Magic: Multiplayer Rules Draft

Posted by karne (12th Jul 2004, 11:44) -

First public draft for multiplayer Magic. Mostly as expected with some surprising changes (I've listed the most notable below).

- First player now draws
- WRT objects that have changed control; When a player loses, first all objects they own leave the game. Then all 'change of control' effects they have, vanish (returning the changed permanent back to it's original controller), then any cards still under their control are removed from the game. So, a creature under 'Ray of Command' returns to its owner, a creature under 'Bribery' does not.
- Whenever a card effects all players, (e.g. 'all players sacrifice a creature'), then the card player chooses their creature first, then in play order roudn the board. All creatures are then sacrificed *at the same time*
- If two replacement effects apply (e.g. 'if a creature would go to graveyard, return it to your hand' and 'if this creature would go to graveyard, shuffle it into your library'), the permanents controller gets to choose which applies first.
- Spell ranges do NOT change until the start of the next turn
- 'Out of range' enchantments and equipment gets unattached, the former go to the graveyard (!)
- moving creatures is now : “Tap an untapped creature that you've controlled since the beginning of this turn: Target teammate gains control of that creature. Play this ability only when you could play a sorcery.”

I note that the last two rules means that in Emporer you can now rescue a Pacified creature by passing to an out of range team mate and getting it back next turn.

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read biography for - gaspode

 gaspode ( 12th Jul 2004, 18:02, Rank: Killer Rabbit )  reply

The first one isn't a great surprise, since everybody else I've ever played multiplayer magic with has allowed first player drawing.

The third point (the each thing) is pretty much in keeping with the two-player rules, with the active player making choices first and resolution being simultaneous.

The last point makes a lot of sense to me, as I didn't particularly like the whole passing-in-the-attack-phase thing. Though by that wording, they have made it so that Hasty creatures can't be passed the turn they enter play...

read biography for - armadillo

 armadillo ( 13th Jul 2004, 01:12, Rank: Peacekeeper )  reply

with regard to the last point: it does mean that haste creatures can't be passed first turn, which is bad
But in order for hasty creatures to be passable first turn in play you'd need something like:
"all creatures have "[T]: target teammate gains control of this"
and that would be worse

If that makes any sense
wanders off
"'lo hangover"

read biography for - Siberman

 Siberman ( 13th Jul 2004, 09:03, Rank: Mentat )  reply

just beacuse magic say one thing, it doesn't mean that we have to follow them exactly; we've been playing rough variants based on what we prefer for ages. The most interesting thing I note is that spell ranges do not change until next turn; i.e. if you kill a general, the emperors still cannot attack each other that turn....

wrt hasty creastures, i see no reason why we shouln't tweak our rules to allow 1st turn passing of hasty creatures; we've been doing that for as long as we've been playing emperor.

read biography for - karne

 karne ( 13th Jul 2004, 09:58, Rank: GSV )  reply

As I see it, our 'in house' Emperor rules would come down to:
Teams play their turns together (I wonder if anyone else plays it that way..), with the emporer's actions taking priority over their generals.
Creatures can be tapped to pass to a teammate if they are not suffering from summoning sickness. Haste creatures should keep that advantage. Creatures should not be targetted by this effect, nor should the players (Ivory Mask!)
Creature passing is range two (only relivant for two headed emperor)

I think we'll have to play a fair bit to see how the whole 'enchantments dropping off' thing will work out. I'm also worried about the change of control business when a player dies - arguably this would mean a dieing general returns any creatures loaned by their emporer. I'm not sure if that's good or bad...


read biography for - karne

 karne ( 13th Jul 2004, 10:04, Rank: GSV )  reply

The rules also appear to be saying you can only attack one player a turn (they're rather unclear so it might just be poor wording). If this is the case, I'ld be very tempted to ignore that rule..

Another scary aspect: when a player dies, not only do all permanents go, all items of theirs are removed from the stack. Hence mutual obliteration no longer works. If I blast you, and in response you blast me. I die, my blast gets removed from the stack and you win..

It also means you can't funnel 50 mana into Crypt Rats and kill everything (not unless you have more life than that!)

That's going to take some getting used to!

read biography for - gaspode

 gaspode ( 19th Jul 2004, 14:09, Rank: Killer Rabbit )  reply

I noticed the bit about having to choose one player to attack each turn too. I don't think it's too bad an idea overall. It makes no difference whatsoever to emperor, and I quite like it for other multiplayer games. No more super-powerful beatdown decks stomping on all their enemies in one turn... :-)

I'm not sure I like this "things on the stack disappearing" thing... I suppose the blasting case wasn't really relevant in 2 player, since I gather winning is a rather fast effect, so once the first victim died, the other player wins before the last effect resolves...

Of course, as Simon says, we don't have to do what Wizards of the Coast tells us to anyway. People have always played with house rules in multiplayer, and I see no reason to stop now (wrt the Haste not affecting 1st turn passing in particular).

read biography for - karne

 karne ( 19th Jul 2004, 15:00, Rank: GSV )  reply

I'm not sure about the 'vanish from stack' either, but it does have the advantage of breaking a few stalemates that way round.

I do think people should be able to attack multiple players though. Part of the fun is trying to wipe everyone else out at once ];=8)

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