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Author Topic: Really bad card ideas  (Read 1866553 times)

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cluckyb

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Re: Really bad card ideas
« Reply #1725 on: September 08, 2013, 01:18:55 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.

Are Madmen/Mercenaries Kingdom Card Piles? And if so, does this trump the "This pile is not part of the Supply" phrase if you add them without the Hermits/whatever powers up Mercenaries that I'm forgetting right now.
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Re: Really bad card ideas
« Reply #1726 on: September 08, 2013, 01:49:28 am »
+2

Are Madmen/Mercenaries Kingdom Card Piles?

No.

(Is the Black Market deck a kingdom card pile? No, even though it's a pile of kingdom cards.)
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XerxesPraelor

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Re: Really bad card ideas
« Reply #1727 on: September 08, 2013, 04:06:27 am »
0

Here's one of the original ideas I had for hinterlands:

Official
Reaction - Reaction - $4
When you gain a card, you may reveal this from your hand and set it aside. If you do reveal, the top 5 cards of your deck, trashing any number of them, discarding any number of them, and putting the rest back on your deck in any order of your choice.
------
When one of your cards would be trashed, you may discard this card from your hand or set-aside area, and put the card that would be trashed on the bottom of your deck or in your hand, your choice.
-------
When you gain this card, set aside any number of the victory cards in your discard pile. The next time you reshuffle, discard all the set-aside cards, and reveal your hand. +1 Card per Card in your hand costing less than $4.
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Titandrake

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Re: Really bad card ideas
« Reply #1728 on: September 08, 2013, 04:25:55 am »
+3

Open Source
Action - Duration
Cost: $4

+1 Card
+1 Action
-------------
At the start of your next turn, you may replace all text in this text box with whatever you want, as long as it is legal Dominion terminology and these conditions are left unaltered. Each player may gain a copy of Open Source with the modifications you add.
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jackelfrink

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Re: Really bad card ideas
« Reply #1729 on: September 08, 2013, 10:19:50 pm »
+3

Camping Grounds
Victory
Cost: $2

Worth 1VP for each game of Dominion you have played since you gained this.
-----
At the end of the game, you may put this card in the starting deck of your next game of Dominion. If you leave the table for any reason, take this out of your deck and return it to the box.
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Re: Really bad card ideas
« Reply #1730 on: September 08, 2013, 10:29:15 pm »
+4

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

Game-Inverter $0 Reaction
---
In games using this, add every kingdom supply pile to the game, then remove the 10 chosen kingdom cards for this game.

(No I'm not addressing the rules for Young Witch or Black Market)
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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.

GendoIkari

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Re: Really bad card ideas
« Reply #1731 on: September 08, 2013, 11:07:23 pm »
+4

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

Game-Inverter $0 Reaction
---
In games using this, add every kingdom supply pile to the game, then remove the 10 chosen kingdom cards for this game.

(No I'm not addressing the rules for Young Witch or Black Market)

Game inverter $0
--
In games using this the player with the fewest VP at the end wins.
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Re: Really bad card ideas
« Reply #1732 on: September 09, 2013, 12:05:18 am »
+1

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

Game-Inverter $0 Reaction
---
In games using this, add every kingdom supply pile to the game, then remove the 10 chosen kingdom cards for this game.

(No I'm not addressing the rules for Young Witch or Black Market)

Game inverter $0
--
In games using this the player with the fewest VP at the end wins.
Pile drive curses!
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Re: Really bad card ideas
« Reply #1733 on: September 09, 2013, 12:08:58 am »
0

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

Game-Inverter $0 Reaction
---
In games using this, add every kingdom supply pile to the game, then remove the 10 chosen kingdom cards for this game.

(No I'm not addressing the rules for Young Witch or Black Market)

Game inverter $0
--
In games using this the player with the fewest VP at the end wins.
Pile drive curses!

What cards would help you piledrive curses?  I think squire is one...
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   Quote from: sudgy on June 31, 2011, 11:47:46 pm

ConMan

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Re: Really bad card ideas
« Reply #1734 on: September 09, 2013, 12:15:42 am »
+1

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

Game-Inverter $0 Reaction
---
In games using this, add every kingdom supply pile to the game, then remove the 10 chosen kingdom cards for this game.

(No I'm not addressing the rules for Young Witch or Black Market)

Game inverter $0
--
In games using this the player with the fewest VP at the end wins.
Pile drive curses!

What cards would help you piledrive curses?  I think squire is one...
Embargo and Candlestick Maker, if played right.
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Re: Really bad card ideas
« Reply #1735 on: September 09, 2013, 06:15:29 am »
+1

What cards would help you piledrive curses?  I think squire is one...

I think the problem is someone will open curse/curse, forcing you to also open curse, and then it is just 1P advantage.
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Re: Really bad card ideas
« Reply #1736 on: September 09, 2013, 06:56:25 am »
+1

Nomad Camp/2*Curse is strictly better. In games with Estates, Chapel or Steward appear to be good options too.
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GendoIkari

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Re: Really bad card ideas
« Reply #1737 on: September 09, 2013, 08:42:04 am »
+3

Nomad Camp/2*Curse is strictly better. In games with Estates, Chapel or Steward appear to be good options too.

Edge case: Your opponent plays a brilliant engine deck where he buys lots of victory cards and passes them to you with Ambassador, and he's passing you Vineyards. In this case you want as few actions as possible.
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Re: Really bad card ideas
« Reply #1738 on: September 09, 2013, 09:44:04 am »
+8

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

Game-Inverter $0 Reaction
---
In games using this, add every kingdom supply pile to the game, then remove the 10 chosen kingdom cards for this game.

(No I'm not addressing the rules for Young Witch or Black Market)

Game inverter $0
--
In games using this the player with the fewest VP at the end wins.

Game-changer $0
--
In games using this, put away Dominion and play Through the Ages instead.
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Witherweaver

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Re: Really bad card ideas
« Reply #1739 on: September 09, 2013, 10:09:29 am »
+5

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

Game-Inverter $0 Reaction
---
In games using this, add every kingdom supply pile to the game, then remove the 10 chosen kingdom cards for this game.

(No I'm not addressing the rules for Young Witch or Black Market)

Game inverter $0
--
In games using this the player with the fewest VP at the end wins.

Game-changer $0
--
In games using this, put away Dominion and play Through the Ages instead.

Life is not a Game $0
--
In games playing this, put away Dominion.  Get a haircut, shave, and go out and get a job.  You're wasting your life in a make-believe land.  Call your mother, she worries about you. You haven't called in months, and the last time was to ask for money to buy Dark Ages.  When was the last time you had a date?  Go for a jog. Get your life together.
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GendoIkari

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Re: Really bad card ideas
« Reply #1740 on: September 09, 2013, 10:39:11 am »
+1

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

Game-Inverter $0 Reaction
---
In games using this, add every kingdom supply pile to the game, then remove the 10 chosen kingdom cards for this game.

(No I'm not addressing the rules for Young Witch or Black Market)

Game inverter $0
--
In games using this the player with the fewest VP at the end wins.

Game-changer $0
--
In games using this, put away Dominion and play Through the Ages instead.

Life is not a Game $0
--
In games playing this, put away Dominion.  Get a haircut, shave, and go out and get a job.  You're wasting your life in a make-believe land.  Call your mother, she worries about you. You haven't called in months, and the last time was to ask for money to buy Dark Ages.  When was the last time you had a date?  Go for a jog. Get your life together.

The game of life $0
--
In games using this, at the start of each of your turns, spin a wheel that has the numbers 1 through 10 marked on it. Move your token the corresponding number of spaces, and obey the instructions on the space that you land on.
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ChocophileBenj

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Re: Really bad card ideas
« Reply #1741 on: September 09, 2013, 10:45:17 am »
+1

The Game of Life $???

When you play this, reveal your hand. If you have 2 or 3 Game of Life in your hand, +1 VP token. Otherwise, trash this.
You may reveal your discard pile. If you have no Game of Life in it and exactly 3 game of Life in hand, gain a Game of Life.
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Re: Really bad card ideas
« Reply #1742 on: September 09, 2013, 10:53:16 am »
+4

The Game $1337
--
In games using this, you lose.
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Re: Really bad card ideas
« Reply #1743 on: September 09, 2013, 10:59:44 am »
0

The Game $1337
--
In games using this, you lose.

Catch-22 $?
---
If this card is in your deck at the end of the game, you win.  If you gain this card, the game ends and you lose.

(In before edge case, while you can obtain a card without gaining it, someone has to gain the card prior.)
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Compynerd255

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Re: Really bad card ideas
« Reply #1744 on: September 09, 2013, 12:19:33 pm »
0

The Game $1337
--
In games using this, you lose.

Catch-22 $?
---
If this card is in your deck at the end of the game, you win.  If you gain this card, the game ends and you lose.

(In before edge case, while you can obtain a card without gaining it, someone has to gain the card prior.)
What if you have it be a Shelter (replacing Hovel)? Then it's not technically gained. :)
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GendoIkari

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Re: Really bad card ideas
« Reply #1745 on: September 09, 2013, 12:21:04 pm »
0

The Game $1337
--
In games using this, you lose.

Catch-22 $?
---
If this card is in your deck at the end of the game, you win.  If you gain this card, the game ends and you lose.

(In before edge case, while you can obtain a card without gaining it, someone has to gain the card prior.)
What if you have it be a Shelter (replacing Hovel)? Then it's not technically gained. :)

But then... both players just win every game so long as they don't trash that card ever. So, make it cost $3-$6, so that Rogue, Knights, and Saboteur become the only possible win conditions.
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Witherweaver

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Re: Really bad card ideas
« Reply #1746 on: September 09, 2013, 12:21:28 pm »
0

The Game $1337
--
In games using this, you lose.

Catch-22 $?
---
If this card is in your deck at the end of the game, you win.  If you gain this card, the game ends and you lose.

(In before edge case, while you can obtain a card without gaining it, someone has to gain the card prior.)
What if you have it be a Shelter (replacing Hovel)? Then it's not technically gained. :)

It's a regular supply card :P
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Wrclass

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Re: Really bad card ideas
« Reply #1747 on: September 09, 2013, 11:15:40 pm »
0

The Game $1337
--
In games using this, you lose.

Catch-22 $?
---
If this card is in your deck at the end of the game, you win.  If you gain this card, the game ends and you lose.

(In before edge case, while you can obtain a card without gaining it, someone has to gain the card prior.)
What if you have it be a Shelter (replacing Hovel)? Then it's not technically gained. :)

It's a regular supply card :P


I think it should be a Treasure-Shelter
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ashersky

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Re: Really bad card ideas
« Reply #1748 on: September 10, 2013, 01:45:48 am »
0

This has probably already been done, but...


The Princess Bridge - $6
Action
+$1
+2 Buys
All cards (including cards in players’ hands) cost $1 less this turn, but not less than $0.
While this is in play, cards cost $2 less, but not less than $0.



And a Duration Bridge, probably also done:

The Bridge of Sighs - $1
Action - Duration

Now and at the start of your next turn:
+2 Buys and all cards (including cards in players' hands) cost $1 less this turn, but not less than $0.


I think with a duration bridge, it's like a weird attack against Bishops.  It's probably a card you save up for a megaturn to end the game, not letting it work for your opponents' turns.
« Last Edit: September 10, 2013, 03:02:42 am by ashersky »
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Re: Really bad card ideas
« Reply #1749 on: September 10, 2013, 01:56:39 am »
+2

You missed the +$1...


Also, now that you made the Princess Bridge:


The Princess Bride $8
Action
Watch The Princess Bride.  If you do, you win the game.
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   Quote from: sudgy on June 31, 2011, 11:47:46 pm
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