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Recreatia: Magic - The Gathering:

Magic: The Gathering

Allegiances

MAGIC: ALLEGIANCES!!
A 9-, 12-, or 15-player variant for MAGIC: THE GATHERING created by Dan O'Leary 1996 (dano@cybercomm.net)

Large weekly gatherings at my apartment prompted me to invent this warped 3-TEAM variant, sort of a cross between "Emperor" rules and the simultaneous-play "Melee" rules. I'd love to hear some playtest feedback from anyone at my e-mail address.

FLIMSY BACKGROUND FICTION TO JUSTIFY VARIANT: Numerous plainswalkers, realizing the benefit of strength in numbers, found it beneficial to ally themselves with nearby realms to defend themselves against others who would encroach on their territory. Allies flanking mutual opposition could better defend themselves, often making worlds a patchwork system of checks and balances between mighty ALLEGIANCES!

RULES: Rules follow the general popular multiplayer team guidelines:
No mana-sharing; no looking at teammates' hands; discussion limited to cards currently in play; effects worded "your" affect player only, "all" effects all players in range.

Divide players evenly into 3 teams: A, B, C (or Team Alpha, Dave's Dark Overlords, whatever), and should be seated around the table in A-B-C-A-B-C.. order. I suggest little folded 3x5 tent cards in front of each player indicating who belongs on which team.

Spells, Effects, Enchantments have a range of 2 seats, left or right (i.e., a Mana Flare would affect lands in 5 realms only). If a player is removed, his realm collapses at the beginning of the next turn and the effect range adjusts. Attacks can only be made on adjacent realms.

Team members take their turn ALL AT ONCE (A's turn, then B, etc.). Pause at each phase to make sure each player has completed it and fast effects are resolved. This includes all the Combat phases.

Creatures can be passed to allies in lieu of them attacking in one of two ways:

  • Creatures can "journey" to an ally's realm (or back) by removing them from the current realm, and placing them in the middle of the table...away from the chips and drinks, please. Any mage can affect them with spells or affects as they cross the "wasteland." The creature "arrives" in the target area on the next upkeep (any upkeep), and can tap or use any abilities it may have on that turn.
  • Players may "dispatch" creatures, transporting them instantly by paying the creature's casting cost in colorless mana. The creature again has summoning sickness again. (This is paid by the controller, who may retrieve them the same way.)

Players are eliminated normally: 0 life, 10 poison, or 0 library. All cards owned by that player and any other cards owned by others are removed from the game. Played Interrupts like the Laces do not lose their effect. The removed player's realm has "collapsed" and the effect range changes on the beginning of the next turn. The last surviving team wins.

COMMENTS: I enjoy this variant since it speeds team play and provides a new strategic twist, since ousting a neighbor will now expose a player to two same-team allies, among other situations players will notice during play. The setup is reminiscent of the Duelist's FALLEN EMPIRES fiction depicting vulnerable allies stretching meager resources to help battles in distant lands. "Species" decks add a nice dramatic element to your game, if you want to add a little roleplaying.


Enjoy!

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