C
Cateran Emperor
Guest
Another adaption from the glory days of Inquest, one of my all time favorites for Magic (being a politician at heart ) had to be their Kangaroo Court variant. This is one of the simpler variants to figure out, as it plays exactly like normal Magic would play. That is, if you played a Lawyer instead of a Wizard...
The basic concept came to me one day where I wondered, logically, how can you Terror a Glacial Wall. Think about it, how the nurf do you scare a wall to death? Well, after looking through several old Inquests, I found that they had done a similar variant in the past. The game plays like this:
The Arbiter
**Irrelevant side note**
Yes, Arbiter is just a cool sounding word for judge, but think about it: wouldn't you rather be called an Arbiter than a judge?
**Back to Relevance**
This is the only difference the game has, but it's a huge one. When two players dispute the logic behind something, they call on the Arbiter.
The Arbiter is a third party that determines any logic questions that are brought up. They must use precedence when they make their rulings, or else the whole thing will be really bad. Here are some basic guidelines to start with:
1. Walls are unaffected by Terror.
Think about it, how can an inanimate object die of fright?.
2. A Shock will also deal two damage to all creatures who, in their picture, are swimming.
Water conducts electricity.
3. Any picture of a wood based creature is automatically destroyed whenever it takes even one point of damage from a spell obviously based on fire (Fireball, Fireblast, Pyrotechnics, Inferno, Firestrom, et al.)
Obviously, the fire spreads, ultimately consuming the wood.
4. Ice Age Blinking Spirits have flying dammit!
Look at the picture and you'll understand why.
From here, just interpret it however logic would dictate it. Look at the picture and the spell name and you'll quickly understand why the debates get so heated. The only other rule is that the Arbiter's rulings always stand. After all, you came to him for help.
The basic concept came to me one day where I wondered, logically, how can you Terror a Glacial Wall. Think about it, how the nurf do you scare a wall to death? Well, after looking through several old Inquests, I found that they had done a similar variant in the past. The game plays like this:
The Arbiter
**Irrelevant side note**
Yes, Arbiter is just a cool sounding word for judge, but think about it: wouldn't you rather be called an Arbiter than a judge?
**Back to Relevance**
This is the only difference the game has, but it's a huge one. When two players dispute the logic behind something, they call on the Arbiter.
The Arbiter is a third party that determines any logic questions that are brought up. They must use precedence when they make their rulings, or else the whole thing will be really bad. Here are some basic guidelines to start with:
1. Walls are unaffected by Terror.
Think about it, how can an inanimate object die of fright?.
2. A Shock will also deal two damage to all creatures who, in their picture, are swimming.
Water conducts electricity.
3. Any picture of a wood based creature is automatically destroyed whenever it takes even one point of damage from a spell obviously based on fire (Fireball, Fireblast, Pyrotechnics, Inferno, Firestrom, et al.)
Obviously, the fire spreads, ultimately consuming the wood.
4. Ice Age Blinking Spirits have flying dammit!
Look at the picture and you'll understand why.
From here, just interpret it however logic would dictate it. Look at the picture and the spell name and you'll quickly understand why the debates get so heated. The only other rule is that the Arbiter's rulings always stand. After all, you came to him for help.