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Post by burntsquirrelman on Jun 29, 2018 14:41:24 GMT
While it's not a full set or anything like that, it is a complete(ish) thing that I want to show off. I wanted to create a hidden-roles/werewolf/mafia style multiplayer format for Magic. So I did. Introducing Diplomacy! In this format, one player is the Diplomat. The Diplomat has their starting life total increased by 5, and they have their maximum hand size increased by 1! Seems like a pretty good deal, right? Well, not too much, as while you are on your way to form a Treaty, there are Saboteurs planning to, well, sabotage the whole thing! Mainly by killing you! In Diplomacy, each player is given a role that assigns them to either the Treaty or the Saboteurs. The Treaty wins the game if they are capable of eliminating all of the Saboteurs, while the Saboteurs need only kill the Diplomat to win. Easy enough, right? Except no one knows who's who, except that the Diplomat is the Diplomat! Each role has been made into a Conspiracy card that allows the player to secretly choose another player at the start of the game. At any time, a player can reveal their role to gain some sort of one shot benefit that can target the chosen player or the Diplomat. The cost is that you are now revealed to be working with or against the Diplomat. There must always be one and only one Diplomat. There can only be one Fanatic. There must be at least one Bodyguard, but there can be more. There can be any number of Cultists. There can only be one Avenger, but there must be at least one Bodyguard beforehand. The Mercenary is a wildcard that you can feel free to throw in for larger games.
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Post by CanterburyEgg on Jun 29, 2018 18:00:30 GMT
I love love LOVE hidden identity games, so this has piqued my interest. I worry about a hidden identity game where part of the mechanics are to turn your card face-up, since I worry it'd become strategic to just FLIP EM UP on the first turn and team together.
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impspiritguide
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Post by impspiritguide on Jun 29, 2018 23:15:55 GMT
First, I really like the basic idea here. That said this really needs work, and will definitely need a good play group to work out the final kinks (I don't have that, I hope you do).
On a side note I really hope you choose to change the game title. This is not in any way related to Diplomacy, which if you like the sort of thing your are purporting I believe you'd really like it, but it is leagues beyond what you are trying to do here.
Now no matter what the cost/benefit analysis of flipping your cards needs to definitely be looked at. In its current form the Fanatic will flip on turn one every time unless he has chosen to help the Diplomat, 5 HP from the "King" versus 5 HP from an "Pawn" isn't even a contest.
You need to get a clear definition of what you want to happen in gameplay. I can see this going a few ways from what you have posted.
The first concept is players settling into two opposing teams of equal but unknown consistency. If this is the case then your conspiracies need to clearly state which team they are in. In this format I would also not recommend that any player's identity be known at the beginning (which would prohibit changes in life or hand size as this would be obvious to other players), as this would encourage a cautious start. Right now all anti-Diplomats will become obvious within the first round of active play as there is no good reason from a team standpoint to wait for a backstabbing opportunity (individual game turns in most magic games are not that devastating when you play with a team, there can be exceptions dependent upon format and competitivenss obviously, but few players will completely open themselves up to a single turn kill from someone with a face-down conspiracy card). My suggestion for this format is to make each of the conspiracy cards a different color (to denote the team) and list the team as part of the Title (for the colorblind members). I would also suggest that all of the conspiracies have situationally dependent benefits that are not tied to the goal of defeating the opposing team, something along the lines of, "when you flip this card over if there is 12 mana in any player's mana pool you gain <BENEFIT>", or "if 3 or more spells have been played this main phase" or "if there are more creatures than 3 times the number of players." So that there will be an initial build-up before the first player flips over. In addition you can have some cards that only gain a benefit if you did something contrary to your team, like "<BENEFIT> if you cast a beneficial creature enchantment on the opposite team's creature".
The second concept is player's having clearly defined goals at the beginning of the game but there would be a significant benefit for the non-diplomat team to act in opposition to their own welfare. The bodyguard is a good start towards this, unfortunately in most of my play groups it would have been obvious pretty quickly who was a bodyguard beforehand as the bodyguard still has little incentive to attack the diplomat. I don't have many good ideas for this, I've toyed with the idea of either each player or the diplomat keeping track of the amount of damage dealt from each player and upon flipping over the Bodyguard card forgiving that damage. In this format the diplomat would have to be either a God or a tank. A God means a significant tactical play advantage, something like he can place two lands and draw two cards each turn, or the diplomat goes in between turns (aka player 1 goes, then the diplomat, then player 2 goes, then the diplomat, then player 3 goes, then the diplomat etc). A Tank means that you would not only really buff his life points (5 isn't even as much as most of the Vanguard cards), something like 80 or more, you'd have to play to find out and it would probably be player dependent (aka 20pts + 10pts for each player in the game), or he has an innate defensive ability, something like anytime a single source would deal damage to the diplomat it deals that damage-1. This is because the diplomat will need to stand alone for a part of the game, and probably even be attacked by his team members.
That's my thoughts, keep brainstorming.
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