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Author Topic: Really bad card ideas  (Read 1881846 times)

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Minotaur

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Re: Really bad card ideas
« Reply #2850 on: July 10, 2014, 04:04:15 pm »
+1

World Cup Final
Cost: $2 billion
Action-Duration

This card is not discarded during your clean-up phase.  Trash this card the next time you shuffle your deck.  When you have done so, all players may now make RBCIs that aren't about futbol/football/soccer.

Setup: You may not make RBCIs that aren't about futbol/football/soccer until instructed otherwise.
« Last Edit: July 10, 2014, 04:46:42 pm by Minotaur »
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Storyteller/Crown is Donald's Vietnam Watergate.  Alchemy is Donald's Vietnam.  Scout is the time Donald choked on a pretzel.

Joseph2302

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Re: Really bad card ideas
« Reply #2851 on: July 16, 2014, 09:10:39 am »
0

Combos with Scout, $?
Action-Victory

Choose one:

(i). Reveal the top 4 cards of your deck. Trash any Scouts, and for each scout trashed, you may gain a victory card.
(ii). Gain 3 scouts, setting them aside.
(iii). Put all set aside scouts on top of your deck.

------------------------------------------------------------
0 VP
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KingZog3

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Re: Really bad card ideas
« Reply #2852 on: July 16, 2014, 09:32:11 am »
+1

Combos with scout- action

World explodes
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Minotaur

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Re: Really bad card ideas
« Reply #2853 on: July 16, 2014, 12:04:10 pm »
0

Combos With Scout
Action-Victory
Cost: $6

+1 card
+1 action
Gain a Scout

------------

Worth 1VP for each Scout in your deck
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Witherweaver

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Re: Really bad card ideas
« Reply #2854 on: July 16, 2014, 12:19:44 pm »
+1

Combos With Scout
Action
Cost: $6

-----------

If this card is in the supply, then if Scout is in the supply, remove the Scout pile from the supply and replace it with Ironmonger*.  Then, remove this pile from the supply and add a random Kingdom Card that is not Scout.

*If Ironmonger is in the supply, choose a different Kingdom Card at random.
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ephesos

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Re: Really bad card ideas
« Reply #2855 on: July 16, 2014, 12:29:48 pm »
+5

Combos With Scout
Treasure
Cost: $5
----------
$ 1
When you play this, you may gain a Copper, putting it into your hand.
----------
When you gain this, if Scout is in the Supply, each opponent gains a copy of it.
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brokoli

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Re: Really bad card ideas
« Reply #2856 on: July 16, 2014, 01:17:22 pm »
+2

Combos with scout
Action - $0
If this card is in the supply, when you would lose the game, instead you win the game.
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Awaclus

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Re: Really bad card ideas
« Reply #2857 on: July 16, 2014, 02:10:16 pm »
+2

Combos With Scout
$4 Action - Victory
Set this aside on your Combos With Scout mat.
___________
While this is on your Combos With Scout mat, all the cards in your draw pile are Victory cards worth 0VP in addition to their other types.
___________
2VP
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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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Minotaur

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Re: Really bad card ideas
« Reply #2858 on: July 16, 2014, 02:15:59 pm »
+1

Doesn't Combo With King's Court
Action
Cost: $4

+1 Action
Reveal the top 4 cards of your deck.  Put the revealed Victory cards in your hand, and place the others on top of your deck in any order.
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Storyteller/Crown is Donald's Vietnam Watergate.  Alchemy is Donald's Vietnam.  Scout is the time Donald choked on a pretzel.

GeoLib

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Re: Really bad card ideas
« Reply #2859 on: July 16, 2014, 04:40:04 pm »
+2

Combos With Scout
Action
Cost: $4
----------
The game ends in a tie.



(It's effect is much better if you have a deck full of scouts :P)
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silverspawn

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Re: Really bad card ideas
« Reply #2860 on: July 16, 2014, 04:42:04 pm »
+3

Combos With Scout
Action
Cost: $4
----------
The game ends in a tie.



(It's effect is much better if you have a deck full of scouts :P)

but if this card is invented, all games end with a tie. text that is written below a horizontal line is a general rule that's added to dominion, it always applies, even if the card itself isn't in the supply

GeoLib

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Re: Really bad card ideas
« Reply #2861 on: July 16, 2014, 05:05:16 pm »
0

Combos With Scout
Action
Cost: $4
----------
The game ends in a tie.



(It's effect is much better if you have a deck full of scouts :P)

but if this card is invented, all games end with a tie. text that is written below a horizontal line is a general rule that's added to dominion, it always applies, even if the card itself isn't in the supply

I meant that horizontal line as a delineation between the cost, name, type and the actual effect. It still makes scout more powerful. In fact, now no card is better than scout!
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silverspawn

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Re: Really bad card ideas
« Reply #2862 on: July 16, 2014, 05:06:44 pm »
0

Quote
In fact, now no card is better than scout!

... you're right. it does combo with scout.

ChocophileBenj

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Re: Really bad card ideas
« Reply #2863 on: July 17, 2014, 08:26:12 am »
0

-Comboes with scout-
$4, action
+1 action
Reveal the top 4 cards of your deck. Put the revealed Scouts into your hand. Put the other cards on top of your deck in any order.
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SK

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Re: Really bad card ideas
« Reply #2864 on: July 17, 2014, 08:49:26 am »
+1

Combos With Scout
$0 - Victory
Worth 10 billion victory points.
You may only gain this if you have a Scout in play.
« Last Edit: July 17, 2014, 08:56:31 am by SK »
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RTT

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Re: Really bad card ideas
« Reply #2865 on: July 17, 2014, 08:52:37 am »
0

Combos With Scout
$0 - Victory
Worth 10 billion victory points.
You may only buy this if you have a Scout in play.
no problem i gain them with workshop
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SK

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Re: Really bad card ideas
« Reply #2866 on: July 17, 2014, 08:55:57 am »
0

Combos With Scout
$0 - Victory
Worth 10 billion victory points.
You may only buy this if you have a Scout in play.
no problem i gain them with workshop
bah your right
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Joseph2302

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Re: Really bad card ideas
« Reply #2867 on: July 17, 2014, 08:57:40 am »
0

Combos With Scout
$0 - Victory
Worth 10 billion victory points.
You may only buy this if you have a Scout in play.
no problem i gain them with workshop
bah your right
Change the buy to gain, then it does what you want.
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SK

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Re: Really bad card ideas
« Reply #2868 on: July 17, 2014, 09:01:26 am »
0

Combos With Scout
$0 - Victory
Worth 10 billion victory points.
You may only buy this if you have a Scout in play.
no problem i gain them with workshop
bah your right
Change the buy to gain, then it does what you want.
already done ;)
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enfynet

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Re: Really bad card ideas
« Reply #2869 on: July 17, 2014, 09:05:09 am »
0

Open Workshop/Scout?
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Morgrim7

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Re: Really bad card ideas
« Reply #2870 on: July 17, 2014, 11:00:12 am »
+3

Open Workshop/Scout?
guys, did enfynet take his medication? He just said to open Scout. Im a bit concerned.
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Tables

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Re: Really bad card ideas
« Reply #2871 on: July 18, 2014, 11:01:35 am »
+4

Bomb
Action - $2
If there is a higher numbered bomb in the supply, return this to the supply and then gain the next highest numbered bomb. Otherwise, trash this and a card from your hand.
---
All cards in the Bomb pile should be in numerical order with the lowest numbered bomb on top. This is Bomb number X [1-10]

It's a pretty decent card overall. Takes a little while for you to arm your bombs, but eventually they go boom and you can start deck thinning with them. And we all know deck thinning is a powerful mechanic, and getting 1 card out of your deck for only $2 is really a steal. If multiple people (or heck just one person) is trying to blow their bombs up at once, you all get a bonus out of it. Think of it like an escalating thermonuclear war: The only winning move is to play.
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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.

pacovf

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Re: Really bad card ideas
« Reply #2872 on: July 18, 2014, 11:52:36 am »
+1

Bomb
Action - $2
If there is a higher numbered bomb in the supply, return this to the supply and then gain the next highest numbered bomb. Otherwise, trash this and a card from your hand.
---
All cards in the Bomb pile should be in numerical order with the lowest numbered bomb on top. This is Bomb number X [1-10]

It's a pretty decent card overall. Takes a little while for you to arm your bombs, but eventually they go boom and you can start deck thinning with them. And we all know deck thinning is a powerful mechanic, and getting 1 card out of your deck for only $2 is really a steal. If multiple people (or heck just one person) is trying to blow their bombs up at once, you all get a bonus out of it. Think of it like an escalating thermonuclear war: The only winning move is to play.

I am not sure if the fact that the number of the bomb does nothing is intentional or not.   ???
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Re: Really bad card ideas
« Reply #2873 on: July 18, 2014, 03:39:45 pm »
0

Bomb
Action - $2
If there is a higher numbered bomb in the supply, return this to the supply and then gain the next highest numbered bomb. Otherwise, trash this and a card from your hand.
---
All cards in the Bomb pile should be in numerical order with the lowest numbered bomb on top. This is Bomb number X [1-10]

It's a pretty decent card overall. Takes a little while for you to arm your bombs, but eventually they go boom and you can start deck thinning with them. And we all know deck thinning is a powerful mechanic, and getting 1 card out of your deck for only $2 is really a steal. If multiple people (or heck just one person) is trying to blow their bombs up at once, you all get a bonus out of it. Think of it like an escalating thermonuclear war: The only winning move is to play.

I am not sure if the fact that the number of the bomb does nothing is intentional or not.   ???

It isn't. I'm a little rusty on esoteric rules edge cases here, but I assume it's because I didn't specify to look through the pile?
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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.

silverspawn

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Re: Really bad card ideas
« Reply #2874 on: July 18, 2014, 03:54:00 pm »
0

Bomb
Action - $2
If there is a higher numbered bomb in the supply, return this to the supply and then gain the next highest numbered bomb. Otherwise, trash this and a card from your hand.
---
All cards in the Bomb pile should be in numerical order with the lowest numbered bomb on top. This is Bomb number X [1-10]

It's a pretty decent card overall. Takes a little while for you to arm your bombs, but eventually they go boom and you can start deck thinning with them. And we all know deck thinning is a powerful mechanic, and getting 1 card out of your deck for only $2 is really a steal. If multiple people (or heck just one person) is trying to blow their bombs up at once, you all get a bonus out of it. Think of it like an escalating thermonuclear war: The only winning move is to play.

I am not sure if the fact that the number of the bomb does nothing is intentional or not.   ???

It isn't. I'm a little rusty on esoteric rules edge cases here, but I assume it's because I didn't specify to look through the pile?
it does matter, but it doesn't quite work like you planed. when you buy bomb 1 and use it to gain bomb 2, bomb 1 is now at the top of the pile. I don't think you can gain bomb 3 now, but I'm not sure whether it is in the supply. it probably is, which would cause you to return bomb 1 without getting anything.
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