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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

 

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:

Number of Players

Number of Turns

36 to 40

6

30 to 35

5

24 to 29

4

18 to 23

3

12 to 17

2

11 or fewer

1

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.