G
Gizmo
Guest
I know that one of my presents tomorrow (ie, christmas) is going to be this: http://www.areyougame.com/images/large/lgTC1999.jpg which is a blank Monopoly set that you can print your own properties and cards for to customise it. I plan on making it into Magic Monopoly only with more than just different names, I want to incorporate some of the abilities of Magic cards into the game both as the properties and in the Chance/Community Chest cards.
The Monopoly board has 8 sets of properties (5 colours of magic, artifact, gold, land) and then the rail stations and utilities and I would love some help in working these out. I want the abilities to make a difference but NOT to take over the game, I want this still to be Monopoly and the main point to still be buying properties and sticking houses on them.
The added mechanic I want to use is that properties can 'tap' to generate an effect and if tapped they don't generate rent if somebody lands on them, and they don't untap until you pass Go. That way I can stick interesting effects on the properties but using them has enough of a downside that it won't turn into a mad effects-fest they'll just add a flavor and a depth to the game. I'm also thinking that for each set of 3 properties the end property which is slightly more expensive will have a 187 style effect not a tap effect, but the 187 will have a more permanent effect.
A couple of examples, written in Monopoly terms:
Twiddle - Tap: tap or untap target property.
Healing Salve - Tap: the next time you will be dealt damage this turn prevent 50 of that damage.
Natural Order - Sacrifice Natural Order
Diabolic Edict - When you purchase Diabolic Edict from the dealer target player sacrifices a property of his or her choice.
And then some of the Chance/Community Chest cards:
Juxtapose - exchange control of target property you control with target property an opponent controls.
Venom - Enchant Property, when enchanted property deals damage to a player that player goes to the graveyard (ie jail) and does not pass Go and does not collect $200
Raise Dead - Get out of jail free.
I'm also thinking of having a difference between 'destroy' and 'sacrifice' where destroying something only mortgages that property, because I think being able to smash properties permanently is WAY too powerful. Even making people mortgage things without getting any money for them might be too strong.
So anyway, I'd appreciate some help in thinking of good properties and good cards for the decks. I know I want to use the four seasons of Mishra's Factories as the railway stations but don't know about the utilities... Here are some I've thought of, I'm trying as much as I can to use famous cards but I think eventually there will be a stage where you end up using filler commons from Masques or something just because the effect fits the card.
**Lands - probably the cheapest set of properties if we use Black Lotus and artifiacts as the most expensive**
Maze Of Ith
Rishadan Port (if we dont use Twiddle in blue)
Library Of Alexandria (Tap, draw a Community Chest Card)
Tolarian Academy (??? any idea for the effect?)
Strip Mine
**Artifacts**
Black Lotus (its the obvious choice for the most expensive property - but what effect?)
Zuran Orb (sacrifice a property: gain $200)
The Rack (if a player has 3 or fewer properties...)
Black Vise (if a player has 5 or more properties...)
**White**
Healing Salve
Swords To Plowshares (187: target player sacrifices target property and gains money equal to it's value and value of any houses on it)
Mother Of Runes (protection from a property type till end of turn/till you pass Go?)
Tariff (as a Comm Chest to pay for properties)
Balance (too strong?)
Repentance
Gerrards Wisdom (gain $20 for each property you control?)
**Blue**
Counterspell (counter target property ability or target Community Chest.Chance card)
Deflection
Impulse
Fade Away
Propaganda
Vesuvan Doppelganger
Clone (I like this - 187: put a clone token into play, you now control two tokens until that Clone token causes you to lose money, when you sacrifice it)
Time Walk
**Green**
Might Of Oaks (Tap: put a hotel on target land, at beginning of your next turn remove that hotel)
Natural Order
Tranquility
Venom
Storm Seeker
Collective Unconscious
**Red**
Stone Rain (tap: destroy target house OR 187: destroy target property)
Game Of Chaos
Fireball (??? effect?)
Lightning Bolt (??? effect?)
**Black** (with black I think we can have the mechanic of paying life( ie money) to achieve an effect)
Diabolic Edict
Pestilence
Duress
Corrupt (tap: deal $20 for each black property you control, you gain money equal to that amount)
Raise Dead
No Mercy
Abyss
Nether Void
**Gold**
?????
Anybody any help you want to give I'd much appreciate it.
?????
The Monopoly board has 8 sets of properties (5 colours of magic, artifact, gold, land) and then the rail stations and utilities and I would love some help in working these out. I want the abilities to make a difference but NOT to take over the game, I want this still to be Monopoly and the main point to still be buying properties and sticking houses on them.
The added mechanic I want to use is that properties can 'tap' to generate an effect and if tapped they don't generate rent if somebody lands on them, and they don't untap until you pass Go. That way I can stick interesting effects on the properties but using them has enough of a downside that it won't turn into a mad effects-fest they'll just add a flavor and a depth to the game. I'm also thinking that for each set of 3 properties the end property which is slightly more expensive will have a 187 style effect not a tap effect, but the 187 will have a more permanent effect.
A couple of examples, written in Monopoly terms:
Twiddle - Tap: tap or untap target property.
Healing Salve - Tap: the next time you will be dealt damage this turn prevent 50 of that damage.
Natural Order - Sacrifice Natural Order
Diabolic Edict - When you purchase Diabolic Edict from the dealer target player sacrifices a property of his or her choice.
And then some of the Chance/Community Chest cards:
Juxtapose - exchange control of target property you control with target property an opponent controls.
Venom - Enchant Property, when enchanted property deals damage to a player that player goes to the graveyard (ie jail) and does not pass Go and does not collect $200
Raise Dead - Get out of jail free.
I'm also thinking of having a difference between 'destroy' and 'sacrifice' where destroying something only mortgages that property, because I think being able to smash properties permanently is WAY too powerful. Even making people mortgage things without getting any money for them might be too strong.
So anyway, I'd appreciate some help in thinking of good properties and good cards for the decks. I know I want to use the four seasons of Mishra's Factories as the railway stations but don't know about the utilities... Here are some I've thought of, I'm trying as much as I can to use famous cards but I think eventually there will be a stage where you end up using filler commons from Masques or something just because the effect fits the card.
**Lands - probably the cheapest set of properties if we use Black Lotus and artifiacts as the most expensive**
Maze Of Ith
Rishadan Port (if we dont use Twiddle in blue)
Library Of Alexandria (Tap, draw a Community Chest Card)
Tolarian Academy (??? any idea for the effect?)
Strip Mine
**Artifacts**
Black Lotus (its the obvious choice for the most expensive property - but what effect?)
Zuran Orb (sacrifice a property: gain $200)
The Rack (if a player has 3 or fewer properties...)
Black Vise (if a player has 5 or more properties...)
**White**
Healing Salve
Swords To Plowshares (187: target player sacrifices target property and gains money equal to it's value and value of any houses on it)
Mother Of Runes (protection from a property type till end of turn/till you pass Go?)
Tariff (as a Comm Chest to pay for properties)
Balance (too strong?)
Repentance
Gerrards Wisdom (gain $20 for each property you control?)
**Blue**
Counterspell (counter target property ability or target Community Chest.Chance card)
Deflection
Impulse
Fade Away
Propaganda
Vesuvan Doppelganger
Clone (I like this - 187: put a clone token into play, you now control two tokens until that Clone token causes you to lose money, when you sacrifice it)
Time Walk
**Green**
Might Of Oaks (Tap: put a hotel on target land, at beginning of your next turn remove that hotel)
Natural Order
Tranquility
Venom
Storm Seeker
Collective Unconscious
**Red**
Stone Rain (tap: destroy target house OR 187: destroy target property)
Game Of Chaos
Fireball (??? effect?)
Lightning Bolt (??? effect?)
**Black** (with black I think we can have the mechanic of paying life( ie money) to achieve an effect)
Diabolic Edict
Pestilence
Duress
Corrupt (tap: deal $20 for each black property you control, you gain money equal to that amount)
Raise Dead
No Mercy
Abyss
Nether Void
**Gold**
?????
Anybody any help you want to give I'd much appreciate it.
?????