Showing posts with label TacticalMagic. Show all posts
Showing posts with label TacticalMagic. Show all posts

Friday, December 30, 2011

It's the Magic: You Are Here, Part Four

Three weeks ago, I introduced a tactical multiplayer Magic rules set involving a map and rules that altered areas of effect and ranges of attack. Two weeks ago, I posted that map and finished the core rules. Last week, I went over minion rules and this week, I'm finishing up the project with player-as-planeswalker rules. 

Summoning a Planeswalker

            Summoning
            Whenever the active player would like the aid of another player, they may suggest a mana cost to that player. That player may decline and may also decline further offers for the rest of the turn. If they approve of the cost, the active player may cast them from their hand by paying that mana cost and discarding a card
The name of a player planeswalker spell is the summoned player’s name.
A player’s mana cost is the same from the time it is approved until the end of the game.
Once a player has a mana cost, any other player may cast them by paying their cost (the mana cost plus discarding a card). A player cannot summon themselves.
Casting a player as a planeswalker works like casting a planeswalker spell. It goes on the stack and may be countered. Its colors, mana costs, and characteristics are for those of a planewalker spell with that player's name, thier mana cost, the colors reflected by their mana cost, its subtype is that player's first name or nickname, its loyalty is equal to its converted mana cost plus one, it has no text.

You will pretty much be casting this, but hopefully better.
Inevitably better, really.

Friday, December 23, 2011

It's the Magic: You Are Here, Part Three


Two weeks ago, I started talking about a tactical tweak to multiplayer Magic involving a planar map that messed with areas of effect and ranges of attack. Last week, I posted that map, finished presenting the core rules, and started listing the (extensive) optional rules. I'm continuing with the optional rules this week with the concept of minions borrowed from the Magic website (link below). Next week, I'll start in with some player-as-planeswalker rules. Both are long and complicated and thoroughly fun according to the several (imaginary) people I've shown them to. 

Minions and Masters: Minion and Master are player statuses (as is, by default 'neither minion nor master'). Minions are usually players who would have been lost the game because of life loss, but became a minion instead. Their life total becomes ten and they simply continue playing (see optional rules for Poison and Minions, below). Though it is possible for a minion to win, it is very difficult. Minions always have a master, and a minion's master is usually the player who controlled the effect which would have eliminated them from the game. A player cannot become their own minion (ie, killing themselves with their own ability). If a master becomes someone else's minion, their master gains their minions. If a minion loses a second time, their life total becomes five and they simply continue playing with a new master (or the old one. Again, depending on who killed them). The last non-minion player wins the game.

Friday, December 09, 2011

It's the Magic: You Are Here, Part One

For the longest time, I've wanted a larger structure to my games of Magic. I was trying to make that happen when I accidentally stumbled upon a tactical version of mutliplayer Magic that uses a player's position on a map of the multiverse instead of their seating arrangement to determine who they can and cannot attack. Turn order remains unaffected until you Ally with someone else (see The Thing's You'll Do, below).

This does add a game board element to Magic, but then, if you've got the table space for decks, graveyards, battlefields, exile zones, command zones, life counters, poison counters, sideboards, deck boxes, proxied double-faced cards, at least one laptop somewhere to consult the comprehensive rules and gatherer for any rules/errata disputes, and possibly command zones, scheme decks, planar decks, coins for flipping, planar dice, tokens, and counters then you can probably just go ahead and squeeze a game board on there.

Don't actually have the game board on file. I'll post it next week.