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Author Topic: Really bad card ideas  (Read 1870073 times)

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ChocophileBenj

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Re: Really bad card ideas
« Reply #1650 on: August 25, 2013, 12:46:41 pm »
0

What if Dominion on Iso (RIP) or on Goko were already coded in Java ?

And by the way, Java is an island (or a set of islands) so good job ^^

Now, let's go on :

public class JavaMat extends Mat{

private visible[]={Players.ME, Players.OPPONENTS}; //visible by all players at all time
private player;
private boolean DeckEnd = true; //return to deck at end of game
private Image picture = ImageIO.read(new File("images/islandPicture.png"));
private Deck content;

public void putOnJavaMat(Card c){
 if isEmpty(content){ //Take a Java mat from the supply
 this.content = new Deck();
 }
 this.content.add(c);
 c.setPosition(place.MAT);
}
}
... until you try and do anything graphics related in Java, at which point you cry and adopt the fetal position.

I know, I tried to print some Dobble Game in Java yesterday (with 12 symbols per card instead of 8) ... I eventually did it, but I actually cried.
« Last Edit: August 25, 2013, 04:28:52 pm by ChocophileBenj »
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jackelfrink

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Re: Really bad card ideas
« Reply #1651 on: August 25, 2013, 07:14:52 pm »
+4

Carnival Midway
$5 Action

You may trash a silver from your hand. If you do, flip this card in the air three times. If it lands this side up all three times, gain a Prize from the Prize pile or a Dutchy putting it on top of your deck.
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Wrclass

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Re: Really bad card ideas
« Reply #1652 on: August 25, 2013, 07:22:53 pm »
+3

Jack of No Trades $-4 Action

Trash a silver.
Look at the bottom card of your discard pile; put it back or discard it.
Discard down to -5 cards
You may gain a card that is not a treasure
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sudgy

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Re: Really bad card ideas
« Reply #1653 on: August 25, 2013, 08:05:53 pm »
+9

$3 Syntax Error
+1 Card;
+1 Action
+1 Buy;
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   Quote from: sudgy on June 31, 2011, 11:47:46 pm

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Re: Really bad card ideas
« Reply #1654 on: August 25, 2013, 08:14:21 pm »
+6

Carnival Midway
$5 Action

You may trash a silver from your hand. If you do, flip this card in the air three times. If it lands this side up all three times, gain a Prize from the Prize pile or a Dutchy putting it on top of your deck.

Is that, uh, slang for someone from the Netherlands? Because I really don't want to accidentally put Davio on my deck during a game.
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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.

mail-mi

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Re: Really bad card ideas
« Reply #1655 on: August 25, 2013, 08:18:36 pm »
+4

Reverse Village:
+2 cards
+1 action

Reverse lab:
+1 card
+2 actions.

Was anybody else confused as to why Lab couldn't also cost $3 if Village could since it was just the opposite when they played their first game with both? I was.
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Re: Really bad card ideas
« Reply #1656 on: August 25, 2013, 08:25:45 pm »
+5

Reverse Village:
+2 cards
+1 action

Reverse lab:
+1 card
+2 actions.

Was anybody else confused as to why Lab couldn't also cost $3 if Village could since it was just the opposite when they played their first game with both? I was.

It took me a few games to appreciate that "+1 Card" did not increase your handsize.
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WalrusMcFishSr

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Re: Really bad card ideas
« Reply #1657 on: August 25, 2013, 09:51:00 pm »
+5

All this talk about a Treasure Chest expansion got me thinking about some really bad contest entry ideas:

Intrigue:

Earl--$6
Action/Victory

2 VP
Choose one: Choose 2 cards from your hand and either trash them or discard them, your choice, then draw 3 cards and discard one of them, your choice; OR each opponent chooses to either gain a curse or two coppers, their choice, or reveals their hand to you, and discards a card that you choose.

~~~

Seaside:

Boat--$4
Action/Duration

+1 Action
If you have at least 3 Boat Tokens, +$3. Otherwise, +$1.
If this is the first turn Boat is in play, take 2 Boat Tokens. Otherwise, return a Boat Token.
If you have no Boat Tokens, discard Boat.

~~~

Alchemy:

Transmogrify--PPP
Action

Trash a potion from your hand. If you do, gain a Province.

~~~

Cornucopia:

Spice of Life--$4
Action

+1 Action
Reveal your hand. If there are no duplicate cards in it, reveal the top 4 cards of your deck, then discard them. If there were no duplicates revealed (including the cards from your hand), gain a Prize (from the Prize pile) into your hand.

~~~

Prosperity:

Scrooge McDuck's Pile of Money--$7
Treasure

$2
When you play this, if there are at least 5 Treasure cards in play (including this one), +2 VP.

~~~

Hinterlands:

Foreign-Looking Guy--$4
Action

+1 Action
Gain a card costing up to $4.
----
When you gain this, each player (including you) gains two Coppers. Then, gain a card with cost equal to the number of cards you gained this turn (including this one).

~~~

Dark Ages:

Bats--$3
Action/Looter/Knight (why not)

+1 Card
+1 Action
Gain a Spoils from the Spoils pile, a Copper, and a Ruins.
----
When you trash this, gain 2 Bats.

~~~

Guilds:

Stock Exchange--$6+
Victory

Worth 2 VP for every 5 Coin Tokens you have, rounded down.
----
When you buy this, you may overpay for it. For each $1 you overpaid, take a Coin Token.

~~~

Base:

Bathroom--$2
Action

+2 Cards
+1 Buy
...yup, that's it
« Last Edit: August 25, 2013, 09:53:23 pm by WalrusMcFishSr »
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sudgy

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Re: Really bad card ideas
« Reply #1658 on: August 25, 2013, 10:02:08 pm »
0

Actually, making your opponents choose to gain a curse or a copper could be an interesting attack...
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   Quote from: sudgy on June 31, 2011, 11:47:46 pm

Asper

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Re: Really bad card ideas
« Reply #1659 on: August 25, 2013, 10:09:51 pm »
+1

Bats--$3
Action/Looter/Dark Knight (why not)

+1 Card
+1 Action
Gain a Spoils from the Spoils pile, a Copper, and a Ruins.
----
When you trash this, gain 2 Bats.

FTFY
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Re: Really bad card ideas
« Reply #1660 on: August 25, 2013, 10:22:08 pm »
0

Hinterlands:

Foreign-Looking Guy--$4

I'll admit, I cracked up a little.

Reverse Village:
+2 cards
+1 action

Reverse lab:
+1 card
+2 actions.

Was anybody else confused as to why Lab couldn't also cost $3 if Village could since it was just the opposite when they played their first game with both? I was.

It took me a few games to appreciate that "+1 Card" did not increase your handsize.

I once played a game against someone who bought a veritable number of schemes, and each turn would put them back on top of his deck - no other actions, always schemes. It wasn't the bane or anything, there was no reasonable edge case for doing it. After the game I tried to find out why, and got into a conversation where he said he needed them to increase handsize, and I tried to explain why that didn't work. He seemed genuinely confused and admitted his hands didn't seem any bigger even though he thought they should have been.
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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.

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Re: Really bad card ideas
« Reply #1661 on: August 25, 2013, 10:24:09 pm »
+1

Mini challenge: Spot the fatal flaw.

Downsizing - $4
Action
+3 cards
Do this until your hand is empty: Trash a card in your hand. Gain a card costing less than it.
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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.

SirPeebles

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Re: Really bad card ideas
« Reply #1662 on: August 25, 2013, 10:28:15 pm »
0

Mini challenge: Spot the fatal flaw.

Downsizing - $4
Action
+3 cards
Do this until your hand is empty: Trash a card in your hand. Gain a card costing less than it.

Fortress
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eHalcyon

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Re: Really bad card ideas
« Reply #1663 on: August 25, 2013, 10:28:48 pm »
0

Mini challenge: Spot the fatal flaw.

Downsizing - $4
Action
+3 cards
Do this until your hand is empty: Trash a card in your hand. Gain a card costing less than it.

Fortress?
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Re: Really bad card ideas
« Reply #1664 on: August 25, 2013, 10:30:31 pm »
0

Mini challenge: Spot the fatal flaw.

Downsizing - $4
Action
+3 cards
Do this until your hand is empty: Trash a card in your hand. Gain a card costing less than it.
I... I... I don't know.
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Re: Really bad card ideas
« Reply #1665 on: August 26, 2013, 10:33:01 am »
0

Fortress is correct, yeah. It probably has other reasons it's a bad card, but infinite loop with Fortress is the biggest issue. You can fix it with different wording, but it'd still be a mostly bad card (main use being very early game, where you can turn Estates into Coppers and Coppers into nothing - and probably your opening $3 into a $2 or Copper).
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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.

Warfreak2

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Re: Really bad card ideas
« Reply #1666 on: August 26, 2013, 10:38:17 am »
+1

Trash your hand. For each card you trashed, gain a card costing less.
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Re: Really bad card ideas
« Reply #1667 on: August 26, 2013, 11:16:11 am »
0

Trash your hand. For each card you trashed, gain a card costing less.

Though you trash simultaneously and gain sequentially.. I don't think it creates a problem, but it seems a little weird because you have to go back and order a thing without an ordering.
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Wrclass

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Re: Really bad card ideas
« Reply #1668 on: August 26, 2013, 11:18:36 am »
+1

My First Fan Cards:

Inn $6 Action
+2 Cards
+2 Actions

Knight $5 Action-Reaction
+3 Cards
+$2
When another player player plays an attack card, you may discard this from your hand. If you do, you are unaffected by that attack.

Elaborate Palace $4 Action
+1 Card
Reveal the top card of any player's deck. You may gain a card costing less than the revealed card.

Royal Market $6* Action
+2 Cards
+2 Actions
+2 Buys
+$2
This costs $1 more for every treasure you have in play.
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Re: Really bad card ideas
« Reply #1669 on: August 26, 2013, 11:54:22 am »
0

Though you trash simultaneously and gain sequentially.. I don't think it creates a problem, but it seems a little weird because you have to go back and order a thing without an ordering.

It's already in the rules that if multiple things happen to the same player at the same time, that player chooses which order to do them in (for example, sometimes the order you discard cards in the clean-up phase matters).
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Re: Really bad card ideas
« Reply #1670 on: August 26, 2013, 11:56:35 am »
0

Though you trash simultaneously and gain sequentially.. I don't think it creates a problem, but it seems a little weird because you have to go back and order a thing without an ordering.

It's already in the rules that if multiple things happen to the same player at the same time, that player chooses which order to do them in (for example, sometimes the order you discard cards in the clean-up phase matters).

And I mean, consider Develop.
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Re: Really bad card ideas
« Reply #1671 on: August 26, 2013, 12:04:17 pm »
0

Trash your hand. For each card you trashed, gain a card costing less.

Yeah, that.
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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.

Witherweaver

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Re: Really bad card ideas
« Reply #1672 on: August 26, 2013, 12:07:52 pm »
0

Though you trash simultaneously and gain sequentially.. I don't think it creates a problem, but it seems a little weird because you have to go back and order a thing without an ordering.

It's already in the rules that if multiple things happen to the same player at the same time, that player chooses which order to do them in (for example, sometimes the order you discard cards in the clean-up phase matters).


And I mean, consider Develop.

Right, but in Develop, everything has an order.  First, you trash a card.  Then, you gain two cards.  You choose an ordering for the gaining.

In the proposed card, you trash a collection of cards.  Then you go back to that collection and invoke an ordering to do the gaining, because each thing you do depends on the data of the trashed card (its cost).  It's not that the gaining is happening all at once and you pick the order (like Develop), it's that the trashing was done together and you have to go back for each trashed card and do something for that trashed card.

Okay, it's a nit-picky distinction.
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Re: Really bad card ideas
« Reply #1673 on: August 26, 2013, 01:33:44 pm »
+1

What's this, a confusing rules situation from a card in the bad cards thread?!?

I guess if you really wanted to you could do something like: "Set aside all cards in your hand. Trash one of the set aside cards and gain a card costing less than it. Repeat this until you have no cards set aside in this way." I think that works.
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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.

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Re: Really bad card ideas
« Reply #1674 on: August 26, 2013, 06:34:35 pm »
+2

Annoying Technical Card
$3 - Reaction
When another player would gain a card, you may reveal this from your hand.  If you do, return a card from your hand to the supply.
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