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Senast läst: 10:36:07, 9/3 -26. Läst 3750 gånger.
Magic the Boardgame House Rules
13:27:09, 18/1 -13
Tjenare alla Magic fans, jag har gjort ett par hus regler som gör Magic till ett brädspelsliknande spel.
Tänkte speltesta detta snart men jag tänkte bara höra ifall de är nog klara och om det är något som jag missat (eller om ni har några förbättringsförslag).
Dessa regler är konstruerade så att de ska gå att kombinera med andra typer av Magic spel typer som Two Headed Giant och andra Multiplayer spel.
Magic the Board game
Before you play:
Introduction
Magic the Board game idea is to place lands in a specifically connected zones and make a board game (a little like “Emperor”).
Make sure all players have some way of distinguish their card from all other participants.
Zones:
Each player has a Stronghold zone in which the player counts as being in, connected to this zone are two Borderland zones one to the players left and the other to the right.
Connected to these Borderland zones are the shared Heartlands zone and the closest borderland to the left and right.
When a land is played the owner must place them as even as possible in the following order: His Stronghold zone, his Borderland zones and lastly the shared Heartlands zone.
Spells and permanents have a reach of 2 zones.
Creatures in a friendly Stronghold have +2 toughness.
No nonland permanents may be played in a zone without lands in it. Any permanents in a zone without lands are exiled until a land is placed in it.
Zone Control:
The Stronghold zone is always under the closest player’s control.
The Borderland zones are under the closest player’s control and may be occupied.
The Heartlands zone is contested and may be occupied.
Occupied: A Borderland or Heartlands zone that contains no friendly creatures and at least one hostile creature is occupied. When a Zone is occupied all permanents in the zone (and the zone) is under the control of the occupant.
Contested: A Zone with both friendly and hostile creatures or the Heartlands zone without creatures is contested. In a contested zone each permanent is under its owner’s control.
Creatures:
Creatures without summoning sickness may move one zone during its owner main phase (each).
(Borderlands are connected to closest borderlands to the left and right, to the contested heartland zone and the closest stronghold.)
Creatures may attack a zone during the combat phase.
Any hostile creatures must block with as many creatures as possible but may choose to exclude creatures with evasion the attacker can’t counter (for example: A flying creature does not have to block a non- flying creature).
If a creature attacks a Stronghold and not blocked apply damage to its player instead.
Tapped blocking creatures deals no damage in combat.
All creatures in a friendly stronghold have +2 toughness.
Spells
Spells without targets is played in a zone the player controls.
Spells with at least one target is played from a zone the player controls.
Specific keyword changes:
Trample: Creatures with trample may attack one additional connected zone. After combat the creature may be placed in any of these zones.
Landwalk: Creatures with landwalk is unblockable (and may be excluded as a blocker) if the zone has the corresponding land in it.
Defender: Creatures with Defender may not move. Hostile creature may not move past this zone (to a zone closer to an opponent) unless it has evasion this creature can’t counter.
Legendary: This rule has unlimited reach.
X Headed Giant specific changes:
In X headed giant the friendly strongholds to the left and right is connected.
Permanents in an occupied heartlands zone are under the control of all friendly players (including lands!)
Tänkte speltesta detta snart men jag tänkte bara höra ifall de är nog klara och om det är något som jag missat (eller om ni har några förbättringsförslag).
Dessa regler är konstruerade så att de ska gå att kombinera med andra typer av Magic spel typer som Two Headed Giant och andra Multiplayer spel.
Magic the Board game
Before you play:
Introduction
Magic the Board game idea is to place lands in a specifically connected zones and make a board game (a little like “Emperor”).
Make sure all players have some way of distinguish their card from all other participants.
Zones:
Each player has a Stronghold zone in which the player counts as being in, connected to this zone are two Borderland zones one to the players left and the other to the right.
Connected to these Borderland zones are the shared Heartlands zone and the closest borderland to the left and right.
When a land is played the owner must place them as even as possible in the following order: His Stronghold zone, his Borderland zones and lastly the shared Heartlands zone.
Spells and permanents have a reach of 2 zones.
Creatures in a friendly Stronghold have +2 toughness.
No nonland permanents may be played in a zone without lands in it. Any permanents in a zone without lands are exiled until a land is placed in it.
Zone Control:
The Stronghold zone is always under the closest player’s control.
The Borderland zones are under the closest player’s control and may be occupied.
The Heartlands zone is contested and may be occupied.
Occupied: A Borderland or Heartlands zone that contains no friendly creatures and at least one hostile creature is occupied. When a Zone is occupied all permanents in the zone (and the zone) is under the control of the occupant.
Contested: A Zone with both friendly and hostile creatures or the Heartlands zone without creatures is contested. In a contested zone each permanent is under its owner’s control.
Creatures:
Creatures without summoning sickness may move one zone during its owner main phase (each).
(Borderlands are connected to closest borderlands to the left and right, to the contested heartland zone and the closest stronghold.)
Creatures may attack a zone during the combat phase.
Any hostile creatures must block with as many creatures as possible but may choose to exclude creatures with evasion the attacker can’t counter (for example: A flying creature does not have to block a non- flying creature).
If a creature attacks a Stronghold and not blocked apply damage to its player instead.
Tapped blocking creatures deals no damage in combat.
All creatures in a friendly stronghold have +2 toughness.
Spells
Spells without targets is played in a zone the player controls.
Spells with at least one target is played from a zone the player controls.
Specific keyword changes:
Trample: Creatures with trample may attack one additional connected zone. After combat the creature may be placed in any of these zones.
Landwalk: Creatures with landwalk is unblockable (and may be excluded as a blocker) if the zone has the corresponding land in it.
Defender: Creatures with Defender may not move. Hostile creature may not move past this zone (to a zone closer to an opponent) unless it has evasion this creature can’t counter.
Legendary: This rule has unlimited reach.
X Headed Giant specific changes:
In X headed giant the friendly strongholds to the left and right is connected.
Permanents in an occupied heartlands zone are under the control of all friendly players (including lands!)
Uppdaterad: 13:32:06, 18/1 -13


