Magic the Gathering - Multiplayer Rules

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    The following text is adapted from material found in theBattle Royalegiftbox booklet.

    BASICMULTIPLAYERRULES

    For the most part,Magicrules and spells work the same in multiplayer games as

    they do in a one-on-one game. To play a two-on-two game, start with the

    following basic multiplayer rules:

    1.Everybody sits around a single table, with team partners sitting across

    from each other. After the first player takes his or her first turn, play

    moves around the table to theleft.

    2.A players creatures can attack only the opponent to his or her right.If

    that player is eliminated, they can then attack the remaining opponent.3.If a player is eliminated, all his or her permanents are removed from

    the game. The game continues until both players on one team are

    eliminated.

    4.Table talk is not allowed. You cant tell your partner whats in your

    hand, what your next move is going to be, or what you want him or her

    to do. This makes the game more interesting, because you have to pay

    attention and make educated guesses about what you think will help

    your partner and harm your opponents. It also prevents one partner

    from running a partnership, leaving the other partner out of the

    picture.

    MULTIPLAYERVARIANTS

    This section describes several multiplayerMagicvariants. Dont worry if the

    variant descriptions mention rules or terms youve never heard of; those are

    explained in the next section.

    DCI Two-on-Two

    Four players Two teams

    Although this format isnt actually sanctioned by the DCI players

    organization, the DCI does recommend it as an interesting variant. In this format,

    you and your partner sit next to each other, across from your two opponents. The

    left player of one team takes the first turn, and then play passes to the left, so one

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    team will have the first and fourth turns while the other team will go second and

    third. You may attack only the player across from you; if that player is eliminated,

    you may then attack your remaining opponent.Moving creaturesis allowed (see

    Moving Creatures for how this works), and moved creatures attack the player

    across from your partner. Spell range is unlimited, table talk isnt allowed, andlife totals arent shared.

    Typically you and your partner will want to gang up on whichever of your

    opponents is more vulnerable. Once that player is eliminated, the two of you will

    have a big advantage against your remaining opponent. Because table talk isnt

    allowed, you need to think about which opponent to beat on first, then play

    accordingly (possibly by removing that players creatures first). This strategy cuts

    both ways, however. If the other team gangs up on your partner, you need to rush

    to the defense, using creature destruction on the creatures that are dealing the

    most damage to your partner and using cards like Fog and Healing Salve to keep

    your partner in the game as long as possible.

    Two-Headed Giant

    Four players Two teams

    Two-Headed Giant is a variant of DCI Two-on-Two or basic two-on-two

    multiplayerMagic. In Two-Headed Giant each team represents two heads of a

    giant. The giant has an initial life total of 40, and damage dealt to either player is

    deducted from the giants total. Your creatures can attack any opponent, so

    moving creatures isnt allowed. You win by reducing the opposing giants life

    total to 0.

    Emperor

    Six or ten players Two teams

    An Emperor game is a contest between two teams. Each team has one emperor

    (seated in the middle) and two generals (seated one on each side of the emperor).

    The left-hand general of one team takes the first turn, and then play passes to the

    left, balancing the advantage of going first with having all the opposing team

    members take their turns next. Thespell rangeis limited to onethat is, yourspells and abilities can affect only you and the players sitting one seat to your left

    or right (the two players right next to you). You can attack only players on your

    immediate left or right. Because of this, until a general is knocked out, neither

    emperor can be attacked. Moving creatures is allowed. Each player starts with 20

    life; life totals arent shared. If a general is eliminated, the remaining players on

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    that team continue to play normally. When an emperor is eliminated, that team

    loses.

    You can also play Emperor with four generals per team, sitting two on each side

    of the emperor. Spell range is still limited to one.

    Free-for-All

    Best for three to six players No teams

    The Free-for-All format is exactly that: youre on your own against the world.

    Your creatures can attack any other player, and spell range is unlimited. The last

    player left standing wins!

    Melee

    Best with six to ten players No teams

    If you try to play Free-for-All with six or more players, youll quickly realize that

    it isnt practical. There are too many permanent effects to keep track of and too

    many choices of whom to attack. Melee is a structured Free-for-All with rules to

    address these problems. You can attack only the player to your left, and spell

    range is usually limited to one, though you can also try it as two. The object is to

    knock out the players to your left. Whenever the player to your left is knocked

    out, you get 1 point, even if someone else eliminated that player. You also get 2

    points if youre the last one in the game. In the end, the player with the most

    points wins, even if he or she isnt the last remaining player.

    Grand Melee

    Fifteen or more players No teams

    A Melee game with fifteen or more players graduates to Grand Melee status and

    requires some complicated arrangements to keep the game from bogging down.

    Though anyone can enjoy playing in a Grand Melee, we recommend that you

    dont try to run one until youve played a few regular Melee games and are ready

    for a challenge. If complex logistics dont appeal to you, skip ahead to the next

    format.

    The main difference between Melee and Grand Melee is that you need to have

    two or more players take their turns at the same time; otherwise the game takes

    far too long. To decide how many turns should happen at the same time, divide

    the total number of players by one plus the number of players within spell range.

    (If you use a spell range of two, for example, the number of players within spell

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    range would be five: you, the two players on your right, and the two players on

    your left.) Round down. Space the turns out evenly among all players.

    EXAMPLE:If youre playing with twenty-eight players and a spell range of two,

    youll start the game with four turns happening simultaneously (1 + 5 players

    within spell range = 6, and 28 players 6 = 4.66, rounded down = 4).Below is a number of starting turns chart for up to forty players using a spell

    range of two:

    Number ofPlayers

    Number ofTurns

    36 to 40 6

    30 to 35 5

    24 to 29 4

    18 to 23 3

    12 to 17 2

    11 or fewer 1

    Players spheres of influencethe spheres around each player created by the spell

    range on both sides of that playerare never allowed to overlap. After a player

    finishes his or her turn, the player to that players left cant start his or her turn if

    doing so would put a player into two spheres of influence at the same time. The

    player whose turn it would be waits until he or she could start a turn without the

    spheres overlapping.

    As players are eliminated, youll eventually need to reduce the number of

    simultaneous turns in the game or else the game will grind to a halt. Youreforced to do this when the number of turns multiplied by the number of players

    within spell range is greater than the number of players in the game. You

    probably should reduce the number of simultaneous turns before youre forced

    to, thoughotherwise, the game will slow down because of spheres of influence

    bumping into each other. Its best to reduce the number of turns as soon as the

    number of players still in the game would give you one less turn using the

    starting game formula.

    EXAMPLE:If youre playing with twenty-eight players and a spell range of two

    as in the last example, youll have to move from four simultaneous turns to threewhen there are nineteen players left in the game (4 turns x 5 players within spell

    range > 19 players in the game). However, youd be better off eliminating a turn

    when there are twenty-three players left (1 + 5 players within spell range = 6, and

    23 players 6 = 3.83, rounded down = 3).

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    Theres no absolutely fair way to eliminate a turn. When the number of turns

    needs to be reduced, the turn in the spell range of the last person eliminated is

    removed instead of being passed at the end of the current players turn. This will

    often result in a player receiving one less turn than the other players nearby.

    EXAMPLE:In a game with twenty-four players and four simultaneous turns,

    the next person to be eliminated will reduce the turns to three. The turn in that

    players spell range will disappear after the player currently using it completes his

    or her turn.

    When a player is eliminated, that player immediately removes all cards he or she

    owns from the game. (This may affect players in other spell ranges.) All cards that

    player controls but doesnt own are put into their owners graveyards. For

    purposes of calculating spell range, the eliminated player still counts as

    occupying a position. For purposes of creatures attacks, that player doesnt.

    However, you can never attack a player outside of your spell range.

    EXAMPLE:Bob is to your left and Susan two to your left. Ted is three to your

    left, which is outside of your spell range. During your main phase you eliminated

    Bob with direct damage. Now during your combat phase you may attack Susan

    with your creatures. If youd also eliminated Susan with direct damage, you still

    couldnt attack Ted, because hes outside of your spell range.

    When a turn passes in the spell range of an eliminated player, that players

    position is removed.

    EXAMPLE:To continue the last example, after eliminating Bob and attacking

    Susan with your creatures but not eliminating her, the turn would pass to Susan.

    Then, Bobs position would be removed, and Susan would become the player to

    your immediate left. Ted would then be in your spell range.

    Two-Color Star

    Five players No teams; two opponents

    If you want to try something a bit out of the ordinary, you might play Two-Color

    Star, a variant for five players. First, assign each player two friendly colors; the

    five friendly-color pairs are white-blue, blue-black, black-red, red-green, and

    green-white. Then each of you should build a deck using only cards that are ofyour assigned colorsplus lands, of course! Both of your friendly colors should

    be reasonably well represented in your deck. You cant use artifacts or cards of

    the other three colors in your deck.

    Next, figure out which is your enemy color. If youre playing white-blue, your

    enemy color is red; for blue-black, its green; for black-red, white; for red-green,

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    teammate. You move creatures as part of declaring your attack; to move a

    creature, simply place it in the territory to which youre moving it. Moving a

    creature counts as that creatures attack for that turn and follows the same

    restrictions; if a creature cant attack, you cant move it either. Moving a creature

    doesnt tap it, though.

    Your moved creatures remain under your controlthat is, you decide whether

    they attack or block, when to use their abilities, and whom they attack during

    your turn. But they can block attacks only for the player whose territory they

    occupy; they cant block for you. Your moved creatures can attack only the

    players next to the player whose territory they occupy, not the players your

    creatures can normally attack. However, your moved creatures still attack during

    your combat phase, not your teammates, so your moved creatures and your

    teammates creatures cant attack together.

    Spell Range

    In some multiplayer games, your spells can affect only players sitting close to

    you; this is stated as a spell range and is typically one or two. For instance, if the

    rules for a game say that the spell range is one, a Wrath of God will destroy only

    creatures controlled by you and by the players sitting one seat away on either

    side (the players right next to you); other players creatures are unaffected.

    Similarly, if you control a Howling Mine in that game, only you and the two

    players sitting next to you get to draw an extra card every turn. Furthermore,

    your target choices are limited to you, the players sitting next to you, and the

    permanents in front of each of you, no matter who controls them.

    When spell range is unlimited, you can choose any legal target for your spells,

    and untargeted spells affect every players territory.

    Player Elimination

    In multiplayer variants, whenever a player is eliminated, all permanents he or she

    owns are removed from the game (unless stated otherwise in the rules for that

    variant). Permanents controlled by the eliminated player but owned by someoneelse are put in their owners graveyards. Creatures that have been moved to the

    eliminated players territory but are controlled by other players are moved to

    their controllers territories.