DRAFT RULES...
1. to use this board as a terrain-simulation of the MtGs card game, goto post #15 click here.
2. to use as in a chess-like planeswalker game... see LM's Multima.
3. to play a version without a player piece but using the card-game: see Planar Arena Game.
i direct your attention to the Tenth edition evacuate. (read the article we're bringing crazy back, scroll to somewhere middle) i fancy the final art. it has a game-board i plan to reproduce on paper (looks cool yes?). (for those who can't see, see magnified in arcana wallpaper).
looks like a boardgame no? (btw, i started the idea of producing this here). so i've gotten down and took some time to re-produce the board. here it is in all it's glory...
took a while to figure out the colour-cycles, how the pentagons are arranged. it's a rough pentagon tessellation...notice how three of the innermost-pentagons aren't uniform with the other 3? (artistic license?) otherwise the whole setup follows the cycles like behind any magic-card. there are also runes on each apex. reasons unknown. i've replaced them with tap symbols (for lack of better symbols). i used mana-symbols on each "side", for it clearly has each faction's "home".
i'm no 3D artist, so i can't do the "pieces". anyone's welcome to do a small-ish 2D substitute?
this is probably going to be a lot of fun. so let's start "creating" the "rules". but let me lay down a few "keywords"...
HOME
- where each side is coloured and the colour's mana symbol is.
LEYLINES
- those pointy circle things in the middle of each major pentagon.
MAJOR (pentagon)
- one of the 6 bigger pentagons.
MINOR (pentagon)
- one of the 5 coloured pentagons in each major pentagon.
ARROWS (pointing to each leyline)
- suggest direction of spellcasting?
DRAFT RULES...
1. to use this board as a terrain-simulation of the MtGs card game, goto post #15 click here.
2. to use as in a chess-like planeswalker game... see LM's Multima.
3. to play a version without a player piece but using the card-game: see Planar Arena Game.
for "co-ordinates" (yeah, bring of co-ordinate geometry?) i suggest the following. from the art, the "red" piece i standing on a green plot. in the major between the "red" and "green" plots. hence... R:RG. it reads... red plot : on the major between red and green plots, the RG reference is done from left to right.
You forget that every tile has that runic figure on it.
They all look different, maybe it are number or something.
I´m really curious if that is a real game or just made up by an artist
runic symbol, yeah i think i mentioned that. i left it out cuz i didn't know what to put. it doesn't fit with the form of MtG we know now anyway. unless i just put the :tap: symbol there...
the colour order is the otherway round on the board/art you've got the colours right but round the boarder the wubrg order is antilockwise on your version and clockwise in the art
Edit: I can, with quite a bit of work, recreate the symbols as MSE set symbols if it helps, well, only the four that are visible on the figure bases realy but... oh and is the green figure supposed to be cthulhu?
edit 2: and the white in the center of each pentagon isn't always touching the red in the art
as far as I can tell it might be 6 sided in the art and why does the so called purple figures symbol look like a cross between the blue and black ones? those are the colours that it looks most like and the rumored allies of purple...
Edit: in the third sketch the real symbols are clearly visible, I'll do what I can with them if you want
EDIT 2: the charicter smbols aren't realy the same as the board symbols, my bad, nothing I can do here then...
Hmm, I'm intregued, I'm gonna try and work up some kind of rules for it, I'll keep everyone updated on anything I come up with...
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the board is definitly 6-sided, buy one side is completely obscured (obv. the purple/artifact side) I'm guessing those are mana symbols from the future, they've changed once already. Remember the old:symw: symbol with straight lines?
You could easily play a game with 5 players on the board you created... each player gets 3 Creature Peices, 3 in the 3 pentagons parrallel to their color side. When you are adjacent to a connected pentagon that is occupied by an opposing peice, you roll a D-6 equal to the number of Creature peices you have in play. The opponent roles an amount equal to what you rolled. The player with the higher roll claims the opponent's peice and puts it into the corresponding 5-Color pentagon to the right of his color. If it is a tie, no creature is moved and priority is passed to the player on the right. You would do this until a person occupies the two 5-Color Pentagons in front of their main color and the middle 5-Color Pentagon with all 5 color peices. You would collect all 4 of your opponents colored peices before assigning your own Creature Peice as a guardian to the Pentagon, making your entire pentagon occupied. People would have to fight through your Guarding pentagon, before taking your other colors. This is a base premise and there's a lot more that could be worked out, but that's how I see this game working.
@dracomeat: hey good spot, i didn't notice the middle pentagons. i had assumed they were all uniform since the secondary pentagons were... i'll try workout a pattern.
@Zaphod: i'm going to try make some "rules". using Memoir '44 and "Warhammer 40k Dawn of War, Dark Crusade risk-style" (check those wargames out) ideas. each player has one "player piece" that's your army. you march around trying to conquer the world. the fully "mini-pentagons" are leylines and stuff. heh, just wait for my mock-up rules yeah?
@extarbags: well each side is one magic colour... so why not the mana symbols? i assume all those runes are "dominarian alphabets"; did it occur to anyone dominarian text (assuming this is a prime example? also check telepathy) that dominaria uses "compound kanji" just like chinese? just a thought...
@billythefridge: you sound serious. it's also a bit wordy. can you redo that in point/bullet text?
@haoban: i doubt it's 6-sided. cuz hexagons testelate, there wouldn't be the swaths of gaps we see. also, i printed a version and slanted it to view, it's perfect as the art as i can tell. please refer the sketches in the articles i linked. if i'm wrong plz sketch and show me where the 6th side is?
@ALL: if anyone can come up with "clear symbols" i'll incorporate them. i can assume all "secondary pentagons" have 5 symbols and each "main apex" for each coloured side has one symbol. i'll redo my mockup using tap symbols.
Awesome job! Start marking up some rules, I wanna play. If you could figure out a way where you could pick a legendary creature card and have that somehow affect your main piece... that would be cool.
@dre2dee2: legendary affect the player? sounds like vanguard.
@ALL: as i originally envisioned the game to involve MtG cards... say, didn't it ever bother you opposing creatures ran straight to you and u couldn't run away from your opponents casting spells? where's the plane's terrain?
so here we got a board... assuming it's like a dominarian chessboard. chess has 64 square plots in 2 colours. but here we have 25 plots plus 5 homes and 5 leylines, in 5 colours. let's assume the 5 colours, excluding the leylines and homes do not do anything but look pretty? anyway my rules will get inspiration from Risk and Memoirs '44.
let me lay down the basic gameplay... get ready...
Keywords:
Homes lie around the board's edge. Then the 5 Major pentagons around one more Central pentagon which is one "level" higher than the majors. Each Major/Central pentagon is one "level" higher than the homes; in the middle of each Major/Central pentagon are leylines. The relative "height" is important. Each pentagon within the Majors/Central is called a plot; the arrows between each plot are shared between the adjacent plots.
Provided: 5 "player pieces", loads of "token pieces", and loads of "card holders". Required: Each player has 1 60-card deck and 15-card sideboard; preferably all decks are covered with different sleeves, a maximum of 5 players allowed.
Each player's piece begins at a chosen home. the coloured home you choose need not reflect the deck you play. Homes are either Random or Chosen.
In a computer-rendered game, all the plots are colourless. The leylines are also dimmed.
In a physical-printed board, leave it be... instructions later.
Game begins from white to green going anti-clockwise.
Each turn... the active player piece may move: up to two "steps", or one "step" and battle, or battle immediately and stop, or do nothing. "Rising" a level takes two "steps".
So in the first turn you may move to one of six plots.
Second turn, you most probably have to move within a major.
In a computer-rendered game, where the player steps, the plots changes to the player's "home" colour. This means the player controls the plot.
In a physical-printed board, the player puts a mini-flag? (think colonial annexation).
Main Phases:
Each player may put one land into play per turn (as in the card game). Each land must occupy a plot. Each plot may only hold up to 5 lands. Leylines may not have lands.
In a computer-rendered game, the plots are rendered with some funky land.
In a physical-printed board, either put your land card on the plot, or find some way to index them.
When you play spells that create permanents (creatures, enchantments, artifacts, tokens), it is placed on any of the plots in a major/central that you control.
When tapping lands for mana, you may only use mana from lands in the same major as the player-piece.
Theoratically each major can hold 25 lands... more than enough for most decks. The entire game can hold a maximum of 150 lands.
In this game, land-control is weird. You may use mana from any lands in plots you control in the major as the player-piece.
Even if you don't own the land card in a certain plot, you can use it if you control the plot it's in.
When you summon creatures, they must be placed in the home, or on a plot. Each plot may hold any number of creatures.
The rule for creatures applies to non-aura enchantment and spells that do not attach to other permanents.
Permanents such as Equipments and Auras that dettach fall down into the current "plot" it's in. It may reattach to permanents in the same plot only.
The cost for activated abilities of permanent is paid with mana from lands in plots in the same major as the permanent-piece.
Major-Leyline rule:
If you control all the plots in a major, you are said to control a leyline.
When you control a leyline, the restriction of mana from lands in a major is lifted.
Imagine the leylines as the game's plumbing system. You're in one plot and u summon mana from another plot in the same major.
The plots don't exactly touch (yes the arrows separate) so you stream mana thru the leylines.
Every major has a leyline. Theoratically each leyline is connected. So it streams through. This encourages players to move their pieces to other majors and attack.
Library and Graveyard rule:
Your graveyards and libraries are in your respective homes (such vigilant gravediggers).
Spells controlled by opponents targeting libraries and graveyards can only be cast from the adjacent 6 plots around the home. (see spell-range rule)
Moving/Attacking:
Pieces move during combat phase.
As stated above, a player may move any pieces they own up to two "steps". This is also true for any creature you summon (or other permanents turned into creatures).
Player-pieces and creature-pieces are all "pieces".
However, creatures may only "attack" a plot if an opponent's player-piece occupies it.
The arrows between each plot is also part of a movement. Say a player moves from one plot to an adjacent one.
Player chooses between moving to the leyline then to the plot, or transfers towards the next plot via the arrow. Some scenarios:
Enemy controls the next plot, you wish to attack.
Move you piece into the leyline and attack directly.
You wish to attack without leaving the plot.
Attack through the arrow. So you piece is said to still occupy it's own plot and take one step into the arrow (but it still "stays" in it's own plot) and takes an attack step at the opponent.
Note that since players can choose how many steps to take a turn... the follwing is possible:
I take only one step for this turn, through the arrow. So my pieces are "still there" in the plot defending.
Next turn they attack immediately in the adjacent piece (if the opponent is still there, otherwise it just moves in).
If it attacked in the first step, then it cannot move again.
Non-creature permanents cannot move.
Landwalk rule:
If a given plot has lands and is occupied by an enemy piece, a landwalking creature may move through and pass it without battling if it may landwalk through any of the lands.
Example:
a creature with islandwalk is in a plot adjacent to a plot with an opponent's creature
the plot occupied by the opponent's creature has an island on it.
the creature with islandwalk may move through the plot with the island and onto another plot.
it may not stop in that plot. doing so is attacking the creature on that plot.
Flying rule:
Creatures with flying may attack/move to any plot in the same major, or any plot near it's major if it's nor blocked by line of sight.
Say a bird is in the plot closest to a home.
It may attack/move to any plot in the same major.
It may attack the two plots in an adjacent major, if those plots are "touching" the major it's in.
This means a flying creature has an attack range of 10 plots (whoah!)
Reach rule:
Creatures with reach may block (obstruct the movement or attack vector) of a flying creature if occupies a plot in it's live-vector.
Say a bird is in the plot closest to a home. A spider is in the next plot closer to the central.
The bird attacks the central plot, a spider gets in the way, so it may "block" the attack (regardless if the spider's plot has it's controller's player-piece or not).
Spell-range rule:
You may only cast spells targeting plots...
In the same major as you player-piece.
If you are on a fringe plot...
Your plot touches two majors: target one of two plots closest to your player-plot.
Your plot touches one major: target the nearest two plots in an adjacent major.
The Stack:
The Stack has a physical location; depending where the activated ability's spell or permanent was cast.
It is located in the leyline of a given major if the player who started the stack has his or her player piece in the given major.
It is located in the leyline of that major if the activated ability's spell or permanent is located in a given major.
Implications?
To counter a spell, the player who wishes to cast counterspell must...
1. Be in the same major as the spellcaster;
2. Control the leyline in the major of the spellcaster. (see major-leyline rule)
Issues:
- burn spells have range? what happens with shivan meteor? or all suspend spells for the matter?
There you have it! comprehensive rules.
I'm not very good at this but if someone could help tidy-up the rules?
If these rules go unchanged for a week (maximum) i'll offer the game at the Games Forum (if the moderator gives the green light).
@Le_Gambit: well it just gives a visualization of the game if it had a terrain involved... if anyone can help summarize the rules all the better. right now it's filled with examples.
i just realized i hadn't thought where the "Stack" is... should i make it physical? if i do then counterspells are affected by spell-range... yes i'm a blue fan so i have an issue with that.
mine's just a terrain-rationalization for the card-game. yours is purely a chess-strategy game. that's the difference =P i'll put a link up on the first post if u wish. yeah i'll fix my rules later... letting some of my friends check it out first.
nice use of new words... a bit confusing for me since i also had my own. btw, i envisioned the whole board as "one plane". plneswalkers fighting for dominance over it?
btw a problem with your rules... notice 3 of your planes' "thrones" colour cycles are different. so the "aspect to throne to take another aspect" move isn't uniform across all the planes.
I kind of like the new-car smell of LM's rules. We've all played MtG before dozens if not hundreds if not thousands (dare I mention millions?) of times before, and it'd be really sweet if we'd have another completely different game based on the same universe.
@FPM: shall we start designing a "compendium" box? ;D
@LM: ahah, ok i'm adding the link. i guess u made use of the "tap symbols" huh? well i hope to update the board closer to the one in the art with runes and all... also pay attention to the actual art of evacuation. i'm trying to make sense of the positions of the pieces... and what they're doing to each other (say if it was your game).
@ALL: anyone else with other game versions may contribute, but your rules must be distinct on it's own.
i also like origami... i'm going to try and fold the "globe" as found on the sketches... and see if any emulation of the card-game is playable on such a "globe".
You know, this might be the coolest thread, ever. Seriously, I love Evacuation. I love the art. And i love the idea of a magic board game.
My friends And i used to play a game, which would go really well on this board.
You see, you take two decks, and shuffle the lands together then make a giant rectangular board with them, then you just play a normal game of magic. I think that you could use this board for that same thing too, bringing the total number of uses for this board even higher.
1) each player chooses a starting side of the board. For example, I choose to start from U and my friend chooses to start from G
1.5) each player uses a regular magic deck, plays lands normally, only off the board to form a "Recource Area." Artifacts that aren't creatures and Enchantments can go there too. Think of this area as Rath if the board was Dominara.
2) All rules that apply to global effects effect the entire plane. (Wrath of God clears the entire board, Shock hits any legal target, Counterspell hits any spell that can be countered)
3) Creatures are summoned onto the four spaces along your "Domain" or selected color of magic. If all these spaces are occupied, you cannot summon creatures Creatures can attack other creatures, or players.
3.5) Creatures don't move onto spaces unless they are directly adjecent. So, you can't move arround the Pentagon, but you must go through the center when moving.
4) Creatures Move and attack as follows:
a) if a creature attacks another creature, they deal damage to eachother and it is applied as though the defending player blocked with the creature in normal magic. (similar to the card Arena, though any affects that involve blocking still trigger)
b)Creatures can move and attack in the same turn, but tapped creatures can't move. (attacking still casuses creatures to tap)
c)Can't attack or move turn one unless they have haste.
d)Each creature without flying moves one space per turn, and cannot attack creatures with flying.
e)Each Creature With Flying Moves 2 Spaces a turn, and can attack creatures that don't have flying.
f)Creatures with shadow don't attack or block creatures without shadow.
g) Tapped creatures can't move, but they can still trade damage with another creature if attacked
5) each player has 20 life. Creatures attack you from within your domain. (for example, If i am U, creatures attack me only if they are in the green and red spaces on my sideof the board, basicly where i summon creautres.
6) when a creature is distroyed, either by damage or by terror or the like, it goes to the graveyard, located in the "Recource Area"
7) use common sense about cards and abilities. Play magic normally, only on a plane, and creatures attack eachother.
I'm sure i left alot out, but i kinda did it in a hurry. Tell me what you think...
Oh, and once again, this is just another use for the board, based off a version of casual magic i played as a kid. Much more refined than my kid days, I must say!!!
@ALL: and the compendium grows...
i love MtG, ad i'm glad i'm giving something to this awesome MtGS community (i do something once a year no?) enjoy the board!
@jake123: rule 3 sounds like the YuGiOh-dice-game (ok, so i was watching TV... and apparently other card games spawn many tabletop variants) please clarify rule 3.5? and did you know your rules sound like a very early version of mine? =D see post #15 for my rules... and i'll only put your rules on front if they're as clear as you can make it.
@LM: er... i think i'll redo those "pieces" and "tokens". i have friends who play warhammer 40k, he might help painting a few pieces. and i can do some woodwork (ok fine... 2 years ago!). either that or i workout something in cg? i wnat to retain the colours used on the art. my mission is to "rationalize the game displayed on the evacuation art.
@ML: what i did was print it in two halves (i have an uber resolution one) on two A4 and stick them together to get a big board. right now i use a chess queen with coloured ribbons signifiying the colours... and the creatures i just use random objects like tokens, buttons coins, monopoly-pieces, etc. or just scraps of paper with reference numbers/names. the i test the game... or i just do it in my head.
no i don't think it's clutter, but yeah it's tidier this way. could u try rationalizing it... locate the pieces as they were before "vanishing" in the art. then try to figure out how they got there?
@ALL: btw i wrote to "Ask Wizards". will someone lookout for their reply? =P
@jake123: rule 3 sounds like the YuGiOh-dice-game (ok, so i was watching TV... and apparently other card games spawn many tabletop variants) please clarify rule 3.5? and did you know your rules sound like a very early version of mine? =D see post #15 for my rules... and i'll only put your rules on front if they're as clear as you can make it.
Yeah, I think Yu-gi-oh copied off of my group of friends...Anyway.
I've revised Rule 3.5, as well as all the rules.
I think the main difference between my version and your's is that you have a player peice. I just wanted to share the version that is like what i played years ago. I feel my version is (possibly) simpler than yours, which i like personally, though maybe others may not.
1) each player chooses a starting side of the board. For example, I choose to start from U and my friend chooses to start from G
1.5) each player uses a regular magic deck, plays lands normally, only off the board to form a "Recource Area." Artifacts that aren't creatures and Enchantments can go there too. Think of this area as Rath if the board was Dominara.
2) All rules that apply to global effects effect the entire plane. (Wrath of God clears the entire board, Shock hits any legal target, Counterspell hits any spell that can be countered)
3) Creatures are summoned onto the four spaces along your "Domain" or selected color of magic. If all these spaces are occupied, you cannot summon creatures Creatures can attack other creatures, or players.
4)Creatures may move on to any space directly adjcent to them, including the center of the pentagon (or Leyline). Movement can only take place if the creature is untapped and the space they are moving to is unoccupied. (for example, a creature on the blue space in the UW Domain (between W and U) may move to the Leyline, black, and white in that domain, but also to the white space in the center domain.)
5) Specfics on movement and attacking
a) if a creature attacks another creature, they deal damage to eachother and it is applied as though the defending player blocked with the creature in normal magic. (similar to the card Arena, though any affects that involve blocking still trigger).The the winning creature DOES NOT move to the dead creatures space at the end of combat.
b)Creatures can move and attack in the same turn, but tapped creatures can't move. (attacking still casuses creatures to tap)
c)Can't attack or move on the turn they are summoned unless they have haste.
d)Each creature without flying moves one space per turn, and cannot attack creatures with flying.
e)Each Creature With Flying Moves 2 Spaces a turn, and can attack creatures that don't have flying.
f)Creatures with shadow don't attack or block creatures without shadow.
g) Tapped creatures can't move, but they can still trade damage with another creature if attacked
h)Trample damage can hit any creature or player directly behind the attacked creature.
6) each player has 20 life. Creatures attack you from within your domain. (for example, If i am U, creatures attack me only if they are in the green and red spaces on my side of the board, basicly where i summon creautres.
7) when a creature is distroyed, either by damage or by terror or the like, it goes to the graveyard, located in the "Recource Area"
8) use common sense about cards and abilities. Play magic normally, only on a plane, and creatures attack eachother.
You don't really need to link to it, as it is just really a simpler version of your game. some may prefer the simplicity, though.
The only problem is that the art shows six peices.So it would seem that more that 5 players could play the game...i think.Who knows maybe wizards have read this post and are starting to think of something or maybe they already made up rules when they saw the art and just have'nt shown it to us yet.
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enchantments should only effect the major they are placed in
creatures should only be able to move one plot, one plot and battle, or just battle, while player peaces can move 1-2 plots, one plot and battle, or just battle.
If a creature has a basic landwalk ability (lets say islandwalk) that creature may jump over a plot containing a land of that color if there is a creature already on it. otherwise they move normaly.
the attachment is a demo of how the landwalk rules would play out with the gray arrows being possible moves and the red being possible attacks (in this example, lets say there is an island on the blue plot and a forest and a mountain on the black)
@contrappose: hm... i didn't think of landwalk. your analogy makes sense. i'll word it and key it in later. (i am supposing it's for my version?) i think allowing up to two moves is better. so stuff can actually evacuate a major in case some insane permanent has a killer activate ability.
to clarify... in my game any piece may: move up to two plots, move one and battle, move one and stop, battle and stop, or do nothing.
i think fear should also work in a similar manner, so a creature with fear can jump over any non black or artifact creature.
the attachment is an example of how spell and enchantment range would work, player casting pyroclasm on a major with a furnace of rath killing the two 4/4s and dealing 4 damage to another player
1. to use this board as a terrain-simulation of the MtGs card game, goto post #15 click here.
2. to use as in a chess-like planeswalker game... see LM's Multima.
3. to play a version without a player piece but using the card-game: see Planar Arena Game.
i direct your attention to the Tenth edition evacuate. (read the article we're bringing crazy back, scroll to somewhere middle) i fancy the final art. it has a game-board i plan to reproduce on paper (looks cool yes?). (for those who can't see, see magnified in arcana wallpaper).
looks like a boardgame no? (btw, i started the idea of producing this here). so i've gotten down and took some time to re-produce the board. here it is in all it's glory...
took a while to figure out the colour-cycles, how the pentagons are arranged. it's a rough pentagon tessellation...notice how three of the innermost-pentagons aren't uniform with the other 3? (artistic license?) otherwise the whole setup follows the cycles like behind any magic-card. there are also runes on each apex. reasons unknown. i've replaced them with tap symbols (for lack of better symbols). i used mana-symbols on each "side", for it clearly has each faction's "home".
i'm no 3D artist, so i can't do the "pieces". anyone's welcome to do a small-ish 2D substitute?
this is probably going to be a lot of fun. so let's start "creating" the "rules". but let me lay down a few "keywords"...
HOME
- where each side is coloured and the colour's mana symbol is.
LEYLINES
- those pointy circle things in the middle of each major pentagon.
MAJOR (pentagon)
- one of the 6 bigger pentagons.
MINOR (pentagon)
- one of the 5 coloured pentagons in each major pentagon.
ARROWS (pointing to each leyline)
- suggest direction of spellcasting?
1. to use this board as a terrain-simulation of the MtGs card game, goto post #15 click here.
2. to use as in a chess-like planeswalker game... see LM's Multima.
3. to play a version without a player piece but using the card-game: see Planar Arena Game.
They all look different, maybe it are number or something.
I´m really curious if that is a real game or just made up by an artist
Edit: I can, with quite a bit of work, recreate the symbols as MSE set symbols if it helps, well, only the four that are visible on the figure bases realy but... oh and is the green figure supposed to be cthulhu?
edit 2: and the white in the center of each pentagon isn't always touching the red in the art
Edit: in the third sketch the real symbols are clearly visible, I'll do what I can with them if you want
EDIT 2: the charicter smbols aren't realy the same as the board symbols, my bad, nothing I can do here then...
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1. Design a new Ravnica mechanic for one of the old guilds and make a card around it.
2.Design a mono-colored card using two Ravnica mechanics that both come from the color you're using.
3. Blow up a land.
Winner is Judge Wins:
1 2 3 4 5
Anyway, there's my 2 cents, hope that helps:D
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@Zaphod: i'm going to try make some "rules". using Memoir '44 and "Warhammer 40k Dawn of War, Dark Crusade risk-style" (check those wargames out) ideas. each player has one "player piece" that's your army. you march around trying to conquer the world. the fully "mini-pentagons" are leylines and stuff. heh, just wait for my mock-up rules yeah?
@extarbags: well each side is one magic colour... so why not the mana symbols? i assume all those runes are "dominarian alphabets"; did it occur to anyone dominarian text (assuming this is a prime example? also check telepathy) that dominaria uses "compound kanji" just like chinese? just a thought...
@billythefridge: you sound serious. it's also a bit wordy. can you redo that in point/bullet text?
@haoban: i doubt it's 6-sided. cuz hexagons testelate, there wouldn't be the swaths of gaps we see. also, i printed a version and slanted it to view, it's perfect as the art as i can tell. please refer the sketches in the articles i linked. if i'm wrong plz sketch and show me where the 6th side is?
@ALL: if anyone can come up with "clear symbols" i'll incorporate them. i can assume all "secondary pentagons" have 5 symbols and each "main apex" for each coloured side has one symbol. i'll redo my mockup using tap symbols.
@ALL: as i originally envisioned the game to involve MtG cards... say, didn't it ever bother you opposing creatures ran straight to you and u couldn't run away from your opponents casting spells? where's the plane's terrain?
so here we got a board... assuming it's like a dominarian chessboard. chess has 64 square plots in 2 colours. but here we have 25 plots plus 5 homes and 5 leylines, in 5 colours. let's assume the 5 colours, excluding the leylines and homes do not do anything but look pretty? anyway my rules will get inspiration from Risk and Memoirs '44.
let me lay down the basic gameplay... get ready...
Keywords:
Homes lie around the board's edge. Then the 5 Major pentagons around one more Central pentagon which is one "level" higher than the majors. Each Major/Central pentagon is one "level" higher than the homes; in the middle of each Major/Central pentagon are leylines. The relative "height" is important. Each pentagon within the Majors/Central is called a plot; the arrows between each plot are shared between the adjacent plots.
Provided: 5 "player pieces", loads of "token pieces", and loads of "card holders".
Required: Each player has 1 60-card deck and 15-card sideboard; preferably all decks are covered with different sleeves, a maximum of 5 players allowed.
Each player's piece begins at a chosen home. the coloured home you choose need not reflect the deck you play. Homes are either Random or Chosen.
In a computer-rendered game, all the plots are colourless. The leylines are also dimmed.
In a physical-printed board, leave it be... instructions later.
Game begins from white to green going anti-clockwise.
Each turn... the active player piece may move: up to two "steps", or one "step" and battle, or battle immediately and stop, or do nothing. "Rising" a level takes two "steps".
So in the first turn you may move to one of six plots.
Second turn, you most probably have to move within a major.
In a computer-rendered game, where the player steps, the plots changes to the player's "home" colour. This means the player controls the plot.
In a physical-printed board, the player puts a mini-flag? (think colonial annexation).
Main Phases:
Each player may put one land into play per turn (as in the card game). Each land must occupy a plot. Each plot may only hold up to 5 lands. Leylines may not have lands.
In a computer-rendered game, the plots are rendered with some funky land.
In a physical-printed board, either put your land card on the plot, or find some way to index them.
When you play spells that create permanents (creatures, enchantments, artifacts, tokens), it is placed on any of the plots in a major/central that you control.
When tapping lands for mana, you may only use mana from lands in the same major as the player-piece.
Theoratically each major can hold 25 lands... more than enough for most decks. The entire game can hold a maximum of 150 lands.
In this game, land-control is weird. You may use mana from any lands in plots you control in the major as the player-piece.
Even if you don't own the land card in a certain plot, you can use it if you control the plot it's in.
When you summon creatures, they must be placed in the home, or on a plot. Each plot may hold any number of creatures.
The rule for creatures applies to non-aura enchantment and spells that do not attach to other permanents.
Permanents such as Equipments and Auras that dettach fall down into the current "plot" it's in. It may reattach to permanents in the same plot only.
The cost for activated abilities of permanent is paid with mana from lands in plots in the same major as the permanent-piece.
Major-Leyline rule:
If you control all the plots in a major, you are said to control a leyline.
When you control a leyline, the restriction of mana from lands in a major is lifted.
Imagine the leylines as the game's plumbing system. You're in one plot and u summon mana from another plot in the same major.
The plots don't exactly touch (yes the arrows separate) so you stream mana thru the leylines.
Every major has a leyline. Theoratically each leyline is connected. So it streams through. This encourages players to move their pieces to other majors and attack.
Library and Graveyard rule:
Your graveyards and libraries are in your respective homes (such vigilant gravediggers).
Spells controlled by opponents targeting libraries and graveyards can only be cast from the adjacent 6 plots around the home. (see spell-range rule)
Moving/Attacking:
Pieces move during combat phase.
As stated above, a player may move any pieces they own up to two "steps". This is also true for any creature you summon (or other permanents turned into creatures).
Player-pieces and creature-pieces are all "pieces".
However, creatures may only "attack" a plot if an opponent's player-piece occupies it.
The arrows between each plot is also part of a movement. Say a player moves from one plot to an adjacent one.
Player chooses between moving to the leyline then to the plot, or transfers towards the next plot via the arrow. Some scenarios:
Enemy controls the next plot, you wish to attack.
Move you piece into the leyline and attack directly.
You wish to attack without leaving the plot.
Attack through the arrow. So you piece is said to still occupy it's own plot and take one step into the arrow (but it still "stays" in it's own plot) and takes an attack step at the opponent.
Note that since players can choose how many steps to take a turn... the follwing is possible:
I take only one step for this turn, through the arrow. So my pieces are "still there" in the plot defending.
Next turn they attack immediately in the adjacent piece (if the opponent is still there, otherwise it just moves in).
If it attacked in the first step, then it cannot move again.
Non-creature permanents cannot move.
Landwalk rule:
If a given plot has lands and is occupied by an enemy piece, a landwalking creature may move through and pass it without battling if it may landwalk through any of the lands.
Example:
a creature with islandwalk is in a plot adjacent to a plot with an opponent's creature
the plot occupied by the opponent's creature has an island on it.
the creature with islandwalk may move through the plot with the island and onto another plot.
it may not stop in that plot. doing so is attacking the creature on that plot.
Flying rule:
Creatures with flying may attack/move to any plot in the same major, or any plot near it's major if it's nor blocked by line of sight.
Say a bird is in the plot closest to a home.
It may attack/move to any plot in the same major.
It may attack the two plots in an adjacent major, if those plots are "touching" the major it's in.
This means a flying creature has an attack range of 10 plots (whoah!)
Reach rule:
Creatures with reach may block (obstruct the movement or attack vector) of a flying creature if occupies a plot in it's live-vector.
Say a bird is in the plot closest to a home. A spider is in the next plot closer to the central.
The bird attacks the central plot, a spider gets in the way, so it may "block" the attack (regardless if the spider's plot has it's controller's player-piece or not).
Spell-range rule:
You may only cast spells targeting plots...
In the same major as you player-piece.
If you are on a fringe plot...
Your plot touches two majors: target one of two plots closest to your player-plot.
Your plot touches one major: target the nearest two plots in an adjacent major.
The Stack:
The Stack has a physical location; depending where the activated ability's spell or permanent was cast.
It is located in the leyline of a given major if the player who started the stack has his or her player piece in the given major.
It is located in the leyline of that major if the activated ability's spell or permanent is located in a given major.
Implications?
To counter a spell, the player who wishes to cast counterspell must...
1. Be in the same major as the spellcaster;
2. Control the leyline in the major of the spellcaster. (see major-leyline rule)
- burn spells have range? what happens with shivan meteor? or all suspend spells for the matter?
There you have it! comprehensive rules.
I'm not very good at this but if someone could help tidy-up the rules?
If these rules go unchanged for a week (maximum) i'll offer the game at the Games Forum (if the moderator gives the green light).
i just realized i hadn't thought where the "Stack" is... should i make it physical? if i do then counterspells are affected by spell-range... yes i'm a blue fan so i have an issue with that.
nice use of new words... a bit confusing for me since i also had my own. btw, i envisioned the whole board as "one plane". plneswalkers fighting for dominance over it?
btw a problem with your rules... notice 3 of your planes' "thrones" colour cycles are different. so the "aspect to throne to take another aspect" move isn't uniform across all the planes.
My 2¢.
..keep your mind open enough and someone is going to throw some crap in..
..cause i'm sick of being treated like i have before
like it's stupid standing for what i'm standing for..
..it's not faith if you're using your eyes..
Portfolio · Evolution = Wrong
@LM: ahah, ok i'm adding the link. i guess u made use of the "tap symbols" huh? well i hope to update the board closer to the one in the art with runes and all... also pay attention to the actual art of evacuation. i'm trying to make sense of the positions of the pieces... and what they're doing to each other (say if it was your game).
@ALL: anyone else with other game versions may contribute, but your rules must be distinct on it's own.
i also like origami... i'm going to try and fold the "globe" as found on the sketches... and see if any emulation of the card-game is playable on such a "globe".
My friends And i used to play a game, which would go really well on this board.
You see, you take two decks, and shuffle the lands together then make a giant rectangular board with them, then you just play a normal game of magic. I think that you could use this board for that same thing too, bringing the total number of uses for this board even higher.
1) each player chooses a starting side of the board. For example, I choose to start from U and my friend chooses to start from G
1.5) each player uses a regular magic deck, plays lands normally, only off the board to form a "Recource Area." Artifacts that aren't creatures and Enchantments can go there too. Think of this area as Rath if the board was Dominara.
2) All rules that apply to global effects effect the entire plane. (Wrath of God clears the entire board, Shock hits any legal target, Counterspell hits any spell that can be countered)
3) Creatures are summoned onto the four spaces along your "Domain" or selected color of magic. If all these spaces are occupied, you cannot summon creatures Creatures can attack other creatures, or players.
3.5) Creatures don't move onto spaces unless they are directly adjecent. So, you can't move arround the Pentagon, but you must go through the center when moving.
4) Creatures Move and attack as follows:
a) if a creature attacks another creature, they deal damage to eachother and it is applied as though the defending player blocked with the creature in normal magic. (similar to the card Arena, though any affects that involve blocking still trigger)
b)Creatures can move and attack in the same turn, but tapped creatures can't move. (attacking still casuses creatures to tap)
c)Can't attack or move turn one unless they have haste.
d)Each creature without flying moves one space per turn, and cannot attack creatures with flying.
e)Each Creature With Flying Moves 2 Spaces a turn, and can attack creatures that don't have flying.
f)Creatures with shadow don't attack or block creatures without shadow.
g) Tapped creatures can't move, but they can still trade damage with another creature if attacked
5) each player has 20 life. Creatures attack you from within your domain. (for example, If i am U, creatures attack me only if they are in the green and red spaces on my sideof the board, basicly where i summon creautres.
6) when a creature is distroyed, either by damage or by terror or the like, it goes to the graveyard, located in the "Recource Area"
7) use common sense about cards and abilities. Play magic normally, only on a plane, and creatures attack eachother.
I'm sure i left alot out, but i kinda did it in a hurry. Tell me what you think...
Oh, and once again, this is just another use for the board, based off a version of casual magic i played as a kid. Much more refined than my kid days, I must say!!!
EDH: WEight-and-a-half-tailsW
EDH: U/ Dralnu, Lich Lord B/
Extended:U/ Fish U/
i love MtG, ad i'm glad i'm giving something to this awesome MtGS community (i do something once a year no?) enjoy the board!
@jake123: rule 3 sounds like the YuGiOh-dice-game (ok, so i was watching TV... and apparently other card games spawn many tabletop variants) please clarify rule 3.5? and did you know your rules sound like a very early version of mine? =D see post #15 for my rules... and i'll only put your rules on front if they're as clear as you can make it.
@LM: er... i think i'll redo those "pieces" and "tokens". i have friends who play warhammer 40k, he might help painting a few pieces. and i can do some woodwork (ok fine... 2 years ago!). either that or i workout something in cg? i wnat to retain the colours used on the art. my mission is to "rationalize the game displayed on the evacuation art.
no i don't think it's clutter, but yeah it's tidier this way. could u try rationalizing it... locate the pieces as they were before "vanishing" in the art. then try to figure out how they got there?
@ALL: btw i wrote to "Ask Wizards". will someone lookout for their reply? =P
Yeah, I think Yu-gi-oh copied off of my group of friends...Anyway.
I've revised Rule 3.5, as well as all the rules.
I think the main difference between my version and your's is that you have a player peice. I just wanted to share the version that is like what i played years ago. I feel my version is (possibly) simpler than yours, which i like personally, though maybe others may not.
1) each player chooses a starting side of the board. For example, I choose to start from U and my friend chooses to start from G
1.5) each player uses a regular magic deck, plays lands normally, only off the board to form a "Recource Area." Artifacts that aren't creatures and Enchantments can go there too. Think of this area as Rath if the board was Dominara.
2) All rules that apply to global effects effect the entire plane. (Wrath of God clears the entire board, Shock hits any legal target, Counterspell hits any spell that can be countered)
3) Creatures are summoned onto the four spaces along your "Domain" or selected color of magic. If all these spaces are occupied, you cannot summon creatures Creatures can attack other creatures, or players.
4)Creatures may move on to any space directly adjcent to them, including the center of the pentagon (or Leyline). Movement can only take place if the creature is untapped and the space they are moving to is unoccupied. (for example, a creature on the blue space in the UW Domain (between W and U) may move to the Leyline, black, and white in that domain, but also to the white space in the center domain.)
5) Specfics on movement and attacking
a) if a creature attacks another creature, they deal damage to eachother and it is applied as though the defending player blocked with the creature in normal magic. (similar to the card Arena, though any affects that involve blocking still trigger).The the winning creature DOES NOT move to the dead creatures space at the end of combat.
b)Creatures can move and attack in the same turn, but tapped creatures can't move. (attacking still casuses creatures to tap)
c)Can't attack or move on the turn they are summoned unless they have haste.
d)Each creature without flying moves one space per turn, and cannot attack creatures with flying.
e)Each Creature With Flying Moves 2 Spaces a turn, and can attack creatures that don't have flying.
f)Creatures with shadow don't attack or block creatures without shadow.
g) Tapped creatures can't move, but they can still trade damage with another creature if attacked
h)Trample damage can hit any creature or player directly behind the attacked creature.
6) each player has 20 life. Creatures attack you from within your domain. (for example, If i am U, creatures attack me only if they are in the green and red spaces on my side of the board, basicly where i summon creautres.
7) when a creature is distroyed, either by damage or by terror or the like, it goes to the graveyard, located in the "Recource Area"
8) use common sense about cards and abilities. Play magic normally, only on a plane, and creatures attack eachother.
You don't really need to link to it, as it is just really a simpler version of your game. some may prefer the simplicity, though.
EDH: WEight-and-a-half-tailsW
EDH: U/ Dralnu, Lich Lord B/
Extended:U/ Fish U/
BAfter the lights go out on you, after your worthless life is through. I will remember how you scream...B
enchantments should only effect the major they are placed in
creatures should only be able to move one plot, one plot and battle, or just battle, while player peaces can move 1-2 plots, one plot and battle, or just battle.
If a creature has a basic landwalk ability (lets say islandwalk) that creature may jump over a plot containing a land of that color if there is a creature already on it. otherwise they move normaly.
the attachment is a demo of how the landwalk rules would play out with the gray arrows being possible moves and the red being possible attacks (in this example, lets say there is an island on the blue plot and a forest and a mountain on the black)
to clarify... in my game any piece may: move up to two plots, move one and battle, move one and stop, battle and stop, or do nothing.
the attachment is an example of how spell and enchantment range would work, player casting pyroclasm on a major with a furnace of rath killing the two 4/4s and dealing 4 damage to another player