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Old 05-01-2011, 12:18 AM   #1
StormyWaters
 
Join Date: Jul 2009
Default Illuminati MAD Variants

Hey guys, it's me again. While flipping through my Illuminati cards today (since I live in the middle of nowhere at the moment and have trouble finding a gaming group), I got to thinking.

I have Illuminati Deluxe, Y2K, BFD, and MAD (and Brainwash, but that's irrelevant to the point). Add the promo card "Unconstitutional" and (not counting blanks), you've got 10 Illuminati and 333 cards for the deck. That's an awful lot of cards to expect to see even one or two of a paltry 24-card set (23+1 for the promo card, which requires MAD).

I was thinking about separating out the MAD cards into their own mini-deck. If you've played Munchkin with the Fairy Dust pack, same idea. However, what conditions does a player draw a card from the MAD deck? Here are a couple of ideas I had:

- When a player rolls an 11 or 12 for any reason, including Murphy's Law. Limit once per round (or do you think per turn is better?). This could be changed to "When a player rolls a 2 or 3 for any reason, including Assassination" depending if you think it should be considered a bonus or penalty.

- Any time a player rolls doubles for any reason. Why not?

- Each player, once per game can spend 5(ish) MB from their Illuminati treasury to draw a NWO card. This would be best suited when combined with another NWO rule.

Any thoughts on this variant? Maybe they'll come up more often, maybe less often. In any case, I think they'll feel more... urgent, apparent, influential, simply knowing that they are there for the taking.

The second variant idea I had, more of an expansion to the previous variant, is as follows:

When a player draws a NWO card, it is always drawn to their hand just like a special card. It can be used as a special (discarding to abolish privilege, etc), or it can be played during your turn (not during an attack) as a NWO.

This would let players actively plan and strategically use New World Orders. If it is fitting to help your power structure, or hinder your opponent's, you can play it. Otherwise you can discard it. You could even trade it for something if it doesn't help you but your opponent has something that does help you.

Well, that was a lot more than I expected to write, and I apologize if it's overwhelmed you. What do you think?

Thanks for reading.
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