I've come up with an interesting gamemode to play with your friends that I call Overlord. Rules below:
Note: This mode is meant to be played outside in a wide space UNLESS it's breezy out, in which case you should play somewhere with space to run around and not have your cards blown away. Figure it out ;-;
YOU WILL NEED:
At least 7 people, each with decks
OVERLORD BBBBBBBB
1. Split up into 3 Henchmen, 3 Fighters and 1 Overlord. The Henchmen do what their Overlord says; their collective goal is to hunt down and kill the Fighters.
2. The goal of the Fighters is to make it to an agreed upon safe-point.
3. The evil team gives the Fighters a 15 second head start and then they're off!
4. If a Fighter and Henchman/Overlord encounter one another, they must fight. Anyone can join in the fight within 5 seconds of it beginning.
5. If a Henchman/Overlord loses a fight, they are dead unless the Overlord spends 30 seconds reviving them, one at a time. If a Fighter loses, he is dead and out of the game. A Henchman may take the fallen Fighter's deck to use later (give it back at the end of each round!).
6. If you don't have 7 people, you can split the teams however you like or leave out the Overlord.
7. To win, all surviving Fighters must be at the safe-point. (F)
8. To win, all Fighters must be dead. (H/O)
9. For an added challenge: The Overlord can only command and strategize; no reviving or fighting.
Have fun and tell me what you all think!
I, personally, have never seen an MtG player run for anything unless it was to be first in line. Not saying that all MtG players aren't in shape but... just my personal experience.
#4 sounds almost impossible to overcome towards the end. With no way to kill H/O, a 4 against 1 or 2 match is... well... unfair. Especially if they're allowed to come in when the other player is near 5 life.
It's not clear to me what role, if any, the Overlord really has. Not exactly rocket science if the goal is to catch everyone..
Is the safe-point like a home base or something?
Outside... you play this outside... with cards.... I think the players might spend more time running after their cards in the breeze instead of chasing each other. Just saying.
Have you done this yourself? What was your experience?
S
I, personally, have never seen an MtG player run for anything unless it was to be first in line. Not saying that all MtG players aren't in shape but... just my personal experience.
Sorry my 5Ks aren't scheduled near your LGS. For the next one, I'll ask them to open the front door and back door and route it right through your store during your next PTQ, hopefully it doesn't knock your table over but no promises.
You'll probably judge my activity level based on my physical appearance and how much its necessary for me to move within a game store anyway, but at least you'll have seen a Magic player run for something besides being first in line.
S
I, personally, have never seen an MtG player run for anything unless it was to be first in line. Not saying that all MtG players aren't in shape but... just my personal experience.
Sorry my 5Ks aren't scheduled near your LGS. For the next one, I'll ask them to open the front door and back door and route it right through your store during your next PTQ, hopefully it doesn't knock your table over but no promises.
You'll probably judge my activity level based on my physical appearance and how much its necessary for me to move within a game store anyway, but at least you'll have seen a Magic player run for something besides being first in line.
Considering I don't actually own an LGS, feel free to take your 5K through any LGS of your choosing at any time. No need to restrict yourself to PTQ days either. If you let me know the time and place, I'll ask my 5K friends to take part. I'm sure it would be a good way to introduce them to Magic. Ironically, none of them play Magic. Of course, that's just my small circle, obviously not every person who runs.
You might want to take special notice of, now pay attention, to the qualifier in my statement, "my personal experience." Also note that my statement is carefully worded not to include all Magic players as I'm sure you've deduced by now that I don't personally know every MtG player in existence.
If we're done with the saltiness, we can move on to the original post topic.
DemonkingJG.
I think your heart is in the right place, it's just relatively clunky idea to me.
I might be jaded since I'm not up to running around by any measure with a deck of any value. So if we reduce the value of the deck to say... Pauper, the other facet is time. During Casual games, it's not unusual for me to hit an hour during one round. Much longer with much slower control decks or larger player counts. There's no tournament time crunch involved.
I would propose, to make the game run smoother, is to impose some deck construction limits. Pauper is a good place. Setting deck size to forty cards is also good, games are forced to run faster. I can't think of anything else really... I built a heavy Vanilla creature deck restricted to 8 spells to teach someone to play and it runs stupidly fast for a deck with no ramp. Something like that I guess. Use 10 instead of 20 life will run even faster I suppose.
I would allow Henchmen to die. To make the game more balanced. Maybe allow the Overlord be unkillable until all the Henchmen die? Survivor becomes the new Overlord?
You could take a page from Ironman and allow opponents to only take remaining cards in library. Sorting out cards later can prove to be a problem later.
This sounds bizarre at best. It seems like it's always going to snowball in favor of one side, which ends up being a few games of magic sandwiched by a minute or two of running. It would be a little different if games of magic went faster. As it is, all of the time in between the games may as well not count. Thirty seconds to revive is nothing compared to the length of a game. Henchmen winning the first game to finish is basically a win for them, because they can always be waiting for the next game to end and any of them who lose are going to be revived (and if you omit the revive part of the rules, it's almost guaranteed to go in favor of the fighters). Fighters winning either of the first two games to finish is pretty close to a win for them, because the overlord committing to a game is assuming that all of the remaining games are going to be won by the henchmen. Overlord sounds like a terrible position in general because the correct role for them is almost always standing around while other people play. There will be some games that work out nicely where people finish their magic games around the same time and there's a little more back and forth, but I can't see those happening more often than the non-games. This is all ignoring the logistical problems with playing outside and running around with decks of cards, too.
I appreciate trying to mix magic with physical activity but this may be a time to leave them separate. Play a pick up game of whatever sport then sit down for some games.
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[Pr]Jaya | Estrid | A rotating cast of decks built out of my box.
Note: This mode is meant to be played outside in a wide space UNLESS it's breezy out, in which case you should play somewhere with space to run around and not have your cards blown away. Figure it out ;-;
YOU WILL NEED:
At least 7 people, each with decks
OVERLORD
BBBBBBBB
1. Split up into 3 Henchmen, 3 Fighters and 1 Overlord. The Henchmen do what their Overlord says; their collective goal is to hunt down and kill the Fighters.
2. The goal of the Fighters is to make it to an agreed upon safe-point.
3. The evil team gives the Fighters a 15 second head start and then they're off!
4. If a Fighter and Henchman/Overlord encounter one another, they must fight. Anyone can join in the fight within 5 seconds of it beginning.
5. If a Henchman/Overlord loses a fight, they are dead unless the Overlord spends 30 seconds reviving them, one at a time. If a Fighter loses, he is dead and out of the game. A Henchman may take the fallen Fighter's deck to use later (give it back at the end of each round!).
6. If you don't have 7 people, you can split the teams however you like or leave out the Overlord.
7. To win, all surviving Fighters must be at the safe-point. (F)
8. To win, all Fighters must be dead. (H/O)
9. For an added challenge: The Overlord can only command and strategize; no reviving or fighting.
Have fun and tell me what you all think!
EDIT 1: Changed rules 3, 4 and 5.
I think it needs work.
I, personally, have never seen an MtG player run for anything unless it was to be first in line. Not saying that all MtG players aren't in shape but... just my personal experience.
#4 sounds almost impossible to overcome towards the end. With no way to kill H/O, a 4 against 1 or 2 match is... well... unfair. Especially if they're allowed to come in when the other player is near 5 life.
It's not clear to me what role, if any, the Overlord really has. Not exactly rocket science if the goal is to catch everyone..
Is the safe-point like a home base or something?
Outside... you play this outside... with cards.... I think the players might spend more time running after their cards in the breeze instead of chasing each other. Just saying.
Have you done this yourself? What was your experience?
Sorry my 5Ks aren't scheduled near your LGS. For the next one, I'll ask them to open the front door and back door and route it right through your store during your next PTQ, hopefully it doesn't knock your table over but no promises.
You'll probably judge my activity level based on my physical appearance and how much its necessary for me to move within a game store anyway, but at least you'll have seen a Magic player run for something besides being first in line.
Considering I don't actually own an LGS, feel free to take your 5K through any LGS of your choosing at any time. No need to restrict yourself to PTQ days either. If you let me know the time and place, I'll ask my 5K friends to take part. I'm sure it would be a good way to introduce them to Magic. Ironically, none of them play Magic. Of course, that's just my small circle, obviously not every person who runs.
You might want to take special notice of, now pay attention, to the qualifier in my statement, "my personal experience." Also note that my statement is carefully worded not to include all Magic players as I'm sure you've deduced by now that I don't personally know every MtG player in existence.
If we're done with the saltiness, we can move on to the original post topic.
DemonkingJG.
I think your heart is in the right place, it's just relatively clunky idea to me.
I might be jaded since I'm not up to running around by any measure with a deck of any value. So if we reduce the value of the deck to say... Pauper, the other facet is time. During Casual games, it's not unusual for me to hit an hour during one round. Much longer with much slower control decks or larger player counts. There's no tournament time crunch involved.
I would propose, to make the game run smoother, is to impose some deck construction limits. Pauper is a good place. Setting deck size to forty cards is also good, games are forced to run faster. I can't think of anything else really... I built a heavy Vanilla creature deck restricted to 8 spells to teach someone to play and it runs stupidly fast for a deck with no ramp. Something like that I guess. Use 10 instead of 20 life will run even faster I suppose.
I would allow Henchmen to die. To make the game more balanced. Maybe allow the Overlord be unkillable until all the Henchmen die? Survivor becomes the new Overlord?
You could take a page from Ironman and allow opponents to only take remaining cards in library. Sorting out cards later can prove to be a problem later.
That's all the ideas I really have for now.
I appreciate trying to mix magic with physical activity but this may be a time to leave them separate. Play a pick up game of whatever sport then sit down for some games.
UGMefolkGU
GElvesG
Casual
UBPirate ArtifactsBU
Draft my cube! (630 cards)