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Author Topic: Really bad card ideas  (Read 1866720 times)

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ashersky

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Re: Really bad card ideas
« Reply #2275 on: March 24, 2014, 09:26:34 pm »
+4

I'm not sure if you are just trying to edge case for the sake of edge casing.

Really eHal?  It's f.ds.  That is always what's happening.
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Jimmmmm

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Re: Really bad card ideas
« Reply #2276 on: March 24, 2014, 09:35:31 pm »
0

If you do, you probably need to stop playing this game already.

Quoted for truth.
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Minotaur

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Re: Really bad card ideas
« Reply #2277 on: March 24, 2014, 10:42:56 pm »
+6

Did you not see this in random stuff, Minotaur? http://gabrielecirulli.github.io/2048/

No, I did not, thanks.  I thought the only threads were this and Homage.
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MarkowKette

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Re: Really bad card ideas
« Reply #2278 on: March 24, 2014, 10:46:30 pm »
0

Lost Colony
$3 - Victory

Worth 1 VP per copy of lost Colony in the Deck of the player to your right
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AJD

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Re: Really bad card ideas
« Reply #2279 on: March 24, 2014, 11:17:55 pm »
+7

Lost Colony
$3 - Victory

Worth 1 VP per copy of lost Colony in the Deck of the player to your right

Lost Colony
$11 - Victory

Worth — wait, I just had it… maybe it's over here?
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SirPeebles

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Re: Really bad card ideas
« Reply #2280 on: March 24, 2014, 11:24:12 pm »
0

Lost Colony
$3 - Victory

Worth 1 VP per copy of lost Colony in the Deck of the player to your right

Ha, I had the idea for real one time, but then I thought about the implications in a two player game.
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Tables

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Re: Really bad card ideas
« Reply #2281 on: March 24, 2014, 11:27:53 pm »
+2

Lost Colony
$3 - Victory

Worth 1 VP per copy of lost Colony in the Deck of the player to your right

Lost Colony
$11 - Victory

Worth — wait, I just had it… maybe it's over here?

I played a game of Dominion recently with someone who managed to at least three times not gain the card he was buying. He was playing a super small engine, so it became really obvious, since he'd do things like gain a gold, then next turn stare at his hand (containing his entire deck) and then wonder where his Gold was. He ended the game with no Provinces but was fairly sure he'd bought at least two (and no there wasn't things like Saboteur).
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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.

AndrewisFTTW

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Re: Really bad card ideas
« Reply #2282 on: March 24, 2014, 11:34:03 pm »
0

So... really? Nobody thinks Possession is a really bad card idea?

Yeah. I just got done playing an awful Possession game.
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Minotaur

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Re: Really bad card ideas
« Reply #2283 on: March 24, 2014, 11:34:15 pm »
0

Hmmmm. I'd probably have Lost Colony be worth X VP for every Y Victory cards in the Trash...  Like we needed a buff to Rebuild, amirite?

(Maybe it would also let you trash a card from your hand on gain, idk. Cost=5, X=1, Y=3?)
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mail-mi

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Re: Really bad card ideas
« Reply #2284 on: March 24, 2014, 11:51:05 pm »
+2

Procession Possession
Action $6P
The player to your left takes two extra turns after this one, in which you can see see all the cards he can and make all the decisions for him. Any cards he would gain on his turn, you gain instead; any cards of his that are trashed are instead set aside and returned to his discard pile at the end of his turn. Trash this. Gain a card costing exactly $7P.

Throne Court Procession
Action $6
You may choose an action card from your hand. Play it twice. Play it three times. Play it twice. Trash it. Gain a card costing exactly $3 more than it.
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Minotaur

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Re: Really bad card ideas
« Reply #2285 on: March 25, 2014, 12:05:42 am »
+6

Lost Colony
$3 - Victory

Worth 1 VP per copy of lost Colony in the Deck of the player to your right

Ha, I had the idea for real one time, but then I thought about the implications in a two player game.

Paper
Victory
Cost: $3

2VP
1VP for each Rock in the deck of the player to your right.
-1 VP for each Scissors in the deck of the player to your left.

Rock
Victory
Cost: $3

2VP
1VP for each Scissors in the deck of the player to your right.
-1 VP for each Paper in the deck of the player to your left.

Scissors
Victory
Cost: $3

2VP
1VP for each Paper in the deck of the player to your right.
-1 VP for each Rock in the deck of the player to your left.
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Marcory

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Re: Really bad card ideas
« Reply #2286 on: March 25, 2014, 01:52:38 am »
+7

Overgrown Colony
Victory
$10
9VP

When you trash this, +9 cards


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Marcory

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Re: Really bad card ideas
« Reply #2287 on: March 25, 2014, 01:53:59 am »
0

Mulligan
Action
$2
+$1

Return an action you have in play to your hand. Reverse all of its effects. This card cannot lose track of any other card.

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ChocophileBenj

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Re: Really bad card ideas
« Reply #2288 on: March 25, 2014, 05:24:42 am »
+1

Overgrown Colony
Victory
$10
9VP

When you trash this, +10 cards

FTFY

EDIT : an independent message...

Mulligan
Action
$2
+$1

Return an action you have in play to your hand. Reverse all of its effects. This card cannot lose track of any other card.

No, this image suggests you must NEVER lose track of anything, especially when it's chocolate, because everybody loves chocolate (especially me...) :



And this isn't even a Fibonnaci or mathematical trick.
« Last Edit: March 25, 2014, 08:44:14 am by ChocophileBenj »
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MarkowKette

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Re: Really bad card ideas
« Reply #2289 on: March 25, 2014, 08:36:34 am »
0

Rebuild*
$5 - Action

Name a card. Reveal cards from the
top of your deck until you reveal a
Victory card that is not the named
card.Discard the other cards. Trash the
Victory card and gain a Victory card
costing up to $3 more than it.
_____________________________
In games using this, you might also just resign
and play a more interesting game instead.
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dominator 123

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Re: Really bad card ideas
« Reply #2290 on: March 25, 2014, 08:40:08 am »
0

Two
$2 - Action
You may reveal another copy of Two from your hand. If you do, return it and this to the Supply, +4VP and gain a Four from the Four pile.

Four
$4* - Action
You may reveal another copy of Four from your hand. If you do, return it and this to the Four pile, +8VP and gain an Eight from the Eight pile.

Eight
$8* - Action
You may reveal another copy of Eight from your hand. If you do, return it and this to the Eight pile, +16VP and gain a Sixteen from the Sixteen pile.

Sixteen
$16* - Action
You may reveal another copy of Sixteen from your hand. If you do, return it and this to the Sixteen pile, +32VP and gain a Thirty-Two from the Thirty-Two pile.

Thirty-Two
$32* - Action
You may reveal another copy of Thirty-Two from your hand. If you do, return it and this to the Thirty-Two pile, +64VP and gain a Sixty-Four from the Sixty-Four pile.

Sixty-Four
$64* - Action
You may reveal another copy of Sixty-Four from your hand. If you do, return it and this to the Sixty-Four pile, +128VP and gain a One-Hundred-Twenty-Eight from the One-Hundred-Twenty-Eight pile.

One-Hundred-Twenty-Eight
$128* - Action
You may reveal another copy of One-Hundred-Twenty-Eight from your hand. If you do, return it and this to the One-Hundred-Twenty-Eight pile, +256VP and gain a Two-Hundred-Fifty-Six from the Two-Hundred-Fifty-Six pile.

Two-Hundred-Fifty-Six
$256* - Action
You may reveal another copy of Two-Hundred-Fifty-Six from your hand. If you do, return it and this to the Two-Hundred-Fifty-Six pile, +1024VP and gain a One-Thousand-Twenty-Four from the One-Thousand-Twenty-Four pile.

One-Thousand-Twenty-Four
$1024* - Action
You may reveal another copy of One-Thousand-Twenty-Four from your hand. If you do, return it and this to the One-Thousand-Twenty-Four pile, +2048VP, gain a Two-Thousand-Forty-Eight from the Two-Thousand-Forty-Eight pile and you may choose to end the game immediately.

Two-Thousand-Forty-Eight
$2048* - Action
You may reveal another copy of Two-Thousand-Forty-Eight from your hand.  If you do, you probably need to stop playing this game already.

Huh. Too late. I must remember next time, don't hesitate to think about whether the whole world knows about this game, just post it.

You missed some stuff though.
Two should have this extra line:
At the start of the game, each player gains two Twos.
The total number of Twos, Fours, Eights, Sixteens, Thirtytwos, Sixtyfours, Onehundersandtwentyeights, Twohundredandfiftysixes, Fivehunderedandtwelves, Onethousandandtwentyfours and Twothousandandfourtyeights may not exceed 16.

Btw, you missed 512. 256+256=512, and 512+512=1024.

One more thing to note: the *s on the cards do not prevent you from buying them, only if you say so on the card
« Last Edit: March 25, 2014, 09:09:21 am by dominator 123 »
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Kirian

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Re: Really bad card ideas
« Reply #2291 on: March 25, 2014, 08:43:56 am »
+2

Overgrown Colony
Victory
$10
9VP

When you trash this, +10 cards

FTFY

EDIT : an independent message...

Mulligan
Action
$2
+$1

Return an action you have in play to your hand. Reverse all of its effects. This card cannot lose track of any other card.

No, this image suggests you must NEVER lose track of anything, especially when it's chocolate, because everybody loves chocolate (especially me...) :



And this isn't even a Fibonnaci or mathematical trick.

I think that geometrically misleading graphics count as mathematical tricks.
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ChocophileBenj

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Re: Really bad card ideas
« Reply #2292 on: March 25, 2014, 08:46:23 am »
+1

(timing fail : I've changed my message to spoiler meanwhile you were quoting it)

No, the answer there is that between images 3 and 4 (at least), a few chocolate has been added
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dominator 123

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Re: Really bad card ideas
« Reply #2293 on: March 25, 2014, 08:52:22 am »
+1

Flappy Bird $5 Action
Play a game of flappy bird. +VPs according to your score
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Witherweaver

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Re: Really bad card ideas
« Reply #2294 on: March 25, 2014, 09:40:09 am »
+5

Overgrown Colony
Victory
$10
9VP

When you trash this, +10 cards

FTFY

EDIT : an independent message...

Mulligan
Action
$2
+$1

Return an action you have in play to your hand. Reverse all of its effects. This card cannot lose track of any other card.

No, this image suggests you must NEVER lose track of anything, especially when it's chocolate, because everybody loves chocolate (especially me...) :



And this isn't even a Fibonnaci or mathematical trick.

How to construct -1/12 of chocolate.
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SirPeebles

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Re: Really bad card ideas
« Reply #2295 on: March 25, 2014, 10:01:35 am »
0

Lost Colony
$3 - Victory

Worth 1 VP per copy of lost Colony in the Deck of the player to your right

Lost Colony
$11 - Victory

Worth — wait, I just had it… maybe it's over here?

I played a game of Dominion recently with someone who managed to at least three times not gain the card he was buying. He was playing a super small engine, so it became really obvious, since he'd do things like gain a gold, then next turn stare at his hand (containing his entire deck) and then wonder where his Gold was. He ended the game with no Provinces but was fairly sure he'd bought at least two (and no there wasn't things like Saboteur).

How do you manage that?  Was this online maybe?  Then it could have been misclicks.
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SirPeebles

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Re: Really bad card ideas
« Reply #2296 on: March 25, 2014, 10:05:23 am »
+9

Misclick (Online Promo)
$5 Action

+ 3 Cards
+ 2 Actions

----
When you would gain this, gain a card from a random adjacent pile instead.
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Kirian

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Re: Really bad card ideas
« Reply #2297 on: March 25, 2014, 10:10:50 am »
0

(timing fail : I've changed my message to spoiler meanwhile you were quoting it)

No, the answer there is that between images 3 and 4 (at least), a few chocolate has been added

Yes, that's what I said, the graphic is misleading.
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Marcory

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Re: Really bad card ideas
« Reply #2298 on: March 25, 2014, 10:25:11 am »
0

Rage-Quit Inducer

$2
+1 action

You may trash this.

When you would trash this, put it into your hand instead.

If this is the 100th time you have trashed Rage-Quit Inducer this turn, each other player gains a Province

(The counting part makes it even more maddening)
« Last Edit: March 25, 2014, 10:32:31 am by Marcory »
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Minotaur

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Re: Really bad card ideas
« Reply #2299 on: March 25, 2014, 10:28:33 am »
0

Rage-Quit Inducer

$2
+1 action

You may trash this.

When you trash this, place it into your hand.

If this is the 100th time you have trashed Rage-Quit Inducer this turn, each other player gains a Province

(The counting part makes it even more maddening)

You must count aloud. You must use the same pitch and inflection each time this card is played. You may choose to lose count, but other players may choose to remind you.

Also, you probably want the counter to reset to 0 when it reaches 100...

EDIT: It should also not "save itself" when the Province pile is empty.  "...each other player gains a Province. If the Province pile is empty, return this card to the Supply."

EDIT OF EDIT: ...unless the point is to test whether the person going for the rage quit can out-last the other players for the indefinite stand-off... But even then, it might as well hand out Provinces the first time if it's going to allow for literally endless turns to happen.
« Last Edit: March 26, 2014, 08:46:34 pm by Minotaur »
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