THEME DECK ODYSSEY CONQUEST






INTRODUCTION
An Expansion of the TDO Format incorporating area control. 
MTG TDO	Ruleset
Each player controls a Kingdom. 

VICTORY
Destroy all of your opponents utterly. 

THE MAP
Use a Hex Map. Each hex is also called a space or a territory. 
Each territory has one or two or even three predominant terrain types:
Forest, Mountain, Swamp, Plains, Island

MAP TERRAIN TYPE GENERATOR
1D6	Terrain		Color Association
1	Plain		White
2	Forest		Green
3	Mountain	Red
4	Swamp		Black
5	Island		Blue
6	Barren		Colorless

ARMY MARKERS
Each player has a set of markers of a unique color. 
These can be tokens, chits, beads, wood cubes, miniatures, whatever. 
Army markers are also just called Armies for short. 

SETUP
Generate the Map. 
Each player selects a set of Army Markers. 
Each Player selects a Kingdom. 
Choose or Randomly determine the start player. 
Players take turns placing one of their armies on a hex on the map. 
A player must place his starting army at least 2 hexes distance from 
all other players armies. 

KINGDOMS
A Kingdom is represented by a combination of Army Markers on the 
Map, and a specific set of Theme Decks determined before play starts. 
A Kingdom Deck Set must have at least 3 or more Theme Decks. 

TURN SEQUENCE
Players take turns. 
Each turn has 4 Phases: 
1. Recruitment
2. Expansion
3. Conflict
4. End

RECRUITMENT PHASE
Place a second Army in each territory you occupy that contains exactly one army. 

EXPANSION PHASE
You may move each of your armies into an adjacent hex (or not if you prefer). 
You may move a maximum of 3 armies into hexes occupied by opponent’s armies. 

CONFLICT PHASE
If one of your armies shares a hex with an opponent’s army, there will be a battle. 
To resolve the battle, play a game of MTG. 
Each player picks one deck from his own Kingdom. Defender picks first. 
The Defender gets first turn.
The loser removes all of his armies from the hex.
When choosing decks you must pick a deck you did not already use this turn. 

END PHASE
Return all cards to their proper decks. Shuffle all played decks. 
Make sure all Armies on the map are properly accounted for. 

SAMPLE KINGDOMS

SENGIRI
This Kingdom uses all Vampire Theme Decks. 
When fighting in swamps get +5 Life. 

NECROS
This Kingdom uses all Zombie Theme Decks. 
When fighting in swamps get +5 Life.

AVANTE
This Kingdom uses all Angel and Cleric Theme Decks. 
When fighting in plains get +5 Life. 

FRIGIA
This Kingdom uses all Snow and Ice and Cold Theme Decks. 
When fighting in the top half of the map get +2 Life.

LOGIOS
This Kingdom uses all Blue Artifact Theme Decks. 
When fighting in islands or barren get +2 Life.

NEPTURALIA
This Kingdom uses all Merfolk and Aquatic Theme Decks. 
When fighting in islands get +5 Life.

ROMII
This Kingdom uses all White Soldier Theme Decks. 
When fighting in plains get +5 Life.

ELIO
This Kingdom uses all Elf Theme Decks. 
When fighting in forests get +5 Life.

FAIGN
This Kingdom uses all Green Beast/Animal Theme Decks. 
When fighting in forests get +5 Life.

TAUROON
This Kingdom uses all Minotaur Theme Decks. 
When fighting in mountains get +5 Life.

SLIV
This Kingdom uses all Sliver Theme Decks. 
Opponents get +2 Life. 

IZ
This Kingdom uses all Blue/Red Combo Theme Decks. 
When fighting in mountains or islands get +2 Life.

DRUIN
This Kingdom uses all Green/White Combo Theme Decks. 
When fighting in plains or forests get +2 Life.

KITHOME
This Kingdom uses all Kithkin Theme Decks. 
When fighting in plains get +5 Life. 


TERRITORY DISCS
This is an optional rule. 
During setup, place one random disc on every hex of the map. 
Discs affect battles that take place in the hexes they occupy. 
Note that discs occasionally but not always favor the defender. 

SUBSTITUTION COUNTERS
The Territory Discs often give players a card or token that starts in play on their side. 
Use a Substitution Counter to represent these cards or tokens. 
The actual cards do not need to be present; however, you do have to know what 
They do if you do not have a card on hand. 
If removed from the battlefield the Counter is removed from play. 
Counters should be able to be tapped. 

TERRITORY DISC LIST
Name:			Notes:
Maze			Each player starts the battle with a Maze of Ith in play
Mox Mines		Each player starts the battle with one Mox of their Choice in play
Lotus Fields		Each player starts the battle with a Black Lotus in play
Monoliths		Each player starts the battle with a Basalt Monolith in play
Castle			The Defender starts the Battle with a Castle in play
Soldier Camp		The Defender starts with a 1/1 White Soldier Token in play
Bog			Each player starts with a swamp in play
Desert			Each player starts with a desert in play
Deep Mine		The Defender starts with a Howling Mine in play
Phyrexian Gate		The Defender starts with a Phyrexian Walker in play
Steppes			Each player starts with a plains in play
Hidden Grove		Each player starts with a forest in play
Crags			Each player starts with a Mountain in play
Wetlands		Each player starts with an Island in play
Mana Flare		The Defender starts with a Mana Flare in play
Weakstone		The Defender starts with a Weakstone in play
Mightstone		The Defender starts with a Mightstone in play
Obelisks		Each player starts with an Obelisk of Undoing in play
Ban			The Defender starts with a Feroz’s Ban in play
Cauldron		The Defender starts with a Storm Cauldron in play
Stones			Each player starts with a Fellwar stone in play
Altar			Each player starts with an Ashnod’s Altar in play
Sol			Each player starts with a Sol Ring in play
The Matrix		Each player starts with a Mana Matrix in play
Crypt			One random player starts with a Mana Crypt in play
Totem			The Defender starts with a Cursed Totem in play
Sands of Time		The Defender starts with a Sands of Time in play
Bubbles			The Defender starts with a Bubble Matrix in play
Cells			Each player starts with an Isolation Cell in play
Staff			Each player starts with a Staff of the Ages in play
Idol			One random player starts with a Jinxed Idol in play
Orb			Each player starts with a Zuran Orb in play
Fountain		Each player starts with a Fountain of Youth in play
Chisel			Each player starts with a Life Chisel in play
Cursed Rack		Each player starts with a Cursed Rack in play
Tongs			Each players starts with a Scalding Tongs in play
Rack			Each player starts with The Rack in play
Dingus			The Defender starts with a Dingus Staff in play
Pendulum		The Defender starts with a Razor Pendulum in play
Disk			Each player starts with a Nevinyrral’s Disk in play
Miari			Each player starts with a Mirari in play
Egg			Each player starts with a Triassic Egg in play
Chaos			Each player starts with a Gauntlets of Chaos in play
Walls			The Defender starts with a Steel Wall in play
Dingus Egg		The Defender starts with a Digus Egg in play
Shores			Each player starts with an Unknown Shores in play
Frontier		Each player starts with an Unstable Frontier in play
Vale			The Defender starts with a Rainbow Vale in play
Standing Stones		Each player starts with a Standing Stones in play
Clock			The Attacker starts with an Armageddon Clock in play
Goblin Camp		The Defender starts with a 1/1 Red Goblin Token in play
Elf Camp		The Defender starts with a 1/1 Green Elf Token in play
Merrow Camp		The Defender starts with a 1/1 Blue Merfolk Token in play
Brigand Camp		The Defender starts with a 1/1 Black Mercenary Token in play
Bottle			The Defender starts with a Bottle of Suleiman in play
Vise			Each player starts with a Black Vise in play
Colossus		Each player starts with a tapped Colossus of Sardia in play
Power			The Defender starts with a Power Surge in play
Tablet			The Defender starts with a Copper Tablet in play
City of Brass		Each player starts with a City of Brass in play

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OPTIONAL EVENT DECK
Create an Event Deck by using the MTG Cards listed in the Event Deck Card list.
At the end of Recruitment Phase draw 3 Event cards. Discard 1 and play the other 2. 

EVENT DECK CARD LIST
MTG Card:		Map Effect:
Pestilence		Destroy 1 Army adj to a Swamp you control
Earthquake		Destroy 1 Army adj to a Mountain you control
Hurricane		Destroy 1 Army in a coastal hex adj to a coastal hex you control
Flood			Destroy 1 Army adj to an Island hex you control
Cleanse			Destroy 1 Army in a Swamp adj to a Plains you control
Wrath of God		Destroy 1 Army in a hex adj to a Plains you control
Stream of Life		Gain 1 Army in a Forest you control
Raise Dead		Gain 1 Army in a Swamp you control
Clone			Gain 1 Army in a hex you control
Armageddon		Destroy 1 Army adj to a hex you control
Bad Moon		All Black Creatures get +1/+1 this turn
Crusade 		All White Creatures get +1/+1 this turn
Balance			Each player must discard armies to equal the player with the least
Control Magic		Replace adj opponent’s army with one of yours
Desert Twister		Destroy 1 Army in a Barren adj to a hex you control
Conversion		Replace adj opponent’s army with one of yours
Cursed Land		Destroy 1 Army in hex adj to Swamp you control
Deathgrip		Destroy 1 Army in a Forest adj to a Swamp you control
Shatterstorm		Discard Territory Disc in adj hex
Evil Presence		Target adj hex becomes a Swamp this turn
Eye for an Eye		Destroy 1 army in Plains you control and 1 army in an adj hex
Fissure			Destroy 1 Army in Mountains adj to hex you control
Flashfires		Destroy 1 Army in each Plains adj to hex you control
Flight			Move target Army up to 2 hexes
Gaea’s Liege		Target adj hex becomes a Forest this turn
Gloom			Destroy 1 Army in Plains adj to a Swamp you control
Inferno			Destroy 1 army in mountain you control and 1 army in an adj hex
Karma			Each player discards 1 Army of theirs located in a Swamp
Kormus Bell		Each player gains 1 Army in one of their Swamps
Land Tax		Each player discards 1 Army of theirs located in a Plains
Lifelace		Destroy 1 Army in a Swamp adj to a Forest you control
Living Lands		Each player gains 1 Army in one of their Forests
Oasis			Gain 1 Army in 1 Barren you control
Sea’s Claim		Target adj hex becomes an Island this turn
Rebirth			Gain 1 Army in a Forest you control
Volcanic Eruption	Destroy 1 Army in Mountain adj to hex you control
Stone Rain		Destroy 1 Army in hex adj to Mountain you control
Sandstorm		Destroy 1 Army in a Barren adj to a hex you control
Phantasmal Forces	Gain 1 Army in Island Space you control
Blood Moon		Target adj hex becomes a Mountain this turn
Sirens Call		Destroy 1 Army adj to an Island you control
Sunken City		All Blue Creatures get +1/+1 this turn
Tsunami 		Destroy 1 Army in Island adj to hex you control
Winter Blast		Destroy 1 Army adj to hex you control
Kudzu			Destroy 1 Army in Forest adj to hex you control
Demonic Hordes  	Destroy 1 Army in hex adj to Swamp you control



LINKS
MTG TDO	BGG








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