Dominion Strategy Forum

Please login or register.

Login with username, password and session length
Pages: 1 ... 261 262 [263] 264 265 ... 282  All

Author Topic: Really bad card ideas  (Read 1849633 times)

0 Members and 3 Guests are viewing this topic.

LittleFish

  • Tactician
  • *****
  • Offline Offline
  • Posts: 403
  • Respect: +188
    • View Profile
Re: Really bad card ideas
« Reply #6550 on: June 22, 2020, 11:45:43 am »
0

Chromatic Scale
Action
Play a note from hand a number between 12 and 88 times.

It's not a very chromatic scale if you're playing the same note over and over.
True, this would be better:

Chromatic Scale
Action
Reveal any number of notes from your hand. If you revealed a number between 12 and 88, play them. If you revealed less, gain a Note.
Logged

Minotaur

  • Margrave
  • *****
  • Offline Offline
  • Posts: 2520
  • Respect: +3960
    • View Profile
Re: Really bad card ideas
« Reply #6551 on: June 22, 2020, 03:07:26 pm »
0

Maybe a Project that gains one and plays it each turn, keeping them in play until there are 13 and then you gain 13 VP?
Logged
Storyteller/Crown is Donald's Vietnam Watergate.  Alchemy is Donald's Vietnam.  Scout is the time Donald choked on a pretzel.

LittleFish

  • Tactician
  • *****
  • Offline Offline
  • Posts: 403
  • Respect: +188
    • View Profile
Re: Really bad card ideas
« Reply #6552 on: June 22, 2020, 03:45:38 pm »
0

Maybe a Project that gains one and plays it each turn, keeping them in play until there are 13 and then you gain 13 VP?
Or draws 13 cards, like a weaker sinister plot
Logged

Minotaur

  • Margrave
  • *****
  • Offline Offline
  • Posts: 2520
  • Respect: +3960
    • View Profile
Re: Really bad card ideas
« Reply #6553 on: June 23, 2020, 09:57:14 pm »
0

Arpeggio
Project
Cost: $5

At the end of a turn, if you played exactly one Note this turn, put 2 VP here.  Otherwise, remove them, taking them if there were three or more, and returning them to the bank if fewer than three.  At the end the game, take the remaining VP, if at least 3 are here.

Wouldn't it make more sense if it was if at least "4 VP are here", not at least 3?

I just noticed that I was putting 2 VP on there each turn, and I think I only meant to do 1, so that's why odd numbers are weird here.  (For me, three or more different notes can be an arpeggio.)
Logged
Storyteller/Crown is Donald's Vietnam Watergate.  Alchemy is Donald's Vietnam.  Scout is the time Donald choked on a pretzel.

silverspawn

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 5301
  • Shuffle iT Username: sty.silver
  • Respect: +3188
    • View Profile
Re: Really bad card ideas
« Reply #6554 on: June 27, 2020, 06:39:01 am »
+5

I designed a new hex.

The Mountain's Hex.

Gain a silver.

Minotaur

  • Margrave
  • *****
  • Offline Offline
  • Posts: 2520
  • Respect: +3960
    • View Profile
Re: Really bad card ideas
« Reply #6555 on: June 27, 2020, 01:21:34 pm »
0

I designed a new hex.

The Mountain's Hex.

Gain a silver.

Kind of goes with my Gift Of War idea...
Logged
Storyteller/Crown is Donald's Vietnam Watergate.  Alchemy is Donald's Vietnam.  Scout is the time Donald choked on a pretzel.

R-man77

  • Herbalist
  • **
  • Offline Offline
  • Posts: 5
  • Respect: +3
    • View Profile
Re: Really bad card ideas
« Reply #6556 on: June 29, 2020, 11:26:07 am »
+1

Procession of FAQ Experts - Action - Reaction - Treasure - Victory $5

Play a card from your hand twice.
Trash it.
Put it in your hand.
Return in to it's supply pile.
If you are not already in your buy phase, enter your buy phase.
+1 coin per 1 the card costs.
+1 buy
Buy it, if possible.
Return to your action phase.
Shuffle it in your deck.
----------------------------
0 VP
----------------------------
When you gain, discard other than during clean-up, topdeck, trash, or reveal this card, if it is your turn, play it
----------------------------
While this is in play whenever you lose track of a card, +1 VP token
« Last Edit: June 29, 2020, 12:17:21 pm by R-man77 »
Logged

silverspawn

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 5301
  • Shuffle iT Username: sty.silver
  • Respect: +3188
    • View Profile
Re: Really bad card ideas
« Reply #6557 on: June 29, 2020, 11:53:02 am »
0

Mad Scribe – Action – 6$

+1 Action



Write something below the horizontal line.



In games using this, whenever you play an Action card with a horizontal line on it, execute the statement below the line.



+1$ per card with exactly two horizontal lines in play.

LittleFish

  • Tactician
  • *****
  • Offline Offline
  • Posts: 403
  • Respect: +188
    • View Profile
Re: Really bad card ideas
« Reply #6558 on: June 29, 2020, 02:53:34 pm »
+1

Interesting thought I had... what cards can we most horribly break just by removing one word/short phrase? The less removed, the better.

Probably the best I can do...
Quote
Trade
Trash a card from your hand. Gain a number of Silvers equal to its cost in coins.
—
When you would gain a card, you may reveal this from your hand. If you do, gain a silver.

There's more
Quote
Black Cat
+2 Cards
If it isn't your turn, each other player gains a Curse
—
When another player gains a Victory card, you may play this from your hand
Logged

hhelibebcnofnena

  • Minion
  • *****
  • Offline Offline
  • Posts: 529
  • she/her
  • Respect: +409
    • View Profile
Re: Really bad card ideas
« Reply #6559 on: June 29, 2020, 03:41:30 pm »
0

Quote
Displace

Exile a card from your hand. Gain a differently named card costing up to more than it.
Logged
Hydrogen Helium Lithium Beryllium Boron Carbon Nitrogen Oxygen Fluorine Neon Sodium

D782802859

  • Apprentice
  • *****
  • Offline Offline
  • Posts: 291
  • Respect: +381
    • View Profile
Re: Really bad card ideas
« Reply #6560 on: June 29, 2020, 04:19:04 pm »
+1

+$2
Discard the top card of your deck. If it's an Action card, you may play it.   
This works with pretty much any "if", they mostly stop making sense.
Logged

LittleFish

  • Tactician
  • *****
  • Offline Offline
  • Posts: 403
  • Respect: +188
    • View Profile
Re: Really bad card ideas
« Reply #6561 on: June 29, 2020, 05:18:31 pm »
+1

Rocks fall, you all die
Event- e


If you have the DM, roll 10d6. Trash cards equal to the number rolled. Otherwise, take the DM




DM
Artifact
At the start of your turn, gain a action card to your hand
Logged

LittleFish

  • Tactician
  • *****
  • Offline Offline
  • Posts: 403
  • Respect: +188
    • View Profile
Re: Really bad card ideas
« Reply #6562 on: June 29, 2020, 05:38:09 pm »
0

Amateurs.

No effect
0*

You cannot gain this card.
------
In games using this, add an extra kingdom card to the supply.
booooooring!!!
No affect
$0
When you play this, return it to your hand.
Reveal the top five cards in the Copper pile and choose one: move them to the bottom of the pile, or put them back in any order.
If your deck is empty, discard your deck.
Pass a card to the opponent on your right. He must pass the same card back.
Reveal cards from your deck until you reveal a card. Put it on top of your deck. If there are no cards in your deck, this does not take affect.
Setup: After you choose the kingdom, it this card is in it, choose another supply pile and add it to the supply. Nobody may gain a card from this pile.
This gives you a ton of information on your deck if you play it with Overlord or Band of Misfits
Logged

LittleFish

  • Tactician
  • *****
  • Offline Offline
  • Posts: 403
  • Respect: +188
    • View Profile
Re: Really bad card ideas
« Reply #6563 on: June 29, 2020, 08:46:53 pm »
0

Xzibit's Gold
$4 Treasure - Reaction
When you play this, this is worth $1+$3(n-1) where n is the number of times a Xzibit's Gold has been played this turn.
---
When another player gains a Province, you may trash this from your hand. If you do, gain two Fool's Golds, putting them on your deck in any order.
Isn't this always going to be better than a Fools Gold?? Other than the below the line effect
Logged

MiX

  • Navigator
  • ****
  • Offline Offline
  • Posts: 77
  • Shuffle iT Username: MiX
  • It's me.
  • Respect: +59
    • View Profile
Re: Really bad card ideas
« Reply #6564 on: June 29, 2020, 08:50:45 pm »
+1

Xzibit's Gold
$4 Treasure - Reaction
When you play this, this is worth $1+$3(n-1) where n is the number of times a Xzibit's Gold has been played this turn.
---
When another player gains a Province, you may trash this from your hand. If you do, gain two Fool's Golds, putting them on your deck in any order.
Isn't this always going to be better than a Fools Gold?? Other than the below the line effect

Except when you want to buy 2 of them with 4 money and 2 buys.

Also, good necros, are you getting the best of RBCI?
Logged

LittleFish

  • Tactician
  • *****
  • Offline Offline
  • Posts: 403
  • Respect: +188
    • View Profile
Re: Really bad card ideas
« Reply #6565 on: June 29, 2020, 10:34:34 pm »
0

Xzibit's Gold
$4 Treasure - Reaction
When you play this, this is worth $1+$3(n-1) where n is the number of times a Xzibit's Gold has been played this turn.
---
When another player gains a Province, you may trash this from your hand. If you do, gain two Fool's Golds, putting them on your deck in any order.
Isn't this always going to be better than a Fools Gold?? Other than the below the line effect

Except when you want to buy 2 of them with 4 money and 2 buys.

Also, good necros, are you getting the best of RBCI?
I'm trying to read the whole thing, because of spare time. I'm sorry about reviving old conversations
Logged

Awaclus

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 11809
  • Shuffle iT Username: Awaclus
  • (΄。• ω •。`)
  • Respect: +12847
    • View Profile
    • Birds of Necama
Re: Really bad card ideas
« Reply #6566 on: June 29, 2020, 10:48:57 pm »
0

Xzibit's Gold
$4 Treasure - Reaction
When you play this, this is worth $1+$3(n-1) where n is the number of times a Xzibit's Gold has been played this turn.
---
When another player gains a Province, you may trash this from your hand. If you do, gain two Fool's Golds, putting them on your deck in any order.
Isn't this always going to be better than a Fools Gold?? Other than the below the line effect

What thread do you think you are in?
Logged
Bomb, Cannon, and many of the Gunpowder cards can strongly effect gameplay, particularly in a destructive way

The YouTube channel where I make musicDownload my band's Creative Commons albums for free

LittleFish

  • Tactician
  • *****
  • Offline Offline
  • Posts: 403
  • Respect: +188
    • View Profile
Re: Really bad card ideas
« Reply #6567 on: June 29, 2020, 11:07:26 pm »
0

Xzibit's Gold
$4 Treasure - Reaction
When you play this, this is worth $1+$3(n-1) where n is the number of times a Xzibit's Gold has been played this turn.
---
When another player gains a Province, you may trash this from your hand. If you do, gain two Fool's Golds, putting them on your deck in any order.
Isn't this always going to be better than a Fools Gold?? Other than the below the line effect

What thread do you think you are in?
Right now, it's more of a "unconventional card ideas" thread than a strictly "bad ideas"  thread
Logged

D782802859

  • Apprentice
  • *****
  • Offline Offline
  • Posts: 291
  • Respect: +381
    • View Profile
Re: Really bad card ideas
« Reply #6568 on: June 30, 2020, 03:27:57 pm »
+5





The Old Gods of Azeroth, in Dominion form. I did have to take some liberties with C'thun's effect, it definitely translates poorly.
Logged

LittleFish

  • Tactician
  • *****
  • Offline Offline
  • Posts: 403
  • Respect: +188
    • View Profile
Re: Really bad card ideas
« Reply #6569 on: June 30, 2020, 04:29:20 pm »
0

[there was pictures here once, but to save quote size I removed them]
The Old Gods of Azeroth, in Dominion form. I did have to take some liberties with C'thun's effect, it definitely translates poorly.
The first one is hard to track
The second isn't the worst idea, but gets better as more cards enter the trash.
The third seems like it would be a good project, and for a slightly cheaper cost
The 4th is useless in games without , and should also be an attack
Logged

D782802859

  • Apprentice
  • *****
  • Offline Offline
  • Posts: 291
  • Respect: +381
    • View Profile
Re: Really bad card ideas
« Reply #6570 on: June 30, 2020, 06:42:46 pm »
+1

[there was pictures here once, but to save quote size I removed them]
The Old Gods of Azeroth, in Dominion form. I did have to take some liberties with C'thun's effect, it definitely translates poorly.
The first one is hard to track
The second isn't the worst idea, but gets better as more cards enter the trash.
The third seems like it would be a good project, and for a slightly cheaper cost
The 4th is useless in games without , and should also be an attack
Yeah I actually like #3, it could work as an actual card with some tweaks.
Logged

LostPhoenix

  • Apprentice
  • *****
  • Offline Offline
  • Posts: 272
  • Shuffle iT Username: Lost Phoenix
  • Your resident lurker
  • Respect: +325
    • View Profile
Re: Really bad card ideas
« Reply #6571 on: June 30, 2020, 07:49:45 pm »
+3

Xzibit's Gold
$4 Treasure - Reaction
When you play this, this is worth $1+$3(n-1) where n is the number of times a Xzibit's Gold has been played this turn.
---
When another player gains a Province, you may trash this from your hand. If you do, gain two Fool's Golds, putting them on your deck in any order.
Isn't this always going to be better than a Fools Gold?? Other than the below the line effect

What thread do you think you are in?
Right now, it's more of a "unconventional card ideas" thread than a strictly "bad ideas"  thread

That's basically what the "Actually passable card ideas" thread is for.
Pretty much all the cards here are intentionally terrible.
Logged

LittleFish

  • Tactician
  • *****
  • Offline Offline
  • Posts: 403
  • Respect: +188
    • View Profile
Re: Really bad card ideas
« Reply #6572 on: June 30, 2020, 08:17:41 pm »
0

D&D Ideas:
Quote
Lute
Treasure-Heirloom-Looter-Reaction


Each other player takes a Ruin
--------------------
When you play a bard, you may reveal this to receive a boon
(Lute is a Heirloom for bard)
Quote
Warlock
Action-???
You may sell your soul to the player on your left.
 
 If the player to your left is a...
        Fiend, All players except you and the player to your left catch on fire
        Archfey, All non-fey players except you are charmed by you until the end of their next  turn
        Great Old One, you gain the ability to communicate telepathically with the other players at the table for the rest of the game
Quote
Tiefling
Action-reaction
You may perform one of the minor miracles listed: Your voice booms up to three times as loud as normal for 1 minute; You cause flames to flicker, brighten, dim, or change color for 1 minute; You cause harmless tremors in the ground for 1 minute; You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers; You instantaneously cause an unlocked door or window to fly open or slam shut; or You alter the appearance of your eyes for 1 minute.
--------------------------
When another player play a attack card, you may reveal this to surround the attack card with hellish flames.
Quote
Boots of the Winterlands:
Reaction

When you would Ignore something on a card, you may reveal this to Ignore the card that told you to ignore it
(Snowy Village)
Quote
Displacer Beast
Action-Duration
+1 Action
For the rest of the game, players at the table view you as one foot to your right or left, your choice
Quote
Deck of Many Things
Action
Name a number. Receive cards from the Deck of Many Things equal to the number you named.
(Pile works just like boons do)

Deck of Many things Cards:
Quote
Balance. Your mind suffers a wrenching alteration, causing your alignment to change.

Comet. If you win this game, you gain experience points enough to age one year.

Donjon. You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You also must forfeit the game
 
Euryale. Take a new Twice Miserable, even if you have Miserable or Twice Miserable already.

Flames. A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.

Gem. +2500

Idiot. Reveal your hand. Trash a card of your choice. There must be no cards costing higher than the trashed card in your hand

Jester. You can draw two additional cards beyond your declared draws.

Key. Choose 1: a magic weapon appears in your hands, or you may gain a card of your choice.

Knight. You gain the service of a knight. The knight serves you loyally until death, believing the fates have drawn him or her to you.

Moon. Gain three wishes

Rogue. Someone at the table becomes hostile to you. When they play an attack, that card only effects you. When they play a non-attack card that affects other players, it doesn't effect you.

Ruin. -100 You may not have below

Skull. Gain the Curse pile to your hand

Star. Draw two cards

Sun. Gain a card costing up to

Throne: You gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands of monsters, which you must clear out before you can claim the keep as yours. You may also play a action from your hand twice.

Vizier. Once, at any time you choose during the game after drawing this card, you can ask a question from the table and receive truthful answer to that question.

The Void. Your soul is drawn from your body and contained in a Dominion box at the nearest Game store. You lose the game. The next person to open the game box your soul is kept in releases you back to your body


Edit: Added a box around each card for easier reading
« Last Edit: June 30, 2020, 08:21:10 pm by LittleFish »
Logged

Minotaur

  • Margrave
  • *****
  • Offline Offline
  • Posts: 2520
  • Respect: +3960
    • View Profile
Re: Really bad card ideas
« Reply #6573 on: June 30, 2020, 11:16:05 pm »
0

C'Thun is insane when it does anything at all.

N'Zoth presumably tracks those cards which were already in the trash until it loses track in order to work?
Logged
Storyteller/Crown is Donald's Vietnam Watergate.  Alchemy is Donald's Vietnam.  Scout is the time Donald choked on a pretzel.

Minotaur

  • Margrave
  • *****
  • Offline Offline
  • Posts: 2520
  • Respect: +3960
    • View Profile
Re: Really bad card ideas
« Reply #6574 on: July 01, 2020, 05:15:39 am »
0

Snowy Conspirator
Action
Cost: <2>

+$2
Logged
Storyteller/Crown is Donald's Vietnam Watergate.  Alchemy is Donald's Vietnam.  Scout is the time Donald choked on a pretzel.
Pages: 1 ... 261 262 [263] 264 265 ... 282  All
 

Page created in 0.252 seconds with 21 queries.