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Mtg Board System

Postby buasudah » 10 Nov 2014, 20:01

Hello magic people!

This letter consists of combined ideas from a couple of long-term magic players who really love the game. Those ideas are based on emphasizing the enjoyment while playing - instead of rushing towards victory.

The letter’s intent is to expand the game, adding possibilities and combinations through tried-out systems and mods (without changing the existing mtg rules). All of them can be combined to form a new kind of MTG game mechanics (like the mtg commander or planeswalker system).

We spontaneously made these simple systems for the MTG, yet by modifying the parameters, they could be applied to other card games as well.

We share these ideas freely, and ask nothing in return. We’ll also release a youtube tutorial soon, and an example of a game using the whole concept.

Many thanks and best wishes to all who made magic and all who still make it..

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SYSTEMS
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Board system

This is the main system, made to incorporate chess-like characteristics into the game. It adds in tactics and strategy and gives a feeling of space.

The board consists of 3 parallel rows of five squares (fields), each a bit larger than your average card. In a 2 player game both players have their boards faced opposite, columns set in line like this:

[ ][ ][ ][ ][ ] 1. row – field places for graveyard, library(s), “counter system” scale, “energy”
[B][R][G][U][W] 2. row – coloured squares (fields)
[B][R][G][U][W] 3. row – coloured squares (fields)

[W][U][G][R][B] 3. row – coloured squares (fields)
[W][U][G][R][B] 2. row – coloured squares (fields)
[ ][ ][ ][ ][ ] 1. row – field places for graveyard, library(s), “counter system” scale, “energy”


Row nearest to the player is set for library(s) and graveyard - which can be expanded with “Counter system” scale and “Energy mod”.

The second row is where creatures are first placed as they come into play. If all the places in that row are occupied, the creature entering the battlefield gets exiled and goes to the “Support zone“ instead. When a place in the second row is freed, you can put on it any creature from your Support zone.

In order to attack, a creature must get to the third row (front line). Creatures can move in any direction to the field next to them once per turn. They can either attack or move in the same turn.

When a creature attacks, creature in front of him on the opponents board must defend it if able. Creatures can defend on both rows. In addition, if there is a creature next to a blocking creature, it too can block the same attacker if not attacked itself. If there’s no one in front of attacking creature who can block it, it deals dmg to the defending player. A creature behind the blocker cannot block.

Creature with trample, when attacking, if all blocking creatures are assigned lethal damage, assigns remaining damage to a creature or player behind the blocker. Creature with vigilance doesn’t tap when moves.

Multiple identical tokens can be on the same field, move, attack and block simultaneously.

When played with 3 or more players each column should be one colour and the same sequence of colours must be synchronised with all boards. When a creature attacks on the field of one colour it can only be blocked on the field of that same colour on opponents board (in a 2 player it's more practical to attack/defend the fields directly in front).

For this type of game we have chosen the following setting as the most enjoyable (note - each of this parameters should be modified according to one’s own group enjoyment):

8 cards beginning draw
Draw 2 cards per turn
8 cards hand size
40 life
8 mana per turn

We simplified the usual mana system with a fixed amount of lands (in any colour combination a player desires) in favour of adding new modifications to the game.

Also we recommend to have as much various cards as possible (we play with all cards being different), and to have at least 80 cards per deck (with no lands).


Dice system

Nature isn’t fixed - dice system represents that. This system aims to make combat system more interesting by turning damage into potentials. In other words, not always would two equal creatures kill one another, in a scale of possibilities, sometimes one would die, sometimes the other, and sometimes both. Alternatively, if two creatures would meet where one is stronger than the other, most of the times stronger one would win, but not all the times - as is demonstrated in the examples below.

Creatures deal dmg in form of dice (Wither and similar effects cancel the dice throws).

There are two variations we played around with:

First variation (easier, slower):

Player dealing dmg throws x dices, x = creatures power or dmg from spells; and the player controlling the defending creature throws x dices, x = creatures toughness – if the attacker gets an equal or better throw, the defending creature is destroyed after combat.

Then the player controlling the defending creature (if it’s a combat between creatures) throws x dices, x = creatures power; and the player controlling the attacking creature throws x dices, x = creatures toughness – if the defender gets an equal or better throw, the attacking creature is destroyed after combat.

Second variation (harder, faster):

Whenever an amount of damage is dealt to a creature, throw a standard dice that many times. If the sum of numbers from dice throws exceeds the toughness of target creature multiplied by 3 - it is destroyed.

For example, if a 3/3 creature attacks a 2/2 creature (or a spell dealing 3 dmg targets it) attacking player throws 3 dices. And since blocking creatures toughness is multiplied by 3, attacking player must get a total sum of 6 or more in his/hers 3 dice throws to destroy it.

On the other hand if 3 dmg was dealt to a 1/1 creature, dice need not be thrown.

In another example, if a 2/2 creature attacks a 4/4 creature (or a spell dealing 2 dmg targets it) attacking player throws 2 dices. Blocking creatures toughness is multiplied by 3, and the attacking player must get a total sum of 12 in his/hers 2 dice throws to destroy it.


Game counters system

This system gives a greater sense of control and amplifies the use of combinations through planning.

Something representing a scale is needed here. When combined with the “Board system”, it can be easily incorporated into the board as a small scale with 5 or more places in a row (or it can be a separate card, whatever seems simpler to you). Each player starts with counter set on the first place, gradually progressing one place per turn.

At the beginning of every turn, based on what place the counter is, the player can choose to do an “Action”. Once the Action is chosen the counter must be moved back that much places accordingly. We found it practical to write the Actions on the first row’s middle tile (on the board), although they could, for example, also be written on to a separate card with a scale – what matters is that everyone can clearly see each other’s progress.

These are the offered Actions:

+1: Throw a dice - scry x, x = dice number.
+1: Throw a dice – put x 1/1 tokens of the chosen type in play, x = dice number.

-1: Move your creature one tile in any direction.
-2: Throw a dice – draw x cards, x = dice number.
-3: Throw three dices – gain x life, x = sum of dice numbers.
-4: Throw a dice – play up to x next spells (x = dice number) paying half the mana cost (rounded down), and placing them face down (in backup). After the beginning of the next player’s turn, those spells effects are resolved.
-5 : Put a commander into play (or a general - explained in the “General mod”).


--------------------------------
MODS (little systems)
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Two libraries mod

Separate libraries - one for creatures, one for everything else. It adds more choice to the player. This mod, when combined with the board system, gets set in the row nearest to the player as creature library, graveyard and non-cr. library.

If it’s combined with “Board system” + “Game counters system”, the two libraries are placed at each side of the middle tile in the first row.


Field colour mod

Combines with the “Board system”.

If you would put a creature on the field (square) of the same colour as it, it costs one mana less (of that colour).


General mod

Combines with the “Counter system”.

This mode is made to allow imaginative user created cards to break in the game. Alternatively, you can always take a standard planeswalker from mtg. It incorporates many new system and mod related abilities into the game, to be used with generals.

A general is like a planeswalker in regard to having loyalty counters (if your general is an mtg planeswalker card, it loses that type). A general can attack, block and move as a creature (without tapping). A general’s power and toughness are equal to the number of loyalty counters and it is not a permanent, creature or a planeswalker (and cannot be targeted as such).

Each general has 2 - 3 abilities from this abilities list (payed abilities can be activated once per turn):

Ranged – can block/attack from 2nd row (even if behind a creature) (receives no dmg from the blocking creature if attacking).
Impale – when attacking, deal full dmg equal to power to each creature in line.
C: Tactics – pay one coloured mana, exchange the positions of any two creatures you control (activate once per turn).
Smash – deals full dmg to the first creature in the row in front, then deal half that dmg to each creature at each side, if any.
Charge – moves and attacks in the same turn.
C: Redirect – pay one coloured mana, counter+copy target non-creature spell, choose a new target (once per turn).
Blink – can move to any field (doesn’t have to be adjacent to it) (once per turn).
C: Absorb – pay one coloured mana, exile target creature card from a target graveyard (once per turn).
C: Conjure – pay one coloured mana, put a token in play that has P/T equal to the sum of all creatures exiled with “Absorb” and gains all their abilities (when this general dies all conjured tokens get removed from the game).
C: Shift – pay one coloured mana, exchange position with another creature you control (once per turn).
Rainbow warrior – when you play a spell, this creature gets an ability(s) correlating to the spell’s colour (red-double strike, green-trample, white-lifelink, black-persist, blue-shroud).
L: Anger - pay x life, get +x/-x until end of turn.
Skeletcraft – when kills a creature, search your library for an artefact with converted mana cost x, x = that creatures toughness.
C: Evade – pay one coloured mana, move one field left or right (if can), prevent dmg to self.
Freeze – when deals dmg to a creature, that creature can’t move, attack or block until the end of its controller’s next turn.
Burn – deal dmg in form of -1/-1 counters that double at beginning of each turn.
Bite – when kills a creature, put a x/x vampire token in play, x = that creature’s converted mana cost.
Retrieve – when kills a creature, equips its enchantment or equipment on target creature.
Necromancy – put a creature from graveyard into play, it losses all abilities and is a zombie in addition to its other types.
Guardian – when blocking a creature together with another creature, that other creature(s) deal and receive no dmg.
Courage – when blocked by creature with more power, get +x/+x, x = number of opponents creatures – (minus) number of your creatures.
Terror – when attacking, defending player must pay 2 mana for a creature to block it.
Enrage – when this creature is dealt dmg, gets +x/+0 until end of turn, x = dmg taken.
Resist – dmg dealt to this creature is halved, rounded up.
Brothership - if any other of your creatures is killed by an enemy player, this creature gets +x/+x until end of turn, x = that creature’s power.


Evolution mod

While casting a creature spell, replace target creature (with one that costs more mana and is of the same type - pay only the difference in mana).


Fusion mod

Play as a sorcery. Pay the sum of converted mana costs of two untapped creatures adjacent to each other and remove them from the game. On either of those places put a creature token into battlefield with P/T = sum of power and sum toughness of each removed creature; it gains all abilities from those removed creatures.


Backup mod

This mod is an attempt at balancing out the game when one player has a great disadvantage over the other. We use it in 2 player Board system type games.
If a player has half the amount of life than the next opponent in line, he can play up to 3 cards, paying half the mana cost (rounded down), and placing them face down (in backup). After the beginning of the next players upkeep, those spells effects are resolved.


Energy mod

Combines with the “Two libraries mod".

Every non-creature spell card, when resolved, goes to the Energy deck. (It acts as a non-creature spell graveyard and gets placed besides the non-creature library). An energy card can be used to get one mana of any colour, after that it goes at the bottom of the library. A player can use up to 3 energy cards per turn.

In combo with the Board system, we used the following set up, in the first row, from left to right:
GRAVEYARD I CR.LIBRARY I COUNTER SYSTEM (rules and the scale) I NON-CR.LIBRARY I ENERGY
buasudah
 
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Re: Mtg Board System

Postby buasudah » 03 Dec 2014, 23:16

UPDATE:
A link to the youtube tutorial: https://www.youtube.com/watch?v=T6RHGPQJtTQ
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