The format my play group plays with and enjoys the most, out of the ones we have tried, is as follows:
(This format is for 5-8 players, 5 players play with one knight, two bandits and no jester, 6 players add the jester, 7 adds a knight, 8 adds a bandit)
KING (1): Plays with their card revealed, wins if they are the last one, with or without the knight(s).
KNIGHTS (1-2):Plays to protect the King, if the King is alive at the end, they can still win.If there are two knights left and the king, the knights have to duel to the death so only one knight is left to win with the king.(Note, if there are two knights, the knights play as the white knight and the black knight).
BANDITS (2-3):Bandits play to kill the king. The bandits can win if they die and the king dies when at least one bandit is still in play.
ASSASSIN (1): Assassin wins if they are the last one with the King, then kills the King.
JESTER (1): The Jester Wins if they are killed by the King.
So, this is the go-to variant for 5-player at my LGS. Normally we play with one King (of course), one Guard (i.e. Knight), one Assassin, and two Bandits. I'm looking to adapt the format for six-player (as sometimes people prefer that to splitting into two 3-mans, for whatever reason) and instead of adding another knight or bandit, I was looking into options for an additional role. I saw some discussion of the Jester here so far. I've also seen this format played with an "Usurper," who becomes the new king if he kills the king (with some additional rules, such as setting the Usurper's life total, and the King not being eliminated but becoming the new Usurper at 10 life, or something).
Are there any other extra roles people have played around with?
One of my LGS utilizes this system for games with 5+ players, except with different terms - Archangel replaces the King, Angel Tokens replaces the Knights, Demon Tokens replaces the Bandits and a random Jace Emblem representing a Nephilim/Assassin. The Archangel is the only revealed role, gets +10 starting life total, goes first and decides turn order. Since that LGS is the one I go for the majority of my EDH games I actually end up playing more of this format than classic Multiplayer EDH (not that I mind).
I'm considering my own set of these roles after reading this thread (wanted to reply in this thread earlier, but forgot about it until a recent game I had, but I think it's fair to just raise this thread again considering it was raised once before with a way larger margin of time, plus it's a rather narrow topic), after scrambling to see what cards/tokens I had that I could build a theme, I came up with...
Mirrodin VS Innistrad (VS Zendikar)
Lux Cannon (Scars of Mirrodin) (King) - Starts with +10 life, goes first and decides turn order. Wins when the Demons, Eldrazi and TukTuk are dead.
Golem Tokens (Mirrodin Besieged) (Knights) - Wins as long as the Lux Cannon wins (even if they technically lost in-game).
Demon Tokens (Avacyn Restored Helvault Flip) (Bandits) - Wins as long as Lux Cannon loses and at least one Demon is alive (even if they technically lost in-game).
Eldrazi Token (Battle for Zendikar) (Assassin) - Wins by eliminating all other players except the Lux Cannon, then eliminates the Lux Cannon.
TukTuk the Returned (Rise of the Eldrazi) (Jester) - Wins if the Lux Cannon deals the finishing move to him/her (that does not also simultaneously take out all other players).
I'm considering whether to grant the Lux Cannon card itself the "Commander" property in EDH games to the player playing the role (not entirely sure if that would break the game into two, being a 4 artifact that's slow in most decks). I'm also considering giving TukTuk more depth (mainly different revival properties depending on who killed him), because I'm not sure if solely baiting the Lux Cannon is viable enough that the role isn't too weak by itself. The Eldrazi role also suffers from such difficulty (in fact, probably worse).
Either way, this set is meant for games of 5 to 8 players:
5 Players - Lux Cannon, 1 Golem, 2 Demons, 1 Eldrazi
6 Players - Lux Cannon, 1 Golem, 2 Demons, 1 Eldrazi, 1 TukTuk
7 Players - Lux Cannon, 2 Golems, 3 Demons, 1 Eldrazi
8 Players - Lux Cannon, 2 Golems, 3 Demons, 1 Eldrazi, 1 TukTuk
TukTuk only appears in games with an even number of players.
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(This format is for 5-8 players, 5 players play with one knight, two bandits and no jester, 6 players add the jester, 7 adds a knight, 8 adds a bandit)
KING (1): Plays with their card revealed, wins if they are the last one, with or without the knight(s).
KNIGHTS (1-2):Plays to protect the King, if the King is alive at the end, they can still win.If there are two knights left and the king, the knights have to duel to the death so only one knight is left to win with the king.(Note, if there are two knights, the knights play as the white knight and the black knight).
BANDITS (2-3):Bandits play to kill the king. The bandits can win if they die and the king dies when at least one bandit is still in play.
ASSASSIN (1): Assassin wins if they are the last one with the King, then kills the King.
JESTER (1): The Jester Wins if they are killed by the King.
URGIntet the Dreamer
GWURubinia Soul Stealer
UWThe Tiny Profiteer, Gwafa
U Stitcher of Large Leviathans
Are there any other extra roles people have played around with?
Draft my Peasant Cube.
King-plains, starts at 50 and goes first, only to reveal himself. Just has to survive
Knight- forest, protect the king
2 bandits, mountian, kill the king
Assassin- swamp, kill a bandit then the king. Confuses group cause he acts like a knight. F both bandits die he's automatically a bandit
If a six person, a island card, he's the userper, he does last hit on king and becomes king.
I'm considering my own set of these roles after reading this thread (wanted to reply in this thread earlier, but forgot about it until a recent game I had, but I think it's fair to just raise this thread again considering it was raised once before with a way larger margin of time, plus it's a rather narrow topic), after scrambling to see what cards/tokens I had that I could build a theme, I came up with...
Mirrodin VS Innistrad (VS Zendikar)
Lux Cannon (Scars of Mirrodin) (King) - Starts with +10 life, goes first and decides turn order. Wins when the Demons, Eldrazi and TukTuk are dead.
Golem Tokens (Mirrodin Besieged) (Knights) - Wins as long as the Lux Cannon wins (even if they technically lost in-game).
Demon Tokens (Avacyn Restored Helvault Flip) (Bandits) - Wins as long as Lux Cannon loses and at least one Demon is alive (even if they technically lost in-game).
Eldrazi Token (Battle for Zendikar) (Assassin) - Wins by eliminating all other players except the Lux Cannon, then eliminates the Lux Cannon.
TukTuk the Returned (Rise of the Eldrazi) (Jester) - Wins if the Lux Cannon deals the finishing move to him/her (that does not also simultaneously take out all other players).
I'm considering whether to grant the Lux Cannon card itself the "Commander" property in EDH games to the player playing the role (not entirely sure if that would break the game into two, being a 4 artifact that's slow in most decks). I'm also considering giving TukTuk more depth (mainly different revival properties depending on who killed him), because I'm not sure if solely baiting the Lux Cannon is viable enough that the role isn't too weak by itself. The Eldrazi role also suffers from such difficulty (in fact, probably worse).
Either way, this set is meant for games of 5 to 8 players:
5 Players - Lux Cannon, 1 Golem, 2 Demons, 1 Eldrazi
6 Players - Lux Cannon, 1 Golem, 2 Demons, 1 Eldrazi, 1 TukTuk
7 Players - Lux Cannon, 2 Golems, 3 Demons, 1 Eldrazi
8 Players - Lux Cannon, 2 Golems, 3 Demons, 1 Eldrazi, 1 TukTuk
TukTuk only appears in games with an even number of players.