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Hunsberger's Solitaire The basic scenario for this
game is that you are a mage that has been entrapped on another plane,
and if you do not free yourself soon, your soul will be lost for all
eternity. You must fight with whatever means necessary to free yourself
from this domain. In this dimension you float in a fathomless chaos
devoid of substance and order, a panoply of color and thoughts surround
you as you fight to gain your freedom. Mana color does not exist here,
as all colors exist in one. You need only to concentrate on the color
you wish and it can be tapped and put into use to secure your freedom.
The task is mighty. Already you can feel your form begin to fragment,
chunks of thought spin off into the One. You begin to feel its pull.
Resist. Starting the Game The game is begun by
dealing cards into what is called the Timer deck. The object of the game
is to do as many points of damage as you can before the cards in the
Timer deck run out. The size of the Timer deck is fifteen cards. These
cards are dealt off the top of your main deck and are put in a small
pile to the player's right. Main decks can be any size. Larger decks can
present problems because you are less apt to draw useful cards before
your Timer deck runs out. If you feel you have too
many cards in your main deck, the following variant works quite well.
Shuffle well and take the first sixty cards that come into your hand and
play a couple of games. Sixty seems to be a minimum for main decks as
you are apt to run out of cards before you make it through your Timer
deck with any less. Some interestingly high scores have been yielded
this way. You don't necessarily need a bunch of "great" cards
in your deck to get a high score. You just need a lot of luck and a few
correct decisions. The next step is to flip
the top card of your Timer deck, placing it on top of the pile, and deal
three cards from your main deck. Place these cards face up in a
horizontal row next to your Timer deck. These four cards form your hand.
Reserve space above your hand for what are called Save slots. These two
spaces will hold cards, which can stay out when all the other cards go
to the graveyard. The object of the game is to do the maximum amount of
damage possible to your imprisoning enchantment in the amount of time
allowed for by the Timer deck. Turn Sequence Flip timer card and deal three new cards from main deck. Untap cards. Cast
spells, summon creatures and do damage with spells, artifacts, by
tapping land, or creatures * Place new cards in save
slots and discard cards they replace (except in cases of multiple
lands). Save cards can have spells, enchantments, and sorceries cast on
them. This does not count as another card as it is played on a card in
Save slot. Discard all the cards in your hand (except for cards in the Save slots). * A card does not have to be in a Save slot to attack, just summoned. Step-By-Step Flip Timer card You do this to start your
turn. Flip the top card in your Timer deck and then deal three cards
from your main deck and lay them next to the Timer deck to form your
hand. If the card you flip from your Timer deck is a land you may, if
you wish, move it to an Save slot immediately and flip the next card in
your Timer deck without dealing a completely new hand. Untap All lands that were tapped
during the attack phase now become untapped. Cast spells, summon creatures and do damage with spells, artifacts, by tapping land, or creatures This is the portion of your
turn where you cast spells and summon creatures to do damage to the
enchantment that has imprisoned you. To cast a spell or summon you need
only have the appropriate amount of mana. All mana is colorless in this
realm. This is mainly to keep the people who use one or two color decks
from cleaning up with the points. Besides this game is hard enough to
win already. You can attack with as many spells and creatures as you
cast with available untapped mana. This will allow you to make multiple
attacks using creatures in your Save slots as well as creatures in your
hand. When you summon a creature,
it has no summoning sickness, unlike in the regular Magic: the Gathering
rules. When all of your mana is exhausted you then survey the damage you
have done. You will find that most enchantments are not usable in this
game. The only enchantments you can use are ones that affect your
summoned creatures. Some enchantments have special abilities that are
listed in the section marked Special Rules etc. When you summon a
creature you denote its state by tapping it or turning it sideways, for
a creature must attack the turn it is summoned. After you attack with a
creature, you discard it immediately. Spells also function
differently than the regular game of Magic: the Gathering in that if a
spell has an offensive capability you can use that spell to do damage.
This is done by paying your mana for the spell and doing damage equal to
the amount of mana you used to cast it. If you have a spell like Stone
Rain, you could spend the three mana and do three points of damage to
the enchantment. These are generally sorcery spells and they have to
have something on the card which says something like, "...destroy
target..." Place new
cards in Save slots and discard cards they replace You may, at this stage of
your turn, place any cards you wish to save in the Save slots. They will
replace the existing card that will then be placed into the graveyard.
The exception is if the card is a land and you already have one land of
that exact same color (yes, color matters here). You may then add this
card to that stacked land. The stacks are limited to two cards. You can
have two stacks of different colors in the Save slots but they cannot be
mixed. If at any time you realize
that you have mistakenly put too much land in a stack you take mana burn
equal to the excess by discarding the appropriate number from the Timer
deck. You do not have to move cards up to the Save slots immediately
upon drawing them. You can use them and then move cards into their
place. For example, if you draw two plains, and have a forest and
Disintegrate in your Save slots, you can tap the two plains, the forest
and use the Disintegrate (doing two damage), then move the two tapped
plains to the Save slot currently occupied by the now expended
Disintegrate. Discard all
the cards in your hand Discard all cards that are
not in your Save slots at this point. They all go face up to the
graveyard. Spells which retrieve objects and creatures from the
graveyard (Reconstruction, etc.) as well as Raise Dead spells work on
this plane. Ending the Game The game ends when you are
out of Timer cards, pure and simple. You flip your last Timer card and
finish out the turn and that's it. If you run out of cards in your main
deck keep drawing cards from your Timer deck, trying to score points,
until you have exhausted them. Tally up your score and if you have
scored more than forty points of damage you have successfully escaped
the mage's imprisoning enchantment. If you find that you are beating
this goal regularly bump it up ten or so. This game was designed to be
used with a sixty-card deck straight out of the shrink wrap so
customized decks may not be suitable. To give a standard for high
scores, scores are denoted by the number of cards in the deck and the
number of points as such: 60/45 (meaning sixty cards, forty five
points). Another variant for those
who regularly surpass forty damage is to try and score as many points as
you have cards in your main deck after dealing the Timer deck (deck size
- fifteen) or try to score as many points as you have cards in your main
deck. Special Rules and Exceptions
Instant Death If, at any time during the
game, you have 8 mana producing lands out you are dead from extreme mana
burn. You lose. History This variant was created By Jeffery Hunsberger
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