CCG Mafia

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CCG Mafia

Post Post #0 (ISO) » Sun Oct 09, 2005 7:30 pm

Post by Foolster41 »

I suggested this idea a while ago, and then I forgot it. Last night me and polarboy were talking about mafia, and he said "What happened to CCG Mafia?", so I descided I'm finally going to sit down and write it.

CCG Mafia is a sort of mafia mutation between Magic the Gathering and Mafia scum. You can check out the wikipedia article I set up: https://www.mafiascum.net/cgi-bin/wiki.pl?CCGMafia

I want to put up the idea to have people help refine it before i actually do it. I'll probibly start it within the next month or so if I can get enough interested people.

Any suggestions as to improving the rules is appreciated, as is any new card ideas (mafia terms, quirky inside jokes, etc. :) )

Thanks![/url]
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Post Post #1 (ISO) » Mon Oct 10, 2005 2:39 am

Post by Iammars »

Since when did sorceries stay in play?

I would be extremly intrested, however.
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Post Post #2 (ISO) » Mon Oct 10, 2005 4:29 am

Post by zu_Faul »

Sorceries should be Enchantments. And also it should be Permanent instead of Perminent.
Cop's Badge should cost GG not UU.
Regenerate is is a bit weak I think.
Although, do the players start with 20 life? Then say it somewhere. It would be fine to have some milling card as an alternatice killing method. Or make multicolored cards.
For example:
Traumatize
UB
Event
Remove half of target player's library from the game.

Cereal Killer
BBBBB
Event
Do 5 damage to each other player.

Lynch All Liars
BBG
Event
You may sent a quote of someone to the mod. If it is wrong, the player is killed.
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Post Post #3 (ISO) » Mon Oct 10, 2005 7:35 am

Post by Foolster41 »

Zu Fual: Ooh interesting suggestions. I can't beleive I missed "Lynch all liars"

Yeah informatuon roles used to be U. Must have missed the switchover on that one. Updated rules to add 20 life, fixed terminology(sp?) and spelling of "Permanent"

Thanks!
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Post Post #4 (ISO) » Mon Oct 10, 2005 10:44 am

Post by jeep »

So players won't know how much life everyone has? Hmm... will they see the effects of the night time spells?

-JEEP
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Post Post #5 (ISO) » Mon Oct 10, 2005 11:17 am

Post by Foolster41 »

I'm not sure. I never throught of that. I think I'll probibly just have it update on the player list whenever someone gets damage.

[quote=jeep]Hmm... will they see the effects of the night time spells? [quote]
Another thing I didn't thik of, but probibly not. There are some cards that are perticulary "scummy" (Machine Gun, Cereal Killer) and so revealing them make killing scum a little too easy.

(And by the way, I forgot to mention I fixed the confusion about sorceries, thanks Iammers/Zu_Faul)
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Post Post #6 (ISO) » Mon Oct 10, 2005 1:09 pm

Post by jeep »

Well, isn't there a spell that gives all pro-town players 2 life? Seems like it might make the game easy.

-JEEP
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Post Post #7 (ISO) » Tue Nov 08, 2005 10:24 am

Post by Foolster41 »

Jeep: Do you mean scapegoat? At first I didn't see the problem, but then Polarboy showed me, if I have all the player's health public , then it basicly tells who the mafia are. I'll fix that.

EDIT: 54 cards, do you see any other inbalances? How many cards do you think i need before being ready to play?
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Post Post #8 (ISO) » Mon Nov 14, 2005 8:30 am

Post by VisMaior »

This is cool :) Id play
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