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Author Topic: Really bad card ideas  (Read 1870001 times)

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Axxle

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Re: Really bad card ideas
« Reply #1250 on: June 18, 2013, 03:04:07 pm »
+1

No Mad - $0 - Action

This does nothing.
------------------
Add to this to the kingdom if it had Mad and Nomad in it to cause confusion.
I think I just hurt myself.
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SirPeebles

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Re: Really bad card ideas
« Reply #1251 on: June 18, 2013, 03:19:26 pm »
+4

Nomadman
$0* Action

+2 Actions
+1 Buy
+ $2

Put this on top of your deck.  If you do, +1 Card per card in your hand.
(This card is not in the Supply.)
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gman314

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Re: Really bad card ideas
« Reply #1252 on: June 18, 2013, 03:22:06 pm »
+1

Hermitcamp
$3.5 Action

+$2
+1 buy

If you buy no cards during your buy phase, you may trash this and gain a Nomadman
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Re: Really bad card ideas
« Reply #1253 on: June 18, 2013, 03:24:14 pm »
+8

Hermitcamp
$3.5 Action

+$2
+1 buy

If you buy no cards during your buy phase, you may trash this and gain a Nomadman

Delicious!  It gives you the false hope of thinking that there is a way of acquiring a Nomadman, yet the lack of "from the Nomadman pile" still foils you.
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scott_pilgrim

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Re: Really bad card ideas
« Reply #1254 on: June 18, 2013, 03:33:52 pm »
+10

Copper
$2 - Act
Copper produces an extra $0.5

Work
$1.5 - Act
Gain a card

Out
$2.5 - Act
You only draw 3 cards in this turn's Clean-up phase.

Philosopher
$1.5+half a potion - Trea
When you play this, count your deck and discard pile.

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SirPeebles

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Re: Really bad card ideas
« Reply #1255 on: June 18, 2013, 03:35:49 pm »
+16

Ruined

+1
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eHalcyon

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Re: Really bad card ideas
« Reply #1256 on: June 18, 2013, 03:36:55 pm »
+9

Philosopher
$1.5+half a potion - Trea
When you play this, count your deck and discard pile.

Thematic!
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Re: Really bad card ideas
« Reply #1257 on: June 18, 2013, 04:13:07 pm »
0

Copper
$2 - Act
Copper produces an extra $0.5

Work
$1.5 - Act
Gain a card

Out
$2.5 - Act
You only draw 3 cards in this turn's Clean-up phase.

Philosopher
$1.5+half a potion - Trea
When you play this, count your deck and discard pile.

Work is the BEST card of these.  I'm opening Work/Work with games with it (and buying more Works and gaining Provinces/Colonies with it).


Posse
$3+1/2P
The player to your left takes an extra turn after this one, in which you can see all cards he can and make all decisions for him.

Yay, let's trash the opponents deck with Forge!
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   Quote from: sudgy on June 31, 2011, 11:47:46 pm

SirPeebles

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Re: Really bad card ideas
« Reply #1258 on: June 18, 2013, 04:18:20 pm »
0

Work is the BEST card of these.  I'm opening Work/Work with games with it (and buying more Works and gaining Provinces/Colonies with it).

If Baker is on the board and I have a 5/2 split, I would probably open Border Village/Work/Work.  You know, in case of terminal collision.

Or maybe the classic Stonemason/Nomad Camp/Nomad Camp/Work/Work/Work.
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Axxle

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Re: Really bad card ideas
« Reply #1259 on: June 18, 2013, 04:32:23 pm »
+7

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Awaclus

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Re: Really bad card ideas
« Reply #1260 on: June 18, 2013, 06:35:24 pm »
0

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Tables

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Re: Really bad card ideas
« Reply #1261 on: June 18, 2013, 07:47:58 pm »
+11

Border
Act - $3
+1 act
+0.5 ca
---
When you gain this, gain a card

Fool's
Tre - $1
If this is the first time you played a fool's this turn, it is worth $1
---
When another player gains a Province, you may trash this from your hand.

Two for the player who keeps forgetting what he has:

Hunting
Act - $2.5
+0.5 ca
+0.5 act
Reveal your hand. Reveal cards from your deck.

In
Act - $2.5
+1 card
+1 action
Discard a card
---
When you gain this, look through your discard pile

And finally, just in case you weren't confused enough.

Mi
Act - $2.5
...a Treasure card from your hand.
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

Kirian

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Re: Really bad card ideas
« Reply #1262 on: June 18, 2013, 08:12:34 pm »
+1

Market2, Action2, $225
+1 Card2
+1 Action2
+$21
+1 Buy2
+2 CardAction
+2 $Card
+2 CardBuy
+2 $Action
+2 ActionBuy
+2 $Buy
You mean:
Market2 $3
Action-Reaction
+1 card
+1 action
+1 buy
----------------------------
When one of your cards is trashed, you may discard this. If you do, gain a Gold.

There is more win here than can reasonably be expressed.
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Axxle

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Re: Really bad card ideas
« Reply #1263 on: June 18, 2013, 08:33:14 pm »
+2

Mi
Act - $2.5
...a Treasure card from your hand.
Ever since people were posting halfcards, I was trying to figure out how to make this work.  It's perfect!
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dominator 123

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Re: Really bad card ideas
« Reply #1264 on: June 18, 2013, 11:48:27 pm »
0

Worker $1
-blank-
+1 buy
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Asper

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Re: Really bad card ideas
« Reply #1265 on: June 19, 2013, 07:31:26 am »
+4

In
+1 Card
+1 Action

When you play another card with this in play, trash this.


Out
You only draw 3 cards (instead of 5) in this turns clean-up phase.


Contra
The player to your left names a card. You can't buy that card this turn.


Che
Gain two Coppers
and give them to the people in the name of communism.
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brokoli

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Re: Really bad card ideas
« Reply #1266 on: June 19, 2013, 08:09:11 am »
+4

Great
Act - $1.5
+ 0.5 ca
+ 0.5 act
---
0.5 V

EDIT : Oh, and...

Jack
Ac - $1
Gain a silver

of
Ac - $1
Look at the top card of your deck ; discard it or put it back.

All
Ac - $1
Draw until you have five cards in hand.

Trades
Ac - $1
You may trash a card from your hand that is not a treasure.
« Last Edit: June 19, 2013, 08:20:30 am by brokoli »
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Warfreak2

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Re: Really bad card ideas
« Reply #1267 on: June 19, 2013, 08:26:14 am »
+8

Exp(and), Action, $1096.663
Trash a card from your hand. Gain a card costing up to eits cost in coins in coins.
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Re: Really bad card ideas
« Reply #1268 on: June 19, 2013, 08:58:37 am »
0

Master $1.5
Worth $0.5
When you buy this, you may overpay. For every $0.5 overpaid, gain a copper.
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Dsell

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Re: Really bad card ideas
« Reply #1269 on: June 19, 2013, 02:25:37 pm »
+1

Dlareh
Action
$4-
+1 Card, +1 Action
Reveal the top card of the discard pile. If it is an action, play it.

----

When you buy this, you may underpay for it. For each $1 you underpaid, look through your deck and put a card from it on top of your discard pile.
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heron

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Re: Really bad card ideas
« Reply #1270 on: June 19, 2013, 04:06:03 pm »
0

Architect: $4
Action
Choose an action card from your hand.
Play it. While it is in play, all of the numerals on it are one higher.
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eHalcyon

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Re: Really bad card ideas
« Reply #1271 on: June 19, 2013, 04:26:29 pm »
+3

Master $1.5
Worth $0.5
When you buy this, you may overpay. For every $0.5 overpaid, gain a copper.

Piece
Treasure-Victory - $15
Worth $6
Worth 4VP
When you play this, if 9 Pieces are in the trash, you become the Pirates King.
---
Setup: Add Pirate Ship as an extra Kingdom card pile in the Supply if it is not already available.






Disclaimer: I don't even watch or read this.
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Asper

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Re: Really bad card ideas
« Reply #1272 on: June 19, 2013, 06:57:01 pm »
0

Master $1.5
Worth $0.5
When you buy this, you may overpay. For every $0.5 overpaid, gain a copper.

Piece
Treasure-Victory - $15
Worth $6
Worth 4VP
When you play this, if 9 Pieces are in the trash, you become the Pirates King.
---
Setup: Add Pirate Ship as an extra Kingdom card pile in the Supply if it is not already available.






Disclaimer: I don't even watch or read this.


What a horrible pun. I laughed tears.
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SirPeebles

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Re: Really bad card ideas
« Reply #1273 on: June 19, 2013, 07:38:19 pm »
0

Dlareh
Action
$4-
+1 Card, +1 Action
Reveal the top card of the discard pile. If it is an action, play it.

----

When you buy this, you may underpay for it. For each $1 you underpaid, look through your deck and put a card from it on top of your discard pile.

How would that mechanic work?  Don't you need to buy it before you can underpay?  Does underpaying just give you coins back?  So you still need $4 to buy it, but then get refunded?
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Dsell

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Re: Really bad card ideas
« Reply #1274 on: June 19, 2013, 07:48:53 pm »
0

How would that mechanic work?

It wouldn't.

Um er well I didn't expect to get called to task on this one and I haven't read the Guilds rulebook yet so don't expect anything very scientific or consistent with Dominion's rules but...what I had in mind was that you did not have to have $4 and you could underpay by any amount.

I think with an additional buy it might get bought a lot at -$8.
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