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Constructed Variants

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237 Magic

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5-Color

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ABC Magic

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Battle of the 2's

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Block Party

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BYOB

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Building Draft

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Building Sealed

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Chameleon

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Chess

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Colored Life

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Creaturefest

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Deck Points

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Effects Magic

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Elder Legend Dragon Wars

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Gauntlet

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Godzilla

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Highlander

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Highlander, Extensive

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Highlander, Over Extensive

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King's Magic

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Legend of the Five Colors

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Legend's Magic

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Pauper's Magic

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Race Wars

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Rainbow Stairwell

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Rated One Star

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Scavenger Hunt

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Spy Constructed

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Squandered Magic

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Star

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Star, 2 Color

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Type B

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Vanilla Wars

Limited Variants

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Auction Draft

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Auction Draft, Silent

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Back Draft

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Booster Draft

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Double Draft

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Duplicate Limited

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Duplicate Magic

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Fixed Deck

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Grand Master

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Mini Master

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Monte Carlo Draft

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Pack Game

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Quest for the Mirari

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Rochester, Two Player

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Rochester, Two Player Blind

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Rotisserie Draft

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Soloman Draft

Both Variants

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Allies: Teamwork & Betrayal

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Apex Man

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Assassins

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Blitz

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Blitz, Super

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Blitzkrieg

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Bullseye

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Chaos

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Contract Magic

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Cutthroat

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Diving Intervention

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Don't Settle for Less

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Dreams & Nightmares

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Emperor

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Fish Fiddling

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Five Player Collapse

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Free for All

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Gambling Magic

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Hat

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High Life w/No Mana

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Highest Life

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Imperfect Summoning

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Iron Mage

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Iron Man

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It

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Kangaroo Court

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Kill the Man with the Ball

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Liar's Damage

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Lich War

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Magic Combat with Dice

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Magic Tech

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Magic: the Eternal Struggle

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Melee

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Melee, Grand

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Midnight Magic

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Musical Chairs

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Negative Life

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No Land Magic

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RandoMagic

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Real Magic

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Rotate

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Shifter Magic

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Siege

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Slaves

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Slot Magic

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Tag Team

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Teams

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Tug of War

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Two Headed Giant

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Vanguard

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Wheel of Fortune

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Zero Sum

Shared Deck Variants

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Arena Magic

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Central Deck

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Deck of Effects

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Dien's Arena Magic

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Dimensional Chaos

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End of the World

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Magical War

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Mental Magic

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One Deck

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Split Card

Solitaire Variants

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Aaron's Solitaire

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Balance of Power

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Deck Tester

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Deep IQ

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Demolition

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Erewhon's Solitaire

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Fortress

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Hunsberger's Solitaire

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Mana Maze Solitaire

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Mountain Magic

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Solitaire 

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Wipe Out

Tactical Variants

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Battle Field

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Besieged

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Castle

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Frontier Magic

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Magic: the Board Game

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Magic: the War Game

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Stratego Magic

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Tactical Magic

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Territory Magic

Other Variants

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Adventure

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Mageopoly

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Magic: the Ascension

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Magic: the Chessing

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Magic: the Conquest

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Magic: the RPG v2.0

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War of Dominia

 

 Fortress

The objective of The Fortress is to capture the fortress by killing all of your opponent's creatures and getting lucky on die rolls.

Creating A Deck

You play with a deck consisting only of land, fifteen creatures and one artifact. It is wise to put 3/3 and 4/4 creatures in, with low costs and no abilities, because abilities are not used in this version. No cards are restricted or banned, but you may only have three copies of each creature.

Before The Game Starts

Divide the deck into two parts, creatures in one, land and artifact in the other. Shuffle the creature deck, then draw any number of cards less than eight, depending on how tough you want your opponent to be. These are your opponent's creatures. Lay them out in a separate area from your cards. Now shuffle the remaining cards together.

The Rules

You start off with twenty life. If at any time your life reaches or goes below zero, you suffer total defeat. The game is played as normal Magic: The Gathering, except for the following differences:

At the end of each turn, roll a die. If you roll a one, then you gain one life. If you roll a two, three or four, lose one life. If you roll a five or six, lose two life.

The opponent cannot attack.

You may not use any abilities that creatures have.

You may put down as many lands per turn as you like, but you take one damage for each land past the first each turn.

You lose if you have no more creatures and no more cards in your deck.

The opponent blocks as follows:
bulletHe uses the creature with the lowest power/toughness that can still kill your creature and survive.
bulletIf he cannot kill yours with any of his, he uses the creature with the lowest toughness that can survive blocking.
bulletIf he cannot survive blocking your creature with any of his, he uses the one with the lowest power that can still kill your creature.
bulletIf he cannot kill or survive yours he uses the one with the least total of power/toughness.

When There Are No More Creatures...

If you are alive until the turn after there are no more opposing creatures, then you attack the Fortress with all of your creatures. Count the total creature damage you are dealing to the fortress. Roll 3d6. Then look at the following table:

bulletIf the total creature damage is greater than 3d6+5, you have barged through the door, killed all of the occupants and settle down to live in the Fortress. This is a total Victory.
bulletIf the total creature damage is more than 3d6, you run inside and take control, but the occupants escape through a back entrance. This is a convincing victory.
bulletIf the total creature damage is equal to 3d6, you ran inside, but it was deserted. The occupants had vanished. This is a victory.
bulletIf the total creature damage is less than 3d6, you run inside and kill some of the occupants and some escape. In the process, though, you are badly wounded. This is a draw.
bulletIf the total creature damage is less than 3d6-5, then you run inside and it is deserted. Suddenly, your reinforcements arrive. Just as enemy troops enter the hall. You must choose to play again or admit total defeat.

History

This variant was created by Jack Lloyd.