So, short backstory, started collecting magic during ice age, group of friends was way too young to really comprehend the game, so just traded ones we thought looked cool, didn't have, etc. Eventually started playing but definitely not following all of the rules but had the gist of the game. Priorities were off, etc,etc. Fast forward, sold all my cards to pay rent in my 20s lol, fast forward again now to my 30s and have family doing game nights, my choice has been magic.
Bought a game night set, and several commander decks. We have played several games and had a bunch of fun, no commander yet, but have run in to some questions regarding the 3 player games we have been playing.
We decide whether to rotate left or right at the beginning of game with dice roll, and can only attack players directly next to us in the decided direction.
The issue we have not decided on , is whether this only applies to our combat phase. In other words can I cast enchantments, sorceries, instants, etc, that damage or do some other action against the player I am not allowed to attack if I cast those when I have priority during my main phase? What about when I am neither attacking or blocking (since one player in the 3 player game will kind of be idle each turn), is that player allowed to cast things directed at either opposing player (given they have priority, which we pass around the players the same direction as turns.
Sorry if this makes no sense is is painfully obvious and thanks for any help provided!
The Comprehensive Rules provide optional rules for that for multiplayer games. What you are describing are the "attack left/right" option (rule 803.) and the "limited range of influence" option (rule 801.). You can also choose the "attack multiple players" option and/or a bunch of others (see the CR rule 800.ff).
With the "Attack left/right" option, a player can only attack the player to the immediate left/right of themselves and their planeswalkers. That player defends as normal. That's the easy one.
801., Limited range of influence, is a longer part of the multiplayer rules, covering various scenarios that may arise. So check that out, it's a bit too long to conveniently quote here. In a nutshell, a player's spells and abilities can only reach another player's permanents, objects, and spells within their range of influence. The range of influence is the number of players to one side, that a player can reach. That can be 1, or 2, or 3, or more, though with 3+ that usually covers the entire table already. You could also adopt a house rule to make the range of influence only go in one direction, but that would seriously hamper a player's ability to defend themselves against the other side. Different players can also be made to have different ranges of influence.
By default, a player can cast their spells and use their abilities when they have priority and they can target and affect anything within their range of influence.
I really appreciate the information! Still have some confusion reagarding some situation.
Lets say there are 4 players, and we decide you can only attack the player to your left. So in order from first to last, or clockwise, we have players 1, 2, 3, 4.
1 can attack 2, and so on, until player 4's turn who will be able to attack player 1.
Now lets assume it is player 1's turn, so player 1 can attack player 2 who can defend themselves.
Lets say player 1 declares attackers, player 2 declares blockers, can player 3 choose to play spells at this point (instants/enchantments/etc.) that might give life to/damage/etc any of the other players (player 1, 2, or 4?). Or since player 3 is not involved in blocking or attacking, do they just sit the turn out entirely along with player 4?
Can player 3 cast something against player 4 (given priority after player 2 has declared blockers), and if player 3 passes priority to player 4, can player 4 cast something against players 1, 2, 3?
What I am ultimately getting at is that it seems possible for people to still team up if they can cast things against players that are involved in attacking/blocking, which is what I thought the "attack only in one direction" rule was meant to avoid.
Thanks in advance!
Lastly, can player 2 (the blocking player in this case) cast anything against the attacker (since this attacker would be on the blockers right side and not left).
Lets say there are 4 players, and we decide you can only attack the player to your left. So in order from first to last, or clockwise, we have players 1, 2, 3, 4.
1 can attack 2, and so on, until player 4's turn who will be able to attack player 1.
Now lets assume it is player 1's turn, so player 1 can attack player 2 who can defend themselves.
Lets say player 1 declares attackers, player 2 declares blockers, can player 3 choose to play spells at this point (instants/enchantments/etc.) that might give life to/damage/etc any of the other players (player 1, 2, or 4?). Or since player 3 is not involved in blocking or attacking, do they just sit the turn out entirely along with player 4?
Can player 3 cast something against player 4 (given priority after player 2 has declared blockers), and if player 3 passes priority to player 4, can player 4 cast something against players 1, 2, 3?
What I am ultimately getting at is that it seems possible for people to still team up if they can cast things against players that are involved in attacking/blocking, which is what I thought the "attack only in one direction" rule was meant to avoid.
Being involved in combat or not is irrelevant. All that matters is, that the the things player 3 wants to affect are within their range of influence, if you play with that option. If you don't, then all players and all their stuff is free to be messed with by anyone at anytime. Aiding and messing with other players is a fundamental part of multiplayer Magic, and is the cause of fun (or unfun) politics between players. Teaming up, even though the players are technically adversaries, against the mutual greater enemy, is part of multiplayer Magic.
The attack in one direction really only is about who you can attack with your creatures. It shakes things up by forcing a player to be aggressive on one side, but defensive towards the other.
Lastly, can player 2 (the blocking player in this case) cast anything against the attacker (since this attacker would be on the blockers right side and not left).
The attacking player is naturally within player 2's range of influence, and can be messed with as usual. The attack left/right option is only about attacking, the range of influence is about what players your spells, abilities, and effects can reach.
Bought a game night set, and several commander decks. We have played several games and had a bunch of fun, no commander yet, but have run in to some questions regarding the 3 player games we have been playing.
We decide whether to rotate left or right at the beginning of game with dice roll, and can only attack players directly next to us in the decided direction.
The issue we have not decided on , is whether this only applies to our combat phase. In other words can I cast enchantments, sorceries, instants, etc, that damage or do some other action against the player I am not allowed to attack if I cast those when I have priority during my main phase? What about when I am neither attacking or blocking (since one player in the 3 player game will kind of be idle each turn), is that player allowed to cast things directed at either opposing player (given they have priority, which we pass around the players the same direction as turns.
Sorry if this makes no sense is is painfully obvious and thanks for any help provided!
With the "Attack left/right" option, a player can only attack the player to the immediate left/right of themselves and their planeswalkers. That player defends as normal. That's the easy one.
801., Limited range of influence, is a longer part of the multiplayer rules, covering various scenarios that may arise. So check that out, it's a bit too long to conveniently quote here. In a nutshell, a player's spells and abilities can only reach another player's permanents, objects, and spells within their range of influence. The range of influence is the number of players to one side, that a player can reach. That can be 1, or 2, or 3, or more, though with 3+ that usually covers the entire table already. You could also adopt a house rule to make the range of influence only go in one direction, but that would seriously hamper a player's ability to defend themselves against the other side. Different players can also be made to have different ranges of influence.
By default, a player can cast their spells and use their abilities when they have priority and they can target and affect anything within their range of influence.
Former Rules Advisor
"Everything's better with pirates." - Lodge
(The Gamers: Dorkness Rising)
"Any sufficiently analyzed magic is indistinguishable from science."
(Girl Genius - Fairy Tale Theater Break - Cinderella, end of volume 8)
Lets say there are 4 players, and we decide you can only attack the player to your left. So in order from first to last, or clockwise, we have players 1, 2, 3, 4.
1 can attack 2, and so on, until player 4's turn who will be able to attack player 1.
Now lets assume it is player 1's turn, so player 1 can attack player 2 who can defend themselves.
Lets say player 1 declares attackers, player 2 declares blockers, can player 3 choose to play spells at this point (instants/enchantments/etc.) that might give life to/damage/etc any of the other players (player 1, 2, or 4?). Or since player 3 is not involved in blocking or attacking, do they just sit the turn out entirely along with player 4?
Can player 3 cast something against player 4 (given priority after player 2 has declared blockers), and if player 3 passes priority to player 4, can player 4 cast something against players 1, 2, 3?
What I am ultimately getting at is that it seems possible for people to still team up if they can cast things against players that are involved in attacking/blocking, which is what I thought the "attack only in one direction" rule was meant to avoid.
Thanks in advance!
Lastly, can player 2 (the blocking player in this case) cast anything against the attacker (since this attacker would be on the blockers right side and not left).
Being involved in combat or not is irrelevant. All that matters is, that the the things player 3 wants to affect are within their range of influence, if you play with that option. If you don't, then all players and all their stuff is free to be messed with by anyone at anytime. Aiding and messing with other players is a fundamental part of multiplayer Magic, and is the cause of fun (or unfun) politics between players. Teaming up, even though the players are technically adversaries, against the mutual greater enemy, is part of multiplayer Magic.
The attack in one direction really only is about who you can attack with your creatures. It shakes things up by forcing a player to be aggressive on one side, but defensive towards the other.
The attacking player is naturally within player 2's range of influence, and can be messed with as usual. The attack left/right option is only about attacking, the range of influence is about what players your spells, abilities, and effects can reach.
Former Rules Advisor
"Everything's better with pirates." - Lodge
(The Gamers: Dorkness Rising)
"Any sufficiently analyzed magic is indistinguishable from science."
(Girl Genius - Fairy Tale Theater Break - Cinderella, end of volume 8)