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CCG mafia is a game proposed by [[Foolster41]]. It is a sort of [[Mafia Mutation]] between mafia and the popular trading card game, Magic the Gathering. Note that you do not need to know the rules of MtG to play, though it may help.
CCG mafia is a game proposed by [[Foolster41]]. It is a sort of [[Mafia Mutation]] between mafia and the popular trading card game, Magic the Gathering. Note that you do not need to know the rules of MtG to play, though it may help.


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==How to play==
 
====General Rules====
* No Quoting the mod [[PM]]s
* No swearing. Do your best to keep it clean people
* Act considerately towards players and the mod
* Point out any mistakes noted to the mod via PM
* You may talk during twilight
* Post in the forum topic if you anticipate not being able to post for a 48 hour period. I don't usualy check the away thead.
* Please no quitting unless you really can't continue playing. Replacing is more tricky because of the nature of the game.
 
5tSy2D  <a href="http://gvcfgtnbxemi.com/">gvcfgtnbxemi</a>, [url=http://jduiyftztlxs.com/]jduiyftztlxs[/url], [link=http://kitxhmaaghff.com/]kitxhmaaghff[/link], http://dcutygvryvhu.com/
 
===Deck===
Each player then builds a deck of 30 cards from a public "spoiler list." They may have up to 4 cards of the same kind in their deck. There are 4 types of cards: Events, Energy, Creatures and Permanents.
 
As in Magic the Gathering, all players start with 20 life and the game will start on day 1.
 
Energy cards are for supplying the energy that is required to play other kinds of cards.
 
There are four kinds of energy in CCG Mafia, each with their own "personality" of the kinds of things the card of that type can do:
* B (Black) Killing roles/Reviving from dead
* U (Blue) Blocking/Drawing
* W (White) Protecting/Healing Roles
* G (Green) Regeneration/Information
 
A card cost will read as a series of these letters. A number represents "plain" energy. You can use any kind of energy to pay for plain energy.
So, a card that costs BB1 could be payed with 3 blacks or 2 blacks and a blue, etc.
 
Event cards (Known as "instants" in M:TG) have their effects happen once, and then are discarded
 
Creature cards are beings that you can control. They may not talk or vote, but you may tap a creature to  send them to attack another player as an night action,
You may send as many as you want against the same player, or spread them out to multiple players. If a player is attacked by a creature and has a creature protecting (not attacking and not tapped), the defending player may descide who defends against what creature if at all. Only one creature may defend against one creature. Any creature not defending does damage to the player directly.
 
Permanents (Known as "Enchantments" in M:TG) stay in play and have triggered events
 
Triggered abillities are marked with a colon, with what you need to do to use that abillity on the left, and then what happens on the right. The letter "T" means "Tap". When a card is tapped, you can not tap it again, and so you can not normaly use a abillity that needs to tap twice in a turn. All cards become untapped at the begining of night. 
 
A # on the card text represents a new line, meaning it is not a part of any previous abillities.
 
"While" is a continuous action that is always happening while the condition is met. So a card that reads "While this card is in play, untap all units" means that all cards are being continously untapped. This means if you tap a unit, it instantly becomes untapped.
   
So an ability that says "TB: you win" Means you have to tap the card, and pay a black energy to win.
 
Cards played during the night are not publicly announced. Only permanents (including creatures) in play are shown on the table, and only cards playing during the day are publicly announced.
 
Player's decks are private information, no player may look at any player's deck, even your own. A player's hand and discard pile are private, only the player who owns the respective hand and discard pile may look at it at any time.
 
Note: Discardpile = Graveyard. The use of both are used interchangibly to mean the same thing. Sorry.


==Playing==
==Playing==

Revision as of 16:10, 1 July 2008

CCG mafia is a game proposed by Foolster41. It is a sort of Mafia Mutation between mafia and the popular trading card game, Magic the Gathering. Note that you do not need to know the rules of MtG to play, though it may help.

How to play

General Rules

  • No Quoting the mod PMs
  • No swearing. Do your best to keep it clean people
  • Act considerately towards players and the mod
  • Point out any mistakes noted to the mod via PM
  • You may talk during twilight
  • Post in the forum topic if you anticipate not being able to post for a 48 hour period. I don't usualy check the away thead.
  • Please no quitting unless you really can't continue playing. Replacing is more tricky because of the nature of the game.

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Deck

Each player then builds a deck of 30 cards from a public "spoiler list." They may have up to 4 cards of the same kind in their deck. There are 4 types of cards: Events, Energy, Creatures and Permanents.

As in Magic the Gathering, all players start with 20 life and the game will start on day 1.

Energy cards are for supplying the energy that is required to play other kinds of cards.

There are four kinds of energy in CCG Mafia, each with their own "personality" of the kinds of things the card of that type can do:

  • B (Black) Killing roles/Reviving from dead
  • U (Blue) Blocking/Drawing
  • W (White) Protecting/Healing Roles
  • G (Green) Regeneration/Information

A card cost will read as a series of these letters. A number represents "plain" energy. You can use any kind of energy to pay for plain energy. So, a card that costs BB1 could be payed with 3 blacks or 2 blacks and a blue, etc.

Event cards (Known as "instants" in M:TG) have their effects happen once, and then are discarded

Creature cards are beings that you can control. They may not talk or vote, but you may tap a creature to send them to attack another player as an night action, You may send as many as you want against the same player, or spread them out to multiple players. If a player is attacked by a creature and has a creature protecting (not attacking and not tapped), the defending player may descide who defends against what creature if at all. Only one creature may defend against one creature. Any creature not defending does damage to the player directly.

Permanents (Known as "Enchantments" in M:TG) stay in play and have triggered events

Triggered abillities are marked with a colon, with what you need to do to use that abillity on the left, and then what happens on the right. The letter "T" means "Tap". When a card is tapped, you can not tap it again, and so you can not normaly use a abillity that needs to tap twice in a turn. All cards become untapped at the begining of night.

A # on the card text represents a new line, meaning it is not a part of any previous abillities.

"While" is a continuous action that is always happening while the condition is met. So a card that reads "While this card is in play, untap all units" means that all cards are being continously untapped. This means if you tap a unit, it instantly becomes untapped.

So an ability that says "TB: you win" Means you have to tap the card, and pay a black energy to win.

Cards played during the night are not publicly announced. Only permanents (including creatures) in play are shown on the table, and only cards playing during the day are publicly announced.

Player's decks are private information, no player may look at any player's deck, even your own. A player's hand and discard pile are private, only the player who owns the respective hand and discard pile may look at it at any time.

Note: Discardpile = Graveyard. The use of both are used interchangibly to mean the same thing. Sorry.

Playing

At the begining of the game you shuffle your deck and draw 5 cards. You may choose to "mulligan" by discarding your hand and drawing 1 less card than last time (4, then 3, etc.)

Day

DRAW PHASE: You draw a card UNTAP PHASE: Untap all of your cards in play PLAY PHASE: You may play any daytime cards and use daytime actions (Marked with "DAY:") Cards actions are sent to the mod

During the day, the normal vote-style lynching takes place. use bold vote: IS to vote and unvote: Foolster41 to unvote.

To trade cards in your hands. like voting, use bold. Offer [cardname] (to [player]) This sets out a card to trade; the part in parentheses is optional.

confirm trade with [player] to make the trade go through (to trade your last offered card with the card that player last offered).

You may not communicate at night, except for mafia or if you have a special abillity that allows you to. All special night abillities are sent through the mod.

Night

You play cards and activate abillties by tapping the appropriate resources and PM the mod your card choices. There is no limit to how many cards you may play at a time (as long as you can afford the cost). You may also choose to have units attack a player as an action.

The mafia do not get a extra kill at night. They must use cards to attack like all the other players.

Cards

(Please give me any ideas for new cards, card improvements and lore for existing cards by commenting on this page and i'll work them in to this page.)

Spoiler (71 Cards - Work in Progress)

*15 Energy
*12 White
*17 Black
*10 Green
*11 Blue
*4 Multi-Color

Energy (15 cards)

Name: Black Energy

  • Type: Energy
  • Text: T: Add B

Name: Blue Energy

  • Type: Energy
  • Text: T: Add U

Name: Green Energy

  • Type: Energy
  • Text: T: Add G

Name: White Energy

  • Type: Energy
  • Text: T: Add W

Name: Bright White Energy

  • Type: Energy
  • Text: As an extra cost, when Blue Energy comes in to play, sacrifice a energy card. T: Add WW

Name: Dark Energy

  • Type: Energy
  • Text: As an extra cost, when Blue Energy comes in to play, sacrifice a energy card. T: Add BB

Name: Green-Blue Energy

  • Type: Energy
  • Text: As an extra cost, when Blue Energy comes in to play, sacrifice a energy card. T: Add GU

Name: Deep Blue Energy

  • Type: Energy
  • Text: As an extra cost, when Blue Energy comes in to play, sacrifice a energy card. T: Add UU

Name: Dark Blue Energy

  • Type: Energy
  • Text: As an extra cost, when Blue Energy comes in to play, sacrifice a energy card. T: Add UB

Name: Gray Energy

  • Type: Energy
  • Text: As an extra cost, when Blue Energy comes in to play, sacrifice a energy card. T: Add WB

Name: Light Green Energy

  • Type: Energy
  • Text: As an extra cost, when Blue Energy comes in to play, sacrifice a energy card. T: Add WG

Name: Light Blue Energy

  • Type: Energy
  • Text: As an extra cost, when Blue Energy comes in to play, sacrifice a energy card. T: Add WU

Name: Dark Blue Energy

  • Type: Energy
  • Text: As an extra cost, when Blue Energy comes in to play, sacrifice a energy card. T: Add UB

Name: Dark Green Energy

  • Type: Energy
  • Text: As an extra cost, when Blue Energy comes in to play, sacrifice a energy card. T: Add GB

Name: Deep Green Energy

  • Type: Energy
  • Text: As an extra cost, when Blue Energy comes in to play, sacrifice a energy card. T: Add GG

Name: Energy Mill

  • Type: Energy
  • Text: W or B or G or U: Add 3

White (12 Cards)

Name: BodyGuard

  • Type: Creature
  • Cost: WWWW
  • Power: 2/4
  • Text: On each of your untap phase, pay 4 or Discard BodyGuard. When defending, Bodyguard has +1/*

Name: Boiler plate

  • Type: Permanent
  • Cost: W
  • Text: Reduce damage of attack against you by 5. Discard Boiler plate

Name: Bullet Proof Vest

  • Type: Permanent
  • Cost: WW1
  • Text: Reduce atacks against you by 5

Name: Cover

  • Type: Perminent
  • Cost: W
  • Text: T: Any effects target player would take go to you instead.

Name: Lynch or Loose

  • Type: Event
  • Cost: W
  • Text: Day: If the next lynch today is guilty, you gain 10 life. If he is innocent, you loose 10 life.

Name: Magic Stick

  • Type: Creature
  • Cost: 3WWW
  • Power: 3/3
  • Text: has FIRST STRIKE and VIGILNCE. Defending unit magic stick attacks is tapped and does not untap during it's owner's next upkeep phase. If Magic stick is removed from play or becomes tapped, untap the creature tapped this way.

Name: Plastic Wings

  • Type: Enhancement
  • Cost: W2
  • Text: Weilder has FLYING (Weilder may not be blocked by a creature without flying)

Name: Scapegoat

  • Type: Permanent
  • Cost: W
  • Text: DAY: If the next night you are killed, all players who were not on the final vote gain 5 life.

Name: Sheild

  • Type: Permanent
  • Cost: WW
  • Text: T,W: Reduce damage of attacks against other players by 5.

Name: Steadfast Tin Soldier

  • Type: Creature - Toy Solduer
  • Cost: WWW
  • Power: 2/1
  • Text: Protection from black. When Stedfast Tin Soldier is removed from play, play as a perminent token called "Tin Heart" that reads "All toy soldiers have +1/+1"

Name: Toy Soldier

  • Type: Creature - Toy Soldier
  • Cost: W
  • Power: 1/1

Name: Toy Soldier Comander

  • Type: Creature - Toy Solduer
  • Cost: WWWW
  • Power: 3/2
  • Text: All units call "Toy Soldier" that you control have +1/+1

Black (17 Cards)

Name: Assasin for Hire

  • Type: Creature
  • Cost: BBBB1
  • Power: 4/3
  • Text: During each of your untap phase, pay 4 or discard Assasin for Hire. Assasin for hire does not apear on the board.

Name: Cereal Killer (Zu Faul)

  • Type: Event
  • Cost: BBBB
  • Text: Do 1 damage to all other players

Name: Familaur with darkness

  • Type: Enhancement
  • Cost: BB
  • Text: Target has protection from black

Name: Gag

  • Cost: BB
  • Text: Next day, target player may not post

Name: Internet Stranger's Rant

  • Cost: BB
  • Text: DAY: Your vote counts as 2 votes
  • Lore: ~"Us townfolk will never be safe until we get rid of the mafia pest. They have come to take our souls!!" -IS~
  • Ruling: If target is lynched and uses lynch-bait you take double damage.

Name: Life Cap

  • Type: Event
  • Cost: BBBB
  • Text: All players who have more than 20 life have 20 life. Players may not have more than 20 life.

Name: Life Sap

  • Type: Event
  • Cost: B1
  • Text: Do 2 damage to target player. Add 2 life

Name: Lynchbait

  • Type: Perminent
  • Cost: BB
  • Text: DAY: If you are lynched tonight, do 5 damage to all players who voted
 for you on final count.

Name: Machine Gun

  • Type: Event
  • Cost: BB1
  • Text: Do 2 damage to four seperate targets

Name: OMGUS Bus

  • Type: Permanent
  • Cost: B
  • Text: Every time someone votes for you, do 1 damage to that player
  • Lore: ~"You suck!"~

Name: Plastic Baseball Bat

  • Cost: B
  • Text: Do 3 damage to target

Name: Pistol

  • Cost: BB
  • Text: Do 6 damage to target

Name; Raise Dead

  • Type: Event
  • Cost: BBBB
  • Text: Revive dead player back in to the game. You may not revive a player who has no cards in his/her deck.

Name: Ravaged Land

  • Type: Event
  • Cost: BBB
  • Text: Destroy target energy in play

Name: Soul for Knowledge

  • Type: Perminent
  • cost: BBB
  • Text: At the begining of each day, do 1 damage to your self and draw a card.

Name: Soul for Power

  • Type: Enhancement
  • cost: BB
  • Text: Each time weilder attacks, do 1 damage to yourself. Weilder has +1/+0

Name: Wine in front of me

  • Type: Event
  • Cost: B
  • Text: Choose a target player and send either "me" or "you" to the mod. The target can choose either "you" or "me". If it matches the one you sent, he/she takes 5 damage. if it does not, you take 5 damage. The target may also choose to discard this card instead of choosing.

Green (10 Cards)

Name: Deep Red

  • Type: Creature
  • Cost: GG2
  • Power: 1/1
  • Text: T,2: Investigate target player
  • Lore: ~"Vote: IS"~

Name: Jeep

  • Type: Creature
  • Cost: GG1
  • Power: 1/1
  • Text: T,G: Jeep takes no damage this phase and can not block. If Jeep is already blocking, the block by Jeep is canceled. (This abillity may be used during day or night)
  • Lore: ~"Jeep!"~

Name: Cop's Badge

  • Type: Event
  • Cost: GG
  • Text: Choose target player. You are told weither target is town or mafia.

Name: Werebear

  • Type: Creature
  • Cost: G1
  • Power: 1/1
  • Text: T: Add G, Threshold - Werebear get +3/+3 (You have threshhold as long as you have 7 or more cards in your graveyard)
  • Lore: ~"He exercises his right to bear arms."~ (This card (C)WotC )

Name: Gnome Machine

  • Type: Perminent
  • Cost: G
  • Text: At the begining of each night, create a 1/1 gnome token. At the end of your turn, for each ghome token you have in play, pay G or take 1 damage.
  • Lore: ~"The gnome machine was unstoppible. There were gnomes everywhere"~

Name: Insane Guess

  • Type: Event
  • Cost: G
  • Text: Choose a target and either "town" or "scum" If you are wrong, you take 20 damage. If you are right, next night you get GGGG
  • Lore: ~"Oh what the heck!"~

Name: Regenerate

  • Type: Permanent
  • Cost: GG
  • Text: At the begining of each day, add 3 life.

Name: Wake up!

  • Type: Event
  • Cost: GG
  • Text: Untap target permanent or creature you control

Name: Broken Alarm clock

  • Type: Creature
  • Cost: GG
  • Power: 0/1
  • Text: When Broken alarm clock comes in to play, put any number of time tokens on it. At the begining of day, remove a time token. While there are no time tokens on Broken alarm clock, untap all units (For all players)
  • Lore:~"Rrrrrinnnng! *Smash*"~

Name: Mathcam, Captain Obvervant

  • Type: Creature
  • Cost: G
  • Power: 2/2
  • Text: Mathcam, Captain Obvervant may not block.

Blue (11 cards)

Name: Card Thief

  • Type: Event
  • Cost: UU
  • Text: Target opponent must give you one of his/her cards from his/her hand

Name: Card Vending Machine

  • Type: Permanent
  • Cost: UU3
  • Text: 2: Draw 1 card

Name: Carrier Pidgeon

  • Type: Event
  • Cost: UU
  • Text: Send a message to target player

Name: Draw 2

  • Type: Event
  • Cost: U
  • Text: Draw 2 cards

Name: Extra Strength FOS(tm)

  • Type: Event
  • Cost: U
  • Text: DAY: Do 1 damage to player you FOS
  • Lore: ~"WARNING Extra strength FOS may cause confusion as if it is a

real vote."!

Name: Megaphone

  • Type: Permanent
  • Cost: UU
  • Text: 1: send a message to the mod that will be relayed to all other players at night.
  • Lore: ~"Is this thing on?"~

Name: Neuralizer

  • Type: Permanent
  • Cost: UU
  • Text: T,2: Target opponent discards a card at random from their hand
  • Lore: ~"You won't remember a thing."~

Name: Shotgun

  • Type: Event
  • Cost: UUU
  • Text: Tonight you have 50% chance ot blocking an action against you. If you do, you have an additional 50% chance of doing 10 damage to the person targeting you.

Name: BabyJesus, Spammer

  • Type: Creature
  • Cost: UU
  • Power: 1/1
  • Text: If someone says the word "Spam" sacrifice BabyJesus, Spammer. If you post 30 words or more in a single post, gain 1 life.

Name: Say my name!

  • Type: Permanent
  • Cost: UU
  • Power: Every time someone other than you says you full name, you gain 1 life.
  • ~"Say my name!"~

Name: Self Fulfilled Prophecy

  • Type: Event

& Cost: UU

  • Text: Look at the top 5 cards on your deck and arrange them as you like.

Name: Banishment

  • Type: Event
  • Cost: UUUU
  • Text: Target a player and name a card. All cards with that name are removed from play that player's deck. That player shuffles their decks when done.

Colorless and Multicolor (4 Cards)

Name: LynchAllLiars (Zu Faul)

  • Type: Event
  • Cost: BG2
  • Text: You may sent a quote of someone to the mod. If it is wrong, the player is killed.
  • Lore: ~"Lynch all Liers" -Jeep~

Name: Traumatize (Zu Faul)

  • Type: Event
  • Cost: UB
  • Text: Target opponent Discards half of his/her cards from his/her deck

Name: Spam Eater

  • Type: Event
  • Cost: UG
  • Text: Choose a post on this page. For every 10 words in that post (Numerals, images and emotes are not words) you add 1 to your life.
  • Lore: ~Peter, Peter, Spam Eater.~

Name: Traitor

  • Type: Event
  • Cost: WWBB
  • Text: If you survive to the end, by yourself you win.
  • Lore: ~No one likes a traitor, But no one like to loose either."~

Misc. Ideas I'm working on (NOT LEGAL THIS GAME)

  • Iammers, Mafia Rolefaker - Morph?
  • Inabillity to spell - Point out spelling mistake? (Can't Target mod) :)
  • Arch Nemesis
  • Lurkers
  • Investigation too strong?
  • Change: SpamEater must target OTHER player's post
  • Give mafia some bonus? Attack cards stronger for them? Bonus kill every turn in addition?
  • Regernation now costs G more (GGGG Cost)

Name: Dougrim, Now you see him...

  • Type: Creature
  • Cost: GGGG
  • Power: 3/2
  • Text: FLICKER (At the end of each night, add a token to dourgrim. At the begining of each day, if dourgrim has a token on him, remove it and remove dourgrim from play. At the begining of next day, put dourgrim in to play.)

Name: Cereal Killer (Zu Faul) (Revision)

  • Type: Event
  • Cost: BBBB
  • Text: Do 3 damage to all other players

Name: Jeep (Revision)

  • Type: Creature
  • Cost: GG1
  • Power: 2/2
  • Text: VIGILLANCE. (Jeep does not tap while attacking) T,G: Jeep is removed from combat and prevents all damage until the end of this phase. (This abillity may be used during day or night)
  • Lore: ~"Jeep!"~

Name: Colorless Energy

  • Type: Energy
  • Text: T: Add 2 colorless Energy

Name: Stop the Sun

  • Type: Event
  • Cost: WWUU
  • Text: DAY: Play another day after this one. This card is hidden.

Name: Stop the Moon

  • Type: Event
  • Cost: BBUU
  • Text: Play another night phase after this one.

Name: Mafia(tm) Credit Card

  • Type: Event
  • Cost: 4
  • Text: ALL cards cost 1 less

Name: Land Tax

  • Type: Civ Enhancement
  • Cost: 4
  • Text: When any players plays an energy card, they must pay 1 to be able to play it.

Name: Medkit

  • Type: Event
  • Cost: 5
  • Text: Heal target player 5 damage.

Name: Paint set

  • Type: Event
  • Cost: UUU
  • Text: Put a color token that is blue, white, black or green. That card now counts as being that color type (it is no longer its former color type)

Name: Post or Perish

  • Type: Event

& Cost: BU2

  • Text: All players who did not post on target page take 4 damage each.
  • Note: Too strongly a mafia card?