Okay, I've been kicking around this idea after watching one of my friends play Warhammer 40k a few years ago, and I liked the look of one of the things they were doing at his hobbyshop. They had a large map on the wall with game pieces showing their locations, and as they moved from region to region on the map they had to play a game in order to take a region that belonged to somebody else. Each player had a capital city to defend, and if they lost that capital and didn't recover it within 10 turns, they would lose the game. The map also had terrain like mountains and bodies of water that restricted player movement. I wanted to try this with MTG and have a similar setup, where we have a map and board pieces to begin taking over the map, and we have to play a game of magic to determine if an attack was successful.
I had an idea to mix it up a little bit, where there would be special locations on the map that gave the player a bonus if they had control of it, but in order to take it they had to complete a game with special rules. For example, one region could be a Hedron Grid, and if you control it you can choose to put a land card into your hand at the start of your turn rather than draw a card. In order to take control of it from another player, there would be a special rule where both players would have a Helix Pinnacle under their control, and have to use it to win. Attacking creatures would be able to target it and remove counters, similar to planeswalkers, and healing effects would add tokens to it. If a player decks out, the pinnacle would be reset.
I've got a few ideas for special games that would be played, and the bonuses that would come with them, but I don't think that I have enough, and I don't think that I know enough about the game to keep the bonus effects and special rules from being overpowered. I'll list short summaries below of the other ideas that I had, but I'd appreciate suggestions for new regions, and ways to keep the others from being overpowered.
Hedron Grid: Players must use a copy of Helix Pinnacle to win the game. Helix Pinnacle can be attacked and healed to affect the number of tokens on it. Decking out results in the Helix Pinnacle resetting. Shroud would be ignored to keep things more balanced, and Helix Pinnacle wouldn't count as a normal card, in order to keep it from being outright destroyed. Players that control this region can choose to put a land card into their hand instead of draw at the start of their turns.
Kher Keep: Players will not only have to defeat each other, but also fight a third neutral deck themed around Kher Keep. If this third deck defeats both players, this region will become uncontrolled again. Players that control this region will start each game with a mountain and Kher Keep in their exile zones that can be played at any time you could normally play a land card.
Chaos Fields: The defending and attacking player both start at twenty life. Each other player on the map can choose to interfere and join the game with ten life, but cannot win the game. When either the attacking or defending player dies, the other wins. Players that control this region can choose to move their board piece twice a turn, starting on their next turn.
Thopter Factory: The attacking and defending player do not fight each other. Instead, they fight a Thopter themed deck and must defeat theirs before the other player, based off of turns taken. The Thopter decks each have 60 life, and be entirely defense oriented, but would not really have any win conditions. The player in control of this region can attack anywhere on the map once every other turn, besides capitals.
War Academy: Both players put all land cards from their decks aside in a "land zone" before the start of the game. Each player may play a land each turn, but may not have more than ten lands under their control. Effects like Gatecreeper Vine would add land to your hand from this zone, and any land that ends up in your hand may be played in addition to a land from this zone. Players in control of this region can choose to mulligan their hand at any time.
A final note is that this project is on a bit of a budget, so I'd like to avoid spending a ton of money on making a themed region, which is why I went with Kher Keep instead of Dark Depths as a region. I'd also appreciate help building the theme decks like Kher Keep Kobolds, but I'll make a separate thread in the Casual subforum when the theme decks are locked in. Thanks for any suggestions!
Castle Sengir: Players start at sixty life. Whenever a source a player controls deals damage to an opponent, said player gains that much life.
Opponents of the player controlling this region lose two life at the beginning of a match against this player, who gains the total of all life lost from all opponents playing that match.
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I had an idea to mix it up a little bit, where there would be special locations on the map that gave the player a bonus if they had control of it, but in order to take it they had to complete a game with special rules. For example, one region could be a Hedron Grid, and if you control it you can choose to put a land card into your hand at the start of your turn rather than draw a card. In order to take control of it from another player, there would be a special rule where both players would have a Helix Pinnacle under their control, and have to use it to win. Attacking creatures would be able to target it and remove counters, similar to planeswalkers, and healing effects would add tokens to it. If a player decks out, the pinnacle would be reset.
I've got a few ideas for special games that would be played, and the bonuses that would come with them, but I don't think that I have enough, and I don't think that I know enough about the game to keep the bonus effects and special rules from being overpowered. I'll list short summaries below of the other ideas that I had, but I'd appreciate suggestions for new regions, and ways to keep the others from being overpowered.
A final note is that this project is on a bit of a budget, so I'd like to avoid spending a ton of money on making a themed region, which is why I went with Kher Keep instead of Dark Depths as a region. I'd also appreciate help building the theme decks like Kher Keep Kobolds, but I'll make a separate thread in the Casual subforum when the theme decks are locked in. Thanks for any suggestions!
Opponents of the player controlling this region lose two life at the beginning of a match against this player, who gains the total of all life lost from all opponents playing that match.