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EnigmA Amiga Run 1997 May
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EnigmA AMIGA RUN 18 (1997)(G.R. Edizioni)(IT)[!][issue 1997-05][EAR-CD II].iso
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mtgpg.lha
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Rules.guide
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Amigaguide Document
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1980-04-14
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11KB
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197 lines
@node start " "
'`;,,,, `;;;;; ,,,,,, ,,,,,, ,,,, ,,,,,;
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,;;' ';;;; ;;;; '' '' '''`; ,''' ''''''''
,;;' ;;;; ;;;;.
,;;; ;;;; ;;;;;. T h e G a t h e r i n g (TM)
,;''' ;;'' ```````` PLAYER GUIDE VOL 1
` '
Variation to MTG playing Rules
@{ " Introduction " Link "intro"@}
@{ " Fake Ante " Link "ante"@}
@{ " Tug of War " Link "tug"@}
@{ " Partnership " Link "pales"@}
@{ " Jyhad Style " Link "jyhad"@}
@{ " Back to Main Menu " Link Main @}
@{ " Back to Sub Menu 5 " Link "start"@}
@endnode
@node intro
Local Variants
Local Variants
Around here there are lots of players that like to get into duels
in-between classes. Unfortunately, there tend to be four or five at once
so new variants are required. Here are a few of them...
John Wetmiller : jpwetmiller@undergrad.math.uwaterloo.ca
@{ " Back to Main Menu " Link Main @}
@{ " Back to Sub Menu 5 " Link "start"@}
@endnode
@node ante
Fake Ante
Not specific to any number of players. Can be combined with other
variants.
Simply a variant on the question of ante in a game. All players ante a
card. When the game ends, all changes in ownership of cards caused during
the game are nullified, (including any and all ante cards that are lost).
This variant is usually used to allow ante-affecting cards to be played.
@{ " Back to Main Menu " Link Main @}
@{ " Back to Sub Menu 5 " Link "start"@}
@endnode
@node tug
Tug o' War
Plays best with 2 or 3 players, but more are possible. Can be combined
with other variants.
This variant works with the simple duel rules but changes the following:
All players start at 0 life. A player at 0 life is not considered
"dead" or "as has lost"; a player at 0 life is still in the game.
To win, a player must be at 20 or more life, and all opponents
must be at 0 life.
If a player damages another player so that that opponent is reduced to
below 0 life, then the first player gains 1 life for every point below 0
life the second player is at, and then the second player is brought back
up to 0 life.
Things to keep in mind:
If you gain life, (via Stream of Life, Ivory Tower, etc.), you
don't deal damage to your opponent(s).
You cannot sacrifice more life than you have, (ie, you cannot
cast Fumarole if you are at 2 life or less), or use more life than you
have to pay part of a cost of an effect.
If you deal yourself damage so that you are below 0, you gain the
excess damage in life first, then you are brought back up to 0.
(For example, you are at 0 life and Incinerate yourself so that you are at
-3. You gain 3 life first, bringing you up to 0, and then are brought back
up to 0. End result: you are at 0 life.)
This variant tends to change the dynamics of 3-player play since two of
the players cannot gang up to clobber the third player to eliminate him.
However, Pestilence can turn out to be a very nasty card in 3-player play.
@{ " Back to Main Menu " Link Main @}
@{ " Back to Sub Menu 5 " Link "start"@}
@endnode
@node Pales
Partnership
2 partnerships of 2 players.
Game play proceeds as simple multi-player magic with the following:
A player sits opposite his partner, with his two opponents on either
side of him. Play proceeds clockwise, and continues until both players
of one partnership are reduced to 0 life, (with or without further damage).
Each creature one controls, and that can attack, may attack one's partner
or either opponent. Different creatures may attack different players
in this way during the attack. All creatures in a band must attack the
same player.
A player may not indicate or make known to his partner any specific card
or cards he holds in his hand. Nor can a player ask his partner anything
regarding the cards his partner holds in hand. A player however may freely
make reference to partner's cards in play. (Ie, you can tell your partner
to use his Maze of Ith or Icy Manipulator, but you cannot ask him to Giant
Growth your attacking creature, nor can you assure him that you have a
Stampede when he wavers on attacking.)
Partners do not share any land, mana, cards, or permanents in
any way. Partners do not normally share life, with one exception,
(see the Life Transfer Phase).
Life Transfer Phase. All players begin with the normal
20 life. When a player is reduced to 0 life, (with or without further
damage), and the end of phase is reached and passed, an immediate Life
Transfer Phase is generated before anything else may happen. The only
legal effect during this phase is for that player's partner to sacrifice
X life to give his partner X life. X may be all the life that that
player's partner has. If this X is enough to raise that player back above
0 life, then that player remains in the game at his new life total. There
can only be one Life Transfer Phase per partnership per turn
(Ie, if you're at 0 life and your partner gives you 1 life, and then an
opponent hits you with a Lightning Bolt, you lose.)
When any player is reduced to 0 life, and does not survive the end of
phase and the Life Transfer Phase, then that player is removed from the game
and all permanents that player owns are also removed from the game. Also,
that player's turns are lost; that player's partner cannot claim the turns
that that player would normally have received. Nor can that player ever
return to the game, (by later Life Transfer Phases or life-giving spells
or effects).
Things to keep in mind:
It is important to remember that you may not communicate what is in your
hand to your partner, nor can you ask your partner what is in his hand.
It's easy to forget this ideal.
You can't initiate a Life Transfer Phase 'just because.' For example,
a recent game here a player at 1 life wanted to cast Fumarole, but couldn't
pay the 3 life needed to cast it. Nor could he grab 2 life from his
partner first to cast the spell. What he tried was to tap one mana,
declare a null attack to mana burn for 1, then received enough life from
partner in the LTP to cast the Fumarole after the null attack was done.
This works.
@{ " Back to Main Menu " Link Main @}
@{ " Back to Sub Menu 5 " Link "start"@}
@endnode
@node Jyhad
Jyhad Style
Plays best with 5 or 6 players, but more or less are possible.
Game play proceeds as simple multi-player magic with the following
variations inspired by Jyhad/VampireTES gameplay:
Play proceeds clockwise, and continues while there are at least two
players still in the game. The winning condition becomes that player
with the most Victory Points earned by the end of the game. (see below)
Every player is the 'prey' of another player and is the 'predator' of
a third, (or the same if there are only two players left), player. One's
prey sits to one's left while one's predator sits to one's right.
All one's creatures may only attack one's prey.
All one's targetted and non-targetted effects may only reach one's prey,
one's predator, oneself, and/or any permanents or cards controlled by
those three players. (Ie, a Wheel of Fortune only affects yourself and
your prey and predator, all other players ignore this effect. Same goes
for your Pestilence damage or a Howling Mine effect etc.) The only
exception to this rule is that Summon Legend and Legendary Land cards
still check all of the in play area for it's 'copies are buried' effect,
(I myself disagree with this exception, but have been shouted down enough
so that I've given in). When your prey must withdraw from loss of life or
depletion of library or accumulation of poison counters or whatever, you
gain 1 Victory Point. If you survive your prey's withdrawal, you also
gain 6 life,
Optional variant: you gain 10 life instead of 6, or you may choose
to shuffle your graveyard into your library.and you
now prey upon the next surviving player to your left, (if any). Players
who withdraw for whatever reason cannot reenter the game at a later time, and
all permanents those players own are removed from the game.
Also, it does not matter why your prey withdrew, (ie, if you did nothing
while the prey of your prey killed off your prey, you still gain the Victory
Point and 6 life if you survived).
If you survive to the point where there are no more opponents remaining
in the game, you gain 1 Victory Point and the game is over. If noone
survived to that point, noone receives such a Victory Point. There is one
very annoying exception to this, (see Divine Intervention below).
Optional rule: Whenever one's creature(s) successfully
deal(s) 1 or more combat damage to one's prey, then one receives a marker
labelled as 'the edge,' and any previous player who held a 'the edge'
marker loses that marker. During one's upkeep, if one holds 'the edge,'
one gains a life. (There are currently no rules to imitate releasing 'the
edge' for beneficial purposes. I might suggest that one may release 'the
edge' to prevent 1 damage to one or one's creature, but I'm not sure how
it'd work.)
Things to keep in mind:
This is probably the best 6-player variant I've seen, as once your prey
has his turn you can ignore the game and do some homework for a while
until your predator gets his turn.
Note that although your effects can only affect yourself or your
prey/predator, the timing rules are still global. Ie, you can cast fast
effects on some independent person's turn, following the proper timing rules.
But again those effects can only affect yourself, your prey, or your predator.
Divine Intervention If this card is allowed to go off,
it declares the game a draw only for you, your prey, and your predator.
This is not considered among normal withdrawing reasons. What happens is
that you, your prey, and your predator receive 1 Victory Point for
surviving the game ending, and the game ends for those three people, (all
permanents those players own are removed from the remaining part of the
game). However, the predator of your predator still has your predator as
his prey, even though your predator is out of the game and he is not.
This means that his creatures may not attack anyone, and he cannot receive
any Victory Points for seeing his prey withdraw because that cannot
happen. Also, the prey of your prey now has no predator remaining in the
game.
Shahrazad Another annoying card for this variant,
nevertheless it is playable. When you cast it, you, your prey, and your
predator play the sub-game in the regular way, (not Jyhad Style), and the
normal game may not continue until the sub-game is finished. Any players
that have to wait for the sub-game to end will likely not enjoy this effect.
John Wetmiller : jpwetmiller@undergrad.math.uwaterloo.ca
@{ " Back to Main Menu " Link Main @}
@{ " Back to Sub Menu 5 " Link "start"@}
@endnode