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Race for the Galaxy: Rebel vs Imperium» Forums » Variants

Subject: Absurd Card Ideas rss

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Benjamin Parker
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I had the idea a while back to make an amateur expansion of all cards that broke RftG, and these were the first few I came up with. I recently found it again, and it gave me a few chuckles.

Any other cool ideas?

Yatta!
8-Cost Common Development
X: When this card hits your tableau, draw a card
I: Draw a card
II: Draw a card
III: Draw a card
IV: Draw a card
V: Draw a card

Redundancy
3-Cost Common Development
1 VP Point
II: You, the player, may have a pair or two of the same exact development card in your tableau placard row, with all of the card added bonuses for all phases. This includes any added bonuses written on the cards for any of the game phases. This only applies to Race for the Galaxy cards, but can be applied to any RftG card from the expansions as well.

“Jump the Ship”
2-Cost Development
1 VP
III: Spend 1 PP and discard to place the top card of the deck into your tableau

Doomsday Machine
7-Cost Development
7 VP
X: When this card enters play, destroy all worlds.
GAME END: The game ends when a player gets to 9 cards in tableau instead of 12. Hidden Fortress ends the game @ 11.

Snobby and Prestigious Royalty World
9-Cost Blue Novelty World
0 VP’s
X: When this card enters play, gain 9 prestige points

ALIEN Abduction Ship
1-Cost Common Development
0 VP’s
III: After settling, you MUST trade this card for a world in an opponent’s tableau.

Uplift Body Snatchers
3-Cost Gene Production World
2- VP’s
ROUND END: If you have another Uplift card in your tableau, trade your hand with an opponent’s hand

Militaristic Gains
4-Cost Military Neutral World
V: Draw 1 card for each military you have.

Military Funding
5-Cost Common Development
III: Discard as many cards as you wish. +2 military for each card discarded this way.

Mirror Universe
1-cost development
0 VP’s
ANY PHASE: When you draw cards, you may draw from the discard pile or the bottom of the draw deck

Psychic Link
3-Cost Common Development
0 VP’s
I: Discard this card from your tableau. Name a card. Search the deck for that card and put it into your hand. If you cannot find it, shuffle the draw deck and draw 2 cards.

The GOOD Card
6-Cost Development
Game End: 1 VP/novelty and rare good in tableau
2 VP’s/gene and alien goods in tableau
V: Gain 1 VP; Produce on a windfall of choice

The Satin Pit
9-Cost Development
-10 VP’s
II: -10 to develop

Terraforming Thinger
III: When you use a conversion power on a world, place a marker on the world. It is a rebel uplift world in addition to its normal keywords.
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Serge
Canada
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British Columbia
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brdparker wrote:
Snobby and Prestigious Royalty World
9-Cost Blue Novelty World
0 VP’s
X: When this card enters play, gain 9 prestige points

This one made me lol.

brdparker wrote:
ANY PHASE: When you draw cards, you may draw from the discard pile or the bottom of the draw deck

You can already draw from the bottom when drawing. Drawing from the bottom is the same as drawing from the top, the deck contents are random.

brdparker wrote:
The GOOD Card
6-Cost Development
Game End: 1 VP/novelty and rare good in tableau
2 VP’s/gene and alien goods in tableau
V: Gain 1 VP; Produce on a windfall of choice

I think this would be neat if worth 2/3/4/5 vp (or maybe 1/2/3/4) if the good is blue/brown/green/yellow.
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Benjamin Parker
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Connecticut
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entranced wrote:
brdparker wrote:
ANY PHASE: When you draw cards, you may draw from the discard pile or the bottom of the draw deck

You can already draw from the bottom when drawing. Drawing from the bottom is the same as drawing from the top, the deck contents are random.


Not if you cheat and look devil

Thanks for the comments. Glad you liked the ideas
 
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Matt N


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Going on the absurd and broken theme:

Chapel
4-cost development, worth 0
At the start of the develop phase, you may remove any number of cards in your hand from the game to draw the same number of new cards

Gardens
6-cost development
At the end of the game, gardens is worth one point for every three cards in your hand. You do not have any hand size limit, but the game ends when you obtain 50 cards in hand.

Witch
5-cost genes production world, worth two points
Whenever another player draws cards from trading, they must place the first two cards they would draw facedown in front of them. These cards count towards their handsize limits and may be spent like regular cards in hand, but you may not look at them or play them as cards.

Province.
8-cost development, worth 6 points
You may spend eight cards from your hand to place a card from the top of the deck underneath Province. These cards are each worth 6 points at the end of the game. If you have five cards underneath province, you immediately win the game.

Yeah, I've been thinking about Dominion a lot lately.
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