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Author Topic: Really bad card ideas  (Read 1881859 times)

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grep

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Re: Really bad card ideas
« Reply #6175 on: January 09, 2020, 10:15:54 pm »
+4

Quantum Statistics
Landmark
All cards with odd coin cost are Fermions; all cards with even cost are Bosons.
When you get more than one identical Fermions in hand, immediately discard all of them but one.
When you get more than one identical Bosons in hand, they all count as one card for all card counting purposes.
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Minotaur

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Re: Really bad card ideas
« Reply #6176 on: January 10, 2020, 02:11:49 pm »
+2

Quantum Statistics
Landmark
All cards with odd coin cost are Fermions; all cards with even cost are Bosons.
When you get more than one identical Fermions in hand, immediately discard all of them but one.
When you get more than one identical Bosons in hand, they all count as one card for all card counting purposes.

There's a reason truly educational games don't catch on.
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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 #6177 on: January 10, 2020, 02:54:21 pm »
+2

Relativity
Project
Cost: <8>

Your Velocity is how many cards you have in play not from previous turns plus the number of your cards on your Relativity mat.

At the start of your turn, +2 Actions.

Whenever your Velocity exceeds 5 times the number of cards you have on this mat and you still have at least one Action (you may use a Villager for this):
Put the top card of your deck on the mat
-1 Action
+1 VP
Put one more card on the mat for every ten points of Velocity.

At the end of your turn, put the mat cards into your discard pile.
« Last Edit: January 11, 2020, 01:50:33 am 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.

Snowyowl

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Re: Really bad card ideas
« Reply #6178 on: January 10, 2020, 03:34:41 pm »
0

Thermodynamics
$5 - Project

At the end of your turn, replace your remaining $ with an equal number of Coffers.
Whenever you buy a card, trash a Treasure you have in play.
You cannot play the last card in your hand.
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Minotaur

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Re: Really bad card ideas
« Reply #6179 on: January 10, 2020, 05:54:32 pm »
+2

Scribe
Action
Cost: $2

+1 Card
+1 Action
+1 Report*

* - At any time, you may use this to look through your deck and then shuffle it.
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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 #6180 on: January 10, 2020, 06:02:13 pm »
+3

Transmutation College
Action
Cost: P

+2 Transmutations* or +1 Victory

* - Use to turn a Villager/Coffer/Horse/Victory/Marketer into the next on the list, cycling back.
« Last Edit: January 10, 2020, 06:09:06 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.

Snowyowl

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Re: Really bad card ideas
« Reply #6181 on: January 13, 2020, 04:47:03 pm »
+2

Lead
$1P - Treasure

If you have an Alchemist in play, this is worth $3. Otherwise, $1.
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grep

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Re: Really bad card ideas
« Reply #6182 on: January 13, 2020, 07:41:20 pm »
0

Lead
$1P - Treasure

If you have an Alchemist in play, this is worth $3. Otherwise, $1.
Way too weak for the price - $1P is significantly more expensive than $3.
I would add a clause "When you buy this, you may gain up to two copies of this"
« Last Edit: January 13, 2020, 07:42:40 pm by grep »
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hhelibebcnofnena

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Re: Really bad card ideas
« Reply #6183 on: January 13, 2020, 10:39:34 pm »
+4

Lead
$1P - Treasure

If you have an Alchemist in play, this is worth $3. Otherwise, $1.
Way too weak for the price - $1P is significantly more expensive than $3.
I would add a clause "When you buy this, you may gain up to two copies of this"

It's an RBCI, it doesn't need to be balanced...
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Snowyowl

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Re: Really bad card ideas
« Reply #6184 on: January 14, 2020, 03:10:56 am »
+1

It's all part of my cunning plan to get out of balancing a card by posting it in RBCI.
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Minotaur

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Re: Really bad card ideas
« Reply #6185 on: January 14, 2020, 03:43:01 am »
+3

Weed
Ruins-Treasure
Cost: $0

If you have an Herbalist in play, +P.
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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.

Snowyowl

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Re: Really bad card ideas
« Reply #6186 on: January 14, 2020, 01:54:20 pm »
+6

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Re: Really bad card ideas
« Reply #6187 on: January 14, 2020, 01:56:35 pm »
+1


is this a subtweet about my weekly design contest entry?

Snowyowl

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Re: Really bad card ideas
« Reply #6188 on: January 14, 2020, 02:01:53 pm »
+1

no
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Minotaur

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Re: Really bad card ideas
« Reply #6189 on: January 14, 2020, 03:04:07 pm »
+1

Weed
Ruins-Treasure
Cost: $0

If you have an Herbalist in play, +P.

.....or maybe drop the Ruins type and do this instead?

Badly Overgrown Estate
Ruins
Cost: $0

When you trash this, gain two Weeds from the Weeds pile.
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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.

FlyerBeast

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Re: Really bad card ideas
« Reply #6190 on: January 17, 2020, 10:27:06 am »
+5

Displease Donald X
Event, $5

Choose a card from a non-Dominion deckbuilding game. Create a new Supply pile with ten copies of it and follow any Setup rules it has.
Add a +$1 Cost token to each Treasure supply pile.
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GendoIkari

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Re: Really bad card ideas
« Reply #6191 on: January 17, 2020, 10:31:05 am »
+1

Displease Donald X
Event, $5

Choose a card from a non-Dominion deckbuilding game. Create a new Supply pile with ten copies of it and follow any Setup rules it has.
Add a +$1 Cost token to each Treasure supply pile.

Doesn't work, everyone knows that non-Dominion deckbuilding games have a silly rotating supply.
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Minotaur

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Re: Really bad card ideas
« Reply #6192 on: January 17, 2020, 11:54:17 am »
+2

Displease Donald X
Event, $5

Choose a card from a non-Dominion deckbuilding game. Create a new Supply pile with ten copies of it and follow any Setup rules it has.
Add a +$1 Cost token to each Treasure supply pile.

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hhelibebcnofnena

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Re: Really bad card ideas
« Reply #6193 on: January 17, 2020, 11:55:26 am »
+1

Displease Donald X
Event, $5

Choose a card from a non-Dominion deckbuilding game. Create a new Supply pile with ten copies of it and follow any Setup rules it has.
Add a +$1 Cost token to each Treasure supply pile.

Doesn't work, everyone knows that non-Dominion deckbuilding games have a silly rotating supply.

It still works, you just have to buy 10 copies of the other game to get the 10 copies of the card.
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[TP] Inferno

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Re: Really bad card ideas
« Reply #6194 on: January 17, 2020, 09:23:24 pm »
+4

Repair
$5
Action-Looter
Each player (including you) gains a Ruins. You may trash a Ruins from your hand. If it is a...
Ruined Library, gain a Library from its pile.
Ruined Village, gain a Village from its pile.
Ruined Market, gain a Market from its pile.
Abandoned Mine, gain a Mine from its pile.
Survivors, +1 Card, +1 Action.
-------
Setup: Add the Library, Village, Market and Mine Kingdom piles to the game and set them aside. They are not in the Supply and can't be bought or gained.

Unruin all your ruins!
« Last Edit: January 18, 2020, 08:18:13 pm by [TP] Inferno »
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crj

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Re: Really bad card ideas
« Reply #6195 on: January 18, 2020, 08:26:28 am »
+2

If we're going down that route...

Rejig
Action

Trash a card from your hand. Gain a Dominion card that is not in the supply, the name of which is a substring of the trashed card's name.


So you can turn a Ruined Library into a Library, but also a Bridge Troll into a Bridge, Horse Traders into a Trader, etc. (-8<
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Minotaur

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Re: Really bad card ideas
« Reply #6196 on: January 18, 2020, 11:23:24 am »
+5

Repair
$5
Action
Each player (including you) gains a Ruins. You may trash a Ruins from your hand. If it is a...
Ruined Library, gain a Library from its pile.
Ruined Village, gain a Village from its pile.
Ruined Market, gain a Market from its pile.
Abandoned Mine, gain a Mine from its pile.
Survivors, +1 Card, +1 Action.
-------
Setup: Add the Library, Village, Market and Mine Kingdom piles to the game and set them aside. They are not in the Supply and can't be bought or gained.

Unruin all your ruins!

If it's a Scout, gain a Patrol.
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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.

LittleFish

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Re: Really bad card ideas
« Reply #6197 on: January 21, 2020, 11:36:49 pm »
+3

Template-$Cost$
*Type*
+x Actions
+x  Coin
+x Cards
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua
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ConMan

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Re: Really bad card ideas
« Reply #6198 on: January 23, 2020, 06:29:08 pm »
+5

My guess at a Menagerie card:

Cat
Action - Attack - $3
+1 Card
+1 Action
You may slowly push each other player's deck off the table while looking them directly in the eyes.
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Snowyowl

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Re: Really bad card ideas
« Reply #6199 on: January 23, 2020, 06:42:35 pm »
+2

Castle
$3 - Reaction
When you gain a Castle, you may discard this and get +1VP
--
Setup: Add the Castles pile to the Supply
(This is not a Castle)
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