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.
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.