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Author Topic: Really bad card ideas  (Read 1975491 times)

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rinkworks

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Really bad card ideas
« on: June 20, 2011, 01:29:07 pm »
+13

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.
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nemryn

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Re: Really bad card ideas
« Reply #1 on: June 20, 2011, 02:41:58 pm »
+4

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?
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Axe Knight

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Re: Really bad card ideas
« Reply #2 on: June 20, 2011, 03:59:42 pm »
+2

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.
« Last Edit: June 20, 2011, 04:02:09 pm by Axe Knight »
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Glooble

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Re: Really bad card ideas
« Reply #3 on: June 20, 2011, 04:19:47 pm »
+4

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.
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nemryn

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Re: Really bad card ideas
« Reply #4 on: June 20, 2011, 04:29:01 pm »
+7

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...)
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Re: Really bad card ideas
« Reply #5 on: June 20, 2011, 05:01:19 pm »
+16

Wonder - $20
Action
Any opponent may reveal a copper. If no one does, you win the game.

guided

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Re: Really bad card ideas
« Reply #6 on: June 20, 2011, 05:08:15 pm »
+3

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.
« Last Edit: June 20, 2011, 05:12:41 pm by guided »
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Axe Knight

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Re: Really bad card ideas
« Reply #7 on: June 20, 2011, 05:29:34 pm »
+1

"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
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david707

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Re: Really bad card ideas
« Reply #8 on: June 20, 2011, 05:43:44 pm »
+5

This thread made be laugh quite hard.

Street Market
$6 - Action
+1 Action
+1 Card
+1$
+1 Buy
Discard this card.
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guided

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Re: Really bad card ideas
« Reply #9 on: June 20, 2011, 05:51:40 pm »
+2

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.
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david707

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Re: Really bad card ideas
« Reply #10 on: June 20, 2011, 05:55:34 pm »
+1

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.
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guided

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Re: Really bad card ideas
« Reply #11 on: June 20, 2011, 05:57:39 pm »
0

That was my implication, yes ;)
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david707

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Re: Really bad card ideas
« Reply #12 on: June 20, 2011, 06:15:01 pm »
+1

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.
« Last Edit: June 20, 2011, 06:29:21 pm by david707 »
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play2draw

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Re: Really bad card ideas
« Reply #13 on: June 20, 2011, 06:16:23 pm »
+1

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.
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ImperialStout

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Re: Really bad card ideas
« Reply #14 on: June 20, 2011, 06:23:48 pm »
0

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.
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Axe Knight

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Re: Really bad card ideas
« Reply #15 on: June 20, 2011, 06:32:43 pm »
+13

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. 
« Last Edit: June 20, 2011, 06:36:14 pm by Axe Knight »
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david707

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Re: Really bad card ideas
« Reply #16 on: June 20, 2011, 06:38:05 pm »
0

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?

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Taco Lobster

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Re: Really bad card ideas
« Reply #17 on: June 20, 2011, 06:49:42 pm »
+4

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).
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nemryn

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Re: Really bad card ideas
« Reply #18 on: June 20, 2011, 06:51:24 pm »
+8

Fun (simple) Puzzle: How do you get Chuck Norris?
Horn of Plenty.
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guided

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Re: Really bad card ideas
« Reply #19 on: June 20, 2011, 08:29:26 pm »
0

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
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Randal FTW

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Re: Really bad card ideas
« Reply #20 on: June 20, 2011, 09:01:37 pm »
0

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 :)
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Randal FTW

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Re: Really bad card ideas
« Reply #21 on: June 20, 2011, 09:06:49 pm »
0

"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.

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Personman

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Re: Really bad card ideas
« Reply #22 on: June 21, 2011, 01:47:15 am »
+2

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, 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



« Last Edit: June 21, 2011, 03:48:24 am by Personman »
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drg

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Re: Really bad card ideas
« Reply #23 on: June 21, 2011, 04:48:26 am »
+2


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.
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Personman

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Re: Really bad card ideas
« Reply #24 on: June 21, 2011, 04:57:19 am »
0

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
« Last Edit: June 21, 2011, 04:59:17 am by Personman »
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Jack Rudd

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Re: Really bad card ideas
« Reply #25 on: June 21, 2011, 10:13:52 am »
0

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.)
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Glooble

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Re: Really bad card ideas
« Reply #26 on: June 21, 2011, 10:18:06 am »
+2

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.

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Randal FTW

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Re: Really bad card ideas
« Reply #27 on: June 21, 2011, 11:40:08 am »
0

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, 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!
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nemryn

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Re: Really bad card ideas
« Reply #28 on: June 21, 2011, 12:15:03 pm »
0

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.
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guided

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Re: Really bad card ideas
« Reply #29 on: June 21, 2011, 12:25:11 pm »
0

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.
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Re: Really bad card ideas
« Reply #30 on: June 21, 2011, 09:26:03 pm »
0

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.
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DG

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Re: Really bad card ideas
« Reply #31 on: June 21, 2011, 09:52:02 pm »
+2

Politician.

Play politician with any number of other action cards from hand. Promise to play these cards but just discard them instead.
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Re: Really bad card ideas
« Reply #32 on: June 21, 2011, 10:23:02 pm »
0

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.
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Randal FTW

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Re: Really bad card ideas
« Reply #33 on: June 22, 2011, 12:09:07 am »
0

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.

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Re: Really bad card ideas
« Reply #34 on: June 22, 2011, 01:22:38 am »
0

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.
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Re: Really bad card ideas
« Reply #35 on: June 22, 2011, 01:31:52 am »
0

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
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Re: Really bad card ideas
« Reply #36 on: June 22, 2011, 01:38:00 am »
0

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.
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Re: Really bad card ideas
« Reply #37 on: June 22, 2011, 02:10:57 am »
0

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.
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Re: Really bad card ideas
« Reply #38 on: June 22, 2011, 10:35:46 am »
0

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.
« Last Edit: June 22, 2011, 10:39:51 am by guided »
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Re: Really bad card ideas
« Reply #39 on: June 22, 2011, 10:57:53 am »
0

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!
« Last Edit: June 22, 2011, 11:28:01 am by Death to Sea Hags »
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theory

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Re: Really bad card ideas
« Reply #40 on: June 22, 2011, 11:12:01 am »
+2

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 ..."
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Death to Sea Hags

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Re: Really bad card ideas
« Reply #41 on: June 22, 2011, 11:28:32 am »
0

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.
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Death to Sea Hags

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Re: Really bad card ideas
« Reply #42 on: June 22, 2011, 11:32:54 am »
0

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?
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chwhite

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Re: Really bad card ideas
« Reply #43 on: June 22, 2011, 12:20:50 pm »
0

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.
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def

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Re: Really bad card ideas
« Reply #44 on: June 22, 2011, 02:06:23 pm »
+4

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.
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Re: Really bad card ideas
« Reply #45 on: June 22, 2011, 03:09:37 pm »
+9

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".
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Personman

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Re: Really bad card ideas
« Reply #46 on: June 22, 2011, 03:14:54 pm »
0

... Rip it into 5 pieces...

Whoa, can you do spheres in 5 pieces too?
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guided

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Re: Really bad card ideas
« Reply #47 on: June 22, 2011, 04:15:35 pm »
0

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
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david707

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Re: Really bad card ideas
« Reply #48 on: June 22, 2011, 07:20:34 pm »
+1

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*
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Re: Really bad card ideas
« Reply #49 on: June 23, 2011, 02:13:47 am »
+3

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.
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Axe Knight

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Re: Really bad card ideas
« Reply #50 on: June 23, 2011, 03:16:41 am »
0

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. 



« Last Edit: June 23, 2011, 03:18:54 am by Axe Knight »
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grep

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Re: Really bad card ideas
« Reply #51 on: June 23, 2011, 03:59:11 am »
0

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
« Last Edit: June 23, 2011, 04:04:29 am by grep »
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Death to Sea Hags

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Re: Really bad card ideas
« Reply #52 on: June 23, 2011, 09:42:48 am »
0

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.
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Axe Knight

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Re: Really bad card ideas
« Reply #53 on: June 23, 2011, 10:56:38 am »
0

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
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kazztawdal

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Re: Really bad card ideas
« Reply #54 on: June 23, 2011, 01:07:55 pm »
0

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).
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Re: Really bad card ideas
« Reply #55 on: June 23, 2011, 01:55:06 pm »
0

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.
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kazztawdal

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Re: Really bad card ideas
« Reply #56 on: June 23, 2011, 02:16:57 pm »
0

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"
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Kuildeous

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Re: Really bad card ideas
« Reply #57 on: June 23, 2011, 02:29:16 pm »
0

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.
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drg

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Re: Really bad card ideas
« Reply #58 on: June 23, 2011, 03:40:34 pm »
0

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?
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kazztawdal

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Re: Really bad card ideas
« Reply #59 on: June 23, 2011, 04:02:45 pm »
0

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.
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rinkworks

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Re: Really bad card ideas
« Reply #60 on: June 23, 2011, 04:07:53 pm »
+2

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.
« Last Edit: June 23, 2011, 04:28:59 pm by rinkworks »
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Personman

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Re: Really bad card ideas
« Reply #61 on: June 23, 2011, 04:14:59 pm »
0

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?

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rinkworks

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Re: Really bad card ideas
« Reply #62 on: June 23, 2011, 04:29:17 pm »
0

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

Fixed.
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Blaeu

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Re: Really bad card ideas
« Reply #63 on: June 23, 2011, 07:37:39 pm »
0

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.
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Death to Sea Hags

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Re: Really bad card ideas
« Reply #64 on: June 23, 2011, 07:48:11 pm »
0

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.
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Re: Really bad card ideas
« Reply #65 on: June 23, 2011, 07:49:33 pm »
0

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

So you can play reactions?
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Kuildeous

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Re: Really bad card ideas
« Reply #66 on: June 24, 2011, 10:28:41 am »
0

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.
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kazztawdal

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Re: Really bad card ideas
« Reply #67 on: June 28, 2011, 02:17:51 pm »
0

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.
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Re: Really bad card ideas
« Reply #68 on: June 28, 2011, 03:07:09 pm »
0

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.
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Re: Really bad card ideas
« Reply #69 on: June 28, 2011, 03:28:34 pm »
0

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.
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Glooble

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Re: Really bad card ideas
« Reply #70 on: June 28, 2011, 11:41:06 pm »
0

Please no Egyptian Rat Screw.
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Re: Really bad card ideas
« Reply #71 on: June 29, 2011, 06:05:11 pm »
0

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.
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nemryn

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Re: Really bad card ideas
« Reply #72 on: June 29, 2011, 06:41:25 pm »
0

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.
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Jack Rudd

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Re: Really bad card ideas
« Reply #73 on: June 29, 2011, 07:37:24 pm »
0

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.
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Re: Really bad card ideas
« Reply #74 on: June 29, 2011, 09:22:11 pm »
0

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
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Re: Really bad card ideas
« Reply #75 on: June 29, 2011, 11:10:36 pm »
0

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.
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HLennartz

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Re: Really bad card ideas
« Reply #76 on: June 30, 2011, 12:45:07 am »
0

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.
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Re: Really bad card ideas
« Reply #77 on: June 30, 2011, 03:58:16 pm »
0

$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.
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nemryn

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Re: Really bad card ideas
« Reply #78 on: July 01, 2011, 02:01:15 am »
0

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.
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Re: Really bad card ideas
« Reply #79 on: July 01, 2011, 04:20:30 am »
0

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.
« Last Edit: July 01, 2011, 04:22:31 am by Davio »
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guided

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Re: Really bad card ideas
« Reply #80 on: July 01, 2011, 07:34:57 am »
+2

Possession, how is this not an Attack?
It doesn't have "Attack" printed on the card type line.
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Taco Lobster

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Re: Really bad card ideas
« Reply #81 on: July 01, 2011, 02:46:09 pm »
+2

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.
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fp

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Re: Really bad card ideas
« Reply #82 on: July 02, 2011, 12:59:42 am »
0

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.
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HLennartz

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Re: Really bad card ideas
« Reply #83 on: July 02, 2011, 09:28:02 am »
0

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.
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Re: Really bad card ideas
« Reply #84 on: July 02, 2011, 09:59:24 am »
0

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.
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kazztawdal

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Re: Really bad card ideas
« Reply #85 on: July 05, 2011, 02:02:22 pm »
0

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.
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Axe Knight

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Re: Really bad card ideas
« Reply #86 on: July 05, 2011, 09:15:55 pm »
0

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


« Last Edit: July 06, 2011, 12:09:42 am by Axe Knight »
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Re: Really bad card ideas
« Reply #87 on: July 05, 2011, 10:30:34 pm »
0

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.
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Re: Really bad card ideas
« Reply #88 on: July 06, 2011, 01:38:41 pm »
0

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.
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kazztawdal

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Re: Really bad card ideas
« Reply #89 on: July 06, 2011, 03:50:27 pm »
+1

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.
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chwhite

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Re: Really bad card ideas
« Reply #90 on: July 06, 2011, 04:02:04 pm »
+1

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
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Re: Really bad card ideas
« Reply #91 on: July 06, 2011, 07:30:36 pm »
+1

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.
 
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Re: Really bad card ideas
« Reply #92 on: July 06, 2011, 08:30:50 pm »
0

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

grep

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Re: Really bad card idea
« Reply #93 on: July 07, 2011, 02:37:50 am »
0

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.
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Kuildeous

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Re: Really bad card ideas
« Reply #94 on: July 07, 2011, 08:54:41 am »
0

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.
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grep

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Re: Really bad card ideas
« Reply #95 on: July 07, 2011, 04:37:56 pm »
0

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"
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kazztawdal

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Re: Really bad card ideas
« Reply #96 on: July 08, 2011, 12:45:20 pm »
+1

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.
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Axe Knight

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Re: Really bad card ideas
« Reply #97 on: July 08, 2011, 01:53:04 pm »
+1


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
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Censure

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Re: Really bad card ideas
« Reply #98 on: July 08, 2011, 11:33:34 pm »
0

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.
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kazztawdal

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Re: Really bad card ideas
« Reply #99 on: July 11, 2011, 01:10:21 pm »
0

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)
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KMueller

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Re: Really bad card ideas
« Reply #100 on: July 11, 2011, 02:09:18 pm »
0

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.
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Buttons

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Re: Really bad card ideas
« Reply #101 on: July 11, 2011, 04:54:47 pm »
0

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.
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Axe Knight

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Re: Really bad card ideas
« Reply #102 on: July 11, 2011, 05:15:37 pm »
0

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. 
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drg

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Re: Really bad card ideas
« Reply #103 on: July 12, 2011, 12:16:51 am »
0

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
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guided

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Re: Really bad card ideas
« Reply #104 on: July 12, 2011, 12:28:12 am »
0

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!
« Last Edit: July 12, 2011, 12:31:21 am by guided »
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Deadlock39

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Re: Really bad card ideas
« Reply #105 on: July 12, 2011, 10:38:16 am »
0

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.
« Last Edit: July 12, 2011, 10:44:02 am by Deadlock39 »
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kazztawdal

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Re: Really bad card ideas
« Reply #106 on: July 12, 2011, 12:43:50 pm »
+1

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."
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guided

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Re: Really bad card ideas
« Reply #107 on: July 12, 2011, 01:33:53 pm »
+1

"Here you go, I guess you can have this Curse and this Estate. And why not a couple Coppers while we're at it?"
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Re: Really bad card ideas
« Reply #108 on: July 12, 2011, 03:00:53 pm »
+2

"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."
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grep

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Re: Really bad card ideas
« Reply #109 on: July 12, 2011, 03:20:37 pm »
0

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.
« Last Edit: July 12, 2011, 03:28:17 pm by grep »
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Re: Really bad card ideas
« Reply #110 on: July 12, 2011, 03:37:25 pm »
0

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.

grep

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Re: Really bad card ideas
« Reply #111 on: July 12, 2011, 04:58:51 pm »
0

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.
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Kirian

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Re: Really bad card ideas
« Reply #112 on: July 12, 2011, 08:21:13 pm »
+1

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.
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Death to Sea Hags

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Re: Really bad card ideas
« Reply #113 on: July 14, 2011, 09:37:45 pm »
+1

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.
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Death to Sea Hags

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Re: Really bad card ideas
« Reply #114 on: July 14, 2011, 09:43:39 pm »
0

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.
« Last Edit: July 14, 2011, 09:45:49 pm by Death to Sea Hags »
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heatthespurs

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Re: Really bad card ideas
« Reply #115 on: July 15, 2011, 11:15:58 am »
+1

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.
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kazztawdal

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Re: Really bad card ideas
« Reply #116 on: July 15, 2011, 01:13:46 pm »
0

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.
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Re: Really bad card ideas
« Reply #117 on: July 15, 2011, 11:03:22 pm »
0

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.
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Re: Really bad card ideas
« Reply #118 on: July 16, 2011, 08:11:41 am »
0

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!
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Censure

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Re: Really bad card ideas
« Reply #119 on: July 18, 2011, 05:00:12 am »
+1

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.
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kazztawdal

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Re: Really bad card ideas
« Reply #120 on: July 18, 2011, 12:52:10 pm »
+2

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.
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rinkworks

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Re: Really bad card ideas
« Reply #121 on: July 18, 2011, 03:36:19 pm »
+3

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.
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kazztawdal

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Re: Really bad card ideas
« Reply #122 on: July 19, 2011, 12:32:40 pm »
0

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
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guided

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Re: Really bad card ideas
« Reply #123 on: July 19, 2011, 01:04:27 pm »
+1

The "you may reveal this" clause is really the icing on the cake.
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kazztawdal

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Re: Really bad card ideas
« Reply #124 on: July 21, 2011, 12:40:34 pm »
+1

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.
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A_S00

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Re: Really bad card ideas
« Reply #125 on: July 21, 2011, 01:18:08 pm »
0

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?
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Re: Really bad card ideas
« Reply #126 on: July 21, 2011, 01:32:52 pm »
0

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.
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Thisisnotasmile

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Re: Really bad card ideas
« Reply #127 on: July 21, 2011, 01:42:18 pm »
0

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.
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def

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Re: Really bad card ideas
« Reply #128 on: July 21, 2011, 02:36:29 pm »
0

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?
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kazztawdal

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Re: Really bad card ideas
« Reply #129 on: July 22, 2011, 12:47:13 pm »
0

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.
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rinkworks

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Re: Really bad card ideas
« Reply #130 on: July 22, 2011, 01:16:35 pm »
0

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.
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Death to Sea Hags

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Re: Really bad card ideas
« Reply #131 on: July 22, 2011, 03:06:23 pm »
0

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.
« Last Edit: July 22, 2011, 03:15:25 pm by Death to Sea Hags »
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grep

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Re: Really bad card ideas
« Reply #132 on: July 22, 2011, 03:29:22 pm »
0

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)
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enigma

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Re: Really bad card ideas
« Reply #133 on: July 25, 2011, 01:44:39 am »
0

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)
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kazztawdal

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Re: Really bad card ideas
« Reply #134 on: July 25, 2011, 01:34:53 pm »
+1

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)
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rinkworks

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Re: Really bad card ideas
« Reply #135 on: July 25, 2011, 03:10:07 pm »
0

Cattle Ranch
$3
Action

Oh man.  I want to play that card so bad now.
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krawhitham

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Re: Really bad card ideas
« Reply #136 on: July 25, 2011, 10:16:39 pm »
0

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.
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kazztawdal

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Re: Really bad card ideas
« Reply #137 on: July 26, 2011, 02:00:53 pm »
0

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.
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Fangz

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Re: Really bad card ideas
« Reply #138 on: July 26, 2011, 04:36:43 pm »
0

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'.
« Last Edit: July 26, 2011, 04:41:20 pm by Fangz »
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david707

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Re: Really bad card ideas
« Reply #139 on: July 27, 2011, 08:11:41 am »
0

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
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Thisisnotasmile

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Re: Really bad card ideas
« Reply #140 on: July 27, 2011, 09:33:07 am »
0

Meerkat
действия - $5
+1 карты
+1 Экшен
+1 Купить
+ $1
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rinkworks

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Re: Really bad card ideas
« Reply #141 on: July 27, 2011, 09:40:08 am »
0

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.
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Thisisnotasmile

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Re: Really bad card ideas
« Reply #142 on: July 27, 2011, 09:50:04 am »
0

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.
« Last Edit: July 27, 2011, 09:52:05 am by Thisisnotasmile »
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Glooble

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Re: Really bad card ideas
« Reply #143 on: July 27, 2011, 09:57:50 am »
0

Or just forge into it. You can still gain these cards, after all.
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I think town!Glooble pointing to something as a scum tell and then shortly thereafter doing that thing is a lot more likely than scum!Glooble doing that.

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HockeyHippo

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Re: Really bad card ideas
« Reply #144 on: July 27, 2011, 12:05:01 pm »
0

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
« Last Edit: July 27, 2011, 12:10:00 pm by HockeyHippo »
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Glooble

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Re: Really bad card ideas
« Reply #145 on: July 27, 2011, 01:05:32 pm »
0

Recursion would permanently stall the game.

Forever.

I think you win.
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I think town!Glooble pointing to something as a scum tell and then shortly thereafter doing that thing is a lot more likely than scum!Glooble doing that.

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Elyv

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Re: Really bad card ideas
« Reply #146 on: July 27, 2011, 01:05:59 pm »
0

Recursion would permanently stall the game.

Forever.

I think you win.
You're not required to play it.
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kazztawdal

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Re: Really bad card ideas
« Reply #147 on: July 27, 2011, 01:13:34 pm »
0

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
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kazztawdal

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Re: Really bad card ideas
« Reply #148 on: July 27, 2011, 01:17:46 pm »
0

Ultimate Golem
$9
Action

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

If your deck is empty, reshuffle.
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Deadlock39

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Re: Really bad card ideas
« Reply #149 on: July 27, 2011, 02:29:03 pm »
0

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

Superdad

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Re: Really bad card ideas
« Reply #150 on: August 19, 2011, 01:37:48 pm »
0

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.
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jsh357

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Re: Really bad card ideas
« Reply #151 on: August 20, 2011, 02:50:07 pm »
+2

This thread makes me wonder if there'll ever be a "Dominion Unglued."
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Scott Pilgrim

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Re: Really bad card ideas
« Reply #152 on: August 20, 2011, 08:34:01 pm »
+1

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.
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HLennartz

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Re: Really bad card ideas
« Reply #153 on: August 23, 2011, 02:02:56 pm »
0

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.
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play2draw

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Re: Really bad card ideas
« Reply #154 on: August 23, 2011, 03:11:00 pm »
+1

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).
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rinkworks

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Re: Really bad card ideas
« Reply #155 on: August 23, 2011, 03:34:29 pm »
+1

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.
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Re: Really bad card ideas
« Reply #156 on: August 24, 2011, 02:51:37 am »
0

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.
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chwhite

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Re: Really bad card ideas
« Reply #157 on: August 24, 2011, 03:39:30 am »
+4

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.
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Re: Really bad card ideas
« Reply #158 on: August 24, 2011, 12:57:55 pm »
0

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.
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Re: Really bad card ideas
« Reply #159 on: August 25, 2011, 10:12:28 am »
+2

Nipple Tweak - $3
Gain a Curse.
Gain a Gold.
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Re: Really bad card ideas
« Reply #160 on: October 13, 2011, 01:11:22 am »
+1

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.
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play2draw

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Re: Really bad card ideas
« Reply #161 on: October 13, 2011, 01:14:24 am »
+1

This one came in my head yesterday:

Printing Money - $4 - Treasure
$1
+1 buy
When you buy a card, +$1
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Re: Really bad card ideas
« Reply #162 on: October 13, 2011, 01:17:10 am »
+2

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.
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Re: Really bad card ideas
« Reply #163 on: October 13, 2011, 01:22:00 am »
+2

+1 action, +2 coins, +1 buy:

Bland Market? Eh-stival? Or Goodcutter?
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Re: Really bad card ideas
« Reply #164 on: October 13, 2011, 01:24:12 am »
+2

$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.
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Re: Really bad card ideas
« Reply #165 on: October 13, 2011, 03:39:07 am »
0

+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.)
« Last Edit: October 13, 2011, 03:48:26 am by chwhite »
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Re: Really bad card ideas
« Reply #166 on: October 13, 2011, 11:38:32 am »
0

+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.
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Re: Really bad card ideas
« Reply #167 on: October 13, 2011, 07:33:33 pm »
0

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.
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chwhite

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Re: Really bad card ideas
« Reply #168 on: October 13, 2011, 09:58:10 pm »
0

+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.
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Julle

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Re: Really bad card ideas
« Reply #169 on: October 15, 2011, 06:51:25 pm »
0

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 ;)
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Re: Really bad card ideas
« Reply #170 on: October 15, 2011, 07:17:54 pm »
+1

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.
« Last Edit: October 15, 2011, 07:21:15 pm by ChaosRed »
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Re: Really bad card ideas
« Reply #171 on: October 15, 2011, 07:20:40 pm »
0

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.
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ChaosRed

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Re: Really bad card ideas
« Reply #172 on: October 15, 2011, 07:22:04 pm »
0

It's true, at times a 5-card becomes old/stale as the board changes.
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Re: Really bad card ideas
« Reply #173 on: October 15, 2011, 08:34:11 pm »
0

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)".
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Finally, they come upon a stone tablet, which contains but one mysterious phrase!

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ChaosRed

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Re: Really bad card ideas
« Reply #174 on: October 15, 2011, 08:43:35 pm »
0

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.
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Re: Really bad card ideas
« Reply #175 on: October 16, 2011, 11:38:45 pm »
0

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.
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Re: Really bad card ideas
« Reply #176 on: October 17, 2011, 12:50:50 am »
0

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.
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Re: Really bad card ideas
« Reply #177 on: October 17, 2011, 06:18:44 am »
0

Not too crazy since Pirate Ships strength comes from multiple attacks, which shouldn't be possible this easy with the high cost.
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Re: Really bad card ideas
« Reply #178 on: October 28, 2011, 11:52:56 pm »
0

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

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Re: Really bad card ideas
« Reply #179 on: October 29, 2011, 01:44:42 am »
0

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
« Last Edit: October 29, 2011, 02:18:54 am by hypercube »
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natey

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Re: Really bad card ideas
« Reply #180 on: October 31, 2011, 10:24:20 pm »
0

Boutique
Action - $4
+ 1 card
+ 1 action
+ 1 buy
+ $3

cards cost 2 more this turn
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Re: Really bad card ideas
« Reply #181 on: November 01, 2011, 08:19:36 am »
0

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?
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Re: Really bad card ideas
« Reply #182 on: November 01, 2011, 09:50:57 pm »
+2

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.



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!"
« Last Edit: November 01, 2011, 10:06:27 pm by Zem »
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Re: Really bad card ideas
« Reply #183 on: November 09, 2011, 10:33:07 am »
0

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.
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Re: Really bad card ideas
« Reply #184 on: November 09, 2011, 11:59:14 am »
+5

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.
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Re: Really bad card ideas
« Reply #185 on: November 09, 2011, 12:49:21 pm »
+1

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!
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Re: Really bad card ideas
« Reply #186 on: November 09, 2011, 12:52:33 pm »
0

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.
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Re: Really bad card ideas
« Reply #187 on: November 09, 2011, 11:40:00 pm »
0

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?
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Re: Really bad card ideas
« Reply #188 on: November 09, 2011, 11:56:53 pm »
+1

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.
« Last Edit: November 10, 2011, 12:00:43 am by chwhite »
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Re: Really bad card ideas
« Reply #189 on: November 10, 2011, 12:27:27 am »
+3

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.
« Last Edit: November 10, 2011, 12:30:09 am by AJD »
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Re: Really bad card ideas
« Reply #190 on: November 10, 2011, 01:04:27 am »
0

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.
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Re: Really bad card ideas
« Reply #191 on: November 10, 2011, 01:11:05 am »
0

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).
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chwhite

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Re: Really bad card ideas
« Reply #192 on: November 10, 2011, 01:49:04 am »
0

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.
« Last Edit: November 10, 2011, 01:55:26 am by chwhite »
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Re: Really bad card ideas
« Reply #193 on: November 10, 2011, 01:50:32 am »
0

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.
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Julle

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Re: Really bad card ideas
« Reply #194 on: November 10, 2011, 09:03:29 am »
0

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.
« Last Edit: November 10, 2011, 10:29:27 am by Julle »
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Re: Really bad card ideas
« Reply #195 on: November 10, 2011, 12:21:30 pm »
+1

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.
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Re: Really bad card ideas
« Reply #196 on: November 12, 2011, 06:44:12 pm »
0

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.
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Re: Really bad card ideas
« Reply #197 on: November 13, 2011, 01:19:49 am »
+1

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.
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Re: Really bad card ideas
« Reply #198 on: November 13, 2011, 01:53:44 am »
+5

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?
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Re: Really bad card ideas
« Reply #199 on: November 13, 2011, 02:31:02 am »
+8

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.
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Re: Really bad card ideas
« Reply #200 on: November 13, 2011, 03:02:25 am »
+6

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]
« Last Edit: November 13, 2011, 03:05:03 am by Kirian »
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Julle

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Re: Really bad card ideas
« Reply #201 on: November 13, 2011, 03:33:10 am »
+1

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  :)
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Re: Really bad card ideas
« Reply #202 on: November 13, 2011, 04:25:02 am »
+1

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)
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Re: Really bad card ideas
« Reply #203 on: November 13, 2011, 04:41:44 am »
+1

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.
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Re: Really bad card ideas
« Reply #204 on: November 13, 2011, 06:37:38 am »
+2

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.
« Last Edit: November 13, 2011, 01:30:44 pm by def »
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Re: Really bad card ideas
« Reply #205 on: November 13, 2011, 06:44:16 am »
+3

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).
« Last Edit: November 13, 2011, 07:41:36 am by Thisisnotasmile »
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Glooble

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Re: Really bad card ideas
« Reply #206 on: November 13, 2011, 12:11:51 pm »
+2

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.

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Re: Really bad card ideas
« Reply #207 on: November 13, 2011, 02:10:25 pm »
+4

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.
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ehunt

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Re: Really bad card ideas
« Reply #208 on: November 13, 2011, 02:31:21 pm »
0

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, ..."
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Re: Really bad card ideas
« Reply #209 on: November 13, 2011, 05:24:33 pm »
0

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.
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Re: Really bad card ideas
« Reply #210 on: November 13, 2011, 07:42:02 pm »
+1

Counting Horse - Action - $5

Put into your hand all cards in your discard named Horse Traders, Stables, or Trusty Steed.
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Re: Really bad card ideas
« Reply #211 on: November 15, 2011, 03:37:44 am »
0

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.
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Re: Really bad card ideas
« Reply #212 on: November 15, 2011, 10:42:46 am »
0

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.
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Re: Really bad card ideas
« Reply #213 on: November 15, 2011, 11:00:43 am »
+3

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.
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Re: Really bad card ideas
« Reply #214 on: November 15, 2011, 11:06:59 am »
+3

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.
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Re: Really bad card ideas
« Reply #215 on: November 17, 2011, 11:29:39 pm »
+1

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.
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rinkworks

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Re: Really bad card ideas
« Reply #216 on: November 18, 2011, 08:21:10 am »
0

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.
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Re: Really bad card ideas
« Reply #217 on: November 20, 2011, 05:33:53 pm »
0

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.
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Re: Really bad card ideas
« Reply #218 on: November 20, 2011, 08:03:09 pm »
0

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
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Re: Really bad card ideas
« Reply #219 on: November 20, 2011, 10:00:48 pm »
+1

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.
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Re: Really bad card ideas
« Reply #220 on: November 26, 2011, 12:03:34 pm »
+1

Nudist Colony
Victory - $8
10 VP
_____
When you gain this, take off all your clothes.


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Fangz

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Re: Really bad card ideas
« Reply #221 on: December 02, 2011, 08:52:47 am »
+1

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.
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Re: Really bad card ideas
« Reply #222 on: January 20, 2012, 05:33:45 pm »
+1

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.
« Last Edit: January 20, 2012, 05:36:57 pm by A_S00 »
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plasticbrain

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Re: Really bad card ideas
« Reply #223 on: January 20, 2012, 06:20:15 pm »
+1

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.)
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Re: Really bad card ideas
« Reply #224 on: January 20, 2012, 06:37:43 pm »
+4

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
« Last Edit: January 20, 2012, 06:41:34 pm by Axxle »
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Re: Really bad card ideas
« Reply #225 on: January 20, 2012, 07:04:39 pm »
0

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.
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Re: Really bad card ideas
« Reply #226 on: January 21, 2012, 01:28:39 pm »
+4

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.
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Re: Really bad card ideas
« Reply #227 on: January 21, 2012, 09:52:42 pm »
+8

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!
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Re: Really bad card ideas
« Reply #228 on: January 23, 2012, 05:33:00 am »
0

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).
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Re: Really bad card ideas
« Reply #229 on: January 23, 2012, 05:34:14 pm »
0

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.
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Re: Really bad card ideas
« Reply #230 on: January 23, 2012, 05:45:39 pm »
0

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
« Last Edit: January 23, 2012, 05:49:02 pm by A_S00 »
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Re: Really bad card ideas
« Reply #231 on: January 23, 2012, 05:47:21 pm »
0

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 :)
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Re: Really bad card ideas
« Reply #232 on: January 24, 2012, 01:04:15 am »
+1

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.
« Last Edit: January 24, 2012, 01:19:00 am by jimjam »
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Re: Really bad card ideas
« Reply #233 on: January 24, 2012, 01:16:45 am »
0

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.)
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Re: Really bad card ideas
« Reply #234 on: January 24, 2012, 02:26:10 am »
0

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Re: Really bad card ideas
« Reply #235 on: January 24, 2012, 01:39:19 pm »
0

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.
« Last Edit: January 24, 2012, 01:51:11 pm by FishingVillage »
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Re: Really bad card ideas
« Reply #236 on: January 24, 2012, 02:51:30 pm »
0

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.
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Re: Really bad card ideas
« Reply #237 on: January 24, 2012, 04:16:57 pm »
+2

Programmer's Town
$3 - Action

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


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Re: Really bad card ideas
« Reply #238 on: January 24, 2012, 04:20:18 pm »
+1

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.
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Re: Really bad card ideas
« Reply #239 on: January 24, 2012, 04:21:18 pm »
+1

Idiot's Village
$3
+1 Card
+2 Actions

While this card is in play, you can only buy Idiot's Village.
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Re: Really bad card ideas
« Reply #240 on: January 24, 2012, 04:45:05 pm »
+2

Pillage
$3 Action-Attack

+2 Actions

Draw a card from an opponent's deck.

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Re: Really bad card ideas
« Reply #241 on: January 24, 2012, 08:33:24 pm »
+3

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.
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Re: Really bad card ideas
« Reply #242 on: January 24, 2012, 09:53:37 pm »
0

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) :-)
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Re: Really bad card ideas
« Reply #243 on: January 24, 2012, 11:05:13 pm »
0

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
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Re: Really bad card ideas
« Reply #244 on: January 27, 2012, 12:06:20 pm »
0

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.
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Re: Really bad card ideas
« Reply #245 on: February 03, 2012, 07:05:04 pm »
0

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.
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Re: Really bad card ideas
« Reply #246 on: February 03, 2012, 07:11:22 pm »
0

Thank you.
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Re: Really bad card ideas
« Reply #247 on: February 04, 2012, 10:22:19 pm »
+3

First Turn Advantage
$1 Treasure-Victory
$1
1 VP
When you buy this, the game ends.
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Re: Really bad card ideas
« Reply #248 on: February 06, 2012, 04:15:00 pm »
0

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.
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Re: Really bad card ideas
« Reply #249 on: February 09, 2012, 11:59:13 am »
0

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.
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Re: Really bad card ideas
« Reply #250 on: February 09, 2012, 12:10:12 pm »
0

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
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Re: Really bad card ideas
« Reply #251 on: February 09, 2012, 01:15:06 pm »
0

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.
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Re: Really bad card ideas
« Reply #252 on: February 09, 2012, 03:32:24 pm »
0

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!!!
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Re: Really bad card ideas
« Reply #253 on: February 09, 2012, 03:33:25 pm »
0

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!
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Re: Really bad card ideas
« Reply #254 on: February 09, 2012, 04:26:57 pm »
+3

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.
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Re: Really bad card ideas
« Reply #255 on: February 09, 2012, 07:49:35 pm »
0

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'
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Re: Really bad card ideas
« Reply #256 on: February 09, 2012, 08:24:39 pm »
0

You could do it with Island, Masquerade, your opponent's Bishop, or your opponent's Governor.
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Re: Really bad card ideas
« Reply #257 on: February 09, 2012, 08:44:20 pm »
0

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.
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Re: Really bad card ideas
« Reply #258 on: February 09, 2012, 08:45:32 pm »
0

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?
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Re: Really bad card ideas
« Reply #259 on: February 09, 2012, 08:50:29 pm »
0

ftl's right, was thinking of the pin and ... yeah.
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Re: Really bad card ideas
« Reply #260 on: February 10, 2012, 05:57:23 am »
0

The wording I did allows for Native Village as well I expect.

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Re: Really bad card ideas
« Reply #261 on: February 10, 2012, 06:07:50 am »
0

But how would you get the native village out of your hand/play/deck?
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Re: Really bad card ideas
« Reply #262 on: February 10, 2012, 06:38:14 am »
0

Erm...doh, for some reason I was thinking they went on the mat as well! Ignore that.

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Re: Really bad card ideas
« Reply #263 on: February 10, 2012, 09:21:31 am »
0

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!
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Re: Really bad card ideas
« Reply #264 on: February 11, 2012, 09:47:45 am »
+6

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 ;)
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Re: Really bad card ideas
« Reply #265 on: February 12, 2012, 01:55:17 pm »
0

Last Wish, 5$ Action
Gain any card, skip your buy phase.
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Re: Really bad card ideas
« Reply #266 on: February 12, 2012, 02:03:44 pm »
0

The Blue Peter Garden
$6 - Victory
Gain 1VP per 3 victory cards in your opponents deck.
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Re: Really bad card ideas
« Reply #267 on: February 12, 2012, 07:52:51 pm »
0

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.
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Re: Really bad card ideas
« Reply #268 on: February 13, 2012, 10:15:28 am »
+1

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
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Re: Really bad card ideas
« Reply #269 on: February 13, 2012, 01:17:30 pm »
0

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!
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Re: Really bad card ideas
« Reply #270 on: February 13, 2012, 01:19:08 pm »
0

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...
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Re: Really bad card ideas
« Reply #271 on: February 13, 2012, 01:20:53 pm »
0

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.
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Re: Really bad card ideas
« Reply #272 on: February 13, 2012, 01:22:39 pm »
0

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.

€...
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Re: Really bad card ideas
« Reply #273 on: February 13, 2012, 01:48:57 pm »
0

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
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Re: Really bad card ideas
« Reply #274 on: February 13, 2012, 03:16:33 pm »
0

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!!
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Re: Really bad card ideas
« Reply #275 on: February 13, 2012, 05:34:28 pm »
0

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?
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Re: Really bad card ideas
« Reply #276 on: February 13, 2012, 05:42:36 pm »
0

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.

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Re: Really bad card ideas
« Reply #277 on: February 13, 2012, 08:52:36 pm »
0

Unless, of course, the opposing player also opens 5/2.
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Re: Really bad card ideas
« Reply #278 on: February 13, 2012, 10:51:40 pm »
0

One assumes player 2 may well take his option to end the game with a tie on turn 1, or any subsequent turn...

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Re: Really bad card ideas
« Reply #279 on: February 13, 2012, 11:00:32 pm »
0

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.
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Re: Really bad card ideas
« Reply #280 on: February 13, 2012, 11:04:02 pm »
0

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.

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Re: Really bad card ideas
« Reply #281 on: February 14, 2012, 02:25:06 pm »
0

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!
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Re: Really bad card ideas
« Reply #282 on: February 15, 2012, 03:42:47 pm »
+1

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.
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Re: Really bad card ideas
« Reply #283 on: February 15, 2012, 04:08:25 pm »
+1

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.
« Last Edit: February 15, 2012, 04:24:30 pm by jotheonah »
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Cheese

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Re: Really bad card ideas
« Reply #284 on: February 15, 2012, 05:07:53 pm »
+4

Famine
Action $4

Trash this card. Gain a card costing up to $3.
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Re: Really bad card ideas
« Reply #285 on: February 15, 2012, 05:18:53 pm »
+2

Fast
Action $4

Trash this card. Gain nothing.
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Re: Really bad card ideas
« Reply #286 on: February 15, 2012, 06:07:56 pm »
+1

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.
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Re: Really bad card ideas
« Reply #287 on: February 16, 2012, 12:25:08 am »
0

Fast
Action $4

Trash this card. Gain nothing.

But you can play it as a fast effect.
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Re: Really bad card ideas
« Reply #288 on: February 16, 2012, 02:23:01 am »
+3

Porcelain Throne Room
Action $1
Choose an Action card in your hand. Play it Once.
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Re: Really bad card ideas
« Reply #289 on: February 16, 2012, 03:30:04 am »
0

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.
« Last Edit: February 16, 2012, 03:36:15 am by RiemannZetaJones »
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Re: Really bad card ideas
« Reply #290 on: February 16, 2012, 05:36:59 am »
0


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
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Re: Really bad card ideas
« Reply #291 on: February 16, 2012, 07:18:23 am »
+2

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.
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Re: Really bad card ideas
« Reply #292 on: February 16, 2012, 09:09:56 am »
+6

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!
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Re: Really bad card ideas
« Reply #293 on: February 16, 2012, 10:57:36 am »
+1

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.
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Re: Really bad card ideas
« Reply #294 on: February 16, 2012, 12:52:45 pm »
+1

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.




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Re: Really bad card ideas
« Reply #295 on: February 16, 2012, 01:19:23 pm »
+1

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.
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Re: Really bad card ideas
« Reply #296 on: February 16, 2012, 01:28:52 pm »
+2

Jack of Clubs


Thats it, no text, just a random pile of 10 Jack of clubs from a deck of cards.
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Re: Really bad card ideas
« Reply #297 on: February 16, 2012, 02:14:58 pm »
+2

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.


« Last Edit: February 17, 2012, 10:22:11 am by kamikazepig »
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Voltgloss

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Re: Really bad card ideas
« Reply #298 on: February 17, 2012, 04:45:03 pm »
+1

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.
« Last Edit: February 17, 2012, 04:59:35 pm by Voltgloss »
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jonts26

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Re: Really bad card ideas
« Reply #299 on: February 17, 2012, 05:05:51 pm »
+2

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.
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GendoIkari

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Re: Really bad card ideas
« Reply #300 on: February 17, 2012, 05:18:16 pm »
0

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.
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Re: Really bad card ideas
« Reply #301 on: February 17, 2012, 08:13:15 pm »
0

Great Haul
$3 Action-Victory
1 VP
Gain up to 1 card from each price point on the board, not including victory *cards.
« Last Edit: February 18, 2012, 04:57:08 pm by jotheonah »
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Re: Really bad card ideas
« Reply #302 on: February 17, 2012, 09:19:31 pm »
0

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.
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Re: Really bad card ideas
« Reply #303 on: February 17, 2012, 10:44:10 pm »
+2

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.
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Re: Really bad card ideas
« Reply #304 on: February 17, 2012, 10:45:20 pm »
0

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!  :-)
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Re: Really bad card ideas
« Reply #305 on: February 18, 2012, 03:39:53 pm »
0

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.
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Re: Really bad card ideas
« Reply #306 on: February 18, 2012, 03:44:50 pm »
0

Posessed
$6+potion
Your opponent gains control of your next turn. You may whinge about what a stupid card this is
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Re: Really bad card ideas
« Reply #307 on: February 18, 2012, 05:25:18 pm »
+1

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.
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Re: Really bad card ideas
« Reply #308 on: February 19, 2012, 11:02:42 am »
+1

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
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Re: Really bad card ideas
« Reply #309 on: February 19, 2012, 11:04:35 am »
0

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.
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popsofctown

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Re: Really bad card ideas
« Reply #310 on: February 19, 2012, 11:56:10 am »
0

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 :(
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Re: Really bad card ideas
« Reply #311 on: February 19, 2012, 01:20:42 pm »
0

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
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Re: Really bad card ideas
« Reply #312 on: February 19, 2012, 07:17:58 pm »
0

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.
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Re: Really bad card ideas
« Reply #313 on: February 20, 2012, 08:42:53 am »
+2

Ming - $5

If you confused this for a Mint or a Mine, gain a Gold, otherwise gain a Silver.
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Re: Really bad card ideas
« Reply #314 on: February 20, 2012, 08:46:24 am »
0

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
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Re: Really bad card ideas
« Reply #315 on: February 20, 2012, 12:11:54 pm »
0

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.

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Re: Really bad card ideas
« Reply #316 on: February 20, 2012, 12:13:10 pm »
0

Ermm....oh yeah....erm...exactly as I intended...
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Re: Really bad card ideas
« Reply #317 on: February 20, 2012, 12:21:07 pm »
0

Also, I meant underpriced.
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Thisisnotasmile

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Re: Really bad card ideas
« Reply #318 on: February 20, 2012, 01:17:57 pm »
+1

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).
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Re: Really bad card ideas
« Reply #319 on: February 20, 2012, 02:09:18 pm »
0

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.
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Zem

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Re: Really bad card ideas
« Reply #320 on: February 20, 2012, 05:46:47 pm »
+1













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.
« Last Edit: February 20, 2012, 05:51:08 pm by Zem »
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Re: Really bad card ideas
« Reply #321 on: February 20, 2012, 05:50:44 pm »
0

London 2012
$9,000,000,000
Victory
Worth 1VP

The Turn after you buy London 2012, discard 2 treasure cards from your hand.
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heatthespurs

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Re: Really bad card ideas
« Reply #322 on: February 20, 2012, 10:09:15 pm »
+1

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.
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Re: Really bad card ideas
« Reply #323 on: February 20, 2012, 11:30:40 pm »
0

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.
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Re: Really bad card ideas
« Reply #324 on: February 20, 2012, 11:49:40 pm »
0