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Author Topic: Really bad card ideas  (Read 1868273 times)

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Accatitippi

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Re: Really bad card ideas
« Reply #3725 on: June 08, 2015, 06:50:53 am »
0

Robber - Event 7$
All players with 7 or more cards discard half of their cards, rounded down.
Move the Robber pawn to a Kingdom Supply Pile of your choice.
Cards from that pile are considered to be Curses instead of what they really are.
Setup: place the Robber pawn on the Curse pile.

"You have more laboratories than me ? OK, I put the pawn on Laboratory"
1 turn later : "Gee, if I play Witch he will gain another lab".
Or even: What will I do with all these +buy? I put Robber on Bank, and pile them out. Then I move the Robber, and profit!
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ChocophileBenj

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Re: Really bad card ideas
« Reply #3726 on: June 08, 2015, 07:36:09 am »
0

Robber - Event 7$
All players with 7 or more cards discard half of their cards, rounded down.
Move the Robber pawn to a Kingdom Supply Pile of your choice.
Cards from that pile are considered to be Curses instead of what they really are.
Setup: place the Robber pawn on the Curse pile.

"You have more laboratories than me ? OK, I put the pawn on Laboratory"
1 turn later : "Gee, if I play Witch he will gain another lab".
Or even: What will I do with all these +buy? I put Robber on Bank, and pile them out. Then I move the Robber, and profit!
Except they would still cost their original cost, so $7
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Re: Really bad card ideas
« Reply #3727 on: June 08, 2015, 10:12:56 am »
0

Robber - Event 7$
All players with 7 or more cards discard half of their cards, rounded down.
Move the Robber pawn to a Kingdom Supply Pile of your choice.
Cards from that pile are considered to be Curses instead of what they really are.
Setup: place the Robber pawn on the Curse pile.

"You have more laboratories than me ? OK, I put the pawn on Laboratory"
1 turn later : "Gee, if I play Witch he will gain another lab".
Or even: What will I do with all these +buy? I put Robber on Bank, and pile them out. Then I move the Robber, and profit!
Except they would still cost their original cost, so $7

Why?
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Accatitippi

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Re: Really bad card ideas
« Reply #3728 on: June 08, 2015, 10:32:18 am »
+1

Robber - Event 7$
All players with 7 or more cards discard half of their cards, rounded down.
Move the Robber pawn to a Kingdom Supply Pile of your choice.
Cards from that pile are considered to be Curses instead of what they really are.
Setup: place the Robber pawn on the Curse pile.

"You have more laboratories than me ? OK, I put the pawn on Laboratory"
1 turn later : "Gee, if I play Witch he will gain another lab".
Or even: What will I do with all these +buy? I put Robber on Bank, and pile them out. Then I move the Robber, and profit!
Except they would still cost their original cost, so $7

Why?

I don't know if there is some precedent in existing cards (I never delved in the FAQ for BoM and Inheritance) but common sense says that if A is B and not A, then all attributes of B would apply to A, including cost. So I'd say it would cost 0.
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Deadlock39

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Re: Really bad card ideas
« Reply #3729 on: June 08, 2015, 11:45:03 am »
+8

Russian Roulette - Event 7$
Move one Curse from the Curse pile to the Province pile.
Shuffle the Province pile, and return it to the supply face down.
All cards in the Province pile cost $8.

GendoIkari

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Re: Really bad card ideas
« Reply #3730 on: June 08, 2015, 12:31:59 pm »
0

Russian Roulette - Event 7$
Move one Curse from the Curse pile to the Province pile.
Shuffle the Province pile, and return it to the supply face down.
All cards in the Province pile cost $8.

Duke and Goons finally get that boost they've been needing!
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Awaclus

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Re: Really bad card ideas
« Reply #3731 on: June 08, 2015, 12:49:38 pm »
+1

Russian Roulette - Event 7$
Move one Curse from the Curse pile to the Province pile.
Shuffle the Province pile, and return it to the supply face down.
All cards in the Province pile cost $8.

Duke and Goons finally get that boost they've been needing!

And Scout got the nerf.
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ChocophileBenj

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Re: Really bad card ideas
« Reply #3732 on: June 08, 2015, 01:01:30 pm »
0

Robber - Event 7$
All players with 7 or more cards discard half of their cards, rounded down.
Move the Robber pawn to a Kingdom Supply Pile of your choice.
Cards from that pile are considered to be Curses instead of what they really are.
Setup: place the Robber pawn on the Curse pile.

"You have more laboratories than me ? OK, I put the pawn on Laboratory"
1 turn later : "Gee, if I play Witch he will gain another lab".
Or even: What will I do with all these +buy? I put Robber on Bank, and pile them out. Then I move the Robber, and profit!
Except they would still cost their original cost, so $7

Why?

I don't know if there is some precedent in existing cards (I never delved in the FAQ for BoM and Inheritance) but common sense says that if A is B and not A, then all attributes of B would apply to A, including cost. So I'd say it would cost 0.

Well... it's true. Didn't point that when I wrote that.

But it's still a good though not very original "really bad idea".
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belugawhale

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Re: Really bad card ideas
« Reply #3733 on: June 08, 2015, 04:31:26 pm »
0

Death Note
Action attack duration, $5

Write the name of a card face down. At the start of your next turn, each player puts in deck into his discard pile, reveals his hand and discard pile, and trashes all copies of the card you've written.

I name Ace of Spades!
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ChocophileBenj

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Re: Really bad card ideas
« Reply #3734 on: June 08, 2015, 07:22:48 pm »
+3

Win Merchant
Action Reserve, cost $5
+1 Buy
+4 VP tokens.
Put this on your tavern mat
---
When you buy a Victory card, you may discard this from your buying mat.

Coin of the Real
Treasure reserve, cost $2
+$1
Directly after buying a card, you may call this for +2 buys

Victory Trove
$5, Victory Reaction
Worth $2 VP
---
When you discard this outside of your clean-up phase, you may reveal this. If you do, gain a Duchy and an Estate.

Action Trove
$5, Action
+2 Actions
Gain a Crossroads and a Ruined village

Save as
$2, Event
+1 Buy
Once per turn : trash a card from your hand. Gain a card costing up to $2 more than it, putting it in your hand at end of turn (after drawing)

Fear
$3, Action Duration
+2 cards
Set aside your hand. At the start of your next turn, put it into your hand.
« Last Edit: June 09, 2015, 04:23:35 am by ChocophileBenj »
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Re: Really bad card ideas
« Reply #3735 on: June 08, 2015, 07:36:04 pm »
+4

Hagpie - Action - Attack

Reveal and discard the top card of your deck. If you discarded a curse, each other player gains a curse, putting it on top of his deck. Otherwise, +1 Card, +1 Action, and gain a Hagpie.
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Minotaur

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Re: Really bad card ideas
« Reply #3736 on: June 08, 2015, 07:44:45 pm »
+7

Unstable
Action
Cost: $1

+1 Action
You may discard three cards.  If you do, reveal cards from the top of your deck until you reveal a Treasure, putting it in your hand and discarding the others.
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Re: Really bad card ideas
« Reply #3737 on: June 08, 2015, 10:58:25 pm »
+6

Metastables
Action
Cost: $2

You may discard a Stables. If you do, +3 Cards and +1 Action.

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Re: Really bad card ideas
« Reply #3738 on: June 09, 2015, 12:08:07 am »
+2

Hagpie - Action - Attack

Reveal and discard the top card of your deck. If you discarded a curse, each other player gains a curse, putting it on top of his deck. Otherwise, +1 Card, +1 Action, and gain a Hagpie.

When I saw the title "Hagpie" I was sure it would be a mix of Magpie and Haggler...

Quote
Haghag
$5 cost - Action - Attack
+$2
While this is in play, when you buy a card, each other player gains a card costing at most $2 less than it.

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Re: Really bad card ideas
« Reply #3739 on: June 09, 2015, 12:27:28 am »
0

Maggler
$5 Action
+1 Card
+1 Action
Reveal the top card of your deck. If it's a Treasure, put it into your hand. If it's an Action or Victory card, gain a card costing less than it.

Mag of Gold
$4* Action
+1 Card
+1 Action
Gain a Gold, putting it on top of your deck. Reveal the top card of your deck. If it's a Treasure, put it into your hand. If it's an Action or Victory card, gain a Mag of Gold.
« Last Edit: June 09, 2015, 12:29:41 am by Awaclus »
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Minotaur

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Re: Really bad card ideas
« Reply #3740 on: June 09, 2015, 04:17:59 am »
+3

Pearl Diving Party
Event
Cost: $3

+1 Buy
Look at the bottom 5 cards of your deck.  Discard three and put the other two on top or bottom in any order.


Thieving Party
Event-Attack
Cost: $7

+1 Buy
Each other player reveals the top 5 cards of their deck, trashes 3 Treasure cards of your choice, and puts the rest back in any order.  Gain any number of the trashed treasures.


Transmuting Party
Event
Cost: $2P

Reveal the top 5 cards of your deck.  Trash up to three of them.  For each trashed...:

...Victory card, gain a Gold
...Action card, gain a Duchy
...Treasure card, gain a Transmogrify


Jack of All Parties
Event-Attack
Cost: $3P

Look at the bottom card and top three cards of your deck.  Trash one, discard one, put one on top of your deck, and put one on bottom of your deck.  Each other player reveals the top two cards of their deck and trashes a Treasure that you choose.

For each card trashed so far in the Event, gain a card as if it had been trashed by Transmuting Party.


(EDIT:  Changed so that now you gain Transmogrify instead of Transmute in all cases.)
« Last Edit: June 09, 2015, 05:09:54 am by Minotaur »
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Re: Really bad card ideas
« Reply #3741 on: June 09, 2015, 04:21:45 am »
+2

Looking out party
Event
Cost $3
+1 Buy.
Look at the top 5 cards from your deck. Trash 1 to 3 of them. Discard 1 to 3 of them. Put the rest back on your deck in any order.

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Re: Really bad card ideas
« Reply #3742 on: June 09, 2015, 04:32:49 am »
+3

Feasting Party
Event Cost $6
Look at the top 5 cards from your deck. Trash any of them, and gain as many cards costing up to 5$ as you trashed.
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Minotaur

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Re: Really bad card ideas
« Reply #3743 on: June 09, 2015, 05:06:13 am »
0

Is it a rule that X Party has to be a massive improvement over a bad-to-horrible card?  (Jack of All Parties gets a pass because "Jack of all X" is its own thing regardless?)


Duchess Party
Event
Cost: $1

+1 Buy
Each time you gain a Duchy this turn, and once for each Duchy you have gained this turn:

Take a coin token.  Each player looks at the top card of their deck and decides whether to discard it or put it back.


Developing Party
Event
Cost: $7

Trash up to three cards from your hand.  For each card trashed, place a card costing $1 more and another costing $1 less on top of your deck in either order.
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Re: Really bad card ideas
« Reply #3744 on: June 09, 2015, 05:45:19 am »
0

@Minotaur : a new RB Event Idea idea, yes ^^

Sage party
Event, cost $3
+1 Buy, reveal cards from top of your deck until you reveal 3 cards costing $3 or more. Put them on top of deck in any order and discard the other revealed cards.

Because there were Adventurer and Venture as cards and now there'll be Adventures as an expansion, here are a few really bad expansion ideas :
Dominion : Mines (from Mine + Mining Village)
Dominion : Trading (with lots of trashing+gaining silver things)
Dominion : The Caravans (from Caravan + Caravan Guard)
Dominion : Rat Plague (from Rats + Ratcatcher)

EDIT : Trader Route
Action, cost $3
+1 buy
+$1 for every two Silvers out of the supply
Trash a card from your hand. Gain a Silver.
« Last Edit: June 09, 2015, 05:48:44 am by ChocophileBenj »
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Re: Really bad card ideas
« Reply #3745 on: June 09, 2015, 05:53:07 am »
0

Not sure if this qualifies as a RBCI, but:
Appropriately named real estate - Victory-Trasure, 6$
2 VP
2$

I really dislike how Harem (in addition to arguably being in bad taste) is not a piece of land or similar. At least Nobles own land and action cards depicting people is standard.
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Minotaur

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Re: Really bad card ideas
« Reply #3746 on: June 09, 2015, 06:19:21 am »
0

@Minotaur : a new RB Event Idea idea, yes ^^

Sage party
Event, cost $3
+1 Buy, reveal cards from top of your deck until you reveal 3 cards costing $3 or more. Put them on top of deck in any order and discard the other revealed cards.

Sage isn't that bad, though, is it?  It is a finesse card for sure, and defeats itself if you start slogging VP too soon.  Possibly not even worth buying a lot of the time, but is it really bad enough to deserve a Party variant?
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Re: Really bad card ideas
« Reply #3747 on: June 09, 2015, 06:28:06 am »
+3

Frat Party
Event
Cost: $3P

Gain two Wine Merchants, putting them on your Tavern mat.  Put your +1 Action token on the Wine Merchant pile.
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Re: Really bad card ideas
« Reply #3748 on: June 09, 2015, 06:34:06 am »
0

Didn't play with Sage yet (as far as I recall). But it doesn't seem great to me, and I thought Partying it as a RBEI would be fun.


Sage isn't that bad, though, is it?  It is a finesse card for sure, and defeats itself if you start slogging VP too soon.  Possibly not even worth buying a lot of the time, but is it really bad enough to deserve a Party variant?

Harvest party
Event, cost $3
Once per turn, reveal the top four cards of your deck and discard them. +$1 for each differently named revealed card.
just some "quitte ou double" event, but it sacrifiates the +buy

Outpost party
Event, cost $4
Mission

Counting house party
Event, cost $5
Look through your discard pile, reveal any number of Coppers from it and put them on your deck.
in before "Mint" or "Wharf+chapel" strategies
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Re: Really bad card ideas
« Reply #3749 on: June 09, 2015, 07:00:12 am »
0

Hunting Party Party
Event, cost $5

Reveal your hand. Reveal cards from your deck until you reveal five cards that aren't duplicates of cards in your hand or one another. Put them into your hand and discard the rest.
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