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Author Topic: Really bad card ideas  (Read 1867010 times)

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WalrusMcFishSr

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Re: Really bad card ideas
« Reply #1700 on: August 30, 2013, 12:18:26 am »
+6

Inspired by that other math-ish post:

Transfinite Duke--$25
Victory
---
Worth אN VP, where N is the number of Duchies you have.
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mail-mi

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Re: Really bad card ideas
« Reply #1701 on: August 30, 2013, 12:25:34 am »
+2

Victory Victory card
Worth 1 vp per victory point you have.

Action Action card:
+1 action per action card in your deck (counting this)

Treasure Treasure card:
+$1 per treasure card in your deck (counting this)

Duration Duration card:
At the start of your next next turn, discard this.

Reaction Reaction card:
When you reveal a Reaction card, you may reveal this card.

Curse Curse card:
-1 vp per Curse or Curse Curse card in your deck (counting this.)
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Asper

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Re: Really bad card ideas
« Reply #1702 on: August 30, 2013, 02:00:39 am »
0

On the same note, I'll just throw in a C# example:
Code: [Select]
public class Moat : Card
{
  private Game game;
  private Player owner;
  public Moat(Game game) : base(game)
  {
     Type = CardType.Action | CardType.Reaction;
     Cost = 2;
     this.game = game;
  }
 
  public override void OnGain(Player player)
  {
    owner = player;
    owner.OnAttack += Game_OnAttack;
  }

  public override void Play()
  {
     owner.DrawFromDeck(2);
  }

  private async void Game_OnAttack(object sender, OnAttackEventArgs e)
  {
     bool revealed = await player.OfferRevealAsync(this);
     if (revealed)
       e.Unaffected = true;
  }
}

Something I can read!

I don't know about Moat, but my Java class was a description of Island... you know... because Java is a programming language and an island...
At least this is not that rules thread about Alchemy that has become the forum's Math Lounge (not that there's anything wrong with that, i have friends who say they practice math).
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Compynerd255

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Re: Really bad card ideas
« Reply #1703 on: August 30, 2013, 12:03:41 pm »
0

On the same note, I'll just throw in a C# example:
Code: [Select]
public class Moat : Card
{
  private Game game;
  private Player owner;
  public Moat(Game game) : base(game)
  {
     Type = CardType.Action | CardType.Reaction;
     Cost = 2;
     this.game = game;
  }
 
  public override void OnGain(Player player)
  {
    owner = player;
    owner.OnAttack += Game_OnAttack;
  }

  public override void Play()
  {
     owner.DrawFromDeck(2);
  }

  private async void Game_OnAttack(object sender, OnAttackEventArgs e)
  {
     bool revealed = await player.OfferRevealAsync(this);
     if (revealed)
       e.Unaffected = true;
  }
}

Something I can read!

I don't know about Moat, but my Java class was a description of Island... you know... because Java is a programming language and an island...
At least this is not that rules thread about Alchemy that has become the forum's Math Lounge (not that there's anything wrong with that, i have friends who say they practice math).
As far as I know, this would be a pretty accurate description for Moat, except that the Game and Player references would belong to the abstract Card class (with virtual methods for the constructor, OnGain, Play, and the event listeners which are simply lists / chains of events). For the purposes of the discussion, here's one for Island:
Code: [Select]
public class Island : Card
{
  Card otherCard = null;
  public Island(Game game) : base(game)
  {
    Type = CardType.Action | CardType.Victory;
    Cost = 4;
  }

  public async override void Play()
  {
    // Owner is a protected property automatically populated
    // by the OnGain method on Card.
    // ChooseCardFromHandAsync takes a Predicate<Card>, which is a
    // reference to a method that takes a Card and returns a Boolean value
    // indicating which cards are eligible for choosing - in this case, any card.
    otherCard = await Owner.ChooseCardFromHandAsync((c) => { return true; });
    if (otherCard != null)
      Owner.SetAside(otherCard);
    Owner.SetAside(this);
  }

  public override void OnEndGame()
  {
    base.OnEndGame();
    if (otherCard != null)
      Owner.TopDeck(otherCard);
    Onwer.TopDeck(this);
    Owner.VP += 2;
  }
}
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Re: Really bad card ideas
« Reply #1704 on: August 30, 2013, 09:34:19 pm »
0

Cachterpiece
Treasure
cost: $5/3

worth $5/3
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Re: Really bad card ideas
« Reply #1705 on: August 31, 2013, 03:47:03 am »
+4

Someone mentioned in another thread how easy it was to mix these up:

Counterband
Treasure - $5

Worth $3
+1 Buy
When you play this, the player to your left names a card.  You can't buy that card this turn.
You may play a Treasure from your hand twice.  If you do, trash that Treasure.

(This is almost certainly exceedingly overpowered.)

Also readily mixed up:

Minet
Action - $5

Trash a Treasure card from your hand.  Gain a copy of it, putting it into your hand.
----
When you buy this, trash all Treasures you have in play; for each one, gain a Treasure costing up to $3 more, putting it into your hand.

(That's an amazing on-buy, and possibly the least-interesting on-play on any card.)

Farmgrounds
Victory - $6

Worth 2 VP for every five differently named cards in your deck (rounded down).
----
When you buy this, trash a card from your hand.  Gain a card costing exactly $2 more than the trashed card.

(Using Farmgrounds to trash Farmgrounds for a Province no longer looks so great.)
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Awaclus

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Re: Really bad card ideas
« Reply #1706 on: September 01, 2013, 02:07:17 pm »
+2

Transmute Swindler
$3 Action - Attack - Looter
+$2
Each opponent trashes the top card of his deck. If if it is an...
action: he gains a victory card with the same cost that you choose
treasure: he gains an action card with the same cost that you choose
victory: he gains a treasure card with the same cost that you choose

It's kind of Swindler, but weaker, since there are more restrictions. jk Also, I made it a Looter just for fun. Not really.
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eHalcyon

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Re: Really bad card ideas
« Reply #1707 on: September 01, 2013, 03:27:46 pm »
0

Transmute Swindler
$3 Action - Attack - Looter
+$2
Each opponent trashes the top card of his deck. If if it is an...
action: he gains a victory card with the same cost that you choose
treasure: he gains an action card with the same cost that you choose
victory: he gains a treasure card with the same cost that you choose

It's kind of Swindler, but weaker, since there are more restrictions. jk Also, I made it a Looter just for fun. Not really.

So it's often just a straight up trashing attack, like a Knight.
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ChocophileBenj

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Re: Really bad card ideas
« Reply #1708 on: September 01, 2013, 04:23:56 pm »
0

Cards that are never trashed into anything :
All Potion cards except Transmute and Philosophal's stone, all three $7 actions, province, platinum, colony

Now :
-Saborogue-
Action attack
+$2
If there are any cards in the trash costing $3 or more, gain one of them. Otherwise, <Saboteur effect, good luck to print all of it on a card>
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petrie911

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Re: Really bad card ideas
« Reply #1709 on: September 01, 2013, 06:00:51 pm »
0

Had this mixup recently.

Scrying Apothecary $2P
Action -- Attack
+1 card
+1 action
Each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice. Then reveal cards from your deck until you reveal a card that is not a Copper. Put all of the revealed cards into your hand.
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Awaclus

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Re: Really bad card ideas
« Reply #1710 on: September 02, 2013, 04:14:41 am »
0

Had this mixup recently.

Scrying Apothecary $2P
Action -- Attack
+1 card
+1 action
Each player (including you) reveals the top card of his deck and either discards it or puts it back, your choice. Then reveal cards from your deck until you reveal a card that is not a Copper. Put all of the revealed cards into your hand.
That's actually a pretty good card idea.
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Re: Really bad card ideas
« Reply #1711 on: September 05, 2013, 11:14:26 am »
+4

Witch Doctor
$8+ - Action - Attack
+2 Cards
Name a card. Reveal the top 3 cards of your deck. Trash the matches. Put the rest back on top in any order. Each other player gains a Curse card.
--
When you buy this, you may overpay for it. For each $1 you overpaid, look at the top card of your deck; trash it, discard it, or put it back.
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Compynerd255

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Re: Really bad card ideas
« Reply #1712 on: September 05, 2013, 12:17:23 pm »
0

Witch Doctor
$8+ - Action - Attack
+2 Cards
Name a card. Reveal the top 3 cards of your deck. Trash the matches. Put the rest back on top in any order. Each other player gains a Curse card.
--
When you buy this, you may overpay for it. For each $1 you overpaid, look at the top card of your deck; trash it, discard it, or put it back.
I'd put the +2 cards after the Doctor portion, so that you can immediately draw most of the cards you top-decked. And I'd honestly cost it at $7+, since it's a counter to itself.
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Awaclus

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Re: Really bad card ideas
« Reply #1713 on: September 05, 2013, 12:33:29 pm »
+2

Witch Doctor
$8+ - Action - Attack
+2 Cards
Name a card. Reveal the top 3 cards of your deck. Trash the matches. Put the rest back on top in any order. Each other player gains a Curse card.
--
When you buy this, you may overpay for it. For each $1 you overpaid, look at the top card of your deck; trash it, discard it, or put it back.
I'd put the +2 cards after the Doctor portion, so that you can immediately draw most of the cards you top-decked. And I'd honestly cost it at $7+, since it's a counter to itself.
But $5 + $3+ is $8+. It's the bad card ideas thread.
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AdamH

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Re: Really bad card ideas
« Reply #1714 on: September 05, 2013, 01:12:55 pm »
0

I was playing an IRL game and not even thinking, then I looked down to see I had played a Witch, then a Doctor. Since I use the "Christmas Tree" method of keeping track of actions (and I'd just played a village before) the cards were right next to each other. I took a picture of it but I can't find it.
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Re: Really bad card ideas
« Reply #1715 on: September 05, 2013, 05:19:53 pm »
+3

Witch Doctor
$8+ - Action - Attack
+2 Cards
Name a card. Reveal the top 3 cards of your deck. Trash the matches. Put the rest back on top in any order. Each other player gains a Curse card.
--
When you buy this, you may overpay for it. For each $1 you overpaid, look at the top card of your deck; trash it, discard it, or put it back.
I'd put the +2 cards after the Doctor portion, so that you can immediately draw most of the cards you top-decked. And I'd honestly cost it at $7+, since it's a counter to itself.
But $5 + $3+ is $8+. It's the bad card ideas thread.

I'm not certain about your math there.  Not enough talk of sets and rings and matrices and abstract algebras.  Can you prove that math?
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Re: Really bad card ideas
« Reply #1716 on: September 05, 2013, 05:26:31 pm »
0

Witch Doctor
$8+ - Action - Attack
+2 Cards
Name a card. Reveal the top 3 cards of your deck. Trash the matches. Put the rest back on top in any order. Each other player gains a Curse card.
--
When you buy this, you may overpay for it. For each $1 you overpaid, look at the top card of your deck; trash it, discard it, or put it back.
I'd put the +2 cards after the Doctor portion, so that you can immediately draw most of the cards you top-decked. And I'd honestly cost it at $7+, since it's a counter to itself.
But $5 + $3+ is $8+. It's the bad card ideas thread.

I'm not certain about your math there.  Not enough talk of sets and rings and matrices and abstract algebras.  Can you prove that math?

You're joking but I spend at least 10 seconds thinking about whether that arithmetic could be done...
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Awaclus

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Re: Really bad card ideas
« Reply #1717 on: September 06, 2013, 01:49:12 am »
+1

Witch Doctor
$8+ - Action - Attack
+2 Cards
Name a card. Reveal the top 3 cards of your deck. Trash the matches. Put the rest back on top in any order. Each other player gains a Curse card.
--
When you buy this, you may overpay for it. For each $1 you overpaid, look at the top card of your deck; trash it, discard it, or put it back.
I'd put the +2 cards after the Doctor portion, so that you can immediately draw most of the cards you top-decked. And I'd honestly cost it at $7+, since it's a counter to itself.
But $5 + $3+ is $8+. It's the bad card ideas thread.

I'm not certain about your math there.  Not enough talk of sets and rings and matrices and abstract algebras.  Can you prove that math?
Sets! Rings! Matrices! Abstract algebras! Now, $5 +$3+ = $8+.
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Wrclass

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Re: Really bad card ideas
« Reply #1718 on: September 07, 2013, 11:45:50 pm »
+2

Game-Warper $2 Action
Add an extra kingdom pile to the supply.
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mail-mi

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Re: Really bad card ideas
« Reply #1719 on: September 07, 2013, 11:47:48 pm »
+2

Game-Warper $2 Action
Add an extra kingdom pile to the supply.
Game-Wrapper $0*
--
Set up: Tape or glue the 10 cards in this pile to the game box.
This is not in the supply
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Re: Really bad card ideas
« Reply #1720 on: September 08, 2013, 12:07:10 am »
+2

Game-Warper $2 Action
Add an extra kingdom pile to the supply.
Game-Wrapper $0*
--
Set up: Tape or glue the 10 cards in this pile to the game box.
This is not in the supply

I'm trying to think of an edge case in which this really affects the game.  The best I can think of is that Young Witch is pretty nice when Game-Wrapper is the bane.
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Re: Really bad card ideas
« Reply #1721 on: September 08, 2013, 12:16:24 am »
+1

Game-Warper $2 Action
Add an extra kingdom pile to the supply.
Game-Wrapper $0*
--
Set up: Tape or glue the 10 cards in this pile to the game box.
This is not in the supply

I'm trying to think of an edge case in which this really affects the game.  The best I can think of is that Young Witch is pretty nice when Game-Wrapper is the bane.
But Game-Wrapper can't be the bane. It costs 0*
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Re: Really bad card ideas
« Reply #1722 on: September 08, 2013, 12:29:21 am »
0

Game-Warper $2 Action
Add an extra kingdom pile to the supply.

Not-So-Game-Warper $0 Action

Setup: Add an extra Kingdom card pile to the Supply.




Edit: There are edge cases.  GO!

Hint: The cost matters.  And it can also matter with other costs.
« Last Edit: September 08, 2013, 12:31:25 am by eHalcyon »
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Re: Really bad card ideas
« Reply #1723 on: September 08, 2013, 12:44:05 am »
0

Game-Warper $2 Action
Add an extra kingdom pile to the supply.

Not-So-Game-Warper $0 Action

Setup: Add an extra Kingdom card pile to the Supply.




Edit: There are edge cases.  GO!

Hint: The cost matters.  And it can also matter with other costs.
Well there's Fairgrounds, and arguably other Cornucopia cards like Menagerie, Horn of Plenty, Harvest.  Also Swindler if the Curses are out.
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eHalcyon

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Re: Really bad card ideas
« Reply #1724 on: September 08, 2013, 12:53:28 am »
0

Game-Warper $2 Action
Add an extra kingdom pile to the supply.

Not-So-Game-Warper $0 Action

Setup: Add an extra Kingdom card pile to the Supply.




Edit: There are edge cases.  GO!

Hint: The cost matters.  And it can also matter with other costs.
Well there's Fairgrounds, and arguably other Cornucopia cards like Menagerie, Horn of Plenty, Harvest.  Also Swindler if the Curses are out.

Also $0 is good for 3-piling.  At other price points it can also be a good target for Swindler, and it can matter for Upgrade and Remake at various price points (especially at $1).
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