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Author Topic: Really bad card ideas  (Read 1860128 times)

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Ghacob

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Re: Really bad card ideas
« Reply #5225 on: March 06, 2018, 01:17:38 am »
+3

Boondoggle
$8 Action - Fate
Receive every Boon
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Chase Adolphson

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Re: Really bad card ideas
« Reply #5226 on: March 06, 2018, 01:31:01 am »
0

Boondoggle
$8 Action - Fate
Receive every Boon

Receive every boon except for 12 of them
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weesh

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Re: Really bad card ideas
« Reply #5227 on: March 06, 2018, 01:33:47 am »
+2

Boondoggle
$8 Action - Fate
Receive every Boon

Hexual
6$ Action - Doom
Each other player receives 6 Hexes
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Re: Really bad card ideas
« Reply #5228 on: March 06, 2018, 01:35:43 am »
0

Boondoggle
$8 Action - Fate
Receive every Boon

Hexual
6$ Action - Doom
Each other player receives 6 Hexes

12 hexes
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Skumpy

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Re: Really bad card ideas
« Reply #5229 on: March 06, 2018, 01:41:45 am »
+1

Hex
Cost: 19.99
Action - Doom

Play a game of Hex against the player to your left.
If you win, every other player receives the next hex.
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Re: Really bad card ideas
« Reply #5230 on: March 06, 2018, 09:06:41 am »
0

Boondoggle
$8 Action - Fate
Receive every Boon

Do I even receive the ones set aside for whatever the name of that card is? (Druid?)
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GendoIkari

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Re: Really bad card ideas
« Reply #5231 on: March 06, 2018, 05:27:27 pm »
+2

Boondoggle
$8 Action - Fate
Receive every Boon

Do I even receive the ones set aside for whatever the name of that card is? (Druid?)

EVERY Boon. Including any theoretical fan-made ones.
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weesh

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Re: Really bad card ideas
« Reply #5232 on: March 06, 2018, 06:11:23 pm »
+2

Boondoggle
$8 Action - Fate
Receive every Boon

Do I even receive the ones set aside for whatever the name of that card is? (Druid?)

EVERY Boon. Including any theoretical fan-made ones.

Lighning's Gift
Boon
gain and play a golem.  then the golem runs away.  you can't play villages this turn.

Rain's Gift
Boon
When you play a harvest this turn, +1$.
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Minotaur

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Re: Really bad card ideas
« Reply #5233 on: March 06, 2018, 10:20:45 pm »
+5

Hexadecimal
Event-Doom
Cost: $10

(Once per player per game)
For the rest of the game, the first time each turn that another player's $ reaches or exceeds $10, they take the next Hex.
« Last Edit: March 07, 2018, 11:41:00 pm by Minotaur »
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Re: Really bad card ideas
« Reply #5234 on: March 07, 2018, 12:37:35 am »
0

Hex
Cost: 19.99
Action - Doom

Play a game of Hex against the player to your left.
If you win, every other player receives the next hex.

How does a card cost 19.99????????
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Re: Really bad card ideas
« Reply #5235 on: March 07, 2018, 01:39:11 am »
+3

Hex
Cost: 19.99
Action - Doom

Play a game of Hex against the player to your left.
If you win, every other player receives the next hex.

How does a card cost 19.99????????

By being a really bad card idea.
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Chase Adolphson

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Re: Really bad card ideas
« Reply #5236 on: March 07, 2018, 01:53:46 am »
0

Hex
Cost: 19.99
Action - Doom

Play a game of Hex against the player to your left.
If you win, every other player receives the next hex.

How does a card cost 19.99????????

By being a really bad card idea.

True
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Minotaur

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Re: Really bad card ideas
« Reply #5237 on: March 07, 2018, 11:30:31 am »
+2

Hexual Sealing
Treasure-Victory-Reserve
Cost: $4

$1
Put this on your Tavern mat.
-----------
When you would take a Hex, you may instead Call this.
-----------
2 VP
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Re: Really bad card ideas
« Reply #5238 on: March 07, 2018, 12:30:03 pm »
+2

Next in my series on making the game less fun for everyone...

Stick in the Mud
Action Duration
Cost - $3
+$2
Play an action from your hand. 
Until your next turn, when any other player plays a card with plus actions, it provides no additional actions instead.

The best part of this card, is that it ruins the game, just by being in the kingdom.  you can just leave it, there, DARING your opponents to buy some actions, and then you can leap in and punk them.
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Re: Really bad card ideas
« Reply #5239 on: March 07, 2018, 10:06:24 pm »
0

Hexpand
Action - $7
The next time you play a Doom card this turn, each other player gets the next Hex down as well.
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Ghacob

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Re: Really bad card ideas
« Reply #5240 on: March 07, 2018, 10:59:41 pm »
0

Hexpand
Action - $7
The next time you play a Doom card this turn, each other player gets the next Hex down as well.

Not a doom card itself!
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Re: Really bad card ideas
« Reply #5241 on: March 08, 2018, 02:19:17 pm »
0

Hexpand
Action - $7
The next time you play a Doom card this turn, each other player gets the next Hex down as well.

Not a doom card itself!

I mean, there are other problems with this card. Leprechaun and Cursed Village are Doom cards but don't give your opponents Hexes. And there's the price. You don't have to think that hard before posting ideas in this thread.
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Ghacob

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Re: Really bad card ideas
« Reply #5242 on: March 08, 2018, 03:10:01 pm »
0

Hexpand
Action - $7
The next time you play a Doom card this turn, each other player gets the next Hex down as well.

Not a doom card itself!

I mean, there are other problems with this card. Leprechaun and Cursed Village are Doom cards but don't give your opponents Hexes. And there's the price. You don't have to think that hard before posting ideas in this thread.

The Doom subtype means "during setup, bring the Hex pile"

Most interestingly, the card works despite attempting to give out Hexes as a non-Doom card because it's a non-Doom card. It only does something if another card in the Kingdom is responsible for Hexes being there.

There's some interesting (good? probably) space in a card that gives more and more Hexes the more and more you play it, but that's certainly not this card, and name of thread and all that, yes yes.
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GendoIkari

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Re: Really bad card ideas
« Reply #5243 on: March 08, 2018, 03:45:43 pm »
+3

Hexpand
Action - $7
The next time you play a Doom card this turn, each other player gets the next Hex down as well.

Not a doom card itself!

I mean, there are other problems with this card. Leprechaun and Cursed Village are Doom cards but don't give your opponents Hexes. And there's the price. You don't have to think that hard before posting ideas in this thread.

The Doom subtype means "during setup, bring the Hex pile"

Most interestingly, the card works despite attempting to give out Hexes as a non-Doom card because it's a non-Doom card. It only does something if another card in the Kingdom is responsible for Hexes being there.

There's some interesting (good? probably) space in a card that gives more and more Hexes the more and more you play it, but that's certainly not this card, and name of thread and all that, yes yes.

I'm not a fan of Doom or Fate being types; as they really have no meaning that matters to the game or rules. If the rule really is "take Hexes out of the box", then why don't Hermit, Tournament, Vampire, Pillage, etc have a special type? People have never had an issue just saying "ok, Hermit is in the game, so I need to have the Madman pile available".

Looter is different because having Ruins in the game actually changes the rules of the game; there's another pile you can choose to buy/gain from.
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Minotaur

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Re: Really bad card ideas
« Reply #5244 on: March 08, 2018, 04:53:03 pm »
0

Hexpand
Action - $7
The next time you play a Doom card this turn, each other player gets the next Hex down as well.

Not a doom card itself!

I mean, there are other problems with this card. Leprechaun and Cursed Village are Doom cards but don't give your opponents Hexes. And there's the price. You don't have to think that hard before posting ideas in this thread.

The Doom subtype means "during setup, bring the Hex pile"

Most interestingly, the card works despite attempting to give out Hexes as a non-Doom card because it's a non-Doom card. It only does something if another card in the Kingdom is responsible for Hexes being there.

There's some interesting (good? probably) space in a card that gives more and more Hexes the more and more you play it, but that's certainly not this card, and name of thread and all that, yes yes.

I'm not a fan of Doom or Fate being types; as they really have no meaning that matters to the game or rules. If the rule really is "take Hexes out of the box", then why don't Hermit, Tournament, Vampire, Pillage, etc have a special type? People have never had an issue just saying "ok, Hermit is in the game, so I need to have the Madman pile available".

Looter is different because having Ruins in the game actually changes the rules of the game; there's another pile you can choose to buy/gain from.

Arguably, the Ruins and Curses pile don't need to be Supply piles anyway, and/or Ruins could always be available in all games (there's no Curser type).  Whether they contribute toward a three-pile ending or not would change the game a lot, but having no special card types for that kind of thing and having them not be Supply piles would be a decent approach.

Pillage and Marauder share a special pile, so sharing the extra pile doesn't seem to be what determines what gets its own card type, either.  Knight and Spirit get some convenient wording benefits, but "card-that-is-one-of-these" or "card-that-comes-from-the-Knights-pile" would also work, awkwardly.
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GendoIkari

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Re: Really bad card ideas
« Reply #5245 on: March 08, 2018, 05:54:51 pm »
0

Hexpand
Action - $7
The next time you play a Doom card this turn, each other player gets the next Hex down as well.

Not a doom card itself!

I mean, there are other problems with this card. Leprechaun and Cursed Village are Doom cards but don't give your opponents Hexes. And there's the price. You don't have to think that hard before posting ideas in this thread.

The Doom subtype means "during setup, bring the Hex pile"

Most interestingly, the card works despite attempting to give out Hexes as a non-Doom card because it's a non-Doom card. It only does something if another card in the Kingdom is responsible for Hexes being there.

There's some interesting (good? probably) space in a card that gives more and more Hexes the more and more you play it, but that's certainly not this card, and name of thread and all that, yes yes.

I'm not a fan of Doom or Fate being types; as they really have no meaning that matters to the game or rules. If the rule really is "take Hexes out of the box", then why don't Hermit, Tournament, Vampire, Pillage, etc have a special type? People have never had an issue just saying "ok, Hermit is in the game, so I need to have the Madman pile available".

Looter is different because having Ruins in the game actually changes the rules of the game; there's another pile you can choose to buy/gain from.

Arguably, the Ruins and Curses pile don't need to be Supply piles anyway, and/or Ruins could always be available in all games (there's no Curser type).  Whether they contribute toward a three-pile ending or not would change the game a lot, but having no special card types for that kind of thing and having them not be Supply piles would be a decent approach.

Pillage and Marauder share a special pile, so sharing the extra pile doesn't seem to be what determines what gets its own card type, either.  Knight and Spirit get some convenient wording benefits, but "card-that-is-one-of-these" or "card-that-comes-from-the-Knights-pile" would also work, awkwardly.

I don't see how Ruins could just be always available, because you need to have an expansion to have them. You could say they're always available if at least 1 Dark Ages card is in the Kingdom I suppose.

I would assume that Curses were made to be in every game because it was the base set; having special types and sometimes-used cards would have added extra complexity. Plus, you would then lose out on interesting cards like Ambassador and Swindler, which don't mention "Curse" but can interact with Curses well. You'd either have to have the special type on them, which would give away the combo, or not have it, in which case you wouldn't be able to do certain things.
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Chase Adolphson

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Re: Really bad card ideas
« Reply #5246 on: March 08, 2018, 06:42:40 pm »
+1

Hexer
Action
Cost: -5
Receive all of the hexes
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Re: Really bad card ideas
« Reply #5247 on: March 08, 2018, 10:12:02 pm »
+3

Clue
Landmark

At any point in the game, a player may guess aloud the names of the 3 cards set aside by this Landmark, then look at them. If they guessed correctly, they reveal all 3 cards and take all of the VP from here. Otherwise, they put them back face down, gain 2 Curses and are not allowed to guess again.

Setup: Randomly select a single card from 3 kingdom piles; one depicting a person, one depicting an object, and one depicting a location. Set them aside face down. Put 15 VP here.
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Minotaur

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Re: Really bad card ideas
« Reply #5248 on: March 08, 2018, 11:02:20 pm »
0

Hexer
Action
Cost: -5
Receive all of the hexes

It's Dominion, Charlie Brown!  *Beagle dance*
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Chase Adolphson

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Re: Really bad card ideas
« Reply #5249 on: March 09, 2018, 12:27:02 am »
0

Clue
Landmark

At any point in the game, a player may guess aloud the names of the 3 cards set aside by this Landmark, then look at them. If they guessed correctly, they reveal all 3 cards and take all of the VP from here. Otherwise, they put them back face down, gain 2 Curses and are not allowed to guess again.

Setup: Randomly select a single card from 3 kingdom piles; one depicting a person, one depicting an object, and one depicting a location. Set them aside face down. Put 15 VP here.


2 games in 1!!!!!!!!!!!!!!!!!!!
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