Premise: This game mode adds an extra variant to otherwise long games. This will also break stalemates that are common in FFA games.
Playing the game: At the beginning of play each player (in FFA) or each team (in 2 Headed Giant) is assigned a number according to the number of players/teams
At the beginning of each upkeep (in a FFA game) one player rolls a sided die according to the players in game (3 sided die in 3P FFA 4sided die in 4P FFA etc.)
The player corresponding to the rolled number takes 2 damage. This damage cannot be prevented or redirected. Effects that multiply damage do not affect this damage.
This random damage spurs action and creates situations of suspense.
Once a game upon die roll the affected player may call "Divine intervention." This call negates the two damage taken. However, the player takes 1 damage per turn for the next 5 turns. This allows death from roulette to be avoided but only temporarily
Two headed giant games proceed much the same. Each team is assigned a number and dies are cast on upkeep. Damage from getting hit for roulette is 4 instead of 2 because of increased starting live total
Upon roulette damage if the team agrees unanimously to call "Divine Intervention" roulette damage is negated and the team takes 2 damage per turn for 5 turns. If the call of "Divine Intervention" is not unanimously called the affected team takes 3 damage per turn for 5 turns. This necessitates cooperation.
Other Rules:
1. Dice roll shifts one person clockwise each turn. This alleviates trick rolls, drop rolls, regular fu**ery. Obviously this shouldn't be an issue unless your friends/ playgroup is a bunch of deusch canoes
2. As stated in the explanation the Roulette damage done in any turn cannot be effected in anyway. It cannot be prevented except by calling "Divine Intervention" with said effects advantages and disadvantages. This damage cannot be redirected or multiplied.
3. Life gain is gained at a rate of 1/2 rounded down. This is in order to balance life gain decks which would otherwise be unaffected by the game mode.
4. The Russian Roulette game mode may be implemented at the beginning of the game or at a certain turn. I.E. at turn 15 Russian Roulette is in effect.
5. "Wrath of the gods" (Crit die). This rule may be implemented at the start of game or at a predetermined turn. Each player affected by Russian Roulette damage must roll a 20 sided die. If they roll a crit of 17+ they take double the Roulette damage because they have somehow "angered the RNG gods"
This game mode popped in my head at work ( ups does strange things to my mind). I do not know if there is a game mode like this and I haven't play tested it. However I have discussed it with several other magic players and they agree that it sounds very promising. Any loopholes or exploits anyone can think of or rules that need added please let me know. If you like this and want to share it please feel free to do so just throw me some credit
I was thinking of a similar variant except it's for those who want to see chaos.
Can you win when every effect you have requires your opponent to pick a number 1-6 and you roll if it lands on that number your effect is turned against you.
Example:
I use farewell on you. You choose a number I roll the die and it lands on the number I then only exile my own field.
If I don't roll the number the effect works as normal
For each roll I don't lose another number is added decreasing my chances of winning. When you finally lose the number of losing numbers resets back to 1. The most you can have is 5/6 so if you just are a die rolling god good on you
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Premise: This game mode adds an extra variant to otherwise long games. This will also break stalemates that are common in FFA games.
Playing the game: At the beginning of play each player (in FFA) or each team (in 2 Headed Giant) is assigned a number according to the number of players/teams
At the beginning of each upkeep (in a FFA game) one player rolls a sided die according to the players in game (3 sided die in 3P FFA 4sided die in 4P FFA etc.)
The player corresponding to the rolled number takes 2 damage. This damage cannot be prevented or redirected. Effects that multiply damage do not affect this damage.
This random damage spurs action and creates situations of suspense.
Once a game upon die roll the affected player may call "Divine intervention." This call negates the two damage taken. However, the player takes 1 damage per turn for the next 5 turns. This allows death from roulette to be avoided but only temporarily
Two headed giant games proceed much the same. Each team is assigned a number and dies are cast on upkeep. Damage from getting hit for roulette is 4 instead of 2 because of increased starting live total
Upon roulette damage if the team agrees unanimously to call "Divine Intervention" roulette damage is negated and the team takes 2 damage per turn for 5 turns. If the call of "Divine Intervention" is not unanimously called the affected team takes 3 damage per turn for 5 turns. This necessitates cooperation.
Other Rules:
1. Dice roll shifts one person clockwise each turn. This alleviates trick rolls, drop rolls, regular fu**ery. Obviously this shouldn't be an issue unless your friends/ playgroup is a bunch of deusch canoes
2. As stated in the explanation the Roulette damage done in any turn cannot be effected in anyway. It cannot be prevented except by calling "Divine Intervention" with said effects advantages and disadvantages. This damage cannot be redirected or multiplied.
3. Life gain is gained at a rate of 1/2 rounded down. This is in order to balance life gain decks which would otherwise be unaffected by the game mode.
4. The Russian Roulette game mode may be implemented at the beginning of the game or at a certain turn. I.E. at turn 15 Russian Roulette is in effect.
5. "Wrath of the gods" (Crit die). This rule may be implemented at the start of game or at a predetermined turn. Each player affected by Russian Roulette damage must roll a 20 sided die. If they roll a crit of 17+ they take double the Roulette damage because they have somehow "angered the RNG gods"
This game mode popped in my head at work ( ups does strange things to my mind). I do not know if there is a game mode like this and I haven't play tested it. However I have discussed it with several other magic players and they agree that it sounds very promising. Any loopholes or exploits anyone can think of or rules that need added please let me know. If you like this and want to share it please feel free to do so just throw me some credit
Can you win when every effect you have requires your opponent to pick a number 1-6 and you roll if it lands on that number your effect is turned against you.
Example:
I use farewell on you. You choose a number I roll the die and it lands on the number I then only exile my own field.
If I don't roll the number the effect works as normal
For each roll I don't lose another number is added decreasing my chances of winning. When you finally lose the number of losing numbers resets back to 1. The most you can have is 5/6 so if you just are a die rolling god good on you