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Grand Melee Rules A Melee game with fifteen or more players
graduates to Grand Melee status and requires some complicated
arrangements to keep the game from bogging down. Though anyone can enjoy
playing in a Grand Melee, we recommend that you don’t try to run one
until you’ve played a few regular Melee games and are ready for a
challenge. The main difference between Melee
and Grand Melee is that you need to have two or more players take their
turns at the same time; otherwise the game takes far too long. To decide
how many turns should happen at the same time, divide the total number
of players by one plus the number of players within spell range. (If you
use a spell range of two, for example, the number of players within
spell range would be five: you, the two players on your right, and the
two players on your left.) Round down. Space the turns out evenly among
all players. EXAMPLE:
If you’re playing with twenty-eight players and a spell
range of two, you’ll start the game with four turns happening
simultaneously (1 + 5 players within spell range = 6, and 28 players ÷
6 = 4.66, rounded down = 4). Below is a “number of starting
turns” chart for up to forty players using a spell range of two:
Players’ spheres of influence—the spheres around each player created by the spell range on both sides of that player—are never allowed to overlap. After a player finishes his turn, the player to that player’s left can’t start his turn if doing so would put a player into two spheres of influence at the same time. The player whose turn it would be waits until he could start a turn without the spheres overlapping. As players are eliminated, you’ll eventually need to reduce the number of simultaneous turns in the game or else the game will grind to a halt. You’re forced to do this when the number of turns multiplied by the number of players within spell range is greater than the number of players in the game. You probably should reduce the number of simultaneous turns before you’re forced to, though—otherwise, the game will slow down because of spheres of influence bumping into each other. It’s best to reduce the number of turns as soon as the number of players still in the game would give you one less turn using the starting game formula. EXAMPLE: If you’re playing with twenty-eight players and a spell
range of two as in the last example, you’ll have to move from four
simultaneous turns to three when there are nineteen players left in the
game (4 turns x 5 players within spell range > 19 players in the
game). However, you’d be better off eliminating a turn when there are
twenty-three players left (1 + 5 players within spell range = 6, and 23
players ÷ 6 = 3.83, rounded down = 3). There’s no absolutely fair way to eliminate a turn. When the number of turns needs to be reduced, the turn in the spell range of the last person eliminated is removed instead of being passed at the end of the current player’s turn. This will often result in a player receiving one less turn than the other players nearby. EXAMPLE:
In a game with twenty-four
players and four simultaneous turns, the next person to be eliminated
will reduce the turns to three. The turn in that player’s spell range
will disappear after the player currently using it completes his or her
turn. When a player is eliminated, that player immediately removes all cards he owns from the game. (This may affect players in other spell ranges.) All cards that player controls but doesn’t own are put into their owners’ graveyards. For purposes of calculating spell range, the eliminated player still counts as occupying a position. For purposes of creature attacks, that player doesn’t. However, you can never attack a player outside of your spell range. EXAMPLE:
Bob is to your left and Susan two to your left. Ted is three to your
left, which is outside of your spell range. During your main phase you
eliminated Bob with direct damage. Now during your combat phase you may
attack Susan with your creatures. If you’d also eliminated Susan with
direct damage, you still couldn’t attack Ted, because he’s outside
of your spell range. When a turn passes in the spell range of an eliminated player, that player’s position is removed. EXAMPLE:
To continue the last example, after eliminating Bob and attacking Susan
with your creatures but not eliminating her, the turn would pass to
Susan. Then, Bob’s position would be removed, and Susan would become
the player to your immediate left. Ted would then be in your spell
range. Deck
Construction Use
standard deck construction rules when playing this variant. Sideboard There is no sideboard for this variant. Banned
& Restricted List When
playing this variant it is usually decided what Type you will be
playing. So, if you are playing Type 1, Type 1.5, Type 2, or Extended
Grand Melee then, follow that format’s Banned and Restricted List. Mulligan Rules Standard
“Paris” Mulligan is used for this variant. Before each game begins, a player may, for any reason, reshuffle and
redraw his hand, drawing one less card. This may be repeated as often as
the player wishes, until he has no cards left in his hand. After the
participant, who plays first, mulligans as often as he likes, the
decision of whether to mulligan passes to the other player. Once a
player passes the opportunity to mulligan, that player may not change
his mind.
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