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after a few of these go through i'm going to run unglued mafia
where the cards are real and also are unglued
in that version if a townie has platinum angel, the mafia can't win the game even if they outnumber the town or w/e their win condition is.
however, the platinum angel doesn't keep its owner from dying (since they don't lose if they die) unless they're a survivor or SK.
(and of course if you die all your creatures leave the board)
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You know S&B, I kind of forgot about it, but:
...why do you hate my play here so much? Anything in particular? (other than the 17 pages of filter I get it)
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I have figured out how to make the mafia damage unkillable/unstoppable (I think?): make it an emblem which makes a player lose X life. The only problem with this is the damage won't be stopped by fog effects any more. I don't know if you really wanted the damage to be affected by fog anyways though.
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You could just take the damage outside of a "card". Just have the mafia KP be considered as life removal. This prevents workarounds and such
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Just add a "this damage can't be prevented" clause, like the one on Banefire. Can't clauses always override can (with the exception of replacement effects), but it at least solves Turbo-Fog. If someone wants to run Crumbling Sanctuary, Nefarious Lich, or Immortal Coil to "work around" this, be my guest :3
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On July 14 2012 15:00 MidnightGladius wrote: Just add a "this damage can't be prevented" clause, like the one on Banefire. Can't clauses always override can (with the exception of replacement effects), but it at least solves Turbo-Fog. If someone wants to run Crumbling Sanctuary, Nefarious Lich, or Immortal Coil to "work around" this, be my guest :3 It all depends on if Artanis wants the Mafia Beast's damage to be stopped by fog effects.
LTT and I have been figuring out ways around the Mafia Beast that Artanis used this game. It can be killed (No Mercy, Caltrops), its damage can be prevented (Runed Halo), and it's even possible to take control of it (Peer Pressure + 2 changeling creatures). There are probably other ways to do all of that as well. Obviously Artanis would stop all of that from actually working, but it's fun to try to find ways around the way the game is set up.
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no mercy and caltrops wouldn't work, it's indestructible. And it has no controller so you can't make its controller sacrifice it. You'd need something like "the next creature which attacks you is removed from the game" or something.
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On July 16 2012 00:20 strongandbig wrote: no mercy and caltrops wouldn't work, it's indestructible. And it has no controller so you can't make its controller sacrifice it. You'd need something like "the next creature which attacks you is removed from the game" or something. Read the creature again. It isn't indestructible. It's just unblockable and cannot be targeted by spells or abilities. Also, it's unaffected by spells targeting all creatures. No Mercy and Caltrops don't target all creatures (just the ones dealing damage to you or attacking, respectively). They don't require sacrifice, so the lack of a controller is irrelevant.
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The deck I built originally had Aurification in it to prevent the mafia monster from dealing damage to me until the point that it could one shot me and, at that point, win the game.
I thought it was a great idea but Ghost shut it down.
There were a million loopholes but as soon as we pointed them out they were banned by Ghost, I think it would be reasonable to just have the mafia be able to deal X unpreventable life damage to a single player per turn so that we don't all try to find a way around it.
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Hmm, maybe it would be okay to leave the "normal mafia mechanics" completely away from the Magic game.
Like said above, make the Mafia KP an outside force in the game that deals X damage to someone and it can't be stopped with any card whatsoever (since it's outside of the game)
Then again, we can use the same principle and add other mechanics from normal mafia games like that; like medic saves (you choose someone and if that one was targeted by scum's KP his life points don't go down), or cops and stuff. We could also add less "standard" "roles" (roles that work outside the magic game) like a "life giver" (each night you choose someone and he gains X life), or maybe a "hand checker" (checks the hand of another player, or maybe checks which cards he's going to draw in the next turns, etc).
Basically make the magic game exclusive from the mafia stuff. I.e you can't change anything about the actual mafia mechanics with cards from the magic game (so you can't stop the mafia beast, you can't stop a medic save, etc).
How about that?
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I think that makes the game too complicated, and it's already pretty complicated as it is. I thought Artanis had a pretty decent mafia/mtg balance here.
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GG, hope you guys enjoyed despite some hiccups in moderation (on my end).
Should probably get 2 co-hosts next time; Artanis had a lot of work to do and I was not as available as I should've been. A lot of on the fly decisions had to be made in regards to the global board cards, and how to deal with strange situations.
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On July 16 2012 03:24 Qatol wrote:Show nested quote +On July 16 2012 00:20 strongandbig wrote: no mercy and caltrops wouldn't work, it's indestructible. And it has no controller so you can't make its controller sacrifice it. You'd need something like "the next creature which attacks you is removed from the game" or something. Read the creature again. It isn't indestructible. It's just unblockable and cannot be targeted by spells or abilities. Also, it's unaffected by spells targeting all creatures. No Mercy and Caltrops don't target all creatures (just the ones dealing damage to you or attacking, respectively). They don't require sacrifice, so the lack of a controller is irrelevant. ![[image loading]](http://i.imgur.com/un4Q7.jpg)
I was reading the OP where it does say indestructible:
On June 17 2012 00:25 Artanis[Xp] wrote:
6. The Mafia has an unblockable untargettable indestructable 8/1 creature that gains +2+0 each turn. It is impossible to remove this creature from the game and it acts as the mafia's KP. Mafia members can choose to attack one of their own members with this creature. This creature can not block.
I figure that takes precedence over the card, since in other cases in this game Artanis has said that the OP took precedence over conflicting in-game clarifications.
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Just gonna bump this once more for feedback. I'd still like to know what people enjoyed and what else you want to see in a second game, as I do plan on hosting another one.
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I'd love a yugioh mafia ;D
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United States22154 Posts
On August 21 2012 03:32 Artanis[Xp] wrote: Just gonna bump this once more for feedback. I'd still like to know what people enjoyed and what else you want to see in a second game, as I do plan on hosting another one.
![[image loading]](http://www.coolstuffinc.com/images/Products/mtg%20art/Visions/Necromancy.jpg)
:-P
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On August 21 2012 03:32 Artanis[Xp] wrote: Just gonna bump this once more for feedback. I'd still like to know what people enjoyed and what else you want to see in a second game, as I do plan on hosting another one.
Fuck Yeah!
I want more 8/8 beasts ![](/mirror/smilies/coool.gif)
On August 23 2012 08:35 Zealos wrote: I'd love a yugioh mafia ;D
Also this.
In seriousness though, I think you should include instants. I mean...what are instants but the equivalent to day abilities in themed games?
What's the difference between an instant and a day vigilante? What's the difference between an instant and days abilities from other themed games like even that Pokemon one and stuff?
Add instants that can be used at day, and of course at night (but those work like they do in the game, they work before the attack phase and after it, or something like that if I remember correctly).
Using instants at night might not be that good since someone can wait until the last second to cast a spell and nobody has time to shift their attacks, so in that case it can be used like in the real game, where instants occur the moment everybody attacks.
But I don't see why you can't do it at day. If someone waits until the last second from the Day phase to cast a spell he will face the consequences in the Night Phase when other guys decide to attack him.
Well..if someone casts an instant then the guy that attacked could call off his attack perhaps? Maybe you can make it so attacks can't be called off or something.
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The timing gets really messy once you have people responding to others' actions. The simplest case involves counterspells, where you have to be active all the time in order to make them work, but the far more troubling case involves sequences where the order of resolution matters.
For example, player A has a 3/3 in play and Giant Growth (+3/+3) in hand, while player B has Lightning Bolt (3 damage) in hand. Furthermore, player A knows that player B has Lightning Bolt.
In a real game, player A would never cast Giant Growth, except in response to Lightning Bolt, at which point the creature would survive as a 6/6 with 3 damage. If, say, player B was at 6 life, and player A decided to get greedy and go for the kill by casting Giant Growth immediately after attacking, then player B's Lightning Bolt would kill the creature before it received the bonus. It's a good lesson for beginners: don't get greedy, and play around the opponent's possible outs.
Here's where it gets messy in a forum setting. Let's say that player A attacks, and player B casts Lightning Bolt, but player A isn't around to cast Giant Growth. What happens when player A attacks and Giant Growths when player B is at 6 life, but player B isn't around to cast Lightning Bolt? What happens if player A knows when player B isn't available, and uses that information to guarantee Giant Growth resolving? Vice versa? Now add several more players, all with options to interact and different periods of availability, and it becomes impractical to apply.
At least, that's how I presented it to Artanis in setup discussion. If you can think of a good way to make the stack work in a non-real-time setting where not everyone gets to pass priority before things resolve, I'd be happy to hear it
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I think the attack phase should be divided up a bit so that spells should be played during it. In particular, I think it would be nice if you could play instants during the first X amount of time of the attacking phase, before anyone has to assign blockers. Maybe have them all resolve together at the end of that time to avoid the stack problem? There are probably ways to resolve it. I just don't like that there are a lot of really fun spells out there which can't be used because they need to be played during at attack phase. I guess the problem is that we risk making the attack phase last too long.
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On August 23 2012 13:09 MidnightGladius wrote: Here's where it gets messy in a forum setting. Let's say that player A attacks, and player B casts Lightning Bolt, but player A isn't around to cast Giant Growth.
Set 1-2 hours before the deadline to resolve any counterspells, just like we did with the blocking phase (maybe a little bit more if you want).
So you have 20 or so hours to choose attacks and cast spells. After that time is up, the host makes a post indicating all the spells being casted, and in that 2-4 hour period every counterspell is done instantly (but you can't cast normal instants at that time, just counter-spells to instants somebody else already casted).
If we successfully had a 2-hour-before-deadline blocking phase we can successfully have a 2-hour-before-deadline counter-spell phase. Ideally, both the attacker and defendant will be active at that point to counter any spells they want.
What happens when player A attacks and Giant Growths when player B is at 6 life, but player B isn't around to cast Lightning Bolt? [/quote]
It's B's fault for not being around at a set phase (assuming we make that 2-4 hour thing before the deadline). It'd be like B not being around for the Night Phase, or B not being around for the blocking phase in this exact game we played before.
If B was absent this game he could tell the host to block with his monsters or not beforehand. Well, he could do the same here, he can tell the host "If an instant attacks my monster I'll cast Giant Growth on him" and things like that.
Again, this is the exact same problem we had with blocking:
Let's say player B attacks, but player A isn't around to block. What happens when player A attacks with a 6/6 monster when player B is at 6 life, but player B isn't around to block said monster? What happens if player A knows when player B isn't available, and uses that information to guarantee his attack resolving? Vice versa? Now add several more players, all with options to interact and different periods of availability, and it becomes impractical to apply [/quote]
We solved the blocking issue didn't we? I don't see how we can't solve the "cast instants" one.
Maybe that "instant phase" could be at the same time as the "blocking phase", or happen before. But well I don't remember the actual rules of the game and which one came first >_> <_<
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