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Constructed Variants

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237 Magic

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5-Color

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ABC Magic

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Battle of the 2's

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Block Party

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BYOB

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Building Draft

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Building Sealed

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Chameleon

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Chess

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Colored Life

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Creaturefest

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Deck Points

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Effects Magic

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Elder Legend Dragon Wars

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Gauntlet

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Godzilla

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Highlander

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Highlander, Extensive

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Highlander, Over Extensive

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King's Magic

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Legend of the Five Colors

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Legend's Magic

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Pauper's Magic

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Race Wars

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Rainbow Stairwell

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Rated One Star

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Scavenger Hunt

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Spy Constructed

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Squandered Magic

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Star

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Star, 2 Color

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Type B

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Vanilla Wars

Limited Variants

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Auction Draft

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Auction Draft, Silent

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Back Draft

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Booster Draft

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Double Draft

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Duplicate Limited

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Duplicate Magic

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Fixed Deck

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Grand Master

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Mini Master

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Monte Carlo Draft

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Pack Game

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Quest for the Mirari

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Rochester, Two Player

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Rochester, Two Player Blind

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Rotisserie Draft

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Soloman Draft

Both Variants

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Allies: Teamwork & Betrayal

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Apex Man

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Assassins

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Blitz

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Blitz, Super

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Blitzkrieg

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Bullseye

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Chaos

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Contract Magic

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Cutthroat

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Diving Intervention

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Don't Settle for Less

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Dreams & Nightmares

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Emperor

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Fish Fiddling

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Five Player Collapse

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Free for All

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Gambling Magic

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Hat

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High Life w/No Mana

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Highest Life

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Imperfect Summoning

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Iron Mage

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Iron Man

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It

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Kangaroo Court

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Kill the Man with the Ball

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Liar's Damage

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Lich War

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Magic Combat with Dice

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Magic Tech

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Magic: the Eternal Struggle

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Melee

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Melee, Grand

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Midnight Magic

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Musical Chairs

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Negative Life

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No Land Magic

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RandoMagic

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Real Magic

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Rotate

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Shifter Magic

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Siege

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Slaves

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Slot Magic

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Tag Team

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Teams

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Tug of War

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Two Headed Giant

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Vanguard

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Wheel of Fortune

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Zero Sum

Shared Deck Variants

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Arena Magic

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Central Deck

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Deck of Effects

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Dien's Arena Magic

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Dimensional Chaos

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End of the World

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Magical War

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Mental Magic

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One Deck

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Split Card

Solitaire Variants

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Aaron's Solitaire

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Balance of Power

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Deck Tester

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Deep IQ

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Demolition

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Erewhon's Solitaire

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Fortress

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Hunsberger's Solitaire

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Mana Maze Solitaire

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Mountain Magic

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Solitaire 

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Wipe Out

Tactical Variants

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Battle Field

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Besieged

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Castle

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Frontier Magic

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Magic: the Board Game

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Magic: the War Game

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Stratego Magic

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Tactical Magic

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Territory Magic

Other Variants

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Adventure

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Mageopoly

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Magic: the Ascension

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Magic: the Chessing

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Magic: the Conquest

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Magic: the RPG v2.0

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War of Dominia

 

 Magic: the War Game

n this two to four player variant, your goal is to navigate your creatures through areas of terrain in the center of the table and reach the strongholds of your opponents. Most of the rules are covered in the turn sequence, but first, there are a couple of important rules governing the casting of spells.  

Global spells and effects do not affect the entire table. Instead, you must choose a terrain that you are targeting; only creatures within that terrain are affected. You may never target an opponent's stronghold terrain. Creatures with special abilities that target creatures may only target creatures that are in the same terrain. Finally, you may only target opposing creatures with a spell or effect if you have a creature in the same or an adjacent terrain.

Object

Overwhelm your opponent(s) with an army of creatures and take over their stronghold(s). When you control all the strongholds, you win.

Setup

Each player needs a deck of at least forty cards - no lands except for one basic land of each player's choice. Shuffle another fifteen lands, three of each, and lay them out face up in a 3x5 grid. Each of these lands is considered a "terrain." Players then place their own basic land face down to signify their stronghold.

           

B

   

 

 

 

 

       

 

 

 

 

 

 

 

 

   

E

E

E

E

E

 

 

   

 

 

A

E

E

E

E

E

C

   

E

E

E

E

E

   
       
       

 

 

D

 

 

       
                       

Rules Changes

You do not have any life points. You win by taking over other players' strongholds.

You only gain mana from a six-sided die which you roll at the beginning of your turn or from creatures that can be tapped for mana.

Any cards that would go into the graveyard are placed in a "removed from the game" pile. If you run out of cards in your library, shuffle all these cards to create a new library.

Creatures do not heal at the end of turn. All damage remains until healed during the heal phase or until removed by spells.

The Tides of War

Players take turns in a clockwise fashion, rolling a die to see who goes first. The modified turn sequence is as follows.

bulletUntap Phase: standard untap phase.
bulletDraw Phase: all players start with five cards in hand. On your turn, draw one card.
bulletSupply Phase: roll a six-sided die to determine how many supply points (mana) you add to your mana pool. You do not have to spend all of these points, and whatever is not spent can be carried over into your next turn. Any creatures that may be tapped for mana may be used at this point as well.
bulletUpkeep/Heal Phase: upkeep costs are paid using supply points. You may heal your creatures by spending a supply point for each damage point healed, up to a maximum of two points per creature. All creatures with regeneration automatically heal one point for free during this phase.
bulletMovement Phase: You may move each of your creatures one space, horizontally or vertically, to an adjacent terrain. Creatures with the flying ability may also move diagonally. Moving a creature does not cause it to tap, and tapped creatures can still move normally. Creatures with landwalking ability have special movement. If a landwalker's initial move is into a terrain in which it is "attuned," it may move one additional time.
bulletSpecial rules also apply to island and mountain terrains. For islands, only creatures that have flying or islandhome may enter this terrain unaided. Conversely, islandhome creatures can only move across non-island terrains if they are "carried" by another creature. Both creatures remain tapped and cannot untap until the islandhome creature is moved into an island; the carrier remains where it is for that turn.
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All creatures entering a mountain terrain become tapped at the end of the movement phase. Neither this restriction nor the island one apply to strongholds; however, when a group of creatures attacks a stronghold, the owner of the stronghold may tap one of the attackers.

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Combat Phase: when your creatures enter a terrain containing an opponent's creatures, you are considered the attacker and combat ensues. Combat begins after all movement is done. Any creature whose color matches the terrain in which it is located gains a +1/+1 bonus which lasts until the creature moves to a different terrain. Players can respond with fast effects to alter power/toughness ratings or to remove a creature from the game.

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 After all fast effects are resolved, total the power of the remaining untapped creatures on both sides. You may divide the damage your creatures do among your opponent's creatures however you choose - unless one of the opposing creatures has banding, in which case, your opponent chooses. No creature may be dealt more damage than its current toughness. Your opponent then does the same for your creatures.

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Players may now cast healing spells or use any CoP's they control to prevent damage. Any creatures receiving lethal damage are placed in the "removed from the game" pile. Use counters to mark any damage taken by the surviving creatures.

bulletCasting Phase: supply points are used to cast spells, one point per mana required to cast the particular card; colored mana doesn't matter. When you cast a creature, it is placed in your stronghold. If you already have three creatures in there, you cannot summon more until you create a vacancy.
bulletDiscard Phase: each player's maximum hand size is eight cards.

How To Win

At the end of a turn, if you are the only player with creatures in an opponent's stronghold, you take control. That player is not out of the game, but they no longer gain any supply points and they may not bring any new creatures into play. If they manage to retake their stronghold, they may once again gain supply points and cast creatures. The game ends when one player controls all the strongholds.

History

This variant was created by Zev Shlasinger.