Magic: the Board Game
Two or more people can play the game, but four to six is probably best. To play you need:
The game starts by laying out the board, then playing for control of the board.
The first player (selected
randomly) lays out two different lands on the table, so they touch
top-to-bottom. The next player selects a land and places it to the right
of the first two, so it touched both. The figure below shows the idea.
Going clockwise round the table, each player lays down a land of his
choice, placing it so the board is built in a spiral. The figure below
shows the arrangement after seventeen cards are placed.
When a total of ten + five * (number of players) lands are placed, the board is complete.
Starting after the last
player to place a land, and going clockwise, each player selects a land
by placing an unnumbered token on it. This is repeated until each player
has two lands.
Each player has a deck of
cards with the restrictions described above. These are shuffled before
play. Each player draws five cards. The players take turns, starting
with the player after the last to select a land and going clockwise,
until the end of the game.
A turn consists of the following phases (like in the card game):
A player can place a
creature from his hand on one of his lands where it is native. To do so
he must pay the usual mana cost. One of the mana must come from the land
the creature is placed on. You tap a land by turning the marker over (or
on its side). Additional mana can come from artifacts or spells. No two
creatures can be in the same land, unless they band (usual rules). To
avoid cluttering the board, a numbered token is placed instead of the
creature, and the creature is placed before the player in a position
that makes the number clear. You can have another set of numbered tokens
for this if you want. Artifacts may be summoned by paying the usual
cost. These are placed before the player.
A player can move any of
his creatures on the board, subject to the restrictions and allowances
below. If a creature enters a land occupied by another player’s
creature, that creature can block the movement if it wishes (subject to
the normal blocking restrictions from the card game). A blocked creature
ends its movement in the land where it is blocked. A creature can move
through a land with a friendly creature, but not end its movement there,
unless it can band with it.
All non-wall creatures have
a movement allowance of three, except creatures native in plains, which
have an allowance of four. All creatures must spend one movement point
to move into a plains land. Except for native or flying creatures, a
creature must spend two movement points to enter swamp, forest, mountain
or island. Creatures with landwalk powers for a certain kind of land can
once per turn enter such a land at no movement cost or avoid being
blocked in such a land.
Movement allowances cannot
be accumulated from turn to turn. They are reset at the start of a
players turn. Newly summoned creatures cannot move in the turn in which
they are summoned.
If after movement a
creature is in the same land as an enemy creature (or creatures), it
must attack. This is handled like in the card game with the usual
possibilities of adding spell effects. All players may use spells to
affect the outcome of a combat, not just the players involved in the
combat. A creature that has attacked is tapped. A tapped creature cannot
block other creatures, but may defend itself if directly attacked.
Defending doesn't tap a creature. Dead creatures are removed to the
owning players graveyard. If creatures from both sides remain alive
after combat, the attacking creature must retreat to a neighboring land
belonging to the attacking player. It expends no movement points on
this, but must not go to a land that is already occupied by a creature,
unless it bands with it. It can't retreat under these constraints; it is
removed to the owning players graveyard.
Any land that after combat
has solely your creature(s) in it is yours, and you may place an
unnumbered token in it (removing any that may have been there before).
If the land is newly conquered, it is considered tapped. Any land that
contains no creatures remains in the ownership of the previous owner.
The winner of the game is
the first player to control more than half the lands on the board.
If a land is destroyed, it
is removed from the board, creating an impassable hole. Enchantments on
a land are marked by numbered tokens just like creatures. Enchantments
on a land remain in play even when the land is conquered, and can be
used by the player who controls the land. If a wall is animated, it
moves like a native of its land.
This variant was created by Torben Mogensen.