just note to self for my card set
basically just for HOGI you can have a government, and ideology, and a regime, which are collectively called a State. They are all listed as enchantments. If I could make my own supertype I'd probably call it Institution and have add-ons like a police force just be Instiution (as opposed to Institution - Government). Conspiracies now are real cards that change how your State functions and can change it. There are multiple types of conspiracies but I haven't thought of them yet (one type is coup d'etat).
Each part of a State can have a Legitimacy that helps it stay in power (as your opponent can stage a coup on you and install their government type, though only you can change it peacefully). There are 3 types of legitimacy: Traditional Legitimacy (which can only be replaced by another Traditional Legitimacy or the generic 3 turns of Generic Anarchy [just no regime etc; like a normal game really]), Charismatic Legitimacy (which can only be replaced by a separate Coup and new card or generic anarchy) and Legal Legitimacy (which can be replaced as a sorcery [as long as you have a replacement card you can play] if its manna cost is payed again, or generic anarchy).
Government cards can be played in conjunction with each other and are the only State card you can play multiple of at one time. The regime or ideology may sometimes stipulate additional rules for the Government cards (i.e. Republicanism ideology may prohibit you from having a government card that is both judicial and executive).
In addition to the state, Systems may be played that give specific abilities the creatures you control or the State itself, etc. As an example, one System would grant creatures you control to prevent a coup in some way.
Basically I'm trying to make Magic more like politics, and unnecessarily complicated. Because it's fun
Each part of a State can have a Legitimacy that helps it stay in power (as your opponent can stage a coup on you and install their government type, though only you can change it peacefully). There are 3 types of legitimacy: Traditional Legitimacy (which can only be replaced by another Traditional Legitimacy or the generic 3 turns of Generic Anarchy [just no regime etc; like a normal game really]), Charismatic Legitimacy (which can only be replaced by a separate Coup and new card or generic anarchy) and Legal Legitimacy (which can be replaced as a sorcery [as long as you have a replacement card you can play] if its manna cost is payed again, or generic anarchy).
Government cards can be played in conjunction with each other and are the only State card you can play multiple of at one time. The regime or ideology may sometimes stipulate additional rules for the Government cards (i.e. Republicanism ideology may prohibit you from having a government card that is both judicial and executive).
In addition to the state, Systems may be played that give specific abilities the creatures you control or the State itself, etc. As an example, one System would grant creatures you control to prevent a coup in some way.
Basically I'm trying to make Magic more like politics, and unnecessarily complicated. Because it's fun
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