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rydi
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MTG Campaign: Rules

Post by rydi »

INTRODUCTION
Magic: Conquest is a strategy game in which trans-dimensional travelers vie for land and power. To play, one must have the following:

v Minimum of 4 players
v 5 packs of Magic: The Gathering cards per player (2 packs from the current base set, and 3 packs from a block of the given players choice [1 from each set in the block, or 2 from the large set for the block, and 1 from the small set, in the case of two-block sets])
v 1 hex map, with hexes filled in (see Map section)
v 100+ Basic lands, 20 of each type
v 500+ Other Magic: The Gathering cards (with a good assortment of rarities, colors, and types)
v 2 Ten-sided dice
v 100+ pushpins, stickers, or some other means of marking map hexes

PLAYING THE GAME
Players use decks, constructed from their block packs and a draft using the core set packs, to battle one another and claim map hexes, from which they gain resources that can be used to increase their power.

The Map
Before play begins, the league administrator assigns a basic land to each hex of the map, as well as assigning any available non-basic lands. Optionally, the league administrator may assign enchantment or enchant world effects to certain areas of the map as well; such an effect counts as permanently “in play” during any battle waged in that hex.

Starting Play
The Draft
To begin play, all players sit in a circle or around a table, open their expansion packs, and record their cards. After they have recorded their cards, players open up their first pack of Core set, take one card from it, and pass the rest to the player on their left, who then repeats this process (see DCI Draft rules). After all cards from the first pack have been taken, the second pack is opened and the process is repeated, except that packs are passed to the right. After all cards have been drafted, players record them.
Deck Construction
After cards are recorded, players may construct their decks. Decks must be a minimum of 40 cards, and players have access to any number of basic lands.
General Decks
Once players have amassed enough cards, they may create a general deck. To do so, they must first select a Legendary Creature they control to serve as a general; this is done during the Advancement phase (see below), and players cannot select a creature as a general if another player has already done so. Once a general has been selected, players must then assign (?99/59/39?) other cards to the deck, of which only basic lands may be duplicates. For further rules on deck construction, see the Elder Dragon Highlander format.
Starting Game
To begin play, all players participate in a chaos multiplayer game. This game represents a quest for a prize of some sort, which goes to the winner (league administrator assigns a card to the winner). The league administrator must record the order in which players lost the starting game.
Placement
While battling one another, the planeswalkers uncover a gateway to an undiscovered plane. After the starting game, players select a hex that they will start play in. The first player to choose their starting hex is the first player to lose in the starting game (they found the portal earliest, since they got done with the battle first), the second is the second to lose, and so on until all players have chosen. This land counts as Bonded to that player (it cannot be lost in a challenge, and the card it represents may be used to construct decks).
Turns and Phases
During each phase, the player with the lowest Reputation may take their action first.
Troop Movement Phase
During the Troop Movement Phase players may reposition themselves and their generals, and is thus subdivided into General Movement, and Planeswalker Movement.
Generals may move up to 5 hexes, but they can only pass through enemy territory if it is not occupied by an enemy general, not guarded by an enemy general, not bonded to another player, or not adjacent to a space bonded to another player. If a general moves into a space guarded by an enemy general (they cannot move into a space occupied by another general) a challenge to that general is initiated, and the General Movement phase ends for the active player. If a general moves into a space bonded to another player, or a space adjacent to such a space, a challenge is initiated against that players planeswalker, and Planeswalker Movement ends for the active player. Each player may move during the Movement Phase; play passes from lowest reputation to highest, or is based upon a die roll in cases of ties, and the phase continues until all players have had the option of moving. In cases where multiple generals, each controlled by a different player, end their movement in a challenge, multi-player challenges are fought.
Planeswalkers may move during the Planeswalker Movement Phase. Planeswalker movement is unlimited, but otherwise follows the same rules as above regarding challenges. The only exception to this is that if a planeswalker ends its move in a position where it would normally challenge a general, the Planeswalker challenges the opponent’s planeswalker instead, as the general calls for its master’s aid (the challenged player may however choose to allow the general to fight the planeswalker anyway).
Challenge Phase
During the Challenge Phase, the challenges initiated in the movement phase are resolved. Determine the general challenges first. If a general is involved in a challenge, resolve the challenge as an Elder Dragon Highlander game, chaos multiplayer or duel, as appropriate. If a planeswalker is involved in a challenge, resolve the challenges as chaos multiplayer or duel, as appropriate. In cases where a player has multiple generals…
When a general loses a challenge, the general is removed from the board and is not replaced until the end of the next challenge phase; when placed back on the board, the general is placed on the nearest bonded land in possession of its controlling player.
When a planeswalker is defeated, they move to any of their bonded lands not currently next to another planeswalker or opposing general, and cannot move or issue challenges on their next turn (though they can participate in challenges made against them normally). Additionally, they are at –5 life on any challenge or quest they participate in until the end of their next turn.
Players can concede a challenge before it has began. If they do, they retreat to a bonded land (or their generals retreat to the nearest bonded land), but can act normally the next turn, and do not experience a loss of life. Conceded challenges do not result in Experience or Reputation gain.
Players may, in the middle of a challenge, agree to discontinue the challenge, in which case no one is a winner or loser, and the challenging party is moved to the closest unclaimed hex, or the closest hex they control, whichever results in the least movement (the controlling player chooses the precise hex in cases of a tie).
Award Experience and Reputation points at the end of each challenge.
Conquest Phase
During the Conquest Phase, players take control of lands. Players may take control of any uncontrolled, ungaurded land their planeswalker or general is standing on at the beginning of the conquest phase. If a player begins their phase on a Bonded land belonging to another player, compare Reputations between the two; if the player that began the Conquest phase on the land has the higher Reputation, that player may bond to the land during their Advancement phase, and in the process, take control of the land (this creates a shared bond; with a shared bond, only the player currently in control of the land gains resources from the land in question, but both are capable of using the land in deck construction).
When a land comes under your control, there is a chance that a creature will be found roaming the area (the creatures color will be the same as the color of mana produced by the land; randomize for the creature’s color if a land can produce more than one color of mana [randomize between the appropriate colors of mana], or if the land is colorless [roll a d6 and assign a number for each color and one for artifacts]). Roll percentile and consult the following table:
100: A rare creature of the appropriate color is discovered
95-99: An uncommon creature of the appropriate color is discovered.
80-94: A common creature of the appropriate color is discovered.
Quest Phase
During the Quest Phase, the league administrator may, if they choose, make available a quest. The quest is open to any player to participate in, though the rules may vary. At the end of the quest, anyone who meets the victory conditions wins the quest prize, a special card.
Award Experience and Reputation points at the end of the quest.
Resource Production Phase
During this phase, each land controlled by a player provides its controller with a single resource of the same type as any mana it could normally produce.
Controlling players may also choose to strip a land of its resources, resulting in a gain of 3 of the appropriate resource, but also makes the land incapable of ever producing resources again (and, if it is a non-basic land, destroying the card it represents, removing it from the card pool). Bonded lands may not be stripped.
During this phase, players may “sell back” creatures and artifacts and gain a number of resources equal to the artifact or creatures’ casting cost., or they may also conduct an auction.
Advancement Phase
During this phase, players may spend Resources, allocate Reputation and experience points, assign generals, Bond lands, and restructure their decks for the next turn.

Advancement
Resources
Resources represent the various goods produced by a given land, be it precious materials mined or harvested, flora and fauna discovered, or even ancient wisdom recorded on the ruins of a forgotten city. Resources are purposefully generic, representing the ability of a planeswalker to construct artifacts, breed and/or house creatures, enact rare rituals, or purchase anything they require from shops across the multiverse.

Resources are gained by:
v Controlling a land during the Resource Production phase gains a player 1 resource of a color of the same type the land could produce.
v Stripping a land in the Resources Production phase results in a player gaining 3 more resources of the appropriate color, but makes the land unusable thereafter.
v Players may trade in a creature or artifact they control for resources equal to its casting cost.
v Players may auction off cards they control to the highest bidder if they like.

Resources are used to:
v Purchase artifacts or creatures, at a cost equal to 10 x casting cost x rarity (1 for common, 3 for uncommon, 5 for rare). Legends cannot be purchased this way.
v Purchase Experience or Reputation at a cost equal to 1 + the amount of experience the player will have after the purchase.
v Purchase cards at auction.
Reputation
Reputation measures how well recognized a planeswalker is. Planeswalkers with high reputation find that individuals of renown and legendary skill flock to their banner, and that even other planeswalkers often keep their distance from those with high reputation. Those with low reputation find that though they gain little respect, their movements are less anticipated, and they often find themselves getting the jump on their foes.

Reputation is gained in the following ways:
v A planeswalker gains +1 Reputation for each Legendary Artifact, and Enchantment that they control, and +1 for each Legendary land they are Bonded to.
v Accomplishing the victory conditions of a quest awards a variable amount of Reputation.
v Defeating the majority of players in a multiplayer game (planeswalker or general) or winning a multiplayer game (planeswalker or general) results in +1 Reputation, but a point cannot be gained for both by the same player in a single game.
v +1 Reputation for each trait you have at 5 or higher.
v +1 Reputation for each trait you have at 10 or higher.

Reputation can be used to:
v Gain control of a legendary creature. You may only control legendary creatures (apart from your starting cards) with a total cumulative converted mana cost equal to or less than your Reputation score. Such a legend must come from the player’s home block, a core set, or a block purchase through the Well-Traveled Trait.
v Declare a legendary creature as your general using a point of your available Reputation, assuming you have enough cards to create a deck for it. You may not choose to make a creature your general if it is already serving as another player’s general.
v Recruit a planeswalker at cost equal to its casting cost +2.

Experience
Experience represents how much your planeswalker has learned and grown over the course of its existence, and is the one of the two primary mechanisms for character advancement (along with Resources) in Magic: Conquest.

Experience is gained by the following:
v +1 Experience is gained for each planeswalker or general that is defeated before you in a multiplayer game (it isn’t winning that matters, just learning from watching). This applies only to games in which you are actually using your planeswalker.
v +1 Experience for participating in a quest.
v +1 Experience for losing a challenge.

Experience can be used to purchase the following Traits, at a cost equal to the listed multiplier x the level the Trait will be at after the purchase (all cards gained from traits are from the player’s home block, a Core set, or from a block purchased with the Well-Traveled Trait):
v Bonded (x1): This Trait allows a planeswalker to permanently access a lands abilities, and to protect it from being stripped. When a land is Bonded, the Bonding player may use the card in their decks from that point on. Whenever a player purchases this trait again, instead of bonding to a new land, they may instead choose to Reinforce their bond to a land they have already bonded to that is not shared with another player, infusing it with their essence. This Reinforced Bond cannot be broken, and prevents the land from ever being controlled or bonded to by another player.
v Charismatic (x1): This Trait allows for the purchase of 1 Reputation point per level.
v Merchant (x1): This Trait allows a player to gain 1 extra colorless resource whenever they sell a creature or artifact. This does not apply to auctions.
v Engineer (x5): This Trait allows you to reduce the base multiplier (10) for purchasing artifacts by 1. This does not stack with Creature Mastery.
v Creature Mastery (x5): This Trait allows you to reduce the base multiplier (10) for purchasing artifacts by 1. This does not stack with Engineer.
v Well-Traveled (x5): This Trait allows players access to new blocks when purchasing cards. Access to one new block is gained per level of this Trait.
v Color Mastery (x10): This Trait allows players to gain new Instants, Sorceries, or Enchantments. When this Trait is selected, choose a color (this Trait can be purchased multiple times, one for each color). At each level, players may choose a card of the appropriate type, of the chosen color, of any rarity, with a casting cost equal to or less than the level of their Color Mastery in the chosen color. They may also choose a second card, with a maximum casting cost of their Color Mastery –1 (common or uncommon) and a third card with a maximum casting cost equal to their Color Mastery – 2 (common only). Legends and gold cards cannot be purchased this way.
v Color Weaving (x10): As per Color Mastery, except that to purchase a card of a given casting cost, one must also have Color Mastery of the appropriate colors equal to the casting cost of the card.

If using the Optional Rules, Experience may also be used to purchase other Traits, such as Life, Maximum Hand Size, and Special Abilities.
Last edited by rydi on Tue Jan 06, 2009 7:28 pm, edited 1 time in total.
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Thael
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Traits questions and suggestions

Post by Thael »

Questions
Charismatic - is this required to buy Reputation? and is this a per turn limit?
Color Mastery - Is this the only way aside from auctions to buy non-creature or non-artifacts? and how many copies does each purchase provide?
Color Weaving - Is this basically the same as Color Mastery but for multi-color cards with the requirement be that you have Color Master for all colors involved?

Concerns
Merchant - with enough engineer levels and this trait you can go recursive and get unlimited resources unless purchase options are tightly controlled
That which is not dead can eternal lie and with strange eons even death may die
My Color is Blue
I value Knowledge, logic, and deceit. I love to pursue wisdom but also to manipulate and deceive. At my best, I am brilliant and progressive. At my worst, I am treacherous and cold. My symbol is a water droplet. My enemies are green and red.
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rydi
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Post by rydi »

charismatic just gives extra reputation, not required to have rep

color mastery gives 1 copy of a card, and aside from quests, auctions, and starting packs, yes.

color weaving is color mastery, but with prereqs, yes

hmmm... may need to increase the multiplier on creature mastery/engineer. or put a cap on merchant. or limit the number of sales in a turn. we'll see.
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Post by rydi »

Revised rules

INTRODUCTION
Planeswalkers from across the multiverse were drawn to the surge in mana caused by the opening of the great library, long thought destroyed. When they arrived, the many planeswalkers battled over the knowledge stored there, the winner taking the great treasures stored in the main hall, while the losers took only the scattered scrolls and tablets littering the ruins. When the planeswalkers finally decided to leave the great repository of knowledge, they found themselves assaulted by a strange energy field that held them in place and then shunted them into a strange new plane. When they attempted to ‘port out, the planeswalkers found that they had to constantly strain to resist the pull of the energy field that imprisoned them, and that they could only leave the plane for a short time before the effort became unbearable. But in truth, surprisingly few of the planeswalkers cared to leave for long. The new plane offered vast stretches of land to control, a plethora of creatures to master, and arcane lore, both that practiced by its varied living cultures, and buried along with the ruins of the planes’ many dead civilizations.

Magic: Conquest is a strategy game in which trans-dimensional travelers (planeswalkers) vie for land and power. To play, one must have the following:

v Minimum of 4 players
v 5 packs of Magic: The Gathering cards per player (2 packs from the current core set, and 3 packs from a block of the given players choice [1 from each set in the block, or 2 from the large set for the block, and 1 from the small set, in the case of two-set blocks])
v 1 hex map, with hexes filled in (see Map section)
v Basic lands, enough for players to build decks
v 100+ Non-basic lands, with a roughly even distribution of colored mana producers
v 500+ Other Magic: The Gathering cards (with a good assortment of rarities, colors, and types)
v 2 Ten-sided dice
v 100+ pushpins, stickers, or some other means of marking map hexes

Players use decks, constructed from their block packs and a draft using the core set packs, to battle one another and claim map hexes, from which they gain resources, used to increase their power.

DEFINITIONS
Alliance:
An alliance represents a mystical contract between two players. Players may make an agreement, then one of them may take a master action to make a formal, written agreement that cannot be broken by either party.

Attributes:
Attributes represent a player’s growth as a planeswalker. They modify the way they interact with the rules of Magic: The Gathering, and give them capabilities beyond other planeswalkers, such as the ability to hold an extra card in their hand, or to start a game with additional life. Attributes are purchased with experience.

Bond/Bonding:
Players may bond to lands using a single point of experience. A bonded land may be used in a deck. Other players may take control of a bonded land you control, but they cannot remove your bond. By purchasing the trait Land Bond, players may reinforce their bonds, which results in other players never being able to bond to that land, the land never being able to be occupied by another player, and makes a second copy of the card available for use in decks.

Breeding:
A type of action, taken during the Action phase, that allows players to create duplicate copies of creatures, or with the Breeder trait, gain access to new creatures.

Decks:
All decks must be a minimum of 60 cards. Players have access to any number of basic lands (but not Snow lands). General decks follow the same rules as primary decks, but must include the general assigned to the deck in the deck.

Explore:
Exploration is a type of action, taken in the Action phase, that allows players to discover artifacts, creatures and spells.

General:
A general is a character, similar to your primary planeswalker, which is capable of controlling hexes, challenging other players, and moving around the map. A general is not capable of advancement however, and remains the same throughout their existence. Any legendary creature or planeswalker card the player controls can be declared as your general by assigning the appropriate amount of experience, as long as no other player in the league has declared that same card as a general. Players may have any number of generals, as long as they have the reputation to purchase them, but generals do not occupy a hex on the map, or otherwise gain general abilities, until a deck is constructed for them, and they are placed in it.

General Abilities:
Legendary Creatures often have special keyword abilities. These abilities effect how generals function in Magic: Conquest. Keyword abilities primarily effect a general’s capacity for movement, but a few also effect other aspects of play. The list of abilities that have effects, and their effects on play, is as follows:
-Movement Abilities: These abilities affect a creatures’ movement across the board. In cases where a general is able to move over hexes occupied by an opponent, they must still end their movement in an unoccupied hex.
Fear- Creatures with fear may move through any hex not guarded or occupied by a black or artifact creature.
Flying- Creatures with flying are able to fly over non-planeswalker creatures without flying or reach, thus allowing them to move over hexes guarded by other generals during their movement. Flying creatures gain +2 movement.
Horsemanship- As per flying, but they gain only +1 movement and may be blocked by horsemanship or flyers, but not by reach.
Landwalk- Similar to flying, landwalkers are able to move over guarded/occupied hexes, so long as the terrain being moved over produces a color of mana appropriate to the landwalk. Landwalkers may only be blocked by other landwalkers (not even planeswalkers block them). Landwalkers gain +2 movement, so long as they take that movement to move through land of the appropriate type.
Shadow- Shadow creatures may be blocked only by other shadow creatures and planeswalkers.
-Tactical Abilities: These abilities each give a bonus to a general’s starting life total, and represent great tactical or combat advantage that make them more difficult to kill.
Banding- +2 life
Bushido- +1 life per bushido
Deathtouch- +1 life
Defender- +2 life
Doublestrike- +1 life
Flanking- +1 life
Indestructible- +4 life
Lifelink- +2 life
Ninjutsu- +1 life
Rampage- +1 life per rampage
Shroud- +1 life
Vigilance- +1 life
-Initiative Abilities: These represent a creatures ability to act before, or get the jump on, other creatures.
Double Strike- +1 initiative
First Strike- +1 initiative
Flanking- +1 initiative
Flash- +2 initiative
Haste- +2 initiative
Morph- +1 initiative
Ninjutsu- +1 initiative
Provoke- +1 initiative
Prowl- +1 initiative
Split Second- +3 initiative
Vigilance- +1 initiative

Map:
The primary focus of play in Magic: Conquest is the map. Players move their characters around the map, which is composed of smaller sections called hexes, with each hex representing a land card which produces a single resource, of any color that land could produce in mana, during the Action phase. Players may control individual hexes of the map, bond to them or create a reinforced bond to them. Players may also explore sections of the map to find treasure, or rare creatures.

Movement:
Movement occurs during the Movement Phase. Your planeswalkers (both primary and standard) may move (teleport) to any non-occupied, non-bonded hex during their movement phase, unless that hex is entirely enclosed by any of the following: bonded hexes, occupied squares, or map edges. Legendary creatures assigned as generals may move to any adjacent hex to the one they currently occupy (1 hex), unless the have abilities that effect movement.

Phases:
Much like Magic: TG, Magic: Conquest works in phases. Players

Planeswalker (standard):
Beings capable of teleporting vast distances. They are represented by standard cards, except in the case of Vangaurd planeswalkers, and player character planeswalkers. They may be recruited using reputation.

Planeswalker (Primary/Player Character):
This is YOU, or more precisely, the character you play, and is synonymous in most situations with the terms “you”, “the player”, “the controlling player”, or “controlling planeswalker”. Players may control only one of these, and they in turn control the rest of the cards in that players possession.

Planeswalker (Vangaurd):
These represent planeswalkers of a higher level of power, at least on par with all but the most powerful player character planeswalkers, and are represented by special Vangaurd cards. Vangaurd planeswalkers may be temporary allies, but will seldom make permanent alliances.

Reputation:
Reputation represents a players overall accomplishments and their ability to demand loyalty from others. It is used primarily to acquire legendary creatures and generals, but is also used to determine ties in some cases, with ties going to the highest reputation.

Resources:
These represent the valuable commodities produced by a land, and come in the same colors as mana. Lands produce a single resource each turn, of any type of mana they could normally produce. Resources are used to purchase many things in the game.

Trait:
Traits represent a planeswalkers abilities as a spellcaster and their experience as a planeswalker. Traits allow characters to gain new cards to add to decks, and give them the ability to manipulate rules relating to actions specific to Magic: Conquest, such as breeding or exploration.



PLAYING THE GAME
When the first planeswalker arrived, the game began. Vying for position, the ‘walkers used their vast powers to claim land and search out the hidden knowledge of the plane. In the process, they attempted to thwart one another, and steal the best of that which their brethren had obtained. But victory for any single planeswalker proved elusive, as the size of the plane, paired with the near immortality of experienced planeswalkers drew the conflict out over many years. And as the planeswalkers discovered more in the ruins, and first encountered the Shrine of Principles, they began to wonder if there was perhaps some greater purpose for their presence…
-Andarin, “A History of the Hidden Plane”

The Map
Before play begins, the league administrator assigns a Non-Basic land to each hex of the map, as well as assigning any available non-basic lands. Optionally, the league administrator may assign enchantment or enchant world effects to certain areas of the map as well; such an effect counts as permanently “in play” during any battle waged in that hex.

Starting Play
The Draft
To begin play, all players sit in a circle or around a table, open their expansion packs, and record their cards. After they have recorded their cards, players open up their first pack of Core set, take one card from it, and pass the rest to the player on their left, who then repeats this process (see DCI Draft rules). After all cards from the first pack have been taken, the second pack is opened and the process is repeated, except that packs are passed to the right. After all cards have been drafted, players record them.
Deck Construction
After cards are recorded, players may construct their decks. Decks must be a minimum of 60 cards, and players have access to any number of basic lands.
General Decks
Once players have amassed enough cards, they may create a general deck. To do so, they must first select a Legendary Creature they control to serve as a general; this is done during the Advancement phase (see below), and players cannot select a given creature as a general if another player has already done so. Once a general has been selected, players must then assign 59 other cards to the deck, of which only basic lands may be duplicates, and of which at least 30 cards must be non-land.
Starting Game
To begin play, all players participate in a chaos multiplayer game. This game represents a quest for a prize of some sort, which goes to the winner (league administrator assigns a card/cards to the winner). The league administrator must record the order in which players lost the starting game.
Placement
While battling one another, the planeswalkers uncover a gateway to an undiscovered plane. After the starting game, players select a hex that they will start play in. The first player to choose their starting hex is the first player to lose in the starting game (they found the portal earliest, since they got done with the battle first), the second is the second to lose, and so on until all players have chosen. This land counts as Bonded to that player (it cannot be lost in a challenge, and the card it represents may be used to construct decks).
Turns and Phases
During each phase, the player with the highest Initiative (or Reputation, in the case of a tie) may take their action first.
Movement Phase
During the Movement Phase players may reposition themselves and their generals. Planeswalkers may move to any position on the board, except the following: occupied hexes, or any hex entirely enclosed by bonded hexes, occupied hexes, and map edges. Generals may move up to 2 hexes (unless they have movement abilities that increase this; see General section under definitions), but they can only pass through territory if it is not occupied by an enemy general/player, not guarded by an enemy general, not bonded to another player, or not adjacent to a space bonded to another player. If a general/player moves into a space guarded by an enemy general/player (they cannot move into a space that is occupied) during the movement phase, a challenge to that general/player is initiated, which is then resolved in the Challenge Phase, and movement for that general/player ends (though that player may still continue moving other characters until they have moved all of their characters).
If a controlling player chooses, they may allow an opponent to enter a bonded (but not occupied) hex, move through guarded hexes, and the like, without initiating a challenge.
If a general/player begins their movement phase next to another player (due to losses or consolidation during the challenge phase for example) a challenge is not initiated unless they remain adjacent at the end of the movement phase.

Challenge Phase
This phase is broken down into two parts: Challenge and Consolidation.
During the Challenge Phase, the challenges initiated in the movement phase are resolved. If a general/player moved into a space guarded by another general/player, a challenge is initiated. If a challenge is initiated in which a general/player would be fighting against multiple decks controlled by the same player, the outnumbered player, after shuffling, removes 20 cards from the top of their library from the game (to represent the resources lost dealing with multiple targets) for each additional deck they would normally have been fighting; the player that outnumbers the other must then decide which deck they will use against their opponent (but may in no instance play more than a single deck at a time). In challenges involving more than 2 players and a player that has multiple decks involved in the challenge, instead of deck reductions, each player that could play multiple decks instead gains 10 additional starting life per deck involved. In any case, order of play in a challenge is determined by the initiative rating of those involved, highest to lowest.
In the cases where players are participating in multiple challenges on separate fronts (for example their general is fighting another players general while they battle a planeswalker of a different player), the player with the highest initiative general/planeswalker decides the order of challenges he/she is involved in, then once those challenges are resolved, the player with the next highest initiative resolves their challenges if there are any remaining, and so on until there are no further challenges.
When a challenge is lost, the loser/losers are removed from the board and placed back on the board at the beginning of their next turns Movement Phase. Generals are placed on the nearest unoccupied land currently controlled by their controlling player. Planeswalkers are placed on any land currently controlled by their controlling player. If a player has no controlled lands to return to, generals/planeswalkers may instead move to the closest unoccupied, unguarded, unbonded hex. If such a hex does not exist, then they are removed from the board; normal generals may not be placed back on the board until a valid hex is available. Planeswalkers may still act during Movement, Challenge, Quest and Advancement phases, but may not take any actions other than buying/selling during their Action phase. Further, until they have began their turn in a hex they control, planeswalkers are at –2 life and –1 hand size for challenges and quests they participate in.
Players can concede a challenge that they did not initiate before it has began. If they do, they retreat to the nearest land they control, but remain on the board, and can thus act normally for the remainder of the turn, except that they cannot make any further movement. Planeswalkers do not experience a loss of life or hand size. Conceded challenges do not result in Experience or Reputation gain. They do not count as guarding adjacent hexes or bonded hexes for purposes of interaction with the character they conceded to.
Players may, in the middle of a challenge, agree to discontinue the challenge, in which case no one is a winner or loser, and the challenging party is moved to the closest unclaimed hex, or the closest hex they control, whichever results in the least movement (the controlling player chooses the precise hex in cases of a tie). Experience is gained for all other actions taken in a challenge (such as seeing other players lose, for example).
Players must decline a challenge when it is issued if they wish to decline it. They may not retreat in the midst of battle or after subsequent challenges have been issued (refusing to fight at that point results in a loss, with the outcomes mentioned above).
Experience and Reputation points are awarded at the end of each challenge.
After challenges are resolved, consolidation occurs. Winners of challenges may move to any hex they are adjacent to that is not controlled or guarded by another player. They may then take control of the hex they are in.
Quest Phase
During the Quest Phase, the league administrator may, if they choose, make available a quest. The quest is open to any player to participate in, though the rules may vary. At the end of the quest, anyone who meets the victory conditions wins the quest prize, a special card.
Award Experience and Reputation points at the end of the quest.
Action Phase
This phase is broken down into multiple parts: Resource Distribution, General Actions, and Master Actions. This phase is resolved from highest to lowest initiative.
During the Resource Distribution portion of the phase, each land controlled by a player provides its controller with a single resource of the same type as any mana it could normally produce.
During the General Actions portion of the phase, generals may do any one of the following:
v Explore (Roll on the chart for the land you occupy. Exploration could result in the discovery of artifacts, creatures, or even spells)
v Strip a land (land becomes unusable for 5 turns, and 3 appropriate resources are distributed to the player)
v Re-structure (Controlling players may add up to 10 cards to a generals deck, or remove any number of cards, so long as the general remains in the same deck and the number of cards in the deck is not less than 60)
During the Master Actions portion of the phase, a player’s primary planeswalker may take any two of the following actions:
v Buy/Sell (Players may sell back any single card, or up to 10 converted mana cost of any cards that are not currently in a general deck, after which they gain resources equal to the cards’ casting cost plus their merchant rank in colorless mana. They may also buy things at market, such as creatures or artifacts, taking into account appropriate discounts from Engineer or Commander, or place things on auction. Finally, players may also buy Experience or Reputation. Players may do all of the above within the scope of a single action)
v Breed (players may take two copies they control of the exact same creature that are not assigned to a general deck, and remove them from their cardpool until the beginning of the next one, or two action phases, depending on the result rolled on the breeding chart. These creatures might produce a copy of themselves that you may add to your card pool.
v Strip a land (as above)
v Explore (As above)
v Challenge an opponent to a duel (if you control the arena)
v Purchase a spell (With Color Magus or Color Weaving 6, one may purchase spells of the appropriate color(s) using resources and a master action)
v Forge an alliance (only one player is required to take an action; customarily this is the person with the lowest reputation but is not required to be)
v Bond to a land (may spend one experience to bond to a land you currently occupy)
v Reinforce an existing bond (after this action is taken, a player must spend the experience on land bond in the advancement phase in order to obtain a reinforced bond)

Advancement Phase
During this phase, players may spend resources, trade with one another, sell to one another, allocate reputation and experience points, assign and field generals, and restructure their primary decks for the next turn, in no particular order.

Advancement
Resources
Resources represent the various goods produced by a given land, be it precious materials mined or harvested, flora and fauna discovered, or even ancient wisdom recorded on the ruins of a forgotten city. Resources are purposefully generic, representing the ability of a planeswalker to construct artifacts, breed and/or house creatures, enact rare rituals, or purchase anything they require from shops across the multiverse.

Resources are gained by:
v Controlling a land at the beginning of the Action phase gains a player 1 resource of a color of the same type the land could produce.
v Stripping a land in the Action phase results in a player gaining 3 more resources of the appropriate color, but makes the land unusable thereafter.
v Players may trade in a creature or artifact they control for resources equal to its casting cost during the Action Phase.
v Players may auction off cards they control to the highest bidder during the Action phase.

Resources are used to:
v Purchase artifacts or creatures, at a cost equal to 10 x casting cost x rarity (1 for common, 2 for uncommon, 3 for rare). Legends cannot be purchased this way.
v Purchase Experience or Reputation at a cost equal to 1 + the amount of experience or reputation the player will have after the purchase.
v Purchase cards at auction.
Reputation
Reputation measures how well recognized a planeswalker is. Planeswalkers with high reputation find that individuals of renown and legendary skill flock to their banner, and that even other planeswalkers often keep their distance from those with high reputation.

Reputation is gained in the following ways:
v A planeswalker gains +1 Reputation for each Legendary Artifact, and Enchantment that they control, and +1 for each Legendary land they are Bonded to.
v Accomplishing the victory conditions of a quest awards a variable amount of Reputation.
v Defeating the majority of players in a multiplayer game (planeswalker or general) or winning a multiplayer game (planeswalker or general) results in +1 Reputation, but a point cannot be gained for both by the same player in a single game.
v +1 Reputation for each trait you have at 5 or higher.
v +1 Reputation for each trait you have at 6 or higher.

Reputation can be used to:
v Gain control of a legendary creature. You may only control legendary creatures (apart from your starting cards) with a total cumulative converted mana cost equal to or less than your Reputation score. Such a legend must come from the player’s home block, a core set, or a block purchased through the Traveler trait.
v Declare a legendary creature as your general using a point of your available Reputation. You may not choose to make a creature your general if it is already serving as another player’s general.
v Recruit a planeswalker at cost equal to double its casting cost.
v Declare a planeswalker as your general using two points of your available reputation.

Experience
Experience represents how much your planeswalker has learned and grown over the course of its existence, and is the one of the three primary mechanisms for character advancement (along with Resources and Reputation) in Magic: Conquest.

Experience is gained by the following:
v +1 Experience is gained for each planeswalker or general that is defeated before you in a game (it isn’t winning that matters, just learning from watching). This applies only to games in which you are actually using your primary planeswalker.
v +1 Experience for participating in a quest.
v +1 Experience for losing a game.

Experience can be used to:
v Bond to lands, at a cost of 1xp
v Purchase traits
v Purchase attributes

Experience can be used to purchase the following Traits, at a cost equal to the listed multiplier x the level the Trait will be at after the purchase (all cards gained from traits are from the player’s home block, a Core set, or from a block purchased with the Traveler Trait):
v Battle Sense (x1): This Trait increases your primary planeswalker’s initiative by 1 per rank.
v Charismatic (x1): This Trait gives 1 Reputation point per level (added to the reputation pool at its current total).
v Explorer (x1): This Trait allows a player to adjust their exploration roll by 1 per rank.
v Land Bond (x1): This Trait allows a planeswalker to create a reinforced bond to any land they are bonded to that is not also bonded to another player. This Reinforced Bond cannot be broken, and prevents the land from ever being controlled, stripped, or bonded to by another player.
v Merchant (x1): This Trait allows a player to gain 1 extra colorless resource whenever they sell a card, after the cards are sold. This does not apply to auctions.
v (Spell) Specialist (x1): This Trait allows players to purchases additional copies of spells (instants, sorceries, enchantments) they control. Each rank adds a copy of the selected spell to your pool. This trait is purchased separately for each individual spell, and requires an additional cost equal to the rarity of the card purchased at each rank (1 for common, 2 for uncommon, 3 for rare). If you have multiple copies of a spell before you purchase this trait, you still pay the same price and gain the same benefits for this trait.
v Breeder (x5): This trait gives players special breeding options (see appendix 1: Breeding). Additionally, this also allows players to adjust their roll on the breeding chart by a number equal to their rank in this Trait.
v (Color) Magus (x5): This Trait allows players to gain new Instants, Sorceries, or Enchantments. When this Trait is selected, choose a color (this Trait can be purchased multiple times, one for each color). At each level, players may choose a card of the appropriate type, of the chosen color, of common rarity, with a casting cost equal to or less than the level of their Color Mastery in the chosen color. They may also choose a second card, with a maximum casting cost of their Color Mastery –1 (uncommon or common) and a third card with a maximum casting cost equal to their Color Mastery – 2 (common only). If this formula would result in a negative number, cards cannot be purchased, but if it would result in zero, then cards with no or zero casting cost may be purchased. Legends and gold cards cannot be purchased this way.
v Color Weaver (x5): As per (Color) Magus, except that to purchase a card of a given casting cost, one must also have (Color) Magus of the appropriate colors equal to the casting cost of the card.
v Commander (x5): This Trait allows you to reduce the base multiplier (10) for purchasing artifacts by 1. This does not stack with Engineer.
v Engineer (x5): This Trait allows you to reduce the base multiplier (10) for purchasing artifacts by 1. This does not stack with Creature Mastery.
v Traveler (x5): This Trait allows players access to new blocks when purchasing cards. Access to one new block is gained per level of this Trait.
Players may also buy sixth ranks in each of the above Traits. Sixth rank abilities do not follow the above costs. Instead, all Traits that had costs of (x1) cost 25 points for rank 6, while all traits that had costs of (x5) cost 50 points. Sixth Rank Traits advance the same benefits the trait normally gives, as well as providing one of the following special abilities:

Battle Sense: May place a card on the bottom of library and draw another once your starting hand has been drawn but before play has begun. You may look at your hand before deciding whether to go first or draw, and after you have drawn the above card.
Charismatic: You may reduce reputation the cost of each legendary creature you control by –1 (applied retroactively, cannot reduce a cost to less than 1).
Explorer: Failed exploration actions do not count as a used master action for purposes of available actions.
Land Bond:
Merchant: May purchase cards from the communal pool for their converted casting cost.
(Spell) Specialist: Your card pool has an unlimited number of the selected spell.
Breeder: You may use any level of breeder with only a single creature (cloning).
(Color) Magus: You may purchase spells of the appropriate color using resources, as per purchasing creatures, by using a master action for each spell purchased.
Color Weaver: As per (Color) Magus.
Commander: The cost to purchase copies of creatures you already control is reduced by –1 per copy you control, to a minimum of 1.
Engineer: As Commander.
Traveler: You may purchase cards from any allowed set, but must pay double the cost (to purchase non-creature, non-artifact cards using this ability, you must have (Color) Magus or Color Weaver at rank 6).
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Post by rydi »

Explorer
When exploring, roll on the chart below. If something is found, roll again on the next chart. To determine the exact artifact or creature, either pull up gatherer and then use a random number generator to assign something, using the number of matches as a range for the generator and count down the list until the number generated or just pull from a card pool, or have the league admin assign them.
Exploration Table
01-07: Catastrophic Failure. Nothing found, and character is unable to move in next movement phase or take further actions this action phase.
08-20: Severe Failure. Nothing found, and character is unable to move in next movement phase.
21-50: Failure. Nothing found
51-75: Success. Found a creature, spell, or artifact from core set.
76-99: Exceptional Success. Found a creature, spell or artifact from the set from which the land explored is from.
100: Roll again twice, ignoring rolls of 08-50.
Item/Creature Table
01-04: rare artifact
05-20: uncommon artifact
21-48: common artifact
49-51: common spell
52-80: common creature
81-96: uncommon creature
97-100: rare creature.

Breeding
Take two creatures from your card pool, or your primary planeswalker deck, and remove them from your card pool/deck while occupying a bonded land. Spend resources equal to their combined converted mana costs. Roll on the chart. Return the creatures to your pool/deck, at the beginning of the next action phase, or the action phase after that, as indicated by the chart.
Breeding Table
01-07: Catastrophic Failure. Lose one of the creatures (your choice). Takes 2 turns
08-20: Severe Failure. Takes 2 turns.
21-40: Failure. Takes only 1 turn.
41-55: Marginal success. Takes 2 turns and results in a new creature (if using the same creature, it is a copy. If using different creatures to breed, it is to the lowest casting cost parent, or the lowest rarity if they are the same casting cost, or your choice if they are both.)
56-75: Success. As Marginal Success, but takes 1 turn.
76-99: Exceptional Success. Takes 1 turn and results in a new creature (if using the same creatures, it is a copy as normal. If using different creatures, it is based upon the highest casting cost, or if the same, the highest rarity, or your choice if they are both identical)
100: Roll again twice, ignoring results of 08-40. Turns taken are based on the highest roll.
Breeder Trait
Rank 0: Breed two identical Creatures to get another copy.
Rank 1: Breed two creatures with the exact same types, casting costs, and rarities to get a copy of one of the parents, as indicated by the breeding chart.
Rank 2: Breed two creatures of the exact same types and the same converted mana cost to get a copy of one of the parents, as indicated by the breeding chart.
Rank 3: Breed two creatures sharing at least one type to get a copy of one of the parents, as indicated by the breeding chart.
Rank 4: Breed any two creatures to produce any creature that shares a type with each of its parents, and a color with at least one parent. The creature must be less than, or equal to, the converted casting cost of the parent indicated by the breeding chart. Ex: a blue fairy wizard and a black goblin rogue could produce a blue, black, or blue/black goblin wizard or fairy rogue.
Rank 5: As 4, but resulting creatures do not have to share a color with a parent.
Rank 6: Cloning. As any of the above, but you only require one creature to initiate breeding.
Last edited by rydi on Thu Mar 06, 2008 1:45 pm, edited 1 time in total.
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Post by rydi »

Magic: Conquest Experience/Resource/Reputation Cheat Sheat
May only purchase cards from home block, core, and blocks purchased with the Traveler trait. May not purchase Legendary cards, except as noted under reputation.

Resources Gained:
v +1 Resource of appropriate type per land, at beginning of Action phase
v +3 Resources of appropriate type for stripping a land during Action phase
v + Casting Cost of spell sold + Rank in merchant (sell back a single card of any casting cost during Action phase, or any combination of casting costs to a maximum of 10, then add merchant rank to each card sold)
v + Variable number for auctions
Resources Used:
v Purchase artifacts, creatures, or spells (if you have (Color) Magus or Color Weaving) at a cost of [10 x Casting Cost x Rarity (1 = common, 2 = uncommon, 3 = rare)]. Commander and Engineer reduce the 10x multiplier for creatures and artifact by 1 per rank.
v Purchase Experience or Reputation [1 + current total].
v Purchase cards at auction.

Reputation Gained:
v +1 for each legendary artifact
v +1 for each legendary enchantment
v +1 for each legendary land
v + variable for accomplishing victory conditions of a quest
v +1 for defeating majority of players in a game with three or more players, or being the last player alive in such a game, but not both.
v +1 for each trait at 5 or higher
v +1 for each trait at 6 or higher
Reputation Used:
v Buy a legendary creature [= converted casting cost of the legendary creature]
v Buy a planeswalker [= 2x converted casting cost of the planeswalker]
v Assign legendary creature as general [1]
v Assign planeswalker as general [2]

Experience Gained:
v +1 for each player that loses before you
v +1 for losing
v +1 for participating in a quest
v + variable, purchased with resources
Experience used:
v Battle sense 1-5 [current rank +1], 6 [25]
v Charismatic 1-5 [current rank +1], 6 [25]
v Explorer 1-5 [current rank +1], 6 [25]
v Land Bond 1-5 [current rank +1], 6 [25]
v Merchant 1-5 [current rank +1], 6 [25]
v (Spell) Specialist 1-5 [(current rank +1) + Rarity (1= common, 2=uncommon, 3= rare], 6 [25+ rarity]
v Breeder 1-5 [(current rank + 1) x 5], 6 [50]
v (Color) Magus 1-5 [(current rank + 1) x 5], 6 [50]
v Color Weaver 1-5 [(current rank + 1) x 5], 6 [50]
v Commander 1-5 [(current rank + 1) x 5], 6 [50]
v Engineer 1-5 [(current rank + 1) x 5], 6 [50]
v Traveler 1-5 [(current rank + 1) x 5], 6 [50]
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Post by rydi »

new additions/corrections:
catastrophic failures on checks now give 1xp, and a +10% on the next roll to repeat the (exact) same action, while severe failures give the 10% bonus without the xp.

Master action: restructure
while adjacent to your general(s), you may rearrange decks as you see fit (ex: while next to numot and mirri, you decide that you want to switch cards around from both of their decks and your deck)

Note on arena challenges: must target two different players/planeswalkers (you can challenge other planeswalkers, even if they are not pc's...)

spell specialist: broken, due to trading/selling. not sure what to do to fix this one, but until i do, if you take this, you will not be able to sell back or trade spells purchased with it. i am open to suggestions.

gaurded lands: planeswalkers/generals gaurd lands adjacent to them, and lands adjacent to reinforced lands (as opposed to bonded lands, as was previously stated). characters may now move onto bonded lands, but not past them, though landing on one does initiate a challenge... this is problematic however, in that it now allows a player to consolidate back into another players territory. i will think of a fix for this as well.

gerbils.

if anyone can think of anything else to award xp for, i'm listening.
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Post by Rusty »

not jason?
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Post by Thael »

that is already factored in and basically negated since all parties involved qualify for that...
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Post by Thael »

On the (Color) Magus Trait it lets you pick an additional card at -1 casting cost and +1 rarity from the first card... Will 0 casting cost cards be counted as 0 for selection purposes. For example: 0 casting cost Uncommon selectable after a 1 casting cost common?
That which is not dead can eternal lie and with strange eons even death may die
My Color is Blue
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Post by rydi »

yes
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Post by rydi »

Quest Rules and Prize Tables

Roll a d6 at the beginning of the Quest Phase, and refer to table Q1:

Q1
1- The Arena pulls in nearby planeswalkers for a tournament. Roll again on table Q2 to determine the format of the tournament, and to table Q3 to determine prizes. Victory in this quest also counts toward consecutive victories in the Arena for the purpose of prize determination (See Arena Consecutive wins table).
2- A new, powerful planeswalker invades, and the other planeswalkers unite to stop it. The prize for victory is a pack of cards form a set appropriate to the planeswalker, divided as shown below, and any additional cards thought fitting by the player running the planeswalker, to be announced (or written down) before the start of the game (customarily a legendary creature going to the surviving planeswalker with the highest reputation, or one or more artifacts).
3- Politics and new discoveries throw planeswalkers into combat with one another. Roll on table Q2 to determine format. Prize for non-team games is a pack of cards, distributed by draft moving from highest placing player to lowest, until each player has 2 cards. Packs are awarded for team games as well, with first choice going to the winning team, then the second place team, and so on. Within a given team, the player with the highest initiative picks first.
4- The Shrine of Principles summons nearby planeswalkers for testing. Roll on table Q2 to determine format, and refer to table Q4 to determine prizes, as well as distributing a pack, as shown above.
5- A special quest ensues. The quest is randomly selected from among the quests turned into the league administrator by players. Prizes are determined by the quest designer.
6- Randomly determine an enchant world effect that will be in play during the entirety of the quest, then roll again on this table.

Q2
1- Round robin duels, single game each duel. Tie break rounds are played if required, and are single elimination.
2- Three-Headed giant, if possible. If not, Two-Headed Giant. If not, roll again, ignoring this result.
3- Chaos format.
4- Emperor format if possible. If not, modified emperor. If not possible, roll again, ignoring this result.
5- Attack left, spell range of one.
6- Star.

Q3
I don’t know what the hell goes here

Q4
Rank 1 prizes by color:
Rank 2 prizes by color:
Rank 3 prizes by color:
Rank 4 prizes by color:
Rank 5 prizes by color:


Arena Consecutive Wins (tentative table)
3- Darksteel Garrison
5- Darksteel Pendant
7- Darksteel Brute
9- Darksteel Darksteel Ingot
11- Darksteel Reactor
13- Darksteel Gargoyle
15- Darksteel Forge
17- Darksteel Colossus
19- Shield of Kaldra
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Post by rydi »

i think we all decided that color weaving could be removed. rules to buy a multicolor spell are:

have all colors necessary to buy the spell at the level that would normally be required, and spend a color magus purchase, as though buying a normal spell.
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Post by Thael »

so this means the trait increasing has to handle that spells converted cost and the other color has to be that high already... correct? also are you increasing one or the other or is it a null purchase that does not increase either trait but you still get the (up to) 3 spells?
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Post by rydi »

i want to buy shadow of doubt (BU) (Rare). I have to have Black and Blue magus both at 4, and then i have to spend my rare purchase slot in one of those colors on the card.
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