I thought I'd post the rules in case other players like it or maybe had opinions on it:
Cromwell MTG Rules v1.3
Mar 10, 2011
General:
- Modified Block Format with no cards banned/restricted
- Each block/cycle is considered to be the core set that precedes it and all expansions of that block
- Each deck must have a minimum of 30 cards and only 1 of each card (by name) is allowed in any one deck, except for basic lands
- Each deck may contain only cards of a single block/cycle
- No cards may be obtained from any source outside of drafting with the group... ever
Drafts:
- Modified limited draft rules
- Each player gets their choice of 4 boosters (3 draft boosters and 1 prize booster)
- The boosters may be chosen from any cycle previously played, but must all be from the same cycle
- Chosen boosters are randomly and/or evenly assigned to players before a draft begins
- During the draft, players pass boosters counter-clockwise or clockwise (depending on dice roll) after selecting and taking a card
- Basic lands, info cards, and tokens are removed from the draft at the beginning
- Every drafted card is used when playing the draft, and no lands are added
- During draft play, a player may play any card face down as a 5-color non-basic land with no name if the total CMC of the card is > the current number of lands that player has in play. Players may discard cards at the same time they play the land to boost the CMC of the land by the amount of the discarded cards CMCs.
- Single elimination tournament begins
- If the number of players is uneven, by draw of cards, a player may be given a bye
- After winners are decided, 2nd place opens all prize boosters and places them face-up on the table
- By their finishing, each player selects 1 card until each player has chosen 6 cards, the rest of the cards are disposed of
Normal Play
- Decks are randomly assigned against each other and statistics are tracked
- Any deck being played that is older than another deck starts with 6 cards instead of 7
- The only blocks able to be used in drafts are new blocks and blocks that have been previously used
- Mulligans can occur in any game by a Partial Paris and a Land Redraw system. You can use one system or both as many times as desired before the first turn begins
- Partial Paris: You may put x number of cards from your hand to the bottom of your deck, and draw x-1 from the top. After finished, shuffle your deck.
- Land Redraw: If you have only 0 or 1 lands or non-lands in your hand you may put all of your cards on the bottom of your deck and redraw that many. This costs you 2 life each time you do this. After finished, shuffle your deck.
- All foil cards may be cast by paying 1 less mana of the total mana cost
- The reduction of mana for foil cards is of the type furthest to the left of the described original mana cost (most often uncolored mana)
- To cast foil cards that originally cost 1 mana which now cost 0 mana, you must have a permanent in play that has the capability to independently produce the original mana cost
- Any card that causes you to move x cards from your library may be reduced to x/4 rounded to the nearest integer if the owner of the library chooses. This is to correct for the increased effectiveness of milling someone in a 30/1 format.
- Players are allowed to take back all actions as long as they are not confirmed within a turn. This is the basic rule which enforces a very casual play. Below are rules to help in situations where this casual style of play can cause conflicts with competitive play. The rules below can be quickly summarized to: 1) You should ask someone if they are finished playing an action to commit them to it, 2) You can say “Go” to commit yourself to all of your actions, 3) Illegal actions are brought back to the time that they occurred.
- If a player wishes to have an opponent committed to a step they must ask the player to confirm their action (e.g. "Are you finished assigning attackers?" "Yes" or “Are you finished playing that card” “Yes” “Ok, then I counter that card”)
- If a player wishes to give his opponent priority he may say “Go”. “Go” is translated as “I commit to all actions that any outside person would reasonable assumed to have taken and commit to giving you priority to take action”. It should be preceded by a general statement of where in the game you are committing to.
- Example 1: “I play white knight. Go.” “OK, go.” Now the first player does not have to worry about his opponents countering the white knight as they have already committed to not playing any instants on it. If he did not say go it might have occurred like this: “I play white knight… Then I play holy strength on my white knight” “Are you finished playing holy strength” “Yes” “Then I take you back to your white knight and counter him”.
- Example 2: “I assign these attackers and play no post-attack effects. Go.” Defender now doesn’t have to ask, “Are you finished assigning attackers?” or “Do you wish to play any post-attack effects?” and can just proceed to assign blockers or play his own effects without worry of giving anything away.
- A player is allowed to take an opponent back in steps until the last time that player confirmed an action (e.g. “I play this card, then this card, then assign these attackers” “are you finished?” “Yes” “I will take you back to your first card and counter that card”).
- Any action that a player does which confirms the end of a turn commits him/her to all actions within that turn. (e.g. “I’m done”, “You’re turn”, “End my turn”, etc.)
- If a player draws a card or does something else that may offer an advantage when going back he is committed to that action (however, his opponent may still take him back)
- Any illegal action automatically brings the game back to the time of the game where the illegal action occurred where all actions before it are committed and all actions after it are uncommitted (it is the responsibility of both players to catch illegal actions as they occur)
- Any illegal action that is not caught by the end of the 2nd full turn after the illegal action is deemed legal and play continues
- If you win a game you get a roll score (x) based on your win % where x = 20/win% to a maximum of 80
- For every 20 points of roll score (x) you get to roll 1 booster die
- If your roll score (x) is a number that is not evenly divisible by 20, you roll and single die and if you roll lower than then remainder of your roll score when divided by 20 you roll an additional booster die
- You then roll your booster dice
- You may re-roll any single die that share a number with another die or is +1/-1 from another die
- After rolling, for each booster die that scores 20 you may open a booster and select 6 cards from that booster and dispose of the rest
Trading:
- No trading allowed unless it is unanimously agreed upon
- This is because it will 1) skew the bias for certain blocks for certain players 2) make ante's much less valuable and 3) accelerate deck formation
Drinking (when applied):
- You must take 1/20 shot equivalent for all damage caused to an opponent or planeswalker
- You must take 1 shot equivalent for losing a game
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I thought I'd post the rules in case other players like it or maybe had opinions on it:
Cromwell MTG Rules v1.3
Mar 10, 2011
General:
- Modified Block Format with no cards banned/restricted
- Each block/cycle is considered to be the core set that precedes it and all expansions of that block
- Each deck must have a minimum of 30 cards and only 1 of each card (by name) is allowed in any one deck, except for basic lands
- Each deck may contain only cards of a single block/cycle
- No cards may be obtained from any source outside of drafting with the group... ever
Drafts:
- Modified limited draft rules
- Each player gets their choice of 4 boosters (3 draft boosters and 1 prize booster)
- The boosters may be chosen from any cycle previously played, but must all be from the same cycle
- Chosen boosters are randomly and/or evenly assigned to players before a draft begins
- During the draft, players pass boosters counter-clockwise or clockwise (depending on dice roll) after selecting and taking a card
- Basic lands, info cards, and tokens are removed from the draft at the beginning
- Every drafted card is used when playing the draft, and no lands are added
- During draft play, a player may play any card face down as a 5-color non-basic land with no name if the total CMC of the card is > the current number of lands that player has in play. Players may discard cards at the same time they play the land to boost the CMC of the land by the amount of the discarded cards CMCs.
- Single elimination tournament begins
- If the number of players is uneven, by draw of cards, a player may be given a bye
- After winners are decided, 2nd place opens all prize boosters and places them face-up on the table
- By their finishing, each player selects 1 card until each player has chosen 6 cards, the rest of the cards are disposed of
Normal Play
- Decks are randomly assigned against each other and statistics are tracked
- Any deck being played that is older than another deck starts with 6 cards instead of 7
- The only blocks able to be used in drafts are new blocks and blocks that have been previously used
- Mulligans can occur in any game by a Partial Paris and a Land Redraw system. You can use one system or both as many times as desired before the first turn begins
- Partial Paris: You may put x number of cards from your hand to the bottom of your deck, and draw x-1 from the top. After finished, shuffle your deck.
- Land Redraw: If you have only 0 or 1 lands or non-lands in your hand you may put all of your cards on the bottom of your deck and redraw that many. This costs you 2 life each time you do this. After finished, shuffle your deck.
- All foil cards may be cast by paying 1 less mana of the total mana cost
- The reduction of mana for foil cards is of the type furthest to the left of the described original mana cost (most often uncolored mana)
- To cast foil cards that originally cost 1 mana which now cost 0 mana, you must have a permanent in play that has the capability to independently produce the original mana cost
- Any card that causes you to move x cards from your library may be reduced to x/4 rounded to the nearest integer if the owner of the library chooses. This is to correct for the increased effectiveness of milling someone in a 30/1 format.
- Players are allowed to take back all actions as long as they are not confirmed within a turn. This is the basic rule which enforces a very casual play. Below are rules to help in situations where this casual style of play can cause conflicts with competitive play. The rules below can be quickly summarized to: 1) You should ask someone if they are finished playing an action to commit them to it, 2) You can say “Go” to commit yourself to all of your actions, 3) Illegal actions are brought back to the time that they occurred.
- If a player wishes to have an opponent committed to a step they must ask the player to confirm their action (e.g. "Are you finished assigning attackers?" "Yes" or “Are you finished playing that card” “Yes” “Ok, then I counter that card”)
- If a player wishes to give his opponent priority he may say “Go”. “Go” is translated as “I commit to all actions that any outside person would reasonable assumed to have taken and commit to giving you priority to take action”. It should be preceded by a general statement of where in the game you are committing to.
- Example 1: “I play white knight. Go.” “OK, go.” Now the first player does not have to worry about his opponents countering the white knight as they have already committed to not playing any instants on it. If he did not say go it might have occurred like this: “I play white knight… Then I play holy strength on my white knight” “Are you finished playing holy strength” “Yes” “Then I take you back to your white knight and counter him”.
- Example 2: “I assign these attackers and play no post-attack effects. Go.” Defender now doesn’t have to ask, “Are you finished assigning attackers?” or “Do you wish to play any post-attack effects?” and can just proceed to assign blockers or play his own effects without worry of giving anything away.
- A player is allowed to take an opponent back in steps until the last time that player confirmed an action (e.g. “I play this card, then this card, then assign these attackers” “are you finished?” “Yes” “I will take you back to your first card and counter that card”).
- Any action that a player does which confirms the end of a turn commits him/her to all actions within that turn. (e.g. “I’m done”, “You’re turn”, “End my turn”, etc.)
- If a player draws a card or does something else that may offer an advantage when going back he is committed to that action (however, his opponent may still take him back)
- Any illegal action automatically brings the game back to the time of the game where the illegal action occurred where all actions before it are committed and all actions after it are uncommitted (it is the responsibility of both players to catch illegal actions as they occur)
- Any illegal action that is not caught by the end of the 2nd full turn after the illegal action is deemed legal and play continues
- If you win a game you get a roll score (x) based on your win % where x = 20/win% to a maximum of 80
- For every 20 points of roll score (x) you get to roll 1 booster die
- If your roll score (x) is a number that is not evenly divisible by 20, you roll and single die and if you roll lower than then remainder of your roll score when divided by 20 you roll an additional booster die
- You then roll your booster dice
- You may re-roll any single die that share a number with another die or is +1/-1 from another die
- After rolling, for each booster die that scores 20 you may open a booster and select 6 cards from that booster and dispose of the rest
Trading:
- No trading allowed unless it is unanimously agreed upon
- This is because it will 1) skew the bias for certain blocks for certain players 2) make ante's much less valuable and 3) accelerate deck formation
Drinking (when applied):
- You must take 1/20 shot equivalent for all damage caused to an opponent or planeswalker
- You must take 1 shot equivalent for losing a game