::Yes - I said interests; that doesn't mean I play RealTennis? regularly, or indeed, that I have ever played RealTennis? at all! But, on a list of things I'd like to try, it definitely comes quite high....if there are any ToothyWikizen'"s who do play, and wouldn't mind a game against a total novice (with experience of squash, etc., fwiw), then that would be cool :-)|
::Yes - I said interests; that doesn't mean I play RealTennis? regularly, or indeed, that I have ever played RealTennis? at all! But, on a list of things I'd like to try, it definitely comes quite high....if there are any ToothyWikizens who do play, and wouldn't mind a game against a total novice (with experience of squash, etc., fwiw), then that would be cool :-)|
I will use it for some MTG stuff though, on the grounds that the only people I play MTG with are on this wiki :-). Two variants and a wanted list follow. Conventionally these would be refactored into subpages, but then I would have nothing left on this "homepage"...|
Puerto Rico turn structure for multiplayer magic
(Many good ideas from other people subsumed and now unattributed...)
Governorship passes round table a la Puerto Rico. Taking turns from the player who is governor, players pick one phase from the following list (without replacement - each can only be picked once before governorship is passed on): untap, upkeep, draw, main, combat, End-Of-Turn. This can be padded out to the number of players by adding extra main phases or prospector phases. Governorship is probably not significant to the "underlying" game of MtG, i.e. it has no effect other than who chooses from what selection of phases with how many doubloons on them.
Immediately after picking, there is a round of instants; some of the kind of things players normally do at end-of-turn will happen here (in response to untap), others in the EOT phase. Then each player, starting with the player who picked it, then has one phase of the appropriate variety; the picker gains some kind of privilege. After each player has picked, phases left over are augmented with doubloons as in PuertoRico before the others are put back.
: And I'm glad to see that there's finally a situation in which there's synergy between MTG: Raging Kavu's abilities! Drop him into play in beginning of combat step, and attack! More effective than most hasty creatures, at least. --AC
Doubloons: versatile counters seem popular. Options for redeeming them (at instant speed? at sorcery speed, i.e. in main phase? in a pre-phase round of instants but only on an empty stack? can these be countered/MTG: Stifle'd?) might include: 2 life (just one life with three or fewer players --AC) 1 mana (of any colour); putting a +1/+1 counter on a creature; charge counter on artifact (might prove a bit good --CH) or other appropriate counter (not on an MTG: Time Vault...); half a card-draw.
*Untap. Difficult to see how to improve this, but we can worsen it for everyone else: players after the first have to choose between untapping land and non-land, perhaps, or may only untap the number of permanents possessed (or untapped) by the picker.
*Upkeep: the picker can/must nominate a player who doesn't receive an upkeep. Thus, they can deny a good effect to a player, or avoid a bad effect (by nominating themselves).
*Draw: picker gets two cards; this might be too strong, in which case half a card (or a doubloon - do we have separate prospector phases?)
*Combat: currently two suggestions. Firstly, picker gets to give +1/+0 or +0/+1 to each creature until EOT; secondly, the picker can choose the order in which each player gets their attack phase (one might want to go last, for example, so you have lots of blockers and can then attack past other people's creatures which are now tapped). Another possibility (if the picker always goes first) would be for all his creatures to get vigilance?
: The "choose the order of combat phases" seems a wacky possibility. I guess even in that case MTG: Godo's ability would just add another combat phase immediately after the current one, before any others. --AC
*Main: an extra one mana (without manaburn), or "all spells cost 1 (colorless) less to cast". Given the former is less than a doubloon, AL favours the latter, though it's less effective in some situations (...just that many of my decks require casting 2 or 3 spells inn one main phase to "go off" :-) ).
:Another thing no-one's mentioned is that as well as playing sorceries, enchantments, creatures, etc., main phase is also when you play land. AL wonders whether there are possibilities for privileges here; obvious ones seem along the lines of "may play 2 land" or "may both play land and non-fast-effects; other players must choose one or the other". These are very difficult tho because of the way main phases change throughout a game (2 land would only be a big advantage at the start or to Soratami decks; the 2nd suggestion could be crippling at the start).
:Or, how about, creatures played by the picker have haste; or, permanents played by all other players come into play tapped ?
*End-of-turn: consensus seems to be that no privilege is needed. Since combat damage only wears off at end-of-turn (so there's the possibility of multiple combats without an intervening EOT), and other effects obviously, this would be enough to make it a very tactical choice in some situations.
.:To keep the kind of privilege feel of PuertoRico, the (1) discount on spells feels best to me. --AC
:Also, everyone would discard at the end, so one could pick it just if an opponent had lots of cards in hand...maybe the privilege should be "you don't have to discard", as that's a small/zero advantage much of the time? --AL
::Now that's a good idea. --AC
Summoning Sickness needs clearer definition. Possibilities include...
*wears off at end of governorship
*wears off at start of untap, i.e. when phased-out things phase in (or, when controller is able to untap it, given restricted-number-of-untaps)
:(AL) Imagine player 1 choosing main; player 2 uses it to drop a pinger; player 2 chooses untap and gets to use it very quickly indeed. OTOH at end of governorship doesn't seem so interesting. Issue is that in normal MtG, even if you play a creature in your post-combat main phase and immediately end your turn, summoning sickness lasts a complete N-1 turns each of all the phases, where N is the number of players...
*until your first pick in the next governorship (too complex!)
*(CH) A creature is summoning sick if "unless the creature has been under its controller's control since the start of his or her most recent turn." (MagicTheGathering/CompRules, 212.3d). So you could argue that it wears off at the end of turn. So perhaps a creature is summoning sick until an EOT phase has been chosen and completely played. So, the fastest scenario would be; Player 1 chooses Main, Player 2 plays MTG: Frostwielder. Player 2 chooses EOT, but can't use his MTG: Frostwielder in it. Player 3 chooses any other phase, and Player 2 can now use the 'wielder.
:Not QUITE right - since it would allow you to use critters a turn faster than usual (normally they have to sleep through TWO EOT phases) --Vitenka (whether that matters or not is up to insaner bunnies than I to determine)
::Ahh, but this way it will have been through numplayers EOT phases too... just all immediately following each other :) And I don't think it matters anyway; seeing what weirdness emerges is kinda the point. I think "after an EOT phase concludes" is the best answer here, as described by Chris. --AC
is to abandon the idea of governorship, and just have players take turns to choose a phase, with replacement - so the same phase could be chosen by many players in succession. (This opens up the possibility of choosing a phase meaning you get one of those, and no-one else does, though I'm not sure that's so good anyway).
Variant rule for Equipment
All creatures have "At end of combat (i.e. only if ~this~ is still in play at end of combat), if any creature dealt combat damage by ~this~ has been placed into a graveyard (even if it is no longer there)), gain control of any equipment attached to that creature (when it left play?)"
MtG Wanted List
A list of my rares / uncommons (maybe!) up for trade will...make that may...appear at some point. In the meantime, thanks to FR for some good suggestions...
MTG: Ink-Eyes, Servant of Oni
MTG: Trusted Advisor
MTG: Hail of Arrows
MTG: Hand of Honor
MTG: Hand of Cruelty
MTG: Pulse of Llanowar
MTG: Nezumi Cutthroat (possibly - have to check whether I've got any!)
:AlexChurchill has one or two MTG: Trusted Advisors. Since they're blatantly GrandVizier?s who'll betray me the moment a chance comes, I'll happily trade them away. --AC
::Ah. So they might be trusted, but not by you. Do you know who does trust them? AL apparently, I suppose... --SF
:FlameRider has two each of MTG: Hand of Cruelty and MTG: Hail of Arrows if you want them. I realise trading can be tricky, but mailing seems to work reasonably well.
Subpages: /PRMtG and /MtGTrades|