which may make you prefer B if you already have an A in hand.
- Masquerade and Ambassador, where you may prefer having B to give away instead of A.

So the definition needs to omit those considerations, at least.  Some other things tend to be omitted as well.  For example, we would usually consider "+4 cards" to be a strictly superior effect compared to "+3 cards", even though the latter may be preferable for reshuffle considerations.
Title: Re: Really bad card ideas
Post by: LibraryAdventurer on February 25, 2015, 01:00:27 am
Strictly Better than Province
$7  Action - Victory - Attack - Reaction
+5 Cards. Discard half a card. +$4.73. +2 Buys. You may trash a card. If you do, the player to your right must eat the trashed card.
Each other player reveals their hand. If they reveal a province, they gain a curse.
You may have an off-topic debate about balance or whether all this text fits on a card (or about anything else for all I care).
-
When another player blinks, you may reveal this. If you do, +2 Cards. If you reveal this for a very short time just as the player is blinking and he doesn't see it, he will accuse you of cheating. Since you are right and he is wrong, you may gain a platinum.
-
Worth 6 VP
Title: Re: Really bad card ideas
Post by: Minotaur on February 25, 2015, 05:43:05 am
It's Not Strictly Better Than Province
Action/Reaction
Cost: $2

+1 Card
+1 Action
+ $1

If the player to your right gains Strictly Better Than Province, you may reveal this card.  If you do, that player trashes Strictly Better Than Province, along with their hand, deck, discard pile, and all cards in play.  This card is always in the supply whenever Strictly Better Than Province is in the supply no matter what anyone else says.
Title: Re: Really bad card ideas
Post by: Witherweaver on February 25, 2015, 09:52:55 am
Strictly Better than Province
$7  Action - Victory - Attack - Reaction
+5 Cards. Discard half a card. +$4.73. +2 Buys. You may trash a card. If you do, the player to your right must eat the trashed card.
Each other player reveals their hand. If they reveal a province, they gain a curse.
You may have an off-topic debate about balance or whether all this text fits on a card (or about anything else for all I care).
-
When another player blinks, you may reveal this. If you do, +2 Cards. If you reveal this for a very short time just as the player is blinking and he doesn't see it, he will accuse you of cheating. Since you are right and he is wrong, you may gain a platinum.
-
Worth 6 VP

Not strictly better; the player to your right could be deathly allergic to the material used to create the cards, and you could get incarcerated for involuntary manslaughter.

Though, if your opponent dies, do you win?  I think the rulebook implies no, since there is no forfeit clause.
Title: Re: Really bad card ideas
Post by: Minotaur on February 25, 2015, 09:54:52 am
Strictly Better than Province
$7  Action - Victory - Attack - Reaction
+5 Cards. Discard half a card. +$4.73. +2 Buys. You may trash a card. If you do, the player to your right must eat the trashed card.
Each other player reveals their hand. If they reveal a province, they gain a curse.
You may have an off-topic debate about balance or whether all this text fits on a card (or about anything else for all I care).
-
When another player blinks, you may reveal this. If you do, +2 Cards. If you reveal this for a very short time just as the player is blinking and he doesn't see it, he will accuse you of cheating. Since you are right and he is wrong, you may gain a platinum.
-
Worth 6 VP

Not strictly better; the player to your right could be deathly allergic to the material used to create the cards, and you could get incarcerated for involuntary manslaughter.

Though, if your opponent dies, do you win?  I think the rulebook implies no, since there is no forfeit clause.

It is now open season for Jumanji RBCIs.
Title: Re: Really bad card ideas
Post by: pacovf on February 25, 2015, 10:05:44 am
Quote
Jumanji
Type: Action - Curse
Cost: $0
Set aside the player to your left. Put them back into play when there are four players.
Title: Re: Really bad card ideas
Post by: Kirian on February 25, 2015, 12:52:15 pm
Strictly Better than Province
$7  Action - Victory - Attack - Reaction
+5 Cards. Discard half a card. +$4.73. +2 Buys. You may trash a card. If you do, the player to your right must eat the trashed card.
Each other player reveals their hand. If they reveal a province, they gain a curse.
You may have an off-topic debate about balance or whether all this text fits on a card (or about anything else for all I care).
-
When another player blinks, you may reveal this. If you do, +2 Cards. If you reveal this for a very short time just as the player is blinking and he doesn't see it, he will accuse you of cheating. Since you are right and he is wrong, you may gain a platinum.
-
Worth 6 VP

Edge case: Tournament.
Title: Re: Really bad card ideas
Post by: ashersky on February 25, 2015, 05:15:36 pm
Strictly Better than Province
$7  Action - Victory - Attack - Reaction
+5 Cards. Discard half a card. +$4.73. +2 Buys. You may trash a card. If you do, the player to your right must eat the trashed card.
Each other player reveals their hand. If they reveal a province, they gain a curse.
You may have an off-topic debate about balance or whether all this text fits on a card (or about anything else for all I care).
-
When another player blinks, you may reveal this. If you do, +2 Cards. If you reveal this for a very short time just as the player is blinking and he doesn't see it, he will accuse you of cheating. Since you are right and he is wrong, you may gain a platinum.
-
Worth 6 VP

Edge case: Tournament.

Edge case: Explorer, need Gold to buy last Province.
Title: Re: Really bad card ideas
Post by: LibraryAdventurer on February 25, 2015, 05:26:09 pm
Strictly Better than Province
$7  Action - Victory - Attack - Reaction
+5 Cards. Discard half a card. +$4.73. +2 Buys. You may trash a card. If you do, the player to your right must eat the trashed card.
Each other player reveals their hand. If they reveal a province, they gain a curse.
You may have an off-topic debate about balance or whether all this text fits on a card (or about anything else for all I care).
-
When another player blinks, you may reveal this. If you do, +2 Cards. If you reveal this for a very short time just as the player is blinking and he doesn't see it, he will accuse you of cheating. Since you are right and he is wrong, you may gain a platinum.
-
Worth 6 VP

Edge case: Tournament.

Edge case: Explorer, need Gold to buy last Province.

Really, there is no edge case. This card is actually worse than a curse, as you have to rip a card in half every time you play it "Discard half a card". It also causes game destruction if you trash a card with it. I also don't really like that it encourages debates (as we don't know how civil those debates will be) or that it encourages an action which will probably cause someone accuse you of cheating (which could easily start a not-at-all-civil arguement).
Besides, if you overlook the "discard half a card" and pass on arguing and actual eating of the cards, this card is better than tournament prizes, and could easily cause three piles to empty before the provinces are low. Who would buy provinces with this in the kingdom?
Title: Re: Really bad card ideas
Post by: sudgy on February 25, 2015, 06:36:38 pm
Actually, is other players revealing hands and for their Provinces gaining Curses a bad idea?  It might be an interesting new attack of some sort...
Title: Re: Really bad card ideas
Post by: Asper on February 26, 2015, 04:42:03 am
Better than Strictly better than Province at being Strictly better than Province, $8, Victory
Worth 7 points
----
Whenever you want this to, it is Province.
Title: Re: Really bad card ideas
Post by: Marcory on February 27, 2015, 07:30:41 am
Better than Strictly better than Province at being Strictly better than Province, $8, Victory
Worth 7 points
----
Whenever you want this to, it is Province.

Better than Better than Strictly better than Province at being Strictly Better than Province

$8, Victory
Worth 7 points
---

Whenever you want this to, it is a Province. You may trash this. If you do, gain a Province and +1 VP.
Title: Re: Really bad card ideas
Post by: pacovf on February 27, 2015, 08:01:15 am
Quote
Strictly better
Types: Whichever you want, whenever you want.
Cost: $8
You win forever!
Title: Re: Really bad card ideas
Post by: Minotaur on February 27, 2015, 11:56:44 am
Quote
Strictly better
Types: Whichever you want, whenever you want.
Cost: $8
You win forever!

https://www.youtube.com/watch?v=atxUuldUcfI

(Also, apparently Journey's fans are serial killers, judging from the silent intro and extreme close-up on the hands... creepy.)

(OH GOD THE WHOLE TIME IT WAS THE SINGER FROM JOURNEY!  WHAT A TWIST!!!)
Title: Re: Really bad card ideas
Post by: Witherweaver on February 27, 2015, 11:57:43 am
He'll murder you, any way you want it.
Title: Re: Really bad card ideas
Post by: Tombolo on March 11, 2015, 07:47:16 am
Silk Rat
Costs $4
Action, VP
Trash a victory card from your hand that is not an Estate.  Worth 1 VP for every 5 Victory cards in the trash (rounded down).

Okay, I'm catching up on this thread so this is super old, but I actually kinda like this concept, with some actual balancing.  Maybe something like

Silk Rat
$4 Victory
Worth 1 VP for every Victory card in the trash.  When you gain this, you may trash a card from your hand.

Even if there's no support on the board or from your opponents, you can get them to $4 Duchies with some commitment, and if there IS a way to get more green in the trash, they can become key cards.
Title: Re: Really bad card ideas
Post by: markusin on March 11, 2015, 08:38:44 am
Silk Rat
Costs $4
Action, VP
Trash a victory card from your hand that is not an Estate.  Worth 1 VP for every 5 Victory cards in the trash (rounded down).

Okay, I'm catching up on this thread so this is super old, but I actually kinda like this concept, with some actual balancing.  Maybe something like

Silk Rat
$4 Victory
Worth 1 VP for every Victory card in the trash.  When you gain this, you may trash a card from your hand.

Even if there's no support on the board or from your opponents, you can get them to $4 Duchies with some commitment, and if there IS a way to get more green in the trash, they can become key cards.
Thing is, the VP is symmetrical, so other players can take advantage of all your hard work to boost them up. You'd have to scoop most of them up to really get an edge over your opponent.
Title: Re: Really bad card ideas
Post by: Dingan on March 11, 2015, 08:41:44 am
Silk Rat
Costs $4
Action, VP
Trash a victory card from your hand that is not an Estate.  Worth 1 VP for every 5 Victory cards in the trash (rounded down).

Okay, I'm catching up on this thread so this is super old, but I actually kinda like this concept, with some actual balancing.  Maybe something like

Silk Rat
$4 Victory
Worth 1 VP for every Victory card in the trash.  When you gain this, you may trash a card from your hand.

Even if there's no support on the board or from your opponents, you can get them to $4 Duchies with some commitment, and if there IS a way to get more green in the trash, they can become key cards.
Thing is, the VP is symmetrical, so other players can take advantage of all your hard work to boost them up. You'd have to scoop most of them up to really get an edge over your opponent.

You could say the same about Forager -- trashing a Gold also helps your opponent, but it may help you more depending on how many Foragers you have.
Title: Re: Really bad card ideas
Post by: Awaclus on March 11, 2015, 09:30:51 am
You could say the same about Forager -- trashing a Gold also helps your opponent, but it may help you more depending on how many Foragers you have.

Well, you hardly ever trash Golds for Forager at all, and when you do, it's for tactical reasons. Either you just need the extra coins or the buy now at more or less any cost, or you temporarily have more Foragers than your opponent. In the latter scenario, your opponent can easily just buy more Foragers if the advantage is big enough to make a relevant difference, but usually he won't, because it's not that huge. Or you just want to get rid of the Gold for whatever reason.

Alt VP cards are also bought for tactical reasons (buying a 2-point Gardens in the late game because you didn't get $5 and you need any points you can get), but that's different from the Forager scenario because nobody has to do anything special for that: you just buy the card, get whatever points you get from it, and that's it. It hardly matters what the criteria is for getting the points, as long as it's somewhat balanced. But when you're actually trashing cards from your hand to increase the VP value of Silk Rat, you do that because you're making a long-term commitment to a Silk Rat strategy. Meanwhile, your opponent can do whatever he wants. If it was a Gardens instead, your opponent then has the choice of buying some Gardens just for the purpose of denying them from you, or focusing on the Provinces or something and letting you have all the Gardens. But with Silk Rat, now that you've done all of the work for increasing the VP value already, it's rather trivial for your opponent to just get a few Silk Rats himself, and then whatever work you put into making your Silk Rats worth a ton of points for you also helps your opponent while he can just focus on the Provinces without helping you at all.
Title: Re: Really bad card ideas
Post by: sudgy on March 11, 2015, 12:33:46 pm
You could just have a Silk Rats mat, and put cards on there.

Hey, a high cost VP card that wasn't just VP cards wouldn't be bad, would it?

New Silk Rats
$6 Victory
Worth 1 VP for every card on your New Silk Rats mat costing $5 or more
-----
When you gain this, put a card from your hand onto your New Silk Rats mat.

You're trying to put good cards on the mat, but you need good cards to hit those $6.  With a bit of rebalancing it could work...
Title: Re: Really bad card ideas
Post by: Co0kieL0rd on March 11, 2015, 12:45:41 pm
Hey, this is not the "Really intriguing, kinda interesting card ideas" thread! I will counteract this elaborate balderdash with a really bad card idea:

Quote
Catapult
Cost: $4
Types: Action/Attack
Trash any number of Rocks from your hand. For each Rock trashed, each other player trashes a card from their hand.
When you buy this, gain 5 Rocks from the Rock pile.

Quote
Rock
Cost: $0*
Type: Rock
It's a Rock. (This is not in the Supply.)
Title: Re: Really bad card ideas
Post by: Minotaur on March 11, 2015, 01:50:28 pm
Oh god.  This stuff again.  Ok, I'm going in!

Musket
Action-Attack
Cost: $5

Choose one:
* If a Gunpowder is in play, you may return a Rock to the Rocks pile.  Each other player trashes three cards from their hand.
* If a Bayonette is in play, each other player discards down to three cards.
* Gain a Rock from the Rock pile.


When you gain this card, gain a Bayonet and three Gunpowder from their respective piles.

Gunpowder
Action
+1 Card


Bayonette
Action
+1 Card


Colonial Village
Action
Cost: $5

+1 Card
+2 Action
Gain a Gunpowder in hand from the Gunpowder pile.
You may trash a Copper from your hand.  If you do, play this card again.
America, hell yeah.
Title: Re: Really bad card ideas
Post by: Minotaur on March 11, 2015, 02:06:53 pm
Rat-Infested Gardens
Action-Victory
Cost: $5

+1 card
+1 action
Trash two cards from your hand that do not have "rat" it its name, or reveal a hand with fewer than two such cards and trash one if possible.  Gain a rat-infested Gardens.

1VP for every 5 cards in your deck, for some reason.

Noble Rats
Action-Victory
Cost: $6

+1 Card
+1 Action
You may trash a card from your hand which does not have "rat" in its name.  If you do, Noble Rats costs $1 less this turn.

2 VP

Fishing Rats
Cost: $4
+1 Action

Now and at the start of your next turn:
Trash a card from your hand which does not have "rat" in its name, or reveal a hand with no such cards.  If you trash a card, gain a Fishing Rats.


Wandering Rats
Action
Cost: $4

+1 Card
+1 Action
Reveal the top three cards from your deck.  Trash the cards which are not actions, and return the others to the top of your deck.  Gain a Wandering Rats for each trashed card.


Plague Rats
(This supply pile is only stocked with four cards)
Cost: $8
Action

+1 Card
+1 Action
Trash one card which does not have "rat" in its name from your hand for each Plague Rats in play (including this), or trash as many as you can and reveal the rest of your hand.  +$1 for each trashed card.
Why does it cost so much?  This is so stupid.  Waste of a booster pack!
Title: Re: Really bad card ideas
Post by: LibraryAdventurer on March 11, 2015, 02:12:41 pm
I would totally buy Noble rats. Yet another card that isn't bad enough for this thread.
Title: Re: Really bad card ideas
Post by: Minotaur on March 11, 2015, 02:13:18 pm
Indestructible Ratchet

+1 Card
+1 Action
Name a card.

Do the following up to three times, until you reveal the named card:
Reveal the top card of your deck.  If it is the named card, put it in your hand.  If not, put it on the bottom of your deck.

If you do not reveal the named card, trash the top card of your deck.
Title: Re: Really bad card ideas
Post by: markusin on March 11, 2015, 02:21:15 pm
Silk Rat
Costs $4
Action, VP
Trash a victory card from your hand that is not an Estate.  Worth 1 VP for every 5 Victory cards in the trash (rounded down).

Okay, I'm catching up on this thread so this is super old, but I actually kinda like this concept, with some actual balancing.  Maybe something like

Silk Rat
$4 Victory
Worth 1 VP for every Victory card in the trash.  When you gain this, you may trash a card from your hand.

Even if there's no support on the board or from your opponents, you can get them to $4 Duchies with some commitment, and if there IS a way to get more green in the trash, they can become key cards.
Thing is, the VP is symmetrical, so other players can take advantage of all your hard work to boost them up. You'd have to scoop most of them up to really get an edge over your opponent.

You could say the same about Forager -- trashing a Gold also helps your opponent, but it may help you more depending on how many Foragers you have.
Maybe you're looking more for this:

Silk Rats
$2-Action
+1 Action
Gain a Silk Rats. Trash a card from your hand that is not a Silk Rats.
----
Worth 1VP for every 4 VP cards in the trash.

Looks too interesting for this thread though.
Title: Re: Really bad card ideas
Post by: Minotaur on March 11, 2015, 02:28:30 pm
Maybe we need a Tongue In Cheek Themed Cards That Aren't Quite That Bad Of An Idea thread?
Title: Re: Really bad card ideas
Post by: markusin on March 11, 2015, 02:35:36 pm
Maybe we need a Tongue In Cheek Themed Cards That Aren't Quite That Bad Of An Idea thread?
Oh, for cards like:

John Smith
$4 - Action

+3 Cards

He's a lot like his brother, but John always had more of a thing for flavour text.
Title: Re: Really bad card ideas
Post by: Witherweaver on March 11, 2015, 02:41:57 pm
Rat Haven
$2 Victory
Worth 1 VP
------------------------------
In games using this card, replace the Estate pile with Rat Haven and add a replacement Kingdom card.  Every Action besides Rats  gains the following effect after all other resolution of playing that card:

"Gain a copy of this card.  Trash a card in your hand that is not a copy of this card (or reveal a hand containing only copies of this card)."



I.e., every card is now a Rats~
Title: Re: Really bad card ideas
Post by: Minotaur on March 11, 2015, 02:53:19 pm
Rat Feast
Action
Cost: $7

Gain a card costing $5.
+1 Card
+1 Action
Gain a Rat Feast.  Trash a card from your hand which does not have "rat" in its name, or reveal a hand with no such cards.
Title: Re: Really bad card ideas
Post by: Minotaur on March 11, 2015, 04:19:43 pm
Maybe we need a Tongue In Cheek Themed Cards That Aren't Quite That Bad Of An Idea thread?
Oh, for cards like:

John Smith
$4 - Action

+3 Cards

He's a lot like his brother, but John always had more of a thing for flavour text.

All name swaps are RBCIs conceptually, if not mechanically.  (Though three-pile ending edge cases could make a clone and its original worse, as well as lolol Cornucopia considerations.)
Title: Re: Really bad card ideas
Post by: ashersky on March 11, 2015, 04:44:30 pm
Someone do Ratvisor and Ratscout.
Title: Re: Really bad card ideas
Post by: Minotaur on March 11, 2015, 08:52:24 pm
Someone do Ratvisor and Ratscout.

Oh god.  That's horrible.

Ratvisor
Action
Cost: $1

+1 Card
+1 Action
Gain a Ratvisor.
Reveal the top three cards of your deck.  The opponent to your right chooses one.  If it does not have "rat" in its name, trash it.  Draw the cards which were not trashed.
Title: Re: Really bad card ideas
Post by: XerxesPraelor on March 11, 2015, 08:56:15 pm
All these combo with Bureaucrat!
Title: Re: Really bad card ideas
Post by: Minotaur on March 11, 2015, 08:58:12 pm
All these combo with Bureaucrat!

And Pirate Ship.
Title: Re: Really bad card ideas
Post by: eHalcyon on March 11, 2015, 09:14:39 pm
New action subtype "Rat", which gives +1 Card when trashed.  Several cards require errata though, including Rats itself.

Rats
$4 - Action-Rat
+1 Card; +1 Action
Gain a Rats.  Trash a card from your hand other than a Rat card (or reveal a hand of all Rat cards).

Bureaucrat
$4 - Action-Attack-Rat
Gain a Bureaucrat; put it on top of your deck.  Each other player trashes a card from his hand other than a Rat card (or reveals a hand of all Rat cards).

Laboratory
$5 - Action-Rat
+1 Card; +1 Action
Gain a Laboratory, putting it into your hand.

Conspirator
$4 - Action-Rat
Gain a Conspirator.  Trash a card from your hand other than a Rat card (or reveal a hand of all Rat cards).  If you've trashed 3 or more Actions this turn: +1 Card; +1 Action.

Pirate Ship
$4 - Action-Attack-Rat
Choose one: Each other player reveals the top 2 cards of his deck, trashes a revealed card other than a Rat card that you choose, discards the rest, and if anyone trashed a card you take a Rat token; or, gain a Pirate Ship per Rat token you've taken with Pirate Ships this game.

Edit: I was working on these before I saw the most recent comments!
Title: Re: Really bad card ideas
Post by: eHalcyon on March 11, 2015, 09:29:26 pm
Duration cards get updated too.

Haven
$2 - Action-Duration
+1 Card; +1 Action
Set aside a card from your hand face up.  At the start of your next turn, trash it unless it is a Rat card.  Gain a Haven, putting it into your hand.

Lighthouse
$2 - Action-Duration
Now and at the start of your next turn: trash a card from your hand other than a Rat card (or reveal a hand of all Rat cards).

While this is in play, when another player plays an Attack card, gain a Lighthouse.

Fishing Village
$3 - Action-Duration
+2 Actions
Gain a Fishing Village.  At the start of your next turn: +1 Action; trash a card from your hand other than a Rat card (or reveal a hand of all Rat cards).

Caravan
$4 - Action-Duration
+1 Card; +1 Action
At the start of your next turn, gain a Caravan, putting it into your hand.

Merchant Ship
$5 - Action-Duration
Now and at the start of your next turn: +$2 and trash a card from your hand other than a Rat card (or reveal a hand of all Rat cards).

Outpost
$5 - Action-Duration
Gain an Outpost.  Take an extra turn after this one.  Twice at the start of your next turn: trash a card from your hand that is not a Rat card (or reveal a hand of all Rat cards).  This can't cause you to take more than two consecutive turns.

Tactician
$5 - Action-Duration
Reveal your hand.  Trash every card that is not a Rat card.  If you trashed any cards this way, then at the start of your next turn, +5 Cards; +1 Action; Gain a Tactician.

Wharf
$5 - Action-Duration
Now and at the start of your next turn: +2 Cards and gain a Wharf.
Title: Re: Really bad card ideas
Post by: Co0kieL0rd on March 11, 2015, 09:33:53 pm
New action subtype "Rat", which gives +1 Card when trashed.  Several cards require errata though, including Rats itself.

This would make some original cards so much simpler!

Cultist
Action/Attack/Looter/Rat
+2 Cards. Each other player gains a Ruins. You may play a Cultist from your hand. | When you trash this, +2 Cards.

Overgrown Estate
Victory/Shelter/Rat
0 VP
Title: Re: Really bad card ideas
Post by: jaketheyak on March 11, 2015, 10:05:07 pm
New action subtype "Rat", which gives +1 Card when trashed.  Several cards require errata though, including Rats itself.

This would make some original cards so much simpler!

Cultist
Action/Attack/Looter/Rat
+2 Cards. Each other player gains a Ruins. You may play a Cultist from your hand. | When you trash this, +2 Cards.

Overgrown Estate
Victory/Shelter/Rat
0 VP

There's something particularly evil about making Overgrown Estate no longer trashable by Rats.
Title: Re: Really bad card ideas
Post by: Minotaur on March 11, 2015, 11:24:58 pm
New action subtype "Rat", which gives +1 Card when trashed.  Several cards require errata though, including Rats itself.

This would make some original cards so much simpler!

Cultist
Action/Attack/Looter/Rat
+2 Cards. Each other player gains a Ruins. You may play a Cultist from your hand. | When you trash this, +2 Cards.

Overgrown Estate
Victory/Shelter/Rat
0 VP

Wouldn't it be simpler to give the Cultist the type Rat:3?
Title: Re: Really bad card ideas
Post by: Kirian on March 12, 2015, 01:17:28 am
Someone do Ratvisor and Ratscout.

Ratscout
Action -- $4

+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.
Title: Re: Really bad card ideas
Post by: eHalcyon on March 12, 2015, 02:02:29 am
Someone do Ratvisor and Ratscout.

Ratscout
Action -- $4

+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.

Ugh, and I thought Scout couldn't get any worse.
Title: Re: Really bad card ideas
Post by: ashersky on March 12, 2015, 02:13:11 am
Someone do Ratvisor and Ratscout.

Ratscout
Action -- $4

+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.

Ugh, and I thought Scout couldn't get any worse.

Protects it from getting trashed by Rats, so this is actually better than Scout.
Title: Re: Really bad card ideas
Post by: ashersky on March 12, 2015, 02:13:27 am
And how has there been no "You Dirty Rat" card yet?
Title: Re: Really bad card ideas
Post by: eHalcyon on March 12, 2015, 03:26:33 am
Someone do Ratvisor and Ratscout.

Ratscout
Action -- $4

+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.

Ugh, and I thought Scout couldn't get any worse.

Protects it from getting trashed by Rats, so this is actually better than Scout.

Not being able to get trashed would make it worse.  But it doesn't have that "protection" anyway.  Kirian didn't give it the new Rat subtype.
Title: Re: Really bad card ideas
Post by: ashersky on March 12, 2015, 05:50:40 am
Not being able to get trashed would make it worse.

That's the joke.
Title: Re: Really bad card ideas
Post by: Burning Skull on March 12, 2015, 05:51:15 am
Rat Hall
Action, Victory, 3$

+1 Card
+1 Action
Gain a Rat Hall.
-------------------------
When you trash this, +1 Card.
Worth 1 VP.


Ruined Rat
Action, Ruin, 0$

Gain Ruined Rat


Bag of Rats
Action, Prize, 0$*

+1 Action
Gain a Rats, putting it on top of your deck.
(This is not in the supply)


Jack of all Rats
Action, 4$

Gain a Rats.
Look at the top card of your deck; if it is not Rats, discard it.
Draw until you have 5 Rats in hand.
Trash a card from your hand that is not Rats.
Title: Re: Really bad card ideas
Post by: Co0kieL0rd on March 12, 2015, 07:41:42 am
Jack of all Rats
Action, 4$

Gain a Rats.
Look at the top card of your deck; if it is not Rats, discard it.
Draw until you have 5 Rats in hand.
Trash a card from your hand that is not Rats.

Actually, the draw part on that card is very powerful. Even if you have 5 or more Rats in your deck, you might potentially draw a lot, provided you didn't trash the rest of your deck, yet.
Title: Re: Really bad card ideas
Post by: Burning Skull on March 12, 2015, 08:29:24 am
Actually, the draw part on that card is very powerful. Even if you have 5 or more Rats in your deck, you might potentially draw a lot, provided you didn't trash the rest of your deck, yet.

Man, that draw is just gReAT!
Title: Re: Really bad card ideas
Post by: Asper on March 12, 2015, 10:52:23 am
Rebout, $5, Action
+1 Action
Reveal the top four cards of your deck. Put the revealed victory cards in your hand and put the rest back in any order. You may trash a Victory card from your hand. Gain a Victory card costing at most $3 more.
Title: Re: Really bad card ideas
Post by: TheOthin on March 12, 2015, 11:39:09 am
Jack of all Rats
Action, 4$

Gain a Rats.
Look at the top card of your deck; if it is not Rats, discard it.
Draw until you have 5 Rats in hand.
Trash a card from your hand that is not Rats.

Actually, the draw part on that card is very powerful. Even if you have 5 or more Rats in your deck, you might potentially draw a lot, provided you didn't trash the rest of your deck, yet.

Combo with Forge as long as you've got a village. Jack draws your deck and gives you Rats, Forge turns those Rats into Provinces before you get to five.
Title: Re: Really bad card ideas
Post by: sudgy on March 12, 2015, 12:05:26 pm
Rebout, $5, Action
+1 Action
Reveal the top four cards of your deck. Put the revealed victory cards in your hand and put the rest back in any order. You may trash a Victory card from your hand. Gain a Victory card costing at most $3 more.

...Limiting Rebuild something like this could have actually worked...
Title: Re: Really bad card ideas
Post by: eHalcyon on March 12, 2015, 01:49:06 pm
Not being able to get trashed would make it worse.

That's the joke.

No, that wasn't even on the card... The joke was that it was exactly the same as regular Scout.
Title: Re: Really bad card ideas
Post by: iguanaiguana on March 12, 2015, 02:35:21 pm
Sea Rat - Action Attack Rat - cost 4. Gain a Sea Rat. Each other player discards the top card of their deck and gains a drowned rat.             Drowned Rat - Action Rat Curse - cost 0. Trash a card from your hand that is not a drowned rat (or reveal a hand of all drowned rats.) Then gain a drowned rat, putting it on top of your deck. Worth -1 VP
Title: Re: Really bad card ideas
Post by: ashersky on March 12, 2015, 04:13:48 pm
Not being able to get trashed would make it worse.

That's the joke.

No, that wasn't even on the card... The joke was that it was exactly the same as regular Scout.

No, that was my joke.  To explain, I knew that you (and everyone) knew that not being able to remove a flood of Scouts from your deck is a bad thing, but we often sarcastically say things to indicate Scout is phenomenally good, so I sarcastically said an untrashable Scout, even by just one card, was better than regular Scout.
Title: Re: Really bad card ideas
Post by: Marcory on March 23, 2015, 10:14:45 pm
Musical Chairs--Action-Attack $5

Discard the player to the right. Trash this.
_____________________________
If you are the last remaining player who has not been discarded, you win.

Title: Re: Really bad card ideas
Post by: Erick648 on March 23, 2015, 10:42:11 pm
Rat King's Fortress
Action - $4
+3 Cards
+3 Actions
Gain a Rat King's Fortress.
Do this three times: Trash a card from your hand that is not a Rat King's Fortress (or reveal a hand of all Rat King's Fortresses).
                                                                                     
When you trash this, put it in your hand.

Note: There are 60 copies of this card in the Supply.
Title: Re: Really bad card ideas
Post by: SwitchedFromStarcraft on March 24, 2015, 12:56:00 pm
Musical Airs--Action-Attack $5

Discard the card on the far right of your hand. Trash the player to your left.
_____________________________
If you are the last remaining player that is not a drummer, you win.
Title: Re: Really bad card ideas
Post by: Minotaur on March 24, 2015, 03:05:58 pm
Concession
Action
Cost: $2

You may play an Action card from your hand twice.  If you do, trash it and gain an Action card costing exactly $1 less than it.
Title: Re: Really bad card ideas
Post by: SwitchedFromStarcraft on March 24, 2015, 06:44:15 pm
Concession
Action
Cost: $2

You may play an Action card from your hand twice.  If you do, trash it and gain an Action card costing exactly $1 less than it.
I actually kind of like this.
Title: Re: Really bad card ideas
Post by: TheOthin on March 24, 2015, 07:52:17 pm
Funnily enough, it seems like it'd go really well alongside its opposite. Alone, either one eventually hits a price point where there are no more Actions to gain, but together they keep each other in check.

Even more strangely, gaining one of the same price would typically be an improved Throne Room and would probably qualify as too good for $4, although I don't think it could justify a $5 price.
Title: Re: Really bad card ideas
Post by: Minotaur on March 24, 2015, 08:53:30 pm
Concession
Action
Cost: $2

You may play an Action card from your hand twice.  If you do, trash it and gain an Action card costing exactly $1 less than it.
I actually kind of like this.

Oh man, have I failed at RBCI again?  :(
Title: Re: Really bad card ideas
Post by: markusin on March 24, 2015, 10:10:05 pm
Recession
$2 - Action
You may play an Action card from your hand twice. Trash it. Gain a card costing $0.
Title: Re: Really bad card ideas
Post by: Marcory on March 24, 2015, 10:53:19 pm
Processatom Action-$0

Play an Action card from your hand any number of times. It has no effect. No Reactions are possible.

Trash it. Gain a card costing the same as the card you trashed.

Title: Re: Really bad card ideas
Post by: Marcory on March 24, 2015, 10:53:48 pm
This is funny because atoms have no charge, but ions do. See?
Title: Re: Really bad card ideas
Post by: liopoil on March 24, 2015, 11:10:26 pm
This is funny because atoms have no charge, but ions do. See?
Dude, at least give us 30 seconds to figure it out!
Title: Re: Really bad card ideas
Post by: ConMan on March 25, 2015, 01:21:54 am
Recession
$2 - Action
You may play an Action card from your hand twice. Trash it. Gain a card costing $0.
I like this, especially with cost-reducers.
Title: Re: Really bad card ideas
Post by: Marcory on March 25, 2015, 01:42:45 am
Ruined Silver Treasure-Ruins $0

+$1
Title: Re: Really bad card ideas
Post by: Minotaur on March 25, 2015, 04:00:21 am
Ruined Survivors
Action - Double Ruins
Cost: $0

+1 Action
Reveal the top 4 cards of your deck.  Draw the Victory cards and place the others on top of your deck in any order.
Title: Re: Really bad card ideas
Post by: Marcory on March 25, 2015, 12:14:11 pm
Ruined Throne Room Action-Ruins $0

You may play an action card from your hand once.

Ruined Chancellor Action-Ruins $0

You may shuffle your Discard Pile

Ruined Moat Action-Reaction-Ruins $0

Look at the top card of your deck. If it costs $3 or more, you may discard it.
___________________________________________
When another player plays an Attack card, you may reveal this. If you do, he may choose to have the attack not affect you.

Ruined Witch Action-Ruins $0

Each player (including you) gains an Estate.

Ruined Chapel Action-Ruins $0

You may set aside up to four cards from your hand. At the end of your turn, discard them.

Ruined Curse Action-Ruins $0

Each other player gains a VP token.






Title: Re: Really bad card ideas
Post by: Marcory on March 25, 2015, 12:15:54 pm
Ruined Survivors
Action - Double Ruins
Cost: $0

+1 Action
Reveal the top 4 cards of your deck.  Draw the Victory cards and place the others on top of your deck in any order.

This is strictly superior to Ruined Village, so it has to cost more than $0. Perhaps you should scout your imagination for a worse card.
Title: Re: Really bad card ideas
Post by: Witherweaver on March 25, 2015, 12:16:23 pm
Ruined Ruined Library Action-Ruins $0



Title: Re: Really bad card ideas
Post by: eHalcyon on March 25, 2015, 12:40:01 pm
This is funny because atoms have no charge, but ions do. See?
Dude, at least give us 30 seconds to figure it out!

I thought it was a concurrent programming joke about atomic actions.
Title: Re: Really bad card ideas
Post by: Minotaur on March 25, 2015, 12:58:14 pm
Abandoned Mint
Action Ruins
Cost: $0

You may trash a Treasure card from your hand.  If you do, gain a copy of it from the Supply, putting it into your hand.

(Yes, I know, it's OP with Ill-Gotten Gains.)
Title: Re: Really bad card ideas
Post by: Asper on March 25, 2015, 01:05:55 pm
Ruined Bank
Put a Speculation token on a pile in the supply. Cards cost $1more per Speculation token on ttheir pile.
---
While this is in play, when you buy a card with Speculation tokens on it, you may act all surprised that the card isn't worth what you paid for it. If you do, each other player must begrudgingly pass you a Gold from their hand and ask you to calculate better next time. If they do, play this again.
Title: Re: Really bad card ideas
Post by: eHalcyon on March 25, 2015, 01:08:03 pm
Are any of these Ruined X cards new?  A lot of them have already been covered in this thread.  Mint has definitely been done.
Title: Re: Really bad card ideas
Post by: Minotaur on March 25, 2015, 01:10:26 pm
Ruined Bank
Put a Speculation token on a pile in the supply. Cards cost $1more per Speculation token on ttheir pile.
---
While this is in play, when you buy a card with Speculation tokens on it, you may act all surprised that the card isn't worth what you paid for it. If you do, each other player must begrudgingly pass you a Gold from their hand and ask you to calculate better next time. If they do, play this again.

Speaking of ruined banks...

Thanks Obama!
Reaction

When another plays an Attack card, you may reveal this card from your hand.  If you do, you get to blame it on Obama.
Title: Re: Really bad card ideas
Post by: iguanaiguana on March 25, 2015, 01:11:43 pm
Recession is only 8 highways away from reading, Play an action card from your hand twice. Trash it. Gain a province.
Title: Re: Really bad card ideas
Post by: Minotaur on March 25, 2015, 01:12:08 pm
Are any of these Ruined X cards new?  A lot of them have already been covered in this thread.  Mint has definitely been done.

+1 VP for each relevant linked quote you provide.  If the cards are nearly identical in function as well as name, +1 VP.
Title: Re: Really bad card ideas
Post by: markusin on March 25, 2015, 01:14:48 pm
Recession
$2 - Action
You may play an Action card from your hand twice. Trash it. Gain a card costing $0.
I like this, especially with cost-reducers.
Recession
$2 - Action - Looter
You may play an Action card from your hand twice. Trash it. Gain a card costing $0 Ruins.

Probably better thematically. Still workable as a $2 cost card.
Title: Re: Really bad card ideas
Post by: Marcory on March 25, 2015, 05:46:35 pm
Obsession Action-Duration-Reaction $4

Play an Action card from your hand, then set it aside with this.
--------------------
While that Action Card is set aside, you may play it once at the start of each turn, and you may not play any Action cards other than the Obsessed card. If you would gain an Action card other than the Obsessed card, gain a copy of that card instead. Set aside the Obsessed card at the start of each turn's cleanup phase.

Title: Re: Really bad card ideas
Post by: Gherald on March 25, 2015, 06:52:17 pm
(from last May)

Ruined Pawn
$0, Action

Choose one: do nothing; do nothing; do nothing; do nothing.
Title: Re: Really bad card ideas
Post by: Seprix on March 25, 2015, 06:54:44 pm
Addiction

$0, Action

You may play another game of Dominion. If you do, +3 cards, +3 actions, gain a curse. If this is not the first time you have played Addiction this turn, gain another curse.
Title: Re: Really bad card ideas
Post by: Co0kieL0rd on March 25, 2015, 08:04:53 pm
Ruined Silver Treasure-Ruins $0

+$1

This is strictly better than Copper as it can be drawn by Vagrant.

Title: Re: Really bad card ideas
Post by: TheOthin on March 25, 2015, 08:13:37 pm
Ruined Silver Treasure-Ruins $0

+$1

This is strictly better than Copper as it can be drawn by Vagrant.

Ruined Copper Treasure-Ruins $0

+$0
Title: Re: Really bad card ideas
Post by: eHalcyon on March 25, 2015, 08:13:48 pm
Ruined Silver Treasure-Ruins $0

+$1

This is strictly better than Copper as it can be drawn by Vagrant.

Not strictly.  Coppersmith doesn't work on this card.
Title: Re: Really bad card ideas
Post by: Gherald on March 25, 2015, 08:27:33 pm
Also Moneylender and Counting House
Title: Re: Really bad card ideas
Post by: Marcory on March 25, 2015, 09:05:01 pm
And Apothecary. Plus you can't gain it with Cache in those weird games where you want the copper, or gain it with Ill Gotten Gains.
Title: Re: Really bad card ideas
Post by: liopoil on March 25, 2015, 09:07:23 pm
Also it isn't copper. So cutpurse, taxman, harvest, menagerie, fairgrounds, horn of plenty...
Title: Re: Really bad card ideas
Post by: TheOthin on March 25, 2015, 09:08:28 pm
Also it isn't copper. So cutpurse, taxman, harvest, menagerie, fairgrounds, horn of plenty...
But it's vulnerable to Taxman-trashed Ruined Silver!
Title: Re: Really bad card ideas
Post by: Rubby on March 26, 2015, 12:25:51 am
Ruined Lookout
$0 Action-Ruins

Look at this card.
Title: Re: Really bad card ideas
Post by: jaketheyak on March 26, 2015, 12:43:10 am
Ruined Ruined Village
$0 Action-Ruins

-1 Action
Title: Re: Really bad card ideas
Post by: ashersky on March 26, 2015, 01:29:55 am
Ruined Appetite
$0 Action-Ruins

+42 Bags of Cheetos
Eat 42 bags of Cheetos.
Title: Re: Really bad card ideas
Post by: Burning Skull on March 26, 2015, 03:51:28 am
Ruined Count
Action - Ruins
Cost: $0

Choose one: Discard 2 cards; put a card from your hand on top of your deck; or gain a Copper.
Title: Re: Really bad card ideas
Post by: Burning Skull on March 26, 2015, 04:07:36 am
Self-deceptive Swindler
Action - Ruins
Cost: $0

Each other player reveals the top card of his deck. If it is an Estate, he trashes it and gains a card with the same cost that you choose.
Title: Re: Really bad card ideas
Post by: Minotaur on March 28, 2015, 02:24:11 am
Self-deceptive Swindler
Action - Ruins
Cost: $0

Each other player reveals the top card of his deck. If it is an Estate, he trashes it and gains a card with the same cost that you choose.

Self-Promoting Haggler
Action
Cost: $3

+$2
Each time you spend $4 or more on a buy this turn, gain a Self-Promoting Haggler
Title: Re: Really bad card ideas
Post by: Minotaur on March 29, 2015, 01:31:00 pm
Self-Important Herald
Cost: $2+
Action

+1 Card
+1 Action
Reveal the top card of your deck.  If it is a Self-Important Herald, play it.

You may overpay for this card.  For each $1 you overpay, look through your discard pile and place a Self-Important Herald on top of your deck.
Title: Re: Really bad card ideas
Post by: Minotaur on March 29, 2015, 02:02:12 pm
Self-Throning Throne Room
Cost: $30
Action

Play this card.

SET-UP:  Goko might crash if you use this card.
Title: Re: Really bad card ideas
Post by: Elanchana on March 29, 2015, 02:06:13 pm
Decaying Bridge
Action - Ruins
Cost: $0

All cards (including cards in players’ hands) cost $1 more this turn.

OP?
Title: Re: Really bad card ideas
Post by: Minotaur on March 29, 2015, 02:14:51 pm
Decaying Bridge
Action - Ruins
Cost: $0

All cards (including cards in players’ hands) cost $1 more this turn.

OP?

Forge those Coppers for something good!
Title: Re: Really bad card ideas
Post by: markusin on March 29, 2015, 03:08:24 pm
Self-Deluding Mountebank
$0 - Action - Ruins

You may discard a curse. If you don't, gain a Copper and a Curse.

Self-Enamored Golem
$0P - Action - Ruins

Reveal cards from your deck until you reveal 2 cards named Self-Enamored Golem. Discard the other cards, then play the cards named Self-Enamored Golem in either order.

And Now For Something Completely Different
Exit 30 - 50 km N

+ Holiday Inn
+ Restaurants
+ Gas
+ Aqua Park
Title: Re: Really bad card ideas
Post by: Minotaur on March 29, 2015, 03:15:21 pm
And Now For Something Completely Different
Exit 30 - 50 km N

+ Holiday Inn
+ Restaurants
+ Gas
+ Aqua Park

I made mine a sort of Cornucopia enabler a while ago...
Title: Re: Really bad card ideas
Post by: sudgy on March 29, 2015, 04:15:45 pm
And Now For Something Completely Different
Exit 30 - 50 km N

+ Holiday Inn
+ Restaurants
+ Gas
+ Aqua Park

I made mine a sort of Cornucopia enabler a while ago...

But Cornucopia likes unique cards, not duplication...
Title: Re: Really bad card ideas
Post by: Minotaur on March 29, 2015, 04:59:40 pm
And Now For Something Completely Different
Exit 30 - 50 km N

+ Holiday Inn
+ Restaurants
+ Gas
+ Aqua Park

I made mine a sort of Cornucopia enabler a while ago...

But Cornucopia likes unique cards, not duplication...

1.  My card didn't know the other card existed.
2.  Their names aren't actually the same.
Title: Re: Really bad card ideas
Post by: Awaclus on March 29, 2015, 05:06:45 pm
And Now For Something Completely Different
Exit 30 - 50 km N

+ Holiday Inn
+ Restaurants
+ Gas
+ Aqua Park

I made mine a sort of Cornucopia enabler a while ago...

But Cornucopia likes unique cards, not duplication...

1.  My card didn't know the other card existed.
2.  Their names aren't actually the same.

Sudgy's post is funny because it's a Mine/Mint joke.
Title: Re: Really bad card ideas
Post by: ashersky on March 29, 2015, 08:04:09 pm
Sudgy's post is funny because it's a Mine/Mint joke.

All of Sudgy's posts are Mine/Mint jokes.
Title: Re: Really bad card ideas
Post by: markusin on March 29, 2015, 08:26:14 pm
And Now For Something Completely Different
Exit 30 - 50 km N

+ Holiday Inn
+ Restaurants
+ Gas
+ Aqua Park

I made mine a sort of Cornucopia enabler a while ago...

But Cornucopia likes unique cards, not duplication...

1.  My card didn't know the other card existed.
2.  Their names aren't actually the same.

Sudgy's post is funny because it's a Mine/Mint joke.
Legit didn't catch on that it was a Mine/Mint joke.
Title: Re: Really bad card ideas
Post by: Awaclus on March 29, 2015, 08:36:51 pm
All of Sudgy's posts are Mine

They are also Wandering Winder's.
Title: Re: Really bad card ideas
Post by: Minotaur on March 31, 2015, 12:59:16 pm
Slow Sarcastic Clapping
Action-Ruins
Cost: $0

The player to your left reveals the top card of their deck.  If it is a Treasure, $0.  If it is an Action, +1 Action.  If it is a Victory card, +1 card.
Title: Re: Really bad card ideas
Post by: Witherweaver on March 31, 2015, 01:02:37 pm
Pearl Torpedo
$2 Action-Attack

+1 Card
+1 Action
Each opponent reveals the bottom card of their deck.  You may choose to place in on top of their deck.
Title: Re: Really bad card ideas
Post by: GendoIkari on March 31, 2015, 01:12:25 pm
Pearl Torpedo
$2 Action-Attack

+1 Card
+1 Action
Each opponent reveals the bottom card of their deck.  You may choose to place in on top of their deck.

This could actually be interesting! But annoying and slow to resolve.
Title: Re: Really bad card ideas
Post by: Gherald on March 31, 2015, 04:13:20 pm
Fair Black Market
$3 - Action

+ $2

Reveal the top 3 cards of your Fair Black Market deck. You may buy one of them immediately. Put the unbought cards on the bottom of your Fair Black Market deck in any order.

(Before the game, make identical Fair Black Market decks for each player out of copies of each Kingdom card not in the supply.)
Title: Re: Really bad card ideas
Post by: Asper on March 31, 2015, 04:25:29 pm
Transmutify, P, Action - Reserve
+1 Action
Put this on your Alchemist hangout mat.
---
At the start of your turn, you may call this to trash a card from your hand, and if it is...
...a Treasure: Gain a Transmutify
...an action: Gain a Duchy
...a Victory card: Gain a Gold
Title: Re: Really bad card ideas
Post by: Minotaur on March 31, 2015, 04:25:53 pm
Fair Militia
Action-Attack
Cost: $2

$2
Each other player either discards down to three cards in hand, or complains that it would've been a lot more convenient last turn when they had a Moat or two dead cards in hand.
Title: Re: Really bad card ideas
Post by: Witherweaver on March 31, 2015, 04:42:20 pm
Transcribe
$2  Action - Reserve

+1 Action
Put this on Reserve Mat.
---------------------------
When you gain a card, you may Call this, to take a Sharpe pen and add or remove any number of commas from the card text as you see fit.

Disclaimer: We are not responsible for any fights that ensue as a result of calling this card.
Title: Re: Really bad card ideas
Post by: Gherald on March 31, 2015, 06:07:37 pm
Man I just came here to post this before seeing that

Oxford University
$2P, Action

+2 Actions
You may gain an Action card, costing up to $5, and have a debate about comma placement.
Title: Re: Really bad card ideas
Post by: eHalcyon on March 31, 2015, 06:20:19 pm
The definitive answer should be to do whatever is clearer.  If it's clear either way, do whichever you prefer.  Many people think that the Oxford comma is important because it removes ambiguity, but there are situations where it actually creates ambiguity.
Title: Re: Really bad card ideas
Post by: ConMan on March 31, 2015, 06:41:46 pm
Pearl Torpedo
[snip]
Nuclear Pearl Torpedo
$2 Action-Attack

+1 Card
+1 Action
Each opponent reveals the bottom card of their deck.  You may choose to place in on top of your deck.
Title: Re: Really bad card ideas
Post by: werothegreat on March 31, 2015, 07:38:44 pm
Pearl Torpedo
[snip]
Nuclear Pearl Torpedo
$2 Action-Attack

+1 Card
+1 Action
Each opponent reveals the bottom card of their deck.  You may choose to place in on top of your deck.

Pearl Harbor
Action-Attack-Duration

Each other player discards down to 4 cards in hand.  At the start of their next turn, the player to your left gives you an atomic wedgie, and you forfeit the game.
Title: Re: Really bad card ideas
Post by: Minotaur on March 31, 2015, 08:23:31 pm
The definitive answer should be to do whatever is clearer.  If it's clear either way, do whichever you prefer.  Many people think that the Oxford comma is important because it removes ambiguity, but there are situations where it actually creates ambiguity.

If JFK and Stalin are strippers, then the "Oxford comma" isn't an Oxford comma.  Or is there some other example I'm not familiar with?  I generally prefer it in more typical cases, even if there isn't much chance of confusion.  Probably because whatever example you're thinking of is less common to the point where I don't remember having seen it.
Title: Re: Really bad card ideas
Post by: Minotaur on March 31, 2015, 08:39:59 pm
Transcribe
$2  Action - Reserve

+1 Action
Put this on Reserve Mat.
---------------------------
When you gain, a card you may Call this, to take a Sharpe, pen, and add, or remove any number of commas from the card text as you see fit.

Disclaimer: We are not responsible, for any fights that ensue, as a result of calling this card.
Title: Re: Really bad card ideas
Post by: Minotaur on March 31, 2015, 08:41:34 pm
Man I just came here to post this before seeing that

Oxford University
$2P, Action

+2 Actions
You may gain an Action card, costing up to $5, and have a debate about comma placement.

You may LITERALLY bite their head off.  You may mourn for the death of the English language.
Title: Re: Really bad card ideas
Post by: eHalcyon on April 01, 2015, 01:20:46 am
The definitive answer should be to do whatever is clearer.  If it's clear either way, do whichever you prefer.  Many people think that the Oxford comma is important because it removes ambiguity, but there are situations where it actually creates ambiguity.

If JFK and Stalin are strippers, then the "Oxford comma" isn't an Oxford comma.  Or is there some other example I'm not familiar with?  I generally prefer it in more typical cases, even if there isn't much chance of confusion.  Probably because whatever example you're thinking of is less common to the point where I don't remember having seen it.

(http://i.imgur.com/ErHGSfI.png)
Title: Re: Really bad card ideas
Post by: ashersky on April 01, 2015, 08:15:31 am
If you wrote the stripper last, the comma has no issue functioning clearly.
Title: Re: Really bad card ideas
Post by: Minotaur on April 01, 2015, 12:15:48 pm
Oh wow, the plural changes things.  "JFK the stripper and Stalin" would be the clearest.  But language just sucks.  Guess you would want more words, at least until parentheses for grouping things becomes something that's actually readable by humans at full speed.

The other option here is "The stripper, JFK; and Stalin", but you usually don't see that unless you have more than one comma subclause in a list.  I think the Oxford semicolon does the job, but mostly it's a horrible situation.
Title: Re: Really bad card ideas
Post by: eHalcyon on April 01, 2015, 12:45:32 pm
If you wrote the stripper last, the comma has no issue functioning clearly.

And you can do something similar for the original version of that image which is in favour of the Oxford Comma.

We invited JFK, Stalin and the strippers.

See?  Oxford Comma not needed.
Title: Re: Really bad card ideas
Post by: Minotaur on April 01, 2015, 04:42:34 pm
If you wrote the stripper last, the comma has no issue functioning clearly.

And you can do something similar for the original version of that image which is in favour of the Oxford Comma.

We invited JFK, Stalin and the strippers.

See?  Oxford Comma not needed.

But you could be talking *to* Stalin and the strippers *about* JFK.  Language sucks.
Title: Re: Really bad card ideas
Post by: Witherweaver on April 01, 2015, 04:51:51 pm
Stalin strippers Buffalo buffalo buffalo buffalo Buffalo buffalo.

Am I doing it right?
Title: Re: Really bad card ideas
Post by: eHalcyon on April 01, 2015, 05:27:41 pm
If you wrote the stripper last, the comma has no issue functioning clearly.

And you can do something similar for the original version of that image which is in favour of the Oxford Comma.

We invited JFK, Stalin and the strippers.

See?  Oxford Comma not needed.

But you could be talking *to* Stalin and the strippers *about* JFK.  Language sucks.

Huh?  The original version of the image I posted has the example sentences: "We invited the strippers, JFK, and Stalin" vs. "We invited the strippers, JFK and Stalin".  The latter version without the Oxford comma is ambiguous because it could be saying that JFK and Stalin are the strippers.  My example is showing that the Oxford Comma can introduce ambiguity.  ashersky points out that you can remove ambiguity by shuffling the order of the subjects, but the same holds true for the original example. 

Basically, none of these examples are a good reason to say that you should always (or never) use the Oxford Comma.  As I said, you should do whichever is clearer.  If it's clear either way, do whatever you prefer.

It's also worth noting that some sentences are ambiguous either way.  For example, we can talk about 3 people:

1. We invited JFK, a communist dictator, and a stripper.
2. We invited JFK, a communist dictator and a stripper.

Sentence 1 uses the Oxford Comma but it may ambiguously suggest that JFK is a communist dictator.  Sentence 2 omits the comma but it may ambiguously suggest that JFK is both a communist dictator and a stripper.  But either way, the ambiguity can be solved (mostly) by moving JFK to the end of the sentence.
Title: Re: Really bad card ideas
Post by: scott_pilgrim on April 01, 2015, 05:41:28 pm
If you wrote the stripper last, the comma has no issue functioning clearly.

And you can do something similar for the original version of that image which is in favour of the Oxford Comma.

We invited JFK, Stalin and the strippers.

See?  Oxford Comma not needed.

But you could be talking *to* Stalin and the strippers *about* JFK.  Language sucks.

Huh?  The original version of the image I posted has the example sentences: "We invited the strippers, JFK, and Stalin" vs. "We invited the strippers, JFK and Stalin".  The latter version without the Oxford comma is ambiguous because it could be saying that JFK and Stalin are the strippers.  My example is showing that the Oxford Comma can introduce ambiguity.  ashersky points out that you can remove ambiguity by shuffling the order of the subjects, but the same holds true for the original example. 

Basically, none of these examples are a good reason to say that you should always (or never) use the Oxford Comma.  As I said, you should do whichever is clearer.  If it's clear either way, do whatever you prefer.

It's also worth noting that some sentences are ambiguous either way.  For example, we can talk about 3 people:

1. We invited JFK, a communist dictator, and a stripper.
2. We invited JFK, a communist dictator and a stripper.

Sentence 1 uses the Oxford Comma but it may ambiguously suggest that JFK is a communist dictator.  Sentence 2 omits the comma but it may ambiguously suggest that JFK is both a communist dictator and a stripper.  But either way, the ambiguity can be solved (mostly) by moving JFK to the end of the sentence.

Minotaur is saying the sentence "We invited JFK, Stalin and the strippers" could be interpreted as "Hello, Stalin and the strippers.  We invited JFK!".
Title: Re: Really bad card ideas
Post by: eHalcyon on April 01, 2015, 05:42:55 pm
Minotaur is saying the sentence "We invited JFK, Stalin and the strippers" could be interpreted as "Hello, Stalin and the strippers.  We invited JFK!".

Ahhh, OK.  Got it.
Title: Re: Really bad card ideas
Post by: Minotaur on April 01, 2015, 06:00:17 pm
Basically, parentheses solve 99% of the problems, but create just as many headaches.  I still prefer commas over not when they're optional, and I sometimes use them too much just because I would pause slightly when speaking.  I pause a lot when speaking.  X-P
Title: Re: Really bad card ideas
Post by: jaketheyak on April 01, 2015, 11:04:41 pm
The problem with all these examples is that in most real-life cases the context should make the meaning clear.
The very reason that the JFK & Stalin comic is biased towards the Oxford comma is because we know who JFK & Stalin are, which makes it a self-defeating argument.
With or without the Oxford comma the meaning is clear: the strippers are obviously a separate entity to JFK & Stalin.

If you are worrying about whether the presence or omission of an Oxford comma changes the meaning of a sentence, rewrite the damn sentence!
Title: Re: Really bad card ideas
Post by: Minotaur on April 02, 2015, 01:53:40 am
Double-tangent, but I think Oxford Coma should be a hipster romantic comedy spinoff on While You Were Sleeping.
Title: Re: Really bad card ideas
Post by: SwitchedFromStarcraft on April 02, 2015, 07:48:23 am
Double-tangent, but I think Oxford Coma should be a hipster romantic comedy spinoff on While You Were Sleeping.
With a third franchise entry, about a suave ex-con private investigator, The Oxford Files.
Title: Re: Really bad card ideas
Post by: eHalcyon on April 02, 2015, 07:06:59 pm
The problem with all these examples is that in most real-life cases the context should make the meaning clear.
The very reason that the JFK & Stalin comic is biased towards the Oxford comma is because we know who JFK & Stalin are, which makes it a self-defeating argument.
With or without the Oxford comma the meaning is clear: the strippers are obviously a separate entity to JFK & Stalin.

If you are worrying about whether the presence or omission of an Oxford comma changes the meaning of a sentence, rewrite the damn sentence!

There are plenty of generic examples (where genuine confusion can arise even with context) that have ambiguity with the comma, ambiguity without the comma, or ambiguity either way.  And yes, in most of those cases, there is a way to rewrite the sentence.  That's certainly the best solution.

My pet peeve is just the people who uphold the Oxford comma as the be-all-end-all when it really isn't the case!
Title: Re: Really bad card ideas
Post by: Minotaur on April 02, 2015, 08:27:04 pm
The problem with all these examples is that in most real-life cases the context should make the meaning clear.
The very reason that the JFK & Stalin comic is biased towards the Oxford comma is because we know who JFK & Stalin are, which makes it a self-defeating argument.
With or without the Oxford comma the meaning is clear: the strippers are obviously a separate entity to JFK & Stalin.

If you are worrying about whether the presence or omission of an Oxford comma changes the meaning of a sentence, rewrite the damn sentence!

There are plenty of generic examples (where genuine confusion can arise even with context) that have ambiguity with the comma, ambiguity without the comma, or ambiguity either way.  And yes, in most of those cases, there is a way to rewrite the sentence.  That's certainly the best solution.

My pet peeve is just the people who uphold the Oxford comma as the be-all-end-all when it really isn't the case!

The real solution is parentheses and commas.  We invited (JFK, Stalin, Strippers) to the party.  The "Oxford comma" is in there without the and.  Programmers assure us that this makes more sense, but you could write a script to parse " and" as a comma.
Title: Re: Really bad card ideas
Post by: Minotaur on April 02, 2015, 08:29:32 pm
Oxford Literally, aka Legally Blonde 3.  After having become President or whatever the hell whatsherface did, she goes back to school to do English and stuff.  She is literally the smartest person ever now, omigod.
Title: Re: Really bad card ideas
Post by: sudgy on April 03, 2015, 02:23:29 am
The Best Event EVAR $0 Event
+1 Buy
Title: Re: Really bad card ideas
Post by: SirClemens on April 03, 2015, 09:19:58 am
Ser (George R. R.) Martin
Action-Attack-Author 5$

Each other player reveals the top two cards of his deck and trashes all cards that show humans in their art.
----------------------------------------------------------------------------------------------------------------------------------------
If any player revealed a card that shows a fish or a direwolf in its art, he loses the game.
Title: Re: Really bad card ideas
Post by: Asper on April 03, 2015, 07:30:35 pm
Bad card, curtesy of Inheritance:
Band of Estates, Confusion

Not actually bad, still silly:
Estatinum, Jack of all Estates, Estrader, Jestater

Edit: Missed that it specifies "Action card".
Title: Re: Really bad card ideas
Post by: SwitchedFromStarcraft on April 03, 2015, 07:55:00 pm
Bad cards, curtesy of Inheritance:
Band of Estates, Confusion

Not actually bad, still silly:
Estatinum, Jack of all Estates, Estrader, Jestater

Jestater somehow made me wonder if Larry the Cable Guy plays has ever seen Dominion.
Title: Re: Really bad card ideas
Post by: Minotaur on April 03, 2015, 09:43:26 pm
I think now that every Action can be Event-ified, the RBCI floodgates are sort of open.  Most of them won't be that funny, though.  Explore, Moneylend.

How about Chancel?  Or... Count (v.), or Forge(v.)?  Expand should probably be renamed to Expansion, so we can make Expand an Event.


Actually, cancel this entire comment.  Events aren't cards, and do not belong in RBCI.
Title: Re: Really bad card ideas
Post by: Witherweaver on April 03, 2015, 10:09:18 pm
So start the Really Bad Event Idea thread.
Title: Re: Really bad card ideas
Post by: Minotaur on April 03, 2015, 10:59:10 pm
So start the Really Bad Event Idea thread.

I don't actually like RBEIs.  I just like being pedantic sometimes.  Par for the course...
Title: Re: Really bad card ideas
Post by: Gherald on April 04, 2015, 12:55:38 am
Actually, Events are cards you can add to the game. They just don't give you something to buy that is a card, so when you buy them you're not buying a card.

Emphasis mine:

Event cards give you something to buy; that thing is not a card. There will be a rulebook and it will say stuff just like this.
Title: Re: Really bad card ideas
Post by: faust on April 04, 2015, 05:23:30 am
Ser (George R. R.) Martin
Action-Attack-Author 5$

Each other player reveals the top two cards of his deck and trashes all cards that show humans in their art.
----------------------------------------------------------------------------------------------------------------------------------------
If any player revealed a card that shows a fish or a direwolf in its art, he loses the game.

Game of Thrones
Action-Attack-Series $3*

Each other player reveals their discard pile and trashes any Throne Rooms and King's Courts revealed. You may gain all the trashed cards.
----------------------------------------------------------------------------------------------------------------------------------------
If you have a Smugglers in play, this costs $0.

A Song of Ice And Fire
Action-Attack-Book $5

Draw until you have 7 cards in hand. You may set aside any Action cards drawn this way, as you draw them; discrad the set aside cards after you finish drawing. Each other player reveals their discard pile and trashes any Throne Rooms and King's Courts revealed. You may gain all the trashed cards.
----------------------------------------------------------------------------------------------------------------------------------------
After you gain this, wait 3 turns until you may gain another copy of it. Then wait another turn. If the Game of Thrones pile is empty before this pile, trash all copies of A Song of Ice and Fire in the game.
Title: Re: Really bad card ideas
Post by: SirClemens on April 04, 2015, 06:16:02 am

Game of Thrones
Action-Attack-Fanfiction $3*

Each other player reveals their discard pile and trashes any Throne Rooms and King's Courts revealed. You may gain all the trashed cards.
----------------------------------------------------------------------------------------------------------------------------------------
If you have a Smugglers in play, this costs $0.


FTFY
Title: Re: Really bad card ideas
Post by: Minotaur on April 06, 2015, 01:14:55 pm
Annoying Peddler
Cost: $5*
Action

+1 Card
+1 Action
+$1
---------------------
During each player's Buy phase, this card costs $1 more for each Action card in play.
During each player's Buy phase, this card costs $2 less for each Annoying Peddler in play.
Title: Re: Really bad card ideas
Post by: jaketheyak on April 06, 2015, 07:47:25 pm
Pedant
Cost: $8*
Action

+1 Card
+1 Action
+$1
---------------------
During your Buy phase, this card costs $1 less for each off-topic argument over grammar, punctuation or spelling you are currently involved in on an online forum.
Title: Re: Really bad card ideas
Post by: rspeer on April 07, 2015, 01:02:32 am
Iron Giant
Action - Attack, $5

+1 Action. Turn the top card of your deck over.

If it's a face-up Action card, +1 Action.
If it's a face-up Treasure card, +$1.
If it's a face-up Victory card, +1 card.
If it's face down, +$5, and each player reveals the top card of his deck, trashes it if it costs from $3 to $6, and otherwise discards it and gains a Curse.
Title: Re: Really bad card ideas
Post by: Witherweaver on April 07, 2015, 09:17:24 am
Pedant
Cost: $8*
Action

+1 Card
+1 Action
+$1
---------------------
During your Buy phase, this card costs $1 less for, each off-topic argument over grammar, punctuation or spelling you are currently involved in on an online forum.

Fixed that so it triggers itself.

Edit: Well I guess it already does because of Oxford comma.
Title: Re: Really bad card ideas
Post by: Awaclus on April 07, 2015, 09:24:35 am
Time for a card idea that really is just a bad idea, not a joke:

$7
Action
Double your coin tokens. Take a coin token.
Title: Re: Really bad card ideas
Post by: Witherweaver on April 07, 2015, 09:27:00 am
Time for a card idea that really is just a bad idea, not a joke:

$7
Action
Double your coin tokens. Take a coin token.

Combos with Pirate Ship!
Title: Re: Really bad card ideas
Post by: jaketheyak on April 07, 2015, 06:29:00 pm
Time for a card idea that really is just a bad idea, not a joke:

$7
Action
Double your coin tokens. Take a coin token.

But if you reversed the order to take a coin token before doubling would that have an impact on the card's power-level or a huge impact on the card's power-level?
I'm prepared to post multiple walls of text in support of whatever the opposite of your answer is.

Title: Re: Really bad card ideas
Post by: Tables on April 07, 2015, 07:49:53 pm
Time for a card idea that really is just a bad idea, not a joke:

$7
Action
Double your coin tokens. Take a coin token.

But if you reversed the order to take a coin token before doubling would that have an impact on the card's power-level or a huge impact on the card's power-level?
I'm prepared to post multiple walls of text in support of whatever the opposite of your answer is.



Depends on the board.
Title: Re: Really bad card ideas
Post by: Awaclus on April 08, 2015, 01:10:12 am
Time for a card idea that really is just a bad idea, not a joke:

$7
Action
Double your coin tokens. Take a coin token.

But if you reversed the order to take a coin token before doubling would that have an impact on the card's power-level or a huge impact on the card's power-level?
I'm prepared to post multiple walls of text in support of whatever the opposite of your answer is.

Well, it's completely broken either way, but it does make a significant difference. For example, the 5th time you play that card, assuming there are no other coin token producers, the current version gets you 16 tokens while the coin-token-before-doubling version gets you 24 tokens.
Title: Re: Really bad card ideas
Post by: enfynet on April 08, 2015, 01:14:13 am
Maybe it needs a "trash this if you have more than X tokens"?
Title: Re: Really bad card ideas
Post by: Marcory on April 08, 2015, 09:39:16 pm
Ace Up Your Sleeve Treasure $5

Worth 3 Coins
-----------------------
You may play this once per turn, even if it is not in your hand or deck. When you do, gain a Curse, even if there is not one in the supply.

Title: Re: Really bad card ideas
Post by: Awaclus on April 09, 2015, 04:22:44 am
Ace Up Your Sleeve Treasure $5

Worth 3 Coins
-----------------------
You may play this once per turn, even if it is not in your hand or deck. When you do, gain a Curse, even if there is not one in the supply.

Not an Ace of Spades?
Title: Re: Really bad card ideas
Post by: scott_pilgrim on April 13, 2015, 01:12:19 am
Merge - Action $8

Trash an action card from your hand (or reveal a hand with no action cards in it).  If you did, this card now has the text of that card appended to the end of it, and gains all types of that card.
Title: Re: Really bad card ideas
Post by: Minotaur on April 13, 2015, 10:55:14 am
Merge - Action $8

Trash an action card from your hand (or reveal a hand with no action cards in it).  If you did, this card now has the text of that card appended to the end of it, and gains all types of that card.

That's almost canon already.  The game is going in that direction.  Only you have to let your Estates do it.

Dominion: Three Pile Ending.
Title: Re: Really bad card ideas
Post by: iguanaiguana on April 13, 2015, 02:54:09 pm
The Robber-event-cost 7. When you buy this, move the robber token to a supply pile of your choice. When the robber token is on a supply pile, cards in that pile cannot be played. Each other player may discard a copy of the card the robber token is on. If they don't, they trash a random card from their hand that you point at and you may gain any of these trashed cards.
Title: Re: Really bad card ideas
Post by: Gherald on April 14, 2015, 02:58:10 pm
Band of Mystics - $8, Action

Reveal your hand. Play each action card as if it were a Mystic.
Title: Re: Really bad card ideas
Post by: SirClemens on April 16, 2015, 12:38:55 pm
Investment 5$ Action

Choose 1:

Take 2 coin tokens. Pay any number of coin tokens and gain as many Investment tokens as you paid.

Return all your Investment tokens to the supply. For every ten tokens you returned, gain a Steady Income and put it on top of your deck.

Steady Income 0$* Action-Duration
+1 card
+1 action
Now and at the start of each of your turns: Take a coin token.

This is not in the supply
Title: Re: Really bad card ideas
Post by: Minotaur on April 16, 2015, 01:53:21 pm
Investment 5$ Action

Choose 1:

Take 2 coin tokens. Pay any number of coin tokens and gain as many Investment tokens as you paid.

Return all your Investment tokens to the supply. For every ten tokens you returned, gain a Steady Income and put it on top of your deck.

Steady Income 0$* Action-Duration
+1 card
+1 action
Now and at the start of each of your turns: Take a coin token.

This is not in the supply

So if you invest 5 tokens and another 5 tokens, you get nothing.  I don't get economics.
Title: Re: Really bad card ideas
Post by: SwitchedFromStarcraft on April 16, 2015, 02:50:40 pm
Investment 5$ Action

Choose 1:

Take 2 coin tokens. Pay any number of coin tokens and gain as many Investment tokens as you paid.

Return all your Investment tokens to the supply. For every ten tokens you returned, gain a Steady Income and put it on top of your deck.

Steady Income 0$* Action-Duration
+1 card
+1 action
Now and at the start of each of your turns: Take a coin token.

This is not in the supply

So if you invest 5 tokens and another 5 tokens, you get nothing.  I don't get economics.
Which qualifies you for government office.
Title: Re: Really bad card ideas
Post by: Jack Rudd on April 19, 2015, 11:39:12 am
Sherry
Action - $4

+1 Card
+2 Actions
---
When you gain this, gain another Sherry.
Title: Re: Really bad card ideas
Post by: popsofctown on April 19, 2015, 12:29:37 pm
It's funny because it might be more balanced than magpie!
Title: Re: Really bad card ideas
Post by: Minotaur on April 19, 2015, 12:38:46 pm
Ogre Slaying Knife
Reaction
Cost: $4

Whenever another player plays Giant, you may reveal this card.  If you do, +9 VP and the attack does not affect you.

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

When you gain this card, place yourself on your Tavern mat until after your third turn after this one.  If there are any girls there, you want to do them.



The Darkness
Reserve
Cost: $2

When you gain this card, place it on your Tavern mat.  Whenever you play an Attack card and this card is on your Tavern mat, you may choose to have the attack not affect any number of players.  Each chosen player reveals their hand.  You can talk to each other now.

EDIT:  https://www.youtube.com/watch?v=-leYc4oC83E
Title: Re: Really bad card ideas
Post by: Minotaur on April 19, 2015, 12:39:33 pm
It's funny because it might be more balanced than magpie!

Welcome to Dominion: Three-Pile Endings.
Title: Re: Really bad card ideas
Post by: terminalCopper on April 19, 2015, 12:55:31 pm
Abandoned Mint
Ruin
Cost: $0

Reveal a treasure.

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

When you gain this, discard all the treasures in play.
Title: Re: Really bad card ideas
Post by: Minotaur on April 19, 2015, 01:04:16 pm
Historian
Action-Reserve
Cost: $5

Place this on your Tavern mat.  While it is there, take a History token each time you shuffle your deck.

You may call this during your Action phase.  If you do so, you may spend a History token at any time that turn.  When you do, choose one: +1 card, +1 action, +$1, +1 buy.

(EDIT: Ha ha, just kidding.  Those who learn history are doomed to watch other people repeat it.)
Title: Re: Really bad card ideas
Post by: Minotaur on April 19, 2015, 01:13:43 pm
Jon Snow
Action
Cost: $3

+1 Card
+1 Action
Trash a card from the Supply costing $6 or less.

(Reasoning: Any card with a crow in its art automatically three-piles the game every time.)
Title: Re: Really bad card ideas
Post by: popsofctown on April 19, 2015, 01:37:26 pm
Does Familiar have a Raven?
Title: Re: Really bad card ideas
Post by: Minotaur on April 19, 2015, 09:37:11 pm
Does Familiar have a Raven?

No.  Just Magpie and IGG, AFAIK.  (And now Jon Snow.)
Title: Re: Really bad card ideas
Post by: popsofctown on April 20, 2015, 12:38:03 am
Does Familiar have a Raven?

No.  Just Magpie and IGG, AFAIK.  (And now Jon Snow.)

That's a shame
Title: Re: Really bad card ideas
Post by: jaketheyak on April 20, 2015, 12:53:23 am
Does Familiar have a Raven?

No.  Just Magpie and IGG, AFAIK.  (And now Jon Snow.)

And Curse from the Base Cards box.
Title: Re: Really bad card ideas
Post by: eHalcyon on April 21, 2015, 07:34:44 pm
Journey-Token Man
$6 - Action
Name a card. Reveal cards from the top of your deck until you reveal 3 cards that are not the named card. Turn your Journey token over (it starts face up). If it's face down, put those cards into your hand.  If it's face up, put all copies of the named card into your hand.  Either way, discard the rest.
Title: Re: Really bad card ideas
Post by: Minotaur on April 21, 2015, 08:38:11 pm
Token Journeyman
Randomizer

If you draw this card, place one Journeyman in the Supply, different from the usual Journeyman only in that the art features a dark-skinned man.  This does not count as one of your 10 Kingdom piles, and the pile does not count toward a three-pile ending as it normally would.
Title: Re: Really bad card ideas
Post by: Minotaur on April 21, 2015, 08:38:49 pm
Journey-Token Man
$6 - Action
Name a card. Reveal cards from the top of your deck until you reveal 3 cards that are not the named card. Turn your Journey token over (it starts face up). If it's face down, put those cards into your hand.  If it's face up, put all copies of the named card into your hand.  Either way, discard the rest.

(Obligatory NARBCI complaint.)
Title: Re: Really bad card ideas
Post by: Gherald on April 22, 2015, 12:01:00 am
Token Journeyman
Randomizer

If you draw this card, place one Journeyman in the Supply, different from the usual Journeyman only in that the art features a dark-skinned man.

This does not count as one of your 10 Kingdom piles, and the pile does not count toward a three-pile ending as it normally would.
More specifically, it counts as 3/5ths in each case
Title: Re: Really bad card ideas
Post by: Marcory on April 22, 2015, 12:42:43 am
Metropolis Action $4

+1 Card
+2 Actions

When you gain this, gain a Clark Kent/Superman from the Clark Kent pile. In games using this, add Kryptonite to the supply.

Clark Kent/Superman Action/Reaction $0*

Look at the top two cards of your deck. You may discard them or put them back on top of your deck in any order.
----------------
When another player plays an Attack card, you may reveal this. If you do, all players are unaffected by the Attack. The player who played the Attack must trash it and gain a non-attack card of up to the same cost in coins.

Kryptonite Treasure/Reaction $7

Worth $3
+1 Buy
__________
When another player reveals Superman, you may reveal this. If you do, ignore Superman's reaction, and the revealed Superman must be discarded.
Title: Re: Really bad card ideas
Post by: terminalCopper on April 22, 2015, 03:09:24 am
Exhibitionist Party
Action - Reaction
Cost: $4

+2 actions
Each player including you reveals his hand.
--------------------------------------

If you reveal this: + 3 VP, trash this.
Title: Re: Really bad card ideas
Post by: Ghacob on April 22, 2015, 11:39:40 am
Perl Divider
Action-Reserve $2

At the start of your turn or after completely resolving an action, you may call this, to look at the bottom card of your deck. You may put it on top. Set this card aside. When you shuffle your deck, put this on your Tavern mat.
                                           
When you gain this card, set it aside. When you shuffle your deck, put this on your Tavern mat.


Shpee
Action-Reserve-Attack $4

At the start of your turn or after completely resolving an action, you may call this, for each player (including you) to reveal the top card of his deck and either discards it or puts it back, your choice. Set this card aside. When you shuffle your deck, put this on your Tavern mat.
                                           
When you gain this card, set it aside. When you shuffle your deck, put this on your Tavern mat.


Cartongrafur
Action-Reserve $5

At the start of your turn or after completely resolving an action, you may call this, to look at the top four cards of your deck. Discard any number of them. Put the rest back on top in any order. Set this card aside. When you shuffle your deck, put this on your Tavern mat.
                                           
When you gain this card, set it aside. When you shuffle your deck, put this on your Tavern mat.
Title: Re: Really bad card ideas
Post by: Minotaur on April 22, 2015, 12:04:28 pm
Token Journeyman
Randomizer

If you draw this card, place one Journeyman in the Supply, different from the usual Journeyman only in that the art features a dark-skinned man.

This does not count as one of your 10 Kingdom piles, and the pile does not count toward a three-pile ending as it normally would.
More specifically, it counts as 3/5ths in each case

3/5 rule isn't for Token Journeyman.  That's a different era.  Token Journeyman is sort of a "hurray, racism is over!" thing.
Title: Re: Really bad card ideas
Post by: Minotaur on April 24, 2015, 09:01:00 pm
Reality Check
Event, $9

If Hero were real, the player to your right would never, ever, ever hook up with her at all, like, not even a little bit.  That player may go in the corner to cry, skipping their next turn.
Title: Re: Really bad card ideas
Post by: terminalCopper on April 28, 2015, 12:43:34 pm
Inception
Action, $8

Play a game of dominion, with a kingdom that includes Inception.
Title: Re: Really bad card ideas
Post by: Minotaur on April 29, 2015, 03:11:10 am
Inception
Action, $8

Play a game of dominion, with a kingdom that includes Inception.

Can we at least make sure that there are only 10 5 copies of the card total, and that only the ones remaining in the supply can pass down?
Title: Re: Really bad card ideas
Post by: Seprix on April 29, 2015, 03:28:39 am
A Different Price

Action, $2

When you play this, you may wait for an hour, doing nothing but stare at this card. If you do, you win the game.
_______________________________________________________________


You must wait 20 minutes on your buy phase, doing nothing but stare at the card, before buying a copy of this card.
Title: Re: Really bad card ideas
Post by: terminalCopper on April 29, 2015, 12:58:49 pm
Inception
Action, $8

Play a game of dominion, with a kingdom that includes Inception.

Can we at least make sure that there are only 10 copies of the card total, and that only the ones remaining in the supply can pass down?

I don't remember if the movie "Inception" guaranteed a max. number of dream recursions :)
Title: Re: Really bad card ideas
Post by: Witherweaver on April 29, 2015, 01:14:31 pm
Inception
Action, $8

Play a game of dominion, with a kingdom that includes Inception.

Can we at least make sure that there are only 10 copies of the card total, and that only the ones remaining in the supply can pass down?

I don't remember if the movie "Inception" guaranteed a max. number of dream recursions :)

Eventually you hit the idempotent layer of deep shared subconsciousness. 
Title: Re: Really bad card ideas
Post by: Minotaur on April 29, 2015, 03:39:06 pm
Inception
Action, $8

Play a game of dominion, with a kingdom that includes Inception.

Can we at least make sure that there are only 10 copies of the card total, and that only the ones remaining in the supply can pass down?

I don't remember if the movie "Inception" guaranteed a max. number of dream recursions :)

Eventually the other players lose patience and punch you in the face.

Fixed.
Title: Re: Really bad card ideas
Post by: belugawhale on May 07, 2015, 01:16:12 am
Cycle: Event $0
+1 Buy
Title: Re: Really bad card ideas
Post by: Minotaur on May 07, 2015, 01:27:14 am
Ruined Monument
Gain a Copper in hand.  Gain an Estate and a Ruins, putting them on top of your deck.
Title: Re: Really bad card ideas
Post by: Ghacob on May 07, 2015, 08:41:41 am
Ruined Distant Lands
Put this on your tavern mat
Title: Re: Really bad card ideas
Post by: Minotaur on May 07, 2015, 11:26:17 am
Embezzling Page
Action-Ruins-Traveler
+1 card
+1 action
Discard two cards
You may exchange this for a Bauble Seeker


Bauble Seeker
Action-Traveler (not in the supply)

+$1
Gain a Copper for each card the player to your right gained last turn.
You may exchange this for a Social Justice Warrior.


Social Justice Warrior
Action-Attack-Traveller (not in the supply)

+1 card
For each Traveler in play (including this), each other player discards the top card of their deck.  If it is a Bridge Troll, trash that card and this one.
You may exchange this for a Heroin.


Heroin
Action-Traveler (not in the supply)

+3 cards
+1 action
Reveal your hand.  Trash all of the revealed treasures.
You may exchange this for a Motivational Speaker.


Motivational Speaker
Action-Duration (not in the supply)

For the rest of the game, when another player plays an Attack card, you may take a coin token.  At the start of each turn, take your -$1 token.
Title: Re: Really bad card ideas
Post by: Seprix on May 07, 2015, 11:38:35 am
Embezzling Page
Action-Ruins-Traveler
+1 card
+1 action
Discard two cards
You may exchange this for a Bauble Seeker


Bauble Seeker
Action-Traveler

+$1
Gain a Copper for each card the player to your right gained last turn.
You may exchange this for a Social Justice Warrior.


Social Justice Warrior
Action-Attack-Traveller

+1 card
For each Traveler in play (including this), each other player reveals the top card their deck.  If it is a Bridge Troll, trash that card and this one.
You may exchange this for a Heroin.


Heroin
Action-Traveler

+3 cards
+1 action
Reveal your hand.  Trash all of the revealed treasures.
You may exchange this for a Motivational Speaker.


Motivational Speaker
Action-Duration (not in the supply)

For the rest of the game, when another plays an Attack card, you may take a coin token.  At the start of each turn, take your -$1 token.

So everything else is in the supply?

Combos with scout!
Title: Re: Really bad card ideas
Post by: Minotaur on May 07, 2015, 11:39:50 am
So everything else is in the supply?

Combos with scout!

Fixed.  :-P
Title: Re: Really bad card ideas
Post by: belugawhale on May 07, 2015, 02:27:22 pm
Scout Party - Event $3
Reveal the top four cards of your deck, put the revealed Victory cards in your hand, and put the rest back on top of your deck in any order.
Title: Re: Really bad card ideas
Post by: FishingVillage on May 07, 2015, 06:24:40 pm
Witch Mirror
Event $1
+1 Buy

Reveal the top 3 Events of the Witch Mirror deck. You may buy one of them immediately. Put the Events on the bottom of the Witch Mirror deck in any order.

(Before the game, make a Witch Mirror deck out of each Event not in the game.)
Title: Re: Really bad card ideas
Post by: Awaclus on May 07, 2015, 06:26:37 pm
Witch Mirror
Event $1
+1 Buy

Reveal the top 3 Events of the Witch Mirror deck. You may buy one of them immediately. Put the unbought Events on the bottom of the Witch Mirror deck in any order.

(Before the game, make a Witch Mirror deck out of each Event not in the game.)

Then what happens to the bought event? It just stays on the top?
Title: Re: Really bad card ideas
Post by: pacovf on May 07, 2015, 06:40:19 pm
Quote
Pigeon: Action, 2$
+1 Card
+1 Action
Gain a Pigeon.

There's 40 Pigeons in the Supply.
Title: Re: Really bad card ideas
Post by: Ghacob on May 07, 2015, 06:53:48 pm
Pigeon is a really strong gardens/vineyards enabler it seems to me
Title: Re: Really bad card ideas
Post by: FishingVillage on May 07, 2015, 07:06:29 pm
Then what happens to the bought event? It just stays on the top?
Uh I guess it goes back under as well. Will edit.
Title: Re: Really bad card ideas
Post by: Minotaur on May 07, 2015, 10:32:41 pm
Pigeon is a really strong gardens/vineyards enabler it seems to me

Not to mention Upgrade, Transmogrify, Teacher...  At least Rats eventually starts hurting you in these cases.  Pigeon with Teacher is just a stack of 40 self-replicating laboratories, go fight over them...
Title: Re: Really bad card ideas
Post by: enfynet on May 07, 2015, 11:12:24 pm
Pigeon is a really strong gardens/vineyards enabler it seems to me

Not to mention Upgrade, Transmogrify, Teacher...  At least Rats eventually starts hurting you in these cases.  Pigeon with Teacher is just a stack of 40 self-replicating laboratories, go fight over them...
I want to put the +Coin token on Rats. Would that be a Golden Deck? :)
Title: Re: Really bad card ideas
Post by: Seprix on May 07, 2015, 11:28:58 pm
Pigeon is a really strong gardens/vineyards enabler it seems to me

Not to mention Upgrade, Transmogrify, Teacher...  At least Rats eventually starts hurting you in these cases.  Pigeon with Teacher is just a stack of 40 self-replicating laboratories, go fight over them...
I want to put the +Coin token on Rats. Would that be a Golden Deck? :)

Until you buy a single Province, yes.
Title: Re: Really bad card ideas
Post by: Awaclus on May 08, 2015, 05:00:20 am
Pigeon is a really strong gardens/vineyards enabler it seems to me

Not to mention Upgrade, Transmogrify, Teacher...  At least Rats eventually starts hurting you in these cases.  Pigeon with Teacher is just a stack of 40 self-replicating laboratories, go fight over them...
I want to put the +Coin token on Rats. Would that be a Golden Deck? :)

Until you buy a single Province, yes.

But then you just trash the Province. And buy another one. It is a golden deck (just an incredibly awful one).
Title: Re: Really bad card ideas
Post by: faust on May 08, 2015, 06:00:10 am
Witch Mirror
Event $1
+1 Buy

Reveal the top 3 Events of the Witch Mirror deck. You may buy one of them immediately. Put the Events on the bottom of the Witch Mirror deck in any order.

(Before the game, make a Witch Mirror deck out of each Event not in the game.)

Witch Mirror
Event $1

Remove all kingdom cards from each player's deck, discard, hand, mats, play and wherever else their cards might be. Exchange all kingdom cards in the supply by a single Witch pile.
Title: Re: Really bad card ideas
Post by: Co0kieL0rd on May 08, 2015, 09:22:08 am
After reading that (very entertaining and mind braking and mind repairing) thread about Throne Room-BoM-Feast-Duration shenanigans, I wanted to make sure we're all thankful that this is not a real card yet:

Gang Of Crooks, $9, Action/Duration/Reserve
You may play an Action card from your hand twice. Trash it, then play this as if it were an Action card in the Supply costing $1 more than the trashed card that you choose. This is that card until it leaves play. At the start of your next turn, put this on your Tavern mat. | At the start of your turn, you may call this, to do this twice: Play this as if it were an Action card in the trash that you choose. This is that card until it leaves play.
Title: Re: Really bad card ideas
Post by: enfynet on May 08, 2015, 10:52:37 am
After reading that (very entertaining and mind braking and mind repairing) thread about Throne Room-BoM-Feast-Duration shenanigans, I wanted to make sure we're all thankful that this is not a real card yet:

Gang Of Crooks, $9, Action/Duration/Reserve
You may play an Action card from your hand twice. Trash it, then play this as if it were an Action card in the Supply costing $1 more than the trashed card that you choose. This is that card until it leaves play. At the start of your next turn, put this on your Tavern mat. | At the start of your turn, you may call this, to do this twice: Play this as if it were an Action card in the trash that you choose. This is that card until it leaves play.
What about + tokens?
Title: Re: Really bad card ideas
Post by: Ghacob on May 09, 2015, 11:45:50 pm
Switcheroo
$9 Event
Switch decks with your opponent (moving clockwise)
Title: Re: Really bad card ideas
Post by: sudgy on May 10, 2015, 12:29:23 am
Switcheroo
$9 Event
Switch decks with your opponent (moving clockwise)

I play my Spy to trigger your reshuffle after I've drawn my deck...
Title: Re: Really bad card ideas
Post by: Minotaur on May 10, 2015, 12:31:58 pm
Hurricane Warning
Event
Cost: $5

Each player empties their Island mat into their discard pile.
Title: Re: Really bad card ideas
Post by: Awaclus on May 10, 2015, 01:02:31 pm
Switcheroo
$9 Event
Switch decks with your opponent (moving clockwise)

I play my Spy to trigger your reshuffle after I've drawn my deck...

Joke's on you, I have nothing but Scouts in my deck.
Title: Re: Really bad card ideas
Post by: belugawhale on May 10, 2015, 02:32:22 pm
Scouting Party - Action $5
+1 Card
+1 Action
Reveal your hand. Reveal cards from your deck until you reveal four victory cards that aren't a duplicate of one in your hand. Put them into your hand and put the rest back on top of your deck in any order.
Title: Re: Really bad card ideas
Post by: eHalcyon on May 11, 2015, 03:19:27 am
An event by that name already exists. :)
Title: Re: Really bad card ideas
Post by: jaketheyak on May 11, 2015, 08:27:56 am
An event by that name already exists. :)

So, you could say it's a really bad idea to call it that?
Title: Re: Really bad card ideas
Post by: Seprix on May 11, 2015, 09:35:07 am
An event by that name already exists. :)

So, you could say it's a really bad idea to call it that?

Chapel Action, $2

+2$, +1 Buy

You may put on Chapstick.
Title: Re: Really bad card ideas
Post by: Ghacob on May 11, 2015, 11:07:23 am
An event by that name already exists. :)

So, you could say it's a really bad idea to call it that?

Chapel Action, $2

+2$, +1 Buy

You may put on Chapstick.

Chapstick Reserve-Duration, $0*

When an opponent plays an attack, you may call this to discard 2 cards. At the start of your next turn, +1 card and return this to the Chapstick pile
                                         
When you put this on, put it on your tavern mat
                                         
This is not in the supply
Title: Re: Really bad card ideas
Post by: Minotaur on May 11, 2015, 11:13:53 am
SCotUS
Action
Cost: $4

+1 Action

Reveal the top 4 cards of your deck.  Put those which are constitutional in your hand and trash the others.

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

Setup: Before the game begins, each player chooses three cards which are constitutional.  Other cards are not constitutional.
Title: Re: Really bad card ideas
Post by: belugawhale on May 13, 2015, 10:24:28 pm
Battering Ram - Action-Attack $4

Each other player puts his deck into his discard pile. Look through each other players' discard piles and put all Fortress cards in the trash pile. Put all Fortress cards from the Supply into the trash pile.
Title: Re: Really bad card ideas
Post by: jaketheyak on May 14, 2015, 12:48:29 am
I feel like these have probably been done before, but...

Band of Conformists - Action $5

Play this as if it were any Action card in the Supply costing less than it that you choose.
This is that card until the end of the game.


Army of Misfits - Action $9

Play this as if it were any Action card that exists in Dominion that you choose.
This is that card until it leaves play.
Title: Re: Really bad card ideas
Post by: iguanaiguana on May 14, 2015, 12:02:54 pm
What happens when you play army of misfits as army of misfits?
Title: Re: Really bad card ideas
Post by: enfynet on May 14, 2015, 01:56:40 pm
What happens when you play army of misfits as army of misfits?
You can play it as any Action card that exists in Dominion that you choose.
Title: Re: Really bad card ideas
Post by: Deadlock39 on May 14, 2015, 02:39:07 pm
What happens when you play army of misfits as army of misfits?
You can play it as any Action card that exists in Dominion that you choose.

I was going to say "the same thing that happens when you reveal Trader when you would gain a Silver"
Title: Re: Really bad card ideas
Post by: AJD on May 14, 2015, 02:52:03 pm
What happens when you play army of misfits as army of misfits?
You can play it as any Action card that exists in Dominion that you choose.

I was going to say "the same thing that happens when you reveal Trader when you would gain a Silver"

...When you play Army of Misfits as Army of Misfits, you gain a Silver?
Title: Re: Really bad card ideas
Post by: iguanaiguana on May 14, 2015, 03:16:54 pm
Army of traders: for the rest of the game, whenever you would play, discard, gain, or trash a card, instead, gain a silver. edit- the cost should be 3 so that whenever you consider buying this card you have to ask yourself, should have i just bought a silver instead?
Title: Re: Really bad card ideas
Post by: Awaclus on May 14, 2015, 04:18:20 pm
What happens when you play army of misfits as army of misfits?
You can play it as any Action card that exists in Dominion that you choose.

I was going to say "the same thing that happens when you reveal Trader when you would gain a Silver"

But it's different, because you can play an Army of Misfits as an Army of Misfits that you play as an activated Conspirator.
Title: Re: Really bad card ideas
Post by: AJD on May 14, 2015, 04:36:00 pm
What happens when you play army of misfits as army of misfits?
You can play it as any Action card that exists in Dominion that you choose.

I was going to say "the same thing that happens when you reveal Trader when you would gain a Silver"

...When you play Army of Misfits as Army of Misfits, you gain a Silver?

(Actually, I kind of think this makes a great answer to any confusing edge-case rules question—"What happens if I use Band of Misfits as Procession to play an Outpost on a Possession turn?" "Gain a Silver.")
Title: Re: Really bad card ideas
Post by: Deadlock39 on May 14, 2015, 04:40:48 pm
Time Trader - Action - Reaction $4

Trash a Procession, Band of Misfits, Possession, or Outpost from your hand. Gain a number of Silvers equal to its cost in coins.
-
When you would play a card interaction that would require looking up a ruling in a rulebook, or online, you may reveal this from your hand. If you do, instead, gain a silver.
Title: Re: Really bad card ideas
Post by: Marcory on May 14, 2015, 05:48:22 pm
What happens when you play army of misfits as army of misfits?
You can play it as any Action card that exists in Dominion that you choose.

I was going to say "the same thing that happens when you reveal Trader when you would gain a Silver"

But it's different, because you can play an Army of Misfits as an Army of Misfits that you play as an activated Conspirator.

Instead of playing it as a Grand Market?
Title: Re: Really bad card ideas
Post by: Awaclus on May 14, 2015, 06:01:25 pm
What happens when you play army of misfits as army of misfits?
You can play it as any Action card that exists in Dominion that you choose.

I was going to say "the same thing that happens when you reveal Trader when you would gain a Silver"

But it's different, because you can play an Army of Misfits as an Army of Misfits that you play as an activated Conspirator.

Instead of playing it as a Grand Market?

You have a Grand Market and a Horn of Plenty in your hand.
Title: Re: Really bad card ideas
Post by: Marcory on May 15, 2015, 02:15:58 am
The only time you would ever play Army of Misfits as an activated conspirator is if you 1) had Grand Market and HoP in hand and 2) also had King's Court, Throne Room, and Royal Carriage in hand, as yet unplayed. Otherwise, you would simply play Army of Misfits as King's Court on Grand Market for the same benefit to your HoP as the conspirator would have given you, plus more coins, buys, and actions.

Your edge-case requires 1) a hand of at least 5 cards, plus Royal Carriage 2) a specific set of 5 cards in the kingdom and 3) a deck where simply KC'ing your Grand Markets will be less effective than boosting your HoP. But given this unlikely scenario, I'll concede that your edge case is at least theoretically valid.
Title: Re: Really bad card ideas
Post by: Awaclus on May 15, 2015, 05:40:34 am
The only time you would ever play Army of Misfits as an activated conspirator is if you 1) had Grand Market and HoP in hand and 2) also had King's Court, Throne Room, and Royal Carriage in hand, as yet unplayed. Otherwise, you would simply play Army of Misfits as King's Court on Grand Market for the same benefit to your HoP as the conspirator would have given you, plus more coins, buys, and actions.

Your edge-case requires 1) a hand of at least 5 cards, plus Royal Carriage 2) a specific set of 5 cards in the kingdom and 3) a deck where simply KC'ing your Grand Markets will be less effective than boosting your HoP. But given this unlikely scenario, I'll concede that your edge case is at least theoretically valid.

Well, the Grand Market doesn't have to be in your hand. As long as you have it in your deck and think you're going to draw it later this turn, it works.
Title: Re: Really bad card ideas
Post by: Seprix on May 15, 2015, 09:09:56 am
The only time you would ever play Army of Misfits as an activated conspirator is if you 1) had Grand Market and HoP in hand and 2) also had King's Court, Throne Room, and Royal Carriage in hand, as yet unplayed. Otherwise, you would simply play Army of Misfits as King's Court on Grand Market for the same benefit to your HoP as the conspirator would have given you, plus more coins, buys, and actions.

Your edge-case requires 1) a hand of at least 5 cards, plus Royal Carriage 2) a specific set of 5 cards in the kingdom and 3) a deck where simply KC'ing your Grand Markets will be less effective than boosting your HoP. But given this unlikely scenario, I'll concede that your edge case is at least theoretically valid.

Stop.

You're ruining the joke.

Quit being an Edge-Case Edward.
Title: Re: Really bad card ideas
Post by: iguanaiguana on May 15, 2015, 10:12:09 am
If I had a nickel for every time i wished that i had named myself edge case edward on these forums...
Title: Re: Really bad card ideas
Post by: Awaclus on May 15, 2015, 10:14:06 am
If I had a nickel for every time i wished that i had named myself edge case edward on these forums...

...Wishing Well would be OP.
Title: Re: Really bad card ideas
Post by: Seprix on May 15, 2015, 10:53:53 am
If I had a nickel for every time i wished that i had named myself edge case edward on these forums...

You'd be poor?
Title: Re: Really bad card ideas
Post by: Minotaur on May 15, 2015, 10:55:14 am
If I had a nickel for every time i wished that i had named myself edge case edward on these forums...

...Wishing Well would be OP.

He'd gain a Silver.
Title: Re: Really bad card ideas
Post by: Asper on May 15, 2015, 11:20:59 pm
If I had a nickel for every time i wished that i had named myself edge case edward on these forums...

...Wishing Well would be OP.

He'd gain a Silver.

Unless he's possessed.
*takes a Nickel*
Title: Re: Really bad card ideas
Post by: Witherweaver on May 16, 2015, 03:25:21 am
What happens when you play army of misfits as army of misfits?
You can play it as any Action card that exists in Dominion that you choose.

I was going to say "the same thing that happens when you reveal Trader when you would gain a Silver"

It acts as a Blue Dog while it's in play?
Title: Re: Really bad card ideas
Post by: Fragasnap on May 16, 2015, 09:23:11 am
Magical creatures edition!
Quote
Brownie
Types: Action
Cost: $2
+1 Card, +1 Action. You may turn your Journey token over (it starts face-up). If you do and it is face-down, +$1.

Quote
Gnome
Types: Action
Cost: $2
+1 Action, +$1. You may spend all your $. If you do, gain any number of cards with a total cost up to the amount of $ spent, each of which costs at least $1, putting them on top of your deck in any order.
While this is in play, Actions cost $1 less.

Quote
Nymph
Types: Action, Attack, Duration
Cost: $2
Gain a card costing up to $3. Until your next turn, the first Treasure each other player plays costing $2 or more he trashes. At the start of your turn, you may gain a card trashed this way.

Quote
Elf
Types: Action, Attack
Cost: $3
+$3. Return this to the Supply. Each other player gains a Copper, putting it into his hand.

Quote
Griffon
Types: Action
Cost: $3
Turn your Journey token over (it starts face-up). If it is face-up, choose two: +3 Cards; or +3 Actions; or trash up to 3 cards from your hand; or Gain a Gold and put your deck into your discard pile (the choices must be different).

Quote
Imp
Types: Action, Duration
Cost: $3
+2 Cards. You may discard 3 cards. If you do, at the start of your next turn, play this.

Quote
Kobold
Types: Action, Reserve
Cost: $3
Put this on your Tavern mat.
At the start of your turn, you may call this. If you do, +1 Card for each card you have in play.

Quote
Wisp
Types: Action
Cost: $3
+3 Cards. Put each other player's +1 Card token on an Action Supply pile of your choice.

Quote
Leprechaun
Types: Action
Cost: $4
Trash this. Gain a Gold. Each other player may place his +$1 token on an Action Supply pile.

Quote
Mermaid
Types: Action, Duration
Cost: $4
Now and at the start of your next turn, +$2 and put a card from your hand on the bottom of your deck.
While this is in play, when you gain a card you may put it on the bottom of your deck.

Quote
Pixie
Types: Action, Attack
Cost: $4
Turn your Journey token over (it starts face-up). If it is face-up, each other player gains a Curse. Otherwise, +$1.

Quote
Succubus
Types: Action, Duration, Attack
Cost: $4
+2 Cards. Until your next turn, when another player would gain a card costing $5 or $6, you may trash this. If you do, you gain the card instead and he may gain a card costing less than it.

Quote
Banshee
Types: Action, Reserve
Cost: $5
+$3. Put this on your Tavern mat.
When another player gains or trashes a Victory card, you may call this. If you do, each other player gains a Curse.

Quote
Dwarf
Types: Action, Duration
Cost: $5
+3 Cards. Now and at the start of your next turn, you may choose one: Trash a card from your hand; or gain a Copper from the trash, putting it into your hand.

Quote
Goblin Army
Types: Action, Attack
Cost: $5
+$5. Discard your hand. Each other player discards down to 3 cards in hand and takes his -1 Card token.

Quote
Lich
Types: Action, Duration
Cost: $5
Now and at the start of your next turn, choose one: Trash a card costing up to $6 from your hand and put 2 copies of the card from the Supply into the trash; or gain 2 cards from the trash, each costing from $3 to $6.

Quote
Werewolf
Types: Action, Attack
Cost: $5
Turn your Journey token over (it starts face-up). If it is face-up, each other player with at least 5 cards in hand reveals his hand and discards a card that you choose. Otherwise, gain 2 Silvers, putting them into your hand.

Quote
Dragon
Types: Action, Attack
Cost: $6
+$2. Each other player discards the top card of his deck. He trashes it if it costs from $3 to $6. If a card trashed this way costs $6 or more, trash this. You may gain a card trashed this way costing less than this.
Title: Re: Really bad card ideas
Post by: Minotaur on May 16, 2015, 07:03:25 pm
Magical creatures edition!

These are not RBCIs by any stretch.  A few might be slightly game-breaking or unstable power-wise, but all of them are at least interesting and communicate themes very well.  I bet you'd have gotten more upvotes if this were broken up a bit, because textwalls scare people...  Anyway, I encourage people to give it a read.  There's even a Pearl Diver synergy in there (though it's still questionable whether you'd want Pearl Diver even then...).
Title: Re: Really bad card ideas
Post by: LibraryAdventurer on May 16, 2015, 07:31:01 pm
Magical creatures edition!

I agree with Minotaur (why is there no minotaur card here? -if I were him, I'd be insulted). These don't belong in the bad ideas thread.

Title: Re: Really bad card ideas
Post by: Minotaur on May 16, 2015, 08:52:08 pm
I had some monster-themed cards a while ago, but most of them needed more work.  Only a couple were close to where they needed to be, quality-wise.
Title: Re: Really bad card ideas
Post by: Fragasnap on May 16, 2015, 09:13:20 pm
Magical creatures edition!

I agree with Minotaur (why is there no minotaur card here? -if I were him, I'd be insulted). These don't belong in the bad ideas thread.
Eh, I just haven't tested them, have no intent to do so (since they aren't particularly unique), and probably have some awful ideas in there.
I think Kobold is probably a really bad idea.
Brownie is a non-terminal Journey token reset which is probably a bad idea considering how ludicrous the triggered effects on all the other Journey token cards are.
All the interwoven swing of Lich, especially in multiplayer would probably make it totally unfun.
Nymph, Dragon, and Succubus all take cards directly from players and at least two of them would probably single-handedly make games miserable.
Banshee makes for an annoying floodgate of postponed Curses and probably favors a 5\2 split way too much.
Gnome takes a lot of words, has some pretty complicated interactions with costs, and varies too much in power on how easy virtual coins are to come by.
The others are possibly okay. Imp probably compares too poorly to Gear, even with its infinite looping. As a set there are too many Attacks and only 2 non-terminal cards with 1 splitter, so that would need fixing.
Title: Re: Really bad card ideas
Post by: Co0kieL0rd on May 17, 2015, 08:55:44 am
Fragasnap, I agree with the other guys there are some good ideas, or at least not bad enough to belong here. Reading these wasn't particularly fun, either, so I stopped, sorry. Just a remark on Leprechaun because it seems to me that you ridiculously nerfed the card without even noticing it's totally unnecessary.
Quote
Leprechaun
Types: Action
Cost: $4
Trash this. Gain a Gold. Each other player may place his +$1 token on an Action Supply pile.
"Trash this. Gain a Gold." would already be fine at $4. Do you realise how huge it is to be able to place your +$1 token on a pile for free? With this nerf, Leprechaun is so bad it should cost $1 and even then, I would probably never buy it. Or am I totally mistaken here??

Here's something fun and stupid:

Quote
Reverse Mandarin, $5, Action
Deck your of top on hand your from card a put. 3$+
Order any in deck your of top on play in have you Treasures all put, this gain you when.
Title: Re: Really bad card ideas
Post by: Minotaur on May 17, 2015, 01:07:15 pm
Quote
Reverse Mandarin, $5, Action
Deck your of top on hand your from card a put. 3$+
Order any in deck your of top on play in have you Treasures all put, this gain you when.

(http://img1.wikia.nocookie.net/__cb20130810203813/starwars/images/d/df/Yoda's_hover_chair.png)
Title: Re: Really bad card ideas
Post by: Ghacob on May 17, 2015, 01:14:27 pm
Reverse Village, $3, Action

Card 1+
Actions 2+
Title: Re: Really bad card ideas
Post by: Minotaur on May 17, 2015, 01:35:11 pm
Yoda
Cost: $6

You may play a card from your hand, performing each sentence in reverse order.

If any terms are undefined, you may choose a word, player, or card which would otherwise make sense (e.g., Mine says "gain a Treasure card costing up to $3 more {than whatever you want to go here}" is amazingly open-ended).  Hanging "otherwise" statements can be resolved as the player chooses (e.g., Explorer can gain no cards, or it can gain a Silver and a Gold in hand, and then you may reveal a Province if you'd like).  An "it" following a sentence with more than one thing is also your choice (e.g., Bishop allows other players to trash, and then you may pick the most expensive of those and gain VP from it).  Saboteur's "he trashes that card" can refer to any card in that player's hand or deck, but you do not get to look at them first.

(Some other stuff too, this is basically going to have a 30-page rule book entry.)
Title: Re: Really bad card ideas
Post by: Minotaur on May 17, 2015, 01:46:31 pm
lolol Procession... Gain an Action card (costing exactly $1 more than whatever) and then trash it, and then Throne Room something in your hand.  At least Watchtower can save the gained card... Otherwise, it's just a Throne Room that burns piles.
Title: Re: Really bad card ideas
Post by: Awaclus on May 17, 2015, 01:58:20 pm
Saboteur's "he trashes that card" can refer to any card in that player's hand or deck, but you do not get to look at them first.

What about Possession's "Any cards he would gain on that turn, you gain instead; any cards of his that are trashed are set aside and returned to his discard pile at end of turn"?
Title: Re: Really bad card ideas
Post by: Minotaur on May 17, 2015, 02:18:06 pm
Saboteur's "he trashes that card" can refer to any card in that player's hand or deck, but you do not get to look at them first.

What about Possession's "Any cards he would gain on that turn, you gain instead; any cards of his that are trashed are set aside and returned to his discard pile at end of turn"?

I think you can pick any future turn belonging to any player in the game.  The semicolon I would interpret as keeping this pair together as is.

And of course, the line after it says that the player takes a turn after this one, and you make their decisions, which could include Chapeling 4 Provinces, but so it goes.  If you wanted to play it as a forced trashing attack, then you would have to choose in "line one" a different turn, perhaps for the same player, or perhaps not.  EDIT: The card doesn't know about the extra turn yet, so you can't choose to affect that turn.  You necessarily have the choice-stealing on the extra turn, and the card-stealing and trash-stopping on a totally different later turn.

Title: Re: Really bad card ideas
Post by: Minotaur on May 17, 2015, 02:23:22 pm
Basically, you can trash their deck if they own trashers, but they get to buy you the Curse and Scout piles on their real turn, unless you choose to steal their gains for Turn 9001.

I don't think I want to be making rulings on this for the next 5 pages.  I would gain a Silver...
Title: Re: Really bad card ideas
Post by: Minotaur on May 17, 2015, 04:09:54 pm
Band of Scouts
Cost: $4

+1 Action
Reveal cards from the top of your deck until you reveal 4 cards which are not Victory cards.  Put the Victory cards in your hand, and put the rest back on your deck in any order.
Title: Re: Really bad card ideas
Post by: Ghacob on May 17, 2015, 06:18:49 pm
Band of Bands
Action $6
Play this as if it was a Band variant of your choice that costs less than it that you choose. This is that card until it leaves play.
Title: Re: Really bad card ideas
Post by: Minotaur on May 17, 2015, 09:31:23 pm
Band of Misfit Toys
Cost: $3

If there are no action cards in the trash, +1 VP.  Otherwise, play this card as if it were a copy of an Action card in the trash.  It is that card until it leaves play.
Title: Re: Really bad card ideas
Post by: Minotaur on May 17, 2015, 09:40:18 pm
Illusionist
Action-Reserve
Cost: $3

+$1
Put this on your Tavern mat.

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

You may Call this card at any time during any player's turn.  When you do, place any number of cards from your hand on top of your deck and gain an equal number of cards, setting them aside face up.  For the rest of this turn, you may "reveal" a face-up set aside card as if it were in your hand, and you may "trash" or "discard" a face-up set aside card by turning it face down.  At the end of this turn, return the set aside cards to the supply and draw an equal number of cards.

At the start of your next turn, +$1.

EDIT:  Ok, so I have to somehow stop this from gaining 5 Caravan Guards and drawing 5 extra cards when someone else plays an attack.  Hmmm...
Title: Re: Really bad card ideas
Post by: belugawhale on May 17, 2015, 09:46:53 pm
Reverse! - Event $6

At the end of your turn, play order goes in the opposite direction.


This event would take up a large space in the rulebook about Possession, Masquerade, Outpost, etc.
Title: Re: Really bad card ideas
Post by: liopoil on May 17, 2015, 09:48:23 pm
I can't think of a scenario where that would be useful aside from very contrived edge cases where the benefit is very small... yet it costs 6.
Title: Re: Really bad card ideas
Post by: Minotaur on May 17, 2015, 09:52:11 pm
Reverse is a bit more reliable here than in Uno.  You could play very political with it...
Title: Re: Really bad card ideas
Post by: jaketheyak on May 17, 2015, 09:52:34 pm
What Thread Is This?
Action $4
+1 Card
+1 Action
Point out that a card is really bad in the really bad card ideas thread.
Title: Re: Really bad card ideas
Post by: pacovf on May 17, 2015, 10:41:14 pm
Quote
Madness: Reaction 0$
When another player plays an Attack card, you may reveal this. If you do, yell "THIS! IS! SPARTA!!!" and trash that card.
Title: Re: Really bad card ideas
Post by: Awaclus on May 17, 2015, 11:15:38 pm
Quote
Madness: Reaction 0$
When another player plays an Attack card, you may reveal this. If you do, yell "THIS! IS! SPARTA!!!" and trash that card.

I thought it would do something when you discard it.
Title: Re: Really bad card ideas
Post by: AJD on May 18, 2015, 05:04:10 pm
Reverse Monument
$4: Action–Victory
Take a coin token.
-----
2 VP
Title: Re: Really bad card ideas
Post by: Ghacob on May 18, 2015, 05:15:48 pm
Deal With the Devil
Action $8
Gain two cards in this game of your choice, putting them anywhere.
Each opponent draws their deck then discards down to 5 cards in hand


This has actually inspired me to start thinking about a Binding of Isaac themed Dominion fan... thing. I'll work on it. You'll probably see a lot of those thoughts over here. It's gonna be fun.
Title: Re: Really bad card ideas
Post by: Minotaur on May 18, 2015, 05:43:59 pm
Illusionist-Tournament coolest 3/4 start of all time?
Title: Re: Really bad card ideas
Post by: eHalcyon on May 18, 2015, 07:07:23 pm
What Thread Is This?
Action $4
+1 Card
+1 Action
Point out that a card is really bad in the really bad card ideas thread.

This seems like a bad idea.  If the card was posted in the Really Bad Card Ideas thread, obviously the author already knows that it is a bad idea.  Everyone reading the thread knows it too.  There's no need to point it out.
Title: Re: Really bad card ideas
Post by: Elanchana on May 18, 2015, 07:12:28 pm
Deal With the Devil
Action $8
Gain two cards in this game of your choice, putting them anywhere.
Each opponent draws their deck then discards down to 5 cards in hand


This has actually inspired me to start thinking about a Binding of Isaac themed Dominion fan... thing. I'll work on it. You'll probably see a lot of those thoughts over here. It's gonna be fun.

I gain two Colonies and put them in my wallet.
Title: Re: Really bad card ideas
Post by: Seprix on May 18, 2015, 08:01:02 pm
Deal With the Devil
Action $8
Gain two cards in this game of your choice, putting them anywhere.
Each opponent draws their deck then discards down to 5 cards in hand


This has actually inspired me to start thinking about a Binding of Isaac themed Dominion fan... thing. I'll work on it. You'll probably see a lot of those thoughts over here. It's gonna be fun.

I gain two Colonies and put them in my wallet.

Like Possession really needed a buff.
Title: Re: Really bad card ideas
Post by: Witherweaver on May 19, 2015, 06:28:29 am
Magical creatures edition!

I agree with Minotaur (why is there no minotaur card here? -if I were him, I'd be insulted). These don't belong in the bad ideas thread.

It's a meta-bad-idea edition.  It's a bad idea to put them into the bad idea thread, and therefore they are bad ideas.
Title: Re: Really bad card ideas
Post by: Witherweaver on May 19, 2015, 06:29:02 am
Deal With the Devil
Action $8
Gain two cards in this game of your choice, putting them anywhere.
Each opponent draws their deck then discards down to 5 cards in hand


This has actually inspired me to start thinking about a Binding of Isaac themed Dominion fan... thing. I'll work on it. You'll probably see a lot of those thoughts over here. It's gonna be fun.

I gain two Colonies and put them in my wallet.

I will gain two of my opponent's credit cards and put them in my wallet.
Title: Re: Really bad card ideas
Post by: Co0kieL0rd on May 19, 2015, 01:17:29 pm
Deal With the Devil
Action $8
Gain two cards in this game of your choice, putting them anywhere.
Each opponent draws their deck then discards down to 5 cards in hand


This has actually inspired me to start thinking about a Binding of Isaac themed Dominion fan... thing. I'll work on it. You'll probably see a lot of those thoughts over here. It's gonna be fun.

I gain two Colonies and put them in my wallet.

I will gain two of my opponent's credit cards and put them in my wallet.
They would have to be credit cards within the game, otherwise it's not allowed.
Title: Re: Really bad card ideas
Post by: belugawhale on May 19, 2015, 02:58:45 pm
Dominion:Gambling?
Title: Re: Really bad card ideas
Post by: Asper on May 21, 2015, 12:51:32 pm
Treachery, Action, $5
+1 Card
+1 Action
At the start of Clean-up this turn, you may choose another Action card you have in play. If you discard it from play this turn, put it on your deck.

When you discard this from play, if you didn’t buy a Victory card this turn, you may put this on top of your deck.
Title: Re: Really bad card ideas
Post by: Accatitippi on May 21, 2015, 02:27:21 pm
Dominion:Gambling?
Gambler - Action
Cost: 5 Coins
+1 Card
+1 Action
Reveal a card from the top of your deck. If it is an Estate, gain a card costing at most the number of Estates in the Supply in Coins.

It comboes with cards that rearrange your deck, just like Sco-oh no, wait, no.
Title: Re: Really bad card ideas
Post by: thespaceinvader on May 22, 2015, 04:47:43 am
Dominion:Gambling?
Gambler - Action
Cost: 5 Coins
+1 Card
+1 Action
Reveal a card from the top of your deck. If it is an Estate, gain a card costing at most the number of Estates in the Supply in Coins.

It comboes with cards that rearrange your deck, just like Sco-oh no, wait, no.
This actually could be quite interesting as 'reveal a card from the top of your deck.  You gain a card costing up to £ equal to the number of card remaining in that supply pile, then discard the revealed card' - it's self-balancing; the more good cards you use it to get (and the more good cards that are gone), the less likely you are to get good cards with it.  Equally, do you want to buy a single curse in a non-curse game, in order to get a chance at using it to pick up colonies?

It might have to be kingdom cards only, or not trigger on treasure though, or hitting copper with it would be amazing.  Maybe the card has to cost at least 1 coin to avoid that issue.
Title: Re: Really bad card ideas
Post by: belugawhale on May 22, 2015, 11:36:49 am
Drawbridge - Action - Reaction $2

+2 Cards
________
During your Action phase, you may reveal this and an attack from your hand. If you do, set this aside with the attack and the set-aside attack loses its "Attack" type. Play the Attack. At the start of your Cleanup phase, trash this if this is set aside.

Counters reactions to attacks, as the Attack does not have an "Attack" type.
Title: Re: Really bad card ideas
Post by: Asper on May 22, 2015, 01:21:43 pm
Drawbridge - Action - Reaction $2

+2 Cards
________
During your Action phase, you may reveal this and an attack from your hand. If you do, set this aside with the attack and the set-aside attack loses its "Attack" type. Play the Attack. At the start of your Cleanup phase, trash this if this is set aside.

Counters reactions to attacks, as the Attack does not have an "Attack" type.

I'd have bet the effect would have been:*

+2 Cards
All cards cost $1 less this turn.

*This isn't correct grammar, is it?
Title: Re: Really bad card ideas
Post by: Ghacob on May 22, 2015, 03:58:42 pm
I'd have bet the effect would have been:*

*This isn't correct grammar, is it?
It's actually "would have bean"

Bean
$2 Treasure

$0
Gain a card costing up to 2
Gain a Bean
Title: Re: Really bad card ideas
Post by: Sidsel on May 26, 2015, 02:08:03 am
Tiebreaker
$2 Victory
Worth 1 VP, unless this would cause a tie, in which case it is worth randomly 0, 1 or 2 VP.
Title: Re: Really bad card ideas
Post by: Minotaur on May 26, 2015, 02:29:07 am
Tiebreaker
$2 Victory
Worth 1 VP, unless this would cause a tie, in which case it is worth randomly 0, 1 or 2 VP.

Wait, so it might not be a Tiebreaker?
Title: Re: Really bad card ideas
Post by: Sidsel on May 26, 2015, 03:57:15 am
Tiebreaker
$2 Victory
Worth 1 VP, unless this would cause a tie, in which case it is worth randomly 0, 1 or 2 VP.

Wait, so it might not be a Tiebreaker?

Yes. And in which order do you count the points. And what happens when both players have Tiebreakers.
Title: Re: Really bad card ideas
Post by: Ghacob on May 26, 2015, 06:58:41 am
Tiebreaker
$2 Victory
Worth 1 VP, unless this would cause a tie, in which case it is worth randomly 0, 1 or 2 VP.

Wait, so it might not be a Tiebreaker?

Yes. And in which order do you count the points. And what happens when both players have Tiebreakers.

What Thread Is This?
Action $4
+1 Card
+1 Action
Point out that a card is really bad in the really bad card ideas thread.
Title: Re: Really bad card ideas
Post by: Minotaur on May 26, 2015, 09:11:41 am
This isn't the Really Misnamed Card Ideas thread, though...
Title: Re: Really bad card ideas
Post by: Minotaur on May 26, 2015, 09:14:01 am
Tiemaker
Event
Cost: $30

Trash every card in the game.  Remove all Victory tokens from every player's mat.
+1 VP

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

See, by definition it doesn't create ties, but it's ok.
Title: Re: Really bad card ideas
Post by: Ghacob on May 26, 2015, 09:22:54 am
This isn't the Really Misnamed Card Ideas thread, though...
Really Misnamed Card
Action - $3
+1 Card
+2 Actions
Title: Re: Really bad card ideas
Post by: Accatitippi on May 26, 2015, 10:13:04 am
This card has no type, name nor cost.
It is not considered a card for the purposes of resolving other cards.
You may at any time discard this from your hand to draw a card.
When you buy a Curse, gain this.
(You may refer to this card as an Anomaly.)
Title: Re: Really bad card ideas
Post by: belugawhale on May 26, 2015, 10:52:08 am
Overpass - Action - Reaction $3

+3 Cards
Discard a card.
__________________
When this card is discarded other than during a Cleanup phase, you may reveal this. If you do, +2 Cards.

Interesting against Militia, because you discard this and now have 6 cards in your hand.
Title: Re: Really bad card ideas
Post by: Witherweaver on May 26, 2015, 10:58:10 am
Overpass - Action - Reaction $3

+3 Cards
Discard a card.
__________________
When this card is discarded other than during a Cleanup phase, you may reveal this. If you do, +2 Cards.

Interesting against Militia, because you discard this and now have 6 cards in your hand.

Hm?  I believe the discarding to Militia is done in batch, simultaneously.
Title: Re: Really bad card ideas
Post by: Seprix on May 26, 2015, 11:08:55 am
Reverse Chapel
$3 - Action

Gain 7 coppers and 3 Estates. Trash this card.
Title: Re: Really bad card ideas
Post by: Ghacob on May 26, 2015, 11:22:18 am
Reverse Chapel sounds like a really strong Gardens/etc enabler

Reverse Reverse Chapel
$4 - Action
Trash all your cards
Gain this
Title: Re: Really bad card ideas
Post by: Seprix on May 26, 2015, 12:13:58 pm
Reverse Chapel sounds like a really strong Gardens/etc enabler

Reverse Reverse Chapel
$4 - Action
Trash all your cards
Gain this

That's interesting. Pressing reset and having to buy Coppers for the next 3 turns, then buy Silver, which gets you to $6 in 4 turns but gives you junk. It's certainly a weird card, and it's better if you get $4 on your first turn over your second turn, otherwise I'd consider not opening this if there is a strong trashing alternative.
Title: Re: Really bad card ideas
Post by: Awaclus on May 26, 2015, 12:23:14 pm
Reverse Chapel sounds like a really strong Gardens/etc enabler

Reverse Reverse Chapel
$4 - Action
Trash all your cards
Gain this

That's interesting. Pressing reset and having to buy Coppers for the next 3 turns, then buy Silver, which gets you to $6 in 4 turns but gives you junk. It's certainly a weird card, and it's better if you get $4 on your first turn over your second turn, otherwise I'd consider not opening this if there is a strong trashing alternative.

It's not an Event. It's an Action.
Title: Re: Really bad card ideas
Post by: Seprix on May 26, 2015, 12:29:52 pm
Reverse Chapel sounds like a really strong Gardens/etc enabler

Reverse Reverse Chapel
$4 - Action
Trash all your cards
Gain this

That's interesting. Pressing reset and having to buy Coppers for the next 3 turns, then buy Silver, which gets you to $6 in 4 turns but gives you junk. It's certainly a weird card, and it's better if you get $4 on your first turn over your second turn, otherwise I'd consider not opening this if there is a strong trashing alternative.

It's not an Event. It's an Action.

I'm not awake. I'm tired.
Title: Re: Really bad card ideas
Post by: GendoIkari on May 26, 2015, 12:31:14 pm
Reverse Chapel sounds like a really strong Gardens/etc enabler

Reverse Reverse Chapel
$4 - Action
Trash all your cards
Gain this

That's interesting. Pressing reset and having to buy Coppers for the next 3 turns, then buy Silver, which gets you to $6 in 4 turns but gives you junk. It's certainly a weird card, and it's better if you get $4 on your first turn over your second turn, otherwise I'd consider not opening this if there is a strong trashing alternative.

Buying Mint with $5 in your first hand is terrible unless you have Fool's Gold also; this would be a worse version of that.
Title: Re: Really bad card ideas
Post by: Seprix on May 26, 2015, 12:33:32 pm
Reverse Chapel sounds like a really strong Gardens/etc enabler

Reverse Reverse Chapel
$4 - Action
Trash all your cards
Gain this

That's interesting. Pressing reset and having to buy Coppers for the next 3 turns, then buy Silver, which gets you to $6 in 4 turns but gives you junk. It's certainly a weird card, and it's better if you get $4 on your first turn over your second turn, otherwise I'd consider not opening this if there is a strong trashing alternative.

Buying Mint with $5 in your first hand is terrible unless you have Fool's Gold also; this would be a worse version of that.

Well, you don't keep your Estates like you do with Mint, and it's cheaper to afford, so I'm not quite sure actually.

You might as well buy nothing with this card, however, since you'll just lose it.
Title: Re: Really bad card ideas
Post by: GendoIkari on May 26, 2015, 01:11:55 pm
Reverse Chapel sounds like a really strong Gardens/etc enabler

Reverse Reverse Chapel
$4 - Action
Trash all your cards
Gain this

That's interesting. Pressing reset and having to buy Coppers for the next 3 turns, then buy Silver, which gets you to $6 in 4 turns but gives you junk. It's certainly a weird card, and it's better if you get $4 on your first turn over your second turn, otherwise I'd consider not opening this if there is a strong trashing alternative.

Buying Mint with $5 in your first hand is terrible unless you have Fool's Gold also; this would be a worse version of that.

Well, you don't keep your Estates like you do with Mint, and it's cheaper to afford, so I'm not quite sure actually.

You might as well buy nothing with this card, however, since you'll just lose it.

You keep your Estates, but you only trash 5 Coppers instead of 7. Needing to buy 3 Coppers to get a Silver is way worse than needing to buy 1 Copper to get a Silver.
Title: Re: Really bad card ideas
Post by: Deadlock39 on May 26, 2015, 01:28:16 pm
If you could easily hit $3 by opening Mint/Copper, it would be way better than it is. 

(Mint/Copper is abysmally awful, so way better might still be bad)
Title: Re: Really bad card ideas
Post by: Co0kieL0rd on May 26, 2015, 01:43:06 pm
Discuss This Card, $8, Action
+3 Cards. +1 Action. You may discuss whether this card is good, interesting, or balanced. If you do, play this again.
Title: Re: Really bad card ideas
Post by: belugawhale on May 26, 2015, 02:00:04 pm
Democracy - Action - $5

Each player (including you) states what he thinks this card should do. Everyone votes on each choice. This card does the choice with the most votes. If there is a tie, negotiate and vote again.

Dictatorship - Action - $9001

Choose what this card does. Each other player may argue and complain. If someone does, kick that player out of the game.

Communism - Action - $10

Choose what this card does. Each player (including you) receives its effects.
Title: Re: Really bad card ideas
Post by: Awaclus on May 26, 2015, 02:49:55 pm
Buying Mint with $5 in your first hand is terrible unless you have Fool's Gold also

I would definitely consider it if there was a reliable way of hitting $3-4 in the early game. Poor House or Baker, for example.
Title: Re: Really bad card ideas
Post by: Minotaur on May 26, 2015, 02:55:35 pm
Web Camera
Cost: $4

+1 Action
Place this card on your Tavern mat.  Place your +$1 token on an Action supply pile of your choice.  While this card is on your Tavern mat, play with your hand exposed.

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

You may call this card at any time.  When you do, take your +$1 token.
Title: Re: Really bad card ideas
Post by: Accatitippi on May 26, 2015, 06:26:05 pm
Nuclear Power
Action - Reaction
Cost: 3$+1P
Discard a Potion. If you did, +3 Coins. If you didn't, gain a Potion.
---------------
When another player gains a card, you may reveal and discard this from your hand. Their choice: you either gain a copy of that card, or they gain 10 Curses.
Title: Re: Really bad card ideas
Post by: Minotaur on May 26, 2015, 10:23:34 pm
Overgrown Colony
Cost: $10
Victory-Shelter

9 VP
When you trash this, +1 card.
Title: Re: Really bad card ideas
Post by: enfynet on May 26, 2015, 10:24:44 pm
Buying Mint with $5 in your first hand is terrible unless you have Fool's Gold also

I would definitely consider it if there was a reliable way of hitting $3-4 in the early game. Poor House or Baker, for example.
Alms would work nicely here.
Title: Re: Really bad card ideas
Post by: ConMan on May 27, 2015, 12:11:56 am
Communism - Action - $10

Choose what this card does. Each player (including you) receives its effects.
I choose "You win the game". Since it's my turn, it affects me first.
Title: Re: Really bad card ideas
Post by: Minotaur on May 27, 2015, 12:30:07 am
Communism - Action - $10

Choose what this card does. Each player (including you) receives its effects.
I choose "You win the game". Since it's my turn, it affects me first.

Yes, and then you wait until the end of your turn, at which time all players who have won the game have won the game.
Title: Re: Really bad card ideas
Post by: Ghacob on May 27, 2015, 12:33:49 am
And then everyone tied for least number of turns taken rejoices in their shared victory!
Title: Re: Really bad card ideas
Post by: eHalcyon on May 27, 2015, 03:38:35 am
You just need a conditional.

"If you have at least one card in play that is not a Duration, you win the game."
"If you have fewer than 5 cards in hand, you win the game."
"If you are the current player, you win the game."
Title: Re: Really bad card ideas
Post by: Minotaur on May 27, 2015, 03:51:13 am
Spoiled
Treasure
Cost: $0* (Not in the Supply)

$0
Return this card to the Spoiled pile.

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

When you gain this card, +$3.
Title: Re: Really bad card ideas
Post by: Asper on May 27, 2015, 07:17:39 am
Communism - Action - $10

Choose what this card does. Each player (including you) receives its effects.
I choose "You win the game". Since it's my turn, it affects me first.

I choose "The player to my left receives this effect.". If i can't win, nobody shall.
Title: Re: Really bad card ideas
Post by: Accatitippi on May 27, 2015, 07:18:14 am
Spoiler
5$ - Event
Remove this Event from the game.
Name a player. When the game ends, that player is the only winner.
Title: Re: Really bad card ideas
Post by: GendoIkari on May 27, 2015, 12:08:01 pm
Buying Mint with $5 in your first hand is terrible unless you have Fool's Gold also

I would definitely consider it if there was a reliable way of hitting $3-4 in the early game. Poor House or Baker, for example.

I suppose my statement was pretty much pre-Dark Ages.
Title: Re: Really bad card ideas
Post by: GendoIkari on May 27, 2015, 12:09:10 pm
Kingmaker - Action - $5
Name another player. That player gains the remaining Provinces.
Title: Re: Really bad card ideas
Post by: Minotaur on May 27, 2015, 01:04:56 pm
Kingmaker - Action - $5
Name another player. That player gains the remaining Provinces.

Village-Masquerade-Possession
Title: Re: Really bad card ideas
Post by: SwitchedFromStarcraft on May 27, 2015, 01:51:13 pm
KingSlayer - Action - $6
Specify another player. That player must legally change his name to Jaime Lannister.  When he does, he gains all the gold and the silver in the supply.
Title: Re: Really bad card ideas
Post by: Minotaur on May 27, 2015, 02:25:34 pm
KingSlayer - Action - $6
Specify another player. That player must legally change his name to Jaime Lannister.  When he does, he gains all the gold and the silver in the supply.

But he also trashes his hand.
Title: Re: Really bad card ideas
Post by: Minotaur on May 27, 2015, 04:51:06 pm
Spoiler Warning
Victory-Action-Duration
Cost: $5

At the start of your next turn, trash this card.

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

2VP

If this card is in play at the end of the game but it is not your turn, 3VP
Title: Re: Really bad card ideas
Post by: SwitchedFromStarcraft on May 28, 2015, 01:02:47 am
KingSlayer - Action - $6
Specify another player. That player must legally change his name to Jaime Lannister.  When he does, he gains all the gold and the silver in the supply, and trashes your hand.  The game then ends in a tie.
__________________________________________________


Your suggestion led me to the final step.
Title: Re: Really bad card ideas
Post by: Minotaur on May 28, 2015, 01:40:14 am
KingSlayer - Action - $6
Specify another player. That player must legally change his name to Jaime Lannister.  When he does, he gains all the gold and the silver in the supply, and trashes your hand.  The game then ends in a tie.
__________________________________________________


Your suggestion led me to the final step.

Wrong hand.  Also, we are srs biznis about GoT spoilers here.
Title: Re: Really bad card ideas
Post by: SwitchedFromStarcraft on May 28, 2015, 08:42:34 am
KingSlayer - Action - $6
Specify another player. That player must legally change his name to Jaime Lannister.  When he does, he gains all the gold and the silver in the supply, and trashes your hand.  The game then ends in a tie.
__________________________________________________


Your suggestion led me to the final step.

Wrong hand.  Also, we are srs biznis about GoT spoilers here.

Wrong final step.  I think the allusion is sufficient protection, even though it is in plaintext.  If you've not read any of the series, you don't know yet, and if you've read virtually any of it, you'll understand.  If you know who Eddie Erdelatz is, anyway.

BTW, if I had specified Jaime's hand, I would have used a spoiler.

And now, I've explained the card, making it even funnier.
Title: Re: Really bad card ideas
Post by: Minotaur on May 28, 2015, 09:57:13 am
KingSlayer - Action - $6
Specify another player. That player must legally change his name to Jaime Lannister.  When he does, he gains all the gold and the silver in the supply, and trashes your hand.  The game then ends in a tie.
__________________________________________________


Your suggestion led me to the final step.

Wrong hand.  Also, we are srs biznis about GoT spoilers here.

Wrong final step.  I think the allusion is sufficient protection, even though it is in plaintext.  If you've not read any of the series, you don't know yet, and if you've read virtually any of it, you'll understand.  If you know who Eddie Erdelatz is, anyway.

BTW, if I had specified Jaime's hand, I would have used a spoiler.

And now, I've explained the card, making it even funnier.

Wrong pronoun for the joke, regardless.  It's like killing everyone except for Ned right away.
Title: Re: Really bad card ideas
Post by: eHalcyon on May 28, 2015, 01:47:09 pm
SFS, I don't understand your joke despite being halfway through Dance with Dragons.  I looked up this Erdelatz guy and still have no clue.

Are you just alluding to Jaime's fighting prowess?  If so, I still don't understand how Erdelatz matters.
Title: Re: Really bad card ideas
Post by: Witherweaver on May 28, 2015, 01:55:14 pm
SFS, I don't understand your joke despite being halfway through Dance with Dragons.  I looked up this Erdelatz guy and still have no clue.

Are you just alluding to Jaime's fighting prowess?  If so, I still don't understand how Erdelatz matters.

It's okay, just believe that Minotaur's original post deserves an upvote. 
Title: Re: Really bad card ideas
Post by: Minotaur on May 28, 2015, 02:33:18 pm
Also, I'm a show-watcher.  I doubt that this is one of the times that it matters, though.
Title: Re: Really bad card ideas
Post by: Minotaur on May 28, 2015, 03:04:17 pm
(Unofficial) Lanister Creed
Cost: $5
Action-Reserve

Put this on your Tavern mat.

When this card is on your Tavern mat, every time you resolve Borrow, you may remove your -1 Card token from your deck afterward.  Wink and say, "A Lanister always pays his debts."
Title: Re: Really bad card ideas
Post by: SwitchedFromStarcraft on May 28, 2015, 04:23:43 pm
SFS, I don't understand your joke despite being halfway through Dance with Dragons.  I looked up this Erdelatz guy and still have no clue.

Are you just alluding to Jaime's fighting prowess?  If so, I still don't understand how Erdelatz matters.

Perhaps I made it a bit too much of a reach.  Erdelatz is the person that said "a tie is like kissing your sister".  Jaime Lannister and his sister are in an incestuous relationship, and have sired children together.  Jaime losing his hand (which I had forgotten about) caused me to think about what else I might have forgotten, and I thought of the sister, so playing the card causes a tie, 'cause Jaime kisses his sister.
Title: Re: Really bad card ideas
Post by: eHalcyon on May 28, 2015, 05:29:56 pm
SFS, I don't understand your joke despite being halfway through Dance with Dragons.  I looked up this Erdelatz guy and still have no clue.

Are you just alluding to Jaime's fighting prowess?  If so, I still don't understand how Erdelatz matters.

Perhaps I made it a bit too much of a reach.  Erdelatz is the person that said "a tie is like kissing your sister".  Jaime Lannister and his sister are in an incestuous relationship, and have sired children together.  Jaime losing his hand (which I had forgotten about) caused me to think about what else I might have forgotten, and I thought of the sister, so playing the card causes a tie, 'cause Jaime kisses his sister.

OK, that is quite the stretch... but it still doesn't explain why he trashes your hand.  That's why everybody is confused.
Title: Re: Really bad card ideas
Post by: pacovf on May 29, 2015, 12:09:42 am
That's not why I am confused. That would be because of the proliferation of candlefoxes.
Title: Re: Really bad card ideas
Post by: Minotaur on May 29, 2015, 12:34:41 am
That's not why I am confused. That would be because of the proliferation of candlefoxes.

And now you're why I'm confused.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on May 29, 2015, 07:53:24 am
Sorrow
$0 Event
+1 buy. Once per turn : if your Scout-lover token isn't on top of your deck, put it on top of your deck and +$1.
Rules clarifications : After each clean-up phase with a Scout-lover token on your deck, reveal your hand and put all victory cards on top of your deck in any order. If you put any, discard your Scout-lover token.
Title: Re: Really bad card ideas
Post by: Minotaur on May 29, 2015, 12:14:09 pm
Hot Potato
Action-Shelter
Cost: $0

You may place this card on top of another player's deck.  If you do not:

+1 action.  Reveal the top 4 cards of your deck.  Put the revealed Victory cards in your hand, and put the rest back in any order.
Title: Re: Really bad card ideas
Post by: Seprix on May 29, 2015, 12:19:44 pm
Hot Potato
Action-Shelter
Cost: $0

You may place this card on top of another player's deck.  If you do not:

+1 action.  Reveal the top 4 cards of your deck.  Put the revealed Victory cards in your hand, and put the rest back in any order.

Hrm... Doesn't feel Hot Potatoey enough.

Hot Potato
Action-Shelter
Cost: $0

+1 Action

If you do not have the -$1 token and the -1 card token in play, You may put this card on top of the player to the left's deck. If you do this, put the -$1 token and the -1 card token into play. Otherwise, look at the top 4 cards of your deck, trash any Victory Cards and Action cards costing $5 or more, and put the rest back in any order. Gain a copper and a curse for each trash, putting them on top of your deck in any order.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on May 29, 2015, 01:08:04 pm
Two travellers that self-synergized catched my attention :

Ruined Warrior :
Action Attack Ruins :
For each ruins you have in play (including this) : each player reveals the top card of his deck and discards it if it costs $3 or $4.

Ruined Soldier :
Action Attack Ruins :
+$1 if you have another attack in play
Each other player with 6 or more cards in hand discard a card.
Title: Re: Really bad card ideas
Post by: Minotaur on May 29, 2015, 01:20:12 pm
Ruined Hireling
Action-Duration-Ruins
Cost: $2

At the start of each turn for the rest of the game:

Discard the top card of your deck.


Archchancellor
Action-Duration
Cost: $6

At the start of each cleanup phase before you draw a new hand, you may put your deck into your discard pile.
Title: Re: Really bad card ideas
Post by: Minotaur on May 29, 2015, 01:25:06 pm
Runed Library
Action
Cost: $7

Draw until you have 7 cards in your hand.  You may set aside Action cards face up as you draw them.  Among the set aside cards, play the Alchemy cards in any order and discard the others.
Title: Re: Really bad card ideas
Post by: Co0kieL0rd on May 29, 2015, 03:13:38 pm
Runed Library

Wait... oh, I get it!
Title: Re: Really bad card ideas
Post by: Minotaur on May 29, 2015, 03:23:42 pm
Ruined Lookout
Action-Ruins
Cost: $0

+1 Action
Trash the top card of your deck.  Discard the top card of your deck.  Look at the top card of your deck.


Ruined Advisor
Action-Ruins
Cost: $0

+1 Action
Reveal the top three cards of your deck.  The player to your right chooses one.  Put it in your hand and discard the others.


Ruined Herald
Action-Ruins
Cost: $0

Reveal the top card of your deck.  If it is an Action, play it.
Title: Re: Really bad card ideas
Post by: GendoIkari on May 29, 2015, 04:51:54 pm
Two travellers that self-synergized catched my attention :

Ruined Warrior :
Action Attack Ruins :
For each ruins you have in play (including this) : each player reveals the top card of his deck and discards it if it costs $3 or $4.

Ruined Soldier :
Action Attack Ruins :
+$1 if you have another attack in play
Each other player with 6 or more cards in hand discard a card.

Hi Benj, where were you for the last year or so?
Title: Re: Really bad card ideas
Post by: sudgy on May 29, 2015, 05:29:18 pm
I think this is the best Hot Potato:

Hot Potato
Put this in the player to your left's discard pile
-----
If this is in your deck at the end of the game, you lose.
Title: Re: Really bad card ideas
Post by: enfynet on May 29, 2015, 05:41:27 pm
I think this is the best Hot Potato:

Hot Potato
Put this in the player to your left's discard pile
-----
If this is in your deck at the end of the game, you lose.

Hot Potato
Action - Victory

Pass this to the player on your left.
-----
When you trash this card, pass it to the player on your right.

Worth -1 VP per card in your deck.
Title: Re: Really bad card ideas
Post by: belugawhale on May 29, 2015, 10:19:54 pm
Ruined Moat - Action - Reaction $0
+1 Card
_____________
When another player plays an attack card, you may reveal this.
Title: Re: Really bad card ideas
Post by: Nevermind on May 30, 2015, 04:10:35 pm
Here

We

Go!



Sarcastic remark

Event
$1

+1 card
+1 buy
Each other player must stare at you like you are crazy for the rest of the game (can only be bought once)

Note : This is the 1st card I have posted here.
Title: Re: Really bad card ideas
Post by: Asper on May 30, 2015, 04:16:34 pm
Ruined joke
Play this again.
Title: Re: Really bad card ideas
Post by: Minotaur on May 30, 2015, 04:25:21 pm
That's The Joke
Reaction-ruins
Cost: $0

You may reveal this when another player plays Ruined Joke.
Title: Re: Really bad card ideas
Post by: belugawhale on May 30, 2015, 05:52:27 pm
Fork Bomb - Action - Ruins $0

Play this twice.
Title: Re: Really bad card ideas
Post by: GendoIkari on May 30, 2015, 05:56:38 pm
And then everyone tied for least number of turns taken rejoices in their shared victory!

Not sure if this works. The least number of turns is a tie breaker for being tied on most victory points. It is a way of determining who won. Pretty sure that "you win" effects will make you win even if you had more turns, so all players would end up tied.
Title: Re: Really bad card ideas
Post by: GendoIkari on May 30, 2015, 05:57:17 pm
"If you have fewer than 5 cards in hand, you win the game."

Why oh why did I just have to play that Militia first.
Title: Re: Really bad card ideas
Post by: Asper on May 30, 2015, 06:01:13 pm
"If you have fewer than 5 cards in hand, you win the game."

Why oh why did I just have to play that Militia Torturer first.

I think this would be even better
Title: Re: Really bad card ideas
Post by: eHalcyon on May 30, 2015, 06:08:57 pm
"If you have fewer than 5 cards in hand, you win the game."

Why oh why did I just have to play that Militia first.

Well my point was that you could tailor the effect such that it would only work for you. :P
Title: Re: Really bad card ideas
Post by: ChocophileBenj on June 01, 2015, 05:28:34 am
Two travellers that self-synergized catched my attention :

Ruined Warrior :
Action Attack Ruins :
For each ruins you have in play (including this) : each player reveals the top card of his deck and discards it if it costs $3 or $4.

Ruined Soldier :
Action Attack Ruins :
+$1 if you have another attack in play
Each other player with 6 or more cards in hand discard a card.

Hi Benj, where were you for the last year or so?

Hi GendoIkari.
I was playing Hearthstone, but I realised I kinda sucked at this game (I didn't often reach 7 victories in Arena and didn't go beyond rank 8 in ranked after a whole year of intense playing) and also that I started to find it really boring and time-eating. I started thinking of playing Dominion again, and buying all packs on Goko, even though I wasn't that much brillant back to Isotropic days (never reached lv 30... but never got bored in -only- 8 months, too)
Title: Re: Really bad card ideas
Post by: eHalcyon on June 03, 2015, 03:43:11 am
Marauder's Map
$4 - Action-Attack-Looter
You may solemnly swear that you are up to no good.  If you do, gain 4 Spoils from the Spoils pile, putting them on top of your deck.  Each other player gains a Ruins.
Title: Re: Really bad card ideas
Post by: Minotaur on June 03, 2015, 04:12:12 am
Spurned Duchess
Cost: $3
Action

+$2
Look at the top card of your deck.  You may discard it or return it to the top of your deck.

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

If you gain a Duchy but do not gain a Duchess, each other player gains a Spurned Duchess.
Title: Re: Really bad card ideas
Post by: Jimmmmm on June 03, 2015, 04:41:52 am
Third Player Advantage

Cost: $3
Action

+1 Card
+1 Action
You may play a copy of this from your hand. If you do, +$1

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

When you buy this, if there are 8 or fewer copies of this in the supply, gain a copy of this.
Title: Re: Really bad card ideas
Post by: Minotaur on June 03, 2015, 05:16:49 am
Third Player Advantage

Cost: $3
Action

+1 Card
+1 Action
You may play a copy of this from your hand. If you do, +$1

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

When you buy this, if there are 8 or fewer copies of this in the supply, gain a copy of this.

So it's a Conspirator variant that's slightly easier to get running if you can magically force the other players to buy it twice?  Looks more like a game of Chicken than a substantial p3 advantage to me.
Title: Re: Really bad card ideas
Post by: Minotaur on June 04, 2015, 07:43:27 am
Village Idiot
Action
Cost: $1

+1 Card
+1 Action per Action
Title: Re: Really bad card ideas
Post by: ChocophileBenj on June 04, 2015, 08:37:12 am
City idiot
Action, cost $5
+1 card
+1 action
If you've 2 actions or more remaining, +1 card, +1action, +1 buy, +$1

Smithy idiot
Action, cost $1
If you have 5 or more cards in hand, +23 cards. Otherwise, +1 card.

Torturer idiot
Action attack, cost $1
+1 card, +1 action
Each other player chooses one : he trashes a card from his hand, or he gains a Curse card, putting it in his hand.
(can be utterly broken with militia-like attacks or nice trashing, terrible otherwise)
Title: Re: Really bad card ideas
Post by: Ghacob on June 04, 2015, 08:41:24 am
Last Player Advantage
Cost: $4
Action

+1 Card
+1 Action
+$1
                                               
If you are the last player in the cycle, gain this at the end of your first turn
Title: Re: Really bad card ideas
Post by: ChocophileBenj on June 04, 2015, 08:49:37 am
Second player advantage
Cost : $4
Action
+1 card
+1 action
You may discard 1 card. If you do, +1 card.
-----
In games using this, each player except the first to play gains this at the end of the first turn.

(inspirated from Agricola's bonus that applied to all players but the first)
Title: Re: Really bad card ideas
Post by: Co0kieL0rd on June 04, 2015, 01:22:49 pm
Player Advantage
$4
Action
If there is someone present in the room who is not playing Dominion, choose one: +3 Cards, or they have to pay you a drink.
Title: Re: Really bad card ideas
Post by: Minotaur on June 04, 2015, 02:26:29 pm
You Broke The First Rule Of Dominion
Event/Reaction
Cost: $0

(Once per turn the first turn on which it is played, and +1 many times per turn for each previous turn it has been played.  Special rule:  This event is always available in all games, and does not have to be bought.  It is played as a Reaction as if it were a Reaction card in your hand.)

This Reaction can be played when a non-player asks how you play Dominion after each player has reshuffled at least twice.  Gain a Player Advantage (from wherever it is even if it's not in the Supply) in hand and play it.  On turns when this Event has been played, Player Advantage cannot choose +3 cards, and the chosen non-player must have been the one who triggered the Reaction.


Player Advantage
$4
Action
If there is someone present in the room who is not playing Dominion, choose one: +3 Cards, or they have to pay you a drink.
Title: Re: Really bad card ideas
Post by: Co0kieL0rd on June 04, 2015, 03:03:03 pm
That's a very elaborate way of saying, "I think 'Player Advantage' should just read 'non-player persons in the room have to pay you a drink'."
Title: Re: Really bad card ideas
Post by: Minotaur on June 04, 2015, 04:07:11 pm
That's a very elaborate way of saying, "I think 'Player Advantage' should just read 'non-player persons in the room have to pay you a drink'."

This card is slightly different.  This card is a punishment for "ohai, ur not busy, tell me how 2 Dominion lolol I'm probably going to zone out and lose interest after five seconds, but dont let that stop me from interrupting you when ur tryin 2 think rolf!!!!"
Title: Re: Really bad card ideas
Post by: Asper on June 04, 2015, 04:40:31 pm
The First Rule Of Dominion
Don't talk about Dominion.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on June 04, 2015, 07:24:32 pm
Crystal Ball
$5 Event
Take your -1 card token. If you do, +$5, +1 buy, and put all cards you buy this turn in your future hand.

Basket Ball
$5 Event
Take your -$1 token.
Until your next turn, after a player plays a card for the 3rd card in his turn, he stops his action phase.

Pokι Ball
$5 Event
You may immediately reveal all your hand, discard and deck pile. If you do, and if you revealed at least 15 different cards no opponent has any cards in theirs that you don't have yet, shout "I catched'em all" and you win.

Wrecking Ball
$5 Event
Take your -$1 token.
Each other player reveals the top 5 cards of his deck, trashes a victory card that you choose and may gain a victory card costing up to $3 less than it. Then you may sing a ridiculous commercial song.
Title: Re: Really bad card ideas
Post by: Minotaur on June 04, 2015, 08:45:23 pm
Football
Event-Reaction
Cost: $0*

(This reaction is available at any time when it is in the game, and does not have to be bought)  You may roll on the floor clutching your delicate shins in feigned agony.  If you do, you may reveal a Reaction card from your hand as if an Attack has just been played.  Flip a coin.  If it comes up Heads, discard a card from your hand and put your -1 card token on your deck.
Title: Re: Really bad card ideas
Post by: iguanaiguana on June 05, 2015, 02:12:48 pm
Comma Splice
Action - cost 3

+1Card
+1Action

When you play this, you may move the commas on the text of another action card in play to a new place of your choice. If this causes that card to have a different effect on play, play that card, again.
Title: Re: Really bad card ideas
Post by: eHalcyon on June 05, 2015, 04:54:54 pm
Witch Card
$4 - Action
Name another card.  Copies of this card are that card until they enter play.  The next time you play a copy of that card, you may substitute the phrase "this card" in that card's text with this card instead.  If that card does not contain the phrase "this card", you may discard this card from play to play that card again, unless that card is Witch, in which case Witch Card does not apply to that Witch card, but Witch Card may apply to a Witch which comes after that first Witch card.
Title: Re: Really bad card ideas
Post by: singletee on June 05, 2015, 05:09:52 pm
Ruined Masquerade
Action - Ruins
Cost: $0

+1 Card

Each other player passes a card from his hand to the left at once. Then you may discard a card from your hand.
Title: Re: Really bad card ideas
Post by: belugawhale on June 05, 2015, 07:35:31 pm
Scout's Party - Action - Attack (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/14px-Coin4.png)

+(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/14px-Coin2.png)

Each other player reveals the top 5 cards of his deck, puts the revealed non-Victory cards back on top of his deck in any order he chooses, and puts the remaining cards on top of his deck.


Scout counters this!
Title: Re: Really bad card ideas
Post by: Minotaur on June 05, 2015, 08:46:32 pm
Scout's Party - Action - Attack (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/14px-Coin4.png)

+(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/14px-Coin2.png)

Each other player reveals the top 5 cards of his deck, puts the revealed non-Victory cards back on top of his deck in any order he chooses, and puts the remaining cards on top of his deck.


Scout counters this!

Sort of like Rabble with money instead of cards, but not exactly.
Title: Re: Really bad card ideas
Post by: Minotaur on June 07, 2015, 04:03:01 am
Rabble Rouser
Action
Cost: $3

+1 Card
You may play an Action card from your hand as if it were Rabble.  If you do, that card is Rabble until it leaves play.
Title: Re: Really bad card ideas
Post by: Minotaur on June 07, 2015, 04:13:01 am
Divorce Court
Action
Cost: $3

You may discard a Duke from your hand.  If you do, gain a Duchess in hand and play it.

You may trash a Duchess from your hand.  If you do, gain a Duke.
Title: Re: Really bad card ideas
Post by: Roadrunner7671 on June 07, 2015, 01:15:34 pm
Exchange
$2 - Action

+1 Action
+1 Buy

Discard any number of treasure cards.
+$1 per card discarded
This isn't too horrible, it's good with a late game Loan, draw-to-X cards and Grand Market.
Title: Re: Really bad card ideas
Post by: Ghacob on June 07, 2015, 04:13:35 pm
Dominion Strategy Forum Member
Event - $2
Choose one: Take an education token, or gain a card with cost equal to the number of education tokens you have and make a forum post with equivalent value
Title: Re: Really bad card ideas
Post by: Seprix on June 07, 2015, 05:36:43 pm
ErrinF

Victory-Reaction $(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/14px-Coin4.png)

Whoever buys this card first decides how much (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/12px-VP.png) this card is worth.

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

If any player complains about how overpowered or underpowered this card is, remove all ErrinF cards from the game as if a bomb blew them up, removing the player who first bought ErrinF from the game as well.
Title: Re: Really bad card ideas
Post by: Roadrunner7671 on June 07, 2015, 05:48:17 pm
ErrinF

Victory-Reaction $(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/14px-Coin4.png)

Whoever buys this card first decides how much (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/12px-VP.png) this card is worth.

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

If any player complains about how overpowered or underpowered this card is, remove all ErrinF cards from the game as if a bomb blew them up, removing the player who first bought ErrinF from the game as well.
Awesome.
Title: Re: Really bad card ideas
Post by: belugawhale on June 07, 2015, 06:06:08 pm
Nuke - Action - 2 Gunpowder

Look through your deck, discard pile, and hand. Trash a card, then trash this.
Title: Re: Really bad card ideas
Post by: Seprix on June 07, 2015, 06:12:29 pm
Nuke - Action - 2 Gunpowder

Look through your deck, discard pile, and hand. Trash a card, then trash this.

Nuke Times Infinity - 3 Gunpowder

Look through your deck, discard pile, and hand. Trash two cards, then trash this.

Exclaim how much better your card is than anyone elses.
Title: Re: Really bad card ideas
Post by: Ghacob on June 07, 2015, 10:30:11 pm
Nuke - Action - 2 Gunpowder

Look through your deck, discard pile, and hand. Trash a card, then trash this.

Nuke Times Infinity - 3 Gunpowder

Look through your deck, discard pile, and hand. Trash two cards, then trash this.

Exclaim how much better your card is than anyone elses.

Death Nuke - Action - 10 Gunpowder
Trash all cards
Title: Re: Really bad card ideas
Post by: pacovf on June 07, 2015, 10:52:45 pm
Quote
Duke Nukem Forever: Action, 50$
Wait a decade.
Now the joke is on you.
Title: Re: Really bad card ideas
Post by: Seprix on June 08, 2015, 01:12:04 am
Nuke - Action - 2 Gunpowder

Look through your deck, discard pile, and hand. Trash a card, then trash this.

Nuke Times Infinity - 3 Gunpowder

Look through your deck, discard pile, and hand. Trash two cards, then trash this.

Exclaim how much better your card is than anyone elses.

Death Nuke - Action - 10 Gunpowder
Trash all cards

Death Nuke isn't Nuke times Infinity! It doesn't beat it!
Title: Re: Really bad card ideas
Post by: ChocophileBenj on June 08, 2015, 04:57:06 am
Nuke - Action - 2 Gunpowder

Look through your deck, discard pile, and hand. Trash a card, then trash this.

Nuke Times Infinity - 3 Gunpowder

Look through your deck, discard pile, and hand. Trash two cards, then trash this.

Exclaim how much better your card is than anyone elses.

Death Nuke - Action - 10 Gunpowder
Trash all cards

Death Note
Action attack duration, $5

Write the name of a card face down. At the start of your next turn, each player puts in deck into his discard pile, reveals his hand and discard pile, and trashes all copies of the card you've written.
Title: Re: Really bad card ideas
Post by: Accatitippi on June 08, 2015, 05:19:28 am
Robber - Event 7$
All players with 7 or more cards discard half of their cards, rounded down.
Move the Robber pawn to a Kingdom Supply Pile of your choice.
Cards from that pile are considered to be Curses instead of what they really are.
Setup: place the Robber pawn on the Curse pile.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on June 08, 2015, 06:36:15 am
Robber - Event 7$
All players with 7 or more cards discard half of their cards, rounded down.
Move the Robber pawn to a Kingdom Supply Pile of your choice.
Cards from that pile are considered to be Curses instead of what they really are.
Setup: place the Robber pawn on the Curse pile.

"You have more laboratories than me ? OK, I put the pawn on Laboratory"
1 turn later : "Gee, if I play Witch he will gain another lab".
Title: Re: Really bad card ideas
Post by: Accatitippi on June 08, 2015, 06:50:53 am
Robber - Event 7$
All players with 7 or more cards discard half of their cards, rounded down.
Move the Robber pawn to a Kingdom Supply Pile of your choice.
Cards from that pile are considered to be Curses instead of what they really are.
Setup: place the Robber pawn on the Curse pile.

"You have more laboratories than me ? OK, I put the pawn on Laboratory"
1 turn later : "Gee, if I play Witch he will gain another lab".
Or even: What will I do with all these +buy? I put Robber on Bank, and pile them out. Then I move the Robber, and profit!
Title: Re: Really bad card ideas
Post by: ChocophileBenj on June 08, 2015, 07:36:09 am
Robber - Event 7$
All players with 7 or more cards discard half of their cards, rounded down.
Move the Robber pawn to a Kingdom Supply Pile of your choice.
Cards from that pile are considered to be Curses instead of what they really are.
Setup: place the Robber pawn on the Curse pile.

"You have more laboratories than me ? OK, I put the pawn on Laboratory"
1 turn later : "Gee, if I play Witch he will gain another lab".
Or even: What will I do with all these +buy? I put Robber on Bank, and pile them out. Then I move the Robber, and profit!
Except they would still cost their original cost, so $7
Title: Re: Really bad card ideas
Post by: Awaclus on June 08, 2015, 10:12:56 am
Robber - Event 7$
All players with 7 or more cards discard half of their cards, rounded down.
Move the Robber pawn to a Kingdom Supply Pile of your choice.
Cards from that pile are considered to be Curses instead of what they really are.
Setup: place the Robber pawn on the Curse pile.

"You have more laboratories than me ? OK, I put the pawn on Laboratory"
1 turn later : "Gee, if I play Witch he will gain another lab".
Or even: What will I do with all these +buy? I put Robber on Bank, and pile them out. Then I move the Robber, and profit!
Except they would still cost their original cost, so $7

Why?
Title: Re: Really bad card ideas
Post by: Accatitippi on June 08, 2015, 10:32:18 am
Robber - Event 7$
All players with 7 or more cards discard half of their cards, rounded down.
Move the Robber pawn to a Kingdom Supply Pile of your choice.
Cards from that pile are considered to be Curses instead of what they really are.
Setup: place the Robber pawn on the Curse pile.

"You have more laboratories than me ? OK, I put the pawn on Laboratory"
1 turn later : "Gee, if I play Witch he will gain another lab".
Or even: What will I do with all these +buy? I put Robber on Bank, and pile them out. Then I move the Robber, and profit!
Except they would still cost their original cost, so $7

Why?

I don't know if there is some precedent in existing cards (I never delved in the FAQ for BoM and Inheritance) but common sense says that if A is B and not A, then all attributes of B would apply to A, including cost. So I'd say it would cost 0.
Title: Re: Really bad card ideas
Post by: Deadlock39 on June 08, 2015, 11:45:03 am
Russian Roulette - Event 7$
Move one Curse from the Curse pile to the Province pile.
Shuffle the Province pile, and return it to the supply face down.
All cards in the Province pile cost $8.
Title: Re: Really bad card ideas
Post by: GendoIkari on June 08, 2015, 12:31:59 pm
Russian Roulette - Event 7$
Move one Curse from the Curse pile to the Province pile.
Shuffle the Province pile, and return it to the supply face down.
All cards in the Province pile cost $8.

Duke and Goons finally get that boost they've been needing!
Title: Re: Really bad card ideas
Post by: Awaclus on June 08, 2015, 12:49:38 pm
Russian Roulette - Event 7$
Move one Curse from the Curse pile to the Province pile.
Shuffle the Province pile, and return it to the supply face down.
All cards in the Province pile cost $8.

Duke and Goons finally get that boost they've been needing!

And Scout got the nerf.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on June 08, 2015, 01:01:30 pm
Robber - Event 7$
All players with 7 or more cards discard half of their cards, rounded down.
Move the Robber pawn to a Kingdom Supply Pile of your choice.
Cards from that pile are considered to be Curses instead of what they really are.
Setup: place the Robber pawn on the Curse pile.

"You have more laboratories than me ? OK, I put the pawn on Laboratory"
1 turn later : "Gee, if I play Witch he will gain another lab".
Or even: What will I do with all these +buy? I put Robber on Bank, and pile them out. Then I move the Robber, and profit!
Except they would still cost their original cost, so $7

Why?

I don't know if there is some precedent in existing cards (I never delved in the FAQ for BoM and Inheritance) but common sense says that if A is B and not A, then all attributes of B would apply to A, including cost. So I'd say it would cost 0.

Well... it's true. Didn't point that when I wrote that.

But it's still a good though not very original "really bad idea".
Title: Re: Really bad card ideas
Post by: belugawhale on June 08, 2015, 04:31:26 pm
Death Note
Action attack duration, $5

Write the name of a card face down. At the start of your next turn, each player puts in deck into his discard pile, reveals his hand and discard pile, and trashes all copies of the card you've written.

I name Ace of Spades!
Title: Re: Really bad card ideas
Post by: ChocophileBenj on June 08, 2015, 07:22:48 pm
Win Merchant
Action Reserve, cost $5
+1 Buy
+4 VP tokens.
Put this on your tavern mat
---
When you buy a Victory card, you may discard this from your buying mat.

Coin of the Real
Treasure reserve, cost $2
+$1
Directly after buying a card, you may call this for +2 buys

Victory Trove
$5, Victory Reaction
Worth $2 VP
---
When you discard this outside of your clean-up phase, you may reveal this. If you do, gain a Duchy and an Estate.

Action Trove
$5, Action
+2 Actions
Gain a Crossroads and a Ruined village

Save as
$2, Event
+1 Buy
Once per turn : trash a card from your hand. Gain a card costing up to $2 more than it, putting it in your hand at end of turn (after drawing)

Fear
$3, Action Duration
+2 cards
Set aside your hand. At the start of your next turn, put it into your hand.
Title: Re: Really bad card ideas
Post by: belugawhale on June 08, 2015, 07:36:04 pm
Hagpie - Action - Attack (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/14px-Coin4.png)

Reveal and discard the top card of your deck. If you discarded a curse, each other player gains a curse, putting it on top of his deck. Otherwise, +1 Card, +1 Action, and gain a Hagpie.
Title: Re: Really bad card ideas
Post by: Minotaur on June 08, 2015, 07:44:45 pm
Unstable
Action
Cost: $1

+1 Action
You may discard three cards.  If you do, reveal cards from the top of your deck until you reveal a Treasure, putting it in your hand and discarding the others.
Title: Re: Really bad card ideas
Post by: singletee on June 08, 2015, 10:58:25 pm
Metastables
Action
Cost: $2

You may discard a Stables. If you do, +3 Cards and +1 Action.
Title: Re: Really bad card ideas
Post by: LibraryAdventurer on June 09, 2015, 12:08:07 am
Hagpie - Action - Attack (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/14px-Coin4.png)

Reveal and discard the top card of your deck. If you discarded a curse, each other player gains a curse, putting it on top of his deck. Otherwise, +1 Card, +1 Action, and gain a Hagpie.

When I saw the title "Hagpie" I was sure it would be a mix of Magpie and Haggler...

Quote
Haghag
$5 cost - Action - Attack
+$2
While this is in play, when you buy a card, each other player gains a card costing at most $2 less than it.
Title: Re: Really bad card ideas
Post by: Awaclus on June 09, 2015, 12:27:28 am
Maggler
$5 Action
+1 Card
+1 Action
Reveal the top card of your deck. If it's a Treasure, put it into your hand. If it's an Action or Victory card, gain a card costing less than it.

Mag of Gold
$4* Action
+1 Card
+1 Action
Gain a Gold, putting it on top of your deck. Reveal the top card of your deck. If it's a Treasure, put it into your hand. If it's an Action or Victory card, gain a Mag of Gold.
Title: Re: Really bad card ideas
Post by: Minotaur on June 09, 2015, 04:17:59 am
Pearl Diving Party
Event
Cost: $3

+1 Buy
Look at the bottom 5 cards of your deck.  Discard three and put the other two on top or bottom in any order.


Thieving Party
Event-Attack
Cost: $7

+1 Buy
Each other player reveals the top 5 cards of their deck, trashes 3 Treasure cards of your choice, and puts the rest back in any order.  Gain any number of the trashed treasures.


Transmuting Party
Event
Cost: $2P

Reveal the top 5 cards of your deck.  Trash up to three of them.  For each trashed...:

...Victory card, gain a Gold
...Action card, gain a Duchy
...Treasure card, gain a Transmogrify


Jack of All Parties
Event-Attack
Cost: $3P

Look at the bottom card and top three cards of your deck.  Trash one, discard one, put one on top of your deck, and put one on bottom of your deck.  Each other player reveals the top two cards of their deck and trashes a Treasure that you choose.

For each card trashed so far in the Event, gain a card as if it had been trashed by Transmuting Party.


(EDIT:  Changed so that now you gain Transmogrify instead of Transmute in all cases.)
Title: Re: Really bad card ideas
Post by: ChocophileBenj on June 09, 2015, 04:21:45 am
Looking out party
Event
Cost $3
+1 Buy.
Look at the top 5 cards from your deck. Trash 1 to 3 of them. Discard 1 to 3 of them. Put the rest back on your deck in any order.

Title: Re: Really bad card ideas
Post by: Accatitippi on June 09, 2015, 04:32:49 am
Feasting Party
Event Cost $6
Look at the top 5 cards from your deck. Trash any of them, and gain as many cards costing up to 5$ as you trashed.
Title: Re: Really bad card ideas
Post by: Minotaur on June 09, 2015, 05:06:13 am
Is it a rule that X Party has to be a massive improvement over a bad-to-horrible card?  (Jack of All Parties gets a pass because "Jack of all X" is its own thing regardless?)


Duchess Party
Event
Cost: $1

+1 Buy
Each time you gain a Duchy this turn, and once for each Duchy you have gained this turn:

Take a coin token.  Each player looks at the top card of their deck and decides whether to discard it or put it back.


Developing Party
Event
Cost: $7

Trash up to three cards from your hand.  For each card trashed, place a card costing $1 more and another costing $1 less on top of your deck in either order.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on June 09, 2015, 05:45:19 am
@Minotaur : a new RB Event Idea idea, yes ^^

Sage party
Event, cost $3
+1 Buy, reveal cards from top of your deck until you reveal 3 cards costing $3 or more. Put them on top of deck in any order and discard the other revealed cards.

Because there were Adventurer and Venture as cards and now there'll be Adventures as an expansion, here are a few really bad expansion ideas :
Dominion : Mines (from Mine + Mining Village)
Dominion : Trading (with lots of trashing+gaining silver things)
Dominion : The Caravans (from Caravan + Caravan Guard)
Dominion : Rat Plague (from Rats + Ratcatcher)

EDIT : Trader Route
Action, cost $3
+1 buy
+$1 for every two Silvers out of the supply
Trash a card from your hand. Gain a Silver.
Title: Re: Really bad card ideas
Post by: Accatitippi on June 09, 2015, 05:53:07 am
Not sure if this qualifies as a RBCI, but:
Appropriately named real estate - Victory-Trasure, 6$
2 VP
2$

I really dislike how Harem (in addition to arguably being in bad taste) is not a piece of land or similar. At least Nobles own land and action cards depicting people is standard.
Title: Re: Really bad card ideas
Post by: Minotaur on June 09, 2015, 06:19:21 am
@Minotaur : a new RB Event Idea idea, yes ^^

Sage party
Event, cost $3
+1 Buy, reveal cards from top of your deck until you reveal 3 cards costing $3 or more. Put them on top of deck in any order and discard the other revealed cards.

Sage isn't that bad, though, is it?  It is a finesse card for sure, and defeats itself if you start slogging VP too soon.  Possibly not even worth buying a lot of the time, but is it really bad enough to deserve a Party variant?
Title: Re: Really bad card ideas
Post by: Minotaur on June 09, 2015, 06:28:06 am
Frat Party
Event
Cost: $3P

Gain two Wine Merchants, putting them on your Tavern mat.  Put your +1 Action token on the Wine Merchant pile.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on June 09, 2015, 06:34:06 am
Didn't play with Sage yet (as far as I recall). But it doesn't seem great to me, and I thought Partying it as a RBEI would be fun.


Sage isn't that bad, though, is it?  It is a finesse card for sure, and defeats itself if you start slogging VP too soon.  Possibly not even worth buying a lot of the time, but is it really bad enough to deserve a Party variant?

Harvest party
Event, cost $3
Once per turn, reveal the top four cards of your deck and discard them. +$1 for each differently named revealed card.
just some "quitte ou double" event, but it sacrifiates the +buy

Outpost party
Event, cost $4
Mission

Counting house party
Event, cost $5
Look through your discard pile, reveal any number of Coppers from it and put them on your deck.
in before "Mint" or "Wharf+chapel" strategies
Title: Re: Really bad card ideas
Post by: faust on June 09, 2015, 07:00:12 am
Hunting Party Party
Event, cost $5

Reveal your hand. Reveal cards from your deck until you reveal five cards that aren't duplicates of cards in your hand or one another. Put them into your hand and discard the rest.
Title: Re: Really bad card ideas
Post by: Minotaur on June 09, 2015, 07:23:21 am
Minting Party
Event
Cost: $5

Trash three Treasures you have in play.  Gain a copy each of two Treasures you have in play.
Title: Re: Really bad card ideas
Post by: belugawhale on June 09, 2015, 07:56:01 pm
Ratacombs - Action (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png)

+1 Card
+1 Action

Gain a Ratacombs.
Look at the top two cards of your deck. Choose one: put them into your hand and trash a card; or discard them, +2 Cards, and trash a card from your hand.
___________________
When you trash this, +1 Card and gain a card costing less than this.
Title: Re: Really bad card ideas
Post by: Minotaur on June 09, 2015, 09:50:19 pm
Death Cartographer
Action
Cost: $5

+1 Card
+1 Action
+$5
Look at the top 4 cards of your deck.  Discard any number of them, trash any number of them, and put the rest on top in any order.  If you did not trash an Action card, trash this card.

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

When you gain this, gain two Ruins.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on June 10, 2015, 03:35:02 am
Horn of Party

Action
Cost $5
+1 card
+1 action
Choose a number from 1 to the number of differents cards you have in play (including this). Do this as many times as the number chosen. Reveal your hand, then reveal cards from top of your deck until you reveal a card that isn't in your hand, put it into your hand and discard the rest. If you put a Victory card into your hand this way, trash this.
Title: Re: Really bad card ideas
Post by: Witherweaver on June 10, 2015, 09:53:16 am
C-C-C-C-Combo Breaker
Action
Cost: $8

Play this as any other $8 Card in Dominion.  This is that Card until it leaves play.

Title: Re: Really bad card ideas
Post by: singletee on June 10, 2015, 11:45:26 am
Prossession
Action
Cost: $9P

The player to your left takes two extra turns after this one, in which you can see all cards he can and make all decisions for him. For each card he would gain on those turns, instead you gain a card costing exactly $1 more; any cards of his that are trashed are set aside and returned to his discard pile at end of turn.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on June 10, 2015, 12:40:45 pm
Pro Session
Action
Cost $10 P

Add King's Court, Goons, Masquerade and Chapel into the Kingdom if they aren't already there.
Title: Re: Really bad card ideas
Post by: singletee on June 10, 2015, 12:59:55 pm
Dumb Minion
Action
Cost: $3

Discard your hand, +4 Cards, and each other player with at least 5 cards in hand discards his hand and draws 4 cards.


Geocache
Treasure
Cost: $6

$3

When you buy this, gain the card under it and you may return a card from your hand to the supply.
________________
Setup: Add an extra Kingdom card pile to the Supply. Shuffle a Geocache into each Kingdom pile.
Title: Re: Really bad card ideas
Post by: singletee on June 10, 2015, 01:05:47 pm
Therapy Session
Event
Cost: $10

During the player to your left's next turn, ask him how he feels about Masquerade pins.
Title: Re: Really bad card ideas
Post by: Minotaur on June 10, 2015, 03:43:24 pm
Prose Session
Action
Cost: $7

+1 Action
+$1
Play up to three Treasures from your hand twice each and then trash them.  Spend all of your $.  +1 card for each $ spent.


Chancelling Party
Event
Cost: $4

Put your deck into your discard pile.  Take two coin tokens.
Title: Re: Really bad card ideas
Post by: ConMan on June 10, 2015, 07:40:22 pm
Beat Poet
Action - $3

Don't worry about your cash, man, it's all good. Just draw however many cards feels, like, right, y'know? *bongos*
Title: Re: Really bad card ideas
Post by: Minotaur on June 10, 2015, 08:10:34 pm
Beat Poet
Action - $3

Don't worry about your cash, man, it's all good. Just draw however many cards feels, like, right, y'know? *bongos*

Wishing Well much?
Title: Re: Really bad card ideas
Post by: belugawhale on June 10, 2015, 08:31:03 pm
Twitter - Action - Attack - Duration (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)

At the start of each of your turns for the rest of the game, choose one: Gain a Followers from the Prize Pile, putting it into your hand; each other player reveals his hand, trashing any revealed Followers. You gain all of the trashed cards, putting them into your hand; or each other player discards down to three cards in hand and you gain an estate.
You may play any number of Followers from your hand.
__________________
Setup: If the Prizes are not in the Kingdom, add them to the Kingdom. All Prizes are named 'Followers' and have the following text: +2 Cards. Gain an Estate. Each other player discards down to three cards in hand and gains a curse.
Title: Re: Really bad card ideas
Post by: Minotaur on June 10, 2015, 10:40:32 pm
Gamer Gate
Action-Reaction
Cost: $2

+2 Cards

--------

If another player plays a Reaction card in response to an Attack, you may reveal this card.  If you do, the other Reaction is invalid, because you may claim that the Attack was not an Attack and that they were just playing the victim card, or that if it was an attack, then it didn't have anything to do with any of the people in the room and you shouldn't be painted with the same brush as them.  If the player attempting to react to the attack is female, you may pretend that you earned +1 VP.

Set-up:  Each human player counts as two players, each having their own deck as usual.  At the end of the game, you are whichever virtual player under your control earned more VP.  If you were Player 1 and you won the game, explain that first-player advantage is a myth, then play another game as Player 1 with Gamer Gate in the supply.
Title: Re: Really bad card ideas
Post by: Minotaur on June 11, 2015, 04:46:01 pm
Party Hat
Event
Cost: $1

+1 Buy
Reveal cards from the top of your deck until you reveal a Scout.  Discard the revealed cards.

If you discarded a Scout:
Look at the top 5 cards of your deck.  Discard three of them, and put the others on top in either order.

------

When this Event is in the game, you may put a Scout in play without playing it during your Action phase.  If you do, look at the top 5 cards of your deck, discard three of them, and put the other two on top in either order.
Title: Re: Really bad card ideas
Post by: Seprix on June 11, 2015, 05:54:31 pm
Gamer Gate
Action-Reaction
Cost: $2

+2 Cards

--------

If another player plays a Reaction card in response to an Attack, you may reveal this card.  If you do, the other Reaction is invalid, because you may claim that the Attack was not an Attack and that they were just playing the victim card, or that if it was an attack, then it didn't have anything to do with any of the people in the room and you shouldn't be painted with the same brush as them.  If the player attempting to react to the attack is female, you may pretend that you earned +1 VP.

Set-up:  Each human player counts as two players, each having their own deck as usual.  At the end of the game, you are whichever virtual player under your control earned more VP.  If you were Player 1 and you won the game, explain that first-player advantage is a myth, then play another game as Player 1 with Gamer Gate in the supply.

I can't tell which side you're insulting, but it's still funny
Title: Re: Really bad card ideas
Post by: ChocophileBenj on June 12, 2015, 08:54:31 am
Pillagiarism
Event, cost $7
Each other player with 5 or more cards in hand reveals his hand and discards a card that you choose and you gain 2 Spoils from the Spoils pile.

Copy of Mint
Action, cost $5
You may reveal a Treasure from your hand. Gain a Copy of Mint
---
When you buy this, trash talk about how you should play.
Title: Re: Really bad card ideas
Post by: Seprix on June 12, 2015, 11:00:45 am
Making Fun
Action, $90

Each player gains +2 Disappointment
Title: Re: Really bad card ideas
Post by: Accatitippi on June 12, 2015, 11:04:56 am
Making Fun
Action, $90

Each player gains +2 Disappointment

This card really needs *a lot* more work. And at 90$, it's crazy expensive.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on June 12, 2015, 11:28:09 am
Party Party
Event, cost $4
Choose an action card in the supply or in your hand. Look at the top 5 cards in your deck. You may consider each of them either as in your hand, on top of your deck or in your discard pile as you solve the action.
Title: Re: Really bad card ideas
Post by: Minotaur on June 12, 2015, 03:44:18 pm
Party Pooper
Reaction-Shelter
Cost: $1

You may discard this card at the end of another player's buy phase.  If you do, that player sets aside the top two cards of their deck, shuffles their discard pile into their deck, and discards the set aside cards.
Title: Re: Really bad card ideas
Post by: Tombolo on June 16, 2015, 08:16:07 pm
Steam Sale $3 Action
While this is in play, all cards cost 75% less.  You can buy as many as you want, but you'll probably never even play most of them.  When you buy a card with this in play, you may gain a Trading Card.

Trading Card $1 Action
It's kinda fun to collect, you guess.
Title: Re: Really bad card ideas
Post by: shmeur on June 16, 2015, 09:11:22 pm
Swamp Haggler - Action - Attack - Duration - (5)
+(2)
Until your next turn, when any player buys a card, you gain a non-victory card costing less than it.
At the start of your next turn: +(3)

--

Ratacombs-Catcher - Action - Reserve - (2)
+1 Card
+1 Action
Put this on on your Tavern mat.
___________________
At the start of your turn, you may call this, to trash a Ratacombs from your hand.
Title: Re: Really bad card ideas
Post by: eHalcyon on June 16, 2015, 09:57:50 pm
Steam Sale $3 Action
While this is in play, all cards cost 75% less.  You can buy as many as you want, but you'll probably never even play most of them.  When you buy a card with this in play, you may gain a Trading Card.

Sneaky Publishers
$4 - Action
You may buy any number of cards at half their cost (rounded up).

While this is in play, all cards cost twice as much.

Title: Re: Really bad card ideas
Post by: Minotaur on June 16, 2015, 10:43:23 pm
Steam Sale $3 Action
While this is in play, all cards cost 75% less.  You can buy as many as you want, but you'll probably never even play most of them.  When you buy a card with this in play, you may gain a Trading Card.

Trading Card $1 Action
It's kinda fun to collect, you guess.

Now you need an internet connection to play, and if someone plays Dominion in the next room over, you have to quit your current game.

Unless...

Offline Mode
Action
Cost: $3

As long as you know where this card is, you don't have to be online to continue playing without the drawbacks.  Sort of, I think.  Most of the time, unless it doesn't work.  Unfortunately, you can never seem to find this damned card.
Title: Re: Really bad card ideas
Post by: thespaceinvader on June 17, 2015, 06:05:27 am
Swamp Haggler - Action - Attack - Duration - (5)
+(2)
Until your next turn, when any player buys a card, you gain a non-victory card costing less than it.
At the start of your next turn: +(3)
This sort of attack could actually be really interesting I think.  It would need a bit of balancing (maybe 'costing at least (2) less than it) but I think it could make for a really fun attack.
Title: Re: Really bad card ideas
Post by: Co0kieL0rd on June 17, 2015, 09:34:36 am
Swamp Haggler - Action - Attack - Duration - (5)
+(2)
Until your next turn, when any player buys a card, you gain a non-victory card costing less than it.
At the start of your next turn: +(3)
This sort of attack could actually be really interesting I think.  It would need a bit of balancing (maybe 'costing at least (2) less than it) but I think it could make for a really fun attack.

Technically, this is not an Attack, as it doesn't affect each other players' decks or hands. This also isn't an Attack:

Not An Attack, $8, Action
+3 Cards. The player to your left reveals cards from the top of his deck until he reveals 2 cards costing $3 or more, trashes those and puts the rest on top of his deck in the order you choose. You gain all the trashed cards. That player gains a Curse and a Ruins, putting them on top of his deck. If he has 5 or more cards in hand, he reveals his hand and you choose a card from it. He discards it, then discards down to 3 cards in his hand. You may play another Not An Attack from your hand.
Title: Re: Really bad card ideas
Post by: Sidsel on June 17, 2015, 10:08:59 am
Swamp Haggler - Action - Attack - Duration - (5)
+(2)
Until your next turn, when any player buys a card, you gain a non-victory card costing less than it.
At the start of your next turn: +(3)
This sort of attack could actually be really interesting I think.  It would need a bit of balancing (maybe 'costing at least (2) less than it) but I think it could make for a really fun attack.

Technically, this is not an Attack, as it doesn't affect each other players' decks or hands. This also isn't an Attack:

Pnot An Attack, $8, Action
+3 Cards. The player to your left reveals cards from the top of his deck until he reveals 2 cards costing $3 or more, trashes those and puts the rest on top of his deck in the order you choose. You gain all the trashed cards. That player gains a Curse and a Ruins, putting them on top of his deck. If he has 5 or more cards in hand, he reveals his hand and you choose a card from it. He discards it, then discards down to 3 cards in his hand. You may play another Not An Attack from your hand.

Fixed in accordance with your signature.
Title: Re: Really bad card ideas
Post by: Witherweaver on June 17, 2015, 10:16:42 am
C-C-C-C-Combo Breaker
Action
Cost: $8

Play this as any other $8 Card in Dominion.  This is that Card until it leaves play.

That was also the premise of this one.  Because it doesn't start with "P"...
Title: Re: Really bad card ideas
Post by: singletee on June 22, 2015, 05:46:32 pm
Magpool
Action
Cost: $4P

+1 Action

Reveal the top card of your deck; you may discard it. If it's an Action or Victory card, gain a Magpool. If it's a Treasure card, reveal cards from the top of your deck until you reveal one that isn't a Treasure. Put the revealed cards into your hand.
Title: Re: Really bad card ideas
Post by: Minotaur on June 27, 2015, 06:20:36 am
Scoutem
Action
Cost: $4

+1 Action
Reveal cards from the top of your deck until you reveal two Victory cards.  Put the revealed Victory cards into your hand and discard the others.
Title: Re: Really bad card ideas
Post by: Minotaur on June 27, 2015, 01:55:48 pm
Potioning Party
Event
Cost: $3

(Once per turn)
+1 Buy
+P
Title: Re: Really bad card ideas
Post by: Minotaur on June 29, 2015, 05:28:00 pm
Ruined Band of Misfits
Cost: $0
Action-Ruins

Choose a card in the Supply costing $4 or less.  This is that card until it leaves play.

(Clarification:  It was not that card when it was played, so that card has not been played.  That card is in play, and an action has been played, but the action that was played and the action that is in play are different cards.

Also: Look ma, it combos with Highway!)
Title: Re: Really bad card ideas
Post by: Awaclus on June 29, 2015, 05:32:32 pm
Ruined Band of Misfits

I thought it was going to have the exact same wording as the original.
Title: Re: Really bad card ideas
Post by: Elanchana on June 29, 2015, 05:50:37 pm
It was not that card when it was played, so that card has not been played.  That card is in play, and an action has been played, but the action that was played and the action that is in play are different cards.

My head is spinning.... what?
Title: Re: Really bad card ideas
Post by: GendoIkari on June 29, 2015, 06:00:17 pm
It was not that card when it was played, so that card has not been played.  That card is in play, and an action has been played, but the action that was played and the action that is in play are different cards.

My head is spinning.... what?

You would not get any of the normal on-play benefits from playing it, because you never played whatever card you choose. But you would still get "while this is in play benefits."
Title: Re: Really bad card ideas
Post by: Minotaur on June 29, 2015, 06:03:58 pm
It was not that card when it was played, so that card has not been played.  That card is in play, and an action has been played, but the action that was played and the action that is in play are different cards.

My head is spinning.... what?

You would not get any of the normal on-play benefits from playing it, because you never played whatever card you choose. But you would still get "while this is in play benefits."

That's the idea.  Also, if another card depends on the wording "in play" or "has been played" referring to other cards in the game of a certain type, the distinction matters.
Title: Re: Really bad card ideas
Post by: Minotaur on June 29, 2015, 06:27:27 pm
Ruined Band of Misfits

I thought it was going to have the exact same wording as the original.

(It took me a moment to get the joke.  I'm assuming you mean the cost would remain $0...)
Title: Re: Really bad card ideas
Post by: Minotaur on June 29, 2015, 07:26:26 pm
Ok, fine...

Misfit
Action-Ruins
Cost: $2

Play this card as if it were an Action card in the Supply costing less than it that you choose.

This is that card until it leaves play.

(Basically is Poor House except for the 98% of the time that it isn't.)

(Or ok, -$2 cost token, there's that if you're lucky.)
Title: Re: Really bad card ideas
Post by: ChocophileBenj on June 30, 2015, 06:04:52 am
cost $4
Breaking Bad Laboratory
+2 cards
+2 actions
When you gain or play this, each other player draws a card

cost $5
Prison Break Catacombs
+1 action
Look at the top 3 cards of your deck. Choose one : put them into your hand, or discard them and +3 cards.
---
When you gain and trash this, each other player gains a card costing less than this.

cost $4
Game of Thrones Throne Room
Choose an action card from your hand. Play it twice. If this is an attack, play it four times instead.
---
When you gain this, each other player may gain an Attack action card.
Title: Re: Really bad card ideas
Post by: Minotaur on June 30, 2015, 01:09:36 pm
Hunting Party
Action
Cost: $3

+1 Action
Reveal your hand.  Reveal cards from the top of your deck until you reveal a card which is not a duplicate of a card in your hand.  Put the revealed Victory cards in your hand, and put the other revealed cards back in any order.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on July 03, 2015, 05:25:32 pm
Knight Session

The player to your left takes an extra turn after this one in which you can see all cards he can and make all decisions for him.
Any cards he would gain on that turn, you gain instead. Any cards that are trashed are set aside and returned to your discard pile at end of turn.
Title: Re: Really bad card ideas
Post by: Minotaur on July 03, 2015, 08:08:59 pm
Scout Session

The player to your left reveals the top four cards of their deck.  Put the revealed Victory cards into your hand.  The player to your left puts the other revealed cards back in any order.
Title: Re: Really bad card ideas
Post by: Seprix on July 03, 2015, 11:24:23 pm
Therapy Session

Action, $5

Each player talks about how they feel as you take an extra turn with each player in counter-clockwise order. If they do, +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) on their next turn.
Title: Re: Really bad card ideas
Post by: Marcory on July 04, 2015, 05:43:29 pm
Copper Miner Action $0

+1 Action
+$1
_________
In games using this, remove all Coppers from the Supply. Replace each player's starting Copper with Copper Miner. Counting the starting Copper Miners, there are 120 Copper Miners in the Supply. All cards that refer to Copper are considered to also refer to Copper Miner.

Silver miner Action $3

+1 Action
+$2
__________
In games using this, remove all Silvers from the Supply. There are 80 Silver Miners in the Supply. All cards that refer to Silver are considered to also refer to Silver Miner.

Gold Miner Action $6

+1 Action
+$3
___________
In games using this, remove all Golds from the Supply. There are 60 Gold Miners in the Supply. All cards that refer to Gold are considered to also refer to Gold.

Platinum Miner Action $9

+1 Action
+$5
___________
In games using this, remove all Platina from the supply. There are 15 Platina in the Supply. All cards that refer to Platinum are considered to also refer to Gold.

Other card possibilities: Banker, Eunuch (in charge of Harems), Hoarder, Lord Privy Seal (in charge of the Royal Seal), Fence (sells Contraband), Donald X (has a 'Stache), Counterfeiter, Shaman (provides Talismans), Artist (creates Masterpieces), Lendor, 49er (finds Fool's Gold), Witch Doctor (sells Amulets), Treasurer (produces Coin of the Realm), etc.

Dominion would probably be worse without Treasure, but how much worse?
Title: Re: Really bad card ideas
Post by: Minotaur on July 04, 2015, 05:53:45 pm
Other card possibilities: Banker, Eunuch (in charge of Harems), Hoarder, Lord Privy Seal (in charge of the Royal Seal), Fence (sells Contraband), Donald X (has a 'Stache), Counterfeiter, Shaman (provides Talismans), Artist (creates Masterpieces), Lendor, 49er (finds Fool's Gold), Witch Doctor (sells Amulets), Treasurer (produces Coin of the Realm), etc.

Dominion would probably be worse without Treasure, but how much worse?

Amulet is an Action already, isn't it?  (I always keep expecting it to be a Treasure, too...)

I think Dominion would lose a lot of depth.  Maybe it wouldn't be totally pointless, but it would hurt.  Drawing treasure dead would hurt, but being able to play treasures early would help in niche cases like Tactician (and to a lesser extent, Venture) (unless Venture is just an overpriced Silver Mine now... X-D )  Terminal draw would massively fail to be a thing, or it would cost 1-2 less every time.
Title: Re: Really bad card ideas
Post by: werothegreat on July 04, 2015, 07:07:55 pm
Kidnapped Child
(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) Action-Reserve

Put this on your Tavern mat.
Title: Re: Really bad card ideas
Post by: ephesos on July 16, 2015, 04:24:35 pm
Kidnapped Child
(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) Action-Reserve

Put this on your Tavern mat.
Kidnapper
(http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png) Action-Attack
Reveal the top card of your opponent's deck and put it on your Tavern mat.
During your opponent's next buy phase, they may pay half of the revealed card's cost in coins(rounded down).
If they do, take coin tokens from the Supply equal to the coins paid, then move the revealed card to your opponent's discard pile.
Otherwise, at the end of their buy phase, you may trash the revealed card.
-------------------------------------------------------------------------------------------------------------------------------------------------
At the end of the game, +1 VP for each Kidnapped Child on your Tavern mat.
Title: Re: Really bad card ideas
Post by: Minotaur on July 16, 2015, 06:30:34 pm
"He... he kidnapped my Gold!" *faints*
*Cop blinks* "....yeahhhhhh."
Title: Re: Really bad card ideas
Post by: Erick648 on July 17, 2015, 12:00:44 am
Police
$6 Reaction
When another player plays an attack card, you may discard this from your hand.  If you do, you are unaffected by that attack, trash that attack card, and the player who played it ends his turn and loses his next turn.

Lawyer
$3 Action - Reaction
You may play an attack card.  If you do, it loses the Attack type.
-------------------------------------------------------------------------
When another player's card affects you, you may reveal this from your hand.  If you do, that card gains the Attack type and counts as having been played, and the effect that affects you counts as an on-play effect.
-------------------------------------------------------------------------
When another player reveals a Lawyer from his hand, you may reveal this from your hand to make that Lawyer have no effect.
-------------------------------------------------------------------------
When you reveal this from your hand, you may trash a treasure from your hand.  If you don't, return this to the supply.

Yes, it is a rules nightmare. Kind of ironic, actually.
Title: Re: Really bad card ideas
Post by: Seprix on July 17, 2015, 12:04:54 am
Lawyer
$3 Action - Reaction
You may play an attack card.  If you do, it loses the Attack type.
-------------------------------------------------------------------------
When another player's card affects you, you may reveal this from your hand.  If you do, that card gains the Attack type and counts as having been played, and the effect that affects you counts as an on-play effect.
-------------------------------------------------------------------------
When another player reveals a Lawyer from his hand, you may reveal this from your hand to make that Lawyer have no effect.
-------------------------------------------------------------------------
When you reveal this from your hand, you may trash a treasure from your hand.  If you don't, return this to the supply.

Yes, it is a rules nightmare. Kind of ironic, actually.

We've brought harm to children and politics to Dominion. Now watch the Dominion spinoff we've all been waiting for be the Dominion equivalent of Star Wars Episode 1-3.
Title: Re: Really bad card ideas
Post by: Erick648 on July 23, 2015, 06:11:18 pm
We've brought harm to children and politics to Dominion. Now watch the Dominion spinoff we've all been waiting for be the Dominion equivalent of Star Wars Episode 1-3.

Unwanted Follower
$0 Action - Curse - Ruins
Worth: -3VP
Yousa reveal cards of yousa deck until yousa reveals one costing $3 or more.  Yousa trashes that card and be discardin' da rest.  If yousa do, place desa card in anodda playa's discard pile.
----------------------------------------------------------------------------------------------------------
When yousa trashin' desa, place it in yousa discard pile.
----------------------------------------------------------------------------------------------------------
When yousa be gainin' desa, place it in anodda playa's discard pile.
Title: Re: Really bad card ideas
Post by: Marcory on July 24, 2015, 12:57:16 am
Trade Federation

$5 Action

Reveal a hand containing two Knights. Trash them. If you do, gain two Golems, placing them on top of your deck.
______________________
Setup: Turmoil has engulfed the Galactic Republic. The taxation of trade routes to outlying star systems is in dispute.
Hoping to resolve the matter with a blockade of deadly battleships, the greedy Trade Federation has stopped all shipping to the small planet of Naboo.
While the congress of the Republic endlessly debates this alarming chain of events, the Supreme Chancellor has secretly dispatched two Jedi Knights, the guardians of peace and justice in the galaxy, to settle the conflict....
Title: Re: Really bad card ideas
Post by: Ghacob on July 24, 2015, 08:41:36 am
Congress
$12 Action
Title: Re: Really bad card ideas
Post by: iguanaiguana on July 24, 2015, 08:51:08 am
Congress
$10 Action

I resent the implication that congress costs us less than a colony would.
Title: Re: Really bad card ideas
Post by: Ghacob on July 24, 2015, 09:03:13 am
Congress
$10 Action

I resent the implication that congress costs us less than a colony would.
fixed
Title: Re: Really bad card ideas
Post by: Minotaur on July 24, 2015, 12:50:19 pm
Oh come on.  If I buy Congress, it had better change the rules of the game for me.
Title: Re: Really bad card ideas
Post by: Ghacob on July 24, 2015, 12:55:10 pm
Oh come on.  If I buy Congress, it had better change the rules of the game for me.
I'd be happy to change it for you, but with all the other productive things I'm doing with my life, it'd be nice to have a bit of...motivation? y'know? Maybe a bit of...Compensation for making such a great card to serve you all?
Title: Re: Really bad card ideas
Post by: Witherweaver on July 24, 2015, 12:55:13 pm
Oh come on.  If I buy Congress, it had better change the rules of the game for me.

Congress
$12 Action

For the rest of the game, you may an extra turn immediately after your current turn, wherein you can play no Actions or Treasures and buy no Cards or Events.  During that turn's cleanup phase, place your hand on top of your deck instead of discarding.  This can't cause you to take more than two consecutive turns.

-----
(This stays in play.)
Title: Re: Really bad card ideas
Post by: Ghacob on July 24, 2015, 12:59:13 pm
Oh come on.  If I buy Congress, it had better change the rules of the game for me.

Congress
$12 Action

For the rest of the game, you may an extra turn immediately after your current turn, wherein you can play no Actions or Treasures and buy no Cards or Events.  During that turn's cleanup phase, place your hand on top of your deck instead of discarding.  This can't cause you to take more than two consecutive turns.

-----
(This stays in play.)
This has some actual uses, namely against any cards that interact with the top of your deck (Sea Hag, Tribute, Knights, etc)
Title: Re: Really bad card ideas
Post by: Witherweaver on July 24, 2015, 01:00:43 pm
I guess if you have a Duration Draw out.. I'm okay with that edge case.
Title: Re: Really bad card ideas
Post by: Minotaur on July 24, 2015, 09:18:32 pm
Maybe a little bit of taxation?

In games using Congress, whenever a player plays a treasure which is not a Copper or a Platinum without having a Congress in play, they take their -$1 token.  Any player who plays an Action which is not an Attack takes their -$1 token.

And let's put those tax dollars to good use!

Congress
You may gain a Dungeon.
You may trash a Highway or a Library.  If you do, gain a Militia.  If you trashed both, you may gain an Attack card.

(Ok, maybe this is too USA-centric...)
Title: Re: Really bad card ideas
Post by: Ghacob on July 25, 2015, 11:14:20 pm
Maybe a little bit of taxation?

In games using Congress, whenever a player plays a treasure which is not a Platinum without having a Congress in play, they take their -$1 token.  Any player who plays an Action which is not an Attack takes their -$1 token.

And let's put those tax dollars to good use!

Congress
You may gain a Dungeon.
You may trash a Highway or a Library.  If you do, gain a Militia.  If you trashed both, you may gain an Attack card.

(Ok, maybe this is too USA-centric...)
Fixed for realism
Title: Re: Really bad card ideas
Post by: faust on July 27, 2015, 05:38:25 am
It's Dominion: Hogwarts edition!

Fawkes
$4 Action
+1 card
+1 action
Reveal the top card of your deck. If it's a Treasure, put it into your hand. If it's a Curse card, trash this and the Curse.

When you trash this, put it on top of your deck.

Chosen One
$5 Action - Reaction
+1 card
+1 action
+1 coin

When another player plays an attack, you may reveal your hand. If you revealed exactly one Chosen One, you are unaffected b the attack.

Common Room
$2 Action
+1 action
You may play an action card from your hand. If you did, +1 card.

Chamber of Secrets
$4 Action - Attack
Discard any number of cards. +1$ per card discarded.
Each other player draws two cards and reveals his hand. You choose two cards that he has to put on top of his deck.

Room of Requirement
$3 Action - Reaction
Draw up to 5 cards in hand.
Gains buys until you have two buys.

During your action phase, when you have no actions left, you may discard this from your hand. If you do, +1 action.

Polyjuice Potion
$PP Action - Treasure
Play this as if it were an Action or Treasure card in the Supply that you choose.
This is that card until it leaves play.

Felix Felicis
$8P Action
At the start of your next turn, trash this.

While this is in play, when you would draw a card, instead do this: Name a card. Reveal cards from your deck until you reveal the named card. Put the card in your hand and discard the rest.

Half-Blood Prince
$4P Action
You may set this aside. If you do, set aside an Treasure card from your hand costing up to $5. At the start of each of your turns, play that Treasure, setting it aside again when you discard it from play. (Stop playing it if you fail to set it aside on a turn you play it.)

Quidditch Tournament
$3 Event
+1 buy
Each player may reveal a Snitch from his hand. Each player who did may gain a Prize from the Prize pile, in turn order.

In games using this, at the start of the game, each player chooses a supply pile and shuffles a Snitch card into it (in turn order).

Snitch
$3* Treasure
$4
Shuffle this into a supply pile of your choice.

This is not a supply pile.

Triwizard Tournament Cup
$0* Treasure - Prize
$3

When you gain this, trash your hand.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on July 27, 2015, 12:03:31 pm
-Iron : refers to all that gives +cards, +$ or +actions respectively fron victory, treasure or action cards
-Trade : trashing cards, gaining silvers
-Party : look from the top of your deck and discard some cards
-Min? : related to treasure cards in general

So...

Iron Trade Mind Party.
Action, $6
Look at the top 5 cards from your deck. You may trash up to 2 of them. For each trashed card, gain a Silver and if it is...
a Treasure, +$1
an action card, +1 action
a victory card, +1 card
Discard the rest. You may trash any number of the gained silvers this way.
Gain a Treasure costing up to $3 per Treasure you trashed overall as you played this.
Title: Re: Really bad card ideas
Post by: Minotaur on July 27, 2015, 02:46:37 pm
-Iron : refers to all that gives +cards, +$ or +actions respectively fron victory, treasure or action cards
-Trade : trashing cards, gaining silvers
-Party : look from the top of your deck and discard some cards
-Min? : related to treasure cards in general

Party:  Take a card that is horrible and change it into something that doesn't suck.
Title: Re: Really bad card ideas
Post by: LibraryAdventurer on July 27, 2015, 10:00:23 pm
It's Dominion: Hogwarts edition!
...
Hey, about the first half of those are viable cards not fit for the RBCI thread. Chamber of Secrets actually sounds like a good idea for new kind of attack.
Title: Re: Really bad card ideas
Post by: Minotaur on July 27, 2015, 10:29:39 pm
Maybe a little bit of taxation?

In games using Congress, whenever a player plays a treasure which is not a Platinum without having a Congress in play, they take their -$1 token.  Any player who plays an Action which is not an Attack takes their -$1 token.

And let's put those tax dollars to good use!

Congress
You may gain a Dungeon.
You may trash a Highway or a Library.  If you do, gain a Militia.  If you trashed both, you may gain an Attack card.

(Ok, maybe this is too USA-centric...)
Fixed for realism

But only players who start with Gold or better can get off to a running start, and it takes a good board and mostly Silver to even have a remote chance!

...oh, right.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on July 28, 2015, 04:01:39 am
-Iron : refers to all that gives +cards, +$ or +actions respectively fron victory, treasure or action cards
-Trade : trashing cards, gaining silvers
-Party : look from the top of your deck and discard some cards
-Min? : related to treasure cards in general

Party:  Take a card that is horrible and change it into something that doesn't suck.

In RBCI, yes ^^ but I was also taking Hunting party into account, which isn't an horrible card !
Title: Re: Really bad card ideas
Post by: Asper on July 28, 2015, 04:31:48 am
-Iron : refers to all that gives +cards, +$ or +actions respectively fron victory, treasure or action cards
-Trade : trashing cards, gaining silvers
-Party : look from the top of your deck and discard some cards
-Min? : related to treasure cards in general

Party:  Take a card that is horrible and change it into something that doesn't suck.

In RBCI, yes ^^ but I was also taking Hunting party into account, which isn't an horrible card !

Hunt, 3$
+1 Action
Reveal any number of cards from your hand. Reveal cards from your deck until you reveal a card that isn't a duplicate of one revealed from your hand. Put it into your hand and discard the rest.

Not sure this sucks enough.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on July 28, 2015, 05:13:06 am

Hunt, 3$
+1 Action
Reveal any number of cards from your hand. Reveal cards from your deck until you reveal a card that isn't a duplicate of one revealed from your hand. Put it into your hand and discard the rest.

Not sure this sucks enough.

Well, this looks like sage but in different, and not really thrilling (the original version wasn't much either)
-----
Trolling Rebuild
Action, cost $3
+1 action
Trash a victory card from your hand
Gain a victory card costing up to $2 more than it.

Now, let's go for "troll" cards :

Rebuild troll
Action duration attack, Cost $6
+1 action
Until your next turn, when another player gains a Victory card, he puts it on top of his deck.
Now and at the start from your next turn :
You may put your deck into your discard pile. Look at your discard pile ; you may trash a Victory card from it and gain a Victory card costing up to $3 more.

Scout troll
Action duration attack, cost $5
+1 action
Each other player takes his -1 card token
Now and at the start of your next turn : Reveal the top 4 cards of your deck, put all the Victory cards into your hand and the rest back on top of deck in any order

Moneylender troll
Action duration attack, cost $6
Each other player gains a Copper
Now and at the start of your next turn : you may trash a copper from your hand. If you do, +$3
Title: Re: Really bad card ideas
Post by: Minotaur on July 28, 2015, 07:21:36 am
Hunting Party
Action
Cost: $3

+1 Action
Reveal your hand.  Reveal cards from the top of your deck until you reveal a card which is not a duplicate of a card in your hand.  Put the revealed Victory cards in your hand, and put the other revealed cards back in any order.

This is Really Bad.
Title: Re: Really bad card ideas
Post by: Erick648 on July 28, 2015, 06:51:44 pm
Snipe Hunting Party
$5 Action
+1 Card
+1 Action
Reveal the complete Dominion card list (including all fan cards).  Reveal cards from your deck until you reveal a card that isn't a duplicate of one on that list.  Put it into your hand and discard the rest.

Title: Re: Really bad card ideas
Post by: Co0kieL0rd on July 29, 2015, 12:50:29 pm
The Hard Way, $4, Action/ Attack
Look at the player to your left. You may trash them or put them at the bottom of the food chain.
Title: Re: Really bad card ideas
Post by: belugawhale on July 29, 2015, 03:04:23 pm
Ambillage - Action - Attack (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)

Trash this. Each other player with five or more cards in hand reveals his hand and returns to the Supply a card that you choose.
Gain 2 Spoils from the Spoils pile.
Title: Re: Really bad card ideas
Post by: Minotaur on July 31, 2015, 12:12:39 pm
Tourist
Action
Cost: $3

+1 Action

Each player may reveal a Victory card costing $4 or more from their hand.
Each player who does takes a coin token.
If no one else did, +$2.
Title: Re: Really bad card ideas
Post by: Seprix on July 31, 2015, 12:24:32 pm
Russian Roulette
Action-Attack
$4

Each player draws from the Russian Roulette deck in player turn order. If a player draws a Curse, take the -1 coin token and the -1 card token. That player gains a curse, and discards down to 4 cards. Trash this card.

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

When you buy this, play it.

Set-up: Shuffle 5 coppers and 1 Curse face down into a deck.
Title: Re: Really bad card ideas
Post by: Minotaur on August 01, 2015, 09:45:39 pm
Wall Flower
Reaction
Cost: $3

Whenever this card is revealed, set it aside and draw two cards.  Whenever this card is set aside, discard it at the end of that turn.

Guys, she's got GLASSES and a PONYTAIL!  Ah, look at that, she's got paint on her overalls, what is that?!?  Guys, there's no way she could be prom queen!
Title: Re: Really bad card ideas
Post by: Tombolo on August 03, 2015, 12:37:12 am
Band of The Misfits
$5 Action
Play this card as if it was any card costing $5, because their songs are bettah.
Title: Re: Really bad card ideas
Post by: Minotaur on August 03, 2015, 05:56:04 am
Horde
Treasure
Cost: $6

$2
When you buy a Victory card with this in play, gain an Attack card.
Title: Re: Really bad card ideas
Post by: thespaceinvader on August 03, 2015, 06:44:47 am
Horde
Treasure
Cost: $6

$2
When you buy a Victory card with this in play, gain an Attack card.
This would actually be pretty fun with some sort of clause specifying that it has to be set up with at least one attack card.  Or if it was itself an attack card.
Title: Re: Really bad card ideas
Post by: Minotaur on August 03, 2015, 08:44:44 pm
Horde
Treasure
Cost: $6

$2
When you buy a Victory card with this in play, gain an Attack card.
This would actually be pretty fun with some sort of clause specifying that it has to be set up with at least one attack card.  Or if it was itself an attack card.

It would be pretty ridiculous if it could gain itself.  At the very least, though, if it were a real card, it would have to pass the Squire test - is it still sometimes worth it without Attack cards and trashers on the board?  It's hard to know what to add to this one, especially since it's just a homophone in RBCI and the joke is more important than balance.
Title: Re: Really bad card ideas
Post by: Minotaur on August 08, 2015, 02:05:22 pm
Lone
Treasure
Cost: $7

$5
When you play this, trash all cards in play except for this one.  For the rest of your turn, trash each card that comes into play.
Title: Re: Really bad card ideas
Post by: shmeur on August 08, 2015, 08:25:57 pm
Mote - Action – Reaction - $2
+2 Cards
When another player plays an Attack card, you may reveal this from your hand. If you do, nothing happens.

~

Stache - Action - $5
Worth $2
When you shave, you may put this anywhere in your deck.  (combos with Chancellor because he doesn't have any facial hair but totally should tbh)

~

Bizarre - Action - $5
+1 Card
+1 Action
+1 Buy
+$1
Trash this card.  Each other player gains a coin token.  Gain an entire supply pile, then put your entire deck in its place.  Take another turn.

~

Barren - Action - $4

+1 Buy
You may trash your hand.  If you do, +$4. Otherwise, gain an Estate card.

~

Alter - Action - $6
Trash your hand. Gain a card costing up to $5 for each card trashed.
Title: Re: Really bad card ideas
Post by: belugawhale on August 08, 2015, 08:38:03 pm
Lone
Treasure
Cost: $7

$5
When you play this, trash all cards in play except for this one.  For the rest of your turn, trash each card that comes into play.
Hello, Fortress.

Mark-it Action (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png)

You may play an action from your hand twice. If you do, get a permanent marker, and make a mark on the back of that card.

Setup: When you shuffle, put all cards with a mark on the back of it on the bottom of your deck.
Title: Re: Really bad card ideas
Post by: liopoil on August 08, 2015, 08:50:22 pm
Stache - Action - $5
Worth $2
When you shave, you may put this anywhere in your deck.  (combos with Chancellor because he doesn't have any facial hair but totally should tbh)
Very original (http://forum.dominionstrategy.com/index.php?topic=1204.msg407662#msg407662 date=1407028088)
Title: Re: Really bad card ideas
Post by: Erick648 on August 08, 2015, 09:30:49 pm
Fission Village
$10* Action - Duration
Now and at the start of each of your turns for the rest of the game: +1 Action, +$1, and you may trash this.
------------------------------------------------------------------------------
While this is in play, when you trash another card, you may trash this.
------------------------------------------------------------------------------
When you trash this from play, name another player.  That player trashes the top 10 of his cards of his deck.  If he does not, he trashes cards he has in his hand, in play, or set aside until he has trashed a total of 10 cards.
------------------------------------------------------------------------------
While this is in the Supply, its cost is equal to the number of copies of it in the Supply.
Title: Re: Really bad card ideas
Post by: AJD on August 08, 2015, 11:09:43 pm
Aw, I was hoping that was going to be…

Fission Village
+2 Actions
+$1
Each other player discards the top card of his deck. If any of the discarded cards are Attacks: trash all decks, discard piles, hands, and cards in play; each player gains 3 Estates and 7 Coppers.
Otherwise, at the start of your next turn, +1 Action, +$1.
Title: Re: Really bad card ideas
Post by: Marcory on August 09, 2015, 12:07:46 am
Shouldn't this gain you a Bomb?

[Runs and hides]
Title: Re: Really bad card ideas
Post by: Minotaur on August 09, 2015, 04:15:07 am
Dung Eon
Event
Cost: $9

Now and at the start of the next 1000 games (Once per game):

Remove two supply piles from the Kingdom.  Add the Scout and Pearl Diver piles to the supply.
Title: Re: Really bad card ideas
Post by: NoMoreFun on August 09, 2015, 10:25:01 am
Guild Strike
Event - $0+
Name a Card
---
When you buy this, you may overpay.
Title: Re: Really bad card ideas
Post by: Minotaur on August 09, 2015, 10:32:49 am
Mint
Treasure
Cost: $0*

$1
You may gain this in hand from the Mint pile whenever you play an Inn.
Title: Re: Really bad card ideas
Post by: NoMoreFun on August 09, 2015, 10:55:08 am
Ruined Ruins
Ruins - $0
No text
Title: Re: Really bad card ideas
Post by: NoMoreFun on August 09, 2015, 10:58:19 am
Life
Event - $0
Turn your Journey Token over (it starts face up).
Title: Re: Really bad card ideas
Post by: shmeur on August 09, 2015, 01:31:10 pm
Which? - Action/Attack - $5
+2 Cards
Each other other play gains a Curse card or any other card of your choice.  You must make them guess which card.
Title: Re: Really bad card ideas
Post by: Minotaur on August 09, 2015, 02:34:38 pm
Loan Ranger
Action
Cost: $4

Reveal cards from the top of your deck until you reveal a Treasure.  You may trash the revealed treasure.  Discard the revealed cards.

If you trashed a Treasure, flip over your Journey token.  If you flipped it and it is face up, +5 cards.
Title: Re: Really bad card ideas
Post by: Minotaur on August 10, 2015, 08:24:02 pm
Bake 'er
Cost: $6
Action

Each player trashes a Witch, Sea Hag, Soothsayer, Oracle, or Swamp Hag from their hand or reveals a hand with no such cards.  (You may gain a metaphor for McCarthyism; this has no impact on gameplay.)

"What also floats?"
"A duck!"
Title: Re: Really bad card ideas
Post by: NoMoreFun on August 11, 2015, 08:12:26 am
Angels
Action - $4
If you have a hand consisting of 2 Coppers and 3 Estates, you win.
---
When you gain this, gain a BMX Bandit from the BMX Bandit Pile

BMX Bandit
Action - $0*
Pop a wheelie
(This card is not in the supply, but at the end of the day it's all about results.)
Title: Re: Really bad card ideas
Post by: Minotaur on August 11, 2015, 08:50:01 am
Angels
Action - $4
If you have a hand consisting of 2 Coppers and 3 Estates, you win.
---
When you gain this, gain a BMX Bandit from the BMX Bandit Pile

BMX Bandit
Action - $0*
Pop a wheelie
(This card is not in the supply, but at the end of the day it's all about results.)

I could've done that...
Title: Re: Really bad card ideas
Post by: popsofctown on August 11, 2015, 09:46:45 am
Tweedle-dee
4$ Action
+2 Cards, +1$
_______________
When you buy Tweedle-dee, don't gain Tweedle-dee and gain a Tweedle-dum
_______________
Setup: Add Tweedle-dum to the supply if it is not there.


Tweedle-dum
4$ Action
+1 Card, +2 Actions
________________
When you buy Tweedle-dum, don't gain a Tweedle-dum and gain a Tweedle-dee
________________
Setup: Add Tweedle-dee to the supply if it is not there.

Randomizer card text: NO TAKEBACKS
Title: Re: Really bad card ideas
Post by: Minotaur on August 11, 2015, 05:47:07 pm
Biscuit Levitation
Action
Cost: $2

You may play a Scout from your hand five times.

It only works on biscuits...
Title: Re: Really bad card ideas
Post by: Minotaur on August 12, 2015, 07:31:45 am
Linden Tree
Event
Cost: $5

Each player takes their Scout token.  (Whenever a player plays an Action card while they have their Scout token, they lose the token and the Action card played is played as if it were a Scout.  It continues to be Scout until it leaves play.)

"Well, it's just going to have to smell of come then!"

(Side note:  It's actually this tree that should've been in that sketch, but oh well: https://en.wikipedia.org/wiki/Pyrus_calleryana, see the link after "smell"...)
Title: Re: Really bad card ideas
Post by: Seprix on August 12, 2015, 11:20:10 am
Tweedle-dee
4$ Action
+2 Cards, +1$
_______________
When you buy Tweedle-dee, don't gain Tweedle-dee and gain a Tweedle-dum
_______________
Setup: Add Tweedle-dum to the supply if it is not there.


Tweedle-dum
4$ Action
+1 Card, +2 Actions
________________
When you buy Tweedle-dum, don't gain a Tweedle-dum and gain a Tweedle-dee
________________
Setup: Add Tweedle-dee to the supply if it is not there.

Randomizer card text: NO TAKEBACKS

Two cards for $4? That's pretty good to me.
Title: Re: Really bad card ideas
Post by: Seprix on August 12, 2015, 11:24:12 am
Christopher Columbus
Action- $5

+2 Cards

Each player gains a Scout from the Supply. Gain a Pillage and a copper. (Colombus never did find Gold)

setup: Add Scout next to the Curse pile
Title: Re: Really bad card ideas
Post by: ChocophileBenj on August 13, 2015, 01:32:51 pm
French Army
$5, action victory
Resign the game
--
1789 VP

German Army
$5, action attack duration
Call your opponents sub-humans and do whatever you want, kill them, rape them... but get rid of them, because the chief you put in place yourself  (or maybe your friends) asked so.
The next turn, don't expect your opponents to smile at you.

By the way, today is 08/13 and 1961/08/13 was the day you had the famous Berlin wall... but whatever, I'm personally after "the next turn" with Germans, so don't start an useless debate
Title: Re: Really bad card ideas
Post by: Minotaur on August 13, 2015, 01:36:07 pm
French Army
$5, action victory
Resign the game
--
1789 VP

German Army
$5, action attack duration
Call your opponents sub-humans and do whatever you want, kill them, rape them... but get rid of them, because the chief you put in place yourself  (or maybe your friends) asked so.
The next turn, don't expect your opponents to smile at you.

By the way, today is 08/13 and 1961/08/13 was the day you had the famous Berlin wall... but whatever, I'm personally after "the next turn" with Germans, so don't start an useless debate

http://www.tentimesone.com/if-world-war-one-was-a-bar-fight/

Evil wins because good is dumb... No, wait.  Everyone is dumb and evil?  Spaceballs was wrong?
Title: Re: Really bad card ideas
Post by: singletee on August 14, 2015, 03:33:10 pm
Lost Rats
Event
Cost: $6

Move your Swarm token to an Action Supply pile (when you play a card from that pile, you first gain a copy of it and trash a card from your hand).
Title: Re: Really bad card ideas
Post by: Minotaur on August 14, 2015, 03:46:30 pm
Rat Harem
Victory-Treasure
Cost: $5

$1
Trash a card from your hand that does not have "Rat" in its name.  Gain a Rat Harem.
------
1 VP
When you trash this, +1 card
Title: Re: Really bad card ideas
Post by: belugawhale on August 18, 2015, 11:26:16 am
Landfill - Action (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)

Look through your discard pile. You may trash up to two cards from your discard pile.
___________________________
While this is in play, when you trash a card, put it in your hand.



A *few* cards completely break this concept...
Title: Re: Really bad card ideas
Post by: Asper on August 18, 2015, 01:38:04 pm
Whine Merchant, Action, $5
+$4
-1 Buy
You may complain that this card sucks.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on August 19, 2015, 04:22:06 am
Lost Rats
Event
Cost: $6

Move your Swarm token to an Action Supply pile (when you play a card from that pile, you first gain a copy of it and trash a card from your hand).

Lost Rats V2
Event
Cost: $6

Move your Rats token to an Action Supply pile (after you have played a card from that pile, gain a copy of it and trash a card from your hand that isn't a copy of it (or reveal a hand full of such cards) ; when you trash such a card, +1 card.
Title: Re: Really bad card ideas
Post by: Asper on August 19, 2015, 05:32:28 am
Lost Rats
Event
Cost: $6

Move your Swarm token to an Action Supply pile (when you play a card from that pile, you first gain a copy of it and trash a card from your hand).

Lost Rats V2
Event
Cost: $6

Move your Rats token to an Action Supply pile (after you have played a card from that pile, gain a copy of it and trash a card from your hand that isn't a copy of it (or reveal a hand full of such cards) ; when you trash such a card, +1 card.

Lost Rats V3
+2 Cards
+2 Actions
----
When you gain this, each other player gains a Lost Rats.
Title: Re: Really bad card ideas
Post by: Minotaur on August 19, 2015, 05:41:12 am
Lost Rats v5

Survivng notes indicate that this card and v4 are the same, with the exception that this one costs $1 more.  Unfortunately, this is all that is known.
Title: Re: Really bad card ideas
Post by: Minotaur on August 19, 2015, 08:53:35 pm
Lost Guide
Action
Cost: $3

+1 Action
Reveal the top 4 cards of your deck.  Place the revealed Victory cards into your hand and put the rest back in any order.
Title: Re: Really bad card ideas
Post by: Seprix on August 19, 2015, 09:43:46 pm
Lost Lost
Action $5

Complain how each subsequent season of Lost sucked and how terrible the finale was. If you do, +$(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png).
Title: Re: Really bad card ideas
Post by: ancientcampus on August 19, 2015, 10:14:10 pm
Lost Rats V3
+2 Cards
+2 Actions
----
When you gain this, each other player gains a Lost Rats.
Whelp, there goes the pile.


My reaction:
Lost Rats actually looks like fun.
Rat Harem made me choke on my beverage.
Title: Re: Really bad card ideas
Post by: Minotaur on August 19, 2015, 10:21:33 pm
My reaction:
Lost Rats actually looks like fun.
Rat Harem made me choke on my beverage.

So funny you forgot to upvote?   :'(
Title: Re: Really bad card ideas
Post by: Seprix on August 19, 2015, 10:25:37 pm
My reaction:
Lost Rats actually looks like fun.
Rat Harem made me choke on my beverage.

So funny you forgot to upvote?   :'(

Upvote Harem
Action $(http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png)

Beg for upvotes. If you do, gain 8 Provinces.
Title: Re: Really bad card ideas
Post by: Asper on August 20, 2015, 09:16:48 pm
Lost Rats V3
+2 Cards
+2 Actions
----
When you gain this, each other player gains a Lost Rats.
Whelp, there goes the pile.


My reaction:
Lost Rats actually looks like fun.
Rat Harem made me choke on my beverage.

That was intentional. The thread is too much about mildly entertaining card name puns and too little about actual bad card ideas. Especially the "Ruined Xyz" jokes make me feel this thread should be split up. Whenever i come here hoping to see cards with a hidden design flaw, all i see are things like "Jack of all Trading Posts", "Contrafeit" or "Count House". Not that i mind others enjoying that kind of joke, but the thread is swamped with them. And yes, i realize i'm guilty myself.

/rant

Edit: Uh, i guess that i did what i'm complaining about with my last post before that. Guilty indeed. Still i think it's rather different from the thread's premise.
Title: Re: Really bad card ideas
Post by: belugawhale on August 21, 2015, 12:00:53 am
The thread is too much about mildly entertaining card name puns and too little about actual bad card ideas. Especially the "Ruined Xyz" jokes make me feel this thread should be split up. Whenever i come here hoping to see cards with a hidden design flaw, all i see are things like "Jack of all Trading Posts", "Contrafeit" or "Count House". Not that i mind others enjoying that kind of joke, but the thread is swamped with them. And yes, i realize i'm guilty myself.
/rant

Landfill - Action (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)

Look through your discard pile. You may trash up to two cards from your discard pile.
___________________________
While this is in play, when you trash a card, put it in your hand.
Title: Re: Really bad card ideas
Post by: shmeur on August 21, 2015, 02:41:06 am
Landfill actually looks cool.  Both the top and bottom are interesting mechanics that would be fun used separately.

EDIT: okay not the bottom part because I realized how broken it is with so many card combos.
The top tho
Title: Re: Really bad card ideas
Post by: Asper on August 21, 2015, 09:29:57 am
Landfill actually looks cool.  Both the top and bottom are interesting mechanics that would be fun used separately.

EDIT: okay not the bottom part because I realized how broken it is with so many card combos.
The top tho

Mining Village seems nice, to say the least.
Title: Re: Really bad card ideas
Post by: shmeur on August 21, 2015, 10:04:22 am
Landfill actually looks cool.  Both the top and bottom are interesting mechanics that would be fun used separately.

EDIT: okay not the bottom part because I realized how broken it is with so many card combos.
The top tho

Mining Village seems nice, to say the least.

Procession + Landfill.
Title: Re: Really bad card ideas
Post by: Asper on August 21, 2015, 10:12:53 am
Landfill actually looks cool.  Both the top and bottom are interesting mechanics that would be fun used separately.

EDIT: okay not the bottom part because I realized how broken it is with so many card combos.
The top tho

Mining Village seems nice, to say the least.

Procession + Landfill.

That's not as crazy as Mining Village, actually :P
Sure Procession's powerful, but you're going to run out of Processions to play sooner or later. Meanwhile, you can play the same single Mining Village  unlimited times for unlimited cards, unlimited actions and unlimited money.
Title: Re: Really bad card ideas
Post by: iguanaiguana on August 21, 2015, 10:22:13 am
Lost Rats V3
+2 Cards
+2 Actions
----
When you gain this, each other player gains a Lost Rats.
Whelp, there goes the pile.


My reaction:
Lost Rats actually looks like fun.
Rat Harem made me choke on my beverage.

That was intentional. The thread is too much about mildly entertaining card name puns and too little about actual bad card ideas. Especially the "Ruined Xyz" jokes make me feel this thread should be split up. Whenever i come here hoping to see cards with a hidden design flaw, all i see are things like "Jack of all Trading Posts", "Contrafeit" or "Count House". Not that i mind others enjoying that kind of joke, but the thread is swamped with them. And yes, i realize i'm guilty myself.

/rant

Edit: Uh, i guess that i did what i'm complaining about with my last post before that. Guilty indeed. Still i think it's rather different from the thread's premise.

Ruined thread - Action: cost 0
+1 post
Title: Re: Really bad card ideas
Post by: Erick648 on August 21, 2015, 12:49:34 pm
That was intentional. The thread is too much about mildly entertaining card name puns and too little about actual bad card ideas. Especially the "Ruined Xyz" jokes make me feel this thread should be split up. Whenever i come here hoping to see cards with a hidden design flaw, all i see are things like "Jack of all Trading Posts", "Contrafeit" or "Count House". Not that i mind others enjoying that kind of joke, but the thread is swamped with them. And yes, i realize i'm guilty myself.
The sort of thread you're discussing actually already exists here (http://forum.dominionstrategy.com/index.php?topic=9414.0) (amusingly, the second post in that thread proposes merging it into this one, and the response to that post basically discusses the difference between parody cards and RBCIs, making much the same point as you).

I'm guessing you're wanting something more like this:
Friar
$3 - Action - Reserve
Put this on your Tavern mat.
-------------------------------------------------------
When you play a card, you may call this, to name a card.  Each time a card with that name is discarded during Clean-up, you may trash it.

Consider the implications with Caravan Guard.
Title: Re: Really bad card ideas
Post by: Minotaur on August 21, 2015, 01:43:40 pm
That was intentional. The thread is too much about mildly entertaining card name puns and too little about actual bad card ideas. Especially the "Ruined Xyz" jokes make me feel this thread should be split up. Whenever i come here hoping to see cards with a hidden design flaw, all i see are things like "Jack of all Trading Posts", "Contrafeit" or "Count House". Not that i mind others enjoying that kind of joke, but the thread is swamped with them. And yes, i realize i'm guilty myself.
The sort of thread you're discussing actually already exists here (http://forum.dominionstrategy.com/index.php?topic=9414.0) (amusingly, the second post in that thread proposes merging it into this one, and the response to that post basically discusses the difference between parody cards and RBCIs, making much the same point as you).

I'm guessing you're wanting something more like this:
Friar
$3 - Action - Reserve
Put this on your Tavern mat.
-------------------------------------------------------
When you play a card, you may call this, to name a card.  Each time a card with that name is discarded during Clean-up, you may trash it.

Consider the implications with Caravan Guard.

Do you intend to move a token around, or do you intend to just amass a huge list of cards that you want to kill?  And does this mean that players now have to reveal their hands as they discard in the clean up phase?
Title: Re: Really bad card ideas
Post by: popsofctown on August 21, 2015, 04:43:16 pm
Drier
3$ - Action
Put this on your tavern mat
_________________________
Whenever you call this, you may name a card. 
Whenever you name this card, you may trash it.

Enticing Treasure
22$ - Treasure
This costs 1$ less for each card in you deck and discard pile.

Gift Certificate
2$ - Treasure
When you play this, you may trash it.  You may gain a Gift Certificate
_____________________________________
When you trash this, gain a Gift Certificate from the supply or trash pile.

Rift
3$ - Action
Any player may exchange Rift with the top card of his deck immediately.  That card is now in play, it has not been played.

Venturer
3$ - Action
+1 Action
Reveal cards from the top of your deck until you reveal a Treasure card.  Put that card into your hand.  Discard the other revealed cards.

Magister
2$ - Action
+2$
You may look through your discard pile.
You may exchange your deck and discard pile.
You may look through your discard pile.
You may exchange your deck and discard pile.
Put your deck into your discard pile.

White Market
3$ - Action
+2$
You may buy a card from the supply.

Roanoke Ship
4$ - Action
Now and when the game ends: +4$.

Title: Re: Really bad card ideas
Post by: Minotaur on August 21, 2015, 07:58:44 pm
Sequel
Action
Cost: $3

This card does the same thing as all the other Action cards already in play, only not as good as any of them.


Reboot
Action
Cost: $7

This card is a lot shinier than an Action card of your choice played earlier this turn, but everyone is pretty tired of it already.  Gain a Sequel in hand.
If you are out of Actions, +1 Action.
Title: Re: Really bad card ideas
Post by: eHalcyon on August 22, 2015, 01:46:08 pm
Reboot
$5 - Action
Place the Game Cube on random pile in the Kingdom (use the randomizers).  Each player may choose to enter the Game Cube.  Participants must play a separate cooperative game (chosen from among other games available to players).  If they do not win that Game, the pile with the Game Cube is trashed and the participating players are eliminated.
Title: Re: Really bad card ideas
Post by: shmeur on August 22, 2015, 04:32:08 pm
Drier
3$ - Action
Put this on your tavern mat
_________________________
Whenever you call this, you may name a card. 
Whenever you name this card, you may trash it.

Enticing Treasure
22$ - Treasure
This costs 1$ less for each card in you deck and discard pile.

Gift Certificate
2$ - Treasure
When you play this, you may trash it.  You may gain a Gift Certificate
_____________________________________
When you trash this, gain a Gift Certificate from the supply or trash pile.

Rift
3$ - Action
Any player may exchange Rift with the top card of his deck immediately.  That card is now in play, it has not been played.

Venturer
3$ - Action
+1 Action
Reveal cards from the top of your deck until you reveal a Treasure card.  Put that card into your hand.  Discard the other revealed cards.

Magister
2$ - Action
+2$
You may look through your discard pile.
You may exchange your deck and discard pile.
You may look through your discard pile.
You may exchange your deck and discard pile.
Put your deck into your discard pile.

White Market
3$ - Action
+2$
You may buy a card from the supply.

Roanoke Ship
4$ - Action
Now and when the game ends: +4$.
Magister is a cheaper Chancellor?
White Market isn't that bad.
Title: Re: Really bad card ideas
Post by: popsofctown on August 22, 2015, 05:31:03 pm
Magister is functionally different from Chancellor because you get to look through your discard pile and ascertain your own deck state even if you've forgotten.  Chancellor doesn't let you do that.

I'm stating that as an observation, not that it was some sort of intent or purpose to the card.
Title: Re: Really bad card ideas
Post by: Asper on August 22, 2015, 06:16:58 pm
White Market isn't that bad.

White Market is strictly worse than Woodcutter since the introduction of Events.
Title: Re: Really bad card ideas
Post by: Ghacob on August 22, 2015, 06:19:49 pm
White Market isn't that bad.

White Market is strictly worse than Woodcutter since the introduction of Events.

Edge case: Storyteller
Title: Re: Really bad card ideas
Post by: Deadlock39 on August 22, 2015, 07:14:32 pm
White Market isn't that bad.

White Market is strictly worse than Woodcutter since the introduction of Events.

Except it's not because you get to buy a card during your action phase and potentially use it that turn, which can be way better than a buy. 

If you have your +1 action, +1 coin, and +1 card token on White Market, two in your hand and an empty deck, you can drain the pile all Rats/Fortress-like.
Title: Re: Really bad card ideas
Post by: Marcory on August 22, 2015, 10:26:01 pm
Plus it lets you play your treasures during your hand, which is great for Draw-to-X cards, Poor House, Tactician, Minion, maybe Storyteller, etc.

It's actually almost strictly superior to Woodcutter (edge case--you plan on drawing more treasures during your turn, and need to play White Market now for some reason, such as Golem).
Title: Re: Really bad card ideas
Post by: Minotaur on August 23, 2015, 04:19:18 am
White Market should probably be worded exactly like Black Market (except without the stuff about the Black Market deck of course).  It's still a RBCI because of possible weird combos, but I'd be in favor of a buff letting you play treasures anyway.
Title: Re: Really bad card ideas
Post by: Minotaur on August 23, 2015, 07:51:43 am
Blue Market
Action
Cost: $5

+1 Card
+1 Action
+P
+1 Buy


Green Market
Action
Cost: $7

+1 Card
+1 Action
+1 VP
+1 Buy

Orange Market
Action-Duration
Cost: $6

+1 Card
+1 Action
Now and at the start of your next turn:
+$1
+1 Buy
Title: Re: Really bad card ideas
Post by: AJD on August 23, 2015, 11:57:30 am
Blue Market

(http://wiki.dominionstrategy.com/images/f/f1/Market_Square.jpg)
Title: Re: Really bad card ideas
Post by: Minotaur on August 23, 2015, 12:23:25 pm
Blue Market

(http://wiki.dominionstrategy.com/images/f/f1/Market_Square.jpg)

Augh!  No, the OTHER one!  *quits*
Title: Re: Really bad card ideas
Post by: Korloctica on August 23, 2015, 09:54:17 pm
Forest Fire
Action-Attack
$5
Every other player may reveal their hand and trash the most expensive card in their hand, or gain 3 curses, their choice.
Title: Re: Really bad card ideas
Post by: Minotaur on August 23, 2015, 09:55:44 pm
Magpie Square
Action
Cost: $5

+1 Card
+1 Action
Reveal the top card of your deck.  If it is not a treasure, gain a Magpie Square.  If it is a treasure, trash it and gain a Gold in hand.
Title: Re: Really bad card ideas
Post by: Marcory on August 23, 2015, 10:09:24 pm
Edroh  Treasure $6

Worth 2 Coins
_____________
When you buy a Gold, gain a Victory Card.

Title: Re: Really bad card ideas
Post by: Minotaur on August 23, 2015, 11:05:47 pm
New template uguyz!

Star
Action
Cost: $2

+1 Card
+1 Action
Trash this card.  Gain a card from the trash which is not a Star.
Title: Re: Really bad card ideas
Post by: Minotaur on August 23, 2015, 11:07:36 pm
Tuocs
Action
Cost: $5

+1 Action
Reveal the top four cards of your deck.  Put the revealed Victory cards on top of your deck in any order, and put the others in your hand.

The Tuoc race is known for its large size, voracious appetite, and disdain for managing real estate.
Title: Re: Really bad card ideas
Post by: Minotaur on August 23, 2015, 11:35:59 pm
Secret Market
Action
Cost: $5

+3 Cards
+1 Action
+1 Buy
Place two cards from your hand on top of your deck in either order.
Title: Re: Really bad card ideas
Post by: Minotaur on August 24, 2015, 03:12:31 am
Draoh  Treasure $6

Worth 2 Coins
_____________
When you buy a Gold, gain a Victory Card.

FTFY.  ("Horde" is the fan card that gains Attack cards.)
Title: Re: Really bad card ideas
Post by: Marcory on August 24, 2015, 10:26:29 am
Hoarder $2 Action-Duration

Now and at the start of each turn this is in play:
Gain an Estate and a Copper.
__________________
This stays in play for the rest of the game. Setup: add 12 more Estates to the Supply.
Title: Re: Really bad card ideas
Post by: Minotaur on August 24, 2015, 06:43:27 pm
I just realized that I made my first Scout joke that wasn't about Scout sucking.
Title: Re: Really bad card ideas
Post by: Minotaur on August 24, 2015, 09:08:59 pm
Hoarder $2 Action-Duration

Now and at the start of each turn this is in play:
Gain an Estate and a Copper.
__________________
This stays in play for the rest of the game. Setup: add 12 more Estates to the Supply.

Personal foul.  Fishing too hard for a "combos with Scout" joke.  Five yard penalty.  Repeat 2nd down.
Title: Re: Really bad card ideas
Post by: shmeur on August 25, 2015, 08:09:03 pm
Wherehouse - Action - $3
-1 Action
Put 3 cards from your hand on top of your deck.
Put 3 cards from your discard pile into your hand.

Pore House - Action - $1
-$4
Reveal your hand.  +$1 for every Treasure card in your hand (minimum of 0).
Title: Re: Really bad card ideas
Post by: Minotaur on August 25, 2015, 08:34:46 pm
Rallec
Action
Cost: $4P

+1 Action
Draw your discard pile and discard an equal number of cards.

The great mage Rallec wasn't much of a morning person.  He did his best work in the early evening, when most of the day's actions had been discarded.
Title: Re: Really bad card ideas
Post by: Seprix on August 25, 2015, 08:36:34 pm
Hoarder $2 Action-Duration

Now and at the start of each turn this is in play:
Gain an Estate and a Copper.
__________________
This stays in play for the rest of the game. Setup: add 12 more Estates to the Supply.

Personal foul.  Fishing too hard for a "combos with Scout" joke.  Five yard penalty.  Repeat 2nd down.

I was looking for a video of a referee getting booed, but all I saw was this ex-Raiders exec hoping the first female referee gets booed off the field. That sure killed my jocular mood.
Title: Re: Really bad card ideas
Post by: RelzeriZynx on August 25, 2015, 09:17:48 pm
Rage $0 Action-Attack

Choose one: Trash your hand, trash your discard, or trash your deck.
Every other player does the same.

Title: Re: Really bad card ideas
Post by: Minotaur on August 25, 2015, 10:02:41 pm
Rage $0 Action-Attack

Choose one: Trash your hand, trash your discard, or trash your deck.
Every other player does the same.

Aw, I was thinking more like,

"Flip the table.  If it is a two-player game, you lose.  If there are more than two players, you forfeit, and the other players start over with the same kingdom".

I guess maybe it's more of an omnipresent event-reaction costing $0, but still.
Title: Re: Really bad card ideas
Post by: MetaSkipper on August 28, 2015, 12:17:41 pm
Lucky Seven - $7
Treasure
If you have exactly $7 in play, +$7.
Title: Re: Really bad card ideas
Post by: Witherweaver on August 28, 2015, 12:34:48 pm
Lucky Seven - $7
Treasure
If you have exactly $7 in play, +$7.

Gets progressively worse when stacked!
Title: Re: Really bad card ideas
Post by: Awaclus on August 28, 2015, 12:35:53 pm
Lucky Seven - $7
Treasure
If you have exactly $7 in play, +$7.

Gets progressively worse when stacked!

Unless you combine it with Black Market and Poor House.
Title: Re: Really bad card ideas
Post by: Minotaur on August 28, 2015, 05:13:52 pm
Lucky Seven - $7
Treasure
If you have exactly $7 in play, +$7.

This should at least grant +1 buy...
Title: Re: Really bad card ideas
Post by: Axxle on August 28, 2015, 06:38:36 pm
*points at thread title*
Title: Re: Really bad card ideas
Post by: Minotaur on August 28, 2015, 08:10:18 pm
Lucky Seven - $7
Treasure
If you have exactly $7 in play, +$7.

This should at least grant +1 buy+7 buys...

FTFM.
Title: Re: Really bad card ideas
Post by: MetaSkipper on August 29, 2015, 12:02:47 am
Arsonist - $3
Action
Trash a non-Treasure type card from your hand. If you do, gain a Curse and Copper into your hand.
Title: Re: Really bad card ideas
Post by: Marcory on August 29, 2015, 01:22:19 am
***note that the exchanges on this Degenerate Traveler sequence are mandatory

Wastrel Action-Traveler $6

+1 Card
+2 Actions

Trash up to 3 cards from your hand.
--------------
When you discard this from play, exchange it for a Spendthrift.

Spendthrift Action-Traveler $5*

+$5
Take your -1 Card token. While this is in play, when you gain a card, gain a Copper.
________________
This is not in the Supply. When you discard this from play, exchange it for a Ne'er Do Well.

Ne'er Do Well Action-Traveler $4*

Discard two cards from your hand. If you do, +5 cards.
________________
This is not in the Supply. When you discard this from play, exchange it for a Drunkard.

Drunkard Action-Traveler $3*

Reveal cards from the top of your deck until you reveal two Action cards. Play them in either order.
Gain two Potions.
________________
This is not in the Supply. When you discard this from play, exchange it for a Junkie.

Junkie
Action-Traveler $2*

+1 Card
+1 Buy
Gain a Curse.
____________________
When you trash this, put it on top of your deck.
Title: Re: Really bad card ideas
Post by: Minotaur on August 29, 2015, 06:01:44 am
A $6 card you're never going to buy?  Needs a gainer...

Wretched Hive of Scum and Villainy
Action-Duration
Cost: $5

At the start of each turn for the rest of the game:

+$1, +1 Buy.  Turn over your Journey token.  If it is face up, gain a Wastrel.
Title: Re: Really bad card ideas
Post by: Seprix on August 29, 2015, 11:24:17 am
That's cute. A powerful card with diminishing effects. I feel like that such a card should be kept track of via a cool system I thought of.

If you have less than 3 Coppers, do X good thing. If you have less than 6 Coppers, do X not as good thing. And finally it goes down to the card gaining a curse and a copper oand something nefarious, such as discarding down to 4 or 3 cards in your hand. A cute tally system would be as follows:

'If you play this card, set aside a copper from the supply onto your OP-At-First Mat. These are the coppers you will be counting.'

see how great of an idea this is? lololololol
Title: Re: Really bad card ideas
Post by: Witherweaver on August 29, 2015, 11:52:46 am
A $6 card you're never going to buy?  Needs a gainer...

*points to Axxle's comment*
Title: Re: Really bad card ideas
Post by: MetaSkipper on September 10, 2015, 04:59:54 pm
Delusions of Grandeur - $4
Action
Gain a Province into your hand. At the end of your turn, return a Province from your hand to the supply (or reveal a hand with no Province).
Title: Re: Really bad card ideas
Post by: pst on September 10, 2015, 07:36:42 pm
Delusions of Grandeur - $4
Action
Gain a Province into your hand. At the end of your turn, return a Province from your hand to the supply (or reveal a hand with no Province).

Maybe one shouldn't criticize cards in this thread, because there is always the "yes, I told you it was a bad idea" defence, but I still think it would be more interesting with "at the start of your Clean-Up Phase" instead of "at the end of your turn".
Title: Re: Really bad card ideas
Post by: MetaSkipper on September 10, 2015, 08:02:43 pm
Delusions of Grandeur - $4
Action
Gain a Province into your hand. At the end of your turn, return a Province from your hand to the supply (or reveal a hand with no Province).

Maybe one shouldn't criticize cards in this thread, because there is always the "yes, I told you it was a bad idea" defence, but I still think it would be more interesting with "at the start of your Clean-Up Phase" instead of "at the end of your turn".

Remind me what the functional difference is?
Title: Re: Really bad card ideas
Post by: LibraryAdventurer on September 10, 2015, 08:42:44 pm
Delusions of Grandeur - $4
Action
Gain a Province into your hand. At the end of your turn, return a Province from your hand to the supply (or reveal a hand with no Province).

Maybe one shouldn't criticize cards in this thread, because there is always the "yes, I told you it was a bad idea" defence, but I still think it would be more interesting with "at the start of your Clean-Up Phase" instead of "at the end of your turn".

Remind me what the functional difference is?
Technically, at the end of your turn, you've already discarded your hand for that turn and drawn your hand for the next turn. So the province you gained with this card wouldn't still be in your hand at the end of your turn. The start of your clean-up phase is right after you finish buying stuff (and resolving any on-buy/on-gain effects).
Title: Re: Really bad card ideas
Post by: MetaSkipper on September 10, 2015, 10:17:56 pm
Delusions of Grandeur - $4
Action
Gain a Province into your hand. At the end of your turn, return a Province from your hand to the supply (or reveal a hand with no Province).

Maybe one shouldn't criticize cards in this thread, because there is always the "yes, I told you it was a bad idea" defence, but I still think it would be more interesting with "at the start of your Clean-Up Phase" instead of "at the end of your turn".

Remind me what the functional difference is?
Technically, at the end of your turn, you've already discarded your hand for that turn and drawn your hand for the next turn. So the province you gained with this card wouldn't still be in your hand at the end of your turn. The start of your clean-up phase is right after you finish buying stuff (and resolving any on-buy/on-gain effects).

That's what I meant. Otherwise, it'd be too easy to dodge the return.

Delusions of Grandeur - $4
Action
Gain a Province into your hand. At the start of your clean-up phase, return a Province from your hand to the supply (or reveal a hand with no Province).
Title: Re: Really bad card ideas
Post by: Minotaur on September 11, 2015, 12:50:11 am
I like how this new card doesn't combo with Scout.
Title: Re: Really bad card ideas
Post by: MetaSkipper on September 13, 2015, 02:18:02 am
Blue Balls Seven - $7
Treasure
When you play this card, if you have exactly $7 in play, $1. Otherwise, while this is in play, your $ is set to $7, regardless of all other modifiers.

...For humor's sake, how does playing two of these cards resolve?
Title: Re: Really bad card ideas
Post by: Minotaur on September 13, 2015, 09:36:21 am
Blue Balls Seven - $7
Treasure
When you play this card, if you have exactly $7 in play, $1. Otherwise, while this is in play, your $ is set to $7, regardless of all other modifiers.

...For humor's sake, how does playing two of these cards resolve?

I think since the first one is still in play, you get your $8, but it immediately becomes $7.  But if you Procession it, I'm not so sure.  I guess it would constantly check itself to see whether it's in play, so it would check before Procession had a chance to trash it.

The real thing to do is to spam +buys, though.  Nothing fancy - just Market Square or maybe some Squires and/or Goons.
Title: Re: Really bad card ideas
Post by: Eran of Arcadia on September 14, 2015, 11:49:26 am
Blue Balls Seven - $7
Treasure
When you play this card, if you have exactly $7 in play, $1. Otherwise, while this is in play, your $ is set to $7, regardless of all other modifiers.

...For humor's sake, how does playing two of these cards resolve?

I think since the first one is still in play, you get your $8, but it immediately becomes $7.  But if you Procession it, I'm not so sure.  I guess it would constantly check itself to see whether it's in play, so it would check before Procession had a chance to trash it.

The real thing to do is to spam +buys, though.  Nothing fancy - just Market Square or maybe some Squires and/or Goons.

You mean Counterfeit?
Title: Re: Really bad card ideas
Post by: Minotaur on September 14, 2015, 12:02:21 pm
Blue Balls Seven - $7
Treasure
When you play this card, if you have exactly $7 in play, $1. Otherwise, while this is in play, your $ is set to $7, regardless of all other modifiers.

...For humor's sake, how does playing two of these cards resolve?

I think since the first one is still in play, you get your $8, but it immediately becomes $7.  But if you Procession it, I'm not so sure.  I guess it would constantly check itself to see whether it's in play, so it would check before Procession had a chance to trash it.

The real thing to do is to spam +buys, though.  Nothing fancy - just Market Square or maybe some Squires and/or Goons.

You mean Counterfeit?

Now that I've thought about your comment a bit, yeah.  That would trim the deck really well, and it's non-terminal.  Market Square would still be fine, but Goons would have a problem.  With a nice Village, Goons might still be worth it because it's Goons, but it depends.
Title: Re: Really bad card ideas
Post by: GendoIkari on September 14, 2015, 01:14:06 pm
Blue Balls Seven - $7
Treasure
When you play this card, if you have exactly $7 in play, $1. Otherwise, while this is in play, your $ is set to $7, regardless of all other modifiers.

...For humor's sake, how does playing two of these cards resolve?

I think since the first one is still in play, you get your $8, but it immediately becomes $7.  But if you Procession it, I'm not so sure.  I guess it would constantly check itself to see whether it's in play, so it would check before Procession had a chance to trash it.

The real thing to do is to spam +buys, though.  Nothing fancy - just Market Square or maybe some Squires and/or Goons.

You mean Counterfeit?

Now that I've thought about your comment a bit, yeah.  That would trim the deck really well, and it's non-terminal.  Market Square would still be fine, but Goons would have a problem.  With a nice Village, Goons might still be worth it because it's Goons, but it depends.

No, he meant did you mean Counterfeit (http://wiki.dominionstrategy.com/index.php/Counterfeit) instead of Procession (http://wiki.dominionstrategy.com/index.php/Procession). This is a treasure, not an action.
Title: Re: Really bad card ideas
Post by: Minotaur on September 14, 2015, 02:10:19 pm
Oh, right.  Whoops.  X-P
Title: Re: Really bad card ideas
Post by: RelzeriZynx on September 16, 2015, 11:41:03 pm
Mint
Action - Treasure: $2

-$3
---
Whenever you buy a card this turn, + 1 buy, +$1
Title: Re: Really bad card ideas
Post by: Ghacob on September 17, 2015, 09:15:38 am
Mint
Action - Treasure: $2

-$3
---
Whenever you buy a card this turn, + 1 buy, +$1

Quote
Each standalone set comes with 60 Copper cards, which means a game will have 60 Coppers minus 7 for each player in the game (46 for a 2-player game).
Title: Re: Really bad card ideas
Post by: Awaclus on September 17, 2015, 09:41:47 am
Mint
Action - Treasure: $2

-$3
---
Whenever you buy a card this turn, + 1 buy, +$1

Quote
Each standalone set comes with 60 Copper cards, which means a game will have 60 Coppers minus 7 for each player in the game (46 for a 2-player game).

That's why it's a really bad card idea.
Title: Re: Really bad card ideas
Post by: Minotaur on September 17, 2015, 10:23:45 am
Mint 2.0 is good because it isn't a magical device that creates duplicates material resources.  It creates a currency spike that mires your deck in a state of inflation afterward.

Not that it's a balanced card at all. You probably just want to play it once with two Highways and only one player gets to play one at all.  But it's thematically closer to the real thing.
Title: Re: Really bad card ideas
Post by: Awaclus on September 17, 2015, 10:32:09 am
Mint 2.0 is good because it isn't a magical device that creates duplicates material resources.  It creates a currency spike that mires your deck in a state of inflation afterward.

Not that it's a balanced card at all. You probably just want to play it once with two Highways and only one player gets to play one at all.  But it's thematically closer to the real thing.

You don't even need Highways. Just buy out the Copper pile and the Curse pile and you have $53 already, and that is enough to empty the Estates and buy 6 Provinces.
Title: Re: Really bad card ideas
Post by: singletee on September 17, 2015, 10:40:55 am
Mint 2.0 is good because it isn't a magical device that creates duplicates material resources.  It creates a currency spike that mires your deck in a state of inflation afterward.

Not that it's a balanced card at all. You probably just want to play it once with two Highways and only one player gets to play one at all.  But it's thematically closer to the real thing.

You don't even need Highways. Just buy out the Copper pile and the Curse pile and you have $53 already, and that is enough to empty the Estates and buy 6 Provinces.

But you still only have one buy. Now, play two Mint2.0s, then you have something.
Title: Re: Really bad card ideas
Post by: Minotaur on September 17, 2015, 10:42:30 am
Mint 2.0 is good because it isn't a magical device that creates duplicates material resources.  It creates a currency spike that mires your deck in a state of inflation afterward.

Not that it's a balanced card at all. You probably just want to play it once with two Highways and only one player gets to play one at all.  But it's thematically closer to the real thing.

You don't even need Highways. Just buy out the Copper pile and the Curse pile and you have $53 already, and that is enough to empty the Estates and buy 6 Provinces.

Ok, so maybe it's balanced a bit more for 4-player Prosperity games.  Then you can't just one-shot the top pile so hard that there's not enough VP left to catch up.

Also, combos with Goons.  X-P
Title: Re: Really bad card ideas
Post by: Awaclus on September 17, 2015, 10:45:32 am
But you still only have one buy.

You have essentially unlimited buys, because you get another buy whenever you spend one.

Ok, so maybe it's balanced a bit more for 4-player Prosperity games.  Then you can't just one-shot the top pile so hard that there's not enough VP left to catch up.

You can still end it on piles.
Title: Re: Really bad card ideas
Post by: singletee on September 17, 2015, 10:51:19 am
You have essentially unlimited buys, because you get another buy whenever you spend one.

Oh, right, I forgot you'll get the bonus when buying the stuff you actually want too.
Title: Re: Really bad card ideas
Post by: Minotaur on September 17, 2015, 11:00:10 am
I'm assuming you'd have to play $3 on the same turn as Mint in order to "afford" your first copper.  I guess that consideration aside, we can agree that Mint auto-wins for whomever plays it first on a three-pile ending (Estates, Coppers, Curses, and as many Duchies/Provinces/Colonies as you can afford).

So this card has earned its RBCI badge.
Title: Re: Really bad card ideas
Post by: Marcory on September 23, 2015, 11:49:03 pm
Insult to Injury Victory $8*

At the end of the game, if you have more of the most expensive Victory card in the Supply than any other player, this is worth as many VP as that card.
----------------
If Colonies are in the Supply, this costs $11

Engineer Action $5

If you have already played 7 or more Actions this turn, +6 Actions and draw up to 10 cards.

Hedge Fund Treasure-Duration $7

Now and at the start of each turn for the rest of the game: place an Interest token on your Interest mat. +$2 for each token on your Interest mat.
---------------------
You may not play this unless you have at least 10 other Treasures in play.


Title: Re: Really bad card ideas
Post by: singletee on September 25, 2015, 01:26:49 pm
Judas
Action - Attack
Cost: $6

Each other player trashes a Teacher from his hand or reveals a hand with no Teacher. If a Teacher was trashed in this way, gain 30 Silvers and a Curse.
Title: Re: Really bad card ideas
Post by: Witherweaver on September 25, 2015, 01:30:05 pm
Judas
Action - Attack
Cost: $6

Each other player trashes a Teacher from his hand or reveals a hand with no Teacher. If a Teacher was trashed in this way, gain 30 Silvers and a Curse.

For the sake of the nation, this Teacher must die.
Title: Re: Really bad card ideas
Post by: Minotaur on September 25, 2015, 04:31:02 pm
The Stuff No One Takes Literally
Action
Cost: $5

You may play an Attack card from your hand.  For each time that attack causes a player to discard a card, that player discards another card, and for each Curse, Ruins, or Copper the attack causes a player to gain, that player gains another Curse, Ruins or Copper (respectively).  If you played an attack card, each playher reveals their hand, and you may ask for any number of the revealed cards.  Those players may pass you the cards that you asked for, or they can go to hell.  Each player who is not in hell gets +3 VP.
Title: Re: Really bad card ideas
Post by: markusin on September 25, 2015, 07:32:27 pm
Bag of Holding
Action - Duration - 0*

At the start of each of your turns for the rest of the game, put all cards in your hand, discard pile, and deck on your Bag of Holding mat. Cards on the Bag of Holding mat can be played as if they were in your hand. (This is not in the Supply.)
----------
Setup: Each player adds a Bag of Holding to their starting hand.
Title: Re: Really bad card ideas
Post by: RelzeriZynx on September 27, 2015, 06:38:48 am
Exploit
Action - Duration - Reaction
(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)
Now, and for the rest of the game, when any player gains a card, gain a copy of that card. If you do, +1 Card, +1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/12px-VP.png)
Title: Re: Really bad card ideas
Post by: RelzeriZynx on September 27, 2015, 06:42:24 am
Judas
Action - Attack
Cost: $6

Each other player trashes a Teacher from his hand or reveals a hand with no Teacher. If a Teacher was trashed in this way, gain 30 Silvers and a Curse.

For the sake of the nation, this Teacher must die.

Why?
Title: Re: Really bad card ideas
Post by: Awaclus on September 27, 2015, 09:10:58 am
Judas
Action - Attack
Cost: $6

Each other player trashes a Teacher from his hand or reveals a hand with no Teacher. If a Teacher was trashed in this way, gain 30 Silvers and a Curse.

For the sake of the nation, this Teacher must die.

Why?

For the sake of the nation.
Title: Re: Really bad card ideas
Post by: Minotaur on September 27, 2015, 03:58:37 pm
https://en.wikipedia.org/wiki/This_Jesus_Must_Die
Title: Re: Really bad card ideas
Post by: sudgy on September 27, 2015, 05:58:04 pm
Bag of Holding
Action - Duration - 0*

At the start of each of your turns for the rest of the game, put all cards in your hand, discard pile, and deck on your Bag of Holding mat. Cards on the Bag of Holding mat can be played as if they were in your hand. (This is not in the Supply.)
----------
Setup: Each player adds a Bag of Holding to their starting hand.

(First make it in the supply)

...If more than one Bag of Holding is on your Bag of Holding mat, trash all cards on your Bag of Holding mat.
Title: Re: Really bad card ideas
Post by: Minotaur on September 27, 2015, 06:33:49 pm
Bag of Holding
Action - Duration - 0*

At the start of each of your turns for the rest of the game, put all cards in your hand, discard pile, and deck on your Bag of Holding mat. Cards on the Bag of Holding mat can be played as if they were in your hand. (This is not in the Supply.)
----------
Setup: Each player adds a Bag of Holding to their starting hand.

(First make it in the supply)

...If more than one Bag of Holding is on your Bag of Holding mat, trash all cards on your Bag of Holding mat.

Wouldn't the game end in a draw, after which no one can ever play Dominion again anywhere ever?
Title: Re: Really bad card ideas
Post by: market squire on October 04, 2015, 09:04:29 am
Let's Cooperate!
Action - Prize 0*
Each other player reveals their hand. If he reveals a Tournament, he passes his cards to you. Otherwise, he gains a Tournament, discards his hand and draws a new hand of 5 cards. Take any number of extra turns.
Title: Re: Really bad card ideas
Post by: faust on October 23, 2015, 07:01:26 am
Proband - $5
Treasure

3$
+1 buy
______________________

The player to your left names a card. You must buy this card this turn.
Title: Re: Really bad card ideas
Post by: faust on October 23, 2015, 07:15:17 am
Wording challenge:

I couldn't come up wih a better wording for the effect I want, which is:

- during your buy phase, if you don't have enough money or don't fulfil the requirements to buy the card (e.g. Grand Market), you may buy something else instead.
- it is however not possible to use up all your buys and then say "sorry, I cannot buy the card anymore".
- if multiple copies are played and the same card is named, it only has to be bought once. If different cards are named, all of them have to be bought.
- it is possible to name cards from the Black Market deck, forcing the player to buy that card if it is revealed by Black Market.
Title: Re: Really bad card ideas
Post by: Burning Skull on October 23, 2015, 07:17:03 am
Why not just that then:

Proband - $5
Treasure

3$
+1 buy
Gain a Curse.
Title: Re: Really bad card ideas
Post by: Qvist on October 23, 2015, 07:27:04 am
Why not just that then:

Proband - $5
Treasure

3$
+1 buy
Gain a Curse.

I think more of the time it would be better to name Estate as $2 is wasted and if Scout is in the kindom I would name Scout.
Title: Re: Really bad card ideas
Post by: Witherweaver on October 23, 2015, 09:03:48 am
Contraband $5
Action

Enter the secret code.  If you entered it correctly, you and your partner gain 30 life.

Title: Re: Really bad card ideas
Post by: Deadlock39 on October 23, 2015, 09:35:17 am
Wording challenge:

I couldn't come up wih a better wording for the effect I want, which is:

- during your buy phase, if you don't have enough money or don't fulfil the requirements to buy the card (e.g. Grand Market), you may buy something else instead.
- it is however not possible to use up all your buys and then say "sorry, I cannot buy the card anymore".
- if multiple copies are played and the same card is named, it only has to be bought once. If different cards are named, all of them have to be bought.
- it is possible to name cards from the Black Market deck, forcing the player to buy that card if it is revealed by Black Market.

Proband - $5
Treasure

3$
+1 buy
______________________

The player to your left names a card. At the start of the next time you may buy a card, you must buy this card if possible.


(Without Black Market it could be: At the start of your buy phase this turn, you must buy this card if possible.)

Edit: You could also change the card a bit and make it so you are required to immediately buy the card if possible when you play the treasure (creating a separate buying opportunity similar to Black Market) It would make the card interact really strangely with things like Storyteller where you could force them to buy something expensive to deny their card draw.  If this wasn't just a RBCI, I would say it should probably give more coins to make it more interesting. As is, it probably makes the most sense to just name Curse most of the time (but maybe not, who knows).
Title: Re: Really bad card ideas
Post by: Asper on October 23, 2015, 09:42:28 am
Contraband of Misfits, Treasure
$0
Gain a Treasure costing less than this. Play it twice, then return it to the supply and trash this.
Title: Re: Really bad card ideas
Post by: Deadlock39 on October 23, 2015, 09:44:24 am
Contraband of Misfits, Treasure
$0
Gain a Treasure costing less than this. Play it twice, then return it to the supply and trash this.

Shouldn't it be Contraband of Miscounterfits?
Title: Re: Really bad card ideas
Post by: Asper on October 23, 2015, 09:50:56 am
Contraband of Misfits, Treasure
$0
Gain a Treasure costing less than this. Play it twice, then return it to the supply and trash this.

Shouldn't it be Contraband of Miscounterfits?

Oops. You're right. Contraband of Misfits would be:
The player to your left names a card. Play this as if it was a card in the supply other than this or the named card. This is that card until it leaves play.
Title: Re: Really bad card ideas
Post by: ashersky on October 28, 2015, 08:15:30 am
Contraband $5
Action

Enter the secret code.  If you entered it correctly, you and your partner gain 30 life.

I had this same though.

UpUpDownDownLeftRightLeftRightBAStart
Title: Re: Really bad card ideas
Post by: ashersky on October 28, 2015, 08:18:32 am
Wording challenge:

I couldn't come up wih a better wording for the effect I want, which is:

- during your buy phase, if you don't have enough money or don't fulfil the requirements to buy the card (e.g. Grand Market), you may buy something else instead.
- it is however not possible to use up all your buys and then say "sorry, I cannot buy the card anymore".
- if multiple copies are played and the same card is named, it only has to be bought once. If different cards are named, all of them have to be bought.
- it is possible to name cards from the Black Market deck, forcing the player to buy that card if it is revealed by Black Market.

I don't understand how this is all one effect.

The first two parts go together.  The second two parts seem to go together.

But anyway, isn't the first line just describing the process of buying?

"During your buy phase, if you don't have enough money, or do not meet other requirements, to buy a card, you may buy a different card..." means if you have 5 coin, you can't buy a Gold but you can buy a Witch...right?  Same deal with using up your buys.

As for the second two -- who/what/when are cards being named, and why?  And why does it have to be bought?  Need context here.
Title: Re: Really bad card ideas
Post by: luser on October 28, 2015, 09:12:29 am
platinum credit card

cost 4:

reveal 4 cards from top of your deck. Put all platinum cards into your hand and return rest of cards on top of deck in any order.

I don't propose gold and silver cards as they could be actually good.
Title: Re: Really bad card ideas
Post by: Witherweaver on October 28, 2015, 09:14:55 am
Contraband $5
Action

Enter the secret code.  If you entered it correctly, you and your partner gain 30 life.

I had this same though.

UpUpDownDownLeftRightLeftRightBAStart

Maybe it needs to be explained :(
Title: Re: Really bad card ideas
Post by: Limetime on October 28, 2015, 09:19:44 am
platinum credit card

cost 4:

reveal 4 cards from top of your deck. Put all platinum cards into your hand and return rest of cards on top of deck in any order.

I don't propose gold and silver cards as they could be actually good.
(http://cdn.meme.am/instances2/500x/2644403.jpg)
Title: Re: Really bad card ideas
Post by: Deadlock39 on October 28, 2015, 09:58:11 am
Contraband $5
Action

Enter the secret code.  If you entered it correctly, you and your partner gain 30 life.

I had this same though.

UpUpDownDownLeftRightLeftRightBAStart

Maybe it needs to be explained :(

https://en.wikipedia.org/wiki/Konami_Code

https://en.wikipedia.org/wiki/List_of_Konami_code_games#Contra_series
Title: Re: Really bad card ideas
Post by: ashersky on October 28, 2015, 10:56:06 am
Contraband $5
Action

Enter the secret code.  If you entered it correctly, you and your partner gain 30 life.

I had this same though.

UpUpDownDownLeftRightLeftRightBAStart

Maybe it needs to be explained :(

Why?  Because I entered the single player code and you said "partner" in your description?  That's a bit pedantic for a joke.
Title: Re: Really bad card ideas
Post by: ashersky on October 28, 2015, 10:58:25 am
Contraband $5
Action

Enter the secret code.  If you entered it correctly, you and your partner gain 30 life.

I had this same though.

UpUpDownDownLeftRightLeftRightBAStart

Maybe it needs to be explained :(

Why?  Because I entered the single player code and you said "partner" in your description?  That's a bit pedantic for a joke.

Or because I added the Start?  I guess that was technically wrong.
Title: Re: Really bad card ideas
Post by: Witherweaver on October 28, 2015, 10:59:02 am
Contraband $5
Action

Enter the secret code.  If you entered it correctly, you and your partner gain 30 life.

I had this same though.

UpUpDownDownLeftRightLeftRightBAStart

Maybe it needs to be explained :(

Why?  Because I entered the single player code and you said "partner" in your description?  That's a bit pedantic for a joke.

I mean because my original post got cricketed hard.
Title: Re: Really bad card ideas
Post by: eHalcyon on October 28, 2015, 01:24:38 pm
Wording challenge:

I couldn't come up wih a better wording for the effect I want, which is:

- during your buy phase, if you don't have enough money or don't fulfil the requirements to buy the card (e.g. Grand Market), you may buy something else instead.
- it is however not possible to use up all your buys and then say "sorry, I cannot buy the card anymore".
- if multiple copies are played and the same card is named, it only has to be bought once. If different cards are named, all of them have to be bought.
- it is possible to name cards from the Black Market deck, forcing the player to buy that card if it is revealed by Black Market.

I don't understand how this is all one effect.

The first two parts go together.  The second two parts seem to go together.

But anyway, isn't the first line just describing the process of buying?

"During your buy phase, if you don't have enough money, or do not meet other requirements, to buy a card, you may buy a different card..." means if you have 5 coin, you can't buy a Gold but you can buy a Witch...right?  Same deal with using up your buys.

As for the second two -- who/what/when are cards being named, and why?  And why does it have to be bought?  Need context here.

The context is the post before it - Proband.
Title: Re: Really bad card ideas
Post by: GendoIkari on October 28, 2015, 01:31:34 pm
Contraband $5
Action

Enter the secret code.  If you entered it correctly, you and your partner gain 30 life.

I had this same though.

UpUpDownDownLeftRightLeftRightBAStart

Maybe it needs to be explained :(

Why?  Because I entered the single player code and you said "partner" in your description?  That's a bit pedantic for a joke.

I mean because my original post got cricketed hard.

I was quite surprised that you don't have lots of upvotes. It was one of the best I've seen, mostly because of the name pun.
Title: Re: Really bad card ideas
Post by: Witherweaver on October 28, 2015, 01:41:30 pm
I specifically put "partner" in the description because the name is contraband.  I wanted both parts of the name to have some relevance. 
Title: Re: Really bad card ideas
Post by: GendoIkari on October 28, 2015, 01:56:03 pm
I specifically put "partner" in the description because the name is contraband.  I wanted both parts of the name to have some relevance.

I did not get that part. I was just thinking that both player 1 and player 2 get 30 lives when you use the code.
Title: Re: Really bad card ideas
Post by: Witherweaver on October 28, 2015, 02:05:45 pm
I specifically put "partner" in the description because the name is contraband.  I wanted both parts of the name to have some relevance.

I did not get that part. I was just thinking that both player 1 and player 2 get 30 lives when you use the code.

Well you can play single player. 
Title: Re: Really bad card ideas
Post by: XerxesPraelor on October 28, 2015, 03:21:38 pm
This does need to be explained - what on earth is that code?
Title: Re: Really bad card ideas
Post by: GendoIkari on October 28, 2015, 03:22:48 pm
This does need to be explained - what on earth is that code?


Contraband $5
Action

Enter the secret code.  If you entered it correctly, you and your partner gain 30 life.

I had this same though.

UpUpDownDownLeftRightLeftRightBAStart

Maybe it needs to be explained :(

https://en.wikipedia.org/wiki/Konami_Code

https://en.wikipedia.org/wiki/List_of_Konami_code_games#Contra_series
Title: Re: Really bad card ideas
Post by: Witherweaver on October 28, 2015, 03:24:54 pm
This does need to be explained - what on earth is that code?

The code Up, Up, Down, Down, Left, Right, Left, Right, B, A is the code  you can use in Contra (https://en.wikipedia.org/wiki/Contra_(video_game)) to get 30 lives.  The same code is used in many Konami games for various things, though I think Contra was among the more popular. 

The "Start" at the end actually starts the game.  Sometimes you will see "Select Start" at the end, because "Select" switches to two-players, in which case both players get 30 lives.  Contra was so hard that the code was essentially required.

PPE: yeah
Title: Re: Really bad card ideas
Post by: Minotaur on October 28, 2015, 04:23:56 pm
n00bs gonna feed, moar codez plz
Title: Re: Really bad card ideas
Post by: eHalcyon on October 28, 2015, 05:34:52 pm
The code is also such a big part of popular culture now that it's often used as an easter egg in many non-Konami things as well, including various websites.
Title: Re: Really bad card ideas
Post by: Marcory on November 04, 2015, 01:24:31 am
Minting Village Action $5
+1 Card
+2 Actions
You may reveal a Village from your hand. If you do, gain a copy of it.
---------------
When you buy this, trash all Villages you have in play.
Title: Re: Really bad card ideas
Post by: Accatitippi on November 12, 2015, 11:21:37 am
: Legacy - 8c Action
Name a Card from your hand.
Trash this.
----
From now on until forever, when you play a card you named, choose one:
+1 Card, +1 Action, or +1 Coin
Victory Cards you named are worth one extra vp if they are in your deck at the end of the game.

"So, I play New Cuba, setting aside the Mansion of Madness. With the action from New Cuba, I play Morgana, please take a Curse each. Now, I also play The Whole Hall to draw two cards, and..."
Title: Re: Really bad card ideas
Post by: Minotaur on November 13, 2015, 10:38:07 am
Fining Village
Cost: $6
Action-Attack

+1 Card
+2 Actions
You may trash a treasure from your hand.  If you do, each other player discards a copy of the treasure or reveals a hand with no such card.  Gain a Treasure costing up to $3 more and place it on top of your deck.


M. Night Shyamalan Village
Action
Cost: $7

+1 Card
+2 Actions
Place the top card of the Black Market pile in your deck and shuffle your discard pile into your deck.  (You must shuffle even if your discard pile is empty.)
------------------------------
End of game: At the end of the game, once for each copy of this card in your deck: shuffle all of your cards and shuffle the trash pile face-down.  Swap the top card from each. (Performed in turn order, starting with the player whose turn ended the game.)

"What a twist!"
Title: Re: Really bad card ideas
Post by: RelzeriZynx on November 16, 2015, 06:27:18 am
Blitz: (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)
Reaction:

When you buy this, end the game.
Title: Re: Really bad card ideas
Post by: dominator 123 on November 21, 2015, 06:57:56 am
Lightout Action-Duration-Attack $6

Now and at the start of your next turn, you may gain a Scout.

While this is in play, all other players cannot see their cards.

(The top part is there just so that it remains there for two turns)
Title: Re: Really bad card ideas
Post by: schadd on November 24, 2015, 09:56:00 pm
what is all this hippie nonsense, $5 action
+2 cards
+1 action
reveal your hand; trash all cards that say something other than action, treasure or victory at the bottom.
Title: Re: Really bad card ideas
Post by: iguanaiguana on November 24, 2015, 10:05:02 pm
what is all this hippie nonsense, $5 action
+2 cards
+1 action
reveal your hand; trash all cards that say something other than action, treasure or victory at the bottom.

Excellent event trasher
Title: Re: Really bad card ideas
Post by: Minotaur on November 25, 2015, 12:43:21 am
what is all this hippie nonsense, $5 action
+2 cards
+1 action
reveal your hand; trash all cards that say something other than action, treasure or victory at the bottom.

If it says more than one thing, but one of those words is something other than those, do you trash it?  Such as Action-Reaction and Action-Duration?  Or does it only trash Curses?
Title: Re: Really bad card ideas
Post by: Minotaur on November 28, 2015, 04:06:18 pm
Arming Village
Action
Cost: $5

+2 Actions
Reveal cards from the top of your deck until you reveal an Attack card.  Put that card into your hand and discard the others.
Title: Re: Really bad card ideas
Post by: XerxesPraelor on November 28, 2015, 04:33:34 pm
what is all this hippie nonsense, $5 action
+2 cards
+1 action
reveal your hand; trash all cards that say something other than action, treasure or victory at the bottom.

Excellent event trasher

I'm not sure if you're semi-serious or completely sarcastic - events aren't cards, so they wouldn't be trashed by this.
Title: Re: Really bad card ideas
Post by: Burning Skull on December 01, 2015, 04:24:09 am
Completely Serious, 5$ Event

Trash all the Events from your hand, if at least one of them is semi-sarcastic.
Title: Re: Really bad card ideas
Post by: Awaclus on December 01, 2015, 04:39:39 am
Completely Serious, 5$ Event

Trash all the Events from your hand, if at least one of them is semi-sarcastic.

Completely [Serious]
$5 Event

Set aside a thread from your forum on your Island mat.
Title: Re: Really bad card ideas
Post by: iguanaiguana on December 01, 2015, 12:49:15 pm
Completely Serious, 5$ Event

Trash all the Events from your hand, if at least one of them is semi-sarcastic.

You are the only one who understands me.
Title: Re: Really bad card ideas
Post by: Accatitippi on December 02, 2015, 03:59:33 pm
Rewrite - Action 2c
Trash a card from your hand. Gain a non-Victory card the name of which starts with the same letter as the name of the trashed card.

Add a complete new dimension to your Dominion games! Remodel a Witch into a Wharf when you're finished with it!
Golds into Grand Markets!
Estates into Explorers!
Moats into Mountebanks!
Rewrites into Rebuilds!
Poor houses into Platina!
Curses into Conspirators!
Duchesses into Duchies!
Pearl divers into Possession!
And it's not even broken as version 1.0 where a good percentage of the games started with a Potion rush!
Title: Re: Really bad card ideas
Post by: GendoIkari on December 02, 2015, 05:19:02 pm
Word Upgrade
Action - (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)

Trash a card from your hand. Gain a card whose name contains the name of the trashed card.


Can turn:
Market into Grand Market
Copper into Coppersmith
Village into various better villages.
A few different cards into ruins
Title: Re: Really bad card ideas
Post by: scott_pilgrim on December 02, 2015, 05:36:02 pm
Word Upgrade
Action - (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)

Trash a card from your hand. Gain a card whose name contains the name of the trashed card.


Can turn:
Market into Grand Market
Copper into Coppersmith
Village into various better villages.
A few different cards into ruins

Don't forget: Upgrade into Word Upgrade
Title: Re: Really bad card ideas
Post by: Minotaur on December 02, 2015, 05:41:10 pm
Windows 10 Upgrade
Cost: $0
Action

Trash a card and gain a better one.  Well, I guess it's better.  I mean, it was pretty bad before, and now it's kind of ok.  Except sometimes it crashes.  You upgraded too soon.  Maybe you should wait a few turns first.
Title: Re: Really bad card ideas
Post by: Awaclus on December 02, 2015, 11:02:36 pm
Windows 10 Upgrade
Cost: $0
Action

Trash a card and gain a better one.  Well, I guess it's better.  I mean, it was pretty bad before, and now it's kind of ok.

Well, Windows 7 was pretty bad, but Windows 10 isn't any better. 8.1 is awesome.
Title: Re: Really bad card ideas
Post by: Minotaur on December 02, 2015, 11:08:45 pm
Windows 10 Upgrade
Cost: $0
Action

Trash a card and gain a better one.  Well, I guess it's better.  I mean, it was pretty bad before, and now it's kind of ok.

Well, Windows 7 was pretty bad, but Windows 10 isn't any better. 8.1 is awesome.

I hate Windows 8 mode.  It keeps wanting to fullscreen everything and hide all the file paths so I can never find anything.  "Ohai, we heard Apple wuz a big deal, but we're Apple now, we cool?!?"
Title: Re: Really bad card ideas
Post by: pst on December 03, 2015, 06:50:10 am
Word Upgrade
Action - (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)

Trash a card from your hand. Gain a card whose name contains the name of the trashed card.


Can turn:
Market into Grand Market
Copper into Coppersmith
Village into various better villages.
A few different cards into ruins

Witch into Young Witch (but why??)
Gold into Bag of Gold (or Fool's Gold)
Trader into  Horse Traders or Traderoute
Venture into Adventurer
Bank into Mountebank
Title: Re: Really bad card ideas
Post by: Awaclus on December 03, 2015, 07:04:04 am
Witch into Young Witch (but why??)

Why wouldn't you want to upgrade your witch into a younger one?
Title: Re: Really bad card ideas
Post by: wachsmuth on December 03, 2015, 08:20:52 am
Word Upgrade
Action - (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)

Trash a card from your hand. Gain a card whose name contains the name of the trashed card.


Can turn:
Market into Grand Market
Copper into Coppersmith
Village into various better villages.
A few different cards into ruins

Witch into Young Witch (but why??)
Gold into Bag of Gold (or Fool's Gold)
Trader into  Horse Traders or Traderoute
Venture into Adventurer
Bank into Mountebank

Prince into Princess
Count into Counterfeit or Counting House
City into Lost City

Surprisingly Inn can't be turned into anything.
Title: Re: Really bad card ideas
Post by: Gibbar on December 03, 2015, 06:55:30 pm
Dockyard $4
Action

When this is in play, if you gain a Port, gain another Port.
Title: Re: Really bad card ideas
Post by: dominator 123 on December 03, 2015, 08:28:22 pm
Word Upgrade
Action - (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)

Trash a card from your hand. Gain a card whose name contains the name of the trashed card.


Can turn:
Market into Grand Market
Copper into Coppersmith
Village into various better villages.
A few different cards into ruins

Witch into Young Witch (but why??)
Gold into Bag of Gold (or Fool's Gold)
Trader into  Horse Traders or Traderoute
Venture into Adventurer
Bank into Mountebank

Prince into Princess
Count into Counterfeit or Counting House
City into Lost City

Surprisingly Inn can't be turned into anything.

Market can also be turned into Market Square, Black Market or Ruined Market.
Title: Re: Really bad card ideas
Post by: faust on December 07, 2015, 01:57:05 am
Ratcon
Action-Attack $4

Gain a Rats. Every other player returns a Rats to the supply (or reveals a hand with no Rats). If they do return a Rats, they gain a card costing up to $2 that is not a Kingdom card.

(Setup: Add Rats to the Supply)
Title: Re: Really bad card ideas
Post by: eHalcyon on December 07, 2015, 02:31:44 am
Surprisingly Inn can't be turned into anything.

Wander Minnstrel
$5 - Action
+2 Actions
Reveal the top 2 cards of your deck.  Put the Actions in your hand and discard the rest.

When you gain this, look through your discard pile (including this), reveal all Action cards from it, and put them on top of your deck in any order.

Minnion
$5 - Action-Attack
+2 Actions
When you gain this or play it, each player (including you) discards his hand, looks through his discard pile, reveals 4 Action cards from it, and puts them in his hand.

Vinnyard
$P - Victory
At the end of games using this, each player reveal cards from the top of his deck until revealing one that isn't an Action.  Each Vinnyard is worth 1VP for every card revealed this way.

When you gain this, look through your discard pile (including this), reveal any number of Action cards from it and shuffle them into your deck.

Kinng's Court
$5 - Action
+2 Cards
+2 Actions
Discard 2 cards.  Look through your discard and reveal up to 3 Action cards from it.  Shuffle them into your deck.

Urchinn
$3 - Action-Attack
+1 Card
+1 Action
Each player (including you) discards down to 4 cards in hand.

When you gain this, you may trash this.  If you do, gain a Mercenary from the Mercinnary pile.

Mercinnary
$0* - Action-Attack
You may trash 2 cards from your hand.  If you do, +2 Cards, +2 Actions and each other player discards down to 3 cards in hand.

When you gain this, look through your discard pile, reveal any number of Attack cards from it, and shuffle them into your deck.

Innheritance
$7 - Event
Once per game: Move your Estate token to Innheritance.  Your Estates gain the abilities and type of Inn.
Title: Re: Really bad card ideas
Post by: teamrocketgrunt on December 07, 2015, 06:13:50 am
Surprisingly Inn can't be turned into anything.

Wander Minnstrel
$5 - Action
+2 Actions
Reveal the top 2 cards of your deck.  Put the Actions in your hand and discard the rest.

When you gain this, look through your discard pile (including this), reveal all Action cards from it, and put them on top of your deck in any order.

Minnion
$5 - Action-Attack
+2 Actions
When you gain this or play it, each player (including you) discards his hand, looks through his discard pile, reveals 4 Action cards from it, and puts them in his hand.

Vinnyard
$P - Victory
At the end of games using this, each player reveal cards from the top of his deck until revealing one that isn't an Action.  Each Vinnyard is worth 1VP for every card revealed this way.

When you gain this, look through your discard pile (including this), reveal any number of Action cards from it and shuffle them into your deck.

Kinng's Court
$5 - Action
+2 Cards
+2 Actions
Discard 2 cards.  Look through your discard and reveal up to 3 Action cards from it.  Shuffle them into your deck.

Urchinn
$3 - Action-Attack
+1 Card
+1 Action
Each player (including you) discards down to 4 cards in hand.

When you gain this, you may trash this.  If you do, gain a Mercenary from the Mercinnary pile.

Mercinnary
$0* - Action-Attack
You may trash 2 cards from your hand.  If you do, +2 Cards, +2 Actions and each other player discards down to 3 cards in hand.

When you gain this, look through your discard pile, reveal any number of Attack cards from it, and shuffle them into your deck.

Innheritance
$7 - Event
Once per game: Move your Estate token to Innheritance.  Your Estates gain the abilities and type of Inn.

Also:

Minnt
$ 5 - Action

Reveal a card containing the word "Inn" in its name from your hand. Gain a copy of it.

When you gain this, trash all cards containing the word "Inn" in their names that you have in play.

Plus, I think, "Word Upgrade" is a little weak. How about naming it "Wordsmith" and having it read:

Wordsmith
$ 2 - Action

"Trash a card from your hand. Choose one:

-Gain a card whose name contains the name of the trashed card
or
- gain a card whose name is contained in the name of the trashed card."

That way, you could wordsmith a wordsmith into a smithy. Or, if you're really desperate to piledrive, into another wordsmith. But I guess that was possible in the original version of "Word Upgrade". What a great card!
Title: Re: Really bad card ideas
Post by: teamrocketgrunt on December 07, 2015, 07:04:12 am
That way, you could wordsmith a wordsmith into a smithy. Or, if you're really desperate to piledrive, into another wordsmith. But I guess that was possible in the original version of "Word Upgrade". What a great card!

Wait. No, you couldn't. I'm dumb. You'd have to rename the card "Wordsmithy" for that. I'm sorry for meddling in your card creation process. I've ruined it, haven't I?  ;D
Title: Re: Really bad card ideas
Post by: Minotaur on December 07, 2015, 09:13:03 am
What about Minnt?  You haven't done that one yet!
Title: Re: Really bad card ideas
Post by: eHalcyon on December 07, 2015, 05:58:12 pm
What about Minnt?  You haven't done that one yet!

teamrocketgrunt just did one.  I didn't exhaust the possibilities anyway, but I stopped because diminishing returns. :P

(Or was this supposed to be a Mint/Mine joke?  Eh.)
Title: Re: Really bad card ideas
Post by: ConMan on December 07, 2015, 07:17:22 pm
What about Minnt?  You haven't done that one yet!

teamrocketgrunt just did one.  I didn't exhaust the possibilities anyway, but I stopped because diminishing returns. :P

(Or was this supposed to be a Mint/Mine joke?  Eh.)
Don't you mean .. dimInnishing returns?

I'll stop now.
Title: Re: Really bad card ideas
Post by: markusin on December 07, 2015, 08:27:39 pm
Surprisingly Inn can't be turned into anything.

...

Innheritance
$7 - Event
Once per game: Move your Estate token to Innheritance.  Your Estates gain the abilities and type of Inn.

You can't gain events with Word Upgrade though. Yes I am going to be "that guy".
Title: Re: Really bad card ideas
Post by: Witherweaver on December 07, 2015, 10:45:07 pm

Surprisingly Inn can't be turned into anything.

Innconceivable!
Title: Re: Really bad card ideas
Post by: Minotaur on December 07, 2015, 10:49:46 pm

Surprisingly Inn can't be turned into anything.

Innconceivable!

Inn --> Prinnce --> Prinncess

Mind blown.
Title: Re: Really bad card ideas
Post by: Asper on December 08, 2015, 04:30:44 am
Or it can be turned into:

Provinnce, $5, Victory
6 VP
----
When you gain this, reveal your discard pile and shuffle all Victory cards from it in your deck.
Title: Re: Really bad card ideas
Post by: Awaclus on December 08, 2015, 04:42:09 am
Or it can be turned into:

Provinnce, $5, Victory
6 VP
----
When you gain this, reveal your discard pile and shuffle all Victory cards from it in your deck.

That's actually an interesting idea. Should cost more, though, but maybe it would work at $6.
Title: Re: Really bad card ideas
Post by: faust on December 08, 2015, 08:09:48 am
Or it can be turned into:

Provinnce, $5, Victory
6 VP
----
When you gain this, reveal your discard pile and shuffle all Victory cards from it in your deck.

That's actually an interesting idea. Should cost more, though, but maybe it would work at $6.

It would definitely be a major Chancellor combo.
Title: Re: Really bad card ideas
Post by: Asper on December 08, 2015, 11:41:23 am
Or it can be turned into:

Provinnce, $5, Victory
6 VP
----
When you gain this, reveal your discard pile and shuffle all Victory cards from it in your deck.

That's actually an interesting idea. Should cost more, though, but maybe it would work at $6.

It would definitely be a major Chancellor combo.

Not sure if serious. Playing Chancellor directly before you buy this is a horrible idea. Of course, when you draw Chancellor directly after gaining Provinnce, that would be nice. Just, that's nothing you can rely on, and making it work would be too much effort (you'd need to Scheme/Gear/Haven Chancellor), especially considering how much worse Chancellor gets because of this otherwise.
Title: Re: Really bad card ideas
Post by: eHalcyon on December 08, 2015, 01:12:42 pm
Surprisingly Inn can't be turned into anything.

...

Innheritance
$7 - Event
Once per game: Move your Estate token to Innheritance.  Your Estates gain the abilities and type of Inn.

You can't gain events with Word Upgrade though. Yes I am going to be "that guy".

I know.  Just wanted to put that in there for fun.
Title: Re: Really bad card ideas
Post by: Marcory on December 08, 2015, 01:24:38 pm
Vinnture Action-Inn $5

+$1
Reveal cards from your deck until you reveal an Inn. Play it.
-------
When you gain this, you may put any number of Inns on top of your deck.
Title: Re: Really bad card ideas
Post by: Minotaur on December 08, 2015, 04:47:28 pm
Or it can be turned into:

Provinnce, $5, Victory
6 VP
----
When you gain this, reveal your discard pile and shuffle all Victory cards from it in your deck.

That's actually an interesting idea. Should cost more, though, but maybe it would work at $6.

It would definitely be a major Chancellor combo.

Not sure if serious. Playing Chancellor directly before you buy this is a horrible idea. Of course, when you draw Chancellor directly after gaining Provinnce, that would be nice. Just, that's nothing you can rely on, and making it work would be too much effort (you'd need to Scheme/Gear/Haven Chancellor), especially considering how much worse Chancellor gets because of this otherwise.

Solution 1:  Play Village.  Gain Provinnce with Redodel.  Play Chancellor.
Solution 2:  Trash Estates.  Have a bunch of Nobles and Harems.  Play Chancellor.  Gain Provinnce by any means available.

As part of an engine, Solution 1 could work, but you'd need to actually have an engine.  And all it really does is offset most of the penalty for Provinnce - your deck actually does get worse, but your current shuffle isn't quite as bad as if you hadn't Chancelled.  (Yes, Chancel is a verb now)
Title: Re: Really bad card ideas
Post by: Minotaur on December 08, 2015, 05:04:16 pm
Bureaucrats
Cost: $4
Action-Attack

Gain a silver and put it on top of your deck.  Each other player reveals a Victory card and places it on top of their deck or reveals a hand with no such cards.

Murchinnt Guild
Cost: $5
Action

+1 Buy
+$1
-----
While this card is in play, when you buy a card, take a coin token.


Murchinnt
Action
Cost: $2

You may trash a Treasure from your hand.  If you do, +$1, +1 Buy


Spice
Action
Cost: $2

You may trash a Treasure from your hand.  If you do, +1 Card, +1 Action.


See also:  Urchinn, Spice Murchinnt, Murchinnary.

Oat
Action-Reaction
Cost: $1

+1 card
------
When another player plays an attack, you may trash this card.  If you do, you are unaffected by the attack.
When you play Stables, you may trash this card instead of discarding a treasure.  If you do: +5 cards, +1 action.


Ron
Action
Cost: $3

You may reveal an Action card from your hand.  If you do, play this card again, this time as if it were a copy of the revealed card.  Until this card leaves play, it is a copy of the revealed card.


Car
Action-Duration
Cost: $2

Now and at the start of your next turn: +1 card


Sag
Action
Cost: $2

+1 Card
+1 Action
Reveal cards from the top of your deck until you reveal a card costing $3 or more.  Put that card on top of your deck and discard the other revealed cards.


Itch
Action-Attack
Cost: $3

Each other player gains a Curse.  If any of them do not, +2 cards.


Fish
Action-Duration
Cost: $1

Now and at the start of your next turn:  +$1
Title: Re: Really bad card ideas
Post by: Minotaur on December 08, 2015, 09:36:23 pm
Treasure Map Map
Cost: $7
Action

Trash this card.  Shuffle your discard pile into your deck.  Gain four Treasure Maps, placing two of them on top of your deck and two of them on the bottom of your deck.
Title: Re: Really bad card ideas
Post by: wachsmuth on December 08, 2015, 10:27:03 pm
Treasure Map Map Map

Trash this card. Shuffle your discard pile into your deck. Gain 2 Treasure Map Maps, placing one on top of the deck and the other on the bottom.
Title: Re: Really bad card ideas
Post by: Marcory on December 08, 2015, 11:33:29 pm
Infinitely Recursive Treasure Map Action-Treasure Map $4

Trash this. If you do, gain an Infinitely Recursive Treasure Map, putting it into play.

Innfinitely Recursive Treasure Map Action-Treasure Map $4

Trash this. If you do, +1 Action and gain an Innfinitely Recursive Treasure map, putting it into your hand.
------------
When you gain this, you may look through your discard pile and put any number of Treasure Maps from it on top of your deck.

Title: Re: Really bad card ideas
Post by: Minotaur on December 08, 2015, 11:49:33 pm
Here I was thinking that Ron was the big Word Upgrade winner of the bunch, and then Treasure Map Map gets the upvotes.
Title: Re: Really bad card ideas
Post by: Limetime on December 09, 2015, 03:00:47 pm
Graverobber apocalypse : Event: Costing total value of cards in the trash
Put all the cards in the trash into your discard pile.
Put your deck(not discard) in the trash.
Title: Re: Really bad card ideas
Post by: Accatitippi on December 09, 2015, 03:46:41 pm
Action Map - Treasure 4$
Trash this. You may trash another Action Map from your hand.
If you did, gain a copy of every Action card in the Supply, putting them all on top of your deck in any order.
Title: Re: Really bad card ideas
Post by: Minotaur on December 10, 2015, 12:01:28 pm
Action Map - Treasure 4$
Trash this. You may trash another Action Map from your hand.
If you did, gain a copy of every Action card in the Supply, putting them all on top of your deck in any order.

The best part of this is that Victory Map combos with Scout!
Title: Re: Really bad card ideas
Post by: Roadrunner7671 on December 10, 2015, 12:04:17 pm
Action Map - Treasure 4$
Trash this. You may trash another Action Map from your hand.
If you did, gain a copy of every Action card in the Supply, putting them all on top of your deck in any order.

The best part of this is that Victory Map combos with Scout!
Yes, that is by far the best part.
Title: Re: Really bad card ideas
Post by: eHalcyon on December 15, 2015, 05:07:33 pm
So, I was the only one disappointed there was nothing about knives, midgets, or dunk booths in here?

Knife Thrower
$4 - Action
Choose a card in your hand.  Standing 2 feet away from the playing area, throw the card at the Supply.  Gain a copy of one Supply card that it touches.  Trash the thrown card.
Title: Re: Really bad card ideas
Post by: math on January 02, 2016, 02:51:31 pm
Undefined Terms
$4 - Action
+1 Action
Reveal cards from your deck until you reveal a curser, a trasher, a gainer, or a cantrip.  Put it into your hand and discard the rest.
Title: Re: Really bad card ideas
Post by: ashersky on January 03, 2016, 08:28:10 am
So, I was the only one disappointed there was nothing about knives, midgets, or dunk booths in here?

Knife Thrower
$4 - Action
Choose a card in your hand.  Standing 2 feet away from the playing area, throw the card at the Supply.  Gain a copy of one Supply card that it touches.  Trash the thrown card.

Knife Juggler
$2 - Action - Attack
While this is in play, whenever you place a card in the play area, your opponent gains a curse.
Title: Re: Really bad card ideas
Post by: Burning Skull on January 15, 2016, 06:46:54 am
Knife Eater
$0 - Event

Eat a knife. If you do, win the game.
Title: Re: Really bad card ideas
Post by: terminalCopper on January 18, 2016, 02:39:36 pm
Ultimate BM Enabler
$5 - Treasure

2$
Each opponent takes his -"action"-Token.
Title: Re: Really bad card ideas
Post by: transportowiec96 on January 19, 2016, 07:04:19 am
Landlord
0$ - Action

+1 Action

When you buy this, everyone discards their hand and deck. Count victory points. If you have the most, game ends, otherwise take your opponents victory cards and gain all Gold cards from the supply. Then everybody draws to five cards.
Title: Re: Really bad card ideas
Post by: AdrianHealey on January 19, 2016, 07:36:25 am
Landlord
0$ - Action

+1 Action

When you buy this, everyone discards their hand and deck. Count victory points. If you have the most, game ends, otherwise take your opponents victory cards and gain all Gold cards from the supply. Then everybody draws to five cards.

Should cost more and be an event. But I like it.
Title: Re: Really bad card ideas
Post by: spiralstaircase on January 19, 2016, 09:24:34 am
One for the Dune fans:

Prediction
Event - $0
+1 Buy
Once per game, in your first turn: Write down a player's name and number of turns. If the named player wins the game, and has had exactly the given number of turns, then you win instead.
Title: Re: Really bad card ideas
Post by: Awaclus on January 19, 2016, 09:39:12 am
Should cost more and be an event.

This is the thread for really bad card ideas.
Title: Re: Really bad card ideas
Post by: AdrianHealey on January 19, 2016, 09:40:20 am
Should cost more and be an event.

This is the thread for really bad card ideas.

Technically, it's a comment in the thread for really bad card ideas.
Title: Re: Really bad card ideas
Post by: Eran of Arcadia on January 20, 2016, 04:42:34 pm
Should cost more and be an event.

This is the thread for really bad card ideas.

Technically, it's a comment in the thread for really bad card ideas.

Technically, it's a pipe.
Title: Re: Really bad card ideas
Post by: GeneralRamos on January 20, 2016, 04:53:23 pm
Ce n'est pas un pipe
(http://i.imgur.com/5JkXNN5.jpg)
Title: Re: Really bad card ideas
Post by: Marcory on January 20, 2016, 05:59:25 pm
Wondering whether your gaming buddies are F.DS members? Try this:

F.DS Remodel Action $4

Trash a card from your hand. Gain a card that is strictly better than it.
Title: Re: Really bad card ideas
Post by: Witherweaver on January 20, 2016, 06:01:20 pm
Wondering whether your gaming buddies are F.DS members? Try this:

F.DS Remodel Action $4

Trash a card from your hand. Gain a card that is strictly better than it.

Good because you can get rid of junk without gaining anything!
Title: Re: Really bad card ideas
Post by: GeneralRamos on January 20, 2016, 08:31:39 pm
Wondering whether your gaming buddies are F.DS members? Try this:

F.DS Remodel Action $4

Trash a card from your hand. Gain a card that is strictly better than it.

Good because you can get rid of junk without gaining anything!
Well it doesn't specify strictly better at the same cost, so in many cases you would!
Trash Copper, gain Gold (strictly better than Copper)!
Title: Re: Really bad card ideas
Post by: Roadrunner7671 on January 20, 2016, 08:34:40 pm
Wondering whether your gaming buddies are F.DS members? Try this:

F.DS Remodel Action $4

Trash a card from your hand. Gain a card that is strictly better than it.

Good because you can get rid of junk without gaining anything!
Well it doesn't specify strictly better at the same cost, so in many cases you would!
Trash Copper, gain Gold (strictly better than Copper)!
Gold isn't strictly better than Copper. You can trigger awkward reshuffles with Storyteller and Gold is vulnerable to Noble Brigand.
Title: Re: Really bad card ideas
Post by: eHalcyon on January 20, 2016, 08:41:35 pm
Wondering whether your gaming buddies are F.DS members? Try this:

F.DS Remodel Action $4

Trash a card from your hand. Gain a card that is strictly better than it.

Good because you can get rid of junk without gaining anything!
Well it doesn't specify strictly better at the same cost, so in many cases you would!
Trash Copper, gain Gold (strictly better than Copper)!
Gold isn't strictly better than Copper. You can trigger awkward reshuffles with Storyteller and Gold is vulnerable to Noble Brigand.

And Coppersmith can make Copper more valuable!  And cost is part of being "strictly better", which is why we usually say "strictly better effect" when ignoring cost.
Title: Re: Really bad card ideas
Post by: Marcory on January 20, 2016, 08:41:44 pm
Gold is not strictly better 1) with Possession; 2) with Fairgrounds, Menagerie, Harvest, Horn of Plenty, and such; 3) sometimes, with Coppersmith, Counting House, or Apothecary; 4) It can be trashed by Knights and Saboteur, while Copper can't; 5) with Taxman (you might prefer to keep your Copper than discard your Gold to an opponent's Taxman); 6) with Farmland (sometimes you'd rather have that Estate than get the penultimate Province; 7)When the Golds are gone; 8 ) with Forager in hand; 9) with a draw-to-X in hand, you might prefer to discard a Copper to Cutpurse and draw another card than have the Gold.

Probably the forum can come up with dozens of other examples, but this is not the thread for that, and in any case I hope I've proved my point.
Title: Re: Really bad card ideas
Post by: GeneralRamos on January 20, 2016, 09:33:37 pm
Touche, all.
Worker's Village over Village would be a bit trickier, but the Possession scenario would probably persist.
Title: Re: Really bad card ideas
Post by: Roadrunner7671 on January 20, 2016, 09:36:11 pm
Touche, all.
Worker's Village over Village would be a bit trickier, but the Possession scenario would probably persist.
Also Upgrade and Remake. If you have 8 point Feodums and an Upgrade in hand (and the game is about to end) would you rather upgrade your Village to snag the last Feodum or upgrade your WV into a Duchy?
Title: Re: Really bad card ideas
Post by: Marcory on January 20, 2016, 11:39:06 pm
Touche, all.
Worker's Village over Village would be a bit trickier, but the Possession scenario would probably persist.

For Strictly Better comparisons, Possession really is 9/10 of the law.
Title: Re: Really bad card ideas
Post by: eHalcyon on January 21, 2016, 12:39:12 am
Touche, all.
Worker's Village over Village would be a bit trickier, but the Possession scenario would probably persist.

For Strictly Better comparisons, Possession really is 9/10 of the law.

There is a thread about this (http://forum.dominionstrategy.com/index.php?topic=11280.0), where the delightful oxymoron "universal edge case" is used in all seriousness.  It's pretty thorough.
Title: Re: Really bad card ideas
Post by: AdrianHealey on January 21, 2016, 05:28:34 am
In a deck with only actions and treasures:
Worker's village is stricly better than farming village.
So is mining village.
Title: Re: Really bad card ideas
Post by: Witherweaver on January 21, 2016, 08:54:43 am
Touche, all.
Worker's Village over Village would be a bit trickier, but the Possession scenario would probably persist.

For Strictly Better comparisons, Possession really is 9/10 of the law.

Pretty sure it's 90--93% of the law.
Title: Re: Really bad card ideas
Post by: Marcory on January 21, 2016, 11:51:34 am
But the 3-pile rule is another universal edge case. For example, if there are 2 empty piles, no +Buy, more than 2 Colonies and more than 2 Provinces remaining, only 2 Curses left, and you have a 13-point lead, and you have a hand of Remodel and Colony, the optimal play is to Remodel a Colony into a Curse and buy the last Curse. In that case, Curse is superior to Colony.
Title: Re: Really bad card ideas
Post by: spiralstaircase on January 21, 2016, 12:09:10 pm
Determinator
Action - Duration - $4
Now and at the start of your next turn: +1 Action
--
While any Determinators are in play, after you finish resolving an action, lose all your actions. If you did not lose any actions in this way, +1 action.
Title: Re: Really bad card ideas
Post by: Marcory on February 10, 2016, 01:02:24 pm
Kazoo Maker Action-Attack $1

Gain a kazoo, putting it into your hand and up to your lips.
-----------
While this is in play, you may play your kazoo.
Title: Re: Really bad card ideas
Post by: spiralstaircase on February 10, 2016, 01:47:17 pm
Kazoo Maker Action-Attack $1

Gain a kazoo, putting it into your hand and up to your lips.
-----------
While this is in play, you may play your kazoo.

At that cost, it oughtn't say "may".
Title: Re: Really bad card ideas
Post by: J Reggie on February 10, 2016, 02:12:58 pm
What I think of whenever I see Shanty Town:

Shantier Town Action (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)
+2 Cards
Reveal your hand.  If you have no Action cards in hand, +2 Actions.
Title: Re: Really bad card ideas
Post by: Witherweaver on February 10, 2016, 02:13:47 pm
What I think of whenever I see Shanty Town:

Shantier Town Action (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)
+2 Cards
Reveal your hand.  If you have no Action cards in hand, +2 Actions.

Synergy with Diadem. 
Title: Re: Really bad card ideas
Post by: Awaclus on February 10, 2016, 02:17:27 pm
What I think of whenever I see Shanty Town:

Shantier Town Action (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)
+2 Cards
Reveal your hand.  If you have no Action cards in hand, +2 Actions.

Synergy with Diadem.

Also with Golem.
Title: Re: Really bad card ideas
Post by: markusin on February 10, 2016, 02:58:13 pm
What I think of whenever I see Shanty Town:

Shantier Town Action (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)
+2 Cards
Reveal your hand.  If you have no Action cards in hand, +2 Actions.

Synergy with Diadem.

Also with Golem.

And Royal Carriage.
Title: Re: Really bad card ideas
Post by: Marcory on February 11, 2016, 01:23:55 am
And pretty much any Throne room variant.
Title: Re: Really bad card ideas
Post by: spiralstaircase on February 14, 2016, 07:32:21 am
Weekdays - the card the community has been waiting for!
Action - $5
+1 Card, +1 Action
If it is Monday, +$2
If it is Tuesday, +1VP
If it is Wednesday, each other player discards down to 4 cards
If it is Thursday, +1 Card
If it is Friday, gain a card worth up to $4
If it is Saturday, +2 actions
If it is Sunday, you gain a Gold, and each other player gains a silver.

(with apologies to Co0kieL0rd and Asper, obviously)
Title: Re: Really bad card ideas
Post by: Accatitippi on February 14, 2016, 07:45:48 am
Weekdays - the card the community has been waiting for!
Action - $5
+1 Card, +1 Action
If it is Monday, +$2
If it is Tuesday, +1VP
If it is Wednesday, each other player discards down to 4 cards
If it is Thursday, +1 Card
If it is Friday, gain a card worth up to $4
If it is Saturday, +2 actions
If it is Sunday, you gain a Gold, and each other player gains a silver.

(with apologies to Co0kieL0rd and Asper, obviously)

What an elegant solution to the so-called "endless games problem" posed by nonterminal VP-token cards! If you're playing on a Tuesday, the game is pretty much guaranteed to end by Friday! Brilliant!
Title: Re: Really bad card ideas
Post by: Marcory on February 14, 2016, 11:18:28 pm
When a game goes past midnight, Weekdays can change mid-game or even mid-turn. (I can just imagine taking a bathroom break  at 11:55 so that your super-Ironworks will turn into super-Villages).

Even better, when playing a three-player game online with people from eastern Kiribati, Hawaii, and Europe, Weekdays could be three different cards in the same game.
Title: Re: Really bad card ideas
Post by: majiponi on February 20, 2016, 09:37:36 am
Quote
Resurrection
cost $3 - Action - Duration
Now and at the start of your next turn: draw until you have 6 cards in hand.
It is not so attractive. Why?
Title: Re: Really bad card ideas
Post by: Marcory on February 20, 2016, 11:42:46 am
This is the Really Bad Card Ideas thread, that's why.
Title: Re: Really bad card ideas
Post by: eHalcyon on February 20, 2016, 11:48:37 am
Weekdays - the card the community has been waiting for!
Action - $5
+1 Card, +1 Action
If it is Monday, +$2
If it is Tuesday, +1VP
If it is Wednesday, each other player discards down to 4 cards
If it is Thursday, +1 Card
If it is Friday, I'm in love
If it is Saturday, +2 actions
If it is Sunday, you gain a Gold, and each other player gains a silver.

(with apologies to Co0kieL0rd and Asper, obviously)

FTFY
Title: Re: Really bad card ideas
Post by: Marcory on February 20, 2016, 11:54:45 am
Weekdays - the card the community has been waiting for!
Action - $5
+1 Card, +1 Action
If it is Monday, you can fall apart
If it is Tuesday or Wednesday, you can break my heart
If it is Thursday, don't even start
If it is Friday, I'm in love
If it is Saturday, wait
If it is Sunday, you've come too late

(with apologies to Co0kieL0rd and Asper, obviously)

FTFY

Fixed this for both of you. Do you feel Cure-d?
Title: Re: Really bad card ideas
Post by: eHalcyon on February 20, 2016, 12:00:41 pm
It's about restraint and subtlety, Marcory. :P
Title: Re: Really bad card ideas
Post by: Marcory on February 20, 2016, 03:34:55 pm
It's about restraint and subtlety, Marcory. :P

HOW DARE YOU! MAY YOUR LOANS ALWAYS HIT YOUR PLATINUMS!  :)



Title: Re: Really bad card ideas
Post by: spiralstaircase on February 20, 2016, 04:09:37 pm
It's about restraint and subtlety, Marcory. :P

Hey, I don't see anyone digging out the born-on-a-day rhyme and pointing out how well the card matches it, so I don't see how you get to complain :-)
Title: Re: Really bad card ideas
Post by: wachsmuth on February 20, 2016, 08:57:54 pm
Infinite Recursion

Cost: 2, Type: Reaction

Reveal this when another player reveals a Reaction. That Reaction has no effect.
Title: Re: Really bad card ideas
Post by: Burning Skull on February 21, 2016, 11:41:00 am
(http://i68.tinypic.com/2z89icz.png)
Title: Re: Really bad card ideas
Post by: Limetime on February 21, 2016, 05:02:22 pm
(http://i68.tinypic.com/2z89icz.png)
That might be legit.
Title: Re: Really bad card ideas
Post by: Burning Skull on February 21, 2016, 05:55:41 pm
That might be legit.

https://boardgamegeek.com/thread/1523094/rio-grande-announces-exploration-monster-dominion-promo-card (http://www.youtube.com/watch?v=dQw4w9WgXcQ)
Title: Re: Really bad card ideas
Post by: pst on February 22, 2016, 02:40:24 am
(http://i68.tinypic.com/2z89icz.png)

Combos with Tournament!
Title: Re: Really bad card ideas
Post by: eHalcyon on February 22, 2016, 09:50:44 pm
(http://i68.tinypic.com/2z89icz.png)
That might be legit.

I actually posted this as a potentially interesting legit card over a year ago.

http://forum.dominionstrategy.com/index.php?topic=11999
Title: Re: Really bad card ideas
Post by: Awaclus on February 23, 2016, 08:44:20 am
(http://i68.tinypic.com/2z89icz.png)
That might be legit.

I actually posted this as a potentially interesting legit card over a year ago.

http://forum.dominionstrategy.com/index.php?topic=11999

Sorry, it's a really bad card idea now.
Title: Re: Really bad card ideas
Post by: AdrianHealey on February 23, 2016, 09:59:49 am
This is a joke, right? Nobody here would by an instant village + no greening?

It's better than the bomb, I'd say.
Title: Re: Really bad card ideas
Post by: eHalcyon on February 23, 2016, 01:24:01 pm
That might be legit.

I actually posted this as a potentially interesting legit card over a year ago.

http://forum.dominionstrategy.com/index.php?topic=11999

Sorry, it's a really bad card idea now.

Yeah, because this one is also a permanent village, adding unnecessary power to an effect that is fine on its own.;)
Title: Re: Really bad card ideas
Post by: Minotaur on February 24, 2016, 09:12:18 pm
Cook
Action
Cost: $4

+1 Card
+1 Action
Gain a Broth.  Reveal your hand.  If there is a Cook in your hand, trash all Broth from your hand.  If you trash a Broth in this way, +1 VP because your heart is filled with love.


Broth
Treasure
Cost: $0* (Not in the Supply)

+$3.  Return this to the Broth pile.
Title: Re: Really bad card ideas
Post by: AdrianHealey on February 24, 2016, 09:14:50 pm
Could work
Title: Re: Really bad card ideas
Post by: Minotaur on February 24, 2016, 09:21:54 pm
Could work

The VP thing could be a bit too strong, but it's good enough for RBCI.  If the Broth pile is limited, it could become a race to run out the pile.  Or not, maybe a $4 Bandit Camp that doesn't Village and stacks badly is more powerful.  idk.

Those are my immediate thoughts anyway.
Title: Re: Really bad card ideas
Post by: Marcory on February 24, 2016, 10:46:37 pm
Big Money Smithy Action $5

Reveal cards from your deck until you reveal three Treasures. Put the revealed Treasures in hand and put the rest back on top of your deck in any order.
Title: Re: Really bad card ideas
Post by: Limetime on February 24, 2016, 10:49:51 pm
Big Money Smithy Action $5

Reveal cards from your deck until you reveal three Treasures. Put the revealed Treasures in hand and put the rest back on top of your deck in any order.
Big smithy money Treasure $5
Reveal cards from your deck until you reveal three smithies put those into your hand and discard the rest.
Worth 2$
Title: Re: Really bad card ideas
Post by: ConMan on February 25, 2016, 12:02:17 am
Cook
Action
Cost: $4

+1 Card
+1 Action
Gain a Broth in hand.  Reveal your hand.  If there is a Cook in your hand, trash all Broth from your hand.  If you trash a Broth in this way, +1 VP because your heart is filled with love.


Broth
Treasure
Cost: $0* (Not in the Supply)

+$3.  Return this to the Broth pile.
Damn it now that song is in my head.
Title: Re: Really bad card ideas
Post by: Marcory on February 26, 2016, 05:51:39 pm
Adam Horton $55 Action-Duration

When this is in play, when you would shuffle your deck, you may instead arrange the cards in your discard pile in any order.
________
This stays in play.



Title: Re: Really bad card ideas
Post by: majiponi on February 27, 2016, 09:55:57 am
Quote
Sandwich Shop
cost 2 - Action
+1 Action
+1 Buy
+$1
You have an extra buy phase immediately.
With this, infinite combo is possible!
Title: Re: Really bad card ideas
Post by: faust on February 27, 2016, 11:01:29 am
Adam Horton $55 Action-Duration

When this is in play, when you would shuffle your deck, you may instead arrange the cards in your discard pile in any order.
________
This stays in play.

But... there is not even a card that cares about the order of your discard pile.
Title: Re: Really bad card ideas
Post by: mameluke on February 27, 2016, 11:48:53 am
Adam Horton $55 Action-Duration

When this is in play, when you would shuffle your deck, you may instead arrange the cards in your discard pile in any order.
________
This stays in play.

But... there is not even a card that cares about the order of your discard pile.

Yeah, I thought this was going to be "Arrange the cards of your deck in any order", so that You literally Make Your Own Shuffle Luck.
Title: Re: Really bad card ideas
Post by: Marcory on February 27, 2016, 12:13:47 pm
That's what I intended it to be, but apparently enough people took it that way that they got the joke, so it all worked out.
Title: Re: Really bad card ideas
Post by: faust on February 27, 2016, 02:47:36 pm
Kirian's Law
$4 Action-Victory

Pick a card from your opponent's hand. If it's Moat, gain a Province.
If you have no King's Courts in play, reveal cards from your deck until you reveal 4 victory cards. Put one of the revealed cards into your hand and put the revealed victory cards on top of your deck. Discard the rest.

Worth 1 VP

While this is in play, when you buy a Mine, trash all Treasures you have in play.
Title: Re: Really bad card ideas
Post by: Dingan on February 29, 2016, 06:54:32 pm
Bird Cage
$4 Action

+1 Card
+1 Action
While this is in play, cards cost $1 more, but not more than $11.


Synergies with: Apprentice; Salvager; when you've accidentally played too many Bridges
Title: Re: Really bad card ideas
Post by: faust on February 29, 2016, 08:15:04 pm
Bird Cage
$4 Action

+1 Card
+1 Action
While this is in play, cards cost $1 more, but not more than $11.


Synergies with: Apprentice; Salvager; when you've accidentally played too many Bridges

This + Remodel on a Colony board sounds like fun times.
Title: Re: Really bad card ideas
Post by: Limetime on February 29, 2016, 08:34:46 pm
Bird Cage
$4 Action

+1 Card
+1 Action
While this is in play, cards cost $1 more, but not more than $11.


Synergies with: Apprentice; Salvager; when you've accidentally played too many Bridges
Ambassadoring this against newb auto play people
Title: Re: Really bad card ideas
Post by: majiponi on February 29, 2016, 11:40:14 pm
Quote
Intriguer
Cost 2+ - Event
When you buy this, you may overpay for it. For each 1 Coin you overpaid, look through your discard pile and put a card from it on top of your deck.
Just a Herald which you cannot gain! Overpayable Event I wanted.
Title: Re: Really bad card ideas
Post by: Marcory on March 01, 2016, 12:23:32 am
Provincial Action $4

+$3
Each player (including you) looks at the top two cards of his deck, and discards them or puts them back in any order.
-------
In games using this, when you gain a Province, you may gain a Provincial.

Title: Re: Really bad card ideas
Post by: Minotaur on March 01, 2016, 12:29:57 am
Archduke
Victory
Cost: $7

2VP for each Province in your deck.
Title: Re: Really bad card ideas
Post by: Marcory on March 01, 2016, 12:45:47 am
Corpse Victory $2

Worth 1 VP per Estate in your deck.
Title: Re: Really bad card ideas
Post by: Minotaur on March 01, 2016, 01:00:38 am
Corpse Victory $2

Worth 1 VP per Estate in your deck.

This would really have to be every three Estates or something like that.
Title: Re: Really bad card ideas
Post by: Limetime on March 01, 2016, 09:07:30 am
Archduke
Victory
Cost: $7

2VP for each Province in your deck.
This is super legit.
Title: Re: Really bad card ideas
Post by: Accatitippi on March 01, 2016, 12:20:14 pm
Silk Fair - 6c Victory
At the end of the game, worth 8 vp minus the number of differently named Victory cards in your deck (counting Silk Fairs).

(I think it would be kind of balanced, if not particularly fun)
Title: Re: Really bad card ideas
Post by: eHalcyon on March 01, 2016, 09:12:22 pm
Silk Fair - 6c Victory
At the end of the game, worth 8 vp minus the number of differently named Victory cards in your deck (counting Silk Fairs).

(I think it would be kind of balanced, if not particularly fun)

It's a $6 Province if you don't trash starting Estates.  That doesn't sound particularly balanced to me.
Title: Re: Really bad card ideas
Post by: Minotaur on March 01, 2016, 09:17:49 pm
Another goofy VP card that hates VP cards:

(http://1.bp.blogspot.com/-kEQN_85zDpw/U6ueFNJiK3I/AAAAAAAAAZQ/s4Og_96hB5A/s1600/camelot.jpg)

No, I'm not going to transcribe it.
Title: Re: Really bad card ideas
Post by: Minotaur on March 01, 2016, 09:19:49 pm
(The wording kind of sucks.  Three choices are made, but the player who played the card is the one who does the three things.)

Design influences:
1.  It's goofy
2.  It's better the farther away it is.
3.  It sucks the closer you are to it.
4.  Random stuff happens!
Title: Re: Really bad card ideas
Post by: ConMan on March 01, 2016, 11:55:15 pm
On second thought, let's not play it. 'Tis a silly card.
Title: Re: Really bad card ideas
Post by: transportowiec96 on March 02, 2016, 06:31:46 am
Camelot clearly has a synergy with scout.
Title: Re: Really bad card ideas
Post by: Minotaur on March 02, 2016, 11:36:37 am
Camelot clearly has a synergy with scout.

It does have a Masquerade option.  That is true.
Title: Re: Really bad card ideas
Post by: Marcory on March 04, 2016, 12:12:26 pm
Obi-Wan Kenobi Action $4

If you wish, reveal cards from your deck until you reveal 2 cards costing less than $5 and more than $3. Put them into your hand and discard the rest.


Or should I word this a little differently?  ;)
Title: Re: Really bad card ideas
Post by: King Leon on March 04, 2016, 02:59:09 pm
Dowsing Rod
Action
Cost: 3

+$2
When you gain, trash or play this card: Put it on the top of your deck.


This would be the most annoying card in the game.
Title: Re: Really bad card ideas
Post by: Minotaur on March 04, 2016, 03:04:35 pm
Obi-Wan Kenobi Action $4

If you wish, reveal cards from your deck until you reveal 2 cards costing less than $5 and more than $3. Put them into your hand and discard the rest.


Or should I word this a little differently?  ;)

Name a card costing at least $3.  Reveal cards from the top of the deck until you reveal the named card.  Discard the named card, and shuffle the rest back into your deck.

"This is not the card you're looking for."

"This is not the card I'm looking for."
Title: Re: Really bad card ideas
Post by: Marcory on March 04, 2016, 04:41:56 pm
I guess I was a little too subtle with my hint: the real wording should be--wait for it--

"May the 4's be with you"
Title: Re: Really bad card ideas
Post by: Roadrunner7671 on March 04, 2016, 04:48:06 pm
Obi-Wan Kenobi Action $4

If you wish, reveal cards from your deck until you reveal 2 cards costing less than $5 and more than $3. Put them into your hand and discard the rest.


Or should I word this a little differently?  ;)
What about Golem, Alchemist, Familiar and Phil Stone?
Title: Re: Really bad card ideas
Post by: Marcory on March 04, 2016, 04:57:02 pm
They cost more than $3, but there is no way of knowing whether they cost less than $5, since Potion is a quantity not defined in Coin terms.

For example, if you Expanded an Colony, you could not gain a Vineyard.
Title: Re: Really bad card ideas
Post by: Roadrunner7671 on March 04, 2016, 04:58:57 pm
They cost more than $3, but there is no way of knowing whether they cost less than $5, since Potion is a quantity not defined in Coin terms.

For example, if you Expanded an Colony, you could not gain a Vineyard.
They cost less than five couns though, right?
Title: Re: Really bad card ideas
Post by: Asper on March 04, 2016, 05:20:35 pm
They cost more than $3, but there is no way of knowing whether they cost less than $5, since Potion is a quantity not defined in Coin terms.

For example, if you Expanded an Colony, you could not gain a Vineyard.
They cost less than five couns though, right?

No. It's a matter of sets. Exchange coins for Coconuts and Potions for Peas.

A set of three Coconuts and a Pea includes 3 Coconuts. It also includes 2 Coconuts and a Pea, or just the Pea. It is not included in a set of five Coconuts. $3P is more than $3, $2P, $1P, $2, $1, $0 or P, and less than $4P etc. It's not more nor less than $5, as neither set includes the other.
Title: Re: Really bad card ideas
Post by: sudgy on March 05, 2016, 02:36:34 am
Dowsing Rod
Action
Cost: 3

+$2
When you gain, trash or play this card: Put it on the top of your deck.


This would be the most annoying card in the game.

You know, done right, I think this could be balanced, but it's still a bad idea because of how annoying it is.
Title: Re: Really bad card ideas
Post by: AdrianHealey on March 05, 2016, 05:39:45 am
Dowsing Rod
Action
Cost: 3

+$2
When you gain, trash or play this card: Put it on the top of your deck.


This would be the most annoying card in the game.

You know, done right, I think this could be balanced, but it's still a bad idea because of how annoying it is.

I kind a like it.
Title: Re: Really bad card ideas
Post by: transportowiec96 on March 05, 2016, 09:02:03 am
Dowsing Rod
Action
Cost: 3

+$2
When you gain, trash or play this card: Put it on the top of your deck.
-----------
(This is not in supply)
Quote
Dowser (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)
Action
Choose one: Gain Dowsing Rod and put it on top of your deck, place -1 card token on top of your deck and take -(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)coin token ; Play any number of Dowsing Rods from your hand.
-----------------
When playing with this, place Dowsing Rods pile next to supply.

Now both are desirable.
Title: Re: Really bad card ideas
Post by: transportowiec96 on March 06, 2016, 12:23:27 pm
I fixed Scout.
Needs higher price though.

(http://i.imgur.com/oFqw7um.jpg)
Title: Re: Really bad card ideas
Post by: Marcory on March 06, 2016, 01:33:37 pm
I fixed Scout.
Needs higher price though.

Are you sure? It's still called Scout, so by definition it must be terrible.
Title: Re: Really bad card ideas
Post by: transportowiec96 on March 06, 2016, 01:37:34 pm
I fixed Scout.
Needs higher price though.

Are you sure? It's still called Scout, so by definition it must be terrible.

But now, it's strictly better than curse!
Title: Re: Really bad card ideas
Post by: Accatitippi on March 06, 2016, 01:47:04 pm
Silk Fair - 6c Victory
At the end of the game, worth 8 vp minus the number of differently named Victory cards in your deck (counting Silk Fairs).

(I think it would be kind of balanced, if not particularly fun)

It's a $6 Province if you don't trash starting Estates.  That doesn't sound particularly balanced to me.

I was unsure about making it 8-2x or 7-x, at the end for some reason I went for the awful mixed up option, so yeah, fail there.
7-x might be OP too, but I'd start to test it that way. It's an upside down fairgrounds (duh), being great for rushes and awful if the game goes long enough that you need to buy extra vp.
Title: Re: Really bad card ideas
Post by: Witherweaver on March 06, 2016, 05:03:12 pm
I fixed Scout.
Needs higher price though.

Are you sure? It's still called Scout, so by definition it must be terrible.

But now, it's strictly better than curse!

It's not, because Mountebank!
Title: Re: Really bad card ideas
Post by: Seprix on March 06, 2016, 06:04:12 pm
Young Anakin Skywalker
Action
$1


Gain a Podrace Token.
You may use a Podrace Token. If you do, roll a Chance Cube. If it is Blue, gain a Young Anakin Skywalker. If it is Red, gain a Harem.
Title: Re: Really bad card ideas
Post by: majiponi on March 08, 2016, 07:34:10 am
Quote
Cathedral
cost 3 - Action - Reaction
Trash any number of cards from your hand.
When you gain a card, you may reveal this from your hand. If you do, set aside it on your Cathedral mat.
Strictly better than Chapel. Not broken, but very strong. It should cost at least 5. Maybe 6 or Potion.
Title: Re: Really bad card ideas
Post by: Limetime on March 08, 2016, 10:15:36 am
Quote
Cathedral
cost 3 - Action - Reaction
Trash any number of cards from your hand.
When you gain a card, you may reveal this from your hand. If you do, set aside it on your Cathedral mat.
Strictly better than Chapel. Not broken, but very strong. It should cost at least 5. Maybe 6 or Potion.
If this cost 5 I wouldn't buy with chapel on the board.
It is a bad idea because chapel does the same thing almost.
Title: Re: Really bad card ideas
Post by: GendoIkari on March 08, 2016, 12:16:18 pm
Quote
Cathedral
cost 3 - Action - Reaction
Trash any number of cards from your hand.
When you gain a card, you may reveal this from your hand. If you do, set aside it on your Cathedral mat.
Strictly better than Chapel. Not broken, but very strong. It should cost at least 5. Maybe 6 or Potion.

A Chapel that can get rid of itself is a fine idea, but this is too strong. Try having it just trash 1 card and itself. And cost a Potion to slow it down a bit. And have the Potion trash itself when you use it. That sounds about right.
Title: Re: Really bad card ideas
Post by: Witherweaver on March 08, 2016, 12:25:39 pm
Quote
Cathedral
cost 3 - Action - Reaction
Trash any number of cards from your hand.
When you gain a card, you may reveal this from your hand. If you do, set aside it on your Cathedral mat.
Strictly better than Chapel. Not broken, but very strong. It should cost at least 5. Maybe 6 or Potion.

A Chapel that can get rid of itself is a fine idea, but this is too strong. Try having it just trash 1 card and itself. And cost a Potion to slow it down a bit. And have the Potion trash itself when you use it. That sounds about right.

I dunno, with other Potion cards on the board you're automatically going to pick this up, so there isn't much of an opportunity cost.  I think have a separate Potion-like resource to keep this in check would be good.
Title: Re: Really bad card ideas
Post by: Accatitippi on March 08, 2016, 12:30:09 pm
Quote
Cathedral
cost 3 - Action - Reaction
Trash any number of cards from your hand.
When you gain a card, you may reveal this from your hand. If you do, set aside it on your Cathedral mat.
Strictly better than Chapel. Not broken, but very strong. It should cost at least 5. Maybe 6 or Potion.

A Chapel that can get rid of itself is a fine idea, but this is too strong. Try having it just trash 1 card and itself. And cost a Potion to slow it down a bit. And have the Potion trash itself when you use it. That sounds about right.

I see what you did there, but I think that in the card text "it" refers to the gained card.
In my opinion it's way too powerful for any price, I would try the reaction on a much weaker top (or even without any top at all) and I suspect it would still be balanced at 5 or 6. The golden deck potential is just so high.
Title: Re: Really bad card ideas
Post by: Minotaur on March 08, 2016, 12:50:49 pm
Quote
Cathedral
cost 3 - Action - Reaction
Trash any number of cards from your hand.
When you gain a card, you may reveal this from your hand. If you do, set aside it on your Cathedral mat.
Strictly better than Chapel. Not broken, but very strong. It should cost at least 5. Maybe 6 or Potion.

A Chapel that can get rid of itself is a fine idea, but this is too strong. Try having it just trash 1 card and itself. And cost a Potion to slow it down a bit. And have the Potion trash itself when you use it. That sounds about right.

I think Bomb is the original Chapel that trashes itself.  Now that was a true RBCI.
Title: Re: Really bad card ideas
Post by: singletee on March 08, 2016, 01:23:51 pm
Quote
Cathedral
cost 3 - Action - Reaction
Trash any number of cards from your hand.
When you gain a card, you may reveal this from your hand. If you do, set aside it on your Cathedral mat.
Strictly better than Chapel. Not broken, but very strong. It should cost at least 5. Maybe 6 or Potion.

What is it? The card you gained or Cathedral?
Title: Re: Really bad card ideas
Post by: Minotaur on March 08, 2016, 03:42:26 pm
uguyz, I fixed Scout:

Scout Potato
Cost: $4
Action

+1 Action
Reveal the top 4 cards of your deck.  Put the revealed Victory cards into your hand and put the rest back in any order.
Each player passes a card from their hand face down to the left.  You may pass this card instead of a card from your hand.  Each player takes the card passed to them and sets it aside, putting it into their hand at the end of the turn.

(No, I don't want this card to be infinitely self-playing.  Sorry uguyz but no.)
Title: Re: Really bad card ideas
Post by: Seprix on March 08, 2016, 04:00:33 pm
uguyz, I fixed Scout:

Scout Potato
Cost: $4
Action

+1 Action
Reveal the top 4 cards of your deck.  Put the revealed Victory cards into your hand and put the rest back in any order.
Each player passes a card from their hand face down to the left.  You may pass this card instead of a card from your hand.  Each player takes the card passed to them and sets it aside, putting it into their hand at the end of the turn.

Come on, you gotta make it worth -2 VP as well.
Title: Re: Really bad card ideas
Post by: Minotaur on March 08, 2016, 04:03:26 pm
uguyz, I fixed Scout:

Scout Potato
Cost: $4
Action

+1 Action
Reveal the top 4 cards of your deck.  Put the revealed Victory cards into your hand and put the rest back in any order.
Each player passes a card from their hand face down to the left.  You may pass this card instead of a card from your hand.  Each player takes the card passed to them and sets it aside, putting it into their hand at the end of the turn.

Come on, you gotta make it worth -2 VP as well.

And put it on top of your deck when you trash it.
Title: Re: Really bad card ideas
Post by: Axxle on March 08, 2016, 04:05:08 pm
Cream of the Crop
Cost: $4
Action

+1 Action
Reveal the top 4 cards of your deck.  Put one of the revealed cards into your hand and put the rest back in any order.
Title: Re: Really bad card ideas
Post by: Minotaur on March 08, 2016, 04:09:35 pm
Cream of the Crop
Cost: $4
Action

+1 Action
Reveal the top 4 cards of your deck.  Put one of the revealed cards into your hand and put the rest back in any order.

Pretty good, but I'd go ahead and change it to "look at the top 4...", because an accountability clause is no longer needed.
Title: Re: Really bad card ideas
Post by: singletee on March 08, 2016, 04:37:30 pm
Scin
Cost: $4
Action
+1 Action
Reveal your hand. Put the revealed Victory cards on top of your deck in any order.
Title: Re: Really bad card ideas
Post by: Seprix on March 08, 2016, 04:45:42 pm
Scouting Party
Action - $5


+1 Action
Do this thrice: Reveal the top 4 cards of your deck.  Put the revealed Victory cards into your hand and put the rest back in any order.
Title: Re: Really bad card ideas
Post by: Limetime on March 08, 2016, 07:17:24 pm
Scouting Party
Action - $5


+1 Action
Do this thrice: Reveal the top 4 cards of your deck.  Put the revealed Victory cards into your hand and put the rest back in any order.
Seems legit if it was free
Title: Re: Really bad card ideas
Post by: Minotaur on March 08, 2016, 07:50:10 pm
Partying Scout
Action-Reserve
Cost: $4

+1 Action
Place this on your Tavern mat.
------------------------
If this card is on your Tavern mat at the end of your turn:

Reveal the top 4 cards of your deck.  Put the revealed Victory cards into your hand, and put the rest back in any order.  If you have no unspent money, discard this card from your Tavern mat.
Title: Re: Really bad card ideas
Post by: AdrianHealey on March 09, 2016, 08:21:52 am
Partying Scout
Action-Reserve
Cost: $4

+1 Action
Place this on your Tavern mat.
------------------------
If this card is on your Tavern mat at the end of your turn:

Reveal the top 4 cards of your deck.  Put the revealed Victory cards into your hand, and put the rest back in any order.  If you have no unspent money, discard this card from your Tavern mat.

How is this a bad card?
Title: Re: Really bad card ideas
Post by: majiponi on March 09, 2016, 08:32:06 am
Quote
Cathedral
cost 3 - Action - Reaction
Trash any number of cards from your hand.
When you gain a card, you may reveal this from your hand. If you do, set aside it on your Cathedral mat.
Strictly better than Chapel. Not broken, but very strong. It should cost at least 5. Maybe 6 or Potion.

What is it? The card you gained or Cathedral?
Of course the gained card. If I wanted to set aside Cathedral, I wrote "this". But I agree this is overpowering. So I wrote here, "really bad card ideas".
Title: Re: Really bad card ideas
Post by: iguanaiguana on March 09, 2016, 09:13:19 am
Partying Scout
Action-Reserve
Cost: $4

+1 Action
Place this on your Tavern mat.
------------------------
If this card is on your Tavern mat at the end of your turn:

Reveal the top 4 cards of your deck.  Put the revealed Victory cards into your hand, and put the rest back in any order.  If you have no unspent money, discard this card from your Tavern mat.

How is this a bad card?

It's a variant on scout.
Title: Re: Really bad card ideas
Post by: Burning Skull on March 09, 2016, 09:47:43 am
wHaremonger
Action, (http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png)

You may put a Peddler from your hand to a Harem mat.
Title: Re: Really bad card ideas
Post by: singletee on March 09, 2016, 10:44:17 am
Quote
Cathedral
cost 3 - Action - Reaction
Trash any number of cards from your hand.
When you gain a card, you may reveal this from your hand. If you do, set aside it on your Cathedral mat.
Strictly better than Chapel. Not broken, but very strong. It should cost at least 5. Maybe 6 or Potion.

What is it? The card you gained or Cathedral?
Of course the gained card. If I wanted to set aside Cathedral, I wrote "this". But I agree this is overpowering. So I wrote here, "really bad card ideas".

That's how I interpreted it. Seems like some others thought it was like a Chapel that optionally trashes itself. But it's actually a Chapel that automatically Islands your VP buys and defends from junking attacks.
Title: Re: Really bad card ideas
Post by: majiponi on March 09, 2016, 11:01:09 am
That's how I interpreted it. Seems like some others thought it was like a Chapel that optionally trashes itself. But it's actually a Chapel that automatically Islands your VP buys and defends from junking attacks.
Maybe I should fix wording.

Quote
Cathedral
cost 5 - Action - Reaction
Trash any number of cards from your hand.

When you gain a card, you may reveal this from your hand. If you do, set aside that card on your Cathedral mat.
Maybe it is still strong.
Title: Re: Really bad card ideas
Post by: Minotaur on March 09, 2016, 11:13:35 am
Partying Scout
Action-Reserve
Cost: $4

+1 Action
Place this on your Tavern mat.
------------------------
If this card is on your Tavern mat at the end of your turn:

Reveal the top 4 cards of your deck.  Put the revealed Victory cards into your hand, and put the rest back in any order.  If you have no unspent money, discard this card from your Tavern mat.

How is this a bad card?

It's a variant on scout.

It's also a reference to both Wine Merchant and X-ing Party for whatever values of X are appropriate.
Title: Re: Really bad card ideas
Post by: Accatitippi on March 09, 2016, 12:36:27 pm
Innaturally colored flower - 5c - Action
Trash this.
If you did, gain 3 copies of an Action card of your choice.
Title: Re: Really bad card ideas
Post by: Axxle on March 09, 2016, 12:56:54 pm
Increasing Confusion - $0 - Curse Reaction

When you discard this other than during a Clean-up phase, you must reveal it. If you do, gain an Increasing Confusion.
--------------
Setup: Remove the Curse pile from the supply. When a Curse would be gained by a player, they gain this instead.
Title: Re: Really bad card ideas
Post by: transportowiec96 on March 13, 2016, 02:49:06 pm
Quote
Kicked Advisor - 4$ - Action
+Action
Reveal the top 3 cards of your deck.
+Action
Discard any revealed cards.
+Action
Quote
Kidnappers - 3$ - Action
Gain an ambassador per card the player to your right gained on his last turn. Then, each other player gains a copy of ambassador.
Quote
Stepped On Warehouse - 3$ - Action
+action
Discard 3 cards.
Title: Re: Really bad card ideas
Post by: Marcory on March 14, 2016, 12:11:45 am
Slow Internet Connection Cursor Action/Inaction-$3

When you play this, hold it in the air for 2 minutes, 59 seconds.
If one or more opponents have not resigned by the end of this interval, you may play another Action from your hand.
---------------
In games using this, add extra snacks to the setup.
Title: Re: Really bad card ideas
Post by: Minotaur on March 14, 2016, 12:24:08 am
Wi-fi Password
Reaction-Shelter
Cost: $1

If another card causes this card to be revealed, trash this card and each player gains a Slow Internet Connection.
Title: Re: Really bad card ideas
Post by: transportowiec96 on March 14, 2016, 03:06:50 pm
Hacking - 2$ - Event
Once per game for all players: Every player must reveal his hand before every action phase.
Title: Re: Really bad card ideas
Post by: gloures on March 15, 2016, 08:06:37 pm
Gambling - 1$ - Event

+1 Card
+1 Buy

You may play any additional treasure cards you have left in your hand
Title: Re: Really bad card ideas
Post by: Seprix on March 15, 2016, 08:19:55 pm
Moneybag
Action-Treasure

$4

+1 Action

$2

I don't know how to word it better, but basically this is a Treasure that can be played before the end of the action phase.
Title: Re: Really bad card ideas
Post by: Marcory on March 15, 2016, 10:59:28 pm
Corporation $5
Treasure
$2


Reveal cards from the top of your deck until you reveal an Action. Play it, and discard the other revealed cards.

This is a Treasure that plays Action cards. Completely broken with Black Market, Storyteller, Golem, Herald, and Throne Rooms; mostly broken (and sometimes completely useless, like when you hit Necropolis without Diadem) otherwise.
Title: Re: Really bad card ideas
Post by: market squire on March 16, 2016, 12:59:43 pm
Actually I think this could be a thing. (http://forum.dominionstrategy.com/index.php?topic=10596.msg422710#msg422710)
Title: Re: Really bad card ideas
Post by: Marcory on March 16, 2016, 02:35:05 pm
I'm pretty sure that COTR is a much better version of 'restart your Action phase'.

Concerning your Falcon, most of the time, it would just work like a normal Village. If I have Falcon/Smithy/Smithy in hand, I'd probably just play Falcon and my other Treasures first, then go back to my Action phase with 2 actions. That's no different than Squire-As-Village.

It's nice that Falcon can't be drawn dead, but COTR is cheap enough that you can usually have at least one in Reserve at any given time, making the dead draw moot.

This also avoids the weird and complicated effects of a 2nd Action (and then 2nd Buy) phase.
Title: Re: Really bad card ideas
Post by: Seprix on March 16, 2016, 02:39:07 pm
Actually I think this could be a thing. (http://forum.dominionstrategy.com/index.php?topic=10596.msg422710#msg422710)

But this is the bad card ideas thread.. Are you saying your card is bad? :(
Title: Re: Really bad card ideas
Post by: Minotaur on March 17, 2016, 08:51:27 am
The Wind
Action
Cost: $4

+2 Cards
+2 Actions
If the card playing this Action is not a Victory card, discard two cards.
Title: Re: Really bad card ideas
Post by: Jack Rudd on March 17, 2016, 09:38:39 am
The Wind
Action
Cost: $4

+2 Cards
+2 Actions
If the card playing this Action is not a Victory card, discard two cards.
The intention being to get people to Inherit The Wind, presumably.
Title: Re: Really bad card ideas
Post by: Marcory on March 17, 2016, 10:45:05 am
Estate Taxman
$3
Action

Each other player discards an Estate or reveals a hand with no Estates. You may trash a card from your hand and gain an Estate, putting it on top of your deck.
Title: Re: Really bad card ideas
Post by: Roadrunner7671 on March 17, 2016, 10:48:34 am
Estate Taxman
$3
Action

Each other player discards an Estate or reveals a hand with no Estates. You may trash a card from your hand and gain an Estate, putting it on top of your deck.
It's a killer with Inheritance!
Title: Re: Really bad card ideas
Post by: Seprix on March 17, 2016, 12:03:14 pm
Estate Taxman
$3
Action

Each other player discards an Estate or reveals a hand with no Estates. You may trash a card from your hand and gain an Estate, putting it on top of your deck.

Donald Trump, the real estate mogul?
Title: Re: Really bad card ideas
Post by: ashersky on March 17, 2016, 02:00:26 pm
The Wind
Action
Cost: $4

+2 Cards
+2 Actions
If the card playing this Action is not a Victory card, discard two cards.
The intention being to get people to Inherit The Wind, presumably.

Better to pass it with Masquerade.
Title: Re: Really bad card ideas
Post by: Witherweaver on March 17, 2016, 02:16:42 pm
The Wind
Action
Cost: $4

+2 Cards
+2 Actions
If the card playing this Action is not a Victory card, discard two cards.

Would you consider those two cards.... gone with the wind?
Title: Re: Really bad card ideas
Post by: Minotaur on March 17, 2016, 03:14:09 pm
Disinherit
Event
Cost: $7/$10*

Once per game.  Remove an Action card from a Supply pile and place your Disinheritance token on it.

If the Action costs less than $5, cards from that pile count as Estates for as long as they are owned by you this game instead of whatever they were originally.  Playing the Event this way costs $7.

Otherwise, the Event costs $10, and the Disinherited Action cards count as Duchies.
Title: Re: Really bad card ideas
Post by: Marcory on March 17, 2016, 07:12:47 pm
The Wind
Action
Cost: $4

+2 Cards
+2 Actions
If the card playing this Action is not a Victory card, discard two cards.

What happens if this card is broken?
Title: Re: Really bad card ideas
Post by: Minotaur on March 19, 2016, 12:22:36 pm
The Wind
Action
Cost: $4

+2 Cards
+2 Actions
If the card playing this Action is not a Victory card, discard two cards.

What happens if this card is broken?

Luckily it isn't.  It's a sort of cross between Village and Warehouse on most boards.
Title: Re: Really bad card ideas
Post by: faust on March 19, 2016, 12:40:12 pm
The Wind
Action
Cost: $4

+2 Cards
+2 Actions
If the card playing this Action is not a Victory card, discard two cards.

What happens if this card is broken?

Luckily it isn't.  It's a sort of cross between Village and WarehouseInn on most boards.

FTFY
Title: Re: Really bad card ideas
Post by: Asper on March 19, 2016, 06:52:21 pm
Forum Troll, Action - Duration - Attack
Each other player takes his "-1 hour of my lifetime" token.
Now and at the start of your next turn: +1 respect
----
While this is in play, posts are 1 degree cheaper, but not cheap enough to be banned.
Title: Re: Really bad card ideas
Post by: Seprix on March 19, 2016, 07:43:52 pm
Forum Troll, Action - Duration - Attack
Each other player takes his "-1 hour of my lifetime" token.
Now and at the start of your next turn: +1 respect
----
While this is in play, posts are 1 degree cheaper, but not cheap enough to be banned.

Don't be respectist. Some people want respect-positive lives, and it's not progressive to respect-shame people. :)
Title: Re: Really bad card ideas
Post by: transportowiec96 on March 20, 2016, 08:15:33 am
Useful Chancellor - 1$ - Event
+buy
Put your deck into your discard pile.
Title: Re: Really bad card ideas
Post by: Minotaur on March 20, 2016, 05:33:11 pm
Useful Pearl Diver
Action
Cost: $3

+1 Card
+1 Action
Look at the bottom card of your deck.  Put it on top of your deck or discard it.


Useful Potion
Treasure
Cost: $4

+P or +$2


Useful Two-Player Moat
Action/Reaction/Reserve
Cost: $2

+2 Cards
Place this card on your Tavern mat.
-----------
When another player plays an Attack card, you may take this card from your Tavern mat into your hand.  If you do, you are unaffected by the attack.


Fair Tournament
Action
Cost: $5

+1 Action
+$1
Trash this card.  Gain a Prize from your Prize pile, putting it in your hand.

Setup:  Each player gets their own Prize pile.


Low Blood Pressure Lookout
Action
Cost: $4

+1 Action
Look at the top three cards of your deck.  You may trash one.  You may discard one.


Gift Receipt
Action/Reaction
Cost: $5

The player to your left discards the top two cards of their deck.

Choose two.  The choices must be different:  +$2; +2 Cards; +2 Actions
-----------------------
You may discard this from your hand when another player plays Ambassador.  If you do, the attack does not affect you and you take a coin token.
Title: Re: Really bad card ideas
Post by: Seprix on March 20, 2016, 06:02:19 pm
Now balance Rebuild.
Title: Re: Really bad card ideas
Post by: Axxle on March 20, 2016, 06:28:06 pm
Rebuild Variant
Action - $5

+1 Card
+1 Action
You may trash a Victory card from your hand and gain a Victory card costing up to {3} more than it. If you do, discard a card.
Title: Re: Really bad card ideas
Post by: Minotaur on March 20, 2016, 06:36:07 pm
Xzibition
Action
Cost: $3

+1 Card

You may play a copy of this card from your hand.  If you do, +1 VP
If that card plays a copy of this card from your hand, +$1
If that card plays a copy of this card from your hand, +1 Card
If that card plays a copy of this card from your hand, +1 Action
If that card plays a copy of this card from your hand, +1 Buy
Title: Re: Really bad card ideas
Post by: Asper on March 20, 2016, 07:50:37 pm
"Useful Moat" only defends against a single attack and you got to play it first. It's even worse than regular Moat, more so in multiplayer games.
Title: Re: Really bad card ideas
Post by: Minotaur on March 20, 2016, 09:20:51 pm
Multi-player Moat
Action
Cost: $2

+1 Card
+1 Action
If there is an Attack card on the board, put this card on your Tavern mat.

When you buy this card, gain one copy for each player in the game beyond the second.  (The pile begins with 10 plus an additional 10 cards for each player beyond the second)
-----------------------------
Whenever another player plays an Attack, you may move this card from your Tavern mat to the top of your deck.  If you do, you are not affected by the attack.
Title: Re: Really bad card ideas
Post by: andork on March 21, 2016, 03:26:58 pm
What's better than hot potato?  An evolving hot potato!

Lukewarm potato - Action $3
+3
Choose a player at random.  They gain this card.
If you discard or trash this, gain a hot potato.

Hot potato - Action Curse
-1 VP
+5
Choose a player at random.  They gain this card on top of their deck.
If you discard or trash this, return it to the supply and gain a flaming potato.

Flaming potato - Action Curse
-2 VP
Takes 2 actions to play.
+8
Choose a player at random.  They gain this card in hand.
If you discard or trash this, return it to the supply and gain an exploding potato.

Exploding potato - Action Curse
-3 VP
Requires 3 actions to play.
+13
+1 Buy
Return this card to the supply.  All other players gain a flaming potato on top of their deck
If you discard or trash this, return it to the supply and trash the top 5 cards of your deck.
Title: Re: Really bad card ideas
Post by: andork on March 21, 2016, 03:48:45 pm
That Escalated Quickly - Action/Reaction $5
+1 Action/+1 card
+1 Action/+1 card for each other copy of this card in play on your side.
Whenever another player plays a copy of this card, you may discard this.  If you do, +1 Action/+1 Card for each other copy of this card in play.

Acid Trip - Action/Duration $7
While this is in play, all action, treasure, and victory cards are considered to be action/treasure/victory cards (but the normal rules for when you can play actions and treasures still apply)

The Last Word - Action/Duration $9
While this is in play and there are victory cards left in a supply pile, the game cannot end.

Anechoic Chamber - Action/Duration $5
+2 Cards
+1 Action
While this is in play, players may not play another copy of any card in play, and may not invoke any reaction cards.

Bureaucratic Mix-Up - Action $6
You may play this at any time except during a clean-up phase.
Swap hands with another player.  Right before the next clean-up phase, return all cards that were played to the original owner's discard pile, and all cards that were not played to the original owner's hand.

Hostile Takeover - Action $5
All players reveal their hands.  While this is in play, you may buy cards from another player's hand for 1.5X the cost, rounded down.

Chicken - Action $5
Choose another player.  You may trash the top card of your deck.  If you do, they trash the top card of their deck, and may trash another.  If they do, you trash the top two cards of your deck, and may trash another.  If you do, they trash the top 3 cards of their deck, and so on...
Title: Re: Really bad card ideas
Post by: andork on March 21, 2016, 03:52:35 pm
Sexism - Action/Reaction $5
When you buy this card for the first time, choose whether you are male or female for the purposes of this game.
If male: $2, +1 Buy, +1 Action
If female: whenever a player plays a card that contains the word "he" but not "she", you may reveal this card.  If you do, that player gains a curse.
Title: Re: Really bad card ideas
Post by: andork on March 21, 2016, 03:58:45 pm
Tesseract - Action/Curse $4
-4 VP
-4 Actions
Discard 4 cards
-$4
This may cause your actions/coins to go below 0.
Choose an action card.  Play it 4 times.

Open question: is this a well-balanced card?
Title: Re: Really bad card ideas
Post by: andork on March 21, 2016, 04:04:33 pm
Bikini Atoll - Action $12
Trash all cards on all Island Mats.
Title: Re: Really bad card ideas
Post by: andork on March 21, 2016, 04:07:03 pm
Sinkhole - Action $8 (only one copy in supply)
Trash this card and a supply pile.
Title: Re: Really bad card ideas
Post by: andork on March 21, 2016, 04:08:29 pm
Recycling - Action $8
Players gain cards from the trash pile one by one, beginning with the player to your left, until the trash is empty.
Title: Re: Really bad card ideas
Post by: andork on March 21, 2016, 04:14:59 pm
Master Tactician $7

Action - Duration

Trash your hand. Next Turn, draw your deck.

I laughed out loud when I read that.  Sounds like it would be fun to try out!
Title: Re: Really bad card ideas
Post by: andork on March 21, 2016, 04:39:04 pm
The idea is to trigger a wild chain of Bonds/Debts/Loans/Ventures etc.

All you need are cards for Credit Default Swap, Subprime Mortgage, and Mortgage-Backed Security, and you can play Dominion: 2008 US Banking Collapse Edition.

Subprime Mortgage - Action/Reserve $0
When you play this, put it on your tavern mat.
At the beginning of each turn, put a fraud counter on this and get +3 cards, +3 actions.
At the end of your turn, unless you have $1 left over for each fraud counter on this, return this to the supply, put your deck and your hand in your discard pile, and trash 12 VP from it (or as much as you can).

Mortgage-Backed Security - Action/Reserve $6
When you play this, put it on your tavern mat.
At the beginning of your turn, +$1 for each fraud counter on each subprime mortgage on other players' tavern mats.
Whenever another player defaults on a subprime mortgage, you gain the victory cards they would have trashed, return this to the supply, put your deck into your discard pile, and trash treasure totalling $X where X is the total VP of the cards they would have trashed.  If multiple players have Mortgage-Backed Securities on their tavern mats, the victory cards are handed out round-robin starting with the player to the defaulter's left.

Credit Default Swap - Action/Duration $3
While this is in play, if a player defaults on a Subprime Mortgage (returns it to the supply), gain 4 gold.
At the beginning of your turn, return this to the supply.
Title: Re: Really bad card ideas
Post by: Minotaur on March 21, 2016, 08:46:44 pm
Sexism - Action/Reaction $5
When you buy this card for the first time, choose whether you are male or female for the purposes of this game.
If male: $2, +1 Buy, +1 Action
If female: whenever a player plays a card that contains the word "he" but not "she", you may reveal this card.  If you do, that player gains a curse.

Holy crap, sexism is a Festival?
Title: Re: Really bad card ideas
Post by: Axxle on March 21, 2016, 11:14:25 pm
Sexism - Action/Reaction $5
When you buy this card for the first time, choose whether you are male or female for the purposes of this game.
If male: $2, +1 Buy, +1 Action
If female: whenever a player plays a card that contains the word "he" but not "she", you may reveal this card.  If you do, that player gains a curse.
Coming Out
$6 - Event
Turn your sexuality and/or gender tokens over (they start on the side of your choice)
Title: Re: Really bad card ideas
Post by: majiponi on March 22, 2016, 06:30:02 am
Sexism - Action/Reaction $5
When you buy this card for the first time, choose whether you are male or female for the purposes of this game.
If male: $2, +1 Buy, +1 Action
If female: whenever a player plays a card that contains the word "he" but not "she", you may reveal this card.  If you do, that player gains a curse.

Holy crap, sexism is a Festival?
Can I reveal this 10 times when you play Smuggler?
What happens when you play Sexism which you gained via Feast?
Title: Re: Really bad card ideas
Post by: faust on March 22, 2016, 07:02:08 am
Sexism - Action/Reaction $5
When you buy this card for the first time, choose whether you are male or female for the purposes of this game.
If male: $2, +1 Buy, +1 Action
If female: whenever a player plays a card that contains the word "he" but not "she", you may reveal this card.  If you do, that player gains a curse.

Misses a "gain this when you gain a Harem".
Title: Re: Really bad card ideas
Post by: Asper on March 22, 2016, 10:20:48 am
Sexism - Action/Reaction $5
When you buy this card for the first time, choose whether you are male or female for the purposes of this game.
If male: $2, +1 Buy, +1 Action
If female: whenever a player plays a card that contains the word "he" but not "she", you may reveal this card.  If you do, that player gains a curse.
Coming Out
$6 - Event
Turn your sexuality and/or gender tokens over (they start on a random side)

FTFY.
Title: Re: Really bad card ideas
Post by: Minotaur on March 22, 2016, 11:47:37 am
Sexism - Action/Reaction $5
When you buy this card for the first time, choose whether you are male or female for the purposes of this game.
If male: $2, +1 Buy, +1 Action
If female: whenever a player plays a card that contains the word "he" but not "she", you may reveal this card.  If you do, that player gains a curse.

Holy crap, sexism is a Festival?
Can I reveal this 10 times when you play Smuggler?
What happens when you play Sexism which you gained via Feast?

I was going to say something about Masquerade causing further trouble, but actually the card does nothing if you haven't bought one yet.
Title: Re: Really bad card ideas
Post by: andork on March 22, 2016, 11:54:00 am
Sexism - Action/Reaction $5
When you buy this card for the first time, choose whether you are male or female for the purposes of this game.
If male: $2, +1 Buy, +1 Action
If female: whenever a player plays a card that contains the word "he" but not "she", you may reveal this card.  If you do, that player gains a curse.

Holy crap, sexism is a Festival?

Heh, I didn't think about that when I wrote it!
Title: Re: Really bad card ideas
Post by: andork on March 22, 2016, 11:56:28 am
Sexism - Action/Reaction $5
When you buy this card for the first time, choose whether you are male or female for the purposes of this game.
If male: $2, +1 Buy, +1 Action
If female: whenever a player plays a card that contains the word "he" but not "she", you may reveal this card.  If you do, that player gains a curse.

Misses a "gain this when you gain a Harem".

Oh man, I didn't even think about that, there should be extra interactions with Harem:
If male: gain a harem
If female: whenever a male player gains a harem, you may reveal this card.  If you do, that player gains a curse on top of his deck
Title: Re: Really bad card ideas
Post by: andork on March 22, 2016, 11:58:42 am
Sexism - Action/Reaction $5
When you buy this card for the first time, choose whether you are male or female for the purposes of this game.
If male: $2, +1 Buy, +1 Action
If female: whenever a player plays a card that contains the word "he" but not "she", you may reveal this card.  If you do, that player gains a curse.

Misses a "gain this when you gain a Harem".

Oh man, I didn't even think about that, there should be extra interactions with Harem:
If male: gain a harem
If female: whenever a male player gains a harem, you may reveal this card.  If you do, that player gains a curse on top of his deck

Now I realize, concise wording for a sexism test is difficult.  "Any card whose wording assumes players are male"?
Title: Re: Really bad card ideas
Post by: ThetaSigma12 on March 22, 2016, 01:12:07 pm
Circle of Life (Reaction-0)
When you would gain this, trash this instead
When you would trash this, put it on top of your deck instead
When you would put this on top of your deck, draw it instead
When you would draw this, discard this instead
When you would discard this, return this card to the supply and each other player gains a copy of this
Title: Re: Really bad card ideas
Post by: AdrianHealey on March 22, 2016, 01:25:17 pm
I think that's a great card.
Title: Re: Really bad card ideas
Post by: andork on March 22, 2016, 01:40:35 pm
Magic the Gathering - Action Reserve

Put this on your tavern mat.  While this is in play:
* players skip their cleanup phase
* when a player plays a treasure, they put it on their tavern mat and it has no effect
* at the beginning of your turn, draw a card and then untap all treasures on your tavern mat
* players map tap any untapped treasure on their tavern mat; this is equivalent to playing it under normal dominion rules
* all attack cards target a player of one's choice instead of all other players
* if you draw all cards in your deck you lose the game
Title: Re: Really bad card ideas
Post by: Axxle on March 22, 2016, 01:47:00 pm
Sexism - Action/Reaction $5
When you buy this card for the first time, choose whether you are male or female for the purposes of this game.
If male: $2, +1 Buy, +1 Action
If female: whenever a player plays a card that contains the word "he" but not "she", you may reveal this card.  If you do, that player gains a curse.
Coming Out
$6 - Event
Turn your sexuality and/or gender tokens over (they start on a random side)

FTFY.
I probably should use a polyhedral die to denote those things rather than a two sided token too.
Title: Re: Really bad card ideas
Post by: andork on March 22, 2016, 01:47:12 pm
Parallel Universes - Action Reserve

Put this on your tavern mat.  All players get a Magic: the Gathering deck of their choice.
Play a turn with your Magic cards simultaneously with each of your Dominion turns.
Dominion actions are considered Magic spells and vice versa.
Dominion reactions are considered Magic instants and vice versa.
Dominion reserve cards are considered Magic enchantments and vice versa.
Dominion treasure cards are considered Magic lands and vice versa.
Magic creatures are considered to be on the tavern mat.
Trashing in dominion is considered the same as destroying in Magic.
Dominion coins count as Magic mana, and vice versa.
When a player is dealt X damage or loses X life, they gain X curse tokens.
When a player gains X life, they gain X VP tokens.
Magic cards cannot cause you to win or lose the game, except that the game ends if anyone's Magic deck runs out.
Title: Re: Really bad card ideas
Post by: Axxle on March 22, 2016, 01:54:07 pm
Shahrazad
Action $2
Players play a Dominion subgame, using their unshuffled decks as their starting decks. Each player who doesn't win the subgame loses half his or her VP tokens, rounded up.
Title: Re: Really bad card ideas
Post by: Minotaur on March 22, 2016, 11:51:10 pm
Deal With The Devil
Event
Cost: $0

+1 Buy
+$1
Discard the top card of your deck.  The player to your left chooses whether you trash it or gain a copy of it.
Title: Re: Really bad card ideas
Post by: faust on March 23, 2016, 07:34:11 am
Very Blue Dog
Action - Reaction $4

+1 card
+1 action

When you would gain a card, you may reveal this to draw a card instead.
When you would draw a card, you may reveal this to gain a card costing less than this instead.
Title: Re: Really bad card ideas
Post by: Minotaur on March 23, 2016, 09:51:06 am
Very Blue Dog
Action - Reaction $4

+1 card
+1 action

When you would gain a card, you may reveal this to draw a card instead.
When you would draw a card, you may reveal this to gain a card costing less than this instead.

So you can reveal it twice as if it were Trader?
Title: Re: Really bad card ideas
Post by: faust on March 23, 2016, 11:15:54 am
Very Blue Dog
Action - Reaction $4

+1 card
+1 action

When you would gain a card, you may reveal this to draw a card instead.
When you would draw a card, you may reveal this to gain a card costing less than this instead.

So you can reveal it twice as if it were Trader?

Some people would say that that depends on whether there are cards left in your deck, and whether there's a -1 card token on top of them.
Title: Re: Really bad card ideas
Post by: Minotaur on March 23, 2016, 09:18:03 pm
(http://media.salon.com/2015/12/2014-06-11t155415z1813105711gm1ea6b1uc101rtrmadp3usa-politics-clinton.jpg)

Very Blue Dog
Action - Reaction $4

+1 card
+1 action

When you would gain a card, you may reveal this to draw a card instead.
When you would draw a card, you may reveal this to gain a card costing less than this instead.

FTFY
Title: Re: Really bad card ideas
Post by: Seprix on March 23, 2016, 09:41:29 pm
(http://media.salon.com/2015/12/2014-06-11t155415z1813105711gm1ea6b1uc101rtrmadp3usa-politics-clinton.jpg)

Very Blue Dog
Action - Reaction $4

+1 card
+1 action

When you would gain a card, you may reveal this to draw a card instead.
When you would draw a card, you may reveal this to gain a card costing less than this instead.

FTFY

RSP
Title: Re: Really bad card ideas
Post by: Minotaur on March 23, 2016, 09:48:55 pm
(http://media.salon.com/2015/12/2014-06-11t155415z1813105711gm1ea6b1uc101rtrmadp3usa-politics-clinton.jpg)

Very Blue Dog
Action - Reaction $4

+1 card
+1 action

When you would gain a card, you may reveal this to draw a card instead.
When you would draw a card, you may reveal this to gain a card costing less than this instead.

FTFY

RSP

http://www.urbandictionary.com/define.php?term=RSP&defid=8787289

Google says... Recreational Sex Partner???
Title: Re: Really bad card ideas
Post by: Minotaur on March 23, 2016, 10:02:21 pm
Just to get this thread back on track: http://wiki.dominionstrategy.com/images/9/97/Curse.jpg (http://wiki.dominionstrategy.com/images/9/97/Curse.jpg)

What could be worse as a card idea than a card called Recreational Sex Partner with a picture of Clinton?
Title: Re: Really bad card ideas
Post by: Marcory on March 23, 2016, 10:04:26 pm
Seriously, enough with the RSP!
Title: Re: Really bad card ideas
Post by: eHalcyon on March 23, 2016, 10:43:31 pm
http://www.urbandictionary.com/define.php?term=RSP&defid=8787289

Google says... Recreational Sex Partner???

Not sure if serious, but I guess you rarely venture outside of this particular thread. 

RSP stands for "Religion, Sex, Politics", i.e. the discussion topics that most often rile up people into argument.  Many forums have a separate subforum specifically for RSP discussion.  Here's ours. (http://forum.dominionstrategy.com/index.php?board=35.0)
Title: Re: Really bad card ideas
Post by: Axxle on March 23, 2016, 10:44:03 pm
RSP = Religion, Sex, Politics:

http://forum.dominionstrategy.com/index.php?board=35.0

Basically they're saying keep politics in that thread

Edit: beat by ehalc
Title: Re: Really bad card ideas
Post by: Marcory on March 24, 2016, 12:27:37 am
Thieving Party--Event $2

+1 Buy

You may look through each player's discard pile. Each player trashes a treasure that you choose. You may gain any of the trashed cards. If you do, they may gain a Treasure costing up to $3 less than the trashed card.

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

Transmuting Party--Event $P
+1 Buy

Each other player discards the top card of his deck.
If it was a(n):
      Action: Gain a Duchy
      Victory Card: Gain a Gold
      Treasure: Gain a Action card costing $0P or up to $2.
Title: Re: Really bad card ideas
Post by: Minotaur on March 24, 2016, 10:10:28 am
Thieving Party--Event $2

+1 Buy

You may look through each player's discard pile. Each player trashes a treasure that you choose. You may gain any of the trashed cards. If you do, they may gain a Treasure costing up to $3 less than the trashed card.

This thread wouldn't be about politics if the rest of you didn't keep bringing up blue dogs and thieving parties.
Title: Re: Really bad card ideas
Post by: singletee on March 24, 2016, 10:13:24 am
Deal With The Devil
Event
Cost: $0

+1 Buy
+$1
Discard the top card of your deck.  The player to your left chooses whether you trash it or gain a copy of it.

1. Be first player
2. Buy this a million times
3. Buy the supply
4. Win
Title: Re: Really bad card ideas
Post by: Minotaur on March 24, 2016, 10:16:27 am
Deal With The Devil
Event
Cost: $0

+1 Buy
+$1
Discard the top card of your deck.  The player to your left chooses whether you trash it or gain a copy of it.

1. Be first player
2. Buy this a million times
3. Buy the supply
4. Win

Events must be bought.  1-1+1 = 1 Buy.  Step 3 fails to happen.
Title: Re: Really bad card ideas
Post by: faust on March 24, 2016, 10:46:26 am
Deal With The Devil
Event
Cost: $0

+1 Buy
+$1
Discard the top card of your deck.  The player to your left chooses whether you trash it or gain a copy of it.

1. Be first player
2. Buy this a million times
3. Buy the supply
4. Win

Events must be bought.  1-1+1 = 1 Buy.  Step 3 fails to happen.

You could add in Travelling Fair though.
Title: Re: Really bad card ideas
Post by: Minotaur on March 24, 2016, 10:59:29 am
Deal With The Devil
Event
Cost: $0

+1 Buy
+$1
Discard the top card of your deck.  The player to your left chooses whether you trash it or gain a copy of it.

1. Be first player
2. Buy this a million times
3. Buy the supply
4. Win

Events must be bought.  1-1+1 = 1 Buy.  Step 3 fails to happen.

You could add in Travelling Fair though.

Quote
Secret History
An easy one with no issues.

Thanks Obama Donald...
Title: Re: Really bad card ideas
Post by: Asper on March 24, 2016, 11:21:28 am
Deal With The Devil
Event
Cost: $0

+1 Buy
+$1
Discard the top card of your deck.  The player to your left chooses whether you trash it or gain a copy of it.

1. Be first player
2. Buy this a million times
3. Buy the supply
4. Win

Events must be bought.  1-1+1 = 1 Buy.  Step 3 fails to happen.

You could add in Travelling Fair though.

Travelling Fair takes away the excess $1, so that doesn't work either.
Title: Re: Really bad card ideas
Post by: navical on March 24, 2016, 11:25:13 am
Deal With The Devil
Event
Cost: $0

+1 Buy
+$1
Discard the top card of your deck.  The player to your left chooses whether you trash it or gain a copy of it.

1. Be first player
2. Buy this a million times
3. Buy the supply
4. Win

Events must be bought.  1-1+1 = 1 Buy.  Step 3 fails to happen.

You could add in Travelling Fair though.

Travelling Fair takes away the excess $1, so that doesn't work either.

Deal With The Devil gives you infinite money (but still only the buys you started with) at the cost of potentially trashing your entire deck. Travelling Fair lets you convert some of that infinite money into buys (at a 2:1 ratio, not that that matters), giving you infinite money and infinite buys.
Title: Re: Really bad card ideas
Post by: Seprix on March 24, 2016, 11:27:27 am
Deal With The Devil
Event
Cost: $0

+1 Buy
+$1
Discard the top card of your deck.  The player to your left chooses whether you trash it or gain a copy of it.

1. Be first player
2. Buy this a million times
3. Buy the supply
4. Win

Events must be bought.  1-1+1 = 1 Buy.  Step 3 fails to happen.

You could add in Travelling Fair though.

Travelling Fair takes away the excess $1, so that doesn't work either.

You still get a guaranteed Province every turn, and if your opponent keeps insisting you get copies of things, you'll run two piles in Coppers and Estates, while still getting the Province. However, that is the best scenario for P2, which is still brutal because you only need to play Deal w/ the Devil as many times as you need for Province on subsequent turns, not an infinite number of times, thus making a Province hit unlikely. If P2 chooses to trash all the cards, you can simply get 5 Provinces without retribution of trashing, as they would be in your hand. After that, you simply get 8 Provinces in 8 turns. Brutal.

And Traveling Fair DOES work. It's too OP.
Title: Re: Really bad card ideas
Post by: Asper on March 24, 2016, 12:05:50 pm
Deal With The Devil
Event
Cost: $0

+1 Buy
+$1
Discard the top card of your deck.  The player to your left chooses whether you trash it or gain a copy of it.

1. Be first player
2. Buy this a million times
3. Buy the supply
4. Win

Events must be bought.  1-1+1 = 1 Buy.  Step 3 fails to happen.

You could add in Travelling Fair though.

Travelling Fair takes away the excess $1, so that doesn't work either.

Deal With The Devil gives you infinite money (but still only the buys you started with) at the cost of potentially trashing your entire deck. Travelling Fair lets you convert some of that infinite money into buys (at a 2:1 ratio, not that that matters), giving you infinite money and infinite buys.

I was somehow ignoring the +Buy on Deal with the Devil...
Title: Re: Really bad card ideas
Post by: ChocophileBenj on March 24, 2016, 12:08:45 pm
Deal With The Devil
Event
Cost: $0

+1 Buy
+$1
Discard the top card of your deck.  The player to your left chooses whether you trash it or gain a copy of it.

1. Be first player
2. Buy this a million times
3. Buy the supply
4. Win

Events must be bought.  1-1+1 = 1 Buy.  Step 3 fails to happen.

You could add in Travelling Fair though.

Quote
Secret History
An easy one with no issues.

Thanks Obama Donald...
Thanks Barack Trump...
Title: Re: Really bad card ideas
Post by: Axxle on March 24, 2016, 01:21:27 pm
?Fixed? Deal With The Devil
Event
Cost: $0

+1 Buy
Discard the top card of your deck, if you do +$1.  The player to your left chooses whether you trash it or gain a copy of it.
Title: Re: Really bad card ideas
Post by: Minotaur on March 24, 2016, 02:17:17 pm
?Fixed? Deal With The Devil
Event
Cost: $0

+1 Buy
Discard the top card of your deck, if you do +$1.  The player to your left chooses whether you trash it or gain a copy of it.

So you can stop the infinite chain as long as you choose to trash all the things...  I guess that works, but man, the interaction is unfortunate to begin with.

DWtD also has (unfortunate?) interplay with Gardens.  Usually your Gold on Turn 1 has consequences, but it's total chaos at this point.


Alternate fixes:
Should there be a three-deal limit per turn?  Or should it cost Soul tokens, and you start with 10?

The event may still be broken and un-balanceable, but at least it wouldn't be a one-turn Supply buy-out with Travelling Fair.
Title: Re: Really bad card ideas
Post by: eHalcyon on March 24, 2016, 02:18:34 pm
Why are you trying to fix a card in the RBCI thread? 
Title: Re: Really bad card ideas
Post by: Minotaur on March 24, 2016, 02:21:42 pm
Why are you trying to fix a card in the RBCI thread?

My card was fine.  We're just indirectly fixing a broken Event from Adventures now.  Do you suggest that we just let Travelling Fair stay broken?
Title: Re: Really bad card ideas
Post by: Minotaur on March 24, 2016, 02:48:42 pm
Celebrity Apprentice
Cost: $5
Action/RSP

+1 Action
You may trash an Action card from your hand.  If you do, say "you're fired!" and draw one card more than the coin cost of the trashed card.
You may trash America's reputation.  If you do, the player to your left reveals their birth certificate and no one can talk about this card in RBCI for the rest of the game.
Title: Re: Really bad card ideas
Post by: Seprix on March 24, 2016, 02:57:24 pm
Hillary Hag
Cost: $4
Action/RSP

Each other player discards the top card of his deck, then gains a Curse card, putting it on top of his deck.

If you do not gain this card, there is a special place in hell for you.
Title: Re: Really bad card ideas
Post by: Minotaur on March 24, 2016, 03:11:49 pm
Too Big To Fail Bank
Treasure/RSP
Cost: $8

Reveal your hand.  Play all treasures from your hand in any order.

Do the following line until you have at least four treasures in play:

Reveal the top card of your deck.  If it is a treasure, play it.  Otherwise, set it aside and each player gains a Curse.

Discard the set aside cards.  +$1 for each Treasure in play.

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

Set-up:  Add 30 Curses to the supply for each player in the game.
Title: Re: Really bad card ideas
Post by: Seprix on March 24, 2016, 03:20:53 pm
Too Big To Fail Bank
Treasure/RSP
Cost: $8

Reveal your hand.  Play all treasures from your hand in any order.

Do the following line until you have at least four treasures in play:

Reveal the top card of your deck.  If it is a treasure, play it.  Otherwise, each player gains a Curse.

Discard the revealed cards.  +$1 for each Treasure in play.

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

Set-up:  Add 30 Curses to the supply for each player in the game.

Edgecase: you have a hand of 4 Horn of Plenties and Too Big To Fail Bank. You don't hit Province then.
Title: Re: Really bad card ideas
Post by: Minotaur on March 24, 2016, 03:23:46 pm
Too Big To Fail Bank
Treasure/RSP
Cost: $8

Reveal your hand.  Play all treasures from your hand in any order.

Do the following line until you have at least four treasures in play:

Reveal the top card of your deck.  If it is a treasure, play it.  Otherwise, each player gains a Curse.

Discard the revealed cards.  +$1 for each Treasure in play.

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

Set-up:  Add 30 Curses to the supply for each player in the game.

Edgecase: you have a hand of 4 Horn of Plenties and Too Big To Fail Bank. You don't hit Province then.

I thought about making a special case for if your deck has less than 4 treasures, but it was already getting long.  It should be strictly better than Gold the rest of the time, though.
Title: Re: Really bad card ideas
Post by: Minotaur on March 24, 2016, 04:25:05 pm
If you do not gain this card, there is a special place in hell for you.

A special place where they feel the Bern, presumably.
Title: Re: Really bad card ideas
Post by: faust on March 24, 2016, 05:24:27 pm
Donald Trump
Action - Attack/RSP

Each other player takes their -1$ token. If at least one player did, gain a Walled Village.
Title: Re: Really bad card ideas
Post by: Seprix on March 24, 2016, 10:54:15 pm
Bernie Sanders
Action - Attack/RSP

Each player reveals their hand. The player with the least money in hand may take a treasure of his choice from the player with the most money. All other players gain a copper, placing it on top of their deck.
Title: Re: Really bad card ideas
Post by: singletee on March 24, 2016, 11:27:25 pm
Bernie Sanders
Action - Attack/RSP

Each player reveals their hand. The player with the least money in hand may take a treasure of his choice from the player with the most money. All other players gain a copper, placing it on top of their deck.

Also: While this is in play, Universities cost $0.
Title: Re: Really bad card ideas
Post by: Seprix on March 24, 2016, 11:36:03 pm
Bernie Sanders
Action - Attack/RSP

Each player reveals their hand. The player with the least money in hand may take a treasure of his choice from the player with the most money. All other players gain a copper, placing it on top of their deck.

Also: While this is in play, Universities cost $0.

And all Princes and King's Courts must be trashed.
Title: Re: Really bad card ideas
Post by: ashersky on March 25, 2016, 02:14:06 pm
Bernie Sanders
Action - Attack/RSP

Each player reveals their hand. The player with the least money in hand may take a treasure of his choice from the player with the most money. All other players gain a copper, placing it on top of their deck.

Also: While this is in play, Universities cost $0.

And all Princes and King's Courts must be trashed.

And everyone trashes their decks and gains a Shanty Town.
Title: Re: Really bad card ideas
Post by: wachsmuth on March 25, 2016, 06:37:23 pm
Keep It to RSP!

Event, $0

All other players must immediately trash all cards of the type 'Politics' from their hand, or reveal a hand without.
Title: Re: Really bad card ideas
Post by: faust on March 25, 2016, 06:43:27 pm
Bernie Sanders
Action - Attack/RSP

Each player reveals their hand. The player with the least money in hand may take a treasure of his choice from the player with the most money. All other players gain a copper, placing it on top of their deck.

Also: While this is in play, Universities cost $0.

And all Princes and King's Courts must be trashed.

And everyone trashes their decks and gains a Shanty Town.

Sounds liek a good deal if universities are free. I mean I can build my deck from scratch there. With the right action cards, this is going to be great.
Title: Re: Really bad card ideas
Post by: Seprix on March 25, 2016, 07:13:38 pm
Keep It to RSP!

Event, $0

All other players must immediately trash all cards of the type 'Politics' from their hand, or reveal a hand without.

So I get to keep Religion and Sex cards?
Title: Re: Really bad card ideas
Post by: Awaclus on March 25, 2016, 07:16:33 pm
Keep It to RSP!

Event, $0

All other players must immediately trash all cards of the type 'Politics' from their hand, or reveal a hand without.

So I get to keep Religion and Sex cards?

Yeah, so you should buy a lot of Chapels and Sea Hags to defend yourself against this Event.
Title: Re: Really bad card ideas
Post by: Minotaur on March 26, 2016, 12:15:58 am
Duke and Duchess are obviously Catholic.
Title: Re: Really bad card ideas
Post by: Accatitippi on March 26, 2016, 05:31:14 am
Duke and Duchess are obviously Catholic.

Yeah, but what about Duke and Duke?
Title: Re: Really bad card ideas
Post by: Minotaur on March 26, 2016, 11:40:08 am
Catholic Morality
Event/RSP
$0*

(Once per turn)
+1 Buy
If you overpay by $3, you may place a Duke or a Duchess on your Tavern mat.
If there are a Duke and a Duchess on your Tavern mat, gain an Urchin.
Title: Re: Really bad card ideas
Post by: Marcory on March 26, 2016, 12:28:15 pm
Catholic Morality
Event/RSP
$0*

(Once per turn)
+1 Buy
If you overpay by $3, you may place a Duke or a Duchess on your Tavern mat.
If there are a Duke and a Duchess on your Tavern mat, gain an Urchin.

This is one of the most popular threads on the forum. Why are you (and those who posted above you) intentionally derailing it? You can take all this to the RSP forum and make as many political fan cards as you like.
Title: Re: Really bad card ideas
Post by: Minotaur on March 28, 2016, 10:21:27 am
Ruined Ruined Library
Action/Ruined Ruins
Cost: $0

+1 Card
Put your -1 Card token on your deck.


Ruined Abandoned Mine
Action/Ruined Ruins
Cost: $0

+$1
When you discard this from play, take your -$1 token.


Ruined Ruined Market
Action/Ruined Ruins
Cost: $0

You may discard a Treasure from your hand.  If you do, +1 Buy.


Ruined Survivors
Action/Ruined Ruins
Cost: $0

You may discard the top two cards of your deck.


Ruined Throne Room
Action/Ruins
Cost: $0

You may play an Action card from your hand.


Ruined Chapel
Action/Ruins
Cost: $0

You may set aside up to two cards from your hand face down.  Immediately after your next shuffle, put them into your discard pile.


Ruined Monument
Action/Ruins
Cost: $0

+1 VP
Gain a Curse.
Title: Re: Really bad card ideas
Post by: Marcory on March 28, 2016, 03:37:06 pm
Party Like It's 1999 $4 Action

You may reveal a really cool new game. If you do, each player gains two Settlements, two Roads, and 2-3 Resource Cards, putting them on a hexagonal grid board.
Title: Re: Really bad card ideas
Post by: Seprix on March 28, 2016, 08:39:29 pm
Party Like It's 1999 $4 Action

Gain a Prince.

FTFY
Title: Re: Really bad card ideas
Post by: majiponi on March 29, 2016, 01:23:18 am
Quote
Pastoral Lands
cost 4 - Treasure - Victory
Take a Pastoral token. You can't buy cards in this turn.
Worth 1 vp for a Pastoral token you have.
That was a Monument which you can get some vps without using an Action. Terrible!

Quote
Princess Sion
cost 8 - Action - Duration
If the previous turn wasn't yours, take another turn after this one.
Strong Outpost! Its name is from Heart of Crown.
Title: Re: Really bad card ideas
Post by: Minotaur on March 29, 2016, 12:24:03 pm
Quote
Pastoral Lands
cost 4 - Treasure - Victory
Take a Pastoral token. You can't buy cards in this turn.
Worth 1 vp for a Pastoral token you have.
That was a Monument which you can get some vps without using an Action. Terrible!

Quote
Princess Sion
cost 8 - Action - Duration
If the previous turn wasn't yours, take another turn after this one.
Strong Outpost! Its name is from Heart of Crown.

Pastoral has crazy scaling.  Really Bad!
Title: Re: Really bad card ideas
Post by: Seprix on March 29, 2016, 01:32:11 pm
Quote
Pastoral Lands
cost 4 - Treasure - Victory
Take a Pastoral token. You can't buy cards in this turn.
Worth 1 vp for a Pastoral token you have.
That was a Monument which you can get some vps without using an Action. Terrible!

No, this card is crazy good.

I don't care about buying cards when I can just gain them. I can easily gain Pastoral Lands, and every time I play it, the VP count for each individual Pastoral Lands goes way up. Even if I can't gain Pastoral Lands, I don't care at all. This card is way better than Province. Just keep playing this card, again and again, and the game will never end. There won't be an incentive to end the game at all. Just win the Pastoral Lands split and then keep playing them, forever and forever.

This card is bad because there's no easy way to end the game, not to mention it's way too cheap for how good it is.
Title: Re: Really bad card ideas
Post by: Marcory on March 30, 2016, 11:49:39 am
Scholarship Fund Event $2

+1 Buy
Trash a Treasure you have in play. Gain a Treasure costing up to $3 more than the trashed Treasure, putting it on top of your deck.
--------------------

When this is in the kingdom, you may not trash any Action cards that have the word 'Treasure' in their card text.

(Because a Mine is a terrible thing to waste).
Title: Re: Really bad card ideas
Post by: Minotaur on April 01, 2016, 10:40:10 am
April Fools' Joke Gone Bad
Action
Cost: $5

You may discard two treasures.  If you do, play the top card of the RBCI deck.  (That card is now in play under your control and enters your discard pile at the end of the turn as usual.)

Setup:  Blah blah blah, make RBCI pile, etc.
Title: Re: Really bad card ideas
Post by: Marcory on April 01, 2016, 11:16:48 am
Snow White Action $2

Put this on your tavern mat. At the start of each turn this is on your tavern mat, reveal the top card of your deck. If it is a Victory card costing $3 or more, gain a Prince, putting it into your hand.

If you do, trash this and put a Princess into your hand.
Title: Re: Really bad card ideas
Post by: Seprix on April 03, 2016, 07:23:52 pm
Master of None $4
Gain a Curse.
You may look at the top card of your discard pile and either discard it or put it back.
Discard down to five cards in hand.
You may trash a card from your hand that isn't a card.

Reviving an oldie but goodie bad card.
Title: Re: Really bad card ideas
Post by: majiponi on April 03, 2016, 07:45:38 pm
Quote
Crusade
cost 5 - Action - Attack
+3 Cards
Each other player with 5 or more cards in hand trashes a Treasure from his hand (or reveals a hand with no Treasure cards).
This forces opponents to "donate".
Title: Re: Really bad card ideas
Post by: ConMan on April 03, 2016, 07:59:41 pm
Master of None $4
Gain a Curse.
You may look at the top card of your discard pile and either discard it or put it back.
Discard down to five cards in hand.
You may trash a card from your hand that isn't a card.

Reviving an oldie but goodie bad card.
I appreciate the repost! Even as one of my very early posts, I'm happy with it.
Title: Re: Really bad card ideas
Post by: Seprix on April 03, 2016, 09:13:13 pm
Bernie Sanders
cost 5 - Action - RSP - Attack
+3 Cards
Each other player with 5 or more cards in hand trashes a Treasure from his hand (or reveals a hand with no Treasure cards).

FTFY
Title: Re: Really bad card ideas
Post by: transportowiec96 on April 04, 2016, 09:49:54 am
I assume I don't need to waste my time writing all the prices.

The Broken Base
Cellar: +action, discard any number of cards.
Moat: When another player plays an attack card you may reveal this. If you do, discard two cards.
Chapel: Discard up to 4 cards from your hand.
Chancellor: Put your deck into discard pile
Village: +card
Woodcutter: +buy
Workshop: Gain a non-treasure non-action card costing up to 1$.
Bureaucrat: Gain an estate or curse putting it on top of yourdeck. Your opponents have to put a silver back on top of their deck or reveal card with no silvers.
Feast: Trash this. Gain a card costing up to 4$
Gardens: Worth 100 victory points if there is no cards trashed and copper, silver and gold piles are empty
Militia: +2$ Each opponent discards down to 5 cards in hand
Moneylender: Trash a copper from your hand. If you do, +3 buys
Remodel: Trash a card from your hand, gain a card costing up to 2$ less than the trashed card
Smithy: +2 cards
Spy: + card + action Each player (including you) reveals the top card of their deck.
Thief: Each opponent reveals and discards the top two cards of their deck. You may trash any of them. If you do, give the owner a card from your hand of his choosing. You may gain trashed coppers.
Throne Room: Play an action card.
Council Room: +card +buy, every other player draws 4 cards.
Festival: +2 buys +1 action +1$
Laboratory: + card +action
Library: Draw until you have 5 cards in hand, if you draw an action card, you may trash it
Market: +buy,+1$
Mine:  Trash a treasure card from your hand. Gain a treasure card costing 1$ less and up to 2$ even more less.
Witch: Every other player gains a curse
Adventurer: Reveal cards from your deck until you reveal [player number] victory cards. Put them into your hand and pass these victory cards until every player has received a victory card. Discard the other revealed cards.
Title: Re: Really bad card ideas
Post by: Minotaur on April 08, 2016, 11:35:32 pm
Gold Digger
Action
Cost: $2

+1 Action
Reveal cards from the top of your deck until you reveal a Gold.
  If you do not: trash this card.  +1 Card.
  If you do:  Play it.  Trash it.
Discard the revealed cards.
Title: Re: Really bad card ideas
Post by: Accatitippi on April 09, 2016, 04:00:13 am
Bracket - Event - 4 coins
If you don't have a Bracket going on already, take 8 differently named cards from the supply costing 6c or less. Randomly create four pairs of cards out of those. At the start of each of your next 3 turns, return to the supply a card from each pair, and create new pairs with the remaining cards. When only one card is left in the bracket, gain it, putting it in your hand.
Title: Re: Really bad card ideas
Post by: majiponi on April 09, 2016, 09:57:37 am
The Broken Base
Village: +card
Woodcutter: +buy
Smithy: +2 cards
Throne Room: Play an action card.
Festival: +2 buys +1 action +1$
Laboratory: + card +action
Market: +buy,+1$
Village: Ruined library!.
Woodcutter: Ruined Market. Still works.
Smithy: weak Moat.
Throne Room: Ruined Village!
Festival: strong Squire? Maybe weaker.
Laboratory: Ha-ha! Nonsense!
Market: weak Herbalist. Stronger than "Woodcutter".

Nice Bad-Idea.
Title: Re: Really bad card ideas
Post by: Minotaur on April 09, 2016, 10:32:37 am
Third Place Match
Action
Cost: $3

+1 Action
You may reveal a hand with no Provinces.  If you do, gain a Consolation Prize from the Consolation Prize pile, putting it in your hand.
(The Consolation Prize pile is not part of the supply.  There are five of each Consolation Prize.)


Instead
Action/Consolation Prize

Choose two:
+$1; Gain a Silver and put it on top of your deck; +1 Action; +1 Card


Duchess
Action/Consolation Prize

+$2.  Each player looks at the top card of their deck and chooses whether to discard it.


Groupies
Action/Consolation Prize

You may gain a Curse.  If you do, +1 VP and each other player discards down to at most four cards in hand.


Burger King Hat
Treasure/Consolation Prize

While this card is in play, whenever you buy a Copper, play it.


Baguette
Action/Consolation Prize

+1 Action
Take a coin token.  Trash this card.
Title: Re: Really bad card ideas
Post by: transportowiec96 on April 09, 2016, 11:44:54 am
The Broken Base
Village: +card
Woodcutter: +buy
Smithy: +2 cards
Throne Room: Play an action card.
Festival: +2 buys +1 action +1$
Laboratory: + card +action
Market: +buy,+1$
Village: Ruined library!.
Woodcutter: Ruined Market. Still works.
Smithy: weak Moat.
Throne Room: Ruined Village!
Festival: strong Squire? Maybe weaker.
Laboratory: Ha-ha! Nonsense!
Market: weak Herbalist. Stronger than "Woodcutter".

Nice Bad-Idea.

+2 actions on villages are for chumps
buy cantrips instead
Title: Re: Really bad card ideas
Post by: AJD on April 09, 2016, 01:13:17 pm
Gold Digger
Action
Cost: $2

+1 Action
Reveal cards from the top of your deck until you reveal a Gold.
  If you do not: trash this card.  +1 Card.
  If you do:  Play it.  Trash it.
Discard the revealed cards.

This tries to give you +1 Card while your whole deck is in revealed-cards-land. I wonder how that would work.
Title: Re: Really bad card ideas
Post by: Minotaur on April 14, 2016, 11:35:00 am
Look At Shadow
Event
Cost: $0

Add one Curse to the supply pile for each other player in the game.
Title: Re: Really bad card ideas
Post by: Minotaur on April 15, 2016, 09:51:59 am
Stark
Action
Cost: $2

+1 Card
+1 Action
Reveal the top card of the Winter Is Coming deck.  If it is a Curse, add it to the Winter pile.  If it is a White Walker, play it and pass out cards from the Winter pile to each player until the pile is empty.
-----------------------
Setup:  Shuffle 300 Curses and 6 White Walkers into a Winter Is Coming deck.


White Walker
Action/Duration

At the start of each player's turn, that player trashes the top card of their deck.
Title: Re: Really bad card ideas
Post by: Marcory on April 18, 2016, 11:16:31 am
Mountie-Bank Action-Attack $5

Gain a Toonie, putting it into your hand.

Each other player must discard a Loonie or gain a Curse, eh?
Title: Re: Really bad card ideas
Post by: King Leon on April 18, 2016, 04:44:08 pm
Pigsty Victory - Action $4
+ 1 Card
+ 1 Action
Gain a Curse.
---
Worth 1 VP per Curse you have.
Title: Re: Really bad card ideas
Post by: Minotaur on April 18, 2016, 08:49:35 pm
Mountie-Bank Action-Attack $5

Gain a Toonie, putting it into your hand.

Each other player must discard a Loonie or gain a Curse, eh?

Maybe youse can spot me a loaner if I show youse some treasures, eh?
Title: Re: Really bad card ideas
Post by: Max on April 18, 2016, 10:11:05 pm
Scholarship Fund Event $2

+1 Buy
Trash a Treasure you have in play. Gain a Treasure costing up to $3 more than the trashed Treasure, putting it on top of your deck.
--------------------

When this is in the kingdom, you may not trash any Action cards that have the word 'Treasure' in their card text.

(Because a Mine is a terrible thing to waste).

I've thought about this idea a lot. It's not a terrible idea, except for its price and its weird you can't trash condition (banning treasures makes more sense)
Title: Re: Really bad card ideas
Post by: majiponi on April 18, 2016, 11:45:45 pm
Quote
Inheritance Abandonment
cost 0 - Event
Once per your life: Return all your cards to the Supply.
Title: Re: Really bad card ideas
Post by: Marcory on April 18, 2016, 11:52:48 pm
Scholarship Fund Event $2

+1 Buy
Trash a Treasure you have in play. Gain a Treasure costing up to $3 more than the trashed Treasure, putting it on top of your deck.
--------------------

When this is in the kingdom, you may not trash any Action cards that have the word 'Treasure' in their card text.

(Because a Mine is a terrible thing to waste).

I've thought about this idea a lot. It's not a terrible idea, except for its price and its weird you can't trash condition (banning treasures makes more sense)

The point of the card was to word it in such a way as to make a bad pun on Mine, using the United Negro College Fund's slogan "A mind is a terrible thing to waste." The awkward phrasing exists specifically to prevent a player from trashing (thus wasting) a Mine.

As for an event that works like Mine, there's already Trade, and an Event that could gain Gold (or Bank or Platinum, like Mine can) would probably have to cost enough that it would be easier just to buy a Gold directly.
Title: Re: Really bad card ideas
Post by: majiponi on April 19, 2016, 06:46:19 pm
Why did nobody write this?
Quote
Ashnod's Coupon
cost $0 - Action - Attack
Trash this.
Name a drink. The player to your left buys it for you.
From MtG.
Title: Re: Really bad card ideas
Post by: Accatitippi on April 22, 2016, 05:48:23 am
Imagine how good at trash-for-benefit this guy will be when he graduates to a real job!

Quote
Master - Action 7c
+1 Action
Trash a card from your hand.
+1 Card per coin it costs.
+2 Cards if it has Potion in its cost.
Gain a card costing up to 5c.


Quote
Wizard Renegade - Action 5c
+1 Action
Trash a card from your hand.
+1 Card per vowel in its name.
+2 Cards if it has the letter W in its name.
Title: Re: Really bad card ideas
Post by: singletee on April 22, 2016, 01:20:59 pm
Mad Apprentice
Action - $10
+1 Action
Trash a card from your hand. +2 Cards per $ it costs. Tear the trashed card into pieces. Remove the pieces from the game.
Title: Re: Really bad card ideas
Post by: Minotaur on April 22, 2016, 02:25:10 pm
Mickey Mouse Apprentice
Action/Reserve
Cost: $3P

Place this on your Tavern mat.
-----------------
You may call this at the start of your turn.

If you do:  Gain three Curses and dispose of your Mop tokens.  If you do not gain three Curses, trash this card.
If you do not:  Take a Mop token.  For each Mop token, trash a card from your hand and draw as many cards as the coin cost of the trashed card, and an additional two cards per Potion cost.
Title: Re: Really bad card ideas
Post by: Marcory on April 22, 2016, 09:45:42 pm
Here's some cards to add some realism to Dominion's Middle Ages theme. They replace your starting Estates, and they have white backs so that everyone knows when they're in your hand. I've called them Befallments, and given them the sub-type Shelter so that Vagrant can draw them. At the start of your turn, you have to play a Befallment as if it were an action, but it doesn't use up an action.

The added realism (random death and destruction) will undoubtedly make Dominion more thematic and thus, a better game.

Black Death Befallment-Shelter $1

Shuffle the top 5 cards of your deck and put them back on top. Trash the 5th card.
------------------
When you trash this, put it on top of your deck.

Raiding Party Befallment-Shelter $1

Reveal cards from the top of your deck until you reveal a Treasure that is not a Copper. Trash it.
------------------
When you trash this, put it on top of your deck.

Peasant Revolt Befallment-Shelter $1

Reveal cards from the top of your deck until you reveal an Action card costing $3 or less. Play it. Trash it.

--------------
When you trash this, pass it to the player on your right.
Title: Re: Really bad card ideas
Post by: Minotaur on April 23, 2016, 04:07:34 am
The Green Fairy
Action/Duration
Cost: PPPP

For the rest of the game, when you play any Action card, you may instead play it as if it were any Action card in the Supply of your choice.  It is that card until it leaves play.

When you gain this card, trash all Potions in play.
Title: Re: Really bad card ideas
Post by: Minotaur on April 24, 2016, 11:58:37 am
Easily Discouraged Knight
Action/Attack/Knight/Reserve
Cost: $2

+1 Card
+1 Action
Choose a player.  That player reveals the top card of their deck.  If it costs between $3 and $6, trash it.  Otherwise, put this card on your Tavern mat.
Title: Re: Really bad card ideas
Post by: Seprix on April 24, 2016, 10:56:22 pm
McDonalds Order
Cost - $1

Name a card. Look at the top card on your deck. If it is the card you named, put it into your hand and gain a Feast. Otherwise, trash that card and gain a Junk Dealer. You may complain to each other player about the trashed card. For each explicative you use, you may gain a Copper.
Title: Re: Really bad card ideas
Post by: Minotaur on April 24, 2016, 11:07:25 pm
Closing Time/Happy Hour
Event
Cost: $6

Flip your Journey token over.  If it is face down, move each card in play to the Tavern mat of the player who owns the card.  If it is face up, each player empties their Tavern mat into their Discard pile.
Title: Re: Really bad card ideas
Post by: Minotaur on April 30, 2016, 09:34:39 pm
Anime Lawyer
Action/Reaction
Cost: $7

+1 Card
+1 Action
If you finish your turn without any other players correctly calling you out on breaking any rules of Dominion, +1 VP.
-----
When another player breaks a rule of Dominion, you may reveal this card.  If you do, that play forfeits all Actions and Buys immediately, and continually for the rest of this turn.  If it is not that player's turn, they skip their upcoming turn.  +1 VP and take a coin token.
Title: Re: Really bad card ideas
Post by: Seprix on April 30, 2016, 10:48:04 pm
Anime Lawyer
Action/Reaction
Cost: $7

+1 Card
+1 Action
If you finish your turn without any other players correctly calling you out on breaking any rules of Dominion, +1 VP.
-----
When another player breaks a rule of Dominion, you may shout OBJECTION! If you do, end the game.

FTFY
Title: Re: Really bad card ideas
Post by: majiponi on May 01, 2016, 03:22:03 am
Quote
Inflation
cost $2+ - Event
Put a Tax token on any pile per $1 you overpaid.
For the rest of the game, any cards from that pile cost $1 more.
Title: Re: Really bad card ideas
Post by: Minotaur on May 01, 2016, 02:08:45 pm
Quote
Inflation
cost $2+ - Event
Put a Tax token on any pile per $1 you overpaid.
For the rest of the game, any cards from that pile cost $1 more.

I might balance it like this:

Inflation
Event
Cost: $3

+1 Buy
When you Buy a card other than a Copper this turn, you may put your +cost token on its supply pile if that pile did not already have two or more +cost tokens on it.

(Each player starts with one +cost token.  Each card costs an additional $1 for each +cost token on it its Supply pile.)

(Copper is kept free just in case...)
Title: Re: Really bad card ideas
Post by: Roadrunner7671 on May 01, 2016, 02:15:22 pm
I might balance it
Why? This is the really bad card idea thread!
Title: Re: Really bad card ideas
Post by: Marcory on May 01, 2016, 04:45:53 pm
The Little Engine that Couldn't Action $2

Trash this.
Put an "Engines are bad" token on a Supply pile.
-------
Each card from a pile with an "Engines are Bad" token costs and additional $1.
When you gain a card from a pile with one or more "Engines are Bad" tokens on it, place an additional "Engines are Bad" token on that pile.
Title: Re: Really bad card ideas
Post by: Minotaur on May 02, 2016, 03:07:30 pm
The Little Engine That Would
Action/Ruins
Cost: $0

If there are more cards in your hand then there are cards in your hand, +1 Card
If you have more actions than you do, +1 Action
If you have more $ than you do, +$1
If you have more Buys than you do, +1 Buy

(Note:  This might be my worst RBCI of all time...)
Title: Re: Really bad card ideas
Post by: Minotaur on May 03, 2016, 12:09:49 pm
Ok, now let's introduce Meta Journey Tokens!

The Little Engine That Could
Action
Cost: $2

+1 Card
+1 Action
Flip your Journey token over.
If it is face up, flip over your second-order Journey token.
If you do and that token is face up, flip over your third-order Journey token.
If you do and that token is face up, +3 Cards, +3 Actions, +3 Buys, +$3, +3 VP, and put this card on your Tavern mat.
(All Journey tokens of all orders begin face up)


Sam I Am
Action
Cost: $2

+1 Card
+1 Action
Gain a Curse.
Flip your Journey token over.
If it is face up, flip over your second-order Journey token.
If you do and that token is face up, flip over your third-order Journey token.
If you do and that token is face up, flip over your fourth-order Journey token.
If you do and that token is face up, put this card on your Tavern mat, and trash all other copies of this card from your Tavern mat.
(All Journey tokens of all orders begin face up)
---------------------------------
While this card is on your Tarvern mat, you may play a Curse from your hand as if it were Gold or a City.
Title: Re: Really bad card ideas
Post by: Minotaur on May 03, 2016, 12:29:49 pm
Bitcoin
Treasure
Cost: $4

+$1
Flip your Journey token over.
If it is face up, +$1 and flip over your second-order Journey token.
If you do and that token is face up, +$1 and flip over your third-order Journey token.
If you do and that token is face up, +$2 and +1 Buy.
(All Journey tokens of all orders begin face up)
Title: Re: Really bad card ideas
Post by: Minotaur on May 05, 2016, 12:35:05 am
NPC
Action/Traveller
Cost: $2

+1 Card
+1 Action
You may put a card from your hand on top of your deck.
You may exchange this for a Shopkeeper at the start of your Cleanup phase.


Shopkeeper
Action/Traveller
Cost: $3* (Not in the Supply)

+1 Action
You may trash a card from your hand.  If you do, gain a Treasure in hand costing less than the trashed card.
You may exchange this for a Quest Giver at the start of your Cleanup phase.


Quest Giver
Action/Traveller
Cost: $4* (not in the Supply)

+1 Action
You may flip over a player's Journey token.
You may exchange this for a Cutscene at the start of your Cleanup phase.


Cutscene
Action/Traveller
Cost: $5* (not in the Supply)

Reveal cards from the top of your deck until you reveal three Action cards.  Discard the other revealed cards.  Play the revealed Action cards in any order.  You must exchange this for a Dungeon Master at the start of your Cleanup phase.  Skip your next turn.


Dungeon Master
Action/Duration
Cost: $6* (not in the Supply)

At the start of each turn, you may flip over any player's Journey token.
If you flipped yours and it is face up, play any Attack card from the Supply.  When you would discard it from play, return it to the Supply.
Title: Re: Really bad card ideas
Post by: Accatitippi on May 05, 2016, 05:33:50 am
Dominion: The Dungeon:

Dungeon Master - Action
Choose a player.
That player, he dies.

Dungeon Lord - Action
Choose a player.
That player, he or she dies.

Dungeon Queen - Action
Choose a player.
That player; she, he, E, ze, xe or ney dies.

Dungeon Emperor - Action
Choose a player.
That player, they die.

Dungeon Weaver - Action
Choose a player.
That player, the poor bastard dies.

Dungeon Swindler - Action
Choose a player.
That player, you die.
Title: Re: Really bad card ideas
Post by: Deadlock39 on May 06, 2016, 11:14:28 am
grand scheme

Grand Scheme
Action - $8

+1 Card
+1 Action

This turn, when you discard any card
from play, put it on your deck.
------------------------------
You can’t buy this if you don't have
at least 8 Copper in play.
Title: Re: Really bad card ideas
Post by: Gubump on May 06, 2016, 03:35:12 pm
Villager:
+1 Card
+3 Actions
Cost: $4
Action

Much Villager:
+1 Card
+4 Actions
Cost: $5
Action

Villagest:
+1 Card
+5 Actions
Cost: $6
Action
Title: Re: Really bad card ideas
Post by: Minotaur on May 06, 2016, 10:44:11 pm
Grand Finale
Cost: $25
Victory

100 VP
---------------
You must have 25 Coppers in play when you buy this.  For each additional copy you buy of this card, you must have an additional 25 Coppers in play.  If you gain this without buying it, return it to the Supply.  If you gain this during a turn in which you played Counting House, return it to the Supply.  When you buy and gain this card, end the game at the end of the turn.
Title: Re: Really bad card ideas
Post by: majiponi on May 07, 2016, 03:58:10 am
Grand Finale
Cost: $25
Victory

100 VP
---------------
You must have 25 Coppers in play when you buy this.  For each additional copy you buy of this card, you must have an additional 25 Coppers in play.  If you gain this without buying it, return it to the Supply.  If you gain this during a turn in which you played Counting House, return it to the Supply.  When you buy and gain this card, end the game at the end of the turn.
Too complicated!

Quote
Grand Finale
cost $0 - Event
Once per turn: If Counting House is not in play, +1000vp, end the game at the end of this turn.

You can buy this if you have 250 Coppers in play.
Title: Re: Really bad card ideas
Post by: Minotaur on May 07, 2016, 04:01:54 am
Grand Finale
Cost: $25
Victory

100 VP
---------------
You must have 25 Coppers in play when you buy this.  For each additional copy you buy of this card, you must have an additional 25 Coppers in play.  If you gain this without buying it, return it to the Supply.  If you gain this during a turn in which you played Counting House, return it to the Supply.  When you buy and gain this card, end the game at the end of the turn.
Too complicated!

Quote
Grand Finale
cost $0 - Event
Once per turn: If Counting House is not in play, +1000vp, end the game at the end of this turn.

You can buy this if you have 250 Coppers in play.

I like how making it an Event simplifies the mechanics, but I don't like the numbers inflation.
Title: Re: Really bad card ideas
Post by: Minotaur on May 07, 2016, 04:29:10 pm
Sea Haggler
Action
Cost: $5

+$2
+1 Buy
------------------
While this is in play, when you buy a card costing $4 or more, each other player discards the top card of their deck and gains a Curse, putting it on top of their deck.
Title: Re: Really bad card ideas
Post by: Minotaur on May 07, 2016, 04:37:06 pm
Internet Explorer
Action
Cost: $0

Reveal cards from the top of your deck until you reveal an Action card.  If its pile has a Bug token on it, discard the card.  Otherwise, play it.  Discard the other revealed cards.
---------------------------
Set-up:  At the start of the game, make a Bug deck by taking the top card from each Action Supply pile.  At the start of each player's turn, that player shuffles the Bug deck and then reveals the top card of the Bug deck, placing their Bug token on its supply pile.
Title: Re: Really bad card ideas
Post by: Minotaur on May 09, 2016, 12:24:58 pm
Rabble Rabble Rabble
Action/Attack
Cost: $5

+3 Cards
Take one coin token from each other player.  If you do not, take a coin token.
Title: Re: Really bad card ideas
Post by: Accatitippi on May 09, 2016, 02:23:58 pm
Mnemonic Advisor.

+1 Action
Reveal 10 cards from your deck. Count to 5, then hide them.
The player to your right names as many cards as they can in 5 seconds. Discard all the named cards, then put the rest in your hand.
Title: Re: Really bad card ideas
Post by: Seprix on May 09, 2016, 09:57:33 pm
Debt
Action
$1

Take a [1].
Title: Re: Really bad card ideas
Post by: eHalcyon on May 09, 2016, 10:05:06 pm
Internet Explorer
Action
Cost: $0

Reveal cards from the top of your deck until you reveal an Action card.  If its pile has a Bug token on it, discard the card.  Otherwise, play it.  Discard the other revealed cards.
---------------------------
Set-up:  At the start of the game, make a Bug deck by taking the top card from each Action Supply pile.  At the start of each player's turn, that player shuffles the Bug deck and then reveals the top card of the Bug deck, placing their Bug token on its supply pile.

Not an Explorer variant? :(

(http://i.imgur.com/EOxBRRZ.gif)
Title: Re: Really bad card ideas
Post by: spiralstaircase on May 10, 2016, 06:49:20 am
Bob Holness
Action

Gain a Baker.

Take a ⟨P⟩.
Title: Re: Really bad card ideas
Post by: Haddock on May 10, 2016, 08:13:12 am
For the online-only cards:

Shifter Zerus.  $4 Action
Every time you draw this, it becomes into a random Action card from the Supply.  It is that card until you next draw it.

Shiftier Zerus. $4 Action
Every time you draw this, it becomes a random Action card.  It is that card until you next draw it.
Title: Re: Really bad card ideas
Post by: LostPhoenix on May 10, 2016, 10:54:31 am
Since we're on the topic of Hearthstone-Dominion-Online-Only cards:

Thoughtsteal - Action - $3
Gain copies of two random cards from your opponents decks, putting the gained cards into your hand.

Especially fun with six players.
Title: Re: Really bad card ideas
Post by: Gubump on May 10, 2016, 12:48:15 pm
Clock Tower:
+$ equal to the hour of day it is currently, rounded down.
Cost: $6
Action
Title: Re: Really bad card ideas
Post by: ChocophileBenj on May 12, 2016, 11:33:32 am
Since we're on the topic of Hearthstone-Dominion-Online-Only cards:

Thoughtsteal - Action - $3
Gain copies of two random cards from your opponents decks, putting the gained cards into your hand.

Especially fun with six players.

Unstable portal - Action - $2
Put a copy of a random attack card into your hand. It cost $3 less (but not less than $0).
Title: Re: Really bad card ideas
Post by: Marcory on May 12, 2016, 04:12:44 pm
Cadmium Treasure $2

$2
--------------
Three turns after you played this, the player on the right chooses whether you gain a Curse from the Supply or from the Trash.
Title: Re: Really bad card ideas
Post by: Minotaur on May 12, 2016, 04:18:18 pm
Infection
Event
Cost: $10

Put your Virus token on the Supply pile of your choice.

(Cards from a pile with a Virus token count as Curses INSTEAD of whatever they were originally)
Title: Re: Really bad card ideas
Post by: majiponi on May 13, 2016, 12:16:17 am
Quote
Dominion
cost $0 - Action
Trash this.
If you lose this game, rematch (each player must join).
Title: Re: Really bad card ideas
Post by: Kirian on May 13, 2016, 12:46:00 am
Since we're on the topic of Hearthstone-Dominion-Online-Only cards:

Thoughtsteal - Action - $3
Gain copies of two random cards from your opponents decks, putting the gained cards into your hand.

Especially fun with six players.

Unstable portal - Action - $2
Put a copy of a random attack card into your hand. It cost $3 less (but not less than $0).

Innervate Wild Growth - Action - Duration - $2
At the start of each of your turns: +$1
(This stays in play for the rest of the game.)

Tracking - Action - $1
Look at the top three cards of your deck.  Discard two of them, and put the other one in your hand.

That one's actually not half bad.  Like a terminal Cartographer, or a weird Scouting Party.

Edit: that first one is much more like WG than Innervate.
Title: Re: Really bad card ideas
Post by: Minotaur on May 13, 2016, 07:11:38 am
Wild Growth - Action - Duration - $2
At the start of each of your turns: +$1
(This stays in play for the rest of the game.)

This is almost strictly better than Treasury.  It should cost at least $5, probably $6 or $7.



Global Trample
Action-Duration
Cost: $7

For the rest of the game, whenever you play an Attack card instructing other players to:

discard X cards, discard down to Y cards, or discard their hands

they take their -1 Card token if they fail to:

discard X cards, discard (5-Y) cards, or discard any cards, respectively.

This effect does not occur if a card prevented them from being affected by the attack.

If no such Attack card is in the Supply, choose one, add its pile to the Supply and gain a copy.
Title: Re: Really bad card ideas
Post by: Haddock on May 13, 2016, 07:47:11 am
Wild Growth - Action - Duration - $2
At the start of each of your turns: +$1
(This stays in play for the rest of the game.)

This is almost strictly better than Treasury.  It should cost at least $5, probably $6 or $7.

Tell that to Ramp Druids.  Freaking Ramp Druids.
Title: Re: Really bad card ideas
Post by: LostPhoenix on May 13, 2016, 10:17:00 am
Monopoly - Event - $14
Trash your hand. +VP equal to the total cost of the cards trashed.
Title: Re: Really bad card ideas
Post by: ChocophileBenj on May 13, 2016, 10:41:41 am
Innervate Wild Growth - Action - Duration - $2
At the start of each of your turns: +$1
(This stays in play for the rest of the game.)

Tracking - Action - $1
Look at the top three cards of your deck.  Discard two of them, and put the other one in your hand.

That one's actually not half bad.  Like a terminal Cartographer, or a weird Scouting Party.

Edit: that first one is much more like WG than Innervate.

Innervate - Action - $0
+$2
Title: Re: Really bad card ideas
Post by: Minotaur on May 13, 2016, 12:16:18 pm
Monopoly - Event - $30
Trash the Supply. +VP equal to the total cost of the cards trashed.

FTFY.
Title: Re: Really bad card ideas
Post by: Minotaur on May 13, 2016, 12:48:33 pm
Dominionopoly
Rule set
Cost: N/A

You must play with 4-8 players.  Assign each a distinct whole number between 1 and 8.  Supply piles are 20 times as big as usual.  Add Sea Hag and Goons to the supply.  Bring rubber bands and sandwich bags.  Irritatingly, your nephew likes this game.  You do not want to have kids ever.

At the start of each of your turns, roll a D20.  If you roll a 1, skip to your Clean-up phase immediately and skip your next two turns.  You are not affected by Attack cards until the next time you take a turn as usual.

After the D20 roll, if it was not a 1: take a coin token and roll a D8.

If the player number of a player comes up:

 - If that player has more victory tokens than you, give that player three coin tokens, and one Victory token for each Coin token you were unable to give.
 - If the player did not have more Victory tokens, give that player one coin token instead.
Title: Re: Really bad card ideas
Post by: Dingan on May 13, 2016, 03:01:40 pm
Hibernate
Event
$1000 Debt (http://forum.dominionstrategy.com/index.php?topic=15357.0)

If this is your first turn of the game, gain 7 Provinces.
Title: Re: Really bad card ideas
Post by: Deadlock39 on May 13, 2016, 03:06:30 pm
Hibernate
Event
$1000 Debt (http://forum.dominionstrategy.com/index.php?topic=15357.0)

If this is your first turn of the game, gain 7 Provinces.

If there is no way for your opponent to give you Curses and no alt-VP, this is a guaranteed win for P1.
Title: Re: Really bad card ideas
Post by: Witherweaver on May 13, 2016, 03:41:17 pm
Hibernate
Event
$1000 Debt (http://forum.dominionstrategy.com/index.php?topic=15357.0)

If this is your first turn of the game, gain 7 Provinces.

If there is no way for your opponent to give you Curses and no alt-VP, this is a guaranteed win for P1.

It's almost as if it's not a good idea!
Title: Re: Really bad card ideas
Post by: Accatitippi on May 13, 2016, 05:06:11 pm
Hibernate
Event
$1000 Debt (http://forum.dominionstrategy.com/index.php?topic=15357.0)

If this is your first turn of the game, gain 7 Provinces.

If there is no way for your opponent to give you Curses and no alt-VP, this is a guaranteed win for P1.

I don't know. If P2 wants to play it out, P1 might have to resign.
Title: Re: Really bad card ideas
Post by: liopoil on May 13, 2016, 05:47:35 pm
More interesting:

Hibernate
Event
42 Debt

If this is your first turn of the game, gain 6 provinces and a duchy. Each other player gains a curse.

Your opponent has exactly 19 turns to get the rest of the VP... unless there are other options.
Title: Re: Really bad card ideas
Post by: Marcory on May 13, 2016, 11:25:54 pm
Fool's Platinum Treasure $5

If this is the first time you played a Fool's Platinum this turn, this is worth $1. Otherwise, it's worth $7.
----------------------------------
When another player gains a Colony, you may trash this from your hand. If you do, gain a Platinum, putting it on top of your deck.
Title: Re: Really bad card ideas
Post by: Minotaur on May 13, 2016, 11:28:20 pm
Fool's Platinum Treasure $5

If this is the first time you played a Fool's Platinum this turn, this is worth $1. Otherwise, it's worth $7.
----------------------------------
When another player gains a Colony, you may trash this from your hand. If you do, gain a Platinum, putting it on top of your deck.

Silver and Copper write themselves from there.  I'll leave that alone.
Title: Re: Really bad card ideas
Post by: Seprix on May 13, 2016, 11:32:29 pm
More interesting:

Hibernate
Event
42 Debt

If this is your first turn of the game, gain 6 provinces and a duchy. Each other player gains a curse.

Your opponent has exactly 19 turns to get the rest of the VP... unless there are other options.

It might be more, since you just got all those Provinces in your deck. Also, super broken because more Duchies is more junk for your opponent. Also, super OP if it's multiplayer.
Title: Re: Really bad card ideas
Post by: Minotaur on May 13, 2016, 11:34:12 pm
Disloyal Harem
Treasure/Victory
Cost: $6

3VP
$3
When you play this, the player to your left gains it.
Title: Re: Really bad card ideas
Post by: Marcory on May 14, 2016, 12:47:56 am
Fool's Platinum Treasure $5

If this is the first time you played a Fool's Platinum this turn, this is worth $1. Otherwise, it's worth $7.
----------------------------------
When another player gains a Colony, you may trash this from your hand. If you do, gain a Platinum, putting it on top of your deck.

Silver and Copper write themselves from there.  I'll leave that alone.

Except, following the formula, Fool's Silver would have to cost $-1 and produce $1 no matter how many are in play, while Fool's Copper would cost $-4 and produce $-3 for each additional Fool's Copper.

If you want to figure out Fool's Bank or Fool's Talisman, knock yourself out.
Title: Re: Really bad card ideas
Post by: Minotaur on May 14, 2016, 01:43:27 am
Fool's Cache
Treasure
Cost: $3*

$3
---------
When you gain Fool's Cache for the first time in a turn, gain five Coppers.  You may overpay by up to $2 to return the same number of the gained Coppers to the Supply.

(No Reaction effect on this one.  SORRY.)
Title: Re: Really bad card ideas
Post by: Minotaur on May 14, 2016, 01:45:37 am
Fool's Contraband
Treasure
Cost: $3

$3
+1 Buy
The first time you play Fool's Contraband in a turn, the player to your left chooses three Supply piles from which you may not Buy cards this turn.
Title: Re: Really bad card ideas
Post by: Minotaur on May 14, 2016, 02:01:29 am
Fool's Treasure Trove
Treasure
Cost: $2

$1
The first time you play Fool's Treasure Trove in a turn:  Gain three Coppers.
The second time you play Fool's Treasure Trove in a turn:  Gain two Silver.
Otherwise:  Gain a Gold.


Fool's Hoard
Treasure
Cost: $4

$2
If this Fool's Hoard has been in play longer than the others, gain a Copper whenever you gain a Victory card this turn.  Otherwise, gain a Gold when you gain a Victory card this turn.


Fool's Harem
Treasure/Victory
Cost: $5

$1 if this is the first or second time you've played a Fool's Harem this turn.  Otherwise, $3.
--------------
2 VP
-1 VP if you have fewer than five copies of this card.
-1 VP if you have fewer than three copies of this card.
Title: Re: Really bad card ideas
Post by: Minotaur on May 14, 2016, 02:03:00 am
Fool's Conspirator
Action
Cost: $4

$2
If you've played three or more Actions this turn: +1 Card, +1 Action
Title: Re: Really bad card ideas
Post by: Minotaur on May 14, 2016, 02:17:30 am
Fool's Court
Action
Cost: $4

If this is the first time you played Fool's Court this turn, you may play an Action card from your hand.  Otherwise, you may play an Action card from your hand four times.


Fool's Treasure Map
Action
Cost: $1

You may trash this card and three copies of it from your hand.  If you do, gain seven Gold cards and put them on top of your deck.
Title: Re: Really bad card ideas
Post by: Minotaur on May 14, 2016, 02:44:41 am
Drug Deal
Event
Cost: 3 Potion-Debts  (These are Debts that are payable with P)

Take 8 coin tokens.  Gain a Potion card.
Title: Re: Really bad card ideas
Post by: spiralstaircase on May 14, 2016, 03:48:35 am
They didn't like Bob Holness, so they won't like Drug Deal.

I never thought I'd say that sentence.
Title: Re: Really bad card ideas
Post by: Accatitippi on May 14, 2016, 04:50:16 am
Fool's Fool's Gold - 0$ Treasure
If this is the fourth, sixth, eighth or tenth FFG you played this turn,  this is worth 11 coins.
Otherwise, it is worth 1 coin.
Title: Re: Really bad card ideas
Post by: liopoil on May 14, 2016, 07:53:43 am
More interesting:

Hibernate
Event
42 Debt

If this is your first turn of the game, gain 6 provinces and a duchy. Each other player gains a curse.

Your opponent has exactly 19 turns to get the rest of the VP... unless there are other options.

It might be more, since you just got all those Provinces in your deck. Also, super broken because more Duchies is more junk for your opponent. Also, super OP if it's multiplayer.
It's exactly 19. You get 7 coins in your first two turns, then after 17 more turns you cycle through your 17 card deck 5 times for 35 more coins.

On a lot of boards 19 turns is enough to get 2 provinces, 7 duchies, and 8 estates, especially since every pile is uncontested.
Title: Re: Really bad card ideas
Post by: eHalcyon on May 14, 2016, 12:30:21 pm
More interesting:

Hibernate
Event
42 Debt

If this is your first turn of the game, gain 6 provinces and a duchy. Each other player gains a curse.

Your opponent has exactly 19 turns to get the rest of the VP... unless there are other options.

It might be more, since you just got all those Provinces in your deck. Also, super broken because more Duchies is more junk for your opponent. Also, super OP if it's multiplayer.
It's exactly 19. You get 7 coins in your first two turns, then after 17 more turns you cycle through your 17 card deck 5 times for 35 more coins.

On a lot of boards 19 turns is enough to get 2 provinces, 7 duchies, and 8 estates, especially since every pile is uncontested.

But the game doesn't suddenly end when you pay off your debt, and your deck won't be in good shape to end it either.

Solution: allow this event to be purchased any time,  so once debt-free you can buy it again to empty Provinces.
Title: Re: Really bad card ideas
Post by: Minotaur on May 14, 2016, 01:03:41 pm
Total Freaking Idiot's Tactician
Action-Duration
Cost: $0

Discard your hand.  If you discarded any cards and this is not the first time you played TFIT this turn, then at the start of your next turn:  +8 Cards, +3 Actions, +3 Buy
Title: Re: Really bad card ideas
Post by: liopoil on May 14, 2016, 08:33:43 pm
More interesting:

Hibernate
Event
42 Debt

If this is your first turn of the game, gain 6 provinces and a duchy. Each other player gains a curse.

Your opponent has exactly 19 turns to get the rest of the VP... unless there are other options.

It might be more, since you just got all those Provinces in your deck. Also, super broken because more Duchies is more junk for your opponent. Also, super OP if it's multiplayer.
It's exactly 19. You get 7 coins in your first two turns, then after 17 more turns you cycle through your 17 card deck 5 times for 35 more coins.

On a lot of boards 19 turns is enough to get 2 provinces, 7 duchies, and 8 estates, especially since every pile is uncontested.

But the game doesn't suddenly end when you pay off your debt, and your deck won't be in good shape to end it either.

Solution: allow this event to be purchased any time,  so once debt-free you can buy it again to empty Provinces.
That doesn't work, the someone could open duchy/hibernate and win.

The player can't end the game right away, but they are likely to be able to buy an estate, which would clinch the tie. Another one clinches the win.

The only trouble is alt-vp. When there is alt-vp this is bad anyway.
Title: Re: Really bad card ideas
Post by: Minotaur on May 14, 2016, 10:16:37 pm
Fool's Advisor
Action
Cost: $3

The first time you play Fool's Advisor in a turn:
  +1 Card
  +1 Action
  Reveal the top three cards of your deck.  The player to your left chooses one of them.  Discard it and put the rest back in any order.

Otherwise:
  +1 Action
  Reveal the top five cards of your deck.  The player to your left chooses two of them.  Discard the chosen cards and put the rest into your hand.
Title: Re: Really bad card ideas
Post by: Seprix on May 14, 2016, 11:02:45 pm
Tom Brady
Cost-$41 Million

Win 4 games. If you do, put this card on the Tavern mat for 4 turns.
Title: Re: Really bad card ideas
Post by: LibraryAdventurer on May 14, 2016, 11:03:57 pm
More interesting:

Hibernate
Event
42 Debt

If this is your first turn of the game, gain 6 provinces and a duchy. Each other player gains a curse.

Your opponent has exactly 19 turns to get the rest of the VP... unless there are other options.

Here's my version:

Duke of Swamps
20 Debt.  Event
If you haven't gained any victory cards yet this game, gain all cards in the Duchy pile.
Title: Re: Really bad card ideas
Post by: Marcory on May 15, 2016, 01:24:22 am
Grand Prizes: When you play Tournament and reveal Province, you may also reveal a Colony. If you do, gain one of these, all of which are not in the Supply:

Trusty Steam Engine Action $0*

Choose two:
+2 Cards, +1 Action
+1 Card, +2 Actions
+$3, +1 Buy
Gain four Golds and put your Deck into your Discard pile.

Friends Action 0*

Gain a Duchy.
Each other player gains a Copper and a Curse from the Supply or Trash, your choice.

Princess Royal Action $0*

+2 Buy
------------
When this is in play, cards cost $4 less, but not less than $0.

Coronet Treasure $0*

$4
When you play this, +$2 for each unused Action you have (Action, not Action card).

Bag of Platinum Treasure $0*

+2 Actions.
Gain a Platinum, putting it on top of your deck.
Title: Re: Really bad card ideas
Post by: Minotaur on May 15, 2016, 01:34:23 am
Grand Prizes: When you play Tournament and reveal Province, you may also reveal a Colony. If you do, gain one of these, all of which are not in the Supply:

Ugh, Tournament...

Ragequit
Event
Cost: $0

Trash the Supply.  If you would win the game, the player(s) with the same or next-highest amount of points wins instead.
Title: Re: Really bad card ideas
Post by: SirClemens on May 16, 2016, 02:11:39 pm
False Mustache
Action 2$

Trash this. Return all your debt tokens to the supply.
Title: Re: Really bad card ideas
Post by: Minotaur on May 16, 2016, 03:55:07 pm
False Mustache
Action 2$

Trash this. Return all your debt tokens to the supply.

Much more serious card than Catapult/Rocks.

(I would limit it to 6 or 8 debt, though, something like that)
Title: Re: Really bad card ideas
Post by: Accatitippi on May 16, 2016, 04:45:46 pm
False Mustache
Action 2$

Trash this. Return all your debt tokens to the supply.

Much more serious card than Catapult/Rocks.

(I would limit it to 6 or 8 debt, though, something like that)

I doubt you'll ever be able to get much more than that, unless you're actively wasting Capital, or you get really unlucky with Storyteller/Capital.
Title: Re: Really bad card ideas
Post by: Minotaur on May 16, 2016, 04:50:33 pm
False Mustache
Action 2$

Trash this. Return all your debt tokens to the supply.

Much more serious card than Catapult/Rocks.

(I would limit it to 6 or 8 debt, though, something like that)

I doubt you'll ever be able to get much more than that, unless you're actively wasting Capital, or you get really unlucky with Storyteller/Capital.

I know there's at least one way to get 16 debt.  A full-powered mustache would let you buy one or two turns earlier than the weaker one.  I don't remember the cost distribution of the other debt cards, though.
Title: Re: Really bad card ideas
Post by: Accatitippi on May 16, 2016, 04:53:08 pm


At the cost of being uptight, I don't think Donald would exactly be delighted to see you posting this here, with the set not yet out and everything.
Title: Re: Really bad card ideas
Post by: Deadlock39 on May 16, 2016, 05:17:59 pm
You play the entire pile of Capital and then buy one of the previewed 8 Debt cards, spend your $60 on 5 Colonies and a Duchy, and end up with 68 Debt tokens.
Title: Re: Really bad card ideas
Post by: Minotaur on May 16, 2016, 05:45:43 pm
I could also see maybe:

$2, trash this, and set aside your Debt tokens until the end of your turn.  (They do not prevent you from Buying cards or events while set aside.)

But yeah, best Looney Tunes reference in some time, and probably not that broken as is.  Kind of cheesy for a one-shot, so idk, my first instinct is to water it down.  Making the disguise only partially effective seems like one way of doing that.
Title: Re: Really bad card ideas
Post by: eHalcyon on May 16, 2016, 06:19:26 pm


At the cost of being uptight, I don't think Donald would exactly be delighted to see you posting this here, with the set not yet out and everything.

Are you saying this because you think Minotaur is revealing some secret playtester knowledge about unrevealed Debt cards?  I'm pretty sure he isn't a playtester, since he didn't even realize there was a new expansion being previewed until about halfway through the previews...
Title: Re: Really bad card ideas
Post by: Minotaur on May 16, 2016, 06:22:32 pm


At the cost of being uptight, I don't think Donald would exactly be delighted to see you posting this here, with the set not yet out and everything.

Are you saying this because you think Minotaur is revealing some secret playtester knowledge about unrevealed Debt cards?  I'm pretty sure he isn't a playtester, since he didn't even realize there was a new expansion being previewed until about halfway through the previews...

Are there new promo cards or something?

Have you missed that there's an expansion coming out and being previewed?

If it isn't Homage or RBCI, then I don't know about it.
Title: Re: Really bad card ideas
Post by: ConMan on May 16, 2016, 08:00:42 pm
Howl's Moving Castle - $5
Action - Victory - Castle
Choose a player. Reveal the top two cards of their deck. Play the revealed Actions and discard the rest. When those Actions leave play, place them in the discard pile of the player they came from.
---
Worth 2VP for each Castle in each other players' deck.
Title: Re: Really bad card ideas
Post by: Accatitippi on May 17, 2016, 10:12:56 am


At the cost of being uptight, I don't think Donald would exactly be delighted to see you posting this here, with the set not yet out and everything.

Are you saying this because you think Minotaur is revealing some secret playtester knowledge about unrevealed Debt cards?  I'm pretty sure he isn't a playtester, since he didn't even realize there was a new expansion being previewed until about halfway through the previews...

I see, my bad.
Title: Re: Really bad card ideas
Post by: Minotaur on May 17, 2016, 11:49:58 am
Hey, this is not the "Really intriguing, kinda interesting card ideas" thread! I will counteract this elaborate balderdash with a really bad card idea:

Quote
Catapult
Cost: $4
Types: Action/Attack
Trash any number of Rocks from your hand. For each Rock trashed, each other player trashes a card from their hand.
When you buy this, gain 5 Rocks from the Rock pile.

Quote
Rock
Cost: $0*
Type: Rock
It's a Rock. (This is not in the Supply.)

I thought it was a RBCI long before Donald did it...  Search box FTW!
Title: Re: Really bad card ideas
Post by: Minotaur on May 17, 2016, 12:20:04 pm
Paradise City
Action
Cost: $7

+1 Card
+2 Actions

If at least one Supply pile is empty, gain a Garden from the Garden pile (not in the Supply this game)
If at least two Supply piles are empty, gain a Harem from the Harem pile (not in the Supply this game)
Title: Re: Really bad card ideas
Post by: Accatitippi on May 18, 2016, 04:32:21 pm
If you really want Events with Potion in the cost, or cards that give you the choice between VP tokens and coin tokens, you can always make your own! With blackjack! And hookers!

Blackjack - <8> - Action
+1 Action
Reveal cards from the top of your deck until you choose to stop or until you reveal two cards with the same name.
If you didn't reveal duplicates, put all the revealed cards into your hand, otherwise discard them.
(I said duplicates, not Duplicates)
Title: Re: Really bad card ideas
Post by: Minotaur on May 18, 2016, 07:55:50 pm
If you really want Events with Potion in the cost, or cards that give you the choice between VP tokens and coin tokens, you can always make your own! With blackjack! And hookers!

Blackjack - <8> - Action
+1 Action
Reveal cards from your hand until you choose to stop or until you reveal two cards with the same name.
If you didn't reveal duplicates, put all the revealed cards into your hand, otherwise discard them.
(I said duplicates, not Duplicates)

So you can discard as many cards from your hand as you like as long as exactly two of the chosen cards are identical (unless you meant from the top of your deck originally)
Title: Re: Really bad card ideas
Post by: spiralstaircase on May 19, 2016, 02:08:32 am
Temporum promo
Action - Duration - $5
Now and at the start of your previous turn, +$2
Title: Re: Really bad card ideas
Post by: Accatitippi on May 19, 2016, 02:19:12 am
If you really want Events with Potion in the cost, or cards that give you the choice between VP tokens and coin tokens, you can always make your own! With blackjack! And hookers!

Blackjack - <8> - Action
+1 Action
Reveal cards from your hand until you choose to stop or until you reveal two cards with the same name.
If you didn't reveal duplicates, put all the revealed cards into your hand, otherwise discard them.
(I said duplicates, not Duplicates)

So you can discard as many cards from your hand as you like as long as exactly two of the chosen cards are identical (unless you meant from the top of your deck originally)

yeah, it was late and I was tired. :)
Title: Re: Really bad card ideas
Post by: Minotaur on May 19, 2016, 04:30:40 am
If you really want Events with Potion in the cost, or cards that give you the choice between VP tokens and coin tokens, you can always make your own! With blackjack! And hookers!

Blackjack - <8> - Action
+1 Action
Reveal cards from your hand until you choose to stop or until you reveal two cards with the same name.
If you didn't reveal duplicates, put all the revealed cards into your hand, otherwise discard them.
(I said duplicates, not Duplicates)

So you can discard as many cards from your hand as you like as long as exactly two of the chosen cards are identical (unless you meant from the top of your deck originally)

yeah, it was late and I was tired. :)

Blackjack/Library would've been an odd combo.
Title: Re: Really bad card ideas
Post by: Minotaur on May 19, 2016, 01:12:23 pm
Wingardium Leviosa
Action
Cost: $1

+1 Card
+1 Action
Title: Re: Really bad card ideas
Post by: Minotaur on May 19, 2016, 02:05:47 pm
Ministry of Counting By Twos
Action
Cost: $6

Look through your discard pile, take any number of Silvers, and put them into your hand.


Temple of Cerberus and Executive Counting Office
Action
Cost: $6

Look through your discard pile, take any number of Golds, and put them into your hand.


Institute for Large Prime Numbers
Action
Cost: $6

Look through your discard pile, take any number of Platinums, and put them into your hand.
Title: Re: Really bad card ideas
Post by: Minotaur on May 19, 2016, 02:41:51 pm
Temporum promo
Action - Duration - $5
Now and at the start of your previous turn, +$2

Cards gained on your prior turn are set aside on your Paradox Mat, overriding all other redirection effects.  If you fail to play this card on the turn that you play it, return the contents of your Paradox Mat to the Supply and take -3 VP immediately after your turn but before the game ends.  Otherwise, empty your Paradox Mat into your discard pile (they are not discarded, e.g. Tunnel).

If the game ends before the turn when you play this, take an extra turn, which is the turn in which you play this.  During this turn, all cards trashed go into the owner's discard pile, all cards gained are immediately returned to the Supply, and Masquerade only does "+2 Cards".  If returning your Paradox Mat to the Supply causes the end-of-game conditions to no longer be satisfied, the game resumes as if it had not ended.

/ITried
Title: Re: Really bad card ideas
Post by: LostPhoenix on May 19, 2016, 03:24:40 pm
Evolve - Action - 4$

Replace all cards in your deck with random cards that cost $1 more.
Title: Re: Really bad card ideas
Post by: Minotaur on May 19, 2016, 08:18:18 pm
Evolve - Action - 4$

Replace all cards in your deck with random cards that cost $1 more.

Watch it end up on the bottom of your deck with no way to draw any more cards...
Title: Re: Really bad card ideas
Post by: math on May 19, 2016, 11:19:08 pm
Evolve - Action - 4$

Replace all cards in your deck with random cards that cost $1 more.

In games without Poor House, this is an excellent way to trash your starting Coppers!  With any luck you'll get some Silvers from your Estates as well.
Title: Re: Really bad card ideas
Post by: eHalcyon on May 20, 2016, 02:46:11 am
(I said duplicates, not Duplicates)

Royal Menagerie
$6 - Action
+1 Action
Reveal your hand. If there are no Duplicate cards in it, +3 Cards. Otherwise, +1 Card.
Title: Re: Really bad card ideas
Post by: Marcory on May 20, 2016, 10:44:06 am
Counting Smith House $5-Action

Look through your discard pile, reveal any number of Coppersmiths from it, and put them into your hand.
Title: Re: Really bad card ideas
Post by: Minotaur on May 21, 2016, 02:54:32 am
Ruined Coppersmith
Action-Ruins
Cost: $0

Once for each three times you play a Copper this turn: +$1.


Ruined Harem
Victory-Treasure-Ruins
Cost: $0

+$1
When you play this, trash it.
--------------------
1VP
When you gain this, you may discard a Treasure.  If you do not, trash this card.


Cursed Harem
Curse-Treasure
Cost: $0

Take your -$1 token and your -1 Card token.  If you do, trash this card.
--------------------------
-2 VP


Grand Harem
Victory-Treasure
Cost: $9

$3
--------
6VP
You may not buy this card if you have any Copper in play.


Metaharem
Victory-Treasure
Cost: $8

$4
-----------
6VP
When you gain this, trash three Harems from play.  If you do not, return this to the Supply.

"The market?  I'm a prince!  My harems have harems!  I mean, uh... my servants go to the market for my servants, yeah..."


Reverse Metaharem
Treasure-Victory
Cost: $3 (This pile has twice the usual number of Victory cards)

$1
---------------
1 VP
When you gain this card, you may trash a Harem from your hand or from play.  If you do, gain two copies of this card.
Title: Re: Really bad card ideas
Post by: Minotaur on May 21, 2016, 10:53:31 am
Never had enough of these for a full set.

http://mtaur.blogspot.com/2014/06/dimonion-star-trek.html

Not going to bother transcribing.  Don't need your iPhone upvotes that badly.
Title: Re: Really bad card ideas
Post by: ackmondual on May 22, 2016, 04:04:34 am
Toyrn Village - $5
Action
Reveal any number of action cards from your hand.  Then play them in any order
Title: Re: Really bad card ideas
Post by: Minotaur on May 22, 2016, 08:21:31 am
Toyrn Village - $5
Action
Reveal any number of action cards from your hand.  Then play them in any order

Hmmm, I'm having a hard time figuring out a best case for this.  By the time it's actually good, you already have an engine as it is.

Maybe with Native Village or Tactician.  With Tactician, either the same turn or afterward - I would think that you could "cheat" the Tactician by keeping most of your Action cards in Revealed Cards Land, only to play them anyway.  You could play Tactician every turn with this card.  That's probably the best combo you'll get.

Or if you had a Landmark that let you draw 10 cards instead of 5 each turn.  Or Haunted Woods or Hireling.  Basically you have to get a big hand without running out of Actions, but you don't want to already have Villages on the board, because that would be easier already...  Nobles would benefit somewhat too.
Title: Re: Really bad card ideas
Post by: Minotaur on May 22, 2016, 08:27:47 am
Frat Party
Action
Cost: $7

Reveal cards from the top of your deck, putting them into your hand when they are not Actions, and playing them as you draw them when they are Actions.  Stop when you have played three or more Actions.  If you have 12 or more cards in hand, trash your hand.

Drink!  Drink!  Drink! Hahahaha, this dude's a lightweight!  Gross!
Title: Re: Really bad card ideas
Post by: faust on May 22, 2016, 12:51:36 pm
Never had enough of these for a full set.

http://mtaur.blogspot.com/2014/06/dimonion-star-trek.html

Not going to bother transcribing.  Don't need your iPhone upvotes that badly.

Quote
Stewart - $5
Action

+2 cards
+2$
Trash two cards from your had.

I wouldn't have pictured Picard as someone to do Mercenary work.
Title: Re: Really bad card ideas
Post by: Minotaur on May 22, 2016, 01:51:55 pm
Never had enough of these for a full set.

http://mtaur.blogspot.com/2014/06/dimonion-star-trek.html

Not going to bother transcribing.  Don't need your iPhone upvotes that badly.

Quote
Stewart - $5
Action

+2 cards
+2$
Trash two cards from your had.

I wouldn't have pictured Picard as someone to do Mercenary work.

The discard attack must be what makes the difference.
Title: Re: Really bad card ideas
Post by: majiponi on May 22, 2016, 07:35:07 pm
Grand Harem
Victory-Treasure
Cost: $9

$3
--------
6VP
You may not buy this card if you have any Copper in play.
This is "really bad cards" thread. This card is not too bad. Works in Prosperity or Empire.
Title: Re: Really bad card ideas
Post by: Minotaur on May 22, 2016, 09:40:43 pm
Grand Harem
Victory-Treasure
Cost: $9

$3
--------
6VP
You may not buy this card if you have any Copper in play.
This is "really bad cards" thread. This card is not too bad. Works in Prosperity or Empire.

I've gotten away with much less bad card ideas before...
Title: Re: Really bad card ideas
Post by: Seprix on May 22, 2016, 10:03:49 pm
Multi-split pile idea:

Isotropic
$0 Action
Gain a Province. If you do, gain a Goko Beta.

Goko Beta
$1 Action
If you gain this, trash all Isotropics from every player's deck, including their hands. Put all VP back into the supply piles. Cry.

Goko
$2 Action
Trash all Dark Ages cards, including from the Supply piles. You do not get any bonuses from on-trash effects. The game cannot end.

Goko Salvager
$3 Action
You may gain an Action card from the Trash. If you do, play it.

Making Fun

$4 Action
Return all VP back into the supply pile. Gain an Estate.

Donald's Had Enough
$5 Event
Trash a card from your hand. If you do, remove this Event from the game.

ShuffleIt

$6 Action-Duration
Trash all Treasures in your deck. Gain a Province. Gain an Isotropic. When you play an Isotropic, you do not gain a Goko Beta. (This stays in play for the remainder of the game.)
Title: Re: Really bad card ideas
Post by: J Reggie on May 22, 2016, 10:19:36 pm

ShuffleIt

$6 Action-Duration
Trash all Treasures in your deck. Gain a Province. Gain an Isotropic. When you play an Isotropic, you do not gain a Goko Beta. (This stays in play for the remainder of the game.)

$6? More like $3 for every turn this is in play!

(Insert emoticon that indicates I'm being sarcastic here.)
Title: Re: Really bad card ideas
Post by: Minotaur on May 23, 2016, 02:08:10 am
Homage
Landmark

Each player shuffles their deck at the start of each of their turns.
Title: Re: Really bad card ideas
Post by: Max on May 23, 2016, 08:26:26 am
But what if there's only 1 card? The game will be stuck in perpetuity.
Title: Re: Really bad card ideas
Post by: Accatitippi on May 23, 2016, 09:23:26 am
Border Guards - 4$
+1 Action
+2$
Every other player reveals a Victory card from their hand or discards down to 3 cards.
----
When you buy this, trash the Black Market deck.
Title: Re: Really bad card ideas
Post by: Seprix on May 23, 2016, 11:49:12 am
But what if there's only 1 card? The game will be stuck in perpetuity.

This thread is called Really Bad Card Ideas.
Title: Re: Really bad card ideas
Post by: Minotaur on May 23, 2016, 12:23:07 pm
But what if there's only 1 card? The game will be stuck in perpetuity.

No.
Title: Re: Really bad card ideas
Post by: Tombolo on May 23, 2016, 02:27:48 pm
Freeze Mage
$8 Event

Your turn ends immediately.  Your opponent(s) may not play actions on their next turn(s).

Portal
Random Cost

When you gain this, instead gain a random card that could be in the Supply (but isn't necessarily) costing at least as much as the cost.

Heavy Infantry
$5 Action-Attack

+$3
Each opponent discards down to 3 cards in hand.

Aura Sensei
$4 Action

+1 Action
You may banish this or another card from your hand.  If you do, gain a Mystic or Heavy Infantry, putting it in your hand.
Title: Re: Really bad card ideas
Post by: Minotaur on May 24, 2016, 09:36:31 am
Oats
Action/Treasure/SAMSCITR
Cost: $5

As a Treasure: $2, Stables costs $1 less this turn.
As an Action: You may play a Stables from your hand.  If you do, +2 Cards.
Title: Re: Really bad card ideas
Post by: Gubump on May 24, 2016, 09:50:57 am
Oats
Action/Treasure/SAMSCITR
Cost: $5

As a Treasure: $2, Stables costs $1 less this turn.
As an Action: You may play a Stables from your hand.  If you do, +2 Cards.

What does SAMSCITR mean?
Title: Re: Really bad card ideas
Post by: eHalcyon on May 24, 2016, 12:47:12 pm
Oats
Action/Treasure/SAMSCITR
Cost: $5

As a Treasure: $2, Stables costs $1 less this turn.
As an Action: You may play a Stables from your hand.  If you do, +2 Cards.

As per Crown, this should distinguish by game phase, not card type. Action-Treasure is always both types.
Title: Re: Really bad card ideas
Post by: Minotaur on May 24, 2016, 02:09:30 pm
Oats
Action/Treasure/SAMSCITR
Cost: $5

As a Treasure: $2, Stables costs $1 less this turn.
As an Action: You may play a Stables from your hand.  If you do, +2 Cards.

As per Crown, this should distinguish by game phase, not card type.

It shouldn't.  You can play this card whenever you could play one of the two card types, and if necessary, you choose which role it plays when you play it (I don't know of any cards that let you play an Action OR a treasure at a given time, but it could be done maybe).  If you pay Storyteller, you can only play this card as a Treasure.  You're not allowed to play it as an Action to pay Storyteller, and you haven't played a second Action for the purposes of Conspirator, but it is an Action card that is in play as well as a Treasure card that it is play.  What it does is linked to the mechanism used for playing it, not what turn it is.

If the rule for Crown is that it plays as a Throne Room when used to pay Storyteller, then I think that's goofy and counterintuitive.

I'll never conform to Donald's Action-Treasure convention in the RBCI thread.
Title: Re: Really bad card ideas
Post by: Minotaur on May 24, 2016, 02:10:07 pm
Oats
Action/Treasure/SAMSCITR
Cost: $5

As a Treasure: $2, Stables costs $1 less this turn.
As an Action: You may play a Stables from your hand.  If you do, +2 Cards.

What does SAMSCITR mean?

Still a More Serious Card Idea Than Rocks.
Title: Re: Really bad card ideas
Post by: Minotaur on May 24, 2016, 03:05:04 pm
Coffee Pot
Action/Treasure/SAMSCITR
Cost: $4

(If you somehow play this card at a time when you could play an Action or a Treasure, you must choose one)
If played as an Action:  +3 Actions
If played as a Treasure:  +$1.  Each Groundskeeper in play produces an additional VP whenever you gain a Victory card this turn.
Title: Re: Really bad card ideas
Post by: Witherweaver on May 24, 2016, 04:53:29 pm
Paradise City
Action
Cost: $7

+1 Card
+2 Actions

If at least one Supply pile is empty, gain a Garden from the Garden pile (not in the Supply this game)
If at least two Supply piles are empty, gain a Harem from the Harem pile (not in the Supply this game)

This deserves more upvotes.
Title: Re: Really bad card ideas
Post by: Witherweaver on May 24, 2016, 04:55:25 pm
Homage
Landmark

Each player shuffles their deck at the start of each of their turns.

Take that Rabble!
Title: Re: Really bad card ideas
Post by: Minotaur on May 24, 2016, 05:35:14 pm
Homage
Landmark

Each player shuffles their deck at the start of each of their turns.

Take that Rabble!

I guess it would invalidate fewer Attacks if the shuffle were at the end of the turn instead...
Title: Re: Really bad card ideas
Post by: mameluke on May 24, 2016, 05:48:08 pm
Well, Haunted Woods wouldn't like that version either.
Title: Re: Really bad card ideas
Post by: eHalcyon on May 24, 2016, 11:07:11 pm
Oats
Action/Treasure/SAMSCITR
Cost: $5

As a Treasure: $2, Stables costs $1 less this turn.
As an Action: You may play a Stables from your hand.  If you do, +2 Cards.

As per Crown, this should distinguish by game phase, not card type.

It shouldn't.  You can play this card whenever you could play one of the two card types, and if necessary, you choose which role it plays when you play it (I don't know of any cards that let you play an Action OR a treasure at a given time, but it could be done maybe).  If you pay Storyteller, you can only play this card as a Treasure.  You're not allowed to play it as an Action to pay Storyteller, and you haven't played a second Action for the purposes of Conspirator, but it is an Action card that is in play as well as a Treasure card that it is play.  What it does is linked to the mechanism used for playing it, not what turn it is.

If the rule for Crown is that it plays as a Throne Room when used to pay Storyteller, then I think that's goofy and counterintuitive.

I'll never conform to Donald's Action-Treasure convention in the RBCI thread.

Dominion has no concept of what type you played the card as, because a card is all of its types all of the time.  When you play Crown through Storyteller, it is both a Treasure and an Action.  When you play it in the Action phase, it is both a Treasure and an Action.  When you play it in the Buy phase, it is both a Treasure and an Action.  Crown specifically calls out the phase in which it is played rather than the type.  When you play Crown through Storyteller, it is your Action phase, so you get the TR effect.

Edit: For an example that existed before Crown, consider Action-Victory cards.  You normally don't play Victory cards at all, but Great Hall doesn't stop being a Victory card when you play it.  It's the same for Crown.  You normally don't play Treasure cards during the Action phase or Action cards during the Buy phase, but Crown is both types no matter when or how you play it.
Title: Re: Really bad card ideas
Post by: Minotaur on May 24, 2016, 11:12:58 pm
Oats
Action/Treasure/SAMSCITR
Cost: $5

As a Treasure: $2, Stables costs $1 less this turn.
As an Action: You may play a Stables from your hand.  If you do, +2 Cards.

As per Crown, this should distinguish by game phase, not card type.

It shouldn't.  You can play this card whenever you could play one of the two card types, and if necessary, you choose which role it plays when you play it (I don't know of any cards that let you play an Action OR a treasure at a given time, but it could be done maybe).  If you pay Storyteller, you can only play this card as a Treasure.  You're not allowed to play it as an Action to pay Storyteller, and you haven't played a second Action for the purposes of Conspirator, but it is an Action card that is in play as well as a Treasure card that it is play.  What it does is linked to the mechanism used for playing it, not what turn it is.

If the rule for Crown is that it plays as a Throne Room when used to pay Storyteller, then I think that's goofy and counterintuitive.

I'll never conform to Donald's Action-Treasure convention in the RBCI thread.

Dominion has no concept of what type you played the card as, because a card is all of its types all of the time.  When you play Crown through Storyteller, it is both a Treasure and an Action.  When you play it in the Action phase, it is both a Treasure and an Action.  When you play it in the Buy phase, it is both a Treasure and an Action.  Crown specifically calls out the phase in which it is played rather than the type.  When you play Crown through Storyteller, it is your Action phase, so you get the TR effect.

There's no reason it couldn't work the way I described.  On the other hand, the way Crown works with Storyteller is stupid.

You can be both a Mom and a Lawyer.  If you have to be a Mom at 2pm because of an exceptional circumstance, you aren't going to argue to your kid in the ER about the subtleties of jurisprudence.  You have been played as a Mom during your Lawyer phase.
Title: Re: Really bad card ideas
Post by: eHalcyon on May 24, 2016, 11:20:23 pm
There's no reason it couldn't work the way I described.  On the other hand, the way Crown works with Throne Room is stupid.

You can be both a Mom and a Lawyer.  If you have to be a Mom at 2pm because of an exceptional circumstance, you aren't going to argue to your kid in the ER about the subtleties of jurisprudence.  You have been played as a Mom during your Lawyer phase.

But she's still both a mom and a lawyer.  Having the card depend on whether it's played as a Treasure or played as an Action is like saying, "If she's a lawyer, then this; if she's a mom, then that" and the end result is you get both, because she is both.
Title: Re: Really bad card ideas
Post by: Minotaur on May 24, 2016, 11:24:44 pm
There's no reason it couldn't work the way I described.  On the other hand, the way Crown works with Throne Room is stupid.

You can be both a Mom and a Lawyer.  If you have to be a Mom at 2pm because of an exceptional circumstance, you aren't going to argue to your kid in the ER about the subtleties of jurisprudence.  You have been played as a Mom during your Lawyer phase.

But she's still both a mom and a lawyer.  Having the card depend on whether it's played as a Treasure or played as an Action is like saying, "If she's a lawyer, then this; if she's a mom, then that" and the end result is you get both, because she is both.

She is both, but she cannot help Timmy when he's sick because it happened during 9-5.  This is her Lawyer phase, when she never does Mom stuff.  If only she could have been played as a Mom earlier in the day.  Alas.
Title: Re: Really bad card ideas
Post by: Jimmmmm on May 24, 2016, 11:31:04 pm
Crown is probably the most elegant way to make an Action/Treasure work, but with a few extra rules to clarify, Oats as written wouldn't be problem rules-wise.
Title: Re: Really bad card ideas
Post by: eHalcyon on May 25, 2016, 02:19:35 am
There's no reason it couldn't work the way I described.  On the other hand, the way Crown works with Throne Room is stupid.

You can be both a Mom and a Lawyer.  If you have to be a Mom at 2pm because of an exceptional circumstance, you aren't going to argue to your kid in the ER about the subtleties of jurisprudence.  You have been played as a Mom during your Lawyer phase.

But she's still both a mom and a lawyer.  Having the card depend on whether it's played as a Treasure or played as an Action is like saying, "If she's a lawyer, then this; if she's a mom, then that" and the end result is you get both, because she is both.

She is both, but she cannot help Timmy when he's sick because it happened during 9-5.  That's what she only does during her Mom phase.  If only she could have been played as a Mom earlier in the day.  Alas.

So you agree that it should be based on the phase, not on what she is because she is both. :P
Title: Re: Really bad card ideas
Post by: Minotaur on May 25, 2016, 07:13:33 am
Crown is probably the most elegant way to make an Action/Treasure work, but with a few extra rules to clarify, Oats as written wouldn't be problem rules-wise.

Easier to program Goko and easier to write rules for, sure.  But why do we hate Timmy?
Title: Re: Really bad card ideas
Post by: Minotaur on May 25, 2016, 07:19:10 am
There's no reason it couldn't work the way I described.  On the other hand, the way Crown works with Throne Room is stupid.

You can be both a Mom and a Lawyer.  If you have to be a Mom at 2pm because of an exceptional circumstance, you aren't going to argue to your kid in the ER about the subtleties of jurisprudence.  You have been played as a Mom during your Lawyer phase.

But she's still both a mom and a lawyer.  Having the card depend on whether it's played as a Treasure or played as an Action is like saying, "If she's a lawyer, then this; if she's a mom, then that" and the end result is you get both, because she is both.

She is both, but she cannot help Timmy when he's sick because it happened during 9-5.  That's what she only does during her Mom phase.  If only she could have been played as a Mom earlier in the day.  Alas.

So you agree that it should be based on the phase, not on what she is because she is both. :P

No.  By way of illustration, I'm saying the choice Donald made for when Mom does Mom stuff and when Mom does lawyer stuff is stupid.  Mom-Lawyer is a very bad mom.  If she has to work late on a case, she will probably be a very bad lawyer, too.  Around 5:30, she starts saying "Hi, Timmy, who's a good boy?  I love you Timmy!" over and over again, and at 6:00pm, her closing argument consists of a recitation of the ABCs.
Title: Re: Really bad card ideas
Post by: Deadlock39 on May 25, 2016, 10:08:48 am
Why is the Lawyer phase from 9-5 and the Mom phase at the other times.  I mean what if I go to the Villa at 8:00pm and return to the Lawyer phase. That would be crazy.
Title: Re: Really bad card ideas
Post by: Minotaur on May 25, 2016, 11:24:31 am
Why is the Lawyer phase from 9-5 and the Mom phase at the other times.  I mean what if I go to the Villa at 8:00pm and return to the Lawyer phase. That would be crazy.

It's a good thing that Storyteller causes there to be a Buy phase, too, or else there could be some wacky misunderstandings!
Title: Re: Really bad card ideas
Post by: Witherweaver on May 25, 2016, 11:33:06 am
There's no reason it couldn't work the way I described.  On the other hand, the way Crown works with Storyteller is stupid.

You can be both a Mom and a Lawyer.  If you have to be a Mom at 2pm because of an exceptional circumstance, you aren't going to argue to your kid in the ER about the subtleties of jurisprudence.  You have been played as a Mom during your Lawyer phase.

Crown happens to be 'actionish' when played during the Action phase and 'treasureish' when played during the Buy phase, but it need not be.  All that's going on here is that it does different things at different times, which is not unreasonable, especially since we have such a nice way of telling what time it is.  You could easily make an Action-Treasure card that feels more like a Treasure during your Action phase and more like  an Action during your Buy phase.  Or you could make one that does not care about what phase it is; e.g.: +$2, +2 cards.

Plus, the situation you describe is really a Reaction.  If your kid goes to the ER, reveal this from your hand.  Do mom stuff.
Title: Re: Really bad card ideas
Post by: Minotaur on May 25, 2016, 11:49:49 am
1.  We don't need to pretend that it's impossible to understand what Oats does.
2.  I'm pretty sure Storyteller wasn't designed as a stealth Village in case future expansions had Action-Treasure cards that rely on turn phase instead of the calling mechanism to know what they should be doing.  The interaction is really, really stupid and derpy.  It's easier to fix Crown ("If played as a ____") than it is to fix Storyteller ("Temporarily end your Action phase, and start a separate Buy phase, during which you can't Buy any cards, and you can only play up to three Treasures...")  Sure, the derpiness of Storyteller-Crown is a subjective valuation, but omg, it's hella derpy for reals.
3.  Lawyer-Mom isn't omniscient, and cannot play herself as a Mom as a Reaction.  The daycare center has to play Call Mom before Mom can do Mom stuff, and even then, if she's the wrong kind of Mom-Lawyer, and then it's a non-starter.
4.  Oh Crap I Need Some Money You Guys
Action
Cost: $5

+1 Action
You may play up to three Treasures from your hand.  If you do, +1 Card for each.

(You use this card to Throne Room a Scout)

WTF???
Title: Re: Really bad card ideas
Post by: Witherweaver on May 25, 2016, 12:01:59 pm
You seem to be operating under the assumption that Crown played with Storyteller is better if Crown plays a Treasure rather than an Action, but I don't see why there needs to be a preference.  It's not stupid or derpy at all.  It just does what it does, and it isn't confusing or difficult to understand in the slightest. 

Neither Storyteller nor Crown need a fix. 
Title: Re: Really bad card ideas
Post by: Seprix on May 25, 2016, 12:03:56 pm
I don't see a problem with Crown and Storyteller at all. It's actually pretty cool to have Storyteller play Crown.
Title: Re: Really bad card ideas
Post by: Minotaur on May 25, 2016, 12:19:36 pm
You seem to be operating under the assumption that Crown played with Storyteller is better if Crown plays a Treasure rather than an Action, but I don't see why there needs to be a preference.  It's not stupid or derpy at all.  It just does what it does, and it isn't confusing or difficult to understand in the slightest. 

Neither Storyteller nor Crown need a fix.

They're not technically broken, and they're not difficult to understand, but Storyteller-Crown is derpy and stupid.  It's bait-and-switching what a Treasure does with what an Action does because disambiguating rules so Treasures do Treasure stuff when played when you would play a Treasure is hard.
Title: Re: Really bad card ideas
Post by: Minotaur on May 25, 2016, 12:21:41 pm
TARDIS
Landmark

Your Action phase is a Buy phase, and your Buy phase is an Action phase.  You do not get an extra Buy or Action at the start of either phase, but you may play Treasures and Buy cards at the end of both Action-Buy phases (after you have played Actions).  Additional Action phases granted by Villa are also Action-Buy phases.
Title: Re: Really bad card ideas
Post by: Seprix on May 25, 2016, 01:07:37 pm
TARDIS
Landmark

Your Action phase is a Buy phase, and your Buy phase is an Action phase.  You do not get an extra Buy or Action at the start of either phase, but you may Buy cards at the end of both Action-Buy phases.  Additional Action phases granted by Villa are also Action-Buy phases.

That's horrible.
Title: Re: Really bad card ideas
Post by: Minotaur on May 25, 2016, 01:20:38 pm
TARDIS
Landmark

Your Action phase is a Buy phase, and your Buy phase is an Action phase.  You do not get an extra Buy or Action at the start of either phase, but you may Buy cards at the end of both Action-Buy phases.  Additional Action phases granted by Villa are also Action-Buy phases.

That's horrible.

It's awesome that you can play all your Treasures before playing Library now.  It's Crown that's horrible.
Title: Re: Really bad card ideas
Post by: Seprix on May 25, 2016, 02:06:55 pm
TARDIS
Landmark

Your Action phase is a Buy phase, and your Buy phase is an Action phase.  You do not get an extra Buy or Action at the start of either phase, but you may Buy cards at the end of both Action-Buy phases.  Additional Action phases granted by Villa are also Action-Buy phases.

That's horrible.

It's awesome that you can play all your Treasures before playing Library now.  It's Crown that's horrible.

I assume you will follow my lead and have a personal text that says "Crown is overrated"?
Title: Re: Really bad card ideas
Post by: Minotaur on May 25, 2016, 03:16:37 pm
TARDIS
Landmark

Your Action phase is a Buy phase, and your Buy phase is an Action phase.  You do not get an extra Buy or Action at the start of either phase, but you may Buy cards at the end of both Action-Buy phases.  Additional Action phases granted by Villa are also Action-Buy phases.

That's horrible.

It's awesome that you can play all your Treasures before playing Library now.  It's Crown that's horrible.

I assume you will follow my lead and have a personal text that says "Crown is overrated"?

How does that work?  Would they recall Empires and print it again?  Or would I get a "cool story bro" response?
Title: Re: Really bad card ideas
Post by: Seprix on May 25, 2016, 05:03:05 pm
TARDIS
Landmark

Your Action phase is a Buy phase, and your Buy phase is an Action phase.  You do not get an extra Buy or Action at the start of either phase, but you may Buy cards at the end of both Action-Buy phases.  Additional Action phases granted by Villa are also Action-Buy phases.

That's horrible.

It's awesome that you can play all your Treasures before playing Library now.  It's Crown that's horrible.

I assume you will follow my lead and have a personal text that says "Crown is overrated"?

How does that work?  Would they recall Empires and print it again?  Or would I get a "cool story bro" response?

Go to forum profile settings, where you can change your avatar and birthdate and where you put your Goko/Isotropic username, and add to the personal text box: "Crown is overrated". Alternatively, you could simply say "Whining about Crown is overrated" or "Seprix is overrated" or something humorous.
Title: Re: Really bad card ideas
Post by: Awaclus on May 25, 2016, 05:08:22 pm
How about "Crown is more skippable than people think"?
Title: Re: Really bad card ideas
Post by: Minotaur on May 25, 2016, 05:19:31 pm
TARDIS
Landmark

Your Action phase is a Buy phase, and your Buy phase is an Action phase.  You do not get an extra Buy or Action at the start of either phase, but you may Buy cards at the end of both Action-Buy phases.  Additional Action phases granted by Villa are also Action-Buy phases.

That's horrible.

It's awesome that you can play all your Treasures before playing Library now.  It's Crown that's horrible.

I assume you will follow my lead and have a personal text that says "Crown is overrated"?

How does that work?  Would they recall Empires and print it again?  Or would I get a "cool story bro" response?

Go to forum profile settings, where you can change your avatar and birthdate and where you put your Goko/Isotropic username, and add to the personal text box: "Crown is overrated". Alternatively, you could simply say "Whining about Crown is overrated" or "Seprix is overrated" or something humorous.

Oh, I thought you were telling me to take it up with Donald, like that would do anything.
Title: Re: Really bad card ideas
Post by: Seprix on May 25, 2016, 05:33:54 pm
Quote
Storyteller/Crown is Donald's Vietnam.

That's the best thing I've read this week. Even if I don't agree.
Title: Re: Really bad card ideas
Post by: Minotaur on May 25, 2016, 06:59:23 pm
How about "Crown is more skippable than people think"?

Not with TARDIS on the board.
Title: Re: Really bad card ideas
Post by: Asper on May 25, 2016, 11:05:47 pm
Neither Storyteller nor Crown need a fix.

My probation worker told me to not comment on this one. Am i a valuable element of society already?
Title: Re: Really bad card ideas
Post by: Minotaur on May 26, 2016, 03:55:39 pm
Temporum promo
Action - Duration - $5
Now and at the start of your previous turn, +$2

Cards gained on your prior turn are set aside on your Paradox Mat, overriding all other redirection effects.  If you fail to play this card on the turn that you play it, return the contents of your Paradox Mat to the Supply and take -3 VP immediately after your turn but before the game ends.  Otherwise, empty your Paradox Mat into your discard pile (they are not discarded, e.g. Tunnel).

If the game ends before the turn when you play this, take an extra turn, which is the turn in which you play this.  During this turn, all cards trashed go into the owner's discard pile, all cards gained are immediately returned to the Supply, and Masquerade only does "+2 Cards".  If returning your Paradox Mat to the Supply causes the end-of-game conditions to no longer be satisfied, the game resumes as if it had not ended.

/ITried

I'm still disappointed that there isn't a full-fledged discussion about Dominion: Timepunk yet.  I think the previous-turn Duration cards can be handled in some way, and they should have their own type, Timepunk.

Cards played "last turn" have Row 1, Unresolved cards are sideways in Row 2, and Resolved cards actually played this turn are vertically placed in Row 2.

Master of Time
Action-Timepunk
Cost: $7

+1 Action
Now and at the start of your previous turn: +2 Cards.*
You will play this card again next turn.**
(You may Resolve a copy of this card. ***)
*****

* - You may bring this card into play from the Supply at the start of your Action phase.  If you do, +2 Cards (i.e., whatever's between the colon and *).  You do not need to have Actions to do this.  This card becomes Unresolved at the start of your next turn.  (If you are not told that you will play this card next turn, return it to the Supply when you Resolve it.)
** - At the end of your turn, if this card was in play, was not Unresolved, and the game is not over: this card stays in play and becomes Unresolved at the start of your next turn.  Whenever this card becomes Unresolved, +2 Cards.  (Whether you played it this turn or "next turn")
*** - (All Timepunk cards have this effect.)  If you would gain, trash, or return cards to the Supply during your turn while you have Unresolved cards in play and the game has not ended: Those gained/trashed/returned cards instead go underneath the most recent Unresolved card and are marked by a gain/trash/return token, overriding all redirection effects except for (****).  If you have a card in play Unresolved at the end of your turn, return that card to the Supply and -3 VP.  Cards underneath with the "gain" token return to the supply, and those with the "trash" or "return to supply" token go to your discard pile.
**** - When you Resolve a card, move the cards underneath it so that they are now underneath an older Unresolved card.  If you do not, move those cards to the trash/gain them/return them to the Supply, according to their token, overriding all relocation effects.  This effect has supreme priority.
***** - When the game ends: each player who has Unresolved cards in play continues to take their turn as usual, ignoring all "on your previous turn" and "you will play this on your next turn" effects.  All cards gained during this turn are trashed immediately, overriding all redirection effects except for (****), and all cards which are trashed or returned to the supply instead go to your discard pile, overriding all redirection effects except for (****).


My head hurts like I'm trying to learn programming.
Title: Re: Really bad card ideas
Post by: Minotaur on May 26, 2016, 04:04:38 pm
I forgot to codify rules that un-end the game if you "end the game" on unresolved paradoxes which later fail to resolve.  I'll have to work on that later maybe.
Title: Re: Really bad card ideas
Post by: LostPhoenix on May 26, 2016, 04:09:34 pm
Loyal Blacksmith - Action - ‹6›

+3 Cards
Reveal your hand. Trash the coppers.


Underground Market - Action - $7

+2 Cards
+1 Action
+$1
+1 Buy
___________________
You can't buy this if you have any Gold in play
Title: Re: Really bad card ideas
Post by: Minotaur on May 26, 2016, 04:12:20 pm
Will Smith
<6>
Action-Duration

At the start of your next turn, +3 Cards
Title: Re: Really bad card ideas
Post by: Marcory on May 26, 2016, 06:39:09 pm
Flea Market Action $8

+2 Cards
+1 Action
+1 Buy
+ (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)
--------------------------
You may not buy this unless you played 8 Coppers at the start of your Buy Phase.
Title: Re: Really bad card ideas
Post by: Minotaur on May 26, 2016, 08:31:25 pm
Willsmith
Action-Reserve
<8>

Put this card on your Tavern mat.
--------------------
When you trash a card, you may Call this.  If you do, gain the trashed card from the Trash.
Title: Re: Really bad card ideas
Post by: Minotaur on May 27, 2016, 07:55:27 pm
For the record, how much should Will Smith cost if it were a real card?  I started at <4> and quickly bumped it up to <6>, but I don't have any experience with these cards.  The general rule seems to be that they need to cost a lot, so maybe as much as <8>?

I don't even know whether it's "better" or "worse" than Smithy.  Sure, it does less things this turn, but next turn it's amazing, and on your next turn, it becomes a lot easier to line up Villages with terminals.  It might even be worth $5, if it weren't a Debt card.

Anyway, not really looking for "haha, RBCI, we never balance things!"  But here's another RBCI, sort of unlikely to be useful unless there's some reason you want a massive migration between two different Debt cards mid-game for some reason:

Hatchet Man
Action
Cost: $2

Trash a card from your hand.
If it has a Coin cost:  Return twice its coin cost in Debt tokens.
If it has a Debt cost:  Return its cost in Debt tokens.
If you have no Debt, take a Coin token.
Title: Re: Really bad card ideas
Post by: majiponi on May 28, 2016, 06:47:26 pm
For the record, how much should Will Smith cost if it were a real card?  I started at <4> and quickly bumped it up to <6>, but I don't have any experience with these cards.  The general rule seems to be that they need to cost a lot, so maybe as much as <8>?
It doesn't let you draw 3 cards on this turn, right? Then, it should cost 4 or <5>. Usually weaker than Haunted Woods.
Title: Re: Really bad card ideas
Post by: Eran of Arcadia on May 28, 2016, 11:07:59 pm
may have already been done, but:

Walled Market - $3

+ 1 Action
+ 1 Card
+ 1 Buy

At the start of Clean-up, if you have purchased 1 or fewer cards this turn, you may put this on top of your deck.

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

When you buy this, trash all cards you have in play that cost more than it.
Title: Re: Really bad card ideas
Post by: eHalcyon on May 29, 2016, 01:52:03 am
may have already been done, but:

Walled Market - $3

+ 1 Action
+ 1 Card
+ 1 Buy

At the start of Clean-up, if you have purchased 1 or fewer cards this turn, you may put this on top of your deck.

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

When you buy this, trash all cards you have in play that cost more than it.

I'm certain that it has come up before (minus the when-buy) but possibly not in this thread.  I don't think it's a bad idea.
Title: Re: Really bad card ideas
Post by: Minotaur on May 29, 2016, 12:06:01 pm
Walled Scout
Action/Ruins
Cost: $0

+1 Action
Reveal the top four cards of your deck.  Put the Victory cards in your hand, and put the rest back in any order.  If you did not reveal any Victory cards, put this card on top of your deck.
Title: Re: Really bad card ideas
Post by: Minotaur on May 29, 2016, 12:47:23 pm
Walled Wishing Well
Action
Cost: $4*

+1 Card
+1 Action
Name a card.  Reveal the top card of your deck.  If it is the named card, put it in your hand.  Otherwise, discard it and put this card on top of your deck.
-------------------------------
* The player to your left may punch you when you gain this.


Walled Advisor
Action/Ruins
Cost: $0

+1 Action
Reveal the top three cards of your deck.  The opponent to your left chooses one for you to discard.  The opponent to your left may choose one more for you to discard.  If they do, this card goes on top of your deck.  Put any remaining revealed cards into your hand.


Wall
Reaction/Ruins
Cost: $0

Discard a card.  Put this on top of your deck.
-----------------------
When another player plays an Attack card, you may discard this card.  If you do, the Attack does not affect you.


Sir Wally
Action/Attack/Knight
Cost: $5

Do Knight stuff.  If nothing gets trashed, put this card on top of your deck.


Walled Tunnel
Reaction/Victory
Cost: $4

2 VP
--------------
When you discard this outside of your Clean-up phase, you may discard it.  If you do, gain a Gold.
If you would discard this during your Clean-up phase, you may reveal it.  If you do, put it on top of your deck.


Walled Treasure Map
Action
Cost: $3

Trash this and another (Walled or not) Treasure Map from your hand, or reveal a hand with no (Walled or not) Treasure Maps.  If the former, gain two Gold, putting them on top of your deck.  If the latter, put this card on top of your deck.


Walled Chancellor
Action
Cost: $3

+$2
You may put your deck in your discard pile.  If you do not, put this card on top of your deck.
Title: Re: Really bad card ideas
Post by: Eran of Arcadia on May 29, 2016, 02:10:50 pm
may have already been done, but:

Walled Market - $3

+ 1 Action
+ 1 Card
+ 1 Buy

At the start of Clean-up, if you have purchased 1 or fewer cards this turn, you may put this on top of your deck.

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

When you buy this, trash all cards you have in play that cost more than it.

I'm certain that it has come up before (minus the when-buy) but possibly not in this thread.  I don't think it's a bad idea.

I mean, the + buy makes it a market; and the "at clean-up" part makes it walled, but it's the when-buy that makes it truly a walled market.
Title: Re: Really bad card ideas
Post by: Marcory on May 29, 2016, 02:11:31 pm
Walled Rats Action $4

+1 Card
+1 Action
Gain a Walled Rats.
Trash a card from your hand that is not a Rats or Walled Rats or reveal a hand consisting only of Rats and Walled Rats.
---------------
When this is in play, during cleanup, reveal your hand. Put the Rats and Walled Rats from your hand and in play on top of your deck.

When you trash this, +1 Action.

Setup: the Walled Rats pile never depletes; if you run out of Walled Rats, substitute blank cards for Walled Rats.
Title: Re: Really bad card ideas
Post by: Minotaur on May 31, 2016, 04:12:57 am
Walled Chapel
Action
Cost: $3

Trash up to 4 cards from your hand.  If you trashed no cards, trash this.
Title: Re: Really bad card ideas
Post by: Tombolo on May 31, 2016, 11:24:51 am
Walled Bomb
Cost: G
Put a card from your hand and this on top of your deck.
Title: Re: Really bad card ideas
Post by: Asper on May 31, 2016, 05:26:22 pm
Here are a few for inspiration:
Wall-eyed Village
Wallet Village
Welled Village
Walt's Village (Disneyland)
Title: Re: Really bad card ideas
Post by: Accatitippi on May 31, 2016, 05:37:07 pm
Defend - 5$ Event
Move your Wall token to an Action Supply pile. During your Clean-up phase, you may reveal any cards from that pile from your hand to to put them on top of your deck.

...problem solved.
Title: Re: Really bad card ideas
Post by: singletee on May 31, 2016, 05:39:27 pm
Walled Nomad Camp
Action - $5
+$2
+1 Buy
----------
When you gain or discard this, put it on your deck.
Title: Re: Really bad card ideas
Post by: Accatitippi on May 31, 2016, 05:42:27 pm
Walled Nomad Camp
Action - $5
+$2
+1 Buy
----------
When you gain or discard this, put it on your deck.

I think I have a new favourite 5$ to dish out with Swindler.
Title: Re: Really bad card ideas
Post by: scott_pilgrim on May 31, 2016, 05:58:26 pm
Walled Nomad Camp
Action - $5
+$2
+1 Buy
----------
When you gain or discard this, put it on your deck.

I think I have a new favourite 5$ to dish out with Swindler.

The best part is, if you hit it with Swindler, it just goes back on top of their deck, along with the new one.  You can keep Swindling it as many times as you like to put a big stack of Walled Nomad Camps on top of their deck.
Title: Re: Really bad card ideas
Post by: eHalcyon on May 31, 2016, 06:11:19 pm
Walled Nomad Camp
Action - $5
+$2
+1 Buy
----------
When you gain or discard this, put it on your deck.

I think I have a new favourite 5$ to dish out with Swindler.

The best part is, if you hit it with Swindler, it just goes back on top of their deck, along with the new one.  You can keep Swindling it as many times as you like to put a big stack of Walled Nomad Camps on top of their deck.

No?  Trashing is not discarding.  If you hit one with Swindler, you can replace it but it doesn't build up.  You'd want to hit other $5 cards until their hand is all WNCs all the time.
Title: Re: Really bad card ideas
Post by: scott_pilgrim on May 31, 2016, 06:13:20 pm
Walled Nomad Camp
Action - $5
+$2
+1 Buy
----------
When you gain or discard this, put it on your deck.

I think I have a new favourite 5$ to dish out with Swindler.

The best part is, if you hit it with Swindler, it just goes back on top of their deck, along with the new one.  You can keep Swindling it as many times as you like to put a big stack of Walled Nomad Camps on top of their deck.

No?  Trashing is not discarding.  If you hit one with Swindler, you can replace it but it doesn't build up.  You'd want to hit other $5 cards until their hand is all WNCs all the time.

Right, I have no idea what I was thinking...maybe Jester?
Title: Re: Really bad card ideas
Post by: Accatitippi on May 31, 2016, 06:27:17 pm
Walled Nomad Camp
Action - $5
+$2
+1 Buy
----------
When you gain or discard this, put it on your deck.

I think I have a new favourite 5$ to dish out with Swindler.

The best part is, if you hit it with Swindler, it just goes back on top of their deck, along with the new one.  You can keep Swindling it as many times as you like to put a big stack of Walled Nomad Camps on top of their deck.

I'm not sure I'm following you. Swindler doesn't discard before trashing, does it?

Edit: I didn't realize y'all had moved to the next page, sorry.  :)
Title: Re: Really bad card ideas
Post by: Minotaur on May 31, 2016, 07:59:28 pm
Walled Nomad Camp
Action - $5
+$2
+1 Buy
----------
When you gain or discard this, put it on your deck.

1.  "Walled" seems to mean that you get some kind of compensation when it doesn't "do anything".
2.  "Discard this from play" would be less problematic, and would have a built-in accountability clause.  It could have a "when you discard this, you may X", but it has to be optional to maintain accountability, and should probably be classified as a Reaction in this case.  I would probably stick with "when you discard this from play", making it not a Reaction, and more of a Merchant Ship or Treasury variant.  I would probably give it a different name.  I'm not sure if the topdecking should be optional or mandatory at $5.  Probably Optional, since it's just a Woodcutter, but even then, it might be good enough for $5.
3.  Yes I know what thread this is.  X-P
Title: Re: Really bad card ideas
Post by: eHalcyon on June 01, 2016, 03:09:41 am
1.  "Walled" seems to mean that you get some kind of compensation when it doesn't "do anything".

Well there's only one data point, so "Walled" could also be about conditionally top-decking itself.
Title: Re: Really bad card ideas
Post by: Haddock on June 01, 2016, 06:13:34 am
1.  "Walled" seems to mean that you get some kind of compensation when it doesn't "do anything".

Well there's only one data point, so "Walled" could also be about conditionally top-decking itself.
Watchtowers are "guarding" in the same sense that "walls" (around a village) are, and Watchtowers topdeck things.
So yes; my instinct would be to say that topdecky things and "Walled" goes well together thematically.
Title: Re: Really bad card ideas
Post by: Minotaur on June 01, 2016, 02:15:59 pm
Time Bomb
Action-Timepunk
Cost: P

This turn: Trash this card.  Previous turn:  Trash your hand.
Title: Re: Really bad card ideas
Post by: math on June 01, 2016, 05:48:18 pm
Time Bomb
Action-Timepunk
Cost: P

This turn: Trash this card.  Previous turn:  Trash your hand.

http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=74324 (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=74324)
Title: Re: Really bad card ideas
Post by: Seprix on June 01, 2016, 06:38:39 pm
Time Bomb
Action-Timepunk
Cost: P

This turn: Trash this card.  Previous turn:  Trash your hand.

http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=74324 (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=74324)

If that's a real card, color me impressed.
Title: Re: Really bad card ideas
Post by: ConMan on June 01, 2016, 07:07:09 pm
Time Bomb
Action-Timepunk
Cost: P

This turn: Trash this card.  Previous turn:  Trash your hand.

http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=74324 (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=74324)

If that's a real card, color me impressed.
It's real, but from one of the two "Un-" sets that were designed with humour and weirdness in mind. This included cards that had non-integer values in places that were typically integers, cards that affected other games being played, a card that required your opponent to get you a drink, a card that was meant to be physically destroyed when activated, a card that caused you to open a fresh booster pack and take a card from it to add to your deck, and so forth.
Title: Re: Really bad card ideas
Post by: Minotaur on June 02, 2016, 09:50:35 am
For the record, how much should Will Smith cost if it were a real card?  I started at <4> and quickly bumped it up to <6>, but I don't have any experience with these cards.  The general rule seems to be that they need to cost a lot, so maybe as much as <8>?
It doesn't let you draw 3 cards on this turn, right? Then, it should cost 4 or <5>. Usually weaker than Haunted Woods.

My impression from seeing some previews and not ever testing:  <1> is equivalent to $2 or $1.5, or perhaps not directly comparable.  The threshold is trivial to reach, but is jacked up precisely because you're paying it back "with interest".  So $4 could be more like <6> or even <8>.  Or maybe I'm wrong and <5> is appropriate.  If it's mostly better than Smithy but generally not worth $5, then having it "cost more" by currency change would be a nice fix.

Weird that Haunted Woods is like getting attacked by Will Smith.  Never would have thought of it that way before...
Title: Re: Really bad card ideas
Post by: Accatitippi on June 02, 2016, 03:57:53 pm
Night - 5c Action Attack
+3 coins
Each other player puts the top card of their deck face-down on their Night mat. They may not look at it for the rest of the game.
Title: Re: Really bad card ideas
Post by: Minotaur on June 02, 2016, 04:31:05 pm
Secret Identity
Landmark

Each player begins with two decks and two discard piles, one for Alter-Ego and one for Hero.  At the start of each turn, flip over your Alter-Ego/Hero token (it begins on the Hero side).  When the Day/Night side is face up, play with your Day/Night deck and discard pile, respectively.  Replace one of your starting Estates (or Overgrown Estate) in your Alter-Ego deck with Gear, and replace one of your staring Estates (or Overgrown Estate) in your Hero deck with Haven.
Title: Re: Really bad card ideas
Post by: eHalcyon on June 02, 2016, 04:33:37 pm
For the record, how much should Will Smith cost if it were a real card?  I started at <4> and quickly bumped it up to <6>, but I don't have any experience with these cards.  The general rule seems to be that they need to cost a lot, so maybe as much as <8>?
It doesn't let you draw 3 cards on this turn, right? Then, it should cost 4 or <5>. Usually weaker than Haunted Woods.

My impression from seeing some previews and not ever testing:  <1> is equivalent to $2 or $1.5, or perhaps not directly comparable.  The threshold is trivial to reach, but is jacked up precisely because you're paying it back "with interest".  So $4 could be more like <6> or even <8>.  Or maybe I'm wrong and <5> is appropriate.  If it's mostly better than Smithy but generally not worth $5, then having it "cost more" by currency change would be a nice fix.

Weird that Haunted Woods is like getting attacked by Will Smith.  Never would have thought of it that way before...

Bolded parts are wrong, assuming you're talking about this Will Smith:

Will Smith
<6>
Action-Duration

At the start of your next turn, +3 Cards

<1> is not worth $2 or even $1.5.  It's worth less than $1, because it gives you more options -- you could pay it immediately, in which case it's basically the same as a $1 cost, or you can put it off for a future turn.  You applied the correct "conversion" though, giving a higher number for debt than for coin.

Will Smith isn't like getting attacked by Haunted Woods; it's playing Haunted Woods without attacking opponents.  Based solely on that, Will Smith should cost less than $5 or at least <5>, or some weird mix of coin and debt.  I don't know what the approximate debt-to-coin conversion should be (or if there's a good one at all) and I'm not sure how much to value the Haunted Woods attack either, so it's tough to give a better cost suggestion for Will Smith.  Your <6> cost sounds like a fine place to start testing though, if you wanted to test it. :)
Title: Re: Really bad card ideas
Post by: Minotaur on June 02, 2016, 05:07:33 pm
For the record, how much should Will Smith cost if it were a real card?  I started at <4> and quickly bumped it up to <6>, but I don't have any experience with these cards.  The general rule seems to be that they need to cost a lot, so maybe as much as <8>?
It doesn't let you draw 3 cards on this turn, right? Then, it should cost 4 or <5>. Usually weaker than Haunted Woods.

My impression from seeing some previews and not ever testing:  <1> is equivalent to $2 or $1.5, or perhaps not directly comparable.  The threshold is trivial to reach, but is jacked up precisely because you're paying it back "with interest".  So $4 could be more like <6> or even <8>.  Or maybe I'm wrong and <5> is appropriate.  If it's mostly better than Smithy but generally not worth $5, then having it "cost more" by currency change would be a nice fix.

Weird that Haunted Woods is like getting attacked by Will Smith.  Never would have thought of it that way before...

Bolded parts are wrong, assuming you're talking about this Will Smith:

Will Smith
<6>
Action-Duration

At the start of your next turn, +3 Cards

<1> is not worth $2 or even $1.5.  It's worth less than $1, because it gives you more options -- you could pay it immediately, in which case it's basically the same as a $1 cost, or you can put it off for a future turn.  You applied the correct "conversion" though, giving a higher number for debt than for coin.

Will Smith isn't like getting attacked by Haunted Woods; it's playing Haunted Woods without attacking opponents.  Based solely on that, Will Smith should cost less than $5 or at least <5>, or some weird mix of coin and debt.  I don't know what the approximate debt-to-coin conversion should be (or if there's a good one at all) and I'm not sure how much to value the Haunted Woods attack either, so it's tough to give a better cost suggestion for Will Smith.  Your <6> cost sounds like a fine place to start testing though, if you wanted to test it. :)

The only Will Smith that attacks in the game is Haunted Woods.  So if there were a Will Smith that attacked you, it would be Haunted Woods.  Maybe it's not the best metaphor.  And yeah, I don't know why I stated the conversion factor backward.  Change of units sucks.

Anyway, <6> is close enough for Jazz balanced enough for RBCI!
Title: Re: Really bad card ideas
Post by: J Reggie on June 02, 2016, 05:17:48 pm
<1> is not worth $2 or even $1.5.  It's worth less than $1, because it gives you more options -- you could pay it immediately, in which case it's basically the same as a $1 cost, or you can put it off for a future turn.  You applied the correct "conversion" though, giving a higher number for debt than for coin.

I don't know if you're talking about what it's worth in terms of opportunity cost (like how people say Potion is worth $2.5, which I don't agree with) but in terms of the game, <1> is not worth more or less than $2; they're simply not comparable, like Potions.
Title: Re: Really bad card ideas
Post by: eHalcyon on June 02, 2016, 05:50:53 pm
<1> is not worth $2 or even $1.5.  It's worth less than $1, because it gives you more options -- you could pay it immediately, in which case it's basically the same as a $1 cost, or you can put it off for a future turn.  You applied the correct "conversion" though, giving a higher number for debt than for coin.

I don't know if you're talking about what it's worth in terms of opportunity cost (like how people say Potion is worth $2.5, which I don't agree with) but in terms of the game, <1> is not worth more or less than $2; they're simply not comparable, like Potions.

Talking about opportunity cost, specifically in the context of deciding on a cost for a fan card.

The Potion-to-coin comparison is not great because a big part of Potion-cost is the per-shuffle gating, but I think a Debt-to-coin comparison should be better.  No experience to make that comparison yet though.
Title: Re: Really bad card ideas
Post by: Minotaur on June 02, 2016, 05:52:58 pm
<1> is not worth $2 or even $1.5.  It's worth less than $1, because it gives you more options -- you could pay it immediately, in which case it's basically the same as a $1 cost, or you can put it off for a future turn.  You applied the correct "conversion" though, giving a higher number for debt than for coin.

I don't know if you're talking about what it's worth in terms of opportunity cost (like how people say Potion is worth $2.5, which I don't agree with) but in terms of the game, <1> is not worth more or less than $2; they're simply not comparable, like Potions.

It's really situational, sure.  But it's nice to have a pricing guideline to deviate from.  Potions are extra derpy because of the whole "ha ha, now you can't buy Provinces for the next 8 turns" thing, but Debt doesn't foul up your deck in the same way.  Refusing to translate costs is less useful if you can put $1 = <1.5 to 2> and take it with a grain of salt.  There will always be cases where a <6> is actually worth less than $3 or more than $4, but everything depends on the board regardless.  If you can't say that $1 ~ <1.5 to 2>, then you probably can't say that Peddler is worth $4 or Mercenary is worth $5, or even that any cost-card is worth what it says that it is outside of mechanics that directly refer to their costs.

Debt is sort of tricky because you can buy an arbitrarily awesome card on your first shuffle if you wish, making it necessary to balance around that kind of case.  For example, it would be pretty hard to assign a value to a card that Moneylenders up to three times when played.  Maybe $6 or $7, but as much as <16>.  The <1.5 to 2> is inflated by the fact that it's less amazing by the time you can afford $6 or $7 in the first place.  (Uberlender+Market would be a pretty boring and derpy money strategy, I would think.)

I just don't think it's useless as a naive design heuristic.  Apothecary > Laboratory, for example.  The opportunity cost is that you spent $4 instead of $3 on a more expensive treasure that can't be used for as many things.  Is a Potion always better than a Silver?  Of course not.
Title: Re: Really bad card ideas
Post by: Minotaur on June 03, 2016, 03:57:54 am
f.ds Aneurysm
Action
Cost: $4

+1 Action
Gain a Debt cost card whose practical Coin value* is less than half of its Debt cost, or more than 2/3 of its Debt cost.

OR

Gain a Coin cost card whose practical Debt value* is more than twice its coin cost or less than 1.5 times its coin cost.

If you do not gain a card, +1 Card, +$1.

(* - Judged relative to what it would be worth to buy it this turn if the alternatives were to buy nothing at all or to spend no more on something else.)
Title: Re: Really bad card ideas
Post by: Seprix on June 03, 2016, 11:00:38 am
f.ds Aneurysm
Action
Cost: $6P

The player to your left takes an extra turn after this one, in which you can see all cards he can and make all decisions for him. Any cards he would gain on that turn, you gain instead; any cards of his that are trashed are set aside and returned to his discard pile at end of turn.

FTFY
Title: Re: Really bad card ideas
Post by: Minotaur on June 03, 2016, 02:25:59 pm
f.ds Aneurysm
Action
Cost: $4

+1 Action
Gain a Debt cost card whose practical Coin value* is less than half of its Debt cost, or more than 2/3 of its Debt cost.

OR

Gain a Coin cost card whose practical Debt value* is more than twice its coin cost or less than 1.5 times its coin cost.

If you do not gain a card, +1 Card, +$1.

(* - Judged relative to what it would be worth to buy it this turn if the alternatives were to buy nothing at all or to spend no more on something else.)

I just noticed that this is really bad on a Scout board (unless other cards become gainable).  Who's going to pay <6> for Scout?
Title: Re: Really bad card ideas
Post by: Limetime on June 03, 2016, 03:31:27 pm
f.ds Aneurysm
Action
Cost: $4

+1 Action
Gain a Debt cost card whose practical Coin value* is less than half of its Debt cost, or more than 2/3 of its Debt cost.

OR

Gain a Coin cost card whose practical Debt value* is more than twice its coin cost or less than 1.5 times its coin cost.

If you do not gain a card, +1 Card, +$1.

(* - Judged relative to what it would be worth to buy it this turn if the alternatives were to buy nothing at all or to spend no more on something else.)

I just noticed that this is really bad on a Scout board (unless other cards become gainable).  Who's going to pay <6> for Scout?
Who's going to pay 4 for scout?
Title: Re: Really bad card ideas
Post by: Minotaur on June 03, 2016, 03:37:14 pm
f.ds Aneurysm
Action
Cost: $4

+1 Action
Gain a Debt cost card whose practical Coin value* is less than half of its Debt cost, or more than 2/3 of its Debt cost.

OR

Gain a Coin cost card whose practical Debt value* is more than twice its coin cost or less than 1.5 times its coin cost.

If you do not gain a card, +1 Card, +$1.

(* - Judged relative to what it would be worth to buy it this turn if the alternatives were to buy nothing at all or to spend no more on something else.)

I just noticed that this is really bad on a Scout board (unless other cards become gainable).  Who's going to pay <6> for Scout?
Who's going to pay 4 for scout?

Its canon coin cost is $4.  It is worth less than <6> in practical value in 99% of turns.  Therefore, it is one of the cards you have to choose between when you play this card 99% of the time.
Title: Re: Really bad card ideas
Post by: Minotaur on June 03, 2016, 03:53:26 pm
f.ds Aneurysm
Action
Cost: $4

+1 Action
Gain a Debt cost card whose practical Coin value* is less than half of its Debt cost, or more than 2/3 of its Debt cost.

OR

Gain a Coin cost card whose practical Debt value* is more than twice its coin cost or less than 1.5 times its coin cost.

If you do not gain a card, +1 Card, +$1.

(* - Judged relative to what it would be worth to buy it this turn if the alternatives were to buy nothing at all or to spend no more on something else.)

I just noticed that this is really bad on a Scout board (unless other cards become gainable).  Who's going to pay <6> for Scout?
Who's going to pay 4 for scout?

Its canon coin cost is $4.  It is worth less than <6> in practical value in 99% of turns.  Therefore, it is one of the cards you have to choose between when you play this card 99% of the time.
If you couldn't tell that was a joke about how nobody ever buys scout.

So was what you were replying to.
Title: Re: Really bad card ideas
Post by: Minotaur on June 07, 2016, 04:36:46 pm
Jumanji
Landmark

Each player Donates their deck on Turn 1.  Additional players may join the game 20 years from now.  If they do, they also Donate their deck at the start of their first turn, but then they gain an Ambassador and a Copper.  They must play Ambassador to reveal a Copper (but not return it to the Supply) before they are allowed to pay off any Debt tokens.
Title: Re: Really bad card ideas
Post by: Accatitippi on June 07, 2016, 06:52:20 pm
Emergency Supplies - 5c Reaction
When any player(s) would be starving to death, you may reveal this from anywhere to abort the game and go eat a sandwich.
Title: Re: Really bad card ideas
Post by: faust on June 08, 2016, 11:28:55 am
Landmarks - Middle Earth Edition!

Mount Doom
When you trash a treasure costing more than $0, take 2 VP from here.

Setup: Add 6 VP here per player.

The Lonely Mountain
When scoring, 3 VP per Gold you have.

The Prancing Pony
When scoring, 3 VP per card on your Tavern mat.

Entmoot
When scoring, -5 VP per Woodcutter you have.

Mines of Moria
When scoring, -10 VP if you are the first player and have taken 20 or more turns.

Paths of the Dead
When scoring, 2 VP per differently named card in the trash that you have a copy of.

Lothlorien
When scoring, -2 VP per Attack card you have.

Black Gate
When another player plays an Attack card, take 1 VP form here.

Setup: Add 6 VP here per player.

Grey Havens
When scoring, 4 VP per Shelter you have.
Title: Re: Really bad card ideas
Post by: Marcory on June 10, 2016, 12:12:15 am
Reverse Order Cards:

Rollecnahc Action $3

+$2

You may shuffle your discard pile into your deck.

-------

Rallec Action $2

+1 Action

Draw any number of cards. Discard a card for each card drawn.

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

Esuoheraw Action $3

+1 Action

Discard three cards, then +3 Cards.

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

Feiht Action $4

Gain a Treasure from the trash. Each other player reveals the top two cards of his deck, trashes a Treasure that is a copy of the card you gained, and discards the rest.

------------
Yrarbil Action $5

Discard any number of Action cards from your hand. Draw up to 7 cards.

-------------
Ssehcud

+$2

Each player (including you) reveals the top card of his deck and puts it back or discards it (their choice)
----------------
When you gain this, gain a Duchy.
Title: Re: Really bad card ideas
Post by: Minotaur on June 10, 2016, 02:32:06 pm
*Each player chooses whether to discard the top card of their deck, then they reveal it.

Backward Storyteller is derpy, but gets better when you play two or more, so they still have to cost $4.  Backward Wishing Well is doesn't ever draw an extra card, because there is no named card yet (good thing, because there's no accountability for what the top card is.  If you had to know what it was without revealing, that would be a mess.)  Backward Tournament is just Peddler.
Title: Re: Really bad card ideas
Post by: Minotaur on June 10, 2016, 02:36:28 pm
Hmmm.  Storyteller might depend on interpretation.  I think first you draw 0 cards because you paid nothing, and then you pay all of your money, and then you may pay Treasures.  That would be really bad.

The alternative is if you pay $ and then draw, even if the playing of treasures comes later.  This isn't quite as "backward", but at least it doesn't make the card-drawing into a vacuous clause (absent goofy cards that perform sorcery on the words written on the cards directly).
Title: Re: Really bad card ideas
Post by: faust on June 10, 2016, 02:39:36 pm
Sedart lla fo Kcaj
Action $4

You may trash a card from your hand that is not a Treasure.
Draw until you have 5 cards in hand.
Look at the top card of your deck; discard it or put it back.
Gain a Silver.

Is it stronger or weaker than JoaT?
Title: Re: Really bad card ideas
Post by: Minotaur on June 10, 2016, 02:43:58 pm
Negation
Action
Cost: $7

Reveal an Action card from your hand.  Remove the word "not" from one place in the card, or insert the word "not" in one place where it would maintain coherent mechanics.  Play that card with the changed text.  It is that card until it leaves play.  (You may freely interpret "has" as "does have" when looking for a place to add the "not", and other similar grammar tune-ups which do not change the initial mechanics of the card.)
Title: Re: Really bad card ideas
Post by: popsofctown on June 10, 2016, 03:24:47 pm
Negation a Negation so the second Negation says "Reveal a card that is not an Action card from your hand..."

Use that Negation to reveal a Gardens.  Change the Gardens so it says "Worth 1 VP for every 10 cards that are not in your deck."  You can't play the card with the changed text, so you ignore that instruction.  The Gardens is that new changed card until it leaves play, which is forever since the Gardens isn't going to enter play.

The Gardens is now worth 1 VP for every card in the physical universe, except for however many are in your deck at the end of the game.  Baseball cards, Yu Gi Oh cards, Bicycles, Index cards, time cards, Uno cards, credit cards, key cards, and business cards are all powering up your Gardens.  Assuming you are the first person to do this, you are the first person to outscore Celestial Chameleon, but don't worry, you probably are Celestial Chameleon, Celestial Chameleon probably did it before I finished this post.
Title: Re: Really bad card ideas
Post by: Seprix on June 10, 2016, 03:30:13 pm
Negation a Negation so the second Negation says "Reveal a card that is not an Action card from your hand..."

Use that Negation to reveal a Gardens.  Change the Gardens so it says "Worth 1 VP for every 10 cards that are not in your deck."  You can't play the card with the changed text, so you ignore that instruction.  The Gardens is that new changed card until it leaves play, which is forever since the Gardens isn't going to enter play.

The Gardens is now worth 1 VP for every card in the physical universe, except for however many are in your deck at the end of the game.  Baseball cards, Yu Gi Oh cards, Bicycles, Index cards, time cards, Uno cards, credit cards, key cards, and business cards are all powering up your Gardens.  Assuming you are the first person to do this, you are the first person to outscore Celestial Chameleon, but don't worry, you probably are Celestial Chameleon, Celestial Chameleon probably did it before I finished this post.

Post of the week
Title: Re: Really bad card ideas
Post by: Minotaur on June 10, 2016, 03:51:12 pm
Negation a Negation so the second Negation says "Reveal a card that is not an Action card from your hand..."

Use that Negation to reveal a Gardens.  Change the Gardens so it says "Worth 1 VP for every 10 cards that are not in your deck."  You can't play the card with the changed text, so you ignore that instruction.  The Gardens is that new changed card until it leaves play, which is forever since the Gardens isn't going to enter play.

The Gardens is now worth 1 VP for every card in the physical universe, except for however many are in your deck at the end of the game.  Baseball cards, Yu Gi Oh cards, Bicycles, Index cards, time cards, Uno cards, credit cards, key cards, and business cards are all powering up your Gardens.  Assuming you are the first person to do this, you are the first person to outscore Celestial Chameleon, but don't worry, you probably are Celestial Chameleon, Celestial Chameleon probably did it before I finished this post.

Or you could play the second Negation to add "not" anyplace where it would not maintain coherent mechanics.  I don't know what that would do next, but I guess that's the point.
Title: Re: Really bad card ideas
Post by: popsofctown on June 10, 2016, 03:57:41 pm
I think using Negation on a Negation to remove the "coherent mechanics" restriction is itself a violation of the "retain coherent mechanics" restriction on the first negation since you are opening the floodgates.

Kind of like deliberately disabling one's own conscience with a drug would violate one's own conscience in the first place.
Title: Re: Really bad card ideas
Post by: eHalcyon on June 11, 2016, 02:37:48 am
Mildly-Sloped Path
Landmark
Immediately when you gain a Victory card, each player bids in turn order, up to <40>, starting with you and until all but one player has passed. High bidder gets +1VP and takes the <Debt> they bid.
Title: Re: Really bad card ideas
Post by: Minotaur on June 11, 2016, 02:45:23 am
Mildly-Sloped Path
Landmark
Immediately when any player gains a Victory card, each player bids in turn order, up to <40>, starting with you and until all but one player has passed. High bidder gets +1VP and takes the <Debt> they bid.

"You" is the player who gained the Victory card?
Title: Re: Really bad card ideas
Post by: eHalcyon on June 11, 2016, 03:13:07 am
Mildly-Sloped Path
Landmark
Immediately when any player gains a Victory card, each player bids in turn order, up to <40>, starting with you and until all but one player has passed. High bidder gets +1VP and takes the <Debt> they bid.

"You" is the player who gained the Victory card?

Good call.  Tweaked the wording so that's clearer.  Gotta make sure our bad card ideas are at their best.
Title: Re: Really bad card ideas
Post by: Minotaur on June 11, 2016, 03:57:56 am
Mildly-Sloped Path
Landmark
Immediately when any player gains a Victory card, each player bids in turn order, up to <40>, starting with you and until all but one player has passed. High bidder gets +1VP and takes the <Debt> they bid.

"You" is the player who gained the Victory card?

Good call.  Tweaked the wording so that's clearer.  Gotta make sure our bad card ideas are at their best.

The last pile is worth an extra +1VP for free now.  Unless you three-pile on non-victory.
Title: Re: Really bad card ideas
Post by: Accatitippi on June 12, 2016, 05:50:53 pm
Skill check - 4$ Action
Roll a d4, a d6 and a d8.
Gain a card with a cost in coins up to the number of faces on the die with the lowest result, after re-rolling ties.
Title: Re: Really bad card ideas
Post by: singletee on June 12, 2016, 07:27:57 pm
Ratapult
Action - $5
+1 Action
Gain a Ratapult. Trash a card from your hand. If it costs $4 or more, each other player gains a Curse. If it's an Action, each other player discards down to 3 cards in hand. If it's a Rats or a Ratapult, each other player gains a Rats.
Title: Re: Really bad card ideas
Post by: Minotaur on June 12, 2016, 07:48:10 pm
Increment/Decrement
Action
Cost: $5

Increase or decrease a number in an Action card text by one, and then play that card.  It has the modified text until it leaves play.  (This cannot lower a number below zero, and this cannot be used on substrings of words which happen to spell out a number.  Grammar corrections such as changing singular to plural or vice versa comes for free.  The word "a" cannot be changed to a number, sorry.)


(Pretty good with Intrigue.  "Choose two: +3 cards, or +2 actions"...  I can't think of any really game-breaking cases yet, but there have to be cases where it stomps Throne Room...)
Title: Re: Really bad card ideas
Post by: Marcory on June 12, 2016, 08:22:05 pm
Cismute Action $(http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png)

Trash a card from your hand.
If it is an . . .
Action card: Gain an Action card of the same cost
Treasure card: Gain a Treasure card of the same cost
Victory card: Gain a Victory card of the same cost

Edit: Thanks for fixing the typo, Minotaur
Title: Re: Really bad card ideas
Post by: Minotaur on June 12, 2016, 08:27:00 pm
Oh right, KC-Decrement-Goons!  Yeah, this card is broken as I expected.  RBCI FTW.

EDIT:  Actually, it has to be Incremenet-Increment-Decrement-Goons.  KC doesn't work that way, but Increment Increment Decrement can decrement "down to three cards" to say "down to 0 cards".  Increment x3, Militia, Bishop can score infinite VP with no comebacks (barring attack prevention or playing Guide every turn or whatnot).  Monument works too if you can somehow trash with an event (or with Bomb).
Title: Re: Really bad card ideas
Post by: Marcory on June 12, 2016, 09:04:07 pm
Oh right, KC-Decrement-Goons!  Yeah, this card is broken as I expected.  RBCI FTW.

https://www.youtube.com/watch?v=cOmdLmwZ_ww (https://www.youtube.com/watch?v=cOmdLmwZ_ww)
Title: Re: Really bad card ideas
Post by: Minotaur on June 12, 2016, 10:25:41 pm
Cismute Action $(http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png)

Trash a card from your hand.
If it is an . . .
Action card: Gain an Action card of the same cost
Treasure card: Gain a Treasure card of the same cost
Victory card: Gain a Treasure Victory card of the same cost

FTFY
Title: Re: Really bad card ideas
Post by: faust on June 13, 2016, 03:17:49 am
Cismute Action $(http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png)

Trash a card from your hand.
If it is an . . .
Action card: Gain an Action card of the same cost
Treasure card: Gain a Treasure card of the same cost
Victory card: Gain a Victory card of the same cost

Edit: Thanks for fixing the typo, Minotaur

Cisloud - Action $P

Gain a card. If it is an...
Action card: Trash an Action card of the same cost.
Treasure card: Trash a Treasure card of the same cost.
Victory card: Trash a Victory card of the same cost.
Title: Re: Really bad card ideas
Post by: Minotaur on June 13, 2016, 04:08:44 am
Bibute
Action
Cost: $4

Choose two types:  Action, Treasure, Victory
The player to your left reveals the top two cards of their deck.  For each card that is of a chosen type:

If it is a Treasure, +$2
If it is an Action, +2 Actions
If it is a Victory card, +2 Cards


Monobute
Action/Ruins
Cost: $0

Choose a card type:  Action, Treasure, or Victory.

The player to your left reveals the top card of their deck.  If it has the chosen type:

If it is a Treasure, +$2
If it is an Action, +2 Actions
If it is a Victory card, +2 Cards
Title: Re: Really bad card ideas
Post by: Destry on June 13, 2016, 04:43:14 pm
Debtor's Prison
Event - (http://wiki.dominionstrategy.com/images/thumb/f/f5/Debt3.png/18px-Debt3.png)
Each Other Player with Debt gains (http://wiki.dominionstrategy.com/images/thumb/f/f5/Debt3.png/18px-Debt3.png)
Each Other Player gains 1(http://wiki.dominionstrategy.com/images/thumb/8/81/Debt.png/18px-Debt.png)
Title: Re: Really bad card ideas
Post by: pst on June 14, 2016, 08:54:24 am
Outrace this!
Action - Duration - (http://wiki.dominionstrategy.com/images/thumb/f/f5/Debt3.png/18px-Debt3.png)
All other players lose all their (http://wiki.dominionstrategy.com/images/thumb/8/81/Debt.png/18px-Debt.png) tokens.

At the start of all succeeding turns: If you are in more debt than any other player, gain a Duchy, an Estate, and a Curse; otherwise gain 1.(http://wiki.dominionstrategy.com/images/thumb/8/81/Debt.png/18px-Debt.png)
Title: Re: Really bad card ideas
Post by: ChocophileBenj on June 15, 2016, 04:28:01 pm
Salted earth
Landmark
When scoring, -1 VP per Victory card left in the supply

Salty earth
Landmark
When scoring, the player who played last gains 2 VP per card they gained on their last turn.
Title: Re: Really bad card ideas
Post by: Minotaur on June 15, 2016, 04:41:46 pm
Adam
Action/RSP/Ruins
Cost: $0

You may name a card.  You may play this card again.


Eve
Action/RSP/Ruins
Cost: $0

Look through the Ruins pile and gain a Cain.  Gain an Action card costing at most $3.  Gain a Curse.


Cain
Action/RSP/Ruins
Cost: $0

You may trash a Ruins from your hand.  When you trash this card, gain it.


Floods And Rainbows And Stuff
Event/RSP
Cost: $8

Once per game:  Each player trashes every card that they own.  In turn order starting with you, each player gains a card from the trash.  Go around until each player has 8 cards.  All Duration cards which were in play no longer continue their effects (this does not affect what they do the next time they are played)


Abraham
Action/RSP
Cost: $2

You may trash an Action card from your hand.  If you do, don't right when you were about to.  If you do but then you don't, +1 VP.


Jesus
Duration/Reserve/RSP
Cost: $7
(This pile has one card)

At the start of your next turn, trash this card.  When you trash this card, put it on your tavern mat.

While this card is in play or on your Tavern mat:  Whenever a player trashes a card, gain it.
Title: Re: Really bad card ideas
Post by: Minotaur on June 15, 2016, 04:43:20 pm
Scout's Honor
Landmark

When you play a Scout, +1 Card.  Scout costs <5> instead of $4 this game.  Whenever you gain a Scout, take a VP and then put it back.
Title: Re: Really bad card ideas
Post by: Seprix on June 15, 2016, 04:51:24 pm
You did Jesus wrong.

Jesus
Duration/RSP
Cost: $7
(This pile has one card)

At the start of your next turn, trash this card. You may gain this card after 3 turns. If you do, gain a Bishop and a Chapel.

I love RSP cards. My favorite one so far is the Abraham one.
Title: Re: Really bad card ideas
Post by: Minotaur on June 15, 2016, 04:52:19 pm
Should Flood put all the cards in the trash pile instead of "trashing" them to prevent Jesus/Flood from being broken?
Title: Re: Really bad card ideas
Post by: Witherweaver on June 15, 2016, 04:53:54 pm
Should Flood put all the cards in the trash pile instead of "trashing" them to prevent Jesus/Flood from being broken?

Yeah, it's Moses + Flood that should be a combo.
Title: Re: Really bad card ideas
Post by: Seprix on June 15, 2016, 04:54:00 pm
Should Flood put all the cards in the trash pile instead of "trashing" them to prevent Jesus/Flood from being broken?

Jesus is already OP. I mean, he is God.
Title: Re: Really bad card ideas
Post by: eHalcyon on June 15, 2016, 04:55:57 pm
Scout's Honor
Landmark

When you play a Scout, +1 Card.  Scout costs <5> instead of $4 this game.

Landmark isn't the right type for this because they are specifically tied to VP.  This should be an event costing <5> to "Gain a Scout from the Scout pile" (which makes it work even when Scout isn't in the kingdom).
Title: Re: Really bad card ideas
Post by: Minotaur on June 15, 2016, 05:05:21 pm
Scout's Honor
Landmark

When you play a Scout, +1 Card.  Scout costs <5> instead of $4 this game.

Landmark isn't the right type for this because they are specifically tied to VP.  This should be an event costing <5> to "Gain a Scout from the Scout pile" (which makes it work even when Scout isn't in the kingdom).

FTFY.  :-P
Title: Re: Really bad card ideas
Post by: faust on June 15, 2016, 06:11:23 pm
Adam
Action/RSP/Ruins
Cost: $0

You may name a card.  You may play this card again.


Eve
Action/RSP/Ruins
Cost: $0

Look through the Ruins pile and gain a Cain.  Gain an Action card costing at most $3.  Gain a Curse.

Steve - $0
Action/RSP/Ruins

Reveal cards from your deck until you reveal an Adam. If you do, you may buy a Wedding if the legal situation of the country you're playing in allows gay marriage.
Title: Re: Really bad card ideas
Post by: Marcory on June 15, 2016, 08:28:06 pm
Abel Action/RSP/Ruins
$0

When another player plays an Attack card, trash this from your hand. If you do, +3 VP and gain a Seth from the Seth pile.

------------
Setup: This card is printed on both sides.


Seth Action/RSP/Ruins
$0*

Gain a card costing up to $0P.
--------------
This card is not in the Supply.

Title: Re: Really bad card ideas
Post by: Minotaur on June 15, 2016, 09:28:35 pm
Abel Action/RSP/Ruins
$0

When another player plays an Attack card, trash this from your hand. If you do, +3 VP and gain a Seth from the Seth pile.

------------
Setup: This card is printed on both sides.


Seth Action/RSP/Ruins
$0*

Gain a card costing up to $0P.
--------------
This card is not in the Supply.

+3 VP and a card that gains Vineyards isn't so bad.  Even if Seth is dead on the board, +3 VP and a dead card is still pretty good.  Abel might be useless if there are no Attack cards, but that's it.
Title: Re: Really bad card ideas
Post by: Marcory on June 16, 2016, 11:05:45 am
Maybe I could cut it down to 1 (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png). But anyway, the theme is that Abel is a good guy struck down too soon, and that Seth, the replacement for Abel, is the progenitor of most people in the Bible, hence the gaining.
Title: Re: Really bad card ideas
Post by: Minotaur on June 16, 2016, 09:24:42 pm
Salt of the Earth
Event/RSP
Cost: $4

Gain a Victory card from the trash.  If you do, gain the cheapest Action card in the Supply costing at least $2 (if there is a tie, choose one).
Title: Re: Really bad card ideas
Post by: NoMoreFun on June 17, 2016, 01:03:23 am
Now that split piles are even more of a thing

On the theme of the different knights:

Gentle Torturer:
Cost: 5
+4 cards
Each other player chooses one of the following; He gains a copper, putting it into his hand; or he draws a card and discards down to 4 cards in hand

Calculated Torturer:
Cost: 5
Draw until you have 7 cards in hand
Choose one of the following; Each other player discards down to 3 cards in hand, or gains curses in hand until he has 4 cards in hand

Aggressive Torturer:
Cost: 5
+2 cards
Each other player chooses one of the following; He discards the top card of his deck and gains a curse, putting it on top of his deck, or he puts 2 cards from his hand on top of his deck

Fiscal Torturer:
Cost: 6
+2 cards
+$2
Each other player chooses one of the following; He discards a treasure from his hand or gains a copper and a curse, both in hand.

Young Torturer:
Cost: 4
+3 Cards, Discard 2 cards
Each other player chooses one of the following; He discards 2 cards from his hand and draws a card; or trashes a card from his hand and gains a curse, putting it in his hand

Twin Torturers:
Cost: 5
Do this twice: +2 cards. Each player (including you) chooses one: he either discards a card from his hand or gains a curse, putting it in his hand

Torturess:
Cost: 5
Each player (including you) reveals and either puts back or discards the top 3 cards of his deck (his choice). Each other player chooses one; he either reveals his hand, discards the actions and treasures, and draws until he has 4 cards in hand; or gains a copper and a curse, putting in one his hand and the other on top of his deck
+3 cards
---
When you buy this card with copper in play, shuffle the torturer supply pile and gain the top card instead

King of Torturers:
Cost: 5:
Each other player with 5 or more cards in hand reveals and discards a card
The player who discarded the most expensive card chooses one effect for you; +4 cards, or gain a Duchy, putting it in your hand.
(In the event of the tie, the closest player to your right makes the choice)

Rogue Torturer:
Cost: 5
+5 cards
Each other player chooses one; He draws 2 cards, or trashes any number of cards from his hand

Add in vanilla torturer and you've got a set of 10
Title: Re: Really bad card ideas
Post by: ChocophileBenj on June 17, 2016, 01:34:08 pm
Quote
Calculated Torturer:
Cost: 5
Draw until you have 7 cards in hand
Choose one of the following; Each other player discards down to 3 cards in hand, or gains curses in hand until he has 4 cards in hand
No one mentioned the first time that one can empty the Silver pile this way ^^
Title: Re: Really bad card ideas
Post by: Minotaur on June 17, 2016, 01:53:54 pm
Quote
Calculated Torturer:
Cost: 5
Draw until you have 7 cards in hand
Choose one of the following; Each other player discards down to 3 cards in hand, or gains curses in hand until he has 4 cards in hand
No one mentioned the first time that one can empty the Silver pile this way ^^

Trader?
Title: Re: Really bad card ideas
Post by: Minotaur on June 17, 2016, 02:06:07 pm
f.ds Jester
Action
Cost: $2

+$2
Trash this card.  Reveal a card from you hand.  Write flavor text for the revealed card on f.ds.  At the end of the game, +VP equal to the square root of the number of upvotes, rounded down.  (You may wait an hour after you played this card to begin scoring)
Title: Re: Really bad card ideas
Post by: Tables on June 18, 2016, 04:25:46 pm
Gardens. Beautiful, tranquil Gardens. You wonder to yourself, what if these Gardens were bigger? What if we added another Cellar at the edges, got a few more Groundskeepers to take care of them, made sure they had a view overlooking the Duchy? Surely, you think, this would add beauty to the oh screw it Joseph2302 is 2 points ahead and he played really badly please just give me 9 upvotes okay?
Title: Re: Really bad card ideas
Post by: Minotaur on June 18, 2016, 05:27:55 pm
Gardens. Beautiful, tranquil Gardens. You wonder to yourself, what if these Gardens were bigger? What if we added another Cellar at the edges, got a few more Groundskeepers to take care of them, made sure they had a view overlooking the Duchy? Surely, you think, this would add beauty to the oh screw it Joseph2302 is 2 points ahead and he played really badly please just give me 9 upvotes okay?

You didn't even upvote f.ds Jester...
Title: Re: Really bad card ideas
Post by: Tables on June 18, 2016, 06:00:02 pm
Gardens. Beautiful, tranquil Gardens. You wonder to yourself, what if these Gardens were bigger? What if we added another Cellar at the edges, got a few more Groundskeepers to take care of them, made sure they had a view overlooking the Duchy? Surely, you think, this would add beauty to the oh screw it Joseph2302 is 2 points ahead and he played really badly please just give me 9 upvotes okay?

You didn't even upvote f.ds Jester...

I suppose I should go and fix that. But I won't.
Title: Re: Really bad card ideas
Post by: Minotaur on June 18, 2016, 06:24:22 pm
Gardens. Beautiful, tranquil Gardens. You wonder to yourself, what if these Gardens were bigger? What if we added another Cellar at the edges, got a few more Groundskeepers to take care of them, made sure they had a view overlooking the Duchy? Surely, you think, this would add beauty to the oh screw it Joseph2302 is 2 points ahead and he played really badly please just give me 9 upvotes okay?

You didn't even upvote f.ds Jester...

I suppose I should go and fix that. But I won't.

Well, too bad you didn't get any VP that turn.  At least you got the $2...
Title: Re: Really bad card ideas
Post by: Minotaur on June 18, 2016, 08:43:53 pm
I went ahead and upvoted since it's too late for it to count now.
Title: Re: Really bad card ideas
Post by: levymealone on June 19, 2016, 11:58:17 am
Adam
Action/RSP/Ruins
Cost: $0

You may name a card.  You may play this card again.



AdamH
Action/YMYOSL/Reserve
Cost: $4

Put this on your tavern mat.
When you shuffle your deck, you may call this to put your deck in any order.
Title: Re: Really bad card ideas
Post by: Seprix on June 19, 2016, 02:24:21 pm
Adam
Action/RSP/Ruins
Cost: $0

You may name a card.  You may play this card again.



AdamH
Action/YMYOSL/Reserve
Cost: $4

Put this on your tavern mat.
When you shuffle your deck, you may call this to put your deck in any order.

I think it should put all gained cards that turn to the bottom of the deck, a la Golden Sombrero.
Title: Re: Really bad card ideas
Post by: spiralstaircase on June 19, 2016, 04:20:36 pm
Rustling bridge
Action - $3
All cards which are not affected by this card cost $1 less this turn, but not less than $0.
Title: Re: Really bad card ideas
Post by: Co0kieL0rd on June 19, 2016, 07:11:37 pm
Rustling bridge
Action - $3
All cards which are not affected by this card cost $1 less this turn, but not less than $0.

That seems paradoxical.
Title: Re: Really bad card ideas
Post by: Minotaur on June 19, 2016, 07:12:39 pm
Topdeck Swag
Landmark

At the end of the game, reveal the top three cards of your deck.  After scoring as usual, +VP equal to half the total VP value of the revealed cards rounded up.
Title: Re: Really bad card ideas
Post by: popsofctown on June 20, 2016, 06:04:17 pm
Drats 2$
Action
+1 Action
Each opponent gains a Drats.
_________________________

Setup: There are 500 Drats.





Surely this has been done?
Title: Re: Really bad card ideas
Post by: spiralstaircase on June 21, 2016, 02:29:24 pm
Rustling bridge
Action - $3
All cards which are not affected by this card cost $1 less this turn, but not less than $0.

That seems paradoxical.

https://twitter.com/yesthatsthejoke

https://en.wikipedia.org/wiki/Bertrand_Russell
Title: Re: Really bad card ideas
Post by: Minotaur on June 21, 2016, 03:16:28 pm
Rustling bridge
Action - $3
All cards which are not affected by this card cost $1 less this turn, but not less than $0.

That seems paradoxical.

https://twitter.com/yesthatsthejoke

https://en.wikipedia.org/wiki/Bertrand_Russell

More like Russelling Bridge amirite?
Title: Re: Really bad card ideas
Post by: Marcory on June 22, 2016, 06:46:42 pm
Ruined Grand Market Action-Ruins (http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png)

+1 Action
+1 Buy
--------------------
When you gain this, -1 Buy.
You cannot buy this if you have any (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) in play
Title: Re: Really bad card ideas
Post by: Marcory on June 22, 2016, 11:40:36 pm
Grand Chapel Action $4

+1 Buy

You may trash up to 5 cards from your hand.
Title: Re: Really bad card ideas
Post by: Minotaur on June 22, 2016, 11:53:16 pm
Grand Conspirator
Action
Cost: $4

+$1

If you have played two or more Actions this turn, +$1
If you have played three or more Actions this turn, +1 Action
If you have played four or more Actions this turn, +1 Card
If you have played five or more Actions this turn, +1 Buy
If you have played six or more Actions this turn, +1 Card
If you have played seven or more Actions this turn, +1VP
---------------------
You cannot Buy this card unless you played three or more Actions this turn.


Ruined Conspirator
Action/Ruins
Cost: $0

If you have played three or more Actions this turn: +1 Card, +1 Action
Title: Re: Really bad card ideas
Post by: Minotaur on June 27, 2016, 08:02:23 pm
New mechanic - the Iron Price.

Iron Fleet
Action/Duration
Cost: (5 Iron*)

Now and at the start of your next turn:

+3 cards
Discard two cards from your hand.  You may play an Attack card from your hand.

* - The cost to buy this card is that you must trash a card from your hand whose coin cost is at least the Iron cost of this card.
Title: Re: Really bad card ideas
Post by: Minotaur on June 27, 2016, 09:24:46 pm
Ceci Est Une Carte
Action
Cost: PP

+1 Card
+1 Action
Once this turn at a time when you could Buy an event, you may trigger any Event in the game.
Title: Re: Really bad card ideas
Post by: popsofctown on June 28, 2016, 05:54:03 pm
Rabbit Hunt
15$ Action - Duration

Now and at the start of your next turn: Now and at the start of your next turn: +1$
Title: Re: Really bad card ideas
Post by: Minotaur on June 28, 2016, 07:29:38 pm
Rabbit Hunt
15$ Action - Duration

Now and at the start of your next turn: Now and at the start of your next turn: +1$

This only gets you ($1, $2, $1) on (this, next, the 3rd) turn.  For $15, do you mean:

Now and at the start of each following turn:  Now and at the start of each following turn: +$1?
Title: Re: Really bad card ideas
Post by: Minotaur on June 28, 2016, 08:48:24 pm
Young Gauss' Notebook
Victory
Cost: $299

5050 VP
Title: Re: Really bad card ideas
Post by: Minotaur on June 29, 2016, 10:30:01 am
Tourist Destination - Ruins, but not as bad.  Include this pile when a card with Tourist Trapper type is in the Supply.


Historic Tunnels
Victory/Tourist Destination
Cost: <3>

+2 VP


Oldest Chapel In The Country
Action/Tourist Destination
Cost: $1

Trash two cards from your hand.


Part-Time Jack
Action/Tourist Destination
Cost: $3

Choose two of the following, and do them in order:
Look at the top card of your deck.  Discard it or put it back.
Draw until you have 5 or more cards in hand.
Trash a card from your hand that is not a Treasure.
Gain a Silver.


Amish Market
Action/Tourist Destination
Cost: <5>

Choose three (the choices must be different):  +1 Card, +1 Action, +$1, +1 Buy


Survivor Monument
Action/Tourist Destination
Cost: $2

Look at the top card of your deck.  You may discard it.  If you do, +1 VP
Title: Re: Really bad card ideas
Post by: Minotaur on June 29, 2016, 06:59:07 pm
Replica
Treasure/Tourist Destination
Cost: $4

You may play a Treasure from your hand twice.  If you do, trash it.


Not The Best $3 Card
Action/Tourist Destination
Cost: $3

You may reveal a Victory card from your hand costing $4 or more.  If you do, gain a Silver in hand.  Otherwise, +$1.


Grade
Action/Tourist Destination
Cost: $3

+1 Card
+1 Action
Trash a card from your hand and gain a card having the same cost.
Title: Re: Really bad card ideas
Post by: faust on June 30, 2016, 06:56:50 am
Rabbit Hunt
15$ Action - Duration

Now and at the start of your next turn: Now and at the start of your next turn: +1$

This only gets you ($1, $2, $1) on (this, next, the 3rd) turn.  For $15, do you mean:

Now and at the start of each following turn:  Now and at the start of each following turn: +$1?

It's

Now and and the start of the next turn: Now and and the start of the next turn: Now and .... : $1

where .... is an infinitely long sequence of "Now and at the start of your next turn:"
Title: Re: Really bad card ideas
Post by: Minotaur on June 30, 2016, 07:22:11 am
Rabbit Hunt
15$ Action - Duration

Now and at the start of your next turn: Now and at the start of your next turn: +1$

This only gets you ($1, $2, $1) on (this, next, the 3rd) turn.  For $15, do you mean:

Now and at the start of each following turn:  Now and at the start of each following turn: +$1?

It's

Now and and the start of the next turn: Now and and the start of the next turn: Now and .... : $1

where .... is an infinitely long sequence of "Now and at the start of your next turn:"

I think this would melt Goko.  I think if the chain has length 1,000,000, it would be the same as the correction I submitted for all intents and purposes.  The literally infinite string you propose looks ill-defined, or at the very least requires some sort of advanced set theory to interpret properly.

Let g=f_0 be the function: "Now and at the start of each following turn: +$1".  g grants you ($1,$1,$1,$1,....) (0,1,2,3,4,...) turns from now.

Let f_1 be the function: "Now and at the start of your next turn: g".  f_1 grants you ($1,$2,$2,$2,...) because it fires g this turn and next turn.

f_2: "Now and at the start of your next two turns: g".  f_2 grants you ($1,$2,$3,$3,$3,$3,...)

f_(infty) is the function I wrote a few posts ago.
Title: Re: Really bad card ideas
Post by: Minotaur on June 30, 2016, 07:26:07 am
Young Gauss' Notebook
Victory
Cost: $299

5050 VP

https://nrich.maths.org/2478

So do we not get it, or was it a big flop altogether?
Title: Re: Really bad card ideas
Post by: faust on June 30, 2016, 08:57:31 am
...

Sure. The outcomes are essentially the same. But my proposal is a really bad card idea, and yours is just a card idea. I win.
Title: Re: Really bad card ideas
Post by: Minotaur on June 30, 2016, 12:56:02 pm
...

Sure. The outcomes are essentially the same. But my proposal is a really bad card idea, and yours is just a card idea. I win.

No matter how the text is formulated, it's still PRETTY BAD at the very least.  Heck, it even resembles Pirate Ship, and that's on my short list of cards I would time-travel murder.
Title: Re: Really bad card ideas
Post by: Seprix on June 30, 2016, 01:44:45 pm
Where is Pirate Ship on your Donald X. Vaccarino/United States history shipping timetable?
Title: Re: Really bad card ideas
Post by: Minotaur on June 30, 2016, 02:08:02 pm
Where is Pirate Ship on your Donald X. Vaccarino/United States history shipping timetable?

It's like the Prohibition era for treasure cards.  The Pirates are basically Donald's mafia.
Title: Re: Really bad card ideas
Post by: popsofctown on June 30, 2016, 03:39:42 pm
Rabbit Hunt
15$ Action - Duration

Now and at the start of your next turn: Now and at the start of your next turn: +1$

This only gets you ($1, $2, $1) on (this, next, the 3rd) turn.  For $15, do you mean:

Now and at the start of each following turn:  Now and at the start of each following turn: +$1?

Yeah I'm not sure it's quite right, trying to get the fibbonacci sequence.
Title: Re: Really bad card ideas
Post by: Deadlock39 on June 30, 2016, 04:43:16 pm
Rabbit Hunt
15$ Action - Duration

Now and at the start of your next turn: Now and at the start of your next turn: +1$

This only gets you ($1, $2, $1) on (this, next, the 3rd) turn.  For $15, do you mean:

Now and at the start of each following turn:  Now and at the start of each following turn: +$1?

Yeah I'm not sure it's quite right, trying to get the fibbonacci sequence.

This will generate the Fibonacci sequence

Rabbit Hunt
$15 Action - Duration

+$1

At the start of your next 2 turns: Play this
Title: Re: Really bad card ideas
Post by: singletee on June 30, 2016, 07:32:27 pm
Pyramid Scheme
$10 Action - Duration
Now and at the start of each of your turns for the rest of the game:
Now and at the start of each of your turns for the rest of the game:
Now and at the start of each of your turns for the rest of the game:
At the start of Clean-up this turn, you may choose an Action card you have in play. If you discard it from play this turn, put it on your deck.

These are the triangular pyramidal numbers.
Title: Re: Really bad card ideas
Post by: Minotaur on July 01, 2016, 12:48:15 am
Pyramid Scheme
$10 Action - Duration
Now and at the start of each of your turns for the rest of the game:
Now and at the start of each of your turns for the rest of the game:
Now and at the start of each of your turns for the rest of the game:
At the start of Clean-up this turn, you may choose an Action card you have in play. If you discard it from play this turn, put it on your deck.
If you do not, put your deck in your discard pile and gain a Curse.

FTFY
Title: Re: Really bad card ideas
Post by: Asper on July 01, 2016, 06:13:16 pm
Snowball System
You may choose two other players. If you don't, gain a Curse. If you do, each chosen player plays this card once.
Title: Re: Really bad card ideas
Post by: Awaclus on July 01, 2016, 06:22:04 pm
Snowball System
You may choose two other players. If you don't, gain a Curse. If you do, each chosen player plays this card once.

So it's just a self-Curser? Or can you choose the same opponent twice?
Title: Re: Really bad card ideas
Post by: Minotaur on July 01, 2016, 06:24:51 pm
Snowball System
You may choose two other players. If you don't, gain a Curse. If you do, each chosen player plays this card once.

So it's just a self-Curser? Or can you choose the same opponent twice?

Everyone just chooses to play it repeatedly.  Either it's deadlocked for eternity, or someone takes the Curse pile for the team because they don't want to play Jumanji anymore.
Title: Re: Really bad card ideas
Post by: Awaclus on July 01, 2016, 10:25:37 pm
Everyone just chooses to play it repeatedly.  Either it's deadlocked for eternity, or someone takes the Curse pile for the team because they don't want to play Jumanji anymore.

But how can there ever be two players other than yourself in the game?
Title: Re: Really bad card ideas
Post by: Minotaur on July 01, 2016, 11:04:50 pm
Everyone just chooses to play it repeatedly.  Either it's deadlocked for eternity, or someone takes the Curse pile for the team because they don't want to play Jumanji anymore.

But how can there ever be two players other than yourself in the game?

Oh, I see what you mean when I look at it closer.  Either there are 3+ players, or the poster meant to say "choose another player twice".  If they word it instead to trigger the following effect once per choice, then with that wording the choices wouldn't have to different.
Title: Re: Really bad card ideas
Post by: LostPhoenix on July 02, 2016, 11:15:31 am
Professor Oak - Action - $5

Discard your hand.
+7 Cards


Bill - Action - $1

+2 Cards
Title: Re: Really bad card ideas
Post by: Minotaur on July 02, 2016, 03:44:12 pm
Pyramid Scheme
$10 Action - Duration
Now and at the start of each of your turns for the rest of the game:
Now and at the start of each of your turns for the rest of the game:
Now and at the start of each of your turns for the rest of the game:
At the start of Clean-up this turn, you may choose an Action card you have in play. If you discard it from play this turn, put it on your deck.

These are the triangular pyramidal numbers.

This is a Triangle Scheme.  A Pyramid is one dimension higher.  Not 1,3,6,10,15,21... but 1,4,10,20,35,56...
Title: Re: Really bad card ideas
Post by: Minotaur on July 03, 2016, 02:12:57 pm
Pedant
Rection
Cost: $4

When another player does any of 1-3...
1.  Reveals a card without being explicitly allowed or instructed to do so by a card
2.  Says the word "trash" when they discard a card or vice-versa
3.  Asks if they can pretend that they Exchanged the traveler in their hand that they played last shuffle
...you may discard this card from your hand.  If you do so, that player gains a Curse.  If that player revealed multiple cards, you may choose to have them gain that many curses instead of just 1.  (A card that is not sitting flat on the table with at most other cards in between only counts as "revealed" for this purpose.)
Title: Re: Really bad card ideas
Post by: Minotaur on July 04, 2016, 04:45:07 pm
Chocolate
Treasure
Cost: $2

$1
---------------------
When you gain this, take a coin token.

Try it with mint!
Title: Re: Really bad card ideas
Post by: Seprix on July 04, 2016, 07:55:41 pm
Declaration of Independence
$1

+1776 cards

Trash all King's Courts an Throne Rooms in the supply. Gain a Governor.
Title: Re: Really bad card ideas
Post by: Limetime on July 04, 2016, 08:24:25 pm
Declaration of Independence
$1

+1776 cards

Trash all King's Courts an Throne Rooms in the supply. Gain a Governor.
4th of July
Event - 4
Pull the 1776th declaration of independence out of the trash
Throw some fireworks at your opponent.
Play it and return it to the supply.
Startup: Put 1776 declarations of independence in the trash.
Title: Re: Really bad card ideas
Post by: Minotaur on July 04, 2016, 09:24:51 pm
4th of July Wolf Den
Landmark

When you play an Action card, -1 VP.

Such explode.  Very sound.  Whoa.
Title: Re: Really bad card ideas
Post by: Asper on July 04, 2016, 10:46:40 pm
Everyone just chooses to play it repeatedly.  Either it's deadlocked for eternity, or someone takes the Curse pile for the team because they don't want to play Jumanji anymore.

But how can there ever be two players other than yourself in the game?

Oh, I see what you mean when I look at it closer.  Either there are 3+ players, or the poster meant to say "choose another player twice".  If they word it instead to trigger the following effect once per choice, then with that wording the choices wouldn't have to different.

Setup: Add another player to the game.
Title: Re: Really bad card ideas
Post by: Minotaur on July 05, 2016, 02:09:35 pm
Sabrewulf
Reaction
Cost: $4

When another player plays an action for the fifth time in a turn, you may discard this.  If you do, that player gains a Curse, and all Action cards played for the rest of this turn have no effects, including the one just played.  Enchantress can go to hell.
Title: Re: Really bad card ideas
Post by: Minotaur on July 05, 2016, 10:20:27 pm
Trojan Horse (http://forum.dominionstrategy.com/index.php?topic=114.0;all)
Action
Cost: $0*
Title: Re: Really bad card ideas
Post by: Minotaur on July 06, 2016, 04:53:12 pm
Lost Warehouse
Action
Cost: $4

+3 Cards
+1 Action
Discard two cards


Lost Tactician
Action
Cost: $7

Discard all of the cards in your hand except for one.  If you discard any cards, at the start of your next turn: +5 cards, +1 Action


Lost Oasis
Action
Cost: $8*

+1 Card
+1 Action
+$1
(* During your Buy phase, this costs $2 less for each Action card you have in play)


Lost Chancellor
Action
Cost: $4

+$2
You may put your deck in your discard pile.  Look through your discard pile and put one card from it on top of your deck.

(http://i0.kym-cdn.com/photos/images/facebook/000/263/430/3a0.jpg)
Title: Re: Really bad card ideas
Post by: Witherweaver on July 06, 2016, 04:58:39 pm
Lost Highway (http://www.imdb.com/title/tt0116922/)

(http://cdn.nflximg.com/us/boxshots/ghd/70020599.jpg)
Title: Re: Really bad card ideas
Post by: Minotaur on July 06, 2016, 05:04:56 pm
Lost Highway (http://www.imdb.com/title/tt0116922/)

(http://cdn.nflximg.com/us/boxshots/ghd/70020599.jpg)

But Highway doesn't discard any cards...
Title: Re: Really bad card ideas
Post by: Witherweaver on July 06, 2016, 05:30:29 pm

But Highway doesn't discard any cards...

That feature has been lost.
Title: Re: Really bad card ideas
Post by: Minotaur on July 06, 2016, 05:41:29 pm

But Highway doesn't discard any cards...

That feature has been lost.

Double-Unlost Highway
Action
Cost: <5>

+1 Card
+1 Action
Discard a card.
While this card is in play, cards cost $1 less, but not less than $0.
Title: Re: Really bad card ideas
Post by: Minotaur on July 06, 2016, 07:12:33 pm
Das Kapital
Event/RSP
Cost: $0

Put every card not in the Supply into the Trash.  Each player gains three Coppers and loses all tokens.
Title: Re: Really bad card ideas
Post by: Haddock on July 07, 2016, 08:04:49 am
Das Kapital
Event/RSP
Cost: $0

Put every card not in the Supply into the Trash.  Each player gains three Coppers and loses all tokens.
All of the mercenaries and madmen in the world are just shit-scared of you right now.
Title: Re: Really bad card ideas
Post by: Minotaur on July 07, 2016, 05:20:55 pm
Das Kapital
Event/RSP
Cost: $0

Put every card not in the Supply into the Trash.  Each player gains three Coppers and loses all tokens.
All of the mercenaries and madmen capitalist pig-dogs in the world are just shit-scared of you right now.

FTFY comrade.
Title: Re: Really bad card ideas
Post by: Minotaur on July 07, 2016, 06:19:46 pm
(Lost whatever)

I must've been sleepy when I wrote this.  City doesn't discard anything, so I did this wrong.  I think I thought the main thing was that it draws more cards, but mainly, "Lost" gives you -1 Buy, -$1, and always does all the stuff that's supposed to be conditional for free.  And you opponents draw a card when you gain it.

So more like...


Lost Market Square
Action/Reaction
Cost: $3

+1 Card
+1 Action
Take your -$1 token.
-----------
You may discard this card from your hand at any time.  If you do, gain a Gold and take your -$1 token.  When you gain this, each other player draws a card.



Yeah, "Lost" is a pretty bizarre and hard to generalize modifier, so I shouldn't have bothered.
Title: Re: Really bad card ideas
Post by: Minotaur on July 08, 2016, 07:37:27 am
Chicken
Victory
Cost: <30>

30 VP

(This pile only has one card, and does not count toward the three-pile ending)
Title: Re: Really bad card ideas
Post by: Asper on July 08, 2016, 11:49:51 am
Boo to cheap communism jokes.

ALL jokes should be cheap so the people can afford them.
Title: Re: Really bad card ideas
Post by: AdrianHealey on July 08, 2016, 02:50:18 pm
Chicken
Victory
Cost: <30>

30 VP

(This pile only has one card, and does not count toward the three-pile ending)

I kind of like this idea.
Title: Re: Really bad card ideas
Post by: Minotaur on July 08, 2016, 05:07:38 pm
Chicken
Victory
Cost: <30>

30 VP

(This pile only has one card, and does not count toward the three-pile ending)

I kind of like this idea.

I wish meta-likes were tallied properly.
Title: Re: Really bad card ideas
Post by: Asper on July 08, 2016, 07:02:53 pm
Chicken
Victory
Cost: <30>

30 VP

(This pile only has one card, and does not count toward the three-pile ending)

I kind of like this idea.

I wish meta-likes were tallied properly.

They are. You get respect, just not as a countable variable on a website.
Title: Re: Really bad card ideas
Post by: spiralstaircase on July 11, 2016, 08:22:45 am
Capitol
Action - Victory - $2
Play a Victory card from your hand twice.
Title: Re: Really bad card ideas
Post by: Minotaur on July 11, 2016, 10:08:06 am
Capitol
Action - Victory - $2
Play a Victory card from your hand twice.

Now you can finally Bonfire those goddamned Estates.
Title: Re: Really bad card ideas
Post by: Limetime on July 11, 2016, 04:40:18 pm
Capitol
Action - Victory - $2
Play a Victory card from your hand twice.

Now you can finally Bonfire those goddamned Estates.
Inheritance???
Title: Re: Really bad card ideas
Post by: Minotaur on July 11, 2016, 05:38:59 pm
Capitol
Action - Victory - $2
Play a Victory card from your hand twice.

Now you can finally Bonfire those goddamned Estates.
Inheritance???

First it costs $7, and then you suddenly don't want to Bonfire them anymore.  Unless Scout is the only Action costing less than $5 on the board...
Title: Re: Really bad card ideas
Post by: eHalcyon on July 11, 2016, 05:41:59 pm
Capitol
Action - Victory - $2
Play a Victory card from your hand twice.

Now you can finally Bonfire those goddamned Estates.
Inheritance???

First it costs $7, and then you suddenly don't want to Bonfire them anymore.  Unless Scout is the only Action costing less than $5 on the board...

Neither of those things stops you from using Bonfire on Estates though.
Title: Re: Really bad card ideas
Post by: Minotaur on July 11, 2016, 06:26:52 pm
Capitol
Action - Victory - $2
Play a Victory card from your hand twice.

Now you can finally Bonfire those goddamned Estates.
Inheritance???

First it costs $7, and then you suddenly don't want to Bonfire them anymore.  Unless Scout is the only Action costing less than $5 on the board...

Neither of those things stops you from using Bonfire on Estates though.

It would stop *me* from using Bonfire on Estates on 99% of boards that don't have Possession, probably more than that.  I can't speak for weirdos like you.
Title: Re: Really bad card ideas
Post by: eHalcyon on July 11, 2016, 09:24:34 pm
Capitol
Action - Victory - $2
Play a Victory card from your hand twice.

Now you can finally Bonfire those goddamned Estates.
Inheritance???

First it costs $7, and then you suddenly don't want to Bonfire them anymore.  Unless Scout is the only Action costing less than $5 on the board...

Neither of those things stops you from using Bonfire on Estates though.

It would stop *me* from using Bonfire on Estates on 99% of boards that don't have Possession, probably more than that.  I can't speak for weirdos like you.

But the first statement is about whether you can, not whether you would.
Title: Re: Really bad card ideas
Post by: Gubump on July 11, 2016, 09:45:31 pm
Capitol
Action - Victory - $2
Play a Victory card from your hand twice.

Now you can finally Bonfire those goddamned Estates.
Inheritance???

First it costs $7, and then you suddenly don't want to Bonfire them anymore.  Unless Scout is the only Action costing less than $5 on the board...

Edge case: Fortress and Villa are in the Supply and you inherited the Fortresses.
Title: Re: Really bad card ideas
Post by: Minotaur on July 11, 2016, 10:16:30 pm
Capitol
Action - Victory - $2
Play a Victory card from your hand twice.

Now you can finally Bonfire those goddamned Estates.
Inheritance???

First it costs $7, and then you suddenly don't want to Bonfire them anymore.  Unless Scout is the only Action costing less than $5 on the board...

Edge case: Fortress and Villa are in the Supply and you inherited the Fortresses.

Yes, that's part of that very generous 1% estimate.
Title: Re: Really bad card ideas
Post by: Minotaur on July 12, 2016, 12:44:05 am
Sigil of eHalcyon
Landmark
Estates grant an extra 9VP, but you can Bonfire them.
Title: Re: Really bad card ideas
Post by: eHalcyon on July 12, 2016, 01:33:05 am
Sigil of eHalcyon
Landmark
Estates grant an extra 9VP, but you can Bonfire them.

Limetime called it first, and this doesn't make any sense because it still doesn't let you play the Estate. :P
Title: Re: Really bad card ideas
Post by: Minotaur on July 12, 2016, 07:50:07 am
(http://i.imgur.com/nuZwCo9.png)
Title: Re: Really bad card ideas
Post by: eHalcyon on July 12, 2016, 12:06:49 pm
Why are you so salty about this? Limetime provided an edge case which was correct. Whether you should is beside the point. I mean,  you shouldn't with Capitol either because it requires getting an otherwise useless $2 junk action card to enable trashing one Estate at a time with Bonfire. Accept that Inheritance works just as well for that and move on?
Title: Re: Really bad card ideas
Post by: Seprix on July 12, 2016, 12:09:54 pm
I think Minotaur looked back on Sodom.  :) He became a pillar of salt.
Title: Re: Really bad card ideas
Post by: Minotaur on July 12, 2016, 12:30:12 pm
I think Minotaur looked back on Sodom.  :) He became a pillar of salt.

This.  I always wanted to Bonfire those Estates.  I always could.  But it feels bad, bro.  (Nice salt pun, btw)
Title: Re: Really bad card ideas
Post by: eHalcyon on July 12, 2016, 12:33:43 pm
I think Minotaur looked back on Sodom.  :) He became a pillar of salt.

This.  I always wanted to Bonfire those Estates.  I always could.  But it feels bad, bro.  (Nice salt pun, btw)

Then go forth and do it for some catharsis. Build your Jurassic Park.  ;)
Title: Re: Really bad card ideas
Post by: Marcory on July 13, 2016, 12:40:26 am
ATM Event $(http://wiki.dominionstrategy.com/images/thumb/2/21/Debt5.png/18px-Debt5.png)

Gain a Cache from the Cache pile, putting it into your hand.

---------
Setup:
In games using this, Cache cannot be in the supply. If you randomly select Cache for the Kingdom, select a different card instead.



Variations on this theme: a card named "Twilight", which gains a Knight and puts it into play at the start of the next turn; "Snow White", which gains a Prince; "Maid Marian", which gains a Noble Brigand.
Title: Re: Really bad card ideas
Post by: Minotaur on July 13, 2016, 12:49:10 am
ATM Action $(http://wiki.dominionstrategy.com/images/thumb/2/21/Debt5.png/18px-Debt5.png)

Gain a Cache from the Cache pile, putting it into your hand.

---------
Setup:
In games using this, (including when ATM is in the Black Market deck), Cache cannot be in the supply. If you randomly select Cache for the Kingdom, select a different card instead.

But is it the best <5> card?
Title: Re: Really bad card ideas
Post by: Minotaur on July 13, 2016, 12:58:17 am
Insolvent Duchess
Action/Tourist Attraction
Cost: $1

$2
Each player looks at the top card of their deck and either discards it or puts it back.
At the start of your clean-up phase, <3>, and you may pay off debt.
---------------------
Whenever you gain an Estate, gain a Financially Insolvent Duchess.
Title: Re: Really bad card ideas
Post by: Minotaur on July 13, 2016, 11:53:36 am
Impulsive Miser
Action/Tourist Attraction
Cost: $2

Choose one:  Either place a Copper from your hand under your Mattress mat, or trash all the Copper under your Mattress mat and +$1 for each.


(I wasn't sure whether to trash them and +$1, or just put them in your hand.  Trashing seems more impulsive thematically, though putting them in your hand would be more bad except for cases where you have interactions with handsize or treasures/Copper.  I could go either way, since the TA theme is "sort of bad versions of vanilla cards".)
Title: Re: Really bad card ideas
Post by: Minotaur on July 13, 2016, 12:45:36 pm
Embezzling Page
Action-Ruins-Traveler
+1 card
+1 action
Discard two cards
You may exchange this for a Bauble Seeker


Bauble Seeker
Action-Traveler (not in the supply)

+$1
Gain a Copper for each card the player to your right gained last turn.
You may exchange this for a Social Justice Warrior.


Social Justice Warrior
Action-Attack-Traveller (not in the supply)

+1 card
For each Traveler in play (including this), each other player discards the top card of their deck.  If it is a Bridge Troll, trash that card and this one.
You may exchange this for a Heroin.


Heroin
Action-Traveler (not in the supply)

+3 cards
+1 action
Reveal your hand.  Trash all of the revealed treasures.
You may exchange this for a Motivational Speaker.


Motivational Speaker
Action-Duration (not in the supply)

For the rest of the game, when another player plays an Attack card, you may take a coin token.  At the start of each turn, take your -$1 token.


Ok, try not to think too hard about the narrative of this one.  It makes no sense.  It's just pseudohomophones all the way down.

Pheasant
Action-Traveller-Ruins
Cost: $0

+1 Card
+1 Action
Reveal the top card of your deck.  If it is a Ruins, put it in your hand.  Otherwise, gain a Ruins.
You may Exchange this for a Solder when you discard it from play.


Solder
Action-Traveller (not in the supply)
Cost: $2

Trash two cards from your hand.  Gain a card whose cost is equal to the average coin cost of the trashed cards rounded up.
You may Exchange this for a The Fugitive.


The Fugitive
Action-Traveller (not in the supply)
Cost: $2

You may reveal a Duke from your hand and a Duchess from the trash that wasn't trashed by you.  If you do, +2 VP and gain a Curse.
You may Exchange this for a Discipline when you discard it from play.


Discipline
Action-Traveller (not in the supply)
Cost: $2

At the start of your clean-up phase, if your cards are neatly organized on the table, +1 VP.  (See rule sheet appendix for guidelines)
You may Exchange this for a Preacher.


Preacher
Action-Reserve (not in the supply)
Cost: $2

Put this on your Tavern mat.
----------------
At the start of your turn, you may Call this.  If you do, discard an Action card.  If you do, choose one: +1 Card, +1 Action, +$1, +1 Buy
Title: Re: Really bad card ideas
Post by: Minotaur on July 14, 2016, 10:34:19 pm
Grand Maester
Action/Reserve
Cost: $5

Put this on your Tavern mat.  Gain a Sage from the Sage pile.  You may play a Sage from your hand.
----------------
When you play a Sage, you may Call this.  If you do, choose one:  Mine costs $2 this turn, or Mint costs $2 this turn.  The other costs $5.
You may not Call more than one Grand Maester in a turn.  Once you have Called a Grand Maester, Mine and Mint are immune to further cost alterations for the rest of the turn.

Setup:  Add the Sage pile to the sideboard.  Mine and Mint supply piles must be included in the game, replacing other Kingdom piles if necessary.
Title: Re: Really bad card ideas
Post by: Tombolo on July 15, 2016, 02:24:44 pm
Pokemon Go
$2 Action

Turn over your Server token. (it starts face up)  If your Server token is face up, gain as many Magpies, Rats, and/or Zubats as you would like from the Supply.

alternative version

$0 Event

Wander blindly into traffic.  If you do, gain a Province.
Title: Re: Really bad card ideas
Post by: eHalcyon on July 15, 2016, 04:15:23 pm
Pokemon Go
$2 Action

Turn over your Server token. (it starts face up)  If your Server token is face up, gain as many Magpies, Rats, and/or Zubats as you would like from the Supply.

alternative version

$0 Event

Wander blindly into traffic.  If you do, gain a Province.

But wouldn't you just gain ALL the Zubat then?

(https://66.media.tumblr.com/448f9ff2b998a489943d81c4e4a3bd33/tumblr_oaafr9RAmf1u3ss4no1_540.png)
Title: Re: Really bad card ideas
Post by: Minotaur on July 16, 2016, 12:42:26 am
(https://i.imgflip.com/17hbzd.jpg) (https://imgflip.com/i/17hbzd)
Title: Re: Really bad card ideas
Post by: madeofghosts on August 02, 2016, 10:53:35 am
Christening
$2 Event

Name a card.
Title: Re: Really bad card ideas
Post by: SirClemens on August 02, 2016, 06:58:30 pm
Christening
$2 Event

Name a card.

Inspired me for an event.

Buff for effects where you name a card
3$ Event

Rename a card.
Title: Re: Really bad card ideas
Post by: Seprix on August 02, 2016, 07:04:13 pm
Event
Event - $0

+1 Buy
Title: Re: Really bad card ideas
Post by: singletee on August 02, 2016, 07:54:03 pm
Christening
$2 Event

Name a card.

Echthroi
$0 Event

X a card.
Title: Re: Really bad card ideas
Post by: Marcory on August 02, 2016, 08:29:45 pm
Iocaine Powder Action $P

When you play this, the player to your right places a card from his hand face down on the table. Put this face down next to that card. Face away while the player to your right shuffles the cards. Each of you picks one card.

The player who picks Iocaine is considered to have been the object of an Attack, and may React. If no Reaction blocks the Attack, that player immediately loses. If other players are still in the game, they may continue playing normally.

Fixed Version:

Iocaine Powder Action $P

When you play this, put this and another card from your hand face down on the table. Look away for a moment. The player to the right chooses one of the cards, and then you do. 

The player who picks Iocaine is considered to have been the object of an Attack, and may React. If no Reaction blocks the Attack, that player(s) immediately lose(s). If other players are still in the game, they may continue playing normally. 
Title: Re: Really bad card ideas
Post by: Minotaur on August 03, 2016, 12:58:32 pm
They were both poison.
Title: Re: Really bad card ideas
Post by: Marcory on August 03, 2016, 10:15:38 pm
They were both poison.
Fair enough. Will edit the previous one.
Title: Re: Really bad card ideas
Post by: Roadrunner7671 on August 04, 2016, 12:46:57 am
Just buy two copies and get them to collide
Title: Re: Really bad card ideas
Post by: Marcory on August 04, 2016, 10:03:20 am
You have to get them to collide with a Moat, otherwise you both die. (buying the moat represents the years of building up an immunity to the powder).
Title: Re: Really bad card ideas
Post by: Minotaur on August 04, 2016, 10:13:00 am
Just get a handsize-reducing engine.  Discard down to just the one card.  Win the game.  (This depends a lot on the card wording)

Cellars and Warehouses ftw
Title: Re: Really bad card ideas
Post by: Marcory on August 04, 2016, 07:36:53 pm
Just get a handsize-reducing engine.  Discard down to just the one card.  Win the game.  (This depends a lot on the card wording)

Cellars and Warehouses ftw

[notes name of forum]
Title: Re: Really bad card ideas
Post by: popsofctown on August 08, 2016, 03:29:51 pm
Recession
12$ - Event
Trash all treasures you have in play.
Gain a Province. 
If you did gain a Province, each player takes possession and control of the cards, tokens, zones, mats, ongoing effects, and play areas of the player to his left.
Title: Re: Really bad card ideas
Post by: Tables on August 12, 2016, 04:30:02 pm
Take any card which gives +1 action. Remove +1 action from it, give it duration type, and make it read "Now and at the start of your next turn: [all normal effects]"

What cards get most broken by this? What cards become actually pretty interesting?

For example:

Now and at the start of your next turn: +1 card, look at the top 4 cards of your deck, discard any number and put the rest back in any order. $5 cost. Action - Duration

Now and at the start of your next turn: +1 card, +$1, trash a card from your hand. $5 cost. Action - Duration.

Now and at the start of your next turn: Reveal cards from the top of your deck until you reveal one costing $3 or more. Put that card into your hand and discard the rest. $3 cost. Action - Duration.

Edit option: Now and at the start of your next turn: Now and at the start of your next turn: +$1. While this is in play, when another player plays an attack, it doesn't affect you. $2 cost. Action - Duration - Duration.
Title: Re: Really bad card ideas
Post by: Marcory on August 12, 2016, 08:43:35 pm
Take any card which gives +1 action. Remove +1 action from it, give it duration type, and make it read "Now and at the start of your next turn: [all normal effects]"

What cards get most broken by this? What cards become actually pretty interesting?

For example:

Now and at the start of your next turn: +1 card, look at the top 4 cards of your deck, discard any number and put the rest back in any order. $5 cost. Action - Duration

Now and at the start of your next turn: +1 card, +$1, trash a card from your hand. $5 cost. Action - Duration.

Now and at the start of your next turn: Reveal cards from the top of your deck until you reveal one costing $3 or more. Put that card into your hand and discard the rest. $3 cost. Action - Duration.

Edit option: Now and at the start of your next turn: Now and at the start of your next turn: +$1. While this is in play, when another player plays an attack, it doesn't affect you. $2 cost. Action - Duration - Duration.

Ruined Village: Now and at the start of your next turn, do nothing.
Title: Re: Really bad card ideas
Post by: Asper on August 12, 2016, 08:55:56 pm
Take any card which gives +1 action. Remove +1 action from it, give it duration type, and make it read "Now and at the start of your next turn: [all normal effects]"

What cards get most broken by this? What cards become actually pretty interesting?

For example:

Now and at the start of your next turn: +1 card, look at the top 4 cards of your deck, discard any number and put the rest back in any order. $5 cost. Action - Duration

Now and at the start of your next turn: +1 card, +$1, trash a card from your hand. $5 cost. Action - Duration.

Now and at the start of your next turn: Reveal cards from the top of your deck until you reveal one costing $3 or more. Put that card into your hand and discard the rest. $3 cost. Action - Duration.

Edit option: Now and at the start of your next turn: Now and at the start of your next turn: +$1. While this is in play, when another player plays an attack, it doesn't affect you. $2 cost. Action - Duration - Duration.

Ruined Village: Now and at the start of your next turn, do nothing.

Assuming the ruling would be to leave it out (even though it does nothing), you could at least make it miss the shuffle...
Title: Re: Really bad card ideas
Post by: Marcory on August 12, 2016, 11:59:40 pm
Houselight Action-Duration (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)

Now and at the start of your next turn:
+(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)
-----------
When this is not in play, when another player plays an attack, it doesn't affect you.
Title: Re: Really bad card ideas
Post by: mail-mi on August 13, 2016, 01:27:23 am
Houselight Action-Duration (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)

Now and at the start of your next turn:
+(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)
-----------
When this is not in play, when another player plays an attack, it doesn't affect you.

I would never purchase a houselight.
Title: Re: Really bad card ideas
Post by: Minotaur on August 13, 2016, 09:59:46 pm
Terminal Duration Rebuild sounds pretty disgusting.

Terminal Duration Treasure Hunter could mess up your strategy.
Title: Re: Really bad card ideas
Post by: ConMan on August 14, 2016, 08:22:34 pm
Hmm.

Now and at the start of your next turn: 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.

I suppose it's a thing?
Title: Re: Really bad card ideas
Post by: AdrianHealey on August 14, 2016, 08:24:02 pm
If you make it like +2 actions now and +1 action next turn, I may evne consider buying it.
Title: Re: Really bad card ideas
Post by: Minotaur on August 15, 2016, 08:45:33 pm
Well, we might as well name them. 

Fish Vendor
Action-Duration
Cost: $4

Now and at the start of your next turn:  Now and at the start of your next turn: +$1

(Arguably, there should be some +1 Actions in there somewhere.  But I left that out.  Also, I upped the price to $4.)


Delayed Villagratory  Village Caravan?
Action-Duration
Cost: $4 <6>
Now and at the start of your next turn:  +1 Card, +1 Action

(Is it against the rules to use villages for this experiment?  Overall, I'm getting the feeling that whenever you lose an action and repeat next turn, the result is usually $1 stronger, if not $2.)
Title: Re: Really bad card ideas
Post by: Witherweaver on August 16, 2016, 02:38:34 pm
Pepper the Moon
Event
Cost: $4

+1 VP

Return a Victory card from the Trash to the Supply.
Title: Re: Really bad card ideas
Post by: Tables on August 17, 2016, 06:57:37 am
(Is it against the rules to use villages for this experiment?)

In the RBCI Thread, any card idea is permissable.
Title: Re: Really bad card ideas
Post by: majiponi on August 17, 2016, 09:25:45 am
Quote
Marriage
cost <6> - Event
Once per game: Choose one:
gain a Victory card;
or gain two cards costing up to $5;
or trash any number of cards from your discard pile.
Title: Re: Really bad card ideas
Post by: Seprix on August 17, 2016, 01:32:18 pm
Marriage
Event $5

Gain a Spouse from the Spouse pile.

Spouse $0

+$2

Flip a coin. If it is tails, gain a Curse.
--------------------------
If this is in your hand at any time during your turn, you must play it.

And if you don't like your spouse, simply trash, or divorce them.
Title: Re: Really bad card ideas
Post by: Minotaur on August 17, 2016, 02:07:19 pm
(Is it against the rules to use villages for this experiment?)

In the RBCI Thread, any card idea is permissable.

Scout with Ronald Reagan photoshopped in as the image.  PROBABLY NOT.
Title: Re: Really bad card ideas
Post by: mail-mi on August 17, 2016, 02:52:46 pm
Divorce
Event - $3 <4>
Trash a Gold from your hand. Gain a Curse.
Title: Re: Really bad card ideas
Post by: King Leon on August 21, 2016, 03:33:34 pm
Pepper the Moon
Event
Cost: $4

+1 VP

Return a Victory card from the Trash to the Supply.

I haven't laughed so hard for a long time.

Muskrats
Types: Duration (not Action)
Costs: $3
At the begin of your next turn:
+ 1 Card, Gain a Muskrats. Trash a card from your hand other than Muskrats (or reveal a hand iof all Muskrats)
--
When you discard this, immediately play it.
Title: Re: Really bad card ideas
Post by: Marcory on August 21, 2016, 06:10:43 pm
Whack Action (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)

+3 Cards
You may trash two cards from your hand or discard pile.
If you do, Choose 1: Gain a Mole from the Mole pile, or gain a Curse.

Mole Victory (http://wiki.dominionstrategy.com/images/thumb/a/a9/Coin3star.png/16px-Coin3star.png)

2 VP
-------------------
This is not in the supply.
When you trash this or discard it from cleanup, put it on top of your deck
If this is in your discard pile at the end of the game, -4 VP.
Title: Re: Really bad card ideas
Post by: AdrianHealey on August 23, 2016, 01:58:21 pm
Hitman - $5  (Event)

Kill your opponent to your left at the end of his next turn. Gain a duchy.
Title: Re: Really bad card ideas
Post by: singletee on August 23, 2016, 02:01:07 pm
Build
Action - $3
+1 Action
Gain a Victory card costing up to $3.
Title: Re: Really bad card ideas
Post by: AdrianHealey on August 23, 2016, 02:02:41 pm
Build
Action - $3
+1 Action
Gain a Victory card costing up to $3.

Shoul dbe a splitpile with rebuild
Title: Re: Really bad card ideas
Post by: Minotaur on August 23, 2016, 02:16:56 pm
Guac
Action
Cost: $3

You may return a Mole from your hand to the Mole pile hill.  If you do: +1 VP and take a coin token.
Title: Re: Really bad card ideas
Post by: Minotaur on August 23, 2016, 06:15:45 pm
I move to make Guac the bottom half of a split pile with Whack, now that I think of it.
Title: Re: Really bad card ideas
Post by: Minotaur on August 24, 2016, 08:30:15 am
Model
Action
Cost: $1

Gain a card costing up to $2.


Repossession
Action
Cost: P$7

The player to your left reveals the top card of their deck, trashes it, and gains a card of your choice costing up to $2 more, putting it into their hand.  Immediately after this turn, the player takes an extra turn in which you see their hand and make all their choices for them, and you gain any card they would have gained.  Cards they trash during that turn are instead set aside and returned to their discard pile at the end of the turn.
Title: Re: Really bad card ideas
Post by: Minotaur on August 24, 2016, 10:03:40 am
The Thing That Does The Stuff
Cost: P<1>$1 +(P,$,<>)
Event

For each $1 that you overpay, you may place any card you would discard from play on top of your deck at the start of your cleanup phase.  Each time you do, trash a card from your hand.
For each P that you overpay, +1 VP.
For each <> that you overpay, take a coin token.
(You do not have to pay equal amounts of each currency.)
Title: Re: Really bad card ideas
Post by: eHalcyon on August 28, 2016, 09:50:04 pm
Transmute could have cursed opponents when you trash a Potion and/or when you trash a copy of itself.

Transmit
Type: Action-Attack
Cost: Potion

Trash a card from your hand.
If it is an…
Action card, each other player gains an Estate
Treasure card, each other player gains a Transmute
Victory card, each other player gains a Copper
Title: Re: Really bad card ideas
Post by: Aleimon Thimble on August 29, 2016, 06:21:49 am
Pepper the Moon
Event
Cost: $4

+1 VP

Return a Victory card from the Trash to the Supply.

Thanks, now there's coffee on my screen and my coworkers are looking at me weirdly. :P
Title: Re: Really bad card ideas
Post by: Minotaur on September 02, 2016, 10:30:52 pm
Mercury The Water
Event
$5

Trash the Supply.  Each player dies in real life.
Title: Re: Really bad card ideas
Post by: majiponi on September 06, 2016, 12:23:29 am
Quote
Relddep
cost $2* - Action
+1 Action
+$3
At the start of Clean-up this turn, if you played a Treasure in this turn, return this to its Supply.

This costs $1 more per Treasure card you have in play.
Title: Re: Really bad card ideas
Post by: Minotaur on September 06, 2016, 12:54:22 am
Edict of Yrusaert
Action
Cost: <6>

+1 Card
+1 Action
+$1
If you gain a Victory card this turn, you may place this card on top of your deck at the start of your cleanup phase.
Title: Re: Really bad card ideas
Post by: Marcory on September 06, 2016, 01:12:14 am
Sea Haggler (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) Action-Attack

+1 Action

When this is in play, when you gain a card, each other player discards the top card of his deck, then gains a card costing less than the gained card, putting it on top of their deck.

Cursesmith (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) Action-Attack

When this is in play, Curses are worth one less (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)

Estatesmith (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) Action

When this is in play, Estates are worth 1 more (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)

Unfairgrounds Victory (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png)

When scoring, if the game ended after your turn, +10 (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) for each differently-named card in the your deck.
Title: Re: Really bad card ideas
Post by: mail-mi on September 06, 2016, 01:15:43 am
Cursesmith (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) Action-Attack

When this is in play, Curses are worth one less (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)

I'm actually wondering how this would work as an actual card....

Hex Action $5

Each other player gains a curse. Put this on the Hex mat.
--
When scoring, Curses are worth 1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) less per copy of Hex on the Hex mat.

Clarifications: The Hex mat is universal, and Hexes don't return to your deck at the end of the game. (don't count for gardens, vineyards, etc.)
Title: Re: Really bad card ideas
Post by: Minotaur on September 06, 2016, 02:36:06 am
I'm pretty sure no cards are "in play" when scoring begins, but I'd have to check the rules.  If you really wanted the VP totals to care about whose turn it was right before the game ended and what cards they played that turn, then some other wording would need to be used.
Title: Re: Really bad card ideas
Post by: Marcory on September 06, 2016, 11:34:58 am
[points to Forum thread title, and also the wording of Unfairgrounds]
Title: Re: Really bad card ideas
Post by: Minotaur on September 06, 2016, 12:52:50 pm
[points to Forum thread title, and also the wording of Unfairgrounds]

So these cards either do nothing on purpose, or they might interact with RBCIs that care about VP values of cards?

Upload
Action
Cost: <8>

+1 Action
+1 VP
Trash a card from your hand.  +VP equal to the VP value of the trashed card (If necessary to verify VP value, reveal your deck and discard pile.  The card is worth whatever it would be worth if those cards and the trashed card constituted the entirety of your owned cards.)
Title: Re: Really bad card ideas
Post by: majiponi on September 07, 2016, 03:57:20 am
Quote
Abandoned Factory
cost $0 - Action - Ruins
Gain a card costing up to $1.

Ruined Chapel
cost $0 - Action - Ruins
Trash a card from your hand.

Injured Soldier
cost $0 - Action - Ruins
Each player (including you) discards down to 4 cards in his hand.
Title: Re: Really bad card ideas
Post by: LaLight on September 07, 2016, 04:11:16 am
Quote
Abandoned Factory
cost $0 - Action - Ruins
Gain a card costing up to $1.

Ruined Chapel
cost $0 - Action - Ruins
Trash a card from your hand.

Injured Soldier
cost $0 - Action - Ruins
Each player (including you) discards down to 4 cards in his hand.

Ruined Chapel is overpowered. I'd do it that it trashes itself AND the card from your hand. And the cost of 0.. Everybody will buy it and win. So better it costs another currency, something like potion maybe..
Title: Re: Really bad card ideas
Post by: majiponi on September 07, 2016, 08:42:34 am
Quote
Abandoned Factory
cost $0 - Action - Ruins
Gain a card costing up to $1.

Ruined Chapel
cost $0 - Action - Ruins
Trash a card from your hand.

Injured Soldier
cost $0 - Action - Ruins
Each player (including you) discards down to 4 cards in his hand.

Ruined Chapel is overpowered. I'd do it that it trashes itself AND the card from your hand. And the cost of 0.. Everybody will buy it and win. So better it costs another currency, something like potion maybe..

Fmm...Maybe this is better.

"Trash a card from your hand, gain a card costing less than that card."

But, don't you think a Ruins which is overpowered IS "really bad card ideas"?
Title: Re: Really bad card ideas
Post by: Minotaur on September 07, 2016, 08:50:56 am
Ruined Game of Thrones Wedding Chapel
Ruins
Cost: $0

Gain a Duchess.  Don't trash anything.
Title: Re: Really bad card ideas
Post by: terminalCopper on September 07, 2016, 09:41:06 am
FTFY

Ruined Chapel
cost $0 - Action - Ruins
Trash up to four cards costing less than this.

Title: Re: Really bad card ideas
Post by: LaLight on September 07, 2016, 09:42:23 am
FTFY

Ruined Chapel
cost $0 - Action - Ruins
Trash up to less than this is costing cards costing less than this.

FTFY (2)
Title: Re: Really bad card ideas
Post by: madeofghosts on September 07, 2016, 09:46:53 am
Ruined Border Village
cost $0 - Action - Ruins
When you gain this, gain a card costing more than this.

Ruined Jack Of All Trades
cost $0 - Action - Ruins
Gain a copper.
Look at the top card of your deck; put it back.
Draw until you have 4 cards in hand.
You may trash a card from your hand that is not a Treasure, Action, Victory or Curse card.
Title: Re: Really bad card ideas
Post by: Minotaur on September 07, 2016, 10:22:46 am
Ruined Chapel is overpowered. I'd do it that it trashes itself AND the card from your hand. And the cost of 0.. Everybody will buy it and win. So better it costs another currency, something like potion maybe..

This joke is dabomb.
Title: Re: Really bad card ideas
Post by: J Reggie on September 07, 2016, 10:28:21 am
Ruined Border Village
cost $0 - Action - Ruins
When you gain this, gain a card costing more than this.

Ruined Jack Of All Trades
cost $0 - Action - Ruins
Gain a copper.
Look at the top card of your deck; put it back.
Draw until you have 4 cards in hand.
You may trash a card from your hand that is not a Treasure, Action, Victory or Curse card.

At least you can trash your Hovel!
Title: Re: Really bad card ideas
Post by: Minotaur on September 07, 2016, 11:36:11 am
Ruined Groundskeeper
Action-Ruins
Cost: $0

While this is in play, when you Buy a Victory card, gain an Estate.


Ruined Archive  (Also known as: Ruined Haven)
Action-Ruins
Cost: $0

Set aside the top card of your deck.  At the start of your next turn, put it in your hand.


Ruined Distant Lands  (Also known as:  Ruined Island)
Action-Ruins-Victory
Cost: $0

Put this on your Distant Lands (Island) mat.  Gain an Estate.


Ruined Overlord
Action-Ruins
Cost: <0>

Play this as if it were a copy of any Action card in the Supply costing at most $1.  This is that card until it leaves play.

(Good for those Highway/Bridge engines!)
Title: Re: Really bad card ideas
Post by: madeofghosts on September 07, 2016, 11:59:14 am
Ruined Fool's Gold
Treasure-Ruins
Cost $0
If this is the first time you played a Fool's Gold this turn, this is worth $0; otherwise it's worth $1.

Ruined Masquerade
Action-Ruins
Cost $0
Each player passes a card from his hand to the left at once.
Each player passes a card from his hand to the right at once.

Ruined Black Market
Action-Ruins
Cost $0
Reveal the top 3 cards of the Copper pile. You may buy one of them immediately.

Ruined Remake
Action-Ruins
Cost $0
Do this no times: Trash a card from your hand, then gain a card costing exactly $1 more than the trashed card.

Ruined Throne Room
Action-Ruins
Cost $0
Choose an Action card in your hand. Play it once.

Ok I'm done.
Title: Re: Really bad card ideas
Post by: majiponi on September 07, 2016, 11:03:40 pm
Quote
Ruined Bridge
cost $0 - Action - Ruins

While this is in play, all cards cost <1> less, but not less than <0>.

Ruined Storeroom
cost $0 - Action - Ruins
Discard any number of cards from your hand.

Ruined Fishing Village
cost $0 - Action - Ruins - Duration
At the start of your next turn,
+1 Action
Title: Re: Really bad card ideas
Post by: J Reggie on September 07, 2016, 11:34:29 pm
Quote
Ruined Bridge
cost $0 - Action - Ruins

While this is in play, all cards cost <1> less, but not less than <0>.

Ruined Storeroom
cost $0 - Action - Ruins
Discard any number of cards from your hand.

Ruined Fishing Village
cost $0 - Action - Ruins - Duration
At the start of your next turn,
+1 Action

Hah, I came across a ruined bridge IRL today and immediately thought of this thread.
Title: Re: Really bad card ideas
Post by: J Reggie on September 07, 2016, 11:35:56 pm
Also, if you get 8 ruined bridges in play, you can play Overlord as Overlord!
Title: Re: Really bad card ideas
Post by: ConMan on September 08, 2016, 12:24:34 am
Also, if you get 8 ruined bridges in play, you can play Overlord as Overlord!
Or gain an Overlord when you gain a Border Village!
Title: Re: Really bad card ideas
Post by: Minotaur on September 08, 2016, 12:37:28 am
Ruined Masquerade
Action-Ruins
Cost $0
Each player passes a card from his hand to the left at once.
Each player passes a card from his hand to the right at once.


This can legit screw someone up if they have only good cards.  Militia-RM is a legit combo.  Probably the strongest Ruins or RBCI Ruins in the game - better than Survivors, even, in the right situation.
Title: Re: Really bad card ideas
Post by: Minotaur on September 08, 2016, 12:39:45 am
Wait, Ruined Bridge reduces the cost by <1>?  Is that a thing?
Title: Re: Really bad card ideas
Post by: ConMan on September 08, 2016, 02:49:18 am
Wait, Ruined Bridge reduces the cost by <1>?  Is that a thing?
Sure it can, given the thread we're in.
Title: Re: Really bad card ideas
Post by: Minotaur on September 08, 2016, 02:23:39 pm
Winter
Event
Cost: $8

For the rest of the game, each time a player draws a card, they take their -1 Card token.
Title: Re: Really bad card ideas
Post by: King Leon on September 11, 2016, 01:17:07 pm
Ruined Border Village
cost $0 - Action - Ruins
When you gain this, gain a card costing more than this.

Neat, a Colony or a Platinum and a junk card for $0. This is actually worth to buy it.

This is one outtake of my fan cards with its original name. This card is designed to work with Great Hall, Nobles, Scout, Vagrant and Scrying Pool, but every single card of them is better than itself. It would be ironically too good if it costs $4. Enjoy.
Noble Scout
Cost: $5 - Action - Victory
+ 1 Action
Reveal the top 2 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
---
Worth 1 VP


Title: Re: Really bad card ideas
Post by: Minotaur on September 11, 2016, 01:45:55 pm
This is one outtake of my fan cards with its original name. This card is designed to work with Great Hall, Nobles, Scout, Vagrant and Scrying Pool, but every single card of them is better than itself. It would be ironically too good if it costs $4. Enjoy.
Noble Scout
Cost: $5 - Action - Victory
+ 1 Action
Reveal the top 2 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
---
Worth 1 VP

I don't see this being worth more than $4 if it only Scouts two cards.  Great Hall only costs $3, and Scouting two cards shouldn't really average any better than that on that many boards, even if it can Scout itself.  You'd need Victory cards that make money and a way to trash everything to make this reliable, but with that much effort, I would be happy leaving it at $4.

Unless you made it cost $5 because it has to suck because it's a Scout variant.  But Noble Brigand was just a Thief that wasn't supposed to suck as much...
Title: Re: Really bad card ideas
Post by: singletee on September 11, 2016, 02:47:03 pm
What is the biggest Scout possible?

Mega Scout
$8 Action
+1 Action
Reveal your deck and put all Victory cards from it into your hand. Put your deck back in any order.
Title: Re: Really bad card ideas
Post by: Minotaur on September 11, 2016, 03:31:39 pm
Monte Carlo Scout
Action
Cost: $7

Shuffle all the Supply piles into a single pile, face down.  Reveal the top four cards of the Supply pile.  Put the Victory cards into your hand.  Return the rest of the cards to their original supply piles, face up.
Title: Re: Really bad card ideas
Post by: Minotaur on September 11, 2016, 03:46:57 pm
(It plays better on Goko.)
Title: Re: Really bad card ideas
Post by: majiponi on September 12, 2016, 04:43:36 am
Quote
Perfect Freeze
cost $9 - Action - Duration
Now and at the start of your next turn:
+$3
+1 Buy
You may put your deck into your discard pile.
Title: Re: Really bad card ideas
Post by: McGarnacle on September 12, 2016, 09:46:16 am
Quote
Perfect Freeze
cost $9 - Action - Duration
Now and at the start of your next turn:
+$3
+1 Buy
You may put your deck into your discard pile.

This actually might work with some tweaking.
Title: Re: Really bad card ideas
Post by: singletee on September 12, 2016, 06:33:26 pm
On a completely different note, I would like it if Events popped up in the BM deck as well.

I envision a Quantum Market filled with Landmarks that start acting only once they are observed.

Landmarket
Action - $3
+1 VP
Reveal 3 Landmarks at random from outside the game. Choose one to be added to the game and return the rest. (Current Landmarks stay in the game.)
Title: Re: Really bad card ideas
Post by: Minotaur on September 12, 2016, 06:47:24 pm
On a completely different note, I would like it if Events popped up in the BM deck as well.

I envision a Quantum Market filled with Landmarks that start acting only once they are observed.

Landmarket
Action - $3
+1 VP
Reveal 3 Landmarks at random from outside the game. Choose one to be added to the game and return the rest. (Current Landmarks stay in the game.)

Not Markety enough IMO:

Cost: <5> (or maybe $4?)
+1 Card
+1 Action
+$1
The next time you buy a Victory card this turn, +1 Buy.
Title: Re: Really bad card ideas
Post by: Accatitippi on September 13, 2016, 08:18:50 am
This is one outtake of my fan cards with its original name. This card is designed to work with Great Hall, Nobles, Scout, Vagrant and Scrying Pool, but every single card of them is better than itself. It would be ironically too good if it costs $4. Enjoy.
Noble Scout
Cost: $5 - Action - Victory
+ 1 Action
Reveal the top 2 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
---
Worth 1 VP

I don't see this being worth more than $4 if it only Scouts two cards.  Great Hall only costs $3, and Scouting two cards shouldn't really average any better than that on that many boards, even if it can Scout itself.  You'd need Victory cards that make money and a way to trash everything to make this reliable, but with that much effort, I would be happy leaving it at $4.

Unless you made it cost $5 because it has to suck because it's a Scout variant.  But Noble Brigand was just a Thief that wasn't supposed to suck as much...

I have a feeling that that tacking a VP on full 4-cards Scout wouldn't push it too far to be worth 5, but I'd love to try it.
Title: Re: Really bad card ideas
Post by: Aleimon Thimble on September 13, 2016, 08:55:08 am
This is one outtake of my fan cards with its original name. This card is designed to work with Great Hall, Nobles, Scout, Vagrant and Scrying Pool, but every single card of them is better than itself. It would be ironically too good if it costs $4. Enjoy.
Noble Scout
Cost: $5 - Action - Victory
+ 1 Action
Reveal the top 2 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
---
Worth 1 VP

I don't see this being worth more than $4 if it only Scouts two cards.  Great Hall only costs $3, and Scouting two cards shouldn't really average any better than that on that many boards, even if it can Scout itself.  You'd need Victory cards that make money and a way to trash everything to make this reliable, but with that much effort, I would be happy leaving it at $4.

Unless you made it cost $5 because it has to suck because it's a Scout variant.  But Noble Brigand was just a Thief that wasn't supposed to suck as much...

I have a feeling that that tacking a VP on full 4-cards Scout wouldn't push it too far to be worth 5, but I'd love to try it.

I'd go as far as to say that a full 4-cards Scout with a VP and Victory type still would be nowhere near OP at $4.

I mean, it could never be printed due to the 'strictly better' thing, but still...
Title: Re: Really bad card ideas
Post by: majiponi on September 13, 2016, 09:22:54 am
This is one outtake of my fan cards with its original name. This card is designed to work with Great Hall, Nobles, Scout, Vagrant and Scrying Pool, but every single card of them is better than itself. It would be ironically too good if it costs $4. Enjoy.
Noble Scout
Cost: $5 - Action - Victory
+ 1 Action
Reveal the top 2 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
---
Worth 1 VP

I don't see this being worth more than $4 if it only Scouts two cards.  Great Hall only costs $3, and Scouting two cards shouldn't really average any better than that on that many boards, even if it can Scout itself.  You'd need Victory cards that make money and a way to trash everything to make this reliable, but with that much effort, I would be happy leaving it at $4.

Unless you made it cost $5 because it has to suck because it's a Scout variant.  But Noble Brigand was just a Thief that wasn't supposed to suck as much...

I have a feeling that that tacking a VP on full 4-cards Scout wouldn't push it too far to be worth 5, but I'd love to try it.

I'd go as far as to say that a full 4-cards Scout with a VP and Victory type still would be nowhere near OP at $4.

I mean, it could never be printed due to the 'strictly better' thing, but still...

How about this? (ignoring the title of this thread)
Quote
Noble Scout
cost $5 - Action - Victory
+1 Card
+1 Action
Reveal the top 2 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
Worth 1 VP
At least, this is Great Hall. Sometimes, Laboratory.
Title: Re: Really bad card ideas
Post by: Awaclus on September 13, 2016, 10:03:38 am
This is one outtake of my fan cards with its original name. This card is designed to work with Great Hall, Nobles, Scout, Vagrant and Scrying Pool, but every single card of them is better than itself. It would be ironically too good if it costs $4. Enjoy.
Noble Scout
Cost: $5 - Action - Victory
+ 1 Action
Reveal the top 2 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
---
Worth 1 VP

I don't see this being worth more than $4 if it only Scouts two cards.  Great Hall only costs $3, and Scouting two cards shouldn't really average any better than that on that many boards, even if it can Scout itself.  You'd need Victory cards that make money and a way to trash everything to make this reliable, but with that much effort, I would be happy leaving it at $4.

Unless you made it cost $5 because it has to suck because it's a Scout variant.  But Noble Brigand was just a Thief that wasn't supposed to suck as much...

I have a feeling that that tacking a VP on full 4-cards Scout wouldn't push it too far to be worth 5, but I'd love to try it.

I'd go as far as to say that a full 4-cards Scout with a VP and Victory type still would be nowhere near OP at $4.

I mean, it could never be printed due to the 'strictly better' thing, but still...

How about this? (ignoring the title of this thread)
Quote
Noble Scout
cost $5 - Action - Victory
+1 Card
+1 Action
Reveal the top 2 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
Worth 1 VP
At least, this is Great Hall. Sometimes, Laboratory.

Still sounds a little weak.
Title: Re: Really bad card ideas
Post by: Minotaur on September 13, 2016, 12:53:02 pm
Metascout
Action
Cost: $3

+1 Card
+1 Action
Reveal the top four cards of your deck.  Discard the Scouts and put the rest back in any order.
-----------
Setup:  Replace your starting estates with Scouts.

(Ok, this is actually a rework of a card I already did with this name.  This version is something I might actually buy.)
Title: Re: Really bad card ideas
Post by: Witherweaver on September 13, 2016, 02:56:01 pm
Mulligan
Event - <6>

Clear off all Kingdom cards (including Events and Landmarks) and select a new Kingdom from those cards not already used.  Follow any setup instructions on the new kingdom cards.

(Player's decks, the Trash, anything set-aside, etc. remain as they are; only the current kingdom changes.)
Title: Re: Really bad card ideas
Post by: Minotaur on September 13, 2016, 03:06:37 pm
Mulligan
Event - <6>

Clear off all Kingdom cards (including Events and Landmarks) and select a new Kingdom from those cards not already used.  Follow any setup instructions on the new kingdom cards.

(Player's decks, the Trash, anything set-aside, etc. remain as they are; only the current kingdom changes.)

Does it count as "the start of the game" when this happens?
Title: Re: Really bad card ideas
Post by: Witherweaver on September 13, 2016, 03:13:38 pm
Mulligan
Event - <6>

Clear off all Kingdom cards (including Events and Landmarks) and select a new Kingdom from those cards not already used.  Follow any setup instructions on the new kingdom cards.

(Player's decks, the Trash, anything set-aside, etc. remain as they are; only the current kingdom changes.)

Does it count as "the start of the game" when this happens?

What are you thinking of?  I mean modify piles, etc. if the new cards say to do them as part of the setup (Black Market, Trade Route, etc.).
Title: Re: Really bad card ideas
Post by: Minotaur on September 13, 2016, 03:16:08 pm
Mulligan
Event - <6>

Clear off all Kingdom cards (including Events and Landmarks) and select a new Kingdom from those cards not already used.  Follow any setup instructions on the new kingdom cards.

(Player's decks, the Trash, anything set-aside, etc. remain as they are; only the current kingdom changes.)

Does it count as "the start of the game" when this happens?

What are you thinking of?  I mean modify piles, etc. if the new cards say to do them as part of the setup (Black Market, Trade Route, etc.).

I can't find any examples.  I guess I assumed that they said "Setup: At the start of the game...", or that at least one of them did.  So maybe it already conforms as is.  I guess "Setup" is a game phase where Setup instructions trigger.
Title: Re: Really bad card ideas
Post by: King Leon on September 13, 2016, 03:42:19 pm
This is one outtake of my fan cards with its original name. This card is designed to work with Great Hall, Nobles, Scout, Vagrant and Scrying Pool, but every single card of them is better than itself. It would be ironically too good if it costs $4. Enjoy.
Noble Scout
Cost: $5 - Action - Victory
+ 1 Action
Reveal the top 2 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
---
Worth 1 VP

I don't see this being worth more than $4 if it only Scouts two cards.  Great Hall only costs $3, and Scouting two cards shouldn't really average any better than that on that many boards, even if it can Scout itself.  You'd need Victory cards that make money and a way to trash everything to make this reliable, but with that much effort, I would be happy leaving it at $4.

Unless you made it cost $5 because it has to suck because it's a Scout variant.  But Noble Brigand was just a Thief that wasn't supposed to suck as much...

I have a feeling that that tacking a VP on full 4-cards Scout wouldn't push it too far to be worth 5, but I'd love to try it.

I'd go as far as to say that a full 4-cards Scout with a VP and Victory type still would be nowhere near OP at $4.

I mean, it could never be printed due to the 'strictly better' thing, but still...

How about this? (ignoring the title of this thread)
Quote
Noble Scout
cost $5 - Action - Victory
+1 Card
+1 Action
Reveal the top 2 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
Worth 1 VP
At least, this is Great Hall. Sometimes, Laboratory.

Thank you for all those ideas. I tried to revive Noble Scout and here it is:

Noble Scout
Cost: <6>
Types: Action - Victory
+ 1 Action
Reveal the top 2 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
---
Worth 2 VP

Noble Scout is now a usable card for alt VP decks. It is very similar to Nobles, easier to get, but less reliable. I like it.
Title: Re: Really bad card ideas
Post by: Minotaur on September 14, 2016, 12:21:46 am
Thank you for all those ideas. I tried to revive Noble Scout and here it is:

Noble Scout
Cost: <6>
Types: Action - Victory
+ 1 Action
Reveal the top 2 cards of your deck. Put the revealed Victory cards into your hand. Put the other cards on top of your deck in any order.
---
Worth 2 VP

Noble Scout is now a usable card for alt VP decks. It is very similar to Nobles, easier to get, but less reliable. I like it.

I guess that kind of works.  It sort of feels bad Scouting for two cards when Scouting for four is already bad, but if you have $4 and really want a Duchy, then maybe.
Title: Re: Really bad card ideas
Post by: Minotaur on September 14, 2016, 02:52:03 am
Mulligan
Event - <6>

Clear off all Kingdom cards (including Events and Landmarks) and select a new Kingdom from those cards not already used.  Follow any setup instructions on the new kingdom cards.

(Player's decks, the Trash, anything set-aside, etc. remain as they are; only the current kingdom changes.)

Lose Track Rule with Metascout.
Title: Re: Really bad card ideas
Post by: LaLight on September 14, 2016, 02:56:14 am
Noble Scout
Cost: 7
Types: Action - Victory
Choose one:
+ 2 Actions;
+ 3 Cards;
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.
---
Worth 2 VP
Title: Re: Really bad card ideas
Post by: faust on September 14, 2016, 04:09:00 am
Noble Scout - Action/Attack $5
+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.
----
When you buy or play this, each other player reveals the top 2 cards of their deck, trashes a revealed Duchy or Province you choose, and puts the rest into their hand. If they didn't reveal a Victory card, they gain a Scout from the Scout pile. You gain the trashed cards.
Title: Re: Really bad card ideas
Post by: Minotaur on September 14, 2016, 10:12:15 am
Noble Scout
Action
Cost: $4

+1 Action
Reveal the top four cards of your deck.  Put the Victory cards in your hand and put the others back in any order.
-----------------
Setup:  Remove this Supply pile from the game and replace it with a different one.  (Do the same with Scout if applicable.)
Title: Re: Really bad card ideas
Post by: majiponi on September 14, 2016, 11:18:40 pm
New idea.
Quote
Mafia
cost $5 - Action - Attack
Each player (including you) reveals cards from the top of his deck until revealing an Action. Either he trashes that card or you gain a copy of that card, his choice.
If he revealed King's Court, he probably trashes it! Terrible!
If he revealed Rats, he will be happy.
Title: Re: Really bad card ideas
Post by: Minotaur on September 17, 2016, 05:44:11 pm
Metaexplorer
Event
Cost: <5>

The player to your left moves the Best token onto a card in the Kingdom costing $5.  Gain a $5 Kingdom card which does not have the Best token on it.
Title: Re: Really bad card ideas
Post by: Minotaur on September 18, 2016, 02:16:39 pm
Metaexplorer
Action
Cost: $4

You may reveal a Province from your hand.  If you do, gain a $5 card.  If you do not, gain an Explorer.
Title: Re: Really bad card ideas
Post by: madeofghosts on September 19, 2016, 05:02:52 am
Transmint
Action, cost $5P

Trash a card from your hand.
If it is an…
Action card, gain a Duchy
Treasure card, gain a copy of it
Victory card, gain a Gold
Title: Re: Really bad card ideas
Post by: Witherweaver on September 19, 2016, 10:13:13 am
Transmiser
Action, cost $5P

Trash a card from your hand.
If it is an…
Action card, gain a Duchy
Copper, put it on your Tavern mat
Victory card, gain a Gold
Title: Re: Really bad card ideas
Post by: LaLight on September 19, 2016, 10:15:22 am
Transmuter

Action, cost $5P

Trash a card from your hand.
If it is an…
Action card, gain a Transmute
Treasury card, gain a Transmute
Victory card, gain a Transmute
Title: Re: Really bad card ideas
Post by: Witherweaver on September 19, 2016, 10:26:42 am
Transmutter

Action, cost $5P

Trash a card from your hand.
If it is an…
Act.. hurm, murm..
Treas.. dum.. hrm..
Vic.. grum durm dum...
Title: Re: Really bad card ideas
Post by: Aleimon Thimble on September 19, 2016, 10:48:27 am
Transmutify

Action/Reserve, cost $4P

+1 Action
Put this on your Tavern mat.
--
At the start of your turn, you may call this, to trash a card from your hand.
If it is an...
Action card, gain a Duchy
Treasure card, gain a Transmutify
Victory card, gain a Gold

Put the gained card in your hand.
Title: Re: Really bad card ideas
Post by: Accatitippi on September 19, 2016, 11:48:48 am
Transmutiny - Action - 1 Gunpowder
Trash a card from your hand.
If it is...
an Action card, gain an Island;
a Treasure card, gain a Pirate Ship;
a Victory card, gain a Contraband.
Title: Re: Really bad card ideas
Post by: terminalCopper on September 19, 2016, 01:37:37 pm
Transgame
1.e4
Title: Re: Really bad card ideas
Post by: Seprix on September 19, 2016, 01:46:10 pm
Transgame
1.e4

1. ... c5
Title: Re: Really bad card ideas
Post by: Accatitippi on September 19, 2016, 01:52:52 pm
Transgame
1.e4

1. ... c5

Congratulations!
Your pawn just became a Duchy.
Title: Re: Really bad card ideas
Post by: King Leon on September 19, 2016, 03:44:09 pm
Promotion
Action - $3

+1 Action
You may trash a Pawn from your hand.
If you do: Gain a Duchess, a Watchtower, a Bishop or a Knight to your hand.
Title: Re: Really bad card ideas
Post by: Minotaur on September 19, 2016, 04:55:06 pm
Pawn Shop
Action
Cost: $2

You may trash two cards from your hand.  For each card trashed of each given type, do the following, but at most once each:

..Action, +1 Action
..Treasure, +$1
..Victory, +1 Card
Title: Re: Really bad card ideas
Post by: King Leon on September 19, 2016, 06:12:09 pm
Pawn Shop
Action
Cost: $2

You may trash two cards from your hand.  For each card trashed of each given type, do the following, but at most once each:

..Action, +1 Action
..Treasure, +$1
..Victory, +1 Card

This is not even bad, great for trashing Copper and Estates.
Title: Re: Really bad card ideas
Post by: faust on September 19, 2016, 06:33:48 pm
Pawn Shop
Action
Cost: $2

You may trash two cards from your hand.  For each card trashed of each given type, do the following, but at most once each:

..Action, +1 Action
..Treasure, +$1
..Victory, +1 Card

This is not even bad, great for trashing Copper and Estates.
Not bad? It's crazy good; a better opening than Steward. For $2.
Title: Re: Really bad card ideas
Post by: Minotaur on September 20, 2016, 10:02:04 am
Pawn Shop
Action
Cost: $2

You may trash two cards from your hand.  For each card trashed of each given type, do the following, but at most once each:

..Action, +1 Action
..Treasure, +$1
..Victory, +1 Card

This is not even bad, great for trashing Copper and Estates.
Not bad? It's crazy good; a better opening than Steward. For $2.

You still have to deal with it turning into a brick after a few shuffles, even if it's strictly better when trashing.  It's just ok with Curses, and tends to need Estates to go with Ruins.  Maybe it could be $3, idk.
Title: Re: Really bad card ideas
Post by: Minotaur on September 20, 2016, 10:17:41 am
Brick
Action-Treasure-Victory
Cost: $1
Title: Re: Really bad card ideas
Post by: Aleimon Thimble on September 20, 2016, 10:42:13 am
Brick
Action-Treasure-Victory
Cost: $1

Combos with Scout!
Title: Re: Really bad card ideas
Post by: Asper on September 20, 2016, 12:06:25 pm
More opposite cards:

Close Seas
Blessed Meadows
John of no sells
Action Quarry
Holdons
Underserf
Cisvocal
Peemoment
Parlamentarian Whitejohnson
Title: Re: Really bad card ideas
Post by: terminalCopper on September 20, 2016, 03:47:26 pm
Brick
Action-Treasure-Victory
Cost: $1
Thematic synergy with catapult.
Title: Re: Really bad card ideas
Post by: Minotaur on September 20, 2016, 04:03:51 pm
Brick
Action-Treasure-Victory
Cost: $1
Thematic synergy with catapult.

Actual synergy with Ambassador-Tribute.  Who doesn't want a tribute of bricks?

It also turns Ironworks into a Peddler with a penalty.
Title: Re: Really bad card ideas
Post by: King Leon on September 20, 2016, 04:26:03 pm
Brick
Action-Treasure-Victory
Cost: $1
Thematic synergy with catapult.

Actual synergy with Ambassador-Tribute.  Who doesn't want a tribute of bricks?

It also turns Ironworks into a Peddler with a penalty.

Don't forget the synergy with Hoard.
In combination with Storyteller and Library Brick is effectively a Great Hall without the VP.
This card is also loved by Vagrant/Scout/Scrying Pool/Magpie and Storeroom/Secret Chamber.
Last, but not least, this may protect against Swindler, Thief, Knights, Saboteur and similar.
Title: Re: Really bad card ideas
Post by: Marcory on September 20, 2016, 11:33:18 pm
Brick
Action-Treasure-Victory
Cost: $1
Thematic synergy with catapult.

Actual synergy with Ambassador-Tribute.  Who doesn't want a tribute of bricks?

It also turns Ironworks into a Peddler with a penalty.

Don't forget the synergy with Hoard.
In combination with Storyteller and Library Brick is effectively a Great Hall without the VP.
This card is also loved by Vagrant/Scout/Scrying Pool/Magpie and Storeroom/Secret Chamber.
Last, but not least, this may protect against Swindler, Thief, Knights, Saboteur and similar.

Mortar Action (http://wiki.dominionstrategy.com/images/thumb/f/f5/Debt3.png/18px-Debt3.png)

Trash a Brick. Gain an Estate.
---------------
Set up: in games using this, add Bricks as an extra Supply pile.
Title: Re: Really bad card ideas
Post by: Minotaur on September 21, 2016, 01:21:37 am
Brick
Action-Treasure-Victory
Cost: $1
Thematic synergy with catapult.

Actual synergy with Ambassador-Tribute.  Who doesn't want a tribute of bricks?

It also turns Ironworks into a Peddler with a penalty.

Don't forget the synergy with Hoard.
In combination with Storyteller and Library Brick is effectively a Great Hall without the VP.
This card is also loved by Vagrant/Scout/Scrying Pool/Magpie and Storeroom/Secret Chamber.
Last, but not least, this may protect against Swindler, Thief, Knights, Saboteur and similar.

Mortar Action (http://wiki.dominionstrategy.com/images/thumb/f/f5/Debt3.png/18px-Debt3.png)

Trash a Brick. Gain an Estate.
---------------
Set up: in games using this, add Bricks as an extra Supply pile.

Maybe if you place the Estates outside of the Supply and this is the only way to gain them...  Still, this is Really Bad and Getting Worse.
Title: Re: Really bad card ideas
Post by: King Leon on September 21, 2016, 04:42:15 pm
Ruined Brick
Types: Treasure/Curse
Cost: 0
When you play this, take <1>
Worth -1 VP
--
When you buy this, gain a card costing up to $1 per card in the Ruined Brick pile.
--
In games using this, at the start of each Buy phase the current player must reveal his hand and play all Treasure cards in any order of his choice.
Title: Re: Really bad card ideas
Post by: Minotaur on September 21, 2016, 05:20:34 pm
Ruined Brick
Types: Treasure/Curse
Cost: 0
When you play this, take <1>
Worth -1 VP
--
When you buy this, gain a card costing up to $1 per card in the Ruined Brick pile.
--
In games using this, at the start of each Buy phase the current player must reveal his hand and play all Treasure cards in any order of his choice.

It would probably be better if it were also an Action that you had to play if it's in your starting hand.  Er, worse.  You know what I mean.  And then you still have to play it if it's in your hand at the start of your Buy phase.
Title: Re: Really bad card ideas
Post by: King Leon on September 21, 2016, 05:30:16 pm
Ruined Brick
Types: Treasure/Curse
Cost: 0
When you play this, take <1>
Worth -1 VP
--
When you buy this, gain a card costing up to $1 per card in the Ruined Brick pile.
--
In games using this, at the start of each Buy phase the current player must reveal his hand and play all Treasure cards in any order of his choice.

It would probably be better if it were also an Action that you had to play if it's in your starting hand.  Er, worse.  You know what I mean.  And then you have to play it if it's in your hand at the start of your Buy phase.

I realized that this card goes nuts with Watchtower or Trader. It has to be a on-gain effect.
Title: Re: Really bad card ideas
Post by: Minotaur on September 21, 2016, 09:05:01 pm
If you're supposed to Catapult Bricks, then I guess it could cost $3 during your Action phase.
Title: Re: Really bad card ideas
Post by: Limetime on September 21, 2016, 09:45:55 pm
Quick make scout jokes while you still can.
Title: Re: Really bad card ideas
Post by: Minotaur on September 21, 2016, 10:01:39 pm
Quick make scout jokes while you still can.

I don't think there's any danger of Brick becoming canon.  But still, it combos with Ironmonger better than Rats does.
Title: Re: Really bad card ideas
Post by: Awaclus on September 22, 2016, 02:57:42 am
Quick make scout jokes while you still can.

I don't think there's any danger of Brick becoming canon.  But still, it combos with Ironmonger better than Rats does.

I think the joke is that Scout is in danger of getting removed from the second edition of Intrigue.
Title: Re: Really bad card ideas
Post by: majiponi on September 22, 2016, 04:26:53 am
Quote
Evil Masquerade
cost 3 - Action
+2 Cards
Each player passes a card from his hand to the left at once. Then you may trash a card from your hand.
Replaced cards will be here soon.
Title: Re: Really bad card ideas
Post by: Accatitippi on September 22, 2016, 05:15:39 am
Chronosorcerer - Action Attack - 3 coins
+2 cards
Each other player gains a card from the Past deck.
---
Setup: put a Past deck in the Supply, as big as the Curse deck, using randomly chosen cards that are no more in official Dominion (tm).
Title: Re: Really bad card ideas
Post by: Minotaur on September 22, 2016, 11:41:38 am
So is there going to be an Homage to the Worst Card thread with candles and the Titanic theme for poor Scout?
Title: Re: Really bad card ideas
Post by: King Leon on September 22, 2016, 01:49:29 pm
Discovery
Types: Action/Victory
Cost: $4

+1 Action
Reveal your hand.
+$1 per Victory card in your hand and/or in play.
---
1 VP
Title: Re: Really bad card ideas
Post by: Minotaur on September 22, 2016, 02:29:12 pm
Discovery
Types: Action/Victory
Cost: $4

+1 Action
Reveal your hand.
+$1 per Victory card in your hand and/or in play.
---
1 VP

https://youtu.be/-6BsMzc9mMs?t=1m50s

At 1:50 - I have one thing that dolphins have, and that's a sense of Discovery...

Side note:  Discovery might be sort of good enough if it also Scouted first.  Maybe it should also have to discard each Victory card to get the $1.

Dolphin Sense
Action
Cost: $4

[Complete action text of Scout]
You may reveal any number of Victory cards from your hand.  Discard them.  +$1 for each.  (No need to force the player to reveal their whole hand to make the card work.)
Title: Re: Really bad card ideas
Post by: King Leon on September 22, 2016, 03:39:10 pm
I actually designed Discovery to work in tandem with Scout. Scout gets you a great number of Victory cards into your hand and Discovery profits from many Victory cards. I thought about a Scout/Great Hall/Storeroom mix before, but this had too much self-synergy. The current version makes Scout very attractive.
Title: Re: Really bad card ideas
Post by: Minotaur on September 22, 2016, 03:55:21 pm
I actually designed Discovery to work in tandem with Scout. Scout gets you a great number of Victory cards into your hand and Discovery profits from many Victory cards. I thought about a Scout/Great Hall/Storeroom mix before, but this had too much self-synergy. The current version makes Scout very attractive.

They're so bad separately that it's a dead end trying to hook them up.  That's why I'd make them into a single card.  I think at best, you could pick up Discovery late-game to work within any engine that's starting to go somewhat green, but it wouldn't work with Scout.  Trying to hook Scout up with another card is sort of a non-starter.
Title: Re: Really bad card ideas
Post by: Ghacob on September 26, 2016, 02:58:38 am
(Really bad card) idea:

Scoutrazad
$4 Action
+1 Action
Players play a Dominion Subgame with the current kingdom and a starting subgame deck of 7 coppers and 3 estates. At the conclusion of the subgame, return all cards taken from the Supply to the Supply.
The winner of the subgame reveals the top 4 cards of their deck, puts any revealed Victory cards into their hand, and puts the remaining cards back on top of their deck in any order
Title: Re: Really bad card ideas
Post by: Minotaur on September 26, 2016, 04:57:42 pm
Goko Metascout
Event
Cost: $1 (USD)

Look at the top four games on Goko.  Trash the games using Scout and return the others to your queue in any order.
Title: Re: Really bad card ideas
Post by: Limetime on September 26, 2016, 05:08:47 pm
Goko Metascout
Event
Cost: $1 (DUCATS)

Look at the top four games on Goko.  Trash the games using Scout and return the others to your queue in any order.
FYP
Title: Re: Really bad card ideas
Post by: majiponi on September 26, 2016, 11:53:46 pm
Quote
Scout
cost $4 - Action
+1 Action
Reveal the top 4 cards of your deck. Put back them in any order.
Usually Scout was such.

Quote
Abe Trump
cost $3 - Action
+$2
Discard TPP.
If he did, discard your deck.
Title: Re: Really bad card ideas
Post by: Minotaur on September 27, 2016, 03:02:52 pm
[Insert text for Adventurer, Chancellor, Feast, Spy, Thief, Woodcutter, Secret Chamber, Great Hall, Coppersmith, Scout, Saboteur, and Tribute here]
Title: Re: Really bad card ideas
Post by: Seprix on September 27, 2016, 03:39:08 pm
Adventurer - $6

+2 Cards

When another player plays an Attack card, you may reveal this from your hand. If you do, you are unaffected by that Attack.
Title: Re: Really bad card ideas
Post by: Minotaur on September 27, 2016, 03:46:19 pm
Land Of Forgotten Toys
Action-Victory
Cost: $4

+1 Card
+1 Action
You may put your deck in your discard pile.  Reveal the top four cards of your deck until you reveal two Treasures.  Trash the revealed Treasures, and then gain one of the trashed Treasures.  Put the rest back in any order.  Gain a card costing up to $5.  Trash this card.
----------------
1VP
Title: Re: Really bad card ideas
Post by: singletee on September 27, 2016, 04:18:35 pm
Nostalgic Wish
Event - $0
You may buy a retired Dominion card from outside the game.
Title: Re: Really bad card ideas
Post by: Minotaur on September 27, 2016, 04:30:24 pm
Nostalgic Wish
Event - $0
You may buy a retired Dominion card from outside the game.

Sounds like a Collector's Market deck to me...
Title: Re: Really bad card ideas
Post by: Marcory on September 27, 2016, 05:15:15 pm
Ruined Black Market Action-Ruins$2

+$1

You may play Treasure  from  your  hand. Reveal the top three cards of  the Ruined  Black Market  Deck. You may  buy up to one of them, then put the rest on the bottom  of the Ruined Black Market  deck.
________
Setup: create a Ruined  Black Market  deck consisting of Chancellor, Great Hall, Woodcutter, Spy, Scout, Feast, Thief, Coppersmith, Saboteur , Tribute, and Adventurer.
Title: Re: Really bad card ideas
Post by: Minotaur on September 28, 2016, 11:10:28 am
Grate Hall
Action-Victory
Cost: $4

+1 Card
+1 Action
You may trash a discontinued Dominion card from your hand.  If you do, +2 VP
-----------
1 VP

Ah, that's a tasty Scout sauce!
Title: Re: Really bad card ideas
Post by: Limetime on September 28, 2016, 03:27:03 pm
Grate Hall
Action-Victory
Cost: $4

+1 Card
+1 Action
You may trash a discontinued Dominion card from your hand.  If you do, +2 VP
-----------
1 VP

Ah, that's a tasty Scout sauce!
Thats just Grate
Title: Re: Really bad card ideas
Post by: Aleimon Thimble on September 29, 2016, 04:48:51 am
Ruined Black Market Action-Ruins$2

+$1

You may play Treasure  from  your  hand. Reveal the top three cards of  the Ruined  Black Market  Deck. You may  buy up to one of them, then put the rest on the bottom  of the Ruined Black Market  deck.
________
Setup: create a Ruined  Black Market  deck consisting of Chancellor, Great Hall, Woodcutter, Spy, Scout, Feast, Thief, Coppersmith, Saboteur , Tribute, and Adventurer.

Poor Secret Chamber, it isn't even in the Ruined Black Market. :(
Title: Re: Really bad card ideas
Post by: Minotaur on September 29, 2016, 12:30:11 pm
Ruined Black Market Action-Ruins$2

+$1

You may play Treasure  from  your  hand. Reveal the top three cards of  the Ruined  Black Market  Deck. You may  buy up to one of them, then put the rest on the bottom  of the Ruined Black Market  deck.
________
Setup: create a Ruined  Black Market  deck consisting of Chancellor, Great Hall, Woodcutter, Spy, Scout, Feast, Thief, Coppersmith, Saboteur , Tribute, and Adventurer.

Poor Secret Chamber, it isn't even in the Ruined Black Market. :(

Shhhhh!  :-X
Title: Re: Really bad card ideas
Post by: madeofghosts on September 29, 2016, 12:39:39 pm
Scoutpost

Reveal the top 4 cards of your deck. Draw the revealed Victory cards in this turn’s Clean-up phase. Take an extra turn after this one.
Title: Re: Really bad card ideas
Post by: Minotaur on September 29, 2016, 01:42:45 pm
Scoutpost

Reveal the top 4 cards of your deck. Draw the revealed Victory cards in this turn’s Clean-up phase. Take an extra turn after this one.

This would suck more if you had to play the extra turn using only the revealed Victory cards.
Title: Re: Really bad card ideas
Post by: Accatitippi on September 29, 2016, 05:02:43 pm
White Market - 4$ Action
+1 Action
Shuffle the White Market deck, then reveal two cards from it. Gain a copy of one of them.
-----
Setup: create a White Market deck with the top card of each Supply Pile.
Title: Re: Really bad card ideas
Post by: Marcory on September 29, 2016, 09:50:46 pm
Ruined Black Market Action-Ruins$2

+$1

You may play Treasure  from  your  hand. Reveal the top three cards of  the Ruined  Black Market  Deck. You may  buy up to one of them, then put the rest on the bottom  of the Ruined Black Market  deck.
________
Setup: create a Ruined  Black Market  deck consisting of Chancellor, Great Hall, Woodcutter, Spy, Scout, Feast, Thief, Coppersmith, Saboteur , Tribute, and Adventurer.

Poor Secret Chamber, it isn't even in the Ruined Black Market. :(

I knew I had forgotten one out of the list. Let's just say I discarded it for some +1's.
Title: Re: Really bad card ideas
Post by: majiponi on September 30, 2016, 03:36:20 am
Quote
Casino
cost $0 - Event
Each player (including you) plays any number of Treasures from his hand. The player who earned the most coins gains a card.
In other player's turn, you cannot earn coins. That's the biggest problem. You can gain any card, like a Colony.
Title: Re: Really bad card ideas
Post by: Minotaur on September 30, 2016, 03:43:42 am
Ruined Black Market Action-Ruins$2

+$1

You may play Treasure  from  your  hand. Reveal the top three cards of  the Ruined  Black Market  Deck. You may  buy up to one of them, then put the rest on the bottom  of the Ruined Black Market  deck.
________
Setup: create a Ruined  Black Market  deck consisting of Chancellor, Great Hall, Woodcutter, Spy, Scout, Feast, Thief, Coppersmith, Saboteur , Tribute, and Adventurer.

Poor Secret Chamber, it isn't even in the Ruined Black Market. :(

I knew I had forgotten one out of the list. Let's just say I discarded it for some +1's.

(secretly)
Title: Re: Really bad card ideas
Post by: ThetaSigma12 on September 30, 2016, 11:38:21 am
https://boardgamegeek.com/boardgameexpansion/139778/warmonger-fan-expansion-dominion
Title: Re: Really bad card ideas
Post by: Limetime on September 30, 2016, 11:41:42 am
Quote
Casino
cost $0 - Event
Each player (including you) plays any number of Treasures from his hand. The player who earned the most coins gains a card.
In other player's turn, you cannot earn coins. That's the biggest problem. You can gain any card, like a Colony.
Caravan gaurd can.
Title: Re: Really bad card ideas
Post by: Minotaur on September 30, 2016, 11:54:48 am
https://boardgamegeek.com/boardgameexpansion/139778/warmonger-fan-expansion-dominion

Some of these are Really Bad.  Randomized card theft is pretty bad.  Treaty is insane with 3+ players, and there's no clause at all about trashing or returning to the Supply, so presumably you could Upgrade a King's Court into a Province that turn, and they wouldn't get it back.  Siege is another card that scales with game size, and the antisynergy with Curse attacks is pretty awful.  Army is just insanely hyperscaling... I mean, Colony theft, seriously?  (Oh wait, they added Empire, worth 15...)

Assassin could be alright if it actually did something other than kill reactions, but it would be super dead on way too many boards.  It would tend to either make reactions not worth buying, or the card itself not worth buying by representing too much of an opportunity cost compared to making someone trash a Moat or whatever.  Do you really want a $3 card that does nothing just so you can force someone to buy additional Moats or Secret Chambers or Tunnels?  I might even be ok with trashing a Tunnel I just used.
Title: Re: Really bad card ideas
Post by: Witherweaver on September 30, 2016, 12:32:57 pm
I don't think it's 'Really bad card ideas' bad.  The idea itself takes some consideration and understanding of the game to see why it wouldn't work out... not just silly on the surface.
Title: Re: Really bad card ideas
Post by: Accatitippi on September 30, 2016, 02:47:18 pm
Banquet's "attack", while badly worded, looks quite interesting.
Fixing the wording:

Action - Attack for 5$
+2 Cards
+1 Action
All other players discard a Treasure to draw a card, or reveal a hand of no Treasures.

It's not unbalanced at 5$, I think. (Unlike a lot of the other stuff - like the reusable, stacking Pillage for 4$)
Title: Re: Really bad card ideas
Post by: Minotaur on September 30, 2016, 04:09:08 pm
I don't think it's 'Really bad card ideas' bad.  The idea itself takes some consideration and understanding of the game to see why it wouldn't work out... not just silly on the surface.

Yes, this is important.  RBCIs are supposed to be intentionally bad for fun.  Even if other ideas are Really Bad after some consideration, it is not the intent of this thread.

So it takes some consideration and understanding to see why this doesn't work out as a RBCI topic... just not on the surface.

I think riffing on 1st edition cards that got cut is automatically on-topic, though.  Sincere fan cards, not as much, but I took the bait.  :(
Title: Re: Really bad card ideas
Post by: ThetaSigma12 on September 30, 2016, 04:32:54 pm
It may not be the intent, but it's kinda what this thread has become. Anyways:

Skirmishers $4
Trash a treasure from your hand. Gain a random card from the player to your left's hand

Is laughably bad, and certainly as bad as many of the cards here.
Title: Re: Really bad card ideas
Post by: Witherweaver on September 30, 2016, 04:46:45 pm
It may not be the intent, but it's kinda what this thread has become. Anyways:

Skirmishers $4
Trash a treasure from your hand. Gain a random card from the player to your left's hand

Is laughably bad, and certainly as bad as many of the cards here.

Maybe I'm dumb, but it's not so obvious to me.  It looks like it's trying to introduce a mechanic of gaining a card from another player work, and maybe that's a flawed mechanic but I don't know that it is.  I mean, for instance, this could create some kind of pins, but that doesn't mean there's no way to keep the idea but get around that. 

I'm just saying they look like "bad attempts at fan cards" instead of "really bad card ideas".
Title: Re: Really bad card ideas
Post by: mail-mi on September 30, 2016, 04:54:53 pm
Banquet's "attack", while badly worded, looks quite interesting.
Fixing the wording:

Action - Attack for 5$
+2 Cards
+1 Action
All other players discard a Treasure to draw a card, or reveal a hand of no Treasures.

It's not unbalanced at 5$, I think. (Unlike a lot of the other stuff - like the reusable, stacking Pillage for 4$)

also, almost always better than Lab.
Title: Re: Really bad card ideas
Post by: Witherweaver on September 30, 2016, 04:57:27 pm
I don't think it's 'Really bad card ideas' bad.  The idea itself takes some consideration and understanding of the game to see why it wouldn't work out... not just silly on the surface.

Yes, this is important.  RBCIs are supposed to be intentionally bad for fun.  Even if other ideas are Really Bad after some consideration, it is not the intent of this thread.

So it takes some consideration and understanding to see why this doesn't work out as a RBCI topic... just not on the surface.

I think riffing on 1st edition cards that got cut is automatically on-topic, though.  Sincere fan cards, not as much, but I took the bait.  :(

But that does mean that these are not RBRBCI (really bad really bad card ideas.  no that's not double really bad, but they're really bad at being really bad card ideas.  These are not those because they take some consideration to figure out if they are or are not RBCIs.)
Title: Re: Really bad card ideas
Post by: Minotaur on September 30, 2016, 05:44:46 pm
RBCI shouldn't be read literally as the sum of its words.  IMO, the spirit of RBCI was laid on in the opening pages, and mostly adhered to.

An RBCI is a card that is humorous before anything else.  Some of them are mechanically sound and/or balanced, while others are intentionally unintelligible or ruin the point of the game just by existing.  They are Really Bad on purpose.

Cards that happen to be really bad, but which weren't made for the purpose of comedy, should have a separate designation, such as CIWHTBRB (Card Ideas Which Happen To Be Really Bad).  But we don't exactly need a forum specifically for blasting random fan sets.  If we really want to give feedback for fan sets, there are more diplomatic and constructive ways to do so.  But posting it in between Scoutpost and Bananaphone doesn't help them, and doesn't give us RBCIs in the traditional sense of this forum thread.
Title: Re: Really bad card ideas
Post by: ThetaSigma12 on September 30, 2016, 05:48:00 pm
Whatever, maybe I was wrong to post it. Anyways, I was thinking, Really Bad Card Ideas, here's a bad card idea, why not?
Title: Re: Really bad card ideas
Post by: Minotaur on September 30, 2016, 05:49:26 pm
Banquet's "attack", while badly worded, looks quite interesting.
Fixing the wording:

Action - Attack for 5$
+2 Cards
+1 Action
All other players discard a Treasure to draw a card, or reveal a hand of no Treasures.

It's not unbalanced at 5$, I think. (Unlike a lot of the other stuff - like the reusable, stacking Pillage for 4$)

also, almost always better than Lab.

Not better against typical engines on a board with no trashing.  Green and/or Big Money decks are hurt by it, sure.  You could justify adding an activation cost, such as "discard a Treasure" or "discard a card" to make it weaker.
Title: Re: Really bad card ideas
Post by: Witherweaver on September 30, 2016, 06:03:54 pm
RBCI shouldn't be read literally as the sum of its words.  IMO, the spirit of RBCI was laid on in the opening pages, and mostly adhered to.

An RBCI is a card that is humorous before anything else.  Some of them are mechanically sound and/or balanced, while others are intentionally unintelligible or ruin the point of the game just by existing.  They are Really Bad on purpose.

Cards that happen to be really bad, but which weren't made for the purpose of comedy, should have a separate designation, such as CIWHTBRB (Cards Ideas Which Happen To Be Really Bad).  But we don't exactly need a forum specifically for blasting random fan sets.  If we really want to give feedback for fan sets, there are more diplomatic and constructive ways to do so.  But posting it in between Scoutpost and Bananaphone doesn't help them, and doesn't give us RBCIs in the traditional sense of this forum thread.

(https://cdn.meme.am/instances/500x/72088534.jpg)
Title: Re: Really bad card ideas
Post by: Minotaur on September 30, 2016, 06:36:54 pm
Ring/Bananaphone(10 Ring per player + 5 Bananaphone per player)

Ring
Action
Cost: $1

+1 Card
+1 Action
----------
When you gain this, +1 Buy.


Bananaphone
Victory/Reaction
Cost: $5

6 VP
-------------------------------
When you gain this, return it to the supply if you have fewer than seven Rings in play.
-------------------------------
(Once per turn per Banaphone card) Whenever a seventh copy of Ring comes into play in a turn, you may reveal this.   If you do, +1 VP.
Title: Re: Really bad card ideas
Post by: King Leon on September 30, 2016, 07:45:18 pm
Gollum
Type: Action
Costs: $3
Trash this and up to 4 cards from your hand. +2 VP for each Ring card you trashed.
--
When you gain this, gain a Curse and a Gold.
Title: Re: Really bad card ideas
Post by: McGarnacle on September 30, 2016, 09:13:30 pm
Gollum
Type: Action
Costs: $3
Trash this and up to 4 cards from your hand. +2 VP for each Ring card you trashed.
--
When you gain this, gain a Curse and a Gold.

+1 for LOTR themed-card
Title: Re: Really bad card ideas
Post by: Minotaur on September 30, 2016, 10:16:54 pm
Gollum
Type: Action
Costs: $3
Trash this and up to 4 cards from your hand. +2 VP for each Ring card you trashed.
--
When you gain this, gain a Curse and a Gold.

I'm pretty sure you don't get VP for trashing the wrong Rings.
Title: Re: Really bad card ideas
Post by: Accatitippi on October 01, 2016, 02:27:25 am
Banquet's "attack", while badly worded, looks quite interesting.
Fixing the wording:

Action - Attack for 5$
+2 Cards
+1 Action
All other players discard a Treasure to draw a card, or reveal a hand of no Treasures.

It's not unbalanced at 5$, I think. (Unlike a lot of the other stuff - like the reusable, stacking Pillage for 4$)

also, almost always better than Lab.

Not better against typical engines on a board with no trashing.  Green and/or Big Money decks are hurt by it, sure.  You could justify adding an activation cost, such as "discard a Treasure" or "discard a card" to make it weaker.

I think the attack is weak enough to tolerate having it for free. In addition, the kingdom is guaranteed to have a Lab in it, and that pretty much counters it.
Most often it's way more beneficial to the opponent than Vault's sifting thing.
If your opponent is going for any kind of Engine, you probably prefer Lab.
Title: Re: Really bad card ideas
Post by: Ghacob on October 01, 2016, 03:32:58 am
Probably Prefer Lab
$5 Action - Attack
Each opponent forces you to +2 Cards +1 Action. No more than 2 cards and 1 action can be provided in this way.
Title: Re: Really bad card ideas
Post by: Minotaur on October 01, 2016, 12:26:49 pm
Peddle To The Metal
Action
Cost: $10*

+1 Card
+1 Action
+$1
You may discard a card.  If it is...
...a Treasure, +$1
...an Action, +1 Action
...a Victory card, +1 Card
-----------
* - During your Buy phase, this card costs $2 less for each Action card you have in play.
Title: Re: Really bad card ideas
Post by: Minotaur on October 01, 2016, 12:28:42 pm
Probably Prefer Lab
$5 Action - Attack
Each opponent forces you to +2 Cards +1 Action. No more than 2 cards and 1 action can be provided in this way.

Pretty bad in solitaire Dominion, I guess.
Title: Re: Really bad card ideas
Post by: Minotaur on October 01, 2016, 12:53:13 pm
Grand Masquerade
Action
Cost: $9

Trash this card.  Each player moves one seat to the left, leaving behind all cards, tokens, and duration effects.  The player in the seat from which this card was played continues to play as if they were continuing the turn.
Title: Re: Really bad card ideas
Post by: Seprix on October 01, 2016, 01:18:29 pm
Grand Masquerade
Action
Cost: $9

Trash this card.  Each player moves one seat to the left, leaving behind all cards, tokens, and duration effects.  The player in the seat from which this card was played continues to play as if they were continuing the turn.

I actually like this card....!
Title: Re: Really bad card ideas
Post by: iguanaiguana on October 01, 2016, 01:34:45 pm
Grand Masquerade
Action
Cost: $9

Trash this card.  Each player moves one seat to the left, leaving behind all cards, tokens, and duration effects.  The player in the seat from which this card was played continues to play as if they were continuing the turn. Each player takes a shot of vodka.

I actually like this card....!

It's not bad for a dominion themed party game.
Title: Re: Really bad card ideas
Post by: Minotaur on October 01, 2016, 03:36:07 pm
Ruined Duchess
Action
Cost: $4

+1 Action
Reveal the top 4 cards of your deck.  Put the revealed Victory cards in your hand and put the rest back in any order.
--------------
Whenever you gain an Estate, gain a Ruined Duchess.
Title: Re: Really bad card ideas
Post by: Seprix on October 01, 2016, 03:51:37 pm
Ruined Duchess
Action
Cost: $4

+1 Action
Reveal the top 4 cards of your deck.  Put the revealed Victory cards in your hand and put the rest back in any order.
--------------
Whenever you gain an Estate, gain a Ruined Duchess.

What is the time Donald passed ACA?
Title: Re: Really bad card ideas
Post by: Minotaur on October 01, 2016, 04:05:25 pm
Ruined Duchess
Action
Cost: $4

+1 Action
Reveal the top 4 cards of your deck.  Put the revealed Victory cards in your hand and put the rest back in any order.
--------------
Whenever you gain an Estate, gain a Ruined Duchess.

What is the time Donald passed ACA?

Yeah, I don't know.  Some really partisan and controversial card.  Way too recent to go there I guess.
Title: Re: Really bad card ideas
Post by: Seprix on October 01, 2016, 04:13:52 pm
Ruined Duchess
Action
Cost: $4

+1 Action
Reveal the top 4 cards of your deck.  Put the revealed Victory cards in your hand and put the rest back in any order.
--------------
Whenever you gain an Estate, gain a Ruined Duchess.

What is the time Donald passed ACA?

Yeah, I don't know.  Some really partisan and controversial card.  Way too recent to go there I guess.

War of 1812? The Quasi-War?
Title: Re: Really bad card ideas
Post by: Minotaur on October 01, 2016, 04:39:35 pm
What is the time Donald passed ACA?

Yeah, I don't know.  Some really partisan and controversial card.  Way too recent to go there I guess.

War of 1812? The Quasi-War?

Get your own forum signature!
Title: Re: Really bad card ideas
Post by: Seprix on October 01, 2016, 04:51:41 pm
What is the time Donald passed ACA?

Yeah, I don't know.  Some really partisan and controversial card.  Way too recent to go there I guess.

War of 1812? The Quasi-War?

Get your own forum signature!

If Donald's Dominion series is equivalent to American history, you need to answer to these charges.
Title: Re: Really bad card ideas
Post by: Minotaur on October 01, 2016, 06:13:06 pm
What is the time Donald passed ACA?

Yeah, I don't know.  Some really partisan and controversial card.  Way too recent to go there I guess.

War of 1812? The Quasi-War?

Get your own forum signature!

If Donald's Dominion series is equivalent to American history, you need to answer to these charges.

One historian can't do all of history alone.
Title: Re: Really bad card ideas
Post by: Seprix on October 01, 2016, 06:45:03 pm
What is the time Donald passed ACA?

Yeah, I don't know.  Some really partisan and controversial card.  Way too recent to go there I guess.

War of 1812? The Quasi-War?

Get your own forum signature!

If Donald's Dominion series is equivalent to American history, you need to answer to these charges.

One historian can't do all of history alone.

Sounds revisionist.
Title: Re: Really bad card ideas
Post by: Minotaur on October 01, 2016, 09:28:21 pm
What is the time Donald passed ACA?

Forge.  You just wanted a good trasher, but you have to spend a ton on money for it.  But that's the only thing that's on the board, and it's better than nothing, even if other boards get a strong trasher for $2 or $3.
Title: Re: Really bad card ideas
Post by: LibraryAdventurer on October 05, 2016, 03:06:42 am
Ruined Duchess
Action
Cost: $4

+1 Action
Each player (including you) reveals the top 4 cards of their deck, puts the revealed Victory cards in their hand and puts the rest back in any order.
--------------
Whenever you gain an Estate, gain a Ruined Duchess.
ftfy
Title: Re: Really bad card ideas
Post by: Minotaur on October 05, 2016, 03:22:13 am
Ruined Duchess
Action
Cost: $4

+1 Action
Each player (including you) reveals the top 4 cards of their deck, puts the revealed Victory cards in their hand and puts the rest back in any order.
--------------
Whenever you gain an Estate, gain a Ruined Duchess.
ftfy

Yikes, if it's going to be global, then I want $2 just for me.  Maybe $1 at the least.  Since it's Ruined, maybe give up the +1 Action?
Title: Re: Really bad card ideas
Post by: Minotaur on October 16, 2016, 11:30:00 am
Some of these cards would be better if you combined them maybe?

Scout Hall
Action-Victory
Cost: $4

+1 Action
Reveal the top 4 cards of your deck.  Put the Victory cards in your hand, and put the rest back in any order.
--------------
1VP

(Finally, a reason to buy more than one and make them sort of less bad!  Or maybe not, but at least they're not 100% dead?  What's odd about this one is that it's a strict buff, but it still probably isn't OP.)


Chancel Diver
Action
Cost: $3

$2
Look at the bottom card of your deck.  Put it on top of your deck or discard it.
Title: Re: Really bad card ideas
Post by: Minotaur on October 16, 2016, 11:36:25 am
Fish Cutter
Action-Duration
Cost: $3

Now and at the start of your next turn:
+$1
+1 Buy
Title: Re: Really bad card ideas
Post by: Witherweaver on October 16, 2016, 06:13:25 pm
Chancel Diver
Action
Cost: $3

$2
Look at the bottom card of your deck.  Put it on top of your deck or discard it.

It would be cool if Perl Diver did this, actually.
Title: Re: Really bad card ideas
Post by: kru5h on October 19, 2016, 11:21:11 pm
Announcer - Action, $4

Name a card.
Title: Re: Really bad card ideas
Post by: Minotaur on October 20, 2016, 03:31:02 am
Announcer - Action, $4

Name a card.

Simpsons Diddit
???*
Cost: 0*

This card does the same thing as that other RBCI that does the same thing as this one, but you didn't know that before.

Christening
$2 Event

Name a card.
Title: Re: Really bad card ideas
Post by: spiralstaircase on October 20, 2016, 01:04:12 pm
Perl Diver
Treasure
Worth $_
Title: Re: Really bad card ideas
Post by: kru5h on October 21, 2016, 04:40:58 am
The opposite of Tower is Pit, I suppose.

Quote
Pit - Landmark

When scoring, 2VP per card you have from a full supply pile.
Title: Re: Really bad card ideas
Post by: Accatitippi on October 21, 2016, 10:59:16 am
Surveyor - 2 coins action
+1 Card
+1 Action
Reveal up to 10 cards from the top of your deck.
Put them back in alphabetical order ('A' at the bottom).

As a matter of fact, I actually tested this card. It's pretty fun for a RBCI.
Title: Re: Really bad card ideas
Post by: Minotaur on October 21, 2016, 11:03:54 am
Surveyor - 2 coins action
+1 Card
+1 Action
Reveal up to 10 cards from the top of your deck.
Put them back in alphabetical order ('A' at the bottom).

As a matter of fact, I actually tested this card. It's pretty fun for a RBCI.

It should gain copies of itself if the top card isn't a Treasure and be called Big Bird.
Title: Re: Really bad card ideas
Post by: kru5h on October 21, 2016, 04:55:34 pm
Quote
Pentagon - Action, $5
Discard down to one card in hand. You may play an action card from your hand five times.
Title: Re: Really bad card ideas
Post by: majiponi on October 21, 2016, 06:15:24 pm
Surveyor - 2 coins action
+1 Card
+1 Action
Reveal up to 10 cards from the top of your deck.
Put them back in alphabetical order ('A' at the bottom).

As a matter of fact, I actually tested this card. It's pretty fun for a RBCI.

It should gain copies of itself if the top card isn't a Treasure and be called Big Bird.

How can I sort? I don't know KANJI order (Japanese).
Title: Re: Really bad card ideas
Post by: majiponi on October 21, 2016, 06:42:23 pm
Quote
Draw 2
cost $2 - Action - Reaction
+2 Cards
Each other player who played a copy of this in this turn gains a Curse.

When another player plays a copy of this, you may play this from your hand.
I want a UNO-like card.
Title: Re: Really bad card ideas
Post by: schadd on October 21, 2016, 06:52:06 pm
Surveyor - 2 coins action
+1 Card
+1 Action
Reveal up to 10 cards from the top of your deck.
Put them back in alphabetical order ('A' at the bottom).

As a matter of fact, I actually tested this card. It's pretty fun for a RBCI.
that's pretty busted—it puts your coppers, estates, curses, and adventurers at the bottom
Title: Re: Really bad card ideas
Post by: Minotaur on October 21, 2016, 08:22:13 pm
Surveyor - 2 coins action
+1 Card
+1 Action
Reveal up to 10 cards from the top of your deck.
Put them back in alphabetical order ('A' at the bottom).

As a matter of fact, I actually tested this card. It's pretty fun for a RBCI.
that's pretty busted—it puts your coppers, estates, curses, and adventurers at the bottom

But your Scouts and Pearl Divers...
Title: Re: Really bad card ideas
Post by: Deadlock39 on October 22, 2016, 12:18:01 am
Surveyor - 2 coins action
+1 Card
+1 Action
Reveal up to 10 cards from the top of your deck.
Put them back in alphabetical order ('A' at the bottom).

As a matter of fact, I actually tested this card. It's pretty fun for a RBCI.

It should gain copies of itself if the top card isn't a Treasure and be called Big Bird.

How can I sort? I don't know KANJI order (Japanese).

You have to find the phonetic spelling of the KANJI characters in the language of your choice that uses the Latin alphabet. Then put the phonetic spellings in alphabetic order.
Title: Re: Really bad card ideas
Post by: King Leon on October 22, 2016, 03:23:16 am
Perl Diver
Treasure
Worth $_

Java Diver
Action - $4
Code: [Select]
this.setAction(
   new dominion.CardAspect<dominion.Action>() {
      @override
      public void action(dominion.Card card) {
          dominion.game.getInstance().getSimpleActionFactoryFactory(
          ).getCardDrawerFactory().getCardDrawer().draw(
          dominion.game.getInstance().getCurrentPlayer(),3);
     }
  }
);

Title: Re: Really bad card ideas
Post by: kru5h on October 22, 2016, 03:59:45 am
Quote
Maniac - Action Duration, $5
Now and at the beginning of your next turn,
+1 Card
---
While this is in play, when you play another Maniac, +2 Cards.
Title: Re: Really bad card ideas
Post by: kru5h on October 23, 2016, 03:18:50 pm
Quote
Marquee Action (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)
+1 Action
---
While this is in play, all cards have scrolling text.
Title: Re: Really bad card ideas
Post by: kru5h on October 23, 2016, 03:44:27 pm
Quote
Substitution Action - Reaction (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)
+1 Card
+1 Action
---
When a player plays an action card, you may reveal this from your hand to gain that card from them. They gain and play this instead.
Title: Re: Really bad card ideas
Post by: Minotaur on October 23, 2016, 04:58:51 pm
Marquis de Sade
Action-Attack
Cost: $4

+1 Action
If this text is scrolling:
  +3 Cards
  Each other player chooses to discard two cards or gain a Curse.
Title: Re: Really bad card ideas
Post by: kru5h on October 23, 2016, 06:01:31 pm
Quote
Backup Plan Action, (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)
Set this and an action card from the supply costing up to (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) aside.
When you play an action card, you may follow the instructions of the set aside card instead.

Never mind. I can actually turn this into a good card with a tweak or two.
Title: Re: Really bad card ideas
Post by: Minotaur on October 23, 2016, 10:34:32 pm
Quote
Backup Plan Action, (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)
Set this and an action card from the supply costing up to (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) aside.
When you play an action card, you may follow the instructions of the set aside card instead.

Never mind. I can actually turn this into a good card with a tweak or two.

Good card ideas are allowed here, too.  (I imagine you would have to Call the card and the set aside card, since the way it's worded now is repeatable and sort of absurd for that reason.  I don't know if the cost restriction is even necessary if you do that.)

Anyway, RBCIs would not be allowed on a RGCI thread, but there is no RGCI thread because it would be too arrogant to even start posting there.
Title: Re: Really bad card ideas
Post by: kru5h on October 23, 2016, 10:39:41 pm
I changed it to this in my card idea thread.

Quote
Backup Plan Action, (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png)
Set this and an action card from the supply costing up to (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) aside.
Once per turn, when you play an action card, you may follow the instructions of the set aside card instead.
Title: Re: Really bad card ideas
Post by: Minotaur on October 23, 2016, 10:45:16 pm
I changed it to this in my card idea thread.

Quote
Backup Plan Action, (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png)
Set this and an action card from the supply costing up to (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) aside.
Once per turn, when you play an action card, you may follow the instructions of the set aside card instead.

Combos with Scout.  When the Fishing Village pile runs out, and Scout is the only other pile costing $4 or less, you get one extra Fishing Village per BP+Scout.
Title: Re: Really bad card ideas
Post by: kru5h on October 23, 2016, 10:57:06 pm
Quote
Neighboring Village Action - Attack, (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)
+1 Card
+2 Actions
Each other player gains a Necroplis.
Title: Re: Really bad card ideas
Post by: Minotaur on October 24, 2016, 10:48:38 am
Fresh Prince
Action
Cost: $6

Set aside this card and an Action card costing $4 or less from your hand.  At the start of each of your remaining turns:
  If the player to your left reveals a Bane card: Reveal the top 4 cards of your deck.  Put the Victory cards in your hand and put the rest back in any order.
  Otherwise, play the set aside card, and set it aside when you would discard it.
---------------------------------------
Setup:  One pile whose top card costs $3 or less is the Bane pile.

(The freshness/inexperience of this Prince is in no way related to your preferred 90s sitcom.  This is a flavor text.)
Title: Re: Really bad card ideas
Post by: Minotaur on October 24, 2016, 11:02:23 am
Saboteur 2.0, RBCI edition
Action
Cost: $2

Trash this card.  Shuffle two Supply piles together, divide the combined pile in two, and put the halves back in the piles in any order.
---------------
Setup:  Add the piles for two discontinued cards to the Supply.
Title: Re: Really bad card ideas
Post by: kru5h on October 24, 2016, 09:40:49 pm
Quote
Really Small Tower Action, (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png)
Draw until you have 1 card in hand.
Title: Re: Really bad card ideas
Post by: kru5h on October 24, 2016, 10:37:35 pm
Quote
Hub Action, (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png)
+8 Actions
The player to your left names a card.
You can't play that card this turn.
Title: Re: Really bad card ideas
Post by: Marcory on October 25, 2016, 06:35:55 pm
Victory Card Map Action (http://wiki.dominionstrategy.com/images/thumb/9/90/Debt4.png/18px-Debt4.png)

Trash this and another copy of Victory Card Map from your hand. If you do, gain any combination of Duchies and Estates from the supply whose total printed VP value is up to 12, putting them on top of your deck.

(note: the (http://wiki.dominionstrategy.com/images/thumb/8/81/Debt.png/18px-Debt.png) cost lets you buy it even sooner! )
Title: Re: Really bad card ideas
Post by: kru5h on October 25, 2016, 09:19:52 pm
Quote
Dessert Action, (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png)
Go have a bowl of ice cream.

This is a really fun card, but I'm afraid it might slow the game down too much.
Somebody playtest this for me.
Title: Re: Really bad card ideas
Post by: kru5h on October 25, 2016, 09:51:27 pm
Quote
Inflation Action - Duration, (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)
Each player may gain a Silver, putting it into their hand.
At the beginning of your next turn, you may gain a Gold.
---
While this is in play, each other player's Treasures produce (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) less, but not less than (http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png).
Title: Re: Really bad card ideas
Post by: Minotaur on October 25, 2016, 10:26:39 pm
Victory Card Map Action (http://wiki.dominionstrategy.com/images/thumb/9/90/Debt4.png/18px-Debt4.png)

Trash this and another copy of Victory Card Map from your hand. If you do, gain any combination of Duchies and Estates from the supply whose total printed VP value is up to 12, putting them on top of your deck.

(note: the (http://wiki.dominionstrategy.com/images/thumb/8/81/Debt.png/18px-Debt.png) cost lets you buy it even sooner! )

COMBOS WITH SCOUT!!!

(https://media.giphy.com/media/xeXEpUVvAxCV2/giphy.gif)
Title: Re: Really bad card ideas
Post by: kru5h on October 26, 2016, 12:47:02 am
Quote
Village People Action, (http://wiki.dominionstrategy.com/images/thumb/9/90/Debt4.png/18px-Debt4.png)
+2 Actions
Draw until you have 5 cards in hand.
Discard down to 5 cards in hand.
Title: Re: Really bad card ideas
Post by: faust on October 26, 2016, 06:03:25 am
Quote
Village People Action, (http://wiki.dominionstrategy.com/images/thumb/9/90/Debt4.png/18px-Debt4.png)
+2 Actions
Draw until you have 5 cards in hand.
Discard down to 5 cards in hand.

Quote
Village People Action, (http://wiki.dominionstrategy.com/images/thumb/9/90/Debt4.png/18px-Debt4.png)
You may play an Action or Treasure starting with Y.
You may play an Action or Treasure starting with M.
You may play an Action or Treasure starting with C.
You may play an Action or Treasure starting with A.

If you did play 4 cards, +10 VP.
Title: Re: Really bad card ideas
Post by: Minotaur on October 26, 2016, 10:44:58 am
Quote
Village People Action, (http://wiki.dominionstrategy.com/images/thumb/9/90/Debt4.png/18px-Debt4.png)
+2 Actions
Draw until you have 5 cards in hand.
Discard down to 5 cards in hand.

Quote
Village People Action, (http://wiki.dominionstrategy.com/images/thumb/9/90/Debt4.png/18px-Debt4.png)
You may play an Action or Treasure starting with Y.
You may play an Action or Treasure starting with M.
You may play an Action or Treasure starting with C.
You may play an Action or Treasure starting with A.

If you did play 4 cards, +10 VP.

Young Witch, there's no need to feel down...
Title: Re: Really bad card ideas
Post by: popsofctown on October 26, 2016, 01:08:20 pm
Monty Hall
3$ Action

+1 Card
+1 Action
The player to your left puts 2 Copper and a Gold from the supply into a pile, shuffles the pile, then presents all these cards facedown.  You select a presented card.  The player to your left peeks at both unselected cards, then trashes a Copper from among those cards.  Gain one of the presented cards.  Trash the other card.

Title: Re: Really bad card ideas
Post by: popsofctown on October 26, 2016, 01:15:18 pm
Monty's Slog
2$ Action

+1 Card
+1 Action
The player to your left puts a Province and any number of Coppers into a pile, shuffles the pile, then presents each of those cards facedown.  You select a presented card.  The player to your left peeks at each unselected card, then trashes a copper from among them.  Gain one of the presented cards.  The player to your left returns all facedown Provinces to the supply.  Distribute the remaining cards most evenly among all other players' discard piles.

Title: Re: Really bad card ideas
Post by: Minotaur on October 26, 2016, 04:50:54 pm
Monty Hall
3$ Action

+1 Card
+1 Action
The player to your left puts 2 Copper and a Gold from the supply into a pile, shuffles the pile, then presents all these cards facedown.  You select a presented card.  The player to your left peeks at both unselected cards, then trashes a Copper from among those cards.  Gain one of the presented cards.  Trash the other card.

If you King's Court this, you may gain two Gold and a Copper, +3 cards, +3 actions instead of following the usual instructions three times.  If you do, trash a Gold and five Copper from the Supply.
Title: Re: Really bad card ideas
Post by: kru5h on October 26, 2016, 10:36:19 pm
Quote
Pikachu Pokemon, 60(http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png)

Thundershock 10(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)
Flip a coin, if heads your deck is now paralyzed.

Tailwhip 20(http://wiki.dominionstrategy.com/images/thumb/8/81/Debt.png/18px-Debt.png)
Title: Re: Really bad card ideas
Post by: madeofghosts on October 27, 2016, 05:45:37 am
Sugababes
$3 Action

Discard a card. Draw a card.
Discard a card. Draw a card.
Discard a card. Draw a card.
Title: Re: Really bad card ideas
Post by: Minotaur on October 27, 2016, 04:14:37 pm
Cursed Map
Action-Attack
Cost: $4

Trash this.  You may trash another Cursed Map from your hand.  If you do, each other player gains four Curses, putting them on top of their decks.  (If there are not enough, then they are gained one at a time in turn order starting with the player to your left.)


Map To Nowhere
Action-Ruins
Cost: $0

Trash this.  You may trash a Ruins from your hand.  If you do not, gain two Ruins, putting them on top of your deck.


Bridge To Nowhere
Action-Ruins
Cost: $0

+$1
+1 Buy
Cards in the Supply cost $1 less this turn, but not less than $11.*
* - This includes cards which did not already cost $11 or more.
Title: Re: Really bad card ideas
Post by: kru5h on October 27, 2016, 10:50:20 pm
Quote
Really Practical Card Action, (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)
Trash a card from your hand.
Gain a card costing the Integral (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png)^(1/2) d(http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) -(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png)
Title: Re: Really bad card ideas
Post by: Minotaur on October 28, 2016, 02:24:17 am
Nowhere Man
Action
Cost: $3

Place this card on your Distant Lands mat.  If you do, remove your Distant Lands mat from the game along with its cards.  If you do, place your trashing token on an Action Supply pile of your choice.  If you do, remove that Supply pile from the game along with the token.
------------
Setup:  Distant Land and Plan are added to the game if they were not already present.
Title: Re: Really bad card ideas
Post by: Minotaur on October 28, 2016, 02:35:34 am
Pancake
Action-Duration
Cost:$2

+1 Action
Flip your Journey token.
The next time you flip your Journey token while this card is in play, +1 VP.
At the start of your next turn, trash this card.
Title: Re: Really bad card ideas
Post by: Seprix on October 28, 2016, 09:50:06 am
Monty Hall
3$ Action

+1 Card
+1 Action
The player to your left puts 2 Copper and a Gold from the supply into a pile, shuffles the pile, then presents all these cards facedown.  You select a presented card.  The player to your left peeks at both unselected cards, then trashes a Copper from among those cards.  Gain one of the presented cards.  Trash the other card.

Sir Ni
$5 Action-Attack-Reaction-Knight

Each other player reveals the top 2 cards of his deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this card.

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

When another player plays a Knight, you may reveal this from your hand. If you do, that player discards down to three cards in hand, and reveals the top 2 cards of his deck, trashing one of them costing from $3 to $6, discarding the rest.
Title: Re: Really bad card ideas
Post by: Marcory on October 28, 2016, 04:12:29 pm
Split pile:

Democratic Peasant Action-Reaction-Attack(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)

+1 Card
+1 Buy
Each other player reveals cards from the top of their deck until they reveal an Attack card. They set aside that card and discard their other attack cards. At the end of their next turn, they may discard the Attack card or trash it, their choice.
-----------------
When another player plays an attack card, you may reveal this. If you do, the attack is discarded and is considered not to have been played.

Anarchosyndicalist Commune Action (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)

Each player passes his hand, deck, and discard pile to the player who played this. Shuffle them together, then distribute an equal number of cards to each player. The cards received become each player's new deck. Each player then draws 5 cards from the top of their deck.
Title: Re: Really bad card ideas
Post by: kru5h on October 29, 2016, 01:08:11 am
Quote
Jungle Victory, (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)
5(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)
---
When you gain or discard this, put it on top of your deck.
Title: Re: Really bad card ideas
Post by: Minotaur on October 29, 2016, 01:59:58 am
Paranormal Detective
Reaction
Cost: $1

When the Lose Track Rule would prevent a card from having one of its usual effects, you may reveal this to prevent that card from losing track of the card it would have interacted with.

There was this dame, you see?  Hysterical dame.  She had just come from the Iron Works, said she'd made a bad deal with the Trader.  Wouldn't stop going on about the Blue Dog.  Now, Ace Gumshoe ain't in the business of lookin' for trouble, but she was loaded in more ways than one, and money was tight.
Title: Re: Really bad card ideas
Post by: kru5h on October 29, 2016, 02:35:46 am
Quote
Rearrange Reaction, (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)
When you get +1 Card, +1 Action, +1 Buy, or +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png);
you may reveal this from your hand to choose:
+1 Card, +1 Action, +1 Buy, or +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png).
Title: Re: Really bad card ideas
Post by: Minotaur on October 29, 2016, 01:46:24 pm
Rebellion Against The Crown
Reaction
Cost: $1

When another player plays an Attack card, you may reveal this from your hand.  If you do, you may play an Action card from your hand.

Yes, Minotaur is still bitter about Storyteller/Crown!
Title: Re: Really bad card ideas
Post by: Accatitippi on October 29, 2016, 03:24:53 pm
Quote
Rearrange Reaction, (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)
When you get +1 Card, +1 Action, +1 Buy, or +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png);
you may reveal this from your hand to choose:
+1 Card, +1 Action, +1 Buy, or +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png).

I love how this doesn't say "instead". Revealing one an appropriately large amount of times will buy you the supply.
Edit: oh my gosh my Respect is so 1337!
Title: Re: Really bad card ideas
Post by: Minotaur on October 29, 2016, 05:46:01 pm
Pearl
Treasure
Cost: $4

$2
When you shuffle your deck, place this on the bottom of your deck.
Title: Re: Really bad card ideas
Post by: popsofctown on October 29, 2016, 05:50:50 pm
Actually, for decks that can draw their whole deck with Village Smithy and but don't have virtual coin as a final payload, that could be better than Silver because it won't disrupt initial Village/Smithy alignments.

I think it'd be a cool 2$ card..
Title: Re: Really bad card ideas
Post by: Minotaur on October 29, 2016, 06:42:32 pm
Actually, for decks that can draw their whole deck with Village Smithy and but don't have virtual coin as a final payload, that could be better than Silver because it won't disrupt initial Village/Smithy alignments.

I think it'd be a cool 2$ card..

I'm just surprised that it took us 194 pages.

Edit:  Did you mean as a $2 cost card, or as a Silver variant the way it stands now?
Title: Re: Really bad card ideas
Post by: popsofctown on October 29, 2016, 10:58:18 pm
Actually, for decks that can draw their whole deck with Village Smithy and but don't have virtual coin as a final payload, that could be better than Silver because it won't disrupt initial Village/Smithy alignments.

I think it'd be a cool 2$ card..

I'm just surprised that it took us 194 pages.

Edit:  Did you mean as a $2 cost card, or as a Silver variant the way it stands now?

Like as it stands now, you costed it at 4$, I think 2$ would be more appropriate. (maybe 3)
Title: Re: Really bad card ideas
Post by: King Leon on October 30, 2016, 05:20:00 am
In comparison with Silver and Stash, $4 would be the best price for Pearl. Don't forget that four Pearls mean a Province. $3 may be a possibility, but that needs heavy testing. Pearl is much more deterministic than Silver, but its worse if you have a large deck, so neither of the both cards would be strictly better than the other. I would start with $4.

Anyway, my Halloween promo here:


Split pile: Ghost/Pumpkin

Ghost - $3
Type: Action
+$1
+1 Card
Discard two cards from your hand.
You may reveal a Pumpkin from your hand. If you do: +$4

Pumpkin - $4
Type: Treasure
$2
+1 Buy
Title: Re: Really bad card ideas
Post by: popsofctown on October 30, 2016, 02:36:28 pm
In comparison with Silver and Stash, $4 would be the best price for Pearl. Don't forget that four Pearls mean a Province. $3 may be a possibility, but that needs heavy testing. Pearl is much more deterministic than Silver, but its worse if you have a large deck, so neither of the both cards would be strictly better than the other. I would start with $4.
Pearl always misses the reshuffle unless your deck has an exact multiple of 5 cards in it.  That's a massive drawback that I assume you didn't notice for this assessment.  That's dramatic for a deck of any size.
Title: Re: Really bad card ideas
Post by: Minotaur on October 30, 2016, 03:29:21 pm
Young Sea Hag
Action/Attack
Cost: $3

Each other player discards the bottom card of their deck and replaces it with a Curse from the Supply.
Title: Re: Really bad card ideas
Post by: popsofctown on October 30, 2016, 03:33:58 pm
Outborderpost Village
5$ - Action
+1 Cards
+2 Actions
+1 Buy
You may return this to the supply.
___________________________________
When you buy this, take an extra turn after this one in which you may only buy fewer Outborderpost Villages than you purchased on the previous turn.
Title: Re: Really bad card ideas
Post by: kru5h on October 31, 2016, 01:04:41 am
Quote
Scatter Action, (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)
Rip this card into 6 pieces.
Throws the pieces at the Supply.
Gain each card that the pieces land on.
Title: Re: Really bad card ideas
Post by: ConMan on October 31, 2016, 02:38:59 am
Surveyor - 2 coins action
+1 Card
+1 Action
Reveal up to 10 cards from the top of your deck.
Put them back in alphabetical order ('A' at the bottom).

As a matter of fact, I actually tested this card. It's pretty fun for a RBCI.

It should gain copies of itself if the top card isn't a Treasure and be called Big Bird.

How can I sort? I don't know KANJI order (Japanese).
If we assume that alphabetical is approximately equivalent to dictionary order, then you'd just sort in the usual akasata order. Or be annoying, and go iroha.
Title: Re: Really bad card ideas
Post by: Marcory on October 31, 2016, 03:18:14 pm
Independence Movement Action (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)(http://wiki.dominionstrategy.com/images/thumb/d/d4/Debt8.png/18px-Debt8.png)

Return a Province or Colony from your hand to the Supply, and add 3 copies of the set-aside card to the Supply.  If you do, add a new player to the game, sitting immediately to your left. Their starting deck consists of 3 Silvers and 2 Duchies (if you set aside a Province) or 3 Golds and 3 Duchies (if you set aside a Colony.)

For the rest of the game, each time the new player gains a Card, you take 1 (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) token. Each time you gain a card, they take a (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) token.

If they buy an Independence movement themselves, then you and they stop benefiting from each other's gained cards.
Title: Re: Really bad card ideas
Post by: Minotaur on October 31, 2016, 08:20:23 pm
Sexy Scout and others. (http://mtaur.deviantart.com/art/DimOnion-Halloween-410580658)

These aren't perfect, but yeah.  Sexy scout.

Actually, Full Moon is probably the most original, but it's not a Scout reference so whatever.
Title: Re: Really bad card ideas
Post by: Minotaur on November 02, 2016, 09:07:45 am
Blue's Traveler
Action-Traveler
Cost: $2

+1 Action
You may exchange this for a Rubber Band at the start of your clean-up phase.


Rubber Band
Action-Traveler-Clue
Cost: $3

+1 Action
You may exchange this for a Cardboard Tube at the start of your clean-up phase.


Cardboard Tube
Action-Traveler-Clue
Cost: $4

+1 Action
You may exchange this for a Kleenex Box at the start of your clean-up phase.


Kleenex Box
Action-Traveler-Clue
Cost: $5

+1 Action
You may exchange this for a Steve at the start of your clean-up phase.


Steve
Action
Cost: $6

You may solve the mystery.  If you do, +3 VP, gain a Province, and return this to the Steve pile.
Title: Re: Really bad card ideas
Post by: McGarnacle on November 02, 2016, 09:09:57 am
Oooh, a new card type.
Title: Re: Really bad card ideas
Post by: Minotaur on November 02, 2016, 09:51:38 pm
Oooh, a new card type.

It seemed important to include it, even though it does not yet have any associated mechanics.
Title: Re: Really bad card ideas
Post by: kru5h on November 02, 2016, 10:07:29 pm
Quote
Fall Behind Action, (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)
+1 Card
+1 Action
---
When you gain this, each other player gains a card costing up to (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png).
Title: Re: Really bad card ideas
Post by: Minotaur on November 02, 2016, 10:20:22 pm
Quote
Fall Behind Action, (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)
+1 Card
+1 Action
---
When you gain this, each other player gains a card costing up to (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png).

Spring Forward
Reaction
Cost: $4

When another player gains a card, you may discard this.  If you do, you may gain a card costing up to $1 more than the gained card.
Title: Re: Really bad card ideas
Post by: majiponi on November 03, 2016, 09:22:14 am
Quote
Fall Behind Action, (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)
+1 Card
+1 Action
---
When you gain this, each other player gains a card costing up to (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png).

Spring Forward
Reaction
Cost: $4

When another player gains a card, you may discard this.  If you do, you may gain a card costing up to $1 more than the gained card.

Christmas Present
cost $4 - Action - Reaction
Gain a card costing up to $4.

When another player gains a card, you may discard this to gain a card costing up to $1 more than that card.
Title: Re: Really bad card ideas
Post by: popsofctown on November 03, 2016, 05:14:32 pm
Christmas
0$ Event
+1 Buy
The next Victory card you buy this turn is gained by the player to your left instead.  Each if that player's opponents gets +VP chips equal to half its cost in coins, rounded up.
Title: Re: Really bad card ideas
Post by: McGarnacle on November 06, 2016, 08:09:51 am
Christmas
0$ Event
+1 Buy
The next Victory card you buy this turn is gained by the player to your left instead.  Each if that player's opponents gets +VP chips equal to half its cost in coins, rounded up.

This is actually kind of cool.
Title: Re: Really bad card ideas
Post by: kru5h on November 13, 2016, 01:06:01 am
Quote
rotaripsnoC
+1 Card
+1 Action

If you've played 3 or more actions this turn (counting this),
+(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)
Title: Re: Really bad card ideas
Post by: Minotaur on November 13, 2016, 01:12:45 am
Pam Erusaert
Action-Ruins
Cost: $0

Reveal the top four cards of your deck.  If they are all Gold cards, you may trash this and a copy from your hand.
Title: Re: Really bad card ideas
Post by: Awaclus on November 13, 2016, 01:18:17 am
Pam Erusaert
Action-Ruins
Cost: $0

Reveal the top four cards of your deck.  If they are all Gold cards, you may trash this and a copy from your hand.

Great! I trash this and a copy of Curse from my hand.
Title: Re: Really bad card ideas
Post by: Gubump on November 13, 2016, 01:36:46 pm
REALLY Young Witch:
+2 Cards
"Dada? Dada!"
Cost: $3
Action - Baby
Title: Re: Really bad card ideas
Post by: Seprix on November 13, 2016, 07:47:13 pm
REALLY Young Witch:
+2 Cards
"Dada? Dada!"
Cost: $3
Action - Baby

REALLY REALLY Young Witch
Cost: $2
+1 Card
Action - Traveler

When you play this, you may reveal a Duke and Duchess from your hand. If you do, you may exchange this card for a REALLY Young Witch.
---------------------------
In games with this card in the Kingdom, add up to two extra Kingdom Piles for Duke and Duchess, if they are not already present in the Kingdom.
Title: Re: Really bad card ideas
Post by: Seprix on November 13, 2016, 07:57:30 pm
Ekud
$5
Victory

-1 VP for every Duchy in your deck.

Hctiw
$5
Action

Discard 2 cards. Return a Curse from your hand to the supply.

Truoc S'gnik
$7
Action

Reveal a card from your hand. Play it negative three times.
Title: Re: Really bad card ideas
Post by: Seprix on November 13, 2016, 08:08:43 pm
Pohsib
$4
Action

+$1
+1 VP

Listen to a Judas Priest song backwards. If you hear a reference to Satan, Trash a card from your hand. +VP equal to half its cost in $, rounded down. Each other player may trash a card from his hand.

Lepahc
$2
Action

Say the Lord's Prayer backwards. If you do, gain up to 4 of any combination of Coppers and Estates, your choice.
Title: Re: Really bad card ideas
Post by: Minotaur on November 13, 2016, 08:15:07 pm
Lepahc
$2
Action

Say the Lord's Prayer backwards. If you do, gain up to 4 of any combination of Coppers and Estates, your choice.

Into your hand.  And maybe you can call it... Beggar?
Title: Re: Really bad card ideas
Post by: kru5h on November 14, 2016, 12:10:21 am
Quote
King's Room Action, (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)
You may play an action card from your hand.
Discard any number of cards.
Play the played card again that many times.
Title: Re: Really bad card ideas
Post by: Marcory on November 14, 2016, 04:53:25 pm
Count' Action $5

Compute the number of cards in your hand. Then in your deck. Then in your discard pile. Then in your opponents' hands, decks, and discard piles. Then the number of cards in the Supply. And why stop there? If you go outside and start counting the stars in the sky, you'll probably win. Count!
Title: Re: Really bad card ideas
Post by: Minotaur on November 14, 2016, 07:42:12 pm
https://www.youtube.com/watch?v=B-Wd-Q3F8KM
Title: Re: Really bad card ideas
Post by: kru5h on November 16, 2016, 02:01:51 am
Quote
Restore Action, (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)
Gain 5 Ruins.
Set this aside.
---
While this is set aside, when you play a Ruins, you may choose one:
Set aside the Ruins you played; or play all Ruins you have set aside and set them aside again.

It's kind of like Miser for Ruins!
Build your own super card!
Title: Re: Really bad card ideas
Post by: Accatitippi on November 16, 2016, 05:45:03 pm
Pearl
Treasure
Cost: $4

$2
When you shuffle your deck, place this on the bottom of your deck.

It took me a looong time to find it, but here it comes!
Directly from the wilderness of the meme thread:
(https://dl.dropboxusercontent.com/u/8930421/dominion/stache.png)

I think that I'd prefer 'Stache's format for Pearl.
Title: Re: Really bad card ideas
Post by: Minotaur on November 16, 2016, 07:32:27 pm
Pearl
Treasure
Cost: $4

$2
When you shuffle your deck, place this on the bottom of your deck.

It took me a looong time to find it, but here it comes!
Directly from the wilderness of the meme thread:
(https://dl.dropboxusercontent.com/u/8930421/dominion/stache.png)

I think that I'd prefer 'Stache's format for Pearl.

Seems kind of OP.  Knowing where it is kind of offsets it being on the bottom and missing shuffles.  Three of these is a province every shuffle.

But Pearl could stand some playtesting throughout the $2-$4 range.
Title: Re: Really bad card ideas
Post by: kru5h on November 17, 2016, 12:16:12 am
Quote
Action, (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)
You may play an Action card from your hand twice.
You may trash this to play the played card twice more.
Title: Re: Really bad card ideas
Post by: mail-mi on November 17, 2016, 12:25:43 am
Quote
Action, (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)
You may play an Action card from your hand twice.
You may trash this to play the played card twice more.
You may trash the played card to play the played card twice more.
You may trash your hand to play the played card twice more.
Title: Re: Really bad card ideas
Post by: Accatitippi on November 17, 2016, 03:24:52 am
Pearl
Treasure
Cost: $4

$2
When you shuffle your deck, place this on the bottom of your deck.

It took me a looong time to find it, but here it comes!
Directly from the wilderness of the meme thread:
(https://dl.dropboxusercontent.com/u/8930421/dominion/stache.png)

I think that I'd prefer 'Stache's format for Pearl.

Seems kind of OP.  Knowing where it is kind of offsets it being on the bottom and missing shuffles.  Three of these is a province every shuffle.

But Pearl could stand some playtesting throughout the $2-$4 range.

Three of these are a Province every shuffle if you are very good at managing your deck. Otherwise, they will be a Province every second shuffle or even not a Province at all if they end up split between two hands.
Compare with Stash, where you need one more to guarantee 1 Province/Shuffle, but then you don't need to worry about doing exact reshuffles.
And Fourstashes is a pretty bad strategy, and I don't expect Threestaches to be much better.
Stache is good when you draw your deck, or when you are desperate for economy.
Title: Re: Really bad card ideas
Post by: Marcory on November 17, 2016, 04:47:33 pm
Pearl
Treasure
Cost: $4

$2
When you shuffle your deck, place this on the bottom of your deck.

It took me a looong time to find it, but here it comes!
Directly from the wilderness of the meme thread:
(https://dl.dropboxusercontent.com/u/8930421/dominion/stache.png)

I think that I'd prefer 'Stache's format for Pearl.

Seems kind of OP.  Knowing where it is kind of offsets it being on the bottom and missing shuffles.  Three of these is a province every shuffle.

But Pearl could stand some playtesting throughout the $2-$4 range.

Three of these are a Province every shuffle if you are very good at managing your deck. Otherwise, they will be a Province every second shuffle or even not a Province at all if they end up split between two hands.
Compare with Stash, where you need one more to guarantee 1 Province/Shuffle, but then you don't need to worry about doing exact reshuffles.
And Fourstashes is a pretty bad strategy, and I don't expect Threestaches to be much better.
Stache is good when you draw your deck, or when you are desperate for economy.

This is indeed a terrible card, because it has no provision for what to do if you're shuffling and shaving at the same time. Also, if you merely trim your 'Stache, rather than shaving it off, then this becomes a cheap Gold.
Title: Re: Really bad card ideas
Post by: kru5h on November 18, 2016, 05:54:52 am
Quote
Fame Treasure, (http://wiki.dominionstrategy.com/images/thumb/d/df/Coin11.png/16px-Coin11.png)
Gain a card.
Title: Re: Really bad card ideas
Post by: kru5h on November 18, 2016, 10:03:10 pm
Quote
Opposite Day Action - Duration, (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)
At the start of your next turn,
+2 Cards
---
While this is in play, when another player plays an action card,
they do the opposite of what it says.
Title: Re: Really bad card ideas
Post by: kru5h on November 23, 2016, 09:22:28 pm
Quote
Phoenix Reaction, (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)
If the game ends and it's not your turn, you may reveal this from your hand to take an extra turn.
You may not take any additional turns after that one.

This might actually be a cool reaction on a card. Though it might stop people from ending the game because they fear another player might catch up on their extra turn.
Title: Re: Really bad card ideas
Post by: kru5h on November 26, 2016, 12:42:28 am
Quote
Trebuchet Action - Attack, (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png)
+(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)
Trash a card from your hand.
If it costs (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) or more, each other player gains a Curse.
If it's a Treasure, each other player discards down to 3 cards in hand.
Title: Re: Really bad card ideas
Post by: Minotaur on November 26, 2016, 01:02:23 am
Quote
Trebuchet Action - Attack, (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png)
+(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)
Trash a card from your hand.
If it costs (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) or more, each other player gains a Curse.
If it's a Treasure, each other player discards down to 3 cards in hand.

NB4 split pile with Boulder.
Title: Re: Really bad card ideas
Post by: loneXolf on November 26, 2016, 05:29:27 am
Name- Band of Overlords
Effect- Play this if it were every Action card in the supply costing up to 5 coins until it leaves play, you choose the order. This is those cards until it leaves play.
Cost- 18 Debt
Type- Action


This card was meant to have this text.
Name- Band of Overlords
Effect- Play this if it were 1 of every Action card in the supply costing up to 5 coins until it leaves play, you choose the order. This is those cards until it leaves play.
Cost- 18 Debt
Type- Action
Title: Re: Really bad card ideas
Post by: AdrianHealey on November 26, 2016, 08:00:01 am
Name- Band of Overlords
Effect- Play this if it were every Action card in the supply costing up to 5 coins until it leaves play, you choose the order. This is those cards until it leaves play.
Cost- 18 Debt
Type- Action

How do you mean 'bad card idea'? This is amazing.
Title: Re: Really bad card ideas
Post by: faust on November 26, 2016, 11:30:13 am
Name- Band of Overlords
Effect- Play this if it were every Action card in the supply costing up to 5 coins until it leaves play, you choose the order. This is those cards until it leaves play.
Cost- 18 Debt
Type- Action

How do you mean 'bad card idea'? This is amazing.

1. Buy Band of Overlords.
2. Play as 10 Ironworkses, 10 Workshops, 10 Woodcutters.
3. 3-pile.

Not to mention that "this is those cards" is uh problematic at least.
Title: Re: Really bad card ideas
Post by: Marcory on November 26, 2016, 12:06:41 pm
Underlord Action (http://wiki.dominionstrategy.com/images/thumb/2/21/Debt5.png/18px-Debt5.png)

Name a card in the supply costing up to (http://wiki.dominionstrategy.com/images/thumb/d/d4/Debt8.png/18px-Debt8.png). This is that card until this leaves play.
Title: Re: Really bad card ideas
Post by: Marcory on November 26, 2016, 06:19:20 pm
City Dollar Action <$32>

+8 Actions

Reveal your hand. +4 Cards per Action card revealed.
Title: Re: Really bad card ideas
Post by: Minotaur on November 26, 2016, 06:29:01 pm
Chooser
Action
Cost: $5

Look at the top three cards of the Treasures pile.  Gain any number of them, putting one in your hand if you want to.
---------------
Set-up:  shuffle all Treasures in the Supply into a single pile.  (No empty piles are left behind by this.)
Title: Re: Really bad card ideas
Post by: kru5h on November 27, 2016, 07:22:39 pm
Quote
Afterlife Action - Duration, (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)
Now and at the start of your next game,
+2 Cards
Title: Re: Really bad card ideas
Post by: mail-mi on November 28, 2016, 02:09:41 pm
Quote
Afterlife Action - Duration, (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)
Now and at the start of your next game,
+2 Cards

But what if the next game doesn't involve cards? What if I play a video game next, or a sport?
Title: Re: Really bad card ideas
Post by: Accatitippi on November 28, 2016, 03:35:44 pm
Quote
Afterlife Action - Duration, (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)
Now and at the start of your next game,
+2 Cards

But what if the next game doesn't involve cards? What if I play a video game next, or a sport?

Well that's two yellow cards for you right there, and you know what that means...
Title: Re: Really bad card ideas
Post by: Minotaur on November 28, 2016, 03:53:52 pm
Maybe I could upgrade my video card and run Overwatch on higher settings?
Title: Re: Really bad card ideas
Post by: kru5h on November 30, 2016, 03:44:10 am
Quote
Demagogue Action, (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)
+5 Cards
Reveal the top card of your deck.
If it costs from (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) to (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png), trash it.
Title: Re: Really bad card ideas
Post by: Minotaur on November 30, 2016, 01:53:37 pm
Quote
Demagogue Action, (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)
+5 Cards
Reveal the top card of your deck.
If it costs from (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) to (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png), trash it.

Name three cards that you're going to trash.  Belive me.  Reveal the top three cards of your deck.  Among the revealed cards, gain copies of the named cards that you were totally going to trash, and trash the others.
Title: Re: Really bad card ideas
Post by: Minotaur on December 03, 2016, 04:39:20 pm
Ghostbusters
Action-Reserve-RSP
Cost: $3

+1 Card
+1 Action
+$1 if this is the first time you played Ghostbusters this turn.
Put this on your Tavern mat.
----------------------------
When another player plays an Attack, you may Call this.  If you do, you are not affected by Attacks until this card leaves play.

You may prefer the art of the previous edition of this card for reasons which may or may not be sexist.
Title: Re: Really bad card ideas
Post by: Destry on December 12, 2016, 04:10:14 pm
Quote
Band of Imaginary Friends - Action (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)
Play this as if it were a card not in the Supply that you choose.
This is that card until it leaves play.
Title: Re: Really bad card ideas
Post by: Minotaur on December 12, 2016, 04:17:55 pm
Contraband of Misfits
Action
Cost: $5

The player to your left names an Action card in the Supply costing at most $5.  Play this as if it were a different Action card in the Supply costing at most $5 of your choice.  This is that card until this leaves play.
Title: Re: Really bad card ideas
Post by: Marcory on December 12, 2016, 04:53:36 pm
Sandinistaband Treasure-Attack (http://wiki.dominionstrategy.com/images/thumb/2/21/Debt5.png/18px-Debt5.png)

+(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)

Each other player must discard a Contraband from their hand or reveal a hand of no Contrabands. If they did not reveal a Contraband, they gain a Copper to their hand.

[sorry if this is too political]
Title: Re: Really bad card ideas
Post by: Minotaur on December 12, 2016, 04:56:21 pm
Sandinistaband Treasure-Attack-RSP (http://wiki.dominionstrategy.com/images/thumb/2/21/Debt5.png/18px-Debt5.png)

+(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)

Each other player must discard a Contraband from their hand or reveal a hand of no Contrabands. If they did not reveal a Contraband, they gain a Copper to their hand.

[sorry if this is too political]

Fixed.
Title: Re: Really bad card ideas
Post by: Minotaur on December 13, 2016, 06:42:54 pm
Concert Band
Action
Cost: $4

+1 Card
+1 Action
Name your least favorite key signature for a major scale.  The player to your left names a different key signature.  Play the major scale of that key on your instrument, ascending and then descending.  Gain a Curse for each wrong note.  Take a coin token for each five correct notes.  Other players may take the challenge in the same key if they choose, gaining Curses/tokens by the same rule.
Title: Re: Really bad card ideas
Post by: Marcory on December 16, 2016, 03:34:54 pm
Das Kapital (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) Action-Attack

Gain a Workers' Village, putting it on top of your deck.
Each other player discards a Capital or Bank or reveals a hand with no Capital or Bank.

Wealth of Nations Action (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)

Gain a Market, putting it on top of your deck.


Title: Re: Really bad card ideas
Post by: Axxle on December 19, 2016, 09:22:43 pm
Under the Table

Landmark


When scoring, +1VP for every $USD given to the owner of the game.

================

When this is added to the kingdom, replace it with the monetary domination applicable to your country or territory, sold separately.
Title: Re: Really bad card ideas
Post by: Minotaur on December 19, 2016, 10:11:45 pm
Under the Table

Landmark


When scoring, +1VP for every $USD given to the owner of the game.

================

When this is added to the kingdom, replace it with the monetary domination applicable to your country or territory, sold separately.

MF Dominion could use more p2w mechanics for sure.
Title: Re: Really bad card ideas
Post by: Violet CLM on December 19, 2016, 11:14:07 pm
Quote
Yoyo - Action $1
Return this to your hand. If you do, +1 Action.
---------------
No tokens of any kind may be placed on the Yoyo Supply pile.

but it comboes with conspirator
Title: Re: Really bad card ideas
Post by: majiponi on December 20, 2016, 07:20:38 pm
Quote
Yoyo - Action $1
Return this to your hand. If you do, +1 Action.
---------------
No tokens of any kind may be placed on the Yoyo Supply pile.

but it comboes with conspirator
Band of Misfits
Title: Re: Really bad card ideas
Post by: Marcory on December 21, 2016, 06:47:51 pm
Godzilla Action-Looter-Duration (http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png)(http://wiki.dominionstrategy.com/images/thumb/2/21/Debt5.png/18px-Debt5.png)
 
While this is in play, at the start of each player's turn (including yours), they may reveal and trash three potions from their hand.

If they do, trash this.

If they do not, they reveal cards from their deck until they reveal two Victory cards. They trash both of these cards and gain a Ruins for each trashed card, putting them on top of their deck.

EDIT: Add "This stays in play until it is trashed."
Title: Re: Really bad card ideas
Post by: Minotaur on December 21, 2016, 06:58:15 pm
Godzilla Action-Looter-Duration (http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png)(http://wiki.dominionstrategy.com/images/thumb/2/21/Debt5.png/18px-Debt5.png)
 
While this is in play, at the start of each player's turn (including yours), they may reveal and trash three potions from their hand.

If they do, trash this.

If they do not, they reveal cards from their deck until they reveal two Victory cards. They trash both of these cards and gain a Ruins for each trashed card, putting them on top of their deck.

*builds more lighthouses*
Title: Re: Really bad card ideas
Post by: Marcory on December 22, 2016, 08:14:45 am
Godzilla Action-Looter-Duration (http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png)(http://wiki.dominionstrategy.com/images/thumb/2/21/Debt5.png/18px-Debt5.png)
 
While this is in play, at the start of each player's turn (including yours), they may reveal and trash three potions from their hand.

If they do, trash this.

If they do not, they reveal cards from their deck until they reveal two Victory cards. They trash both of these cards and gain a Ruins for each trashed card, putting them on top of their deck.

*builds more lighthouses*

It's not an attack . . . .
Title: Re: Really bad card ideas
Post by: Awaclus on December 22, 2016, 09:01:33 am
It also doesn't do anything because its only effect is a while-in-play effect that only does stuff at the start of each player's turn, which means that it will never be in play at the start of any player's turn, which means that its effect will never do anything.
Title: Re: Really bad card ideas
Post by: pst on December 23, 2016, 05:59:58 am
The Good Old Days, Event, $0
Once per game. +1 Buy.
From now on, all cards that have been changed in new editions behave in all respects as the first edition cards did.
All cards that were not in first editions behave as the corresponding card of first edition Dominion. If it is not clear what the corresponding card is, if any, the card will in all ways behave as Scout.
Title: Re: Really bad card ideas
Post by: pst on December 23, 2016, 06:21:03 am
The Good Old Days, Event, $0
Once per game. +1 Buy.
From now on, all cards that have been changed in new editions behave in all respects as the first edition cards did.
All cards that were not in first editions behave as the corresponding card of first edition Dominion. If it is not clear what the corresponding card is, if any, the card will in all ways behave as Scout.

FAQ: Yes, that means there can be several Scout piles. They have the same name, for example for Menagerie, Mystics or Fairgrounds. The printed name of the card is used to see from what pile a particular Scout comes, which can matter because of tokens on that pile.
Title: Re: Really bad card ideas
Post by: King Leon on December 25, 2016, 06:13:37 pm
Contraband of Misfits
Action
Cost: $5

The player to your left names an Action card in the supply costing at most $5.  Play this as if it were a different Action card costing at most $5 of your choice.  This is that card until this leaves play.

But this is almost strictly better than BoM (unless cost decreasers are in play).
Title: Re: Really bad card ideas
Post by: Minotaur on December 25, 2016, 06:24:35 pm
Contraband of Misfits
Action
Cost: $5

The player to your left names an Action card in the supply costing at most $5.  Play this as if it were a different Action card costing at most $5 of your choice.  This is that card until this leaves play.

But this is almost strictly better than BoM (unless cost decreasers are in play).

I guess it won't ever be canon now.  :(
Title: Re: Really bad card ideas
Post by: Violet CLM on December 25, 2016, 08:18:47 pm
Contraband of Misfits
Action
Cost: $5

The player to your left names an Action card in the supply costing at most $5.  Play this as if it were a different Action card costing at most $5 of your choice.  This is that card until this leaves play.

But this is almost strictly better than BoM (unless cost decreasers are in play).
Definitely better, since the card you pick isn't limited to being in the supply (or even the kingdom).
Title: Re: Really bad card ideas
Post by: Minotaur on December 26, 2016, 02:17:58 pm
Contraband of Misfits
Action
Cost: $5

The player to your left names an Action card in the supply costing at most $5.  Play this as if it were a different Action card costing at most $5 of your choice.  This is that card until this leaves play.

But this is almost strictly better than BoM (unless cost decreasers are in play).
Definitely better, since the card you pick isn't limited to being in the supply (or even the kingdom).

Ok, that part was a writing error.
Title: Re: Really bad card ideas
Post by: King Leon on December 31, 2016, 04:59:53 am
Contraband of Misfits
Action
Cost: $5

The player to your left names an Action card in the supply costing at most $5.  Play this as if it were a different Action card costing at most $5 of your choice.  This is that card until this leaves play.

But this is almost strictly better than BoM (unless cost decreasers are in play).
Definitely better, since the card you pick isn't limited to being in the supply (or even the kingdom).

Ok, that part was a writing error.

When CoM costs 6 and only affects cards in the supply, it would be fine. It is uncommon to have multiple $5 cost cards, though.

Two further card ideas

Obstacles
Action
Costs: $2
+$3
+1 Action

This turn, cards (everywhere) cost $1 more.

---

New Year's Penny
Treasure/Victory
Cost: $4

Worth 2 VP
When you play this, if your deck is empty, this is worth $2
Title: Re: Really bad card ideas
Post by: stechafle on December 31, 2016, 10:06:29 am
Fleas
+1 Action
Trash a card from your hand.
-------------------------------------------
When you buy or trash this, put it into the discard pile of the player to your left.
$0 Action
Title: Re: Really bad card ideas
Post by: Axxle on January 01, 2017, 10:40:51 pm
Resolution $6

Event

Move your +1 VP token to an Action Supply pile (the first time each turn you play a card from that pile, you first get +1 VP).

=========================

Lent

-1 VP each time you play a card from a chosen pile

-----------

Game setup: Choose two random Action Supply piles. Each player starts the game with 100 VP

==========================

Gluttony $0

Event

Choose a non-Victory card. Gain coppers equal to its cost. If you do, gain a copy of the chosen card.

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

You may not pay for this event if you have any cards in play.
Title: Re: Really bad card ideas
Post by: MattLee on January 02, 2017, 10:15:26 am
Gluttony $0

Event

Choose a non-Victory card. Gain coppers equal to its cost. If you do, gain a copy of the chosen card.

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

You may not pay for this event if you have any cards in play.

I really like this. I have no idea how powerful starting the game on a 5/2 split buying a $5 and gaining a $6 and six coppers would be... but the idea is great.
Title: Re: Really bad card ideas
Post by: Minotaur on January 02, 2017, 02:53:27 pm
Gluttony $0

Event

Choose a non-Victory card. Gain coppers equal to its cost. If you do, gain a copy of the chosen card.

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

You may not pay for this event if you have any cards in play.

I really like this. I have no idea how powerful starting the game on a 5/2 split buying a $5 and gaining a $6 and six coppers would be... but the idea is great.

Would be kind of hilarious with Forge.  Still not sure if it's worth it, but if there are junk attacks, then those extra Copper aren't so bad anyway.
Title: Re: Really bad card ideas
Post by: Marcory on January 02, 2017, 03:10:05 pm
Is there any reason you would not simply choose Counting House or Fortune, every single time? The chosen card doesn't have to be in the Supply . . .
Title: Re: Really bad card ideas
Post by: Awaclus on January 02, 2017, 03:18:30 pm
Is there any reason you would not simply choose Counting House or Fortune, every single time? The chosen card doesn't have to be in the Supply . . .

The chosen card doesn't have to be in the Supply, but you can't gain it if it isn't in the Supply. So you could choose Platinum and gain 9 Coppers but no Platinum if you just wanted a ton of Coppers for some reason.
Title: Re: Really bad card ideas
Post by: Minotaur on January 07, 2017, 09:43:43 am
Kindling
Action
Cost: $4

+1 Card
+1 Action
Put any number of cards into play from your hand in any order.  If you buy an Event this turn, trash this card.

(There are enough other interactions that I didn't want this to feel too much like a Ruins.)
Title: Re: Really bad card ideas
Post by: singletee on January 08, 2017, 01:56:11 am
Is there any reason you would not simply choose Counting House or Fortune, every single time? The chosen card doesn't have to be in the Supply . . .

The chosen card doesn't have to be in the Supply, but you can't gain it if it isn't in the Supply. So you could choose Platinum and gain 9 Coppers but no Platinum if you just wanted a ton of Coppers for some reason.

Can you name Black Lotus and gain 27000 Coppers?
Title: Re: Really bad card ideas
Post by: Violet CLM on January 08, 2017, 01:59:13 am
Put any number of cards into play from your hand in any order.
I don't think "put... into play" is the same as "play," so this is fascinatingly halfway between useless and useful. It'll get you "while this in play" below-the line-effects, but most cards won't do anything at all, and durations will generally get discarded without even doing anything on your next turn. Peddler, Bank, and Horn of Plenty will be pleased by how many things you have in play; Conspirator will not. On the other hand, you'll be able to get plain Victory cards and Curses into play in order to Bonfire or Pilgrimage them, or else to play Watchtower or Library for maximum efficiency...
Title: Re: Really bad card ideas
Post by: Minotaur on January 08, 2017, 02:17:20 am
Put any number of cards into play from your hand in any order.
I don't think "put... into play" is the same as "play," so this is fascinatingly halfway between useless and useful. It'll get you "while this in play" below-the line-effects, but most cards won't do anything at all, and durations will generally get discarded without even doing anything on your next turn. Peddler, Bank, and Horn of Plenty will be pleased by how many things you have in play; Conspirator will not. On the other hand, you'll be able to get plain Victory cards and Curses into play in order to Bonfire or Pilgrimage them, or else to play Watchtower or Library for maximum efficiency...

It either needed to be a Ruins or it needed to be a $4 cantrip.  And even then, it still sucks on any board that doesn't specifically have a use for it.  I think it was Pilgrimage+Colony that made me decide it couldn't be less than $4...
Title: Re: Really bad card ideas
Post by: Minotaur on January 08, 2017, 02:24:27 am
Is there any reason you would not simply choose Counting House or Fortune, every single time? The chosen card doesn't have to be in the Supply . . .

The chosen card doesn't have to be in the Supply, but you can't gain it if it isn't in the Supply. So you could choose Platinum and gain 9 Coppers but no Platinum if you just wanted a ton of Coppers for some reason.

Can you name Black Lotus and gain 27000 Coppers?

(http://www.sportscollectorsdaily.com/wp-content/uploads/2012/08/RuthRCPSA@.jpg)

Either way, you would simply run out the Copper pile, unless you play under Donald's unofficial "effectively infinite" rule of thumb about basic treasure piles.  Even a Shivan Dragon could handle that task.
Title: Re: Really bad card ideas
Post by: popsofctown on January 08, 2017, 12:13:46 pm
Shivan Dragon has been reprinted many times, the true value of the later printings is a quarter at best, leaving a few coppers in the supply.  Specifying "alpha set " Shivan dragon would easily wipe a copper pile even if it's base+intrigue coppers.
Title: Re: Really bad card ideas
Post by: Minotaur on January 19, 2017, 10:09:44 pm
Wishing Pearl
Treasure
Cost: $3

+$3
-----------------
Whenever this becomes the top card of your deck, take your -1 Card token.
Whenever you shuffle your deck, put this card on the bottom.
-----------------
Setup:  Add Wishing Well and Pearl Diver to the Supply.
(The back of this card is unique.)


Hey, it's a better card fixer than Scout's Manual...
Title: Re: Really bad card ideas
Post by: Erick648 on January 20, 2017, 05:14:55 pm
(3.14159) Mathematician's Stone
Treasure
When you play this, discard a card from your hand and put your deck into your discard pile.  Worth ($) equal to the square of the standard deviation of the cost in ($) of the cards in your discard pile.
Title: Re: Really bad card ideas
Post by: ackmondual on January 28, 2017, 06:07:41 pm
NASA
Action
$4
+1 Card
+1 Action
------------
SETUP
Also set up the other cards in the "outer space" set

Moon
outer space - Victory
$10*
10 VP
You may only buy this
This can only be bought if you reveal and trash 5 Gold from your hand, deck, and/or discard pile

Mars
outer space - Victory
$15*
17 VP
You may only buy this
This can only be bought if you reveal and trash 5 Platinum from your hand, deck, and/or discard pile


Pluto
outer space - Victory
$25
21 VP
This is not in the supply
Place your permanent -1 Action token on your deck

Alpha Centauri
outer space - Victory
$30
33 VP
This is not in the supply
Place your permanent -2 Actions token on your deck
Title: Re: Really bad card ideas
Post by: AJD on January 29, 2017, 11:07:20 pm
Are there any Dominion cards you wish you could rename?  Not change the text of or rebalance or anything, just change the name.

Rename: Trash a card from your hand; gain a differently-named card with the same abilities
Title: Re: Really bad card ideas
Post by: werothegreat on January 29, 2017, 11:16:41 pm
Orgy
Landmark

When you take a (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) token, +1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png).
Title: Re: Really bad card ideas
Post by: Minotaur on January 30, 2017, 02:07:45 pm
Orgy
Landmark

When the player to your right takes a (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) token, +1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png).

FTFY.
Title: Re: Really bad card ideas
Post by: Minotaur on February 03, 2017, 03:09:49 pm
Legalization
Event
Cost: $2+

You may overpay for this.  If you do, reveal a Kingdom card from your hand costing the amount you overpaid.  Search through the Kingdom until you find a copy of the card, then shuffle the Kingdom piles together and divide them into ten equal Supply piles.

Setup:  Add every possible Kingdom pile to the Kingdom.  Shuffle them together and divide them into ten equal Supply piles.

(Note: Works better online.)
Title: Re: Really bad card ideas
Post by: Marcory on February 10, 2017, 03:29:16 pm
Maximus Decimus Meridius, commander of the Armies of the North, General of the Felix Legions, loyal servant to the true emperor, Marcus Aurelius, father to a murdered son, husband to a murdered wife. Action/Reaction (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)

Play this as if it were as a Gladiator.
------------------------
When another player plays an Overlord as a Gladiator, you may reveal this. If you do, you shall have your vengeance, in this game or the next.
Title: Re: Really bad card ideas
Post by: Marcory on February 17, 2017, 12:45:07 pm
Bank Road Action-Victory (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)

When you play this, this is worth 1 (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) for every Victory card in your hand.

Silk Bank Treasure (http://wiki.dominionstrategy.com/images/thumb/b/bc/Coin7.png/16px-Coin7.png)

At the end of the game, this is worth (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) for every Treasure in your deck (counting this).

Antiquities Baron Action-Looter (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)

+1 Buy
Choose one:
discard a Ruins for $4, or
gain a Ruins

Heir Apparent Action-Duration (http://wiki.dominionstrategy.com/images/thumb/b/bc/Coin7.png/16px-Coin7.png)

+1 Action
At the start of your next turn, +1 Card.
-----------------
When you gain an Estate, you may reveal this from your hand. If you do, trash this, to gain an Heir Presumptive from the Heir Presumptive pile.

Heir Presumptive Action-Reserve (http://wiki.dominionstrategy.com/images/thumb/5/54/Coin4star.png/16px-Coin4star.png)

+(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)
You may put this on your Reserve mat.
--------------
When you trash an Heir Apparent, you may call this, to trash this and gain an Heir Apparent to your hand.
Title: Re: Really bad card ideas
Post by: Minotaur on February 17, 2017, 02:41:07 pm
Cross Duchess
Action
Cost: $3

The first time you play this in a turn, +3 Actions.

Each player looks at the top two cards of their deck and either discards them one at a time or puts both of them back.

+$1 for each discarded Victory card.

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

When you gain a Duchy, you may gain a Cross Duchess.
Title: Re: Really bad card ideas
Post by: Sidsel on February 18, 2017, 08:23:01 am
the Grand Scheme of things

Cost 7, action
+2 coins
+1 action
+1 card
+1 buy

During clean-up you may topdeck a card that would be discarded from play this turn
---
You may not buy this card if you have any coppers in play.
Title: Re: Really bad card ideas
Post by: Awaclus on February 18, 2017, 08:27:00 am
That would be a marketing scheme. This is the grand scheme of things:

(http://wiki.dominionstrategy.com/images/thumb/5/54/Coin4star.png/16px-Coin4star.png) Action
+1 Card
+1 Action
+(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)
During clean-up you may topdeck a card that would be discarded from play this turn.
---
You may not buy this card if you have any coppers in play.
Title: Re: Really bad card ideas
Post by: Asper on February 18, 2017, 10:26:48 am
This thread feels like 5% actual really bad card ideas and 95% card name combination jokes. Just taking Ruined/Grand/Border/Young/Royal/Wandering or other words from one card and the rest from another card to mix up their effects seems to be funny to surprisingly many people for reasons which completely elude me.
Title: Re: Really bad card ideas
Post by: Awaclus on February 18, 2017, 10:52:21 am
This thread feels like 5% actual really bad card ideas and 95% card name combination jokes. Just taking Ruined/Grand/Border/Young/Royal/Wandering or other words from one card and the rest from another card to mix up their effects seems to be funny to surprisingly many people for reasons which completely elude me.

If you focus on individual jokes, that might seem to be the case, but in the grand scheme of things, it is a pretty funny thing to do.
Title: Re: Really bad card ideas
Post by: markusin on February 18, 2017, 11:47:06 am
This thread feels like 5% actual really bad card ideas and 95% card name combination jokes. Just taking Ruined/Grand/Border/Young/Royal/Wandering or other words from one card and the rest from another card to mix up their effects seems to be funny to surprisingly many people for reasons which completely elude me.

But what about:

Really Bad Scheme
$3 - Action

+1 Card
+1 Action
During clean-up you may discard the bottom card of your deck and put a card that would be discarded from play this turn on the bottom of your deck.
Title: Re: Really bad card ideas
Post by: luser on February 18, 2017, 12:26:10 pm
plagiarize - action/reaction 4$

+1$

----

when opponent plays a action you could reveal this. If you do gain a copy of the played card.
Title: Re: Really bad card ideas
Post by: Minotaur on February 18, 2017, 09:12:28 pm
Book
Action
Cost: $2

You may place this on top of your deck.
+1 Card
+1 Action
Title: Re: Really bad card ideas
Post by: Violet CLM on February 22, 2017, 11:42:07 pm
plagiarize - action/reaction 4$

+1$

----

when opponent plays a action you could reveal this. If you do gain a copy of the played card.
Title: Re: Really bad card ideas
Post by: pst on February 23, 2017, 06:56:08 am
Copy-Kitten
Play this as if it were an Action card in the Supply that is strictly worse than Copy-Kitten that you choose.
This is that card until it leaves play.
Title: Re: Really bad card ideas
Post by: Minotaur on February 23, 2017, 05:35:22 pm
Copay Cat  (Cosign Cat?  I guess?  I messed this up, whoops.  Pun invalidated.)
Action
Cost: $4

+1 Card
+1 Action
Choose a Supply pile.  For the rest of this turn, cards in that pile cost debt instead of $ and/or P, converting each $1 in the cost to <1> and each P to <2>.
Title: Re: Really bad card ideas
Post by: Marcory on February 24, 2017, 01:18:32 pm
Derivatives Market  Action--Duration-Attack(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)

Take two (http://wiki.dominionstrategy.com/images/thumb/8/81/Debt.png/18px-Debt.png)
Now and at the start of your next turn, +1 Buy
------------------------------------
While this is in play, when another player pays off debt, they must pay an additional (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) per four debt tokens they have returned that turn, rounded up. For each (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) paid this way, you gain a Silver.
Title: Re: Really bad card ideas
Post by: majiponi on February 26, 2017, 10:23:00 am
Quote
Manna from the Heaven
cost $2 Action-Duration
For the rest of the game, at the start of your Buy phase, you may gain a Copper into your hand.

I thought this nice, but this dominates too often. Even with hand destruction, this gives you free "weak coin tokens". In multiplayers, 3rd/4th player always cries.
Title: Re: Really bad card ideas
Post by: Minotaur on February 28, 2017, 10:06:51 pm
Not That Haunted Woods
Action-Duration
Cost: $4

At the start of your next turn: +2 cards
---------------
While this is in play, when another player Buys a card, they must put their hand on top of their deck and leave it there until their next interaction with the top card of the deck.  (Probably when they draw a new hand, but maybe they have a Royal Seal in play or something.)


Artistic License
Reaction
Cost: $6

When you would draw a card, you may discard this.  If you do, discard the top card of your deck and instead draw a picture of the art of an Action or Treasure card of your choice in the supply on a proxy card.  If the drawing is legible, this turn you may play the proxy card as if it were the card whose art you drew as if it were in your hand.  It is that card until it leaves play, at which time you return it to the proxy card pile.
-------------------
Setup:  Add a proxy card pile and dry erase markers to the game.
Title: Re: Really bad card ideas
Post by: ackmondual on March 02, 2017, 01:27:44 am
Perpetual Economy Engine
Event - $3

+1 Buy
If you played an Engineer, Alchemist, or Laboratory this turn, +$5 and +1 Buy

===================================

Tic Tac Toe
Landmark
The first player ends his turn, he takes the victory tile
At the end of the game, the player with the victory tile gains 1,000 VP
Title: Re: Really bad card ideas
Post by: Axxle on March 02, 2017, 01:59:14 am
Rube Goldberg Machine - $2X

Event

Trash exactly X differently named cards you have in play. If you do, gain (X-1)2 VP.
Title: Re: Really bad card ideas
Post by: Marcory on March 02, 2017, 08:22:30 am
Rube Goldberg Machine - $2X

Event

Trash exactly X differently named cards you have in play. If you do, gain (X-1)2 VP.

Wouldn't it be more appropriate for this thread if it cost $0X and gave +1 buy?
Title: Re: Really bad card ideas
Post by: Minotaur on March 02, 2017, 08:43:00 am
RGM - the action
Action
Cost: $4

Take a Scout from the Toilet mat an put it in your hand.  You may play an Action card from your hand.  Count how many cards are involved with the current action chain from when this card was played until the completion of the chain (cards gained/trashed/discarded/set aside also count as "involved", but duration effects which have not happened yet do not count).  If the last thing you did was trash a Scout, +1VP for each card you counted.
---------------------
Setup:  At least one card that can trash Scout must be in the Kingdom, and five Actions that can play other Actions (Herald, King's Court, Procession, Vassal, Throne Room, Royal Carriage, Golem, Crown...)
Title: Re: Really bad card ideas
Post by: Axxle on March 02, 2017, 07:11:31 pm
Rube Goldberg Machine - $2X

Event

Trash exactly X differently named cards you have in play. If you do, gain (X-1)2 VP.

Wouldn't it be more appropriate for this thread if it cost $0X and gave +1 buy?
I guess.

I mostly just post card ideas I have that look kinda interesting but are unworkable or tough to balance.
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on March 02, 2017, 10:56:53 pm
Hi Axxle, how's everything?
Title: Re: Really bad card ideas
Post by: Asper on March 02, 2017, 11:48:34 pm
Tic Tac Toe
Landmark
The first player ends his turn, he takes the victory tile
At the end of the game, the player with the victory tile gains 1,000 VP

"At the end of the game, if a player other than the starting player has the most points, it's a draw."
Title: Re: Really bad card ideas
Post by: luser on March 03, 2017, 03:22:05 am
Tic Tac Toe
event 0$
gain a province
+10 vp
Title: Re: Really bad card ideas
Post by: Awaclus on March 03, 2017, 03:28:19 am
Tic Tac Toe
Landmark
When you are the second player to play a Copper, you may trash the Province pile and your deck and gain (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) equal to the number of VP your opponent has. If you don't, your opponent gains the Province pile.
Title: Re: Really bad card ideas
Post by: McGarnacle on March 03, 2017, 09:32:30 am
Tic Tac Toe
event 0$
gain a province
+10 vp

I'm concerned this might promote rather monolithic strategies.
Title: Re: Really bad card ideas
Post by: GendoIkari on March 03, 2017, 10:43:16 am
Tic Tac Toe
Landmark
When you are the second player to play a Copper, you may trash the Province pile and your deck and gain (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) equal to the number of VP your opponent has. If you don't, your opponent gains the Province pile.

There's quite a few ways now to avoid ever playing a Copper. Opening Overlord (http://wiki.dominionstrategy.com/index.php/Overlord) with some good (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)s is the simplest. But also a board with Borrow (http://wiki.dominionstrategy.com/index.php/Borrow) and Baker (http://wiki.dominionstrategy.com/index.php/Baker) and the right (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)s can jumpstart you into a good deck. Or of course just Engineer (http://wiki.dominionstrategy.com/index.php/Engineer) with the right (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png)s and (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)s.
Title: Re: Really bad card ideas
Post by: GendoIkari on March 03, 2017, 10:46:44 am
Tic Tac Toe
Landmark
When you are the second player to play a Copper, you may trash the Province pile and your deck and gain (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) equal to the number of VP your opponent has. If you don't, your opponent gains the Province pile.

Also, I don't think this does what you want. The second player still gets to buy cards after this, so they can just buy an Estate and win every time.
Title: Re: Really bad card ideas
Post by: Marcory on March 20, 2017, 06:57:41 pm
(Part of the RBCI of these is that they would get stacked with other Castles in cost order)

Ruined Castle Action-Castle-Ruins (http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png)

When this is in play, Castles cost (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) less, but not less than (http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png)


Howl's Moving Castle Action-Castle (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)

+(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)
Worth 2 (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)
--------
When you play this, pass it to the player on your right.

Book of Castles Victory--Castle (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)

Worth (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) for each Castle in your opponent's deck

Misfit Castle Action-Victory-Castle (http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png)

When you play this and at the end of the game, this is another Castle that you choose.

Overpriced Castle Victory-Castle (http://wiki.dominionstrategy.com/images/thumb/d/df/Coin11.png/16px-Coin11.png)

When you trash this, gain two Victory cards costing less than this.

Neuschwanstein Victory-Castle (http://wiki.dominionstrategy.com/images/thumb/0/02/Coin14.png/16px-Coin14.png)(http://wiki.dominionstrategy.com/images/thumb/d/d4/Debt8.png/18px-Debt8.png)

When you gain this, set this aside. At the start of each turn it is set aside, gain (http://wiki.dominionstrategy.com/images/thumb/f/f5/Debt3.png/18px-Debt3.png)

At the end of the game, if you have no Debt tokens, this is worth 21(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)

If you have Dept tokens, this is worth -5(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)
-------------
When you gain this, gain a Madman from the Madman pile




Title: Re: Really bad card ideas
Post by: McGarnacle on March 21, 2017, 10:04:13 am
Neuschwanstein is really thematic, I like it.
Title: Re: Really bad card ideas
Post by: Violet CLM on March 21, 2017, 01:00:47 pm
Tic Tac Toe
Landmark
Once per turn, when you play three cards in any order whose prices are an unbroken sequence (e.g. $4, $3, $5), take 2VP from here.
-
Setup bla bla 6vp per player and stuff
Title: Re: Really bad card ideas
Post by: King Leon on March 21, 2017, 04:18:11 pm
Null Ouvert - $8
Action - Duration - Curse

When you gain this, play it. You may not gain this, when you have a card on your Skat mat.

Put this on your Skat mat.

For the rest of the game, play with your cards face-up on the table. At the end of the game, when you have no Victory cards in your deck, this is worth 40 VP, else this is worth -40 VP.
Title: Re: Really bad card ideas
Post by: Awaclus on March 21, 2017, 04:21:22 pm
If you have Dept tokens, this is worth -5(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)

What are "Dept" tokens?
Title: Re: Really bad card ideas
Post by: King Leon on March 21, 2017, 04:33:00 pm
Grand Hand - $8
Action - Duration - Victory

When you gain this, play it. You may not gain this, when you have a card on your Skat mat.

Put this on your Skat mat.

While this is in play, when you play a deck inspector, it behaves like it were Ruined Village.

At the end of the game, trash all Victory cards other than Province, Colony and Grand Hand from your deck. Worth 2 VP per Victory card in your deck.
Title: Re: Really bad card ideas
Post by: Minotaur on March 21, 2017, 04:52:09 pm
If you have Dept tokens, this is worth -5(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)

What are "Dept" tokens?

From the Dept. of Victory Nullification.
Title: Re: Really bad card ideas
Post by: majiponi on March 21, 2017, 07:58:09 pm
Null Ouvert - $8
Action - Duration - Curse

When you gain this, play it. You may not gain this, when you have a card on your Skat mat.

Put this on your Skat mat.

For the rest of the game, play with your cards face-up on the table. At the end of the game, when you have no Victory cards in your deck, this is worth 40 VP, else this is worth -40 VP.
So, you can have Victories on your Mat, set asiding, etc.
Title: Re: Really bad card ideas
Post by: majiponi on March 21, 2017, 08:33:28 pm
Neuschwanstein is really thematic, I like it.
Yes! I'll reveal watchtower to move it! No worry to have debts!
Title: Re: Really bad card ideas
Post by: Marcory on March 28, 2017, 06:03:47 pm
Make it Rain Action-Attack (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)
+1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)
Each other player gains a Cache from the Cache pile.
------------------
Setup: If this and Cache are in the Kingdom, take Cache out of the Kingdom and add another random pile to the Kingdom.
Title: Re: Really bad card ideas
Post by: Minotaur on March 29, 2017, 11:22:24 am
Make it Rain Action-Attack (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)
+1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)
Each other player gains a Cache from the Cache pile.
------------------
Setup: If this and Cache are in the Kingdom, take Cache out of the Kingdom and add another random pile to the Kingdom.

(http://i.imgur.com/HHD0e8v.png)
Title: Re: Really bad card ideas
Post by: Minotaur on April 01, 2017, 12:27:09 pm
Chocolate Rain
Event
Cost: $5

+1 VP
Each player (including you) gains an Ill-Gotten Gains from the IGG pile.  (Beginning with you and in turn order)

https://youtu.be/EwTZ2xpQwpA
Title: Re: Really bad card ideas
Post by: arishipshape on April 12, 2017, 11:16:38 am
Is it Moat?
Title: Re: Really bad card ideas
Post by: AndrewisFTTW on April 12, 2017, 12:14:25 pm
Is it Moat?

Don't push your luck, kid.
Title: Re: Really bad card ideas
Post by: Minotaur on April 22, 2017, 08:29:49 pm
Siege Salvager
Action/Reaction
Cost: <6>

+1 Action
+1 Buy
Take a coin token.  You may trash a card from your hand.  If you do, +$ equal to the coin cost of the trashed card.
---------------------------
When a card is trashed, you may reveal this from your hand.  If you do, return the trashed card to the Supply.  (This Reaction takes priority over that card's on-trash effects.)
Title: Re: Really bad card ideas
Post by: luser on April 24, 2017, 03:39:22 am
Noble-brigand 4 <6>
3 cards, 2 actions, gain a gold, each other player reveals two cards from top of his deck and trashes treasure other than copper and gains a copper
Title: Re: Really bad card ideas
Post by: Minotaur on April 27, 2017, 09:01:54 am
Silk Worm
Action/Victory
Cost: $5

+1 Card
+1 Action
You may trash a card from your hand.
---------------------
1 VP for every five Victory cards in the trash pile.

(Note:  Card does not seem balanceable.)
Title: Re: Really bad card ideas
Post by: McGarnacle on April 30, 2017, 10:59:51 am
Silk Worm
Action/Victory
Cost: $5

+1 Card
+1 Action
You may trash a card from your hand.
---------------------
1 VP for every five Victory cards in the trash pile.

(Note:  Card does not seem balanceable.)

Why can this not be balanced? Looks okay to me, unless I'm missing something big.
Title: Re: Really bad card ideas
Post by: Minotaur on April 30, 2017, 11:42:42 am
Silk Worm
Action/Victory
Cost: $5

+1 Card
+1 Action
You may trash a card from your hand.
---------------------
1 VP for every five Victory cards in the trash pile.

(Note:  Card does not seem balanceable.)

Why can this not be balanced? Looks okay to me, unless I'm missing something big.

Seems really unstable.  Value for the price point is pretty wacky.  Depends on the trash pile of all things.  Idk for sure if it's that messed up.  Also scumbag combo with Rebuild.

EDIT:  You can't save both your worms and your provinces.  Excellent!
Title: Re: Really bad card ideas
Post by: Aquila on April 30, 2017, 02:05:55 pm
Donald found that an alt VP that depends on the trash doesn't work, as whoever wins the split will be the only person to fill the trash. Not sure being much stronger with more players does any favours to its design either.
Title: Re: Really bad card ideas
Post by: McGarnacle on April 30, 2017, 10:04:35 pm
Donald found that an alt VP that depends on the trash doesn't work, as whoever wins the split will be the only person to fill the trash. Not sure being much stronger with more players does any favours to its design either.

Alt-VP in general seem like some of the harder cards to cost.
Title: Re: Really bad card ideas
Post by: Puk on May 17, 2017, 08:53:45 am
Sore loser

Event
Cost: $5

Discard your entire hand and  put your deck into your discard pile. Look into your discard pile and count the provinces. If the province stack has 3 provinces or less left, and you own no more than 1 province, gain a province, duchy and 3 estates, put them on top of your deck.
Title: Re: Really bad card ideas
Post by: Minotaur on May 18, 2017, 12:59:42 am
Lose The Game
Event
Cost: $0

Lose the game.  Tell all other players that you lost the game.  All other players also lose the game.
----------------
Setup:  This Event is always in the Kingdom, even if it isn't.

DON'T HOVER OVER THIS (http://losethegame.com/)
Title: Re: Really bad card ideas
Post by: terminalCopper on May 19, 2017, 06:30:26 am

Real Donate

Event
Cost: $8 Debt

After this turn, put all cards from your deck and discard pile into your hand, trash any number your opponent chooses, shuffle your hand into your deck, then draw 5 cards.
Title: Re: Really bad card ideas
Post by: Gubump on May 19, 2017, 07:50:09 pm
Shrubbery (https://shemitz.net/static/dominion3/?title=Shrubbery&description=In%20games%20using%20this%2C%20when%20you%20say%2C%20%22I%27m%20going%20to%20buy...%2C%22%20another%20player%20may%20say%20%22a%20shrubbery!%22%20If%20they%20do%2C%20you%20must%20buy%20this.&type=Victory&credit=&price=%240&preview=&picture=https%3A%2F%2F68.media.tumblr.com%2Ftumblr_mctv7cmFzp1r28u6bo1_r1_500.jpg&color0=2&color1=0&size=0)
Title: Re: Really bad card ideas
Post by: Minotaur on May 30, 2017, 07:22:17 am
Mother Lode
Event
Cost: $4

+1 Buy
Gain a Gold
At the start of your clean-up phase, +<1>
Title: Re: Really bad card ideas
Post by: Minotaur on August 07, 2017, 08:53:14 pm
I'm still miffed we didn't get a Dagger Tester in Empires.

Dagger Tester
Action-Reserve
$2

+1 Action
Put this on your Tavern mat.  Reveal the top 4 cards of your deck.  Put the revealed Victory cards in your hand, and put the rest back in any order.
--------------------
When another player plays an Attack card, you may trash this card.  If you do, you are unaffected by the Attack.
Title: Re: Really bad card ideas
Post by: spiralstaircase on August 08, 2017, 11:29:48 am
Miffler
Action - Legacy
$5

Name a card.  If Donald hasn't used the name, you may post the name on forum.dominionstrategy.com and write it on a Miff card, which you may add to your deck in all following games.  The Miff card is worth 1VP per upvote your forum post has at the end of the game.
Title: Re: Really bad card ideas
Post by: majiponi on August 12, 2017, 05:11:18 am
Quote
Chancemaker
cost $3 - Action
Bake any number of cookies.
+$1 per 1 cookie you baked.
You may put your deck into your discard pile.
Title: Re: Really bad card ideas
Post by: achmed_sender on September 13, 2017, 11:13:25 am
I didn't reread all 200 pages of this, but I haven't seen any Game of Thrones cards yet, so here are my ideas. No Spoilers of S7, but read at your own risk if u just started the Seasons 1-6

The Iron Throne
Action
$2
--------------------
Gain 7 Provinces, a King's Court and an Advisor.
---------------------
This can only be gained if there are at least 100 cards in the trash.

Winter Is Coming
Event
$3
+2 cards
All players put their -1 card token on thir deck.
----------------------------------
All your Sauna cards become Avanto cards.

Night King
Action - Attack
$5
-------------------------------
Trash a Knight from the Knights pile
Every other player reveals the top card of his deck. You may trash it. Gain any of the trashed cards this turn.
--------------------------------
When this is used in a game, also use the Kights pile
This card can only be trashed by "Dragon Glass" or "Valyrian Steel".

Tywin Lannister
Action - Attack
$4
--------------
Remove all your debt tokens
All players have to discard their Throne Rooms and Kings Courts.

Iron Bank of Bravos
Treasure
$6
----------------
+$2
Each player counts his VP, If you have the most: This produces extra $2.

Jon Snow
Action
$3
-------------------
+1 card
+1 action
If you play Jon Snow the second time this turn, gain a Mercenary
-------------------
Setup: After 5 turns this supply pile goes to the trash and may only be regained by cards of the "Lord of the Light" pile

Trial by Combat
Event
$4D
-------------------------------
Choose a card you have in play. Every other player have to reveal a card from their hand. If their card is cheaper they trash or discard it, you choose.

Jaqen H'ghar
Action
2$P
-------------------------------
Choose a card from a supply pile. If no copy of it is already in play: This become this card until it leaves play.

Ser Bronn from Blackwater
Action- Duration
$4
--------------------------
Gain a Coin Token.
You may discard two cards from your hand. If u do: Set this aside. 2 turns later, you may get a castle from the castle pile and discard this.

Title: Re: Really bad card ideas
Post by: Awaclus on September 13, 2017, 11:25:14 am
All your Sauna cards become Avanto cards.

...but that doesn't happen in winter.
Title: Re: Really bad card ideas
Post by: achmed_sender on September 13, 2017, 01:31:42 pm
All your Sauna cards become Avanto cards.

...but that doesn't happen in winter.

But yet Sauna is the place where it's hot and Avanto where it is cold.
Title: Re: Really bad card ideas
Post by: Awaclus on September 13, 2017, 02:26:11 pm
All your Sauna cards become Avanto cards.

...but that doesn't happen in winter.

But yet Sauna is the place where it's hot and Avanto where it is cold.

Avanto is the place where it's reasonably warm compared to the air temperature.

EDIT: #5000 GET
Title: Re: Really bad card ideas
Post by: hypercube on September 25, 2017, 10:50:51 am
Notable Brigand
Action/Attack
$4
---------------

+$1
When you buy or play this, the arbiter presses the "Random article" button on Wikipedia and reads the title of the selected article aloud. Each player attempts to describe the subject of the article. If any other player is judged to be incorrect, they reveal the top 2 cards of their deck, trash a revealed Silver or Gold you choose, discard the rest, and gain a Copper if they didn't reveal a Treasure. If you are judged to be correct, gain the trashed cards.
---------------
Setup: Select a neutral party to act as an arbiter.
Title: Re: Really bad card ideas
Post by: Minotaur on September 25, 2017, 11:53:31 am
But Wait There's More
Action
Cost: $7

+$2
-----------
While this card is in play, when you gain a card, gain a cheaper non-Victory card.
Title: Re: Really bad card ideas
Post by: Puk on October 02, 2017, 08:42:06 pm
Landmark - Exterminator

At the end of the game, if your deck consists of rats and nothing but rats, you may gain up to 10 victory cards from the trash.
Title: Re: Really bad card ideas
Post by: kru5h on October 02, 2017, 08:46:01 pm
Quote
Demagogue, Extended Version Action - Attack, (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png)
+1 Card
+1 Action

You may trash a card from your hand.
If you do, each other player with 4 or more cards in hand does.
You may put a card from your hand onto your deck.
If you do, each other player with 4 or more cards in hand does.
You may discard a card.
If you do, each other player with 4 or more cards in hand does.
You may gain a Copper to your hand.
If you do, each other player does.
You may take a Debt token.
If you do, each other player does.
Title: Re: Really bad card ideas
Post by: markusin on October 03, 2017, 08:41:10 pm
Not sure if these have been done before, but:

Brutal Ritual
Event - Brutal - $5
All other players gain a Curse. If they do, they reveal their hand, and trash a card from their hand that you choose. Each player who did gain +1VP per $1 it cost.

Brutal Advance
Event - Brutal - $1
All other players reveal their hand, and trash an Action card from their hand that you choose. Each player who did gains an Action card costing up to $6 that you choose

Brutal Delve
Event - Brutal -  $3
+Buy
All other players gain a Silver

Brutal Banquet
Event - Brutal - $4
All other players gain two Coppers and a Non-Victory card costing up to $5 that you choose.

Brutal Wedding
Event - Brutal - $5
All other players gain a Gold, +1VP, and take 3 debt

Brutal Dominate
Event - Brutal - $15
Gain a Province. If you do, +9VP. Perform the instructions of a random Brutal effect (including those not in the kingdom).

Brutal Torturer
Action - Attack - $6
+3 Cards
All other players choose a Brutal Event whose instructions you perform (Brutal events not in in the kingdom can be chosen).


And watch out for the promo!

Brutal Summon
Event - Brutal - $6
All other players gain an Action card costing up to $4 that you choose (choose once for all players). At the start of their next turn, they play the set aside card. Until it finishes resolving, you can see all cards they can and make all decisions for them.
Title: Re: Really bad card ideas
Post by: The73rdvirgin on October 03, 2017, 10:41:35 pm
Try this one:

Gemini
Action-Attack $4

+2 Cards
Each player (including you) chooses a card from their hand. After choices are made all players reveal their card, if any cards are the same both are trashed. You may gain a card from the trash.
Title: Re: Really bad card ideas
Post by: chipperMDW on October 04, 2017, 02:43:52 pm
Brutal Ritual
Brutal Advance
Brutal Delve
Brutal Banquet
Brutal Wedding
Brutal Dominate
Brutal Torturer
Brutal Summon
I looked these up to see if they happened to be names of metal bands/albums/songs.  I was pretty diappointed not to find a Brutal Banquet or Brutal Wedding.  Brutal Ritual was the only one I could find, although there's a Brutal Torture, which is close.

I did, however, find an album called Brutal Harvest.  So now I want to see that card.
Title: Re: Really bad card ideas
Post by: markusin on October 04, 2017, 04:35:41 pm
Brutal Ritual
Brutal Advance
Brutal Delve
Brutal Banquet
Brutal Wedding
Brutal Dominate
Brutal Torturer
Brutal Summon
I looked these up to see if they happened to be names of metal bands/albums/songs.  I was pretty diappointed not to find a Brutal Banquet or Brutal Wedding.  Brutal Ritual was the only one I could find, although there's a Brutal Torture, which is close.

I did, however, find an album called Brutal Harvest.  So now I want to see that card.

I'm as disappointed as you.

I guess Brutal Harvest, if we wanted to not make it a bad Tribute, would be:


Brutal Harvest
Action - $6
The player to your left reveals the top four cards of their deck. Perform the instructions of a random Brutal effect (including those not in the kingdom) for each differently named card revealed.
Title: Re: Really bad card ideas
Post by: Minotaur on October 06, 2017, 12:51:01 pm
Chanceldiver
Cost: $4
Action

+$2
+1 Action

Look at the bottom card of your deck.  Put it or the rest of your deck in your discard pile.
Title: Re: Really bad card ideas
Post by: silverspawn on October 07, 2017, 03:14:32 pm
Optimism – 4$
Gain a card that is not in the supply.
---
When another player plays a card that is not in the supply, you may discard this from your hand. If you do, gain a copy of it.
Title: Re: Really bad card ideas
Post by: Awaclus on October 07, 2017, 03:49:21 pm
If you do, gain a copy of it.

This doesn't do anything. Is that why this is a bad idea?

EDIT: Wait, the on-play ability doesn't do anything, either.

EDIT 2: No wait, the on-play ability doesn't do anything, but the reaction part does. If I play a Moat, that Moat is not in the supply because it's in the play area, and then you can discard Optimism to gain a Moat from the supply.
Title: Re: Really bad card ideas
Post by: Minotaur on October 07, 2017, 03:56:19 pm
If you do, gain a copy of it.

This doesn't do anything. Is that why this is a bad idea?

EDIT: Wait, the on-play ability doesn't do anything, either.

Waiting For Godot expansion, nice.
Title: Re: Really bad card ideas
Post by: AJD on October 07, 2017, 06:16:13 pm
If you do, gain a copy of it.

EDIT: Wait, the on-play ability doesn't do anything, either.

I don't see why not. Gained cards come from the supply unless otherwise specified, but this seems pretty clearly otherwise specified.
Title: Re: Really bad card ideas
Post by: silverspawn on October 07, 2017, 06:56:59 pm
If you do, gain a copy of it.

This doesn't do anything. Is that why this is a bad idea?

EDIT: Wait, the on-play ability doesn't do anything, either.

EDIT 2: No wait, the on-play ability doesn't do anything, but the reaction part does. If I play a Moat, that Moat is not in the supply because it's in the play area, and then you can discard Optimism to gain a Moat from the supply.

The idea was that neither the on-play nor the effect does anything, but maybe that's not how it works.
Title: Re: Really bad card ideas
Post by: silverspawn on October 07, 2017, 06:59:18 pm
If you do, gain a copy of it.

EDIT: Wait, the on-play ability doesn't do anything, either.

I don't see why not. Gained cards come from the supply unless otherwise specified, but this seems pretty clearly otherwise specified.

I think you have to specify the pile. "Gain an X from the X pile."

I think Awaclus is right about the reaction part, though. It should be "when another player buys a card" instead.
Title: Re: Really bad card ideas
Post by: Awaclus on October 07, 2017, 07:03:50 pm
If it works, then it's even worse though, because you can just gain Provinces from your opponent's hand.
Title: Re: Really bad card ideas
Post by: markusin on October 07, 2017, 08:35:22 pm
If you do, gain a copy of it.

EDIT: Wait, the on-play ability doesn't do anything, either.

I don't see why not. Gained cards come from the supply unless otherwise specified, but this seems pretty clearly otherwise specified.

I think you have to specify the pile. "Gain an X from the X pile."

I think Awaclus is right about the reaction part, though. It should be "when another player buys a card" instead.

You can say "when another player plays a card that is not from a supply pile...".
Title: Re: Really bad card ideas
Post by: AJD on October 07, 2017, 09:40:29 pm
If it works, then it's even worse though, because you can just gain Provinces from your opponent's hand.

cf. name of thread
Title: Re: Really bad card ideas
Post by: AJD on October 07, 2017, 09:41:26 pm
If you do, gain a copy of it.

EDIT: Wait, the on-play ability doesn't do anything, either.

I don't see why not. Gained cards come from the supply unless otherwise specified, but this seems pretty clearly otherwise specified.

I think you have to specify the pile. "Gain an X from the X pile."

Not quite true. Noble Brigand: "gain the trashed cards." It doesn't say "from the trash".
Title: Re: Really bad card ideas
Post by: Asper on October 08, 2017, 07:42:50 am
If you do, gain a copy of it.

EDIT: Wait, the on-play ability doesn't do anything, either.

I don't see why not. Gained cards come from the supply unless otherwise specified, but this seems pretty clearly otherwise specified.

I think you have to specify the pile. "Gain an X from the X pile."

Not quite true. Noble Brigand: "gain the trashed cards." It doesn't say "from the trash".

1. It's Thief
2. It gains specific instances of cards, not copies of other cards
Title: Re: Really bad card ideas
Post by: King Leon on October 08, 2017, 08:26:20 am
Not sure if these have been done before, but:

Brutal Delve
Event - Brutal -  $3
+Buy
All other players gain a Silver

Emptying the Silver pile can be fun in a 4 player game.

Brutal Banquet
Event - Brutal - $4
All other players gain two Coppers and a Non-Victory card costing up to $5 that you choose.

Two Coppers and a Curse/Ruins/Copper is rather strong for a $4 event.

Title: Re: Really bad card ideas
Post by: AJD on October 08, 2017, 10:51:01 am
If you do, gain a copy of it.

EDIT: Wait, the on-play ability doesn't do anything, either.

I don't see why not. Gained cards come from the supply unless otherwise specified, but this seems pretty clearly otherwise specified.

I think you have to specify the pile. "Gain an X from the X pile."

Not quite true. Noble Brigand: "gain the trashed cards." It doesn't say "from the trash".

1. It's Thief
2. It gains specific instances of cards, not copies of other cards

As Awaclus notes, “Gain a card that is not in the supply” can also be referring to specific cards, not copies of other cards.
Title: Re: Really bad card ideas
Post by: Minotaur on October 08, 2017, 01:47:18 pm
If you do, gain a copy of it.

EDIT: Wait, the on-play ability doesn't do anything, either.

I don't see why not. Gained cards come from the supply unless otherwise specified, but this seems pretty clearly otherwise specified.

I think you have to specify the pile. "Gain an X from the X pile."

Not quite true. Noble Brigand: "gain the trashed cards." It doesn't say "from the trash".

1. It's Thief
2. It gains specific instances of cards, not copies of other cards

As Awaclus notes, “Gain a card that is not in the supply” can also be referring to specific cards, not copies of other cards.

Babe Ruth rookie card...
Title: Re: Really bad card ideas
Post by: Minotaur on October 08, 2017, 01:55:14 pm
Librarian Strike
Event
Cost: $10

Shuffle the Supply into a single pile.  Redistribute this pile face down into 16 Supply piles, and then turn these piles face up  (so that you don't know what's under the top card of each).
Title: Re: Really bad card ideas
Post by: Asper on October 08, 2017, 05:28:08 pm
Librarian Strike

I misread this and now I know a little bit more about Liberia.
Title: Re: Really bad card ideas
Post by: Minotaur on October 08, 2017, 06:37:29 pm
Librarian Strike

I misread this and now I know a little bit more about Liberia.

I'm pretty sure you know less now.
Title: Re: Really bad card ideas
Post by: jonaskoelker on October 08, 2017, 06:49:25 pm
I like the idea behind the brutal events. I think they might have some balancing and rules issues.

Brutal Ritual
Event - Brutal - $5
All other players gain a Curse. If they do, they reveal their hand, and trash a card from their hand that you choose. Each player who did gain +1VP per $1 it cost.
Cool, I get to Cutpurse you, then turn the Copper into a Curse. Or I can sabotage your deck but give you a non-trivial amount of VP in compensation. I guess if I'm happy to swindle your 5'ers into Duchies, I might be happy turning them into 4-point duchies as well, given that I get to also Pillage your hand.

I think "if they do" should be "Each player who does reveals their hand [...]", unless of course it's intentional that I deal out the last n-1 curses to each player except the one on my right, without trashing anything.

Brutal Advance
Event - Brutal - $1
All other players reveal their hand, and trash an Action card from their hand that you choose. Each player who did gains an Action card costing up to $6 that you choose
For $1 I get to turn your King's Court into a Scout? That's crazy :o

I guess we're playing Big Money this game.

Brutal Delve
Event - Brutal -  $3
+Buy
All other players gain a Silver
Seems quite strong with Bandit Fort and maybe Wall, but rather meh otherwise.

Brutal Banquet
Event - Brutal - $4
All other players gain two Coppers and a Non-Victory card costing up to $5 that you choose.
Mountebank costs $5 to buy and gives +$2 when played. This costs $4 and a buy per "play", can't be blocked and gives out an extra Copper. And Mountebank is already very strong. This seems br0ken.

Brutal Wedding
Event - Brutal - $5
All other players gain a Gold, +1VP, and take 3 debt
Could debt-pinning someone work?

I could see buying this when I make an otherwise-PPR play. Once again, nice with Bandit Fort.

Outside of a few niche situations, meh, I'm not sure I would buy this.

Brutal Dominate
Event - Brutal - $15
Gain a Province. If you do, +9VP. Perform the instructions of a random Brutal effect (including those not in the kingdom).
You should probably specify that the random effect is chosen with a uniform distribution.

Brutal Torturer
Action - Attack - $6
+3 Cards
All other players choose a Brutal Event whose instructions you perform (Brutal events not in in the kingdom can be chosen).
Do they choose one each? In a 4p game, each opponent gains 3 silver (for example)? Do they vote for a single event?!?

Anyways, free silver doesn't seem like a too oppressive "attack". I think I prefer Smithy.

Brutal Summon
Event - Brutal - $6
All other players gain an Action card costing up to $4 that you choose (choose once for all players). At the start of their next turn, they play the set aside card. Until it finishes resolving, you can see all cards they can and make all decisions for them.
:o Brutal Summon a Steward, on your turn I call your Ratcatcher to trash one of your Provinces, then Guide your hand, use your duration Dungeon to make it hard for you to kick off, then Steward-trash two provinces. (All of this happens at the start of your turn, and I decide on your behalf which one you do next.)

Suppose Alice buys Brutal Summon on her turn and Bob buys it on his turn, then on Carol's turn both Alice and Bob decide which start-of-turn event to activate next, until either Alice's or Bob's summon has been resolved (in which case the other person unilaterally decides). Suppose Alice and Bob disagree, what happens?

If I Brutal Summon a Steward and Alice gains the last one, do I make all of Bob's decisions until the Steward he didn't gain resolves, i.e. forever? I think there should be words limiting the Posession-effect to those who gained a copy of the card. Maybe you should also copy Posession's trash-becomes-set-aside clause?

This looks like it has some rules issues left to work out.
Title: Re: Really bad card ideas
Post by: markusin on October 08, 2017, 07:47:10 pm
There is a reason I posted Brutal Events in the RBCI thread.

Sadly, I left out Brutal Scouting Party which, along with Brutal Ritual, were my source of inspiration. I limited the Brutal Events to Empires and promo.

Sometimes it feels like you are attacking yourself by buying Ritual and Scouting Party.

Edit: I didn't intend Brutal Banquet to let you choose Copper or Curse. That should at least be limited to cards costing more that $0.
Title: Re: Really bad card ideas
Post by: markusin on October 08, 2017, 08:02:31 pm
Some ideas on Brutal Event balance.

Let the other players make the choices. So, Brutal Advance lets the other player choose what card to gain (so a discard attack with a drawback). Same with Brutal Banquet. Brutal Ritual can give the opponent the choice of what to trash, and you hope they don't have a VP card in their starting hand. Brutal Summon can omit the Possession aspect.

The idea of Brutal Events is to take the situationally good events that can often be harmful instead and force them on your opponent.
Title: Re: Really bad card ideas
Post by: KingPeter on October 08, 2017, 08:56:04 pm
Librarian Strike
Event
Cost: $10

Shuffle the Supply into a single pile.  Redistribute this pile face down into 16 Supply piles, and then turn these piles face up  (so that you don't know what's under the top card of each).

So the game ends because the Province pile empties momentarily.
Title: Re: Really bad card ideas
Post by: AJD on October 08, 2017, 09:01:59 pm
Librarian Strike
Event
Cost: $10

Shuffle the Supply into a single pile.  Redistribute this pile face down into 16 Supply piles, and then turn these piles face up  (so that you don't know what's under the top card of each).

So the game ends because the Province pile empties momentarily.

No it doesn't, because the Province pile has to be empty at the end of a turn to end the game, not just in the middle of the turn...

...but wait, after buying Librarian Strike, how do you decide which pile is the Province pile? Do you just, like, designate one?
Title: Re: Really bad card ideas
Post by: Asper on October 08, 2017, 11:25:14 pm
Librarian Strike

I misread this and now I know a little bit more about Liberia.

I'm pretty sure you know less now.

I knew nothing about it before, and assuming that "Liberian strike" was some weird reference, I looked the country up on Wikipedia to understand where it came from. No regrets.
Title: Re: Really bad card ideas
Post by: Minotaur on October 09, 2017, 01:06:39 am
Librarian Strike
Event
Cost: $10

Shuffle the Supply into a single pile.  Redistribute this pile face down into 16 Supply piles, and then turn these piles face up  (so that you don't know what's under the top card of each).

So the game ends because the Province pile empties momentarily.

No it doesn't, because the Province pile has to be empty at the end of a turn to end the game, not just in the middle of the turn...

...but wait, after buying Librarian Strike, how do you decide which pile is the Province pile? Do you just, like, designate one?

There is no Province pile at this point.  The Supply now consists of 16 Supply piles, none of which are empty (unless there are fewer than 16 cards left in the Supply).
Title: Re: Really bad card ideas
Post by: Minotaur on October 09, 2017, 01:35:18 am
The idea is that when librarians go on strike, everything gets completely out of order and no one is keeping track of what belongs where, so...

Ok, fine, no one liked my actual card idea, so I'll do this one...

Liberian Strike
Action-Duration
Cost: $5

At the end of your next turn, gain a Harem from the Harem pile if you did not play an Attack card that turn.
While this is in play, whenever a player plays an Attack card, that player's Harems fail to produce $2 for the rest of the turn.
Title: Re: Really bad card ideas
Post by: Puk on October 09, 2017, 01:06:58 pm
Bully - $6
Reaction

When somebody gains a province, you may reveal this from your hand to gain that province.
Discard this card.



Title: Re: Really bad card ideas
Post by: Asper on October 09, 2017, 02:52:34 pm
Liberian Strike
Action-Duration
Cost: $5

At the end of your next turn, gain a Harem from the Harem pile if you did not play an Attack card that turn.
While this is in play, whenever a player plays an Attack card, that player's Harems fail to produce $2 for the rest of the turn.

As a Liberia expert, this makes no sense to me.
Title: Re: Really bad card ideas
Post by: Minotaur on October 09, 2017, 02:59:00 pm
Liberian Strike
Action-Duration
Cost: $5

At the end of your next turn, gain a Harem from the Harem pile if you did not play an Attack card that turn.
While this is in play, whenever a player plays an Attack card, that player's Harems fail to produce $2 for the rest of the turn.

As a Liberia expert, this makes no sense to me.

* Actual events may vary drastically from what I can stitch together using existing Dominion cards and game mechanics.  Results may fail to impress recently-graduated Liberia experts.
Title: Re: Really bad card ideas
Post by: CPiGuy on October 10, 2017, 02:22:08 am
Tactical Outpost
Action-Duration, $10
Discard your hand. If you discarded any cards, take another turn after this one, and at the start of that turn, +5 Cards, +1 Action, and +1 Buy.
Title: Re: Really bad card ideas
Post by: jonaskoelker on October 10, 2017, 05:22:42 pm
Jack, master salvager
$4 — Action
Trash any number of non-treasure cards from your hand.

Jack, master scavenger
$4 — Action
Look at the top card of your deck. You may discard it. You may repeat this any number of times.

Jack, master minter
$4 — Action
Gain any number of silvers.

Jack, master librarian
$4 — Action
Draw cards until you have 5 cards in hand. Repeat this any number of times.
Title: Re: Really bad card ideas
Post by: jonaskoelker on October 10, 2017, 05:49:35 pm
The idea of Brutal Events is to take the situationally good events that can often be harmful instead and force them on your opponent.
Huh, it looked to me like the idea was to take events that are almost exclusively good (though not always worth the opportunity cost) and turn them into attacks by making the affected players "make" bad choices.

Some ideas on Brutal Event balance. Let the other players make the choices.
But... but... but this is RBCI ;D

More seriously, I like the idea of having attacks that are identical to beneficial effects, except for who makes the choices. They are probably hard to balance when they have the form I like, though. Brutal Ritual on Overlord seems pretty harsh. Brutal Trade seems bonkers mad. Brutal Quest, choosing "discard six cards" and typically not giving a gold. Brutal Donate. Less bonkers, Brutal <token-placing-event>, letting you place anyone's token (including your own). Though I suspect moving people's +action token around can break their Smithy engine pretty badly. Also, with Brutal Inheritance I guess your Estates become Scouts while mine become Throne Rooms :)

Maybe Brutal Borrow, Brutal Save and Brutal Alms could be balanced, although having to pay $1 for Brutal Alms with no treasures limits it somewhat.

Also, I very much like the incoherently overlapping possessions created by Brutal Summon! Here I thought Storyteller/Crown was a rules question goldmine ;-)
Title: Re: Really bad card ideas
Post by: jonaskoelker on October 10, 2017, 07:18:45 pm
Scoutpost
$5 — Action
+1 Action
If this is the first time you played a Scoutpost this turn, and the previous turn wasn't yours, then take an extra turn after this one.
For your next hand, 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.

Mote
$0 — Action — Reaction
When another player plays an Attack card, you may reveal this from your hand.

Knights Templar
$5 — Action — Attack — Knight
Each other player reveals the top 2 cards of his deck, trashes 1 to 3 differently named among those which cost from $3 to $6, and discards the rest.

Oracle
$3 — Action
Reveal your hand. Play all your treasures. Pay all your $. SELECT a card from your hand, DROP it onto the TABLE and play it. Gain an UPGRADE.

Steal
<8> — Event
Gain any number of cards from the trash.

The IRS
$4 — Action — Attack
Trash a copper from your hand.
Gain a Silver onto your deck.
Each opponent discards a Copper (or reveals a hand with no Copper).
Each opponent puts a victory card from their hand onto their deck (or reveals a hand with no victory cards).
Put <2> on a supply pile.

Illiterate
$3 — Action
+1 Action
Reveal cards from the top of your deck until you reveal one costing 2 or less. Put that card into your hand and discard the rest.

Mirage
$3 — Action
+1 Action
+1 Card
Discard a card

Royal Miscarriage
$5 — Action — Reserve
+1 Action
Put this on your Tavern mat.

Bridge to Nowhere
$4 — Action
-$1
+1 buy
Cards cost $1 more this turn.

Port Wine Merchant
$7 — Action
+2 actions
+1 card
+$4
+1 buy
Put this on your tavern mat.
---
At the end of your Buy phase, if you have at least $2 unspent, you may discard this from your Tavern mat.
When you buy this, gain a Port Wine Merchant.
You can't buy this if you have any Copper in play.
Title: Re: Really bad card ideas
Post by: Minotaur on October 10, 2017, 07:47:10 pm
Scoutpost might actually be almost ok.  Seems $4 to me?  Use case kind of overlaps with Guide, but it doesn't end up sitting on your Tavern mat sighing at sort-of-average hands for three shuffles.  I'd probably buy one of them at $4.
Title: Re: Really bad card ideas
Post by: Minotaur on October 10, 2017, 07:50:33 pm
Guideposts
Action-Reserve
Cost: $5

+1 Action
Find religion
Put this on your tavern mat.
-------------------
You may Call this at the start of your turn.  If you do:
  Discard your hand.  Take an extra turn after this one, for which you draw three cards for your starting hand.

Note:  Pretty bad generally, but the unlimited extra turns could combo with Caravan+Tactician or whatever.  RBCI to the max...
Title: Re: Really bad card ideas
Post by: Asper on October 10, 2017, 09:29:50 pm
Guideposts
Action-Reserve
Cost: $5

+1 Action
Find religion
Put this on your tavern mat.
-------------------
You may Call this at the start of your turn.  If you do:
  Discard your hand.  Take an extra turn after this one, for which you draw three cards for your starting hand.

Note:  Pretty bad generally, but the unlimited extra turns could combo with Caravan+Tactician or whatever.  RBCI to the max...

You can call two of these you get two extra turns. If you can play both again on the first of these extra turns, you can use that turn's economy to buy something and still repeat the cycle for unlimited turns.
Title: Re: Really bad card ideas
Post by: Minotaur on October 10, 2017, 09:48:55 pm
Guideposts
Action-Reserve
Cost: $5

+1 Action
Find religion
Put this on your tavern mat.
-------------------
You may Call this at the start of your turn.  If you do:
  Discard your hand.  Take an extra turn after this one, for which you draw three cards for your starting hand.

Note:  Pretty bad generally, but the unlimited extra turns could combo with Caravan+Tactician or whatever.  RBCI to the max...

You can call two of these you get two extra turns. If you can play both again on the first of these extra turns, you can use that turn's economy to buy something and still repeat the cycle for unlimited turns.

I probably should've included an "if you discard any cards" clause, which would still be abuseable with Caravan.  But yes.  It gets easier the more of them you call at once.
Title: Re: Really bad card ideas
Post by: jonaskoelker on October 11, 2017, 02:02:25 pm
Henchman
$4 — Action — Attack
+1 Action
+$2

Lackey
$4 — Action — Attack
+1 Action
Every player discards their hand, then draws 4 cards.

Overseer
$2 — Action
+$2

Custodian
$2 — Action
+2 Cards

Caretaker
$2 — Action
Trash 2 cards from your hand.

Aristocrat
$5 — Action — Victory
+2 Actions
Worth 2 VP

Lord
$5 — Action — Victory
+3 Cards
Worth 2 VP

Also Indigenous/Aboriginal Village, Resource Extracting Village (action costing $3: +2A/+1C/+$2, trash this) vs. (plain old) Village, Sea Robber vs. Loot Spender, Sibyl/Augur (Oracle), Saffron Seller and Vanilla Vendor, Hoarder/Spendthrift (Miser).

Grand Pawn
$6 — Action
Choose any three: +1 card, +1 action, +$1, +1 buy. The choices don't have to be different.

(seems pricey at $6 and strictly better than Laboratory at any lower price.)

Scoutpost might actually be almost ok.
Given that this in RBCI, I take that as criticism of my work. What could I have done better? :P
Title: Re: Really bad card ideas
Post by: Minotaur on October 11, 2017, 04:51:51 pm
Grand Pawn could cost $4 or $5 and fail to work with Copper in some way.  Or it could cost <6> or whatever.
Title: Re: Really bad card ideas
Post by: Minotaur on October 11, 2017, 04:58:46 pm
Band of Advisors
Cost: $2
Action

Play this as if it were an Action in the supply costing at least $3 of the player to your left's choice.  This is that card until this leaves play.
Title: Re: Really bad card ideas
Post by: AJD on October 11, 2017, 05:29:47 pm
Band of Advisors
Cost: $2
Action

Play this as if it were an Action in the supply costing at least $3 of the player to you left's choice.  This is that card until this leaves play.

also known as "underlord"
Title: Re: Really bad card ideas
Post by: Sidsel on October 12, 2017, 04:02:11 am
Band of Advisors
Cost: $2
Action

Play this as if it were an Action in the supply costing at least $3 of the player to you left's choice.  This is that card until this leaves play.

also known as "underlord"

or "middle management"
Title: Re: Really bad card ideas
Post by: Marcory on October 12, 2017, 09:07:35 am
Bitcoin Treasure (http://wiki.dominionstrategy.com/images/thumb/b/bc/Coin7.png/16px-Coin7.png)

Reveal the top two cards of your deck. +(http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) equal to the cost of one of the cards you revealed. Discard that card and put the other one back on your deck.



Title: Re: Really bad card ideas
Post by: hypercube on October 12, 2017, 10:22:50 am
Ruined Outpost
$0 — Action-Ruins

If this is the first time you played a Ruined Outpost this turn, and the previous turn wasn't yours, then take a turn after each other player has taken one.

Possessed Witch
$5P — Action

The player to your left takes an extra turn after this one, in which you can see all cards he can and make all decisions for him. Any cards of his that are trashed are set aside and returned to his discard pile at end of turn.
Title: Re: Really bad card ideas
Post by: Minotaur on October 12, 2017, 02:26:20 pm
Bitcoin Treasure (http://wiki.dominionstrategy.com/images/thumb/b/bc/Coin7.png/16px-Coin7.png)

Reveal the top two cards of your deck. +(http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) equal to the cost of one of the cards you revealed. Discard that card and put the other one back on your deck.

Bitcoin
Treasure
Cost: $4

+$1
Flip your Journey token over.
If it is face up, +$1 and flip over your second-order Journey token.
If you do and that token is face up, +$1 and flip over your third-order Journey token.
If you do and that token is face up, +$2 and +1 Buy.
(All Journey tokens of all orders begin face up)

Simpsons did it!
Title: Re: Really bad card ideas
Post by: silverspawn on October 13, 2017, 03:53:39 pm
Housing Crisis – Action – 2$
Put your hand on top of the Province pile in any order.
Title: Re: Really bad card ideas
Post by: silverspawn on October 13, 2017, 04:14:38 pm
Shooting Gallery – Action – 4$
Gain a Gunpowder.
Title: Re: Really bad card ideas
Post by: Marcory on October 13, 2017, 04:23:40 pm
Shooting Gallery – Action – 4$
Gain a Gunpowder.

In theory such a card could be successful, but in practice it would probably bomb.
Title: Re: Really bad card ideas
Post by: silverspawn on October 15, 2017, 05:55:43 am
Hey now that the card automater exists we can do these as images!

(https://i.imgur.com/Kl58RI6.jpg)  (https://i.imgur.com/c1nS4qE.jpg)

(That's of course from the OP)
Title: Re: Really bad card ideas
Post by: silverspawn on October 15, 2017, 06:01:33 am
(https://preview.ibb.co/m8V56G/index.png)
Title: Re: Really bad card ideas
Post by: LibraryAdventurer on October 17, 2017, 11:26:00 pm
Quote
Slurker
$3 - Action - Reserve
+1 Action
+1$ for each action card on the tavern mat of the player to your left.
You may gain a Slurker from the trash. If you do, put it in your hand.
-
When you gain this, put it on your tavern mat.
-
When you buy a card, you may call this to trash it.
If you took 'it' to mean the card you bought, gain a curse and trash this.
-
When you trash this, look at the top card of your deck. You may trash it.

Quote
It
Look at the top card of the first pile in the game box nearest to you. Play it.
-
When this is in the game, whenever a card refers to 'it', it refers to this card.
Title: Re: Really bad card ideas
Post by: Minotaur on October 18, 2017, 10:56:45 am
Quote
Slurker
$3 - Action - Reserve
+1 Action
+1$ for each action card on the tavern mat of the player to your left.
You may gain a Slurker from the trash. If you do, put it in your hand.
-
When you gain this, put it on your tavern mat.
-
When you buy a card, you may call this to trash it.
If you took 'it' to mean the card you bought, gain a curse and trash this.
-
When you trash this, look at the top card of your deck. You may trash it.

Quote
It
Look at the top card of the first pile in the game box nearest to you. Play it.
-
When this is in the game, whenever a card refers to 'it', it refers to this card.

Flip your Journey token over.  If It is face up......
Title: Re: Really bad card ideas
Post by: singletee on October 18, 2017, 07:19:00 pm
Ok I'll explain the joke really bad card idea. When played, It just plays itself over and over forever. What the top card of the first pile in the game box nearest to you is is irrelevant, because the instruction "Play it" always causes you to play It again.
Title: Re: Really bad card ideas
Post by: jonaskoelker on October 21, 2017, 06:15:13 am
Ok I'll explain the joke really bad card idea.

Oh hey, I heard that explaining jokes and really bad card ideas is a thing in this Forum. I wanna have a go at that.

Jack, master salvager
$4 — Action
Trash any number of non-treasure cards from your hand.

Jack, master scavenger
$4 — Action
Look at the top card of your deck. You may discard it. You may repeat this any number of times.

Jack, master minter
$4 — Action
Gain any number of silvers.

Jack, master librarian
$4 — Action
Draw cards until you have 5 cards in hand. Repeat this any number of times.
Obviously the theme is turning Jack of all Trades into four different "Jack, master of a single trade" by letting you do the effect any number of times.

Draw-to-x multiple times is the same as doing it once, hence Master Librarian's "Repeat this any number of times" is superfluous—and since most card text isn't, this would probably lead to confusion and avoidable rules questions. But the foolish consistency that is the hobgoblin of little minds is excellent fun ^^. Also, on 5-card hands, Master Librarian = Ruined Library.

Master Minter is CRAZY swingy: whoever gets it on turn 3* plays the infinite Silver deck and single provinces every** turn starting turn 5. **Unless enough junk collides, in which case it's not in any of your other hands. *Actually it's p1 t3 > p2 t3 > p1 t4 > p2 t4, so it has a MASSIVE first player advantage as well. Good with: Feodum. Bad against: Militia.

Master Salvager is a little better at trashing estates than Salvager, but not a lot (Best case: Master Salvager is as good as a Steward for one turn only). It's a lot worse at being virtual money. Maybe it can trash multiple Ruins/Curses, but... meh? On the whole, what makes this card a bad idea is that it's extremely weak.

Master Scavenger, my favorite. Here's approximately what it does: "Put you deck in your discard pile. Look through your discard pile and shuffle any number of cards into your deck. Look through your discard pile; you may put a card from it on top of your deck." — they way you get that effect is by discarding from the top of your deck until by chance all the cards you want to discard are at the top of your shuffle, all the shuffled-into-deck are at the bottom, and the topdecked card is topmost among those you want to keep (or you can stop after having discarded those you want to discard and not look at the card on top, hence the reworded topdecking is optional). Recall when I said "by chance"? It's going to take FOREVER for that to happen (or maybe ~n! shuffles); which means that if you're a decent human being you don't actually play this out, you just... meh, I dunno? Chancellor yourself without the money?

TL;DR: very meh card, unnecessary rules questions, extreme imbalance, effect resolution that's slow as molasses. All important ingredients in a well-designed game ;D
Title: Re: Really bad card ideas
Post by: Minotaur on October 21, 2017, 11:58:58 am
Master Scavenger, my favorite. Here's approximately what it does: "Put you deck in your discard pile. Look through your discard pile and shuffle any number of cards into your deck. Look through your discard pile; you may put a card from it on top of your deck." — they way you get that effect is by discarding from the top of your deck until by chance all the cards you want to discard are at the top of your shuffle, all the shuffled-into-deck are at the bottom, and the topdecked card is topmost among those you want to keep (or you can stop after having discarded those you want to discard and not look at the card on top, hence the reworded topdecking is optional). Recall when I said "by chance"? It's going to take FOREVER for that to happen (or maybe ~n! shuffles); which means that if you're a decent human being you don't actually play this out, you just... meh, I dunno? Chancellor yourself without the money?

TL;DR: very meh card, unnecessary rules questions, extreme imbalance, effect resolution that's slow as molasses. All important ingredients in a well-designed game ;D

There are (n choose m) ways to get your m "good cards" on the bottom of the deck.  For each of these, there m cards which could have been the top card.  For each of these cases, you must go through your deck of n cards.  The asymptotics are probably closer to (n choose m)*m*n cards discarded, times or divided by a constant C>1 to account for variation from the expected value.  (I think you could be more specific with some other Geometric distribution estimate or something, but whatever...)

I think I did that right-ish?  Sort of?
Title: Re: Really bad card ideas
Post by: navical on October 21, 2017, 12:36:15 pm
Master Scavenger, my favorite. Here's approximately what it does: "Put you deck in your discard pile. Look through your discard pile and shuffle any number of cards into your deck. Look through your discard pile; you may put a card from it on top of your deck." — they way you get that effect is by discarding from the top of your deck until by chance all the cards you want to discard are at the top of your shuffle, all the shuffled-into-deck are at the bottom, and the topdecked card is topmost among those you want to keep (or you can stop after having discarded those you want to discard and not look at the card on top, hence the reworded topdecking is optional). Recall when I said "by chance"? It's going to take FOREVER for that to happen (or maybe ~n! shuffles); which means that if you're a decent human being you don't actually play this out, you just... meh, I dunno? Chancellor yourself without the money?

TL;DR: very meh card, unnecessary rules questions, extreme imbalance, effect resolution that's slow as molasses. All important ingredients in a well-designed game ;D

There are (n choose m) ways to get your m "good cards" on the bottom of the deck.  For each of these, there m cards which could have been the top card.  For each of these cases, you must go through your deck of n cards.  The asymptotics are probably closer to (n choose m)*m*n cards discarded, times or divided by a constant C>1 to account for variation from the expected value.  (I think you could be more specific with some other Geometric distribution estimate or something, but whatever...)

I think I did that right-ish?  Sort of?
You have to search all the orderings of your deck for one that puts your good gards on the bottom, not go through all the orderings with the good cards on the bottom.

Each time you go through your deck, there is an
Code: [Select]
(n choose m) * m / n! = m / (m!(n-m)!)chance that your deck is in a perfect order. So you're looking at around
Code: [Select]
n*(m-1)!*(n-m)!)discards before you stop.

For n = 30, m = 10 this is about 2*10^25.
Title: Re: Really bad card ideas
Post by: Minotaur on October 21, 2017, 01:09:46 pm
Master Scavenger, my favorite. Here's approximately what it does: "Put you deck in your discard pile. Look through your discard pile and shuffle any number of cards into your deck. Look through your discard pile; you may put a card from it on top of your deck." — they way you get that effect is by discarding from the top of your deck until by chance all the cards you want to discard are at the top of your shuffle, all the shuffled-into-deck are at the bottom, and the topdecked card is topmost among those you want to keep (or you can stop after having discarded those you want to discard and not look at the card on top, hence the reworded topdecking is optional). Recall when I said "by chance"? It's going to take FOREVER for that to happen (or maybe ~n! shuffles); which means that if you're a decent human being you don't actually play this out, you just... meh, I dunno? Chancellor yourself without the money?

TL;DR: very meh card, unnecessary rules questions, extreme imbalance, effect resolution that's slow as molasses. All important ingredients in a well-designed game ;D

There are (n choose m) ways to get your m "good cards" on the bottom of the deck.  For each of these, there m cards which could have been the top card.  For each of these cases, you must go through your deck of n cards.  The asymptotics are probably closer to (n choose m)*m*n cards discarded, times or divided by a constant C>1 to account for variation from the expected value.  (I think you could be more specific with some other Geometric distribution estimate or something, but whatever...)

I think I did that right-ish?  Sort of?
You have to search all the orderings of your deck for one that puts your good gards on the bottom, not go through all the orderings with the good cards on the bottom.

Each time you go through your deck, there is an
Code: [Select]
(n choose m) * m / n! = m / (m!(n-m)!)chance that your deck is in a perfect order. So you're looking at around
Code: [Select]
n*(m-1)!*(n-m)!)discards before you stop.

For n = 30, m = 10 this is about 2*10^25.

Oh, right.  Whoops.  That's closer to right.

But I think the m in your first blue box is against you, not for you.  That is, the next card has to be exactly that one out of the m.  So (n choose m)/(m*n!) probability, or roughly (m*n!)/(n choose m) expected trials.

m*m!*(n-m)! shuffles, or nm*m!*(n-m)! discards (times C approx 1).
Title: Re: Really bad card ideas
Post by: Minotaur on October 21, 2017, 05:53:56 pm
Actual Fool's Gold
Treasure
Cost: $4

+$3
The next time you play a copy of this card or a Gold, trash this card, take your -$1 token, and gain a Curse.

EDIT:  Crap, mixed this up with my RBCI tab.  Not deleting, two upvotes already!
Title: Re: Really bad card ideas
Post by: King Leon on October 22, 2017, 03:43:49 pm
Jack, master salvager
$4 — Action
Trash any number of non-treasure cards from your hand.

Uh, this is the worst Chapel variant I have ever seen.
Title: Re: Really bad card ideas
Post by: Awaclus on October 22, 2017, 03:55:58 pm
Jack, master salvager
$4 — Action
Trash any number of non-treasure cards from your hand.

Uh, this is the worst Chapel variant I have ever seen.

Uh, this is the really bad card ideas thread.
Title: Re: Really bad card ideas
Post by: Minotaur on October 22, 2017, 04:06:30 pm
Jack, master salvager
$4 — Action
Trash any number of non-treasure cards from your hand.

Uh, this is the worst Chapel variant I have ever seen.

Uh, this is the really bad card ideas thread.

I just realized that I've never posted to RGCI.  I don't even know if RGCI exists...   :'(
Title: Re: Really bad card ideas
Post by: jonaskoelker on October 22, 2017, 04:42:20 pm
Jack, master salvager
$4 — Action
Trash any number of non-treasure cards from your hand.

Uh, this is the worst Chapel variant I have ever seen.

https://www.youtube.com/watch?v=xECUrlnXCqk

;)
Title: Re: Really bad card ideas
Post by: Asper on October 22, 2017, 06:29:57 pm
Jack, master salvager
$4 — Action
Trash any number of non-treasure cards from your hand.

Uh, this is the worst Chapel variant I have ever seen.

Uh, this is the really bad card ideas thread.

I just realized that I've never posted to RGCI.  I don't even know if RGCI exists...   :'(

It's a matter of perspective and preference.
Title: Re: Really bad card ideas
Post by: Dylan32 on October 23, 2017, 12:51:15 am
Jack, master salvager
$4 — Action
Trash any number of non-treasure cards from your hand.

Uh, this is the worst Chapel variant I have ever seen.

Uh, this is the really bad card ideas thread.

I just realized that I've never posted to RGCI.  I don't even know if RGCI exists...   :'(

RGCI (http://forum.dominionstrategy.com/index.php?topic=11402.0)
Title: Re: Really bad card ideas
Post by: Minotaur on October 23, 2017, 01:37:44 am
Jack, master salvager
$4 — Action
Trash any number of non-treasure cards from your hand.

Uh, this is the worst Chapel variant I have ever seen.

Uh, this is the really bad card ideas thread.

I just realized that I've never posted to RGCI.  I don't even know if RGCI exists...   :'(

RGCI (http://forum.dominionstrategy.com/index.php?topic=11402.0)

Gunpowder could work, but the cards you buy with it would have to be strong.  Pay-$2-but-then-it-takes-a-while-to-see-the-payoff was done with Travelers, and alternate currency was done with Alchemy.  But Gunpowder doesn't feel that much like a Treasure card when you trash it on play, so it's closer to a Traveler in practice the way I see it.  Also, it could feel really bad to have a $ and GP mix with no +buy, but yeah, Alchemy is sort of hated anyway because you know.

Anyway, Bomb lives on as a joke.  Obviously that one wasn't play-tested much if at all...
Title: Re: Really bad card ideas
Post by: Minotaur on October 23, 2017, 12:16:28 pm
Haunt
Event/Online Only
Cost: $8

Put your Ghost token on an Action Supply pile of your choice.  While owned by you, cards from this pile:
  * are invisible to other players except when you play them
  * do not count toward your handsize
  * are not eligible to be revealed
  * go into your hand before you would draw them, prompting you to draw your next card instead
Title: Re: Really bad card ideas
Post by: Asper on October 23, 2017, 06:10:20 pm
Jack, master salvager
$4 — Action
Trash any number of non-treasure cards from your hand.

Uh, this is the worst Chapel variant I have ever seen.

Uh, this is the really bad card ideas thread.

I just realized that I've never posted to RGCI.  I don't even know if RGCI exists...   :'(

RGCI (http://forum.dominionstrategy.com/index.php?topic=11402.0)

Gunpowder could work, but the cards you buy with it would have to be strong.  Pay-$2-but-then-it-takes-a-while-to-see-the-payoff was done with Travelers, and alternate currency was done with Alchemy.  But Gunpowder doesn't feel that much like a Treasure card when you trash it on play, so it's closer to a Traveler in practice the way I see it.  Also, it could feel really bad to have a $ and GP mix with no +buy, but yeah, Alchemy is sort of hated anyway because you know.

Anyway, Bomb lives on as a joke.  Obviously that one wasn't play-tested much if at all...

Oh wow. I never realized my Homunculus is a Bomb variant. What about that.
Title: Re: Really bad card ideas
Post by: Marcory on October 23, 2017, 06:49:23 pm
Here's some really bad card ideas:

Witch's idea: "I'll cross the street without looking both ways."

Chapel's idea: "I'll leap without looking."

Remodel's idea: "I'll count my chickens before they hatch."

Laboratory's idea: "I'll put all my eggs in one basket."

Village's idea: "I'll get involved in a land war in Asia."

Smithy's idea: "I'll go in against the Sicilian when death is on the line"
Title: Re: Really bad card ideas
Post by: Minotaur on October 23, 2017, 08:08:17 pm
Here's some really bad card ideas:

Witch's idea: "I'll cross the street without looking both ways."

Chapel's idea: "I'll leap without looking."

Remodel's idea: "I'll count my chickens before they hatch."

Laboratory's idea: "I'll put all my eggs in one basket."

Village's idea: "I'll get involved in a land war in Asia."

Smithy's idea: "I'll go in against the Sicilian when death is on the line"

Borderline Courage Wolf, maybe take it up with Homage.
Title: Re: Really bad card ideas
Post by: spiralstaircase on October 24, 2017, 06:02:08 am
Night Knight
Action - Attack - Knight - Night - $5
Each other player reveals the top 2 cards of his deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this card.
Title: Re: Really bad card ideas
Post by: Asper on October 24, 2017, 10:15:25 am
Moon of Plenty, 5$, Night
Gain a card costing up to 1$ per differently named card you have in play, counting this. If it is a Victory card, trash this.
Title: Re: Really bad card ideas
Post by: Minotaur on October 24, 2017, 01:33:01 pm
Buy A Round
Night
Cost: $4

Choose a Reserve card in play and put it on your Tavern mat.
Heirloom: Introvert


Introvert
Heirloom/Reserve/Action
Cost: $2

....
--------------------
You may Call this at the start of your turn.  If you do, +1 VP.


Secret History:  So Buy A Round sort of sucks if there aren't any Reserve cards.  Having it gain a card from its own Spoils-like pile didn't feel right, and then I was like, "oh right, heirlooms!  That's a thing right?"  Anyway, this card will probably never be play-tested because it's RBCI, but there you have it.  Buy A Round/Introvert.
Title: Re: Really bad card ideas
Post by: jonaskoelker on October 24, 2017, 06:50:48 pm
Night Knight
Action - Attack - Knight - Night - $5
Each other player reveals the top 2 cards of his deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this card.

I really like the Action - Night dual type. There doesn't seem to be much of a trade-off here—mandatory edge case: action-phase deck inspection, especially Scrying Pool that you're not happy deferring—but perhaps something like this:

Moonlighting
Action – Night – $3
+$2
If you've gained a card this turn, gain a card costing up to $4.

The general kind of trade-off would be between some benefit that's not useful after the (last*) Buy phase if you play it in your Action phase, versus non-terminality if played in the Night phase and/or perhaps some special benefit. (* thanks, Villa).

Here's another one:

Dr. Jekyll / Mr. Hyde
Action – Night – $5?
If it's your action phase, +3 cards.
If it's your night phase, each other player discards down to 3 cards.
Title: Re: Really bad card ideas
Post by: Minotaur on October 24, 2017, 07:47:02 pm
Term Paper
Action/Night
Cost: $2

If this is your Action phase:  +1 Card, +1 Action
If this is your Night phase:  +8 Cards, trash this card
Title: Re: Really bad card ideas
Post by: spiralstaircase on October 25, 2017, 05:15:09 am
Fishmonger
Action - Attack - Duration - $4
+1 Card
+1 Action
Reveal the top card of your deck; you may discard it. Either way, if it is an...
Attack card, Each other player discards down to 3 cards.
Duration card, set it aside and play it at the start of your next turn.
Reaction card, other players' Attack cards do not affect you until the start of your next turn.

Costermonger
Action - Attack - $4
+1 Card
+1 Action
Reveal the top card of your deck; you may discard it. Either way, if it is a...
Shelter, +1 Action
Night, +1 Card
Castle, +1 VP
Prize, Gain a Duchy
Knight, Each other player reveals the top 2 cards of his deck, trashes one of them costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this card.
Looter, Each other player gains a Ruins
Ruins, Each other player gains a Looter
Traveller, exchange this for a card costing exactly $1 more than it
Gathering, put 1VP on this card's pile
Reserve, put this on your Tavern mat.
Event, Landmark or Boon, go back and read the rulebook.
Title: Re: Really bad card ideas
Post by: Minotaur on October 25, 2017, 03:13:42 pm
Reading Rainbow
Global State  (applies to all players)

Setup:  Make a Supply pile of Events, Boons, and Landmarks, which in this game are cards.  Boons and Landmarks cost $5.  Events and Boons are Action cards which do their Event when played.  When you play a Boon, +1 Card and +1 Action.  Whenever you would receive a Boon, gain it instead.  Landmarks are worth 3VP, are void of tokens, and their other effects only apply to you or your opponents, your choice at the end of the game.

Take that, Costermonger!
Title: Re: Really bad card ideas
Post by: AJD on October 25, 2017, 04:56:19 pm
Looter, Each other player gains a Ruins
Ruins, Each other player gains a Looter

I just wanted to highlight this bit because I really liked it.
Title: Re: Really bad card ideas
Post by: Minotaur on October 26, 2017, 12:16:51 am
King Midas
Event
Cost: $6

Put your Treasure token on an Action supply pile.  (Cards from this pile gain the Treasure type during your turns.)
Title: Re: Really bad card ideas
Post by: jonaskoelker on October 26, 2017, 02:21:57 am
King Midas
Event
Cost: $6

Put your Treasure token on an Action supply pile.  (Cards from this pile gain the Treasure type during your turns.)

King Midas' Curse
State
When a player buys King Midas, they take King Midas' Curse.
When you would play a card from your hand, instead trash it and gain a Gold.

(Synergies: Possession)
Title: Re: Really bad card ideas
Post by: Minotaur on October 26, 2017, 09:27:07 am
At first I wasn't sure King Midas should cost $6, but it compares with Lost Arts rather oddly.  You absolutely cannot draw the actions dead anymore, but if it's a draw card, it's a lot less likely to be as useful as having played it with a +1 Action token during your Action phase.  Maybe you'd want Midas to touch your Goons or Monuments, but not your Rabble or Hunting Grounds.
Title: Re: Really bad card ideas
Post by: Minotaur on October 26, 2017, 09:28:17 am
I would probably King Midas my Storyteller so it can play Crown as a freaking Treasure, if anything.

 >:(
Title: Re: Really bad card ideas
Post by: Marcory on October 28, 2017, 05:56:10 pm
Procrastinator's Village Action-(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png)

+1 Card
+1 Action

When this is in play, when you buy a card, +1 Action.

Bandwagon Action (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)

If you are the player with the most (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) tokens or are tied for the most, +3 (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png).

If you are not, trash this and gain a Curse.

Hindsight Night (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)

If you could have played your cards in play in a more optimal fashion this turn, +1 (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png).
_____________
You may not play any other Night cards after playing Hindsight.


Title: Re: Really bad card ideas
Post by: jonaskoelker on October 28, 2017, 06:18:18 pm
Procrastinator's Village — Action (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png)
+1 Card, +1 Action — When this is in play, when you buy a card, +1 Action.
Synergies: Black Market, Villa
Title: Re: Really bad card ideas
Post by: Minotaur on October 28, 2017, 06:32:29 pm
Extradition Treaty
Action/Reaction
Cost: $2

You may trash an Action or Night card from your hand.  If you do, +1 VP.
---------------------
When a player would gain a card from the trash, you may reveal this to prevent the gain.
Title: Re: Really bad card ideas
Post by: Marcory on October 29, 2017, 08:26:52 pm
Procrastinator's Village — Action (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png)
+1 Card, +1 Action — When this is in play, when you buy a card, +1 Action.
Synergies: Black Market, Villa

That's why it can cost the same as regular Village.
Title: Re: Really bad card ideas
Post by: Minotaur on October 31, 2017, 05:29:08 pm
Bill Watterson
Action
Cost: $7

+1 Card
+1 Action
+1 VP
If you are ahead by 20 VP or more, trash the Province pile.
Title: Re: Really bad card ideas
Post by: jonaskoelker on November 01, 2017, 01:36:53 pm
Nocturne has given us Cursed Gold and Cursed Village. In this spirit,

Cursed Chapel
$2 — Action
Trash up to 4 cards from your hand. Gain a curse for every card trashed this way.

Cursed Scout
$4 — Action
+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.

Cursed Mine
$5 — Action
You may reveal a Treasure card from your hand. Gain a copy of it.
---
When you buy this, trash all Treasures you have in play.

Cursed Mint
$5 — Action
You may trash a Treasure from your hand. Gain a Treasure to your hand costing up to $3 more than it.
Title: Re: Really bad card ideas
Post by: Erick648 on November 01, 2017, 06:35:37 pm
I really like the Action - Night dual type. There doesn't seem to be much of a trade-off here—mandatory edge case: action-phase deck inspection, especially Scrying Pool that you're not happy deferring—but perhaps something like this:

Moonlighting
Action – Night – $3
+$2
If you've gained a card this turn, gain a card costing up to $4.

The general kind of trade-off would be between some benefit that's not useful after the (last*) Buy phase if you play it in your Action phase, versus non-terminality if played in the Night phase and/or perhaps some special benefit. (* thanks, Villa).

Here's another one:

Dr. Jekyll / Mr. Hyde
Action – Night – $5?
If it's your action phase, +3 cards.
If it's your night phase, each other player discards down to 3 cards.
These aren't really bad card ideas.  In fact, Dr. Jekyll/Mr. Hyde is surprisingly similar to to an official card announced two days after your post (Werewolf), both thematically and mechanically.

So now we have an official card that was almost predicted in the RCBI thread.
Title: Re: Really bad card ideas
Post by: ThetaSigma12 on November 01, 2017, 06:37:30 pm
Hey, this is not the "Really intriguing, kinda interesting card ideas" thread! I will counteract this elaborate balderdash with a really bad card idea:

Quote
Catapult
Cost: $4
Types: Action/Attack
Trash any number of Rocks from your hand. For each Rock trashed, each other player trashes a card from their hand.
When you buy this, gain 5 Rocks from the Rock pile.

Quote
Rock
Cost: $0*
Type: Rock
It's a Rock. (This is not in the Supply.)
Title: Re: Really bad card ideas
Post by: sudgy on November 01, 2017, 06:44:31 pm
So now we have an official card that was almost predicted in the RCBI thread.

(https://i.imgflip.com/1yn244.jpg)
Title: Re: Really bad card ideas
Post by: Minotaur on November 01, 2017, 06:47:27 pm
So now we have an official card that was almost predicted in the RCBI thread.

(https://i.imgflip.com/1yn244.jpg)

Awaclus is probably screaming about Facebook cancer right now, as if that's a thing.
Title: Re: Really bad card ideas
Post by: hypercube on November 01, 2017, 09:03:06 pm
Nocturne has given us Cursed Gold and Cursed Village. In this spirit,

Cursed Moneylender
Action – $4
You may trash a Copper from your hand to gain three Coppers, putting them in your hand

Cursed Silver
Treasure – $3
$2


Title: Re: Really bad card ideas
Post by: markusin on November 01, 2017, 11:15:16 pm
Necromancer/Knight boards are going to get messy, but maybe we can cut out the middleman.

(https://imgur.com/ER7wnhR.jpg)
Title: Re: Really bad card ideas
Post by: Minotaur on November 02, 2017, 02:06:38 am
Cursed Messenger/Cursed Scavenger

(Chancellor...)
Title: Re: Really bad card ideas
Post by: Awaclus on November 02, 2017, 02:22:20 am
Doge isn't Facebook cancer, it's reddit/tumblr cancer, which is much less severe. The main difference is that it was funny for the first day (which was years ago) whereas the brain thing or the unfaithful boyfriend were never funny for a second.
Title: Re: Really bad card ideas
Post by: Minotaur on November 02, 2017, 08:28:55 am
Doge isn't Facebook cancer, it's reddit/tumblr cancer, which is much less severe. The main difference is that it was funny for the first day (which was years ago) whereas the brain thing or the unfaithful boyfriend were never funny for a second.

"I liked a meme once.  It was terrible."

- Grumpy Cat
Title: Re: Really bad card ideas
Post by: Awaclus on November 02, 2017, 09:28:43 am
Doge isn't Facebook cancer, it's reddit/tumblr cancer, which is much less severe. The main difference is that it was funny for the first day (which was years ago) whereas the brain thing or the unfaithful boyfriend were never funny for a second.

"I liked a meme once.  It was terrible."

- Grumpy Cat

Man, I do like memes. Some of the best ones are paint art (foreigners ruined that one Donald Duck face by calling it Dolan and overusing it but the rest of the meme is still top tier), uusi mene on syntynyt/new mene has borned, getting, Kyon-kun denwa, the Navy Seals pasta, old school Spurdo Spδrde and some of the newer Spurdo variants (such as snibeti snab x--DD variants and hi where are the burger variants), >lφrs lδrδ variants (I know lφrs lδrδ is not the original but the original is impossible to spell without looking it up), to name a few of the less obscure/community specific examples.
Title: Re: Really bad card ideas
Post by: Minotaur on November 02, 2017, 10:39:55 am
The Field In Which I Grow Myne Fucks
(Poor House retheme...)
Title: Re: Really bad card ideas
Post by: Minotaur on November 02, 2017, 03:53:38 pm
Brain Sparks
Event
Cost: $8

If you do not have a card set aside with your Brain Sparks token:
Gain a playable card from the Supply.  Set aside a copy from the Supply and place your Brain Sparks token on it.  At the end of any turn in which you play a copy of the card, if you played it more poorly than each time you have played it since you put the Sparks token on it, add a Victory token to the pile and take as many VP as are on the pile.  If you fail, gain a Curse, remove the tokens, and return the set aside card to the Supply.
Title: Re: Really bad card ideas
Post by: jonaskoelker on November 03, 2017, 10:15:14 am
These aren't really bad card ideas.
Sure, but if I post my fan cards here people are more lenient on them ;)

In fact, Dr. Jekyll/Mr. Hyde is surprisingly similar to to an official card announced two days after your post (Werewolf), both thematically and mechanically.
DXV should hire me ;D

So now we have an official card that was almost predicted in the RCBI thread.
So either my card was misplaced, or DXV is having really bad card ideas :P
Title: Re: Really bad card ideas
Post by: Asper on November 03, 2017, 11:49:17 am
In fact, Dr. Jekyll/Mr. Hyde is surprisingly similar to to an official card announced two days after your post (Werewolf), both thematically and mechanically.
DXV should hire me ;D
Man, I wish it was that easy  :-\
Title: Re: Really bad card ideas
Post by: jonaskoelker on November 03, 2017, 02:39:51 pm
Cursed Silver
Treasure – $3
$2

(https://i.imgflip.com/1yr7ww.jpg) (https://imgflip.com/i/1yr7ww)

(inb4 someone else brings up Feodum and Merchant.)
Title: Re: Really bad card ideas
Post by: Minotaur on November 04, 2017, 01:22:52 am
Cursed Silver
Treasure – $3
$2

(https://i.imgflip.com/1yr7ww.jpg) (https://imgflip.com/i/1yr7ww)

(inb4 someone else brings up Feodum and Merchant.)

Depends on whether Feodum or Cursed Feodum is on the board.
Title: Re: Really bad card ideas
Post by: CreeperSlimePig on November 07, 2017, 09:45:21 pm
Coppersmith 2.0

Costs 6$

Action-Curse

Gain 3 coppers. Trash a card other than Copper (or reveals a hand with all Coppers).

-5 VP
Title: Re: Really bad card ideas
Post by: benedettosoxfan on November 08, 2017, 10:44:51 pm
For some reason I feel like it would be fun to think up cards based on Rudolph the Red Nosed Reindeer. They don't have to be any good; but just the fact that I could play Dominion: Rudolph Edition would warm my heart this holiday season. With that in mind:

Yukon Cornelius
Action - $4
Reveal cards from your deck until you reveal a silver or a gold, putting it into your hand. You may trash one of the other revealed cards and discard the rest.
If you didn't reveal a gold or a silver, gain a silver to your hand.

Island of Misfit Toys
Action - $5
Play this twice as if it were an action costing up to $4, and then put it on your island mat, returning it to your deck at the end of the game.
Title: Re: Really bad card ideas
Post by: Minotaur on November 09, 2017, 09:06:10 pm
Island of Misfit Toys
Action - $5
Play this twice as if it were an action costing up to $4, and then put it on your island mat, returning it to your deck at the end of the game.

This should be worth VP.  2VP is probably fair since it only sets itself aside.  idk if playing as any action twice is a big deal or not.  It could also potentially be powerful if it loses track of itself somehow and then stays off the island mat.
Title: Re: Really bad card ideas
Post by: Minotaur on November 10, 2017, 06:53:34 pm
Maybe IoMT should set itself on your mat and *then* play as an action costing less than itself (once or twice).  I think whatever card it's imitating would have lost track of itself at this point.  Even if it's a Reserve card and successfully goes onto your mat, it would no longer have that identity unless you specified "it is that card until XYZ".  Since you don't want the card to go in play in the first place, "it is that card..." can be scrapped entirely.

Even if the card keeps track of itself, as far as I know, there are no cards which can make it back into your deck just by playing themselves if they were played to the Island mat.  At best they can go to the trash pile or get stranded on the Tavern mat forever.
Title: Re: Really bad card ideas
Post by: markusin on November 10, 2017, 07:30:16 pm
Chupacabra
$5 - Action
Heirloom: Cursed Goat

You may trash a Cursed Goat from your hand. If you do, +4 cards.


Cursed Goat
$4 - Treasure - Heirloom

+$1
Gain a Curse. You may trash a card from your hand.


Raidest
$7 - Treasure

+$3
Gain a Silver per Silver you have in play. Each other player discards a copy of a card you have in play (or reveals their hand if they cannot do so).
Title: Re: Really bad card ideas
Post by: Minotaur on November 10, 2017, 08:32:41 pm
Rudolph
Action
Cost: $2

+1 Card
+1 Action
If this is the second time you played this card this turn, +2VP.
If this is the third time you played this card this turn, +3VP.
Title: Re: Really bad card ideas
Post by: Minotaur on November 10, 2017, 09:03:51 pm
Uncle Billy
Action-Ruins
Cost: $0

Pass the top card of your deck to the left.  The player to your left looks at the card and puts in their hand or puts it back on top of your deck.

https://www.youtube.com/watch?v=0ifXHrIdCnU
Title: Re: Really bad card ideas
Post by: markusin on November 15, 2017, 05:15:17 pm
Self-Synergy
$4 - Action

+1 Action. Reveal the top 4 cards of your deck. Put the revealed Victory cards and copies of Self-Synergy into your hand. Put the other cards on top of your deck in any order.
Title: Re: Really bad card ideas
Post by: markusin on November 15, 2017, 05:19:56 pm
Self-Synergy 2.0
$4 - Action

Trash this and a Self-Synergy 2.0 from your hand. If you trashed two copies of Self-Synergy 2.0, gain 4 Golds onto your deck.
Title: Re: Really bad card ideas
Post by: Minotaur on November 16, 2017, 12:31:21 am
Scout Synergy
Action
Cost: $2

Trash this and the top 4 cards of your deck.  If you trashed a Scout, gain 4 Golds onto your deck.
Title: Re: Really bad card ideas
Post by: navical on November 16, 2017, 05:31:03 pm
Wonka Chocolate Bar
Candy $3
When you gain this, look at its back. If it's a Golden Ticket, gain 3 Wishes from their pile. Otherwise, gain a Silver. Return this to the Supply and shuffle the Wonka Chocolate Bar pile.

(There are 9 Wonka Chocolate Bars with normal backs and one with a Golden Ticket back. As with Knights and Ruins, shuffle the Wonka Chocolate Bar pile before the game, but keep the cards in the pile face up.)
Title: Re: Really bad card ideas
Post by: Reykjavik on November 17, 2017, 10:04:38 pm
RNGesus.

Action, cost 5, you win the game.
Title: Re: Really bad card ideas
Post by: jonaskoelker on November 18, 2017, 02:45:15 pm
Lookscout
$4 — Action
+1 Action
Reveal the top 4 cards of your deck. Put the revealed victory cards into your hand.
Trash one of the remaining cards.
Discard one of the remaining cards.
Put the other remaining cards on top of your deck in any order.
Title: Re: Really bad card ideas
Post by: Minotaur on November 19, 2017, 01:03:46 pm
Rudolph
Action
Cost: $2

+1 Card
+1 Action
If this is the second time you played this card this turn, +2VP.
If this is the third time you played this card this turn, +3VP.

I'm not sure you got the wording, but multiple copies don't count because it has to be the same card, not just another Rudolph.  The point being that this card is just a straight cantrip unless you Throne, Carriage, or Court it.  This card is total garbage and the other reindeer laugh and call it Pearl Diver, but then Santa steps in and changes everything.

(Let's not think about Procession though...)
Title: Re: Really bad card ideas
Post by: Minotaur on November 19, 2017, 01:12:06 pm
Maybe Rudolph should literally be the same as Pearl Diver, and there should be a One Foggy Christmas Eve card:

One Foggy Christmas Eve
Victory
Cost: $100

3VP
-----------------
In games using this, when you would look at only the bottom card of your deck and it is not also the top card of your deck, you may gain the top card from this pile, once per effect which would trigger this.
Title: Re: Really bad card ideas
Post by: Minotaur on November 27, 2017, 01:49:41 pm
Ruined Courtyard
Action-Ruins
Cost: $0

Put a card from your hand on top of your deck.


Ruined Pearl Diver
Action-Ruins
Cost: $0

Look at the bottom card of your deck.  You may put it on top of your deck.


Shot Messenger
Action-Ruins
Cost: $0

Put your deck into your discard pile.
---------------------
When you gain this, each other player may gain a card costing up to $4.


Ruined Count
Action-Ruins
Cost: $0

Choose one:
Discard two cards
Put a card from your hand on top of your deck
Gain a Copper


Suboptimal Delving Location
Event-Looter
Cost: $4

+1 Buy
You may discard a Ruins.
If you do:  Gain a Silver.  Otherwise, gain a Ruins.


Diseased Harem
Treasure-Curse-Ruins
Cost: $0

+$1
-1 VP


Bad Dog
Action-Ruins
Cost: $0

+1 Card
If you discard this from your hand during your clean-up phase, put it on top of your deck.
Title: Re: Really bad card ideas
Post by: Minotaur on November 27, 2017, 07:32:35 pm
Sibling Pie Cutter*
Action
Cost: $6

+1 Action
Reveal the top 5 cards of your deck.  The player to your left chooses two.  Either put those cards in your hand, or the others.  Discard the remaining cards.

* - Alright Timmy, you cut the pie, and Billy will choose which piece he wants!  No more fighting!
Title: Re: Really bad card ideas
Post by: Accatitippi on November 28, 2017, 05:22:03 am
Sibling Pie Cutter*
Action
Cost: $6

+1 Action
Reveal the top 5 cards of your deck.  The player to your left chooses two.  Either put those cards in your hand, or the others.  Discard the remaining cards.

* - Alright Timmy, you cut the pie, and Billy will choose which piece he wants!  No more fighting!

Confectionery - 3$
+2 coins
Choose two non-Victory Supply piles. The player to your left chooses one of them: you gain a card from it.
Every other player may gain a card from the other pile.
Title: Re: Really bad card ideas
Post by: jonaskoelker on November 28, 2017, 01:42:33 pm
Fact or Fiction (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=413590)
[...]
Reveal the top 5 cards of your deck.  The player to your left chooses two some of them.  Either put those cards in your hand, or the others.  Discard the remaining cards.
FTFY ;)
Title: Re: Really bad card ideas
Post by: Minotaur on November 28, 2017, 06:08:32 pm
Fact or Fiction (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=413590)
[...]
Reveal the top 5 cards of your deck.  The player to your left chooses two some of them.  Either put those cards in your hand, or the others.  Discard the remaining cards.
FTFY ;)

wtf Simpsonsdidit?!?!?

Urza was all like, "Magic is powerful.  Artifacts are powerful.  But magical artifacts?  Well, those are double-dog-dare-with-extra-sprinkles-on-top powerful, dude."
Title: Re: Really bad card ideas
Post by: jonaskoelker on November 28, 2017, 06:30:11 pm
wtf Simpsonsdidit?!?!?
Simpsons indeed dun diddit.

They also did this one:

Smithy Concentrate (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=439351)
$4 — Action
+3 cards

And this one:

Hunting Grounds Opportunity (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=433021)
$6 — Action
+4 cards

And this one:

[...]

And this one:

[...]

[...]
Title: Re: Really bad card ideas
Post by: Minotaur on November 28, 2017, 06:57:19 pm
wtf Simpsonsdidit?!?!?
Simpsons indeed dun diddit.

They also did this one:

Smithy Concentrate (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=439351)
$4 — Action
+3 cards

And this one:

Hunting Grounds Opportunity (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=433021)
$6 — Action
+4 cards

And this one:

[...]

And this one:

[...]

[...]

Why doesn't Hunting Grounds feature Wonder Woman checking me out from across the bar while naked?  omg Donald plz fix...
Title: Re: Really bad card ideas
Post by: Eran of Arcadia on November 29, 2017, 02:34:39 pm
Why doesn't Hunting Grounds feature Wonder Woman checking me out from across the bar while naked?  omg Donald plz fix...

Why doesn't every card feature this?
Title: Re: Really bad card ideas
Post by: Minotaur on November 29, 2017, 02:57:33 pm
Why doesn't Hunting Grounds feature Wonder Woman checking me out from across the bar while naked?  omg Donald plz fix...

Why doesn't every card feature this?

Some folks gonna prefer Aqua Man, obviously...
Title: Re: Really bad card ideas
Post by: Kirian on November 29, 2017, 03:06:41 pm
Sibling Pie Cutter*
Action
Cost: $6

+1 Action
Reveal the top 5 cards of your deck.  The player to your left chooses two.  Either put those cards in your hand, or the others.  Discard the remaining cards.

* - Alright Timmy, you cut the pie, and Billy will choose which piece he wants!  No more fighting!

You know this is already a Magic Card, right?
Title: Re: Really bad card ideas
Post by: Minotaur on November 29, 2017, 03:26:35 pm
Sibling Pie Cutter*
Action
Cost: $6

+1 Action
Reveal the top 5 cards of your deck.  The player to your left chooses two.  Either put those cards in your hand, or the others.  Discard the remaining cards.

* - Alright Timmy, you cut the pie, and Billy will choose which piece he wants!  No more fighting!

You know this is already a Magic Card, right?

slowpoke.jpg
Title: Re: Really bad card ideas
Post by: Awaclus on November 29, 2017, 03:54:10 pm
Sibling Pie Cutter*
Action
Cost: $6

+1 Action
Reveal the top 5 cards of your deck.  The player to your left chooses two.  Either put those cards in your hand, or the others.  Discard the remaining cards.

* - Alright Timmy, you cut the pie, and Billy will choose which piece he wants!  No more fighting!

There is actually a Magic card called Fact or Fiction that does this.
Title: Re: Really bad card ideas
Post by: Minotaur on November 29, 2017, 05:17:52 pm
Slowpoke
Night-Ruins-Pokemon
Cost: $0

You may play an Action card from your hand.

(Edit:  Changed to a Ruins-Pokemon for obvious reasons...)
Title: Re: Really bad card ideas
Post by: markusin on November 29, 2017, 05:25:51 pm
Fivetress
Action - $5

+1 Card
+2 Actions
_________________
When you trash this, put it into your hand.
Title: Re: Really bad card ideas
Post by: Minotaur on November 29, 2017, 05:55:23 pm
Fivetress
Action - $5

+1 Card
+2 Actions
_________________
When you trash this, put it into your hand.

Put both of these in a game with Upgrade...
Title: Re: Really bad card ideas
Post by: Minotaur on November 30, 2017, 01:17:41 pm
Oh hey, did you hear about that Magic card called Fact or Fiction?
Title: Re: Really bad card ideas
Post by: jonaskoelker on November 30, 2017, 01:25:26 pm
Oh hey, did you hear about that Magic card [...]
I think Magic cards are somewhat off-topic for a Dominion board. Man, who even brought those up in the first place?
Title: Re: Really bad card ideas
Post by: Minotaur on November 30, 2017, 07:26:57 pm
Wasn't sure where to post...

wtf Simpsonsdidit?!?!?
Simpsons indeed dun diddit.

They also did this one:

Smithy Concentrate (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=439351)
$4 — Action
+3 cards

And this one:

Hunting Grounds Opportunity (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=433021)
$6 — Action
+4 cards

(https://i.imgur.com/g7yMXnY.png)

ok, that was fun enough to do another...

(https://i.imgur.com/G1hiExu.png)

I almost called him "bisexual hammer guy."  Not sure I made the right choice tbh.
Title: Re: Really bad card ideas
Post by: popsofctown on December 04, 2017, 05:16:22 pm
I didn't realize this idea belonged here until I thought about it more.

Liarworks 1$ Action
+1 Buy
Reveal a card at random from your hand.  If it's a Treasure card, +3 Actions.
If it's a Victory card, +3 cards.
If it's a an Action card, +3$.
Title: Re: Really bad card ideas
Post by: Minotaur on December 04, 2017, 09:01:50 pm
I didn't realize this idea belonged here until I thought about it more.

Liarworks 1$ Action
+1 Buy
Don't reveal a card at random from your hand.  If it's a Treasure card, +3 Actions.
If it's a Victory card, +3 cards.
If it's a an Action card, +3$.

FTFY
Title: Re: Really bad card ideas
Post by: popsofctown on December 04, 2017, 10:39:19 pm
Newest Confection
6[DEBT] - Event
Take the Enviable state {Copper makes 1$ more on your turns, but not more than Platinum makes in the WoW black market.  At the end of your turn, if you have debt, trash all your cards}. 
When buy this, you may gain any number of Copper and play them (this happens before you get Enviable)
Title: Re: Really bad card ideas
Post by: Minotaur on December 09, 2017, 03:44:32 pm
No Rest For The Wicked/Weary, split pile.

No Rest For The Wicked
Action-Attack-Reserve
Cost: $3

+1 Card
+1 Action
Put this on your Tavern mat.
-------------------
At the start of your Night phase, you may Call this for $1. 
  If you do not: Gain a Curse.
  If you do:  Each other player may gain a Curse.  If they do not and they have 4 or more cards in hand, they discard a card.


No Rest For The Weary
Night
Cost: $2

Move one of your Reserve cards in play to your Tavern mat.

(Edited so the split pile actually has reasonable self-synergy...)
Title: Re: Really bad card ideas
Post by: Minotaur on December 11, 2017, 12:42:52 pm
Lend
Event
Cost: $1

(Once per turn.)
+1 Buy
Take a coin token.
Title: Re: Really bad card ideas
Post by: Minotaur on December 11, 2017, 12:53:23 pm
Canine Hireling
Action-Reserve
Cost: $7

+1 Card
+1 Action
Put this on your Tavern mat.
-----------
At the start of your turn, you may call this.  If you do, put it in your hand.
-----------
When you discard this card, you may put it on your Tavern mat.


Wait For An Audience
Event
$2

+1 Buy
Put an Action card from your hand on your Tavern mat.
------------------
Whenever resolving an Action would allow you to play an Action card from your hand, you may choose to use an Action card from your Tavern mat as if it were in your hand.
------------------
Setup:  Add an Action that plays an Action to the Supply.
Title: Re: Really bad card ideas
Post by: jonaskoelker on December 12, 2017, 05:08:56 am
Wait For An Audience
[play actions from mat instead of hand]
Setup: Add an Action that plays an Action to the Supply.
Anti-synergies: Vassal.
Title: Re: Really bad card ideas
Post by: hypercube on December 12, 2017, 08:34:59 am
Lend
Event
Cost: $1

(Once per turn.)
+1 Buy
Take a coin token.

Lease
Event
Cost: <8>

Gain a Province, setting it aside with 3 Lease tokens on it. At the start of your turn, remove one Lease token from each set-aside Province and return any Provinces without Lease tokens to the Supply.
Title: Re: Really bad card ideas
Post by: Minotaur on December 12, 2017, 08:39:24 am
Wait For An Audience
[play actions from mat instead of hand]
Setup: Add an Action that plays an Action to the Supply.
Anti-synergies: Vassal.

Ok, my technical writing sucked that day.
Title: Re: Really bad card ideas
Post by: Minotaur on December 12, 2017, 08:40:14 am
Lend
Event
Cost: $1

(Once per turn.)
+1 Buy
Take a coin token.

Lease
Event
Cost: <8>

Gain a Province, setting it aside with 3 Lease tokens on it. At the start of your turn, remove one Lease token from each set-aside Province and return any Provinces without Lease tokens to the Supply.

Should also be allowed to buy tokens for $3
Title: Re: Really bad card ideas
Post by: Minotaur on December 12, 2017, 08:48:39 am
Beg
Event
Cost: $0

Trash your hand.  Gain a Copper.

Steal
Event
Cost: $0

Gain an Action or Treasure from a Supply pile which does not have a Guard token.  Put a Guard token on the pile.
(Whenever a card is played from a Guarded pile, the player to the left names a card, and that card cannot be bought this turn.)
Title: Re: Really bad card ideas
Post by: weesh on December 12, 2017, 02:37:26 pm
on of my pet favorite games is give me the brain:
 https://boardgamegeek.com/boardgame/176/give-me-brain (https://boardgamegeek.com/boardgame/176/give-me-brain)

It has a delightful mechanic that would make dominion insufferable.
Basically, each player is a zombie working at a fastfood restaurant, and wants to go home.  but they have to finish all their tasks first, and some are too hard for a mindless zombie.  fortunately, the zombies have a brain to share for when things get tough...


"Give me the brain"
Action
Cost: 1$

+1 Action
Take the brain
-
Setup: place a brain token on each of 4 other random kingdom actions, and put the brain card in the middle of the table.


"The brain"
State

Players without the brain cannot play actions with brain tokens.
After a player with the brain plays an action with a brain token, they must roll a d6.  if the result is less than the cost of the card, they must return the brain to the center of the table.
Title: Re: Really bad card ideas
Post by: enfynet on December 12, 2017, 03:06:26 pm
Wait For An Audience
Event
$2

+1 Buy
Put an Action card from your hand on your Tavern mat.
------------------
Whenever resolving an Action would allow you to play an Action card from your hand, you may choose to use an Action card from your Tavern mat as if it were in your hand.
------------------
Setup:  Add Master of Ceremony to the Supply.
Master of Ceremony
$1
+1 Card
Play an Action card from your hand, or reveal a hand with no Actions.
Title: Re: Really bad card ideas
Post by: Minotaur on December 16, 2017, 01:00:57 pm
Craigslist
Event
$1

(Once per turn?  idk...)
+1 Buy
Look at the first three Events of the Classified Ads deck.  You may buy one of them.  Put all of them on the bottom of the deck.
Title: Re: Really bad card ideas
Post by: Minotaur on December 16, 2017, 01:06:05 pm
Magician
Action
Cost: $4 adults/$1 children

You may reveal a hand with a Gold in it.  If you do, you may reveal a hand with no Gold in it.  If you do, +5VP.
Title: Re: Really bad card ideas
Post by: Marcory on December 16, 2017, 06:42:40 pm
Magician
Action
Cost: $4 adults/$1 children

You may reveal a hand with a Gold in it.  If you do, you may reveal a hand with no Gold in it.  If you do, +5VP.

Sleeve Action (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)

+1 Action

Set this and a card from your hand on your Tavern mat.
____________________
When you resolve any part of an Action card, you may call this, to put this and the card set aside with this back into your hand.
At the start of your turn, if this is on your Tavern mat, discard your hand and gain a Curse.
Title: Re: Really bad card ideas
Post by: Minotaur on December 16, 2017, 07:05:20 pm
When you resolve any part of an Action card, you may call this, to put this and the card set aside with this back into your hand.
At the start of your turn, if this is on your Tavern mat, discard your hand and gain a Curse.

This does doesn't get the Gold OUT of your hand though...

Sleight Of Hand
Action-Reserve
Cost: $3

Put this on your Tavern mat.
-------------------
At any time (even in the middle of resolving an action), you may call this to move a card between your Sleeve mat and your hand (in either direction).


(Maybe it should've been a split pile?)
Title: Re: Really bad card ideas
Post by: Marcory on December 17, 2017, 08:28:25 am
Great Wall Action-Victory(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png)

+1 Card
+1 Action
Worth 1 (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)

When you gain this, gain a copy of this.
__________
When scoring, this is worth -1 (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) per card you have after the first 15.

Title: Re: Really bad card ideas
Post by: jonaskoelker on December 17, 2017, 03:41:44 pm
Sleeve [...]
Have 2xSleeve in hand, with both a +$1 and +1 buy token on Sleeve. Play a Sleeve, sleeving anything except the other Sleeve. Play the other Sleeve, returning the first. Play the first Sleeve, returning the second. Repeat this once per natural number, or n times where n is any natural number, depending on whether you want to cheat or not ;)
Title: Re: Really bad card ideas
Post by: Puk on December 17, 2017, 05:12:11 pm
-------------------
At any time (even in the middle of resolving an action), you may call this to move a card between your Sleeve mat and your hand (in either direction).

and don't forget to put on autoplay - smart ask
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on December 17, 2017, 07:44:27 pm
Splitter
Action - $3

+1 card
You may play 2 action cards from your hand.
Title: Re: Really bad card ideas
Post by: Seprix on December 18, 2017, 10:11:53 pm
Taco
Action - $3

+1 Card
+1 Action

You may come up for an alternate name for a Village. If you do, +1 Action.
Title: Re: Really bad card ideas
Post by: Minotaur on December 20, 2017, 11:34:27 am
Taco
Action - $3

+1 Card
+1 Action

You may come up for an alternate name for a Village. If you do, +1 Action.

Either this is completely random, or I don't get something about it.  Also, can we call terminal draw cards "cat" in games using Taco for the palindrome?
Title: Re: Really bad card ideas
Post by: popsofctown on December 21, 2017, 12:44:41 am

Due to the vastly shrinking namespace for Villages, the designer could not come up with a better name for this card ( which is a village ) than "taco".
This dovetails with the requirement that players who use Taco complete the task the designer had such a poor time with, although, presumably, they won't need to hold themselves to a higher standard than the card designer did. 

If you are looking for more to get than that, then Re: Really bad card ideas is probably not the oasis you should be hauling you humps to.
Title: Re: Really bad card ideas
Post by: Minotaur on December 21, 2017, 01:53:22 am

Due to the vastly shrinking namespace for Villages, the designer could not come up with a better name for this card ( which is a village ) than "taco".
This dovetails with the requirement that players who use Taco complete the task the designer had such a poor time with, although, presumably, they won't need to hold themselves to a higher standard than the card designer did. 

If you are looking for more to get than that, then Re: Really bad card ideas is probably not the oasis you should be hauling you humps to.

Well, ok, but the important thing here is that Village-Smithy is the original tacocat.
Title: Re: Really bad card ideas
Post by: Minotaur on December 29, 2017, 12:38:14 am
Split pile - Live Cat/Dead Cat, 15 each.

Live Cat
Cost: $2
Action

+3 Cards
---------
Setup:  This split pile is shuffled and face down.


Dead Cat
Cost: $2
[No types or abilities]
----------------
Setup:  This split pile is shuffled and face down.
Title: Re: Really bad card ideas
Post by: popsofctown on January 01, 2018, 01:56:50 am
Night Life
2$ Action
When you play this, shine a blacklight on it, and reveal your hand and trash two of the cheapest cards from it.
Shuffle this into its supply pile and gain a Night Life.

Night Life
2$ Action
When you play this, shine a blacklight on it, and reveal your hand and discard a Treasure, for +3 Actions + 1 Buy .
Shuffle this into its supply pile and gain a Night Life.

Night Life
2$ Action
When you play this, shine a blacklight on it, and reveal the top three cards of your deck.  Discard all the treasures and victory cards, put the rest back in any order, and +3 cards.
Shuffle this into its supply pile and gain a Night Life.

Night Life
2$ Action
When you play this, shine a blacklight on it, and draw until you have 4 cards in hand.  For each card you drew this way, +1$, +1 Action, +1 Buy.
Shuffle this into its supply pile and gain a Night Life.

Night Life
2$ Action
When you play this, shine a blacklight on it, and gain a Duchy and an Estate.
Shuffle this into its supply pile and gain a Night Life.

Night Life
2$ Action
When you play this, shine a blacklight on it, and each other player discards the top of his or her deck and gains an Estate to the top of his deck.
Shuffle this into its supply pile and gain a Night Life.

Night Life
2$ Action
When you play this, shine a blacklight on it, and put your deck into your discard pile, then reveal your discard pile and gain a Silver for each Action card revealed.
Shuffle this into its supply pile and gain a Night Life.

Night Life
2$ Action
When you play this, shine a blacklight on it, and gain a copy of a card you have in play.  If it's not a Night Life, +2 Actions.
Shuffle this into its supply pile and gain a Night Life.

Night Life
2$ Action
When you play this, shine a blacklight on it, and trash a Province from the supply.  +2 VP.
Shuffle this into its supply pile and gain a Night Life.

Night Life
2$ Action
When you play this, shine a blacklight on it, and discard your hand.  Gain an action card costing up to 6$.
Shuffle this into its supply pile and gain a Night Life.



Normal supply pile of ten action cards.

Title: Re: Really bad card ideas
Post by: dz on January 01, 2018, 02:43:23 am
New Year's Resolution
State

Set a new New Year's resolution for yourself.
When you make progress towards it, act pleased.
When you end your turn on December 31st, if you actually made progress towards your New Year's resolution, return this and take New Year's Resolution.
Title: Re: Really bad card ideas
Post by: King Leon on January 01, 2018, 07:38:15 am
Ghost of Christmas Past
Types: Night/Traveller
Cost: $5

Trash all cards you have in play. Exchange this for a Ghost of Christmas Present.

Ghost of Christmas Present
Types: Night/Traveller
Cost: $6*

Discard your hand. Gain five Copper on top of your deck. Exchange this for a Ghost of Christmas Yet to Come.
This is not in the Supply.

Ghost of Christmas Yet to Come
Types: Night
Cost: $7*

Trash a Victory card from the Supply, +8 VP, return this to its pile.
This is not in the Supply.
Title: Re: Really bad card ideas
Post by: jonaskoelker on January 01, 2018, 11:14:22 am
Ghost of Christmas Present
Types: Night/Traveller
Cost: $6*

Discard your hand. Gain five Copper on top of your deck. Exchange this for a Ghost of Christmas Yet to Come.

Synergies: Dungeon, Guide.
Antisynergies: King's Court, throne variants.
Pun: if I were to give the missus a kitten but it died, would its disembodied spirit be the Ghost of a Christmas Present?
Title: Re: Really bad card ideas
Post by: jonaskoelker on January 01, 2018, 11:17:01 am
Night Life [...] Normal supply pile of ten Action cards.
I see what you didn't do there...
Title: Re: Really bad card ideas
Post by: Minotaur on January 01, 2018, 11:27:47 am
Winebinger
Action-Reserve
Cost: $3

+1 Card
+1 Action
Put this on your Tavern mat.
-------------------
If you have $2 at the end of your Buy phase, you may call this.  If you do, look through your discard pile and put a card on top of your deck.
Title: Re: Really bad card ideas
Post by: King Leon on January 01, 2018, 04:05:00 pm
Antisynergies: King's Court, throne variants.

Nope, KC cannot play Night cards (other than Werewolf).

Just noted that Werewolf is Flowerew backward!
Title: Re: Really bad card ideas
Post by: Minotaur on January 03, 2018, 07:21:21 pm
Sheep in Wolf's Clothing
Action-Attack
Cost: $3

+1 Card
+1 Action
Each player may discard a card to draw a card.
Each player may discard a card to gain a Gold in hand.
Each player may trash a card from their hand for +1 VP.
Title: Re: Really bad card ideas
Post by: stechafle on January 04, 2018, 11:23:48 am
Noble Hound

+3 Cards
(This stays in play)
-
While this is in play, if your dog barks during your Action phase, +2 Actions.

$2 Action Duration

Title: Re: Really bad card ideas
Post by: Minotaur on January 04, 2018, 01:34:26 pm
Library
Action
Cost: $5

Put your deck in your discard pile.  Gain a Province.  Skip to your cleanup phase.
Title: Re: Really bad card ideas
Post by: hypercube on January 12, 2018, 08:53:15 am
El Dorado
Action - $5

+2 Cards
+2 Actions
+1 Buy
+$1

------------------
When you gain this, each other player gains an El Dorado.
Title: Re: Really bad card ideas
Post by: infangthief on January 12, 2018, 10:07:18 am
El Dorado
Action - $5

+2 Cards
+2 Actions
+1 Buy
+$1

------------------
When you gain this, each other player gains an El Dorado.
If they don't, they reveal their discard pile and return all revealed El Dorados to the supply.
Title: Re: Really bad card ideas
Post by: Minotaur on January 12, 2018, 12:59:35 pm
Don Quixote
Action-Duration-Ruins
Cost: $0

Discard this at the start of your next turn.
While this is in play, all other Action cards gain the Attack type.
While this is in play, Attack cards do not affect you.
Title: Re: Really bad card ideas
Post by: hypercube on January 12, 2018, 06:08:16 pm
El Dorado
Action - $5

+2 Cards
+2 Actions
+1 Buy
+$1

------------------
When you gain this, each other player gains an El Dorado.
If they don't, they reveal their discard pile and return all revealed El Dorados to the supply.

I hear you can see El Dorado from that Watchtower...
Title: Re: Really bad card ideas
Post by: CPiGuy on January 14, 2018, 12:56:30 am
Don Quixote
Action-Duration-Ruins
Cost: $0

Discard this at the start of your next turn.
While this is in play, all other Action cards gain the Attack type.
While this is in play, Attack cards do not affect you.

Doesn't synergize with Mill.
Title: Re: Really bad card ideas
Post by: Minotaur on January 14, 2018, 07:35:51 am
Don Quixote
Action-Duration-Ruins
Cost: $0

Discard this at the start of your next turn.
While this is in play, all other Action cards gain the Attack type.
While this is in play, Attack cards do not affect you.

Doesn't synergize with Mill.

Well, no.
Title: Re: Really bad card ideas
Post by: majiponi on January 14, 2018, 06:06:21 pm
El Dorado
Action - $5

+2 Cards
+2 Actions
+1 Buy
+$1

------------------
When you gain this, each other player gains an El Dorado.
If they don't, they reveal their discard pile and return all revealed El Dorados to the supply.

I hear you can see El Dorado from that Watchtower...

Nobody can end this game if more than 2 players exist. Trader, Watchtower, please help us.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on January 20, 2018, 11:24:11 am
Golden Sombrero
Event - $0

If this is your fourth turn, and you have played only Coppers, Shelters and Heirlooms on this turn and all of your previous turns, gain a Gold.
Title: Re: Really bad card ideas
Post by: Awaclus on January 20, 2018, 12:25:49 pm
Golden Sombrero
Event - $0

If this is your fourth turn, and you have played only Coppers, Shelters and Heirlooms on this turn and all of your previous turns, gain a Gold.

According to this Event, this (http://forum.dominionstrategy.com/index.php?topic=17384.msg705654#msg705654) counts as a golden sombrero. Good to know.
Title: Re: Really bad card ideas
Post by: dominator 123 on January 24, 2018, 07:44:00 am
Torch
$0 Action

You may look at any card that you cannot normally see. (e.g. the 5th card of your deck, the second card in your opponent's hand, the bottom card of the Knights pile)
Title: Re: Really bad card ideas
Post by: weesh on January 24, 2018, 11:02:56 am
Strip Dominion
Event - $8

Gain a Province.  Each other player removes one article of clothing.
Title: Re: Really bad card ideas
Post by: Minotaur on January 24, 2018, 01:23:13 pm
Strip Dominion
Event - $8

Gain a Province.  Each other player removes one article of clothing.

"I'm gonna Dominate you this game... You ready?"  :-*
"Oh yeah, baby."
"Take off your shirt."   :-*
 ??? ".......That's not how this works."

(EDIT:  The joke being that Dominate isn't the Event which causes other players to strip.)
Title: Re: Really bad card ideas
Post by: Eran of Arcadia on January 24, 2018, 05:29:11 pm
(e.g. the 5rd card of your deck)

Impressive, usually no one can see the 5rd card any more than the 1nd.
Title: Re: Really bad card ideas
Post by: King Leon on January 24, 2018, 05:35:02 pm
El Dorado
Action - $5

+2 Cards
+2 Actions
+1 Buy
+$1

------------------
When you gain this, each other player gains an El Dorado.

This causes an awkward recursion. In a 4 player game, if player 1 buys an El Dorado, the following will happen:

Players 1 and 2 gain three El Dorados and players 3 and 4 gain only two El Dorados.
Title: Re: Really bad card ideas
Post by: Chappy7 on January 24, 2018, 05:42:20 pm
El Dorado
Action - $5

+2 Cards
+2 Actions
+1 Buy
+$1

------------------
When you gain this, each other player gains an El Dorado.

This causes an awkward recursion. In a 4 player game, if player 1 buys an El Dorado, the following will happen:

Players 1 and 2 gain three El Dorados and players 3 and 4 gain only two El Dorados.
I guess that's part of why it's not a really good card idea
Title: Re: Really bad card ideas
Post by: Awaclus on January 25, 2018, 04:18:28 am
El Dorado
Action - $5

+2 Cards
+2 Actions
+1 Buy
+$1

------------------
When you gain this, each other player gains an El Dorado.

This causes an awkward recursion. In a 4 player game, if player 1 buys an El Dorado, the following will happen:

Players 1 and 2 gain three El Dorados and players 3 and 4 gain only two El Dorados.

That's why you shouldn't play 4 player games.
Title: Re: Really bad card ideas
Post by: jonaskoelker on January 29, 2018, 11:21:31 am
5rd [...] 1nd

"Fifrd" and "Firnd"?

"Fird" and "Fircond"?

What even is my headsplode
Title: Re: Really bad card ideas
Post by: majiponi on January 30, 2018, 08:41:52 am
Possession Alternative
cost $6P - Action
Gain a card.
Title: Re: Really bad card ideas
Post by: LibraryAdventurer on January 30, 2018, 08:47:48 pm
Just noted that Werewolf is Flowerew backward!

Quote
Flowerew
$5 Action / Night (play in either phase for the same effect)
You may draw 3 cards. If you do, each other player receives the next boon.
Put up to 3 cards from your hand onto your deck. +1 VP and take a coin token for each card you put back.
Title: Re: Really bad card ideas
Post by: popsofctown on February 01, 2018, 10:47:19 pm
Rabbits
4$ Action Victory
+1 Action
+1 Card
Gain a Rabbits, if you do, +1 card.
_____________________
Worth -1 VP
Title: Re: Really bad card ideas
Post by: LibraryAdventurer on February 01, 2018, 10:58:20 pm
Sometimes I call Duchies "Duckies", so this

Quote
Rubber Duchy
$4 Victory - Reaction
Worth 2 VP
-
When you trash this, exchange it, return it to the supply, or pass it with masquerade, return it to your hand.

Quote
Rubber Duke
$4 Victory - Reaction
Worth 1 VP for every 2 Rubber Duchies you have.
-
When you use the reaction of a Rubber Duchy, you may discard this from your hand. If you do, +1VP and +1 Card.

Quote
Rubber Duchess
$2 Action
+$2
Each player (including you) looks at the top card of their deck and may discard it. Each other player who discarded a Rubber Duchy puts it back on their deck. If you discarded a Rubber Duchy, put it in your hand.
-
In games using this, when you gain a Rubber Duchy, you may gain a Rubber Duchess.

https://www.youtube.com/watch?v=cDy4PZPMDwU

Quote
Toin Coken
$1 Treasure
+$0.
When you play this, you may spend a coin token. If you do, +$1 and you may trash this.
-
In games using this, when you would take a coin token, but you say "Toin Coken" instead, gain this instead of taking a coin token.
(This happens a lot in my IRL games with coin tokens.)
combo: allows playing Coin tokens in the Black Market.
Title: Re: Really bad card ideas
Post by: weesh on February 02, 2018, 11:31:30 am
Rabbits
4$ Action Victory
+1 Action
+1 Card
Gain a Rabbits, if you do, +1 card.
_____________________
Worth -1 VP

This actually looks really fun to play.
Really efficient, but you've got to clear them up before the game ends.
I'd love to see a pile of 20 of these, since rabbits are basically rats with better PR.

https://www.youtube.com/watch?v=P9yruQM1ggc
Title: Re: Really bad card ideas
Post by: Awaclus on February 02, 2018, 01:10:23 pm
Rabbits
4$ Action Victory
+1 Action
+1 Card
Gain a Rabbits, if you do, +1 card.
_____________________
Worth -1 VP

Rabbytes
$32 Action Victory
+8 Cards
+8 Actions
Gain 8 Rabbits, if you do, +8 cards.
_____________________
Worth -8 VP
Title: Re: Really bad card ideas
Post by: Minotaur on February 02, 2018, 01:37:38 pm
Rabbits
4$ Action Victory
+1 Action
+1 Card
Gain a Rabbits, if you do, +1 card.
_____________________
Worth -1 VP

Rabbytes
$32 Action Victory
+8 Cards
+8 Actions
Gain 8 Rabbits, if you do, +8 cards.
_____________________
Worth -8 VP

Here I was expecting Secret of Mana...
Title: Re: Really bad card ideas
Post by: dominator 123 on February 06, 2018, 04:38:45 am
Blessed Gold
$4 Treasure
Worth $3
-------------------------------
When you play this, set aside an Estate from the supply. Gain it now or at the start of your next turn.
Title: Re: Really bad card ideas
Post by: Minotaur on February 06, 2018, 02:01:57 pm
Barren
Action-Ruins
Cost: $0

You may trash an Estate from your hand.  If you do: +1 Buy and gain a Ruins.
Title: Re: Really bad card ideas
Post by: dominator 123 on February 18, 2018, 09:11:17 am
Phone
Action-Reserve $0
Put this on your Tavern mat.
---------------------------------------------------------------------
When you lose this, you may call this, to find it.
Title: Re: Really bad card ideas
Post by: hypercube on February 21, 2018, 05:47:08 pm
A Really Bad Split Pile Idea:

Chamber Pot
Night-Duration $2

You may set aside any number of cards from your hand. Put them into your hand at the start of your next turn.

Outhouse
Action-Duration $5

At the start of each of your turns for the rest of the game, you may trash any number of cards from your hand for +1 VP each.
Title: Re: Really bad card ideas
Post by: AJD on February 21, 2018, 07:11:18 pm
Outhouse:

Take an extra turn after this one, and you only draw 3 cards for your next hand.
---------
While this is in play, when another player plays an Attack card, it doesn't affect you.
Title: Re: Really bad card ideas
Post by: theory on February 21, 2018, 08:42:54 pm
Outhouse:

Take an extra turn after this one, and you only draw 3 cards for your next hand.
---------
While this is in play, when another player plays an Attack card, it doesn't affect you.
(https://deadhomersociety.files.wordpress.com/2012/03/whoshotmr-burnspart2e.png)
Title: Re: Really bad card ideas
Post by: King Leon on February 22, 2018, 05:19:46 pm
Blessed Advisor
Action-Fate $2

Reveal the top three Boons. The player to your left chooses one of them. Discard that Boon. Receive the other revealed Boons in any order.
Title: Re: Really bad card ideas
Post by: Ghacob on February 25, 2018, 03:07:18 pm
Boon Chooser
$0 Action - Fate
Reveal all of the Boons. Choose one of them.
Title: Re: Really bad card ideas
Post by: LibraryAdventurer on February 25, 2018, 06:54:08 pm
Quote
Constipator
$3  Action/Duration
+$2
If you have any Stool Softeners in play, +1 Action and +1 Card.
Otherwise, after you play three action cards after this one (this turn or next turn): +1 Action OR +1 Card.
-
While this is in play:
Whenever you would trash a card from your hand or deck (except because of a Stool Softener), flip a coin. If tails, discard it instead.
Whenever you would discard a card from your hand (except because of a Constipator or Stool Softener), flip a coin. If tails, put it on top of your deck instead.
I spontaneously thought of that when seeing the name Conspirator.

...and that needs this:
Quote
Stool Softener
$4  Action/Duration
+3 Cards.
Discard a Constipator you have in play. Trash a card from your hand. Discard a card.
-
While this is in play:
When you draw a card because of an action card that doesn't also let you discard, flip a coin. If heads, discard a card.
When you gain a card, flip a coin. If heads, trash a card from your hand.
Title: Re: Really bad card ideas
Post by: weesh on February 26, 2018, 11:57:56 am
Inception
Event 7$

+1 buy
Create a sub-game of dominion with new decks of 7 coppers and 3 estates, use this event, the kingdom cards remaining in the supply, but only 1 province.  You play first.
If you win the sub-game, gain a province to your tavern mat.

---

costing less than a province because what would inception be if only one level deep?
+buy to help you stack the extra games.
Title: Re: Really bad card ideas
Post by: Minotaur on February 27, 2018, 12:17:20 pm
Ok, fine, +1 bathroom jokes...

Ex-Lax Prank
Event
Cost: $10

(Each player may Buy this once per game)
Each other player, at the start of each of their turns: Gain a Toilet Paper from the Roll and trash the top card of your deck.


Toilet Paper
Reaction
Cost: $0

When you trash this, +1 Buy and take a Coin Token.
(This card pile is on the Roll.)


(+money and +buy hopefully offsets the neverending trashing somewhat.  Beware of 4P.  Gods help you if you play 6P...)
Title: Re: Really bad card ideas
Post by: King Leon on February 27, 2018, 01:39:59 pm
Boon Chooser
$0 Action - Fate
Reveal all of the Boons. Choose one of them.

This is (almost) strictly better than Copper, as you can just choose The Field’s Gift.
Title: Re: Really bad card ideas
Post by: Awaclus on February 27, 2018, 02:11:07 pm
Boon Chooser
$0 Action - Fate
Reveal all of the Boons. Choose one of them.

This is (almost) strictly better than Copper, as you can just choose The Field’s Gift.

This is the really bad card ideas thread.
Title: Re: Really bad card ideas
Post by: Gazbag on February 27, 2018, 02:19:19 pm
$4 Action - Fate
+$2
Receive a Boon

Edit: I misread this as really Bard card ideas, my bard.
Title: Re: Really bad card ideas
Post by: Ghacob on February 27, 2018, 02:35:16 pm
Boon Chooser
$0 Action - Fate
Reveal all of the Boons. Choose one of them.

This is (almost) strictly better than Copper, as you can just choose The Field’s Gift.

It's almost strictly better than Copper, but since you never receive the Boon you choose, it's not quite as good.  ;D
Title: Re: Really bad card ideas
Post by: weesh on February 27, 2018, 02:45:07 pm
Boon Chooser
$0 Action - Fate
Reveal all of the Boons. Choose one of them.

This is (almost) strictly better than Copper, as you can just choose The Field’s Gift.

This is the really bad card ideas thread.

I'm struggling to evaluate that card.
It's just so absurdly flexible.
Any kingdom with +buy can pick this up at no opportunity cost, and has options of money, trashing, card gaining and even some deck shenanigans.
It even has self-synergy on any board for which wisp is good, since it gains them, and wisp draws this as a bonus.

Obviously if the card was locked into a single choice, it would be shit.
But does having 12 diverse options flip it into a passable card?  Would you buy one on a board with pouch?

Honestly I don't know, but I'm not willing to take a stand on this one and call it definitively bad...from a power level perspective.

It's bad for design reasons, even if it isn't atrocious by power.
Title: Re: Really bad card ideas
Post by: Gazbag on February 27, 2018, 03:32:16 pm
Boon Chooser
$0 Action - Fate
Reveal all of the Boons. Choose one of them.

This is (almost) strictly better than Copper, as you can just choose The Field’s Gift.

This is the really bad card ideas thread.

I'm struggling to evaluate that card.
It's just so absurdly flexible.
Any kingdom with +buy can pick this up at no opportunity cost, and has options of money, trashing, card gaining and even some deck shenanigans.
It even has self-synergy on any board for which wisp is good, since it gains them, and wisp draws this as a bonus.

Obviously if the card was locked into a single choice, it would be shit.
But does having 12 diverse options flip it into a passable card?  Would you buy one on a board with pouch?

Honestly I don't know, but I'm not willing to take a stand on this one and call it definitively bad...from a power level perspective.

It's bad for design reasons, even if it isn't atrocious by power.

Seems way better than Druid, Swamp's Gift alone is usually enough to make Druid good. Lack of +buy isn't a huge loss because you can just take the Forest's Gift if you need it.
Title: Re: Really bad card ideas
Post by: Puk on March 04, 2018, 03:28:06 pm
Burn the chapel - Landmark
When you trash a card, each other player receives 5 (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)
Title: Re: Really bad card ideas
Post by: weesh on March 05, 2018, 12:09:49 pm
Burn the chapel - Landmark
When you trash a card, each other player receives 5 (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)

You could make an entire series of landmarks that punish people for doing things that they want to do.
Would be a horribly unsatisfying game to have any of them in play.

"when you play your 4th action in a turn..."
"when you shuffle your deck..." <- because what better way to make shuffling your deck every turn more annoying than to lose points for doing it?

Gotcha
Landmark
When you catch an opponent using Dominion Jargon, take 2 VP from here

What better way to enjoy time with your friends than to terrify them into silence?  Or to create arguments about what words are natural English, and which are jargon?  Also, have fun not using jargon in your defense.
Title: Re: Really bad card ideas
Post by: Chase Adolphson on March 06, 2018, 12:36:57 am
Boon Chooser
$0 Action - Fate
Reveal all of the Boons. Choose one of them.

This is (almost) strictly better than Copper, as you can just choose The Field’s Gift.

It's almost strictly better than Copper, but since you never receive the Boon you choose, it's not quite as good.  ;D

Yeah guys he is right. If you read it carefully it just says choose one of them, it doesn't say to receive it
Title: Re: Really bad card ideas
Post by: Chase Adolphson on March 06, 2018, 12:38:44 am
$4 Action - Fate
+$2
Receive a Boon

Edit: I misread this as really Bard card ideas, my bard.

2 cards
Each other player gains a curse
I thought a witch started this thread
Title: Re: Really bad card ideas
Post by: Ghacob on March 06, 2018, 01:17:38 am
Boondoggle
$8 Action - Fate
Receive every Boon
Title: Re: Really bad card ideas
Post by: Chase Adolphson on March 06, 2018, 01:31:01 am
Boondoggle
$8 Action - Fate
Receive every Boon

Receive every boon except for 12 of them
Title: Re: Really bad card ideas
Post by: weesh on March 06, 2018, 01:33:47 am
Boondoggle
$8 Action - Fate
Receive every Boon

Hexual
6$ Action - Doom
Each other player receives 6 Hexes
Title: Re: Really bad card ideas
Post by: Chase Adolphson on March 06, 2018, 01:35:43 am
Boondoggle
$8 Action - Fate
Receive every Boon

Hexual
6$ Action - Doom
Each other player receives 6 Hexes

12 hexes
Title: Re: Really bad card ideas
Post by: Skumpy on March 06, 2018, 01:41:45 am
Hex
Cost: 19.99
Action - Doom

Play a game of Hex against the player to your left.
If you win, every other player receives the next hex.
Title: Re: Really bad card ideas
Post by: Drab Emordnilap on March 06, 2018, 09:06:41 am
Boondoggle
$8 Action - Fate
Receive every Boon

Do I even receive the ones set aside for whatever the name of that card is? (Druid?)
Title: Re: Really bad card ideas
Post by: GendoIkari on March 06, 2018, 05:27:27 pm
Boondoggle
$8 Action - Fate
Receive every Boon

Do I even receive the ones set aside for whatever the name of that card is? (Druid?)

EVERY Boon. Including any theoretical fan-made ones.
Title: Re: Really bad card ideas
Post by: weesh on March 06, 2018, 06:11:23 pm
Boondoggle
$8 Action - Fate
Receive every Boon

Do I even receive the ones set aside for whatever the name of that card is? (Druid?)

EVERY Boon. Including any theoretical fan-made ones.

Lighning's Gift
Boon
gain and play a golem.  then the golem runs away.  you can't play villages this turn.

Rain's Gift
Boon
When you play a harvest this turn, +1$.
Title: Re: Really bad card ideas
Post by: Minotaur on March 06, 2018, 10:20:45 pm
Hexadecimal
Event-Doom
Cost: $10

(Once per player per game)
For the rest of the game, the first time each turn that another player's $ reaches or exceeds $10, they take the next Hex.
Title: Re: Really bad card ideas
Post by: Chase Adolphson on March 07, 2018, 12:37:35 am
Hex
Cost: 19.99
Action - Doom

Play a game of Hex against the player to your left.
If you win, every other player receives the next hex.

How does a card cost 19.99????????
Title: Re: Really bad card ideas
Post by: Awaclus on March 07, 2018, 01:39:11 am
Hex
Cost: 19.99
Action - Doom

Play a game of Hex against the player to your left.
If you win, every other player receives the next hex.

How does a card cost 19.99????????

By being a really bad card idea.
Title: Re: Really bad card ideas
Post by: Chase Adolphson on March 07, 2018, 01:53:46 am
Hex
Cost: 19.99
Action - Doom

Play a game of Hex against the player to your left.
If you win, every other player receives the next hex.

How does a card cost 19.99????????

By being a really bad card idea.

True
Title: Re: Really bad card ideas
Post by: Minotaur on March 07, 2018, 11:30:31 am
Hexual Sealing
Treasure-Victory-Reserve
Cost: $4

$1
Put this on your Tavern mat.
-----------
When you would take a Hex, you may instead Call this.
-----------
2 VP
Title: Re: Really bad card ideas
Post by: weesh on March 07, 2018, 12:30:03 pm
Next in my series on making the game less fun for everyone...

Stick in the Mud
Action Duration
Cost - $3
+$2
Play an action from your hand. 
Until your next turn, when any other player plays a card with plus actions, it provides no additional actions instead.

The best part of this card, is that it ruins the game, just by being in the kingdom.  you can just leave it, there, DARING your opponents to buy some actions, and then you can leap in and punk them.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on March 07, 2018, 10:06:24 pm
Hexpand
Action - $7
The next time you play a Doom card this turn, each other player gets the next Hex down as well.
Title: Re: Really bad card ideas
Post by: Ghacob on March 07, 2018, 10:59:41 pm
Hexpand
Action - $7
The next time you play a Doom card this turn, each other player gets the next Hex down as well.

Not a doom card itself!
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on March 08, 2018, 02:19:17 pm
Hexpand
Action - $7
The next time you play a Doom card this turn, each other player gets the next Hex down as well.

Not a doom card itself!

I mean, there are other problems with this card. Leprechaun and Cursed Village are Doom cards but don't give your opponents Hexes. And there's the price. You don't have to think that hard before posting ideas in this thread.
Title: Re: Really bad card ideas
Post by: Ghacob on March 08, 2018, 03:10:01 pm
Hexpand
Action - $7
The next time you play a Doom card this turn, each other player gets the next Hex down as well.

Not a doom card itself!

I mean, there are other problems with this card. Leprechaun and Cursed Village are Doom cards but don't give your opponents Hexes. And there's the price. You don't have to think that hard before posting ideas in this thread.

The Doom subtype means "during setup, bring the Hex pile"

Most interestingly, the card works despite attempting to give out Hexes as a non-Doom card because it's a non-Doom card. It only does something if another card in the Kingdom is responsible for Hexes being there.

There's some interesting (good? probably) space in a card that gives more and more Hexes the more and more you play it, but that's certainly not this card, and name of thread and all that, yes yes.
Title: Re: Really bad card ideas
Post by: GendoIkari on March 08, 2018, 03:45:43 pm
Hexpand
Action - $7
The next time you play a Doom card this turn, each other player gets the next Hex down as well.

Not a doom card itself!

I mean, there are other problems with this card. Leprechaun and Cursed Village are Doom cards but don't give your opponents Hexes. And there's the price. You don't have to think that hard before posting ideas in this thread.

The Doom subtype means "during setup, bring the Hex pile"

Most interestingly, the card works despite attempting to give out Hexes as a non-Doom card because it's a non-Doom card. It only does something if another card in the Kingdom is responsible for Hexes being there.

There's some interesting (good? probably) space in a card that gives more and more Hexes the more and more you play it, but that's certainly not this card, and name of thread and all that, yes yes.

I'm not a fan of Doom or Fate being types; as they really have no meaning that matters to the game or rules. If the rule really is "take Hexes out of the box", then why don't Hermit (http://wiki.dominionstrategy.com/index.php/Hermit), Tournament (http://wiki.dominionstrategy.com/index.php/Tournament), Vampire (http://wiki.dominionstrategy.com/index.php/Vampire), Pillage (http://wiki.dominionstrategy.com/index.php/Pillage), etc have a special type? People have never had an issue just saying "ok, Hermit is in the game, so I need to have the Madman pile available".

Looter is different because having Ruins in the game actually changes the rules of the game; there's another pile you can choose to buy/gain from.
Title: Re: Really bad card ideas
Post by: Minotaur on March 08, 2018, 04:53:03 pm
Hexpand
Action - $7
The next time you play a Doom card this turn, each other player gets the next Hex down as well.

Not a doom card itself!

I mean, there are other problems with this card. Leprechaun and Cursed Village are Doom cards but don't give your opponents Hexes. And there's the price. You don't have to think that hard before posting ideas in this thread.

The Doom subtype means "during setup, bring the Hex pile"

Most interestingly, the card works despite attempting to give out Hexes as a non-Doom card because it's a non-Doom card. It only does something if another card in the Kingdom is responsible for Hexes being there.

There's some interesting (good? probably) space in a card that gives more and more Hexes the more and more you play it, but that's certainly not this card, and name of thread and all that, yes yes.

I'm not a fan of Doom or Fate being types; as they really have no meaning that matters to the game or rules. If the rule really is "take Hexes out of the box", then why don't Hermit (http://wiki.dominionstrategy.com/index.php/Hermit), Tournament (http://wiki.dominionstrategy.com/index.php/Tournament), Vampire (http://wiki.dominionstrategy.com/index.php/Vampire), Pillage (http://wiki.dominionstrategy.com/index.php/Pillage), etc have a special type? People have never had an issue just saying "ok, Hermit is in the game, so I need to have the Madman pile available".

Looter is different because having Ruins in the game actually changes the rules of the game; there's another pile you can choose to buy/gain from.

Arguably, the Ruins and Curses pile don't need to be Supply piles anyway, and/or Ruins could always be available in all games (there's no Curser type).  Whether they contribute toward a three-pile ending or not would change the game a lot, but having no special card types for that kind of thing and having them not be Supply piles would be a decent approach.

Pillage and Marauder share a special pile, so sharing the extra pile doesn't seem to be what determines what gets its own card type, either.  Knight and Spirit get some convenient wording benefits, but "card-that-is-one-of-these" or "card-that-comes-from-the-Knights-pile" would also work, awkwardly.
Title: Re: Really bad card ideas
Post by: GendoIkari on March 08, 2018, 05:54:51 pm
Hexpand
Action - $7
The next time you play a Doom card this turn, each other player gets the next Hex down as well.

Not a doom card itself!

I mean, there are other problems with this card. Leprechaun and Cursed Village are Doom cards but don't give your opponents Hexes. And there's the price. You don't have to think that hard before posting ideas in this thread.

The Doom subtype means "during setup, bring the Hex pile"

Most interestingly, the card works despite attempting to give out Hexes as a non-Doom card because it's a non-Doom card. It only does something if another card in the Kingdom is responsible for Hexes being there.

There's some interesting (good? probably) space in a card that gives more and more Hexes the more and more you play it, but that's certainly not this card, and name of thread and all that, yes yes.

I'm not a fan of Doom or Fate being types; as they really have no meaning that matters to the game or rules. If the rule really is "take Hexes out of the box", then why don't Hermit (http://wiki.dominionstrategy.com/index.php/Hermit), Tournament (http://wiki.dominionstrategy.com/index.php/Tournament), Vampire (http://wiki.dominionstrategy.com/index.php/Vampire), Pillage (http://wiki.dominionstrategy.com/index.php/Pillage), etc have a special type? People have never had an issue just saying "ok, Hermit is in the game, so I need to have the Madman pile available".

Looter is different because having Ruins in the game actually changes the rules of the game; there's another pile you can choose to buy/gain from.

Arguably, the Ruins and Curses pile don't need to be Supply piles anyway, and/or Ruins could always be available in all games (there's no Curser type).  Whether they contribute toward a three-pile ending or not would change the game a lot, but having no special card types for that kind of thing and having them not be Supply piles would be a decent approach.

Pillage and Marauder share a special pile, so sharing the extra pile doesn't seem to be what determines what gets its own card type, either.  Knight and Spirit get some convenient wording benefits, but "card-that-is-one-of-these" or "card-that-comes-from-the-Knights-pile" would also work, awkwardly.

I don't see how Ruins could just be always available, because you need to have an expansion to have them. You could say they're always available if at least 1 Dark Ages card is in the Kingdom I suppose.

I would assume that Curses were made to be in every game because it was the base set; having special types and sometimes-used cards would have added extra complexity. Plus, you would then lose out on interesting cards like Ambassador and Swindler, which don't mention "Curse" but can interact with Curses well. You'd either have to have the special type on them, which would give away the combo, or not have it, in which case you wouldn't be able to do certain things.
Title: Re: Really bad card ideas
Post by: Chase Adolphson on March 08, 2018, 06:42:40 pm
Hexer
Action
Cost: -5
Receive all of the hexes
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on March 08, 2018, 10:12:02 pm
Clue
Landmark

At any point in the game, a player may guess aloud the names of the 3 cards set aside by this Landmark, then look at them. If they guessed correctly, they reveal all 3 cards and take all of the VP from here. Otherwise, they put them back face down, gain 2 Curses and are not allowed to guess again.

Setup: Randomly select a single card from 3 kingdom piles; one depicting a person, one depicting an object, and one depicting a location. Set them aside face down. Put 15 VP here.
Title: Re: Really bad card ideas
Post by: Minotaur on March 08, 2018, 11:02:20 pm
Hexer
Action
Cost: -5
Receive all of the hexes

It's Dominion, Charlie Brown!  *Beagle dance*
Title: Re: Really bad card ideas
Post by: Chase Adolphson on March 09, 2018, 12:27:02 am
Clue
Landmark

At any point in the game, a player may guess aloud the names of the 3 cards set aside by this Landmark, then look at them. If they guessed correctly, they reveal all 3 cards and take all of the VP from here. Otherwise, they put them back face down, gain 2 Curses and are not allowed to guess again.

Setup: Randomly select a single card from 3 kingdom piles; one depicting a person, one depicting an object, and one depicting a location. Set them aside face down. Put 15 VP here.


2 games in 1!!!!!!!!!!!!!!!!!!!
Title: Re: Really bad card ideas
Post by: Neirai the Forgiven on March 09, 2018, 10:59:57 am
Clue
Landmark

At any point in the game, a player may guess aloud the names of the 3 cards set aside by this Landmark, then look at them. If they guessed correctly, they reveal all 3 cards and take all of the VP from here. Otherwise, they put them back face down, gain 2 Curses and are not allowed to guess again.

Setup: Randomly select a single card from 3 kingdom piles; one depicting a person, one depicting an object, and one depicting a location. Set them aside face down. Put 15 VP here.

I love how the Setup rule (one depicting a person, one depicting an object, and one depicting a location) literally forces the player doing the setup to know what the answer is. Unless I guess you separate all your kingdom randomizer cards into three piles, shuffle them, and place them face down.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on March 09, 2018, 01:25:10 pm
Clue
Landmark

At any point in the game, a player may guess aloud the names of the 3 cards set aside by this Landmark, then look at them. If they guessed correctly, they reveal all 3 cards and take all of the VP from here. Otherwise, they put them back face down, gain 2 Curses and are not allowed to guess again.

Setup: Randomly select a single card from 3 kingdom piles; one depicting a person, one depicting an object, and one depicting a location. Set them aside face down. Put 15 VP here.

I love how the Setup rule (one depicting a person, one depicting an object, and one depicting a location) literally forces the player doing the setup to know what the answer is. Unless I guess you separate all your kingdom randomizer cards into three piles, shuffle them, and place them face down.

I had thought of including convoluted instructions for making sure no one saw them, or saying that someone not playing the game should pick the cards, but, well, too much effort for this thread.
Title: Re: Really bad card ideas
Post by: Minotaur on March 09, 2018, 07:00:33 pm
Bluff
Action
Cost: $3

+1 Card
+1 Action

Pass a card from your hand face down to your left.  The player to your left may look at the passed card.

If they do: +1 VP, and the player to your left chooses whether to pass it back or put it in their hand.

Otherwise: +$1 and take the card back.


(Edited, see original quoted in following comments)
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on March 09, 2018, 09:26:18 pm
Bluff
Action
Cost: $3

+1 Card
+1 Action

Pass a card face down to your left.  The player to your left may look at the passed card.  If they do, +1 VP, and the player to your left chooses whether to pass it back or put it in their hand.

This... actually seems like it has a grain of a good idea. As it is, you'll pretty much always want to pass a bad card. Giving a good card to your opponent probably isn't worth +1 VP. Can they pass it back without looking at it? If they can, then they should always pass it back without looking at it since there's no reason for you to pass a good card. If they can't, then... they either pick it up and it becomes an Ambassador variant, or they give you the +1 VP. Maybe which is better depends on the situation.
Title: Re: Really bad card ideas
Post by: Minotaur on March 10, 2018, 12:14:24 am
Bluff
Action
Cost: $3

+1 Card
+1 Action

Pass a card face down to your left.  The player to your left may look at the passed card.  If they do, +1 VP, and the player to your left chooses whether to pass it back or put it in their hand.

This... actually seems like it has a grain of a good idea. As it is, you'll pretty much always want to pass a bad card. Giving a good card to your opponent probably isn't worth +1 VP. Can they pass it back without looking at it? If they can, then they should always pass it back without looking at it since there's no reason for you to pass a good card. If they can't, then... they either pick it up and it becomes an Ambassador variant, or they give you the +1 VP. Maybe which is better depends on the situation.

You get the +1 VP if they look, either way.  And you play the card before you "+1 card", so MAYBE the top card of your deck is the garbage card you really need to pass and not a Gold or $5 Action or a Province.

So... idk, maybe it's not RB enough for RBCI.  I have that problem sometimes, but not often... most of my ideas are genuinely bad (but hopefully entertaining).

I think maybe it needs to have some sort of benefit for the case when the other player doesn't look, since it will just be a vanilla cantrip most of the time as it is now.  I probably should have thought a little more before writing it up.

And yes, if they don't look, you take the card back.  This was not made clear.

Maybe it should give +$1 if they do not look, making it a $3 Peddler.  But if you get a lot of Bluffs, other players are more likely to start calling them at some point.
Title: Re: Really bad card ideas
Post by: cascadestyler on March 10, 2018, 04:31:43 am
Hexvessel

$4
Action-Reaction

+$2
Discard the next hex.
You may choose to receive it.
If you do, each other player receives it, you discard the top card of your deck and, if it is an action, you may play it.

------

When another player gains 10VP or more in one turn, you may reveal this. If you do, set it aside, +1 card at the start of your next turn and, after the game ends, leave this set aside and take it to the next Hexvessel concert in your city, where it will grant you box seats and VIP backstage access.
Title: Re: Really bad card ideas
Post by: King Leon on March 11, 2018, 03:02:23 pm
(https://magiccards.info/scans/en/pd3/14.jpg)

Entomb
$1
Action/Reaction

Look trough your deck. You may discard 1 card from there. Shuffle your deck afterwards.
--
If another player plays an Attack card, you may immediately play this.
Title: Re: Really bad card ideas
Post by: popsofctown on March 12, 2018, 01:07:13 am
That's probably better than Scout, though.
Title: Re: Really bad card ideas
Post by: hypercube on March 12, 2018, 12:32:00 pm
Fountain of Youth
Event - $15

Once per game: For the rest of the game, when you gain a card, +1 VP. The game doesn't end until any four piles are empty.

Apocalypse
Event - $15

Once per game: At the start of each of your turns for the rest of the game, trash a Province from the supply. When scoring, each player receives +1 VP for each Action, Victory or Treasure card in their deck and the player with the lowest score wins.

Buy both for a Zombie Apocalypse!
Title: Re: Really bad card ideas
Post by: weesh on March 12, 2018, 01:21:41 pm
Bluff
event - 0$
once per turn, and only if you haven't played any cards so far this turn:
+buy
return to your action phase. 
look at the top card of your deck and set it aside facedown.
you must play that card facedown as any card this turn, naming it as you play it.
any opponent can call "bullshit" to force you to reveal the card as you play it.
if the card was the card you claimed, draw a card, then that opponent gains a -1vp token and discards a card.
if the card was not the named card (or you fail to play the card), the card has no effect, is discarded, take a -1vp token, draw one fewer card at cleanup, and the opponent (that called your bluff, or noticed you forgot to play it) draws a card.

---

Funny...
It's easy to make card that doesn't work.
It's a fair bit of work to make a functional card that specifically bad in a unique way.
Title: Re: Really bad card ideas
Post by: Chase Adolphson on March 12, 2018, 11:58:20 pm
Hand space taker
Cost 0
Type N/A
This does nothing
Title: Re: Really bad card ideas
Post by: Marcory on March 13, 2018, 08:31:27 am
Texas Hold 'Em Night $4

At the start of your next turn, +$2

Reveal cards from your deck until you have revealed three Actions. Set aside the Actions and discard the rest. Until the end of your next turn, at the start of each player's turn, they must play the set-aside cards. Discard these during your next clean up phase. 
Title: Re: Really bad card ideas
Post by: weesh on March 13, 2018, 09:48:50 am
Texas Hold 'Em Night $4

At the start of your next turn, +$2

Reveal cards from your deck until you have revealed three Actions. Set aside the Actions and discard the rest. Until the end of your next turn, at the start of each player's turn, they must play the set-aside cards. Discard these during your next clean up phase.

Uno
Landmark

On a turn where you play your entire hand, and each card played after the first was the same cost or color as the previously played card, take 2VP from here...unless you are caught not saying "uno" for the last card.
-
Setup: put 6VP here per player.

Title: Re: Really bad card ideas
Post by: GendoIkari on March 13, 2018, 10:49:04 am
Hand space taker
Cost 0
Type N/A
This does nothing

This was a real card during the development of Dominion, called "Confusion". Just a Curse without the -1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) penalty.
Title: Re: Really bad card ideas
Post by: Minotaur on March 13, 2018, 11:22:19 am
Hand space taker
Cost 0
Type N/A
This does nothing

This was a real card during the development of Dominion, called "Confusion". Just a Curse without the -1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) penalty.

(https://simkl.net/episodes/29/2913342803ba5f21c_w.jpg)

"Hey Donald, what is the deal with confusion?"

"It does nothing."

"How is it in my hand?  Why is it in my hand doing nothing?"

"It's a penalty card."

"A penalty?"

"It's taking up space where good cards would have gone."

"Isn't it a hand space taker?  Isn't that doing something?"

"Well, ok.  It does that."

"Why can't you make it a card that really does nothing?"

"Ok, it's officially a RBCI now.  It's not in the game at all.  It really does nothing."

"Too late!  It entertained me!"
Title: Re: Really bad card ideas
Post by: GendoIkari on March 13, 2018, 12:01:17 pm
RBCI?
Title: Re: Really bad card ideas
Post by: Awaclus on March 13, 2018, 12:21:16 pm
RBCI?

This thread.
Title: Re: Really bad card ideas
Post by: terminalCopper on March 13, 2018, 01:12:28 pm

Twister
Action - $5
+3 cards

Each player including you puts a hand or foot on a supply pile.

If you do, you may play another Twister.
Title: Re: Really bad card ideas
Post by: Minotaur on March 14, 2018, 06:11:20 am

Twister
Action - $5
+3 cards

Each player including you puts a hand or foot on a supply pile.

If you do, you may play another Twister.


(https://vignette.wikia.nocookie.net/anime-arts/images/0/06/Cow-in-a-tornado-from-the-movie-Twister.gif/revision/latest?cb=20130626173600)
That's the same cow!
Title: Re: Really bad card ideas
Post by: Minotaur on March 14, 2018, 10:58:57 am
Radioactive Bite
Event
Cost: $8

Place your Radioactivity token on one of your Adventures Tokens.  Place your Bite token on one of your Adventures tokens.  The affected tokens are Radioactive and Bitten, respectively.  The Bitten token gains the abilities of the Radioactive token (for as long as they remain Radioactive/Bitten this game).

("This might belong in Homage," Minotaur mused as he posted this on RBCI.)
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on March 14, 2018, 02:13:13 pm
Dangerous Experiment
Event
$7

Place your Radioactivity token on the Rats pile. For the rest of the game, when your Rats trash a card costing $2 or more, gain a Ratman from the Ratman pile.

Setup: Add Rats as an additional kingdom pile.
Title: Re: Really bad card ideas
Post by: Minotaur on March 14, 2018, 02:26:08 pm
Dangerous Experiment
Event
$7

Place your Radioactivity token on the Rats pile. For the rest of the game, when your Rats trash a card costing $2 or more, gain a Ratman from the Ratman pile.

Setup: Add Rats as an additional kingdom pile.

What is a Ratman???
Title: Re: Really bad card ideas
Post by: weesh on March 14, 2018, 02:45:57 pm
Dangerous Experiment
Event
$7

Place your Radioactivity token on the Rats pile. For the rest of the game, when your Rats trash a card costing $2 or more, gain a Ratman from the Ratman pile.

Setup: Add Rats as an additional kingdom pile.

What is a Ratman???

I think in the chapel meme thread, it was something that trashed a rat, gained a rat to the top of your deck, and made your opponents discard a rat.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on March 14, 2018, 05:10:52 pm
Dangerous Experiment
Event
$7

Place your Radioactivity token on the Rats pile. For the rest of the game, when your Rats trash a card costing $2 or more, gain a Ratman from the Ratman pile.

Setup: Add Rats as an additional kingdom pile.

What is a Ratman???

I think in the chapel meme thread, it was something that trashed a rat, gained a rat to the top of your deck, and made your opponents discard a rat.

It was supposed to be a joke superhero card, the idea being that cards "bitten" by radioactive Rats turn into Ratman. I didn't feel like designing the actual card; I thought it would be obvious what it was from the context.
Title: Re: Really bad card ideas
Post by: Ghacob on March 14, 2018, 11:15:14 pm
Dangerous Experiment
Event
$7

Place your Radioactivity token on the Rats pile. For the rest of the game, when your Rats trash a card costing $2 or more, gain a Ratman from the Ratman pile.

Setup: Add Rats as an additional kingdom pile.

What is a Ratman???

Spiderman:Spiders::Ratman:Rats
Title: Re: Really bad card ideas
Post by: Minotaur on March 14, 2018, 11:47:09 pm
If we weren't supposed to define what the cards actually do, this would be Ill-Defined Card Ideas...
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on March 15, 2018, 02:21:51 pm
Ill-Defined Gains
Treasure - $5
Worth $0
When you play this, you may gain a number of Coppers to your hand equal to the square root of your score, rounded down.
When you gain this, each other player gains a Curse.
Title: Re: Really bad card ideas
Post by: Minotaur on March 15, 2018, 04:06:24 pm
Ill-Defined Gains
Treasure - $5
Worth $0
When you play this, you may gain a number of Coppers to your hand equal to the square root of your score, rounded down.
When you gain this, each other player gains a Curse.

What, I can't gain a Coconut Shrimp and an Avocado?
Title: Re: Really bad card ideas
Post by: hypercube on March 15, 2018, 05:59:56 pm
Well-Defined Gains
Action - $3
+1 Card
+1 Action

Name a card, then reveal the top card of your deck. If you named it, gain a copy of it.
Title: Re: Really bad card ideas
Post by: Neirai the Forgiven on March 15, 2018, 06:19:27 pm
Undefined Gains
Victory - $4
Worth 12 VP divided by the number of cards remaining in the least full supply pile, rounded up.
Title: Re: Really bad card ideas
Post by: Neirai the Forgiven on March 15, 2018, 06:32:24 pm
Ill-Defined Gains
Treasure - $5
Worth $0
When you play this, you may gain a number of Coppers to your hand equal to the square root of your score, rounded down.
When you gain this, each other player gains a Curse.

What happens if my score drops below zero?
This might be the only card that makes me want to buy Curses.
Title: Re: Really bad card ideas
Post by: Minotaur on March 15, 2018, 07:02:45 pm
Ill-Defined Gains
Treasure - $5
Worth $0
When you play this, you may gain a number of Coppers to your hand equal to the square root of your score, rounded down.
When you gain this, each other player gains a Curse.

What happens if my score drops below zero?
This might be the only card that makes me want to buy Curses.

I think you just explained the joke, intentionally or not.
Title: Re: Really bad card ideas
Post by: Minotaur on March 16, 2018, 04:31:08 pm
Horn Of Whatever
Cost: $5
Treasure

When you play this, gain a card from the Whatever pile.  The card must be no further than the Xth card on this list, where you have X differently-named cards in play:

Copper, Horn Of Whatever, Avocado, Coconut Shrimp, Fresh Pineapple, Fancy Pants, People's Village, Department of Horticulture, Nirvana, Metagrade, Masamune, Phenomenal Cosmic Power, The Kitchen Sink, Steve
Title: Re: Really bad card ideas
Post by: Minotaur on March 16, 2018, 04:38:34 pm
I'm open to proposed revisions of this list.  The list could be arbitrarily long, and the card would self-enable reaching further into the list, assuming the cards themselves form a sustainable engine...

I feel like there should be at least 30 cards in there.  There needs to be a significant cost associated with gaining a Steve, obviously.
Title: Re: Really bad card ideas
Post by: King Leon on March 18, 2018, 05:50:47 am
Fooling Gold
Treasure
Cost: $2

When you play this, gain a Fooling gold. Worth $3 if it's the first time you played a Fooling Gold this turn, otherwise worth $0.

(There are 20 copies in the Fooling Gold pile.)
Title: Re: Really bad card ideas
Post by: spiralstaircase on March 18, 2018, 08:22:08 am
Really Bad Card Idea
Action - $2
When you play this, propose a card. If each other player agrees to it, play this as if it was that card.  This is that card until it leaves play.  If they do not, +1 Card, +1 Action.
Title: Re: Really bad card ideas
Post by: weesh on March 18, 2018, 10:55:53 am
Fooling Gold
Treasure
Cost: $2

When you play this, gain a Fooling gold. Worth $3 if it's the first time you played a Fooling Gold this turn, otherwise worth $0.

(There are 20 copies in the Fooling Gold pile.)

I like the philosophy, but feel this is backwards.
It should be worth 3$ if you've already played a real gold, and 0$ otherwise. 
You have to prove you are trustworthy before you hand out the fake stuff.

Like the markets in china, where the first couple of beers they sell you are legit, and once you're a little buzzed they throw in the counterfeits
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on March 18, 2018, 12:56:43 pm
Really Bad Card Idea
Action - $2
When you play this, propose a card. If each other player agrees to it, play this as if it was that card.  This is that card until it leaves play.  If they do not, +1 Card, +1 Action.

Leads to an infinite loop if you keep recursively proposing "Really Bad Card Idea" and everyone always agrees to it... which is further proof that it's a Really Bad Card Idea.
Title: Re: Really bad card ideas
Post by: Gubump on March 18, 2018, 01:02:29 pm
Recursion:
Action - $101010
Play this.
Title: Re: Really bad card ideas
Post by: hypercube on March 18, 2018, 01:20:27 pm
Really Bad Card Idea
Action - $2
When you play this, propose a card. If each other player agrees to it, play this as if it was that card.  This is that card until it leaves play.  If they do not, +1 Card, +1 Action.

Really Bad Action Idea
Action - $0
+1 Card
+1 Action
Reveal your hand. The player to your left may choose an Action card from your hand. If they do, gain a Province, play that action, and until it is resolved, the player to your left can see all cards you can and makes all decisions for you.
Title: Re: Really bad card ideas
Post by: spiralstaircase on March 18, 2018, 05:43:42 pm
Really Bad Bard Idea
Action - $2
Reveal the top boon. If each other player agrees to it, receive that boon.  If they do not, +1 Card, +1 Action.
Title: Re: Really bad card ideas
Post by: spiralstaircase on March 18, 2018, 05:44:30 pm
Beery Bad Bard Idea
Action - $2
Reveal the top boon. If each other player agrees to it, receive that boon.  If they do not, drink some beer.
Title: Re: Really bad card ideas
Post by: Chase Adolphson on March 18, 2018, 05:54:54 pm
Cursed
Type
Victory
Cost: -25
0vp
When you gain this gain 10 curses and receive all of the hexes.
Title: Re: Really bad card ideas
Post by: spiralstaircase on March 18, 2018, 06:10:21 pm
Really Bad Card Ikea
Action - $2
Assemble a piece of furniture from the cards in the supply.  If each other player agrees to it, receive that piece of furniture.  If not, +1 Card, +1 Action.
Title: Re: Really bad card ideas
Post by: spiralstaircase on March 18, 2018, 06:11:49 pm
Really Rad Card Idea
Action - $2
When you play this, propose a card. If it is, like, totally awesome, play this as if it was that card.  This is that card until it leaves play.  If not, bogus.
Title: Re: Really bad card ideas
Post by: Minotaur on March 18, 2018, 11:57:54 pm
Really Bad Card Idiom
Cost: $2

Top o'the mornin'.  If there's an elephant in the room, shake a leg.  If you would knock on wood, don't have a cow, but you may flip your lid if you're on your last straw.  Otherwise, don't sweat it.  If it's smooth sailing, +1 bee's knees and gain a Cat's Pajamas.
Title: Re: Really bad card ideas
Post by: Minotaur on March 19, 2018, 12:29:35 am
Complexily Bad Card Idea
Treasure - $5
Worth $0
When you play this, you may gain a number of Coppers to your hand equal to the square root of your score, rounded down.
When you gain this, each other player gains a Curse.

...
Title: Re: Really bad card ideas
Post by: King Leon on March 19, 2018, 02:04:24 am
Really Bad Card Ikea
Action
Cost: $2

Find a way out of the Labyrinth. If you do, gain 50 Tealights, an Allen Key, an Incomprehensible Building Instruction and a Hot Dog.

Edit: Oh yes, I forgot those small useful pencils, and Kφttbullar, of course!
Title: Re: Really bad card ideas
Post by: jonaskoelker on March 19, 2018, 06:54:49 pm
Really Bad Card Idiom
Cost: $2

Top o'the mornin'.  If there's an elephant in the room, shake a leg.  If you would knock on wood, don't have a cow, but you may flip your lid if you're on your last straw.  Otherwise, don't sweat it.  If it's smooth sailing, +1 bee's knees and gain a Cat's Pajamas.

The effect of that card is so unclear it made me want to flip the table.
Title: Re: Really bad card ideas
Post by: Gazbag on March 19, 2018, 07:01:21 pm
Hearing aid
$0-Action
Each other player draws 2 cards.
Title: Re: Really bad card ideas
Post by: Ghacob on March 19, 2018, 07:35:08 pm
Strongest Potion
$PPPPPPPPPPPPPPPPP Action

You win the game.
Title: Re: Really bad card ideas
Post by: Chase Adolphson on March 19, 2018, 08:12:40 pm
Really Bad Card Ikea
Action
Cost: $2

Find a way out of the Labyrinth. If you do, gain 50 Tealights, an Allen Key, an Incomprehensible Building Instruction and a Hot Dog.


I laughed so hard when I saw this. Every part of it is true especially the labyrinth part. One time my dad and I took two hours to get out of that place.
Title: Re: Really bad card ideas
Post by: Ghacob on March 20, 2018, 01:17:11 am
Plate
$2 Action

+1 Card
+1 Action
+1 Coffers
Take 1 Debt
Title: Re: Really bad card ideas
Post by: King Leon on March 20, 2018, 01:58:23 am
Fooling Gold
Treasure
Cost: $2

When you play this, gain a Fooling gold. Worth $3 if it's the first time you played a Fooling Gold this turn, otherwise worth $0.

(There are 20 copies in the Fooling Gold pile.)

I like the philosophy, but feel this is backwards.
It should be worth 3$ if you've already played a real gold, and 0$ otherwise. 
You have to prove you are trustworthy before you hand out the fake stuff.

Like the markets in china, where the first couple of beers they sell you are legit, and once you're a little buzzed they throw in the counterfeits

I actually thought about a Cursed Gold variant here. Polluting your deck with useless treasure cards is not as nice as it seems at the first moment. The cost of $2 is correct, as this card is self-replicating and $3 would make it too strong for Remodel, Mine, Salvager and other trash-for-benefit cards.
Title: Re: Really bad card ideas
Post by: Ghacob on March 20, 2018, 02:28:06 am
Fooling Gold
Treasure
Cost: $2

When you play this, gain a Fooling gold. Worth $3 if it's the first time you played a Fooling Gold this turn, otherwise worth $0.

(There are 20 copies in the Fooling Gold pile.)

I like the philosophy, but feel this is backwards.
It should be worth 3$ if you've already played a real gold, and 0$ otherwise. 
You have to prove you are trustworthy before you hand out the fake stuff.

Like the markets in china, where the first couple of beers they sell you are legit, and once you're a little buzzed they throw in the counterfeits

I actually thought about a Cursed Gold variant here. Polluting your deck with useless treasure cards is not as nice as it seems at the first moment. The cost of $2 is correct, as this card is self-replicating and $3 would make it too strong for Remodel, Mine, Salvager and other trash-for-benefit cards.

You made a good joke on Fool's Gold, while weesh is working on reinventing it
Title: Re: Really bad card ideas
Post by: Minotaur on March 20, 2018, 06:02:13 am
Really Bad Card Idiom
Cost: $2

Top o'the mornin'.  If there's an elephant in the room, shake a leg.  If you would knock on wood, don't have a cow, but you may flip your lid if you're on your last straw.  Otherwise, don't sweat it.  If it's smooth sailing, +1 bee's knees and gain a Cat's Pajamas.

The effect of that card is so unclear it made me want to flip the table.

I couldn't stop the I-DCI trend so I joined it.
Title: Re: Really bad card ideas
Post by: Minotaur on March 20, 2018, 02:52:55 pm
Strongest Potion
$PPPPPPPPPPPPPPPPP Action

You win the game.


Wizard Duelist
Cost: $3
Action

+1 Buy
+$1
The player to your left discards the top card of their deck.  If it has no P or <P> cost, +P.  If it has no $ or <$> cost, +$2.

Arcane Secrets
Cost: $8 <PPPPPPPP>
Treasure

+5 Buys
When you play this, double your current P (regardless of whether you have already done so this turn or not).
---------------
When you gain this, gain a Potion for each Wizard Duelist you have in play.
Title: Re: Really bad card ideas
Post by: Marcory on March 27, 2018, 06:40:43 pm
RBCI, Holy Week edition:

Betrayal Event (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png)

Once per game:
You may reveal a Council Room and a Treasurer from your hand. If you do, trash the Treasurer and gain 30 Silvers and a Curse.

Title: Re: Really bad card ideas
Post by: LostPhoenix on March 27, 2018, 07:29:24 pm
Fixed Possession
Action
Cost: $6P

Take an extra turn after this one, in which all decisions are made by Lord Rattington.
Title: Re: Really bad card ideas
Post by: Ghacob on March 28, 2018, 01:23:00 am
Bar Druid
Action - $4

+$2
Receive the set-aside Boon (leaving it there)
                                                           

Setup: Set aside the top Boon face up
Title: Re: Really bad card ideas
Post by: King Leon on March 29, 2018, 01:55:59 am
(https://mediacrush.coding4.coffee/storage/f4YHfxS9CpbY.png) (https://shemitz.net/static/dominion3/?title=Mine&description=%2B%20%243%0A-%0AWhen%20another%20player%20is%20about%20gaining%20a%20card%20from%20a%20Supply%20Pile%20costing%20up%20to%20%246%2C%20you%20may%20discard%20this%20from%20your%20hand.%20If%20you%20do%2C%20first%20gain%20a%20card%20from%20this%20pile.%0A%0A(Exchange%205%20Mine%20cards%20from%20the%20Base%20Set%20with%20this.)&type=Action%20-%20Reaction&credit=&price=%245&preview=&type2=&picture=https%3A%2F%2Fwww.sporcle.com%2Fblog%2Fwp-content%2Fuploads%2F2011%2F06%2FNemo-seagulls.jpg&color0=3&color1=0&size=0)

Edit: It’s a Finding Nemo reference!
Title: Re: Really bad card ideas
Post by: jonaskoelker on March 29, 2018, 07:48:53 am
Complexly Bad Card Idea
... [sqrt(n) where n < 0] ...
...
Neeeeeeeerd!

(... he said on the board game strategy forum)
Title: Re: Really bad card ideas
Post by: Minotaur on March 29, 2018, 05:29:44 pm
(https://mediacrush.coding4.coffee/storage/f4YHfxS9CpbY.png) (https://shemitz.net/static/dominion3/?title=Mine&description=%2B%20%243%0A-%0AWhen%20another%20player%20is%20about%20gaining%20a%20card%20from%20a%20Supply%20Pile%20costing%20up%20to%20%246%2C%20you%20may%20discard%20this%20from%20your%20hand.%20If%20you%20do%2C%20first%20gain%20a%20card%20from%20this%20pile.%0A%0A(Exchange%205%20Mine%20cards%20from%20the%20Base%20Set%20with%20this.)&type=Action%20-%20Reaction&credit=&price=%245&preview=&type2=&picture=https%3A%2F%2Fwww.sporcle.com%2Fblog%2Fwp-content%2Fuploads%2F2011%2F06%2FNemo-seagulls.jpg&color0=3&color1=0&size=0)

I think if you gain the card they buy, then they Lose Track and gain nothing.
Title: Re: Really bad card ideas
Post by: singletee on March 29, 2018, 06:09:16 pm
I think if you gain the card they buy, then they Lose Track and gain nothing.

Not true, actually. Talisman uses the same mechanism.
Title: Re: Really bad card ideas
Post by: Minotaur on March 29, 2018, 06:38:53 pm
I think if you gain the card they buy, then they Lose Track and gain nothing.

Not true, actually. Talisman uses the same mechanism.

Doesn't Seagull Mine say that you specifically gain a card from the pile *before* the other player does?

Then again, Talisman says "when you buy a card costing less than X", and I don't know if there's a window after buying but before you gain where Talisman steps in.  Now I'm starting to have all kinds of doubts about whether Talisman should even work.
Title: Re: Really bad card ideas
Post by: AJD on March 29, 2018, 08:09:27 pm
I think if you gain the card they buy, then they Lose Track and gain nothing.

Not true, actually. Talisman uses the same mechanism.

Doesn't Seagull Mine say that you specifically gain a card from the pile *before* the other player does?

Then again, Talisman says "when you buy a card costing less than X", and I don't know if there's a window after buying but before you gain where Talisman steps in.  Now I'm starting to have all kinds of doubts about whether Talisman should even work.

Yeah when you really think about it Talisman's kind of weird, since when-buy effects take place before when-gain.

—I buy a Sir Martin.
—Oh cool, when I buy a card I gain a free copy of it! Now I gain Sir Martin for free!
—Okay, done resolving when-buy effects, now I gain the card I bought.
—Aw, no Sir Martin is available in the supply. How sad! Guess my buy went to waste.
Title: Re: Really bad card ideas
Post by: Minotaur on March 30, 2018, 12:24:16 am
I think if you gain the card they buy, then they Lose Track and gain nothing.

Not true, actually. Talisman uses the same mechanism.

Doesn't Seagull Mine say that you specifically gain a card from the pile *before* the other player does?

Then again, Talisman says "when you buy a card costing less than X", and I don't know if there's a window after buying but before you gain where Talisman steps in.  Now I'm starting to have all kinds of doubts about whether Talisman should even work.

Yeah when you really think about it Talisman's kind of weird, since when-buy effects take place before when-gain.

—I buy a Sir Martin.
—Oh cool, when I buy a card I gain a free copy of it! Now I gain Sir Martin for free!
—Okay, done resolving when-buy effects, now I gain the card I bought.
—Aw, no Sir Martin is available in the supply. How sad! Guess my buy went to waste.

Is the bought card set aside before any on-gain effect happens?  Because otherwise, Talisman should just gain you the card you were going to gain anyway, or it should fail to find a "copy" of the card because it's underneath the card you bought...
Title: Re: Really bad card ideas
Post by: AJD on March 30, 2018, 01:00:32 am
I think if you gain the card they buy, then they Lose Track and gain nothing.

Not true, actually. Talisman uses the same mechanism.

Doesn't Seagull Mine say that you specifically gain a card from the pile *before* the other player does?

Then again, Talisman says "when you buy a card costing less than X", and I don't know if there's a window after buying but before you gain where Talisman steps in.  Now I'm starting to have all kinds of doubts about whether Talisman should even work.

Yeah when you really think about it Talisman's kind of weird, since when-buy effects take place before when-gain.

—I buy a Sir Martin.
—Oh cool, when I buy a card I gain a free copy of it! Now I gain Sir Martin for free!
—Okay, done resolving when-buy effects, now I gain the card I bought.
—Aw, no Sir Martin is available in the supply. How sad! Guess my buy went to waste.

Is the bought card set aside before any on-gain effect happens?  Because otherwise, Talisman should just gain you the card you were going to gain anyway, or it should fail to find a "copy" of the card because it's underneath the card you bought...

So apparently when you dig into it, the result of buying a card isn't exactly gaining the bought card; it's gaining a copy of the bought card. Talisman does gain you the card you were going to gain anyway; and then the act of buying gets you the next copy of the same card, because the card you bought isn't in the supply anymore.
Title: Re: Really bad card ideas
Post by: Minotaur on March 30, 2018, 01:09:59 am
So apparently when you dig into it, the result of buying a card isn't exactly gaining the bought card; it's gaining a copy of the bought card. Talisman does gain you the card you were going to gain anyway; and then the act of buying gets you the next copy of the same card, because the card you bought isn't in the supply anymore.

That is flipping weird as hell.  Is this officially written out somewhere official?
Title: Re: Really bad card ideas
Post by: singletee on March 30, 2018, 01:18:17 am
http://forum.dominionstrategy.com/index.php?topic=6313.0

But on second thought, Seagull Mine works on would-gain, not on buy, so it could be different.
Title: Re: Really bad card ideas
Post by: dz on March 30, 2018, 01:24:42 am
So apparently when you dig into it, the result of buying a card isn't exactly gaining the bought card; it's gaining a copy of the bought card. Talisman does gain you the card you were going to gain anyway; and then the act of buying gets you the next copy of the same card, because the card you bought isn't in the supply anymore.

That is flipping weird as hell.  Is this officially written out somewhere official?

Here you go (and yes, I took the time to find a quote from 6 years ago):

You gain the Talisman copy before the regular card.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on March 30, 2018, 01:55:01 pm
So it turns out this whole time we thought we were buying Silvers, we were actually buying an Event that that said: "$3 - Gain the top card of the Silver pile." Mind = blown.
Title: Re: Really bad card ideas
Post by: Minotaur on March 30, 2018, 06:33:23 pm
So it turns out this whole time we thought we were buying Silvers, we were actually buying an Event that that said: "$3 - Gain the top card of the Silver pile." Mind = blown.

Buy Silver is strictly worse than Delve????? *

* - [Possession clause]
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on March 31, 2018, 10:45:07 am
So it turns out this whole time we thought we were buying Silvers, we were actually buying an Event that that said: "$3 - Gain the top card of the Silver pile." Mind = blown.

Buy Silver is strictly worse than Delve????? *

* - [Possession clause]

I suppose the theory isn't fully airtight, since cost reduction doesn't affect Events.
Title: Re: Really bad card ideas
Post by: Minotaur on April 01, 2018, 12:44:32 pm
Fixed Possession
Action
Cost: $6P

Take an extra turn after this one, in which all decisions are made by Lord Rattington.

Oh god, I gained the Poacher pile and passed two Cities with Masquerade!!!
Title: Re: Really bad card ideas
Post by: spiralstaircase on April 01, 2018, 02:56:40 pm
Fixed Possession
Action
Cost: $6P

Take an extra turn after this one, in which all decisions are made by Lord Rattington.

Fixed Possession
Victory
Cost: $6P
Value: 9VP
Title: Re: Really bad card ideas
Post by: Minotaur on April 01, 2018, 04:30:12 pm
Blind Squirrel
Night-Duration
Cost: $4

At the start of your next Action phase, discard the top card of your deck.  If it is an Action, play it and +1VP.
At the start of your next Buy phase, discard the top card of your deck.  If it is a Treasure, play it and +1VP.
At the start of your next Night phase, discard the top card of your deck.  If it is a Night card, play it and +1VP.
Title: Re: Really bad card ideas
Post by: Minotaur on April 22, 2018, 06:07:48 pm
Maybe it's a split pile?

Nut
Action/Treasure/Night
Cost: $4

If this is you Action phase, +$3 and +1 Buy
If this is your Buy phase, +$2
If this is your Night phase, put this on top of your deck.
Title: Re: Really bad card ideas
Post by: Chase Adolphson on April 22, 2018, 08:53:33 pm
Blind Squirrel
Night-Duration
Cost: $4

At the start of your next Action phase, discard the top card of your deck.  If it is an Action, play it and +1VP.
At the start of your next Buy phase, discard the top card of your deck.  If it is a Treasure, play it and +1VP.
At the start of your next Night phase, discard the top card of your deck.  If it is a Night card, play it and +1VP.


That would be good with prince cartographer and cost reduction
Title: Re: Really bad card ideas
Post by: King Leon on April 23, 2018, 02:48:00 pm
Bitcoin
Type: Treasure
Cost: $?

When you play this, this is worth $1 for each Coin token on the Bitcoin mat. When you discard this from play, choose one: either add Coin token to or remove one from the Bitcoin mat.
--
This costs $1 for each Coin token on the Bitcoin mat.
When you gain this, add 1 Coin token to the Bitcoin mat.
Whenever there are exactly 8 Coin tokens on the Bitcoin mat, remove all Coin tokens from there.


Title: Re: Really bad card ideas
Post by: Chase Adolphson on April 23, 2018, 06:53:25 pm
Fixed Possession
Action
Cost: $6P

Take an extra turn after this one, in which all decisions are made by Lord Rattington.


If we had a contest for the worst rbci I think you might've won, because that is a rrrrrrrrrrbci
Title: Re: Really bad card ideas
Post by: ClouduHieh on April 23, 2018, 11:34:18 pm
Awful

However some of the names of cards are cool. They just need a different function.

I’ve been thinking of creating some new cards that stay in the trash just like the Necromancer’s zombies. And street cleaner might go well with an outhouse.
Or just most of these ideas belong there.

I mean come on who would buy lost witch.
Title: Re: Really bad card ideas
Post by: Seprix on April 24, 2018, 01:39:56 am
Dud Turn Event - $8

Once per game: When you buy this, when each other player takes their next turn, they cannot can't buy cards.


An idea that seems really cool until you really think about it.
Title: Re: Really bad card ideas
Post by: LaLight on April 24, 2018, 05:00:03 am
Dud Turn Event - $8

Once per game: When you buy this, when each other player takes their next turn, they cannot can't buy cards.


An idea that seems really cool until you really think about it.

It seemed cool, then I realised the thing, then it seemed even more cool
Title: Re: Really bad card ideas
Post by: Minotaur on April 24, 2018, 06:06:37 am
Dud Turn Event - $8

Once per game: When you buy this, when each other player takes their next turn, they cannot can't buy cards.


An idea that seems really cool until you really think about it.

Double negative on purpose?  Does the game Jumanji in their next buy phase if they have debt and they Donated their deck?
Title: Re: Really bad card ideas
Post by: Seprix on April 24, 2018, 06:53:03 am
Double negative on purpose?  Does the game Jumanji in their next buy phase if they have debt and they Donated their deck?

It seemed cool, then I realised the thing, then it seemed even more cool

Maybe I worded it wrong, but the idea was you're spending it to prevent someone from Greening that turn. But if they didn't hit Province, they would have dudded anyways, and if they did hit $8 they get to buy Dud Turn themselves (Mission wording) so you get an auto dud, and really nothing changes, you just lengthened the duration of the game by a turn.
Title: Re: Really bad card ideas
Post by: LaLight on April 24, 2018, 07:08:46 am
Double negative on purpose?  Does the game Jumanji in their next buy phase if they have debt and they Donated their deck?

It seemed cool, then I realised the thing, then it seemed even more cool

Maybe I worded it wrong, but the idea was you're spending it to prevent someone from Greening that turn. But if they didn't hit Province, they would have dudded anyways, and if they did hit $8 they get to buy Dud Turn themselves (Mission wording) so you get an auto dud, and really nothing changes, you just lengthened the duration of the game by a turn.

Yeah, and everyone buys this event up to the point when someone duds! That's the idea
Title: Re: Really bad card ideas
Post by: Awaclus on April 24, 2018, 07:12:08 am
Double negative on purpose?  Does the game Jumanji in their next buy phase if they have debt and they Donated their deck?

It seemed cool, then I realised the thing, then it seemed even more cool

Maybe I worded it wrong, but the idea was you're spending it to prevent someone from Greening that turn. But if they didn't hit Province, they would have dudded anyways, and if they did hit $8 they get to buy Dud Turn themselves (Mission wording) so you get an auto dud, and really nothing changes, you just lengthened the duration of the game by a turn.

Yeah, and everyone buys this event up to the point when someone duds! That's the idea

It's once per game. You buy it, then your opponent buys it, and then you can't do anything and then it's your opponent's regular turn.
Title: Re: Really bad card ideas
Post by: LaLight on April 24, 2018, 07:56:44 am
Double negative on purpose?  Does the game Jumanji in their next buy phase if they have debt and they Donated their deck?

It seemed cool, then I realised the thing, then it seemed even more cool

Maybe I worded it wrong, but the idea was you're spending it to prevent someone from Greening that turn. But if they didn't hit Province, they would have dudded anyways, and if they did hit $8 they get to buy Dud Turn themselves (Mission wording) so you get an auto dud, and really nothing changes, you just lengthened the duration of the game by a turn.

Yeah, and everyone buys this event up to the point when someone duds! That's the idea

It's once per game. You buy it, then your opponent buys it, and then you can't do anything and then it's your opponent's regular turn.

oh, missed that. boooooring
Title: Re: Really bad card ideas
Post by: Minotaur on April 24, 2018, 10:16:41 am
Maybe you needed $16 and two buys, but you only got $13 and two buys.  Or you got $8 really early and you also got your junk attack before anyone else, or you have some other gainer.
Title: Re: Really bad card ideas
Post by: Seprix on April 24, 2018, 12:42:23 pm
oh, missed that. boooooring

Okay so upvote it, it was a bad card idea
Title: Re: Really bad card ideas
Post by: LaLight on April 24, 2018, 12:51:50 pm
oh, missed that. boooooring

Okay so upvote it, it was a bad card idea

Did it, though you missed a period in the end of your sentence.
Title: Re: Really bad card ideas
Post by: jonaskoelker on April 27, 2018, 05:23:40 am
Dud Turn Event - $8
Once per game: When you buy this, when each other player takes their next turn, they cannot can't buy cards.

It's once per game. You buy it, then your opponent buys it, and then you can't do anything and then it's your opponent's regular turn.

In that scenario, Dud Turn is really just an $8 Mission (http://wiki.dominionstrategy.com/index.php/Mission) that forces* your opponent to also get an $8 Mission. (* Well, makes doing so the best available option, most likely.)

Hm, I guess Dud Turn hits your opponent the hardest when your opponent has the largest expected (buy-oriented) payload, i.e. when they're most likely to retaliate, in which case it's just trading Mission turns. Could you use it to your advantage in some other circumstance?

If they retaliate, you're trading Mission turns. That benefits the player with the largest (expected) non-buy payload—so gainers, attacks, maybe traveler upgrades.

If they can't (or don't) retaliate, your benefit on your turn is your full payload, minus the $8 spent on Dud, plus the non-buy payload you have over your opponent. Either that's close to nothing, or your decks differ greatly in payload.

For example, if you have $16/2 and get Dud/Province and they don't hit $8, your buy of Dud maybe stole a Duchy from them? At the expense of them buying Dud later and stealing two Provinces from you, I think. And if they hit $8 and retaliated, you stole a Province but they stole two from you.

So I guess in the case of asymmetric payload, a Dud Turn exchange on net harms the player with the highest (buy-focused) payload. The poor get richer. Good in Big Money.

Cool. Still, it belongs in RBCI ;D
Title: Re: Really bad card ideas
Post by: greybirdofprey on July 02, 2018, 08:25:51 am
Witching Hour - Event - $5
Put all Curses from the trash on the Curse supply pile.

Discovery - Event - $3
Add an unused kingdom supply pile. Any set-up rules it has are performed now.

Underworld - Landmark
When scoring, multiply your VP with -1.

Go nuts.
Title: Re: Really bad card ideas
Post by: infangthief on July 02, 2018, 09:23:59 am
Nice ones.

Witching Hour - Event - $5
Put all Curses from the trash on the Curse supply pile.
I like it. For the cost of a Witch.

Quote
Discovery - Event - $3
Add an unused kingdom supply pile. Any set-up rules it has are performed now.
Young Witch => Bane (Black Market) => Black Market deck (containing some choice cards from Dark Ages and Nocturnes, Peasant, Page and a potion-costing card) => move to a bigger table. Bigger table might cost more than $3 though.

Quote
Underworld - Landmark
When scoring, multiply your VP with -1.
Oh let's just start playing; we can read all the small text when we get to it.

Quote
Go nuts.
Is that an event?
Title: Re: Really bad card ideas
Post by: Minotaur on July 02, 2018, 09:50:11 am
Well, Possession just got weird.

EDIT:  In my mind, Possession didn't redirect gains anymore...
Title: Re: Really bad card ideas
Post by: infangthief on July 02, 2018, 11:28:14 am
Lost Track: (Reaction, $2)
You may reveal this from your hand at any time.
If you do, place this card on top of your deck, then discard it, then trash it.
- Set aside all the cards you have in play, then discard them during clean-up.

Blue Dog: (Reaction, $2)
When you would do something, you may discard this from your hand instead.
If you do, do the thing you were going to do in the first place.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on July 02, 2018, 08:00:34 pm
Barber
Action - Paradox - $3
+2$
Trash a card you have in play that cannot trash itself.
Title: Re: Really bad card ideas
Post by: Minotaur on July 03, 2018, 04:01:49 pm
Trolley
Action-Attack
Cost: $5

+$2
+1 Buy
Each other player may trash the top card of their deck.  Each player who does not trashes the next three cards of their deck.
Title: Re: Really bad card ideas
Post by: crj on July 03, 2018, 07:56:12 pm
Cockroach Poker (https://boardgamegeek.com/boardgame/11971/cockroach-poker)
Action-Attack

Set aside a card from your hand, face-down. Say what it is. Choose a player. They must say whether or not you are telling the truth. If they are correct, they choose, otherwise you choose:
  You return the card to your hand and they may pass you a copy of it from their hand, or
  They take the card into their hand.
Title: Re: Really bad card ideas
Post by: silvern on July 04, 2018, 11:35:43 am
The Idle Rich
Action $8

Play a separate game of dominion, with no provinces/gold, 6 kingdom cards with 8 cards per pile, and 4 cards per hand. (The game ends when either the duchy pile is emptied or any 2 supply piles).
If you won, +VP equal to your final score in the game.

Title: Re: Really bad card ideas
Post by: majiponi on July 09, 2018, 04:44:27 am
Ruin
cost $0
Action - Ruins
Flip your table.

Simple is worst. Only 3 words.
Title: Re: Really bad card ideas
Post by: Minotaur on July 09, 2018, 10:53:28 pm
Ruin
cost $0
Action - Ruins
Flip your table.

Simple is worst. Only 3 words.

Does this flip all Journey tokens though?  Could have uses.
Title: Re: Really bad card ideas
Post by: King Leon on July 10, 2018, 02:14:03 am
Ruin
cost $0
Action - Ruins
Flip your table.

Simple is worst. Only 3 words.

Does this flip all Journey tokens though?  Could have uses.

It also seems to combo with Necromancer.
Title: Re: Really bad card ideas
Post by: majiponi on July 10, 2018, 09:26:48 am
Ruin
cost $0
Action - Ruins
Flip your table.

Simple is worst. Only 3 words.

Does this flip all Journey tokens though?  Could have uses.

It also seems to combo with Necromancer.

No. This card ruins the game. Start another game without this card, please.
Title: Re: Really bad card ideas
Post by: Minotaur on July 10, 2018, 04:30:30 pm
Ruin
cost $0
Action - Ruins
Flip your table.

Simple is worst. Only 3 words.

Does this flip all Journey tokens though?  Could have uses.

It also seems to combo with Necromancer.

No. This card ruins the game. Start another game without this card, please.

I'm pretty sure it reverses the order of the Castle pile and all split piles, and conceals the identity of the top Knight.  Not sure what happens if you try to Buy Sir Martin and it ends up being someone else...

I'm afraid you made the game better, sorry.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on July 11, 2018, 09:11:31 am
It also combos pretty well with Mystic.
Title: Re: Really bad card ideas
Post by: Minotaur on July 24, 2018, 04:51:38 pm
Comic requested by Pyan.

You can put tokens on tokens now.  There are also Morning, Brunch, Naptime, and Brunch Night phases now.  It's easy, though - Morning, Brunch, Action, Naptime, Buy, Night, Cleanup - it's just MBANBNC.  New players have no trouble picking it up in playtests, so we're pretty happy with it.

Morning Joe
Morning
Cost: $2

+4 Actions


Business Meeting
Brunch/Action
Cost: $3

If this is your Brunch phase: +2 Cards.
If this is your Action phase: +1 Card, +1 Action.


Oversleep
Naptime
Cost: $3

Put any number of cards from your hand on top of your deck.  Skip your Buy phase this turn.


Sleepwalk
Naptime/Night
Cost: $4

If this is your Naptime phase, +2 Cards.  If this is your Night phase, +5 cards.
Title: Re: Really bad card ideas
Post by: Screwyioux on July 25, 2018, 04:26:25 pm
Through the Looking Glass:

Event: $0:

 You may reveal a hand containing at least 7 cards and no actions or treasures. If you did, flip the Reality token.
At the end of the game, after scoring, if the reality token is face-down, instead of deciding the winner as normal, the player with the lowest point total wins the game.

(Setup, place the Reality token on this card, face-up).
Title: Re: Really bad card ideas
Post by: kru5h on July 31, 2018, 11:18:50 pm
Quadratic Mob, Action (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)

+1 Card
+1 Action
You may discard any number of cards. Each other player with 5 or more cards in hand
 discards the square root of the number of cards you discarded, rounded down.
Title: Re: Really bad card ideas
Post by: silvern on August 01, 2018, 12:19:25 am
(Yet to be titled, from the 35th Dominion Expansion)
$3/12 Plow Tokens            Action/Attack/Reaction/Freedom

+1 Action
Choose one: gain a card onto your freedom mat, or gain a Hut token, placing it on any one of your jousting mats, or discard any number of cards, and drawing that many cards from the Community Garden Deck.
-------
You may reveal this when you draw a card at a time other than your draw phase; if you do, return it to the supply and take a turn separate from the current one.
-------
When you gain this, gain 3 mountain tokens, and roll the Drawbridge die, if there are no more than 3 cards and 4 enhancers in play.
Title: Re: Really bad card ideas
Post by: Minotaur on August 01, 2018, 03:41:07 pm
(https://static.adweek.com/adweek.com-prod/wp-content/uploads/sites/8/2013/07/hh.jpg)

Harbinger Helper
Action/Reserve
Cost: $4

+1 Card
+1 Action
Put this on your Reserve mat
-------------------
During your Action phase, you may Call this.  When you do, set aside the top card of your deck, put your deck into your discard pile, and place the set aside card on top of your deck.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on August 01, 2018, 11:54:50 pm
Harbinger Makework
Action
Cost: $1

+1 Card
+1 Action
You may discard the top card of your deck.
Title: Re: Really bad card ideas
Post by: Chappy7 on August 06, 2018, 01:49:00 pm
Harbinger Makework
Action
Cost: $1

+1 Card
+1 Action
You may discard the top card of your deck.

AKA Spy
Title: Re: Really bad card ideas
Post by: kru5h on August 06, 2018, 02:08:36 pm
Quote
Judge Action - Reserve, (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png)
Put this on your Tavern mat.
---
When the game ends, you may call one Judge to take an extra turn after this one in which you cannot play Judges. Resolve multiple Judge calls in turn order, starting with the next player.

Never mind. This card might be salvageable.
Title: Re: Really bad card ideas
Post by: Minotaur on August 06, 2018, 05:05:40 pm
Harbinger Makework
Action
Cost: $1

+1 Card
+1 Action
You may discard the top card of your deck.

AKA Spy

Spy's Apprentice?  Bargain Brand Spy?
Title: Re: Really bad card ideas
Post by: crj on August 06, 2018, 10:43:56 pm
Harbinger Makework
Action
Cost: $1

+1 Card
+1 Action
You may discard the top card of your deck.

AKA Spy
It's almost exactly Zombie Spy. The only difference I see is that Zombie Spy lets you (strictly, compels you to) look at the top card of your deck before choosing whether or not to discard it.
Title: Re: Really bad card ideas
Post by: sudgy on August 06, 2018, 11:36:06 pm
Quote
Judge Action - Reserve, (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png)
Put this on your Tavern mat.
---
When the game ends, you may call one Judge to take an extra turn after this one in which you cannot play Judges. Resolve multiple Judge calls in turn order, starting with the next player.

Never mind. This card might be salvageable.

If so, I'll get $6 and a Buy.
Title: Re: Really bad card ideas
Post by: silvern on August 16, 2018, 05:38:39 pm
Band of Misfits, except made up of even MORE misfits than the other Band-of-misfits
$5                    Action
Play this as if it were one of the set aside cards on the BOMEMUOEMMTTOBOM mat. This is that card until it leaves play.
----
Setup: add 3 action cards not used in this kingdom, each costing $4, to the BOMEMUOEMMTTOBOM mat.


(I actually don't think this would be a horrible idea or anything, but it's still a funny one to me)
Title: Re: Really bad card ideas
Post by: kru5h on August 16, 2018, 08:56:12 pm
Quote
Extra Mile Action, (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)
Take an extra turn after this one in which you can't play cards.
Title: Re: Really bad card ideas
Post by: King Leon on August 17, 2018, 01:32:36 am
Mogwai
Type: Action
Cost: $5
+1 Card
+3 Actions
Gain a Gremlin from the Gremlin pile.

Gremlin
Type: Action/Attack
Cost: $0*
+$2
Each other player gains a card from the supply of your choice.
Gain a Gremlin from the Gremlin pile.
This is not in the supply.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on August 17, 2018, 08:05:36 am
Band of Misfits, except made up of cards even MORE misfitting than the ones in Band of Misfits except made up of even MORE misfits than the other Band-of-misfits
$5                    Action
Play this as if it were one of the set aside cards on the BOMEMUOCEMMTTOIBOMEMUOEMMTTOBOM mat. This is that card until it leaves play.
----
Setup: Add to the BOMEMUOCEMMTTOIBOMEMUOEMMTTOBOM mat all of the cards that were cut from previous expansions.
Title: Re: Really bad card ideas
Post by: King Leon on August 17, 2018, 10:03:01 am
Through the Looking Glass:

Event: $0:

 You may reveal a hand containing at least 7 cards and no actions or treasures. If you did, flip the Reality token.
At the end of the game, after scoring, if the reality token is face-down, instead of deciding the winner as normal, the player with the lowest point total wins the game.

(Setup, place the Reality token on this card, face-up).

This is interesting if you win the Curse split.
Title: Re: Really bad card ideas
Post by: RandomGuy804 on August 29, 2018, 02:33:50 pm
In the spirit of the new Renaissance expansion, here is my dumb idea for what I'd do for the "Projects" stack and their respective tokens:

In general play:  Projects can be used during any game, even in games without Renaissance cards (think of them like Shelters or Platinum/Colony; they COULD be used, but they're better with cards from Renaissance).  There are, however, some Action cards/events which interact with Projects.  If you use those cards, you have to use Projects.

Projects Setup:
Shuffle the Projects Pile and place them face down.  Flip over the top card of the pile.  That is the first available project.

During your Buy Phase, you may choose to buy the top card of the Projects Pile.  Take that card and place it face-up in front of you, then flip over the next card in the Projects Pile.  The project starts at level 0.  You cannot upgrade a Project on the same turn that you gained it unless you have additional buys

All Projects have a cost associated to them, and can be upgraded by paying the same amount.  When you upgrade a Project, place a Project token on the Project card.  Upgrading a Project does cost you a Buy

Projects can be upgraded a total of 5 times.  Once a Project has reached the fifth upgrade (which will be referred to as "Level 5"), it can no longer be upgraded.

All players are limited to One Project at a time.  You cannot own a project and buy another one.

At any point during your turn, you may "discontinue" your Project.  If you choose to do this, you set aside all of the project tokens and put the Project face-up at the bottom of the Projects Pile.  You are then reimbursed a set amount of money equal to the cost of the project, times the number of project tokens and divided by two (rounded down)

For Example: Charles decides to discontinue his $2 Level 5 Project.  He puts the card at the bottom of the Projects pile and returns all 5 Project tokens to the supply.  He is reimbursed +5$ for doing so, but loses the benefits of the Project.

Here are a couple of the Project ideas that I had (Note: None of them have names because I couldn't think of any):

$2
For each level: +1 VP.  At the start of your Clean-Up Phase, you may trash a number of cards from your hand equal to the number of Project Tokens.

$3
Level 1: At the start of your turn, choose one: +2 Cards, +2 Actions, +1 Buy, +2$$, or gain a Silver to your hand (the choices must be different)
Level 2: At the start of your turn, choose two: +2 Cards, +2 Actions, +1 Buy, +2$$, or gain a Silver to your hand (the choices must be different)
Level 3: At the start of your turn, choose three: +2 Cards, +2 Actions, +1 Buy, +2$$, or gain a Silver to your hand (the choices must be different)
Level 4: At the start of your turn, choose four: +2 Cards, +2 Actions, +1 Buy, +2$$, or gain a Silver to your hand (the choices must be different)
Level 5: At the start of your turn, choose five: +2 Cards, +2 Actions, +1 Buy, +2$$, or gain a Silver to your hand (the choices must be different)

$4
While this Project is in play, all cards cost 1$ less, but not less than 0 (this affects all players)
Level 1 & 2: All cards cost 2$ less, but not less than 0 (The owner of the project only)
Level 3 & 4: All cards cost 3$ less, but not less than 0 (The owner only)
Level 5: All cards cost 4$ less, but not less than 0 (The owner only)
While this is in play, when you buy or gain a Victory Card, remove one Project Token.  If there are no Project tokens to remove, then put this card at the bottom of the Project Pile.  (The owner does NOT get reimbursed for this)

6$
At the start of your turn:
Level 1 & 2: Gain a Silver.  You may discard a card to put the Silver into your hand
Level 3 & 4: Gain a Gold.  You may discard a card to put the Gold into your hand
Level 5: Gain a Gold to your hand (no need to discard anything)


There's also an Attack card that I came up that relates to Projects:

Sabotage
$6
Action-Attack-Duration
Remove one Project Token from each other players' Projects.  +$ equal to the total taken (i.e. take one from the $2 Project and get +2$, etc).  Set this card aside.  While this card is in play, no Projects may be upgraded, and subsequent Sabotages do nothing.  (This is an anti-spam method)

Edit: Did a bit of tweaking.
Title: Re: Really bad card ideas
Post by: Minotaur on August 29, 2018, 06:18:30 pm
Pretty far from a true RBCI overall.

But gaining Copper isn't that great, even into your hand.  Maybe still bad with strong trashing, but definitely bad without it.
Title: Re: Really bad card ideas
Post by: markusin on August 30, 2018, 08:18:30 pm
In the spirit of the new Renaissance expansion, here is my dumb idea for what I'd do for the "Projects" stack and their respective tokens:

In general play:  Projects can be used during any game, even in games without Renaissance cards (think of them like Shelters or Platinum/Colony; they COULD be used, but they're better with cards from Renaissance).  There are, however, some Action cards/events which interact with Projects.  If you use those cards, you have to use Projects.

Projects Setup:
Shuffle the Projects Pile and place them face down.  Flip over the top card of the pile.  That is the first available project.

During your Buy Phase, you may choose to buy the top card of the Projects Pile.  Take that card and place it face-up in front of you, then flip over the next card in the Projects Pile.  The project starts at level 0.  You cannot upgrade a Project on the same turn that you gained it unless you have additional buys

All Projects have a cost associated to them, and can be upgraded by paying the same amount.  When you upgrade a Project, place a Project token on the Project card.  Upgrading a Project does cost you a Buy

Projects can be upgraded a total of 5 times.  Once a Project has reached the fifth upgrade (which will be referred to as "Level 5"), it can no longer be upgraded.

All players are limited to One Project at a time.  You cannot own a project and buy another one.

At any point during your turn, you may "discontinue" your Project.  If you choose to do this, you set aside all of the project tokens and put the Project face-up at the bottom of the Projects Pile.  You are then reimbursed a set amount of money equal to the cost of the project, times the number of project tokens and divided by two (rounded down)

Hmm, if you remove the upgrading part, these projects sound a lot like those Private Maid cards from Tanto Cuore.
Title: Re: Really bad card ideas
Post by: Dsell on September 05, 2018, 05:43:07 pm
Counting
Action
Cost: $4

If the number of cards in your deck is...
Even, +1 Card
Odd, +1 Action

If the number of cards in your discard pile is...
Even, +1 Card
Odd, +1 Action

If the number of cards in your hand is...
Even, +1 Card
Odd, +1 Action
Title: Re: Really bad card ideas
Post by: Minotaur on September 06, 2018, 02:34:29 pm
Counting
Action
Cost: $4

If the number of cards in your deck is...
Even, +1 Card
Odd, +1 Action

If the number of cards in your discard pile is...
Even, +1 Card
Odd, +1 Action

If the number of cards in your hand is...
Even, +1 Card
Odd, +1 Action

Online Dominion gets another buff.
Title: Re: Really bad card ideas
Post by: Dsell on September 06, 2018, 03:40:44 pm
Counting
Action
Cost: $4

If the number of cards in your deck is...
Even, +1 Card
Odd, +1 Action

If the number of cards in your discard pile is...
Even, +1 Card
Odd, +1 Action

If the number of cards in your hand is...
Even, +1 Card
Odd, +1 Action

Online Dominion gets another buff.

You saying "buff" made me realize that this card needs a little extra something to be worthwhile at 4. After all, there are 4 possible outcomes:
+2 Cards, +1 Action, a $5 value
+3 Cards, a $4 value
+1 Card, +2 Actions, a $3 value
+3 actions, ~$1.5 value

That makes its average value lower than 4. This buff should give it more viability.

Improved Counting
Action
Cost: $4

If the number of cards in your deck is...
Even, choose one: +1 Card; +1 Buy
Odd, choose one: +1 Action; +1 Buy

If the number of cards in your discard pile is...
Even, choose one: +1 Card; +1 Buy
Odd, choose one: +1 Action; +1 Buy

If the number of cards in your hand is...
Even, choose one: +1 Card; +1 Buy
Odd, choose one: +1 Action; +1 Buy
Title: Re: Really bad card ideas
Post by: Minotaur on September 06, 2018, 04:55:54 pm
Doesn't really need 3 buys.  Just put +1 Buy at the top and keep the rest like the original.
Title: Re: Really bad card ideas
Post by: Dsell on September 06, 2018, 05:52:44 pm
The joke is that by forcing you to choose 3 times, it's a nightmare on online Dominion too.

Now that I've explained the joke, it's funnier!
Title: Re: Really bad card ideas
Post by: Minotaur on September 06, 2018, 09:41:15 pm
The joke is that by forcing you to choose 3 times, it's a nightmare on online Dominion too.

Now that I've explained the joke, it's funnier!

Oh, right.  Pretty weak buff.  Like, maybe you need a Market Square when you could've had a Laboratory, just because it's the only Buy on the board.  But yeah, my fault for not reading.  Man, this card sucks to use in a real game.
Title: Re: Really bad card ideas
Post by: Asper on September 07, 2018, 04:36:46 am
Even better:

Perfected Counting
Action
Cost: $4
If the number of cards in your deck is...
Even, +1 Buy
Odd, +1 Action

If the number of cards in your deck is...
Even, +1 Card
Odd, +1 Card, +1 Action

If the number of cards in your deck is...
Even, +1 Buy
Odd, +2 Actions
Title: Re: Really bad card ideas
Post by: Minotaur on September 07, 2018, 07:43:26 am
Even better:

Perfected Counting
Action
Cost: $4
If the number of cards in your deck is...
Even, +1 Buy
Odd, +1 Action

If the number of cards in your deck is...
Even, +1 Card
Odd, +1 Card, +1 Action

If the number of cards in your deck is...
Even, +1 Buy
Odd, +2 Actions

This is just +2 Buys if you've already drawn your deck...
Title: Re: Really bad card ideas
Post by: Dsell on September 07, 2018, 10:32:50 am
Even better:

Perfected Counting
Action
Cost: $4
If the number of cards in your deck is...
Even, +1 Buy
Odd, +1 Action

If the number of cards in your deck is...
Even, +1 Card
Odd, +1 Card, +1 Action

If the number of cards in your deck is...
Even, +1 Buy
Odd, +2 Actions

This is just +2 Buys if you've already drawn your deck...

What I'm hearing you say is "strictly better than smithy".
Title: Re: Really bad card ideas
Post by: crj on September 08, 2018, 12:00:18 pm
Fizzbuzz
Count your deck, then your hand, then your discard pile. In each case, if the number of cards is:
A multiple of 3, +1 Card
A multiple of 5, +1 Action
Title: Re: Really bad card ideas
Post by: Minotaur on September 08, 2018, 03:34:04 pm
Fizzbuzz
Count your deck, then your hand, then your discard pile. In each case, if the number of cards is:
A multiple of 3, +1 Card
A multiple of 5, +1 Action

Senior developer job plz $80/hr
Title: Re: Really bad card ideas
Post by: Orange on September 09, 2018, 10:34:37 pm
Fizzbuzz
Count your deck, then your hand, then your discard pile. In each case, if the number of cards is:
A multiple of 3, +1 Card
A multiple of 5, +1 Action

Best bad card ever.  Achievement unlocked if you have a multiple of 15 in all three places
Title: Re: Really bad card ideas
Post by: Minotaur on September 10, 2018, 05:16:52 am
Foo
Action
Cost: $0+

Play this as if it were a different Action in the Supply costing at most the same amount.

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

You may overpay for this by $n^2.  If you do, place n of your +$1 Cost tokens on the Foo pile.  (Each player's +$1 Cost tokens are active only during that player's turn)



Bar

Copy-Paste the Foo card text, where you replace "Foo" with "Bar" and "Action" with "Treasure".  Oh crap, I could probably refactor this.  Do I have to refactor this?
Title: Re: Really bad card ideas
Post by: Minotaur on September 20, 2018, 03:08:20 pm
Conservationist
Action-Reserve
Cost: $3

+1 Card
+1 Action
You may trash a card from your hand.  If you do, lose 1 VP worth of tokens.  If you were unable to lose a VP token, gain a Curse.  If you were unable to gain the Curse, trash this card.
Put this on your Tavern mat.
----------------------
When you would trash a card, you may Call this.  If you do, instead return that card to the Supply and +1 VP.
----------------------
Setup:  Each player starts the game with +3 VP


(Rules:  If you prevent a card from being trashed, you do not actually trash the card, and therefore do not lose a VP token, etc.  "Unable to" means you reached that point of the instructions, but the state of the game prevented you from completing the next step due to Supply piles, etc.)
Title: Re: Really bad card ideas
Post by: LostPhoenix on September 24, 2018, 08:32:41 am
Professor Oak - Action - $5

Discard your hand.
+7 Cards


I guess this wasn't too bad after all.
Title: Re: Really bad card ideas
Post by: Asper on September 24, 2018, 09:24:06 am
Professor Oak - Action - $5

Discard your hand.
+7 Cards


I guess this wasn't too bad after all.

They can't all be the worst 5$ ever.
Title: Re: Really bad card ideas
Post by: Minotaur on September 24, 2018, 02:28:26 pm
Experimine
Action
Cost: $3

Return this to the Supply.  You may trash a Treasure from your hand to gain a Treasure costing up to $3 more into your hand.
------------------------
When you gain this, gain an Experimine (which does not come with another)
Title: Re: Really bad card ideas
Post by: Marcory on September 24, 2018, 06:08:24 pm
Scoutmaster Action-Reserve (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png)

Put your deck into your discard pile. Set all of the non-Victory cards from your discard pile onto your Tavern mat onto this.
-----------------
When you play an Action card that is not a Scout, or at the start of Clean up, you may call this, to discard the cards set aside on this.
Title: Re: Really bad card ideas
Post by: Minotaur on September 24, 2018, 08:10:30 pm
I'm sure some version of this has already been done 90 pages ago, but if so, I forget, idk.  Since you start with 7 Copper, this has to cost more than Vineyard, and the opportunity cost of buying Potions doesn't exist here either.  Thematically, it should cost a lot anyway.  12 Treasures to beat Duchy seems fine, all things considered, but there are probably boards where this would be very strong.  Treasure Trove lololol...

Gilded Hall
Victory
$6

1VP for each 3 Treasures in your deck
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on September 24, 2018, 08:46:21 pm
Out-of-Control Experiment
+2 Cards
+1 Action
Trash a card from your hand. Return this to the supply.
When you gain this, gain an Out-of-Control Experiment.
Title: Re: Really bad card ideas
Post by: King Leon on September 26, 2018, 02:06:21 am
Baz
Type: Victory
Cost: $42

if(you instanceof php_developer) {
  get_another_job(you);
}
else {
  you.victory_points += 4711;
}
Title: Re: Really bad card ideas
Post by: infangthief on September 26, 2018, 09:46:32 am
Experimine
Action
Cost: $3

Return this to the Supply.  You may trash a Treasure from your hand to gain a Treasure costing up to $3 more into your hand.
------------------------
When you gain this, gain an Experimine (which does not come with another)

For completeness (and to take the joke too far), I think we also need:

Experimint
Action
Cost: $3

Return this to the Supply. You may reveal a Treasure card from your hand. Gain a copy of it.
------------------------
When you buy this, trash all Treasures you have in play.
When you gain this, gain an Experimint (which does not come with another).
Title: Re: Really bad card ideas
Post by: Minotaur on September 26, 2018, 12:04:50 pm
This is f.ds.  "Too far" is the new "just the right amount of far"!
Title: Re: Really bad card ideas
Post by: Minotaur on September 26, 2018, 12:10:22 pm
Sear
Action
Cost: $4

+1 Card
+1 Action
Reveal the top 3 cards of your deck.  Trash those costing $2 to $4 and put the rest back in any order.
Title: Re: Really bad card ideas
Post by: Minotaur on September 26, 2018, 12:22:34 pm
Day Trade
Event
Cost: $0

+$1
Title: Re: Really bad card ideas
Post by: Dsell on September 26, 2018, 05:27:15 pm
Split Pile: Merchant Route/Spice Road

Merchant Route*
Action
Cost: $3

+1 Card
+1 Buy
+1 Coffers

*Heirloom: Copfer


Spice Road
Victory
Cost: $4

Worth 1 VP for every Merchant Route in your deck.


Copfer
Treasure - Heirloom
Cost: $2

+1 Coffer
Gain a Copper to your hand.
Title: Re: Really bad card ideas
Post by: Minotaur on September 27, 2018, 12:34:48 am
Tarnished Ducat
Treasure-Ruins
Cost: $0

+$1
When you gain this, you may trash a Copper from your hand.
Title: Re: Really bad card ideas
Post by: infangthief on September 27, 2018, 04:20:46 am
Tarnished Ducat
Treasure-Ruins
Cost: $0

+$1
When you gain this, you may trash a Copper from your hand.
Snap! Ninja-d at http://forum.dominionstrategy.com/index.php?topic=18752.msg771520#msg771520 (but I think you got in there first :) )
Title: Re: Really bad card ideas
Post by: Minotaur on September 27, 2018, 10:43:51 am
Tarnished Ducat
Treasure-Ruins
Cost: $0

+$1
When you gain this, you may trash a Copper from your hand.
Snap! Ninja-d at http://forum.dominionstrategy.com/index.php?topic=18752.msg771520#msg771520 (but I think you got in there first :) )

Oh wow, Ruins RBCI has its own thread now?

Tarnished Ducat gives $1, unlike Forged Ducat.  Arguably, yours is closer to being balanced with other ruins.  Gaining a useless card that lets you trash a less bad card when you gain it is sort of fair, and still better than Ruined Village.
Title: Re: Really bad card ideas
Post by: Minotaur on September 29, 2018, 04:27:30 pm
Grant Proposal
Action
Cost: $3

Discard your hand.  Trash this card.  Take 3 Lab Technicians.
Title: Re: Really bad card ideas
Post by: AJD on September 29, 2018, 06:47:48 pm
Okay, so we've got Salvager, Apprentice, and Recruiter; now it's time for...

Shoppers
Action — $4
+$2
Trash a card from your hand. +1 Buy per coin in its cost.
Title: Re: Really bad card ideas
Post by: Minotaur on September 30, 2018, 11:55:32 pm
Okay, so we've got Salvager, Apprentice, and Recruiter; now it's time for...

Shoppers
Action — $4
+$2
Trash a card from your hand. +1 Buy per coin in its cost.

This would be more likely to be viable if it gave you a +Buy Token.  Like a Marketer, or whatever you wanted to call them.  Like maybe if there aren't good alternatives, you take this as-is to deal with Estates and occasionally Copper if you don't need the $1.  But it doesn't look sustainable or appealing as a terminal Silver otherwise.
Title: Re: Really bad card ideas
Post by: AJD on October 01, 2018, 01:24:37 am
Okay, so we've got Salvager, Apprentice, and Recruiter; now it's time for...

Shoppers
Action — $4
+$2
Trash a card from your hand. +1 Buy per coin in its cost.

This would be more likely to be viable if it gave you a +Buy Token.  Like a Marketer, or whatever you wanted to call them.

That would certainly make it a better analogue to Recruiter.

Quote
Like maybe if there aren't good alternatives, you take this as-is to deal with Estates and occasionally Copper if you don't need the $1.  But it doesn't look sustainable or appealing as a terminal Silver otherwise.

I did post it in RBCI....
Title: Re: Really bad card ideas
Post by: Minotaur on October 01, 2018, 02:49:22 pm
(https://i.imgflip.com/2j58te.jpg)
Title: Re: Really bad card ideas
Post by: majiponi on October 02, 2018, 10:28:33 am
Quote
Reaper
cost $0 - Project
When you gain a card, trash a card from your discard pile.

Your opponent bought Witch? No problem! This project protects you!
Title: Re: Really bad card ideas
Post by: Minotaur on October 02, 2018, 10:31:20 am
Corporation
Cost: $13
Action

Choose three different Action cards in the Supply, in the order of your choosing.  Play this once each as if it were those three cards in that order.
------------------
If you Buy this card, do not gain it.
------------------
Setup:  Add Forge to the Supply.
Title: Re: Really bad card ideas
Post by: Minotaur on October 02, 2018, 03:36:31 pm
Contraction Map
Action
Cost: $6

Trash this and another Contraction Map from you hand.

If you do:

Shuffle all of your cards into your deck.  Trash every 4th card in your deck, and shuffle the rest back into your deck.  Gain one of each Victory card.  (This does not cause you to gain a Victory card which was below one you just gained, even if it has a different name)
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on October 02, 2018, 07:33:24 pm
Swash
Treasure - Reaction - $3
When you play this, trash a card from your hand.
When you gain a Gold, you may put this on your Buckle mat.
Title: Re: Really bad card ideas
Post by: Asper on October 04, 2018, 06:16:22 am
Quote
Reaper
cost $0 - Project
When you gain a card, trash a card from your discard pile.

Your opponent bought Witch? No problem! This project protects you!

Similar, but also very different:

Quote
Badlands
Project, 8$
When you gain a card, you may set it aside.
Title: Re: Really bad card ideas
Post by: Minotaur on October 21, 2018, 11:29:44 pm
Horn of Excess
Night
$6

Gain a card costing up to $1 for each differently named card in play.  If it's a Victory card, trash this.
Title: Re: Really bad card ideas
Post by: Fly-Eagles-Fly on October 23, 2018, 08:20:00 am
This has probably been said before...
(https://i.imgur.com/UJccGrC.jpg)
Title: Re: Really bad card ideas
Post by: mad4math on October 23, 2018, 03:12:57 pm
Coffersmith
Action
$4

Coffers produce an extra $1 this turn.
Title: Re: Really bad card ideas
Post by: Minotaur on October 23, 2018, 03:17:34 pm
Coffersmith
Action
$4

Coffers produce an extra $1 this turn.

That's actually sort of interesting, but way underpriced, and probably needs a way to guarantee Coffers are already in the game.  I'm sure there's something in the game that makes this super strong, but I forget which card gives ALL OF THE COFFERS.

The trouble is that if it gave +1 Coffers, it might be too weak by itself to be worth it.  But then again, Rats is allowed to exist, so there's that.
Title: Re: Really bad card ideas
Post by: popsofctown on October 23, 2018, 10:14:10 pm
Coffeesmith
Action
4$
Copper produces an additional "+1 Action, immediately return to your action phase" this turn.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on October 23, 2018, 10:24:03 pm
Coppersmith
Action
$4
Patrol gives you an extra +1 card this turn.
Title: Re: Really bad card ideas
Post by: Fly-Eagles-Fly on October 23, 2018, 10:27:23 pm
Scoutsmith
Action
$4
Scout gives you an extra +'Haha you bought scout' this turn
Title: Re: Really bad card ideas
Post by: Minotaur on October 23, 2018, 10:54:33 pm
Cobblersmith
Action-Duration
$4

Cards gained by Cobbler on your next turn may be worth an additional $1.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on October 24, 2018, 08:16:01 pm
Horn of Excess
Night
$6

Gain a card costing up to $1 for each differently named card in play.  If it's a Victory card, trash this.

Maybe Horn from Renaissance is like this but you can only use it during your Action phase.

Also:
Horn of Paucity
Night - Duration
$2

At the start of your next turn, gain a card costing up to $1 for each differently named card in play.  If it's a Victory card, trash this.
Title: Re: Really bad card ideas
Post by: Minotaur on October 26, 2018, 01:20:04 pm
Scoutsmith
Action
$4
Scout gives you an extra +'Haha you bought scout' this turn

As if Masquerade-Possession needed more combos...
Title: Re: Really bad card ideas
Post by: Minotaur on October 26, 2018, 06:23:38 pm
Philosopher
Action
Cost: P

+1 Action
Shuffle your discard pile into your deck.  Empty the Copper pile into your Discard pile.  Play any number of Treasures from your hand.  Return your Discard pile to the Supply.

Order now!  No refunds, no takebacks.  Philosopher is not responsible for any additional shuffles or discards the end user may have caused by playing with Venture, Crown, etc.
Title: Re: Really bad card ideas
Post by: Minotaur on October 28, 2018, 03:37:47 pm
Hammer time!

Werewolt
Action-Night-Attack
Cost: $6

If this is your Action phase, you may reveal a Treasure from your hand to gain a copy of it.
If this is your Night phase, each other player receives the next Hex, and you may trash a Treasure from your hand..


Werewole
Action-Night-Attack
Cost: $6

If this is your Action phase, you may trash a Treasure from your hand to gain a Treasure to your hand costing up to $3 more.
If this is your Night phase, each other player receives the next Hex.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on October 28, 2018, 04:45:37 pm
Mind
Action - $5
You may trash a Treasure from your hand, to gain a copy of it to your hand.

Mink
Action - $5
+1 Card
+1 Action
Gain a Mink. Trash a Treasure from your hand and gain one costing up to $3 more, or reveal a hand with no Treasures.
Title: Re: Really bad card ideas
Post by: GendoIkari on October 28, 2018, 05:05:16 pm
The Mind - Action - (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)

Each player discards cards from their hand 
at any time they feel like. When a card is
discarded this way, any player who is holding
a card that costs less must reveal and discard
it, and all players gain a Curse. When the last
card is discarded this way,
all players get +1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png).
Title: Re: Really bad card ideas
Post by: Minotaur on October 28, 2018, 08:33:40 pm
Meant
Action-Reserve
Cost: $2

+1 Card
+1 Action
Put this on your Tavern mat.
-----------
When you press the Undo button, you may call this.  If you do, the Undo cannot be denied.  (This card remains in play after the Undo)
Title: Re: Really bad card ideas
Post by: majiponi on November 01, 2018, 11:54:56 am
Ship
cost $33 - Action
Put this on your Tavern mat.
-
At the start of your turn, you may call Rio Grande. If you do, gain a Renaissance set.
Title: Re: Really bad card ideas
Post by: Minotaur on November 01, 2018, 01:06:02 pm
Royal Blackscout Blackscou
Action
Cost: <8>

+1 Action
+10 Cards
Reveal your hand.  Keep the Victory cards and discard the others.
Title: Re: Really bad card ideas
Post by: GendoIkari on November 01, 2018, 01:16:42 pm
Royal Blackscout
Action
Cost: <8>

+1 Action
+10 Cards
Reveal your hand.  Keep the Victory cards and discard the others.

Way too good with Inheritance.
Title: Re: Really bad card ideas
Post by: Minotaur on November 01, 2018, 01:25:51 pm
Royal Blackscout
Action
Cost: <8>

+1 Action
+10 Cards
Reveal your hand.  Keep the Victory cards and discard the others.

Way too good with Inheritance.

I guess it's a really bad card idea...   :(
Title: Re: Really bad card ideas
Post by: Minotaur on November 01, 2018, 10:10:08 pm
Ship
cost $33 - Action
Put this on your Tavern mat.
-
At the start of your turn, you may call Rio Grande. If you do, gain a Renaissance set.

"Hello?  This is Rio Grande......  No......  I understand.... No, that was a RBCI.  No, it's not canon.  I don't care if you had it printed.  No, don't send me a picture.  I'm going to hang up now.  Yes.  Bye."
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on November 01, 2018, 11:01:11 pm
Scoutventurer
+1 Action
Look through your deck until you reveal 2 Victory cards. Put them in your hand and discard the rest.

Scounting House
+1 Action
Look through your discard pile and put any number of Victory cards from it into your hand.

Scouting Pool
+1 Action
Look through your deck until you reveal a card that is not a Victory card. Put all of the revealed cards into your hand.

The Real Scouting Party
+1 Action
Reveal your hand. Look through your deck until you reveal a Victory card that is not a duplicate of one in your hand and put it in your hand.
Title: Re: Really bad card ideas
Post by: terminalCopper on November 02, 2018, 02:15:12 am
Scotch, 4$, Action

+card
+action

Gain another Scotch.
Discard a treasure or take 1 Debt.
Title: Re: Really bad card ideas
Post by: crj on November 02, 2018, 10:50:24 am
Ship
cost $33 - Action
Put this on your Tavern mat.
-
At the start of your turn, you may call Rio Grande. If you do, gain a Renaissance set.
RGG might not be especially pleased when people combo with Stonemason to get two copies for $35.
Title: Re: Really bad card ideas
Post by: Minotaur on November 03, 2018, 01:37:30 pm
Ship
cost $33 - Action
Put this on your Tavern mat.
-
At the start of your turn, you may call Rio Grande. If you do, gain a Renaissance set.
RGG might not be especially pleased when people combo with Stonemason to get two copies for $35.

The card doesn't even trash itself.  So if you make an agreement to stall the game, you can just keep calling it.  Obviously it's not for playing to win at all...
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on November 03, 2018, 02:32:47 pm
Ship
cost $33 - Action
Put this on your Tavern mat.
-
At the start of your turn, you may call Rio Grande. If you do, gain a Renaissance set.
RGG might not be especially pleased when people combo with Stonemason to get two copies for $35.

You'll only be able to get the Action cards, though...
Title: Re: Really bad card ideas
Post by: Minotaur on November 03, 2018, 05:18:54 pm
Funeral
Event
Cost: $4 <3> 4VP

Trash up to four Gold from your hand.  For each Gold you trashed, gain a Platinum on top of your deck and +1 Buy at the start of your next turn.
-------------------------
Setup:  Add the Wedding event to the game.

EDIT:
(https://images-na.ssl-images-amazon.com/images/I/71u%2BiSzgqIL._SX342_.jpg)
Title: Re: Really bad card ideas
Post by: King Leon on November 04, 2018, 05:23:46 am
Ship
cost $33 - Action
Put this on your Tavern mat.
-
At the start of your turn, you may call Rio Grande. If you do, gain a Renaissance set.
RGG might not be especially pleased when people combo with Stonemason to get two copies for $35.

You'll only be able to get the Action cards, though...

It would be easier to King's Court the Ship to get three pieces at the price of one. And with Lurker it is easy to gain the Ship without paying $33.
Title: Re: Really bad card ideas
Post by: faust on November 05, 2018, 05:44:33 am
Obligatory:

Socialism
Project - $3

During your turns, Treasures are also Actions.

Communism
Project - $5

At the start of your buy phase, each other player reveals their hands. All copies of cards revealed are also Treasures this turn.

Globalism
Project - $2

During your turns, all Night cards are also Actions.

Anarchism
Project - $8

During your turns, all cards are also Actions and Treasures.
Title: Re: Really bad card ideas
Post by: Marcory on November 05, 2018, 07:54:03 am
Chomskyism

Project $3

During your turns, Actions are colorless, Treasures are green, and Victory cards sleep furiously.
Title: Re: Really bad card ideas
Post by: Asper on November 05, 2018, 11:15:27 pm
Truism
Project, 0€
During your turns, Actions are Actions.
Title: Re: Really bad card ideas
Post by: Minotaur on November 06, 2018, 02:36:52 am
Ubercapitalism
Project - $4

At the start of your cleanup phase, exchange each Action card in play which does not have +$ in its text for one that does.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on November 06, 2018, 07:49:31 am
Monarchy
Project - $2
During your turns, all Action cards that play other Action cards are also Treasures.

Theocracy
Project - $2
During your turns, all cards that trash other cards are also Treasures.

Agrarianism
Project - $2
During your turns, all Victory cards are also Treasures.

Feudalism
Project - $2
During your turns, all Attack cards are also Treasures.

Paleoconservatism
Project - $2
During your turns, all Reaction cards are also Treasures.
Title: Re: Really bad card ideas
Post by: Minotaur on November 06, 2018, 12:12:24 pm
Scoutism
Project
Cost: $4

Trash your deck.  Use the Trash pile as your deck for the rest of the game. 

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

(Shuffle the Trash when you Buy this Event, and keep it face-down for the rest of the game.  Shuffle it whenever anything interacts with the Trash.)

(Only one player can Buy this Project)
Title: Re: Really bad card ideas
Post by: terminalCopper on November 07, 2018, 03:16:17 am
Atheism
Project $5

Card types don’t exist. They are just an illusion purposefully spread by DXV.


Agnosticism
Project $5

We don’t know whether card types exist. Each player
chooses the card types he likes.


Machiavellianism
Project $5

No matter what they pretend to be, all cards are attacks.


Buddhism
Project - $5

During your turn, no card is an attack.


Startupism
Project $10

During your turn, all cards are projects.


Puberty
Project - $20

Don’t let others tell you that it isn’t your turn!
Title: Re: Really bad card ideas
Post by: Minotaur on November 07, 2018, 08:44:39 am
n00bism
Project
$0

You may build this Project without Buying it or deploying a token.
For the rest of the game, you may flash your hand for half a second and say how much money you have instead of playing treasures, and trashing is always optional.  Once per turn, you may trash a card instead of discarding it.  Don't play your Duration cards up.  You may draw your next hand each turn before discarding your Victory cards.
Title: Re: Really bad card ideas
Post by: Minotaur on November 07, 2018, 08:04:43 pm
Pigeonism
Cost: $40

Knock the pieces over and poop on the board.  You win the game.

Arguing with an idiot is like playing chess with a pigeon. It'll just knock over all the pieces, shit on the board, and strut about like it's won anyway.
Title: Re: Really bad card ideas
Post by: LibraryAdventurer on November 15, 2018, 03:39:28 am
Indeed, at the moment Cathedral is the only Project with a downside to it. ...But the discussion was over the reason why there are no $2 projects. The reason was that they would be as pointless as the decision whether to use Basilica. But cheap projects are conceivable if there is another downside to them.

Quote
Colonization
$1 Project
Gain a colony and a curse at the start of each turn.
Title: Re: Really bad card ideas
Post by: Minotaur on November 15, 2018, 12:40:57 pm
Quote
Colonization
$1 Project
Gain a colony and a curse at the start of each turn.

With trashing, this could easily be worth it even if it were Duchies.
Title: Re: Really bad card ideas
Post by: Minotaur on November 17, 2018, 04:10:45 pm
How about a Royal X theme?  This one's probably balanced:

Royal Merchant
Action
Cost: <8>

+1 Card
+1 Action
You may discard a Silver from your hand.  If you do, +$4.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on November 22, 2018, 04:13:12 pm
The Best $5 Card Ever
+2 Cards
+2 Actions
+$2
+1 Buy
Worth 2 VP
You cannot play another card as this.
Title: Re: Really bad card ideas
Post by: crj on November 22, 2018, 07:04:40 pm
How much does it cost?
Title: Re: Really bad card ideas
Post by: MrHiTech on November 22, 2018, 09:59:16 pm
Ship
cost $33 - Action
Put this on your Tavern mat.
-
At the start of your turn, you may call Rio Grande. If you do, gain a Renaissance set.
RGG might not be especially pleased when people combo with Stonemason to get two copies for $35.

You'll only be able to get the Action cards, though...

It would be easier to King's Court the Ship to get three pieces at the price of one. And with Lurker it is easy to gain the Ship without paying $33.
Then Donate down to KC KC Ship Ship Ship and get 9 Renaissance sets per turn. And in a 6 player game...
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on November 23, 2018, 09:49:29 am
And with Lurker it is easy to gain the Ship without paying $33.

That's an interesting way to shoplift, actually. Take it off the shelf, find where the garbage is and bury it in there. Then come back after they've taken out the garbage and dig it back out.
Title: Re: Really bad card ideas
Post by: Minotaur on November 23, 2018, 11:13:49 am
The Best $5 Card Ever
+2 Cards
+2 Actions
+$2
+1 Buy
Worth 2 VP
----------------------------
You can play any $5 card except for Explorer as this.

Fixed.
Title: Re: Really bad card ideas
Post by: faust on November 23, 2018, 01:45:57 pm
Quote
Colonization
$1 Project
Gain a colony and a curse at the start of each turn.

With trashing, this could easily be worth it even if it were Duchies.
It would indeed be better on most boards since most boards don't have Colonies in the supply.
Title: Re: Really bad card ideas
Post by: crj on November 23, 2018, 08:12:48 pm
That's an interesting way to shoplift, actually.
There are lots of interesting ways to shoplift. The reason shops' shelves don't end up completely cleaned out is partly that most people are decent, partly that being able to come up with plans like that tends to correlate with being capable of getting an honest job and buying stuff, partly that the bad people who can think like that, think bigger.

You might enjoy the series of "how to steal a painting" vignettes in Ross Anderson's Security Engineering.
Title: Re: Really bad card ideas
Post by: Minotaur on November 25, 2018, 02:41:03 pm
Mounted Knight
Action-Attack-Knight
Cost: $5

+1 Buy
Each other player reveals the top two cards of their deck, trashing one costing $3-$6 and discarding the rest.
-------------------------------
When this is your first buy in a turn, gain a card costing up to $4 and each other player gains a copy of it.


Barn
Project
Cost: $2

Put your Horse token on the Action supply pile of your choice.  These cards cost $1 more, and give you "+1 Buy.  // When this is your first buy in a turn, gain a card costing up to $4 and each other player gains a copy of it."

EDIT:  This of course makes it possible to have a chancellor riding a horse riding another horse.  I'm ok with this.
Title: Re: Really bad card ideas
Post by: Minotaur on November 25, 2018, 05:45:39 pm
Elder Changeling
Night-Action
$4

If it is your Night phase, gain a copy of two Action cards in play onto your Shapes mat.
If it is your Action phase, play the Actions on your Shapes mat in any order, leaving them there and then returning them to the Supply.
Title: Re: Really bad card ideas
Post by: LibraryAdventurer on November 25, 2018, 11:38:15 pm
Elder Changeling
Night-Action

If it is your Night phase, gain a copy of two Action cards in play onto your Shapes mat.
If it is your Action phase, play the Actions on your Shapes mat in any order, leaving them there and then returning them to the Supply.
Seems like this could be a decent fan card, maybe not an RBCI.
Title: Re: Really bad card ideas
Post by: Minotaur on November 26, 2018, 12:54:11 am
Elder Changeling
Night-Action

If it is your Night phase, gain a copy of two Action cards in play onto your Shapes mat.
If it is your Action phase, play the Actions on your Shapes mat in any order, leaving them there and then returning them to the Supply.
Seems like this could be a decent fan card, maybe not an RBCI.

It's some kind of weird Native-Golem variant.  I don't even know what it should cost.  Probably $4 or so.  It kind of overcomes its own drawbacks, in that it innately handles Village deficiencies somewhat well on its own.  idk, I forgot to price it and I guess it's $4.

Originally, I was going to try to make the "transformation" permanent, but with multiple copies of the card, it was easier to change it into this.

I hope my other CIs are bad enough to make up for this one.
Title: Re: Really bad card ideas
Post by: Minotaur on November 26, 2018, 01:08:21 pm
Library Ruffians
Action
Cost: $5

Reveal and draw cards until you have at least 7 cards in hand, setting aside the Action cards.  Discard your hand and play the set aside Actions in any order.
Title: Re: Really bad card ideas
Post by: markusin on November 27, 2018, 01:34:12 pm
Bomb
Action
Cost: 1 Gunpowder

Trash this. Shout "bomb" any number of times, then if this game is being played in an airport or airplane, trash that many cards from your hand.
Title: Re: Really bad card ideas
Post by: Minotaur on November 27, 2018, 01:57:06 pm
Bomb
Action
Cost: 1 Gunpowder

Trash this. Shout "bomb" any number of times, then if this game is being played in an airport or airplane, trash that many cards from your hand.

This is just a really bad life idea...
Title: Re: Really bad card ideas
Post by: Minotaur on November 28, 2018, 03:07:10 am
Mulch
Cost: $1
(Typeless)

------------------
When you gain this card, trash it.
Title: Re: Really bad card ideas
Post by: ipofanes on November 28, 2018, 03:43:20 am
Since it was ruled that the discussion is to be taken here:

Useful Pearl Diver
Action
Cost: $3

+1 Card
+1 Action
Look at the bottom card of your deck.  Put it on top of your deck or discard it.


Isn't it only marginally better than a Border Guard, and almost always worse than a Border Guard with Horn?
Title: Re: Really bad card ideas
Post by: Minotaur on November 28, 2018, 04:01:56 am
Since it was ruled that the discussion is to be taken here:

Useful Pearl Diver
Action
Cost: $3

+1 Card
+1 Action
Look at the bottom card of your deck.  Put it on top of your deck or discard it.


Isn't it only marginally better than a Border Guard, and almost always worse than a Border Guard with Horn?

I didn't know about Border Guard when I asked about this in the other thread.  I guess even with the buff, UPD could easily cost $2.  If anything, BG seems strong enough without artifacts.

If we ignore card order, UPD looks at 0 cards, gives you 1, and then you discard/topdeck a second.  BG looks at 2 cards, and gives you the better one right away.  If they were both good cards, then UPD would be better, but if the 2nd card is good, BG wins.  (ok, never mind that the "2nd card" is in a totally different place, since it's still random for most purposes, aside from multi-card topdeck inspection effects...)

Anyway, good catch.  BG could pass for a 2e replacement, even.  Only it isn't, technically.
Title: Re: Really bad card ideas
Post by: Minotaur on November 28, 2018, 04:07:03 am
It's like this:

Both good --> UPD is better!
Both bad, top card is worse --> BG is better.
Both bad, 2nd card is worse --> same effect.
Top good, 2nd bad --> same effect.
Top bad, 2nd good --> BG is better.

So UPD is better only when you'll want to keep both cards more often than you'll want to skip the top card.  Or if you've got strong top deck control somehow, like with a Druid or something, and you'd like to work from the bottom too.

EDIT:  ok, UPD also has a chance to make you get a specific good card after one more +card, and that's difficult to quantify, but less meaningless because it no longer has the "whiff once, whiff forever" design to it.
Title: Re: Really bad card ideas
Post by: Minotaur on November 28, 2018, 11:27:36 pm
Atlantis
Victory
Cost: $8

If this is in your discard pile, 6 VP.
If this is in your deck, 1 VP for each card above it.
If this is in your hand, -1 VP for each card in your hand.
Title: Re: Really bad card ideas
Post by: crj on November 29, 2018, 10:50:52 am
Hmm. A victory card that was worth nothing if in your hand at the end of the game would be an interesting concept. (Maybe just "Trash this if it is in your hand at the end of the game."?) It would reward a large deck, just somewhat more indirectly and swingily than something like Gardens.
Title: Re: Really bad card ideas
Post by: UmbrageOfSnow on November 29, 2018, 11:17:52 am
Money Laundering
Treasure
Cost: $5

$1
Return a Treasure card you have in play to your hand.
Title: Re: Really bad card ideas
Post by: Minotaur on November 29, 2018, 12:17:51 pm
Money Laundering
Treasure
Cost: $5

$1
Return a Treasure card you have in play to your hand.

Unbalanceable, +1
Title: Re: Really bad card ideas
Post by: Minotaur on November 29, 2018, 02:06:43 pm
(https://i.imgflip.com/2nqv4u.jpg)

To make this official and rigorous, I need to re-define Communism differently from a few pages back:


Communism
Project
$3

If you build this, lose Capitalism, and vice versa.
During your turns, all Treasures gain the Action type, lose the Treasure type, and give +1 Action.

(What do Communists have against Storytellers anyway???)

(Often useless, but stupidly broken with Minion and draw-to-X...)
Title: Re: Really bad card ideas
Post by: crj on November 29, 2018, 06:13:32 pm
Money Laundering
Treasure
Cost: $5

$1
Return a Treasure card you have in play to your hand.
Interesting, and not necessarily a really bad idea. Crown has shown that playing a Treasure twice isn't overpowered, and Money Laundering is quite close to being a Scepter for treasures in most cases. It's not often that you'd draw Money Laundering after playing a Treasure, and not often you'd want to to do anything with the Treasure other than play it again. The corner-case exceptions might be enough to make it fun.

The $1 feels unnecessary, though?
Title: Re: Really bad card ideas
Post by: boris on November 29, 2018, 06:29:17 pm
Money Laundering
Treasure
Cost: $5

$1
Return a Treasure card you have in play to your hand.
Interesting, and not necessarily a really bad idea. Crown has shown that playing a Treasure twice isn't overpowered, and Money Laundering is quite close to being a Scepter for treasures in most cases. It's not often that you'd draw Money Laundering after playing a Treasure, and not often you'd want to to do anything with the Treasure other than play it again. The corner-case exceptions might be enough to make it fun.

The $1 feels unnecessary, though?

I also think that it could be interesting. It would create a nice combo with Capital (better than Crown, because you could play the same Capital more than twice). I didn't think thoroughly about it, though.

The $1 probably makes it an RBCI :P With the current wording, you can trivially create endless money. Play "Money Laundering", get it back to your hand, play it again and repeat.

EDIT: (I know it's RBCI but anyway) Also removing $1 would not be enough. I guess 1 Counterfeit + 1 Money Laundering, which would be great in terms of theme, could create endless money and buys. It could still be a nice card after some changes.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on November 29, 2018, 06:39:36 pm
Completely Useless Pearl Diver
+1 Action
Reveal the bottom card of your deck. If it is a Victory card, put it in your hand.
Title: Re: Really bad card ideas
Post by: UmbrageOfSnow on November 29, 2018, 07:10:14 pm
Completely Useless Pearl Diver
+1 Action
Reveal the bottom card of your deck. If it is a Victory card, put it in your hand.

This isn't totally useless, it's 1/4 of a Scout. Just cost it at $1!
Title: Re: Really bad card ideas
Post by: Marcory on November 29, 2018, 07:28:04 pm
Completely Useless Pearl Diver
+1 Action
Reveal the bottom card of your deck. If it is a Victory card, put it in your hand.

This isn't totally useless, it's 1/4 of a Scout. Just cost it at $1!

OP with Opulent Castle.
Title: Re: Really bad card ideas
Post by: Simon Jester on November 30, 2018, 05:44:49 am
Completely Useless Pearl Diver
+1 Action
Reveal the bottom card of your deck. If it is a Victory card, put it in your hand.

If it was a cantrip I kinda prefer it to the original, at least it's easy to see plenty of uses.
Title: Re: Really bad card ideas
Post by: faust on November 30, 2018, 06:17:16 am
Completely Useless Pearl Diver
+1 Action
Reveal the bottom card of your deck. If it is a Victory card, put it in your hand.

If it was a cantrip I kinda prefer it to the original, at least it's easy to see plenty of uses.
As a cantrip it would just be Vagrant.
Title: Re: Really bad card ideas
Post by: Awaclus on November 30, 2018, 06:39:56 am
Completely Useless Pearl Diver
+1 Action
Reveal the bottom card of your deck. If it is a Victory card, put it in your hand.

If it was a cantrip I kinda prefer it to the original, at least it's easy to see plenty of uses.
As a cantrip it would just be Vagrant.

It would be worse than Vagrant. If Vagrant misses, the next Vagrant has a chance to hit. Furthermore, pulling a Victory card from the bottom of your deck isn't as useful as pulling it from the top of your deck, since the former doesn't help your next Smithy draw useful cards, and if the card would have missed the shuffle anyway then it doesn't even do anything.
Title: Re: Really bad card ideas
Post by: Simon Jester on November 30, 2018, 07:12:23 am
Completely Useless Pearl Diver
+1 Action
Reveal the bottom card of your deck. If it is a Victory card, put it in your hand.

If it was a cantrip I kinda prefer it to the original, at least it's easy to see plenty of uses.
As a cantrip it would just be Vagrant.

It would be worse than Vagrant. If Vagrant misses, the next Vagrant has a chance to hit. Furthermore, pulling a Victory card from the bottom of your deck isn't as useful as pulling it from the top of your deck, since the former doesn't help your next Smithy draw useful cards, and if the card would have missed the shuffle anyway then it doesn't even do anything.

Yeah.

But.. Isn't there always a green card at the bottom of the deck when playing Pearl Diver?
Title: Re: Really bad card ideas
Post by: Minotaur on November 30, 2018, 08:28:14 am
Had to check, this name has been used before, but I liked it too much to not post this version:

Unfairgrounds
Victory
$6

Worth $3 for each Prize in your deck.
-------------
Setup:  Add Tournament to the supply.
Title: Re: Really bad card ideas
Post by: jotheonah on November 30, 2018, 10:22:43 am
THIS thread is still alive? Good lord.
Title: Re: Really bad card ideas
Post by: GendoIkari on November 30, 2018, 04:29:11 pm
THIS thread is still alive? Good lord.

Welcome back! Nothing has changed at all.
Title: Re: Really bad card ideas
Post by: Minotaur on November 30, 2018, 06:11:31 pm
THIS thread is still alive? Good lord.

Welcome back! Nothing has changed at all.

"These card ideas are bound to get better eventually!"
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on November 30, 2018, 06:18:42 pm
THIS thread is still alive? Good lord.

What, you thought we would run out of bad card ideas?
Title: Re: Really bad card ideas
Post by: Minotaur on November 30, 2018, 07:13:07 pm
Great Grandmarket
Action
Cost: $7

+1 Card
+1 Action
+$3
+1 Buy
-------------
You cannot Buy this while any Treasures costing $3 or less are in play.


Great Great Grandmarket
Action
Cost: $8

+1 Card
+1 Action
+$4
+1 Buy
-------------
You cannot Buy this while any Treasures are in play.
Title: Re: Really bad card ideas
Post by: Minotaur on December 01, 2018, 04:03:09 pm
Split pile, 5/5.

Town Drunk
Action-Reserve
Cost: $3

Place this on your Tavern mat.
-------------
You may Call this during your turn for +$2.


Bartender
Action
Cost: $3

+1 Card
+1 Action
You may move a Reserve card in play into your hand.

EDIT:  Originally, Bartender sent Reserve cards back to the Tavern directly.  Both to balance the power with Town Drunk and to avoid infinite loops with Royal Carriage, I changed it.
Title: Re: Really bad card ideas
Post by: King Leon on December 01, 2018, 05:09:07 pm
Pearl
Types: Treasure
Cost: $2

When you play this, it’s worth $1 per Pearl you have in play (counting this).

This is gained to the bottom of your deck (instead of your discard pile).
Title: Re: Really bad card ideas
Post by: Minotaur on December 01, 2018, 10:12:58 pm
Pearl
Types: Treasure
Cost: $2

When you play this, it’s worth $1 per Pearl you have in play (counting this).

This is gained to the bottom of your deck (instead of your discard pile).

Hmmm, I know it's a joke, but that's not terrible-terrible.  Maybe bottomdeck-on-shuffle instead of on-gain would be more reasonable.  As a split pile, it's really going to screw people over in 3-4 players, but buying 3-4 in one turn as a non-split pile is a decent way to set up a (likely) Province.

Sorry, I like to analyze RBCIs semi-seriously sometimes.

EDIT:  I lean toward split pile with PD and on-shuffle sorting, because it's too close to a nerfed Fool's Gold as is.  If you add +1 Buy to Pearl Diver, it could be easier to line up a proper combo, but still not strong overall.
Title: Re: Really bad card ideas
Post by: LibraryAdventurer on December 01, 2018, 10:51:29 pm
EDIT:  Originally, Bartender sent Reserve cards back to the Tavern directly.  Both to balance the power with Town Drunk and to avoid infinite loops with Royal Carriage, I changed it.
Trying to balance cards in RBCI is against the rules. Keep the balancing for another thread.
Title: Re: Really bad card ideas
Post by: Minotaur on December 01, 2018, 11:11:44 pm
EDIT:  Originally, Bartender sent Reserve cards back to the Tavern directly.  Both to balance the power with Town Drunk and to avoid infinite loops with Royal Carriage, I changed it.
Trying to balance cards in RBCI is against the rules. Keep the balancing for another thread.

I don't think this is actually a rule...
Title: Re: Really bad card ideas
Post by: hypercube on December 02, 2018, 07:34:40 am
Mirage
Victory, $4

5 VP
---
When you gain this, exchange it for a Duchy.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on December 02, 2018, 01:06:19 pm
A more thematic version:

Mirage
Action - Looter - $3
+1 Card
+1 Action
+$1
Discard a card.
--
When you gain this, exchange it for a Ruins.
Title: Re: Really bad card ideas
Post by: crj on December 02, 2018, 02:43:58 pm
I notice that exchanging fails if the thing you're trying to exchange for isn't available. Hypercube's Mirage would be pretty awesome once the Duchies ran out!
Title: Re: Really bad card ideas
Post by: hypercube on December 02, 2018, 06:42:33 pm
I notice that exchanging fails if the thing you're trying to exchange for isn't available. Hypercube's Mirage would be pretty awesome once the Duchies ran out!

You can also exploit the lose-track rule in conjunction with Royal Seal, Watchtower, Tracker, Travelling Fair, Stonemason, or maybe some other things I'm forgetting.
Title: Re: Really bad card ideas
Post by: Minotaur on December 02, 2018, 08:35:22 pm
So here's one that you could actually play (without relying on Lose Track interactions):

Mirage
Action-Ruins
Cost: $0

+1 Card
+1 Action
+$1
Discard a card.
At the end of your turn, +2 Debt
Title: Re: Really bad card ideas
Post by: hypercube on December 03, 2018, 07:39:29 am
Grand Vizier
Action-Duration, $6P

For the rest of the game, when the player to your left would make a decision during one of your turns, they reveal their hand and you
make the decision for them.

Title: Re: Really bad card ideas
Post by: infangthief on December 03, 2018, 08:09:14 am
EDIT:  Originally, Bartender sent Reserve cards back to the Tavern directly.  Both to balance the power with Town Drunk and to avoid infinite loops with Royal Carriage, I changed it.
Trying to balance cards in RBCI is against the rules. Keep the balancing for another thread.

I don't think this is actually a rule...
Really Balanced Card Ideas, no?
Title: Re: Really bad card ideas
Post by: crj on December 03, 2018, 09:36:47 am
Doubling down on that Grand Vizier idea, one for Solo Whist fans:

Abundance Declared
Project, $0

For the rest of the game, you play with your hand visible to all other players and the player to your left makes all decisions for you.
At the end of the game, double your score.
Title: Re: Really bad card ideas
Post by: faust on December 03, 2018, 10:02:32 am
Fireworks

Action - $3

Reveal 4 cards from your deck to your opponents without looking at them. For each Fireworks in play, name a type or cost, and your opponents must point out all of the revealed cards with the named type/cost. Then, up to 4 times: Pick a card. If it costs more than the previously picked card (or is the first picked card), play it. Otherwise, stop and discard the remaining cards.
Title: Re: Really bad card ideas
Post by: Minotaur on December 03, 2018, 10:18:25 am
Really Balanced Card Ideas, no?

Would subscribe.
Title: Re: Really bad card ideas
Post by: Minotaur on December 03, 2018, 11:23:18 am
Amateur Fireworks
Action-Night-Tourist Attraction
Cost: $1

Trash this.  Play the top four cards of your deck in order.  Each time that you play a card and it does nothing, gain a Curse.  Trash the four cards.  If this is your Night phase, +1 VP.
Title: Re: Really bad card ideas
Post by: Minotaur on December 03, 2018, 12:18:07 pm
Nirvana
Event
Cost: $11

Gain a card.  If you do not, +1000 VP.
Title: Re: Really bad card ideas
Post by: hypercube on December 03, 2018, 01:57:20 pm
Nirvana
Event
Cost: $11

Gain a card.  If you do not, +1000 VP.

Who would have guessed that it wouldn't be the Sages nor the Priests who would lead us to Nirvana, but the Traders, with a little help from their blue dog?
Title: Re: Really bad card ideas
Post by: Minotaur on December 03, 2018, 02:28:06 pm
Nirvana
Event
Cost: $11

Gain a card.  If you do not, +1000 VP.

Who would have guessed that it wouldn't be the Sages nor the Priests who would lead us to Nirvana, but the Traders, with a little help from their blue dog?

Donald plz update Trader to use Exchange mechanic, 1st Ed OP...
Title: Re: Really bad card ideas
Post by: Marcory on December 03, 2018, 03:45:30 pm
Oscar the Grouch Project (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)

When any player would trash a card, they instead return it to the Supply. You gain a copy of the trashed card.
________________________
When you buy this, gain every card in the Trash
Title: Re: Really bad card ideas
Post by: Minotaur on December 03, 2018, 03:53:38 pm
Oscar the Grouch Project (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)

When any player would trash a card, they instead return it to the Supply. You gain a copy of the trashed card. gain it.
________________________
When you buy this, gain every card in the Trash

"The trashed card" does not exist.
Title: Re: Really bad card ideas
Post by: Marcory on December 03, 2018, 04:45:31 pm
Oscar the Grouch Project (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)

When any player would trash a card, they instead return it to the Supply. You gain a copy of the trashed card. gain it.
________________________
When you buy this, gain every card in the Trash

"The trashed card" does not exist.

A project can be built by more than one person, so it needs to be worded so that each player who built the project gain the card. So how about "you gain a copy of the returned card."
Title: Re: Really bad card ideas
Post by: GendoIkari on December 03, 2018, 10:34:58 pm
It can also fail from Lose-track, so super powerful with Watchtower, Travelling Fair, Royal Seal...
Title: Re: Really bad card ideas
Post by: Minotaur on December 03, 2018, 11:04:03 pm
It can also fail from Lose-track, so super powerful with Watchtower, Travelling Fair, Royal Seal...

Does it not know that you gained a card just because you topdecked it afterward?
Title: Re: Really bad card ideas
Post by: GendoIkari on December 04, 2018, 10:43:07 pm
It can also fail from Lose-track, so super powerful with Watchtower, Travelling Fair, Royal Seal...

Does it not know that you gained a card just because you topdecked it afterward?

Weird, I must have replied thinking that I was looking at the latest post, not realizing that there was one more page of posts since; thus making my post have no context at all. I was replying to Mirage and the exchange mechanic thing.

Plus hypercube already posted the exact same thing.
Title: Re: Really bad card ideas
Post by: Minotaur on December 05, 2018, 12:07:05 pm
Full Moon
Action
Cost: $3

Trash this.  For the rest of this turn, each phase is also a Night phase.
Title: Re: Really bad card ideas
Post by: crj on December 05, 2018, 12:40:03 pm
Hmm. When Capitalism became known, people started designing Communism projects.

But now I'm wondering what a Lycanthropy project that gives you Full Moon as a permanent effect would have to cost. (-8
Title: Re: Really bad card ideas
Post by: Minotaur on December 05, 2018, 12:50:12 pm
Hmm. When Capitalism became known, people started designing Communism projects.

But now I'm wondering what a Lycanthropy project that gives you Full Moon as a permanent effect would have to cost. (-8

Way too variable, legitimate RBCI overall.  Stupid powerful with Werewolf (can play for free because it's Night, does both things because it's Action and Night).  Pretty good synergy with Night Watchman if you have any sort of Lab, Seer, etc.  Monastery, Cobbler, Devil's Workshop and the like couldn't care less...  Vampire only marginally cares if you might get it in before the shuffle.

"You may play Night cards during your Action phase at the cost of 1 Action" would make it a pretty derpy Project, because usually you wouldn't care.  If they all gained the Action type and lost the Night type, that would be an example of the elusive Project-Ruins.
Title: Re: Really bad card ideas
Post by: hypercube on December 05, 2018, 01:09:54 pm
Ruined Cathedral
Project-Ruins, $0
At the start of your turn, discard a card from your hand.

Unentertaining Pageant
Project-Ruins, $0
At the end of your Buy phase, you may pay 1 Coffers for +1 Coffers.

Blocked Sewer
Project-Ruins, $0
When you trash a card with this, you may trash a card from your hand.

Starch Art
Project-Ruins, $0
Before you shuffle, you may pick one of the cards to go on top of your discard pile.

Conquered Barracks
Project-Ruins, $0
At the end of your turn, +1 Action.
Title: Re: Really bad card ideas
Post by: Seprix on December 05, 2018, 01:20:56 pm
Wizard $5
Action
Close your eyes, and each other player remains silent.

+1 card
+1 action
+1 buy
--------------------
For the rest of the turn, Provinces cost 0. Each card in your deck for the rest of this turn is now Wizard.
Title: Re: Really bad card ideas
Post by: Minotaur on December 05, 2018, 02:29:21 pm
Wizard of the Coast
Action
cost: <12>

+1 Card
+1 Action
If you do not have Debt, +<12> and gain a card.
Title: Re: Really bad card ideas
Post by: crj on December 05, 2018, 03:38:37 pm
Starch Art
Project-Ruins, $0
Before you shuffle, you may pick one of the cards to go on top of your discard pile.
That one's actually worth having, isn't it? You'd pick a victory card and get an Island-like effect.
Title: Re: Really bad card ideas
Post by: Minotaur on December 05, 2018, 06:48:36 pm
Starch Art
Project-Ruins, $0
Before you shuffle, you may pick one of the cards to go on top of your discard pile.
That one's actually worth having, isn't it? You'd pick a victory card and get an Island-like effect.

I think you still shuffle immediately after reordering your discard pile slightly.  That is, you don't set aside the chosen card and put it on top of the discard pile after shuffling.
Title: Re: Really bad card ideas
Post by: Minotaur on December 06, 2018, 02:30:43 pm
Chancell XOR
Action-Tourist Attraction
Cost: $1

Choose one:
+$2; Put your deck into your discard pile
Title: Re: Really bad card ideas
Post by: GendoIkari on December 06, 2018, 03:17:26 pm
Nim

$2 Victory
If this was the last Nim in the supply worth 1000VP, otherwise 0VP.
-------
When you gain this card, you may gain up to two more Nim cards.

First player to get (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png) with 3 buys wins.

*Edit* Actually, as worded, you can just gain the entire Nim pile on turn 1 by spending only $2.
Title: Re: Really bad card ideas
Post by: ConMan on December 06, 2018, 05:02:23 pm
Nim

$2 Victory
If this was the last Nim in the supply worth 1000VP, otherwise 0VP.
-------
When you gain this card, you may gain up to two more Nim cards (that don't come with any more).

First player to get (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png) with 3 buys wins.

*Edit* Actually, as worded, you can just gain the entire Nim pile on turn 1 by spending only $2.
Thankfully, we now have a wording that fixes that. (Fixed in the quote.)
Title: Re: Really bad card ideas
Post by: Minotaur on December 06, 2018, 06:17:06 pm
Nim Rod
Project
Cost: $18

When you gain a Nim that doesn't come with any more, gain a Nim that doesn't come with any more.
Title: Re: Really bad card ideas
Post by: GendoIkari on December 07, 2018, 02:45:29 pm
Nim

$2 Victory
If this was the last Nim in the supply worth 1000VP, otherwise 0VP.
-------
When you gain this card, you may gain up to two more Nim cards.

First player to get (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png) with 3 buys wins.

*Edit* Actually, as worded, you can just gain the entire Nim pile on turn 1 by spending only $2.

Ok wow just saw the date on this... Um, this is twice now that I thought I was responding to the last post in the thread, but apparently was responding to the last post on an older page of the thread. Weird.

*Edit* Also, I apparently already responded to that same post 6 years ago.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on December 07, 2018, 07:00:11 pm
Nim

$2 Victory
If this was the last Nim in the supply worth 1000VP, otherwise 0VP.
-------
When you gain this card, you may gain up to two more Nim cards.

First player to get (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png) with 3 buys wins.

*Edit* Actually, as worded, you can just gain the entire Nim pile on turn 1 by spending only $2.

Ok wow just saw the date on this... Um, this is twice now that I thought I was responding to the last post in the thread, but apparently was responding to the last post on an older page of the thread. Weird.

*Edit* Also, I apparently already responded to that same post 6 years ago.

It was such a bad card idea we had to keep talking about it.
Title: Re: Really bad card ideas
Post by: King Leon on December 08, 2018, 04:17:20 am
Chancell XOR
Action-Tourist Attraction
Cost: $1

Choose one:
+$2; Put your deck into your discard pile


Chancell AND
Action-Tourist Attraction
Cost: $1

Choose both:
+$2; Put your deck into your discard pile


Chancell OR
Action-Tourist Attraction
Cost: $1

Choose either one or both:
+$2; Put your deck into your discard pile


Chancell NOR
Action-Tourist Attraction
Cost: $1

Choose nothing:
+$2; Put your deck into your discard pile


Chancell XNOR
Action-Tourist Attraction
Cost: $1

Choose either both or nothing:
+$2; Put your deck into your discard pile


Chancell NAND
Action-Tourist Attraction
Cost: $1

Choose either one or nothing:
+$2; Put your deck into your discard pile


Chancell NOT
Action-Tourist Attraction
Cost: $1

Set this aside. Play a card with "Chancell" in its name.

If you have an odd number of Chancell NOT set aside, you get the options you did not chose instead of the options you chose.

Return this to your in-play zone.
Title: Re: Really bad card ideas
Post by: Minotaur on December 08, 2018, 08:46:14 am
So here's an exercise.  When would you choose to play Chancell OR differently from Chancellor?

Like... you have an extra action before you play Storyteller and you don't want to kill your Tragic Hero, and you know your good cards are in your discard pile?
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on December 09, 2018, 01:47:59 am
What I want to know is: Can you build a one-card engine out of nothing but Chancell NAND or Chancell NOR?
Title: Re: Really bad card ideas
Post by: Minotaur on December 09, 2018, 05:34:43 am
Is it ok for Chancell OR to cost $3 and still be strictly better than Chancellor, or should it cost $4 just to be safe?  Maybe <4>, $1P, or <2>P?  This is a card that needs to be balanced!
Title: Re: Really bad card ideas
Post by: LaLight on December 09, 2018, 05:55:56 am
Is it ok for Chancell OR to cost $3 and still be strictly better than Chancellor, or should it cost $4 just to be safe?  Maybe <4>, $1P, or <2>P?  This is a card that needs to be balanced!

I think 1 Gunpowder, 1P, <1> makes it balanced.
Title: Re: Really bad card ideas
Post by: King Leon on December 09, 2018, 08:12:35 am
I just realized that Chancell gates love Capitalism.
Title: Re: Really bad card ideas
Post by: Minotaur on December 09, 2018, 12:33:31 pm
Chancell Ore
Treasure
Cost: $4

+$1
--------------------
When you gain or trash this, put your deck into your discard pile and gain a Silver; if it is your Buy phase, put the Silver on your deck, otherwise put it into your hand.
Title: Re: Really bad card ideas
Post by: Dylan32 on December 09, 2018, 11:16:29 pm
Chancel Lore
Action-Tourist Attraction
Cost: $1

Choose 1:
+$2; Put your deck into your discard pile while telling an interesting story that was passed to you from a group's oral tradition.
Title: Re: Really bad card ideas
Post by: infangthief on December 10, 2018, 06:59:22 am
Gror Market
Type(s): Action
Cost: $6*
Text: Choose at least 1: +1 Card; +1 Action; +1 Buy; +$2.
(Practically the same as Grand Market)

Grxor Market
Type(s): Action - Tourist Attraction
Cost: $1
Text: Choose exactly 1: +1 Card; +1 Action; +1 Buy; +$2.
(Your choice of ruin or terminal silver)

Islor
Type(s): Action - Victory
Cost: $4
Text: Put this or a card from your hand (or both) onto your Islor mat. // 2VP
(Slightly stronger than Island. Islxor might be interesting, probably priced at $3.)

Navigatand
Type(s): Action
Cost: $4
Text: $2. Look at the top 5 cards of your deck. Discard them all, then put them back in any order.
(Actually you only put 1 back because of lose track)

Bnorit Fnort
Lnormark
When scoring, -2VP for each card you have which is neither Silver nor Gold.
(Big Money happy days)
Title: Re: Really bad card ideas
Post by: infangthief on December 10, 2018, 07:13:55 am
Anyone else starting to feel that Governor should really be Goverxor?
Title: Re: Really bad card ideas
Post by: Marcory on December 10, 2018, 08:36:36 am
Pebbles Treasure-Ruins (http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png)

Worth (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)

When you gain or trash this, gain a Copper. If it's your Buy phase, put it on top of your deck; otherwise, put it into your hand.





Title: Re: Really bad card ideas
Post by: crj on December 10, 2018, 10:25:25 am
Grxor Market
Type(s): Action - Tourist Attraction
Cost: $1
Text: Choose exactly 1: +1 Card; +1 Action; +1 Buy; +$2.
(Your choice of ruin or terminal silver)
I'd go with "choose an odd number of options". (-8
Title: Re: Really bad card ideas
Post by: Minotaur on December 10, 2018, 04:12:31 pm
Pebbles Treasure-Ruins (http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png)

Worth (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)

When you gain or trash this, gain a Copper. If it's your Buy phase, put it on top of your deck; otherwise, put it into your hand.

Slingshot
Action-Attack-Tourist Attraction
Cost: $2

+$1
You may gain a Pebbles to your hand.
Trash a card from your hand.
If it is a Treasure, each player with 5 cards or more discards a card costing at most $2, or reveals that they cannot.
If it is a Ruins, each player gains a Ruins.  Play the Ruins you gained.
Title: Re: Really bad card ideas
Post by: King Leon on December 10, 2018, 05:53:20 pm
Worering Minstrel
Type: Action
Cost: $5

+1 Card
+2 Actions
Reveal the top 3 cards of your deck. Put any number of the revealed cards back in any order and discard the rest.

Enandcist
Type: Night
Cost: $4
You may trash a card from your hand. If you don't, you may gain a card costing up to $3 from the supply or from one of the Spirit piles.
Title: Re: Really bad card ideas
Post by: Minotaur on December 10, 2018, 08:17:12 pm
EIFFcist
Night
Cost: $4

You may trash a card from your hand.  If you do, gain a cheaper Spirit from its pile.


EIFcist
Night
Cost: $6

Reveal a card from your hand.  You may trash it.  If you do, gain a cheaper Spirit from its pile.  Otherwise, you may gain a cheaper Spirit from its pile.
Title: Re: Really bad card ideas
Post by: infangthief on December 11, 2018, 04:05:40 am
If you thought Torturer chains were strong, you haven't met Tandturer.
Title: Re: Really bad card ideas
Post by: spiralstaircase on December 11, 2018, 07:20:22 am
It's a good thing we're here to talk about Dominion, not Legends of Andor.
Title: Re: Really bad card ideas
Post by: Minotaur on December 12, 2018, 03:28:07 pm
Full Moon
Action
Cost: $3

Trash this.  For the rest of this turn, each phase is also a Night phase.

I just noticed that the wording of Werewolf makes this suck.  "If it is your Night phase....... Otherwise....."

Donald screwed up again...
Title: Re: Really bad card ideas
Post by: Minotaur on December 13, 2018, 12:58:01 pm
Debtor's Prison
Project
Cost: <40>

After the game ends, debt costs are changed to coin costs, and players who have this take additional turns until they have no debt.  While they still have debt, when they gain a card, they return it to its pile and lose debt equal to the coin value of the returned card.  If they do not return it, they trash all of their cards and lose all of their debt.  At the end of each extra turn, the player reveals their hand, trashes the Treasures, and gains a Curse for each.
Title: Re: Really bad card ideas
Post by: faust on December 13, 2018, 01:32:41 pm
Andchard
Lxormark

When scoring, instead of counting any other VP, you may get 50 VP if you have exactly 3 copies of every Action card in your deck.
Title: Re: Really bad card ideas
Post by: Minotaur on December 13, 2018, 01:38:38 pm
My feels about Chancell XOR right now...

(https://pics.me.me/yeah-yeah-but-your-scientists-were-so-preoccupied-with-whether-19308220.png)
Title: Re: Really bad card ideas
Post by: crj on December 14, 2018, 08:15:59 pm
Search, Event

Trash a card from your hand. If it is a:
...to your hand, even if it is not in the Supply.

(Inspired by this (http://forum.dominionstrategy.com/index.php?topic=19268.msg779867#msg779867) thread.)
Title: Re: Really bad card ideas
Post by: Minotaur on December 18, 2018, 11:18:15 pm
Elite Pearl Diver
Action
Cost: $4

+1 Card
+1 Action
Discard the bottom card of your deck, and then keep discarding the bottom card of your deck until you choose to stop or until your deck is empty.  Put the top card of your discard pile on top of your deck.
Title: Re: Really bad card ideas
Post by: infangthief on December 19, 2018, 04:56:11 am
Elite Pearl Diver
Action
Cost: $4

+1 Card
+1 Action
Keep discarding the bottom card of your deck until you choose to stop or until your deck is empty.  Put the top card of your discard pile on top of your deck.
Sometimes you would stop immediately, before discarding anything.
So then your discard pile needs to be treated as an ordered set, which changes some things... Possibly even has implications for the lose track rule.
Title: Re: Really bad card ideas
Post by: crj on December 19, 2018, 10:29:34 am
Your discard pile is ordered. You're just not required to preserve that order when you inspect it. A "top card of your discard pile" rule wouldn't have any rules difficulty, but it would mean people thought carefully about the order in which they discarded things, which would probably suck because of how much it slowed the game down.
Title: Re: Really bad card ideas
Post by: Minotaur on December 19, 2018, 02:13:16 pm
Your discard pile is ordered. You're just not required to preserve that order when you inspect it. A "top card of your discard pile" rule wouldn't have any rules difficulty, but it would mean people thought carefully about the order in which they discarded things, which would probably suck because of how much it slowed the game down.

Ok, I guess I can require the player to discard at least once.  But then there's still the edge case where you drew the last card of your deck with EPD and now what you did the last time you inspected your discard pile breaks the game.
Title: Re: Really bad card ideas
Post by: Minotaur on December 19, 2018, 02:45:09 pm
Elite Scout
Action-Chuck Norris
Cost: $6

+1 Action
Look through your deck.  Reveal up to four Victory cards and put them into your hand.  Put four remaining cards on top of your deck in any order.  Shuffle the rest and place them underneath the top four.
Title: Re: Really bad card ideas
Post by: LittleFish on December 19, 2018, 03:50:36 pm
Elite Scout
Action-Chuck Norris
Cost: $6

+1 Action
Look through your deck.  Reveal up to four Victory cards and put them into your hand.  Put four remaining cards on top of your deck in any order.  Shuffle the rest and place them underneath the top four.
That's amazing!
Title: Re: Really bad card ideas
Post by: LittleFish on December 20, 2018, 07:54:55 am
Zombie Pearl Diver
Action-Zombie
Cost-(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) (not that it really matters except for rouge or graverobber it's starts in the trash with the rest of the zombies)
+1 Card
+ 1 Action
Look at the top card of your deck. You may put it on the bottom of your deck.
Title: Re: Really bad card ideas
Post by: LittleFish on December 20, 2018, 07:58:12 am
Amish Market
Action/Tourist Destination
Cost: (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)

Choose three (the choices must be different):  +1 Card, +1 Action, +$1, +1 Buy

It should be less expensive. It's a marked with only 3 out of the 4 vanilla bounuses
Title: Re: Really bad card ideas
Post by: Minotaur on December 20, 2018, 01:23:26 pm
Amish Market
Action/Tourist Destination
Cost: (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)

Choose three (the choices must be different):  +1 Card, +1 Action, +$1, +1 Buy

It should be less expensive. It's a marked with only 3 out of the 4 vanilla bounuses

Only because Market exists.  If it's $4, it's strictly better than Poacher (with edge cases).  It could be <5> I guess.  Pretty often you play Market as a Peddler anyway, but if you really need the +Buy, then giving up one of the others is sometimes not a big deal.  I could have it cost PP for the lulz.
Title: Re: Really bad card ideas
Post by: crj on December 20, 2018, 02:04:39 pm
$4<1> is the cost which is most obviously between $4 and $5...
Title: Re: Really bad card ideas
Post by: crj on December 20, 2018, 02:13:59 pm
Mantle
Action

Play one of your Action cards that is not in play, in your hand, or in your deck.


Can obviously be used to play an Action from your discard pile, but also to re-play a Prince, Encampment, Island, Wine Merchant, something you've Researched, etc.

Sadly, almost certainly impossible to find a price for. )-8
Title: Re: Really bad card ideas
Post by: GendoIkari on December 20, 2018, 04:01:58 pm
Mantle
Action

Play one of your Action cards that is not in play, in your hand, or in your deck.


Can obviously be used to play an Action from your discard pile, but also to re-play a Prince, Encampment, Island, Wine Merchant, something you've Researched, etc.

Sadly, almost certainly impossible to find a price for. )-8

You can play your Inherited card! The token stays on the card, which means it would stay on the card as it gets discarded and eventually shuffled. Will make shuffling difficult.
Title: Re: Really bad card ideas
Post by: crj on December 20, 2018, 04:45:50 pm
There was another thread recently in which it was established that if you trashed a Research that was in play with cards on it, the cards on it remained set aside. I'm guessing this means that if you played the card your Inheritance token was on, the Inheritance token would remain set aside and you'd just have to remember what you Inherited. (-8
Title: Re: Really bad card ideas
Post by: Minotaur on December 20, 2018, 07:12:45 pm
Mantle
Action

Play one of your Action cards that is not in play, in your hand, or in your deck.


Can obviously be used to play an Action from your discard pile, but also to re-play a Prince, Encampment, Island, Wine Merchant, something you've Researched, etc.

Sadly, almost certainly impossible to find a price for. )-8

Of course, I left my mantle by the Tavern exit!  I don't know how else I would have... oh wait, I'm back at the Tavern again...
Title: Re: Really bad card ideas
Post by: Marcory on December 21, 2018, 02:45:35 pm
Nearby Lands Victory-Reserve (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)

When you gain this, put it on your tavern mat.

When you gain a Province, you may call this, to put it into your discard pile.

Worth 4(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) if this is in your hand or deck at the end of the game. Worth 0(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) if it is in your discard pile, on a mat, or otherwise set aside.



(Yes, I'm aware that you technically perform a clean-up phase before the game ends. This is RBCI after all).
Title: Re: Really bad card ideas
Post by: crj on December 21, 2018, 08:27:05 pm
Hmm. That line of enquiry has led me to wonder whether, strictly speaking, the rules dictate that Distant Lands should be returned to your deck before scoring at game-end and therefore should always count as 0VP. Obviously, that's not the intent! I guess "Cards on Tavern mats are included in decks when scoring at the end." isn't quite the same phrasing as for Island/Prince...
Title: Re: Really bad card ideas
Post by: Minotaur on December 22, 2018, 06:42:15 am
Distant Seas
Treasure
Cost: $3

Put this on your Tavern mat.
+$1 for each Distant Seas on your Tavern mat.
Title: Re: Really bad card ideas
Post by: Minotaur on December 22, 2018, 02:14:47 pm
What If It Could Be
Action
Cost: $3

+1 Action
You may exchange an Explorer from your hand for a $5 card, putting it in your hand.  At the start of your clean-up phase, exchange a $5 card in play for an Explorer.


EDIT:  v2
You may play an Explorer from your hand as if it were a $5 card.  It is that card until you lose track of it.
Title: Re: Really bad card ideas
Post by: Minotaur on December 24, 2018, 02:48:09 pm
Lair
Action
Cost: $7

+1 Card
+2 Actions
Trash a card from your hand.  If it's a Curse, gain a Victory card.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on December 24, 2018, 04:15:14 pm
Silver Test
Project - $3
During your Buy phase, you may play your $3 Action cards as Silvers.
Title: Re: Really bad card ideas
Post by: Minotaur on December 24, 2018, 04:32:11 pm
Vassal Party
Event
Cost: $7

+1 Buy
Put your deck in your discard pile.  Set your discard pile aside.  +$2 for each card set aside.  At the end of your Buy phase, discard the set aside cards.
Title: Re: Really bad card ideas
Post by: arishipshape on December 24, 2018, 05:06:35 pm
House
Victory
Cost: $1
1/2 VP

When you use the card Expand to trash this, you must choose to gain an Estate.
Title: Re: Really bad card ideas
Post by: Minotaur on December 25, 2018, 10:23:37 am
Hungover Wine Merchant
Action-Ruins-Curse-Reserve
Cost: $0

+$1
+1 Buy
Put this on your Tavern mat
-------------
-1 VP if this is on your Tavern mat
-------------
If you have PPP or more at the end of your Buy phase, you may call this.
Title: Re: Really bad card ideas
Post by: LittleFish on December 25, 2018, 01:16:04 pm
Vassal Party
Event
Cost: $7

+1 Buy
Put your deck in your discard pile.  Set your discard pile aside.  +$2 for each card set aside.

That isn't such a bad card. If you have 5 Platinums set aside in Crypt then you could get a colony each turn for some time
Title: Re: Really bad card ideas
Post by: LittleFish on December 25, 2018, 01:17:08 pm
Hungover Wine Merchant
Action-Ruins-Curse-Reserve
Cost: $0

+$1
+1 Buy
Put this on your Tavern mat
-------------
-1 VP if this is on your Tavern mat
-------------
If you have (http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png)(http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png)(http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png) or more at the end of your turn, you may call this.
WHere will you ever get (http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png)(http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png)(http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png) without killing your deck?
Title: Re: Really bad card ideas
Post by: Minotaur on December 25, 2018, 04:05:21 pm
Vassal Party
Event
Cost: $7

+1 Buy
Put your deck in your discard pile.  Set your discard pile aside.  +$2 for each card set aside.

That isn't such a bad card. If you have 5 Platinums set aside in Crypt then you could get a colony each turn for some time

Whoops, it was supposed to give you your deck back after your Buy phase...
Title: Re: Really bad card ideas
Post by: Minotaur on December 25, 2018, 04:06:09 pm
WHere will you ever get (http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png)(http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png)(http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png) without killing your deck?

It's a Ruins...
Title: Re: Really bad card ideas
Post by: LittleFish on December 25, 2018, 05:12:52 pm
WHere will you ever get (http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png)(http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png)(http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png) without killing your deck?

It's a Ruins...

Face Palm
Title: Re: Really bad card ideas
Post by: MrHiTech on December 30, 2018, 08:20:36 pm
WHere will you ever get (http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png)(http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png)(http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png) without killing your deck?

It's a Ruins...

Face Palm

Just saying, the Dominion: Alchemy rules say:
Quote
After you choose 10 Kingdom cards for the Supply, if any of them have [P] in the cost, add the Potion pile to the Supply.

So it’s entirely possible that there won’t even be Potion in the Supply because the card doesn’t actually cost [P]
Title: Re: Really bad card ideas
Post by: Minotaur on December 31, 2018, 08:35:21 pm
WHere will you ever get (http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png)(http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png)(http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png) without killing your deck?

It's a Ruins...

Face Palm

Just saying, the Dominion: Alchemy rules say:
Quote
After you choose 10 Kingdom cards for the Supply, if any of them have [P] in the cost, add the Potion pile to the Supply.

So it’s entirely possible that there won’t even be Potion in the Supply because the card doesn’t actually cost [P]

Really inconvenient for if you accidentally put it on your mat with Golem...
Title: Re: Really bad card ideas
Post by: majiponi on December 31, 2018, 09:14:43 pm
Happi New Year
cost $2019 - Treasure
Let your children wear the best dress you have.
Title: Re: Really bad card ideas
Post by: Minotaur on January 04, 2019, 04:53:28 pm
Like A Moneylender
Action
Cost: $4

You may play a Copper from your hand.

If you do:  +$2 and gain a Laboratory.


Like A Chapel
Action
Cost: $2

Gain up to four Laboratories.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on January 04, 2019, 06:10:04 pm
Like a Curse
Action - $4
+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.
Title: Re: Really bad card ideas
Post by: Minotaur on January 05, 2019, 02:51:47 am
Curse of Seprix
Treasure-Curse
Cost: $3

+$2
Title: Re: Really bad card ideas
Post by: Marcory on January 05, 2019, 09:43:14 am
Oyster Action (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)

+1 Card
+1 Action

Set aside the bottom card of your deck without looking at it. You may trash it, discard it, or return it to the bottom of your deck.

Title: Re: Really bad card ideas
Post by: crj on January 05, 2019, 10:14:31 am
Situational, but actually kinda nifty when you know, or can guess, what's at the bottom of your deck.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on January 05, 2019, 10:30:10 am
I think the joke is that it synergizes with Pearl Diver. There's been at least one suggestion of a "Pearl" Treasure that you put on the bottom of your deck after shuffling.
Title: Re: Really bad card ideas
Post by: crj on January 05, 2019, 01:36:30 pm
I get the joke. I'm just noting that the ability to Island, trash or discard the bottom card of your deck is actually pretty nifty, even if you have to do it blind.

It feels like it's probably better than Lookout, so might have to cost $4.
Title: Re: Really bad card ideas
Post by: Marcory on January 05, 2019, 03:57:07 pm
I didn't intend for the Island option to exist, though I can see why the wording makes it seem so. It should have read:

"Set aside the bottom card of your deck, then either trash, discard, or return the set-aside card to your deck, without ever turning the set-aside card face up"

At $2, doesn't it compare in power to Raze? Raze is better than Oyster when it trashes Estates, and worse when it trashes Coppers and Curses, but at least Raze won't ever accidentally trash a Province (except via online mis-clicks).
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on January 05, 2019, 05:13:10 pm
It's basically a blind half Sentry, from the bottom of your deck (which is less useful than the top). It is most certainly not better than Lookout, or Raze for that matter, and I wouldn't price it at more than $2.
Title: Re: Really bad card ideas
Post by: crj on January 05, 2019, 05:58:33 pm
Early in the game, trashing from deck is stronger than trashing from hand. Similar to the Lab option of Spice Merchant (which costs $4).

Later on (before Marcory's correction) a cantrip you can use as often as you like to set aside cards from your deck enables all sorts of engine tricks.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on January 05, 2019, 06:24:58 pm
Trashing from deck is not necessarily much better in the beginning. Note how frustrating Sentry can be even if you get it early. It becomes even worse if you can't even see what you're trashing.

Also, the original version let you set aside cards from your deck, but it didn't say anything about returning them later on.
Title: Re: Really bad card ideas
Post by: Asper on January 07, 2019, 03:54:35 am
WHere will you ever get (http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png)(http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png)(http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png) without killing your deck?

It's a Ruins...

Face Palm

Just saying, the Dominion: Alchemy rules say:
Quote
After you choose 10 Kingdom cards for the Supply, if any of them have [P] in the cost, add the Potion pile to the Supply.

So it’s entirely possible that there won’t even be Potion in the Supply because the card doesn’t actually cost [P]
Your quote says that a Potion must be in the cost. There is a Potion in three Potions.
Title: Re: Really bad card ideas
Post by: LittleFish on January 07, 2019, 08:09:05 am
WHere will you ever get (http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png)(http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png)(http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png) without killing your deck?

It's a Ruins...

Face Palm

Just saying, the Dominion: Alchemy rules say:
Quote
After you choose 10 Kingdom cards for the Supply, if any of them have [P] in the cost, add the Potion pile to the Supply.

So it’s entirely possible that there won’t even be Potion in the Supply because the card doesn’t actually cost [P]
Your quote says that a Potion must be in the cost. There is a Potion in three Potions.

That's not the cost, it's what you use to get it off your tavern mat. It's like the (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) in wine merchant  not part of the cost, just what you use to take it off your mat
Title: Re: Really bad card ideas
Post by: Asper on January 07, 2019, 01:38:13 pm
WHere will you ever get (http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png)(http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png)(http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png) without killing your deck?

It's a Ruins...

Face Palm

Just saying, the Dominion: Alchemy rules say:
Quote
After you choose 10 Kingdom cards for the Supply, if any of them have [P] in the cost, add the Potion pile to the Supply.

So it’s entirely possible that there won’t even be Potion in the Supply because the card doesn’t actually cost [P]
Your quote says that a Potion must be in the cost. There is a Potion in three Potions.

That's not the cost, it's what you use to get it off your tavern mat. It's like the (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) in wine merchant  not part of the cost, just what you use to take it off your mat
My bad. I apologize.
Title: Re: Really bad card ideas
Post by: GendoIkari on January 07, 2019, 01:46:26 pm
Vassal Party
Event
Cost: $7

+1 Buy
Put your deck in your discard pile.  Set your discard pile aside.  +$2 for each card set aside.  At the end of your Buy phase, discard the set aside cards.

Isn't this simply a much, much stronger Philosopher's Stone?
Title: Re: Really bad card ideas
Post by: GendoIkari on January 07, 2019, 01:48:43 pm
Like A Moneylender
Action
Cost: $4

You may play a Copper from your hand.

If you do:  +$2 and gain a Laboratory.


Like A Chapel
Action
Cost: $2

Gain up to four Laboratories.

Both of them are super weak in games that don't have Laboratory in the supply!
Title: Re: Really bad card ideas
Post by: Marcory on January 07, 2019, 02:52:20 pm
Like a Witch Action-Attack (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)

+2 Cards
+2 (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)
Each other player gains an Estate. If they do not, they gain a Copper instead.
Title: Re: Really bad card ideas
Post by: hypercube on January 07, 2019, 03:41:21 pm
Like a Cartographer
Action
Cost: $5

+1 Card
+1 Action
Reveal the top 4 cards of your deck. Put the revealed Victory cards and Curses into your hand. Put the other cards on top of your deck in any order.
Title: Re: Really bad card ideas
Post by: LittleFish on January 07, 2019, 08:23:40 pm
Vassal Party
Event
Cost: $7

+1 Buy
Put your deck in your discard pile.  Set your discard pile aside.  +$2 for each card set aside.  At the end of your Buy phase, discard the set aside cards.

Isn't this simply a much, much stronger Philosopher's Stone?
But you have to have seven on hand
Title: Re: Really bad card ideas
Post by: Minotaur on January 07, 2019, 11:10:45 pm
Like Nothing
Action
Cost: $0

+2 Cards
+1 Action
----------
When you gain this, gain an Estate, a Curse, and a Like Nothing that doesn't come with anything else.
Title: Re: Really bad card ideas
Post by: GendoIkari on January 08, 2019, 12:58:54 am
Vassal Party
Event
Cost: $7

+1 Buy
Put your deck in your discard pile.  Set your discard pile aside.  +$2 for each card set aside.  At the end of your Buy phase, discard the set aside cards.

Isn't this simply a much, much stronger Philosopher's Stone?
But you have to have seven on hand

What do you mean? Do you mean that it costs $7 to buy? Sure that’s expensive; but potion cost cards tend to act even more expensive. And Bank costs $7 and is far less powerful.

*Edit* Oh, just noticed that it’s an event, not a card!! That definitely changes things!
Title: Re: Really bad card ideas
Post by: GendoIkari on January 08, 2019, 01:02:26 am
Like, your opinion man
Action - $2

+1 card
+1 action
Brag about how good you are at bowling.
Title: Re: Really bad card ideas
Post by: Minotaur on January 08, 2019, 03:05:48 am
Like, your opinion man
Action - $2

+1 card
+1 action
Brag about how good you are at bowling.

This is strictly worse than Pearl Diver
Title: Re: Really bad card ideas
Post by: Asper on January 08, 2019, 04:39:23 am
Not quite a Laboratory, Event, 5$
Look through your deck and discard pile and trash a card from one of them.
Title: Re: Really bad card ideas
Post by: ConMan on January 08, 2019, 05:19:51 pm
Like, your opinion man
Action - $2

+1 card
+1 action
Brag about how good you are at bowling.

This is strictly worse than Pearl Diver
That's just "Like, your opinion man".
Title: Re: Really bad card ideas
Post by: silvern on January 08, 2019, 05:57:45 pm
Like Nothing
Action
Cost: $0

+2 Cards
+1 Action
----------
When you gain this, gain an Estate, a Curse, and a Like Nothing that doesn't come with anything else.

Actually pretty interesting
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on January 08, 2019, 08:16:16 pm
Like A Boss
Action - 8D
Play this as if it were an Action card in the Supply costing up to $5. This is that card until it leaves play.
Title: Re: Really bad card ideas
Post by: Minotaur on January 08, 2019, 08:48:54 pm
Like A Virgin
Victory
Cost: $2

1 VP
Title: Re: Really bad card ideas
Post by: DooWopDJ on January 08, 2019, 09:12:16 pm
Card Name: Ruined Shelter
Types Action - Ruin - Shelter - Victory

0 Victory Points

+0 Actions
+0 Buys
+0 Cards
+0 Coffers
+0 Villagers
Trash This.

Cost $0
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on January 08, 2019, 10:09:53 pm
So the cheapest Castle is $3, but why stop there?

Ruined Castle
$0
Victory - Castle - Ruins
Worth 0 VP

Overgrown Castle
$1
Victory - Castle - Shelter
Worth 0 VP
When you trash this, gain a Castle.

Fool's Castle
$2
Victory - Castle
Worth 4 VP if you have any other Castles, otherwise worth 0 VP.

Alchemist's Castle
P
Action - Victory - Castle
+2 Actions
While this is in play, your other Castles are also Action cards that give +3 Cards when played.
Title: Re: Really bad card ideas
Post by: ConMan on January 08, 2019, 10:26:46 pm
Alchemist's Castle
P
Action - Victory - Castle
+2 Actions
While this is in play, your other Castles are also Action cards that give +3 Cards when played.
Presumably when ordering the Castle pile by price, you have to place this one such that it's underneath Ruined Castle but not touching any other Castle?
Title: Re: Really bad card ideas
Post by: crj on January 09, 2019, 10:28:34 am
Feels like there ought to be Mortgaged Castle with a debt cost, and Ostentatious Castle with overpay, too.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on January 09, 2019, 09:35:03 pm
I was thinking of doing a Debt Castle, but overpay didn't occur to me...

Mortgaged Castle
11D
Victory - Castle
Worth 6 VP
When you gain this, gain a Victory card that is not a Castle.

Ostentatious Castle
$12+
Victory - Castle
Worth 7 VP
When you buy this, you may overpay for it. For each $1 you overpaid, +1 VP.
Title: Re: Really bad card ideas
Post by: LittleFish on January 10, 2019, 07:44:03 pm
So the cheapest Castle is $3, but why stop there?

Ruined Castle
$0
Victory - Castle - Ruins
Worth 0 VP

Overgrown Castle
$1
Victory - Castle - Shelter
Worth 0 VP
When you trash this, gain a Castle.

Fool's Castle
$2
Victory - Castle
Worth 4 VP if you have any other Castles, otherwise worth 0 VP.

Alchemist's Castle
P
Action - Victory - Castle
+2 Actions
While this is in play, your other Castles are also Action cards that give +3 Cards when played.
Alchemists castle doesn't have a (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) worth so it isn't a victory
Title: Re: Really bad card ideas
Post by: LittleFish on January 10, 2019, 07:47:06 pm
Mortgaged Castle
11D
Victory - Castle
Worth 6 VP
When you gain this, gain a Victory card that is not a Castle.

Ostentatious Castle
$12+
Victory - Castle
Worth 7 VP
When you buy this, you may overpay for it. For each $1 you overpaid, +1 VP.


Ruined Castle
$0
Victory - Castle - Ruins
Worth 0 VP

Overgrown Castle
$1
Victory - Castle - Shelter
Worth 0 VP
When you trash this, gain a Castle.

Fool's Castle
$2
Victory - Castle
Worth 4 VP if you have any other Castles, otherwise worth 0 VP.

Alchemist's Castle
P
Action - Victory - Castle
+2 Actions
While this is in play, your other Castles are also Action cards that give +3 Cards when played.
Where would the Alchemist's Castle, and Mortgaged castle fit in the stack? It says from lowest to highest. I'm assuming  Ostentatious Castle would be at the bottom because it costs twelve
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on January 10, 2019, 08:08:25 pm
Alchemists castle doesn't have a (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) worth so it isn't a victory

You're right, I forgot. Let's say it's worth 2 VP.

Where would the Alchemist's Castle, and Mortgaged castle fit in the stack? It says from lowest to highest. I'm assuming  Ostentatious Castle would be at the bottom because it costs twelve

I think you're taking this thread a bit too seriously...
Title: Re: Really bad card ideas
Post by: Minotaur on January 10, 2019, 09:33:55 pm
Clearly the Castle pile should be multidimensional.

It's a little complicated, in that:

$X > <X>

while

$X ~ <X+k>, when k>0

It shouldn't be a severe problem for online Dominion, though.  Just need a partial ordering to filter out all "strictly more expensive than those revealed" and run a loop on it.  Will probably be less popular than Possession in multiplayer.
Title: Re: Really bad card ideas
Post by: crj on January 11, 2019, 11:37:09 am
Dominion could introduce a supply "pile" which consisted of overlapping cards like in Seven Wonders: Duel, such that you can only buy cards which have been completely uncovered, not ones that have another partly on top.

I'm genuinely unsure if that's a really good or a really bad idea. (-8
Title: Re: Really bad card ideas
Post by: faust on January 11, 2019, 12:23:55 pm
Vassal Party
Event
Cost: $7

+1 Buy
Put your deck in your discard pile.  Set your discard pile aside.  +$2 for each card set aside.  At the end of your Buy phase, discard the set aside cards.

Vassal Party
Action
Cost: $3

+2$
Reveal your hand. Reveal cards from your deck until you reveal a card that isn't a duplicate of one in your hand. If it's an Action, play it, and discard the rest.
Title: Re: Really bad card ideas
Post by: Minotaur on January 11, 2019, 02:55:52 pm
Vassal Party
Event
Cost: $7

+1 Buy
Put your deck in your discard pile.  Set your discard pile aside.  +$2 for each card set aside.  At the end of your Buy phase, discard the set aside cards.

Vassal Party
Action
Cost: $3

+2$
Reveal your hand. Reveal cards from your deck until you reveal a card that isn't a duplicate of one in your hand. If it's an Action, play it, and discard the rest.

I'm imagining a party where every card in your deck is literally (being played as) a Vassal.  I guess "party" has appeared on a card too, so one of them is the Cornucopia thing, and the Event version is "a lot stronger than the card" or something like that.
Title: Re: Really bad card ideas
Post by: King Leon on January 11, 2019, 06:59:53 pm
Like an Alchemist
Type: Action - Duration
Cost: 3P

+2 Cards
+1 Action
-
At the start of each of your turns, as long this is in play:
+1 Card
-
In games using this, at the start of your Clean-up Phase: If you have no Potion in play, discard all of your Like an Alchemist in play.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on January 11, 2019, 09:09:00 pm
Like a Swamp Hag
Night - Attack
+3 Coffers
Each other player reveals cards from their deck until they reveal a Laboratory. They set it aside and discard the rest. At the end of their next turn, if they did not buy a card they discard the Laboratory, otherwise they trash it.
Title: Re: Really bad card ideas
Post by: LittleFish on January 12, 2019, 08:49:07 am
Mortgaged Castle
11D
Victory - Castle
Worth 6 VP
When you gain this, gain a Victory card that is not a Castle.

Ostentatious Castle
$12+
Victory - Castle
Worth 7 VP
When you buy this, you may overpay for it. For each $1 you overpaid, +1 VP.


Ruined Castle
$0
Victory - Castle - Ruins
Worth 0 VP

Overgrown Castle
$1
Victory - Castle - Shelter
Worth 0 VP
When you trash this, gain a Castle.

Fool's Castle
$2
Victory - Castle
Worth 4 VP if you have any other Castles, otherwise worth 0 VP.

Alchemist's Castle
P
Action - Victory - Castle
+2 Actions
While this is in play, your other Castles are also Action cards that give +3 Cards when played.
Where would the Alchemist's Castle, and Mortgaged castle fit in the stack? It says from lowest to highest. I'm assuming  Ostentatious Castle would be at the bottom because it costs twelve



I got it!

Alchemists castle would go beneath fools castle, and Mortgaged would go beneath kings
Title: Re: Really bad card ideas
Post by: crj on January 12, 2019, 10:32:44 am
Misappropriation
Project

At the start of your turn, gain a Curse to gain a non-Victory card.
Title: Re: Really bad card ideas
Post by: LittleFish on January 12, 2019, 01:38:41 pm
Misappropriation
Project

At the start of your turn, gain a Curse to gain a non-Victory card.
what's the cost?
Title: Re: Really bad card ideas
Post by: Minotaur on January 12, 2019, 01:43:16 pm
Misappropriation
Project

At the start of your turn, gain a Curse to gain a non-Victory card.
what's the cost?

Cost:  $0
Cumulative upkeep:  <1>
Title: Re: Really bad card ideas
Post by: crj on January 12, 2019, 06:53:11 pm
what's the cost?
It's in the really bad card ideas thread; I doubt it's a good idea at any cost. It could be so swingy and strange that $0 is too expensive, yet $8 too cheap. (-8
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on January 12, 2019, 11:34:56 pm
Like a Rebuild
Event - $5
+30 VP. Trash all cards in your hand, deck and discard pile. Take 1 Debt. The game now ends after 15 turns.
Title: Re: Really bad card ideas
Post by: King Leon on January 13, 2019, 05:09:45 am
Like a Laboratory
Type: Project
Cost: $5

When you shuffle your deck: +1 Card
Title: Re: Really bad card ideas
Post by: Minotaur on January 13, 2019, 11:34:17 am
Like a Mine
Action
Cost: $5

You may play a Treasure from your hand.

If you do:
+$1
Gain a Treasure costing up to $3 more
Gain a Laboratory
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on January 13, 2019, 12:10:54 pm
Not A Mine But Close Enough
Action - $5
You may reveal a Treasure card from your hand. Gain a copy of it.
When you buy this, trash all Treasures you have in play.
Title: Re: Really bad card ideas
Post by: Minotaur on January 13, 2019, 03:46:19 pm
Minecraft
Action
Cost: $3

Gain a Mine


Fortnite
Action
Cost: $6

+1 Action
After this turn, draw an extra 5 cards and play another turn consisting of just a Night phase.


Overwatch
Night-Reaction
Cost:  <5>

Play this as if it were a Night Watchman.  It is that card until it leaves play.
------------------------
When you gain a card, you may reveal this to trash or topdeck the gained card.
Title: Re: Really bad card ideas
Post by: Minotaur on January 13, 2019, 03:47:41 pm
Like a Watchtower(???)
Action-Reaction
Cost: $3

Draw until you have 6 or more cards in hand.
-----------
When you gain a card, you may reveal this to topdeck the gained card or gain a Laboratory.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on January 13, 2019, 06:25:25 pm
Like a Watchtower(???)
Action-Reaction
Cost: $3

Draw until you have 6 or more cards in hand.
-----------
When you gain a card, you may reveal this to topdeck the gained card or gain a Laboratory.

Pretty sure the real Watchtower can't empty the Laboratory pile when you gain a single card...
Title: Re: Really bad card ideas
Post by: Minotaur on January 13, 2019, 07:07:29 pm
Like a Watchtower(???)
Action-Reaction
Cost: $3

Draw until you have 6 or more cards in hand.
-----------
When you gain a card, you may reveal this to topdeck the gained card or gain a Laboratory.

Pretty sure the real Watchtower can't empty the Laboratory pile when you gain a single card...

But that's the joke, man...
Title: Re: Really bad card ideas
Post by: Marcory on January 14, 2019, 05:57:38 am
Like a Rebuild
Event - $5
+30 VP. Trash all cards in your hand, deck and discard pile. Take 1 Debt. The game now ends after 15 turns.

This is somewhat broken with Borrow on the board. Better make it 15 debt.
Title: Re: Really bad card ideas
Post by: Asper on January 14, 2019, 08:53:21 am
Like a Rebuild
Event - $5
+30 VP. Trash all cards in your hand, deck and discard pile. Take 1 Debt. The game now ends after 15 turns.

This is somewhat broken with Borrow on the board. Better make it 15 debt.

You can still use coin tokens and don't lose cards in play...
Title: Re: Really bad card ideas
Post by: Minotaur on January 14, 2019, 10:56:01 pm
Also Like A Laboratory
(Typeless)
Cost: $5

------------
When you gain this, trash two cards from your hand.
Title: Re: Really bad card ideas
Post by: Minotaur on January 15, 2019, 03:05:22 pm
Like a Laboratory
Type: Project
Cost: $5

When you shuffle your deck: +1 Card

Like a Peddler
Project
Cost: $8*

When you shuffle your deck, take a Coffer.
(* - Costs $2 less for each Action card in play, but no less than $0)

Like a Baker
Project
Cost: $5

When you shuffle your deck, take a Coffer.


Like a Market
Project
Cost: $6

When you shuffle your deck, take a Marketer and a Coffer.
Title: Re: Really bad card ideas
Post by: Minotaur on January 15, 2019, 03:07:37 pm
Archchancellor
Project
Cost: $5

When you shuffle your deck, take two Coffers and a Chancel token.
Title: Re: Really bad card ideas
Post by: LittleFish on January 15, 2019, 05:53:41 pm
Archchancellor
Project
Cost: $5

When you shuffle your deck, take two Coffers and a Chancel token.
Chancel token?
Title: Re: Really bad card ideas
Post by: LittleFish on January 15, 2019, 05:56:19 pm
Like a Peddler
Project
Cost: $8*

When you shuffle your deck, take a Coffer.
(* - Costs $2 less for each Action card in play, but no less than $0)

Like a Market
Project
Cost: $6

When you shuffle your deck, take a Marketer and a Coffer.
Marketer?

also, like a peddler is just like peddler
Title: Re: Really bad card ideas
Post by: Marcory on January 15, 2019, 06:47:32 pm
Like a Ruined Market Event $0

You may spend an Action token to discard a card from your hand. If you did, +2 Buys.

Like an Abandoned Mine Event $0

You may spend an Action token to discard a card from your hand. If you did, +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)

Like a Ruined Library Event $0

You may spend an Action token to discard a card from your hand. If you did, +1 Card

Like a Ruined Village Event $0

Discard a card from your hand.

Like a Survivors Event $0

You may spend an Action token to discard a card from your hand. If you did, look at the top two cards and either discard them both or put them back on your deck in any order.

Like a Tactician Event $5

You may and must buy this Event in your Action phase. If you do, discard your hand, gain a Villager and a Marketer, and at the start of your next turn, +5 cards.
Title: Re: Really bad card ideas
Post by: Minotaur on January 15, 2019, 07:13:40 pm
Most of those Event-Ruins should give +1 Buy
Title: Re: Really bad card ideas
Post by: Minotaur on January 15, 2019, 07:28:06 pm
Labradory
Action
Cost: $6

+1 Card
+1 Action
Take a Labrador.


Labradoriest
Action
Cost: $7

+1 Action
Take two Labradors.


(Chancel token - spend during Action phase to put deck in discard pile.
Marketer - spend during Buy phase for +1 Buy
Labrador - spend during Action phase for +1 Card)
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on January 15, 2019, 09:21:01 pm
Like A Messenger
+$2
+1 Buy
Take a Chancel Token.
When you buy this, +1 Message.

*When you spend a Message, choose a card costing up to $4 for each player including you to gain.

Close To A Patrol
Action - $5
+3 Cards
+1 Scouter

*When you spend a Scouter, look at the top 4 cards of your deck, put the revealed Victory cards into your hand, and put the rest back in any order.
Title: Re: Really bad card ideas
Post by: Minotaur on January 16, 2019, 04:29:40 am
Somewhat Better Than Scout
Event
Cost: $4

+5 Scouters
Title: Re: Really bad card ideas
Post by: LittleFish on January 16, 2019, 07:55:36 am
Like a Ruined Market Event $0

You may spend an Action token to discard a card from your hand. If you did, +2 Buys.

Like an Abandoned Mine Event $0

You may spend an Action token to discard a card from your hand. If you did, +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)

Like a Ruined Library Event $0

You may spend an Action token to discard a card from your hand. If you did, +1 Card

Like a Ruined Village Event $0

Discard a card from your hand.

Like a Survivors Event $0

You may spend an Action token to discard a card from your hand. If you did, look at the top two cards and either discard them both or put them back on your deck in any order.

Like a Tactician Event $5

You may and must buy this Event in your Action phase. If you do, discard your hand, gain a Villager and a Marketer, and at the start of your next turn, +5 cards.

couldn't it be spend an action?
Title: Re: Really bad card ideas
Post by: LittleFish on January 16, 2019, 04:06:55 pm
Clock (http://wiki.dominionstrategy.com/images/thumb/b/bc/Coin7.png/16px-Coin7.png)
Action
+ 1 Action
If it's exactly...
1:00- + 1 card +1 action
2:00- + 2 cards +2 actions
3:00- + 3 cards +3 actions
4:00- + 4 cards +4 actions
5:00- + 5 cards +5 actions
6:00- + 6 cards +6 actions
7:00- + 7 cards +7 actions
8:00-  + 8 cards +8 actions
9:00- + 9 cards +9 actions
10:00- + 10 cards +10 actions
11:00- + 11 cards +11 actions
12:00- + 12 cards +12 actions
Title: Re: Really bad card ideas
Post by: LittleFish on January 16, 2019, 08:58:37 pm
Clock (http://wiki.dominionstrategy.com/images/thumb/b/bc/Coin7.png/16px-Coin7.png)
Action
+ 1 Action
If it's exactly...
1:00- + 1 card +1 action
2:00- + 2 cards +2 actions
3:00- + 3 cards +3 actions
4:00- + 4 cards +4 actions
5:00- + 5 cards +5 actions
6:00- + 6 cards +6 actions
7:00- + 7 cards +7 actions
8:00-  + 8 cards +8 actions
9:00- + 9 cards +9 actions
10:00- + 10 cards +10 actions
11:00- + 11 cards +11 actions
12:00- + 12 cards +12 actions
would this be better as a duration where it checks the time every turn? Also, if it had a rule change where the game could only end with a 5 pile ending so the game could go longer?
Title: Re: Really bad card ideas
Post by: crj on January 16, 2019, 09:05:21 pm
Time is a continuous quantity, so it's impossible to check the time exactly on the hour. $7 for a Ruined Village is, indeed, a really bad card idea. (-8
Title: Re: Really bad card ideas
Post by: Minotaur on January 16, 2019, 09:08:47 pm
would this be better as a duration where it checks the time every turn? Also, if it had a rule change where the game could only end with a 5 pile ending so the game could go longer?

1.  No.
2.  No.
3.  Are you going out of your way to make the worst (therefore best?) RBCI of all time?
4.  Dr. Who - Action-Reserve, cost $5 - Put this on your Tavern mat. /// You may Call this to play an Action from your hand.  When you do, specify what time it is.  It is that time until the Action finishes playing.
Title: Re: Really bad card ideas
Post by: Minotaur on January 17, 2019, 12:19:01 am
Time is a continuous quantity, so it's impossible to check the time exactly on the hour. $7 for a Ruined Village is, indeed, a really bad card idea. (-8

There could be some ruling on rounding time values in a future expansion though.  Or it could be a split pile with Dr. Who.
Title: Re: Really bad card ideas
Post by: Minotaur on January 17, 2019, 01:04:41 am
Sort of like Dr. Who without the time control.

Village of the Realm
Action-Reserve
Cost: $4

+1 Card
+1 Action
Put this on your Tavern mat
------------
Directly after you finish playing an Action card, you may call this for +1 Action.
Title: Re: Really bad card ideas
Post by: Awaclus on January 17, 2019, 01:21:51 am
Clock (http://wiki.dominionstrategy.com/images/thumb/b/bc/Coin7.png/16px-Coin7.png)
Action
+ 1 Action
If it's exactly...
1:00- + 1 card +1 action
2:00- + 2 cards +2 actions
3:00- + 3 cards +3 actions
4:00- + 4 cards +4 actions
5:00- + 5 cards +5 actions
6:00- + 6 cards +6 actions
7:00- + 7 cards +7 actions
8:00-  + 8 cards +8 actions
9:00- + 9 cards +9 actions
10:00- + 10 cards +10 actions
11:00- + 11 cards +11 actions
12:00- + 12 cards +12 actions

And then it doesn't do anything in the afternoon?
Title: Re: Really bad card ideas
Post by: King Leon on January 17, 2019, 02:34:02 am
Dominion: Legacy
Type: Action
Cost: $3

Reveal a card from your hand. If it's a Victory card, tear and trash it and stick the +1 Experience sticker from that Victory card to your Player tableau. Else if it's an Action card, stick a +1 Action and a Cost +$1 sticker on that card.
Title: Re: Really bad card ideas
Post by: LittleFish on January 17, 2019, 07:52:22 am
Clock (http://wiki.dominionstrategy.com/images/thumb/b/bc/Coin7.png/16px-Coin7.png)
Action
+ 1 Action
If it's exactly...
1:00- + 1 card +1 action
2:00- + 2 cards +2 actions
3:00- + 3 cards +3 actions
4:00- + 4 cards +4 actions
5:00- + 5 cards +5 actions
6:00- + 6 cards +6 actions
7:00- + 7 cards +7 actions
8:00-  + 8 cards +8 actions
9:00- + 9 cards +9 actions
10:00- + 10 cards +10 actions
11:00- + 11 cards +11 actions
12:00- + 12 cards +12 actions

And then it doesn't do anything in the afternoon?


I never said AM or PM
Sort of like Dr. Who without the time control.

Village of the Realm
Action-Reserve
Cost: $4

+1 Card
+1 Action
------------
Directly after you finish playing an Action card, you may call this for +1 Action.
This never reaches your tavern mat
Title: Re: Really bad card ideas
Post by: Minotaur on January 17, 2019, 01:13:57 pm
I never said AM or PM

I think Awaclus doesn't believe in "AM" or "PM"...
Title: Re: Really bad card ideas
Post by: LittleFish on January 17, 2019, 06:45:38 pm
Clock (http://wiki.dominionstrategy.com/images/thumb/b/bc/Coin7.png/16px-Coin7.png)
Action
+ 1 Action
If it's exactly...
1:00- + 1 card +1 action
2:00- + 2 cards +2 actions
3:00- + 3 cards +3 actions
4:00- + 4 cards +4 actions
5:00- + 5 cards +5 actions
6:00- + 6 cards +6 actions
7:00- + 7 cards +7 actions
8:00-  + 8 cards +8 actions
9:00- + 9 cards +9 actions
10:00- + 10 cards +10 actions
11:00- + 11 cards +11 actions
12:00- + 12 cards +12 actions

And then it doesn't do anything in the afternoon?
doesn't work in military time
Title: Re: Really bad card ideas
Post by: Minotaur on January 25, 2019, 04:08:00 pm
$1 RBCI challenge, GO!

Schmilver
Treasure
Cost: $1

+$2
Return this to the Supply.
At the end of your Buy phase, take <1> and you may pay debt.
--------------
When you gain this, +1 Buy.
Title: Re: Really bad card ideas
Post by: Minotaur on January 26, 2019, 12:01:57 am
Schmourtyard
Action
Cost: $1

+1 Card
+1 Action
You may put a card from your hand on top of your deck.
Title: Re: Really bad card ideas
Post by: LittleFish on January 27, 2019, 08:57:10 am
Customs
Landmark

All cards from the black market cost (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) more, and when you gain a card from the black market gain a curse.
-
Setup- Replace a supply pile in the supply with the black market supply pile
Title: Re: Really bad card ideas
Post by: Minotaur on February 03, 2019, 06:06:06 pm
Like Triumph Only It Feels Bad
Event
Cost:  <5>

You may trash a Laboratory from your hand.
If you did, +1 VP and +1 VP for each Laboratory you've trashed this turn.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on February 03, 2019, 10:36:53 pm
Bouncer
Action - Reserve - $2
+1 Card
+1 Action
Put this on your Tavern Mat.
At the end of your turn, you may call this to discard a Band of Misfits or Overlord from your Tavern Mat.
Title: Re: Really bad card ideas
Post by: Minotaur on February 03, 2019, 10:53:50 pm
Bouncer
Action - Reserve - $2
+1 Card
+1 Action
Put this on your Tavern Mat.
At the end of your turn, you may call this to discard a Band of Misfits or Overlord from your Tavern Mat.

Ayyyyyy

That's at least two versions of the Tavern Limbo meme so far.  I dig it.

(Overlord comic)
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on February 04, 2019, 07:57:55 pm
Mutex Lock
Action - Duration - $2
At the start of your next turn, return all Artifacts in your possession.
While this is in play, another player cannot take an Artifact from you.
Title: Re: Really bad card ideas
Post by: crj on February 04, 2019, 09:12:54 pm
Dining Philosopher
Action
+1 Card
+1 Action
Take a Fork that is adjacent to you. If you cannot, wait until you can.
If you have two Forks, put one back each side of you for +5VP.

Setup: place one Fork between each two players.
Title: Re: Really bad card ideas
Post by: LittleFish on February 04, 2019, 09:20:45 pm
Dining Philosopher
Action
+1 Card
+1 Action
Take a Fork that is adjacent to you. If you cannot, wait until you can.
If you have two Forks, put one back each side of you for +5VP.

Setup: place one Fork between each two players.
It says wait until you can. Shouldn't this be a duration
Title: Re: Really bad card ideas
Post by: LittleFish on February 04, 2019, 09:22:06 pm
Insert Name Here
(http://wiki.dominionstrategy.com/images/thumb/d/df/Coin11.png/16px-Coin11.png)(http://wiki.dominionstrategy.com/images/thumb/d/d4/Debt8.png/18px-Debt8.png) - Action- Victory-Night-Attack-Reaction-Duration-Treasure
Play this as any card in the supply
Title: Re: Really bad card ideas
Post by: Minotaur on February 04, 2019, 11:59:41 pm
Partylord
Action
Cost: <8>

Play this as if it were an Action-Reserve card in the Supply.  This is that card until it leaves your Tavern mat.
------------------
Setup:  Add three Action-Reserve piles to the Supply.
Title: Re: Really bad card ideas
Post by: LittleFish on February 05, 2019, 07:48:11 am
Partylord
Action
Cost: <8>

Play this as if it were an Action-Reserve card in the Supply.  It is that card until it leaves your Tavern mat.
------------------
Setup:  Add three Action-Reserve piles to the Supply.

Shouldn't it be this is not it is
Title: Re: Really bad card ideas
Post by: crj on February 05, 2019, 08:34:10 am
It says wait until you can. Shouldn't this be a duration
No. I think you may have missed the point.
Title: Re: Really bad card ideas
Post by: Marcory on February 05, 2019, 11:04:04 am
Forger Action $7

Trash any number of cards. Gain a Counterfeit.


Ponzi Scheme Treasure $7

Each player reveals a treasure from their hand or reveals a hand with no Treasures. +$2 for each revealed treasure.

If any player did not reveal a treasure, gain a Curse and trash this.


Nigerian Prince Action-Attack $8

Set this aside. Each other player trashes a Gold from their hand or reveals a hand with no Gold. Set aside the trashed golds with this. For the rest of the game, at the start of your turn, +$3 for each gold set aside this way
Title: Re: Really bad card ideas
Post by: Minotaur on February 05, 2019, 11:20:35 am
It says wait until you can. Shouldn't this be a duration
No. I think you may have missed the point.

Was this the point?

Jumanji
Landmark

Each player Donates their deck on Turn 1.  Additional players may join the game 20 years from now.  If they do, they also Donate their deck at the start of their first turn, but then they gain an Ambassador and a Copper.  They must play Ambassador to reveal a Copper (but not return it to the Supply) before they are allowed to pay off any Debt tokens.
Title: Re: Really bad card ideas
Post by: LostPhoenix on February 05, 2019, 06:54:47 pm
Schmourtyard
Action
Cost: $1

+1 Card
+1 Action
You may put a card from your hand on top of your deck.

Schcout

Action
Cost: $1

+1 Action
Reveal the top 4 cards of your deck. Put the revealed victory cards into your hand. Put the other cards on top in any order.
Title: Re: Really bad card ideas
Post by: Minotaur on February 05, 2019, 08:44:16 pm
The proper word is "schmout".

It's like you're being dismissive and you say "Dominion, schmominion".  That's a thing people do sometimes.
Title: Re: Really bad card ideas
Post by: Minotaur on February 10, 2019, 03:49:13 am
Haggler Negotiator
Action-Reserve
Cost: $5

+1 Card
+1 Action
Put this on your Tavern mat.
-----------------
When you would gain a card, you may Call this to instead gain a card costing up to $1 more.
Title: Re: Really bad card ideas
Post by: Asper on February 10, 2019, 05:38:32 am
Haggler Negotiator
Action-Reserve
Cost: $5

+1 Card
+1 Action
Put this on your Tavern mat.
-----------------
When you would gain a card, you may Call this to instead gain a card costing up to $1 more.
This wouldn't be a RBCI if it wasn't better than Baker.
Title: Re: Really bad card ideas
Post by: Minotaur on February 10, 2019, 05:54:14 am
Haggler Negotiator
Action-Reserve
Cost: $5

+1 Card
+1 Action
Put this on your Tavern mat.
-----------------
When you would gain a card, you may Call this to instead gain a card costing up to $1 more.
This wouldn't be a RBCI if it wasn't better than Baker.

Doesn't throne well.  Misses reshuffles if you don't want to use it right away.  Hates cost gaps...
Title: Re: Really bad card ideas
Post by: King Leon on February 10, 2019, 02:43:31 pm
Exodia parts
This is a split pile with five different cards.

Right Arm of the Forbidden One
Type: Action – Exodia part
Cost: $2
+1 Card
Trash 1 card from your hand.
-
When you gain this, gain 1 Curse.

Left Arm of the Forbidden One
Type: Action – Exodia part
Cost: $2
+$1
+1 Buy

Right Leg of the Forbidden One
Type: Action – Exodia part
Cost: $2
+1 Action
Look at the top 2 cards of your deck. Put one back on top. Discard the other card.

Left Leg of the Forbidden One
Type: Action – Exodia part – Attack
Cost: $2
+1 Card
Each other player discards 1 Exodia part from their hand or reveals a hand without Exodia parts.

Exodia the Forbidden One
Type: Night – Exodia part
Cost: $2
Reveal your hand. If you have Right Arm of the Forbidden One, Left Arm of the Forbidden One, Right Leg of the Forbidden One and Left Leg of the Forbidden One in your hand, you win the game.
Title: Re: Really bad card ideas
Post by: LibraryAdventurer on February 10, 2019, 11:03:51 pm
<Exodia parts>
Huh?

At first I thought it was going to be a reference to the Hokey Pokey.
<insert similar RBCIs based on the Hokey Pokey which I don't feel like doing at the moment.>
Title: Re: Really bad card ideas
Post by: King Leon on February 11, 2019, 01:48:07 am
<Exodia parts>
Huh?

At first I thought it was going to be a reference to the Hokey Pokey.
<insert similar RBCIs based on the Hokey Pokey which I don't feel like doing at the moment.>

I don’t know, what Hokey Pokey is, but I was actually referring to Yu-Gi-Oh.
Title: Re: Really bad card ideas
Post by: LibraryAdventurer on February 11, 2019, 02:44:05 am
<Exodia parts>
Huh?

At first I thought it was going to be a reference to the Hokey Pokey.
<insert similar RBCIs based on the Hokey Pokey which I don't feel like doing at the moment.>

I don’t know, what Hokey Pokey is, but I was actually referring to Yu-Gi-Oh.
no know Hokey Pokey?
https://www.youtube.com/watch?v=s_P9PU5FcMQ
I will always remember it (along with the chicken dance) as the most annoying parts of rollerskating when I was middle school age.
Title: Re: Really bad card ideas
Post by: ConMan on February 11, 2019, 05:32:55 pm
Exodia is a set of cards in Yugioh with an instant-win condition if you can get them all together, just like the RBCI King Leon posted. I believe it was a critical point in some of the duels in the anime, but I've also heard that in real-life play it's usually a pretty rubbish combo because it's very fragile.
Title: Re: Really bad card ideas
Post by: King Leon on February 12, 2019, 01:59:43 am
Exodia is a set of cards in Yugioh with an instant-win condition if you can get them all together, just like the RBCI King Leon posted. I believe it was a critical point in some of the duels in the anime, but I've also heard that in real-life play it's usually a pretty rubbish combo because it's very fragile.

That’s right. Especially, because Pot of Greed (Yu-Gi-Oh’s Laboratory equivalent) is banned in competitive play. The original cards are weak monsters without effects. I tried to give them some synergy, but then I realized, that Dominion has strong trashers like Donate, Junk Dealer and Chapel and drawers like Hunting Party, which is the reason, that an Exodia-like set of cards would be too strong in Dominion.
Title: Re: Really bad card ideas
Post by: Minotaur on February 12, 2019, 10:10:37 am
Exodia is a set of cards in Yugioh with an instant-win condition if you can get them all together, just like the RBCI King Leon posted. I believe it was a critical point in some of the duels in the anime, but I've also heard that in real-life play it's usually a pretty rubbish combo because it's very fragile.

That’s right. Especially, because Pot of Greed (Yu-Gi-Oh’s Laboratory equivalent) is banned in competitive play. The original cards are weak monsters without effects. I tried to give them some synergy, but then I realized, that Dominion has strong trashers like Donate, Junk Dealer and Chapel and drawers like Hunting Party, which is the reason, that an Exodia-like set of cards would be too strong in Dominion.

Travelers are still a thing though.
Title: Re: Really bad card ideas
Post by: King Leon on February 12, 2019, 02:41:01 pm
Travelers are still a thing though.

Actually, Treasure Map is Dominion’s Exodia.
Title: Re: Really bad card ideas
Post by: Minotaur on February 15, 2019, 04:32:12 pm
Federal Reserve
Landmark

+10 VP if you have 8 or more Coffers.
-----------
Setup:  Add a card that gives Coffers to the Supply.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on February 16, 2019, 01:02:38 pm
Stock Option
Treasure - Reaction - $4
Worth $1
During the Buy phase of the player to your left, you may trash this from your hand for an amount of Coffers equal to half of their $, rounded down.
When you gain this, the player to your left gets +1 Coffers.
Title: Re: Really bad card ideas
Post by: mail-mi on February 19, 2019, 01:40:17 pm
Plus One - $5
Action
+1 Card
+1 Action
+$1
+1P
+1 Buy
+1 VP
+1 Coffers
+1 Villagers
Take one debt token.
Title: Re: Really bad card ideas
Post by: Minotaur on February 20, 2019, 01:14:28 pm
Credit Union
Treasure
Cost: $5

+$1 for each differently-named Treasure you have in play (including this)
Title: Re: Really bad card ideas
Post by: MiX on February 20, 2019, 01:47:31 pm
That's Merchant: Silver variant edition. Love it!

And it works with non-silvers too, what value, great card.

...I actually like it. But treasures are boring.
Title: Re: Really bad card ideas
Post by: crj on February 20, 2019, 04:19:50 pm
(Yes, I know which thread we're in here, but...)

It feels like Credit Union could cost $4, or even $3. Bank is $7, and will almost always give you at least $1 more than Credit Union would, especially as Banks stack. I think it's established that a treasure which gives $1 less when played costs $3 less. (-8
Title: Re: Really bad card ideas
Post by: Minotaur on February 20, 2019, 04:22:09 pm
(Yes, I know which thread we're in here, but...)

It feels like Credit Union could cost $4, or even $3. Bank is $7, and will almost always give you at least $1 more than Credit Union would, especially as Banks stack. I think it's established that a treasure which gives $1 less when played costs $3 less. (-8

idk, it's already a Silver as long as you have literally any other Treasure in your hand.  With a Copper and a Silver, it becomes a Gold.  With additional alt treasure, it can become a $4 or $5.  Of course this is not an easy thing to pull off.  I might be open to $4, but $3 is absurd, and I still lean toward $5, though of course I haven't tested it.
Title: Re: Really bad card ideas
Post by: crj on February 20, 2019, 04:37:07 pm
idk, it's already a Silver as long as you have literally any other Treasure in your hand.
Fair point.

You won't always, of course, but yeah, $4 rather than $3.
Title: Re: Really bad card ideas
Post by: King Leon on February 20, 2019, 04:51:38 pm
Curse tokens are worth -1 VP

Drug Dealer
Type: Action
Cost: $2
+1 Card
+1 Action
+$1
+1 Curse Token

Dark Laboratory
Type: Action
Cost: $4
+2 Cards
+1 Villager
+1 Curse Token

Sectarian Preacher
Type: Action
Cost: $3
+$3
+1 Curse Token
Trash a card from your hand.

Blood Diamond
Type: Treasure
Cost: $4
When you play this:
+$3
+1 Curse Token
Title: Re: Really bad card ideas
Post by: Minotaur on February 20, 2019, 06:51:48 pm
Credit Union
Treasure
Cost: $5

+$1 for each differently-named Treasure you have in play (including this)

I could maybe add +1 Buy.  If you get it to provide $4, then you're already at a $10 hand.  Having it strictly weaker than Bank was part of the themeatic point, but +Buy seems like a reasonable way to justify a $5 price point if necessary while making it less dependent on the board, and also making it useful on boards where it wouldn't otherwise be good at all.
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on February 21, 2019, 02:30:24 pm
A Project (needs a good name):
Cost: (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)
Each turn, at the beginning of your Buy phase (before playing Treasures), conduct as many auctions as you wish.

Extra rules:
In an auction, you reveal a card from your hand and name a number. Then other players take turns bidding or passing. If they bid, and are the first bidder, they call out a number greater than or equal to your number. If they are not the first bidder, they call out a number greater than the previous number called out. If they pass, they will not be able to bid for the rest of this auction. Bidding continues until everyone passes. If nobody bids, nothing happens. Otherwise, the player who bid highest gains the card from your hand, you take a number of Coffers equal to the highest bid, and they take an equal amount of Debt.
Title: Re: Really bad card ideas
Post by: Minotaur on February 21, 2019, 03:47:36 pm
A Project (needs a good name):
Cost: (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)
Each turn, at the beginning of your Buy phase (before playing Treasures), conduct as many auctions as you wish.

Extra rules:
In an auction, you reveal a card from your hand and name a number. Then other players take turns bidding or passing. If they bid, and are the first bidder, they call out a number greater than or equal to your number. If they are not the first bidder, they call out a number greater than the previous number called out. If they pass, they will not be able to bid for the rest of this auction. Bidding continues until everyone passes. If nobody bids, nothing happens. Otherwise, the player who bid highest gains the card from your hand, you take a number of Coffers equal to the highest bid, and they take an equal amount of Debt.

Auction House, maybe?

Optimal play would lead to the other player never accepting the auction in 2P; after all, if it's a dumb offer, they take it, and if it's a smart offer, they shouldn't.  Paying $5 for something where you have to count on your opponent being wrong?  Really iffy.

In 3P or more, it could easily be a very political Project.

I suggest playing this in 6P on a board with Page, Peasant, and Tournament.

Score:
8/10, verifiable RBCI.
Title: Re: Really bad card ideas
Post by: crj on February 21, 2019, 03:55:44 pm
If the objective was to have something playable instead of a RBCI, maybe it could be a Landmark? Or an Artifact?
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on February 21, 2019, 05:00:34 pm
I think anything similar to this wouldn't be playable, at least in Dominion. Mountain Pass is cool, but if you change any aspect of it I don't think it's playable in Dominion. I don't expect any future expansions to have another auction card because I think it would have to be too similar to Mountain Pass in order to fit, but who knows? We've been surprised before.
Title: Re: Really bad card ideas
Post by: King Leon on February 21, 2019, 06:56:40 pm
A probably unbalanced idea with an auction mechanism, loosely inspired by the card game For Sale.

Two piles:

Properties
Eight Victory cards worth 1 to 8 VP, randomly mixed. Not in the Supply.

Checks
Eight Treasure cards costing $1 to $8 in ascending order (the cheapest on the top).
All checks have the same effect, which is:
When you play this: Banish* this and gain a Property from the Property pile.

(* To banish means, to return to the box without visiting the trash.)
Title: Re: Really bad card ideas
Post by: LittleFish on February 22, 2019, 07:51:40 am
Chuck Norris
$12 Action
You immediately win the game.
You cannot buy this card.
You cannot gain this card by using an Action card.

Fun (simple) Puzzle: How do you get Chuck Norris?
It should be "when you gain this you immediately win the game"
also, 7 highways can lower the cost to 5 then you could use a vampire
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on February 22, 2019, 11:05:27 am
Or it could be gained with Horn of Plenty
Title: Re: Really bad card ideas
Post by: King Leon on February 22, 2019, 11:46:35 am
Or it could be gained with Horn of Plenty
Or Summon, Alms, Ball, Seaway, Charm, Advance, Banquet, Cobbler, Devil's Workshop or The Earth's Gift.

An easy setup would be: Play two Quarries, a Charm and buy a Province. Gain Chuck Norris with Charm.
Title: Re: Really bad card ideas
Post by: crj on February 22, 2019, 12:08:30 pm
Or just Farmland a Province with one Quarry in play.
Title: Re: Really bad card ideas
Post by: Marcory on February 22, 2019, 03:49:56 pm
With enough cost-reducers in play, can you play Overlord as Chuck Norris?
Title: Re: Really bad card ideas
Post by: Minotaur on February 22, 2019, 04:26:45 pm
You can just buy Chuck Norris for $12 because being unable to buy it is an on-play effect.
Title: Re: Really bad card ideas
Post by: Marcory on February 23, 2019, 07:24:08 am
You win the game when you play Chuck Norris, not when you gain him. So with 7 cost reducers in play, Chuck would only cost $5 and I could in theory play an Overlord as Chuck to automatically win the game, correct?

Shouldn't it be impossible for anyone else, even an Overlord who owns 7 Bridges, to be Chuck Norris?
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on February 23, 2019, 09:04:50 am
Shouldn't it be impossible for anyone else, even an Overlord who owns 7 Bridges, to be Chuck Norris?

If you have 7 Bridges in play, I think you've already won.
Title: Re: Really bad card ideas
Post by: Minotaur on February 23, 2019, 10:19:26 am
If you have 7 Bridges in play, I think you've already won.

(https://i.imgflip.com/2ufig6.jpg)
Title: Re: Really bad card ideas
Post by: crj on February 23, 2019, 06:59:32 pm
Corner case: opponent already has 7*Province, 8*Duchy.
Title: Re: Really bad card ideas
Post by: Marcory on February 24, 2019, 12:58:51 am
Or  it's a colony game and your opponent has been buying Colonies while you've been going for a Chuck Norris engine.
Title: Re: Really bad card ideas
Post by: Sade on February 26, 2019, 04:19:41 pm
(https://i.imgur.com/E3HfI7L.png)
Title: Re: Really bad card ideas
Post by: Minotaur on February 26, 2019, 08:10:06 pm
Madison County
Action
Cost: $45

+$10
+10 Buys
This turn cards cost $10 less, but not less than $0
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on February 26, 2019, 11:32:26 pm
Madison County
Action
Cost: $45

+$10
+10 Buys
This turn cards cost $10 less, but not less than $0

Hey, this lets me gain Chuck Norris! Cool! Now I have two automatic game winners!
Title: Re: Really bad card ideas
Post by: King Leon on February 27, 2019, 02:15:18 am
Madison County
Action
Cost: $45

+$10
+10 Buys
This turn cards cost $10 less, but not less than $0
Lurker is my friend.
Title: Re: Really bad card ideas
Post by: Minotaur on February 27, 2019, 02:23:43 pm
Owl
Treasure
Cost: $4

+$2
Reveal the top card of your deck.  If it's a Treasure, put it in your hand.  If it's a Night card, gain an Owl.
Title: Re: Really bad card ideas
Post by: DooWopDJ on February 27, 2019, 04:36:19 pm
Annoyance
Reaction
Cost: $0

You may reveal this from your hand when a player plays an Action.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on February 27, 2019, 05:55:29 pm
Infuriation
Reaction - $0
You may reveal this from your hand when a player draws a card.
Title: Re: Really bad card ideas
Post by: King Leon on February 27, 2019, 07:06:34 pm
Private
Type: Action - Attack
Cost: $2
+1 Coffers
Each other player discards down to 4 cards in hand.

Church
Type: Action
Cost: $6
+3 Cards
Trash up to 3 cards from your hand.
Title: Re: Really bad card ideas
Post by: arishipshape on February 27, 2019, 07:29:37 pm
Private
Type: Action - Attack
Cost: $2
+1 Coffers
Each other player discards down to 4 cards in hand.

Church
Type: Action
Cost: $6
+3 Cards
Trash up to 3 cards from your hand.
I don't know if i'm missing a joke or something, but why are these bad card ideas? I think Church in particular looks awesome.
Title: Re: Really bad card ideas
Post by: Minotaur on February 27, 2019, 07:32:04 pm
Clearance Sale
Night
Cost: <8>

Set aside any number of Treasures you have in play.  Play them.  Trash them.  You may buy a card.
Title: Re: Really bad card ideas
Post by: Minotaur on February 27, 2019, 07:39:16 pm
Private
Type: Action - Attack
Cost: $2
+1 Coffers
Each other player discards down to 4 cards in hand.

Church
Type: Action
Cost: $6
+3 Cards
Trash up to 3 cards from your hand.
I don't know if i'm missing a joke or something, but why are these bad card ideas? I think Church in particular looks awesome.

I think a CI that isn't RB becomes a RBRBCI.
Title: Re: Really bad card ideas
Post by: King Leon on February 28, 2019, 01:32:59 am
Private
Type: Action - Attack
Cost: $2
+1 Coffers
Each other player discards down to 4 cards in hand.

Church
Type: Action
Cost: $6
+3 Cards
Trash up to 3 cards from your hand.
I don't know if i'm missing a joke or something, but why are these bad card ideas? I think Church in particular looks awesome.

Private (lowest military degree) is very bad compared to Militia and Church is ridiculously overpowered and imbalanced.
Title: Re: Really bad card ideas
Post by: Minotaur on February 28, 2019, 02:47:57 am
Yeah, I guess it's true that Private compares very poorly to Candlestick Maker, and the attack hardly makes up for it.

Considering that a Militia is more than one person, maybe you should have to "Treasure Map" two Privates to get a Militia.  It would still be bad though.

Church might be ok if it could only trash two?  But I know threes are a big thing with Earth religion.  It's also the first ordinary prime because two is always a diva.  Maybe if the trashing weren't optional, but then that's just a different type of Really Bad.
Title: Re: Really bad card ideas
Post by: Marcory on February 28, 2019, 10:15:21 am
Re Action Reaction (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)

When you or another player plays an Action, you may reveal this, to cause that player to play the same Action again.
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on February 28, 2019, 12:05:02 pm
Re Action Reaction (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)

When you or another player plays an Action, you may reveal this, to cause that player to play the same Action again.

Woah. You could make that cost more than Colony and it would still be overpowered.
Title: Re: Really bad card ideas
Post by: GendoIkari on February 28, 2019, 02:15:42 pm
Re Action Reaction (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)

When you or another player plays an Action, you may reveal this, to cause that player to play the same Action again.

Woah. You could make that cost more than Colony and it would still be overpowered.

If combined with any single card that gives both (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) and +buy, it is an instant win. When combined with any card that gives +(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png), it is an instant stalemate unless you can also end the game.
Title: Re: Really bad card ideas
Post by: arishipshape on February 28, 2019, 06:19:22 pm
Re Action Reaction (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)

When you or another player plays an Action, you may reveal this, to cause that player to play the same Action again.
Foe plays rats.
Title: Re: Really bad card ideas
Post by: crj on February 28, 2019, 07:13:29 pm
Even playing Upgrade would spell doom for your foe: you have to run out of higher-priced cards and end up trashing your entire deck eventually.
Title: Re: Really bad card ideas
Post by: Minotaur on March 02, 2019, 01:28:14 am
Polymorph
Action-Treasure-Night
Cost: $2P

+1 Action
You may play an Action, Treasure, or Night card from your hand.
Title: Re: Really bad card ideas
Post by: Minotaur on March 02, 2019, 01:56:58 am
Duplex
Event
Cost: $5

Put your other Project token on the Project you already bought.
Title: Re: Really bad card ideas
Post by: King Leon on March 02, 2019, 04:33:18 am
Really Bad Black Market
Type: Action
Cost: $4

+$2
Reveal the Really Bad Black Market deck. Play any number of Treasures from your hand. You may buy one of the revealed cards.
-
Setup: Make a Really Bad Black Market deck out of all RBCI Kingdom cards.
Title: Re: Really bad card ideas
Post by: Minotaur on March 02, 2019, 04:11:57 pm
Shallows
Action
Cost: $1

+1 Buy
+$1
Things other than cards cost $2 less this turn, but not less than $0.
Title: Re: Really bad card ideas
Post by: LittleFish on March 02, 2019, 04:18:54 pm
Why the name?
Title: Re: Really bad card ideas
Post by: Minotaur on March 02, 2019, 04:33:53 pm
Why the name?

It's a place where you can cross a river, just not as good.
Title: Re: Really bad card ideas
Post by: Minotaur on March 02, 2019, 04:51:52 pm
Exhibition Match
Action
Cost: $4

+1 Card
+1 Action
You may discard a Duchy.  If you do, gain an Estate or a Mule from its pile.


(All cards named "Mule" are in a single Prize pile.)
Mule
Action
Cost: $0*

+2 Cards
+2 Actions
(Not in the Supply)


Mule
Action
Cost: $0*

+2 Cards
+$2
(Not in the Supply)


Mule
Action
Cost: $0*

+2 Cards
Gain 4 Silvers and put your deck in your Discard pile
(Not in the Supply)


Mule
Action
Cost: $0*

+2 Actions
+$2
(Not in the Supply)


Mule
Action
Cost: $0*

+2 Actions
Gain 4 Silvers and put your deck in your Discard pile
(Not in the Supply)


Mule
Action
Cost: $0*

+$2
Gain 4 Silvers and put your deck in your Discard pile
(Not in the Supply)
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on March 02, 2019, 10:00:42 pm
Abridge
Action - $2
Cards have 1 word fewer on them this turn, but fewer than 0 words.
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on March 02, 2019, 10:16:20 pm
Abridge
Action - $2
Cards have 1 word fewer on them this turn, but fewer than 0 words.

... but *not* fewer than 0 words.
How do you determine which words get removed first? Randomly? Your choice? The order they appear on the card? The order they appear in the dictionary? Vanilla bonuses first? Is it only words in the text, or do the types and card names go away too?

Do (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) amounts count as words? What about (http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png), (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png), (http://wiki.dominionstrategy.com/images/thumb/8/81/Debt.png/18px-Debt.png), and expansion symbols? What about the '+' in the vanilla bonuses, and the numbers for that matter?
Title: Re: Really bad card ideas
Post by: Minotaur on March 02, 2019, 10:35:50 pm
Abridge
Action - $2
Cards have 1 word fewer on them this turn, but fewer than 0 words.

... but *not* fewer than 0 words.
How do you determine which words get removed first? Randomly? Your choice? The order they appear on the card? The order they appear in the dictionary? Vanilla bonuses first? Is it only words in the text, or do the types and card names go away too?

Do (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) amounts count as words? What about (http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png), (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png), (http://wiki.dominionstrategy.com/images/thumb/8/81/Debt.png/18px-Debt.png), and expansion symbols? What about the '+' in the vanilla bonuses, and the numbers for that matter?

It's better with the typo.
Title: Re: Really bad card ideas
Post by: Minotaur on March 02, 2019, 10:37:52 pm
Translate
Action-Reserve
Cost: $2

+1 Card
+1 Action
Put this on your Tavern mat
-------------
When you play a card, you may Call this to instead play that card as if its text were in a language of your choice in which Dominion has been published.
Title: Re: Really bad card ideas
Post by: King Leon on March 02, 2019, 10:40:24 pm
Dimension Hole
Type: Project
Cost: $5
During your turn, the expressions +$ X and + X Card(s) are swapped.
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on March 03, 2019, 05:04:23 pm
Star Card
Cost: (http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png)
Types: Action-Reserve

+1 Card
+1 Action

Put this on your Tavern Mat.
(this is not in the supply)
------------------------------
When you gain a card other than a Star Card, you may flip a coin (coin not included).
If it comes up heads, you may gain a Star Card.
This is a Star Card. Star Cards are better than other cards.


You Win!
Cost: (http://wiki.dominionstrategy.com/images/thumb/4/47/Coin8.png/16px-Coin8.png)
Type: Event

When you buy this, you win!
(If you have more Star Cars on your Tavern Mat than anyone else still in the game.)
Otherwise, gain a Star Card.
See, Star Cards really are better than other cards!

Bonus points if you can name the game that this idea was taken from.
Title: Re: Really bad card ideas
Post by: Lurker on March 03, 2019, 06:30:59 pm
Star Card
Cost: (http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png)
Types: Action-Reserve

+1 Card
+1 Action

Put this on your Tavern Mat.
(this is not in the supply)
------------------------------
When you gain a card other than a Star Card, you may flip a coin (coin not included).
If it comes up heads, you may gain a Star Card.
This is a Star Card. Star Cards are better than other cards.


You Win!
Cost: (http://wiki.dominionstrategy.com/images/thumb/4/47/Coin8.png/16px-Coin8.png)
Type: Event

When you buy this, you win!
(If you have more Star Cars on your Tavern Mat than anyone else still in the game.)
Otherwise, gain a Star Card.
See, Star Cards really are better than other cards!

Bonus points if you can name the game that this idea was taken from.

I'm guessing you didn't playtest this at all.
Title: Re: Really bad card ideas
Post by: Minotaur on March 03, 2019, 06:43:38 pm
Star Card
Cost: (http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png)
Types: Action-Reserve

+1 Card
+1 Action

Put this on your Tavern Mat.
(this is not in the supply)
------------------------------
When you gain a card other than a Star Card, you may flip a coin (coin not included).
If it comes up heads, you may gain a Star Card.
This is a Star Card. Star Cards are better than other cards.


You Win!
Cost: (http://wiki.dominionstrategy.com/images/thumb/4/47/Coin8.png/16px-Coin8.png)
Type: Event

When you buy this, you win!
(If you have more Star Cars on your Tavern Mat than anyone else still in the game.)
Otherwise, gain a Star Card.
See, Star Cards really are better than other cards!

Bonus points if you can name the game that this idea was taken from.

I'm guessing you didn't playtest this at all.

Not sure if you're just making a reference I don't get or if you don't know what thread this is.
Title: Re: Really bad card ideas
Post by: ConMan on March 03, 2019, 07:40:49 pm
Star Card
Cost: (http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png)
Types: Action-Reserve

+1 Card
+1 Action

Put this on your Tavern Mat.
(this is not in the supply)
------------------------------
When you gain a card other than a Star Card, you may flip a coin (coin not included).
If it comes up heads, you may gain a Star Card.
This is a Star Card. Star Cards are better than other cards.


You Win!
Cost: (http://wiki.dominionstrategy.com/images/thumb/4/47/Coin8.png/16px-Coin8.png)
Type: Event

When you buy this, you win!
(If you have more Star Cars on your Tavern Mat than anyone else still in the game.)
Otherwise, gain a Star Card.
See, Star Cards really are better than other cards!

Bonus points if you can name the game that this idea was taken from.

I'm guessing you didn't playtest this at all.

Not sure if you're just making a reference I don't get or if you don't know what thread this is.
The game which is the inspiration for the RBCI. (https://boardgamegeek.com/boardgame/31016/we-didnt-playtest-all)
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on March 03, 2019, 09:21:43 pm
Not sure if you're just making a reference I don't get or if you don't know what thread this is.

The former. The game I got the idea from is called "We didn't playtest this at all". I wouldn't expect everyone to know it, but if you don't, it's a great game if you're in the mood for a laugh with some friends.
Title: Re: Really bad card ideas
Post by: LittleFish on March 04, 2019, 07:54:16 am
Star Card
Cost: (http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png)
Types: Action-Reserve

+1 Card
+1 Action

Put this on your Tavern Mat.
(this is not in the supply)
------------------------------
When you gain a card other than a Star Card, you may flip a coin (coin not included).
If it comes up heads, you may gain a Star Card.
This is a Star Card. Star Cards are better than other cards.


You Win!
Cost: (http://wiki.dominionstrategy.com/images/thumb/4/47/Coin8.png/16px-Coin8.png)
Type: Event

When you buy this, you win!
(If you have more Star Cars on your Tavern Mat than anyone else still in the game.)
Otherwise, gain a Star Card.
See, Star Cards really are better than other cards!

Bonus points if you can name the game that this idea was taken from.
"still in the game"? how would anybody not be still in the game
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on March 04, 2019, 11:51:51 am
"still in the game"? how would anybody not be still in the game

I took the wording from similar cards in the game "We Didn't Playtest This At All", in which players can get eliminated (and usually for very silly reasons like forgetting to say "Ah! Zombies!" before playing a card while the Zombies card is out). It doesn't happen in Dominion (obviously), but that's why it's an RBCI, and not an SCI (serious card idea).

Side note: would you say "an RBCI" because R is pronounced with a vowel sound at the beginning, or would you say "a RBCI" because 'really' has a consonant sound at the beginning?
Title: Re: Really bad card ideas
Post by: King Leon on March 04, 2019, 11:56:05 am
Side note: would you say "an RBCI" because R is pronounced with a vowel sound at the beginning, or would you say "a RBCI" because 'really' has a consonant sound at the beginning?

I would say, an arrrr-be-see-eye.
Title: Re: Really bad card ideas
Post by: Awaclus on March 04, 2019, 12:57:53 pm
"still in the game"? how would anybody not be still in the game

I took the wording from similar cards in the game "We Didn't Playtest This At All", in which players can get eliminated (and usually for very silly reasons like forgetting to say "Ah! Zombies!" before playing a card while the Zombies card is out). It doesn't happen in Dominion (obviously), but that's why it's an RBCI, and not an SCI (serious card idea).

Side note: would you say "an RBCI" because R is pronounced with a vowel sound at the beginning, or would you say "a RBCI" because 'really' has a consonant sound at the beginning?

That depends on whether you say "really" or "R". Of course, you can also pronounce rbci as a single syllable, in which case it also has a consonant sound.
Title: Re: Really bad card ideas
Post by: Minotaur on March 04, 2019, 01:09:10 pm
RBCI...  Arby's seeing eye...  Illuminati roast beef and fried onion rings........
Title: Re: Really bad card ideas
Post by: Asper on March 05, 2019, 03:32:02 am
I think you generally base it on pronounciation. An hommage. A unit.
Title: Re: Really bad card ideas
Post by: Gherald on March 06, 2019, 06:08:52 pm
Persistent Watchtower Tattoo
Cost: 10
Type: Project


When you buy this, draw a watchtower on the palm of your hand. You now have a watchtower in-hand for the rest of the game, which cannot be discarded.
Title: Re: Really bad card ideas
Post by: Minotaur on March 06, 2019, 07:50:14 pm
Amputate
Event
$0

+1 Buy
You may cut off your hand.  If you did, reclaim your Project token from Persistent Watchtower Tattoo.  If you did:
  +$10
  Draw until you have 6 cards in hand.
---------
(You may Buy this during your Action phase)


Amputate For Wimps
Event
Cost: $0

+1 Buy
You may reclaim your Project token from Persistent Watchtower Tattoo.  If you did:
  +$5
  Draw until you have 6 cards in hand.
---------
(You may Buy this during your Action phase)
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on March 06, 2019, 10:21:38 pm
Amputate
Event
$0

+$10
+1 Buy
You may cut off your hand.  If you did, reclaim your Project token from Persistent Watchtower Tattoo.  If you did, draw until you have 6 cards in hand.
---------
(You may Buy this during your Action phase)

There needs to be a Possession protection clause. Otherwise this card is illegal (according governmental laws, I mean, not according to Dominion rules. This is perfectly fine by Dominion rules.) Other than that, the only other problem I see (if you want to call it a problem, but it's an RBCI so you don't have to) is that the +(http://wiki.dominionstrategy.com/images/thumb/c/cc/Coin10.png/16px-Coin10.png) and +1 Buy not being in the 'if you did' clause makes Win on Turn 1 solutions much easier.
Title: Re: Really bad card ideas
Post by: Minotaur on March 06, 2019, 10:47:34 pm
Amputate
Event
$0

+$10
+1 Buy
You may cut off your hand.  If you did, reclaim your Project token from Persistent Watchtower Tattoo.  If you did, draw until you have 6 cards in hand.
---------
(You may Buy this during your Action phase)

There needs to be a Possession protection clause. Otherwise this card is illegal (according governmental laws, I mean, not according to Dominion rules. This is perfectly fine by Dominion rules.) Other than that, the only other problem I see (if you want to call it a problem, but it's an RBCI so you don't have to) is that the +(http://wiki.dominionstrategy.com/images/thumb/c/cc/Coin10.png/16px-Coin10.png) and +1 Buy not being in the 'if you did' clause makes Win on Turn 1 solutions much easier.

"There I was with two stumps, thinking I was going to win on Turn 1, and then I realized Market Fair wasn't in the game..."
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on March 06, 2019, 11:07:17 pm
Amputate
Event
$0

+$10
+1 Buy
You may cut off your hand.  If you did, reclaim your Project token from Persistent Watchtower Tattoo.  If you did, draw until you have 6 cards in hand.
---------
(You may Buy this during your Action phase)

There needs to be a Possession protection clause. Otherwise this card is illegal (according governmental laws, I mean, not according to Dominion rules. This is perfectly fine by Dominion rules.) Other than that, the only other problem I see (if you want to call it a problem, but it's an RBCI so you don't have to) is that the +(http://wiki.dominionstrategy.com/images/thumb/c/cc/Coin10.png/16px-Coin10.png) and +1 Buy not being in the 'if you did' clause makes Win on Turn 1 solutions much easier.

"There I was with two stumps, thinking I was going to win on Turn 1, and then I realized Market Fair wasn't in the game..."
You mean Travelling Fair? Also, you don't have to cut off your hands to get the +(http://wiki.dominionstrategy.com/images/thumb/c/cc/Coin10.png/16px-Coin10.png) and +1 Buy, the only thing cutting your hand off does is it allows you to remove your Project token and draw up to 6 cards.
Title: Re: Really bad card ideas
Post by: Minotaur on March 07, 2019, 12:09:12 am
Amputate
Event
$0

+$10
+1 Buy
You may cut off your hand.  If you did, reclaim your Project token from Persistent Watchtower Tattoo.  If you did, draw until you have 6 cards in hand.
---------
(You may Buy this during your Action phase)

There needs to be a Possession protection clause. Otherwise this card is illegal (according governmental laws, I mean, not according to Dominion rules. This is perfectly fine by Dominion rules.) Other than that, the only other problem I see (if you want to call it a problem, but it's an RBCI so you don't have to) is that the +(http://wiki.dominionstrategy.com/images/thumb/c/cc/Coin10.png/16px-Coin10.png) and +1 Buy not being in the 'if you did' clause makes Win on Turn 1 solutions much easier.

"There I was with two stumps, thinking I was going to win on Turn 1, and then I realized Market Fair wasn't in the game..."
You mean Travelling Fair? Also, you don't have to cut off your hands to get the +(http://wiki.dominionstrategy.com/images/thumb/c/cc/Coin10.png/16px-Coin10.png) and +1 Buy, the only thing cutting your hand off does is it allows you to remove your Project token and draw up to 6 cards.

You have to Buy the event each time though.  So you need Traveling Fair to end on Turn 1.
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on March 07, 2019, 10:46:34 am
Amputate
Event
$0

+$10
+1 Buy
You may cut off your hand.  If you did, reclaim your Project token from Persistent Watchtower Tattoo.  If you did, draw until you have 6 cards in hand.
---------
(You may Buy this during your Action phase)

There needs to be a Possession protection clause. Otherwise this card is illegal (according governmental laws, I mean, not according to Dominion rules. This is perfectly fine by Dominion rules.) Other than that, the only other problem I see (if you want to call it a problem, but it's an RBCI so you don't have to) is that the +(http://wiki.dominionstrategy.com/images/thumb/c/cc/Coin10.png/16px-Coin10.png) and +1 Buy not being in the 'if you did' clause makes Win on Turn 1 solutions much easier.

"There I was with two stumps, thinking I was going to win on Turn 1, and then I realized Market Fair wasn't in the game..."
You mean Travelling Fair? Also, you don't have to cut off your hands to get the +(http://wiki.dominionstrategy.com/images/thumb/c/cc/Coin10.png/16px-Coin10.png) and +1 Buy, the only thing cutting your hand off does is it allows you to remove your Project token and draw up to 6 cards.

You have to Buy the event each time though.  So you need Traveling Fair to end on Turn 1.

True. It still makes the solution easier though, needing only two events as opposed to a whole kingdom, and shuffle luck on opening doesn't play a role anymore. I still think there needs to be a Possession protection clause... although I suppose if someone possesses you you can resign if you really care about your hands.
Title: Re: Really bad card ideas
Post by: Minotaur on March 07, 2019, 11:13:51 am
It may be the truest RBCI thus far and no upvotes.  Balance tweaks are fine, but accomodations for personal safety are conterproductive.
Title: Re: Really bad card ideas
Post by: AJD on March 07, 2019, 12:57:34 pm
Envious Coppersmith

Action: $3

Copper produces an extra $1 this turn, but Gold and Silver produce only $1 each.
Title: Re: Really bad card ideas
Post by: crj on March 07, 2019, 01:04:24 pm
Morbid Lurking Librarian With Some Explaining To Do
Actiion

Choose one: gain a hand from the Trash; or draw until you have seven hands in hand (not including a hand that's holding the hand of hands), skipping anything that is not a body part; set those aside, discarding them afterwards. You may wipe the blood off anything you set aside.
Title: Re: Really bad card ideas
Post by: Minotaur on March 07, 2019, 01:14:11 pm
Gold Rush
Action-Duration
Cost: $2

At the start of your next turn, gain a Gold in hand.
---------
While this is in play, Gold produces $1 less, but not less than $2.
---------
Setup:  Add Fool's Gold to the Supply
Title: Re: Really bad card ideas
Post by: LittleFish on March 07, 2019, 08:32:15 pm
Morbid Lurking Librarian With Some Explaining To Do
Actiion

Choose one: gain a hand from the Trash; or draw until you have seven hands in hand (not including a hand that's holding the hand of hands), skipping anything that is not a body part; set those aside, discarding them afterwards. You may wipe the blood off anything you set aside.
There needs to be a card or event that gives hands
Title: Re: Really bad card ideas
Post by: crj on March 07, 2019, 09:03:18 pm
Lend a hand
Event

Take debt of an arm and a leg
Gain a hand
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on March 07, 2019, 10:04:41 pm
Dread Pirate Roberts
Action - Attack - Reaction - $3
You may move your cards to your other hand. If you do, +2 Cards and each other player discards a card.
When another player plays an Attack card, you may play this from your hand.
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on March 07, 2019, 11:33:05 pm
Dread Pirate Roberts
Action - Attack - Reaction - $3
You may move your cards to your other hand. If you do, +2 Cards and each other player discards a card.
When another player plays an Attack card, you may play this from your hand.

Does moving your cards to your other hand make other cards lose track of them? Do the +2 Cards go to your first hand or your other hand? Can you play this from either hand or just one of them? If just one of them, which hand?
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on March 07, 2019, 11:40:22 pm
No Cheating
Project - Reaction - (http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png)
When any other player reveals any cards, you may make them give those cards to you for inspection to make sure you don't miss any. You must give them back afterwards to let them finish resolving the effect. These cards are not technically moved to your hand; nothing can lose track of the these cards via this effect.
Title: Re: Really bad card ideas
Post by: King Leon on March 08, 2019, 02:06:40 am
Dread Pirate Roberts
Action - Attack - Reaction - $3
You may move your cards to your other hand. If you do, +2 Cards and each other player discards a card.
When another player plays an Attack card, you may play this from your hand.

This does not combo with Amputate, but you can still lend another hand.
Title: Re: Really bad card ideas
Post by: Minotaur on March 08, 2019, 06:17:56 pm
Sage's Gold
Treasure
Cost: $3

+$1 if this is the first time you played a Treasure with "Gold" in its name this turn.
Otherwise, +$4.


Patrician's Gold
Treasure
Cost: $5

+$1 if this is the first time you played a Treasure with "Gold" in its name this turn.
Otherwise, +$5.
--------
During each Buy phase, this costs $1 less, but not less than $0.
Title: Re: Really bad card ideas
Post by: Asper on March 13, 2019, 02:01:20 pm
First "time", not "card".
Title: Re: Really bad card ideas
Post by: Awaclus on March 13, 2019, 02:08:58 pm
First "time", not "card".

The cards are more fitting for this thread as currently written.
Title: Re: Really bad card ideas
Post by: Neirai the Forgiven on March 13, 2019, 03:16:34 pm
I'm filing this idea under "Really bad card ideas" because I feel like it's intriguing but not worth the trouble of making it work. Sorry if not original:

Oceanfront Property - Victory -$9
Worth 1VP for each Oceanfront Property in the supply at the end of the game.

Woah, it's a better Colony for $9?? How broken! I'll take 4!
Title: Re: Really bad card ideas
Post by: crj on March 13, 2019, 08:13:16 pm
Ooh - interesting.

There's some fairly deep game theory, especially with more than two players. But there's also the risk that the person who ends the game will grab one.

Things get really fraught in conjunction with Fleet...
Title: Re: Really bad card ideas
Post by: Minotaur on March 13, 2019, 09:30:34 pm
What's weird is that Salt The Earth devalues Oceanfront Property, but you'd expect the ground to be pretty salty already...
Title: Re: Really bad card ideas
Post by: LittleFish on March 14, 2019, 07:51:46 am
I'm filing this idea under "Really bad card ideas" because I feel like it's intriguing but not worth the trouble of making it work. Sorry if not original:

Oceanfront Property - Victory -$9
Worth 1VP for each Oceanfront Property in the supply at the end of the game.

Woah, it's a better Colony for $9?? How broken! I'll take 4!
It's not a better Colony for 9, it is a Colony for 9.
Title: Re: Really bad card ideas
Post by: Neirai the Forgiven on March 14, 2019, 10:35:09 am
I'm filing this idea under "Really bad card ideas" because I feel like it's intriguing but not worth the trouble of making it work. Sorry if not original:

Oceanfront Property - Victory -$9
Worth 1VP for each Oceanfront Property in the supply at the end of the game.

Woah, it's a better Colony for $9?? How broken! I'll take 4!
It's not a better Colony for 9, it is a Colony for 9.
I made the same mistake and had to go back and fix my comment -- Colony is 10VP, not 11VP.
Title: Re: Really bad card ideas
Post by: Neirai the Forgiven on March 14, 2019, 10:41:55 am
Ooh - interesting.

There's some fairly deep game theory, especially with more than two players. But there's also the risk that the person who ends the game will grab one.

Things get really fraught in conjunction with Fleet...

The best way to stop the person who ends the game from grabbing an 11VP Oceanfront Property is to buy 3 yourself ;)
Title: Re: Really bad card ideas
Post by: Minotaur on March 15, 2019, 04:55:10 pm
I'm filing this idea under "Really bad card ideas" because I feel like it's intriguing but not worth the trouble of making it work. Sorry if not original:

Oceanfront Property - Victory -$9
Worth 1VP for each Oceanfront Property in the supply at the end of the game.

Woah, it's a better Colony for $9?? How broken! I'll take 4!

Sort of similar but not really:

(http://1.bp.blogspot.com/-kEQN_85zDpw/U6ueFNJiK3I/AAAAAAAAAZQ/s4Og_96hB5A/s1600/camelot.jpg)
Title: Re: Really bad card ideas
Post by: Minotaur on March 16, 2019, 05:42:25 am
Taurminate
Event - $1

Gain a Curse
If you did, +1 VP


(Hey, at least it combos with Donate if you have +Buy...)
Title: Re: Really bad card ideas
Post by: crj on March 16, 2019, 09:20:25 am
Death or Glory
Event, $0

After this turn, put all cards from your deck and discard pile into your hand, trash your hand, gain every non-Victory card in the supply, shuffle your hand into your deck, then draw 5 cards.
Title: Re: Really bad card ideas
Post by: Minotaur on March 17, 2019, 06:06:55 am
Death or Glory
Event, $0

After this turn, put all cards from your deck and discard pile into your hand, trash your hand, gain every non-Victory card in the supply, shuffle your hand into your deck, then draw 5 cards.

Really bad without Outpost or Fleet.
Title: Re: Really bad card ideas
Post by: faust on March 17, 2019, 07:42:45 am
Death or Glory
Event, $0

After this turn, put all cards from your deck and discard pile into your hand, trash your hand, gain every non-Victory card in the supply, shuffle your hand into your deck, then draw 5 cards.

Really bad without Outpost or Fleet.
Dunno, seems quite decent with Triumphal Arch/Orchard/Obelisk/Tomb/Keep.
Title: Re: Really bad card ideas
Post by: Shard of Honor on March 17, 2019, 04:09:25 pm
Death or Glory
Event, $0

After this turn, put all cards from your deck and discard pile into your hand, trash your hand, gain every non-Victory card in the supply, shuffle your hand into your deck, then draw 5 cards.
Really bad without Outpost or Fleet.
Dunno, seems quite decent with Triumphal Arch/Orchard/Obelisk/Tomb/Keep.
Also works with Ill-Gotten Gains (http://wiki.dominionstrategy.com/index.php/Ill-Gotten_Gains)
Title: Re: Really bad card ideas
Post by: Minotaur on March 17, 2019, 04:17:04 pm
Also works with Ill-Gotten Gains (http://wiki.dominionstrategy.com/index.php/Ill-Gotten_Gains)

Only if the rules sheet specifies "gain every non-Victory card in the supply in any order."
Title: Re: Really bad card ideas
Post by: crj on March 17, 2019, 05:21:05 pm
Really bad without Outpost or Fleet.
Actually, Outpost won't help you: the game will just end before you have time to take the extra turn.

I can think of several ways to win using this: opponents having negative VP because of Curses, your having some VP tokens, even a single Gardens on an Island.

I put this in the really bad card ideas thread because of the ridiculous game-warping swinginess, not because I thought it would hard to make go off. (-8
Title: Re: Really bad card ideas
Post by: Minotaur on March 17, 2019, 06:12:11 pm
Actually, Outpost won't help you: the game will just end before you have time to take the extra turn.

I can think of several ways to win using this: opponents having negative VP because of Curses, your having some VP tokens, even a single Gardens on an Island.

I put this in the really bad card ideas thread because of the ridiculous game-warping swinginess, not because I thought it would hard to make go off. (-8

The extra turn and gaining the cards both happen after this turn.  And you probably get to do it in either order.  But if you do it that way, you don't have all those cards, and it's just another Outpost turn.  So I guess it's still not as good as Fleet.
Title: Re: Really bad card ideas
Post by: LittleFish on March 17, 2019, 07:04:46 pm
Death or Glory
Event, $0

After this turn, put all cards from your deck and discard pile into your hand, trash your hand, gain every non-Victory card in the supply, shuffle your hand into your deck, then draw 5 cards.
The likeliness of having those landmarks is slim. also, there might be wall, and then this would kill you.
Title: Re: Really bad card ideas
Post by: crj on March 18, 2019, 08:00:21 am
The extra turn and gaining the cards both happen after this turn.  And you probably get to do it in either order.
No. Whether the game has finished is tested at end of turn. This happens before "after your turn". Donald X. has confirmed this (https://boardgamegeek.com/article/4119454#4119454).

(Similarly, and more importantly, you can't Donate after the turn on which you end the game.)
Title: Re: Really bad card ideas
Post by: Minotaur on March 18, 2019, 10:41:06 am
The extra turn and gaining the cards both happen after this turn.  And you probably get to do it in either order.
No. Whether the game has finished is tested at end of turn. This happens before "after your turn". Donald X. has confirmed this (https://boardgamegeek.com/article/4119454#4119454).

(Similarly, and more importantly, you can't Donate after the turn on which you end the game.)

You play Outpost and buy Death or Glory.  At the end of the turn, the Supply piles are not empty.  After this turn Death or Glory trashes your deck and gives you the non-Victory cards.  Then you get an Outpost turn.  At the end of that turn, the game ends, and then you get a Fleet turn.

P.S. - Haven and Gear also let you save Victory cards!
Title: Re: Really bad card ideas
Post by: ipofanes on March 18, 2019, 01:09:49 pm
Plutonium

Treasure, $7

5 Coins

Whenever you draw (*) Plutonium, trash a card from hand.

(*) Finish drawing all cards as part of your Draw phase or of +n>1 Cards effect before Plutonium's effect is resolved.
Title: Re: Really bad card ideas
Post by: Minotaur on March 18, 2019, 01:50:28 pm
Uranium
Treasure
Cost: $7

+$5
---------------
When you gain or trash this:
  Discard your hand.
  Trash the top card of your deck.
  Gain a Uranium in hand and a Plutonium on top of your deck.
  +1 Card.
  * Trash the top card of your deck.

EDIT:  This is more complicated than I thought at first.  A self-gaining card with an on-gain effect...  I did want there to be a chain reaction, but the original version just trashes all of your gained Plutonia before you can ever draw it.  So I struck out the line and added it on to the end.  I think this is closer to a nuclear chain reaction now, but still tricky.
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on March 18, 2019, 08:05:17 pm
Uranium
Treasure
Cost: $7

+$5
---------------
When you gain or trash this:
  Discard your hand.
  Trash the top card of your deck.
  Gain a Uranium in hand and a Plutonium on top of your deck.
  +1 Card.

So if you gain one of them, you gain another one, causing you to gain another one, and so on and so forth until the Uranium pile runs out?
Title: Re: Really bad card ideas
Post by: Minotaur on March 18, 2019, 08:08:51 pm
So if you gain one of them, you gain another one, causing you to gain another one, and so on and so forth until the Uranium pile runs out?

I think so.  But I guess you could stop the combo by trashing a Plutonium when you draw Plutonium.

EDIT:  I added an edit.  Recursion, how does it work???  I suck.
Title: Re: Really bad card ideas
Post by: King Leon on March 21, 2019, 08:07:40 pm
Sacred Glove
Type: Artifact
At the start of your turn,  turn your Journey token over (it starts face up). If it's face up, + 1 VP.
-
In games using this, when a player gains a Gold, they take the Sacred Glove.
Title: Re: Really bad card ideas
Post by: Minotaur on March 21, 2019, 09:55:24 pm
Would upvote for being a decent idea but then I remembered what thread this was.
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on March 21, 2019, 10:18:27 pm
Would upvote for being a decent idea but then I remembered what thread this was.

I think the reason it's an RBCI is that it encourages a fight over the Golds, and therefore favors big money strategies.
Could be wrong about that though.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on March 21, 2019, 10:33:36 pm
Pig
Action - $1
+1 Card
+1 Action
Title: Re: Really bad card ideas
Post by: King Leon on March 22, 2019, 04:31:31 am
Would upvote for being a decent idea but then I remembered what thread this was.

I think the reason it's an RBCI is that it encourages a fight over the Golds, and therefore favors big money strategies.
Could be wrong about that though.

I misread Sacred Grove as Sacred Glove and thought to make an artifact. It sounded nice at the first glance, but was a terrible fight, because everyone went for Gold.
Title: Re: Really bad card ideas
Post by: FlyerBeast on March 22, 2019, 09:43:47 pm
(https://i.imgur.com/85EF8ck.jpg)
Title: Re: Really bad card ideas
Post by: Minotaur on March 22, 2019, 11:12:15 pm
No Events or Projects allowed?
Title: Re: Really bad card ideas
Post by: Gherald on March 23, 2019, 01:03:11 am
Encore! Encore!
Event - $14

Discard all your action cards from play. Draw 5 cards.
Title: Re: Really bad card ideas
Post by: crj on March 23, 2019, 09:21:26 am
That "Very Illegal Contraband" gives me an idea...

Richard I, Event
Take the Sheriff of Nottingham

Sheriff of Nottingham, Artifact
During their buy phases, other players play cards face-down, claiming what each is. They may claim any card it would be legal to play, except Contraband.

Then, before making purchases, they may offer you a bribe from their spending money; if you accept, you receive it as Coffers.

If they offer no bribe, or you decline the bribe they offer, you may choose to inspect the cards they played.

Whether you inspect or not, the cards are then turned face-up.

If you inspect and the other player was completely truthful, they double their coin and you take debt equal to it. If you inspect and they lied, they have no coin to spend this turn and, for each card they lied about: they trash it, then you may gain the trashed card, then they gain a card you choose.
Title: Re: Really bad card ideas
Post by: Minotaur on March 23, 2019, 09:30:32 am
Encore! Encore!
Event - $14

Discard all your action cards from play. Draw 5 cards.

Return to Action phase?
Title: Re: Really bad card ideas
Post by: ahyangyi on March 23, 2019, 09:54:41 am
Carcassonne

Action
+2 Action.
Draw a Carcassonne tile, put it as per Carcassonne rules.
When you complete a Castle: +$2 for each tile it has; +2VP for each pennants it has.
When you complete a Road: you may gain a non-victory card costing $1 per its length.
When you complete a Monastery: you may trash up to 2 cards from your hand, and gain 1VP for each card trashed this way.

(The meepos can be used to track what you gained this turn)
-----
Setup: open a base game of Carcassonne; put its starting tile on the table; shuffle the remaining tiles.

$2

Because while the Governor feel very Puerto Rico, the Walled Village doesn't feel Carcassonne enough.
Title: Re: Really bad card ideas
Post by: LittleFish on March 25, 2019, 04:46:21 pm
Carcassonne

Action
+2 Action.
Draw a Carcassonne tile, put it as per Carcassonne rules.
When you complete a Castle: +$2 for each tile it has; +2VP for each pennants it has.
When you complete a Road: you may gain a non-victory card costing $1 per its length.
When you complete a Monastery: you may trash up to 2 cards from your hand, and gain 1VP for each card trashed this way.

(The meepos can be used to track what you gained this turn)
-----
Setup: open a base game of Carcassonne; put its starting tile on the table; shuffle the remaining tiles.

$2

Because while the Governor feel very Puerto Rico, the Walled Village doesn't feel Carcassonne enough.
meeples not meepos
Title: Re: Really bad card ideas
Post by: Minotaur on March 25, 2019, 05:44:07 pm
meeples not meepos

(https://perfectstrangersreviewed.files.wordpress.com/2015/07/017.png?w=660&h=495)
Title: Re: Really bad card ideas
Post by: GendoIkari on March 26, 2019, 02:58:16 pm
Lose Track - Action - (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)

+(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)
------------------------------------------
While this is in play, cards in play cannot be
moved except during the cleanup phase.


Combos great with Feast, Embargo, and Pillage.
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on March 26, 2019, 03:09:06 pm
Combos great with Feast, Embargo, and Pillage.

And most other cards, as you can't move them out of your hand. All you need now is a Copper per turn and you can buy Provinces! Combine that with +Buy and maybe a Village if it's terminal, and you can piledrive them!
Title: Re: Really bad card ideas
Post by: Minotaur on March 26, 2019, 03:15:45 pm
Needs help with wording.  I *think* it's precise but opaque at the moment, but idk...  Would be simpler to word for just 2P, but that's not in the true spirit of the theme.

Lose At Track
Action-Duration
Cost: $4

At the start of your next turn:

Discard your hand.  Draw until you have one card in hand fewer than the fewest number of cards which represents the most cards an opponent had in hand during their previous turn. After the start of your next turn, discard down to that number if necessary.  For the rest of your turn, if a card would enter your hand, place it in your discard pile.
Title: Re: Really bad card ideas
Post by: GendoIkari on March 26, 2019, 04:29:31 pm
Combos great with Feast, Embargo, and Pillage.

And most other cards, as you can't move them out of your hand. All you need now is a Copper per turn and you can buy Provinces! Combine that with +Buy and maybe a Village if it's terminal, and you can piledrive them!

You missed the "cards in play" part. My first idea applied to all cards, but I realized what you are saying here and decided that that was a different type of bad card that I didn't want.
Title: Re: Really bad card ideas
Post by: markusin on March 27, 2019, 10:21:44 am
Philosopher's Jenga
Treasure
Cost: $3P

Put your deck into your discard pile, then use to the cards in your discard pile to build a card house. +$2 for each storey that this house has right before it topples. Return the cards to your discard pile afterwards.

Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on March 27, 2019, 11:52:57 am
Combos great with Feast, Embargo, and Pillage.

And most other cards, as you can't move them out of your hand. All you need now is a Copper per turn and you can buy Provinces! Combine that with +Buy and maybe a Village if it's terminal, and you can piledrive them!

You missed the "cards in play" part. My first idea applied to all cards, but I realized what you are saying here and decided that that was a different type of bad card that I didn't want.

Oh yeah, I must have missed that part.

Philosopher's Jenga
Treasure
Cost: $3P

Put your deck into your discard pile, then use to the cards in your discard pile to build a card house. +$2 for each storey that this house has right before it topples. Return the cards to your discard pile afterwards.



Is using tape cheating?
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on March 27, 2019, 11:57:44 am
Who doesn't like first player advantage?
Event, cost = $0

Flip your journey token over (it starts face up). Then, if it's face up, +$1, +3 Buys.
Title: Re: Really bad card ideas
Post by: LittleFish on March 27, 2019, 04:04:32 pm
Quote
Philosopher's Jenga
Treasure
Cost: $3P

Put your deck into your discard pile, then use to the cards in your discard pile to build a card house. +$2 for each storey that this house has right before it topples. Return the cards to your discard pile afterwards.



Is using tape cheating?
I think so
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on March 27, 2019, 04:10:22 pm
Quote
Philosopher's Jenga
Treasure
Cost: $3P

Put your deck into your discard pile, then use to the cards in your discard pile to build a card house. +$2 for each storey that this house has right before it topples. Return the cards to your discard pile afterwards.



Is using tape cheating?
I think so
Well, there goes my strategy.
Title: Re: Really bad card ideas
Post by: LittleFish on March 27, 2019, 05:43:45 pm
Quote
Philosopher's Jenga
Treasure
Cost: $3P

Put your deck into your discard pile, then use to the cards in your discard pile to build a card house. +$2 for each storey that this house has right before it topples. Return the cards to your discard pile afterwards.



Is using tape cheating?
I think so
Well, there goes my strategy.
Actually, if you use tape, it won't topple, so you get no (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png).
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on March 27, 2019, 05:45:28 pm
Quote
Philosopher's Jenga
Treasure
Cost: $3P

Put your deck into your discard pile, then use to the cards in your discard pile to build a card house. +$2 for each storey that this house has right before it topples. Return the cards to your discard pile afterwards.



Is using tape cheating?
I think so
Well, there goes my strategy.
Actually, if you use tape, it won't topple, so you get no (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png).
Well, you could always push it down. Or remove the tape.
Title: Re: Really bad card ideas
Post by: Minotaur on March 27, 2019, 08:12:11 pm
I think your discard pile is already a card house, so you just take the money.
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on March 27, 2019, 09:14:17 pm
I think your discard pile is already a card house, so you just take the money.

So is each card its own level? In that case it's strictly better than Philosopher's Stone.
Title: Re: Really bad card ideas
Post by: Minotaur on March 27, 2019, 09:34:50 pm
I think your discard pile is already a card house, so you just take the money.

So is each card its own level? In that case it's strictly better than Philosopher's Stone.

Yes and yes.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on March 27, 2019, 09:35:08 pm
Nebula
$2 - Action - Traveller
Trash a card from your hand. Gain a Copper to your hand.
When you discard this from play, you may exchange it for a Main Sequence Star.

Main Sequence Star
$3 - Action - Traveller
You may trash 2 Coppers from your hand to gain a Silver.
When you discard this from play, you may exchange it for a Giant Star.

Giant Star
$4 - Action - Traveller
Trash up to 2 cards from your hand. Gain a card costing up to $4.
When you discard this from play, you may exchange it for a Supernova.

Supernova
$5 - Action - Attack - Traveller
Each player (including you) discards down to 3 cards in hand. +5 Cards.
When you discard this from play, you may exchange it for a Black Hole.

Black Hole
$6 - Action - Attack - Traveller
Each other player reveals cards from their deck until they reveal one costing $3 or more. They then return all of the revealed cards to the box (they cannot be gained for the rest of the game). For the rest of your turn, when you play a card, you may play it again if you have not already done so.
When you discard this from play, you may exchange it for a Wormhole.

Wormhole
$7 - Action - Traveller
Gain a card costing up to $6. This is that card until it leaves play.
Title: Re: Really bad card ideas
Post by: LittleFish on March 28, 2019, 06:35:04 pm
I think your discard pile is already a card house, so you just take the money.

So is each card its own level? In that case it's strictly better than Philosopher's Stone.
isn't that why it's bad?
Title: Re: Really bad card ideas
Post by: Minotaur on March 29, 2019, 08:08:05 am
It took me until just now to realize that "philosopher's Jenga" wasn't a reference to some obscure joke about arguing about what counts as a "card house", and was in fact a reference to Philosopher's Stone the Dominion card...  X-P
Title: Re: Really bad card ideas
Post by: Marcory on April 01, 2019, 07:56:17 pm
Sandinista Band Attack-Treasure $5

+(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)

You may gain a Copper to your hand.

Each other player trashes a Contraband from their hand or reveals a hand with no Contrabands.
Title: Re: Really bad card ideas
Post by: Marcory on April 02, 2019, 09:49:17 am
Resemble Action (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png)

Trash a card from your hand. Gain a card with the same cost as the trashed card.
Title: Re: Really bad card ideas
Post by: terminalCopper on April 02, 2019, 01:28:54 pm
Lost Highway, Action, 2$

+Card
+Action
Trash this.
While this is not in play, each card costs 1 less, but not less than 0.
Title: Re: Really bad card ideas
Post by: Minotaur on April 02, 2019, 03:26:28 pm
Mayor
Action-Attack
Cost: $5

+1 Action

Choose one.  Do it and each other player then does the one in parentheses:
+2 cards (+1 Card and discard a card)
Gain a Silver (Copper)
You may trash a card from your hand to gain one costing $1 more ($0 more)

(That was my first idea.  When I symmetrically applied the same reduction on both ends, it actually turned into an attack of sorts.  Still needs to cost $5 after all that, I think)


Vice Mayor
Action-Tourist Attraction
Cost: $2

+1 Action

Choose one.  Each player does it.  If you choose Option 1, +1 Card:
+1 Card
Gain a Silver
You may trash a card from your hand to gain one costing $1 more
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on April 02, 2019, 05:18:23 pm
Lost Highway, Action, 2$

+Card
+Action
Trash this.
While this is not in play, each card costs 1 less, but not less than 0.

Does in the supply count as not in play?
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on April 02, 2019, 07:49:10 pm
Lost Highway, Action, 2$

+Card
+Action
Trash this.
While this is not in play, each card costs 1 less, but not less than 0.

Does this card retcon the rules of the whole game?
Title: Re: Really bad card ideas
Post by: Minotaur on April 02, 2019, 10:28:06 pm
Cover Band
Treasure
Cost: $5

+1 Buy
Name a band.  The player to your left names a song by that band.  You may play that song on an instrument of your choice.  If you do, +$3.
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on April 02, 2019, 10:31:02 pm
Cover Band
Treasure
Cost: $5

+1 Buy
Name a band.  The player to your left names a song by that band.  You may play that song on an instrument of your choice.  If you do, +$3.

This poses an interesting strategy question for the player to your left. Do they go for the song they like the most, or do they go for the song they think you are least likely to be able to play?
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on April 02, 2019, 10:36:26 pm
From the Weekly Design contest thread:
Design a card-shaped object that concerns Silvers. Gaining them, trashing them, getting powers from them, losing powers from them, getting points from them, losing points from them, eating them, whatever!

I had to go for the eating option, obviously.

Oxidation (Landmark)
This game, whenever you would trash a Copper or Silver card, eat it instead*. If you did, you become protected from the starve to death rule.

*All games of Dominion you play in the future will be played without any cards you ate.
Title: Re: Really bad card ideas
Post by: GendoIkari on April 02, 2019, 11:20:49 pm
From the Weekly Design contest thread:
Design a card-shaped object that concerns Silvers. Gaining them, trashing them, getting powers from them, losing powers from them, getting points from them, losing points from them, eating them, whatever!

I had to go for the eating option, obviously.

Oxidation (Landmark)
This game, whenever you would trash a Copper or Silver card, eat it instead*. If you did, you become protected from the starve to death rule.

*All games of Dominion you play in the future will be played without any cards you ate.

But if multiple players are protected from the starve to death rule, how do you deal with stalemates?
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on April 02, 2019, 11:42:42 pm
From the Weekly Design contest thread:
Design a card-shaped object that concerns Silvers. Gaining them, trashing them, getting powers from them, losing powers from them, getting points from them, losing points from them, eating them, whatever!

I had to go for the eating option, obviously.

Oxidation (Landmark)
This game, whenever you would trash a Copper or Silver card, eat it instead*. If you did, you become protected from the starve to death rule.

*All games of Dominion you play in the future will be played without any cards you ate.

But if multiple players are protected from the starve to death rule, how do you deal with stalemates?

Whoever is the first person to become protected from the starve to death rule wins wherever the starve to death rule would have applied.
Title: Re: Really bad card ideas
Post by: crj on April 03, 2019, 10:40:38 am
Naah. If the starve-to-death rule no longer applies, the die-of-thirst rule comes into play.
Title: Re: Really bad card ideas
Post by: Marcory on April 03, 2019, 04:14:06 pm
I'm pretty sure that the "don't urinate on the cards" rule would come into effect long before either of the others would ever apply.
Title: Re: Really bad card ideas
Post by: Awaclus on April 03, 2019, 05:32:51 pm
I'm pretty sure that the "don't urinate on the cards" rule

Also known as the "don't take notes" rule.
Title: Re: Really bad card ideas
Post by: bitwise on April 03, 2019, 05:51:19 pm
I feel like this has to have been done before, but:

Counterspell
Reaction - $5

When another player plays a card, you may reveal and discard this card from your hand. If you do, they get no effect rather than following the card's instructions.
Title: Re: Really bad card ideas
Post by: Awaclus on April 03, 2019, 05:55:51 pm
I feel like this has to have been done before

It has and it's called Enchantress.
Title: Re: Really bad card ideas
Post by: GendoIkari on April 03, 2019, 05:57:21 pm
I feel like this has to have been done before, but:

Counterspell
Reaction - $5

When another player plays a card, you may reveal and discard this card from your hand. If you do, they get no effect rather than following the card's instructions.

No effect rather than following the card's instructions? Isn't that just the normal effect from playing a card? Did you mean to say "rather" there?

I have seen serious suggestions for cards that react to "when an opponent plays a card"; at least one that would cancel the card.
Title: Re: Really bad card ideas
Post by: Minotaur on April 03, 2019, 06:00:11 pm
Don't Starve
State

(game spoiler)
-10 VP
The player who loses this game begins the next game with this.
-----------
Setup:  Have a cursed phonograph mercilessly playing gilded age pop music non-stop.
Title: Re: Really bad card ideas
Post by: bitwise on April 03, 2019, 06:05:07 pm
I feel like this has to have been done before, but:

Counterspell
Reaction - $5

When another player plays a card, you may reveal and discard this card from your hand. If you do, they get no effect rather than following the card's instructions.

No effect rather than following the card's instructions? Isn't that just the normal effect from playing a card? Did you mean to say "rather" there?

I have seen serious suggestions for cards that react to "when an opponent plays a card"; at least one that would cancel the card.
The intention was that this completely negates the effect of the card (much like Enchantress negates the effects of the card, replacing it with +1 Card/+1 Action). It's different from Enchantress since you get to pick which card to negate, and has the mess of only affecting one other player in a 3+ player game.

I guess to make it not a completely awful idea, it needs to give the person who played it +1 Action, otherwise you could just use it on the first action played.
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on April 03, 2019, 06:50:59 pm
Naah. If the starve-to-death rule no longer applies, the die-of-thirst rule comes into play.

I was considering writing that. I'm not sure why I didn't. I'll use the fact that it was late as an excuse.
Title: Re: Really bad card ideas
Post by: crj on April 03, 2019, 07:26:58 pm
I guess to make it not a completely awful idea, it needs to give the person who played it +1 Action, otherwise you could just use it on the first action played.
To avoid being a completely awful idea, it should also not target specific opponents. Donald X. has been most emphatic that Dominion should have no attack targeting like that.

If you really wanted to achieve something of that kind (and I'm not saying one necessarily would) maybe "Each other player reveals their hand and sets aside a card you choose. They discard it during their next clean-up phase."
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on April 03, 2019, 08:02:24 pm
I guess to make it not a completely awful idea, it needs to give the person who played it +1 Action, otherwise you could just use it on the first action played.
To avoid being a completely awful idea, it should also not target specific opponents. Donald X. has been most emphatic that Dominion should have no attack targeting like that.

If you really wanted to achieve something of that kind (and I'm not saying one necessarily would) maybe "Each other player reveals their hand and sets aside a card you choose. They discard it during their next clean-up phase."

Why debate how to turn an idea into a not really bad idea in the really bad card ideas thread? Don't all cards in this thread magically turn really bad regardless of contrary efforts? That's how causation works, right?
Title: Re: Really bad card ideas
Post by: crj on April 03, 2019, 08:34:20 pm
Uh... I can't speak for anyone else, but personally I was bored, and found the topic vaguely interesting. Welcome to the Internet!
Title: Re: Really bad card ideas
Post by: Minotaur on April 04, 2019, 03:19:45 am
I feel like this has to have been done before

It has and it's called Enchantress.

Pawn can tank Echnactress, but Counterspell is smart and stuff.  But it doesn't scale with multiplayer.  It also sort of ruins the whole game, because if you have a deck of just five Counterspells, you and one other player just don't get to do anything ever.

It could actually be strong and evil if you could make it a Reserve card.  As it is now, you would have to topdeck them at the end of your turn and also have extra draws ready from Duration effects so you can actually have playable cards as well.

It's a RBCI on many levels.
Title: Re: Really bad card ideas
Post by: Minotaur on April 04, 2019, 09:10:15 pm
Pig
Action - $1
+1 Card
+1 Action

(These are all actions costing $1, unless otherwise specified:)

Chicken
+1 Action
+$1

Cow
+1 Buy
+$1

Dog
+1 Card
+$1

Sheep
+1 Card
+1 Buy

Turkey
+1 Action
+Buy

Farmhand
Cost: $2
Choose two (different):
+1 Card; +1 Action; +$1; +1 Buy
Title: Re: Really bad card ideas
Post by: LittleFish on April 05, 2019, 07:38:34 am
Isn't Farmhand the same as pawn?
Title: Re: Really bad card ideas
Post by: singletee on April 05, 2019, 10:54:50 am
Faith
+2 Cards
+1 Action
-$1
--------
When you discard this other than during Clean-up, you may set it aside, and put it into your hand at end of turn.
Title: Re: Really bad card ideas
Post by: Minotaur on April 05, 2019, 10:34:28 pm
Upstarts
Action
Cost: $0*

May may put a +1 Cost token on this card's Supply pile.  If you do not, play this as a cheaper Action card in the Supply, and it is a copy of that card until it leaves play.
(*Cost increases by $1 per Cost token)
Title: Re: Really bad card ideas
Post by: grep on April 06, 2019, 01:29:01 am
Outlaws Village
Action, $2

+2 Action
+1 Card
-$1
If your total money in coins is negative, +$2 and trash this
Title: Re: Really bad card ideas
Post by: mail-mi on April 06, 2019, 02:02:03 am
Upstarts
Action
Cost: $0*

May may put a +1 Cost token on this card's Supply pile.  If you do not, play this as a cheaper Action card in the Supply, and it is a copy of that card until it leaves play.
(*Cost increases by $1 per Cost token)

Magician
$6P
Play this as if it were a different Action card in the supply with Potion in its cost. This is that card until it leaves play.

Actor
8D
Play this as if it were a different Action card in the supply with Debt in its cost. This is that card until it leaves play.

Shapeshifter
$5P/5D
Play this as if it were a card in the supply. This is that card until it leaves play.
Title: Re: Really bad card ideas
Post by: crj on April 06, 2019, 10:41:37 am
Play this as if it were a card in the supply. This is that card until it leaves play.
Well, at least the Throne Room -> Inherited Death Cart question clarifies that nothing happens if you play an Estate, so by implication we have a ruling on how that behaves when you choose, say, Curse.

As a related really bad card idea:

Frustration, $0
(No type)
When you play this, you immediately win the game

So far as I'm aware there's currently no way to play something that isn't an Action, Treasure or Night? (-8
Title: Re: Really bad card ideas
Post by: Minotaur on April 06, 2019, 11:18:18 am
Split pile, Imperial Senate/Emperor
Imperial Senate
Action
Cost: $9

Play an Action card other than Emperor from your hand four times, or reveal that you cannot.  If it is an Imperial Senate, you may trash an Emperor in play or from your hand.  If you don't, trash this and the other Imperial Senate.


Emperor
Action
Cost: $13

Set this aside.  You may set aside an Action card from your hand.  Play it twice at the start of each turn until you fail to discard it from play during cleanup, or until this card leaves play.  When you discard it, set it aside again, unless you have failed to set it aside previously.
Title: Re: Really bad card ideas
Post by: crj on April 06, 2019, 11:49:16 am
Masochism
Reaction
----
When you play an attack, you may reveal this. If you do, another player played the attack, and you are another player until you finish playing it.
Title: Re: Really bad card ideas
Post by: Minotaur on April 06, 2019, 12:40:36 pm
Masochism
Reaction
----
When you play an attack, you may reveal this. If you do, another player played the attack, and you are another player until you finish playing it.

This could sort of work as a Hex State, if we also guaranteed an attack was on the board.
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on April 06, 2019, 11:00:49 pm
Masochism
Reaction
----
When you play an attack, you may reveal this. If you do, another player played the attack, and you are another player until you finish playing it.

What does it mean (original intent) when it says "You are another player"? Do you switch hands, decks, and discards with them? Do you actually shapeshift into them and/or replace your knowledge and memories with their knowledge and memories? All of the above? Something else? If the second option, what happens if you are playing an AI?
Title: Re: Really bad card ideas
Post by: Minotaur on April 06, 2019, 11:08:40 pm
Masochism
Reaction
----
When you play an attack, you may reveal this. If you do, another player played the attack, and you are another player until you finish playing it.

What does it mean (original intent) when it says "You are another player"? Do you switch hands, decks, and discards with them? Do you actually shapeshift into them and/or replace your knowledge and memories with their knowledge and memories? All of the above? Something else? If the second option, what happens if you are playing an AI?

Just what we needed, a Dominion expansion that costs $14B...
Title: Re: Really bad card ideas
Post by: LittleFish on April 07, 2019, 12:50:34 pm
Masochism
Reaction
----
When you play an attack, you may reveal this. If you do, another player played the attack, and you are another player until you finish playing it.

What does it mean (original intent) when it says "You are another player"? Do you switch hands, decks, and discards with them? Do you actually shapeshift into them and/or replace your knowledge and memories with their knowledge and memories? All of the above? Something else? If the second option, what happens if you are playing an AI?
I think it means you didn't play the attack
Title: Re: Really bad card ideas
Post by: Minotaur on April 07, 2019, 04:09:14 pm
The wording needs work, but here's what I think would make the most sense mechanically.  "Should" here doesn't mean what I think it says, but what I think would make the most sense and be easiest to implement while keeping the theme.  And I think it would be acceptable as a Hex state, rather than as a Reaction that only works with Possession, presumably.

I think it means that you're affected by the attack as if someone else had played it.  I think you should still get the non-attack benefits, and other players should still be affected by the attack as usual.
Title: Re: Really bad card ideas
Post by: crj on April 07, 2019, 06:37:19 pm
What does it mean (original intent) when it says "You are another player"?
It means that when Bureaucrat refers to "each other player", that includes you, when Militia says "each other player discards down to 3 cards in hand", that includes you, and so.

Similarly, another player played the attack, so Diplomat's "When another player plays an Attack card..." triggers, and so on.

This doesn't preclude anything that already would have applied to you or referred to you from doing so. When Pirate Ship says "trashes one of those Treasures that you choose", you still choose.


By the standards of really bad card ideas, I feel this is pretty watertight. (-8
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on April 07, 2019, 11:03:10 pm
Remodal
Action - $4
You may trash a card from your hand, and if you do you must gain one costing up to $2 more. You cannot play the gained card on the turn you gain it, even though there might be something that could cause you to do that. If you do gain a card it should go into your discard pile and ought to cost $0 or more. This card will remain in play at least until the end of your action phase, and shall not be in anyone's deck before the game starts. So mote it be.
Title: Re: Really bad card ideas
Post by: LittleFish on April 08, 2019, 07:43:57 am
Snowball
Action-Curse
Cost- (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png)

+ 2 Cards
Pass this card to the discard pile of the player to your left.
------------------------
-1 (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)
Title: Re: Really bad card ideas
Post by: crj on April 09, 2019, 11:42:45 am
Paradox
Action
Replay every Action card you played this turn, that does not replay itself when played.
Title: Re: Really bad card ideas
Post by: mail-mi on April 09, 2019, 12:41:10 pm
Time Vortex
Action
Set aside any cards you buy this turn, then remove this card from the game.
At the end of your turn, each player (including you) puts their deck in their hand, then returns every card in their hand to the supply (if a card does not have a supply pile, they trash it instead). Each player (including you) gains 3 Estates and 7 Coppers to their hand.
Put the set aside cards in your hand. Then, each player shuffles their hand (including you) into their deck and draws 5 cards.
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on April 09, 2019, 04:01:39 pm
Time Vortex
Action
Set aside any cards you buy this turn, then remove this card from the game.
At the end of your turn, each player puts their deck in their hand, then returns every card in their hand to the supply (if a card does not have a supply pile, they trash it instead). Each player gains 3 Estates and 7 Coppers.
Put the set aside cards in your hand. Then, each player shuffles their hand into their deck and draws 5 cards.

Do you think three-or-more-player games are too slow? Too swingy? Well, I have just the card for you...
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on April 09, 2019, 06:21:34 pm
Paradox
Action
Replay every Action card you played this turn, that does not replay itself when played.

Sorry, dude, I came up with this one a while ago...

Barber
Action - Paradox - $3
+2$
Trash a card you have in play that cannot trash itself.
Title: Re: Really bad card ideas
Post by: crj on April 09, 2019, 07:03:27 pm
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
Title: Re: Really bad card ideas
Post by: Minotaur on April 13, 2019, 02:06:58 pm
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.
Title: Re: Really bad card ideas
Post by: King Leon on April 14, 2019, 12:06:26 pm
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.
Title: Re: Really bad card ideas
Post by: Minotaur on April 14, 2019, 12:59:52 pm
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.
Title: Re: Really bad card ideas
Post by: LittleFish on April 14, 2019, 08:55:53 pm
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?
Title: Re: Really bad card ideas
Post by: King Leon on April 15, 2019, 02:37:41 am
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
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on April 19, 2019, 10:38:24 am
Desperation
Type: Curse
Cost: (http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png)

-2(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)
When you buy this, +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) and +1 Buy.
Title: Re: Really bad card ideas
Post by: Minotaur on April 19, 2019, 02:15:28 pm
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.
Title: Re: Really bad card ideas
Post by: crj on April 19, 2019, 03:28:48 pm
I know which thread we're in, but even so:

Overgrown Estate doesn't have a pile for you to return it to!
Title: Re: Really bad card ideas
Post by: Minotaur on April 19, 2019, 04:22:00 pm
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...).
Title: Re: Really bad card ideas
Post by: tim17 on April 19, 2019, 06:27:43 pm
Communism
Landmark

Every treasure card, instead of producing coin, is worth VP equal to the amount of coin it normally produces.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on April 19, 2019, 11:17:14 pm
Recession
Action - $2
You may play an Action card from your hand twice. Trash it and gain one costing exactly $1 less.
Title: Re: Really bad card ideas
Post by: LittleFish on April 20, 2019, 10:04:11 am
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.
Title: Re: Really bad card ideas
Post by: Minotaur on April 20, 2019, 10:17:06 am
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)
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on April 21, 2019, 09:29:54 pm
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.
Title: Re: Really bad card ideas
Post by: Minotaur on April 21, 2019, 09:57:41 pm
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.
Title: Re: Really bad card ideas
Post by: LibraryAdventurer on April 22, 2019, 01:11:13 am
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 $5, and I bet it would work pretty well as-is. One alone would be weak, but once you've gotten about three or more, it could get stronger than lab.
Title: Re: Really bad card ideas
Post by: grep on April 22, 2019, 09:57:33 am
Great Depression
Landmark
At the beginning of each turn, you may discard a card. If you don't, take your -1$ token
Title: Re: Really bad card ideas
Post by: Minotaur on April 22, 2019, 10:23:39 am
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 $5 might be fair.
Title: Re: Really bad card ideas
Post by: LittleFish on April 23, 2019, 07:46:29 am
Great Depression
Landmark
At the beginning of each turn, you may discard a card. If you don't, take your -1$ token
That doesn't seem like a bad idea.
Title: Re: Really bad card ideas
Post by: GendoIkari on April 23, 2019, 09:43:25 am
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 (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)/(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png). Like, really bad.
Title: Re: Really bad card ideas
Post by: MeNowDealWithIt on April 26, 2019, 01:00:26 pm
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.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on April 26, 2019, 06:11:17 pm
Shouldn't it be Luckier Coin?
Title: Re: Really bad card ideas
Post by: Minotaur on May 12, 2019, 04:50:16 pm
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.
Title: Re: Really bad card ideas
Post by: LittleFish on May 13, 2019, 07:42:59 am
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.
Title: Re: Really bad card ideas
Post by: Minotaur on May 13, 2019, 11:53:22 am
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.

The best use case is probably Ruined Market with no other +Buy on the board.  Otherwise, trashing might be more attractive, unless you have to wait for Forge.
Title: Re: Really bad card ideas
Post by: silverspawn on May 13, 2019, 02:34:47 pm
Here are some GPT-2 generated cards (https://talktotransformer.com/) (it was prompted with existing cards)

Witch
+4 Cards
Each other player gains a Crown. The next cards you play or play from your graveyard to your library deals 3 damage to its controller. (Crown has a cost.)

Village
+5 Cards

Village +7 Cards
+4 Action Cards +3 Actions

Lantern
+25 Cards

Elvora
+1$
Recover a card costing up to 1 or 2$ to play.

In games with this effect, you must choose not to discard a card to play.

Honey
At the end of your opponent's turn, if you played an Evolving Wilds at end step, target player discards a card. The discarding happens after the player's next play of that turn.

If this is on a creature with an activated ability, target player is not shuffled.

Old Witch
+2 Cards
Each other player gains the Curse, and then may trash a curse from his graveyard. (or discard)

Screaming Skull Baron
+4 Cards
If any player receives 8 or more card cards
from his deck,
he may only add any one of
those cards to his hand, or discard
up to 4 cards.

Sea King
+5 Cards

Shimmering Phoenix
+1 Card
When an opponent receives damage equal to or greater than
your amount of damage dealt, you may target 1 other
player in your deck and gain 1 Curse.

Breath
Every other turn player may gain 2 Curse
This card draws 2 Curse to their hand
Every other turn player gains 4 more Curse, if it's higher-than-normal
This card gains 2 cards from your Trash
All Curse cards and players reveal all cards from your Trash, discarding 1 card
The caster may discard 1 card from their hand.

Trickery:
[Old Witch] -10 Cards
After this, give your opponent a Curse.

Hunter
+4 Cards
Choose a card that you control, or target player sacrifices the card.

Brawler - Action - 4$
+2 Cards
Each other player gains a Curse.

Bogorok - Action - 4$
+2 Cards
Each other player gains a Curse.

Chalice of the Void - Action - 3$
+5 Cards
If your opponent has a Curse on board gain 3x$Cost card that cost 2$ or less, if you don't you gain 8xCurse card.

Infect - Action - 4$
+3 Cards
Draw a card.

Infect - Action - 10$
+15 Cards
Draw a card.

Infect - Action - 15$
+5 Cards
+10 Cards
As the card effects have moved towards being more consistent

Kanai – Action - 10$
+3 Cards
You may trash this for +5$. If you don't, gain +7$ (the number of cards that are discarded at once, but not lost.)
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on May 13, 2019, 05:44:39 pm
Did you prompt with just Dominion, or also MTG? It seems like both are in there. Then again, my python code prompt produced what looked a lot like what I think was java script (not familiar enough with java, so not sure).

My favorites are "+x cards, draw a card" and "+x cards, +y cards" and also "You may trash this for +$5. If you don't, +$7."
Title: Re: Really bad card ideas
Post by: silverspawn on May 13, 2019, 06:06:07 pm
Just Dominion. I suspect that the majority of material it read was MTG or similar to MTG.

Here are more (I can't stop!)

Grand Market
+1 Card
+1 Action
+2$
+1 Buy
You can’t buy this if you have Copper in play. Also doesn’t work with Nurgle. If your opponent plays Nurgle and then steals one of your Copper cards this leaves you with
a choice of playing Nurgle, stealing another Copper card and stealing a Copper card, or playing Nurgle and being stuck with Copper (which means you will lose).

Mishor’s Game - Action - 2$
The cards are shuffled and your opponent chooses how many to discard, whether you draw 2 or 8.

Loyalty - Action - 6$
+2$
For each card gained from a spell, gain 3 VP

Harem - Wonder - Victory - 6$
+4$
Worth 4 VP

Workshop - Action - 3$
If you win a turn of Harem on your opponent’s turn, he loses 1 VP, and you both get an additional VP. On your turn, if they lose a turn of Harem, you both get +2 VP.

Potion - Action - 3$
+1 VP +2 VP = 3 VP
+2 VP for each Noble
+2 VP for each Special
+1 VP

(I didn't prompt any potion cards)

Mana Leak - Action - 5$
+1 Card
+4 Actions (from each card in play)
All your cards costs 5$ less (but no less than 0$)

Oath of the Hunt - Action - 2$
+1 Player

Jungling - Action - 5$
+5 Cards
Choose 3 cards and gain 2 Action.
When you draw 2 cards, gain each of them 1 Action.
Lets the 1 other player play 3 cards and draw 1 Silver.
Takes an additional +1$ when you draw 3 cards

Imperialist - Actions - 6 $
+3 Actions
All other players gain +2$ Gold (plus 2$ for each gold you gain), and the game ends and you draw the top card. When that card is played, draw a card, and discard 1 card.

I think Oath of the Hunt is my favorite. So simple  8)
Title: Re: Really bad card ideas
Post by: Minotaur on May 13, 2019, 06:16:42 pm
I kind of want to know what this would do with my forum posts, but I kind of don't want to know.
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on May 13, 2019, 07:45:01 pm
I kind of want to know what this would do with my forum posts, but I kind of don't want to know.

I kind of want to know what this would do with my forum posts, etc." The whole thing was pretty weird. But for a few years, I was kind of getting more and more tired of this. This blog had become really difficult, very frustratingly so. My posts had disappeared without a trace. So I started to have more difficulty writing. After some time, I finally decided to go through the forum.

The biggest problem of all was that there was absolutely no structure. What was happening was totally incomprehensible, and so for me to get any kind of clear idea about what had happened to me was extremely difficult. I remember this time really well. I was trying to explain the whole thing, with a lot of explanations, to somebody, and the replies were terrible. But I got out of that.

Then it came to me again. I really wanted to understand what was really happening, what was going on, and I was finally able to say something at times. I was able to really start to think things through and I was, at times, able to feel certain things that I didn't even even realize that I was
Title: Re: Really bad card ideas
Post by: Minotaur on May 13, 2019, 09:34:37 pm
I kind of want to know what this would do with my forum posts, but I kind of don't want to know.

I kind of want to know what this would do with my forum posts, etc." The whole thing was pretty weird. But for a few years, I was kind of getting more and more tired of this. This blog had become really difficult, very frustratingly so. My posts had disappeared without a trace. So I started to have more difficulty writing. After some time, I finally decided to go through the forum.

The biggest problem of all was that there was absolutely no structure. What was happening was totally incomprehensible, and so for me to get any kind of clear idea about what had happened to me was extremely difficult. I remember this time really well. I was trying to explain the whole thing, with a lot of explanations, to somebody, and the replies were terrible. But I got out of that.

Then it came to me again. I really wanted to understand what was really happening, what was going on, and I was finally able to say something at times. I was able to really start to think things through and I was, at times, able to feel certain things that I didn't even even realize that I was

Well, I guess I can die peacefully now.
Title: Re: Really bad card ideas
Post by: Minotaur on May 14, 2019, 12:29:39 pm
"Ah, yes. So you should be able to put down your bag of chips. If you need that I can fill you the rest if any of us are willing. It only has to be potato chips," replied Peddler from their conversation.

"I'm in!" 

"Good." Explorer

EDIT:  Check this one with the twist ending!

The rest of Peddler's party are busy looking at some sort of equipment, and he decides to show his aid in that matter. "Look, my boy, there's nowhere in the world the Peddler has more fun when he gets to help a fellow patron in need!" - Turns out the Peddler is no more

EDIT 2:  Wow, it keeps getting better!  (These are all seeded with this joke, by the way:  http://forum.dominionstrategy.com/index.php?topic=1204.msg503197#msg503197 )

No. "The only damn thing in the entire damned universe?" No.

"Well that is one damned stupid question." They're too busy to hear. "Yeah, well don't you know, I've been going out with a woman who, according to the FBI, has some type of magical abilities.
Title: Re: Really bad card ideas
Post by: markusin on May 14, 2019, 06:45:23 pm
Skilled Chancellor
$3 - Action

Name a card. Shuffle your discard pile into your deck, then reveal the top card of your deck.
If the revealed card is a copy of the named card, put it into your hand, +$2, +1 Action, +1 Buy.
Otherwise, shuffle it back into your deck.
Title: Re: Really bad card ideas
Post by: Minotaur on May 14, 2019, 06:55:12 pm
Skilled Chancellor
$3 - Action

Name a card. Shuffle your discard pile into your deck, then reveal the top card of your deck.
If the revealed card is a copy of the named card, put it into your hand, +$2, +1 Action, +1 Buy.
Otherwise, shuffle it back into your deck.

Chancellor has always been one to read the horoscopes daily.
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on May 14, 2019, 09:46:40 pm
EDIT 2:  Wow, it keeps getting better!  (These are all seeded with this joke, by the way:  http://forum.dominionstrategy.com/index.php?topic=1204.msg503197#msg503197 )

I don't know whether I hate this joke or love this joke.
Title: Re: Really bad card ideas
Post by: Minotaur on May 17, 2019, 08:47:09 pm
EDIT 2:  Wow, it keeps getting better!  (These are all seeded with this joke, by the way:  http://forum.dominionstrategy.com/index.php?topic=1204.msg503197#msg503197 )

I don't know whether I hate this joke or love this joke.

He points to a book. "Oh right, right, I read in an old book in my shop. It says... how to make a flame thrower." I ask Ranger. Ranger stares. "No, this thing is dangerous. The fire will be on all sides... and everyone will die."
Title: Re: Really bad card ideas
Post by: King Leon on May 18, 2019, 02:37:23 am
@Minoatur That AI is very ... interesting.

"Not so fast!" It's Explorer. "Give me that." She effortlessly tears the bag open and hands it back to Peddler. Explorer opens the bag and takes out, a bag of fries. Peddler looks at it blankly. "I mean really?" It's a total no.

"I am the God!" And the next scene, another Merchant. Merchant gives a strange face and starts to eat. Peddler looks at Merchant, in shock, then he starts to speak to him. "He's no one's friend, but you get the idea." The Merchant begins eating the fries.

"Hey, guys!" One of the other Merchants, an old man walks in. "I was working today!" He says. Peddler stares at him blankly, then they start talking business. "How much do you know about me, old man?" "I have the most experience working for that man!" "I don't know you, but the price of goods to ship to his Workshop can go anywhere from nothing to fifteen hundred Gold."
Title: Re: Really bad card ideas
Post by: Marcory on May 20, 2019, 07:19:47 am
City Dollar Action <$32>

+8 Actions

Reveal your hand. +4 cards per Action card revealed.


Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on May 20, 2019, 02:03:29 pm
City Dollar Action <$32>

+8 Actions

Reveal your hand. +4 cards per Action card revealed.

City Nickel Action <$1.6>
+ 0.4 Actions
Reveal your hand. + 0.2 Cards per Action card revealed.
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on May 20, 2019, 11:02:58 pm
Worker's Willage Action (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)

+1 Card
+2 Actions
+1 Buy
___________________________________________________________________
When you discard this from play, exchange it for a Worker's Village.
In games using this, when you discard a Worker's Village from play, exchange it for a Worker's Willage.
This pile starts with 5 cards. In games using this, the Worker's Village pile also starts with 5 cards and is not in the supply.
In games using this, when any player refers to a Worker's Village as a Worker's Willage, they lose the game.
In games using this, when any player refers to a Worker's Willage as a Worker's Village, they lose the game.
Title: Re: Really bad card ideas
Post by: LittleFish on May 21, 2019, 04:30:33 pm
Worker's Willage Action (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)

+1 Card
+2 Actions
+1 Buy
___________________________________________________________________
When you discard this from play, exchange it for a Worker's Village.
In games using this, when you discard a Worker's Village from play, exchange it for a Worker's Willage.
This pile starts with 5 cards. In games using this, the Worker's Village pile also starts with 5 cards and is not in the supply.
In games using this, when any player refers to a Worker's Village as a Worker's Willage, they lose the game.
In games using this, when any player refers to a Worker's Willage as a Worker's Village, they lose the game.
Is the image the same? Also, what about online implementation
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on May 21, 2019, 08:59:14 pm
Worker's Willage Action (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)

+1 Card
+2 Actions
+1 Buy
___________________________________________________________________
When you discard this from play, exchange it for a Worker's Village.
In games using this, when you discard a Worker's Village from play, exchange it for a Worker's Willage.
This pile starts with 5 cards. In games using this, the Worker's Village pile also starts with 5 cards and is not in the supply.
In games using this, when any player refers to a Worker's Village as a Worker's Willage, they lose the game.
In games using this, when any player refers to a Worker's Willage as a Worker's Village, they lose the game.
Is the image the same? Also, what about online implementation

Yes, the image is the same.
I don't know about online implementation. I guess they'd need access to your microphone so they can tell which card you said. If you're not narrating, I guess you're fine, but that's true IRL too.
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on May 29, 2019, 02:43:33 pm
Tautology
Type: Reaction
Cost: (http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png)
When something causes you to reveal this, using the word "reveal", you may reveal this again. If you do, you have revealed this, and this has been revealed by you.
Title: Re: Really bad card ideas
Post by: LittleFish on May 29, 2019, 04:38:50 pm
Tautology
Type: Reaction
Cost: (http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png)
When something causes you to reveal this, using the word "reveal", you may reveal this again. If you do, you have revealed this, and this has been revealed by you.
This could be given out in replacement of a curse for some cards?

Sort of like this

Tautologist
Reaction-(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)
When you gain a card other then on your turn, you may first reveal this from your hand to gain a Tautology
Title: Re: Really bad card ideas
Post by: mail-mi on May 31, 2019, 02:44:48 am
Cardname
Take any number of D.
+$1 per D you took.
Action - $4
Title: Re: Really bad card ideas
Post by: silverspawn on May 31, 2019, 11:19:14 am
Let's imagine that Oath of the Hunt was a real card. (Action card with cost 2$, effect is +1 player). So if you play it, the game turns into a 3P game with Lord Rattington being the third player. Then a 4 player game and so on. Might be an ok card to win with BM against engines, because it makes the game end faster. But as you can see, this is a card whose utility is limited by the way it interacts with the board. That's okay enough to accept that it is just not very effective by itself.

This is why "the way my card works" or "the way my deck works" doesn't matter. Even if my deck was designed for a higher impact of "the way my card works", I'm not going to say this card is much worse than other cards. It has certain strengths and weaknesses but overall it's an okay card because I won't have to pay to play it. So your card has value and it could win games if my deck was good. This is one of those cards where there is really two types of decks, those that have the cards you want and those that don't (as a rule). I don't believe it's the type of card that you can win solely because of the quality of the card.

But then your turn goes.

Predictable twist: A part of this text was GPT-2 generated.
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on May 31, 2019, 11:30:12 am
Let's imagine that Oath of the Hunt was a real card. (Action card with cost 2$, effect is +1 player). So if you play it, the game turns into a 3P game with Lord Rattington being the third player. Then a 4 player game and so on. Might be an ok card to win with BM against engines, because it makes the game end faster. But as you can see, this is a card whose utility is limited by the way it interacts with the board. That's okay enough to accept that it is just not very effective by itself.

This is why "the way my card works" or "the way my deck works" doesn't matter. Even if my deck was designed for a higher impact of "the way my card works", I'm not going to say this card is much worse than other cards. It has certain strengths and weaknesses but overall it's an okay card because I won't have to pay to play it. So your card has value and it could win games if my deck was good. This is one of those cards where there is really two types of decks, those that have the cards you want and those that don't (as a rule). I don't believe it's the type of card that you can win solely because of the quality of the card.

But then your turn goes.

Predictable twist: A part of this text was GPT-2 generated.

Green = Relatively certain this is the prompt
Red = Relatively certain this is GPT-2 generated
Yellow = I can't tell. I think it's GPT-2 generated, but I'm not sure.
Title: Re: Really bad card ideas
Post by: bitwise on June 06, 2019, 02:59:30 pm
Aspiring Scholar
Action - $5
+7 Cards.
Discard your hand.
Title: Re: Really bad card ideas
Post by: Minotaur on June 06, 2019, 03:33:16 pm
Aspiring Scholar
Action - $5
+7 Cards.
Discard your hand.

Distinguished Professor of Tunnel Sciences
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on June 06, 2019, 03:39:40 pm
Aspiring Scholar
Action - $5
+7 Cards.
Discard your hand.

Guide version: Misguided Guide
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on June 06, 2019, 08:25:34 pm
Retiring Scholar
Action - $5
Draw your hand.
Discard 7 cards.
Title: Re: Really bad card ideas
Post by: Minotaur on June 06, 2019, 09:42:39 pm
Art Tournament
Action
Cost: $4

Each player draws their hand.  If yours is the best, gain a Prize from the Prize pile.
Title: Re: Really bad card ideas
Post by: silverspawn on June 07, 2019, 06:29:49 pm
Green = Relatively certain this is the prompt
Red = Relatively certain this is GPT-2 generated
Yellow = I can't tell. I think it's GPT-2 generated, but I'm not sure.

Yeah, you nailed it (including yellow).
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on June 07, 2019, 09:47:56 pm
Internet Explorer
Action - Browser - $5
Trash this. Gain a Browser other than Internet Explorer.

They can't all be the best Browser ever.
Title: Re: Really bad card ideas
Post by: Marcory on June 08, 2019, 12:32:15 pm
Internet Explorer
Action - Browser - $5
Trash this. Gain a Browser other than Internet Explorer Netscape Navigator.

They can't all be the best Browser ever.

Ftfy.
Title: Re: Really bad card ideas
Post by: Marcory on June 08, 2019, 12:34:16 pm
Famine Action $4

Trash this. Gain a card costing less than this.
Title: Re: Really bad card ideas
Post by: Minotaur on June 10, 2019, 02:41:14 pm
iPhone
Treasure
Cost: $3*

+$2
---------------
You may overpay for this.
Title: Re: Really bad card ideas
Post by: LittleFish on June 10, 2019, 04:29:31 pm
iPhone
Treasure
Cost: $3*

+$2
---------------
You may overpay for this.
It's you must overpay for this
Title: Re: Really bad card ideas
Post by: Minotaur on June 10, 2019, 04:57:05 pm
iPhone
Treasure
Cost: $3*

+$2
---------------
You may overpay for this.
It's you must overpay for this

If you do, trash it and gain the next one?
Title: Re: Really bad card ideas
Post by: crj on June 10, 2019, 08:01:02 pm
When you gain this, each other player reveals their hand and trashes any IPhones they gained earlier.
Title: Re: Really bad card ideas
Post by: King Leon on June 13, 2019, 04:07:56 pm
bitwise
Type: Action
Cost: 0x1 << 2

While this is in play, the cost of all cards is shifted 1 bit right.

Clarification: The card cost is a three byte vector, 0x010203 means 1 debt, 2 potions and 3 coins. Shifting this 4 bits to the right makes 0x001020 = 0 debt, 16 potions and 32 coins.
Title: Re: Really bad card ideas
Post by: GendoIkari on June 13, 2019, 04:21:15 pm
iPhone
Treasure
Cost: $3*

+$2
---------------
You may overpay for this.

Even though this is a really bad card, I'm probably going to buy it, because it is the newest Dominion card available after all.
Title: Re: Really bad card ideas
Post by: King Leon on June 13, 2019, 04:56:02 pm
iPhone
Treasure
Cost: $3*

+$2
---------------
You may overpay for this.

Well, at least, this provides some protection against Bandit Fort and Noble Brigand.
Title: Re: Really bad card ideas
Post by: Marcory on June 14, 2019, 04:10:06 am
iPhone
Treasure
Cost: $3*

+$2
---------------
You may overpay for this.

If you didn't overpay for this by at least $3, reveal cards from your deck until you reveal a Treadure costing  $3 or more. Trash it and gain a card costing up to half of its cost.
Title: Re: Really bad card ideas
Post by: Marcory on June 14, 2019, 04:10:54 am
But shouldn't the IPhone pile be graduated like Castles?
Title: Re: Really bad card ideas
Post by: GendoIkari on June 14, 2019, 08:36:39 am
But shouldn't the IPhone pile be graduated like Castles?

No. iPhone 6 had a headphone jack.
Title: Re: Really bad card ideas
Post by: Marcory on June 14, 2019, 12:03:59 pm
But shouldn't the IPhone pile be graduated like Castles?

No. iPhone 6 had a headphone jack.

Fair enough, Opulent Castle has a nice on-play effect and doesn't force you to take a Duchy, so it's sometimes better than Sprawling. That doesn't change the fact that each generation (or half-generation) of iPhone is different and more expensive than the last.
Title: Re: Really bad card ideas
Post by: Minotaur on June 14, 2019, 07:36:12 pm
Headphone Jack
Action
Cost: $2

Discard any number of Victory cards to get +$2 for each.
Title: Re: Really bad card ideas
Post by: GendoIkari on June 15, 2019, 08:35:00 pm
Headphone Jack of all Trades
Action - $5

Gain a Silver.
Look at the top card of your deck; you may discard it.
Draw until you have 5 cards in hand.
You may trash a non-Treasure card from your hand.
You may listen to music and charge your phone at the same time.
Title: Re: Really bad card ideas
Post by: Minotaur on June 15, 2019, 09:01:11 pm
iMarket
Action
Cost: $3

+$2
You may play treasures and then Buy a card from the iTunes pile.

Hey kid... wanna install iTunes?
Title: Re: Really bad card ideas
Post by: kru5h on June 23, 2019, 04:02:40 pm
Master, (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) Reaction
When another player plays a card with the word "Choose" in it, you may reveal this from your hand to make the choice for them.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on June 23, 2019, 04:28:54 pm
Master
Action - $3 - Attack
+$2
Each other player reveals their hand and trashes any revealed Doctors.
Title: Re: Really bad card ideas
Post by: crj on June 29, 2019, 09:03:33 am
Clairvoyance
Project

At any time, you may take 1 debt to look at as many cards as you like without changing their positions.

(In real life, mechanically, I suspect that would be an utter nightmare that slowed the game down monstrously. It might actually work out OK online, though.)
Title: Re: Really bad card ideas
Post by: math on June 30, 2019, 12:50:32 pm
Clairvoyance
Project

At any time, you may take 1 debt to look at as many cards as you like without changing their positions.

(In real life, mechanically, I suspect that would be an utter nightmare that slowed the game down monstrously. It might actually work out OK online, though.)

If you made it only look through the cards in your deck it would probably work out IRL, although that's a much less powerful effect.
Title: Re: Really bad card ideas
Post by: kru5h on June 30, 2019, 09:10:14 pm
Royal Ring, Action $5
You may play an Action card from your hand.
You may replay an Action card you have in play that you played this turn.

(This lets you play infinite cards from your hand.)

Edit: wording
Title: Re: Really bad card ideas
Post by: Marcory on July 06, 2019, 12:24:17 pm
Festivus Action (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)

+2 Actions
+(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)

Air your grievances

_________________
When you would gain this, if there are any cards from Dominion: Intrigue in the Kingdom or Black Market, gain a different card of the same cost and type instead.


(Because it's for the rest of us).

Title: Re: Really bad card ideas
Post by: Minotaur on July 10, 2019, 07:24:23 am
Markus

+1 Card
+1 Action
+$1
Air one grievance
Title: Re: Really bad card ideas
Post by: Minotaur on July 22, 2019, 10:15:24 am
Timeshare
Action-Victory-Duration
Cost: $3

Set aside a card from your hand.  After your next shuffle, discard it.
--------
2 VP
Title: Re: Really bad card ideas
Post by: spineflu on July 22, 2019, 10:34:02 am
Timeshare
Action-Victory-Duration
Cost: $3

Set aside a card from your hand.  After your next shuffle, discard it.
--------
2 VP

Actually i kinda love this as a "lesser island" or maybe you bought an endgame card too early
Title: Re: Really bad card ideas
Post by: Minotaur on July 22, 2019, 06:57:57 pm
Timeshare
Action-Victory-Duration
Cost: $3

Set aside a card from your hand.  After your next shuffle, discard it.
--------
2 VP

Actually i kinda love this as a "lesser island" or maybe you bought an endgame card too early

Yeah, this is explicitly an Island spin-off in name and in what it does.  It obviously can't cost $2 or $4, so hopefully it's competitive with Tunnel.  Well, Tunnel sucks except for that one time that it doesn't, so I guess it's fine.
Title: Re: Really bad card ideas
Post by: stechafle on July 23, 2019, 08:00:48 am
Disappointing Village
+2 Actions
Discard an Action card from your hand or reveal you can't.
$0 Action

Inspired from playing Mountain Village without a discard pile.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on July 23, 2019, 06:14:27 pm
Poor Village
Action - Ruins - $0
+2 Actions
Reveal your hand. -1 Action for each Action card revealed, down to 0.
Title: Re: Really bad card ideas
Post by: Minotaur on July 23, 2019, 06:18:30 pm
https://www.youtube.com/watch?v=55fqjw2J1vI
Title: Re: Really bad card ideas
Post by: bitwise on July 23, 2019, 06:39:10 pm
Patronizer
Action - Ruins - $0
Reveal your hand.
Title: Re: Really bad card ideas
Post by: mail-mi on July 23, 2019, 07:08:09 pm
Poor Village
Action - Ruins - $0
+2 Actions
Reveal your hand. -1 Action for each Action card revealed, down to 0.

How to make Poor Village useful:

Kingdom includes Prince, Ambassador, Lighthouse, Mandarin, and Smithy.

1. Make sure your deck has exactly 5 treasures. Prince a Poor Village and a Smithy
2. Start your turn with a hand of 5 treasures and play your Princed Poor Village.
3. Play your Princed Smithy
4. Play your turn.
5. Play your 5 treasures and buy a mandarin, plus whatever else you want.

If the supply ever runs out of Mandarins, Ambassador some back while your opponent(s) has Lighthouse in play.
Title: Re: Really bad card ideas
Post by: Minotaur on July 23, 2019, 07:51:35 pm
KC-PV-Diadem is as good as three Silver.
Title: Re: Really bad card ideas
Post by: grep on July 27, 2019, 12:08:01 am
Pure village
Action - $1
+2 Actions
Trash your hand
Title: Re: Really bad card ideas
Post by: mail-mi on July 27, 2019, 03:40:19 am
Pure village
Action - $1
+2 Actions
Trash your hand
Works great with Cultist.

Poor Land
+4 Cards
Reveal your hand. Discard a card per Victory card in your hand.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on July 27, 2019, 09:38:38 am
King's Port
Action - $5
When you buy this, gain 2 King's Ports.
(This pile has 15 cards.)
Title: Re: Really bad card ideas
Post by: Gubump on July 27, 2019, 10:34:52 am
Poor Land
+4 Cards
Reveal your hand. Discard a card per Victory card in your hand.

Limit it to discarding non-Victory cards and it's actually a pretty decent card, depending on the cost.
Title: Re: Really bad card ideas
Post by: crj on July 27, 2019, 11:18:56 am
Pauper's Chapel
Gain 4 Curses
Reveal your hand; trash the Curses from it.
Title: Re: Really bad card ideas
Post by: grep on July 28, 2019, 12:18:50 am
Tinker tailor
$0 - Ruins
When you gain it, a player to the left gains a copy of it. If they can't, they give a Curse

There are 13 copies of Tinker tailor
Title: Re: Really bad card ideas
Post by: Minotaur on July 28, 2019, 10:21:12 am
Distant Outpost
Action-Duration
Cost: $1

The next time you take a second consecutive turn, take a third, for which you draw only one card.

Post
Action-Ruins
Cost: $0

If your next turn isn't immediately after this one, draw 5 cards for your next hand.
Title: Re: Really bad card ideas
Post by: bitwise on July 29, 2019, 04:52:29 pm
It's my money and I need it now
Treasure-Duration
Cost: $5

Take any number of Coffers that is less than or equal to the amount of Coin you currently have. At the start of your next turn, take twice that number of Debt.
Title: Re: Really bad card ideas
Post by: Minotaur on August 02, 2019, 03:23:48 pm
Bailout
Action
Cost: <8>

Trash the top card of your deck.  If you did, lose <1>.  If you did, +1 Coffer and play this card again.
Title: Re: Really bad card ideas
Post by: spineflu on August 07, 2019, 03:40:43 pm
Bailout
Action
Cost: <8>

Trash the top card of your deck.  If you did, lose <1>.  If you did, +1 Coffer and play this card again.

This isn't that bad, imo; get a province in coffers for trashing your deck? in the mean time, you can troll your opponent? I'd buy this card.
Title: Re: Really bad card ideas
Post by: Minotaur on August 09, 2019, 04:15:17 am
Bailout
Action
Cost: <8>

Trash the top card of your deck.  If you did, lose <1>.  If you did, +1 Coffer and play this card again.

This isn't that bad, imo; get a province in coffers for trashing your deck? in the mean time, you can troll your opponent? I'd buy this card.

You might buy it on Turn 2, sure, but it's not especially balanced or flexible or whatever.  Maybe weird combos exist, but yeah.

EDIT:  "Really bad" as in game design, not as in overall power.  The most common interpretation, though many are the other or both.
Title: Re: Really bad card ideas
Post by: Minotaur on August 09, 2019, 03:39:50 pm
King's Port
Action - $5
When you buy this, gain 2 King's Ports.
(This pile has 15 cards.)

Do these do anything when played, or is it strictly a pile manipulation thing?
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on August 09, 2019, 05:56:03 pm
King's Port
Action - $5
When you buy this, gain 2 King's Ports.
(This pile has 15 cards.)

Do these do anything when played, or is it strictly a pile manipulation thing?

Good catch. I was so focused on the silly parts that I forgot the Village part. Not that it matters in this thread. It's probably better this way.

But hey, while we're at it:

Ruined Port
Action - Ruins - $0
When you gain this, gain a Ruins.
Title: Re: Really bad card ideas
Post by: Minotaur on August 09, 2019, 08:08:54 pm
King's Port
Action - $5
When you buy this, gain 2 King's Ports.
(This pile has 15 cards.)

Do these do anything when played, or is it strictly a pile manipulation thing?

Good catch. I was so focused on the silly parts that I forgot the Village part. Not that it matters in this thread.

Well, if they're Villages too, then I guess I would be more inclined to test it at $6 first as a balance hunch.
Title: Re: Really bad card ideas
Post by: spineflu on August 14, 2019, 12:21:25 pm
since we're making ruins
i did a remodel variant:
(https://i.imgur.com/IoxMDpK.png)
Quote
Wreck • $0 • Action - Ruins
Trash a card from your hand. For each $1 it cost, gain a Ruin.
and a chapel variant:
(https://i.imgur.com/0g6ANur.png)
Quote
Desecrated Chapel• $0 • Action - Ruins
Trash any number of cards from your hand. For each card you trash, gain a Copper.
and a throne room variant:
(https://i.imgur.com/V1Or8KX.png)
Quote
Crumbling Throne• $0 • Action - Ruins
Play a Ruin from your hand twice.
Title: Re: Really bad card ideas
Post by: Minotaur on August 14, 2019, 12:34:18 pm
Desecrated Chapel is a bit too good in a Ruins game, and could be decent with Estates regardless.

Wreck can trash Ruins with no drawback.  Maybe it should just gain one Ruins without cost scaling, but even then it still could become a god-tier Ruin after the pile is out.

Crumbling Throne is great just the way that it is IMO.
Title: Re: Really bad card ideas
Post by: spineflu on August 14, 2019, 12:37:44 pm
god-tier Ruin
😂
Title: Re: Really bad card ideas
Post by: Minotaur on August 14, 2019, 05:55:53 pm
Anyway, idk about Desecrated Chapel.  Gain a curse, and if you do, trash up to two cards from your hand?  Trying to make it sometimes worth playing but mostly garbage, but people have chided me for trying to balance RBCIs before...
Title: Re: Really bad card ideas
Post by: Minotaur on August 16, 2019, 10:46:47 am
Collapsed Bridge
Action-Ruins
Cost: $0

When you Buy a Ruins this turn, +$1
Title: Re: Really bad card ideas
Post by: crj on August 16, 2019, 07:41:51 pm
(It's so hard to search this thread; have we done this one yet?)

Witless Necromancer
Action - Ruins
Cost: $0

Play a Ruins from the Trash, leaving it there.
Title: Re: Really bad card ideas
Post by: Fly-Eagles-Fly on August 16, 2019, 11:11:31 pm
Fantasy Football
Landmark
When any player plays a card from a pile you have the randomizer of, +2 VP.
---
Setup: players each player in turn order takes a randomizer card corresponding to a Supply pile. When each player has taken a card, each player takes another card in reverse order. Repeat until each supply pile's randomizer had been taken.

I'm sure someone could do a better job of making a card with this theme, maybe there have been some, but here's one take.
Title: Re: Really bad card ideas
Post by: Gherald on August 17, 2019, 01:06:22 pm
Church - Action - 2$
Trash your deck.
Funny how the real Church turned out to be more of a Haven than a Donate variant.

I still laugh at my own oldie
Empty Recycle Bin $4, Action

When you play this, trash your discard pile.
Title: Re: Really bad card ideas
Post by: Minotaur on August 19, 2019, 04:36:39 pm
(It's so hard to search this thread; have we done this one yet?)

Witless Necromancer
Action - Ruins
Cost: $0

Play a Ruins from the Trash, leaving it there.

When you gain this, trash the top card of the Ruins pile.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on August 19, 2019, 05:27:11 pm
I still laugh at my own oldie
Empty Recycle Bin $4, Action

When you play this, trash your discard pile.

This might fit the theme better:

Empty Recycle Bin
$4 - Event

Remove all cards in the trash from the game.
Title: Re: Really bad card ideas
Post by: Minotaur on August 19, 2019, 06:27:03 pm
I still laugh at my own oldie
Empty Recycle Bin $4, Action

When you play this, trash your discard pile.

This might fit the theme better:

Empty Recycle Bin
$4 - Event

Remove all cards in the trash from the game.

(https://i.imgur.com/8qBUcMl.png)
Title: Re: Really bad card ideas
Post by: crj on August 19, 2019, 08:07:04 pm
Reincarnation
Project, $2

At the start of your turn, return a card from the trash to the Supply.
At the end of your turn, trash a card from the Supply.
Title: Re: Really bad card ideas
Post by: King Leon on August 22, 2019, 06:35:30 pm
Foolish Burial
Type: Action
Cost: $2

Put your deck into your discard pile, then trash a card from your discard pile.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on August 22, 2019, 07:42:02 pm
MehBringer
Action - $1
You may put your deck into your discard pile. If you did, +1 Card, +1 Action and you may put a card from your discard pile on your deck.
Title: Re: Really bad card ideas
Post by: Minotaur on August 26, 2019, 03:59:40 am
Shy Beggar
Action-Reaction-Ruins

Gain a Copper to your hand.
--------------
When another player plays an Attack, you may play this from your hand.
Title: Re: Really bad card ideas
Post by: Gubump on August 28, 2019, 01:25:54 am
Drunken Scholar:
Action - $5
Put your hand on top of your deck in any order.
+7 Cards
Title: Re: Really bad card ideas
Post by: spineflu on August 28, 2019, 09:27:11 am
Drunken Scholar:
Action - $5
Put your hand on top of your deck in any order.
+7 Cards

this is literally what doing research felt like in college, except it was +5 cards and I could play it as many times as I liked.
Title: Re: Really bad card ideas
Post by: spineflu on August 31, 2019, 07:20:17 pm
I'm pretty sure this is a bad card but sometimes its hard to tell. I think situationally (where there's strong trashing and also maybe Triumph?) it's probably ok?

(https://i.imgur.com/jC5quAm.png)
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on September 01, 2019, 11:59:13 am
You can't gain Projects, so yeah, it's bad.
Title: Re: Really bad card ideas
Post by: spineflu on September 01, 2019, 01:49:24 pm
i mean, why not? I'd do Events but like half of them cost debt or are turn smoothers so that'd be kinda extra useless.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on September 01, 2019, 05:43:54 pm
Correct me if I'm wrong, but putting your cube on a Project is not called "gaining" it, is it?
Title: Re: Really bad card ideas
Post by: spineflu on September 01, 2019, 08:45:42 pm
no but presently the only way to obtain a project (or event) is to buy one, yea? how do you make a card that does that?
Title: Re: Really bad card ideas
Post by: ConMan on September 02, 2019, 03:00:45 am
no but presently the only way to obtain a project (or event) is to buy one, yea? how do you make a card that does that?
Possibly just "Place on of your cubes on a Project, following normal restrictions"?
Title: Re: Really bad card ideas
Post by: Fly-Eagles-Fly on September 02, 2019, 09:47:49 am
Drunk
$4
Action-Reserve
+ $4
+2 Buys
-
When you gain this, put it on your Tavern mat. When another player discards a Drunk from their Tavern mat, you may discard this from your Tavern mat.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on September 02, 2019, 10:39:48 am
Chicken
Action - $0*
Gain an Egg.
(This is not in the Supply.)

Egg
Action - $0*
Gain a Chicken.
(This is not in the Supply.)
Title: Re: Really bad card ideas
Post by: Minotaur on September 02, 2019, 12:31:45 pm
Evolution
Landmark

At the start of each turn for the first 10^9 turns:
  Flip 25 coins.  If all of them land Heads, each player gains an Egg.

----------

At the end of the game, each Chicken is worth 1VP.
Title: Re: Really bad card ideas
Post by: grrgrrgrr on September 18, 2019, 01:43:49 pm
Google's Gamble (Event, 0$)
Do this 10^100 times: Name a number from 1 to 6. Throw a dice. If the number matches your prediction, +1VP for you. If it doesn't, +1VP for the other players.

This event will probably make the opponent win. However, if he resigns out of boredom, he loses.
Title: Re: Really bad card ideas
Post by: Fly-Eagles-Fly on September 18, 2019, 03:15:41 pm
Crumbling Outpost
If the previous turn was yours, then take another turn after this.
Title: Re: Really bad card ideas
Post by: grep on September 21, 2019, 04:37:50 am
Great Garbage Patch
Event - $2
Put all the trash in hand
Title: Re: Really bad card ideas
Post by: Abel_K on September 21, 2019, 07:23:28 am
and why not ? !!!
Title: Re: Really bad card ideas
Post by: stechafle on September 28, 2019, 07:04:20 pm
Staples
You may discard a card to gain a Silver. Staple the Silver to the card you discarded. If you did, +3 Cards and +1 Action.
$5 Action
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on September 28, 2019, 09:43:34 pm
Staples
You may discard a card to gain a Silver. Staple the Silver to the card you discarded. If you did, +3 Cards and +1 Action.
$5 Action

Staple Gun
You may play a Staples from the Supply. If you do, +1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) for having an awesome Stapler.

Stapler Remover
You may trash a Staples from your hand.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on September 28, 2019, 09:48:26 pm
Provisions
Reaction - $2
If it has been at least 4 hours since your last turn, you may trash this from your hand to go eat something then come back.
Title: Re: Really bad card ideas
Post by: Minotaur on September 28, 2019, 11:35:32 pm
Yikes.  What happens when you try to draw a card stapled to one or more other cards?
Title: Re: Really bad card ideas
Post by: [TP] Inferno on September 29, 2019, 04:02:30 am
Golf
$5
Action
+1 Card
+1 Action
-------
At the end of the game, for each copy of Golf you have, multiply each player's point total by -1.

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.
Title: Re: Really bad card ideas
Post by: stechafle on September 29, 2019, 08:04:25 am
Yikes.  What happens when you try to draw a card stapled to one or more other cards?

Wait for the Really Bad Card Idea Errata.  ;)
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on September 29, 2019, 09:46:26 am
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.

Also, you may put your discard pile face down, which then gives you a right to combine it with your deck or confuse it with your deck.
Title: Re: Really bad card ideas
Post by: Minotaur on September 29, 2019, 09:54:24 am
Stapler
Action-Attack
Cost: $5

Staple a Scout to your divorce papers.  This is all you're getting from me.  I hope it was worth it, you two-timing backstabber.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on September 29, 2019, 12:43:29 pm
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.

Also, you may put your discard pile face down, which then gives you a right to combine it with your deck or confuse it with your deck.

And when a card says +$x, gain a Treasure worth $x instead.
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on September 29, 2019, 01:11:55 pm
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.

Also, you may put your discard pile face down, which then gives you a right to combine it with your deck or confuse it with your deck.

And when a card says +$x, gain a Treasure worth $x instead.

And when a card says +x Cards, you may gain x cards, each costing up to (http://wiki.dominionstrategy.com/images/thumb/d/df/Coin11.png/16px-Coin11.png)(http://wiki.dominionstrategy.com/images/thumb/d/d4/Debt8.png/18px-Debt8.png)(http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png).
And when you gain a card, you may immediately play it or put it into your hand, your choice.
Title: Re: Really bad card ideas
Post by: Minotaur on September 29, 2019, 02:18:19 pm
And when a card says +x Cards, you may gain x cards, each costing up to (http://wiki.dominionstrategy.com/images/thumb/d/df/Coin11.png/16px-Coin11.png)(http://wiki.dominionstrategy.com/images/thumb/d/d4/Debt8.png/18px-Debt8.png)(http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png).
And when you gain a card, you may immediately play it or put it into your hand, your choice.

"+X Action(s)" doesn't mean anything.  You can play Actions from your hand during your turn whenever you want.
Title: Re: Really bad card ideas
Post by: Minotaur on September 29, 2019, 04:03:06 pm
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.
Title: Re: Really bad card ideas
Post by: [TP] Inferno on September 30, 2019, 12:32:40 am
Quote
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.

And when you discard your hand during Clean-Up, you may put it on top of your deck.
When you use a Treasure to buy a card, return that Treasure to the Supply.
Title: Re: Really bad card ideas
Post by: Minotaur on September 30, 2019, 12:42:44 am
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.
Title: Re: Really bad card ideas
Post by: singletee on September 30, 2019, 01:49:11 am
When you would get (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) from an Action card, instead gain a non-Kingdom Treasure that produces that amount of (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png).
Title: Re: Really bad card ideas
Post by: [TP] Inferno on September 30, 2019, 02:14:56 am
When you play Action cards, lay them out on the table in a spreadangled messy fashion and get extremely confused as to how many Actions you have left.
Title: Re: Really bad card ideas
Post by: [TP] Inferno on September 30, 2019, 02:17:40 am
When you have spare Buys, you must always buy Copper.
Title: Re: Really bad card ideas
Post by: Marcory on September 30, 2019, 03:39:11 am
Buffering Inaction-Reaction $3

During the next two minutes, you may do any or all of the following: get a drink, grab a snack, stand up and stretch, answer the doorbell, or visit the toilet. If your opponent complains, they lose. If you are not back in your seat by the end of the two minutes, unless you reveal another Inaction.
______________
When any player plays an Action, you may reveal this, to trigger its effect.
Title: Re: Really bad card ideas
Post by: Gubump on October 01, 2019, 08:34:53 pm
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.
Title: Re: Really bad card ideas
Post by: Minotaur on October 01, 2019, 08:57:07 pm
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.

(https://i.kym-cdn.com/entries/icons/mobile/000/023/397/C-658VsXoAo3ovC.jpg)
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...)
Title: Re: Really bad card ideas
Post by: Gubump on October 01, 2019, 11:05:16 pm
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.

(https://i.kym-cdn.com/photos/images/newsfeed/001/565/728/103.gif)
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.
Title: Re: Really bad card ideas
Post by: Fly-Eagles-Fly on October 02, 2019, 09:05:06 am
That's not how the Force works
$4
Storm the First Order base with no concrete plan on how to lower the shields.
Title: Re: Really bad card ideas
Post by: naitchman on October 02, 2019, 11:14:44 am
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)
Title: Re: Really bad card ideas
Post by: Minotaur on October 03, 2019, 03:43:45 pm
General Flagstaff
Action
Cost: $5

+$3
Trash this or an Action card from your hand.  If you do, take the Flag.
Title: Re: Really bad card ideas
Post by: Minotaur on October 03, 2019, 03:52:53 pm
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.
Title: Re: Really bad card ideas
Post by: mail-mi on October 03, 2019, 07:04:34 pm
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.
Title: Re: Really bad card ideas
Post by: Minotaur on October 03, 2019, 07:09:14 pm
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.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on October 03, 2019, 08:28:44 pm
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.
Title: Re: Really bad card ideas
Post by: [TP] Inferno on October 03, 2019, 08:36:45 pm
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.
Title: Re: Really bad card ideas
Post by: LittleFish on October 03, 2019, 09:26:39 pm
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
Title: Re: Really bad card ideas
Post by: spineflu on October 04, 2019, 08:54:43 am
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.
Title: Re: Really bad card ideas
Post by: Minotaur on October 04, 2019, 03:21:07 pm
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.
Title: Re: Really bad card ideas
Post by: [TP] Inferno on October 04, 2019, 08:41:02 pm
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.
Title: Re: Really bad card ideas
Post by: Awaclus on October 06, 2019, 04:00:01 pm
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?
Title: Re: Really bad card ideas
Post by: silverspawn on October 13, 2019, 03:43:19 am
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.
Title: Re: Really bad card ideas
Post by: Minotaur on October 13, 2019, 05:00:17 am
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.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on October 13, 2019, 12:35:38 pm
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?
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on October 13, 2019, 02:28:26 pm
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.
Title: Re: Really bad card ideas
Post by: Marcory on October 13, 2019, 02:50:31 pm
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
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on October 13, 2019, 05:50:11 pm
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.
Title: Re: Really bad card ideas
Post by: [TP] Inferno on October 14, 2019, 03:03:39 am
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!
Title: Re: Really bad card ideas
Post by: King Leon on October 14, 2019, 03:16:49 am
Template Method
Type: Action/Reaction/Abstract
Cost: getCost()

getActionText()
-
getReactionText()
Title: Re: Really bad card ideas
Post by: spineflu on October 14, 2019, 09:25:52 am
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.
Title: Re: Really bad card ideas
Post by: Minotaur on October 14, 2019, 04:41:33 pm
Coffee Grounds
Action-Victory
Cost: $3

+3 Actions.  Trash this card.
--------
When you gain this, +1 Buy.
Title: Re: Really bad card ideas
Post by: [TP] Inferno on October 15, 2019, 04:13:55 am
Throne, but for everything
$6
Action-Treasure-Night-Victory
If it's your Action phase, you may play an Action card from your hand twice.
If it's your Buy phase, you may play a Treasure from your hand twice.
If it's your Night phase, you may play a Night card from your hand twice.
-------
If it's the end of the game, you may choose a Victory card of yours to be worth twice as much.
Title: Re: Really bad card ideas
Post by: [TP] Inferno on October 15, 2019, 04:20:35 am
Rainbow
$1
Shelter-Duration-Treasure-Victory-Reaction-Curse
$1
Now and at the start of your next turn, +$1, +1 Buy.
-------
When another player plays an Attack card, you may reveal this from your hand to gain a Unicorn.
-------
-1VP
-------
Worth 1VP for each Unicorn you have.

Unicorn
$0
Action
Reveal a card from your hand. For each colour it has, +1 Card, +1 Action, +1 Buy.
(This is not in the Supply.)
Title: Re: Really bad card ideas
Post by: Minotaur on October 15, 2019, 05:08:11 pm
Throning Station
Project
Cost: <12>

Take a third Project token, and put your other two tokens on another Project and an identical copy of that Project.

Throning Ceremony
Event
Cost: <10>

Perform another Event of your choice twice (without having to Buy it)
Title: Re: Really bad card ideas
Post by: Joseph2302 on October 17, 2019, 07:24:02 am
Scout, $4
+1 action
Look at the first 4 cards of your deck. Put the victory cards into your hand and put the rest of the cards back on your deck in any order
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on October 17, 2019, 09:28:25 am
Scout, $4
Look at the first 4 cards of your deck. Put the victory cards into your hand and put the rest of the cards back on your deck in any order

Strictly worse than the original Scout is really bad. At least the original was non-terminal.
Title: Re: Really bad card ideas
Post by: Minotaur on October 17, 2019, 09:57:41 am
Busy House
Treasure
Cost: $5

+$4
-$1 for each Action.  (This cannot bring you below $0.)
Title: Re: Really bad card ideas
Post by: [TP] Inferno on October 17, 2019, 06:04:31 pm
Aggressive Goat
(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) Treasure-Heirloom
(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)
Each player (including you) reveals their hands. Trash each revealed card that has any type of plant in its art. If any Overgrown Estates are trashed, gain them instead and trash them.
Title: Re: Really bad card ideas
Post by: [TP] Inferno on October 17, 2019, 06:08:38 pm
Counting House
(http://wiki.dominionstrategy.com/images/thumb/4/47/Coin8.png/16px-Coin8.png)(http://wiki.dominionstrategy.com/images/thumb/d/d4/Debt8.png/18px-Debt8.png)(http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png) Action
+1 Action
+5 Buys
Put your deck into your discard pile. Gain every Copper. Look through your discard pile. Reveal any number of Treasures from it and put them into your hand. Gain a Coppersmith to your hand.
Title: Re: Really bad card ideas
Post by: grep on October 17, 2019, 07:24:57 pm
Three for Two sale
Event - $0*
Pay double the cost of the top card of any supply pile. If you did, gain 3 cards from that pile
Title: Re: Really bad card ideas
Post by: Fly-Eagles-Fly on October 21, 2019, 05:04:39 pm
Three for Two sale
Event - $0*
Pay double the cost of the top card of any supply pile. If you did, gain 3 cards from that pile
That's actually not that bad of an idea, something like this:

Title
$5 Project
When you gain a second copy of a non-victory card in a turn, you may gain another copy.
Title: Re: Really bad card ideas
Post by: grep on October 21, 2019, 05:16:03 pm
Three for Two sale
Event - $0*
Pay double the cost of the top card of any supply pile. If you did, gain 3 cards from that pile
That's actually not that bad of an idea, something like this:

Title
$5 Project
When you gain a second copy of a non-victory card in a turn, you may gain another copy.

Sale is deliberately broken, especially in the case of split piles (gladiator and two fortunes for $6) and castles.
Title is ok, though, to my taste, too expensive ($3-4 would be fine)
Title: Re: Really bad card ideas
Post by: Minotaur on October 21, 2019, 05:33:41 pm
Reveal the top three cards of a pile, and then pay for any two of them which do not cost strictly less than the third.*

If you do, gain all three.

* - In some cases, the amounts you may choose to pay may fail to be a single unique amount if it's a fan card split pile where cards cost Potions, $, and/or <>.
Title: Re: Really bad card ideas
Post by: grep on October 21, 2019, 09:45:32 pm
Ok then.
Supermarket
$6 - Project
At the beginning of your Buy phase, +1 Buy
When you buy the second card during your turn, gain a card strictly cheaper than any of the two first bought cards.
Title: Re: Really bad card ideas
Post by: crj on October 22, 2019, 07:01:59 am
Ruined Commander
Action, Ruins, Command - $0

Play an Action card from the Supply as though it were this.
Title: Re: Really bad card ideas
Post by: Fly-Eagles-Fly on October 22, 2019, 12:10:14 pm
Three for Two sale
Event - $0*
Pay double the cost of the top card of any supply pile. If you did, gain 3 cards from that pile
That's actually not that bad of an idea, something like this:

Deal
$5 Project
When you gain a second copy of a non-victory card in a turn, you may gain another copy.

Sale is deliberately broken, especially in the case of split piles (gladiator and two fortunes for $6) and castles.
Deal is ok, though, to my taste, too expensive ($3-4 would be fine)
Yeah obviously as you worded it if fits this forum. Also I forgot to actually put a title.
Title: Re: Really bad card ideas
Post by: Fly-Eagles-Fly on October 22, 2019, 12:11:35 pm
Ruined Commander
Action, Ruins, Command - $0

Play an Action card from the Supply as though it were this.
What have you done
Title: Re: Really bad card ideas
Post by: Minotaur on October 22, 2019, 12:49:13 pm
Pamphleteer
Action-Command
Cost: $5

Move a non-Command Action card from the Supply to your Tavern mat.  Play it, leaving it there.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on October 22, 2019, 06:41:21 pm
Sleuthhound
Action - Reaction - $2
+2 Cards
When one of your cards leaves play, you may reveal this from your hand to put it back in play.
Title: Re: Really bad card ideas
Post by: LibraryAdventurer on October 22, 2019, 08:02:07 pm
Ruined Commander
Action, Ruins, Command - $0

Play an Action card from the Supply as though it were this.
I still like the old wording better:

"This is this card until it leaves play."
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on October 22, 2019, 09:08:12 pm
Action-Duration-Attack
Cost: (http://wiki.dominionstrategy.com/images/thumb/0/02/Coin14.png/16px-Coin14.png)(http://wiki.dominionstrategy.com/images/thumb/d/d4/Debt8.png/18px-Debt8.png)(http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png)
Choose an Action card from the Supply. That is this card until someone gains it.

The Attack type is just to make Moat interactions really confusing.
Title: Re: Really bad card ideas
Post by: [TP] Inferno on October 22, 2019, 09:31:10 pm
Iron General
Action-Command (http://wiki.dominionstrategy.com/images/thumb/9/9d/Coin9.png/16px-Coin9.png)(http://wiki.dominionstrategy.com/images/thumb/d/d4/Debt8.png/18px-Debt8.png)
Gain 4 Command cards to your hand costing less than this. If you gained a...
Overlord, +2 Cards
Band Of Misfits, +2 Actions
Necromancer, +2 Buys
Captain, +(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)
Choose one: Play this as if it were each of those gained cards, and this is those cards until it leaves play; or play those cards from your hand, leaving them there.
Title: Re: Really bad card ideas
Post by: [TP] Inferno on October 22, 2019, 09:38:45 pm
Admiral Of The Guild
Action-Duration-Command (http://wiki.dominionstrategy.com/images/thumb/7/79/Coin2plus.png/16px-Coin2plus.png)
+1 Card
+1 Action
-
When you buy this, you may overpay for it. If you do, set this aside, and at the start of your next turn, play a non-Duration Action card from the Supply costing up to (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) per (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) you overpaid, leaving it there.
Title: Re: Really bad card ideas
Post by: Minotaur on October 23, 2019, 11:50:19 am
Admiral Of The Guild
Action-Duration-Command (http://wiki.dominionstrategy.com/images/thumb/7/79/Coin2plus.png/16px-Coin2plus.png)
+1 Card
+1 Action
-
When you buy this, you may overpay for it. If you do, set this aside, and at the start of your next turn, play a non-Duration Action card from the Supply costing up to (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) per (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) you overpaid, leaving it there.

So it's a one-time Summon that doesn't gain you the card?  Seems pretty bad, but yet could probably be used in edge cases.
Title: Re: Really bad card ideas
Post by: [TP] Inferno on October 23, 2019, 04:02:19 pm
Admiral Of The Guild
Action-Duration-Command (http://wiki.dominionstrategy.com/images/thumb/7/79/Coin2plus.png/16px-Coin2plus.png)
+3 Cards
+1 Buy
-
When you buy this, you may overpay for it. If you do, set this aside, and at the start of your next turn, play a non-Duration Action card from the Supply costing up to (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) per (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) you overpaid, leaving it there.
Fixed that for myself. But anyway, why am I balancing an RBCI?
Title: Re: Really bad card ideas
Post by: Minotaur on October 23, 2019, 04:08:39 pm
Admiral Of The Guild
Action-Duration-Command (http://wiki.dominionstrategy.com/images/thumb/7/79/Coin2plus.png/16px-Coin2plus.png)
+3 Cards
+1 Buy
-
When you buy this, you may overpay for it. If you do, set this aside, and at the start of your next turn, play a non-Duration Action card from the Supply costing up to (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) per (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) you overpaid, leaving it there.
Fixed that for myself. But anyway, why am I balancing an RBCI?

Wait, now it's a Smithy with +Buy for $2...  X-D

Maybe it could be a "terminal Pouch"?  (Or terminal Candlestick Maker possibly)

EDIT:  "Terminal Candlestick Maker" fits the general theme for "Guild" variants in Dominion, so that's my final suggestion.
Title: Re: Really bad card ideas
Post by: [TP] Inferno on October 23, 2019, 05:27:36 pm
Whoops. Terminal CSM it is.
*sigh* I guess I have a lot to learn when it comes to designing cards. Probably the wrong thread for this but still. :(
Admiral Of The Guild
Action-Duration-Command (http://wiki.dominionstrategy.com/images/thumb/7/79/Coin2plus.png/16px-Coin2plus.png)
+1 Buy
+(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)
-
When you buy this, you may overpay for it. If you do, set this aside, and at the start of your next turn, play a non-Duration Action card from the Supply costing up to (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) per (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) you overpaid, leaving it there.
Title: Re: Really bad card ideas
Post by: Minotaur on October 23, 2019, 05:35:55 pm
Don't forget to get rid of the "+1 Action".  It's actually pretty interesting now IMO.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on October 23, 2019, 06:19:29 pm
Yes, I agree. This is something I'd actually want to playtest.
Title: Re: Really bad card ideas
Post by: [TP] Inferno on October 23, 2019, 08:22:34 pm
Probably the wrong thread for it though.
Title: Re: Really bad card ideas
Post by: Minotaur on October 24, 2019, 12:05:34 am
Uberpawn
Action
Cost: <4>

Choose two (different):
+1 Coffer
+1 Villager
+1 Labcoat
+1 Marketer
Title: Re: Really bad card ideas
Post by: mxdata on October 24, 2019, 03:07:37 am
Cursed Copper
Treasure-Heirloom
Cost: $4

Worth $1, gain a curse when you play this.  When you trash this, gain a curse and put this card in your hand
Title: Re: Really bad card ideas
Post by: mxdata on October 24, 2019, 03:25:13 am
Buffy
Cost: $5
Attack-Reaction-Night
Every other player reveals their hand.  If they have a Vampire, they trash it
-----------
When any other player plays a Vampire, you may reveal this card to trash their Vampire
Title: Re: Really bad card ideas
Post by: mxdata on October 24, 2019, 11:36:43 am
Dictionary
Cost: $6*
Action
+1 Buy
Reveal a card from your hand.  +$1 per different consonant in the card's name (rounding down).  +1VP per different vowel in the card's name.  +1 action per space in the card's name.

You may overpay for this card.  If you do, gain a card with one consonant in its name per $1 you overpay



For example, revealing a werewolf would get you $4 (WRLF - no coins for the second W) and 2VP (EO - no VP for the second E).  Revealing Sir Bailey would get you $5 (SRBLY), 3 VP (IAE) and 1 action
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on October 24, 2019, 04:49:20 pm
Dictionary
Cost: $6*
Action
+1 Buy
Reveal a card from your hand.  +$1 per different consonant in the card's name (rounding down).  +1VP per different vowel in the card's name.  +1 action per space in the card's name.

You may overpay for this card.  If you do, gain a card with one consonant in its name per $1 you overpay



For example, revealing a werewolf would get you $4 (WRLF - no coins for the second W) and 2VP (EO - no VP for the second E).  Revealing Sir Bailey would get you $5 (SRBLY), 3 VP (IAE) and 1 action

Is Y a consonant in Bailey? I would call it a vowel in that context. If it's ambiguous, do you get both benefits?
Title: Re: Really bad card ideas
Post by: [TP] Inferno on October 24, 2019, 07:29:57 pm
Dictionary
Cost: $6+
Action
+1 Buy
Reveal a card from your hand.  +$1 per different consonant in the card's name (rounding down).  +1VP per different vowel in the card's name.  +1 action per space in the card's name.

You may overpay for this card.  If you do, gain a card with one consonant in its name per $1 you overpay



For example, revealing a werewolf would get you $4 (WRLF - no coins for the second W) and 2VP (EO - no VP for the second E).  Revealing Sir Bailey would get you $5 (SRBLY), 3 VP (IAE) and 1 action
So, revealing Jack Of All Trades would give you +(http://wiki.dominionstrategy.com/images/thumb/9/9d/Coin9.png/16px-Coin9.png) (JCKFLTRDS), +3(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)(AOE - no (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) for the second and third A's) and +3 Actions for the 3 spaces. +3 Actions, +(http://wiki.dominionstrategy.com/images/thumb/9/9d/Coin9.png/16px-Coin9.png), +3(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png). Pretty darn good.
Title: Re: Really bad card ideas
Post by: Minotaur on October 24, 2019, 09:30:33 pm
Dictionary
Cost: $6*
Action
+1 Buy
Reveal a card from your hand.  +$1 per different consonant in the card's name (rounding down).  +1VP per different vowel in the card's name.  +1 action per space in the card's name.

You may overpay for this card.  If you do, gain a card with one consonant in its name per $1 you overpay



For example, revealing a werewolf would get you $4 (WRLF - no coins for the second W) and 2VP (EO - no VP for the second E).  Revealing Sir Bailey would get you $5 (SRBLY), 3 VP (IAE) and 1 action

Is Y a consonant in Bailey? I would call it a vowel in that context. If it's ambiguous, do you get both benefits?

Flip over your Journey token.  If it is face up, Y is a consonant.  If it is face down, Y is a vowel.
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on October 24, 2019, 10:17:52 pm
Dictionary
Cost: $6*
Action
+1 Buy
Reveal a card from your hand.  +$1 per different consonant in the card's name (rounding down).  +1VP per different vowel in the card's name.  +1 action per space in the card's name.

You may overpay for this card.  If you do, gain a card with one consonant in its name per $1 you overpay



For example, revealing a werewolf would get you $4 (WRLF - no coins for the second W) and 2VP (EO - no VP for the second E).  Revealing Sir Bailey would get you $5 (SRBLY), 3 VP (IAE) and 1 action

Is Y a consonant in Bailey? I would call it a vowel in that context. If it's ambiguous, do you get both benefits?

Flip over your Journey token.  If it is face up, Y is a consonant.  If it is face down, Y is a vowel.

Ah, a wise solution. Although I would suggest a variation: "Flip your journey token like a coin".
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on October 24, 2019, 10:18:59 pm
Ruined Journey
Action-Ruins
(http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png)

Flip your Journey token like a coin.
Title: Re: Really bad card ideas
Post by: mxdata on October 24, 2019, 10:33:12 pm
Dictionary
Cost: $6+
Action
+1 Buy
Reveal a card from your hand.  +$1 per different consonant in the card's name (rounding down).  +1VP per different vowel in the card's name.  +1 action per space in the card's name.

You may overpay for this card.  If you do, gain a card with one consonant in its name per $1 you overpay



For example, revealing a werewolf would get you $4 (WRLF - no coins for the second W) and 2VP (EO - no VP for the second E).  Revealing Sir Bailey would get you $5 (SRBLY), 3 VP (IAE) and 1 action
So, revealing Jack Of All Trades would give you +(http://wiki.dominionstrategy.com/images/thumb/9/9d/Coin9.png/16px-Coin9.png) (JCKFLTRDS), +3(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)(AOE - no (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) for the second and third A's) and +3 Actions for the 3 spaces. +3 Actions, +(http://wiki.dominionstrategy.com/images/thumb/9/9d/Coin9.png/16px-Coin9.png), +3(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png). Pretty darn good.

The really fun thing with this is that what cards are good with it depends on which language you're playing it in!  Jack Of All Trades is awesome in English .... not so awesome in Italian, where it's called Tuttofare according to the wiki

And it's completely broken in Japanese, unless maybe you have to romanize it first
Title: Re: Really bad card ideas
Post by: [TP] Inferno on October 25, 2019, 09:46:04 pm
Can I just say how much I like this thread, given that I don't (usually) actually have to balance my ideas and I can come up with the most ridiculous thing I want.

Split pile: Hang on... What?/Blue Dog

Hang on... What?
$5
Action
When you would gain a Great Hall with an Ironworks and you reveal a Trader to gain a Silver instead, you get +1 Card, +$1 instead of the current ruling.

Blue Dog
$0
Action-Victory
+1 Card
+1 Action
-
When you would gain this, gain a Silver instead.
Title: Re: Really bad card ideas
Post by: bitwise on November 05, 2019, 11:48:00 pm
Sinister Plot
$4
Action-Attack-Victory
+1 Card
+1 Action
Each other player with 4 or more cards in hand discards a card.
---
Worth 1 VP

Faithful Hound
$5
Action
+1 Card
+1 Action
+1 Coffers
---
When you discard this from play, if you didn't use any Coffers this turn, you may put this onto your deck.
Title: Re: Really bad card ideas
Post by: mxdata on November 06, 2019, 02:12:38 am
Sinister Plot
$4
Action-Attack-Victory
+1 Card
+1 Action
Each other player with 4 or more cards in hand discards a card.
---
Worth 1 VP

Faithful Hound
$5
Action
+1 Card
+1 Action
+1 Coffers
---
When you discard this from play, if you didn't use any Coffers this turn, you may put this onto your deck.

Those both seem like decent cards to me.  Your Faithful Hound (you'd need a different name since that name's already taken by a card in Nocturne) is basically a variant of Treasury, but using coffers instead of coins.  Seems like it could be potentially quite powerful, especially if there's sources of +buy, and Sinister Plot is basically Urchin with 1VP stuck on it and no Mercenary.  Not a particularly bad card
Title: Re: Really bad card ideas
Post by: Minotaur on November 06, 2019, 10:25:44 am
Faithful Hound is strictly better than Baker.  And with +Buy it should be pretty busted, yeah.

Notice that the attack on Sinister Plot is one card stronger than Urchin.  It's half of a non-terminal Mercenary attack.  It wouldn't really be worth buying a lot of if it only worked once per turn, but could warp the game.  Later on, you might have to decide between, say, $8 or playing your two Sinister Plots back and hoping to get the $8 back.  It could be pretty wild.  Or you might just draw your deck from a three-card hand every turn and play your only two SPs.
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on November 06, 2019, 12:40:10 pm
Sinister Plot

Faithful Hound

Your Faithful Hound (you'd need a different name since that name's already taken by a card in Nocturne)

Same with Sinister Plot being a Project in Renaissance.
Title: Re: Really bad card ideas
Post by: Minotaur on November 06, 2019, 01:08:34 pm
Copper
Action-Reaction
Cost: $2

+2 Cards
-------
When another player plays an Attack card, you may reveal this.  If you do, you are not affected by the Attack.
Title: Re: Really bad card ideas
Post by: bitwise on November 06, 2019, 01:24:38 pm
I am perfectly aware of the naming issue, and Minotaur seems to have the right idea. :P

Market Square
Action
Cost: $25
+1 Card
+1 Action
+$1
+1 Buy

Fair Grounds
Project
Cost: $8
At the end of your turn when you buy this, return all cards in the trash as well as all cards in all players' decks, hands, and discard piles to their original piles, then each player gains 7 Coppers and 3 Estates, and draws 5 cards.
Title: Re: Really bad card ideas
Post by: Minotaur on November 06, 2019, 01:42:09 pm
GOAT
Action
Cost: $2*

You may trash up to four cards from your hand.
-------
* - This is in the Supply.  It is not an Heirloom.
Title: Re: Really bad card ideas
Post by: bitwise on November 06, 2019, 01:51:00 pm
Realm
Action
Cost: $5
+2 Cards
+1 Action
Put a card in your hand on the Tavern Mat.
Heirloom: Coin of the Realm


Coin of the Realm
Treasure - Heirloom - Reserve
Cost: $2
$1
When you play this, put it on your Tavern mat.
---
Directly after you finish playing an Action card, you may call this, for +2 Actions.
Title: Re: Really bad card ideas
Post by: Minotaur on November 06, 2019, 01:55:23 pm
Citizen of the Realm
Action-Reserve
Cost: <5>

+1 Card
+1 Action
Put this on your Tavern mat.
-----------
At the start of your Buy phase, you may Call this for +$1.
Title: Re: Really bad card ideas
Post by: spineflu on November 06, 2019, 04:38:42 pm
Ruined Journey • $0 • Action - Ruins
Turn your Journey token over (it starts face-up).
Title: Re: Really bad card ideas
Post by: grep on November 06, 2019, 07:17:53 pm
Ruined Journey • $0 • Action - Ruins
Turn your Journey token over (it starts face-up).
What a nice Ruin (when there are other journey token users)

Lazy Hireling
$0 - Action - Duration - Ruins
At the start of each of your turns for the rest of the game: This stays in play
Title: Re: Really bad card ideas
Post by: mxdata on November 06, 2019, 09:05:04 pm
Ruined Journey • $0 • Action - Ruins
Turn your Journey token over (it starts face-up).
What a nice Ruin (when there are other journey token users)

Lazy Hireling
$0 - Action - Duration - Ruins
At the start of each of your turns for the rest of the game: This stays in play

That would actually be pretty convenient if Peddler happens to be in the game.  Automatic -$2 cost for Peddlers for every Lazy Hireling in play!
Title: Re: Really bad card ideas
Post by: mxdata on November 06, 2019, 10:24:01 pm
(https://i.imgur.com/w7GFRrX.jpg)

You will never lose with this card
Title: Re: Really bad card ideas
Post by: grep on November 06, 2019, 10:45:15 pm
Well, is it possible to design an Attack Ruins?

Starving Militia
$0 - Action - Attack - Ruins
Each other player discards a Ruins or reveals a card with no Ruins

Meek Swindler
$0 - Action - Attack - Ruins
Each other player reveals their top card. If it costs exactly $0, they gain a Ruins and may trash the revealed card.

Wererabbit
$0 - Night - Attack - Ruins
Each other player chooses a receives a Hex
Title: Re: Really bad card ideas
Post by: [TP] Inferno on November 07, 2019, 05:30:44 am
Drunk
$0
Action-Ruins-Reserve
Put this on your Tavern mat.

Old Dinghy
$0
Action-Duration-Ruins
At the start of your next turn, discard this from play.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on November 07, 2019, 07:58:16 pm
Meddling Kids
Action - Attack - $3
+$2
Each other player removes their tokens from Sinister Plot.
Title: Re: Really bad card ideas
Post by: mxdata on November 07, 2019, 08:32:28 pm
Meddling Kids
Action - Attack - $3
+$2
Each other player removes their tokens from Sinister Plot.

There needs to be some combo with Faithful Hound
Title: Re: Really bad card ideas
Post by: Minotaur on November 08, 2019, 12:55:48 am
+1 Card
+1 Action
Discard any number of cards from your hand.  For each one, each other player loses a Sinister Plot token.

EDIT:  (Heirloom: Faithful Hound)
Title: Re: Really bad card ideas
Post by: mxdata on November 08, 2019, 05:14:57 pm
Drunk
$0
Action-Ruins-Reserve
Put this on your Tavern mat.

Had a bit too much of the Wine Merchant's merchandise, eh?
Title: Re: Really bad card ideas
Post by: mxdata on November 08, 2019, 05:16:06 pm
Bad Penny
Ruins - Treasure
$0
Worth $0
Title: Re: Really bad card ideas
Post by: crj on November 08, 2019, 07:22:29 pm
Meddling Kids
Action - Attack - $3
+$2
Each other player removes their tokens from Sinister Plot.
----
Until the start of your next turn, Ghosts have no effect when played.
Title: Re: Really bad card ideas
Post by: [TP] Inferno on November 08, 2019, 07:57:47 pm
Drunk
$0
Action-Ruins-Reserve
Put this on your Tavern mat.

Had a bit too much of the Wine Merchant's merchandise, eh?
cAn I GeT anOtHEr BeEr?
Title: Re: Really bad card ideas
Post by: Minotaur on November 08, 2019, 08:08:37 pm
Split pile, 5/5.

Town Drunk
Action-Reserve
Cost: $3

Place this on your Tavern mat.
-------------
You may Call this during your turn for +$2.


Bartender
Action
Cost: $5

+1 Card
+1 Action
At the start of your cleanup phase, you may put a Reserve card in play onto your Tavern mat.

Reminded me that I needed to fix this card.  Er, I didn't really need to fix anything because of RBCI.  But whatever.
Title: Re: Really bad card ideas
Post by: FlyerBeast on November 10, 2019, 05:48:40 am
(https://i.imgur.com/PRz5C4m.png)

Pretty sure I've forgotten some rules...
Title: Re: Really bad card ideas
Post by: grep on November 10, 2019, 10:48:58 am
These two events should always go together

Bar Crawl
$4 - Event
Each player moves a card from their hand or tavern mat to the tavern mat of the player on the left.

Last Call
$4 - Event
Each player discards all the cards from their tavern mats. +1 Coffers per card discarded by you
Title: Re: Really bad card ideas
Post by: Minotaur on November 18, 2019, 09:04:40 am
RAM Salesman
Action
Cost: $3

If you have 10 or more cards in play, remove this card from the game.  If you do, discard all your cards in play.  (Duration cards continue to perform their functions as specified, but none of the cards count as "in play" for any purpose.)
Title: Re: Really bad card ideas
Post by: crj on November 19, 2019, 01:15:30 am
An interesting challenge with that would be to Throne a RAM Salesman then arrange to have ten cards in play when you play it the second time, so that it's only the lose-track rule that stops it going off again.

I'm pretty sure it's not possible, alas. You could use Innovation to play the Madman your discarded Hermit turned into, but I think that's as far as you can go with having discarding cause something to be played?
Title: Re: Really bad card ideas
Post by: Minotaur on November 19, 2019, 01:50:56 am
An interesting challenge with that would be to Throne a RAM Salesman then arrange to have ten cards in play when you play it the second time, so that it's only the lose-track rule that stops it going off again.

I'm pretty sure it's not possible, alas. You could use Innovation to play the Madman your discarded Hermit turned into, but I think that's as far as you can go with having discarding cause something to be played?

Mostly it's just busted with Hireling, but on any board with a strong engine you could draw your deck more than once.  I probably should change it so that it gets removed from the game so you can't truly do an infinite loop...
Title: Re: Really bad card ideas
Post by: crj on November 19, 2019, 10:33:25 pm
Sure. Drawing your deck is easy.

Drawing your deck between the first and second invocation of a Throned card, on the other hand...
Title: Re: Really bad card ideas
Post by: ConMan on November 20, 2019, 06:01:00 pm
Question - would something where players make a decision during set-up count?
Title: Re: Really bad card ideas
Post by: Minotaur on November 20, 2019, 06:30:39 pm
(https://i.imgur.com/PRz5C4m.png)

Pretty sure I've forgotten some rules...

Sure, this card is bad 99.8% of the time, but it single-handedly brought an end to the White Kobold meta, for which we should all be grateful.
Title: Re: Really bad card ideas
Post by: grep on November 24, 2019, 07:01:15 pm
Drunk
$0
Action-Ruins-Reserve
Put this on your Tavern mat.

Let me improve:
Recurring Drunk
$0
Action-Ruins-Reserve
Put this on your Tavern mat.
If at the beginning of Cleanup phase you have unspent money, discard this from your Tavern mat
Title: Re: Really bad card ideas
Post by: crj on November 29, 2019, 08:03:54 pm
I'm not sure if this is a really bad or really good card idea. So probably really bad. (-8

False Accounting
Action - Duration

+1 Card
+1 Action

At the start of your next turn, gain a Curse to remove all your debt.
Title: Re: Really bad card ideas
Post by: mxdata on December 01, 2019, 02:08:31 pm
I'm not sure if this is a really bad or really good card idea. So probably really bad. (-8

False Accounting
Action - Duration

+1 Card
+1 Action

At the start of your next turn, gain a Curse to remove all your debt.
If you have three debt, it's effectively equivalent to a Cursed Gold from Nocturne (not having to pay off the three debt gives you $3 more to spend).  If you have more than three debt, it's better

Unfortunately, most games have no debt cards, and this card would be pretty much useless in a kingdom where you never have debt.  If it's cheap enough, it could be useful for Gardens, or as an action to bring down the cost of Peddler

On the other hand, in some games, it could be quite powerful, if there's a good card with a high debt cost.  Especially if you have a way to trash curses.  A combo with this and Watchtower would be really strong - essentially a way to gain cards like Overlord for no cost!
Title: Re: Really bad card ideas
Post by: Minotaur on December 01, 2019, 02:13:28 pm
I'm not sure if this is a really bad or really good card idea. So probably really bad. (-8

False Accounting
Action - Duration

+1 Card
+1 Action

At the start of your next turn, gain a Curse to remove all your debt.
If you have three debt, it's effectively equivalent to a Cursed Gold from Nocturne (not having to pay off the three debt gives you $3 more to spend).  If you have more than three debt, it's better

Unfortunately, most games have no debt cards, and this card would be pretty much useless in a kingdom where you never have debt.  If it's cheap enough, it could be useful for Gardens, or as an action to bring down the cost of Peddler

On the other hand, in some games, it could be quite powerful, if there's a good card with a high debt cost.  Especially if you have a way to trash curses.  A combo with this and Watchtower would be really strong - essentially a way to gain cards like Overlord for no cost!

This could be a split pile.  Something on-theme for more lulz.
Title: Re: Really bad card ideas
Post by: mxdata on December 01, 2019, 04:17:01 pm
I'm not sure if this is a really bad or really good card idea. So probably really bad. (-8

False Accounting
Action - Duration

+1 Card
+1 Action

At the start of your next turn, gain a Curse to remove all your debt.
If you have three debt, it's effectively equivalent to a Cursed Gold from Nocturne (not having to pay off the three debt gives you $3 more to spend).  If you have more than three debt, it's better

Unfortunately, most games have no debt cards, and this card would be pretty much useless in a kingdom where you never have debt.  If it's cheap enough, it could be useful for Gardens, or as an action to bring down the cost of Peddler

On the other hand, in some games, it could be quite powerful, if there's a good card with a high debt cost.  Especially if you have a way to trash curses.  A combo with this and Watchtower would be really strong - essentially a way to gain cards like Overlord for no cost!

Wait, no, it would be useless without debt the way it's phrased - since there's no "you may", the self-cursing is automatic, even if there's no debt.  So, unless the curse pile is empty, you'd only want to play it if you have enough debt to justify taking a curse.  And also, in games with debt, it's useless once the curse pile is empty
Title: Re: Really bad card ideas
Post by: King Leon on December 03, 2019, 02:42:27 am
And also, in games with debt, it's useless once the curse pile is empty

It still is useful with cards like Vineyard or Gardens, as it behaves like a 0 VP Island and unlike Copper does not clutter your deck.
Title: Re: Really bad card ideas
Post by: markusin on December 04, 2019, 11:45:48 am
Chapitalism
$5 - Project

During your turns, Actions with "trash" in their text are also Treasures.
Title: Re: Really bad card ideas
Post by: spineflu on December 04, 2019, 01:57:31 pm
Chapitalism
$5 - Project

During your turns, Actions with "trash" in their text are also Treasures.
(https://i.imgur.com/wwKrpvJh.jpg)
Title: Re: Really bad card ideas
Post by: Minotaur on December 04, 2019, 02:13:08 pm
Prince and Pauper
Event
Cost: <12>

Shuffle the Treasures into the Ruins pile.  For the rest of this game, Treasures are Ruins and vice-versa.  Gain three Death Carts.
Title: Re: Really bad card ideas
Post by: spineflu on December 04, 2019, 02:25:13 pm
Prince and Pauper
Event
Cost: <12>

Shuffle the Treasures into the Ruins pile.  For the rest of this game, Treasures are Ruins and vice-versa.  Gain three Death Carts.

doesn't this immediately end the game if there's 3 or more treasure kingdom cards? literally every game since it empties the Copper Silver and Gold piles
Title: Re: Really bad card ideas
Post by: Minotaur on December 04, 2019, 06:36:03 pm
Prince and Pauper
Event
Cost: <12>

Shuffle the Treasures into the Ruins pile.  For the rest of this game, Treasures are Ruins and vice-versa.  Gain three Death Carts.

doesn't this immediately end the game if there's 3 or more treasure kingdom cards? literally every game since it empties the Copper Silver and Gold piles

I guess I should make sure they're treated as non-existent piles rather than empty.  The original wording only says to shuffle the cards into the pile, which makes you correct but also not what I intend.  If I just remove the empty Treasure piles from the game, then I have to make sure that the Ruins pile doesn't become a new Treasure pile subject to being removed from the game if the event triggers again.

I'm also not sure what happens with split piles or Capitalism.  Maybe you can't gain a Goons from Marauder unless Marauder played by a Capitalist, because even if it's on top of the Ruins pile, but it's not a Treasure, and therefore not a Ruins at that time.
Title: Re: Really bad card ideas
Post by: Minotaur on December 04, 2019, 06:47:31 pm
Ordination
Project
Cost: $6

When you play an Action card with +$ in its text, you may trash a card from your hand.

(Madame d'Conclave had always wanted to be high priest.  Who was I to stop her?  - Jaya Ballard, task mage)
Title: Re: Really bad card ideas
Post by: spineflu on December 04, 2019, 08:46:04 pm
Prince and Pauper
Event
Cost: <12>

Shuffle the Treasures into the Ruins pile.  For the rest of this game, Treasures are Ruins and vice-versa.  Gain three Death Carts.

doesn't this immediately end the game if there's 3 or more treasure kingdom cards? literally every game since it empties the Copper Silver and Gold piles

I guess I should make sure they're treated as non-existent piles rather than empty.  The original wording only says to shuffle the cards into the pile, which makes you correct but also not what I intend.  If I just remove the empty Treasure piles from the game, then I have to make sure that the Ruins pile doesn't become a new Treasure pile subject to being removed from the game if the event triggers again.

I'm also not sure what happens with split piles or Capitalism.  Maybe you can't gain a Goons from Marauder unless Marauder played by a Capitalist, because even if it's on top of the Ruins pile, but it's not a Treasure, and therefore not a Ruins at that time.

oh man i missed that death cart also went into the blue dog ruins pile when capitalism is out.
Title: Re: Really bad card ideas
Post by: Minotaur on December 05, 2019, 05:30:28 pm
Communist Extremism
Project
Cost: <8>

Cards printed with the "Treasure" type are now Actions, and are no longer Treasures.  During your turns, such cards give +1 Action.
Title: Re: Really bad card ideas
Post by: markusin on December 06, 2019, 02:24:48 pm
Quote
Communist Extremism
Project
Cost: <8>

Cards printed with the "Treasure" type are now Actions, and are no longer Treasures.  During your turns, such cards give +1 Action.

- The League of Conspirators.
Title: Re: Really bad card ideas
Post by: grep on December 06, 2019, 02:52:33 pm
Marxism
Landmark
The Buy phase is replaced with the Distribute phase during which you play the treasures and then gain a card costing up to the number of cards in play.

https://en.wikipedia.org/wiki/Labor_theory_of_value (https://en.wikipedia.org/wiki/Labor_theory_of_value) in action :)
Title: Re: Really bad card ideas
Post by: bitwise on December 06, 2019, 06:52:48 pm
Nominalization
Cost: $8
During your turn, your events and projects are cards.

(rules clarification: This is a card that has no types and in particular is not an action.)
Title: Re: Really bad card ideas
Post by: grep on December 06, 2019, 07:13:36 pm
Nominalization
Cost: $8
During your turn, your events and projects are cards.

(rules clarification: This is a card that has no types and in particular is not an action.)
Are the bought events/projects going to your discard pile and are not available to anyone anymore?
Title: Re: Really bad card ideas
Post by: Minotaur on December 06, 2019, 10:24:16 pm
Grand Masquerade
Event
Cost: <8>

Each player discards their hand, shuffles a new deck, and passes the top half their deck to the left, rounded up.  Each player shuffles the passed cards into their deck and draws a new hand.
Title: Re: Really bad card ideas
Post by: Minotaur on December 07, 2019, 01:47:59 am
Grand Masquerade
Action
Cost: $9

Trash this card.  Each player moves one seat to the left, leaving behind all cards, tokens, and duration effects.  The player in the seat from which this card was played continues to play as if they were continuing the turn.

I forgot that I already did this.  Not sure which one's more busted.
Title: Re: Really bad card ideas
Post by: bitwise on December 07, 2019, 01:16:27 pm
Nominalization
Cost: $8
During your turn, your events and projects are cards.

(rules clarification: This is a card that has no types and in particular is not an action.)
Are the bought events/projects going to your discard pile and are not available to anyone anymore?
It was my intention that this doesn't do anything since 1) you can't play it, and 2) "you" don't have any events and projects, but eh, that sounds more fun.

Border Collie
Action
Cost: $2
+2 Cards
----
When you gain this, gain a more expensive card.
Title: Re: Really bad card ideas
Post by: Minotaur on December 07, 2019, 01:30:45 pm
Border Collie
Action-Reaction
Cost: $6

+2 Cards
--------
When you discard this other than during your cleanup phase, you may set it aside.  If you do, place this card in your discard pile at the end of the turn and gain a cheaper card.*

* - corrected portion
Title: Re: Really bad card ideas
Post by: crj on December 07, 2019, 04:51:27 pm
You probably want some way to return that from being set aside...
Title: Re: Really bad card ideas
Post by: Minotaur on December 08, 2019, 03:29:03 am
You probably want some way to return that from being set aside...

This was tricky to word because FH's effect automatically resolves this issue and then I had to actually think and not overuse pronouns (BC vs the card you gained, which is "this"?).  Solved by not introducing the gained card until after the first pronoun.  So weird!
Title: Re: Really bad card ideas
Post by: bitwise on December 09, 2019, 05:20:41 pm
Any reason you can't word it like Tunnel instead? That would let you use it multiple times in a turn but wouldn't be so wordy.

Potion Bridge
Action
Cost: $5
+1 Buy
This turn, cards cost 1 Potion less.
Title: Re: Really bad card ideas
Post by: Minotaur on December 09, 2019, 05:49:24 pm
Any reason you can't word it like Tunnel instead? That would let you use it multiple times in a turn but wouldn't be so wordy.

Originally I just copied the wording and didn't anticipate any problem.  Maybe something that can gain $5 Actions shouldn't be able to replay itself, but idk.  It is awkward but there's zero risk of anyone ever playing this card so idk.

Potion Bridge
Action
Cost: $5
+1 Buy
This turn, cards cost 1 Potion less.

RBCI, everyone hates Alchemy!  +1  (Sort of, it's not actually that bad, but there are better)
Title: Re: Really bad card ideas
Post by: crj on December 29, 2019, 07:26:57 am
Brought on by this (http://forum.dominionstrategy.com/index.php?topic=20035) thread. (-8

Coronet
Action - Treasure - Night - Duration - Reserve - Victory
Reveal a card from your hand that you can play in the current phase. You may play it. If you do, set it aside and play it again at the start of your next turn.
----
When you discard this from play, put it on your Tavern mat.
----
Worth 1VP per card on your tavern mat.
Title: Re: Really bad card ideas
Post by: Minotaur on December 29, 2019, 01:28:51 pm
Kind of conventional but whatever.

King's Signature
Action-Treasure-Victory
Cost: $8

If it's your Action phase, play an Action card from your hand twice.
If it's your Buy phase, play a Treasure card from your hand twice.
-------
2 VP
Title: Re: Really bad card ideas
Post by: crj on December 29, 2019, 07:13:29 pm
That one really ought to be called Seraglio!
Title: Re: Really bad card ideas
Post by: somekindoftony on December 29, 2019, 08:32:32 pm
(https://i.imgur.com/anPmG2A.png)

Really bad? Or really good?

(Note that its supposed to work like Hireling in terms of staying out)
Title: Re: Really bad card ideas
Post by: Honkeyfresh on December 29, 2019, 09:22:06 pm
Kind of conventional but whatever.

King's Signature
Action-Treasure-Victory
Cost: $8

If it's your Action phase, play an Action card from your hand twice.
If it's your Buy phase, play a Treasure card from your hand twice.
-------
2 VP









How about King Midas's Court 8 (8 debt)

If it's your Action phase, play an Action card from your hand three times or Turn all your coins in hand into gold during action phase.
If it's your Buy phase Can transform only 3 coins to golds before buying cards.


Just imagine this in a Gladiator/Fortune game.  Or it could just flip the Mountebank into a gold machine, turning lead into gold. Especially ridiculous b/c you could gain it in lieu of first province.   Maybe even Have this underneath the KC pile, so that the first 5 are Kc's and last 5 are King Midas Courts.
Title: Re: Really bad card ideas
Post by: Minotaur on December 29, 2019, 10:20:21 pm
Kind of conventional but whatever.

King's Signature
Action-Treasure-Victory
Cost: $8

If it's your Action phase, play an Action card from your hand twice.
If it's your Buy phase, play a Treasure card from your hand twice.
-------
2 VP









How about King Midas's Court 8 (8 debt)

If it's your Action phase, play an Action card from your hand three times or Turn all your coins in hand into gold during action phase.
If it's your Buy phase Can transform only 3 coins to golds before buying cards.


Just imagine this in a Gladiator/Fortune game.  Or it could just flip the Mountebank into a gold machine, turning lead into gold. Especially ridiculous b/c you could gain it in lieu of first province.   Maybe even Have this underneath the KC pile, so that the first 5 are Kc's and last 5 are King Midas Courts.

First, this seems kind of completely different.
Second, for Midas, I think it should be a duration that turns an Action card into a Gold each turn (or reveal that you cannot and gain a Curse)

Strictly for theme reasons, it should play itself compulsively once you've played it at all.  The Actions requirement is both for theme and to make the penalty more troublesome to deal with.  On some boards it might not be a problem, but you need a lot of start-of-turn or end-of-turn deck/hand control, and you're always gaining more junk to sort through, and is it worth it?  Maybe?
Title: Re: Really bad card ideas
Post by: Barbarossa41 on January 02, 2020, 09:04:41 pm
Communism:
Landmark


Instead of each player having a separate tavern mat, debt pile, and coffers/villager repository,  all players share one. (place debt and reserve cards on this land mark).  Replace all references to "your" with "our".
Title: Re: Really bad card ideas
Post by: mxdata on January 02, 2020, 09:25:47 pm
Minimalist
Type: Landmark
+3VP for every differently-named card in the Supply that you have 0 copies of
Title: Re: Really bad card ideas
Post by: spineflu on January 02, 2020, 10:45:28 pm
Minimalist
Type: Landmark
+3VP for every differently-named card in the Supply that you have 0 copies of
immediately debt-locks himself by donating his entire deck, still wins.
Title: Re: Really bad card ideas
Post by: Minotaur on January 03, 2020, 01:42:25 am
Minimalist
Type: Landmark
+3VP for every differently-named card in the Supply that you have 0 copies of
immediately debt-locks himself by donating his entire deck, still wins.

Great, now Jumanji is the winning strategy on the board.

(Just kidding, you can buy some Victory cards as long as you save enough coin for your Donate turn before the game ends, which it might not.  So you could conceivably have $8 to pay the debt that turn, but it's not mandatory and the important thing is to dump your non-VP before end of game, so it could still Jumanji, just not on Turn 1)
Title: Re: Really bad card ideas
Post by: bitwise on January 04, 2020, 10:48:23 pm
Identity Crisis
Project
Cost: $5
All of your cards are considered to have different names from each other. You may not return your cards to the Supply. When any player names a card, your cards are not considered to have that name.

Title: Re: Really bad card ideas
Post by: Minotaur on January 05, 2020, 04:40:48 pm
Identity Crisis
Project
Cost: $5
All of your cards are considered to have different names from each other. You may not return your cards to the Supply. When any player names a card, your cards are not considered to have that name.

Can you still trash a Copper with Moneylender, etc.?
Title: Re: Really bad card ideas
Post by: Minotaur on January 05, 2020, 04:46:36 pm
Vertigo
Project
$5

Your cards immediately lose track of themselves when played.
Title: Re: Really bad card ideas
Post by: bitwise on January 05, 2020, 10:28:49 pm
Identity Crisis
Project
Cost: $5
All of your cards are considered to have different names from each other. You may not return your cards to the Supply. When any player names a card, your cards are not considered to have that name.

Can you still trash a Copper with Moneylender, etc.?
I would want it not be able to, but I think I would have to reword it a bit to make it be the case.
Title: Re: Really bad card ideas
Post by: Minotaur on January 05, 2020, 11:44:56 pm
Identity Crisis
Project
Cost: $5
All of your cards are considered to have different names from each other. You may not return your cards to the Supply. When any player names a card, your cards are not considered to have that name.

Can you still trash a Copper with Moneylender, etc.?
I would want it not be able to, but I think I would have to reword it a bit to make it be the case.

Yeah, right now it appears to me that it only applies to "differently named" or "name a card" triggers.  Apparently you want a much more far-reaching effect, and it's weird to say it right.
Title: Re: Really bad card ideas
Post by: LittleFish on January 07, 2020, 09:55:23 am
Communist Extremism
Project
Cost: <8>

Cards printed with the "Treasure" type are now Actions, and are no longer Treasures.  During your turns, such cards give +1 Action.
Isn’t this the same as all cards becoming treasures?
Title: Re: Really bad card ideas
Post by: grep on January 07, 2020, 11:38:54 am
Identity Crisis
Project
Cost: $5
All of your cards are considered to have different names from each other. You may not return your cards to the Supply. When any player names a card, your cards are not considered to have that name.

Can you still trash a Copper with Moneylender, etc.?
I would want it not be able to, but I think I would have to reword it a bit to make it be the case.

Yeah, right now it appears to me that it only applies to "differently named" or "name a card" triggers.  Apparently you want a much more far-reaching effect, and it's weird to say it right.
Variant:
"All your cards don't have names. They are not copies of each other and don't belong to the Supply piles".
The cards referring other your cards by names, as well as those counting names (Menagerie, Museum) are disabled. Bureaucrat will still give you a Silver, but its name is erased on the fly. Types are not erased, so you can still trash a Curse in response to Old Witch.
Title: Re: Really bad card ideas
Post by: mxdata on January 07, 2020, 11:43:13 am
Communist Extremism
Project
Cost: <8>

Cards printed with the "Treasure" type are now Actions, and are no longer Treasures.  During your turns, such cards give +1 Action.
Isn’t this the same as all cards becoming treasures?

The difference would be that you still need an Action to play one, so a Smithy would be useless if you only have one remaining action - you couldn't use any Treasures you drew with it!
Title: Re: Really bad card ideas
Post by: Snowyowl on January 07, 2020, 02:41:33 pm
Fork Bomb
Action
Cost: $0

Play this card two more times.
Title: Re: Really bad card ideas
Post by: bitwise on January 07, 2020, 03:06:41 pm
Dark Ages
Action
Cost: $1

Make a new expansion named after a card, 'cause apparently we're doing that now. Name it Expand for all I care. Ugh, whatever.
+1 Action
+1 $
Title: Re: Really bad card ideas
Post by: Minotaur on January 07, 2020, 04:14:18 pm
Identity Crisis
Project
Cost: $5
All of your cards are considered to have different names from each other. You may not return your cards to the Supply. When any player names a card, your cards are not considered to have that name.

Can you still trash a Copper with Moneylender, etc.?
I would want it not be able to, but I think I would have to reword it a bit to make it be the case.

Yeah, right now it appears to me that it only applies to "differently named" or "name a card" triggers.  Apparently you want a much more far-reaching effect, and it's weird to say it right.
Variant:
"All your cards don't have names. They are not copies of each other and don't belong to the Supply piles".
The cards referring other your cards by names, as well as those counting names (Menagerie, Museum) are disabled. Bureaucrat will still give you a Silver, but its name is erased on the fly. Types are not erased, so you can still trash a Curse in response to Old Witch.

I feel like there are "null !== null" issues, but the text of Hunting Party specifically refers to "not a copy of" so the specific disclaimer above fixes it.  "Differently named" would require some interpretation that might diverge from the naive approach of assuming there's a valid string and just comparing them.  Fairgrounds would be crazy OP if "null !== null", but the "null === null" ruling would mean that all cards have the "same name", but you can't specifically reference it because we made a special case for that.
Title: Re: Really bad card ideas
Post by: Minotaur on January 07, 2020, 04:18:10 pm
Communist Extremism
Project
Cost: <8>

Cards printed with the "Treasure" type are now Actions, and are no longer Treasures.  During your turns, such cards give +1 Action.
Isn’t this the same as all cards becoming treasures?

The difference would be that you still need an Action to play one, so a Smithy would be useless if you only have one remaining action - you couldn't use any Treasures you drew with it!

There are also Minion, Library, etc.  And Crown gets a bonus Action, and another two if it Crowns a would-be Treasure which is now an Action with +1 Action.  It often matters but it often doesn't matter.
Title: Re: Really bad card ideas
Post by: crj on January 07, 2020, 07:26:00 pm
Dominion Legacy
Action

Using a Sharpie, replace the name of a card in your hand with a name that no other card in the Kingdom has.
Title: Re: Really bad card ideas
Post by: Snowyowl on January 08, 2020, 05:33:00 pm
Alchemy
$2 - Treasure

+1 Buy
This turn, cards cost $3 less but not less than $0, and cost P more.
You want more stuff with a potion cost? OK then.
Title: Re: Really bad card ideas
Post by: crj on January 08, 2020, 05:34:25 pm
Richard III
Action

Trash a Victory card for +1 Horse
Title: Re: Really bad card ideas
Post by: Minotaur on January 08, 2020, 05:45:12 pm
Alchemy
$2 - Treasure

+1 Buy
This turn, cards cost $3 less but not less than $0, and cost P more.
You want more stuff with a potion cost? OK then.

I kind of like this, but as a $4 Action that also produces one P.
Title: Re: Really bad card ideas
Post by: Snowyowl on January 08, 2020, 05:53:58 pm
I kind of like this, but as a $4 Action that also produces one P.
Technically Not Gold
$6 - Action

+1 Action
+1P
The next card you buy this turn costs $3 less, but not less than $0. It costs P more.
Title: Re: Really bad card ideas
Post by: Minotaur on January 08, 2020, 06:43:56 pm
I'm still waiting for potion-tokens that are called +1 Drugs.
Title: Re: Really bad card ideas
Post by: grep on January 09, 2020, 10:15:54 pm
Quantum Statistics
Landmark
All cards with odd coin cost are Fermions; all cards with even cost are Bosons.
When you get more than one identical Fermions in hand, immediately discard all of them but one.
When you get more than one identical Bosons in hand, they all count as one card for all card counting purposes.
Title: Re: Really bad card ideas
Post by: Minotaur on January 10, 2020, 02:11:49 pm
Quantum Statistics
Landmark
All cards with odd coin cost are Fermions; all cards with even cost are Bosons.
When you get more than one identical Fermions in hand, immediately discard all of them but one.
When you get more than one identical Bosons in hand, they all count as one card for all card counting purposes.

There's a reason truly educational games don't catch on.
Title: Re: Really bad card ideas
Post by: Minotaur on January 10, 2020, 02:54:21 pm
Relativity
Project
Cost: <8>

Your Velocity is how many cards you have in play not from previous turns plus the number of your cards on your Relativity mat.

At the start of your turn, +2 Actions.

Whenever your Velocity exceeds 5 times the number of cards you have on this mat and you still have at least one Action (you may use a Villager for this):
Put the top card of your deck on the mat
-1 Action
+1 VP
Put one more card on the mat for every ten points of Velocity.

At the end of your turn, put the mat cards into your discard pile.
Title: Re: Really bad card ideas
Post by: Snowyowl on January 10, 2020, 03:34:41 pm
Thermodynamics
$5 - Project

At the end of your turn, replace your remaining $ with an equal number of Coffers.
Whenever you buy a card, trash a Treasure you have in play.
You cannot play the last card in your hand.
Title: Re: Really bad card ideas
Post by: Minotaur on January 10, 2020, 05:54:32 pm
Scribe
Action
Cost: $2

+1 Card
+1 Action
+1 Report*

* - At any time, you may use this to look through your deck and then shuffle it.
Title: Re: Really bad card ideas
Post by: Minotaur on January 10, 2020, 06:02:13 pm
Transmutation College
Action
Cost: P

+2 Transmutations* or +1 Victory

* - Use to turn a Villager/Coffer/Horse/Victory/Marketer into the next on the list, cycling back.
Title: Re: Really bad card ideas
Post by: Snowyowl on January 13, 2020, 04:47:03 pm
Lead
$1P - Treasure

If you have an Alchemist in play, this is worth $3. Otherwise, $1.
Title: Re: Really bad card ideas
Post by: grep on January 13, 2020, 07:41:20 pm
Lead
$1P - Treasure

If you have an Alchemist in play, this is worth $3. Otherwise, $1.
Way too weak for the price - $1P is significantly more expensive than $3.
I would add a clause "When you buy this, you may gain up to two copies of this"
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on January 13, 2020, 10:39:34 pm
Lead
$1P - Treasure

If you have an Alchemist in play, this is worth $3. Otherwise, $1.
Way too weak for the price - $1P is significantly more expensive than $3.
I would add a clause "When you buy this, you may gain up to two copies of this"

It's an RBCI, it doesn't need to be balanced...
Title: Re: Really bad card ideas
Post by: Snowyowl on January 14, 2020, 03:10:56 am
It's all part of my cunning plan to get out of balancing a card by posting it in RBCI.
Title: Re: Really bad card ideas
Post by: Minotaur on January 14, 2020, 03:43:01 am
Weed
Ruins-Treasure
Cost: $0

If you have an Herbalist in play, +P.
Title: Re: Really bad card ideas
Post by: Snowyowl on January 14, 2020, 01:54:20 pm
(https://i.imgur.com/abjfCaG.png?1)
Title: Re: Really bad card ideas
Post by: spineflu on January 14, 2020, 01:56:35 pm
(https://i.imgur.com/abjfCaG.png?1)
is this a subtweet about my weekly design contest entry?
Title: Re: Really bad card ideas
Post by: Snowyowl on January 14, 2020, 02:01:53 pm
no
Title: Re: Really bad card ideas
Post by: Minotaur on January 14, 2020, 03:04:07 pm
Weed
Ruins-Treasure
Cost: $0

If you have an Herbalist in play, +P.

.....or maybe drop the Ruins type and do this instead?

Badly Overgrown Estate
Ruins
Cost: $0

When you trash this, gain two Weeds from the Weeds pile.
Title: Re: Really bad card ideas
Post by: FlyerBeast on January 17, 2020, 10:27:06 am
Displease Donald X
Event, $5

Choose a card from a non-Dominion deckbuilding game. Create a new Supply pile with ten copies of it and follow any Setup rules it has.
Add a +$1 Cost token to each Treasure supply pile.
Title: Re: Really bad card ideas
Post by: GendoIkari on January 17, 2020, 10:31:05 am
Displease Donald X
Event, $5

Choose a card from a non-Dominion deckbuilding game. Create a new Supply pile with ten copies of it and follow any Setup rules it has.
Add a +$1 Cost token to each Treasure supply pile.

Doesn't work, everyone knows that non-Dominion deckbuilding games have a silly rotating supply.
Title: Re: Really bad card ideas
Post by: Minotaur on January 17, 2020, 11:54:17 am
Displease Donald X
Event, $5

Choose a card from a non-Dominion deckbuilding game. Create a new Supply pile with ten copies of it and follow any Setup rules it has.
Add a +$1 Cost token to each Treasure supply pile.

(https://vignette.wikia.nocookie.net/slay-the-spire/images/2/22/Blasphemy.png/revision/latest/scale-to-width-down/620?cb=20191106145537)
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on January 17, 2020, 11:55:26 am
Displease Donald X
Event, $5

Choose a card from a non-Dominion deckbuilding game. Create a new Supply pile with ten copies of it and follow any Setup rules it has.
Add a +$1 Cost token to each Treasure supply pile.

Doesn't work, everyone knows that non-Dominion deckbuilding games have a silly rotating supply.

It still works, you just have to buy 10 copies of the other game to get the 10 copies of the card.
Title: Re: Really bad card ideas
Post by: [TP] Inferno on January 17, 2020, 09:23:24 pm
Repair
$5
Action-Looter
Each player (including you) gains a Ruins. You may trash a Ruins from your hand. If it is a...
Ruined Library, gain a Library from its pile.
Ruined Village, gain a Village from its pile.
Ruined Market, gain a Market from its pile.
Abandoned Mine, gain a Mine from its pile.
Survivors, +1 Card, +1 Action.
-------
Setup: Add the Library, Village, Market and Mine Kingdom piles to the game and set them aside. They are not in the Supply and can't be bought or gained.

Unruin all your ruins!
Title: Re: Really bad card ideas
Post by: crj on January 18, 2020, 08:26:28 am
If we're going down that route...

Rejig
Action

Trash a card from your hand. Gain a Dominion card that is not in the supply, the name of which is a substring of the trashed card's name.


So you can turn a Ruined Library into a Library, but also a Bridge Troll into a Bridge, Horse Traders into a Trader, etc. (-8<
Title: Re: Really bad card ideas
Post by: Minotaur on January 18, 2020, 11:23:24 am
Repair
$5
Action
Each player (including you) gains a Ruins. You may trash a Ruins from your hand. If it is a...
Ruined Library, gain a Library from its pile.
Ruined Village, gain a Village from its pile.
Ruined Market, gain a Market from its pile.
Abandoned Mine, gain a Mine from its pile.
Survivors, +1 Card, +1 Action.
-------
Setup: Add the Library, Village, Market and Mine Kingdom piles to the game and set them aside. They are not in the Supply and can't be bought or gained.

Unruin all your ruins!

If it's a Scout, gain a Patrol.
Title: Re: Really bad card ideas
Post by: LittleFish on January 21, 2020, 11:36:49 pm
Template-$Cost$
*Type*
+x Actions
+x  Coin
+x Cards
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua
Title: Re: Really bad card ideas
Post by: ConMan on January 23, 2020, 06:29:08 pm
My guess at a Menagerie card:

Cat
Action - Attack - $3
+1 Card
+1 Action
You may slowly push each other player's deck off the table while looking them directly in the eyes.
Title: Re: Really bad card ideas
Post by: Snowyowl on January 23, 2020, 06:42:35 pm
Castle
$3 - Reaction
When you gain a Castle, you may discard this and get +1VP
--
Setup: Add the Castles (http://wiki.dominionstrategy.com/index.php/Castle) pile to the Supply
(This is not a Castle)
Title: Re: Really bad card ideas
Post by: bitwise on January 23, 2020, 07:07:58 pm
My guess at Menagerie Ways

Way More Money
$8 - Project
Whenever you draw a card during your turn and outside of your cleanup phase, +$1.
Title: Re: Really bad card ideas
Post by: spineflu on January 23, 2020, 08:23:10 pm
My guess at Menagerie Ways

Way More Money
$8 - Project
Whenever you draw a card during your turn and outside of your cleanup phase, +$1.

you don't even need the "outside of your clean up phase" on this - just let that $$$ fall out of scope
Title: Re: Really bad card ideas
Post by: crj on January 24, 2020, 06:02:14 pm
Given which thread we're in, why not go the whole hog?

Flood defence system
Project

During your turn, cards cost $0.
Title: Re: Really bad card ideas
Post by: grep on January 24, 2020, 08:16:51 pm
Credit Card Fraud
Event - $0
Gain a card costing up to $5. The player to your left takes debt equal to that card cost. Skip your next turn
Title: Re: Really bad card ideas
Post by: Minotaur on January 24, 2020, 08:32:40 pm
Credit Card Fraud
Event - $0
Gain a card costing up to $5. The player to your left takes debt equal to that card cost. Skip your next turn

Maybe it should be an Attack-Event that counts as playing an Attack card, and if someone prevents it, you go to prison?
Title: Re: Really bad card ideas
Post by: crj on January 25, 2020, 10:00:49 am
Actually maybe an OK related card idea:

Pickpocket
Action - Attack
Each other player takes their -$1 token. +1 Coffers per player who did.

I think the only real problem is that it requires tokens from two different expansions.
Title: Re: Really bad card ideas
Post by: mxdata on January 25, 2020, 04:57:49 pm
Actually maybe an OK related card idea:

Pickpocket
Action - Attack
Each other player takes their -$1 token. +1 Coffers per player who did.

I think the only real problem is that it requires tokens from two different expansions.

That could be made into a decent attack (if possibly a bit overpowered in multiplayer) if, instead of the -$1 token, it's "Each other player discards one treasure card (or reveals their hand if they cannot).  +1 Coffers per player who did"
Title: Re: Really bad card ideas
Post by: spineflu on January 25, 2020, 05:09:13 pm
Actually maybe an OK related card idea:

Pickpocket
Action - Attack
Each other player takes their -$1 token. +1 Coffers per player who did.

I think the only real problem is that it requires tokens from two different expansions.

That could be made into a decent attack (if possibly a bit overpowered in multiplayer) if, instead of the -$1 token, it's "Each other player discards one treasure card (or reveals their hand if they cannot).  +1 Coffers per player who did"
probably have to have the "Each player with at least (four? five?) cards in hand" qualifier on there lest it be as brutal as five-player Cutpurse
Title: Re: Really bad card ideas
Post by: crj on January 25, 2020, 05:10:45 pm
Hence the choice of the -$1 token: people who already have the token are immune to the attack. If you're playing a multi-player game and everyone uses it every turn, it cancels out (each round you get your -$1 token and +1 Coffers).
Title: Re: Really bad card ideas
Post by: Puk on January 26, 2020, 06:11:46 pm
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.

Also, you may put your discard pile face down, which then gives you a right to combine it with your deck or confuse it with your deck.

Also, in your buy phase, play treasures untill you have the amount for the first card you want to buy, buy it and after that you can play treasures for your other buys
Title: Re: Really bad card ideas
Post by: [TP] Inferno on January 28, 2020, 05:00:30 am
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.

Also, you may put your discard pile face down, which then gives you a right to combine it with your deck or confuse it with your deck.

Also, in your buy phase, play treasures untill you have the amount for the first card you want to buy, buy it and after that you can play treasures for your other buys
The amount of times I have seen newbies do this...
Title: Re: Really bad card ideas
Post by: FlyerBeast on February 05, 2020, 05:53:39 pm
Silly Rotating Supply
Landmark
Setup: Shuffle all Action cards you have access to together and divide them into 10 equally-sized Supply piles, then do the same for Treasures (3 piles) and Victory cards (3 piles). Only the top card of each pile can be gained or bought.
-
Whenever an Event is bought, shuffle it back into the Events pile and add the top Event of the pile to the kingdom.
Title: Re: Really bad card ideas
Post by: kieranmillar on February 18, 2020, 04:24:21 pm
Pension Fund
Action - Reserve - Duration
$Potion

Put this on your tavern mat
--------------
At the start of your turn, you may call this for $6 at the start of your next turn.
Title: Re: Really bad card ideas
Post by: Snowyowl on February 24, 2020, 04:51:11 pm
Towering Pile of Uselessness
$0 • (no type)
-
When you buy this, +1 Buy.
Title: Re: Really bad card ideas
Post by: sudgy on February 24, 2020, 10:38:52 pm
Towering Pile of Uselessness
$0 • (no type)
-
When you buy this, +1 Buy.

Goons!
Title: Re: Really bad card ideas
Post by: [TP] Inferno on February 25, 2020, 03:46:14 am
Towering Pile of Uselessness
$0 • (no type)
-
When you buy this, return it to the Supply and +1 Buy.
FTFY

Also this gets crazier than the last one with Goons/Merchant Guild.
Title: Re: Really bad card ideas
Post by: Minotaur on February 25, 2020, 02:59:18 pm
Towering Pile of Uselessness
$0 • (no type)
-
When you buy this, return it to the Supply and +1 Buy.
FTFY

Also this gets crazier than the last one with Goons/Merchant Guild.

If you're going to do that, then it has to be gain a Curse and if you did, +2 Buys.  No unconditional +Buy allowed with self-return.
Title: Re: Really bad card ideas
Post by: [TP] Inferno on February 25, 2020, 04:29:07 pm
Oh, alright then. You can use the original one if you really want.
Title: Re: Really bad card ideas
Post by: grep on March 02, 2020, 01:59:01 pm
Sepulka
$0* - Treasure
$0
Trash this and another Sepulka. If you did, perform Sepuling.

Sepulkarium
Landmark
At the beginning of each player's turn, that player gains a Sepulka

Sepuling
$0 - Event
You cannot buy Sepuling without a Sepulka in hand.

https://en.wikipedia.org/wiki/Sepulka
Title: Re: Really bad card ideas
Post by: LittleFish on March 03, 2020, 10:44:36 am
Alchemist's Child
Action-Ruin (http://wiki.dominionstrategy.com/images/thumb/2/21/Debt5.png/18px-Debt5.png)(http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png)
+1 Action
Discard 2 cards
----------
When you discard this from play, if you have a potion in play, you may put the potion onto your deck
Title: Re: Really bad card ideas
Post by: kru5h on March 04, 2020, 02:07:53 am
Miscount
Action (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)

Declare, "We did it guys! Page 250!"
Title: Re: Really bad card ideas
Post by: Minotaur on March 04, 2020, 02:26:58 am
Discount
Cost: $2

Choose one:
Discard two cards from your hand
Put a card on top of your deck
Gain a Curse into your hand.  If you do, gain a Copper into your hand.

Choose one:
+$2
Trash the top two cards of your deck
Gain two Estates
Title: Re: Really bad card ideas
Post by: silverspawn on March 05, 2020, 05:08:27 pm
Covid-19 - Action - 5$

You lose the game. Each other player loses the game.
Title: Re: Really bad card ideas
Post by: GendoIkari on March 05, 2020, 06:03:27 pm
Covid-19 - Action - 5$

You lose the game. Each other player loses the game.

Do the rest of the card instructions even continue to happen after "You lose the game"?
Title: Re: Really bad card ideas
Post by: [TP] Inferno on March 05, 2020, 06:16:16 pm
Covid-19 - Action - 5$

You lose the game. Each other player loses the game.

Do the rest of the card instructions even continue to happen after "You lose the game"?

If so, then all players sadden at their shared defeat.
Title: Re: Really bad card ideas
Post by: Minotaur on March 05, 2020, 10:25:42 pm
Way of the Dodo
Way

+1 Action
Trash this card
Title: Re: Really bad card ideas
Post by: mxdata on March 06, 2020, 12:23:19 am
Way of the Dodo
Way

+1 Action
Trash this card

That would actually be pretty useful, though.  It's basically free trashing for Actions
Title: Re: Really bad card ideas
Post by: Minotaur on March 06, 2020, 12:35:25 am
Way of the Dodo
Way

+1 Action
Trash this card

That would actually be pretty useful, though.  It's basically free trashing for Actions

Oh no wrong thread

Should be whimsically-themed card ideas?
Title: Re: Really bad card ideas
Post by: [TP] Inferno on March 06, 2020, 01:04:21 am
Way of the You-know-what
Way
+1 Action
Reveal the top 4 cards of your deck. Put the revealed Victory cards into your hand and put the rest back on top in any order.

To OP in my opinion. You get to play any Action as a Scout.
Title: Re: Really bad card ideas
Post by: Awaclus on March 06, 2020, 03:06:47 pm
Animal Cathedral
$6 Action
+$4
Trash a card from your hand per empty supply pile.
_______
Instead of paying this card's cost, you may trash an Action card from your hand.
Title: Re: Really bad card ideas
Post by: bitwise on March 06, 2020, 04:48:54 pm
Wayseer
Action - $6*
+3 Cards
You may gain a Silver or Copper.
---
When you buy this, you may pay any amount of coin besides its current cost. If you do, if the next other card gained this turn has a different cost than the amount paid, you lose the game.
Title: Re: Really bad card ideas
Post by: Minotaur on March 06, 2020, 06:43:59 pm
Waypoint
Event
Cost: <8>

Set aside an Action card from your hand.  Put your Way token on it.  (The card is now a Way instead of its other types, but only for you.)
Title: Re: Really bad card ideas
Post by: crj on March 06, 2020, 08:44:26 pm
Way of the Dodo
Way

+1 Action
Trash this card

That would actually be pretty useful, though.  It's basically free trashing for Actions
It would be even more useful with your +$1 and +1 Buy tokens on Fortress.
Title: Re: Really bad card ideas
Post by: King Leon on March 06, 2020, 08:54:27 pm
Mule
Type: Action
Cost: $1

+1 Card
+1 Action
Return this to its pile.

Well, it is at least useful with Ways or cards like Peddler, Scrying Pool or Conspirator.
Title: Re: Really bad card ideas
Post by: mxdata on March 06, 2020, 09:34:49 pm
Way of Cartman
Way
Exile this

("Screw you guys, I'm going home!")
Title: Re: Really bad card ideas
Post by: Minotaur on March 06, 2020, 10:13:42 pm
Way of the Dodo
Way

+1 Action
Trash this card

That would actually be pretty useful, though.  It's basically free trashing for Actions
It would be even more useful with your +$1 and +1 Buy tokens on Fortress.

(https://i.imgur.com/Gz1cBDp.jpg?1)
FUUUUUSIOOOOOOOON
Title: Re: Really bad card ideas
Post by: MeNowDealWithIt on March 07, 2020, 01:14:14 am
Groan Room

$0 Action-Ruins

You may make a bad pun from your mouth twice.
Title: Re: Really bad card ideas
Post by: mxdata on March 07, 2020, 10:03:19 pm
Way of the Copycat
Play this as any other Action card in the Supply
Title: Re: Really bad card ideas
Post by: kru5h on March 08, 2020, 12:02:30 am
Waypoint
Event
Cost: <8>

Set aside an Action card from your hand.  Put your Way token on it.  (The card is now a Way instead of its other types, but only for you.)

I actually tried to make a card like this once, but without the token and without the "Way" wording. It was a mess, but this is rather clean and useful.
Title: Re: Really bad card ideas
Post by: Minotaur on March 08, 2020, 01:54:29 am
So apparently Way Of The Turtle limbo lets you accomplish the same as Way Of The Dodo, except it costs an action up front, and you can eventually play the card if you want to.  Still, Ways don't really need to resolve Strictly Better Than conflicts, and the +1 Action is significant.

...anyway.

------

Way of Steampunk
Way

You may put a Treasure from your hand into play.  If you do, play an Action card from the Supply cheaper than the Treasure, leaving it there.


EDIT:  Ok.....  I actually like Way of Steampunk.  I don't even know what it would cost if it were an Action, but the handsize cost is pretty rough and I suspect it's worth somewhere between $2 and a Ruins, despite being flexible.  But it's a Way so it doesn't take up space in your deck and if you only use it once or twice, that's something!  It's not bad enough to be a ruins, but as a $1 Tourist Attraction-Action, I wouldn't ever buy it.  As a card, it would have to be a side-effect card that you get by doing something else.  But as a Way it's totally fine!
Title: Re: Really bad card ideas
Post by: Minotaur on March 08, 2020, 03:40:24 am
Way Station
Project
Cost: $5

Whenever you play an Action card, Exile it.  Your Exiled Actions count as Ways for you.
Title: Re: Really bad card ideas
Post by: grep on March 08, 2020, 12:03:59 pm
Way of the Owl
All the Action cards are also Night cards until end of turn.

Way of the Lark
All the Night cards are also Action cards until end of turn.
Title: Re: Really bad card ideas
Post by: Wolphmaniac on March 08, 2020, 01:11:13 pm
Way of the Dodo
Way

+1 Action
Trash this card
Fun Way and unbelievable with Fortress.  You can Way of the Dodo one Fortress an infinite number of times.  You can just keep doing it until your opponents resign from boredom.  Online, this would put the game into a state where the game never progresses but you also never time out.  If you could write a script that just keeps playing Fortress with Way of the Dodo, you could go out and get on with your life, and your opponent would be forced to resign if they ever want to play online Dominion again.
Title: Re: Really bad card ideas
Post by: Minotaur on March 08, 2020, 01:13:44 pm
Way of the Dodo
Way

+1 Action
Trash this card
Fun Way and unbelievable with Fortress.  You can Way of the Dodo one Fortress an infinite number of times.  You can just keep doing it until your opponents resign from boredom.  Online, this would put the game into a state where the game never progresses but you also never time out.

Yeah, infinite money combo given +$ token, as mentioned earlier.  To be fair, it's not my fault Fortress exists.
Title: Re: Really bad card ideas
Post by: Wolphmaniac on March 08, 2020, 01:13:58 pm

Way of the Dodo
Way

+1 Action
Trash this card
Fun Way and unbelievable with Fortress.  You can Way of the Dodo one Fortress an infinite number of times.  You can just keep doing it until your opponents resign from boredom.  Online, this would put the game into a state where the game never progresses but you also never time out.  If you could write a script that just keeps playing Fortress with Way of the Dodo, you could go out and get on with your life, while your opponent would be forced to resign if they ever want to play online Dominion again.
Title: Re: Really bad card ideas
Post by: GendoIkari on March 08, 2020, 07:20:28 pm

Way of the Dodo
Way

+1 Action
Trash this card
Fun Way and unbelievable with Fortress.  You can Way of the Dodo one Fortress an infinite number of times.  You can just keep doing it until your opponents resign from boredom.  Online, this would put the game into a state where the game never progresses but you also never time out.  If you could write a script that just keeps playing Fortress with Way of the Dodo, you could go out and get on with your life, while your opponent would be forced to resign if they ever want to play online Dominion again.

You can already do infinite pointlessness just with Moat. But put the +$1 token and the +1 buy token on Fortress, and you have a real combo.
Title: Re: Really bad card ideas
Post by: Minotaur on March 08, 2020, 07:36:40 pm
Way Of The Redshirt
Way-Reaction

+2 Cards
-----------------
When another player plays an Attack card, you may trash this from your hand.  If you do, the Attack does not affect you.

(Yes, this extends and modifies the definition of a Way.  I trust you to interpret the intended meaning in good faith.  Change it to a new type like Ray if you have to, I don't care.)
Title: Re: Really bad card ideas
Post by: crj on March 08, 2020, 07:58:27 pm
Way of the ruin
Title: Re: Really bad card ideas
Post by: crj on March 08, 2020, 08:02:23 pm
Way of the doppelgδnger
Follow this card's instructions:
The player to your right can see all cards you can and makes all decisions for you. Any cards or debt you would gain, they gain instead; any cards of yours that are trashed are set aside and put in your discard pile at end of turn.
Title: Re: Really bad card ideas
Post by: mxdata on March 08, 2020, 08:30:51 pm
Way Of The Redshirt
Way-Reaction

+2 Cards
-----------------
When another player plays an Attack card, you may trash this from your hand.  If you do, the Attack does not affect you.

(Yes, this extends and modifies the definition of a Way.  I trust you to interpret the intended meaning in good faith.  Change it to a new type like Ray if you have to, I don't care.)

That could be a project instead.  "When another player plays an Attack card, you may trash an Action card from your hand.  If you do, the Attack does not affect you"
Title: Re: Really bad card ideas
Post by: mxdata on March 08, 2020, 08:32:23 pm
A duration card with a clause "Now and two turns from now ..." (note: not "your next two turns" like Archive, just "two turns from now")
Title: Re: Really bad card ideas
Post by: Minotaur on March 08, 2020, 09:08:11 pm
Way Of The Redshirt
Way-Reaction

+2 Cards
-----------------
When another player plays an Attack card, you may trash this from your hand.  If you do, the Attack does not affect you.

(Yes, this extends and modifies the definition of a Way.  I trust you to interpret the intended meaning in good faith.  Change it to a new type like Ray if you have to, I don't care.)

That could be a project instead.  "When another player plays an Attack card, you may trash an Action card from your hand.  If you do, the Attack does not affect you"

Having to trash an action is usually pretty bad, though.  So it would be like a $2 Project?
Title: Re: Really bad card ideas
Post by: kru5h on March 08, 2020, 09:08:44 pm
A duration card with a clause "Now and two turns from now ..." (note: not "your next two turns" like Archive, just "two turns from now")

Taking that one step further:

A permanent duration card that does something on even numbered turns and something else on odd numbered turns.

Bonus if they are opposite each other or confusing in some other way.
Title: Re: Really bad card ideas
Post by: faust on March 09, 2020, 07:46:46 am
Way of the Chimera

Do the effects of the set aside Ways in any order.
-
Setup: Set aside two other Ways next to this.
Title: Re: Really bad card ideas
Post by: Doom_Shark on March 09, 2020, 08:46:49 am
Way of the Chimera

Do the effects of the set aside Ways in any order.
-
Setup: Set aside two other Ways next to this.

Should probably say "either order" instead of any.
Title: Re: Really bad card ideas
Post by: grep on March 09, 2020, 12:39:37 pm
Way of the Chimera

Do the effects of the set aside Ways in any order.
-
Setup: Set aside two other Ways next to this.
To make it not that bonkers: "Put another Action card in play. If you did, apply the set aside Ways one to this and another to the card you have put in play"
Title: Re: Really bad card ideas
Post by: Minotaur on March 09, 2020, 01:50:14 pm
Way of the Chimera

Do the effects of the set aside Ways in any order.
-
Setup: Set aside two other Ways next to this.

This could be strong enough that I could see it being an Action in itself.  But maybe I'd want three of them and option to skip any number?  $3-$4?
Title: Re: Really bad card ideas
Post by: Wolphmaniac on March 09, 2020, 02:47:07 pm
Way of the Phoenix
Gain everything from the trash.
Title: Re: Really bad card ideas
Post by: Wolphmaniac on March 09, 2020, 02:51:37 pm
Way of the Dragon
Gain 12 Provinces.
Trash every card you have.
+17 VP
This can only be played on your 12th turn or later.
Title: Re: Really bad card ideas
Post by: King Leon on March 09, 2020, 04:36:19 pm
High Wayto Hell
Type: Way
While this is in play, cards cost $1 less, but not less than $0.

This is horrible to track, I guess.
Title: Re: Really bad card ideas
Post by: Minotaur on March 09, 2020, 05:48:27 pm
The Only Way
Way

Play this card as usual.
For the rest of your turn:
  The abilities of this card replace those of The Only Way.  Invoking a Way is not optional, and this Way takes priority over others.


Way of the Scoundrel
Way

+1 Action
Flip your Journey token


No Way
Way

Follow the instructions printed on the card which invoked this, even if you should have lost track of it.
Title: Re: Really bad card ideas
Post by: Minotaur on March 10, 2020, 05:27:59 am
Book Fair
Action
Cost: <8>

+1 Action
+1 Buy
+$2
Discard a card from your hand
Draw until you have at least 7 cards in hand, revealing and setting aside any number of Actions and then discarding them afterward.
Title: Re: Really bad card ideas
Post by: faust on March 10, 2020, 09:17:10 am
The Bizarro Populate!

Bizarro Populate
Event - $10

Gain a Spoils, a Horse, a Ghost, an Imp, a Will-o-Wisp, a Madman and a Mercenary.

Broken Alliance
Event/Ruins - $0

Gain a Curse, a Ruined Market, a Ruined Library, a Ruined Village, an Abandoned Mine and a Survivors.
Title: Re: Really bad card ideas
Post by: pubby on March 10, 2020, 10:13:43 am
Black Populate
Event - $13
Gain one of each card from the black market deck.
Title: Re: Really bad card ideas
Post by: mxdata on March 10, 2020, 11:26:12 am
Way of the Bogo
When you buy a card this turn, gain an extra copy of it
Title: Re: Really bad card ideas
Post by: Minotaur on March 10, 2020, 03:41:45 pm
The Only Way
Way

Play this card as usual.
For the rest of your turn:
  The abilities of this card replace those of The Only Way.  Invoking a Way is not optional, and this Way takes priority over others.

...of course now I realize this allows an opponent's Black Cat or Caravan Guard to mimic your King's Court, opening a mini-turn in the middle of your turn.  Er, at least I think Black Cat can be played as a Way when it reacts to play itself?  (Obviously they don't gain a curse)
Title: Re: Really bad card ideas
Post by: Minotaur on March 10, 2020, 03:46:53 pm
Way of the Teacher
Choose one, and then follow the usual instructions for the Action played:
+1 Card
+1 Action
+$1
+1 Buy


I considered making a sequence of Way-Travellers for this, but the amount of Really Bad involved is more than I care to stomach right now.
Title: Re: Really bad card ideas
Post by: [TP] Inferno on March 10, 2020, 04:50:04 pm
Stupid Person
$3
Action
Take Idiot. If you do, take the top 3 Hexes and receive them in any order.

Idiot
State
At the start of your turn, discard a card. If you do, receive a Hex.


Way of the Champion
Way
+1 Action
Follow this card's instructions.
Title: Re: Really bad card ideas
Post by: GendoIkari on March 10, 2020, 06:58:38 pm
Way of the Second Chance

Play this card again.


Combos with Conspirator! And tokens.
Title: Re: Really bad card ideas
Post by: Minotaur on March 11, 2020, 10:47:19 am
Curds
Action
Cost: $2

+1 Action
+1 Coffer
If this was played from your hand, you may invoke a Way.
Title: Re: Really bad card ideas
Post by: bitwise on March 12, 2020, 12:57:15 am
Way of the Imp
Don't follow this card's instructions.
Title: Re: Really bad card ideas
Post by: Minotaur on March 12, 2020, 03:43:15 am
Way of Masks
Way

Pass this card to the left.  If you do, +1 VP.
That player either keeps this, or passes this back next turn and follows the instructions.
Title: Re: Really bad card ideas
Post by: Snowyowl on March 13, 2020, 03:05:33 pm
A Victory card with an on-play effect. It has no other types. Figuring out how to play a card that isn't an Action or Treasure (or Reaction or Night, for that matter) is left as an exercise for the reader.
Title: Re: Really bad card ideas
Post by: grep on March 13, 2020, 04:31:54 pm
Way of the Bat
Trash up to 2 cards. Copies of this lose "Action" type and get "Night" type until end of turn.
Title: Re: Really bad card ideas
Post by: pubby on March 13, 2020, 09:06:40 pm
Ruling's Nightmare
Action - Attack
$e
If you are not a programmer or blue dog, you may draw two cards. Otherwise, complain on the forums.
Title: Re: Really bad card ideas
Post by: Minotaur on March 13, 2020, 09:35:17 pm
High Wayto Hell
Type: Way
While this is in play, cards cost $1 less, but not less than $0.

This is horrible to track, I guess.

My Way
Way

Cards which cost less than their printed value cost $1 more this turn.
Title: Re: Really bad card ideas
Post by: [TP] Inferno on March 13, 2020, 09:50:25 pm
I Don't Care Anymore
$5
Action
+1 Card
+1 Action
+$1
-------
While this is in play, cards cost $4.
Title: Re: Really bad card ideas
Post by: Minotaur on March 14, 2020, 09:34:37 pm
Coveted Scrolls
Victory
Cost: $4

Worth 1 VP for every Curse in your deck.

EDIT:  http:// forum.dominionstrategy.com/index.php?topic=1204.msg826666#msg826666
Title: Re: Really bad card ideas
Post by: spineflu on March 15, 2020, 03:23:53 pm
Untrustworthy Steed • $4 • Action
The player to your left chooses two for you to do:
+2 Cards; or +2 Actions; or +$2; or gain 4 Silvers and put your deck into your discard pile. The choices must be different.
Title: Re: Really bad card ideas
Post by: mxdata on March 15, 2020, 03:32:36 pm
I Don't Care Anymore
$5
Action
+1 Card
+1 Action
+$1
-------
While this is in play, cards cost $4.

"Except Wayfarer costs $6"
Title: Re: Really bad card ideas
Post by: Minotaur on March 16, 2020, 04:30:37 am
Misremember
Action
Cost: $2

Trash this card.  This turn cards cost $3, but not less than $4.
Title: Re: Really bad card ideas
Post by: LittleFish on March 16, 2020, 04:25:03 pm
Collapsed Bridge
(http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png)
Action-Ruin
+ 1 Buy
+ (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)
Take your -(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) token.
______
While this is in play, cards cost (http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png) less.
Title: Re: Really bad card ideas
Post by: LittleFish on March 16, 2020, 04:26:51 pm
High Wayto Hell
Type: Way
While this is in play, cards cost $1 less, but not less than $0.

This is horrible to track, I guess.

My Way
Way

Cards which cost less than their printed value cost $1 more this turn.
Low Way
Way

Cards that cost their printed value are worth their printed value this turn
Title: Re: Really bad card ideas
Post by: Awaclus on March 17, 2020, 03:12:15 pm
February
(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) Event
Look through your hand. You may play an Action card from it.

April
(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) Event
Look through your deck. You may play an Action card from it.
Title: Re: Really bad card ideas
Post by: mxdata on March 17, 2020, 03:15:00 pm
February
(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) Event
Look through your hand. You may play an Action card from it.

April
(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) Event
Look through your deck. You may play an Action card from it.
February would actually be a pretty decent event, depending on which Actions you had in your hand, especially with extra buys
Title: Re: Really bad card ideas
Post by: Minotaur on March 17, 2020, 07:54:15 pm
February
(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) Event
Look through your hand. You may play an Action card from it.

April
(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) Event
Look through your deck. You may play an Action card from it.
February would actually be a pretty decent event, depending on which Actions you had in your hand, especially with extra buys

Return to Action phase would be nice too.  Not being able to play any more treasures would otherwise limit the use case.
Title: Re: Really bad card ideas
Post by: Doom_Shark on March 18, 2020, 12:39:36 am
February
(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) Event
Look through your hand. You may play an Action card from it.

April
(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) Event
Look through your deck. You may play an Action card from it.
February would actually be a pretty decent event, depending on which Actions you had in your hand, especially with extra buys

Return to Action phase would be nice too.  Not being able to play any more treasures would otherwise limit the use case.

There's a reason it's called really bad card ideas
Title: Re: Really bad card ideas
Post by: Awaclus on March 18, 2020, 10:55:12 am
February
(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) Event
Look through your hand. You may play an Action card from it.

April
(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) Event
Look through your deck. You may play an Action card from it.
February would actually be a pretty decent event, depending on which Actions you had in your hand, especially with extra buys

Return to Action phase would be nice too.  Not being able to play any more treasures would otherwise limit the use case.

There's a reason it's called really bad card ideas

Is Toil really that bad?
Title: Re: Really bad card ideas
Post by: GendoIkari on March 18, 2020, 11:27:31 am
February
(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) Event
Look through your hand. You may play an Action card from it.

April
(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) Event
Look through your deck. You may play an Action card from it.
February would actually be a pretty decent event, depending on which Actions you had in your hand, especially with extra buys

Return to Action phase would be nice too.  Not being able to play any more treasures would otherwise limit the use case.

There's a reason it's called really bad card ideas

Is Toil really that bad?

Toil gives +1 buy. Anyway, I don't get it. What's the joke with the month names?
Title: Re: Really bad card ideas
Post by: Doom_Shark on March 18, 2020, 11:30:30 am
February
(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) Event
Look through your hand. You may play an Action card from it.

April
(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) Event
Look through your deck. You may play an Action card from it.
February would actually be a pretty decent event, depending on which Actions you had in your hand, especially with extra buys

Return to Action phase would be nice too.  Not being able to play any more treasures would otherwise limit the use case.

There's a reason it's called really bad card ideas

Is Toil really that bad?

Toil gives +1 buy. Anyway, I don't get it. What's the joke with the month names?

Menagerie has an event called "March" as the verb, but Awaclus chose to interpret it as the month
Title: Re: Really bad card ideas
Post by: Minotaur on March 18, 2020, 01:44:39 pm
Supply
Event
Cost: $0

Once per turn, but only if you have no Treasures in play:  +1 Buy.  +$5.  You cannot Buy cards this turn.


Sow
Event
Cost: $0

Exile a Gold from your hand.  If you do, at the start of your next turn, +$7
Title: Re: Really bad card ideas
Post by: bitwise on March 18, 2020, 01:57:09 pm
Seize the Night
Event
Cost: $2

Take another turn after this one where you skip your Action and Buy phases.
Title: Re: Really bad card ideas
Post by: mxdata on March 18, 2020, 02:11:57 pm
Seize the Night
Event
Cost: $2

Take another turn after this one where you skip your Action and Buy phases.

Seize the Knight
Event
Cost: $5

Gain a Knight

Setup: Include Knights in this game
Title: Re: Really bad card ideas
Post by: Minotaur on March 18, 2020, 02:24:11 pm
Sacred Gardens
Victory
Cost: $3

1 VP per 10 cards in the trash.


Lost Kingdom
Victory
Cost: $4

1 VP for every 5 cards in Exile.
--------
When you would gain this card, you may Exile it and a card from your hand.


Way of the Ronin
Way

Follow the printed instructions of an Exiled Action card.  If it costs $3 or more, Exile this card.

EDIT: Was too strong if you just let everything be a Horse.  Still probably too strong with Horses, but at least you have to keep one other action in Exile so you Exile your Horses again by playing them as that card.
Title: Re: Really bad card ideas
Post by: crj on March 18, 2020, 03:43:18 pm
Hors de Combat
Action - Attack

Until your next turn, other players cannot play Horses.
Title: Re: Really bad card ideas
Post by: Minotaur on March 18, 2020, 04:10:17 pm
Stables
Action
Cost: $5

+1 Card
You may play a Horse from your hand, leaving it in play instead of returning it.
---------------
When you gain this, gain two Horses.
Title: Re: Really bad card ideas
Post by: AJD on March 18, 2020, 04:16:12 pm
Hors de Combat
Action - Attack

Until your next turn, other players cannot play Horses.

Horse de Combat
+2 Cards
+1 Action
Return this to its pile.
Each other player discards down to 3 cards in hand.
Title: Re: Really bad card ideas
Post by: Minotaur on March 18, 2020, 06:38:00 pm
Night Owl
Night
Cost: $2

Invoke a Way.
Title: Re: Really bad card ideas
Post by: Awaclus on March 18, 2020, 07:17:10 pm
February
(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) Event
Look through your hand. You may play an Action card from it.

April
(http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) Event
Look through your deck. You may play an Action card from it.
February would actually be a pretty decent event, depending on which Actions you had in your hand, especially with extra buys

Return to Action phase would be nice too.  Not being able to play any more treasures would otherwise limit the use case.

There's a reason it's called really bad card ideas

Is Toil really that bad?

Toil gives +1 buy. Anyway, I don't get it. What's the joke with the month names?

Menagerie has an event called "March" as the verb, but Awaclus chose to interpret it as the month

And it costs (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png).
Title: Re: Really bad card ideas
Post by: Minotaur on March 19, 2020, 08:52:10 pm
Zookeeper
Action
Cost: $2

+1 Action
Replace a Way with the next Way in the Ways deck.  You may invoke a Way.
Title: Re: Really bad card ideas
Post by: [TP] Inferno on March 20, 2020, 07:14:03 am
Illegal Goods
$5
Event
Reveal the top Event of the Illegal Goods pile. Do its effect, then put it on the bottom.
-------
Setup: Make an Illegal Goods pile of 10 unused Events and set it aside.
Title: Re: Really bad card ideas
Post by: Doom_Shark on March 20, 2020, 07:17:18 am
Illegal Goods
$5
Event
Reveal the top Event of the Illegal Goods pile. Do its effect, then put it on the bottom.
-------
Setup: Make an Illegal Goods pile of 10 unused Events and set it aside.

I appreciate that you included an upper limit. Good on ya m8.
Title: Re: Really bad card ideas
Post by: kru5h on March 21, 2020, 03:22:11 am
Way of the Moose
Way

Play the set-aside card, leaving it there.
-
Setup: Set aside an unused Action costing $5 or $6.
Title: Re: Really bad card ideas
Post by: crj on March 21, 2020, 09:30:41 am
Way of the Weasel
Way

If this is neither a Command nor a Duration, each other player plays it without this Way, leaving it where it is.
Title: Re: Really bad card ideas
Post by: LittleFish on March 21, 2020, 10:45:35 am
Way of the Locust
Trash the top card of your deck, if it's a copper or estate, gain a Curse, otherwise gain a cheaper card that shares a type with it.
Title: Re: Really bad card ideas
Post by: D782802859 on March 21, 2020, 11:57:27 am
Way of the Hound
When you discard this other than during Clean-up, you may set it aside, and put it into your hand at end of turn.
Way of the Familiar
+1 Card
+1 Action
Each other player gains a curse.
Title: Re: Really bad card ideas
Post by: mxdata on March 21, 2020, 03:01:41 pm
Way of the Hound
When you discard this other than during Clean-up, you may set it aside, and put it into your hand at end of turn.
Way of the Familiar
+1 Card
+1 Action
Each other player gains a curse.

The first one isn't consistent with how Ways work.  That would be a below-the-line ability, which Ways don't modify
Title: Re: Really bad card ideas
Post by: D782802859 on March 21, 2020, 03:44:05 pm
Way of the Hound
When you discard this other than during Clean-up, you may set it aside, and put it into your hand at end of turn.
Way of the Familiar
+1 Card
+1 Action
Each other player gains a curse.

The first one isn't consistent with how Ways work.  That would be a below-the-line ability, which Ways don't modify
That's why it's bad.
Title: Re: Really bad card ideas
Post by: Minotaur on March 21, 2020, 07:11:04 pm
Great, "reminding them what thread this is" is two shots.
Title: Re: Really bad card ideas
Post by: Minotaur on March 21, 2020, 09:13:58 pm
Chad Noggin
Duration
$8

At the start of your next turn, name an Action card.  Reveal cards from your deck until you find it, and play it three times.

(See also: http://forum.dominionstrategy.com/index.php?topic=1204.msg828387#msg828387 )
Title: Re: Really bad card ideas
Post by: Minotaur on March 21, 2020, 09:24:13 pm
Covid-19 - Action - 5$

You lose the game. Each other player loses the game.

Each player may pass a card to the left.
-------
Setup:  Add four players to the game.
Title: Re: Really bad card ideas
Post by: Minotaur on March 21, 2020, 09:27:36 pm
Idle Game Prestige Point
Event
Cost: <100>

If you end the game without Debt, start each game with a Coffer.
Title: Re: Really bad card ideas
Post by: Minotaur on March 22, 2020, 12:36:01 am
Way of the Dove
Way

If this is an Attack, +1 VP.
Otherwise:
 +1 Card
 +1 Action
Title: Re: Really bad card ideas
Post by: kru5h on March 22, 2020, 03:15:32 am
Way of the Virus
Way

Set this aside. Whenever a card is played, play the set aside card instead, leaving it there.
Title: Re: Really bad card ideas
Post by: Minotaur on March 22, 2020, 02:58:49 pm
Audience
Way

(Once per turn) You may play an Action card from your hand twice.
Title: Re: Really bad card ideas
Post by: LibraryAdventurer on March 22, 2020, 03:24:56 pm
Audience
Way

(Once per turn) You may play an Action card from your hand twice.
Why is this an RBCI?
I think you just post all of your cards in this thread even if they're good ones. Have some confidence in your ideas, man.
Title: Re: Really bad card ideas
Post by: Minotaur on March 22, 2020, 04:30:30 pm
Audience
Way

(Once per turn) You may play an Action card from your hand twice.
Why is this an RBCI?
I think you just post all of your cards in this thread even if they're good ones. Have some confidence in your ideas, man.

I don't really believe in other threads.  And I feel a little seen right now.

EDIT:  Alright, whatever.  But that's like three threads I have to follow now...  http://forum.dominionstrategy.com/index.php?topic=20225.new#new
Title: Re: Really bad card ideas
Post by: Minotaur on March 22, 2020, 07:25:40 pm
All The Way
Way

(Once per turn)
If your deck and discard pile are empty, gain a Rosanna Yeah.


Rosanna Yeah
Victory
Cost: $0*

6 VP
(* - Not in the Supply)
Title: Re: Really bad card ideas
Post by: LittleFish on March 22, 2020, 08:44:17 pm
Collector
Action (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png)

Reveal your hand. For each different expansion symbol revealed, +Card, +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png), and +1 Buy.
Title: Re: Really bad card ideas
Post by: mxdata on March 22, 2020, 10:08:11 pm
Collector
Action (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png)

Reveal your hand. For each different expansion symbol revealed, +Card, +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png), and +1 Buy.

I mean, that definitely would be a bad card to play with, but at the same time, it would be such a fun idea
Title: Re: Really bad card ideas
Post by: Minotaur on March 23, 2020, 04:05:13 pm
Contrahouse
Action
Cost: $9

The player to your left names a card.  Look through your discard pile and put any number of cards other than the named card into your hand, revealing them when you do.

Contrahouse v2
Action
Cost: $7

+1 Action
For the rest of your turn, reveal cards that would go into your hand.
The player to your left names a card.  For the rest of your turn, discard copies of that card when they would enter your hand.
Set aside your discard pile, and put the cards into your hand in any order.
Title: Re: Really bad card ideas
Post by: Minotaur on March 23, 2020, 05:09:12 pm
Way To Sesame Street
Way

(Once per turn)
+1 Action
Reveal the next Letter from the Letters deck.
Reveal the next Number from the Numbers deck.
This turn, when you play a card starting with the most recent Letter or whose coin cost is the most recent Number, choose one.  (If both apply, choose two different options):
 +1 Action
 +$1
 +1 Buy
 +1 Card
 +1 VP
Title: Re: Really bad card ideas
Post by: mutated on March 23, 2020, 06:05:24 pm
All The Way
Way

(Once per turn)
If your deck and discard pile are empty, gain a Rosanna Yeah.


Rosanna Yeah
Victory
Cost: $0*

6 VP
(* - Not in the Supply)

I see your Toto reference and raise you a really bad card idea. You know all those horizontal lines?

Hold The Line
Action - Reaction - Victory - Looter - Castle - Doom - Fate - Traveller
Cost: $8*

+1 Card
+1 Action
--------------------------------------------------

Code: [Select]

When you buy this:
[list]
[li]+1 Buy.[/li]
[li]gain another Hold The Line.[/li]
[li]trash all Treasures you have in play.[/li]
[li]trash a card from your hand and gain a card costing exactly $2 more than it.[/li]
[li]you may overpay for it. For each $1 you overpaid, gain a Silver.[/li]
[li]you may overpay for it. For each $1 you overpaid, look through your discard pile and put a card from it onto your deck.[/li]
[li]you may overpay for it. For each $1 you overpaid, look at the top card of your deck; trash it, discard it, or put it back.[/li]
[li]you may overpay for it. If you do, gain 2 Action cards each costing the amount you overpaid.[/li]
[/list]

When you gain this:
[list]
[li]+2 Coffers.[/li]
[li]+2 Villagers.[/li]
[li]gain a Gold.[/li]
[li]gain a Gold per Hold The Line you have in play.[/li]
[li]gain 2 Ruins.[/li]
[li]gain 2 Coppers.[/li]
[li]gain a cheaper card.[/li]
[li]gain a Duchy or 3 Estates.[/li]
[li]gain another Hold The Line (that doesn't come with another).[/li]
[li]Exile a Gold from the Supply.[/li]
[li]each other player draws a card.[/li]
[li]each other player gains a Curse.[/li]
[li]each other player gains a Silver.[/li]
[li]receive a Hex.[/li]
[li]take a Boon. Receive it now or at the start of your next turn.[/li]
[li]trash up to 4 cards from your hand.[/li]
[li]you may trash a Copper from your hand.[/li]
[li]take the VP from the Hold The Line Supply pile.[/li]
[li]if you have at least 5 Action cards in play, +2VP.[/li]
[li]put all Treasures you have in play onto your deck in any order.[/li]
[li]reveal your hand. +1VP per Victory card in your hand and/or in play.[/li]
[li]put it into your hand, +1 Action, and if it's your Buy phase return to your Action phase.[/li]
[li]look through your discard pile, reveal any number of Action cards from it (which can include this), and shuffle them into your deck.[/li]
[/list]

When you gain this during your turn, gain a Gold, and each other player with 5 or more cards in hand puts 2 cards from their hand onto their deck.

In games using this, when you gain a card costing $3 or more, you may exchange it for a Hold The Line.
In games using this, when you gain a Duchy, you may gain a Hold The Line.

This is gained onto your deck (instead of to your discard pile).
This is gained to your hand (instead of your discard pile).

When you gain or trash this:
[list]
[li]take the Flag.[/li]
[li]+1VP and gain a Silver.[/li]
[li]+1 Coffers and +1 Villager.[/li]
[li]gain a Silver; if it is your Buy phase, put the Silver on your deck, otherwise put it into your hand.[/li]
[/list]

When you trash this:
[list]
[li]+1 Card.[/li]
[li]+3 Cards.[/li]
[li]gain 3 Silvers.[/li]
[li]gain a cheaper card.[/li]
[li]gain a Duchy or 3 Estates.[/li]
[li]gain a Gold.[/li]
[li]gain an Attack card.[/li]
[li]put it into your hand.[/li]
[li]you may discard an Action card, to gain a Ghost from its pile.[/li]
[/list]

Instead of paying this card's cost, you may trash an Action card from your hand.
During your Buy phase, this costs $2 less per Action card you have in play, but not less than $0.
This has the same cost as the last other card gained this turn, if any.
You can’t buy this if you have any Coppers in play.

While this is in play:
[list]
[li]Action cards cost $2 less, but not less than $0.[/li]
[li]cards cost $1 less on your turns, but not less than $0.[/li]
[li]when another player plays an Attack card, it doesn’t affect you.[/li]
[li]when you buy a card, +1 Coffers.[/li]
[li]when you buy a card, +1VP.[/li]
[li]when you buy a card, gain a cheaper non-Victory card.[/li]
[li]when you buy a non-Victory card costing $4 or less, gain a copy of it.[/li]
[li]when you buy a Victory card, gain a Gold.[/li]
[li]when you gain a card, you may put that card onto your deck.[/li]
[li]when you gain a card, you may put that card onto your deck.[/li]
[li]when you gain a Victory card, +1VP.[/li]
[li]when you play a Silver, you may trash a card from your hand.[/li]
[/list]

At the start of Clean-up, if you have this and no more than one other Action card in play, you may put this onto your deck.

When you discard this from play:
[list]
[li]if you didn’t buy a Victory card this turn, you may put this onto your deck.[/li]
[li]if you didn’t buy any cards this turn, trash this and gain a Madman from the Madman pile.[/li]
[li]if you have a Potion in play, you may put this onto your deck.[/li]
[li]take 6D, and then you may pay off D.[/li]
[li]you may exchange it for a Champion.[/li]
[li]you may exchange it for a Disciple.[/li]
[li]you may exchange it for a Fugitive.[/li]
[li]you may exchange it for a Hero.[/li]
[li]you may exchange it for a Soldier.[/li]
[li]you may exchange it for a Teacher.[/li]
[li]you may exchange it for a Treasure Hunter.[/li]
[li]you may exchange it for a Warrior.[/li]
[li]you may put one of your Treasures from play onto your deck.[/li]
[/list]

When you discard this other than during Clean-up, you may reveal it to gain a Gold.
When you discard this other than during Clean-up, you may set it aside, and put it into your hand at end of turn.

When another player gains a Victory card, you may play this from your hand.
When another player gains a Province, you may trash this from your hand, to gain a Gold onto your deck.

When another player plays an Attack card:
[list]
[li]you may first play this from your hand.[/li]
[li]you may first discard this to gain 2 Silvers, putting one onto your deck.[/li]
[li]you may first reveal this from your hand, to be unaffected by it.[/li]
[li]you may first reveal this from a hand of 5 or more cards, to draw 2 cards then discard 3.[/li]
[li]you may reveal this from your hand. If you do, +2 Cards, then put 2 cards from your hand on top of your deck.[/li]
[li]you may first set this aside from your hand. If you do, then at the start of your next turn, +1 Card and return this to your hand.[/li]
[/list]

When one of your cards is trashed, you may discard this from your hand to gain a Gold.
When something causes you to reveal this (using the word "reveal"), +1 Coffers.
When this is your first buy in a turn, gain a card costing up to $4, and each other player gains a copy of it.

When you gain a card, you may discard this to put that card into your hand or onto your deck.
When you gain a card, you may play this from your hand.
When you gain a card, you may reveal this from your hand, to either trash that card or put it onto your deck.
When you would gain a card, you may reveal this from your hand, to instead gain a Silver.

When you play another Attack card with this in play, you may first trash this, to gain a Mercenary from the Mercenary pile.

Worth 1VP per Estate you have.
Worth 1VP per Castle you have.

Setup:
[list]
[li]Each player gets +1 Coffers.[/li]
[li]Put the 3 Zombies into the trash.[/li]
[li]Add 1D to each Supply pile. When a player buys a card, they take the D from its pile.[/li]
[li]Add an extra Kingdom card pile costing $2 or $3 to the Supply. Cards from that pile are Bane cards.[/li]
[li]Add a Coin token to each Victory Supply pile; move that token to the Hold The Line mat when a card is gained from that pile.[/li]
[/list]

Title: Re: Really bad card ideas
Post by: Minotaur on March 23, 2020, 06:15:13 pm
(cut for space)

Ok, yeah.  That is the worst card idea ever.  /thread
Title: Re: Really bad card ideas
Post by: mutated on March 23, 2020, 06:28:57 pm
(cut for space)

Ok, yeah.  That is the worst card idea ever.  /thread

I'm going to take that as a compliment, I think.

Most of the abilities work, it would just... take a very very long time to resolve.
Title: Re: Really bad card ideas
Post by: mxdata on March 23, 2020, 07:11:45 pm
(cut for space)

Ok, yeah.  That is the worst card idea ever.  /thread

I'm going to take that as a compliment, I think.

Most of the abilities work, it would just... take a very very long time to resolve.

Does the card come with a microscope to read all that text?
Title: Re: Really bad card ideas
Post by: Minotaur on March 23, 2020, 08:23:05 pm
(cut for space)

Ok, yeah.  That is the worst card idea ever.  /thread

I'm going to take that as a compliment, I think.

Most of the abilities work, it would just... take a very very long time to resolve.

I would do Africa, but honestly I'm expecting Donald to do an entire expansion at this point.  Joking/not joking.
Title: Re: Really bad card ideas
Post by: Minotaur on March 23, 2020, 08:27:01 pm
(cut for space)

Ok, yeah.  That is the worst card idea ever.  /thread

I'm going to take that as a compliment, I think.

Most of the abilities work, it would just... take a very very long time to resolve.

Does the card come with a microscope to read all that text?

Good news, fam:

Comic requested by Pyan.

You can put tokens on tokens now.  There are also Morning, Brunch, Naptime, and Brunch Night phases now.  It's easy, though - Morning, Brunch, Action, Naptime, Buy, Night, Cleanup - it's just MBANBNC.  New players have no trouble picking it up in playtests, so we're pretty happy with it.

Translation errors in Dutch translations have been slowly increasing with each expansion, with the newest couple of expansions being 100% mistranslated. The Dutch rules of Dominion: Brunchtime are a widely esteemed science-fiction novel that has put DXV and the Dutch translators in a long-running judicial dispute over who has intellectual property over said novel.

Due to all English words being used as card names in Dominion, DXV has invented a large repository of new words, such as 'Chancellscout'.

Each copy of a Dominion base set  now contains implantable mantis shrimp eyes so people can identify the colours of some of the many new types from eachother.

Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on March 23, 2020, 10:00:42 pm
(cut for space)

Ok, yeah.  That is the worst card idea ever.  /thread

I'm going to take that as a compliment, I think.

Most of the abilities work, it would just... take a very very long time to resolve.

Some of them are contradictory, though...

Quote
This is gained to your hand (instead of your discard pile)
This is gained to the top of your deck (instead of your discard pile)
Title: Re: Really bad card ideas
Post by: LittleFish on March 23, 2020, 10:54:22 pm
(cut for space)
How long did that take to type?
Title: Re: Really bad card ideas
Post by: mutated on March 23, 2020, 11:19:55 pm
(cut for space)

Ok, yeah.  That is the worst card idea ever.  /thread

I'm going to take that as a compliment, I think.

Most of the abilities work, it would just... take a very very long time to resolve.

Some of them are contradictory, though...

Quote
This is gained to your hand (instead of your discard pile)
This is gained to the top of your deck (instead of your discard pile)

You get to... pick? I suppose that's how that would work.

One of those could leave. There are a few other instructions that I think are hard/impossible to trigger but I left in for fun, like "take the VP from the Hold The Line Supply pile" and "Worth 1VP per Castle you have" and the various Setup phrases.

(cut for space)
How long did that take to type?

I scanned the All Cards link (http://wiki.dominionstrategy.com/index.php/All_Cards) for horizontal lines, copied most of them into a text document, sorted them alphabetically, then moved some sections around to logically orient them. Maybe 30 minutes total.
Title: Re: Really bad card ideas
Post by: mutated on March 23, 2020, 11:22:07 pm
Underline
Cost: $5

+$2
-----
This has any abilities below horizontal lines visible on Supply cards.
Title: Re: Really bad card ideas
Post by: kru5h on March 23, 2020, 11:23:48 pm
Underline
Cost: $5

+$2
-----
This has any abilities below horizontal lines visible on Supply cards.

Goes great with Flag Bearer!
Title: Re: Really bad card ideas
Post by: crj on March 24, 2020, 01:01:57 am
Way of the Cat
Do whatever you want
Title: Re: Really bad card ideas
Post by: LittleFish on March 24, 2020, 11:53:42 am
Way of the Phoenix
You may play this as any action card from the trash
Title: Re: Really bad card ideas
Post by: grep on March 24, 2020, 12:26:52 pm
Social Isolation
$4 - Action - Attack
+$1
Each other player discards a card with two or more people depicted on it, or reveals a hand without such cards

Some cards affected:
(http://wiki.dominionstrategy.com/images/thumb/5/5a/Village.jpg/200px-Village.jpg) (http://wiki.dominionstrategy.com/images/thumb/0/0b/Vassal.jpg/200px-Vassal.jpg)(http://wiki.dominionstrategy.com/images/thumb/a/a0/Militia.jpg/200px-Militia.jpg)(http://wiki.dominionstrategy.com/images/thumb/3/36/Smithy.jpg/200px-Smithy.jpg)(http://wiki.dominionstrategy.com/images/thumb/e/ec/Festival.jpg/200px-Festival.jpg)(http://wiki.dominionstrategy.com/images/thumb/7/7e/Market.jpg/200px-Market.jpg)(http://wiki.dominionstrategy.com/images/thumb/8/8e/Mine.jpg/200px-Mine.jpg)
Title: Re: Really bad card ideas
Post by: GendoIkari on March 24, 2020, 12:27:55 pm
Village fits.
Title: Re: Really bad card ideas
Post by: LittleFish on March 24, 2020, 12:58:59 pm
Village fits.
didn't they just say some examples?
Title: Re: Really bad card ideas
Post by: grep on March 24, 2020, 01:03:10 pm
Village fits.
didn't they just say some examples?
Whatever. I tried to enumerate all the base cards that fit
Title: Re: Really bad card ideas
Post by: bitwise on March 25, 2020, 01:48:08 pm
Pearl Diver
Action - $5
Hold your breath for any duration of time. +$1 per 10 seconds you held your breath, rounded down.

Zen Master
Action/Reserve - $7
Put this on your Tavern mat.
---
At the beginning of your turn, you may call this to put your +Card, +Action, +$, or +Buy token on your head. While a token is on your head, whenever you play an action, you first get that token's bonus. If the token falls off of your head, discard it.
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on March 25, 2020, 01:56:45 pm
Pearl Diver
Action - $5
Hold your breath for any duration of time. +$1 per 10 seconds you held your breath, rounded down.

I think this is a terminal Gold for me every time. Unfortunately that's strictly worse than some (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)s. On the other hand, certain people could amass enough for a Colony.

Zen Master
Action/Reserve - $7
Put this on your Tavern mat.
---
At the beginning of your turn, you may call this to put your +Card, +Action, +$, or +Buy token on your head. While a token is on your head, whenever you play an action, you first get that token's bonus. If the token falls off of your head, discard it.

Is wearing a hat over your token cheating?
Title: Re: Really bad card ideas
Post by: Minotaur on March 25, 2020, 03:08:47 pm
Iron Way
Way

Discard the top two cards of your deck.  For each _____, _____:
  Action, +1 Action
  Victory, +1 Card
  Treasure, +$1
Title: Re: Really bad card ideas
Post by: Minotaur on March 25, 2020, 03:13:14 pm
Hold The Line
Action - Reaction - Victory - Looter - Castle - Doom - Fate - Traveller - Duration
Cost: $8*

+1 Card
+1 Action
--------------------------------------------------

At the start of your third turn after this one, gain your Imaginary Boyfriend/Girlfriend to your hand.  (Setup:  Add an additional Action Supply corresponding to each distinct player's choice of Imaginary Boyfriend/Girlfriend)
Title: Re: Really bad card ideas
Post by: bitwise on March 25, 2020, 04:14:09 pm
Pearl Diver
Action - $5
Hold your breath for any duration of time. +$1 per 10 seconds you held your breath, rounded down.

I think this is a terminal Gold for me every time. Unfortunately that's strictly worse than some (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)s. On the other hand, certain people could amass enough for a Colony.

Imagine the combo with Way of the Chameleon!
Title: Re: Really bad card ideas
Post by: Minotaur on March 25, 2020, 04:17:18 pm
Pearl Diver
Action - $5
Hold your breath for any duration of time. +$1 per 10 seconds you held your breath, rounded down.

New worst Possession/Masquerade combo.
Title: Re: Really bad card ideas
Post by: kru5h on March 26, 2020, 06:16:56 am
Better Hand
Action, $4

Play Bloody Knuckles with the player to your left. The winner draws 5 cards.
Title: Re: Really bad card ideas
Post by: Minotaur on March 26, 2020, 08:55:12 pm
(https://cdn130.picsart.com/299047828045201.jpg?c256x256)
Stonks
Treasure
Cost: $7

+1 Buy
Roll a D8.  If you roll above your Stonks total, take a Stonks token.  Otherwise, lose a Stonks token.
+$1 per Stonks token
----------------
Setup:  Each player takes three Stonks tokens.
Title: Re: Really bad card ideas
Post by: scolapasta on March 27, 2020, 11:13:39 am
Way of the Scorpion
Gain a Curse.
Title: Re: Really bad card ideas
Post by: LittleFish on March 27, 2020, 12:18:37 pm
Way of the Scorpion
Gain a Curse.
Couldn't this just as easily be an attack where everyone else gains a curse
Title: Re: Really bad card ideas
Post by: Minotaur on March 27, 2020, 01:36:14 pm
Way of the Honeybee
Way - Attack

Lose the game.  A player of your choice gains three Curses.
Title: Re: Really bad card ideas
Post by: FlyerBeast on March 29, 2020, 08:30:19 pm
(https://i.imgur.com/2VYYXzM.jpg)

Menagerie has animals, right? So let's make some bigger ones.
Title: Re: Really bad card ideas
Post by: Minotaur on March 29, 2020, 09:35:55 pm
Such gathering, very magic, wow.
Title: Re: Really bad card ideas
Post by: D782802859 on March 29, 2020, 10:10:17 pm
I spent time on this.
(https://i.imgur.com/TLLwOkP.png)
(https://i.imgur.com/0uBJVVs.png)
(https://i.imgur.com/hxb71mz.png)
(https://i.imgur.com/TAyNiE2.png)
(https://i.imgur.com/9w79NWC.png)
Title: Re: Really bad card ideas
Post by: crj on March 30, 2020, 10:20:24 am
If we're being like that about it:

Black Lotus
Action - Duration

At the start of each of your turns for the rest of the game: +$3.
(This stays in play.)
Title: Re: Really bad card ideas
Post by: D782802859 on March 30, 2020, 10:51:19 am
The problem with the classically broken MTG cards is that Black Lotus and the Moxes are strong for reasons unique to magic. A few of the other cards do work, though.
(https://i.imgur.com/lCEMZd6.png?1)
(https://i.imgur.com/qPNRAEj.png?1)
(https://i.imgur.com/QzcF4EX.png?1)
Title: Re: Really bad card ideas
Post by: Minotaur on March 30, 2020, 01:57:52 pm
Archibald, the Kobold High Priest
Action-Duration-Kobold-White-Unique
Cost: $3

Now and at the start of your next turn: +1 Card
--------------
While this is in play, White Kobold cards produce $1 when played.
Title: Re: Really bad card ideas
Post by: LittleFish on March 30, 2020, 02:51:24 pm
The problem with the classically broken MTG cards is that Black Lotus and the Moxes are strong for reasons unique to magic. A few of the other cards do work, though.
(https://i.imgur.com/lCEMZd6.png?1)
(https://i.imgur.com/qPNRAEj.png?1)
(https://i.imgur.com/QzcF4EX.png?1)
For ancestral Recall, wouldn't you always choose to draw three? Also, time walk would be way to cheap. Outpost is (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png), and is a weakened extra turn.
Title: Re: Really bad card ideas
Post by: X-tra on March 30, 2020, 03:12:02 pm
(https://i.postimg.cc/SR0bDvNQ/Wyvern-v1-2.png)

I can imagine this card being an absolute trainwreck, lol.
Title: Re: Really bad card ideas
Post by: Minotaur on March 30, 2020, 03:18:02 pm
Black Lotus
Treasure
Cost: $1

+1 Buy
+$3
Trash this card
Title: Re: Really bad card ideas
Post by: D782802859 on March 30, 2020, 03:31:05 pm
The problem with the classically broken MTG cards is that Black Lotus and the Moxes are strong for reasons unique to magic. A few of the other cards do work, though.
(https://i.imgur.com/lCEMZd6.png?1)
(https://i.imgur.com/qPNRAEj.png?1)
(https://i.imgur.com/QzcF4EX.png?1)
For ancestral Recall, wouldn't you always choose to draw three? Also, time walk would be way to cheap. Outpost is (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png), and is a weakened extra turn.
They're based on classic MTG cards known for being overpowered. Since that's how the actual Ancestral Recall works, I wanted to be accurate. The costs are the same as the MTG versions except for Tolarian Academy since I forgot to give it one accidentaly. The fun thing with this version of Time Walk is that it can extremely easily give you infinite turns.
Title: Re: Really bad card ideas
Post by: GendoIkari on March 30, 2020, 03:33:24 pm
(https://i.imgur.com/qPNRAEj.png?1)

____________________
In games using this, if a player is required to draw a card while their deck is empty, they lose the game.
Title: Re: Really bad card ideas
Post by: Minotaur on March 30, 2020, 04:17:25 pm
Plague Doctor
Reaction
Cost: $2

Before you draw a card, you may discard this to gain three Curses onto your deck.
Title: Re: Really bad card ideas
Post by: Doom_Shark on March 30, 2020, 04:59:31 pm
Plague Doctor
Reaction
Cost: $2

Before you draw a card, you may discard this to gain three Curses onto your deck.

This is funny with the chrome extension: both individual words in the name of this get autolinked
Title: Re: Really bad card ideas
Post by: pubby on March 30, 2020, 06:43:42 pm
(http://forum.dominionstrategy.com/useravs/avatar_2931_1433311388.png)
Time Jester
Action
$5

Reveal the top card of each other player's deck. You may take another turn after this one using those revealed cards as your hand.
Title: Re: Really bad card ideas
Post by: Minotaur on March 30, 2020, 07:00:48 pm
If we're being like that about it:

Black Lotus
Action - Duration

At the start of each of your turns for the rest of the game: +$3.
(This stays in play.)

I didn't see this one, it was in between two picture bombs.

Maybe Black Lotus and two other Shelters could be a combo.  Like, reveal all three from your hand to win the game.  But I don't know my MTG that well.
Title: Re: Really bad card ideas
Post by: LostPhoenix on March 30, 2020, 07:18:04 pm
If we're being like that about it:

Black Lotus
Action - Duration

At the start of each of your turns for the rest of the game: +$3.
(This stays in play.)

I didn't see this one, it was in between two picture bombs.

Maybe Black Lotus and two other Shelters could be a combo.  Like, reveal all three from your hand to win the game.  But I don't know my MTG that well.

A more direct adaptation would probably look like this:

Black Lotus
Event - $0

Once per game: +1 Buy, +$3.
Title: Re: Really bad card ideas
Post by: Minotaur on March 30, 2020, 07:43:18 pm
If we're being like that about it:

Black Lotus
Action - Duration

At the start of each of your turns for the rest of the game: +$3.
(This stays in play.)

I didn't see this one, it was in between two picture bombs.

Maybe Black Lotus and two other Shelters could be a combo.  Like, reveal all three from your hand to win the game.  But I don't know my MTG that well.

A more direct adaptation would probably look like this:

Black Lotus
Event - $0

Once per game: +1 Buy, +$3.

(https://i.imgflip.com/3upqau.jpg)
Title: Re: Really bad card ideas
Post by: Minotaur on March 31, 2020, 05:30:29 am
Possession Party
Action
Cost: PPP

Each player takes an additional turn after this one, in which the player to their right...
Title: Re: Really bad card ideas
Post by: pubby on March 31, 2020, 09:34:40 am
Taker
Action - $5
+1 Card
+1 Action
+1 Debt
-
Setup: Each player gains 1 Debt
Title: Re: Really bad card ideas
Post by: LaLight on March 31, 2020, 09:39:50 am
Taker
Action - $5
+1 Card
+1 Action
+1 Debt
-
Setup: Each player gains 1 Debt

more like

Taxer
Title: Re: Really bad card ideas
Post by: Minotaur on March 31, 2020, 11:03:53 am
I was doing MtG before it was cool.  (Maybe I shwould change the last line to "not even the gods would have been able to...")

Ordination
Project
Cost: $6

When you play an Action card with +$ in its text, you may trash a card from your hand.

(Madame d'Conclave had always wanted to be high priest.  Who was I to stop her?  - Jaya Ballard, task mage)
Title: Re: Really bad card ideas
Post by: Minotaur on March 31, 2020, 01:55:14 pm
Way of the Camus
Way

Exile this card.
Title: Re: Really bad card ideas
Post by: spineflu on March 31, 2020, 03:52:40 pm
Way of the Camus
Way

Exile this card.
decent with ruins
Title: Re: Really bad card ideas
Post by: Minotaur on March 31, 2020, 04:06:39 pm
Way of the Camus
Way

Exile this card.
decent with ruins

Way of the Prophet
Way-Duration

While this card is in play, discarding from Exile is no longer optional.
At the start of your next turn, +$1
Title: Re: Really bad card ideas
Post by: Minotaur on March 31, 2020, 05:00:51 pm
Way of Cerberus
Way

+3 Actions.
Gain a Curse.  If you did, pay up to three Actions.  For each Action paid, follow the instructions printed on this card.
Title: Re: Really bad card ideas
Post by: silverspawn on April 01, 2020, 04:04:23 pm
Stink Spirit – Attack – Night – Duration – 5$
At the start of your next turn: +2$ and +2 buys
While this is in play, cards cost 1$ more.

Now here is the twist – there is a specific reason why this is a bad idea. Can you find the broken combo?

Hint: Menagerie Expansion
Title: Re: Really bad card ideas
Post by: GendoIkari on April 01, 2020, 04:32:47 pm
Livery is proof that we will never see a card that increases the cost of things, as otherwise it could gain the entire Horse pile.
Title: Re: Really bad card ideas
Post by: Minotaur on April 01, 2020, 05:01:23 pm
Deadery
Action-Ruins
Cost: $0

While this is in play, when you gain a card costing less than $0, gain a Horse.
Title: Re: Really bad card ideas
Post by: [TP] Inferno on April 01, 2020, 06:49:21 pm
Deadery
Action-Ruins
Cost: $0

While this is in play, when you gain a card costing less than $0, gain a Horse.
Big Bridge
$4
Action
While this is in play, Curses cost $1 less. (They can cost less than $0.)
Title: Re: Really bad card ideas
Post by: grep on April 01, 2020, 11:15:35 pm
Central Bank
8 Debt - Project
You can buy cards even if you have Debt. At the end of the game -1VP for each 2 Debt you have.
Title: Re: Really bad card ideas
Post by: [TP] Inferno on April 02, 2020, 06:37:50 am
Central Bank
8 Debt - Project
You can buy cards even if you have Debt. At the end of the game -1VP for each 2 Debt you have.
But you are still denied Events and Projects.
Title: Re: Really bad card ideas
Post by: Minotaur on April 02, 2020, 07:26:38 am
Way of Foreclosure
Way

Trash a Victory card from your hand.  Remove half its coin cost in Debt, rounded up.
Title: Re: Really bad card ideas
Post by: crj on April 02, 2020, 07:41:44 am
Big Bridge
$4
Action
While this is in play, Curses cost $1 less. (They can cost less than $0.)
Hmm. A "this turn, when you gain a Curse, +$1" might be a not-really-bad effect. Less broken than giving Curses a negative cost, and let the effect be Throned.
Title: Re: Really bad card ideas
Post by: kru5h on April 02, 2020, 07:43:45 am
Way of the Cheetah
Way

Play the first card you played this turn, leaving it where it is.
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on April 02, 2020, 08:22:11 am
Big Bridge
$4
Action
While this is in play, Curses cost $1 less. (They can cost less than $0.)
Hmm. A "this turn, when you gain a Curse, +$1" might be a not-really-bad effect. Less broken than giving Curses a negative cost, and let the effect be Throned.

According to the Secret History, that's kind of similar to the original version of Desperation. It didn't work out, that's why it has the "once per turn" clause. (Although that gives +1 Buy, so I guess this might be fine.)
Title: Re: Really bad card ideas
Post by: silverspawn on April 02, 2020, 10:26:09 am
Livery is proof that we will never see a card that increases the cost of things, as otherwise it could gain the entire Horse pile.

aw I wasn't first :(
Title: Re: Really bad card ideas
Post by: X-tra on April 02, 2020, 12:28:40 pm
(https://i.postimg.cc/BZVQ5zd5/El-Dorado-V1-EN.png)

(https://i.postimg.cc/k4MXwPJs/Collecting-Artifacts-V1-EN.png)

People decide whether they want to take Collecting Artifacts in player order. When someone does, then it's over. Nobody else can nab it that turn.

This is a terrible idea because each player must take a decision at the start of every turn after the first Gold is bought. Not that tough of a decision, but I suspect the game will slow down because of this.
Title: Re: Really bad card ideas
Post by: Minotaur on April 02, 2020, 12:47:47 pm
El Dorado looks like an Actually Passable Card Idea to me...  http://forum.dominionstrategy.com/index.php?topic=20225.new#new
Title: Re: Really bad card ideas
Post by: Awaclus on April 04, 2020, 11:30:41 am
(https://dl.dropbox.com/s/ts7j0npg7bo30o2/whatisrbci.png)
Title: Re: Really bad card ideas
Post by: Minotaur on April 04, 2020, 02:49:57 pm
(https://dl.dropbox.com/s/ts7j0npg7bo30o2/whatisrbci.png)

They should know that any old fool can post on RBCI, sometimes 2-5 times in a single day.
Title: Re: Really bad card ideas
Post by: Minotaur on April 04, 2020, 05:25:16 pm
Grandmasterpiece
Treasure
$6*

+$2
--------------
For each $ overpaid, gain a Gold.
You can't Buy this with Copper in play.
Title: Re: Really bad card ideas
Post by: crj on April 04, 2020, 08:44:31 pm
Suggested alternative name: Magnum Opus
Title: Re: Really bad card ideas
Post by: Minotaur on April 04, 2020, 09:09:26 pm
Suggested alternative name: Magnum Opus

Kind of ruins Great Grandmasterpiece though...
Title: Re: Really bad card ideas
Post by: bargainingspice on April 05, 2020, 10:24:30 pm
Border Collie

Action - Reaction - $5

+2 Cards.
Reveal all the cards from your deck one at a time. Alternately discard them and set them aside, and shuffle the set-aside cards into your deck.
--
When you gain a card, you may play this from your hand. If you do, then after doing so shuffle the gained card into your deck.
--
When you gain this, gain a cheaper card. If the cheaper card is a Walled Village, put it into your hand.

==

Black Magic

Action - Duration - $67

Gain a Potion. Reveal the top card of your deck. If it costs less than $3, gain a Drop. Otherwise, you may reveal a Recipe from your hand. If you do, gain a Black Magic.

While this is in play, all other players must repeat every word you say. If they don't they gain a Curse and you discard this from play.

==

Drop

Action - $2*

Gain a Possession and set it aside. Play it at the beginning of every turn for the rest of the game.

==

Recipe

Action - $2

Trash up to 3 cards from your hand. Gain a card, costing no more than the most expensive card you trashes, that has all types of all cards you trashed.
Title: Re: Really bad card ideas
Post by: Freddy10 on April 05, 2020, 11:06:41 pm
Bored of waiting for your opponent to end their turn?

(https://i.imgur.com/ckAbMC4.png)
Title: Re: Really bad card ideas
Post by: LittleFish on April 06, 2020, 12:19:00 am
Border Collie

Action - Reaction - $5

+2 Cards.
Reveal all the cards from your deck one at a time. Alternately discard them and set them aside, and shuffle the set-aside cards into your deck.
--
When you gain a card, you may play this from your hand. If you do, then after doing so shuffle the gained card into your deck.
--
When you gain this, gain a cheaper card. If the cheaper card is a Walled Village, put it into your hand.

==

Black Magic

Action - Duration - $67

Gain a Potion. Reveal the top card of your deck. If it costs less than $3, gain a Drop. Otherwise, you may reveal a Recipe from your hand. If you do, gain a Black Magic.

While this is in play, all other players must repeat every word you say. If they don't they gain a Curse and you discard this from play.

==

Drop

Action - $2*

Gain a Possession and set it aside. Play it at the beginning of every turn for the rest of the game.

==

Recipe

Action - $2

Trash up to 3 cards from your hand. Gain a card, costing no more than the most expensive card you trashes, that has all types of all cards you trashed.
Doesn't Lurker break Black Magic?
Title: Re: Really bad card ideas
Post by: Minotaur on April 06, 2020, 03:48:47 am
Bored of waiting for your opponent to end their turn?

(https://i.imgur.com/ckAbMC4.png)

Weird interactions with Advisor.  Maybe you have a blitz chess clock on the table for this?
Title: Re: Really bad card ideas
Post by: crj on April 06, 2020, 08:42:34 am
I'm not sure I'd want to play against an opponent who was shuffling against the clock, either...

Still, these aren't supposed to be good ideas. (-8
Title: Re: Really bad card ideas
Post by: bargainingspice on April 06, 2020, 01:01:10 pm
Border Collie

Action - Reaction - $5

+2 Cards.
Reveal all the cards from your deck one at a time. Alternately discard them and set them aside, and shuffle the set-aside cards into your deck.
--
When you gain a card, you may play this from your hand. If you do, then after doing so shuffle the gained card into your deck.
--
When you gain this, gain a cheaper card. If the cheaper card is a Walled Village, put it into your hand.

==

Black Magic

Action - Duration - $67

Gain a Potion. Reveal the top card of your deck. If it costs less than $3, gain a Drop. Otherwise, you may reveal a Recipe from your hand. If you do, gain a Black Magic.

While this is in play, all other players must repeat every word you say. If they don't they gain a Curse and you discard this from play.

==

Drop

Action - $2*

Gain a Possession and set it aside. Play it at the beginning of every turn for the rest of the game.

==

Recipe

Action - $2

Trash up to 3 cards from your hand. Gain a card, costing no more than the most expensive card you trashes, that has all types of all cards you trashed.
Doesn't Lurker break Black Magic?

I guess maybe, so much as it breaks any card. The cost of $67 was meant to be symbolic, as the action alludes to the chorus of a song that peaked at position 67 on the US music chart. That being said, the card can be very powerful if you get a Drop.
Title: Re: Really bad card ideas
Post by: Minotaur on April 06, 2020, 01:25:11 pm
Dominate Advisor
Action
Cost: PPPP

If the previous turn wasn't yours, take a turn after this one in which you make all decisions for the player to your left and you can see their cards.
Title: Re: Really bad card ideas
Post by: bitwise on April 08, 2020, 02:47:14 pm
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.
Title: Re: Really bad card ideas
Post by: Minotaur on April 08, 2020, 05:35:32 pm
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.
Title: Re: Really bad card ideas
Post by: AJD on April 08, 2020, 06:28:04 pm
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".
Title: Re: Really bad card ideas
Post by: mail-mi on April 08, 2020, 06:50:13 pm
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.
Title: Re: Really bad card ideas
Post by: Minotaur on April 08, 2020, 09:35:07 pm
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.
Title: Re: Really bad card ideas
Post by: Minotaur on April 08, 2020, 09:39:02 pm
Wait.  Outpost was a Snowy Outpost this whole time??????
Title: Re: Really bad card ideas
Post by: D782802859 on April 08, 2020, 09:44:34 pm
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.
Title: Re: Really bad card ideas
Post by: Minotaur on April 08, 2020, 09:48:59 pm
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.
Title: Re: Really bad card ideas
Post by: Trogdor the Burninator on April 08, 2020, 10:56:52 pm
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?
Title: Re: Really bad card ideas
Post by: Minotaur on April 08, 2020, 11:17:25 pm
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.
Title: Re: Really bad card ideas
Post by: crj on April 09, 2020, 08:49:31 am
Icebreaker
Action
+$7
Ignore any further +$ you get this turn (including from Treasures)
Title: Re: Really bad card ideas
Post by: MeNowDealWithIt on April 09, 2020, 12:04:27 pm
"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.
Title: Re: Really bad card ideas
Post by: scolapasta on April 09, 2020, 12:18:55 pm
Global Warming
Event - $0

Ignore any cards or card shaped things with the word "ignore" for the rest of this thread the game.
Title: Re: Really bad card ideas
Post by: Minotaur on April 09, 2020, 04:01:09 pm
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.
Title: Re: Really bad card ideas
Post by: Holger on April 09, 2020, 05:00:18 pm
"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.

Title: Re: Really bad card ideas
Post by: LittleFish on April 11, 2020, 11:02:51 am
Gone (A)way
Way
Return this to supply
Title: Re: Really bad card ideas
Post by: Trogdor the Burninator on April 11, 2020, 09:50:19 pm
Troll(ololololol)



Card image: either a photo of Rick Astley from that video or a photo of the guy from the  Trolololol video (https://www.youtube.com/watch?v=o1eHKf-dMwo&t=922s/)

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.
Title: Re: Really bad card ideas
Post by: mad4math on April 12, 2020, 06:51:06 am
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).
Title: Re: Really bad card ideas
Post by: Supernova888 on April 14, 2020, 12:58:36 pm
(https://i.imgur.com/kA9pAhE.png)

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
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on April 14, 2020, 03:21:46 pm
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).
Title: Re: Really bad card ideas
Post by: mad4math on April 15, 2020, 04:02:04 am
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.
Title: Re: Really bad card ideas
Post by: Minotaur on April 15, 2020, 04:47:24 am
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...
Title: Re: Really bad card ideas
Post by: Marcory on April 17, 2020, 11:14:31 am
Midas Touch Action (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png)

Reveal cards from the top of your deck until you reveal a card costing (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png) 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).
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on April 17, 2020, 02:56:05 pm
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.
Title: Re: Really bad card ideas
Post by: GendoIkari on April 17, 2020, 03:39:57 pm
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.
Title: Re: Really bad card ideas
Post by: Marcory on April 20, 2020, 12:15:42 pm
Iron Giant Action (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)

Turn your Journey token over (it starts face up). If it's face down, +$1. If it's face up, +$5, and each other player reveals the top card of his deck. For each revealed card, if it is a

Victory Card, +1 Card
Action Card, +1 Action
Treasure Card, +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)

If the revealed card is an Iron Giant, play this again.
Title: Re: Really bad card ideas
Post by: silverspawn on April 21, 2020, 03:34:08 am
Last night I've dreamt that Donald X released something very close to the following card. I definitely remember the name and the cost. Effect and wording were slightly different.

Social Distancing – Action – 6$
If you have exactly one land in play, choose an action card from your hand. Play it at the start of every turn for the rest of the game, replacing every instance of "+1" in its text with "+2" and every instance of "*2" with "*4".
Title: Re: Really bad card ideas
Post by: [TP] Inferno on April 21, 2020, 05:07:51 am
Last night I've dreamt that Donald X released something very close to the following card. I definitely remember the name and the cost. Effect and wording were slightly different.

Social Distancing – Action – 6$
If you have exactly one land in play, choose an action card from your hand. Play it at the start of every turn for the rest of the game, replacing every instance of "+1" in its text with "+2" and every instance of "*2" with "*4".
Woah. Almost strictly better than Prince and absolutely bonkers with Market or Fortune.
Title: Re: Really bad card ideas
Post by: silverspawn on April 21, 2020, 06:54:38 am
Pretty sure it's strictly worse than Ruined Village because there are no lands in dominion. My non-sleep idea was to replace the condition by having exactly 1 estate in your hand.
Title: Re: Really bad card ideas
Post by: Minotaur on April 21, 2020, 10:05:09 am
Ice Golem
Action
Cost: PP

Reveal cards from the top of your deck until you reveal four Action cards which are not Ice Golems.  Play them and discard the other revealed cards.  For the rest of the turn, skip playing any Actions.
Title: Re: Really bad card ideas
Post by: D782802859 on April 21, 2020, 11:09:09 am
So, I recently had a dream where a new Dominion expansion was revealed, and it was themed after Shakespeare's plays, which is actually a really cool theme. It was the first day of previews and the only card I remember was a project, with art that was a JPG of some pumpkins. I don't remember the art, but I do remember the card involved Coffers. So, I've decided to make a mini-set based on the experience. In any game using this set, you may replace the starting estates, much like shelters, with three copies of Knife as well as being given one of the four knifes, color-coded in the colors of the tavern mats, of sharpness equalling the usual kitchen knife. And here's Knife.
(https://i.imgur.com/Xf7l88a.png?1)
As you can see, Knife introduces the new "stab" mechanic. When a card tells you to stab a player, you select a player, take your knife, and stab them anywhere on their body you choose. If, during a game of Dominion, a player dies from bleeding out, being stabbed, or a factor unrelated to the game being played, i.e. heart attack, you trash all of their cards unless otherwise told to. You can stab yourself but  only if a card says that you can. You can't stab yourself with knife, but you can with one of the upcoming cards, Juliet. This expansion adds a new game end condition: all players dying. A game ends if three piles are empty, the provinces empty, the colonies empty, or if all players in the game die.
Another card in the expansion would be Shylock, which also uses the mechanic.
(https://i.imgur.com/liccAnn.png?1)
Ducat does mean the kingdom card of the same name.
What Shakespeare expansion would be complete without the famous lovers, Romeo and Juliet? Here, the are a split pile. Yes, they have the same art. I couldn't find any art of them solo. Romeo goes on top.
(https://i.imgur.com/deq6quG.png?1)
(https://i.imgur.com/OtYvwxR.png?1)
When thinking of stabbing, nobody is more thought of than the roman emperor himself, Caesar.
(https://i.imgur.com/4eqhFSb.png?1)
(https://i.imgur.com/RERFC2N.png?1)
And of course, the prince of Denmark himself.
(https://i.imgur.com/xCx4PAn.png?1)
Indecisive, that prince. Can't even settle on one effect. It took me about a minute longer than it should've for me to notice the obvious. I was going to make him a pawn-like 2-cost, what with his indecisiveness thing before that.
And the card that started it all. The name and most of the effect are something I came up with, but the coffers, card type, and art are conjured by my subconscious.
(https://i.imgur.com/QNMLJLm.png?1)
Title: Re: Really bad card ideas
Post by: silverspawn on April 21, 2020, 12:12:23 pm
Good job! I think stabbing is a really exciting new mechanic. Donald X has once said that one of his goals with dominion was to make losing fun. I don't think he has quite succeeded, but this might just do the trick.

It's also very elegant in that it's conceptually simple, yet it adds a lot of hidden complexity to the game. For example, if you play a bo5 against another player, it introduces an alternative win condition. You can either try to win 3 games, or you can try to stab your opponent a sufficient number of times.

The only thing that worries me is the online implementation, but shuffle IT has proven themselves to be quite capable. I think they will be up to the task.
Title: Re: Really bad card ideas
Post by: silverspawn on April 21, 2020, 12:13:32 pm
I also strongly approve of more dream-inspired cards.
Title: Re: Really bad card ideas
Post by: D782802859 on April 21, 2020, 02:19:14 pm
Good job! I think stabbing is a really exciting new mechanic. Donald X has once said that one of his goals with dominion was to make losing fun. I don't think he has quite succeeded, but this might just do the trick.

It's also very elegant in that it's conceptually simple, yet it adds a lot of hidden complexity to the game. For example, if you play a bo5 against another player, it introduces an alternative win condition. You can either try to win 3 games, or you can try to stab your opponent a sufficient number of times.

The only thing that worries me is the online implementation, but shuffle IT has proven themselves to be quite capable. I think they will be up to the task.
I saw a card idea (though I can't remember where) that had you tickle the other player, and the idea for the online implementation was to have the other player tickle themself, so maybe that's worth considering?
Title: Re: Really bad card ideas
Post by: LittleFish on April 21, 2020, 04:43:36 pm
Good job! I think stabbing is a really exciting new mechanic. Donald X has once said that one of his goals with dominion was to make losing fun. I don't think he has quite succeeded, but this might just do the trick.

It's also very elegant in that it's conceptually simple, yet it adds a lot of hidden complexity to the game. For example, if you play a bo5 against another player, it introduces an alternative win condition. You can either try to win 3 games, or you can try to stab your opponent a sufficient number of times.

The only thing that worries me is the online implementation, but shuffle IT has proven themselves to be quite capable. I think they will be up to the task.
I saw a card idea (though I can't remember where) that had you tickle the other player, and the idea for the online implementation was to have the other player tickle themself, so maybe that's worth considering?
And additional mechanic close to stabbing would be poisoning. If the player dies of poison, it's the same as dying of stabbing, except there's a time limit to finish the turn. There could be another card that gives the antidote. It adds great urgency to turns.
Title: Re: Really bad card ideas
Post by: crj on April 21, 2020, 10:33:44 pm
Titus Andronicus
Landmark

If at the end of your turn zero or one players are still alive, you win.
Title: Re: Really bad card ideas
Post by: Awaclus on April 23, 2020, 02:13:26 pm
Sir Vivors - $5
Action - Attack - Knight
Look at the top 2 cards of your deck. Discard them or put them back in any order.
Each other player reveals the top 2 cards of their deck, trashes a card costing from $3 to $6, and discards the rest. If a Knight is trashed by this, trash this card.
Title: Re: Really bad card ideas
Post by: Minotaur on April 23, 2020, 02:21:35 pm
Surmiser
Action-Attack-Knight
Cost: $5

Each other player has a Copper or a card costing $3-$6 on top of their deck.  If it's a Copper, put it on your Tavern mat.  If it's a card costing $3-$6, trash it and +$1 for each Copper on your Tavern mat.
Title: Re: Really bad card ideas
Post by: Minotaur on April 23, 2020, 07:23:51 pm
Way of the Old Commander
Way

Put this on your Tavern mat.
Title: Re: Really bad card ideas
Post by: Marcory on April 25, 2020, 04:49:17 pm
Beggar Your Neighbor Action-Attack (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)

Gain three Coppers to your hand. Pass this to the player on your left, who puts it into his hand.

-----------
Reaction: when another player gains a Copper, you may reveal this, to pass this to your left.
Title: Re: Really bad card ideas
Post by: crj on April 26, 2020, 09:44:04 am
Alternatively, on that theme:

Starting to your left, each player in turn reveals a card from their deck until someone reveals a Treasure. They play it, then gain 1 Curse per $ they have. Discard the other revealed cards.
Title: Re: Really bad card ideas
Post by: LittleFish on April 27, 2020, 11:18:06 am
Beggar Your Neighbor Action-Attack (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)

Gain three Coppers to your hand. Pass this to the player on your left, who puts it into his hand.

-----------
Reaction: when another player gains a Copper, you may reveal this, to pass this to your left.

It could also not be an attack, like masquerade, to fix interactions with moat
Title: Re: Really bad card ideas
Post by: ehunt on April 27, 2020, 03:30:13 pm
Ven Action-Attack  (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)

+2 Buys
+1 Card
You may return a curse from Exile to the supply.
Title: Re: Really bad card ideas
Post by: Rhodos on April 28, 2020, 07:39:53 am
Annoying Setup - $3 - Action
Choose one: +1 Villager, +1 Coffer, +1 VP, gain a Horse, Ruin, Prize, Will-o-Wisp, Ghost, or an Imp, receive the next Boon or Hex, take 1 Debt, put a card on your Native Village-/Pirate Ship-/Island-/Tavern-/Exile Mat, take any one Artifact, reveal the top three cards of the Black Market deck and you may buy one of them.


Are there more things one could add?
Title: Re: Really bad card ideas
Post by: [TP] Inferno on April 28, 2020, 07:45:12 am
Annoying Setup - $3 - Action
Choose one: +1 Villager, +1 Coffer, +1 VP, gain a Horse, Ruin, Price, Will-o-Wisp, Ghost, or an Imp, receive the next Boon or Hex, take 1 Debt, put a card on your Native Village-/Pirate Ship-/Island-/Tavern-/Exile Mat, take any one Artifact, reveal the top three cards of the Black Market deck and you buy one of them.
-------
When you discard this from play, you may exchange it for a Page or a Peasant.
Setup: Add a Coin Token to each Victory Supply pile; move that token to the Trade Route mat when a card is gained from the pile.

FTFY
Title: Re: Really bad card ideas
Post by: MiX on April 28, 2020, 07:48:33 am
Annoying Setup - $3PP - Action
Choose five: +1 Villager, +1 Coffer, +1 VP, gain a Horse, Ruin, Price, Spoils, Will-o-Wisp, Ghost, or an Imp, receive the next Boon or Hex, take 1 Debt, put a card on your Native Village-/Pirate Ship-/Island-/Tavern-/Exile Mat, take any one Artifact, reveal the top three cards of the Black Market deck and you buy one of them.
-------
When you discard this from play, you may exchange it for a Page or a Peasant.
Setup: Add a Coin Token to each Victory Supply pile; move that token to the Trade Route mat when a card is gained from the pile.

FTFY

FTFYsomemore

What's Price?
Title: Re: Really bad card ideas
Post by: [TP] Inferno on April 28, 2020, 08:04:41 am
Annoying Setup - $3PP - Action
Choose five: +1 Villager, +1 Coffer, +1 VP, gain a Horse, Ruin, Price, Spoils, Will-o-Wisp, Ghost, or an Imp, receive the next Boon or Hex, take 1 Debt, put a card on your Native Village-/Pirate Ship-/Island-/Tavern-/Exile Mat, take any one Artifact, reveal the top three cards of the Black Market deck and you buy one of them.
-------
When you discard this from play, you may exchange it for a Page or a Peasant.
Setup: Add a Coin Token to each Victory Supply pile; move that token to the Trade Route mat when a card is gained from the pile.

FTFY

FTFYsomemore

What's Price?
I think it means Prize.
Title: Re: Really bad card ideas
Post by: Rhodos on April 28, 2020, 08:12:46 am
I think it means Prize.
Yep, edited it.

What does FTFY mean?
Title: Re: Really bad card ideas
Post by: [TP] Inferno on April 28, 2020, 05:50:16 pm
I think it means Prize.
Yep, edited it.

What does FTFY mean?
Fixed That For You.
Title: Re: Really bad card ideas
Post by: Minotaur on April 29, 2020, 07:03:43 am
Annoying Setup - $1<1>P<P> - Action
Choose five: +1 Villager, +1 Coffer, +1 VP, gain a Horse, Ruin, Price, Spoils, Will-o-Wisp, Ghost, or an Imp, receive the next Boon or Hex, take 1 Debt, put a card on your Native Village-/Pirate Ship-/Island-/Tavern-/Exile Mat, take any one Artifact, reveal the top three cards of the Black Market deck and you buy one of them.
-------
When you discard this from play, you may exchange it for a Page or a Peasant.
Setup: Add a Coin Token to each Victory Supply pile; move that token to the Trade Route mat when a card is gained from the pile.

Potion-debt is also a thing in the RBCI universe, don't forget.  Also needs inheritance/-$1/-1 Card tokens.  Not to mention Labradors, Marketers, Scouters, Chancel tokens, Spy tokens, and Transmute tokens.

If you want to really make it an awkward setup, have each player add a sleeping infant to the table.
Title: Re: Really bad card ideas
Post by: Marcory on April 29, 2020, 03:45:09 pm
You should add a Donate token that allows you to trash your hand and deck, and a Throne Room token that lets you play this again if your Journey token is face-down.

Also, a sleepy, hungry, poopy infant is far more interesting with respect to game play than a sleeping one is.
Title: Re: Really bad card ideas
Post by: Minotaur on April 29, 2020, 07:04:12 pm
Chapeling Troupe
Action
Cost: $3

Trash this.  +3 Confessions.
Title: Re: Really bad card ideas
Post by: Freddy10 on April 29, 2020, 10:11:37 pm
Annoying Setup - $3 - Action
Choose one: +1 Villager, +1 Coffer, +1 VP, gain a Horse, Ruin, Prize, Will-o-Wisp, Ghost, or an Imp, receive the next Boon or Hex, take 1 Debt, put a card on your Native Village-/Pirate Ship-/Island-/Tavern-/Exile Mat, take any one Artifact, reveal the top three cards of the Black Market deck and you may buy one of them.


Are there more things one could add?
Platinum and Colony piles, add a Hierloom, Shelters, Embargo tokens, Tax setup
Title: Re: Really bad card ideas
Post by: Minotaur on April 30, 2020, 02:27:18 pm
Way of the Swine
Way

+1 Card
+1 Action
Title: Re: Really bad card ideas
Post by: silverspawn on May 01, 2020, 08:36:27 am
Advisor's Tutor – Action – 4$

+1 Action

Look through your discard pile. You may put a card from it on top of your deck. Then put your deck into your discard pile.
Title: Re: Really bad card ideas
Post by: MiX on May 01, 2020, 08:55:45 am
Advisor's Tutor – Action – 4$

+1 Action

Look through your discard pile. You may put a card from it on top of your deck. Then put your deck into your discard pile.

Tutor Advisor - Action - 4$

+1 Action

Look through your deck, you may reveal a card from it. The player to your left chooses one of the revealed cards. Discard that card and put the rest into your hand.
Title: Re: Really bad card ideas
Post by: spineflu on May 01, 2020, 11:11:54 am
Zombie Abattoir • $3 • Action - Zombie
+1 Action
Trash the top card of your deck. For each $1 it costs, gain a Horse to the top of your deck.
Title: Re: Really bad card ideas
Post by: Minotaur on May 01, 2020, 11:21:43 am
Supervisor
Action-Command
$2

The player to your left chooses a non-Command Action card from the Supply costing at least $3.  Play it, leaving it there.


EDIT: v2, two cards for more "Advisorly-ness"; also, the original version of the above cost more than $2 for some reason(???):
Supervisor
Action-Command
$4

The player to your left chooses two differently-named non-Command Action cards from the Supply.  Play them in that order, leaving them there.
Title: Re: Really bad card ideas
Post by: Marcory on May 02, 2020, 09:52:16 pm
Peter Principle  Action-Command (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png)

Trash this or another Command card from your hand. If you do, you may gain the lowest-costing Command card in the Supply that costs at least (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) more than the trashed card.
Title: Re: Really bad card ideas
Post by: LittleFish on May 02, 2020, 11:26:49 pm
Supervisor
Action-Command
$2

The player to your left chooses a non-Command Action card from the Supply costing at least $3.  Play it, leaving it there.


EDIT: v2, two cards for more "Advisorly-ness":
Supervisor
Action-Command
$4

The player to your left chooses two differently-named non-Command Action cards from the Supply.  Play them in that order, leaving them there.
Supervisors
Action-Command
$4

Choose 3 differently named non-Command actions from the supply. The player to your left chooses two of the cards you chose. The player to your right chooses one of the cards the player to your left chose. Play that card
Title: Re: Really bad card ideas
Post by: Minotaur on May 03, 2020, 02:19:35 am
Supervisors
Action-Command
$4

Choose 3 differently named non-Command actions from the supply. The player to your left chooses two of the cards you chose. The player to your right chooses one of the cards the player to your left chose. Play that card

One of those rare cards that sounds as awful in real life as it does online.
Title: Re: Really bad card ideas
Post by: Minotaur on May 04, 2020, 02:54:57 am
I accidentally posted these in Actually Passble Card Ideas even though they're mostly jokes about word usage.

Lord
Action
Cost: $5

Return this to the Supply.  Take <1>.  Gain a differently-named Action card having the same cost as this to your hand.  Play it.

Way of Contradiction
Way

Follow the instructions printed on this card.  If you don't, +1 VP.

I feel bad.
Title: Re: Really bad card ideas
Post by: Minotaur on May 05, 2020, 04:10:26 pm
Brains
Action
Cost: $5

Trash this.  If you did, trash an Action card from the Supply.  Play all face up Action cards from the trash in any order, turning them face down for the rest of this turn.


(I think "if you did" is needed to stop you from running out the pile in one shot?  I could have instead used "...other than Brains", but I feel like "if you did" might cover additional cases I missed.)
Title: Re: Really bad card ideas
Post by: Minotaur on May 05, 2020, 04:11:44 pm
Peter Principle  Action-Command (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png)

Trash this or another Command card from your hand. If you do, you may gain the lowest-costing Command card in the Supply that costs at least (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) more than the trashed card.

Try to play the gained card.  If you can't, gain an Impostor Syndrome.
Title: Re: Really bad card ideas
Post by: crj on May 06, 2020, 12:57:04 pm
Numerologist
Action-Attack
Starting to your left and circling the table as many times as necessary: each player may trash a card provided the total cost of cards trashed by this is then a Fibonacci Number. The first player who doesn't is Miserable.
Title: Re: Really bad card ideas
Post by: Minotaur on May 06, 2020, 11:32:25 pm
Martha
(This pile has 30 cards)
Action
Cost: PP

+1 Card
+1 Action
+1 Buy
Gain a Martha
Title: Re: Really bad card ideas
Post by: Marcory on May 07, 2020, 04:12:48 pm
Peter Principle  Action-Command (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png)

Trash this or another Command card from your hand. If you do, you may gain the lowest-costing Command card in the Supply that costs at least (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) more than the trashed card.

Try to play the gained card.  If you can't, gain an Impostor Syndrome.

I know that this is RBCI, but how do you unsuccessfully play a Command card? Even if you have no actions in hand, you've still played it (for the purposes of Diaden etc).
Title: Re: Really bad card ideas
Post by: Minotaur on May 07, 2020, 04:18:58 pm
Peter Principle  Action-Command (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png)

Trash this or another Command card from your hand. If you do, you may gain the lowest-costing Command card in the Supply that costs at least (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) more than the trashed card.

Try to play the gained card.  If you can't, gain an Impostor Syndrome.

I know that this is RBCI, but how do you unsuccessfully play a Command card? Even if you have no actions in hand, you've still played it (for the purposes of Diaden etc).

PP expects you to gain a Command card into your discard pile, and for nothing else to interfere with it.  You can fail to gain any such card.  You can lose track of the card because it was topdecked or whatever.

Unless there are Setup instructions, Command cards are rare, so most likely you don't gain anything and you gain an Impostor Syndrome.  (I guess you can gain PP if the trashed card costs 5 or less, but when it trashes itself, you'd need a fancy fan card costing 7 or more...)
Title: Re: Really bad card ideas
Post by: GendoIkari on May 07, 2020, 04:23:12 pm
Peter Principle  Action-Command (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png)

Trash this or another Command card from your hand. If you do, you may gain the lowest-costing Command card in the Supply that costs at least (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) more than the trashed card.

Try to play the gained card.  If you can't, gain an Impostor Syndrome.

I know that this is RBCI, but how do you unsuccessfully play a Command card? Even if you have no actions in hand, you've still played it (for the purposes of Diaden etc).

Yeah there's no way in current Dominion cards to fail to play a card you are instructed to play. Though in this case you could fail to gain a card, which means there's no card to play, which would still activate the "if you can't" text.
Title: Re: Really bad card ideas
Post by: LordBaphomet on May 10, 2020, 10:38:18 pm
Air

When you gain this, +1 buy and put this back on its supply
Title: Re: Really bad card ideas
Post by: Dylan32 on May 11, 2020, 12:14:26 pm
Air

When you gain this, +1 buy and put this back on its supply

I wish I could upvote this more, but I'm All Out of Love for the Air Supply pile.
Title: Re: Really bad card ideas
Post by: Marcory on May 12, 2020, 04:47:22 pm
Air

When you gain this, +1 buy and put this back on its supply

This wouldn't work for an AI player, because to Air is human.
Title: Re: Really bad card ideas
Post by: LittleFish on May 12, 2020, 05:01:16 pm
Air

When you gain this, +1 buy and put this back on its supply
This could be better if it cost (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) and gave +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) in addition to the buy. Then gainers would give money in exchange for wasting a gain
Title: Re: Really bad card ideas
Post by: Minotaur on May 12, 2020, 07:12:30 pm
Balloon
Action-Duration
Cost: $4

+1 Action
Each time you gain a card this turn, set aside the top card of your deck face down, up to a total of 5.  At the start of your next turn, put them in your hand.  If there were 5 cards, trash this.
Title: Re: Really bad card ideas
Post by: Minotaur on May 14, 2020, 02:31:26 am
Lady Luck
Project
$2

+1 Buy
For the rest of the game, whenever you would flip your Journey token over, flip it into the air like a coin and wait for it to land.
Title: Re: Really bad card ideas
Post by: navical on May 14, 2020, 07:30:56 am
Air

When you gain this, +1 buy and put this back on its supply

This wouldn't work for an AI player, because two Air is human.

That's fine, it's rare to have more than one Air anyway.
Title: Re: Really bad card ideas
Post by: Minotaur on May 14, 2020, 06:56:38 pm
Insanity Wolf
Project
Cost: $5

During your turns, Estates gain the types and abilities of Black Cat.  After you Buy this, gain three Estates.
Title: Re: Really bad card ideas
Post by: MSol on May 19, 2020, 09:51:44 am
Loop
Cost: $0
Action

+1 Card
+1 Action
Return this to it's pile. Gain a Loop to your hand.




Delve for Gold
Cost: $5
Event

+1 Buy
Gain a Gold.
Title: Re: Really bad card ideas
Post by: MSol on May 19, 2020, 11:04:48 am
Snowy Market
Cost: 5
Action

+2 Cards
+2 Actions
+2 Buys
+$2

Ignore any further +Cards, +Actions, +Buys, and +$s this turn.


Salt the Treasury
Event
Cost: $2

+$1

Trash a Treasure from the supply.
Title: Re: Really bad card ideas
Post by: MSol on May 20, 2020, 09:49:27 am
Loop
Cost: $0
Action

+1 Card
+1 Action
Return this to it's pile. Gain a Loop to your hand.

Whoops. This is broken. We'll make it cost $12.
Title: Re: Really bad card ideas
Post by: MSol on May 20, 2020, 09:54:09 am
Name: Big Dividends
Cost: $5
Action
+$2
Put this into your hand.

(You need 2 Actions to play this card.)


Title: Re: Really bad card ideas
Post by: LittleFish on May 20, 2020, 11:30:06 am
Name: Big Dividends
Cost: $5
Action
+$2
Put this into your hand.

(You need 2 Actions to play this card.)
Small Dividends
Cost: 2.5
Action
+$1
Put this into your hand
(you need 1 action to play this card)
Title: Re: Really bad card ideas
Post by: MSol on May 20, 2020, 03:41:50 pm
Name: Big Dividends
Cost: $5
Action
+$2
Put this into your hand.

(You need 2 Actions to play this card.)
Small Dividends
Cost: 2.5
Action
+$1
Put this into your hand
(you need 1 action to play this card)

So how does the $2.5 work? Only time it means anything is if I want two of them in one turn.  Then again, this is RBCI...
Title: Re: Really bad card ideas
Post by: MSol on May 20, 2020, 04:52:35 pm
Ruined Throne Room
$0
Action - Ruins

Choose an Action card from your hand. Rip it in half (lengthwise). Trash one half. Play the other half, then offer a reasonable compensation to whoever owns this expansion.
Title: Re: Really bad card ideas
Post by: Minotaur on May 20, 2020, 05:18:43 pm
Ruined Throne Room
$0
Action - Ruins

Choose an Action card from your hand. Rip it in half (lengthwise). Trash one half. Play the other half, then offer a reasonable compensation to whoever owns this expansion.

5.5/10, not the worst Possession synergy RBCI.
Title: Re: Really bad card ideas
Post by: MSol on May 21, 2020, 08:22:32 am
Ruined Throne Room
$0
Action - Ruins

Choose an Action card from your hand. Rip it in half (lengthwise). Trash one half. Play the other half, then offer a reasonable compensation to whoever owns this expansion.

5.5/10, not the worst Possession synergy RBCI.

Yes. I think I'll rip my opponent's King's Court in half.
Title: Re: Really bad card ideas
Post by: Minotaur on May 21, 2020, 05:09:27 pm
It's a nice mechanic when used responsibly...

Last Hurrah
Event
Cost: $7

Choose: +7 Buys or +7 Actions.
Play a discontinued card or outdated edition of a card from your hand seven times.  Tear it in half and throw it in the actual trash in real life.  Return to your Action phase.
(If you would lose track of the card at any time of the Event, put a sticky note on it and instead don't lose track of it.)
------------
Setup:  Have a pad of sticky notes handy.
Title: Re: Really bad card ideas
Post by: [TP] Inferno on May 21, 2020, 06:06:27 pm
It's a nice mechanic when used responsibly...

Last Hurrah
Event
Cost: $7

Choose: +7 Buys or +7 Actions.
Play a discontinued card or outdated edition of a card from your hand seven times.  Tear it in half and throw it in the actual trash in real life.  Return to your Action phase.
(If you would lose track of the card at any time of the Event, put a sticky note on it and instead don't lose track of it.)
------------
Setup:  Have a pad of sticky notes handy.
Too broken with Scout.
Title: Re: Really bad card ideas
Post by: MSol on May 21, 2020, 08:33:08 pm
It's a nice mechanic when used responsibly...

Last Hurrah
Event
Cost: $7

Choose: +7 Buys or +7 Actions.
Play a discontinued card or outdated edition of a card from your hand seven times.  Tear it in half and throw it in the actual trash in real life.  Return to your Action phase.
(If you would lose track of the card at any time of the Event, put a sticky note on it and instead don't lose track of it.)
------------
Setup:  Have a pad of sticky notes handy.

I think I'll use this with Saboteur.
Title: Re: Really bad card ideas
Post by: MSol on May 22, 2020, 11:23:38 am
Other way to win

Event
Cost: $12 PPPPPPPPPPPPPP

Gain the Curse, Copper, Silver, and Gold piles onto your deck.
------------------------
In games using this, the player with the least points wins the game.
------------------------
Setup: Use every Landmark that gives you negative VP.
Title: Re: Really bad card ideas
Post by: D782802859 on May 22, 2020, 01:13:55 pm
Other way to win

Event
Cost: $12 PPPPPPPPPPPPPP

Gain the Curse, Copper, Silver, and Gold piles onto your deck.
------------------------
In games using this, the player with the least points wins the game.
------------------------
Setup: Use every Landmark that gives you negative VP.
This actually sounds like an interesting landmark if you cut out the event part, although it isn't very good.
Title: Re: Really bad card ideas
Post by: mail-mi on May 22, 2020, 01:18:53 pm
Other way to win

Event
Cost: $12 PPPPPPPPPPPPPP

Gain the Curse, Copper, Silver, and Gold piles onto your deck.
------------------------
In games using this, the player with the least points wins the game.
------------------------
Setup: Use every Landmark that gives you negative VP.
This actually sounds like an interesting landmark if you cut out the event part, although it isn't very good.

Reversal: Landmark.
In games using this, Curses cost $6, and whenever a card or card-shaped-thing tells you to gain a curse, instead gain the Victory card from the supply with the lowest cost.
The player with the least points wins the game.
Title: Re: Really bad card ideas
Post by: LittleFish on May 22, 2020, 01:19:48 pm
Other way to win

Event
Cost: $12 PPPPPPPPPPPPPP

Gain the Curse, Copper, Silver, and Gold piles onto your deck.
------------------------
In games using this, the player with the least points wins the game.
------------------------
Setup: Use every Landmark that gives you negative VP.
This actually sounds like an interesting landmark if you cut out the event part, although it isn't very good.
Wouldn't the player who goes first win? They just have to buy curses, and they probably will beat out the next person
Title: Re: Really bad card ideas
Post by: MiX on May 22, 2020, 01:20:16 pm
Other way to win

Event
Cost: $12 PPPPPPPPPPPPPP

Gain the Curse, Copper, Silver, and Gold piles onto your deck.
------------------------
In games using this, the player with the least points wins the game.
------------------------
Setup: Use every Landmark that gives you negative VP.
This actually sounds like an interesting landmark if you cut out the event part, although it isn't very good.

Reversal: Landmark.
In games using this, Curses cost $6, and whenever a card or card-shaped-thing tells you to gain a curse, instead gain the Victory card from the supply with the lowest cost.
The player with the least points wins the game.

Race for familiars to win!
Title: Re: Really bad card ideas
Post by: LittleFish on May 22, 2020, 01:23:05 pm
Other way to win

Event
Cost: $12 PPPPPPPPPPPPPP

Gain the Curse, Copper, Silver, and Gold piles onto your deck.
------------------------
In games using this, the player with the least points wins the game.
------------------------
Setup: Use every Landmark that gives you negative VP.
This actually sounds like an interesting landmark if you cut out the event part, although it isn't very good.

Reversal: Landmark.
In games using this, Curses cost $6, and whenever a card or card-shaped-thing tells you to gain a curse, instead gain the Victory card from the supply with the lowest cost.
The player with the least points wins the game.
Imagine this but only with victory cards in the kingdom
Title: Re: Really bad card ideas
Post by: alion8me on May 23, 2020, 04:12:37 pm
Resurrection
$4
Event

Tape together a card that is ripped in half. If you do, play it.
Title: Re: Really bad card ideas
Post by: Amuzet on May 23, 2020, 05:29:29 pm
Resurrection
$4
Event

Tape together a card that is ripped in half. If you do, play it.
From the upcoming Legacy standalone expansion?
I feel it could be too OP at $4, maybe gain a curse or gain a ruin?
Might have some funky interactions with other cards in menagerie.
Title: Re: Really bad card ideas
Post by: MSol on May 23, 2020, 05:51:14 pm
Resurrection
$4
Event

Tape together a card that is ripped in half. If you do, play it.

Resurrection/Last Hurrah is my new favorite combo.
DXV should make an expansion featuring the Rip/Tape mechanic, featuring things like...

Jack the Ripper

Action - Attack - Reaction

Cost: $6

Each other player reveals their hand. Chose one for them to rip. Gain one half. Gain the other half to your hand.
------
When you gain a card, you may discard this, to tape together two card halves from your hand (They don't have to be from the same card).

Duck (Tape)

$5

Project

When a card tells you to rip something, you may instead tape the player who played that card's mouth shut with duck tape.
Title: Re: Really bad card ideas
Post by: Minotaur on May 23, 2020, 09:21:57 pm
Resurrection
$4
Event

Tape together a card that is ripped in half. If you do, play it.

Special place in hell...  lol
Title: Re: Really bad card ideas
Post by: MSol on May 25, 2020, 10:56:54 am
Tornado of Destruction

Event
$10

Trash the Colony, Province, Duchy, Estate, Platinum, Gold, Silver, Copper, Curse, Potion, Ruins, Imp, Will-o'-Wisp, Ghost, Madman, Mercenary, Spoils, Prize, Bane, Hermit, Exorcist, Urchin, Transmute, Marauder, Trader, Mandarin, Black Market, and Prince piles, along with the Black Market Deck, and all cards owned by players.
-------------------
Setup: Use Colony and Platinum. The ten kingdom cards in this game are: Hermit, Exorcist, Urchin, Transmute, Marauder, Trader, Mandarin, Black Market, and Prince.
Title: Re: Really bad card ideas
Post by: Vengil on May 25, 2020, 11:03:09 am
Tornado of Destruction

Event
$10

Trash the Colony, Province, Duchy, Estate, Platinum, Gold, Silver, Copper, Curse, Potion, Ruins, Imp, Will-o'-Wisp, Ghost, Madman, Mercenary, Spoils, Prize, Bane, Hermit, Exorcist, Urchin, Transmute, Marauder, Trader, Mandarin, Black Market, and Prince piles, along with the Black Market Deck, and all cards owned by players.
-------------------
Setup: Use Colony and Platinum. The ten kingdom cards in this game are: Hermit, Exorcist, Urchin, Transmute, Marauder, Trader, Mandarin, Black Market, and Prince.

Why not :

Tornado of Destruction
Event
$16
End the Game.
Title: Re: Really bad card ideas
Post by: LittleFish on May 25, 2020, 01:22:30 pm
Tornado of Destruction

Event
$10

Trash the Colony, Province, Duchy, Estate, Platinum, Gold, Silver, Copper, Curse, Potion, Ruins, Imp, Will-o'-Wisp, Ghost, Madman, Mercenary, Spoils, Prize, Bane, Hermit, Exorcist, Urchin, Transmute, Marauder, Trader, Mandarin, Black Market, and Prince piles, along with the Black Market Deck, and all cards owned by players.
-------------------
Setup: Use Colony and Platinum. The ten kingdom cards in this game are: Hermit, Exorcist, Urchin, Transmute, Marauder, Trader, Mandarin, Black Market, and Prince.
Why not just "trash all cards from the supply; every player's deck, hand, and discard; and all cards outside of the supply"
Title: Re: Really bad card ideas
Post by: MSol on May 25, 2020, 01:41:40 pm
Tornado of Destruction

Event
$10

Trash the Colony, Province, Duchy, Estate, Platinum, Gold, Silver, Copper, Curse, Potion, Ruins, Imp, Will-o'-Wisp, Ghost, Madman, Mercenary, Spoils, Prize, Bane, Hermit, Exorcist, Urchin, Transmute, Marauder, Trader, Mandarin, Black Market, and Prince piles, along with the Black Market Deck, and all cards owned by players.
-------------------
Setup: Use Colony and Platinum. The ten kingdom cards in this game are: Hermit, Exorcist, Urchin, Transmute, Marauder, Trader, Mandarin, Black Market, and Prince.
Why not just "trash all cards from the supply; every player's deck, hand, and discard; and all cards outside of the supply"


Tornado of Destruction

Event
$10

Trash the Colony, Province, Duchy, Estate, Platinum, Gold, Silver, Copper, Curse, Potion, Ruins, Imp, Will-o'-Wisp, Ghost, Madman, Mercenary, Spoils, Prize, Bane, Hermit, Exorcist, Urchin, Transmute, Marauder, Trader, Mandarin, Black Market, and Prince piles, along with the Black Market Deck, and all cards owned by players.
-------------------
Setup: Use Colony and Platinum. The ten kingdom cards in this game are: Hermit, Exorcist, Urchin, Transmute, Marauder, Trader, Mandarin, Black Market, and Prince.

Why not :

Tornado of Destruction
Event
$16
End the Game.

Ahh, these would be too simple.
Title: Re: Really bad card ideas
Post by: MSol on May 25, 2020, 01:43:32 pm
Tornado of Destruction

Event
$10

Trash the Colony, Province, Duchy, Estate, Platinum, Gold, Silver, Copper, Curse, Potion, Ruins, Imp, Will-o'-Wisp, Ghost, Madman, Mercenary, Spoils, Prize, Bane, Hermit, Exorcist, Urchin, Transmute, Marauder, Trader, Mandarin Young Witch, Black Market, and Prince piles, along with the Black Market Deck, and all cards owned by players.
-------------------
Setup: Use Colony and Platinum. The ten kingdom cards in this game are: Hermit, Exorcist, Urchin, Transmute, Marauder, Trader, Mandarin Young Witch, Black Market, and Prince.

Forgot about that.
Title: Re: Really bad card ideas
Post by: Minotaur on May 25, 2020, 05:04:47 pm
So you have to Black Market for the first VP token card and then Tornado to win.

Failing that, last player can play it for a tie, and any other player can't, as they would lose on the # of turns rule.

Very fair.
Title: Re: Really bad card ideas
Post by: MSol on May 26, 2020, 07:49:11 am
So you have to Black Market for the first VP token card and then Tornado to win.

Failing that, last player can play it for a tie, and any other player can't, as they would lose on the # of turns rule.

Very fair.

Could always use the other Event/Landmark for more VP. Or Tornado could make you lose all your tokens.
Title: Re: Really bad card ideas
Post by: MSol on May 26, 2020, 07:58:10 am
Rating

$5
Action

+1 Action

Each other player gives you a rating, from 1 to 5 stars. If anyone gave you a 1 star rating, +1 Card and +$1. Otherwise, +Cards equal to the average rating, and each other player draws cards equal to half the average rating (you may rip cards if need be).
Title: Re: Really bad card ideas
Post by: MSol on May 27, 2020, 12:56:09 pm
Three ideas:

Inflation - Event - $6

+$5

or

Inflation
Action - Attack - Duration
$5

While this is in play, on another player's turn, cards cost $1 more, and Treasures give $1 or 1 Potion less than usual.


Six Stampedes
Event
$20

Play the set aside Livery.
Cards cost $1 more this turn.
Gain a Silver.
------------
Setup: Set aside a Livery.
Title: Re: Really bad card ideas
Post by: LittleFish on May 27, 2020, 02:47:46 pm
Inflation
Action - Attack - Duration
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)

While this is in play, on another player's turn, cards cost (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) more, and Treasures give (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) or(http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png) less than usual.

Couldn't you just choose to have your copper give (http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png) less?
Title: Re: Really bad card ideas
Post by: MSol on May 28, 2020, 09:42:23 am
Inflation
Action - Attack - Duration
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)

While this is in play, on another player's turn, cards cost (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) more, and Treasures give (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) or(http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png) less than usual.

Couldn't you just choose to have your copper give (http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png) less?

Inflation
Action - Attack - Duration
(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)

While this is in play, on another player's turn, cards cost (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) more, and Treasures give (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) and (http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png) less than usual.
Title: Re: Really bad card ideas
Post by: silverspawn on May 28, 2020, 12:24:19 pm
Scribe – Action – 5$

Write something below the horizontal line.

---
Title: Re: Really bad card ideas
Post by: LordBaphomet on May 31, 2020, 10:21:04 pm
Owner - Project - 0$ and are the player who owns this expansion
You paid for it, so do whatever you want. Is this why nobody will play with you?
Title: Re: Really bad card ideas
Post by: Carline on May 31, 2020, 11:51:59 pm
Walking Cowboy - $5 - Action

+(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) for each Horse you have in play.
Title: Re: Really bad card ideas
Post by: LittleFish on June 01, 2020, 12:35:29 am
Scribe – Action – 5$

Write something below the horizontal line.

---

Would this stack with itself?
Title: Re: Really bad card ideas
Post by: [TP] Inferno on June 01, 2020, 03:13:45 am
Walking Cowboy - $5 - Action

+(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) for each Horse you have in play.
Useful with non-terminal Ways.
Title: Re: Really bad card ideas
Post by: GendoIkari on June 02, 2020, 01:35:26 pm
Walking Cowboy - $5 - Action

+(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) for each Horse you have in play.
Useful with non-terminal Ways.

Except Way of the Horse (http://wiki.dominionstrategy.com/index.php/Way_of_the_Horse).
Title: Re: Really bad card ideas
Post by: MSol on June 02, 2020, 02:14:44 pm
Walking Cowboy - $5 - Action

+(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) for each Horse you have in play.

Does nothing without Ways. Perfect.
Title: Re: Really bad card ideas
Post by: MSol on June 02, 2020, 02:28:12 pm
Potion Master - Treasure - $1

$1

When you play this, gain the Potion pile onto your deck. If you do, Trash any supply piles containing cards with ^ in their cost.
Title: Re: Really bad card ideas
Post by: LittleFish on June 02, 2020, 05:06:23 pm
With what?
Title: Re: Really bad card ideas
Post by: MiX on June 02, 2020, 05:13:37 pm
Up Arrow - Treasure - $2

^


Respect - Action-Attack - ^

Each opponent must vote up one of your f.ds posts. Trash this card.
Title: Re: Really bad card ideas
Post by: MSol on June 03, 2020, 10:34:31 am
Potion Master - Treasure - $1

$1

When you play this, gain the Potion pile onto your deck. If you do, Trash any supply piles containing cards with Potion in their cost.
Title: Re: Really bad card ideas
Post by: MSol on June 04, 2020, 09:51:07 am
Up Arrow - Treasure - $2

^


Respect - Action-Attack - ^

Each opponent must vote up one of your f.ds posts. Trash this card.

I practically fell out of my chair when I saw these. 10/10 stars.
Title: Re: Really bad card ideas
Post by: silverspawn on June 06, 2020, 03:35:21 am
It's a weaker variant of Deux-Ex Machina (http://forum.dominionstrategy.com/index.php?topic=114.msg365738#msg365738), but not strictly weaker since you may want it to trash itself. May be a bit too cheap.
Title: Re: Really bad card ideas
Post by: MSol on June 08, 2020, 08:27:09 am
(Note: there is only one of these in it's pile.)

Annoying

Reaction
$5

When a player would trash a card, you may reveal this, to trash the card they would have.
-------
Setup: use Tomb and Donate.
Title: Re: Really bad card ideas
Post by: Marcory on June 08, 2020, 05:47:46 pm
Snow White Action-Reserve (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png)

You may discard a Prince from your tavern mat.

If you used a Prince to play this, and if you are the first player to do so this game, you may exchange this and the Prince for 6(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png).

Otherwise, place this and a Prince from your hand or in play on your Island mat. If you do. +4 (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)

If this is in your deck or discard pile at the end of the game, it is worth 1 (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)
_______________
When you gain this, gain a Prince from the Prince pile and place it on your Tavern Mat.
Title: Re: Really bad card ideas
Post by: markusin on June 09, 2020, 11:28:00 am
Prince of Persia
Action - $0

Set this aside. If you did, gain an Attack card from the supply, and if the game does not end in one hour you lose the game.
Title: Re: Really bad card ideas
Post by: LittleFish on June 09, 2020, 11:37:33 am
Prince of Persia
Action - $0

Set this aside. If you did, gain an Attack card from the supply, and if the game does not end in one hour you lose the game.

What if everyone plays this?
Title: Re: Really bad card ideas
Post by: MiX on June 09, 2020, 11:38:36 am
Prince of Persia
Action - $0

Set this aside. If you did, gain an Attack card from the supply, and if the game does not end in one hour you lose the game.

What if everyone plays this?

Whoever plays it last walks away and wins.
Title: Re: Really bad card ideas
Post by: Minotaur on June 10, 2020, 07:53:48 pm
Chess Clock
Landmark

Each player starts with 5 minutes, and gains 15 seconds each turn.  Each player's timer runs during their turns, passing briefly to other players when they make a choice or reaction.  -10 VP and +5 minutes if the timer reaches 0.  Play cards with your main hand.  If you touch the clock with your offhand, -1 VP.  If you touch a card in your hand after you have drawn it with your thumb and forefinger while your clock is running, you must use the card (play, respond to attack, etc) or reveal that you cannot and -1 VP.  Cards return to your hand without being played if you do not touch them with your thumb and forefinger.
Title: Re: Really bad card ideas
Post by: Marcory on June 11, 2020, 10:29:43 pm
Origami Works Action (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)

Gain a card costing up to (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)

Fold a card from your hand into a shape of your choice. If the player on your right thinks that it is it is a(n):

Animal: +1 Action
Vegetable: +1 (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)
Mineral: +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)

If the player on your right cannot identify the shape, then +1 card and you may replay this.
Title: Re: Really bad card ideas
Post by: LaLight on June 12, 2020, 04:44:37 am
Origami Works Action (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)

Gain a card costing up to (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)

Fold a card from your hand into a shape of your choice. If the player on your right thinks that it is it is a(n):

Animal: +1 Action
Vegetable: +1 (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)
Mineral: +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)

If the player on your right cannot identify the shape, then +1 card and you may replay this.

Origami Doesn't Work Action (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)

+1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)

Fold a (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) token into a shape of your choice. If the player on your right thinks that it is it is a(n):

Animal: +1 Action
Vegetable: +1 (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)
Mineral: +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)

If the player on your right cannot identify the shape, then +1 card and you may replay this.
Title: Re: Really bad card ideas
Post by: LibraryAdventurer on June 12, 2020, 05:23:51 am
Origami Works Action (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)

Gain a card costing up to (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)

Fold a card from your hand into a shape of your choice. If the player on your right thinks that it is it is a(n):

Animal: +1 Action
Vegetable: +1 (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)
Mineral: +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)

If the player on your right cannot identify the shape, then +1 card and you may replay this.
If I fold a card into something meant to be a dog, but the player to my right thinks it's a car and guesses it's a mineral, that means I get +$1, +1 Card and play Origami Works again, right?
Title: Re: Really bad card ideas
Post by: Marcory on June 12, 2020, 03:00:20 pm
Origami Works Action (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)

Gain a card costing up to (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)

Fold a card from your hand into a shape of your choice. If the player on your right thinks that it is it is a(n):

Animal: +1 Action
Vegetable: +1 (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)
Mineral: +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)

If the player on your right cannot identify the shape, then +1 card and you may replay this.
If I fold a card into something meant to be a dog, but the player to my right thinks it's a car and guesses it's a mineral, that means I get +$1, +1 Card and play Origami Works again, right?

The idea is that the player on the right can pick the option that helps you the least--but if he refuses to choose anything, you get to play the card again. But again, this is an RBCI idea, not least because folding the cards isn't the best way to preserve them.
Title: Re: Really bad card ideas
Post by: alion8me on June 12, 2020, 11:52:08 pm
Quote
Young Wish

+1 Action

Reveal your hand; if none of them are Bane cards, return this to its pile. If you did, gain a card to your hand costing up to $6.

Setup: Add an extra Kingdom card pile costing $2 or $3 to the Supply. Cards from that pile are Bane cards.

Action
$0*
Title: Re: Really bad card ideas
Post by: Minotaur on June 19, 2020, 12:51:45 pm
Miner
Action
Cost: $6

You may trash a Treasure from your hand to gain a Treasure into your hand.
Title: Re: Really bad card ideas
Post by: LittleFish on June 19, 2020, 01:04:03 pm
Miner
Action
Cost: $6

You may trash a Treasure from your hand to gain a Treasure into your hand.
Major
Action
Cost:6

You may return a treasure from your hand to the supply to gain a treasure from the trash into your hand
Title: Re: Really bad card ideas
Post by: Minotaur on June 19, 2020, 01:09:36 pm
Augment
Action
Cost: $5

Reveal your hand and return it to the Supply.  Gain two Treasures from the trash into your hand.

Diminish
Action
Cost: $7

Trash your hand.  Gain two Treasures into your hand.
Title: Re: Really bad card ideas
Post by: alion8me on June 19, 2020, 08:20:46 pm
Quote
Experimental Jazz Solo

Play any combination of Augment, Diminish, Miner, and Major cards from the supply in any order. You may interrupt the effect of one card with another during this time. When you are done, Dominate.

Setup: If Augment, Diminish, Miner, Major, or Dominate are not in the supply, add them.

$13 + 9 Debt
Event
Title: Re: Really bad card ideas
Post by: LittleFish on June 19, 2020, 09:00:30 pm
Quote
Experimental Jazz Solo

Play any combination of Augment, Diminish, Miner, and Major cards from the supply in any order. You may interrupt the effect of one card with another during this time. When you are done, Dominate.

Setup: If Augment, Diminish, Miner, Major, or Dominate are not in the supply, add them.

$13 + 9 Debt
Event
Isn't this better than Dominate?
Title: Re: Really bad card ideas
Post by: Minotaur on June 20, 2020, 12:30:49 am
Honestly, I was angling for mine/miner/minest, but whatever.
Title: Re: Really bad card ideas
Post by: grep on June 20, 2020, 01:16:38 am
Yours
$5 - Action
Gain a Treasure card from trash to your hand. Put a Treasure card costing at least $3 less than it from your hand to the supply.
Title: Re: Really bad card ideas
Post by: Marcory on June 20, 2020, 01:02:18 pm
Yours
$5 - Action
Gain a Treasure card from trash to your hand. Put a Treasure card costing at least $3 less than it from your hand to the supply.

Up Yours (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png) Action

Gain a Treasure from trash to your hand. Put a  Treasure costing at least $3 less than it from your hand to the Supply. Trash the gained treasure and gain a card costing up to (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) more than it.
Title: Re: Really bad card ideas
Post by: LittleFish on June 20, 2020, 01:17:33 pm
Note
Action
If this is the...
  first time you've played a Note this turn, +1 action
  second time you've played a Note this turn +1 action, +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)
  third time you've played a Note this turn, Gain the top card from the Chord pile
------
Setup: Make a Chord pile by shuffling the Augment, Diminish, Miner, and Major cards.
Title: Re: Really bad card ideas
Post by: Minotaur on June 20, 2020, 06:54:51 pm
Arpeggio
Project
Cost: $5

At the end of each turn, if you played exactly one Note this turn, put 1 VP here.  Otherwise, remove them, taking them if there were three or more, and returning them to the bank if fewer than three.  At the end the game, take the remaining VP, if at least 3 are here.
Title: Re: Really bad card ideas
Post by: Awaclus on June 20, 2020, 08:50:10 pm
Breakdown
$4 Action
You may play a Note from your hand 80 times.
Title: Re: Really bad card ideas
Post by: Minotaur on June 21, 2020, 06:32:23 am
Blue Note
Reaction-Command
Cost: $3

When any player plays a Major, you may discard this to play a Miner or Diminish from the Supply, leaving it there.
-----------------
Setup:  Add Major, Miner, and Diminish to the Supply.
Title: Re: Really bad card ideas
Post by: LittleFish on June 21, 2020, 01:11:23 pm
Arpeggio
Project
Cost: $5

At the end of a turn, if you played exactly one Note this turn, put 2 VP here.  Otherwise, remove them, taking them if there were three or more, and returning them to the bank if fewer than three.  At the end the game, take the remaining VP, if at least 3 are here.

Wouldn't it make more sense if it was if at least "4 VP are here", not at least 3?
Title: Re: Really bad card ideas
Post by: Minotaur on June 22, 2020, 12:15:03 am
Arpeggio
Project
Cost: $5

At the end of a turn, if you played exactly one Note this turn, put 2 VP here.  Otherwise, remove them, taking them if there were three or more, and returning them to the bank if fewer than three.  At the end the game, take the remaining VP, if at least 3 are here.

Wouldn't it make more sense if it was if at least "4 VP are here", not at least 3?

Guess I'm not caught up on all of my music dogma.   I also don't believe in ascending and descending scales having the same name but different notes.
Title: Re: Really bad card ideas
Post by: LittleFish on June 22, 2020, 11:37:18 am
Chromatic Scale
Action
Play a note from hand a number between 12 and 88 times.
Title: Re: Really bad card ideas
Post by: Awaclus on June 22, 2020, 11:41:33 am
Chromatic Scale
Action
Play a note from hand a number between 12 and 88 times.

It's not a very chromatic scale if you're playing the same note over and over.
Title: Re: Really bad card ideas
Post by: LittleFish on June 22, 2020, 11:45:43 am
Chromatic Scale
Action
Play a note from hand a number between 12 and 88 times.

It's not a very chromatic scale if you're playing the same note over and over.
True, this would be better:

Chromatic Scale
Action
Reveal any number of notes from your hand. If you revealed a number between 12 and 88, play them. If you revealed less, gain a Note.
Title: Re: Really bad card ideas
Post by: Minotaur on June 22, 2020, 03:07:26 pm
Maybe a Project that gains one and plays it each turn, keeping them in play until there are 13 and then you gain 13 VP?
Title: Re: Really bad card ideas
Post by: LittleFish on June 22, 2020, 03:45:38 pm
Maybe a Project that gains one and plays it each turn, keeping them in play until there are 13 and then you gain 13 VP?
Or draws 13 cards, like a weaker sinister plot
Title: Re: Really bad card ideas
Post by: Minotaur on June 23, 2020, 09:57:14 pm
Arpeggio
Project
Cost: $5

At the end of a turn, if you played exactly one Note this turn, put 2 VP here.  Otherwise, remove them, taking them if there were three or more, and returning them to the bank if fewer than three.  At the end the game, take the remaining VP, if at least 3 are here.

Wouldn't it make more sense if it was if at least "4 VP are here", not at least 3?

I just noticed that I was putting 2 VP on there each turn, and I think I only meant to do 1, so that's why odd numbers are weird here.  (For me, three or more different notes can be an arpeggio.)
Title: Re: Really bad card ideas
Post by: silverspawn on June 27, 2020, 06:39:01 am
I designed a new hex.

The Mountain's Hex.

Gain a silver.
Title: Re: Really bad card ideas
Post by: Minotaur on June 27, 2020, 01:21:34 pm
I designed a new hex.

The Mountain's Hex.

Gain a silver.

Kind of goes with my Gift Of War idea...
Title: Re: Really bad card ideas
Post by: R-man77 on June 29, 2020, 11:26:07 am
Procession of FAQ Experts - Action - Reaction - Treasure - Victory $5

Play a card from your hand twice.
Trash it.
Put it in your hand.
Return in to it's supply pile.
If you are not already in your buy phase, enter your buy phase.
+1 coin per 1 the card costs.
+1 buy
Buy it, if possible.
Return to your action phase.
Shuffle it in your deck.
----------------------------
0 VP
----------------------------
When you gain, discard other than during clean-up, topdeck, trash, or reveal this card, if it is your turn, play it
----------------------------
While this is in play whenever you lose track of a card, +1 VP token
Title: Re: Really bad card ideas
Post by: silverspawn on June 29, 2020, 11:53:02 am
Mad Scribe – Action – 6$

+1 Action



Write something below the horizontal line.



In games using this, whenever you play an Action card with a horizontal line on it, execute the statement below the line.



+1$ per card with exactly two horizontal lines in play.
Title: Re: Really bad card ideas
Post by: LittleFish on June 29, 2020, 02:53:34 pm
Interesting thought I had... what cards can we most horribly break just by removing one word/short phrase? The less removed, the better.

Probably the best I can do...
Quote
Trade
Trash a card from your hand. Gain a number of Silvers equal to its cost in coins.
—
When you would gain a card, you may reveal this from your hand. If you do, gain a silver.

There's more
Quote
Black Cat
+2 Cards
If it isn't your turn, each other player gains a Curse
—
When another player gains a Victory card, you may play this from your hand
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on June 29, 2020, 03:41:30 pm
Quote
Displace

Exile a card from your hand. Gain a differently named card costing up to (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) more than it.
Title: Re: Really bad card ideas
Post by: D782802859 on June 29, 2020, 04:19:04 pm
+$2
Discard the top card of your deck. If it's an Action card, you may play it.   
This works with pretty much any "if", they mostly stop making sense.
Title: Re: Really bad card ideas
Post by: LittleFish on June 29, 2020, 05:18:31 pm
Rocks fall, you all die
Event- (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)e


If you have the DM, roll 10d6. Trash cards equal to the number rolled. Otherwise, take the DM




DM
Artifact
At the start of your turn, gain a action card to your hand
Title: Re: Really bad card ideas
Post by: LittleFish on June 29, 2020, 05:38:09 pm
Amateurs.

No effect
0*

You cannot gain this card.
------
In games using this, add an extra kingdom card to the supply.
booooooring!!!
No affect
$0
When you play this, return it to your hand.
Reveal the top five cards in the Copper pile and choose one: move them to the bottom of the pile, or put them back in any order.
If your deck is empty, discard your deck.
Pass a card to the opponent on your right. He must pass the same card back.
Reveal cards from your deck until you reveal a card. Put it on top of your deck. If there are no cards in your deck, this does not take affect.
Setup: After you choose the kingdom, it this card is in it, choose another supply pile and add it to the supply. Nobody may gain a card from this pile.
This gives you a ton of information on your deck if you play it with Overlord or Band of Misfits
Title: Re: Really bad card ideas
Post by: LittleFish on June 29, 2020, 08:46:53 pm
Xzibit's Gold
$4 Treasure - Reaction
When you play this, this is worth $1+$3(n-1) where n is the number of times a Xzibit's Gold has been played this turn.
---
When another player gains a Province, you may trash this from your hand. If you do, gain two Fool's Golds, putting them on your deck in any order.
Isn't this always going to be better than a Fools Gold?? Other than the below the line effect
Title: Re: Really bad card ideas
Post by: MiX on June 29, 2020, 08:50:45 pm
Xzibit's Gold
$4 Treasure - Reaction
When you play this, this is worth $1+$3(n-1) where n is the number of times a Xzibit's Gold has been played this turn.
---
When another player gains a Province, you may trash this from your hand. If you do, gain two Fool's Golds, putting them on your deck in any order.
Isn't this always going to be better than a Fools Gold?? Other than the below the line effect

Except when you want to buy 2 of them with 4 money and 2 buys.

Also, good necros, are you getting the best of RBCI?
Title: Re: Really bad card ideas
Post by: LittleFish on June 29, 2020, 10:34:34 pm
Xzibit's Gold
$4 Treasure - Reaction
When you play this, this is worth $1+$3(n-1) where n is the number of times a Xzibit's Gold has been played this turn.
---
When another player gains a Province, you may trash this from your hand. If you do, gain two Fool's Golds, putting them on your deck in any order.
Isn't this always going to be better than a Fools Gold?? Other than the below the line effect

Except when you want to buy 2 of them with 4 money and 2 buys.

Also, good necros, are you getting the best of RBCI?
I'm trying to read the whole thing, because of spare time. I'm sorry about reviving old conversations
Title: Re: Really bad card ideas
Post by: Awaclus on June 29, 2020, 10:48:57 pm
Xzibit's Gold
$4 Treasure - Reaction
When you play this, this is worth $1+$3(n-1) where n is the number of times a Xzibit's Gold has been played this turn.
---
When another player gains a Province, you may trash this from your hand. If you do, gain two Fool's Golds, putting them on your deck in any order.
Isn't this always going to be better than a Fools Gold?? Other than the below the line effect

What thread do you think you are in?
Title: Re: Really bad card ideas
Post by: LittleFish on June 29, 2020, 11:07:26 pm
Xzibit's Gold
$4 Treasure - Reaction
When you play this, this is worth $1+$3(n-1) where n is the number of times a Xzibit's Gold has been played this turn.
---
When another player gains a Province, you may trash this from your hand. If you do, gain two Fool's Golds, putting them on your deck in any order.
Isn't this always going to be better than a Fools Gold?? Other than the below the line effect

What thread do you think you are in?
Right now, it's more of a "unconventional card ideas" thread than a strictly "bad ideas"  thread
Title: Re: Really bad card ideas
Post by: D782802859 on June 30, 2020, 03:27:57 pm
(https://i.imgur.com/WQzXchZ.png?1)
(https://i.imgur.com/AIQI25i.png?2)
(https://i.imgur.com/ETwEzU7.png?1)
(https://i.imgur.com/VD8KQrW.png?1)
The Old Gods of Azeroth, in Dominion form. I did have to take some liberties with C'thun's effect, it definitely translates poorly.
Title: Re: Really bad card ideas
Post by: LittleFish on June 30, 2020, 04:29:20 pm
[there was pictures here once, but to save quote size I removed them]
The Old Gods of Azeroth, in Dominion form. I did have to take some liberties with C'thun's effect, it definitely translates poorly.
The first one is hard to track
The second isn't the worst idea, but gets better as more cards enter the trash.
The third seems like it would be a good project, and for a slightly cheaper cost
The 4th is useless in games without (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png), and should also be an attack
Title: Re: Really bad card ideas
Post by: D782802859 on June 30, 2020, 06:42:46 pm
[there was pictures here once, but to save quote size I removed them]
The Old Gods of Azeroth, in Dominion form. I did have to take some liberties with C'thun's effect, it definitely translates poorly.
The first one is hard to track
The second isn't the worst idea, but gets better as more cards enter the trash.
The third seems like it would be a good project, and for a slightly cheaper cost
The 4th is useless in games without (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png), and should also be an attack
Yeah I actually like #3, it could work as an actual card with some tweaks.
Title: Re: Really bad card ideas
Post by: LostPhoenix on June 30, 2020, 07:49:45 pm
Xzibit's Gold
$4 Treasure - Reaction
When you play this, this is worth $1+$3(n-1) where n is the number of times a Xzibit's Gold has been played this turn.
---
When another player gains a Province, you may trash this from your hand. If you do, gain two Fool's Golds, putting them on your deck in any order.
Isn't this always going to be better than a Fools Gold?? Other than the below the line effect

What thread do you think you are in?
Right now, it's more of a "unconventional card ideas" thread than a strictly "bad ideas"  thread

That's basically what the "Actually passable card ideas" thread is for.
Pretty much all the cards here are intentionally terrible.
Title: Re: Really bad card ideas
Post by: LittleFish on June 30, 2020, 08:17:41 pm
D&D Ideas:
Quote
Lute
Treasure-Heirloom-Looter-Reaction (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png)

(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)
Each other player takes a Ruin
--------------------
When you play a bard, you may reveal this to receive a boon
(Lute is a Heirloom for bard)
Quote
Warlock
Action-???(http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png)
You may sell your soul to the player on your left.
 
 If the player to your left is a...
        Fiend, All players except you and the player to your left catch on fire
        Archfey, All non-fey players except you are charmed by you until the end of their next  turn
        Great Old One, you gain the ability to communicate telepathically with the other players at the table for the rest of the game
Quote
Tiefling
Action-reaction
You may perform one of the minor miracles listed: Your voice booms up to three times as loud as normal for 1 minute; You cause flames to flicker, brighten, dim, or change color for 1 minute; You cause harmless tremors in the ground for 1 minute; You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers; You instantaneously cause an unlocked door or window to fly open or slam shut; or You alter the appearance of your eyes for 1 minute.
--------------------------
When another player play a attack card, you may reveal this to surround the attack card with hellish flames.
Quote
Boots of the Winterlands:
Reaction (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)

When you would Ignore something on a card, you may reveal this to Ignore the card that told you to ignore it
(Snowy Village)
Quote
Displacer Beast
Action-Duration
+1 Action
For the rest of the game, players at the table view you as one foot to your right or left, your choice
Quote
Deck of Many Things
Action (http://wiki.dominionstrategy.com/images/thumb/9/98/Debt40.png/18px-Debt40.png)
Name a number. Receive cards from the Deck of Many Things equal to the number you named.
(Pile works just like boons do)

Deck of Many things Cards:
Quote
Balance. Your mind suffers a wrenching alteration, causing your alignment to change.

Comet. If you win this game, you gain experience points enough to age one year.

Donjon. You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You also must forfeit the game
 
Euryale. Take a new Twice Miserable, even if you have Miserable or Twice Miserable already.

Flames. A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.

Gem. +2500(http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png)

Idiot. Reveal your hand. Trash a card of your choice. There must be no cards costing higher than the trashed card in your hand

Jester. You can draw two additional cards beyond your declared draws.

Key. Choose 1: a magic weapon appears in your hands, or you may gain a card of your choice.

Knight. You gain the service of a knight. The knight serves you loyally until death, believing the fates have drawn him or her to you.

Moon. Gain three wishes

Rogue. Someone at the table becomes hostile to you. When they play an attack, that card only effects you. When they play a non-attack card that affects other players, it doesn't effect you.

Ruin. -100(http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) You may not have below (http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png)

Skull. Gain the Curse pile to your hand

Star. Draw two cards

Sun. Gain a card costing up to (http://wiki.dominionstrategy.com/images/thumb/c/cc/Coin10.png/16px-Coin10.png)

Throne: You gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands of monsters, which you must clear out before you can claim the keep as yours. You may also play a action from your hand twice.

Vizier. Once, at any time you choose during the game after drawing this card, you can ask a question from the table and receive truthful answer to that question.

The Void. Your soul is drawn from your body and contained in a Dominion box at the nearest Game store. You lose the game. The next person to open the game box your soul is kept in releases you back to your body


Edit: Added a box around each card for easier reading
Title: Re: Really bad card ideas
Post by: Minotaur on June 30, 2020, 11:16:05 pm
C'Thun is insane when it does anything at all.

N'Zoth presumably tracks those cards which were already in the trash until it loses track in order to work?
Title: Re: Really bad card ideas
Post by: Minotaur on July 01, 2020, 05:15:39 am
Snowy Conspirator
Action
Cost: <2>

+$2
Title: Re: Really bad card ideas
Post by: crj on July 01, 2020, 12:55:40 pm
Abominable Snowman
Action - Attack
Turn your Journey token over (it starts face up). Then if it’s face down, +$1. If it’s face up:
Title: Re: Really bad card ideas
Post by: spineflu on July 01, 2020, 01:44:01 pm
Abominable Snowman
Action - Attack
Turn your Journey token over (it starts face up). Then if it’s face down, +$1. If it’s face up:
  • +$20
  • +5 Buys
  • Each other player reveals their hand and trashes a card you choose
  • For the rest of the game, you cannot turn your Journey token face-down
this rules and belongs in the other thread
Title: Re: Really bad card ideas
Post by: silverspawn on July 01, 2020, 01:47:31 pm
this rules and belongs in the other thread

Eh, it really doesn't. Beside the fact that it doesn't even have a cost, everyone would just buy it as soon as possible and then be ahead. A much less interesting version of the magic lamp thing where you need 6 unique cards.
Title: Re: Really bad card ideas
Post by: crj on July 01, 2020, 01:49:31 pm
Indeed. It's solely intended as a "Snowy Giant", not as in any way actually playable.
Title: Re: Really bad card ideas
Post by: Minotaur on July 01, 2020, 01:50:59 pm
Abominable Snowman
Action - Attack
Turn your Journey token over (it starts face up). Then if it’s face down, +$1. If it’s face up:
  • +$20
  • +5 Buys
  • Each other player reveals their hand and trashes a card you choose
  • For the rest of the game, you cannot turn your Journey token face-down

Wait, so it always attacks after the first time?  This anti-snow.  It's like a lava monster.
Title: Re: Really bad card ideas
Post by: LittleFish on July 01, 2020, 07:33:43 pm
Socially Distanced Lands
(http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png) - Reserve-Action-Victory-Curse

Put this on your tavern mat

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

When you would exile this, instead put this onto your tavern mat.

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

If you have any (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) tokens at the end of your turn, you may call this to spend  1 (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) token, and move this into exile

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

At the end of the game, if this card is:

In the supply, this is worth -2 (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) to all players

In your deck,  this is worth -4 (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)

On your Tavern mat, this is worth 1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)

In Exile, +10 (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)

Edit: Fixed wording
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on July 01, 2020, 08:01:45 pm
Socially Distanced Lands
(http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png) - Reserve-Action-Victory-Curse

Put this on your tavern mat

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

When you would exile this, instead put this onto your tavern mat.

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

If you have any (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) tokens at the end of your turn, you may call this to spend  1 (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) token, and move this from your tavern mat into exile

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

At the end of the game, if this card is:

In the supply, this is worth -2 (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) to all players

In your deck,  this is worth -4 (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)

On your Tavern mat, this is worth 1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)

In Exile, +10 (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)

This can never end up in exile. To do that, you must call it, putting it in play. The effect then says "move this from your tavern mat..." so it doesn't move. It gets discarded and ends back in your deck, doing nothing.
Title: Re: Really bad card ideas
Post by: Awaclus on July 02, 2020, 04:52:40 am
What thread do you think you are in?
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on July 02, 2020, 10:50:05 am
What thread do you think you are in?

Really bad card ideas.
I was pointing out that what was clearly the "really bad idea" was not the same as the "card" here. I did not suggest a fix to make it a better idea, I pointed out that it wouldn't function (badly) as intended, it would function (badly) in an unintended way.

It would function (badly) in the intended way if "move this from your tavern mat into exile" were replaced with "put this on your Exile mat".
Title: Re: Really bad card ideas
Post by: crj on July 02, 2020, 06:57:55 pm
Wait, so it always attacks after the first time?  This anti-snow.  It's like a lava monster.
That was a brain fart - now fixed. The intent was it be mega-powerful once, then... nothing. In the spirit of Snowy Village.
Title: Re: Really bad card ideas
Post by: Minotaur on July 02, 2020, 07:30:55 pm
Wait, so it always attacks after the first time?  This anti-snow.  It's like a lava monster.
That was a brain fart - now fixed. The intent was it be mega-powerful once, then... nothing. In the spirit of Snowy Village.

Might be easier to just have them dispose of the token altogether.  Then it's never face-anything.
Title: Re: Really bad card ideas
Post by: D782802859 on July 02, 2020, 07:43:12 pm
Cremation
Landmark
When you trash a card, set it on fire, then +1VP.
Title: Re: Really bad card ideas
Post by: LittleFish on July 02, 2020, 08:06:38 pm
Cremation
Landmark
When you trash a card, set it on fire, then +1VP.

Phoenix
Action
You may trash a card, if you do, set it on fire
----------------------------------
When you trash this card, if it is set on fire, gain a Phoenix.
Title: Re: Really bad card ideas
Post by: crj on July 03, 2020, 08:55:47 am
The interaction with Fortress would be... painful.
Title: Re: Really bad card ideas
Post by: LittleFish on July 03, 2020, 01:48:04 pm
Bullseye Lantern
Action-Attack (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)

A player of your choice reveals their hand
Title: Re: Really bad card ideas
Post by: Awaclus on July 04, 2020, 06:27:38 pm
The interaction with Fortress would be... painful.

It's a big fortress.
Title: Re: Really bad card ideas
Post by: LordBaphomet on July 04, 2020, 07:27:55 pm
Snow Hag - $4

The player to your left gains all of the curses
Title: Re: Really bad card ideas
Post by: Minotaur on July 05, 2020, 06:08:55 pm
Snowy Market
Action
Cost: $8

+1 Card
+1 Action
+$3
+3 Buys
If you have $8 or more, skip to your Buy phase.
Title: Re: Really bad card ideas
Post by: LordBaphomet on July 05, 2020, 06:33:50 pm
Snowy Chapel - 0$ Action

Trash your hand. Trash your deck. Trash your discard pile and cards in play. Take the entire game and throw it in a dumpster. Quietly weep and ask the Lord for forgiveness.
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on July 05, 2020, 06:51:40 pm
Snowy Ruined Library

Draw up to 7 cards in hand, skipping any Action cards you choose to; set those aside, discarding them afterwards. Ignore any further draws you would get this turn until your cleanup phase.

The Snowy and Ruined mostly cancel out, but not completely.
Title: Re: Really bad card ideas
Post by: MiX on July 05, 2020, 06:57:52 pm
Snowy Ruined Library - 0$ Action

+3 Cards

Ignore any further draws you would get this turn until your cleanup phase.
Title: Re: Really bad card ideas
Post by: LordBaphomet on July 05, 2020, 08:48:14 pm
Snowy Snowy Village - Action $5
+1 Card
+4 Actions
+1 Buy

Ignore the text on any Snowy Villages, Snowy Snowy Villages, and any further meta-Snowy villages until the end of your turn.




Snow - Action $0

You can't do anything ever again.
Title: Re: Really bad card ideas
Post by: pubby on July 05, 2020, 10:31:18 pm
Snowy Miser - Action - $4
Choose one: Put a "Snowy" card from your hand on your tavern mat; or proudly reveal all "Snowy" cards on your tavern mat to other players. Ignore any further reveals this turn.

 (https://vignette.wikia.nocookie.net/christmasspecials/images/8/86/SnowMiser.jpg/revision/latest?cb=20120422063431)
Title: Re: Really bad card ideas
Post by: faust on July 06, 2020, 03:29:46 am
Snowy Border Guard - $2
Action

You know nothing.
Title: Re: Really bad card ideas
Post by: Minotaur on July 06, 2020, 06:02:58 am
Introducing Dominion: Pyroclasm!

Burning Village
Action-Burning
Cost: $2

+1 Card
+1 Action
If you have played at least four Burning cards this turn, +2 Actions.
---------------------------
Setup:  Games which include this must have exactly three Burning supply piles.
Title: Re: Really bad card ideas
Post by: Minotaur on July 06, 2020, 10:47:12 am
Burning Scout
Action-Burning
Cost: $3

+1 Action
If you have played at least four Burning cards this turn, trash this card, reshuffle and reveal your deck, put the Victory cards into your hand, and put the rest back in any order.
---------------------------
Setup:  Games which include this must have exactly three Burning supply piles.


Burning Witch
Action-Burning
Cost: $7

+1 Card
If you have played at least four Burning cards this turn, +3 Cards and each other player gains three Curses (one at a time, in turn order)


Burning Market ($5)/Laboratory ($5)/Smithy ($4)/Mine ($5)

+1 card, +1 action, if inflamed: +3 Buys, +$3 / +1 card, +1 action, if inflamed: +3 cards / +1 card, if inflamed: +6 cards / Trash a copper.  If inflamed, gain a Platinum to your hand.
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on July 06, 2020, 10:58:17 am
"inflamed" = played at least 4 burning cards?
Title: Re: Really bad card ideas
Post by: Minotaur on July 06, 2020, 01:38:04 pm
"inflamed" = played at least 4 burning cards?

Yeah, figured after the 8th time I should just call it something.
Title: Re: Really bad card ideas
Post by: LittleFish on July 06, 2020, 02:21:41 pm
"inflamed" = played at least 4 burning cards?

Yeah, figured after the 8th time I should just call it something.
When cards in play are inflamed, you must dose them with gasoline and set them alight.

Pyromaniac
Treasure (http://wiki.dominionstrategy.com/images/thumb/9/9d/Coin9.png/16px-Coin9.png)

+(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) for every inflamed card, and every card that has caught flame from a inflamed card.

You may light this card on fire. If you do, +(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) and trash this card
Title: Re: Really bad card ideas
Post by: Minotaur on July 06, 2020, 02:26:08 pm
"inflamed" = played at least 4 burning cards?

Yeah, figured after the 8th time I should just call it something.
When cards in play are inflamed, you must dose them with gasoline and set them alight.

Pyromaniac
Treasure (http://wiki.dominionstrategy.com/images/thumb/9/9d/Coin9.png/16px-Coin9.png)

+(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) for every inflamed card, and every card that has caught flame from a inflamed card.

You may light this card on fire. If you do, +(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) and trash this card

I think my ideas were already bad enough, but ok.
Title: Re: Really bad card ideas
Post by: LittleFish on July 06, 2020, 03:00:35 pm
"inflamed" = played at least 4 burning cards?

Yeah, figured after the 8th time I should just call it something.
When cards in play are inflamed, you must dose them with gasoline and set them alight.

Pyromaniac
Treasure (http://wiki.dominionstrategy.com/images/thumb/9/9d/Coin9.png/16px-Coin9.png)

+(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) for every inflamed card, and every card that has caught flame from a inflamed card.

You may light this card on fire. If you do, +(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) and trash this card

I think my ideas were already bad enough, but ok.
They would be too good if I only made them better, so I may as well make it worse
Title: Re: Really bad card ideas
Post by: Minotaur on July 06, 2020, 03:11:13 pm
They would be too good if I only made them better, so I may as well make it worse

Part of me should be insulted maybe but I don't even know.
Title: Re: Really bad card ideas
Post by: Minotaur on July 06, 2020, 03:20:30 pm
I guess Conspirator was kind of like a Burning Peddler the whole time, but the numbers are a little off.
Title: Re: Really bad card ideas
Post by: JimJammer on July 14, 2020, 06:12:06 am
Motel/Filling Station Split - Motel on top

Motel
Cost: 2$

+1 Card
+2 Actions
Discard all treasures from your hand, gain a motel.

If this is the first time you have played a motel this turn, you may trash 2 action cards from the supply costing up to $4.



Filling Station
Costs: 6$

+3 cards
+ $1

You may trash a motel from your hand for + $4 and +1 buy




I think there's some potential here if its tweaked but in its current form probably qualifies as terrible
Title: Re: Really bad card ideas
Post by: Minotaur on July 14, 2020, 08:17:31 am
Pretty crazy three-pile machine I suspect.  Maybe Motel only needs to trash one card per turn.
Title: Re: Really bad card ideas
Post by: crj on July 14, 2020, 10:22:21 am
Nine times out of ten, I expect Filling Station would be inferior to Swashbuckler, so $6 is overpriced.

Meanwhile, if Motel turns out to be any good then in a two-player game both players will buy one, then the first person to play one will gain Motel #3 and trash Model #4, #5. Not a half-pile that would last very long. (-8
Title: Re: Really bad card ideas
Post by: JimJammer on July 14, 2020, 01:50:59 pm
I was thinking of this as part of the appeal. Its a village you can use to starve your opponents of villages, giving yourself strategic advantage.

It does seem it would be a bit luck based  around who goes first and who draws their motel first
Title: Re: Really bad card ideas
Post by: JimJammer on July 14, 2020, 02:03:45 pm
Pretty crazy three-pile machine I suspect.  Maybe Motel only needs to trash one card per turn.

Maybe this might work, I've removed the once per turn, reduced to one trashed card, and added a stipulation.

Motel
Cost: 2$

+1 Card
+2 Actions
Discard all treasures from your hand, gain a motel.

If there are no empty supply piles, you may trash an action card from the supply costing up to 4$
Title: Re: Really bad card ideas
Post by: Minotaur on July 14, 2020, 02:16:54 pm
Manger

Manger
Action-Victory
$4

If the Inn pile is empty, gain a Jesus.
---------------
1 VP
Setup:  Add Inn to the Supply.


Jesus
Victory
$0* (not in the supply)

1 VP for each Manger in your deck.
Title: Re: Really bad card ideas
Post by: Minotaur on July 14, 2020, 02:26:36 pm
All treasures might be harsh?  Maybe you may discard one to gain a Motel, and you may discard one to trash an Action from the supply.  This also means you don't need an "or reveal that you cannot" clause, either.

This version should probably cost $4, since it's a self-gaining Village.
Title: Re: Really bad card ideas
Post by: LibraryAdventurer on July 14, 2020, 10:40:17 pm
Maybe this might work, I've removed the once per turn, reduced to one trashed card, and added a stipulation.

Motel
Cost: 2$

+1 Card
+2 Actions
Discard all treasures from your hand, gain a motel.

If there are no empty supply piles, you may trash an action card from the supply costing up to 4$

RBCI police Alert: this card isn't bad enough for the RBCI thread. Please move to Actually Passable Card Ideas thread.
 ;D
Title: Re: Really bad card ideas
Post by: Minotaur on July 15, 2020, 02:47:29 am
RBCI police Alert: this card isn't bad enough for the RBCI thread. Please move to Actually Passable Card Ideas thread.
 ;D

I have created a monster.
Title: Re: Really bad card ideas
Post by: Minotaur on July 15, 2020, 10:29:37 am
I went through a couple drafts before posting Manger initially, and I somehow left out the clause about the Inn pile being empty.  Fixed.
Title: Re: Really bad card ideas
Post by: alion8me on July 17, 2020, 06:02:58 pm
Quote
Dragon

Gain a Treasure card to your hand. Each other player reveals their hand and trashes any cards whose name includes the word "village".

Action
$6

Quote
Dragonslayer's Village

+1 Card
+2 Actions

-

When another player plays a Dragon, you may reveal this from your hand. If you do, they trash it instead of following its instructions.

Action-Reaction
$4

Quote
Dragon's Hoard

+$8
-1 VP

-

If you have a Dragonslayer's Village in play, you must reveal and trash this from your hand.

$14
Treasure-Reaction-Curse



Someone a while ago said something about there not being enough really bad card ideas on the really bad card ideas thread. I hope this fixes that.
Title: Re: Really bad card ideas
Post by: LordBaphomet on July 17, 2020, 10:52:32 pm
Dragonslayerslayer - Action - $5
When another player reveals a Dragonslayer's Village, they trash it instead of following its intructions.
Title: Re: Really bad card ideas
Post by: mail-mi on July 17, 2020, 11:32:57 pm
Arkenstone - Action-Duration.
Trash a Dragon from the supply.
At the start of each of your turns for the rest of the game, gain a Gold to your hand.
--
While this is in play, if any other player plays a card that causes you to trash one of your Treasures, they trash their hand.
They were never your friends, anyway.
Title: Re: Really bad card ideas
Post by: LittleFish on July 18, 2020, 12:34:27 am
Split pile


Jabberwocky
Action-Attack-Victory-Duration-(http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png)
You may light your eyes on fire, bite an opponent, and catch someone in your claws. If you did, now and at the start of your next turn +(http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)
________
At the end of the game, if you don't have a head, -15(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)

Vorpal sword
Action-Reaction- (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png)
If there are no Jabberwockys in play, every other player gains a Jabberwoky
----------------
When an opponent plays a Jabberwocky, you may reveal this to cut the triggering card in half and to cut off the head of your opponent who played it.




The poem by Lewis Carroll, for reference:
’Twas brillig, and the slithy toves
      Did gyre and gimble in the wabe:
All mimsy were the borogoves,
      And the mome raths outgrabe.

“Beware the Jabberwock, my son!
      The jaws that bite, the claws that catch!
Beware the Jubjub bird, and shun
      The frumious Bandersnatch!”

He took his vorpal sword in hand;
      Long time the manxome foe he sought—
So rested he by the Tumtum tree
      And stood awhile in thought.

And, as in uffish thought he stood,
      The Jabberwock, with eyes of flame,
Came whiffling through the tulgey wood,
      And burbled as it came!

One, two! One, two! And through and through
      The vorpal blade went snicker-snack!
He left it dead, and with its head
      He went galumphing back.

“And hast thou slain the Jabberwock?
      Come to my arms, my beamish boy!
O frabjous day! Callooh! Callay!”
      He chortled in his joy.

’Twas brillig, and the slithy toves
      Did gyre and gimble in the wabe:
All mimsy were the borogoves,
      And the mome raths outgrabe.
Title: Re: Really bad card ideas
Post by: Jonatan Djurachkovitch on July 18, 2020, 10:18:36 am
Split pile- one Angel of Death and as many Lamb's Blood as there are players.

Angel of death
Action - 12$
All players (including you) may discard a Lamb's Blood from their tavern mat. Those who don't reveal their hand, deck and discard pile; trash the victory cards. Trash this.

Lambs Blood
Action-Reserve - 5$
Put this onto your tavern mat.
Title: Re: Really bad card ideas
Post by: crj on July 18, 2020, 12:29:44 pm
Vorpal Sword really needs to be an Artifact somehow. And there should be a Brillig state.
Title: Re: Really bad card ideas
Post by: Minotaur on July 18, 2020, 04:13:16 pm
Split pile- one Angel of Death and as many Lamb's Blood as there are players.

Angel of death
Action - 12$
All players (including you) may discard a Lamb's Blood from their tavern mat. Those who don't reveal their hand, deck and discard pile; trash the victory cards. Trash this.

Lambs Blood
Action-Reserve - 5$
Put this onto your tavern mat.

I think it's just the most valuable Victory card, if I've got my lore right here.
Title: Re: Really bad card ideas
Post by: [TP] Inferno on July 19, 2020, 01:41:35 am
Split pile- one Angel of Death and as many Lamb's Blood as there are players.

Angel of death
Action - 12$
All players (including you) may discard a Lamb's Blood from their tavern mat. Those who don't reveal their hand, deck and discard pile; trash the victory cards. Trash this.

Lambs Blood
Action-Reserve - 5$
Put this onto your tavern mat.

I think it's just the most valuable Victory card, if I've got my lore right here.
You are correct. It was only the firstborn of the Egyptian families that was killed.
Title: Re: Really bad card ideas
Post by: Jonatan Djurachkovitch on July 19, 2020, 07:20:57 am
Split pile- one Angel of Death and as many Lamb's Blood as there are players.

Angel of death
Action - 12$
All players (including you) may discard a Lamb's Blood from their tavern mat. Those who don't reveal their hand, deck and discard pile; trash the victory cards. Trash this.

Lambs Blood
Action-Reserve - 5$
Put this onto your tavern mat.

I think it's just the most valuable Victory card, if I've got my lore right here.
You are correct. It was only the firstborn of the Egyptian families that was killed.
Yeah, i know, just didn't know how to phrase it, while still being severe enough to ruin a game. Maybe like this?

Angel of death
Action - 12$
All players (including you) may discard a Lamb's Blood from their tavern mat. Those who don't reveal their hand, deck and discard pile; trash the Firstborn Son card. Trash this.
Heirloom: Firstborn Son

Lambs Blood
Action-Reserve - 5$
Put this onto your tavern mat.

Firstborn Son
Heirloom-Treasure-Victory 0$
+2$
+1 Buy
This turn, when you gain a victory card, put it on your Son's Inheritance mat.
--------------------------
Worth 6 VP and as many VP as the cards on your Son's Inheritance mat
--------------------------
When you trash or exile this, discard all cards on your Son's Inheritance mat.
Title: Re: Really bad card ideas
Post by: Minotaur on July 19, 2020, 11:09:40 am
Seems like you might just choose not to risk playing Firstborn Son ever.  Or if the blood is that much cheaper than the angel, then everyone just rushes a blood or two and no one ever gets the angel.  There's also the problem that the person who bought a blood gets the same outcome as the person who bought a blood and an angel, but they got to spend $12 on a Colony or whatever.

But I think I'm trying to hard to balance an RBCI?  At the very least, I think the Angel should come with a free Blood to offset the three-player issue.
Title: Re: Really bad card ideas
Post by: joefarebrother on July 21, 2020, 01:16:06 am
(https://i.imgur.com/CxSfk2b.png)
Title: Re: Really bad card ideas
Post by: Jonatan Djurachkovitch on July 21, 2020, 07:28:28 am
Just for clarification, noone can buy Lambs Blood before the Angel of Death is bought off the top of the split pile.
By the way, having your kids as heirlooms is probably not a sign of healthy family relations.
Title: Re: Really bad card ideas
Post by: Minotaur on July 21, 2020, 07:35:39 am
(https://i.imgur.com/CxSfk2b.png)


This Jumanjis the game if you empty the Copper pile before playing this.
Title: Re: Really bad card ideas
Post by: D782802859 on July 21, 2020, 07:54:41 am
(https://i.imgur.com/YaJ0mSK.png?1)
Title: Re: Really bad card ideas
Post by: joefarebrother on July 21, 2020, 12:43:19 pm
This Jumanjis the game if you empty the Copper pile before playing this.
Oops

Fixed version:
(https://i.imgur.com/4M5Dltd.png)

I wanted to say 2 or more to be more evil, but in 5-6 player games you need to empty 4 piles; and only coppers, estates, and curses would be guaranteed to be possible.
Title: Re: Really bad card ideas
Post by: Minotaur on July 21, 2020, 12:49:13 pm
I mean, it's RBCI.  There are literal murder-suicide RBCIs so Jumanji scenarios are pretty tame relatively.
Title: Re: Really bad card ideas
Post by: LordBaphomet on July 21, 2020, 07:58:27 pm
Invoke Ancient Gods - Event - 3 Potions
Kill the player to your left, spreading their blood on this card. If you do, gain 3 cthuhlu's blessings

Cthulus Blessing - Action - $666
Murder any number of living creatures. For each murder you have committed this game you may gain a card from the supply.
Title: Re: Really bad card ideas
Post by: Minotaur on July 21, 2020, 08:32:12 pm
Invoke Ancient Gods - Event - 3 Potions
Kill the player to your left, spreading their blood on this card. If you do, gain 3 cthuhlu's blessings

Cthulus Blessing - Action - $666
Murder any number of living creatures. For each murder you have committed this game you may gain a card from the supply.

I can't believe whoever this is made an alt just for this.  But I approve?  Unless the FBI is asking.
Title: Re: Really bad card ideas
Post by: LordBaphomet on July 21, 2020, 09:10:40 pm
Invoke Ancient Gods - Event - 3 Potions
Kill the player to your left, spreading their blood on this card. If you do, gain 3 cthuhlu's blessings

Cthulus Blessing - Action - $666
Murder any number of living creatures. For each murder you have committed this game you may gain a card from the supply.

I can't believe whoever this is made an alt just for this.  But I approve?  Unless the FBI is asking.

rip lordbaphomet is in fact my main account due to being a satanist.
Title: Re: Really bad card ideas
Post by: Rush_Clasic on July 21, 2020, 09:28:46 pm
Overhaul - $5
Action
Replace a $5 cost Kingdom pile with one from outside the game. Then gain a card from that pile.
Title: Re: Really bad card ideas
Post by: mxdata on July 22, 2020, 11:55:59 pm
Rainy Day

Action - Duration
$8

At the start of your next game, +6 VP
Title: Re: Really bad card ideas
Post by: LordBaphomet on July 23, 2020, 12:07:54 am
Rage Quit - Event - 0$
Return your deck to the supply.
Title: Re: Really bad card ideas
Post by: LittleFish on July 23, 2020, 12:21:40 am
Rage Quit - Event - 0$
Return your deck to the supply.
5 coffers and Windfall will make this almost decent
Title: Re: Really bad card ideas
Post by: Jonatan Djurachkovitch on July 23, 2020, 06:24:43 am
Rage Quit - Event - 0$
Return your deck to the supply.
5 coffers and Windfall will make this almost decent
I once tried starting a game with no cards, just starting by buying coppers. Bought a chapel round 3.
Title: Re: Really bad card ideas
Post by: Rush_Clasic on July 23, 2020, 12:38:41 pm
Ascended Village - $3
Action
+1 Card
+2 Actions
------------
Setup: After choosing kingdom piles, shuffle them all together into a single face-down kingdom deck, then put the top 5 cards of that deck face-up into a line-up. Whenever a card leaves the line-up, replace it with the next card in the kingdom deck. If a card would return to a kingdom pile, instead shuffle it into the kingdom deck. Treat the kingdom deck as a single pile and the line-up as not a pile for the 3-pile game-ending condition. If the kingdom deck runs out of cards, the game ends at the end of that turn.
Title: Re: Really bad card ideas
Post by: mutated on July 23, 2020, 10:46:46 pm
Ascended Village - $3
Action
+1 Card
+2 Actions
------------
Setup: After choosing kingdom piles, shuffle them all together into a single face-down kingdom deck, then put the top 5 cards of that deck face-up into a line-up. Whenever a card leaves the line-up, replace it with the next card in the kingdom deck. If a card would return to a kingdom pile, instead shuffle it into the kingdom deck. Treat the kingdom deck as a single pile and the line-up as not a pile for the 3-pile game-ending condition. If the kingdom deck runs out of cards, the game ends at the end of that turn.

I too like Star Realms.  :D
Title: Re: Really bad card ideas
Post by: Barbarossa41 on July 24, 2020, 02:22:42 am
Ascended Village - $3
Action
+1 Card
+2 Actions
------------
Setup: After choosing kingdom piles, shuffle them all together into a single face-down kingdom deck, then put the top 5 cards of that deck face-up into a line-up. Whenever a card leaves the line-up, replace it with the next card in the kingdom deck. If a card would return to a kingdom pile, instead shuffle it into the kingdom deck. Treat the kingdom deck as a single pile and the line-up as not a pile for the 3-pile game-ending condition. If the kingdom deck runs out of cards, the game ends at the end of that turn.


Question:  Are the victory and Treasure base cards shuffled in as well?
Title: Re: Really bad card ideas
Post by: Minotaur on July 24, 2020, 03:45:26 am
Ascended Village - $3
Action
+1 Card
+2 Actions
------------
Setup: After choosing kingdom piles, shuffle them all together into a single face-down kingdom deck, then put the top 5 cards of that deck face-up into a line-up. Whenever a card leaves the line-up, replace it with the next card in the kingdom deck. If a card would return to a kingdom pile, instead shuffle it into the kingdom deck. Treat the kingdom deck as a single pile and the line-up as not a pile for the 3-pile game-ending condition. If the kingdom deck runs out of cards, the game ends at the end of that turn.


Question:  Are the victory and Treasure base cards shuffled in as well?

Official language is that "kingdom" is all the cards except for the base cards (Estate/Duchy/Province/Copper/Silver/Gold/Curse).  (The wiki seems a little bit non-commital about Platinum/Colony/Potion, but seems to think they are also base cards)

So maybe there's a clearer explanation than the one in the wiki right now, but Gold/Silver would not be shuffled in with this wording, but Royal Seal would be.
Title: Re: Really bad card ideas
Post by: Rush_Clasic on July 24, 2020, 12:50:04 pm
Rager - $6
Action
+2 Cards
Each player with any cards in their deck passes their deck to the next such player on their left, at once. Then put your deck into your discard pile, search it for up to one card, and trash that card.

Bigger Masquerade!
Title: Re: Really bad card ideas
Post by: LordBaphomet on July 24, 2020, 02:08:30 pm
Edareuqsam - Action - $3
You may gain a card to your hand from the trash.
Each player sets aside a card from their hand.
At once, each player passes their hand to the player on their right, then returns the set aside card to their hand.
Discard two cards.

I feel as though backwards is a great new mechanic for very bad cards. Here's another:
Fieht - Action - Attack - $4
Reveal the top cards of your discard equal to the number of players. Each other player gains a revealed treasure that you choose onto their deck,
going to the right. Then, each other player puts the top card of their discard onto their deck, or the top two if they did not gain any treasures.
Title: Re: Really bad card ideas
Post by: Minotaur on July 24, 2020, 03:38:38 pm
Burning Chapel
Action-Burning
Cost: $2

If inflamed, trash 12 cards from your hand.

(A Burning card is Inflamed if you have played at least four Burning cards this turn)

Jeremy had gone to scout for trashing in the kingdom.  When he came back, the first thing he said was, "Do you want the good news first or the bad news?"
Title: Re: Really bad card ideas
Post by: crj on July 24, 2020, 07:03:16 pm
That gives me an idea which might not be really bad:
Crone
Action-Attack
Cost: $4

+2 Cards
Each other player gains your choice of the cheapest cards in the Trash.
Title: Re: Really bad card ideas
Post by: Minotaur on July 24, 2020, 07:51:54 pm
Training Weights
Project
Cost: <8>

Whenever you add a card to your hand that puts you above 10 cards, trash it and +1 VP.  Put your Inheritance token here, and treat this as a set aside Laboratory.
Title: Re: Really bad card ideas
Post by: Rush_Clasic on July 24, 2020, 08:19:34 pm
Bitcoin - $4
Treasure
$4
----
$ produced by this can only be spent to buy Bitcoin.
Title: Re: Really bad card ideas
Post by: Marcory on July 25, 2020, 11:46:20 pm
Bitcoin - $4
Treasure
$4
----
$ produced by this can only be spent to buy Bitcoin.

FTFY
Bitcoin   Action, Costs [1 bitcoin]

Take a Bitcoin token.
____________
During your buy phase, you may trade a bitcoin token to another player for any mutually-agreed amount of tokens, or any number of mutually-agreed cards from their hand or mats.
Title: Re: Really bad card ideas
Post by: LittleFish on July 26, 2020, 06:07:24 pm
Card Magician
Action-Command-Duration-Looter-Fate-Doom-Curse-Gathering-Treasure-Victory-Castle-Attack-Knight-Reaction-Prize-Duration-Reserve-Night-Event-Landmark-Boon-Hex-State-Artifact-Project-Way-Ruin-Spirit-Zombie-Traveller (http://wiki.dominionstrategy.com/images/thumb/b/bc/Coin7.png/16px-Coin7.png)

The following are written on the card to be read vertically, as most cards are:

+(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) Now and at the start of your next turn

If you're playing this from your hand and it's your...
Action phase, Choose 2: +1 Card, +1 Action, + (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png), Place a (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) token on the Card Magician supply pile, take the (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) tokens from the Card Magician supply pile, Play a card from the supply costing 5 or less; or Each other player reveals the top card of their deck, trashes one of them costing from (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) to (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png) and discards the rest
Buy phase, (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)
Night phase, Receive the top Boon, and every other player receives the top Hex and gains a ruin
You may put this on your tavern mat
-------
When you discard this from play, you may exchange it for a Action card of your choice
-------
At the start of your turn, you may call this to take the 'Card Magician' State-Artifact
-------
When another player gains a card, you may reveal this to gain it instead
-------
When scoring, if this card is in your deck, then this card is worth 3 (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png). Otherwise, -2(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)
-------
Setup: This card may take the place of a Kingdom pile, in the trash if Necromancer is in play, in the boon pile, in the hex pile, in the ruin pile, shuffled with the Knights, at the bottom of the Castle pile, with the prizes, shuffled into the Imp pile, or the spot of an event, Landmark, project, or way
The following are written horizontally, like an event:
------
If you buy this as a Event, Each other player gains a curse and a ruin
------
If you buy this as a project, at the start of each of your turns, +1 Card +(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) +1 (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)
------
If a player gains this card, return all project markers to their owners
------
While this is placed horizontally, each player gains +1 Coffer at the beginning of their turn
------
If you have this in front of you as a Artifact or State, you may gain a Treasure at the beginning of your Night phase
-----
As a Hex: Exile a Curse from the supply. If you can't, Gain a copper
-----
As a Boon: You may Trash all cards on your exile mat
-----
While this card is horizontal or in play, you may use this card as a way. As a way: You may trash a card from your hand, if you do +(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png) and take (http://wiki.dominionstrategy.com/images/thumb/9/90/Debt4.png/18px-Debt4.png)
Title: Re: Really bad card ideas
Post by: LordBaphomet on July 26, 2020, 08:05:26 pm
(https://i.imgur.com/a0ewO1a.png)
Wrong cost, but whatever
Title: Re: Really bad card ideas
Post by: silverspawn on July 27, 2020, 04:21:49 am
I think someone has been playing too many Scribes
Title: Re: Really bad card ideas
Post by: Minotaur on July 29, 2020, 07:15:27 pm
I think someone has been playing too many Scribes

Too many Scribes
Spoil the card
But they fill our hearts with love
Title: Re: Really bad card ideas
Post by: LibraryAdventurer on August 06, 2020, 06:22:34 am
Quote
Humble Castle Enclave where the Harem girls live
$15 - Event
Gain a Province and a Platinum.
Title: Re: Really bad card ideas
Post by: Minotaur on August 06, 2020, 08:12:06 pm
Three Harem Girls In A Trench Coat
Victory/Treasure
Cost: $15

+$6
---------
6 VP
Title: Re: Really bad card ideas
Post by: Doom_Shark on August 13, 2020, 11:44:21 pm
Just posted this in the weekly design contest as a joke, figured it goes here:

Hoarder
Action (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)
Gain any number of Coppers.
Title: Re: Really bad card ideas
Post by: LittleFish on August 13, 2020, 11:46:15 pm
Just posted this in the weekly design contest as a joke, figured it goes here:

Hoarder
Action (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)
Gain any number of Coppers.
It combos with moneylender, gardens, and it counters mountebank! It can't be that bad of a card!
Title: Re: Really bad card ideas
Post by: Minotaur on August 14, 2020, 05:06:21 am
For A Horse
Event
<8>

Gain a Horse.  Remove a Kingdom pile from the game.  (This does not count as an empty pile)
Title: Re: Really bad card ideas
Post by: Jonatan Djurachkovitch on August 15, 2020, 06:56:39 am
Just posted this in the weekly design contest as a joke, figured it goes here:

Hoarder
Action (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)
Gain any number of Coppers.
It combos with moneylender, gardens, and it counters mountebank! It can't be that bad of a card!
Yes! Give me those 7 vp gardens every turn! Also, Duke/Duchy almost every turn. Gets countered hard by handsize attacks.
Title: Re: Really bad card ideas
Post by: crj on August 15, 2020, 01:28:32 pm
Just posted this in the weekly design contest as a joke, figured it goes here:

Hoarder
Action (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)
Gain any number of Coppers.
It combos with moneylender, gardens, and it counters mountebank! It can't be that bad of a card!
Yes! Give me those 7 vp gardens every turn! Also, Duke/Duchy almost every turn. Gets countered hard by handsize attacks.
The combo with Travelling Fair and Counting House would be... powerful.
Title: Re: Really bad card ideas
Post by: LordBaphomet on August 20, 2020, 03:48:51 pm
Scrap market - 6
+1 Card
+1 Action
+1 Buy
+1 Coin
Gain a silver
Gain a horse
Title: Re: Really bad card ideas
Post by: LittleFish on August 20, 2020, 10:55:04 pm
Scrap market - 6
+1 Card
+1 Action
+1 Buy
+1 Coin
Gain a silver
Gain a horse
Scrapped Market - (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)
+1 Card
+1 Action
+1 Buy
+ (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)
Gain a Silver
Gain a Horse
You may trash this card, if you did: Discard a card. If you have any + actions remaining, you now have 1 less. This turn, buying a card requires 2 buys. Take the -(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) token. Trash a silver from your discard pile. Return a horse from your discard pile to the horse pile.
Title: Re: Really bad card ideas
Post by: LordBaphomet on August 20, 2020, 11:06:59 pm
Scrap market - 6
+1 Card
+1 Action
+1 Buy
+1 Coin
Gain a silver
Gain a horse
Scrapped Market - (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)
+1 Card
+1 Action
+1 Buy
+ (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)
Gain a Silver
Gain a Horse
You may trash this card, if you did: Discard a card. If you have any + actions remaining, you now have 1 less. This turn, buying a card requires 2 buys. Take the -(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) token. Trash a silver from your discard pile. Return a horse from your discard pile to the horse pile.

Marketed Scrap
+1 Card. For each +1 Action is Horses, choose a Buy: +1 Silver, $$$
Title: Re: Really bad card ideas
Post by: LibraryAdventurer on August 21, 2020, 03:04:05 am
Joke entry for the "Maybe this will help" heirloom contest

(http://wiki.dominionstrategy.com/images/thumb/4/46/Scout.jpg/375px-Scout.jpg)
Quote
Footprint
$1 - Treasure - Heirloom - Victory
+$1
-
Worth 1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) per 2 Scouts you have.
-
Setup: Replace all your starting Coppers with Footprints.
Title: Re: Really bad card ideas
Post by: LibraryAdventurer on August 24, 2020, 05:44:13 am
Also for the "Maybe this will help" heirloom contest

(http://wiki.dominionstrategy.com/images/thumb/3/3a/Explorer.jpg/372px-Explorer.jpg)
Quote
Scout
$2 - Action - Heirloom
+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.
Get your Province(s) together with your Explorer.
Title: Re: Really bad card ideas
Post by: crj on August 24, 2020, 08:55:09 am
Well, if the game is now really bad ways to buff Scout, how about:

Monarchism
Project

During your turns, cards with names that are anything to do with royalty or nobility are also Victory cards.

Now Scout can draw your Throne Rooms, King's Courts, Crowns, Princes, Barons, etc. (-8
Title: Re: Really bad card ideas
Post by: silverspawn on August 24, 2020, 10:32:45 am
Fixed Scout - Action - 4$
+1 Action
Reveal the top 4 cards of your deck. Put all revealed cards into your hand and put the rest back in any order.

Subsumes the fix suggest above.
Title: Re: Really bad card ideas
Post by: LordBaphomet on August 24, 2020, 12:18:58 pm
Scout Scout - 5$
+1 Action
Reveal the top four cards of your deck. Put the Scouts in your hand and put the rest back in any order.
---------------------------------------
When you gain this, gain a scout.
Title: Re: Really bad card ideas
Post by: LittleFish on August 24, 2020, 12:36:31 pm
Scout Scout - 5$
+1 Action
Reveal the top four cards of your deck. Put the Scouts in your hand and put the rest back in any order.
---------------------------------------
When you gain this, gain a scout.
Scout Scout Scout- 6$
+1 Action
Reveal the top four cards of your deck. Put the Scout Scouts in your hand and put the rest back in any order
----------------------------------------
When you gain this, gain a scout scout
Title: Re: Really bad card ideas
Post by: LordBaphomet on August 24, 2020, 12:43:39 pm
Scout(n) - Action - $(4+n)
+1 Action
Look at the top four cards of your deck. Put the Scout(n-1)s into your hand and the rest back in any order. (A Scout(-1) is a Victory Card.)
------------------------------
When you gain this, if n is not zero, gain a Scout(n-1)

Infiniscout - Project - 20$
When you gain a Scout(n), gain a Scout(n+1)

MegaScout - Action - $Infinity
Look at the top four cards of your deck. Put all scouts(-1 to infinity) in your hand and the rest back in any order.
------------------------------
When you gain this, gain all Scout(n)s, where n>-1
Title: Re: Really bad card ideas
Post by: MiX on August 24, 2020, 12:51:45 pm
Scout(-1) - Action -  Victory - $3
+1 Action
Look at the top four cards of your deck. Put the rest back in any order.
----------------------------------
0 VP
Title: Re: Really bad card ideas
Post by: LordBaphomet on August 24, 2020, 12:53:44 pm
Scout(-1) - Action -  Victory - $3
+1 Action
Look at the top four cards of your deck. Put the rest back in any order.
----------------------------------
0 VP
Scout(-1) - Action -  Victory - Shelter - $3
+1 Action
Look at the top four cards of your deck. Put the rest back in any order.
----------------------------------
0 VP
------------------------------
Setup: replace your three starting estates with Scout(-1)s
Title: Re: Really bad card ideas
Post by: Minotaur on August 24, 2020, 01:10:06 pm
I think 30 pages back or so I did some "meta" cards of this type.  Like, the following might be a repeat, but I forget.

Metamine
Action
Cost: $2

You may trash an Action card from your hand to gain a Mine into your hand.

(I'm pretty sure Metametamine would have to be a Ruins...)
Title: Re: Really bad card ideas
Post by: LittleFish on September 04, 2020, 03:26:40 pm
Extend Time
Event-(http://wiki.dominionstrategy.com/images/thumb/4/47/Coin8.png/16px-Coin8.png)
+5(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)
Each player (including you) counts the total (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) in their deck, and takes +(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) equal to that number. Each player then returns all(http://wiki.dominionstrategy.com/images/thumb/8/81/Debt.png/18px-Debt.png) tokens, and returns all cards to their piles, including those in the trash.
Each player then gains 3 estates and 7 coppers
Title: Re: Really bad card ideas
Post by: Minotaur on September 04, 2020, 04:14:17 pm
Bronze Deck
Event
$10

Add 1000 Estates to the Estate pile.  Each player returns their VP tokens and gains one Estate per VP.
Title: Re: Really bad card ideas
Post by: D782802859 on September 04, 2020, 05:15:53 pm
Battle of Wits
Action
$5
If your deck has 200 or more cards in it, you win the game.
Title: Re: Really bad card ideas
Post by: GendoIkari on September 04, 2020, 05:17:41 pm
Battle of Wits
Action
$5
If your deck has 200 or more cards in it, you win the game.

Can't believe this hasn't been suggested yet!
Title: Re: Really bad card ideas
Post by: LittleFish on September 04, 2020, 05:19:42 pm
Battle of Wits
Action
$5
If your deck has 200 or more cards in it, you win the game.

Can't believe this hasn't been suggested yet!
Isn't that just philosopher's stone?
Title: Re: Really bad card ideas
Post by: GendoIkari on September 04, 2020, 05:19:48 pm
The Cheese Stands Alone
Action - (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png)
If your deck, discard pile, and hand are empty, and you have no cards in play other than this, you win the game.
Title: Re: Really bad card ideas
Post by: GendoIkari on September 04, 2020, 05:20:43 pm
Battle of Wits
Action
$5
If your deck has 200 or more cards in it, you win the game.

Can't believe this hasn't been suggested yet!
Isn't that just philosopher's stone?

If it also gave enough +buy, I suppose!
Title: Re: Really bad card ideas
Post by: Minotaur on September 04, 2020, 05:36:01 pm
The Cheese Stands Alone
Action - (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png)
If your deck, discard pile, and hand are empty, and you have no cards in play other than this, you win the game.

*squeak squeak*  Hello, I'd like to make a Donation...
Title: Re: Really bad card ideas
Post by: LordBaphomet on September 04, 2020, 07:28:06 pm

UNO - Landmark
If you have one card in your hand and you call "UNO" before someone else, take two VP from here.
If someone else called "UNO" before you, they take one of your VP tokens, or you gain a curse if you don't have any VP tokens.
-
Setup: put 6 VP here per player
Title: Re: Really bad card ideas
Post by: jonaskoelker on September 14, 2020, 01:28:27 pm
Look at the top four cards of your deck. Put the rest back in any order.
Synergies: Pearl Diver (http://wiki.dominionstrategy.com/index.php/Pearl_Diver) and Secret Passage (http://wiki.dominionstrategy.com/index.php/Secret_Passage).
Title: Re: Really bad card ideas
Post by: jonaskoelker on September 14, 2020, 01:39:50 pm
Scout(n) - Action - $(4+n)
[...]
Infiniscout
[...]
MegaScout

NegaScout — Action - Scout — $4
+1 Action
Look at the top four cards of every other player's deck. Trash all revealed scouts and put the rest back in any order you choose.

(See also https://en.wikipedia.org/wiki/Principal_variation_search (https://en.wikipedia.org/wiki/Principal_variation_search))
Title: Re: Really bad card ideas
Post by: Minotaur on September 20, 2020, 09:59:38 pm
Disputed Territory
Action-Victory
Cost: $7

Trash this.  Gain a Victory card of each coin cost less than this.  (When you gain a Victory card from this, ignore the rest of that card's pile)
--------
4 VP
Title: Re: Really bad card ideas
Post by: LittleFish on September 26, 2020, 03:41:05 pm
Money Laundering
Action-Attack (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)
Each other player reveals their hands and trashes one treasure card from it. You gain the trashed cards to your hand. Then, reveal your hand, and put all cards with the names of the treasure cards your opponents trashed on them onto your deck. Draw a number of cards equal to the number of cards your opponent trashed.
Title: Re: Really bad card ideas
Post by: Awaclus on September 28, 2020, 08:18:27 am
Rage Quit - Event - 0$
Return your deck to the supply.
5 coffers and Windfall will make this almost decent

You don't need coffers or Windfall, this is a ridiculously strong event on a 5/2 opening.
Title: Re: Really bad card ideas
Post by: D782802859 on September 28, 2020, 08:36:23 am
Rage Quit - Event - 0$
Return your deck to the supply.
5 coffers and Windfall will make this almost decent

You don't need coffers or Windfall, this is a ridiculously strong event on a 5/2 opening.

Then you don't have a deck to return.
Title: Re: Really bad card ideas
Post by: silverspawn on September 28, 2020, 09:44:39 am
Joke entry for this week's design contest:

(https://i.ibb.co/Ydyy6Lz/mizzet.png)
Title: Re: Really bad card ideas
Post by: Awaclus on September 29, 2020, 05:55:00 am
Then you don't have a deck to return.

Yes you do, it contains 3 Estates and 2 Coppers.
Title: Re: Really bad card ideas
Post by: LittleFish on September 29, 2020, 02:46:21 pm
Bluff Action (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)
You and the player to your left both name a card. If either of you believe the other does not have the card they named, you may call them on it. You call first if you both wish to call. If nobody calls, +2 if you named the higher costing card. If someone calls and someone lied about their card, the person who didn't lie gains a gold. If both lied, then both gain a copper onto their deck
From the set expansion contest. It just fits better here
Title: Re: Really bad card ideas
Post by: Jonatan Djurachkovitch on October 01, 2020, 04:29:25 am
Trickster - Action-Attack - $5
All other players shuffle their hand.
Title: Re: Really bad card ideas
Post by: LittleFish on October 01, 2020, 11:18:18 am
Distraction-Action Attack (http://wiki.dominionstrategy.com/images/thumb/c/cc/Coin10.png/16px-Coin10.png)
Each other player puts their desks into their discard piles, then arranges their discard into alphabetical order. As long as someone is reordering their discard pile, you recieve +1 Card and +1 action for each Action card played
Title: Re: Really bad card ideas
Post by: infangthief on October 01, 2020, 11:58:57 am
Distraction-Action Attack (http://wiki.dominionstrategy.com/images/thumb/c/cc/Coin10.png/16px-Coin10.png)
Each other player puts their desks into their discard piles, then arranges their discard into alphabetical order. As long as someone is reordering their discard pile, you recieve +1 Card and +1 action for each Action card played
So you continue playing other cards without waiting for this one to finish resolving?

Can we make Dominion into a multi-threaded game?

Spawn
Action-Duration - cost 4
Spawn a new thread, giving it a name. Start a new turn in that thread.
For the rest of the game, any player may service the main game or any named thread at any time.
-----------------
When any player does anything in a named thread they must announce the name of the thread they are currently servicing.
Whenever a player finishes a turn in a named thread, the player to their left begins a turn in the same thread.
Title: Re: Really bad card ideas
Post by: Awaclus on October 01, 2020, 02:05:37 pm
Covid
(http://wiki.dominionstrategy.com/images/thumb/b/bc/Coin7.png/16px-Coin7.png) Action - Attack
+1 Action
+1 Buy
+(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)
Each other player Exiles a Curse from the Supply. If they can't, they discard their Exiled Curses.
Gain one of the Exiled Curses.
_____
Setup: Exile 3 Curses.
Title: Re: Really bad card ideas
Post by: Jonatan Djurachkovitch on October 01, 2020, 02:51:05 pm
Covid
(http://wiki.dominionstrategy.com/images/thumb/b/bc/Coin7.png/16px-Coin7.png) Action - Attack
+1 Action
+1 Buy
+(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)
Each other player Exiles a Curse from the Supply. If they can't, they discard their Exiled Curses.
Gain one of the Exiled Curses.
_____
Setup: Exile 3 Curses.
On what Exile mat are the Curses?
Title: Re: Really bad card ideas
Post by: Awaclus on October 01, 2020, 03:58:28 pm
Covid
(http://wiki.dominionstrategy.com/images/thumb/b/bc/Coin7.png/16px-Coin7.png) Action - Attack
+1 Action
+1 Buy
+(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)
Each other player Exiles a Curse from the Supply. If they can't, they discard their Exiled Curses.
Gain one of the Exiled Curses.
_____
Setup: Exile 3 Curses.
On what Exile mat are the Curses?

On the person's who exiles them.
Title: Re: Really bad card ideas
Post by: Minotaur on October 01, 2020, 04:02:26 pm
Ok, so draw lots to see who does the game setup?
Title: Re: Really bad card ideas
Post by: D782802859 on October 01, 2020, 09:30:14 pm
Settlers (Of Catan)
+1 Card
+1 Action
Roll 2d6. Gain a card from the pile with that number on it.
-
Setup: Put the numbers 2 through 11 on different Kingdom card piles. Put the number 12 on the Gold pile.

Obviously an oversimplification, but I don't think I could squeeze the intricacies onto one card.
Title: Re: Really bad card ideas
Post by: Jonatan Djurachkovitch on October 02, 2020, 01:12:11 am
Mountain Trickster
$6 - Action-Attack
All other players shuffle their discard pile.

Dump Trickster
$5P - Action
Shuffle the trash.

Enchanting Trickster
$7 - Action-Attack-Duration
Until your next turn, all other players ignore the words "you may" on all cards and landscapes. At the start of your next turn, all other players shuffle their hands.
Title: Re: Really bad card ideas
Post by: Freddy10 on October 04, 2020, 08:22:01 pm
From the set expansion contest. It just fits better here
Why don't we have a Real Bad Ideas Contest  ;D
Title: Re: Really bad card ideas
Post by: LittleFish on October 04, 2020, 08:24:51 pm
From the set expansion contest. It just fits better here
Why don't we have a Real Bad Ideas Contest  ;D
"RCBI card contest. Cards must meet x and be cost balanced (or as much as possible). Otherwise follows rules of other contests"
Title: Re: Really bad card ideas
Post by: Marcory on October 09, 2020, 03:01:21 am
Emperor Action  [$17]

+1 Buy.

You may discard two Provinces for $16. If you don't, trash a Province from the supply and +15(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)

Viceroy  Action [$13]

+1 Buy

You may discard a Colony for $13. If you don't, gain a Colony.

Lieutenant Governor Action (http://wiki.dominionstrategy.com/images/thumb/c/cc/Coin10.png/16px-Coin10.png)

You may discard a Province for (http://wiki.dominionstrategy.com/images/thumb/c/cc/Coin10.png/16px-Coin10.png)  If you don't, gain a Province.

Grand Duke  Action (http://wiki.dominionstrategy.com/images/thumb/b/bc/Coin7.png/16px-Coin7.png)

You may discard a Duchy for (http://wiki.dominionstrategy.com/images/thumb/b/bc/Coin7.png/16px-Coin7.png). If you don't, gain a Duchy.

Baronet Action-Looter (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)

You may discard an Overgrown Estate or a Ruin for (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png). If you don't, gain a Ruin.

(These are obviously extensions of the Baron theme, though Grand Duke may be borderline not RBCI).

Title: Re: Really bad card ideas
Post by: LittleFish on October 09, 2020, 10:44:34 am

Lieutenant Governor Action (http://wiki.dominionstrategy.com/images/thumb/c/cc/Coin10.png/16px-Coin10.png)

You may discard a Province for (http://wiki.dominionstrategy.com/images/thumb/c/cc/Coin10.png/16px-Coin10.png)  If you don't, gain a Province.
Resigned Lieutenant Governor Action-Ruins

If you don't gain a province this turn, you may discard a province for +(http://wiki.dominionstrategy.com/images/thumb/c/cc/Coin10.png/16px-Coin10.png)
Title: Re: Really bad card ideas
Post by: LittleFish on October 11, 2020, 06:13:53 pm
New card type: Ritual
You may spend a goat token when you play a card to invoke it.

Sacrificial Knife- Action-Attack-Ritual (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)
Trash a card from your hand and take goat tokens equal to 1/3 it's cost. If invoked, each other player trashes the top card of their deck.

Summoning- Action (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)
If invoked, gain a Action card costing up to 6, otherwise, Draw 2 cards


Divine Smite- Action-Attack (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)
+1 Card
+1 Action
If invoked, Every player (including you) trashes an action card from their hand, or reveals a hand with none

Goat Thief- Action-Attack (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)(http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png)
Each player with goat token must give you one goat token

Banishing- Action-Ritual (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)
If Invoked, Exile up to three differently named cards from your hand.


Hex- Action Attack (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png)
+1 Card
Each player discards a card from their hand. If invoked, they also gain a Curse onto their deck.
Title: Re: Really bad card ideas
Post by: LittleFish on October 13, 2020, 12:21:36 am
It's just like Lead! Turns into gold when you splash a potion over it, and is toxic if you hold on to it until the end!


Lead
Treasure-Victory (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png)

(http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png)
You may trash a Potion from your hand, if you do, return this to the Lead pile, and gain a Gold.
---
- 2 (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)
Title: Re: Really bad card ideas
Post by: Minotaur on October 19, 2020, 04:29:07 pm
It's just like Lead! Turns into gold when you splash a potion over it, and is toxic if you hold on to it until the end!


Lead
Treasure-Victory (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png)

(http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png)
You may trash a Potion from your hand, if you do, return this to the Lead pile, and gain a Gold.
---
- 2 (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)

Also gives you a free Transmute when you Transmute it!  Very win!
Title: Re: Really bad card ideas
Post by: LittleFish on October 23, 2020, 04:31:16 pm
Inverted scout

+1 card

Reveal the bottom four cards of your deck, put the victory cards back, and put the rest into your hand
Title: Re: Really bad card ideas
Post by: Minotaur on October 24, 2020, 06:15:46 pm
Inverted scout

+1 card

Reveal the bottom four cards of your deck, put the victory cards back, and put the rest into your hand

An anti-scout that synergizes with Pearl Diver, wow.  Is it +1 Action though?  This would be a pretty awkward terminal in many decks, and I don't know if it really needs the +1 Card.  Or maybe that change is part of the theme.
Title: Re: Really bad card ideas
Post by: LittleFish on October 24, 2020, 11:14:01 pm
Inverted scout

+1 card

Reveal the bottom four cards of your deck, put the victory cards back, and put the rest into your hand

An anti-scout that synergizes with Pearl Diver, wow.  Is it +1 Action though?  This would be a pretty awkward terminal in many decks, and I don't know if it really needs the +1 Card.  Or maybe that change is part of the theme.
The change is to contrast the +1 action, because instead of letting you play a card, it gives you a card you can't play
Title: Re: Really bad card ideas
Post by: Minotaur on October 25, 2020, 03:05:39 am
The change is to contrast the +1 action, because instead of letting you play a card, it gives you a card you can't play

I guess one or two copies still works with money sort of, or maybe you get +actions somewhere.  But then your last turn of the shuffle is garbage.  Pretty funny.
Title: Re: Really bad card ideas
Post by: GendoIkari on October 25, 2020, 10:30:41 am
The change is to contrast the +1 action, because instead of letting you play a card, it gives you a card you can't play

I guess one or two copies still works with money sort of, or maybe you get +actions somewhere.  But then your last turn of the shuffle is garbage.  Pretty funny.

I think you’re way underestimating it. For a big chunk of the game, assuming trashing is available; this is just “+5 cards”. Yes it gets worse towards the end of the game, but still it’s super powerful.
Title: Re: Really bad card ideas
Post by: crj on October 25, 2020, 11:20:30 am
Stock exchange
Event, $8

Exchange any number of Coffers, Villagers and/or VP tokens for Coffers, Villagers and/or VP tokens.
Title: Re: Really bad card ideas
Post by: LittleFish on October 25, 2020, 12:07:45 pm
Fairy Court- Night (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)
You may play a Night card from your hand twice
Title: Re: Really bad card ideas
Post by: Marcory on October 28, 2020, 01:56:15 am
This Action-Treasure-Victory $4

+$2
1 VP

____________
Setup: Add this as an additional Supply pile to any Kingdom that has a supply card referring to this.
Title: Re: Really bad card ideas
Post by: Minotaur on October 28, 2020, 02:08:04 am
This Action-Treasure-Victory $4

+$2
1 VP

____________
Setup: Add this as an additional Supply pile to any Kingdom that has a supply card referring to this.

Not sure if This is the Seinfeld plot or what.
Title: Re: Really bad card ideas
Post by: Minotaur on October 28, 2020, 02:13:26 am
That
Night $2

You may trash a This from your hand or from play.  If you do, gain a Gold and a Duchy.  Otherwise, gain a This and trash this.


The Other
Project <12>

When you build this, gain all of This and That from the trash.  When you trash This or That for the rest of the game, gain it.
Title: Re: Really bad card ideas
Post by: silverspawn on October 29, 2020, 05:16:26 pm
(https://i.ibb.co/bQSXZhb/COVID-19.png)
Title: Re: Really bad card ideas
Post by: joefarebrother on November 01, 2020, 02:40:46 pm
Noble Brigand but fixed: Action - Attack, $4
+$1
Each other player reveals the top 2 cards of their deck, trashes a revealed Silver or Gold you choose, discards the rest, and gains a Copper if they didn't reveal a Treasure. You gain the trashed cards.
----------
When you buy this, play it from the supply, leaving it there (until you gain it); but first, take a -1 coin token (even if you already have one). You can't use a way to modify this play, it can't be reacted to by any reactions, and it doesn't cause any on-play effects to trigger.
Title: Re: Really bad card ideas
Post by: LittleFish on November 01, 2020, 04:10:32 pm
Counter-Bank
Action-(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png)
Look through your discard pile. You may put three cards costing (http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png) into your hand, revealing them. You may then return two differently named cards costing (http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png) to their piles
Title: Re: Really bad card ideas
Post by: Minotaur on November 04, 2020, 12:29:18 pm
Mountain's Bank
Treasure-Attack
$7

+$1 for each Treasure you have in play
Each other play either may discard a Curse from hand.  Those who do gain a Silver; the others gain a Curse.


(I couldn't get a satisfying version of this to work with Mountain Village concept, it was too wonky)
Title: Re: Really bad card ideas
Post by: LittleFish on November 06, 2020, 07:27:03 pm
Fount-Bank
Victory-(http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png)
Worth 15 (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) for every ten coppers you have in your deck
--
When you would gain a copper, you may instead discard a copper from your hand to gain this
Title: Re: Really bad card ideas
Post by: Minotaur on November 10, 2020, 09:49:24 am
Deep Sea Hag
Action-Attack-Reaction
Cost: $4

Each other player discards the second card of their deck and gains a Curse in its place.
---------
When you play a Sea Hag, you may play this from your hand, but not if you already did with another copy of this.


Abyss Hag
Action-Attack- Reaction
Cost: $4

Each other player discards the third card of their deck and gains a Curse in its place.
---------
When you play a Deep Sea Hag, you may play this from your hand, but not if you already did with another copy of this.


Magma Hag
Action-Attack- Reaction
Cost: $4

Each other player discards the fourth card of their deck and gains a Curse in its place.
---------
When you play an Abyss Hag, you may play this from your hand, but not if you already did with another copy of this.
Title: Re: Really bad card ideas
Post by: MiX on November 10, 2020, 10:01:35 am
Final-Hag
Action-Attack
Cost: $4

+$2

Each opponent with 4 or more cards in their hand discards a non-Curse card (or reveals a hand of all Curses).
Title: Re: Really bad card ideas
Post by: Minotaur on November 10, 2020, 10:41:23 am
Final-Hag
Action-Attack
Cost: $4

+$2

Each opponent with 4 or more cards in their hand discards a non-Curse card (or reveals a hand of all Curses).

Ok that's just broken.

EDIT:  Not a Reaction to Magma?  What if there aren't villages on the board or the other 4 Hag cards?

EDIT 2:  Never mind, you want to play it after they play their turns and draw 4 Curses.
Title: Re: Really bad card ideas
Post by: LittleFish on November 30, 2020, 03:00:18 pm
Reforming Hag
Action (http://wiki.dominionstrategy.com/images/thumb/1/16/Coin3plus.png/16px-Coin3plus.png)
Each player discards the top card of their deck. If they discard a curse, they may return it to the supply. each other player may then look through their discard pile and put a card from it onto their deck
--
When you buy this, you may overpay for it. For every (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) overpayed, each other player discards the top card of their deck and gains a curse
Title: Re: Really bad card ideas
Post by: joefarebrother on December 13, 2020, 02:34:07 pm
(https://i.imgur.com/IaSqhfP.png)
Title: Re: Really bad card ideas
Post by: LittleFish on December 13, 2020, 03:26:17 pm
Will You Pay Attention Please?
Project (http://wiki.dominionstrategy.com/images/thumb/5/5d/Coin0.png/16px-Coin0.png)
When a player leaves the table at which you are playing Dominion, they discard their hand and deck, then trash all cards other than copper and curse. Then, they gain 5 Curses to their hand
Title: Re: Really bad card ideas
Post by: joefarebrother on December 14, 2020, 07:34:10 am
Promotion
Event, $0
+1 Buy
Trash a pawn from you hand that's been played at least 5 times this game. Gain a Bishop, a Knight, a Castle, or a Princess.

(yes, you have to keep track of how many times you've played each individual card)

Edit: Got to add in an "if you do" for it to only be RB in the intended ways.
Title: Re: Really bad card ideas
Post by: infangthief on December 14, 2020, 10:19:05 am
Promotion
Event, $0
+1 Buy
Trash a pawn from you hand that's been played at least 5 times this game. Gain a Bishop, a Knight, a Castle, or a Princess.

(yes, you have to keep track of how many times you've played each individual card)
Maybe "Promotion" could be released as a Promo at a tournament for some other popular game.

I think you need to make the gaining conditional on the trashing. Otherwise it becomes a "really really bad card idea". No place for those here!
Title: Re: Really bad card ideas
Post by: pubby on December 21, 2020, 11:36:16 am
Wonderful Life
Event, $5
Once per life, the other players play another game of Dominion using this Kingdom, excluding you, and stopping once the turn count reaches this game's turn count. If the winner's VP is less than your current VP in this game, +$8000, +1 Buy, and ring a bell.
Title: Re: Really bad card ideas
Post by: LittleFish on December 27, 2020, 04:58:12 pm
Pirate Cove
Project (http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png)
When you add a coin token to your pirate ship mat, take +1 coffer.
-
When you buy this, take coffers equal to (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) tokens on all players' pirate ship mat
Title: Re: Really bad card ideas
Post by: LittleFish on December 29, 2020, 07:56:56 pm
New Player's Throne
Action (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)
Discard this from play. Then, you may discard an action card. If you did, take it's vanilla bonuses twice. Then, take the remaining text on the card (non-vanilla bonuses) and follow that twice.
Title: Re: Really bad card ideas
Post by: Minotaur on January 01, 2021, 12:38:14 pm
Clay
Action-Victory-Treasure
Cost: $6

Worth 3 VP

(EDIT: Interaction with Kiln.  It doesn't innately do anything when played, though it would interact interestingly with Ways and tokens.  Arguably, would be a pretty fun 2nd half of a split pile with Kiln, though as a split pile, it could run out before you even got a chance to Kiln yours.  Perhaps 5 Kiln/10 Clay would be fair here.  If it's not in a split pile, it would be completely dead on most boards, needing a reference to card types at the very least, or you could use it as a last resort backup Duchy.)
Title: Re: Really bad card ideas
Post by: LittleFish on January 02, 2021, 07:13:41 pm
Bullet
Action-Attack (http://wiki.dominionstrategy.com/images/thumb/a/ae/Coin0star.png/16px-Coin0star.png)
You trash a werewolf from the supply. If you can not, each opponent reveals their hand, and then trash any revealed werewolves.
---
When you gain this, trash a silver from your hand. If you do not, trash this from wherever it is.
Title: Re: Really bad card ideas
Post by: Minotaur on January 04, 2021, 08:28:51 pm
Gomer
Victory
Cost: $6

4VP
This pile triggers the end of the game as if it were the Province pile.
Title: Re: Really bad card ideas
Post by: Timinou on January 15, 2021, 06:41:51 pm
This is a variant of a concept I was toying around with for the Set Expansion contest:

(https://i.imgur.com/kjLYxJD.png)

Now you don't have to worry about copies of your terminal Actions colliding!
Title: Re: Really bad card ideas
Post by: crj on January 15, 2021, 07:07:55 pm
Not completely useless, in conjunction with draw-to-N!
Title: Re: Really bad card ideas
Post by: Timinou on January 15, 2021, 07:19:16 pm
Not completely useless, in conjunction with draw-to-N!

You’re right!  This would be mucH better without the “Discard this...” part.
Title: Re: Really bad card ideas
Post by: Minotaur on January 16, 2021, 10:36:10 pm
Means
Any Treasure can do this instead of what it usually does when played.


Means Of Production
+1 Buy


Golden Mean
Reveal cards from the top of your deck until you reveal three Treasures.  Your opponent chooses one to discard.  Choose another.  Discard the revealed Treasures and follow the instructions on the Treasure you chose.


Mean Girls
Gain two Curses.  If you did, gain a Duchy.


Meaning Of Life
(Once per turn) Play an Action card from your hand.


Means Committee
+2 Cards.  +1 Buy.  Each other player gets +1 Card.
Title: Re: Really bad card ideas
Post by: silverspawn on January 17, 2021, 03:56:39 pm
This is a variant of a concept I was toying around with for the Set Expansion contest:

(https://i.imgur.com/kjLYxJD.png)

Now you don't have to worry about copies of your terminal Actions colliding!

This is in the wrong thread. I'd say it's too specific to be good, but it's not really bad.
Title: Re: Really bad card ideas
Post by: Timinou on January 17, 2021, 09:11:45 pm
This is a variant of a concept I was toying around with for the Set Expansion contest:

(https://i.imgur.com/kjLYxJD.png)

Now you don't have to worry about copies of your terminal Actions colliding!

This is in the wrong thread. I'd say it's too specific to be good, but it's not really bad.

Would this qualify?

(https://i.imgur.com/IvV7Jop.png)

This introduces the Bang mechanic.  I'm still working on the online implementation.
Title: Re: Really bad card ideas
Post by: infangthief on January 18, 2021, 04:50:43 am
This is a variant of a concept I was toying around with for the Set Expansion contest:

(https://i.imgur.com/kjLYxJD.png)

Now you don't have to worry about copies of your terminal Actions colliding!

This is in the wrong thread. I'd say it's too specific to be good, but it's not really bad.

Would this qualify?

(https://i.imgur.com/IvV7Jop.png)

This introduces the Bang mechanic.  I'm still working on the online implementation.
It seems to be already implemented on my old laptop.
Title: Re: Really bad card ideas
Post by: Minotaur on January 26, 2021, 06:16:04 am
Pyramid
Night/Victory/Duration
Cost: <8>

Put any number of your Treasures in play under this face down.  At the start of each turn, put one of them into your hand.
-----------
Worth 1 VP for each Treasure under this.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on January 26, 2021, 10:32:43 pm
Way Of The Caterpillar
You may return this to its pile to gain a card costing exactly $1 less than it.

Way Of The Chicken
+1 Action
Put this in your hand.

Way Of The Leech
Take a Coffer or VP Token from another player.

Way Of The Raccoon
Rearrange the Trash in any order.

Way Of The Dinosaur
Play this as a card that was removed from the Second Editions.
Title: Re: Really bad card ideas
Post by: Minotaur on January 30, 2021, 12:32:51 am
Way Of The Pauper
Play a non-Command action in the Supply costing at most $2 less than this, leaving it there.


Way of the Prince
Exile this.  Play an Exiled Action costing more than this, or Exile an Action from the Supply costing more than this.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on January 30, 2021, 10:04:46 am
Way Of The Pauper
Play a non-Command action in the Supply costing at most $2 less than this, leaving it there.


Way of the Prince
Exile this.  Play an Exiled Action costing more than this, or Exile an Action costing more than this.

These sound like Actually Passable Card Ideas.
Title: Re: Really bad card ideas
Post by: crj on January 30, 2021, 03:25:44 pm
Hang on a sec: there's no default place to Exile stuff from. Every card with the mechanic says "Exile this", or "Exile X from the Supply", "Exile Y from your hand", etc.

Not saying where to exile from would be Really Bad, especially if someone thought to Exile a card that belonged to another player. (-8

(What was the intent of Way of the Prince? Exiling from the supply is pretty strong; exiling from your hand somewhat less so!)
Title: Re: Really bad card ideas
Post by: infangthief on January 30, 2021, 03:28:32 pm
Way of the Way
Do something else of your choice.
Title: Re: Really bad card ideas
Post by: Minotaur on January 30, 2021, 07:11:18 pm
Hang on a sec: there's no default place to Exile stuff from. Every card with the mechanic says "Exile this", or "Exile X from the Supply", "Exile Y from your hand", etc.

Not saying where to exile from would be Really Bad, especially if someone thought to Exile a card that belonged to another player. (-8

(What was the intent of Way of the Prince? Exiling from the supply is pretty strong; exiling from your hand somewhat less so!)

From the Supply, yeah.  It also exiles itself, so it's supposed to be not too strong, but I also didn't say that the card played from Exile stays there.  The exiling itself is just a weaker Camel Train.  Exiling from your hand would be just about unplayable mostly, except for post-Curse curser or whatever.
Title: Re: Really bad card ideas
Post by: LittleFish on January 30, 2021, 08:09:18 pm
This is the Way
Check the internet to see if anybody at the table is wanted. If they are, knock them out and turn them in. If they were the only other player, you win. If there is still players remaining, + 30 coffers
Title: Re: Really bad card ideas
Post by: Minotaur on January 31, 2021, 10:34:20 am
Way Of The Crow
You may discard a Treasure to deal the next Way from the Crow deck and then play this card again.  Otherwise, follow the instructions of the most recently dealt Way.
Title: Re: Really bad card ideas
Post by: emtzalex on January 31, 2021, 07:40:19 pm
(https://i.imgur.com/RnUDzZTm.png)

Somnambulism - $2
Night
Reveal your hand. If you have any Action cards, randomly select one and play it. If the card's text requires making any choices, choose randomly from among all of the possibilities.
-------------
This is gained to your hand (instead of your discard pile).
Title: Re: Really bad card ideas
Post by: Minotaur on January 31, 2021, 10:13:32 pm
(https://i.imgur.com/RnUDzZTm.png)

Somnambulism - $2
Night
Reveal your hand. If you have any Action cards, randomly select one and play it. If the card's text requires making any choices, choose randomly from among all of the possibilities.
-------------
This is gained to your hand (instead of your discard pile).

Generally weaker than Necropolis (except when drawn by terminal draw).  As a Night card, it doesn't even play well with terminal draw that would draw Treasures, but if it returned you to your Buy phase, that could be interesting and playable.  At that point, it almost might as well be a Treasure except for theme reasons, but there are occasionally Treasure abilities that could make some difference.  The randomness is also on-theme, but strongly suggests online-only, and the card seems weak enough without it.

For a Night card that doesn't return you to an earlier phase, setting aside as many as you wish face-up and playing them in any order seems reasonable for $2.

/RBCI critique as actual balance discussion
Title: Re: Really bad card ideas
Post by: crj on February 01, 2021, 10:39:09 am
To me, the Really Bad part of that Card Idea is the problem with working out how to weight different possibilities. How do you choose "randomly" among the possibilities for what Chapel does, for example? (-8
Title: Re: Really bad card ideas
Post by: Minotaur on February 01, 2021, 07:11:14 pm
To me, the Really Bad part of that Card Idea is the problem with working out how to weight different possibilities. How do you choose "randomly" among the possibilities for what Chapel does, for example? (-8

For gainers, the gaining step could involve making a complete numbered list and then using RNG, such as assigning them cards from a Poker deck and shuffling, etc.  Cellar would require N coin flips.  You probably have to reveal your hand a lot of the time, and you may have to reveal anything else that would require a choice, such as optional choices involving card types...  It's thematically appropriate but hell for offline play.
Title: Re: Really bad card ideas
Post by: ConMan on February 02, 2021, 01:01:13 am
What if one of the decisions is "Name a card"? We know that technically the named card doesn't have to be a Dominion card, but do you just include "Ace of Spades" as a single option with equal probability to all named Dominion cards, or do you have to have a list of all cards that exist in any form - including "Autographed 1948 Yogi Berra Rookie card" and "The Christmas card I received back in 2014 from a family my parents used to be friends with and who send a card every year with a newsletter of their grandchildren's accomplishments"?
Title: Re: Really bad card ideas
Post by: Minotaur on February 02, 2021, 02:20:38 am
What if one of the decisions is "Name a card"? We know that technically the named card doesn't have to be a Dominion card, but do you just include "Ace of Spades" as a single option with equal probability to all named Dominion cards, or do you have to have a list of all cards that exist in any form - including "Autographed 1948 Yogi Berra Rookie card" and "The Christmas card I received back in 2014 from a family my parents used to be friends with and who send a card every year with a newsletter of their grandchildren's accomplishments"?

Hmmmm, cat walks on keyboard for this step.  If you don't have them, get them, and then resume your turn.
Title: Re: Really bad card ideas
Post by: infangthief on February 02, 2021, 09:14:20 am
What if one of the decisions is "Name a card"? We know that technically the named card doesn't have to be a Dominion card, but do you just include "Ace of Spades" as a single option with equal probability to all named Dominion cards, or do you have to have a list of all cards that exist in any form - including "Autographed 1948 Yogi Berra Rookie card" and "The Christmas card I received back in 2014 from a family my parents used to be friends with and who send a card every year with a newsletter of their grandchildren's accomplishments"?

Hmmmm, cat walks on keyboard for this step.  If you don't have them, get them, and then resume your turn.
Do I need to make a random choice of cat among all those available at the pet shop? Or will the cheapest do? Or can I pick the one wearing the f.ds badge?
Title: Re: Really bad card ideas
Post by: ConMan on February 02, 2021, 05:15:35 pm
What if, instead of a cat, the pet shop only has a blue dog?
Title: Re: Really bad card ideas
Post by: infangthief on February 03, 2021, 11:40:50 am
What if, instead of a cat, the pet shop only has a blue dog?
Well, then that might just be the inspiration you need to design one of the greatest games of all time.
Title: Re: Really bad card ideas
Post by: joefarebrother on February 04, 2021, 08:39:58 am
Way of the noob

Follow this card's instructions, except whenever you would get +actions, instead you may play that many action cards from your hand (before resolving the rest of the text).
Also, whenever you would discard a card, you may trash it instead, and vice-versa.
Title: Re: Really bad card ideas
Post by: crj on February 04, 2021, 03:42:07 pm
Hmm. "Way of the noob" makes me think "Way of the boon".

I wonder if "+1 Action, receive a Boon" would be too strong for a Way?
Title: Re: Really bad card ideas
Post by: Minotaur on February 07, 2021, 12:19:59 am
Undeadery
Night
Cost: $3P

+P
+$1
Gain a Nightmare whenever you gain a card costing $2P or more this turn.
You may play a Treasure from your hand.
You may buy a card costing P or more.


Nightmare
Night
Cost: $1P (not in the Supply)

+5 Cards
+1 Action
Return this to its pile
Title: Re: Really bad card ideas
Post by: Minotaur on February 07, 2021, 12:21:27 am
Hmm. "Way of the noob" makes me think "Way of the boon".

I wonder if "+1 Action, receive a Boon" would be too strong for a Way?

The +1 Action is probably unnecessary.  "Way of the Fool" feels like a good name, even though it's not the only boon card.
Title: Re: Really bad card ideas
Post by: LittleFish on February 07, 2021, 12:26:41 am
Undeadery
Night
Cost: $3P

+P
+$1
Gain a Nightmare whenever you gain a card costing $2P or more this turn.
You may play a Treasure from your hand.
You may buy a card costing P or more.


Nightmare
Night
Cost: $1P (not in the Supply)

+5 Cards
+1 Action
Return this to its pile
won't a debt card immediately give you a nightmare?
Title: Re: Really bad card ideas
Post by: Minotaur on February 07, 2021, 07:45:58 am
won't a debt card immediately give you a nightmare?

<X> neither costs more nor less than $2P.
Title: Re: Really bad card ideas
Post by: Minotaur on February 13, 2021, 01:37:32 am
Nap
Action-Ruins

You may play a Night card from your hand.
Title: Re: Really bad card ideas
Post by: LittleFish on February 17, 2021, 12:51:41 am
Inconvenient water-filled Trench
Attack- Reaction (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)
+2 cards
---------
when another player plays an attack card, you may reveal this from your hand to have them be unaffected by it
Title: Re: Really bad card ideas
Post by: Minotaur on February 17, 2021, 01:04:14 am
Inconvenient water-filled Trench
Attack- Reaction (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)
+2 cards
---------
when another player plays an attack card, you may reveal this from your hand to have them be unaffected by it

You know, I made a joke card once, and it played off of "victory" propaganda of WWII era by being a victory card.  It's Actually Passable IMO, just...  Bomb Shelter - Victory/Reaction - Cost:$3 - Worth 2 VP - You may reveal this when another player plays and Attack card to not be affected by the attack.  (The theme isn't quite Dominion but other than that...)
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on February 18, 2021, 09:26:15 pm
Sportsmanship
Landmark
After scoring, if you didn't win, you may say "Good game" to take 2 VP from here, which you get in your next game.
Setup: Put 2 VP per player here, minus 2 VP.
Title: Re: Really bad card ideas
Post by: spineflu on February 20, 2021, 12:41:26 am
(https://i.imgur.com/1azsqJN.png)

infinite turns, but at what cost?
Title: Re: Really bad card ideas
Post by: emtzalex on February 21, 2021, 02:18:54 pm
A 5/5 card split pile:
(https://i.imgur.com/ENesXwv.png)
Provenance (https://en.wiktionary.org/wiki/provenance)
(https://i.imgur.com/X1lhTVg.png)
Providence (https://en.wiktionary.org/wiki/providence)

And the Heirloom that goes with them:
(https://i.imgur.com/EnSw8x1.png)
Herbes de Provence
Title: Re: Really bad card ideas
Post by: Minotaur on February 21, 2021, 02:36:04 pm
Prominence
Project
Cost: $5

At the start of each turn, you may do one of the following exchanges from your hand:

Herbes De Provence for Provenance (Herbes De Provence goes to the Trash as if it came from there as a Supply pile)
Provenance for a Providence
Providence for a Province
Province for a Promenade (build it in place of "gaining" it)


Promenade
Project
Cost: $12

+3 VP when you build this.
At the start of your turn and when you gain or exchange for a Victory card, +1 VP.
Title: Re: Really bad card ideas
Post by: LibraryAdventurer on February 21, 2021, 03:31:51 pm
Quote
Penzance
$6 - Action
+1 Card, +1 Action, +$1.
Add a token to your Pirate Ship mat.
-
While this is in play, after you play Pirate Ship, exchange it for a Province.
-
Setup: Add Pirate Ship to the Supply if it isn't already in the kingdom.

Quote
Perseverance
$5 - Action - Duration
+1 Action, +$1, +1 VP.
At the start of your next turn, +1 Card.
-
If the game end is triggered while this is in play, do this any number of times: spend 2 VP to take another turn after the game's end.
Title: Re: Really bad card ideas
Post by: LittleFish on February 21, 2021, 03:44:01 pm
Penance
(http://wiki.dominionstrategy.com/images/thumb/3/32/Coin3.png/16px-Coin3.png)- Action
Gain a curse, if you did, trash any number or cards from your hand
Title: Re: Really bad card ideas
Post by: Minotaur on February 22, 2021, 02:10:05 pm
Pennants
Project
Cost: $3

When you discard an Attack card from play, you trash it for +1 VP
Title: Re: Really bad card ideas
Post by: spineflu on February 22, 2021, 05:10:12 pm
(https://i.imgur.com/zPajOJj.png)
Title: Re: Really bad card ideas
Post by: infangthief on February 23, 2021, 03:47:51 am
(https://i.imgur.com/zPajOJj.png)
Seems like an open invitation for pedantic questions.

Does "This turn" apply to just the first sentence or to all of the sentences?
Title: Re: Really bad card ideas
Post by: spineflu on February 23, 2021, 10:20:26 am
(https://i.imgur.com/zPajOJj.png)
Seems like an open invitation for pedantic questions.

Does "This turn" apply to just the first sentence or to all of the sentences?

All the sentences; the This Turn marks the timing of the entire bottom section.
Title: Re: Really bad card ideas
Post by: crj on February 23, 2021, 01:49:07 pm
Penzance feels like it should interact with at least Port, Smugglers and Swashbuckler as well as Pirate Ship. (-8
Title: Re: Really bad card ideas
Post by: LibraryAdventurer on February 23, 2021, 02:10:47 pm
Quote
With Cat-Like Tread
$4 - Action
+$2.
This turn, when you buy a Victory or Attack card, tell other players to look away so they don't see you gain it.
Title: Re: Really bad card ideas
Post by: LittleFish on February 23, 2021, 02:49:53 pm
Quote
With Cat-Like Tread
$4 - Action
+$2.
This turn, when you buy a Victory or Attack card, tell other players to look away so they don't see you gain it.
Shouldn't that be an attack?
Title: Re: Really bad card ideas
Post by: Minotaur on February 23, 2021, 06:44:00 pm
With Cat-Like Disregard
Action
Cost: $5

Knock a Supply pile off of the table.  (Whenever all remaining piles are empty, this counts as a three-pile ending.)
-----
Setup:  Add the Event This Fucking Cat I Swear To God to the game.


This Fucking Cat I Swear To God
Event
Cost: $2

+1 Buy
Take a pile from the floor and return it to the Supply.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on February 24, 2021, 11:57:19 pm
Sand Witch
Action - Attack - $4
Each other player gains a Curse to the middle of their deck.

Way Of The Ostrich
If your only Action cards are Villages, +1 Card, +1 Actions and gain a Village.
Title: Re: Really bad card ideas
Post by: crj on February 25, 2021, 11:49:49 am
For Way of the Ostrich, I feel "+1 Action and gain a Village to your hand" would be funnier. (-8
Title: Re: Really bad card ideas
Post by: Minotaur on March 02, 2021, 12:43:38 am
Turn Bettering Batter
Action
Cost: $2

You may trash this and a Silver from your hand.  If you do, gain an Action card costing $5.
Title: Re: Really bad card ideas
Post by: LittleFish on March 02, 2021, 12:45:08 am
Turn Bettering Batter
Action
Cost: $2

You may trash this and a Silver from your hand.  If you do, gain an Action card costing $5.
Isn't that only deck bettering right now? Shouldn't it be gained to your hand?
Title: Re: Really bad card ideas
Post by: Minotaur on March 02, 2021, 12:54:55 am
Turn Bettering Batter Baker
Project
Cost: <8>

Once per turn, you may either gain a Silver to your hand when you play Turn Bettering Batter, or you may gain the gained Action card to your hand.
Title: Re: Really bad card ideas
Post by: joefarebrother on March 02, 2021, 06:39:09 pm
Time Machine
Action, $5

Set aside this and a card from your hand. That card doesn't count toward your deck for scoring at the end of the game. At the beginning of the next game of dominion you play, shuffle that card into your starting deck.


Another Time Machine
Action, $5

Set aside this and a card from your hand. That card doesn't count toward your deck for scoring at the end of the game.
Setup: At the start of any game, you may shuffle any number of additional cards into your starting deck. If you do, you must set a copy of each card added this way aside with Another Time Machine in the next game of dominion that you play. If you don't, destroy the universe.
Title: Re: Really bad card ideas
Post by: infangthief on March 03, 2021, 03:51:57 am
Another Time Machine
Action, $5

Set aside this and a card from your hand. That card doesn't count toward your deck for scoring at the end of the game.
Setup: At the start of any game, you may shuffle any number of additional cards into your starting deck. If you do, you must set a copy of each card added this way aside with Another Time Machine in the next game of dominion that you play. If you don't, destroy the universe.

I think it should just be in some future game of dominion that you play, not necessarily the next one.

Also, are you allowed to play Another Time Machine and set aside a card which you haven't added to your starting deck in a previous game? Or maybe that's another "if you do, destroy the universe".

Also also, is there any restriction on which cards you can shuffle into starting deck? Can they be cards which Donald X hasn't invented yet?
Title: Re: Really bad card ideas
Post by: mathdude on March 03, 2021, 04:05:28 pm
Deja vu
Project
$0
At the start of your turn, if you have exactly 5 cards in hand, you may put your hand onto your deck (in any order), then draw 5 cards.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on March 04, 2021, 10:51:12 pm
Do-It-Yourself
Project - $2
At the start of each of your turns, trash a card from your hand. If it was not a Ruins, gain a Ruins.
Title: Re: Really bad card ideas
Post by: crj on March 06, 2021, 06:34:35 pm
Motley Crew
Project - $8
You may use Way of the Misfit

Way of the Misfit
You may only use this if you have bought Motley Crew.
Play a non-Command Action card from the Supply that costs less than this, leaving it there.
Title: Re: Really bad card ideas
Post by: crj on March 28, 2021, 10:34:19 am
Situation
Event - $2
+1 Buy. Return to the start of your Buy phase.

Very... situational. (-8
Title: Re: Really bad card ideas
Post by: fika monster on March 29, 2021, 05:08:41 am
(https://i.imgur.com/U0JN2Wh.png)
Title: Re: Really bad card ideas
Post by: Minotaur on March 29, 2021, 04:59:04 pm
(https://i.imgur.com/U0JN2Wh.png)

TL;DR, cost $4. +$1 and +1VP if you like jazz.
Title: Re: Really bad card ideas
Post by: grep on March 30, 2021, 05:11:53 pm
Time Machine
Event - $3
Take Time Paradox; if you did, gain a card from Supply

Time Paradox
State
-∞VP
At start of your turn, you may return the card gained from Time Machine (or any card with the same name); if you did, return this.


You can borrow any card, but if you didn't return it before end of the game, it would cost infinite VP
Title: Re: Really bad card ideas
Post by: MiX on March 30, 2021, 05:17:11 pm
Time Machine
Event - $3
Take Time Paradox; if you did, gain a card from Supply

Time Paradox
State
-∞VP
At start of your turn, you may return the card gained from Time Machine (or any card with the same name); if you did, return this.


You can borrow any card, but if you didn't return it before end of the game, it would cost infinite VP

If every player buys Time Machine and doesn't return the card, what happens when the game is over?
Title: Re: Really bad card ideas
Post by: pubby on March 31, 2021, 02:13:34 am
Unfinished
Action - $3
Does nothing until it receives an errata.
Title: Re: Really bad card ideas
Post by: spineflu on March 31, 2021, 07:47:22 am
Time Machine
Event - $3
Take Time Paradox; if you did, gain a card from Supply

Time Paradox
State
-∞VP
At start of your turn, you may return the card gained from Time Machine (or any card with the same name); if you did, return this.


You can borrow any card, but if you didn't return it before end of the game, it would cost infinite VP

If every player buys Time Machine and doesn't return the card, what happens when the game is over?

tie for last, so person who took fewer turns wins.
Title: Re: Really bad card ideas
Post by: jrh150482 on April 09, 2021, 11:42:31 pm
I have an Event and a card that goes with it.

Espionage - (5) - Event
Once per game: Each other player gains a Sleeper Agent.

Sleeper Agent - (0*) - Reaction
When you put this into your hand from your deck, after the effect that put it into your hand is finished, gain a Curse, then discard down to 3 cards in hand.
--------------------------------------------------------------
This is gained shuffled face-up into your deck (instead of into your discard pile).
This is discarded face-down.
(This isn't in the Supply.)
Title: Re: Really bad card ideas
Post by: crj on April 10, 2021, 01:26:26 pm
Have we already riffed on this?

Snowy Blacksmith
Action
+6 Cards
Ignore any further +Cards you get this turn.

Christmas Market
Action
+1 Card, +1 Action, +3 Buy, +$1
Ignore any further +Buy you get this turn.

Icehouse
Action
Discard your hand. +$2 per card discarded.
Ignore any further +$ you get this turn.

Igloo Builder
Project (so once per game)
When you buy this, you may overpay for it. If you do, gain 4 Action cards each costing the amount you overpaid.
Title: Re: Really bad card ideas
Post by: LittleFish on April 10, 2021, 01:45:35 pm
Snowy Victory
Event- (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)
Win this game. Ignore any further games of Dominion won this year
Title: Re: Really bad card ideas
Post by: Minotaur on April 11, 2021, 12:05:45 pm
Four Goats In A Trench Coat
Action
Cost: $2

You may trash up to four cards from your hand.
Title: Re: Really bad card ideas
Post by: mxdata on April 11, 2021, 12:12:49 pm
Snowy Victory
Event- (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png)
Win this game. Ignore any further games of Dominion won this year

Good event to buy on December 31
Title: Re: Really bad card ideas
Post by: mathdude on April 11, 2021, 01:23:34 pm
Four Goats In A Trench Coat
Action
Cost: $2

You may trash up to four cards from your hand.

Yes, such a really bad card idea.  It would work so much better if they called it something like "Chapel"!
Title: Re: Really bad card ideas
Post by: Minotaur on April 11, 2021, 07:03:57 pm
Four Goats In A Trench Coat
Action
Cost: $2

You may trash up to four cards from your hand.

Yes, such a really bad card idea.  It would work so much better if they called it something like "Chapel"!

Goats are atheists though!  I don't get it!
Title: Re: Really bad card ideas
Post by: Mahowrath on April 29, 2021, 01:12:36 pm
Four goats would usually net you $4 though; this card must be quite weak if it just removes cards from your deck
Title: Re: Really bad card ideas
Post by: Shael on May 03, 2021, 11:01:42 am
Coffers are better than coin and it only cost 0!
I'm sure you should always buy this :P
(https://www.zupimages.net/up/21/18/cf9d.png)
Title: Re: Really bad card ideas
Post by: GendoIkari on May 03, 2021, 12:48:06 pm
Coffers are better than coin and it only cost 0!
I'm sure you should always buy this :P
(https://www.zupimages.net/up/21/18/cf9d.png)

Not sure if I'm missing something. I get that you wouldn't ever be able to spend treasures in the same turn that you played them; since you can't spend coffers after you play a treasure. But if you have a deck that runs on money from actions, isn't this still super powerful?

Or wait, would spending a Coffer trigger this also and just give you a Coffer back instead of (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)?

You could still pull of some pretty good combos with Butcher (http://wiki.dominionstrategy.com/index.php/Butcher)...
Title: Re: Really bad card ideas
Post by: scolapasta on May 03, 2021, 01:23:25 pm
Coffers are better than coin and it only cost 0!
I'm sure you should always buy this :P
(https://www.zupimages.net/up/21/18/cf9d.png)

Not sure if I'm missing something. I get that you wouldn't ever be able to spend treasures in the same turn that you played them; since you can't spend coffers after you play a treasure. But if you have a deck that runs on money from actions, isn't this still super powerful?

Or wait, would spending a Coffer trigger this also and just give you a Coffer back instead of (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)?

You could still pull of some pretty good combos with Butcher (http://wiki.dominionstrategy.com/index.php/Butcher)...

You can spend Coffers after playing Treasures; it just has to be before buying anything.
Title: Re: Really bad card ideas
Post by: GendoIkari on May 03, 2021, 02:27:02 pm
Coffers are better than coin and it only cost 0!
I'm sure you should always buy this :P
(https://www.zupimages.net/up/21/18/cf9d.png)

Not sure if I'm missing something. I get that you wouldn't ever be able to spend treasures in the same turn that you played them; since you can't spend coffers after you play a treasure. But if you have a deck that runs on money from actions, isn't this still super powerful?

Or wait, would spending a Coffer trigger this also and just give you a Coffer back instead of (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)?

You could still pull of some pretty good combos with Butcher (http://wiki.dominionstrategy.com/index.php/Butcher)...

You can spend Coffers after playing Treasures; it just has to be before buying anything.

Duh, oops. Just the second thing then.
Title: Re: Really bad card ideas
Post by: Shael on May 05, 2021, 10:31:23 am
Or wait, would spending a Coffer trigger this also and just give you a Coffer back instead of (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)?
Yep, exactly. you spend a Coffer to gain a Coffer; you can't have coins
Title: Re: Really bad card ideas
Post by: Minotaur on May 17, 2021, 07:36:41 am
Binastary
Night
Cost: $3

For each card you gained this turn, you may trash up to two cards from your hand or a Silver you have in play.
Title: Re: Really bad card ideas
Post by: Timinou on May 17, 2021, 09:52:14 am
Bountiful Booty
$0 - Event
Gain a Spoils per Spoils you have in play.

Title: Re: Really bad card ideas
Post by: Minotaur on May 17, 2021, 06:33:56 pm
Or wait, would spending a Coffer trigger this also and just give you a Coffer back instead of (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png)?
Yep, exactly. you spend a Coffer to gain a Coffer; you can't have coins

Butcher --> Definitely Not A Trap confirmed.  Looks sus...
Title: Re: Really bad card ideas
Post by: Minotaur on May 17, 2021, 11:25:22 pm
Too lazy to figure out card templates and such but...

Sweeny Todd
Project
$12

+1 Buy
Gain and then Prince a Butcher.  Add Definitely Not A Trap to the game.
Title: Re: Really bad card ideas
Post by: joefarebrother on May 18, 2021, 07:05:31 pm
Cyborg Possession

Action Attack - 6P

Each other player's next turn is controlled by Lord Rattington.
Title: Re: Really bad card ideas
Post by: emtzalex on May 19, 2021, 12:31:18 am
Cyborg Possession

Action Attack - 6P

Each other player's next turn is controlled by Lord Rattington.

This one time, at Bandit Camp...
Title: Re: Really bad card ideas
Post by: Gherald on May 22, 2021, 05:30:49 pm
(https://www.zupimages.net/up/21/18/cf9d.png)
Coffers are better than coin and it only cost 0!
I'm sure you should always buy this :P
Perhaps not in a Black Market game.
Title: Re: Really bad card ideas
Post by: Minotaur on May 22, 2021, 06:27:15 pm
Bountiful Booty
$0 - Event
Gain a Spoils per Spoils you have in play.

Needs +1 Buy for balance purposes.
Title: Re: Really bad card ideas
Post by: Minotaur on May 23, 2021, 05:31:50 am
Dwelling Of Virtue
Action-Duration
Cost: $5

+3 Cards
+1 Action
At the start of your next turn, put a card from your hand on top of your deck.
Title: Re: Really bad card ideas
Post by: joefarebrother on May 23, 2021, 12:58:19 pm
Way of the possession

Way

The player to your left takes 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.
Title: Re: Really bad card ideas
Post by: Gherald on May 24, 2021, 12:03:37 am
Redo
$5, Action-Treasure-Night
Replay the last resolved card you played that is not a Redo or Undo.

Undo
$3, Action-Treasure-Night
Return the last resolved card you played to your hand that is not an Undo or Redo.
Title: Re: Really bad card ideas
Post by: fika monster on May 24, 2021, 07:03:57 am
(https://i.imgur.com/iUSgPFh.png)
Title: Re: Really bad card ideas
Post by: fika monster on May 24, 2021, 07:06:09 am
(https://i.imgur.com/FwJWHnz.png)
Title: Re: Really bad card ideas
Post by: infangthief on May 24, 2021, 04:32:49 pm
Dominion Tournament
$4 Action

+1 Action
Play a game of Dominion with each other player. If you win one of the games, gain any Prize (from the Prize pile) or a Duchy, onto your deck. If no-one else does, +1 Card and +$1.
Title: Re: Really bad card ideas
Post by: Minotaur on May 28, 2021, 03:05:14 pm
Elephant Train
Action
Cost: $5

Exile a Victory card from the Supply costing at most as much as a card you have in Exile.
-------------------
When you gain this, Exile a card from your hand.
Title: Re: Really bad card ideas
Post by: Gubump on May 28, 2021, 07:23:41 pm
Poverty
$0 - Project
During every player's turns, Treasures are Actions instead.

Original name was a joke that fell into RSP territory, so I changed the name here.
Title: Re: Really bad card ideas
Post by: Minotaur on May 28, 2021, 08:43:04 pm
Poverty
$0 - Project
During every player's turns, Treasures are Actions instead.

Original name was a joke that fell into RSP territory, so I changed the name here.

I think some time ago I joked in "Homage To The Best Card" that "Candlestick Maker is a Communist Ducat".  I think if Capitalism is a canon card, it should be fairly politically neutral to reverse it and call it Communism, provided that no one takes it as an attempt to start debating anything one way or the other.  (In my headcanon, Communism would give Tresaures +1 Action for balance, and it would cost more than $0.  The version without +1 Action could reasonably be called "Poverty" given how it plays out...)

Definitely a RBCI because on most boards, P1 could buy it on turn 1 and the game would never end.  Only the Curses and Coppers could ever empty, and even if that were three piles, there would be no incentive to bell the cat, as they say.  Would be really funny with Poor House - you would probably want to buy Poor Houses and Curses so the Copper wouldn't make the Poor Houses worth nothing.  Maybe Poor House should be in the Supply as a setup clause.  Disclaimer:  I do not volunteer for play testing...
Title: Re: Really bad card ideas
Post by: Gubump on May 28, 2021, 10:07:18 pm
Poverty
$0 - Project
During every player's turns, Treasures are Actions instead.

Original name was a joke that fell into RSP territory, so I changed the name here.

I think some time ago I joked in "Homage To The Best Card" that "Candlestick Maker is a Communist Ducat".  I think if Capitalism is a canon card, it should be fairly politically neutral to reverse it and call it Communism, provided that no one takes it as an attempt to start debating anything one way or the other.  (In my headcanon, Communism would give Tresaures +1 Action for balance, and it would cost more than $0.  The version without +1 Action could reasonably be called "Poverty" given how it plays out...)

The name isn't really the RSP part, I guess (the original name was Socialism). What made it RSP territory was my anti-Socialism comment that went along with it.
Title: Re: Really bad card ideas
Post by: Minotaur on June 01, 2021, 05:55:27 am
Rebalance
Project
$0

+1 Buy when you build this.
After the game ends, there's an extra round of turns just for players whose turn had not yet come up in the current turn cycle, that comes before extra turns due to Fleet.  Those players do not need to have built this, and this Project doesn't need to have been in the game.
Title: Re: Really bad card ideas
Post by: Minotaur on June 03, 2021, 04:17:39 pm
Overpopulate
Project
Cost: $5

During your turns, Victory cards are also Action cards.
Title: Re: Really bad card ideas
Post by: crj on June 03, 2021, 04:22:35 pm
Misadventure
Project
Cost: $10

During your turns, every supply pile is an Action supply pile.
Title: Re: Really bad card ideas
Post by: Minotaur on June 04, 2021, 01:35:30 pm
Man
Action
Cost: $4

+1 Card
+1 Action
-------------
When you gain this, gain two Horses.
-------------
While this is in play, your Horses gain the Knight ability, with the exception that you trash this card instead of the Horse that was played (which, duh, you Lose Track of anyway).
Setup:  Add the Knights to the Supply
Title: Re: Really bad card ideas
Post by: Kingreaper on June 07, 2021, 10:20:41 am
Vatican
Project
Cost: $5

At the start of your turn, trash three cards from your hand
Title: Re: Really bad card ideas
Post by: Minotaur on June 07, 2021, 10:28:35 am
Edgy Young Heretics Club
Action-Attack
Cost: $4

+$2
Each player gains a card from the trash in turn order, starting with you.
-----------
Setup:  Add a mixed Supply pile consisting of two each of Chapel, Bishop, Monastery, Priest, Goat.
Title: Re: Really bad card ideas
Post by: kru5h on June 09, 2021, 09:58:59 pm
Inflation, Event costing (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png).

Take an extra turn after this one in which cards cost (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) more (but not more than infinity.)
Title: Re: Really bad card ideas
Post by: crj on June 10, 2021, 10:32:04 pm
Forge five Curses into a Province; living the dream!
Title: Re: Really bad card ideas
Post by: Minotaur on June 11, 2021, 01:03:14 am
Forge five Curses into a Province; living the dream!

Play Livery and a Silver, buy an Estate, gain the Horse pile.
Title: Re: Really bad card ideas
Post by: grrgrrgrr on June 11, 2021, 11:31:18 am
Inflation, Event costing (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png).

Take an extra turn after this one in which cards cost (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) more (but not more than infinity.)

That's some combo potential with Livery!
Title: Re: Really bad card ideas
Post by: Minotaur on June 11, 2021, 12:30:47 pm
Omnistary
Night
Cost: $3

If you gained a card this turn:
Trash your hand.  Trash all Treasures you have in play.
Title: Re: Really bad card ideas
Post by: emtzalex on June 11, 2021, 12:56:49 pm
Inflation, Event costing (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png).

Take an extra turn after this one in which cards cost (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) more (but not more than infinity.)

That's some combo potential with Livery!

You all are massively underselling the combo potential. With Salt the Earth if you can get your deck to just Treasures and a Sanctuary (with enough Gold and Silver to hit $9) you can buy Inflation every turn (you will always hit $5 with only Treasure and the Sanctuary being an cantrip), endlessly, and when you play the Sanctuary and hit $9 you can buy both Inflation and StE. If there are no empty Supply piles when you start, you can trash every card from three VP piles, plus all but one from the rest, easily netting you 20+ VP (and in games with Colonies and one Alt-VP, easily 30) and ending the game without your opponents ever getting to take a turn.

Similarly, with Delve if you can get your deck down to just a Salvager, 1-3 Coppers, and at least 1 Silver, you would again always be able to hit the $5 to buy Inflation. After buying it 30+ times (or possibly more in games with additional Silvers on the pile), the next time Salvager collides with one of your Coppers you use the Salvager to get $60+ VP, then use Delve to pile Silvers. After that buy a Feodum every turn (they will be worth 10VP+).
Title: Re: Really bad card ideas
Post by: Minotaur on June 11, 2021, 02:17:48 pm
I was confused but I forgot the extra turn thing with no restrictions.
Title: Re: Really bad card ideas
Post by: Minotaur on June 11, 2021, 02:49:51 pm
Silver, Copper, Monument, Chapel thindeck, whoever gets tired of playing turns the slowest wins.  Or is ahead when everyone else resigns or whatever.
Title: Re: Really bad card ideas
Post by: crj on June 12, 2021, 11:10:54 am
Why the Silver? Monument, Copper, Copper, Copper, Chapel thindeck will do the trick.
Title: Re: Really bad card ideas
Post by: kru5h on June 16, 2021, 08:35:25 pm
Reddit Card Action costing (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)
+2 cards
+2 Actions
-2 Buys
+(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)
Until your next turn, each player trashes any Attack cards they play.
-
When a player gains a Province, you may reveal this from your hand to end the game.
Title: Re: Really bad card ideas
Post by: spineflu on June 16, 2021, 10:00:31 pm
Reddit Card Action costing (http://wiki.dominionstrategy.com/images/thumb/2/2a/Coin4.png/16px-Coin4.png)
+2 cards
+2 Actions
-2 Buys
+(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)
Until your next turn, each player trashes any Attack cards they play.
-
When a player gains a Province, you may reveal this from your hand to end the game.

im glad im not the only one watching that trainwreck of a thread
Title: Re: Really bad card ideas
Post by: crj on June 17, 2021, 09:09:33 am
URL? Google's not finding me anything obvious, but I'm bored and could do with a laugh.
Title: Re: Really bad card ideas
Post by: Minotaur on June 17, 2021, 07:06:16 pm
Pearl Conniver
Action-Attack
$2

+1 Card
+1 Action
Each other player reveals the bottom card of their deck, then you decide whether to discard it or leave it there.
Title: Re: Really bad card ideas
Post by: Minotaur on June 17, 2021, 07:08:01 pm
Scout's Dishonor
Action-Attack
<8>

Each other player reveals the top 4 cards of their deck.  If any Victory cards are revealed, you may trash this to put any number of them into your hand.  Put the rest back in any order.
Title: Re: Really bad card ideas
Post by: Gherald on June 24, 2021, 06:39:44 pm
Participation Trophy
Landmark

At the end of each turn, if the previous turn wasn't yours, +1 VP
Title: Re: Really bad card ideas
Post by: Minotaur on June 24, 2021, 07:15:23 pm
Suburbs
Project
Cost: $8

During your turns, all cards are named Steve.
Title: Re: Really bad card ideas
Post by: Minotaur on June 30, 2021, 07:18:50 am
Grade
Action-Ruins
Cost: $0

Trash a card from your hand.  Gain it.
Title: Re: Really bad card ideas
Post by: Gherald on July 03, 2021, 03:28:34 pm
Silver Is the New Purple
Landmark

In games using this when you would gain a Curse, gain a Silver instead. Silvers are worth -0.5 VP.
Title: Re: Really bad card ideas
Post by: Minotaur on July 03, 2021, 04:28:46 pm
Black Is The New Gold
Project
$4

After your Night phase, get $3 for each $6 worth of Night cards in play, and you may Buy a card.


I'm Blue
Event
$5

Set aside a Reaction card and an Action card from the Supply.  Any Action set aside this way may be played from your hand any time the Reaction card could trigger if it were in your hand.  (For the purpose of checking whether the reaction could trigger, treat the Reaction card as if it were an extra card in your hand that does not count toward your hand size.)
-------------------------
Setup:  Add three Reaction cards to the Supply.
Title: Re: Really bad card ideas
Post by: crj on July 03, 2021, 06:28:13 pm
Just One
Project

After you turn, each player reveals a card from their hand. Trash any duplicates.
Title: Re: Really bad card ideas
Post by: Minotaur on July 05, 2021, 12:06:18 am
Pony
Action
Cost: $2

Return this to its pile.  If you did:
+2 Cards
+1 Action

(This is not in the Supply)
Title: Re: Really bad card ideas
Post by: Minotaur on July 06, 2021, 10:30:06 am
Mare
Action
Cost: $5

+1 Card
+1 Action
Gain a Foal.
(Heirloom: Stallion)


Stallion
Treasure-Heirloom
Cost: $3

+$1
+1 Buy
Mare costs $2 less this turn.
(Also has a non-Supply pile)


Foal
Action
Cost: $2

+1 Card
+1 Action
Exchange this for a Horse, Mare, or Stallion.
(Not in the Supply)
Title: Re: Really bad card ideas
Post by: crj on July 06, 2021, 11:06:18 am
Sure, it doesn't especially matter for a RBCI, but Foal would need a "when you discard this from play" big-background-arrow thingy like the Page/Peasant lines, rather than a flat-out "exchange". Otherwise you end up in corner-case hell.
Title: Re: Really bad card ideas
Post by: Minotaur on July 07, 2021, 11:37:07 am
Sure, it doesn't especially matter for a RBCI, but Foal would need a "when you discard this from play" big-background-arrow thingy like the Page/Peasant lines, rather than a flat-out "exchange". Otherwise you end up in corner-case hell.

This is a discussion I must have missed.  Aside from making it faster to finish a Traveler sequence, what gets broken if we don't wait for this?
Title: Re: Really bad card ideas
Post by: spineflu on July 07, 2021, 01:42:49 pm
Sure, it doesn't especially matter for a RBCI, but Foal would need a "when you discard this from play" big-background-arrow thingy like the Page/Peasant lines, rather than a flat-out "exchange". Otherwise you end up in corner-case hell.

???
whys that? bats + vampires exchange both to and from the supply/out-of-supply with no problem
Title: Re: Really bad card ideas
Post by: emtzalex on July 07, 2021, 02:32:21 pm
Sure, it doesn't especially matter for a RBCI, but Foal would need a "when you discard this from play" big-background-arrow thingy like the Page/Peasant lines, rather than a flat-out "exchange". Otherwise you end up in corner-case hell.

???
whys that? bats + vampires exchange both to and from the supply/out-of-supply with no problem

That was my initial thought as well. Vampire and Bat are not Action cards, so cannot be played in unusual ways using emulators/command cards/throne variants, which, in theory, could cause issues. The official rules cover an Exchange failing because there is no card to get, but I don't think they cover one failing because there is no card to return (or it has been lost under the stop-moving rule).

The logical answer is that an exchange requires both, and so just as you don't return a card if there is none to take, you don't take a card if there is none to return, but that is not officially set forth. I suppose someone could argue whether exchange should work conditionally like Wish or unconditionally like Horse (if you Throne the former you only gain one card, but if you throne the latter you get the +Cards and +Actions twice, even though you only return it once), but I think the plain meaning of the word pretty clearly suggests the former.

I don't know what other problems there could be.
Title: Re: Really bad card ideas
Post by: crj on July 07, 2021, 05:37:41 pm
My main worry is that I'm not sure it's completely clear how the Exchange mechanic interacts with the Stop-Moving rule. Presumably the intent would be that a Throned Foal didn't let you exchange it twice, but I suspect that would need a special ruling. Using the existing mechanism would be simpler.

Yes, that would also prevent you playing what you exchanged the Foal for on the same turn as the exchange, which also seems like a good idea. (I note that if you get especially creative, say, using a Monastery to trash a Cultist, it is possible to draw a Vampire/Bat, and therefore play it, the turn you got it; I assume that was deemed OK because it's an alternation more than an upgrade?)
Title: Re: Really bad card ideas
Post by: Gubump on July 07, 2021, 05:43:11 pm
Sure, it doesn't especially matter for a RBCI, but Foal would need a "when you discard this from play" big-background-arrow thingy like the Page/Peasant lines, rather than a flat-out "exchange". Otherwise you end up in corner-case hell.

???
whys that? bats + vampires exchange both to and from the supply/out-of-supply with no problem

That was my initial thought as well. Vampire and Bat are not Action cards, so cannot be played in unusual ways using emulators/command cards/throne variants, which, in theory, could cause issues. The official rules cover an Exchange failing because there is no card to get, but I don't think they cover one failing because there is no card to return (or it has been lost under the stop-moving rule).

The logical answer is that an exchange requires both, and so just as you don't return a card if there is none to take, you don't take a card if there is none to return, but that is not officially set forth. I suppose someone could argue whether exchange should work conditionally like Wish or unconditionally like Horse (if you Throne the former you only gain one card, but if you throne the latter you get the +Cards and +Actions twice, even though you only return it once), but I think the plain meaning of the word pretty clearly suggests the former.

I don't know what other problems there could be.

The rules DO actually cover an Exchange failing because there is no card to return. From the Nocturne rules:

Quote
Nocturne has three cards that tell a player to "exchange" a card for another card. The card being exchanged is returned to its Supply pile, or non-Supply pile, and the card being exchanged for is taken and put into the player's discard pile. This does not count as gaining a card. The exchange only happens if both cards can be exchanged; if the pile is empty, the cards are not exchanged.

And the stop-moving rule would prevent a Commanded Foal from returning to its pile, as it's already there. "Exchange this for a Card X" is effectively identical to "return this to its pile. If you do, put a Card X from its pile into your discard pile."
Title: Re: Really bad card ideas
Post by: crj on July 08, 2021, 11:32:04 am
Ah, but can you really not "return" a card to its pile when it's already there?

I can see two potential objections. The first is that the "exchange" ability expects the card to be in play, the second that you can't move a card to somewhere it already is. While both seem plausible, neither seem to be spelled out anywhere.

On the first point, Vampire and Bat are the only cards that currently exchange themselves from play. I've thought for a bit, and I'm struggling to come up with any way you could possibly cause either to be played without being put into play, or to have left play before reaching the "exchange" instruction. So I don't think there's a ruling on that, yet.

On the second point, I've just gone down a rabbit hole that reaches a deeply absurd conclusion. I think I need to post a rules question. (-8
Title: Re: Really bad card ideas
Post by: Gubump on July 08, 2021, 03:08:45 pm
Ah, but can you really not "return" a card to its pile when it's already there?

Way of the Butterfly says yes.
Title: Re: Really bad card ideas
Post by: crj on July 08, 2021, 09:06:16 pm
Way of the Butterfly says yes.
So far as I can see it's silent on the matter?
Title: Re: Really bad card ideas
Post by: Gubump on July 10, 2021, 01:15:49 am
Way of the Butterfly says yes.
So far as I can see it's silent on the matter?

Have you ever tried Throning a card and using Way of the Butterfly on the Throned card both times? It fails the second time, because by then it's already in its pile.

That was my initial thought as well. Vampire and Bat are not Action cards, so cannot be played in unusual ways using emulators/command cards/throne variants, which, in theory, could cause issues.

Command cards wouldn't work. "Play a card [with X criteria] from the Supply." - Command cards. Foal is not in the Supply. Only Throne Room variants would work.
Title: Re: Really bad card ideas
Post by: crj on July 10, 2021, 11:57:23 am
You seem to be relying on the online implementation, not the rulebook?
Title: Re: Really bad card ideas
Post by: Minotaur on July 11, 2021, 07:52:28 am
I initially forgot to make Mare a cantrip, and we're lawyering about the Exchange mechanic.
Title: Re: Really bad card ideas
Post by: Gubump on July 11, 2021, 11:55:29 am
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.
Title: Re: Really bad card ideas
Post by: Minotaur on July 14, 2021, 07:40:20 am
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:  https://www.youtube.com/watch?v=jG7vhMMXagQ
Title: Re: Really bad card ideas
Post by: Minotaur on July 15, 2021, 05:50:29 pm
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.
Title: Re: Really bad card ideas
Post by: crj on July 15, 2021, 06:22:16 pm
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.
Title: Re: Really bad card ideas
Post by: Minotaur on July 16, 2021, 02:40:20 am
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.
Title: Re: Really bad card ideas
Post by: crj on July 16, 2021, 01:01:15 pm
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.
Title: Re: Really bad card ideas
Post by: Minotaur on July 16, 2021, 01:10:29 pm
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.
Title: Re: Really bad card ideas
Post by: bargainingspice on July 19, 2021, 12:48:06 pm
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?
Title: Re: Really bad card ideas
Post by: Minotaur on July 19, 2021, 03:00:19 pm
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.
Title: Re: Really bad card ideas
Post by: crj on July 20, 2021, 07:27:19 am
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...
Title: Re: Really bad card ideas
Post by: hhelibebcnofnena on August 03, 2021, 08:53:39 pm
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.
Title: Re: Really bad card ideas
Post by: AJD on August 10, 2021, 12:44:03 am
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.
Title: Re: Really bad card ideas
Post by: faust on August 10, 2021, 01:51:58 am
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.
Title: Re: Really bad card ideas
Post by: AJD on August 10, 2021, 02:27:45 am
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.
Title: Re: Really bad card ideas
Post by: Jonatan Djurachkovitch on September 06, 2021, 04:35:11 am
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.
Title: Re: Really bad card ideas
Post by: Timinou on September 06, 2021, 03:12:31 pm
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?
Title: Re: Really bad card ideas
Post by: Minotaur on September 06, 2021, 03:38:46 pm
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.
Title: Re: Really bad card ideas
Post by: jonaskoelker on September 17, 2021, 07:27:55 pm
Inflation
Project
$0
Every fifth time a player plays a treasure, they gain a Ruin.
When you buy Inflation, +1 buy and +(http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)

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

[The ruination is quadratic in the number of players. One of several reasons this is a bad idea.]
Title: Re: Really bad card ideas
Post by: Augie279 on November 19, 2021, 08:48:38 pm
Way of the Boomerang

Way

+1 Action | Return this to the Supply. If you did, gain a copy of this to your hand.
Title: Re: Really bad card ideas
Post by: mxdata on November 20, 2021, 01:53:51 am
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!
Title: Re: Really bad card ideas
Post by: emtzalex on November 23, 2021, 12:30:30 pm
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.
Title: Re: Really bad card ideas
Post by: joefarebrother on November 24, 2021, 04:17:31 pm
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.
Title: Re: Really bad card ideas
Post by: Augie279 on November 24, 2021, 10:09:56 pm
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.
Title: Re: Really bad card ideas
Post by: mxdata on December 10, 2021, 07:18:21 pm
Quote
Faithless Hound
Action - Reaction
$2
+2 Cards
-
When you discard this, other than during Clean-Up, return it to its pile

This dog isn't like his more faithful counterpart. He'll run away the first chance he gets
Title: Re: Really bad card ideas
Post by: joefarebrother on December 11, 2021, 06:43:24 pm
January - Event, $1
Look through your discard pile. You may play an action card from it.

February - Event, $2
Look through your discard pile. You may play an action card from it.

April - Event, $4
Look through your discard pile. You may play an action card from it.

May - Event, $5
Look through your discard pile. You may play an action card from it.

June -  Event, $6
Look through your discard pile. You may play an action card from it.

July - Event, $7
Look through your discard pile. You may play an action card from it.

August - Event, $8
Look through your discard pile. You may play an action card from it.

September - Event, $9
Look through your discard pile. You may play an action card from it.

October - Event, $10
Look through your discard pile. You may play an action card from it.

November - Event, $11
Look through your discard pile. You may play an action card from it.

December - Event, $12
Look through your discard pile. You may play an action card from it.
Title: Re: Really bad card ideas
Post by: Augie279 on December 14, 2021, 06:19:38 pm
Chocolate - Treasure, $5
You may reveal an Action card from your hand. Gain a copy of it.
------------------------
When you buy this, trash all Actions you have in play.
Title: Re: Really bad card ideas
Post by: jakav on December 14, 2021, 07:11:15 pm
We need more REALLY bad card ideas.

This one should help.

Quote
Super Bad Overpoweredness
$0
Action

Do something that you can describe given an infinite amount of time (preferably from the Really Bad Card Ideas thread).  You may play this again any number of times.

-----------

This card must not cause any good.
You may play this at any time (no matter what).
This card must be included in every Dominion game (even if you must have 12 kingdom piles to do it).
Title: Re: Really bad card ideas
Post by: Augie279 on December 17, 2021, 12:33:53 pm
Chess Tournament - Action, $4

+1 Action

Play a game of chess with the player to your left. If you won, gain a Prize (from the Prize pile) or Duchy, putting it onto your deck. If your opponent didn't win, +1 Card, +1 Coin.
Title: Re: Really bad card ideas
Post by: emtzalex on December 17, 2021, 04:09:08 pm
Quote
Shahrazad -- $6
Event
All players leave this game in progress and play a separate game of Dominion using different Kingdom cards. If you win, +4VP.

Inspired by the very old (and very banned) MtG card.
Title: Re: Really bad card ideas
Post by: joefarebrother on December 21, 2021, 03:38:54 am
Chess Tournament - Action, $4

+1 Action

Play a game of chess with the player to your left. If you won, gain a Prize (from the Prize pile) or Duchy, putting it onto your deck. If your opponent didn't win, +1 Card, +1 Coin.

Dominion Tournament - Action, $4

+1 Action

Play a game of dominion with the player to your left. If you won, gain a Prize (from the Prize pile) or Duchy, putting it onto your deck. If your opponent didn't win, +1 Card, +1 Coin.
Title: Re: Really bad card ideas
Post by: Augie279 on December 25, 2021, 08:05:58 pm
Delayed Research - $3

+1 Action

Trash a card from your hand. Choose one: Set aside a card on your Delayed Research mat per $1 it cost, or put a card into your hand from your Delayed Research mat per $1 it cost.

(Return cards on the Delayed Research mat to your deck at the end of the game.)
Title: Re: Really bad card ideas
Post by: Augie279 on January 03, 2022, 11:34:55 pm
Town Shanty

$3 - Action

+2 Cards

Reveal your hand. If you have no Action cards in hand, +2 Actions.
Title: Re: Really bad card ideas
Post by: emtzalex on January 04, 2022, 12:11:44 pm
Town Shanty

$3 - Action

+2 Cards

Reveal your hand. If you have no Action cards in hand, +2 Actions.

Not to be that guy (and not to say that it isn't a RBCI), but there are a handful of contexts where the conditional Actions could be useful (mostly if you had another source of +Cards pending or later available):


None of these work if you have any Action cards in hand when you play TS (which is also true of ST), and the first 4 only work if you don't draw any from the first 2, but do on the subsequent draws. Not something that you could probably build a viable strategy around.
Title: Re: Really bad card ideas
Post by: joefarebrother on January 13, 2022, 08:00:39 am
(https://i.imgur.com/aPsKLmH.png)
Title: Re: Really bad card ideas
Post by: Augie279 on January 13, 2022, 10:48:58 pm
Poor Shepherd

$2 - Action

+1 Action

Discard any number of Victory cards, revealing them.
Title: Re: Really bad card ideas
Post by: ahyangyi on January 17, 2022, 08:28:37 am
January - Event, $1
Look through your discard pile. You may play an action card from it.

February - Event, $2
Look through your discard pile. You may play an action card from it.

April - Event, $4
Look through your discard pile. You may play an action card from it.

May - Event, $5
Look through your discard pile. You may play an action card from it.

June -  Event, $6
Look through your discard pile. You may play an action card from it.

July - Event, $7
Look through your discard pile. You may play an action card from it.

August - Event, $8
Look through your discard pile. You may play an action card from it.

September - Event, $9
Look through your discard pile. You may play an action card from it.

October - Event, $10
Look through your discard pile. You may play an action card from it.

November - Event, $11
Look through your discard pile. You may play an action card from it.

December - Event, $12
Look through your discard pile. You may play an action card from it.

Bad idea: May doesn't contain the "you may" clause.
Title: Re: Really bad card ideas
Post by: Augie279 on January 18, 2022, 01:08:14 pm
This is the Game that Never Ends

Event - $8

+6 VP
Title: Re: Really bad card ideas
Post by: Augie279 on January 19, 2022, 12:32:38 pm
The Only +Buy On The Board

Action - $7

+1 Buy

---

When setting up the game, if this card is selected to be in the Kingdom, remove all cards, Events, Projects, and Ways besides this that give +Buys, all Looters, all cards with the Fate type, Tournament, and Black Market to their respective boxes. If any other cards, Events, Projects, or Ways that give +Buys, Looters, cards with the Fate type, Tournament, or Black Market are drawn while selecting new cards for this board, return them to their boxes and replace them with new ones.
Title: Re: Really bad card ideas
Post by: Augie279 on January 25, 2022, 04:31:39 pm
Immovable Object

Action - $2

+1 Action

Return this to your hand.

---

When you discard, trash or Exile this, (including during Clean-up) or return this to the Supply, put it into your hand.
Title: Re: Really bad card ideas
Post by: LibraryAdventurer on January 25, 2022, 06:56:25 pm
Immovable Object
Action - $2
+1 Action
Return this to your hand.
---
When you discard, trash or Exile this, (including during Clean-up) or return this to the Supply, put it into your hand.
I had to think how this would work in an actual game. It would be great for Sacrifice or any discard for benefit and still pretty good for most other trash for benefit cards. It wouldn't hurt your deck much despite doing nothing because once you draw it the first time, it stays in your hand for the rest of the game. You just need a clause that says, "This is gained to your hand (instead of your discard pile)". It would be bad for draw-to-x, but otherwise it would have almost no drawback despite doing nothing.
Title: Re: Really bad card ideas
Post by: mxdata on January 27, 2022, 09:47:33 pm
Immovable Object

Action - $2

+1 Action

Return this to your hand.

---

When you discard, trash or Exile this, (including during Clean-up) or return this to the Supply, put it into your hand.

With Adventures tokens, this would be especially broken
Title: Re: Really bad card ideas
Post by: ahyangyi on February 08, 2022, 02:45:41 am
Immovable Object

Action - $2

+1 Action

Return this to your hand.

---

When you discard, trash or Exile this, (including during Clean-up) or return this to the Supply, put it into your hand.

Synergies: trash for benefit, ways, conspirator, lurker, peddler.
Antisynergies: online play.
Title: Re: Really bad card ideas
Post by: emtzalex on February 08, 2022, 12:03:45 pm
May - Event, $5
Look through your discard pile. You may play an action card from it.

Bad idea: May doesn't contain the "you may" clause.

May Not - Event, $5
Look through your discard pile. You may not play an action card from it.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on February 24, 2022, 08:22:14 pm
Mining Villain
Action - Attack - $6
+2 Coffers
Each other player with 5 or more cards in hand discards a card from their hand costing $2 or more, or reveals they can't. You may trash this to make each other player take their -$1 Token.

Fishing Villain
Action - Attack - Duration - $5
+2 Coffers
Each other player takes their -$1 Token.
At the start of your next turn:
+1 Coffers
Each other player takes their -$1 Token.

Native Villain
Action - Attack - $4
+2 Coffers
Each other player with 5 or more cards in hand puts a card costing $2 or more from their hand onto their Native Villain mat, or reveals they can't.

Workers' Villain
Action - Attack - $6
+2 Coffers
+1 Buy
Each other player with 5 or more cards in hand discards a card from their hand costing $2 or more, or reveals they can't.

Walled Villain
Action - Attack - $6
+2 Coffers
Each other player with 5 or more cards in hand discards a card from their hand costing $2 or more, or reveals they can't.
-
During Clean-up, if you have any Coffers, you may put this on your deck.

Farming Villain
Action - Attack - $6
+2 Coffers
Each other player with 5 or more cards in hand discards an Action or Treasure card from their hand costing $2 or more, or reveals they can't.

Border Villain
Action - Attack - $8
+2 Coffers
Each other player with 5 or more cards in hand discards a card from their hand costing $2 or more, or reveals they can't.
-
When you gain this, gain a cheaper Attack card.

Ruined Villain
Action - Attack - Ruins - $0
+1 Coffers
Each other player with 5 or more cards in hand reveals their hand.

Bustling Villain
Action - Attack - $7
+3 Coffers
Each other player with 5 or more cards in hand discards a card from their hand costing $2 or more, or reveals they can't. You may look through your discard pile and put a Cutpurse from it into your hand.

Vile
Action - Attack - $6
+2 Coffers
Each other player takes their -$1 Token.
-
When you gain this, +1 Coffers, put this in your hand, and return to your Buy phase if you have left it.

Blessed Villain
Action - Attack - Doom - $6
+2 Coffers
Each other player with 5 or more cards in hand discards a card from their hand costing $2 or more, or reveals they can't.
-
When you gain this, each other player takes the next Hex.

Cursed Villain
Action - Attack - Fate - $7
+2 Coffers
Each other player reveals their hand, then discards down to 3 cards in hand, discarding as many cards as possible costing $2 or more.
-
When you gain this, each other player takes the next Boon.

Snowy Villain
Action - Attack - $5
+4 Coffers
+1 Buy
Each other player with 5 or more cards in hand discards a card from their hand costing $2 or more, or reveals they can't. For the rest of this turn, ignore instructions that give you Coffers.
Title: Re: Really bad card ideas
Post by: spineflu on February 25, 2022, 11:21:13 am
(https://trello.com/1/cards/621901911918d22f3f028947/attachments/621901967d533e1ff52000a3/previews/621901977d533e1ff52001af/download/image.png)
Quote
Marbleworks • $2 • Project
When you shuffle, put your deck into your discard pile, then remove all the Victory & Curse cards. Start a (face-down) stack with each removed card, then deal the remaining cards (shuffled) out evenly on top of them, then put one stack (at random) on top of another until only one stack remains.

Pandemic shuffling to ensure your Bad Cards are distributed evenly throughout your deck.
Title: Re: Really bad card ideas
Post by: Augie279 on February 26, 2022, 03:13:14 am
(https://media.discordapp.net/attachments/827692005160648744/947043488808202240/A_Way_With_Words1.png)
Bad pun resulting in a bad card. I'm not sorry.
Title: Re: Really bad card ideas
Post by: NoMoreFun on February 27, 2022, 04:43:32 am
(https://media.discordapp.net/attachments/827692005160648744/947043488808202240/A_Way_With_Words1.png)
Bad pun resulting in a bad card. I'm not sorry.

In Bag of Gold
Action/Prize - $0*
+1 Action
Gain the Supply onto your deck
(This is not a Gold)
Title: Re: Really bad card ideas
Post by: joefarebrother on February 27, 2022, 03:36:22 pm
Good back up plan in case the mode of tournament to "+1 Action gain Each Province and a Prize (from the Prize pile) onto your deck. If no-one else does, any player may reveal a Duchy from their hand, or discard it. If you do, +1 Card and +1$." doesn't actually get you enough points
Title: Re: Really bad card ideas
Post by: Awaclus on March 02, 2022, 03:56:26 pm
(https://dl.dropbox.com/s/7ay2gv2ravh1qj0/League_of_Mountebankers.png?dl=0)
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on March 02, 2022, 09:39:09 pm
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.
Title: Re: Really bad card ideas
Post by: Augie279 on March 03, 2022, 11:17:26 am
(https://media.discordapp.net/attachments/827692005160648744/948977238219571200/Hireling_Guild.png?width=1036&height=676)
Title: Re: Really bad card ideas
Post by: Violet CLM on March 03, 2022, 03:44:11 pm
Lich Attracts Lich
Every player skips a turn.
Title: Re: Really bad card ideas
Post by: crj on March 03, 2022, 04:26:42 pm
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.
Title: Re: Really bad card ideas
Post by: crj on March 03, 2022, 04:28:47 pm
Mountaineers - Ally
After each turn, if at least one player gained a Province, auction 6 VP to whoever bids the most Favors.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on March 03, 2022, 05:36:23 pm
I Do Not Lich This Board
Skip this game.
Title: Re: Really bad card ideas
Post by: joefarebrother on March 03, 2022, 07:50:20 pm
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.
Title: Re: Really bad card ideas
Post by: Gherald on March 03, 2022, 08:00:54 pm
(https://media.discordapp.net/attachments/827692005160648744/948977238219571200/Hireling_Guild.png?width=1036&height=676)
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

 ;) ;) ;)
Title: Re: Really bad card ideas
Post by: joefarebrother on March 09, 2022, 10:46:56 pm
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.

Title: Re: Really bad card ideas
Post by: Commodore Chuckles on March 09, 2022, 11:26:14 pm
Repossession
Action - $10PP
Gain all of the cards the player to your right gained on their last turn.
Title: Re: Really bad card ideas
Post by: D782802859 on March 13, 2022, 07:48:00 am
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.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on March 13, 2022, 09:43:19 pm
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.
Title: Re: Really bad card ideas
Post by: Joxeft on March 17, 2022, 09:35:16 am
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.
Title: Re: Really bad card ideas
Post by: emtzalex on March 17, 2022, 04:27:50 pm
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).
Title: Re: Really bad card ideas
Post by: silverspawn on March 17, 2022, 04:33:44 pm
Idk about the card actually being good without the discard+order. With the discard+order it's totally busted, obviously.
Title: Re: Really bad card ideas
Post by: Joxeft on March 17, 2022, 06:37:45 pm
How much should it cost.
Title: Re: Really bad card ideas
Post by: LibraryAdventurer on March 17, 2022, 06:39:14 pm
How much should it cost.
To stay in this thread? It's fine just the way it is.
Title: Re: Really bad card ideas
Post by: Marcory on March 25, 2022, 06:50:06 am
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.
Title: Re: Really bad card ideas
Post by: Augie279 on March 26, 2022, 02:47:40 am
Acres of Immortality Victory - $6

(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)2

While there are any copies of this in the Supply, the game cannot end.
Title: Re: Really bad card ideas
Post by: silverspawn on March 26, 2022, 10:34:46 am
Acres of Immortality Victory - $6

(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png)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.
Title: Re: Really bad card ideas
Post by: silverspawn on March 26, 2022, 10:35:26 am
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
Title: Re: Really bad card ideas
Post by: markusin on March 26, 2022, 02:34:30 pm
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.
Title: Re: Really bad card ideas
Post by: Carline on March 28, 2022, 12:29:08 am
(https://uploaddeimagens.com.br/images/003/795/890/full/Jail_%282%29.png?1648441618)
Title: Re: Really bad card ideas
Post by: joefarebrother on March 29, 2022, 08:42:27 pm
good with transport
Title: Re: Really bad card ideas
Post by: Carline on March 29, 2022, 11:01:19 pm
good with transport

Which makes it even worse design.
Title: Re: Really bad card ideas
Post by: crj on March 30, 2022, 12:18:09 pm
Terrifying synergy with Overlord!
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on March 31, 2022, 10:45:52 pm
Karma
Project - $5
Lingering effects from your last turn apply to the first turn of the next game of Dominion you play.

If you play a Duration card on your last turn, you get the next-turn benefit on the first turn of the next game. If you play a Lich on your last turn though, you have to skip your first turn in the next game.
Title: Re: Really bad card ideas
Post by: infangthief on April 01, 2022, 04:31:48 am
Karma
Project - $5
Lingering effects from your last turn apply to the first turn of the next game of Dominion you play.

If you play a Duration card on your last turn, you get the next-turn benefit on the first turn of the next game. If you play a Lich on your last turn though, you have to skip your first turn in the next game.
Champion!
Also, do you keep the Duration in play to remind you? (Yeh, I know I've got enough to win, but I want to get my King's Court - Wharf into play first.)
Also also, is it only from your last turn, or anything that is lingering? Eg if I bid 40 for Mountain Pass on my opponent's final turn...
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on April 02, 2022, 12:16:38 am
Karma
Project - $5
Lingering effects from your last turn apply to the first turn of the next game of Dominion you play.

If you play a Duration card on your last turn, you get the next-turn benefit on the first turn of the next game. If you play a Lich on your last turn though, you have to skip your first turn in the next game.
Champion!
Also, do you keep the Duration in play to remind you? (Yeh, I know I've got enough to win, but I want to get my King's Court - Wharf into play first.)
Also also, is it only from your last turn, or anything that is lingering? Eg if I bid 40 for Mountain Pass on my opponent's final turn...

Champion says "for the rest of the game", so it actually wouldn't apply to the next game. I'm gonna say no to keeping the Duration in play, because that would then let you gain it in the next game when you discard it. As for tokens, my immediate thought is that any Debt, Coffers and Villagers you have at the end of the game would linger, but VP chips wouldn't, under the argument that you "spend" VP chips at the end for VP. Favors are the interesting one, because some of the Allies have a cumulative effect rather than a spending one, which would just let you get more and more powerful in each game. Of course, that's assuming that the rest of your games all have Karma.
Title: Re: Really bad card ideas
Post by: Augie279 on April 14, 2022, 09:51:48 am
Way of the Confused Mole

+3 Cards
+1 Action
Discard your hand.
Title: Re: Really bad card ideas
Post by: silverspawn on May 01, 2022, 10:27:17 am
BRUTE STRENGTH - Action - 10$

You may reveal a Fortress from your hand. If you do, put it into the trash.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on May 05, 2022, 10:31:21 pm
You Kids Get Off My Lawn!
Action - Attack - Duration - $5
At the start of your next turn, +$3. Until then, the first time each other player plays a card that gives them a choice (e.g., "choose one") they must choose one less thing.
Title: Re: Really bad card ideas
Post by: infangthief on May 06, 2022, 02:44:46 pm
With Great Power Comes Great Responsibililty
$8 Action

You may play an Action card from your hand as many times as you like.
Title: Re: Really bad card ideas
Post by: infangthief on May 08, 2022, 02:25:36 am
In the Prosperity 2E thread we've had:

Emperor's Palace
$10 Action
You may play an Action card from your hand four times.
and
Fancy Drawing Room
$1 Action
You may play an Action card from your hand.

So I think the logical next step is:

Living Room
$0 Action
You may put an Action card into play from your hand.
----
When you gain this, +$2.

It would not be totally useless. You would get the "while this is in play" effect.
Title: Re: Really bad card ideas
Post by: AJD on May 08, 2022, 11:28:04 am
So since we've already got:

Outpost (extra turn, reduced handsize)
Mission (extra turn, reduced buying)
Voyage (extra turn, reduced card playing)

In that spirit, I propose:

Excursion
Event: $5
If the last turn wasn't yours, take an extra turn after this one. During that turn, you can't get +Coin.
Title: Re: Really bad card ideas
Post by: spineflu on May 08, 2022, 08:17:57 pm
So since we've already got:

Outpost (extra turn, reduced handsize)
Mission (extra turn, reduced buying)
Voyage (extra turn, reduced card playing)

In that spirit, I propose:

Excursion
Event: $5
If the last turn wasn't yours, take an extra turn after this one. During that turn, you can't get +Coin.

This is probably doable with a snow restriction on +coin from action cards and the envious state.
Title: Re: Really bad card ideas
Post by: Augie279 on May 22, 2022, 10:02:32 pm
Destruction
Action - $3
Trash a card.
Title: Re: Really bad card ideas
Post by: Joxeft on May 22, 2022, 10:05:26 pm
Wow this can trash any card, that's a really deadly attack card you got there.
Title: Re: Really bad card ideas
Post by: Joxeft on May 23, 2022, 11:26:19 pm
(https://trello.com/1/cards/6261e450a251cc6c66463fd2/attachments/628c51441af32a013d3030cf/download/I_need_to_Win_More_Games_of_Dominion!_(2).png)
Title: Re: Really bad card ideas
Post by: joefarebrother on June 01, 2022, 06:23:49 pm
University but American

Action - 2<20D>

+2 Actions
Gain an action card costing up to 5
Title: Re: Really bad card ideas
Post by: GendoIkari on June 01, 2022, 09:11:07 pm
University but American

Action - 2<20D>

+2 Actions
Gain an action card costing up to 5

In games using this, actions that normally cost $5 cost $6 instead.
Title: Re: Really bad card ideas
Post by: infangthief on June 06, 2022, 11:11:09 am
(https://i.imgur.com/GWPlBPJ.png)
Title: Re: Really bad card ideas
Post by: Augie279 on June 06, 2022, 04:47:27 pm
Weak Legionary
Action - $5
+$3
You may reveal a Gold from your hand.
Title: Re: Really bad card ideas
Post by: 4est on June 06, 2022, 04:54:15 pm
Weak Legionary
Action - $5
+$3
You may reveal a Gold from your hand.

Still way stronger than Mandarin.
Title: Re: Really bad card ideas
Post by: infangthief on June 06, 2022, 05:30:38 pm
More Blue Dog things...
(https://i.imgur.com/JdICDiF.png)
(The Blue Dog kingdom piles are Faithful Hound, Sheepdog and Blue Dog Dealer (http://forum.dominionstrategy.com/index.php?topic=114.msg892598#msg892598).)

So this is like Ironworks encountering the original Trader; the "if" checks will all fail. Even if you gain a Sheepdog and play it, it was not the Blue Dog Breeder's effect which caused you to play it, so you don't get to do the next bit. And even if you did the next bit and discarded a Faithful Hound, setting it aside, it was not the Blue Dog Breeder's effect which caused you to set it aside, so you don't get to play the card again.

With some Blue Dog Dealers, though, this could become fun.
Title: Re: Really bad card ideas
Post by: Minotaur on June 19, 2022, 02:31:36 pm
University but American

Action - 2<20D>

+2 Actions
Gain an action card costing up to 5

oof, I am dead right now.
Title: Re: Really bad card ideas
Post by: Minotaur on June 19, 2022, 02:47:28 pm
Online exclusive!

Red Herring
Action ID-##
Cost: <12>

Remove this card from the game.  Return the game to the a state it was in immediately before a stack of things happened which resulted in this card coming into your possession (such as buying it, or playing a Black Market, or playing a throne room to play a throne room to play a Black market, another player playing Masquerade, etc.).  (Red Herrings that were removed from the game are no longer in the game in any way, and may not be returned to the game in this way.  Leave no card at all in place of missing Red Herrings.)
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on June 20, 2022, 09:30:16 pm
Blue Mutt
Action - Reaction - $2
+2 Cards
-
When you gain a card, you may set this aside and put it in your hand at end of turn.
Title: Re: Really bad card ideas
Post by: Builder_Roberts on July 04, 2022, 10:43:54 pm
A most evil card.
(https://i.ibb.co/WGDNwJy/Me-First-v3-1.png)
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on July 08, 2022, 06:46:48 pm
Mall Cop
Action - Attack - Duration - $2
At the start of your next turn, +$2. Until then, when another player gains a card, if they didn't buy it, they discard down to 3 cards in hand.
Title: Re: Really bad card ideas
Post by: Augie279 on July 22, 2022, 09:19:24 pm
Generous Moneylender
Action - $4
You may discard a Copper from your hand for +$3.
Title: Re: Really bad card ideas
Post by: Minotaur on July 29, 2022, 01:26:11 pm
Capital City
Action
Cost: $6

+1 Card
+2 Actions
If one or more Supply piles is empty, +1 Card.
If two or more, +$1 and +1 Buy.
For each additional Supply pile, +2 VP.
If the Province, Colony, or Castle pile is empty, +2 VP for each such pile.

EDIT:  Apparently I forgot that there already is an expansion with a Capital City, but the concept stands I guess.
Title: Re: Really bad card ideas
Post by: Minotaur on July 29, 2022, 01:30:15 pm
Moneylaunderer
Action-Attack
Cost: $4

Each player gains a Curse into their hand.  You may trash a Curse from your hand for +$3.
Title: Re: Really bad card ideas
Post by: Augie279 on August 11, 2022, 07:35:30 pm
Travelling Salesman
Action - $5
+1 Card
+1 Action
Connect all Kingdom piles in a loop using a roll of string. If no-one else can connect the piles using less string than you can, +1 Buy, +$2.
Title: Re: Really bad card ideas
Post by: joefarebrother on August 16, 2022, 09:17:51 pm
Bitcoin - $3 Treasure

Add a random amount between $0 and $5

---

When you gain this, trash a Gardens from your hand or trash this.
Title: Re: Really bad card ideas
Post by: Augie279 on August 18, 2022, 03:43:18 pm
Were-Cellar - $7, Action

+1 Action
Draw any number of cards. Discard one card per card drawn this way.
Title: Re: Really bad card ideas
Post by: Erick648 on August 20, 2022, 04:34:59 pm
Chapeau
$2 - Action
Set aside up to 4 cards from your hand, placing them on top of your head.  Whenever any falls, put it in your discard pile.
Title: Re: Really bad card ideas
Post by: emtzalex on August 23, 2022, 02:25:22 pm
Garden Party • $5 • Action
+35 Cards
Discard 33 cards.
Title: Re: Really bad card ideas
Post by: MrHiTech on August 28, 2022, 09:09:23 pm
I'm not really sure if this is an RBCI or not
(https://dominioncards.mrhitech.repl.co/gentrification.png)
Title: Re: Really bad card ideas
Post by: Awaclus on September 08, 2022, 05:01:43 pm
Sand Witch
$5 Action - Duration - Attack
Now and at the start of the turn after your next turn: +2 cards
At the start of your next turn, each opponent gains a Curse.
Title: Re: Really bad card ideas
Post by: Builder_Roberts on October 06, 2022, 01:39:26 am
My take on just throwing as many flaws as you can onto a card - intentionally bad.

(https://i.vgy.me/H5KG5i.png)
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on October 06, 2022, 09:45:07 pm
The Ultimate Noob Fancard
Action - Duration - Reaction - Victory - Attack - $7P2
+1 Card
Each other player trashes the top card of their deck. Gain a Curse. You may discard a Curse. If you did, each other player discards down to 1 card. At the start of your next turn, +1 Coffers.
-
When another player plays an Attack card, you may reveal this from your hand to have the Attack affect them instead of you.
-
Worth 1 VP for each card in the Ultimate Noob Fancard pile at the end of the game.
Title: Re: Really bad card ideas
Post by: Gherald on October 21, 2022, 11:18:00 pm
Rename
$3, Action

Name a card. Name it something else. For the rest of this turn, all copies are named the new name.
Title: Re: Really bad card ideas
Post by: Minotaur on October 26, 2022, 11:26:52 pm
Rename
$3, Action

Name a card. Name it something else. For the rest of this turn, all copies are named the new name.

Sometimes Beggars can be choosers.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on October 29, 2022, 11:15:18 pm
Dock
Action - Reaction - $2
+2 Cards
You cannot play another Action card this turn.
-
When you finish resolving an Action card, you may play this from your hand.





EDIT: OK, it looks like nobody got the joke. Here it is: if you play a Dock, can you play another one from your hand? That's certainly a pair o' Docks.
Title: Re: Really bad card ideas
Post by: weretheruler on November 07, 2022, 07:58:50 pm
Adder
$6, Event
After this turn, add another card to the kingdom.

Remover
$2, Event
After this turn, remove a card from the kingdom.

Now every game can end with a city quarter-bridge-goons megaturn!

(Unfortunately, I told this to my kids, and now we play with this almost every game... It was clever the very first game. And only that game.)
Title: Re: Really bad card ideas
Post by: MeNowDealWithIt on November 17, 2022, 01:33:51 pm
Adder
$6, Event
After this turn, add another card to the kingdom.

Remover
$2, Event
After this turn, remove a card from the kingdom.

Now every game can end with a city quarter-bridge-goons megaturn!

(Unfortunately, I told this to my kids, and now we play with this almost every game... It was clever the very first game. And only that game.)

Black Adder

$4 Night
Add another card to the kingdom.
Title: Re: Really bad card ideas
Post by: Will(ow|iam) on November 17, 2022, 09:53:44 pm
Ambiguity
$4 Action
Reveal 2 cards from your hand. If the more expensive one's name is the same as the expansion the cheaper one's from, then trash both and gain a province.
Title: Re: Really bad card ideas
Post by: czzzz on December 03, 2022, 04:13:06 am
(https://live.staticflickr.com/65535/52538756262_b77925de6e_w.jpg)
Sentry Advisor
$4 Action
+1 Card
+1 Action
Reveal the top 3 cards of your deck.
The player to your left chooses one; put it back on top.
Trash and/or discard the rest.
Title: Re: Really bad card ideas
Post by: exfret on December 09, 2022, 07:19:29 pm
A card named "it" (lower case "i"). The text could be something like "You may reveal an Action card from your hand to gain a copy of it".
Title: Re: Really bad card ideas
Post by: Gherald on December 15, 2022, 03:54:05 am
Silver Is The New Purple
$5 Action-Attack

You may trash a card from your hand. If you don't, gain a Silver to your hand. Each other player with 5 or more cards in hand trashes a card costing $3 or more, or reveals a hand with none. Each other player also gains a Silver to their discard.
Title: Re: Really bad card ideas
Post by: Commodore Chuckles on December 15, 2022, 09:15:10 pm
Ruined
Trait
When you play a Ruined card, only perform the first line or sentence of instructions, replacing all numbers with 1.
Title: Re: Really bad card ideas
Post by: Erick648 on December 16, 2022, 02:19:12 am
Ruined
Trait
When you play a Ruined card, only perform the first line or sentence of instructions, replacing all numbers with 1.
If this is on the Knights pile, I want Sir Michael.

IIRC, it’s the only handsize attack this works for because all of the others have some other text (usually a vanilla bonus) first.
Title: Re: Really bad card ideas
Post by: Awaclus on December 19, 2022, 05:35:58 pm
Triploons
*$7 Treasure - Loot
+$3
---
When you gain this, gain two Golds.
Title: Re: Really bad card ideas
Post by: LibraryAdventurer on December 20, 2022, 03:01:21 am
Triploons

Quote
Pentaloons
$7 Treasure - Loot
+$3
-
When you gain this, gain four Golds.

Quote
Pantaloons
$7 Treasure - Loot - Attack
+$3.
All players reveal their hands and trash any reveals Golds.

Quote
Santaloons
$7 Treasure - Loot
+$3
-
When you gain this, all players gain a Gold.

Quote
Doublunars
$7 Treasure - Loot
+$3
-
When you gain this, gain two Moons.

Quote
Bentaloons
$7 Treasure - Loot
+$3
-
When you gain this, moon your opponents.

Quote
Ventaloons
$7 Treasure - Loot
+$3
-
When you gain this, notice a draft in your backside and try to hide the hole in your pants.

sorry, I think I'm overtired
Title: Re: Really bad card ideas
Post by: LordBaphomet on January 15, 2023, 08:51:24 pm
White Market - 3$
+2$. Play up to three treasures from your hand. Reveal 3 cards from the white market deck, you may buy one of them
------------
Setup: mix all of the cards in the supply into a white market deck.
Title: Re: Really bad card ideas
Post by: Violet CLM on January 16, 2023, 04:02:23 am
R.O.U.S.
+2 Cards
+2 Actions
Gain a R.O.U.S.. Trash two cards from your hand other than R.O.U.S. (or reveal a hand of all R.O.U.S.).
-
When you trash this, +2 Cards.
Title: Re: Really bad card ideas
Post by: Will(ow|iam) on January 17, 2023, 12:37:12 am
White Market - 3$
+2$. Play up to three treasures from your hand. Reveal 3 cards from the white market deck, you may buy one of them
------------
Setup: mix all of the cards in the supply into a white market deck.


Game ends before it even begins because all of the piles are empty.
Title: Re: Really bad card ideas
Post by: D782802859 on January 17, 2023, 07:25:04 am
Doublich
$6 Action-Wizard
+6 Cards
+2 Actions
Skip a turn.
-
When you trash this, discard it and gain a cheaper card from the trash.
-
When you gain this, gain a Gold.
Title: Re: Really bad card ideas
Post by: LordBaphomet on January 17, 2023, 06:54:32 pm
White Market - 3$
+2$. Play up to three treasures from your hand. Reveal 3 cards from the white market deck, you may buy one of them
------------
Setup: mix all of the cards in the supply into a white market deck.


Game ends before it even begins because all of the piles are empty.

..... uh its an allegory about capitalism or smth idk
(i didnt think about piling out the game....)
Title: Re: Really bad card ideas
Post by: Awaclus on February 03, 2023, 10:29:33 pm
Regular
Trait
Title: Re: Really bad card ideas
Post by: czzzz on February 04, 2023, 05:59:32 pm
Prolong
Event - (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png)
Choose a card in the trash or in your hand, and return it to its pile.
Title: Re: Really bad card ideas
Post by: Snorka on February 28, 2023, 10:39:15 pm
(https://i.imgur.com/AxOOsqX.png)
A synergy I really wanted to make work, but there were no 12-cost cards, so here we go!
Title: Re: Really bad card ideas
Post by: czzzz on March 01, 2023, 08:52:20 pm
Hilarious!  ;D It reminds me of old-school Yu-Gi-Oh where you have to use like Polymerization to get your Fusion summons or something?
So for me this is a whole card type.
(https://live.staticflickr.com/65535/52719910167_4b0898c14f_w.jpg)
Forged cards can be gained but not bought. Each player has their own Forged pile (I guess like a personal Prizes pile kinda, so it doesn't count towards three-pile endings) to gain from, with cards they picked.  ;) Very Yu-Gi-Oh

This one is two Weavers forged together, since I thought "gain four Silvers" would be funny.
Title: Re: Really bad card ideas
Post by: silverspawn on March 05, 2023, 06:03:59 pm
People who already have dark ages would be annoyed at buying a set where 10-20% of the cards are pointless extras.

People who don't read the rules would be super excited about getting to junk their opponent with 100 Ruinses instead of 50, though!

But you'd never get to-

(https://i.ibb.co/5YxrWFH/Ruiner.png)
Title: Re: Really bad card ideas
Post by: Awaclus on March 05, 2023, 08:13:44 pm
Ruin 'er? I hardly even know 'er!
Title: Re: Really bad card ideas
Post by: mail-mi on March 14, 2023, 02:56:01 pm
Shortship
+2 Cards
At the start of your next turn, +2 Actions.

Mediumship
+1 Card
+1 Action
At the start of your next turn, +1 Card and +1 Action.
Title: Re: Really bad card ideas
Post by: Minotaur on April 01, 2023, 01:06:12 pm
Trenchcoat
Action
Cost: $1

You may trash three Rats from your hand. If you do, gain a Three Rats Forged Together.
--------------------
When you trash this, gain three Rats.

EDIT:  I struck out the reaction because it belongs on TRFT.  The Trenchcoat is clearly empty initially.  Whoops.
Title: Re: Really bad card ideas
Post by: Augie279 on April 01, 2023, 02:24:06 pm
Dropout
Action - $5

+7 Cards
Discard your hand.
Title: Re: Really bad card ideas
Post by: D782802859 on April 02, 2023, 10:38:33 am
Queen's Cache
$7 Treasure
You may play an Action from your hand 3 times.
Title: Re: Really bad card ideas
Post by: Minotaur on April 02, 2023, 11:51:22 am
Dropout
Action - $5

+7 Cards
Discard your hand.

The classic Dropout, always seen in the company of the Faithful Hounds he always blames for eating the homework he allegedly completed...
Title: Re: Really bad card ideas
Post by: joefarebrother on April 13, 2023, 07:46:57 pm
I had a dream where I saw some new dominion cards and this is the only one I could remember clearly (https://i.imgur.com/GPo7yb5.png)

It also had an insert that said "Tip: This is the best card in the game because it can draw you lots of cards"
Title: Re: Really bad card ideas
Post by: Minotaur on April 19, 2023, 09:40:10 am
I had a dream where I saw some new dominion cards and this is the only one I could remember clearly (https://i.imgur.com/GPo7yb5.png)

It also had an insert that said "Tip: This is the best card in the game because it can draw you lots of cards"

Donald is really trying to make Festival good, huh?
Title: Re: Really bad card ideas
Post by: Will(ow|iam) on June 07, 2023, 02:26:35 am
Endful Chalice

$7 Treasure - Loot

+1 Buy
+$1

Trash this.
Title: Re: Really bad card ideas
Post by: LibraryAdventurer on June 07, 2023, 03:02:50 pm
Endful Chalice

Quote
Endless Ruin
$4 - Action - Duration
At the start of each of your turns for the rest of the game: Rol a die. If it's
1 - +1 Action;
2 - +1 Card;
3 - +$1;
4 - +1 Buy;
5 - (Do what Survivors says);
6 - Discard a card.
Title: Re: Really bad card ideas
Post by: Augie279 on June 24, 2023, 06:50:52 pm
You Shall Not Mountain Pass

Landmark

When you are the first player to gain a Province, each player bids 40D, ending with you. High bidder gets +8 VP, and all players take the Debt they bid.
Title: Re: Really bad card ideas
Post by: Augie279 on August 16, 2023, 11:13:02 pm
Seize the Game

Event - $4

Once (ever), take another turn after this one.

Title: Re: Really bad card ideas
Post by: Awaclus on August 17, 2023, 02:27:20 pm
Lowerling
$6 Action - Duration - Attack
At the start of each of your turns for the rest of the game: each other player puts their –1 Card token on their deck.
Title: Re: Really bad card ideas
Post by: kru5h on September 28, 2023, 09:30:24 am
Night Shift, Action, (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png)

Take an extra turn after this one in which cards cost double.
Title: Re: Really bad card ideas
Post by: Snorka on September 28, 2023, 12:03:15 pm
Cardslayer, Action - Attack, $5
Each other player removes a sleeve from a card in their hand.
Title: Re: Really bad card ideas
Post by: LibraryAdventurer on December 09, 2023, 07:48:48 pm


Quote
Time Capsule
$5 - Action - Duration
+$1
The next time you play a Time Capsule, +2 Cards.
When this card finishes resolving, you may play an Action card from your hand three times, then trash it and gain a differently-named Action or Treasure with up to the same cost as the trashed card, and play it.
Title: Re: Really bad card ideas
Post by: Will(ow|iam) on February 20, 2024, 11:12:55 pm
Ruined Ruined Library: +0 Cards

Ruined Ruined Village: +0 Actions

Ruined Ruined Market: +0 Buys

Ruined Ruined Mine: +$0

Ruined Surivivors: Look at the top 0 cards of your deck. You may discard them or put them back in any order.
Title: Re: Really bad card ideas
Post by: czzzz on March 06, 2024, 06:50:18 pm
Quote
Glory
$15 - Victory
Worth 15VP if you have the most VP.

Alternative names: Overkill, Gloating, Boasting
Title: Re: Really bad card ideas
Post by: grumpo on March 22, 2024, 01:16:00 pm
(https://i.imgur.com/9VgHipY.png) (https://i.imgur.com/z4oP1qU.png)

Trying to thread the needle on what exactly we're defining as "Really Bad", but I think this qualifies as a pair of cards that would be really annoying. Had a lot of fun seeing what Dalle did with creating a medieval pizza party also.
Title: Re: Really bad card ideas
Post by: silverspawn on March 22, 2024, 05:19:18 pm
(https://wiki.dominionstrategy.com/images/thumb/a/ac/Fisherman.jpg/200px-Fisherman.jpg)
Title: Re: Really bad card ideas
Post by: Tiago on March 22, 2024, 07:04:15 pm
(https://i.imgur.com/WWX7A1Y.png) (https://i.imgur.com/RTF9dLn.png)

These stay in play until the last turn they do something, so Give Up gets discarded at the end of your first turn next game, so you also get an extra junk card in your deck (just think of it as a Colony). Now there's a way to keep cards in play in between games!
Title: Re: Really bad card ideas
Post by: czzzz on March 23, 2024, 01:03:39 am
(https://i.imgur.com/RTF9dLn.png)
This inspires me

Quote
Movie Adaptation $2 Action - Retcon
Unplay each Action you played this turn, in any order.
Shuffle the unused Ways, and reveal the top two Ways. For each Action this card unplayed, play the Action as one of those Ways.

Quote
Inconsistent Narrative $3 Treasure - Retcon
Unplay an Action, then play an Action or Treasure from your hand twice.

To unplay a card, "simply" unplay its effects and return the card to your hand.

Unplaying Vanilla effects:
+1 Card ... Put a card from your hand onto your deck
+1 Action ... If you have extra Actions, -1 Action; otherwise unplay another Action card you have in play
+$1 ... take a Debt
+1 Buy ... If you have extra Buys, -1 Buy; otherwise return a card you gained in this Buy phase to the Supply.

There's some clear loopholes in there lol

Unplaying non-Vanilla effects:
gooooood luck
Title: Re: Really bad card ideas
Post by: Tiago on March 23, 2024, 06:27:28 pm
Try unplaying Possession (after the extra turn).
Title: Re: Really bad card ideas
Post by: Awaclus on March 25, 2024, 11:33:03 am
Market Cube
$1 Action - Reaction
+1 Card
+1 Action
+1 Buy
Take (http://wiki.dominionstrategy.com/images/thumb/4/43/Debt1.png/18px-Debt1.png).
___
When one of your cards is trashed, you may discard this from your hand to gain two Golds.
Title: Re: Really bad card ideas
Post by: Tiago on March 26, 2024, 01:01:27 am
Quote
Successful Haggler
+$2
This turn, when you gain a card, if you gained it, gain a cheaper non-Victory card.

Quote
Persuasive Haggler
+$2
This turn, when you gain a card, if you gained it, gain a more expensive non-Curse card.

Quote
Two Hagglers
+$2
This turn, when you gain a card, if you gained it, gain a cheaper non-Curse card and a more expensive non-Curse card.

Quote
Ruined Haggler
+$2
This turn, when you gain a card, if you gained it, gain a Curse.

Quote
Event Haggler
+$2
This turn, when you gain an Event, if you bought it, gain another Event.
-
Setup: Add Bury and Dominate to the game.
(To gain an Event, follow its instructions.)

Quote
Haggly, Trait
When you gain a Haggly card, gain a card.

Not to be confused with:
Quote
Hagly
When you gain a Hagly card, each other player gains a Curse onto their deck.
Title: Re: Really bad card ideas
Post by: Tiago on March 28, 2024, 12:05:23 am
Special online-only promo:

Quote
Rage Quit
Action, 8 debt

Each other player gains a Rage Quit.
-
When you gain this, play it.
-
Setup: This pile is infinite.
Title: Re: Really bad card ideas
Post by: czzzz on March 30, 2024, 07:16:47 pm
Quote
Marathon $3 - Action
+1 Action
Reveal the top card of your deck and put it into your hand.
The player to your left reveals the top card of their deck.
If your card has a longer name, +$1 and +1 VP.

Quote
Identify $4 - Action
+$2
Choose a card you have in play. Put a sticker on its back.
Title: Re: Really bad card ideas
Post by: itIsSometimesMonday on April 10, 2024, 07:40:59 pm
(https://i.ibb.co/Vx28Nyh/Spite-1.png)