Site hosted by Angelfire.com: Build your free website today!

Home Page

Constructed Variants

bullet

237 Magic

bullet

5-Color

bullet

ABC Magic

bullet

Battle of the 2's

bullet

Block Party

bullet

BYOB

bullet

Building Draft

bullet

Building Sealed

bullet

Chameleon

bullet

Chess

bullet

Colored Life

bullet

Creaturefest

bullet

Deck Points

bullet

Effects Magic

bullet

Elder Legend Dragon Wars

bullet

Gauntlet

bullet

Godzilla

bullet

Highlander

bullet

Highlander, Extensive

bullet

Highlander, Over Extensive

bullet

King's Magic

bullet

Legend of the Five Colors

bullet

Legend's Magic

bullet

Pauper's Magic

bullet

Race Wars

bullet

Rainbow Stairwell

bullet

Rated One Star

bullet

Scavenger Hunt

bullet

Spy Constructed

bullet

Squandered Magic

bullet

Star

bullet

Star, 2 Color

bullet

Type B

bullet

Vanilla Wars

Limited Variants

bullet

Auction Draft

bullet

Auction Draft, Silent

bullet

Back Draft

bullet

Booster Draft

bullet

Double Draft

bullet

Duplicate Limited

bullet

Duplicate Magic

bullet

Fixed Deck

bullet

Grand Master

bullet

Mini Master

bullet

Monte Carlo Draft

bullet

Pack Game

bullet

Quest for the Mirari

bullet

Rochester, Two Player

bullet

Rochester, Two Player Blind

bullet

Rotisserie Draft

bullet

Soloman Draft

Both Variants

bullet

Allies: Teamwork & Betrayal

bullet

Apex Man

bullet

Assassins

bullet

Blitz

bullet

Blitz, Super

bullet

Blitzkrieg

bullet

Bullseye

bullet

Chaos

bullet

Contract Magic

bullet

Cutthroat

bullet

Diving Intervention

bullet

Don't Settle for Less

bullet

Dreams & Nightmares

bullet

Emperor

bullet

Fish Fiddling

bullet

Five Player Collapse

bullet

Free for All

bullet

Gambling Magic

bullet

Hat

bullet

High Life w/No Mana

bullet

Highest Life

bullet

Imperfect Summoning

bullet

Iron Mage

bullet

Iron Man

bullet

It

bullet

Kangaroo Court

bullet

Kill the Man with the Ball

bullet

Liar's Damage

bullet

Lich War

bullet

Magic Combat with Dice

bullet

Magic Tech

bullet

Magic: the Eternal Struggle

bullet

Melee

bullet

Melee, Grand

bullet

Midnight Magic

bullet

Musical Chairs

bullet

Negative Life

bullet

No Land Magic

bullet

RandoMagic

bullet

Real Magic

bullet

Rotate

bullet

Shifter Magic

bullet

Siege

bullet

Slaves

bullet

Slot Magic

bullet

Tag Team

bullet

Teams

bullet

Tug of War

bullet

Two Headed Giant

bullet

Vanguard

bullet

Wheel of Fortune

bullet

Zero Sum

Shared Deck Variants

bullet

Arena Magic

bullet

Central Deck

bullet

Deck of Effects

bullet

Dien's Arena Magic

bullet

Dimensional Chaos

bullet

End of the World

bullet

Magical War

bullet

Mental Magic

bullet

One Deck

bullet

Split Card

Solitaire Variants

bullet

Aaron's Solitaire

bullet

Balance of Power

bullet

Deck Tester

bullet

Deep IQ

bullet

Demolition

bullet

Erewhon's Solitaire

bullet

Fortress

bullet

Hunsberger's Solitaire

bullet

Mana Maze Solitaire

bullet

Mountain Magic

bullet

Solitaire 

bullet

Wipe Out

Tactical Variants

bullet

Battle Field

bullet

Besieged

bullet

Castle

bullet

Frontier Magic

bullet

Magic: the Board Game

bullet

Magic: the War Game

bullet

Stratego Magic

bullet

Tactical Magic

bullet

Territory Magic

Other Variants

bullet

Adventure

bullet

Mageopoly

bullet

Magic: the Ascension

bullet

Magic: the Chessing

bullet

Magic: the Conquest

bullet

Magic: the RPG v2.0

bullet

War of Dominia

 

Duplicate Magic

For this variants players will use pre-made decks. This variant is designed to be ran in a tournament style. Each table contains preset decks, stocked and set up at the pleasure and discretion of the Tournament Director. The decks stay with the table; the players move to a new table after each game. Play at each table once, against a different opponent each time. Choice of which of the two decks you play at each table is random.

Nobody gets eliminated! Everybody plays the same number of games. The winner is determined by adding up each player's scores from all games played. Highest total score wins the tournament.

Scoring for games at a given table is dependent on the number of games won by each deck at that table. Each winner at a table where N games were played receives N points minus one point for each other winner who played with the same deck! The number of winners per deck obviously is determined only at the completion of all rounds of play.

One possible objection to playing with someone else's cards is the possibility of getting stuck with something unplayable. Although, certainly, the Tournament Director should strive for play balance between each pair of decks, it is to be expected that (for whatever reasons) some decks will turn out to be fundamentally weaker than others. One hopes that the effect of such imbalances on the tournament results could be minimized. Indeed, Rule 3 specifies a scoring algorithm, which does just that.

If, say, there were ten games played at a table, and each deck won five games, that indicates the decks were balanced. Each of the 5 winners playing with, say, "Deck A" receives 6 points (10 - 4) for a total of 30 points. Also, 30 points go to the five winners with "Deck B", or 60 points total riding on this table: pretty important! Compare this to the unfortunate case where one deck wins all ten games. Those ten winners collect only 1 point each (10 - 9), or a total of 10 points won over this table: pretty darn insignificant! Thus we see that Duplicate Magic Scoring provides a safety factor for those cases where decks are not of comparable strength. The more balanced the two decks are, the more significant the games' outcomes will be in the tournament. The following table summarizes the possibilities, assuming 10 games (played amongst twenty contestants).

Wins of “Deck A” vs. “Deck B”

Total points generated by games at this table

Points due to

“Deck A”

Points due to

“Deck B”

10 – 0

10

10

0

9 – 1

28

18

10

8 – 2

42

24

18

7 – 3

52

28

24

6 – 4

58

30

28

5 – 5

60

30

30

Note that the fundamental operation of the scoring is to reward those players most, who won with a "difficult" deck. This is as it should be!

Duplicate Magic is a half-round-robin event. As such, it is most appropriate for a smallish tournament. An eighteen-player event could be completed in three hours, assuming each round (plus administrative tasks like record keeping and shuffling) takes twenty minutes. Players of Bridge will recognize that Duplicate Magic is modeled on the popular Duplicate Bridge format.

The Tournament Director must provide pre-set pairs of decks that will play against each other. In the case of a Duplicate Doubles Tournament (teams of two competing against each other), four pre-set decks are needed per game. This may represent a significant one-time investment for the Director; however, modest entry fees cannot only cover the prizes but also can help recoup the setup cost.

It is recommended to play for pseudo-ante. Cards that affect ante should not be included in the card stock.

Other than the reasonable restrictions mentioned above, the Tournament Director should feel free to construct any type of decks he wants, of at least 40 cards each. No artificial limits on number of duplicate cards. No use of what is called the Limited List but what is really the Unlimited Argument List. The important deck design criteria are different when you must decide what is played by both sides. The Tournament Director takes on a role closely analogous to the Gamemaster in role-playing events. It is his role to entertain, and he does this by including cards or card-combos at each table, that will have interesting and entertaining interactions.

Each table may have a theme. It is even conceivable that the players may be able to discern such a theme during play and take advantage of such knowledge. To do so would be an excellent indicator of Magic skill. The sheer, raw quick-kill power of a deck is basically meaningless here; except occasionally perhaps, treating such as "thematic" content. It is also important that each deck should have a reasonable chance to win against its opposing deck. If a Tournament Director should set up the decks and tables poorly, such that there is a pervasive lack of balance, the players would reflect this fact in low overall scores. This would be seen as a clear and quantitative blow to the Tournament Director's reputation. However, this is not to say that the Director should not engage in experimentation. Some themes that are very interesting in theory just don't pan out over the board. Some of this is to be allowed and expected. The Director may or may not have the time and resources to playtest every table's decks. This is OK; the scoring function automatically de-emphasizes decks whose play results for the tournament are unbalanced.

Note in particular that there is no reason at all in Duplicate Magic for the Tournament Director to avoid designing multicolor, rainbow decks. If both decks at a table have a similar number of colors, both decks will be slowed by the same amount. Note that use of multiple colors greatly increases the possible interactions that the Director can design into his decks. This freedom translates into more interesting games.

You and your opponent come up to the table and two Stocks of cards are sitting there, face down. Flip a coin - the winner selects either "first turn" or "choice of Stock" (before looking at cards!). Browse your Stock and select any or all (minimum forty) as your Deck. There should be a time limit (five minutes) for this. Unselected cards are "outside of the game"  Shuffle, cut, ante, deal, and play.

Conceivably, the Tournament Director can deliberately leave "too many" cards in some of the decks, e.g. cards in excess of the optimum strength or cards that potentially support more than one theme, depending on which of them are selected. The expectation is that the players will have to show their skill in deck setting by throwing out the right ones from the set offered up by the Director. Here is a major opportunity for the Director to set up tricks and traps, or insert powerful themes hidden in a noise of cards that are inferior, albeit attractive and obvious.

A caution: advising other contestants about the contents of Stocks at tables they have not played yet is a no-no; doing so in order to help your buddy will be considered unsportsmanlike at least.

Letting the players cut out cards they don't like is much akin to letting them make up their own decks. It has the same flavor, in that they make design decisions; but it is far, far safer.

Optional Rules

Finder's Keeper's

Since they're the Tournament's cards anyway, cards won as antes are prizes and are removed forthwith, from the tournament into the winner's possession! Such winnings are not to be used by the winner, or anybody else, in subsequent rounds.

Yes, that means the Stocks might conceivably get stripped of valuable cards that the later contestants won't get to use. It also re-allows the ante cards - for example, the Director might want to run a Bonus Deck sometime, containing Demonic Attorneys and Contract from Belows in order to give the players a chance to award themselves bigger prizes!

The obvious problem here is that people will toss Common cards from the Stock ruthlessly, down to a bare-minimum forty-card deck, to enhance the Rarity value of their share of the ante! Ugh! Even if you say that only the Opponent's antes are awarded as the prize and not your own, there's the problem that the players could collude to strip-mine their own Stocks, for the other player's benefit. No, I'd say it's impractical unless this option is played with one additional restriction: a preset limit on the number of cards you may omit from the play deck.

History

This variant was created By Charles Poirier.