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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

 

 Magic: the Board Game

Two or more people can play the game, but four to six is probably best. To play you need:

bulletA deck per player. All lands and all cards that only target players are taken out.
bulletAt least two + (number of players) land cards of each color.
bulletA set of unnumbered markers per player. It should be possible to distinguish the markers of the different players. Small colored cardboard rectangles are okay. They should either have distinguishable front/back or be non-square, so you can mark them as tapped.
bulletA set of numbered markers per player. As above, but they are numbered from one to the number of lands.

The game starts by laying out the board, then playing for control of the board.

Layout

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.

1

   

2

1

   

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.

  8
7 9
1 10
6 2
1 11
5 3
16 4 12
15 13
14

 

When a total of ten + five * (number of players) lands are placed, the board is complete.

Land Selection

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.

The Game

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):

bulletUntap. All tapped cards and lands are untapped.
bulletUpkeep. As per standard rules.
bulletDraw. As per standard rules.
bulletSummoning. See below.
bulletMovement. The player moves his creatures on the map. See below.
bulletCombat. See below.
bulletControl lands. See below.
bulletDiscard. If you have more than five cards on hand, discard the excess.
bulletEnd. The next player starts his turn.

Summoning

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.

Movement

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.

Combat

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.

Control Lands

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.

Winning

The winner of the game is the first player to control more than half the lands on the board.

Notes

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.

History

This variant was created by Torben Mogensen.