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Author Topic: Really bad card ideas  (Read 1869618 times)

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Accatitippi

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Re: Really bad card ideas
« Reply #4475 on: June 07, 2016, 06:52:20 pm »
+4

Emergency Supplies - 5c Reaction
When any player(s) would be starving to death, you may reveal this from anywhere to abort the game and go eat a sandwich.
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faust

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Re: Really bad card ideas
« Reply #4476 on: June 08, 2016, 11:28:55 am »
+3

Landmarks - Middle Earth Edition!

Mount Doom
When you trash a treasure costing more than $0, take 2 VP from here.

Setup: Add 6 VP here per player.

The Lonely Mountain
When scoring, 3 VP per Gold you have.

The Prancing Pony
When scoring, 3 VP per card on your Tavern mat.

Entmoot
When scoring, -5 VP per Woodcutter you have.

Mines of Moria
When scoring, -10 VP if you are the first player and have taken 20 or more turns.

Paths of the Dead
When scoring, 2 VP per differently named card in the trash that you have a copy of.

Lothlorien
When scoring, -2 VP per Attack card you have.

Black Gate
When another player plays an Attack card, take 1 VP form here.

Setup: Add 6 VP here per player.

Grey Havens
When scoring, 4 VP per Shelter you have.
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Marcory

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Re: Really bad card ideas
« Reply #4477 on: June 10, 2016, 12:12:15 am »
+1

Reverse Order Cards:

Rollecnahc Action $3

+$2

You may shuffle your discard pile into your deck.

-------

Rallec Action $2

+1 Action

Draw any number of cards. Discard a card for each card drawn.

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

Esuoheraw Action $3

+1 Action

Discard three cards, then +3 Cards.

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

Feiht Action $4

Gain a Treasure from the trash. Each other player reveals the top two cards of his deck, trashes a Treasure that is a copy of the card you gained, and discards the rest.

------------
Yrarbil Action $5

Discard any number of Action cards from your hand. Draw up to 7 cards.

-------------
Ssehcud

+$2

Each player (including you) reveals the top card of his deck and puts it back or discards it (their choice)
----------------
When you gain this, gain a Duchy.
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Minotaur

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Re: Really bad card ideas
« Reply #4478 on: June 10, 2016, 02:32:06 pm »
0

*Each player chooses whether to discard the top card of their deck, then they reveal it.

Backward Storyteller is derpy, but gets better when you play two or more, so they still have to cost $4.  Backward Wishing Well is doesn't ever draw an extra card, because there is no named card yet (good thing, because there's no accountability for what the top card is.  If you had to know what it was without revealing, that would be a mess.)  Backward Tournament is just Peddler.
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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.

Minotaur

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Re: Really bad card ideas
« Reply #4479 on: June 10, 2016, 02:36:28 pm »
0

Hmmm.  Storyteller might depend on interpretation.  I think first you draw 0 cards because you paid nothing, and then you pay all of your money, and then you may pay Treasures.  That would be really bad.

The alternative is if you pay $ and then draw, even if the playing of treasures comes later.  This isn't quite as "backward", but at least it doesn't make the card-drawing into a vacuous clause (absent goofy cards that perform sorcery on the words written on the cards directly).
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faust

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Re: Really bad card ideas
« Reply #4480 on: June 10, 2016, 02:39:36 pm »
0

Sedart lla fo Kcaj
Action $4

You may trash a card from your hand that is not a Treasure.
Draw until you have 5 cards in hand.
Look at the top card of your deck; discard it or put it back.
Gain a Silver.

Is it stronger or weaker than JoaT?
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Minotaur

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Re: Really bad card ideas
« Reply #4481 on: June 10, 2016, 02:43:58 pm »
0

Negation
Action
Cost: $7

Reveal an Action card from your hand.  Remove the word "not" from one place in the card, or insert the word "not" in one place where it would maintain coherent mechanics.  Play that card with the changed text.  It is that card until it leaves play.  (You may freely interpret "has" as "does have" when looking for a place to add the "not", and other similar grammar tune-ups which do not change the initial mechanics of the card.)
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popsofctown

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Re: Really bad card ideas
« Reply #4482 on: June 10, 2016, 03:24:47 pm »
+13

Negation a Negation so the second Negation says "Reveal a card that is not an Action card from your hand..."

Use that Negation to reveal a Gardens.  Change the Gardens so it says "Worth 1 VP for every 10 cards that are not in your deck."  You can't play the card with the changed text, so you ignore that instruction.  The Gardens is that new changed card until it leaves play, which is forever since the Gardens isn't going to enter play.

The Gardens is now worth 1 VP for every card in the physical universe, except for however many are in your deck at the end of the game.  Baseball cards, Yu Gi Oh cards, Bicycles, Index cards, time cards, Uno cards, credit cards, key cards, and business cards are all powering up your Gardens.  Assuming you are the first person to do this, you are the first person to outscore Celestial Chameleon, but don't worry, you probably are Celestial Chameleon, Celestial Chameleon probably did it before I finished this post.
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Seprix

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Re: Really bad card ideas
« Reply #4483 on: June 10, 2016, 03:30:13 pm »
0

Negation a Negation so the second Negation says "Reveal a card that is not an Action card from your hand..."

Use that Negation to reveal a Gardens.  Change the Gardens so it says "Worth 1 VP for every 10 cards that are not in your deck."  You can't play the card with the changed text, so you ignore that instruction.  The Gardens is that new changed card until it leaves play, which is forever since the Gardens isn't going to enter play.

The Gardens is now worth 1 VP for every card in the physical universe, except for however many are in your deck at the end of the game.  Baseball cards, Yu Gi Oh cards, Bicycles, Index cards, time cards, Uno cards, credit cards, key cards, and business cards are all powering up your Gardens.  Assuming you are the first person to do this, you are the first person to outscore Celestial Chameleon, but don't worry, you probably are Celestial Chameleon, Celestial Chameleon probably did it before I finished this post.

Post of the week
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Minotaur

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Re: Really bad card ideas
« Reply #4484 on: June 10, 2016, 03:51:12 pm »
0

Negation a Negation so the second Negation says "Reveal a card that is not an Action card from your hand..."

Use that Negation to reveal a Gardens.  Change the Gardens so it says "Worth 1 VP for every 10 cards that are not in your deck."  You can't play the card with the changed text, so you ignore that instruction.  The Gardens is that new changed card until it leaves play, which is forever since the Gardens isn't going to enter play.

The Gardens is now worth 1 VP for every card in the physical universe, except for however many are in your deck at the end of the game.  Baseball cards, Yu Gi Oh cards, Bicycles, Index cards, time cards, Uno cards, credit cards, key cards, and business cards are all powering up your Gardens.  Assuming you are the first person to do this, you are the first person to outscore Celestial Chameleon, but don't worry, you probably are Celestial Chameleon, Celestial Chameleon probably did it before I finished this post.

Or you could play the second Negation to add "not" anyplace where it would not maintain coherent mechanics.  I don't know what that would do next, but I guess that's the point.
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popsofctown

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Re: Really bad card ideas
« Reply #4485 on: June 10, 2016, 03:57:41 pm »
+2

I think using Negation on a Negation to remove the "coherent mechanics" restriction is itself a violation of the "retain coherent mechanics" restriction on the first negation since you are opening the floodgates.

Kind of like deliberately disabling one's own conscience with a drug would violate one's own conscience in the first place.
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eHalcyon

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Re: Really bad card ideas
« Reply #4486 on: June 11, 2016, 02:37:48 am »
+2

Mildly-Sloped Path
Landmark
Immediately when you gain a Victory card, each player bids in turn order, up to <40>, starting with you and until all but one player has passed. High bidder gets +1VP and takes the <Debt> they bid.
« Last Edit: June 11, 2016, 03:12:43 am by eHalcyon »
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Minotaur

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Re: Really bad card ideas
« Reply #4487 on: June 11, 2016, 02:45:23 am »
+1

Mildly-Sloped Path
Landmark
Immediately when any player gains a Victory card, each player bids in turn order, up to <40>, starting with you and until all but one player has passed. High bidder gets +1VP and takes the <Debt> they bid.

"You" is the player who gained the Victory card?
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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.

eHalcyon

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Re: Really bad card ideas
« Reply #4488 on: June 11, 2016, 03:13:07 am »
0

Mildly-Sloped Path
Landmark
Immediately when any player gains a Victory card, each player bids in turn order, up to <40>, starting with you and until all but one player has passed. High bidder gets +1VP and takes the <Debt> they bid.

"You" is the player who gained the Victory card?

Good call.  Tweaked the wording so that's clearer.  Gotta make sure our bad card ideas are at their best.
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Minotaur

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Re: Really bad card ideas
« Reply #4489 on: June 11, 2016, 03:57:56 am »
0

Mildly-Sloped Path
Landmark
Immediately when any player gains a Victory card, each player bids in turn order, up to <40>, starting with you and until all but one player has passed. High bidder gets +1VP and takes the <Debt> they bid.

"You" is the player who gained the Victory card?

Good call.  Tweaked the wording so that's clearer.  Gotta make sure our bad card ideas are at their best.

The last pile is worth an extra +1VP for free now.  Unless you three-pile on non-victory.
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Accatitippi

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Re: Really bad card ideas
« Reply #4490 on: June 12, 2016, 05:50:53 pm »
0

Skill check - 4$ Action
Roll a d4, a d6 and a d8.
Gain a card with a cost in coins up to the number of faces on the die with the lowest result, after re-rolling ties.
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singletee

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Re: Really bad card ideas
« Reply #4491 on: June 12, 2016, 07:27:57 pm »
+1

Ratapult
Action - $5
+1 Action
Gain a Ratapult. Trash a card from your hand. If it costs $4 or more, each other player gains a Curse. If it's an Action, each other player discards down to 3 cards in hand. If it's a Rats or a Ratapult, each other player gains a Rats.

Minotaur

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Re: Really bad card ideas
« Reply #4492 on: June 12, 2016, 07:48:10 pm »
0

Increment/Decrement
Action
Cost: $5

Increase or decrease a number in an Action card text by one, and then play that card.  It has the modified text until it leaves play.  (This cannot lower a number below zero, and this cannot be used on substrings of words which happen to spell out a number.  Grammar corrections such as changing singular to plural or vice versa comes for free.  The word "a" cannot be changed to a number, sorry.)


(Pretty good with Intrigue.  "Choose two: +3 cards, or +2 actions"...  I can't think of any really game-breaking cases yet, but there have to be cases where it stomps Throne Room...)
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Marcory

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Re: Really bad card ideas
« Reply #4493 on: June 12, 2016, 08:22:05 pm »
+6

Cismute Action $

Trash a card from your hand.
If it is an . . .
Action card: Gain an Action card of the same cost
Treasure card: Gain a Treasure card of the same cost
Victory card: Gain a Victory card of the same cost

Edit: Thanks for fixing the typo, Minotaur
« Last Edit: June 12, 2016, 10:59:04 pm by Marcory »
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Minotaur

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Re: Really bad card ideas
« Reply #4494 on: June 12, 2016, 08:27:00 pm »
0

Oh right, KC-Decrement-Goons!  Yeah, this card is broken as I expected.  RBCI FTW.

EDIT:  Actually, it has to be Incremenet-Increment-Decrement-Goons.  KC doesn't work that way, but Increment Increment Decrement can decrement "down to three cards" to say "down to 0 cards".  Increment x3, Militia, Bishop can score infinite VP with no comebacks (barring attack prevention or playing Guide every turn or whatnot).  Monument works too if you can somehow trash with an event (or with Bomb).
« Last Edit: June 13, 2016, 05:33:16 pm by Minotaur »
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Marcory

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Re: Really bad card ideas
« Reply #4495 on: June 12, 2016, 09:04:07 pm »
0

Oh right, KC-Decrement-Goons!  Yeah, this card is broken as I expected.  RBCI FTW.

https://www.youtube.com/watch?v=cOmdLmwZ_ww
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Minotaur

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Re: Really bad card ideas
« Reply #4496 on: June 12, 2016, 10:25:41 pm »
+1

Cismute Action $

Trash a card from your hand.
If it is an . . .
Action card: Gain an Action card of the same cost
Treasure card: Gain a Treasure card of the same cost
Victory card: Gain a Treasure Victory card of the same cost

FTFY
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faust

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Re: Really bad card ideas
« Reply #4497 on: June 13, 2016, 03:17:49 am »
+3

Cismute Action $

Trash a card from your hand.
If it is an . . .
Action card: Gain an Action card of the same cost
Treasure card: Gain a Treasure card of the same cost
Victory card: Gain a Victory card of the same cost

Edit: Thanks for fixing the typo, Minotaur

Cisloud - Action $P

Gain a card. If it is an...
Action card: Trash an Action card of the same cost.
Treasure card: Trash a Treasure card of the same cost.
Victory card: Trash a Victory card of the same cost.
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Minotaur

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Re: Really bad card ideas
« Reply #4498 on: June 13, 2016, 04:08:44 am »
+2

Bibute
Action
Cost: $4

Choose two types:  Action, Treasure, Victory
The player to your left reveals the top two cards of their deck.  For each card that is of a chosen type:

If it is a Treasure, +$2
If it is an Action, +2 Actions
If it is a Victory card, +2 Cards


Monobute
Action/Ruins
Cost: $0

Choose a card type:  Action, Treasure, or Victory.

The player to your left reveals the top card of their deck.  If it has the chosen type:

If it is a Treasure, +$2
If it is an Action, +2 Actions
If it is a Victory card, +2 Cards
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Destry

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Re: Really bad card ideas
« Reply #4499 on: June 13, 2016, 04:43:14 pm »
+5

Debtor's Prison
Event -
Each Other Player with Debt gains
Each Other Player gains 1
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