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  • posted a message on BRIDGES - A Tactical Land Placement Variant
    BRIDGES
    A Tactical Land Placement Variant


    INTRODUCTION

    I always wanted the geographic placement of cards on the board to have meaning. This ruleset seeks to give lands a tactical role as the connection between creatures and players. This ruleset was designed to be played with any pre-existing deck, and integrate with the standard rules of magic. It has been play tested a few times to maddening effect. I am excited to hear your thoughts and ideas.

    ~ RULES ~

    1 - Mana clocks and phasing :
    1. Land comes into play, with three counters on it.
    2. When land is tapped for mana, remove a counter.
    3. If a land has no counters on it, phase it out.
    4. When land is phased out, put three counters on it.
    5. Remove a counter from each phased out land during each player's untap phase.
    6. When land is destroyed, removed from the game, sacrificed, or put into the graveyard from play, instead phase it out.
    2 - Board Construction :
    1. Land can only be played following the logic of the ‘Land Maps’
    2. Land can only be played adjacent to another land.
    3. Land can either be played as a Home-Land or a Bridge-Land.
    3 - Tapping :
    1. Bridge-Land untaps at the beginning of each player's untap phase.
    2. During each player’s turn, all Bridge-Land connected to that players Home-Lands :
      1. - can be tapped for mana by that player
      2. - can be targeted by spells and effects controlled by that player
      3. - are considered controlled by that player
    3. Bridge-Land not connected to the Home-Lands of the player whose turn it currently is, are considered controlled by the player whose Home-Land is connected to them, and can be tapped and targeted by that player.
    4. If multiple players Home-Lands are connected to Bridge-Lands that are not connected to the Home-Lands of the player whose turn it is, control of those Bridge-Lands is assigned to the player next in the direction of play.
    5. Mana Burn is back! Any unspent mana in a player’s mana pool at end of turn deals one damage to that player per unspent mana.
    4 - Attacking / Spell Casting :
    1. Attacks, spells, and effects can only occur between players, and permanents those players control, when any number of their Home-Lands are connected by any number of other lands.
    2. Tapping does not affect land connection
    3. A player may attack/spell/effect through another players Home-Lands
    4. If the casting or activation cost of a spell or effect breaks the connection to the target of that spell or effect, and there are no other legal targets, that spell or effect fizzles.
    5. If the connection between players breaks after an attack has been declared between those players, the attack still goes through.

    Land Map - 2 Player

    Pattern repetition : Land placement locations are infinite orthogonal to a players Home-Lands. Here you see another Mountain has been placed, thus creating a new empty location beside it.



    Using Counters

    As the playing field benefits from alignment. Counters can be used to denote tapped and untapped lands.



    Simple Example
    It’s Player B’s turn. The untap phase and upkeep are done. The two Bridge-Land mountains only have a single counter on them. Tapping the Bridge-Land mountain to the left would cut the connection with Player A, which may be a good strategy if B is on the defensive.




    Multiplayer
    If a player dies in a multiplayer game, all of their mana becomes Bridge-Lands.



    ~ If this is interest and you would like further example images, please feel free to ask ~

    Posted in: Homebrew and Variant Formats
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