MTG Campaign: Rules
Posted: Tue Feb 19, 2008 1:51 am
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.
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.