The Multiplayer Magic League

Killer Joe

New member
As some of you may know, I belong to a Multiplayer group known as The Rogue League. This league is in association with The Gaming Association of Southwestern Pennsylvania (GASP).

We are about to play our last game ever under the title of "The Rogue League". The current chairsperson is involved with another game that's played at GASP called WARMACHINE. His time and efforts are now more dedicated to this game than Magic. He has decided to step down as chairperson of the Rogue League and I have volunteered to replace him. However, with his leaving he wants to take the name of the league with him, but that's all. Everything could remain the same, he doesn't mind.

The "House Rules" for the RL were a bit strange for me, for example; not only do the spell's abilities go on the stack but the card as well, so if you 'pop' a disk, a player can respond by Disenchanting it and the thing is removed from the stack (card and it's ability). It was different but a "House Rule" nonetheless. Another thing was an automatic Howling Mine effect for each player starting on turn seven. Cool, I was okay with that, sorta.

So now, at the conclusion of the Rogue League's last game, there will be a meeting concerning the future of an organized magic group. Since I have volunteered (which doesn't mean I'll actually get to do it) I have kept the spirit of the Rogue League but modified it a bit towards Wiz Co's vision of multiplayer game play.

I have made some house rules of my own and some I have kept for the old league. Please read through this document that I plan on presenting to the group on December 11.

Give any honest suggestions about concepts, grammer and the like. I really need some help from the people who ARE casual players.

Also, I don't know if anyone else is willing to step up the plate and volunteer for the chairperson of the new league so I'm assuming I'm the only one, for now.

Again, please let me know what you think. I'm also going to e-mail this to Anthony Alongi for his input. I'll let you know how it goes with him, if he responds.

(This is my first draft of this document)

I now present to you, The Multiplayer Magic League


Section 100: Basic Overview of the Multiplayer Magic League
101 – The name of the league shall be called, The Multiplayer Magic League (MML)

102 – An unofficial year-long, multiplayer, point-based, non-sanctioned Magic: The Gathering tournament.

103 – The Multiplayer Magic League uses 8th Edition rules (until 9th Edition is published).
103.1 – There are special house rules (listed below).
103.2 – Should a ruling arise that cannot be resolved by the rules then a vote is taken by the participants of the game and majority rules.

104 – The Multiplayer Magic League starts at noon on GASP Game Days.
104.1 – There is only one official Multiplayer Magic League game per month.
104.2 – A minimum of three players, with no maximum, are allowed.
104.3 – There is no time limit.

105 – The format used for the Multiplayer Magic League is “Free-for-All”.
105.1 –There is no spell range; you may attack any other player.
105.2 – Last player standing wins.
105.3 – “Table Talk” concerning any matter or state of the game is allowed.

106 – Game Points are awarded each month at the end of game play.
106.1 – One Game Point is given to each player for participating.
106.2 – An additional One Game Point is awarded for each player that you eliminate from the game.
106.3 – Game Points are also awarded for the FINAL THREE players remaining.
106.3a – Two Game Points for 3rd place.
106.3b – Four Game Points for 2nd place.
106.3c – Six Game Points for 1st place.
106.4 – In the event that all players are eliminated from the game simultaneously, the player who caused that event receives only One Game Point per player eliminated since the state of the game never reached the FINAL THREE, unless it happens during the FINAL THREE, in which case the two players eliminated get Two Game Points each for being in 3rd place and the winning player gets Six Game Points.
106.5 – Eliminating all players simultaneously is different than eliminating player’s one-at-a-time in a single turn. As each player is eliminated the game checks the status of the player count and therefore will determine when the FINAL THREE are in play.
106.6 – In the event of an “Infinite Loop” combo, the game ends. No additional points are awarded.

107 – Players are ranked throughout the season according to their Game Point totals.
107.1 – This information will be released via e-mail and the monthly GASP newsletter.
107.2 – At the end of the Multiplayer Magic League season, the top three players are awarded cash prizes. (See Section: 400 for membership)
107.3 – The total amount of cash donated for membership is divided up and awarded:
107.3a – 1st. place gets 50% of the total amount
107.3b – 2nd place gets 33% of the total amount
107.3c – 3rd place gets 17% of the total amount

108 – Any purposed changes for any part of the Multiplayer Magic League may be brought up during the December meeting at the conclusion of the Multiplayer Magic League game.
108.1 – A review and discussion of the rules for any adjustments for the Multiplayer Magic League will be voted on by its members.
108.2 – Proxy votes will NOT be counted.

Section 200: Rules and Special “House Rules”
201 – The game is played using current 8th Edition rules until 9th Edition is released (Summer 2005) at which point the new rules will be passed on to Multiplayer Magic League members and adopted at the first game after the new rules are published.

202 – Current errata from the Magic Oracle are used for all cards.
202.1 – Visit http://www.magicthegathering.com for access to the Magic Oracle.
202.2 – When the group is in doubt about card text, the group votes on the ruling.
202.2a – The majority of the vote wins.

203 – Players begin the game with 30 life points

204 – Players roll the same D20 die to determine chair placement.
204.1 – The highest roller chooses a chair to sit in for the game.
204.2 – The rest of the players sit subsequent of highest to lowest number rolled.
202.2a – The rest of the players sit in clockwise order.
204.2b – All tie breakers are resolved prior to players sitting down.
204.2c – Those players who tie still retain their first number rolled.

205 – The player who rolled the highest number in the ‘chair placement’ plays first.

206 – Whoever goes first does not skip their draw step (that player draws their card).

207 – Shuffle your deck.
207.1 – The player to your right can either cut or shuffle your deck, but not both.
207.2 – Then you draw the top seven cards.
207.3 – If you don’t like your starting hand, you can mulligan.
207.3a – When you mulligan, your hand is shuffled into your library and you draw a new hand of one less card.
207.3b – You can do this as many times as you want, but you draw one less card each time.
207.3c – Once all players are satisfied with their starting hands, the game starts.

208 – Game play proceeds in clockwise order.

209 – Creatures without ‘Haste’ are placed on the table with the top of the card facing its owner.

210 – All spells and abilities go on the ‘Stack’ and resolve F.I.L.O. (first-in, last-out).
210.1 – The following are not put on the ‘Stack” and therefore cannot be responded to:
210.1a – Mana produced from lands, Cycle, Cycling effects, Morph, Morphing effects, and flipping cards when they flip (these cards are from Champions of Kamigawa).

211 – Cards that say, “Opponent” or “player” are interpreted as all opponents or players, unless the card text has the word “target” on it in which case the owner must choose an opponent or player.

212 – “Priority” is defined as: You can play a spell or ability only when you have priority. At the beginning of most phases and steps, the active player gets priority. When you have priority, you may play a spell or ability, or pass. If you pass, the opponent to the left gets priority. This process continues until priority reaches the active player. Also, after a spell or ability resolves, the active player gets priority. When that player passes, again, the opponent to the left gets priority.

213 – Each turn is divided into phases, and most phases have steps. Here are all the
phases and steps in order:
1. Beginning phase
........a. Untap step
........b. Upkeep step
........c. Draw step

2. Main phase.

3. Combat phase
........a. Beginning of combat step
........b. Declare attackers step
........c. Declare blockers step
........d. Combat damage step
........e. End of combat step

4. Main phase (again)

5. End phase
........a. End of turn step
........b. Cleanup step

214 – Attacks can be split among any number of players. You must announce which of your creatures are attacking and who they are attacking during your Declare attackers step.

215 – “Rainbow Effects” start at the beginning of turn seven. Players may choose only one of the following effects each turn; you can only play them once on your turn:
215.1 – “At the beginning of your upkeep, Pay W: Target player gains 2 life”
215.2 – “At the beginning of your upkeep, Pay U: Target player draws a card”
215.3 – “At the beginning of your upkeep, Pay B: Target player discards a card”
215.4 – “At the beginning of your upkeep, Pay R: Deal 2 damage to target creature”
215.5 – “At the beginning of your upkeep, Pay G: Target creature gets a +1/+1 counter”
215.6 – “At the beginning of your upkeep, Pay 3: Choose any one of the Rainbow effects”

Section 300: Deck Building Rules
301 – If it’s an official Wizards of the Coast Magic: The Gathering card, it can be played.
301.1 – Exceptions are: Ante cards, Vanguard character cards and proxy cards.

302 – Championship & Collector’s Edition cards may be used provided they are in opaque sleeves.
302.1 – Also, Unglued, Unhinged, Portal, Starter and Promotional Cards may be used.

303 – All decks must be 60 cards or more.
303.1 – There is no maximum deck size.

304 – All other deck construction rules apply (i.e. four copies, etc…)

Section 400: Membership & Membership Donations
401 – Anyone who wishes to participate in the Multiplayer Magic League must be a member of the Gaming Association of Southwestern Pennsylvania (GASP).
401.1 – Visit the GASP website for the ‘New Member’ form (membership is free).

402 – An annual donation of $6.00 is collected at the first time you participate in the Multiplayer Magic League.

403 – A $1.00 donation per Multiplayer Magic League game is collected if you do not wish to pay the annual donation.

404 – Cheating is not tolerated. Anyone caught cheating will be asked to leave the league.
 
R

Reverend Love

Guest
Your rainbow effects are broken beyond all imagination.
 
E

Ephraim

Guest
I wouldn't say that they're broken beyond all imagination (I know I can think of worse), but they are too strong. Well, the White one is okay (because life gain is weak and you can only use it once each turn), but each of the others corresponds to an on-colour spell or effect that really is kind of silly when it can be played every turn. Green is approximately Battlegrowth, Red is approximately Shock, Blue is approximately Reach Through Mists, and Black is approximately Skull Fracture. Even in multiplayer, these are far too good to give as a "freebie." What might be fair is on the seventh turn to give each player five tokens -- one of each colour -- which can be traded for the proposed effects. Decide whether you want a player to be able to use only one token per turn, one token per round, or one token per round (during his upkeep only), etc...
 

Killer Joe

New member
In the current (soon to be defunct) league they have a turn seven Howling Mine effect, for FREE. It's also a 'must', not 'may'.

I'm not ready to revise the "rainbow effects" just yet, in fact my original idea was to have them be the 'one mana for three of X' but Dark Ritual didn't look so good because you'd have to use the mana during your Beginning Phase.

I also wanted them to be non-game breaking effects. The effects before the ones above were:

Pay W: Gain 2 Life
Pay U: Draw a Card
Pay B: Target player loses 2 life
Pay R: Deal 2 damage to target creature or player
Pay G: Until end of turn, target creature gets +2/+2 and gains trample
Pay 5: Choose any one Rainbow effect

For these, the white is okay (like you said), I don't see what's wrong with the blue, the black is a bit much because it could be a game ender, red, like black, could be a game ender, and green, eh, I don't think that's too much to ask for, maybe kill the trample part.

The other thing is that these are all SORCERIES, it's not like it's a surprise. Also, the game players have numbered in the 10's, so that's a lot of folks and since you can only use the effects once-per-turn (YOUR TURN ONLY), I didn't see the harm.

Okay, it's interesting that both of you commented on the "Rainbow Effects", what about the other stuff?
 
D

DarthFerret

Guest
I noticed that there was no banned or restricted lists mentioned. I am wondering what (if any) you are using for that. Also, the only problem I see with the rainbow effects, is that some players would not agree with them. (I know I would not, but I speciallize in drawing a game out to force my opponent to make a mistake). I would only institute the Rainbow effects if you have a unanimous vote for it. Good to see that you are observing most of the rules from WizCo.

Is there a treasurer for the league? Your discussion of how much is collected, and how it is divied out is fine, but nothing is stated on where it will be kept, or indeed who will be held responsible.

One last thing (only because I am an extreemly anal-retentive person). Some of your rules listed were complete sentences. Others were fragments. I would stick to either one format, or the other. Not a big deal, but like I said, I am picky....

lol

Good luck. I wish we had a league like that here in Houston.
 

Oversoul

The Tentacled One
Originally posted by Killer Joe

Pay B: Target player loses 2 life
Pay R: Deal 2 damage to target creature or player
The red one would then be quite a bit better than the black one. Damage prevention would affect the red one, but being able to hit creatures too is more than worth it...
 

Killer Joe

New member
DarthFerret:
1.) The previous group didn't not recognize the DCI's Banned & Restricted list. The original members wanted to keep the group as casual as it could and they wanted to be able to play all of their cards except, of course, no Ante or proxy cards. The list we'll most likely follow is in Section 300.

2.)The "Rainbow Effects" are an attempt to keep the spirit of the old groups permanant "Howling Mine Effect" on turn seven. No one ever gave this a second look until I joined the group. I hated it. I like to use 60 card decks and they all liked 100 plus card decks, you know, just for FUN. So I am actually "dumbing down" the turn seven rule by implementing the "Rainbow Effects". These are, in fact, still under advisement for the likes you et al.

3.)We use the main group's Treasurer (not listed because it's listed in the group's G.A.S.P. handbook). I won't be the one to even collect the money, just the person who'll keep track of the membership status

4.) Not ever having to write a document like this I went with what I saw for Magic's Comprehensive Rule Book. The other thing is that I wanted "line items" so that in the future, for changes, we could line by line instead of re-writing whole paragraphs. But thanks for the input on that. I'll go over it and check out how to fix them so that they're all sentences.

Oversoul:
I didn't want to keep either of those because I don't want someone to be eliminated as a direct result of a Rainbow Effect.
Gain Life doesn't do that.
Draw a card doesn't do that.
Neither does Discard a card, 2 damage to a creature or a +1/+1 counter.
At least not DIRECTLY.

Thanks to both of you, so far, for your input. As for starting up one of these, the original members said it started with a group of five guys back in '95, now GASP has over 100 members. The magic group consists of about 15 - 20 people. WARMACHINE folks number in the high 20's :rolleyes:
 
E

Ephraim

Guest
Another option for the rainbow effects would be to do something like the Howling Mine effect instead, except make it random. Come up with a dozen or more permanents that have interesting, game-altering effects (Howling Mine, Uba Mask, Imi Stature, Winter Orb, Rule of Law, City in a Bottle, Fatespinner, Awakening, Collapsing Borders, Gate to the AEther, Hall of Gemstone, Ley Line, Necrogen Mists, Worry Beads). After everybody has selected the deck they will play, pick one of the effects at random and state that beginning on turn seven, everybody will be subject to the card's effect. That way, people can't play with the assumption that they know how turn 7 is going to change the game, but regardless, turn 7 will change the game.
 

Killer Joe

New member
Actually, I liked your "Token" idea. I've thought about it and might suggest this:

At the beginning of turn seven of the player who went first, all players are to put into play three of the following six creature tokens:

1/1 White Soldier Token - First Strike
{Tap}, Sacrifice this token: Target palyer gains 2 life.

1/1 Blue Wizard Token - Flying
{Tap}, Sacrifice this token: Draw a card.

1/1 Black Zombie Token - Fear
{Tap}, Sacrifice this token: Target player discards a card.

1/1 Red Goblin Token - Haste
{Tap}, Sacrifice this token: Deal 2 damage to target, non-token, non-red, creature.


Your recent idea? That's good, too. I've played small MP games with that variation. It's VERY cool to play that way.
2/2 Green Beast Token - Trample
{Tap}, Sacrifce this token: Put a +1/+1 counter on target, non-token, creature.

0/1 Artifact Gnome Token
{Tap}, Sacrifice this token: Tap target Land, Artifact or Creature.
 
D

DarthFerret

Guest
Originally posted by Ephraim
Come up with a dozen or more permanents that have interesting, game-altering effects (Howling Mine, Uba Mask, Imi Stature, Winter Orb, Rule of Law, City in a Bottle, Fatespinner, Awakening, Collapsing Borders, Gate to the AEther, Hall of Gemstone, Ley Line, Necrogen Mists, Worry Beads).
But you forgot one of the funnest ones to do in Multiplayer!!!

Mana Flare!

combine with Howling Mine and watch the fun roll on...

I once played a 6 way MP that ended up having 5 Howling Mines and 4 Mana Flares on the board at the same time!!!!!!
 

Killer Joe

New member
DarthFerret: You COULD start your own league. The Gaming Association of Southwestern Pennsylvania (GASP) started with five, or so, members in someone's basement.

1.) Find some friends and friends of friends and invite them over to your place or where ever you 'game' a lot.

2.) Agree on a day that you'll meet regardless if everybody can make it all the time or not. (We gather on the second Saturday of each month).

3.) Agree on some rules. Maybe follow the Legacy banned list.

I'm sure you knew all of this already, I just anyone might want the morale boost :)
 

Oversoul

The Tentacled One
Originally posted by Killer Joe
Agree on some rules. Maybe follow the Legacy banned list.
That's right. Plug Legacy! Seriously, it's the best format for casual play...
 
D

DarthFerret

Guest
I will probably do just that, once my life has settled down a bit, and I have the time to start up/run one. I guess that means gettin off of my lazy arse and finding a job...lol
 
E

Ephraim

Guest
Originally posted by Oversoul
That's right. Plug Legacy! Seriously, it's the best format for casual play...
My one big problem with Legacy is that Skullclamp is banned in it. I understand that it is almost certainly necessary for the health of the format. On the other hand, as Aaron Forsythe noted when he discussed Skullclamp's banning, it's a really interesting card when not being used in an abusive combo deck. Played as a card-drawing mechanism in pure aggro decks, it's fair. Unfortunately, it improves aggro-combo decks at least as much. You can't really stipulate the card's legality based on the kind of deck in which it appears, so there's no way besides banning to enforce fair use of the card. Fortunately, most of my play group is really cool about me packing Skullclamp in my decks (Oversold Cemetery and janky Elfball).
 

Oversoul

The Tentacled One
You can use all sorts of broken cards in ways that are not broken. If your biggest problem with a format is the lack of Clamp (here Legacy resembles other formats with the notable exception of Vintage) then I think it's a good format for you...

I wonder if Land Tax will be cut from the list. Survival stayed and it seems more broken. Would Parfait really dominate the metagame? Probably not...
 

Killer Joe

New member
Okay, I've got three days to come up with a final ~Draft~. I took a look at a lot of one casting cards to re-do the "Rainbow Effects" and here's the revision:

"At the beginning of your upkeep step you may choose one - Pay {W} or {3} to gain 3 life; or pay {U} or {3} to draw a card; or pay {B} or {3} to return target creature card from your graveyard to your hand; or pay {R} or {3} to deal 2 damage to target creature or player; or pay {G} or {3} to put a +1/+1 counter on target creature. This ability resolves immediately and does not go on the stack."

I also added that the new "Textless" cards are playable in the league.

I sent the document to Anthony Alongi in hopes he might look at it and respond. But no response. Oh well.
 

Killer Joe

New member
The meeting went well and the reception of me stepping up to "Chair" the new league was favorable. But the "Rainbow Effects" were a BUST! :(

After the last Rogue league game, ever, we had a meeting of it's members. I passed out the purposal (listed above) in folders and and made a formal presentaion. We all looked through it and there some interesting conversation about it like 'do we WANT to go in this direction of stringent rules?' and, 'why was the Howling Mine effect gone?'.

After our meeting some of us Alpha tested the new rules format and the Rainbow Effects proved to be too abusive :mad:

I took some suggestions and e-mailed a second draft out this morning to all of the members. Here it is:

Section 100: Basic Overview of the Multiplayer Magic League
101 – The name of the league shall be called, The Multiplayer Magic League (MML)

102 – It’s an unofficial year-long, multiplayer, point-based, non-sanctioned Magic: The Gathering tournament.

103 – The Multiplayer Magic League uses 8th Edition rules (until 9th Edition is published).
103.1 – There are also special house rules (listed below).

104 – The Multiplayer Magic League starts at noon on GASP Game Days.
104.1 – There is only one official Multiplayer Magic League game per month.
104.2 – A minimum of three players, with no maximum, are allowed.
104.3 – There is no time limit.

105 – The format used for the Multiplayer Magic League is “Free-for-All”.
105.1 –There is no spell range; you may attack any other player; last player standing wins.
105.2 – “Table Talk” concerning any matter or state of the game is allowed.

106 – Game Points are awarded each month at the end of game play.
106.1 – One Game Point is awarded to each player for participating.
106.2 – An additional One Game Point is awarded for each other player that you eliminate from the game.
106.3 – Game Points are also awarded for the FINAL THREE players remaining.
106.3a – Two Game Points for 3rd place; Four Game Points for 2nd place; Six Game Points for 1st place.
106.4 – In the event that all players are eliminated from the game simultaneously, the player who caused that event receives only One Game Point per player eliminated since the state of the game never reached the FINAL THREE, unless it happens during the FINAL THREE, in which case the two players eliminated get Two Game Points each for being in 3rd place and the winning player gets Six Game Points.
106.5 – Eliminating all players simultaneously is different than eliminating player’s one-at-a-time in a single turn. As each player is eliminated the game checks the status of the player count and therefore will determine when the FINAL THREE are in play.
106.6 – In the event of an “Infinite Loop” combo (extremely rare) that prohibits the game from moving forward, or does not allow for anyone to win, the game ends. No additional points are awarded.

107 – Players are ranked throughout the season according to their Game Point totals.
107.1 – This information will be released via e-mail and the monthly GASP newsletter.
107.2 – At the end of the Multiplayer Magic League season, the top three players are awarded cash prizes. (See Section: 400 for membership)
107.3 – The total amount of cash donated for membership is divided up and awarded:
107.3a – 1st. place gets 50% of the total amount; 2nd place gets 33% of the total amount; 3rd place gets 17% of the total amount

108 – Any purposed changes for any part of the Multiplayer Magic League may be brought up during the December meeting at the conclusion of the Multiplayer Magic League game.
108.1 – A review and discussion of the rules for any adjustments for the Multiplayer Magic League will be voted on by its members. Proxy votes will NOT be counted.

Section 200: Rules and Special “House Rules”
201 – The game is played using current 8th Edition rules until 9th Edition is released (Summer 2005) at which point the new rules will be passed on to Multiplayer Magic League members and adopted at the first game after the new rules are published.

202 – Current errata from the Magic Oracle are used for all cards.
202.1 – Visit http://www.magicthegathering.com for access to the Magic Oracle.
202.2 – When the group is in doubt about card text, the group may vote on the ruling.
202.2a – The majority of the vote wins.

203 – Players begin the game with 30 life points

204 – Players roll the same D20 non-spindown die to determine chair placement.
204.1 – The highest roller chooses a chair to sit in for the game.
204.2 – The rest of the players sit subsequent of highest to lowest number rolled.
202.2a – The rest of the players sit in clockwise order.
204.2b – All tie breakers are resolved prior to players sitting down.
204.2c – Those players who tie still retain their first number rolled.

205 – The player who rolled the highest number in the ‘chair placement’ plays first.

206 – Whoever goes first does not skip their draw step (that player draws their card).

207* – Shuffle your deck.
207.1 – The player to your right can either cut or shuffle your deck, but not both.
207.2 – Then you draw the top seven cards.
207.3 – If you don’t like your starting hand, you can mulligan.
207.3a – When you mulligan, your hand is shuffled into your library and you draw a new hand of one less card.
207.3b – You can do this as many times as you want, but you draw one less card each time.
207.3c – Once all players are satisfied with their starting hands, the game starts.

208* – Game play proceeds in clockwise order.

209 – Creatures without ‘Haste’ are played with the top of the card facing its owner.

210* – All spells and abilities go on the ‘Stack’ and resolve F.I.L.O. (first-in, last-out).
210.1 – The following are not put on the ‘Stack” and therefore cannot be responded to:
210.1a – Mana produced from lands, Cycle, Cycling effects, Morph, Morphing effects, and “flip cards” when they flip (these cards are from Champions of Kamigawa).

211* – Cards that say, “Opponent” or “player” are interpreted as all opponents or players, unless the card text has the word “target” on it in which case the owner must choose an opponent or player.

212* – To play a spell or ability, follow these steps:
212.1 – Tell your opponent what spell or ability you’re playing. If it’s a spell,
show the card to your opponent.
212.2 – If the spell or ability uses the word “target” choose the target(s). If the
Spell or ability’s text starts with “Choose one.” make the choice. If the
Spell is an “Enchant _ _ _ _ _ _ _”, choose the permanent you want to attach it to.
212.3 – For a spell, pay the mana cost. For an activated ability, pay the activation
cost. If the spell or ability has {X} in its cost, you choose the value of X
and then pay that amount of mana.
212.4 – That’s it! You’ve played the spell or ability and it goes on the stack.
212.5 – Once a spells mana cost is paid (see 212.3) it cannot be retracted by its owner.

213* – “Priority” is defined as: You can play a spell or ability only when you have priority. At the beginning of most phases and steps, the active player gets priority. When you have priority, you may play a spell or ability, or pass. If you pass, the opponent to the left gets priority. This process continues until priority reaches the active player. Also, after a spell or ability resolves, the active player gets priority. When that player passes, again, the opponent to the left gets priority.

214* – Each turn is divided into phases, and most phases have steps. Here are all the
phases and steps in order:

1. Beginning phase
a. Untap step (players cannot play spells or abilities)
b. Upkeep step
c. Draw step

2. Main phase.

3. Combat phase
a. Beginning of combat step
b. Declare attackers step
c. Declare blockers step
d. Combat damage step
e. End of combat step

4. (Second) Main phase

5. End phase
a. End of turn step
b. Cleanup step (players cannot play spells or abilities)

215 – Attacks can be split among any number of players. You must announce which of your creatures are attacking and who they are attacking during your Declare attackers step.

216 – Starting on turn seven the game assumes the following :
216.1 – At the beginning of each player’s “Draw Step” that player may do the following:
216.1.a – Draw a card.
216.1.b – Look at the top two cards of their library. Put any number of them on the bottom of their library and the rest on top in any order.
216.1.c – Or both (216.1.a must be first).

217 – Players who intentionally eliminate themselves, as determined by the group, from the game lose all Game Points awarded to them from that game.

Section 300: Deck Building Rules
301 – If it’s an official Wizards of the Coast Magic: The Gathering card, it can be played.
301.1 – Exceptions are: Ante cards, Vanguard character cards and proxy cards.

302 – Championship & Collector’s Edition cards may be used provided they are in opaque sleeves.
302.1 – Also, Unglued, Unhinged, Portal, and Portal: Second Age, Portal: Three Kingdoms, Starter, Wizards of the Coast Promotional Cards and the new “Textless” spells may be used.

303 – All decks must have at least 60 cards in it, and can’t have more than four copies of any card except basic lands.
303.1 – There is no maximum deck size.
303.2 – Cards, such as Judgment’s ‘wish’ cards, that bring cards into the game from outside the game must be from the player’s “Sideboard” which is made up of 15 cards.

Section 400: Membership & Membership Donations
401 – Anyone who wishes to participate in the Multiplayer Magic League must be a member of the Gaming Association of Southwestern Pennsylvania (GASP).
401.1 – Visit the GASP website at www.GASPgamer.com for the ‘New Member’ form (membership is free).

402 – An annual donation of $6.00 is collected at the first time you participate in the Multiplayer Magic League.

403 – A $1.00 donation per Multiplayer Magic League game is collected if you do not wish to pay the annual donation.

404 – Cheating is not tolerated. Anyone caught cheating will be asked to leave the game. A vote by the Multiplayer Magic League group members will determine whether or not the person caught cheating will be allowed to return to any future Multiplayer Magic League games.

• * = Language used from the Magic: The Gathering Rule Book.

Comments and/or questions e-mail to me at ortegoc@aol.com
 

Killer Joe

New member
I have formed an e-mail listing for the members of the Multiplayer Magic League and started a dialogue concerning some rules. This proved to be good because we now have a near majority agreement on the new rules. Here are some highlights:


***Lots of open discussion was being held at the table during game play ie alliances, deals, I'll watch your back-you watch mine, etc... I hated it but it was not specifically addressed in the rules. However, I lost the battle on this one but at least i wanted it to be specifically addressed in case anyone in the future might have a problem with it:
105.2 – “Table Talk” of any kind is allowed, however, during your turn, keep it moving.

***The old group was already working on this system and so I incororated it with their permission:
106 – Game Points are awarded each month at the end of game play.
106.1 – One Game Point is awarded for each other player that you eliminate from the game.
106.2 – Players are also awarded Game Points in the order in which they themselves were eliminated (First player eliminated earns 1 point, second player earns 2, third-3, and so on).
106.3 – In the event that all players are eliminated from the game simultaneously, the player who caused that event receives one Game Point per player eliminated. And, each player eliminated this way receives points in accordance to 106.2.
106.4 – In the event of an “Infinite Loop” combo (extremely rare) that prohibits the game from moving forward, or does not allow for anyone to win, the game ends. No additional Game Points are awarded.


***This was pretty much a request from the old chairperson:
204 – Players roll the same D20 non-spindown die to determine chair placement.
204.1 – The highest roller chooses a chair to sit in for the game. Then the rest of the players choose their seats anywhere around the table from highest die roll to lowest.
204.2a – All tie breakers are resolved prior to players sitting down.
204.2b – Those players who tie still retain their first number rolled.


***This is nearly the exact wording from the rules book and was needed to clear up "Take-Backs" that were running rampant in our group (and I mean BLATANT take-backs):
212* – To play a spell or ability, follow these steps:
212.1 – Tell your opponent what spell or ability you’re playing. If it’s a spell,
show the card to your opponent.
212.2 – If the spell or ability uses the word “target” choose the target(s). If the
Spell or ability’s text starts with “Choose one.” make the choice. If the
Spell is an “Enchant _ _ _ _ _ _ _”, choose the permanent you want to attach it to.
212.3 – For a spell, pay the mana cost. For an activated ability, pay the activation
cost. If the spell or ability has {X} in its cost, you choose the value of X
and then pay that amount of mana.
212.4 – That’s it! You’ve played the spell or ability and it goes on the stack.
212.5 – Once a spells mana cost is paid (see 212.3) it cannot be retracted by its owner.


***Instead of the old virtual "Howling Mine" effect we used to have and how the Rainbow Effects were a bust, I came up with the "Serum Vision" effect.:
216 – Starting on turn seven the game assumes the following:
216.1 – At the beginning of each player’s “Draw Step” that player may do the following:
216.1.a – Draw a card.
216.1.b – Look at the top two cards of your library. Put any number of them on the bottom of their library and the rest on top in any order.
216.1.c – Or both (However, 216.1.a must be first).
216.1.d – This will be referred to as the “Virtual Serum Vision” effect.
216.2 – Then draw your regular one card per turn.


***This had been a problem and is now addressed:
217 – Players who intentionally eliminate themselves, as determined by the group, from the game lose all Game Points awarded to them from that game.

I'll keep you posted on it goes this weekend.

meh, if anyone is interested in playing here's the website to get there:
www.GASPgamer.com
:rolleyes:
 
Top