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Author Topic: Really bad card ideas  (Read 1868960 times)

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Ratsia

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Re: Really bad card ideas
« Reply #2075 on: January 22, 2014, 02:47:20 am »
+4

Quote
Thematically, it can turn ruins into their non Ruined counterparts (unless your Market was Grand or your Village was on the Border).
This sentence in the Rebuild-thread suggests a natural continuation for cards that convert "ruined X" into "X", nicely fitting the naming convention for the re-family and only slightly outranking Rebuild in power:

Regexp
$11 - Action

Specify a regular expression. Reveal cards from the top of your deck until you reveal a card with a name matching the expression. Thrash it and gain a card with a name matching the expression. Discard the other cards.
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Awaclus

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Re: Really bad card ideas
« Reply #2076 on: January 25, 2014, 03:10:53 pm »
+5

Old Witch
$6
+2 cards
Return the top 2 cards of your discard pile to your hand. Each other player may not reveal a Bane card from his hand. If he does, he gains a Curse.
____________
Setup: Remove a Kingdom card pile costing $2 or $3 to the Supply. Cards from that pile are Bane cards.
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Bomb, Cannon, and many of the Gunpowder cards can strongly effect gameplay, particularly in a destructive way

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Re: Really bad card ideas
« Reply #2077 on: January 25, 2014, 09:23:07 pm »
+8

Baby Witch $0
Discard 2 cards from your hand. Each other player may reveal a card from their hands. If they don't, they gain a Curse.
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silverspawn

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Re: Really bad card ideas
« Reply #2078 on: January 26, 2014, 01:06:16 pm »
+8

Recurring Monument - Action - 10$
+1 VP
While this is in Play, whenever you gain a VP, gain a VP.
« Last Edit: January 26, 2014, 01:59:27 pm by silverspawn »
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Re: Really bad card ideas
« Reply #2079 on: January 26, 2014, 01:27:40 pm »
+7

Recurring Victory - Action -12$
You win
----------
While this is in play, whenever you win, you win.
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silverspawn

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Re: Really bad card ideas
« Reply #2080 on: January 26, 2014, 01:59:37 pm »
+3

Bureaucracy - Action - 3$
Put a card from your hand aside. You may remove any number of cards you have in Play from the game. If you did, return all of them back into Play in an order you choose. You may look at the backside of the card that is second from bottom of you Deck. Put any number of Transfusion, Scout and Chancellor cards on top of your Deck, then draw X cards, where X is the number of cards you put on top total. Gain a VP Token, then lose a VP Token. During this turn, you may play Action cards without paying an action for them, however, you may only use this once. When you didn't use it, during your buying phase, whenever you play a Card that is called Diadem, +1 Coin. Return the card you put aside to your hand.

+1 Card
« Last Edit: January 26, 2014, 05:05:09 pm by silverspawn »
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silverspawn

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Re: Really bad card ideas
« Reply #2081 on: January 26, 2014, 06:27:13 pm »
0

Injured Survivors - Action - Ruins - 0$
Look at the top 2 cards of your deck. Put them back in any order.

Bookless Library - Action - Ruins - 0$
Draw until you have 2 cards in hand.

Collapsed Mine - Action - Ruins - 0$
You may play a copy of Collapsed Mine from your hand. If you do, +1$

Zombie Village - Action - Ruins - 0$
You may discard 2 cards. If you do, +1 Action

Rotten Market - Action - Ruins - 0$
Name a card. During your buying phase, when you buy the named card, you may buy another one if you pay an additional 1$

Witherweaver

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Re: Really bad card ideas
« Reply #2082 on: January 26, 2014, 07:26:53 pm »
+3

Baby Witch $0
Discard 2 cards from your hand. Each other player may reveal a card from their hands. If they don't, they gain a Curse.

Just play it when they're pinned to no cards in their hand!
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liopoil

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Re: Really bad card ideas
« Reply #2083 on: January 26, 2014, 08:04:48 pm »
+1

combos with tunnel and lets you see a card in each other player's hand! OP!
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Re: Really bad card ideas
« Reply #2084 on: January 26, 2014, 08:16:49 pm »
+1

combos with tunnel and lets you see a card in each other player's hand! OP!
Plus it's strictly better than Curse at the same price.
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liopoil

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Re: Really bad card ideas
« Reply #2085 on: January 26, 2014, 08:18:53 pm »
+2

combos with tunnel and lets you see a card in each other player's hand! OP!
Plus it's strictly better than Curse at the same price.
edge case: golem/TR/herald
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Re: Really bad card ideas
« Reply #2086 on: January 26, 2014, 09:57:33 pm »
+1

Baby Witch $0
Discard 2 cards from your hand. Each other player may reveal a card from their hands. If they don't, they gain a Curse.

Setup: add another kingdom card to the supply.
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silverspawn

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Re: Really bad card ideas
« Reply #2087 on: January 26, 2014, 10:00:58 pm »
+1

Trampoline - Action - 5$

While this is in Play, anytime during your action phase, you may pay $1. If you do, target Nonterminal Action Card gets flying until end of turn. You may not use this to produce flying rats. When target card is trashed, it must remain hovering above the trash pile in about ten centimeters height for the rest of the game.
« Last Edit: January 27, 2014, 12:58:31 pm by silverspawn »
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KingZog3

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Re: Really bad card ideas
« Reply #2088 on: January 27, 2014, 01:58:01 pm »
0

Trampoline - Action - 5$

While this is in Play, anytime during your action phase, you may pay $1. If you do, target Nonterminal Action Card gets flying until end of turn. You may not use this to produce flying rats. When target card is trashed, it must remain hovering above the trash pile in about ten centimeters height for the rest of the game.

If it falls into the trash, gain a Curse.
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silverspawn

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Re: Really bad card ideas
« Reply #2089 on: January 27, 2014, 09:32:16 pm »
+1

Masochism - Action - $8
Gain a Curse.


Bananas for Provinces - Action - 2$
Trash this. Discard your hand and drawing Pile, then gain all Provinces from the supply except for one, putting them into your hand. Put your discard Pile onto the Province Pile. People may buy cards from this pile for $8, regardless of what card lies on top. For the remainder of the game, whenever another pile from the supply is emptied, replace it with a random pile from outside the game.


Rampant Ambitions - Action - Victory - $5
Discard your hand. Set this card aside and return it to your deck at the end of the game. When you win this game, for every Copy of this Card in your Deck, double the amount of rating you would gain normally. When the game ends as a draw, win the game instead. Your opponent may not resign this game.
---
Worth -5VP


... and the frail sails of courtesy - Action - Duration - 5$
+1 Card
+1 Action
While this is in play, whenever another Player wants to play a Card, he may politely ask your permission first. If he doesn't, he gets five curses. Whenever a Player wants to play an Attack, he is obligated to apologize to everyone else in advance; if he doesn't, however, the Attack resolves as normal, but he must suspend from the remainder of the game to overthink his actions. Whenever another player buys a Victory card, he must offer it to you before he gains it. Take a Poverty counter which isn't worth anything for every Victory card gained this way.


Wings of Justice - Action - Attack - 4$
Choose a Player. If that Player likes Rap Music, he loses the game.

ashersky

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Re: Really bad card ideas
« Reply #2090 on: January 27, 2014, 10:58:01 pm »
0

Trampoline - Action - 5$

While this is in Play, anytime during your action phase, you may pay $1. If you do, target Nonterminal Action Card gets flying until end of turn. You may not use this to produce flying rats ratbirds. When target card is trashed, it must remain hovering above the trash pile in about ten centimeters height for the rest of the game.

Fixed.
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manthos88

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Re: Really bad card ideas
« Reply #2091 on: January 28, 2014, 08:31:42 am »
0

Born Winner

Cost: $10*

Gain a Province, plus an additional Province for each win you have today.

*This Card costs $1 less for each win you have today.




Engine-Addict

Cost: $12

+80 Cards
+15 Actions
+10 Buys

Each other player gains 2 Curses, 2 Ruins and discards down to 3 cards in hand.




Hunting Crappy

Cost: $5


+1 Card
+1 Action

Reveal cards from your Deck until you reveal a card that is not a Shelter, does not belong to Black Market Deck and is not a duplicate of one in the Supply. Don't put it anywhere (you won't find one). Discard the other cards.
« Last Edit: January 28, 2014, 08:34:23 am by manthos88 »
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manthos88

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Re: Really bad card ideas
« Reply #2092 on: January 28, 2014, 08:48:31 am »
0

Quote
Which
$5 Action - Attack
+ 2 Cards
Each other player gains a Confusion.


I think this one made me laugh most!!!  ;D
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Awaclus

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Re: Really bad card ideas
« Reply #2093 on: January 28, 2014, 08:55:55 am »
+3

Quote
Which
$5 Action - Attack
+ 2 Cards
Each other player gains a Confusion.


I think this one made me laugh most!!!  ;D
Witch one?
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Bomb, Cannon, and many of the Gunpowder cards can strongly effect gameplay, particularly in a destructive way

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markusin

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Re: Really bad card ideas
« Reply #2094 on: January 28, 2014, 08:57:09 am »
0

Hunting Crappy

Cost: $5


+1 Card
+1 Action

Reveal cards from your Deck until you reveal a card that is not a Shelter, does not belong to Black Market Deck, does not say "this is not in the supply", and is not a duplicate of one in the Supply. Don't put it anywhere (you won't find one). Discard the other cards.
FTFY
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RTT

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Re: Really bad card ideas
« Reply #2095 on: January 28, 2014, 08:58:08 am »
0


Hunting Crappy

Cost: $5


+1 Card
+1 Action

Reveal cards from your Deck until you reveal a card that is not a Shelter, does not belong to Black Market Deck and is not a duplicate of one in the Supply. Don't put it anywhere (you won't find one). Discard the other cards.
Edge Case: Spoils, Prizes, Knights, and any SupplyPile that is Empty, also Ruins possibly

Edit:  Ninjad markusin but still Knights, Empty Piles or ruins
« Last Edit: January 28, 2014, 09:00:22 am by RTT »
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manthos88

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Re: Really bad card ideas
« Reply #2096 on: January 28, 2014, 09:05:27 am »
0

Quote
Which
$5 Action - Attack
+ 2 Cards
Each other player gains a Confusion.


I think this one made me laugh most!!!  ;D
Witch one?

 ;D




Hunting Crappy

Cost: $5


+1 Card
+1 Action

Reveal cards from your Deck until you reveal a card that is not a Shelter, does not belong to Black Market Deck and is not a duplicate of one in the Supply. Don't put it anywhere (you won't find one). Discard the other cards.
Edge Case: Spoils, Prizes, Knights, and any SupplyPile that is Empty, also Ruins possibly

Edit:  Ninjad markusin but still Knights, Empty Piles or ruins

It would be quite difficult to cover all possible situations where a card you find is not "part of" something. I know there are edge cases with the current wording.
« Last Edit: January 28, 2014, 09:06:51 am by manthos88 »
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liopoil

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Re: Really bad card ideas
« Reply #2097 on: January 28, 2014, 09:38:22 am »
+1

How about just reveal cards from your deck until you find one that isn't a dominion card
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liopoil

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Re: Really bad card ideas
« Reply #2098 on: January 28, 2014, 09:38:59 am »
0

Still, it's probably better than pearl diver.
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markusin

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Re: Really bad card ideas
« Reply #2099 on: January 28, 2014, 10:00:18 am »
0

Still, it's probably better than pearl diver.
Perhaps. It's a cantrip Chancellor. Combo's with Counting House.
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