home *** CD-ROM | disk | FTP | other *** search
- @node start " "
- '`;,,,, `;;;;; ,,,,,, ,,,,,, ,,,, ,,,,,;
- ;;;;;, ;;;; , ';;; ;; ' ;;' ,;; ''
- ,;;';;;; ;;;;;; ,; ;;;;, ;; ,,; ;; ;;
- ,;;' ';;;;,;' ;;;; ,;;;' ;;;; ';,,,;; ;; ';;,
- ,;;' ';;;; ;;;; '' '' '''`; ,''' ''''''''
- ,;;' ;;;; ;;;;.
- ,;;; ;;;; ;;;;;. 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
- **--