So thus far we have
Assassin: Write each player's name on a scrap, toss em in a hat, and hand them out. These are your assassin contracts. Keep the names hidden from others, but see who you have drawn. That person is your target. If you kill a player, you take their contracts. If you obtain your own contract, you are free to attack anyone at your whim.
You can attack anyone at anytime, but whenever someone attacks a player, or targets a player or their permanents, the defending player can call out the attacker to the public. The attacker must reveal his contract. If the contract is indeed the defending player (or is the attacker's own contract), the defending player loses the game. If the contract is neither on the defending player nor does the attacker have his own contract, the attacker loses the game.
Assassin is fun, I played it a couple times. star was probably a bit more fun, but assassin is a good option if you have 6 or more players, which is too many for a pentagram game.
emperor- teams of 3 or more in which each team decides on a single player to be their leader. The emperors sit in the middle of each team. Emperors have reach of 2 so they can cast spells on the enemies and buff their allies if needed and the lieutenants each have reach of 1. The game is lost when your teams emperor has fallen, And the only way to attack the emperor is to defeat at least one lieutenant
star- 5 players each play mono colored decks while sitting in the circle depicted on the back of the card, and are allied with the adjacent players and against the enemy colors. A player wins if both of their enemies are defeated ex. white is allied with blue against red but not black because blue is next to black
horde- put together a deck full of zombie related cards and zombie tokens, about half and half. Throw in any of the giant 5/5 ones if you can too. Each player is given 3 turns to set up and then the horde goes. On the horde turn reveal from the top of the horde deck until you hit a non token and play all of those cards. The horde automatically has enough mana to casr anything and pay any costs that may arise. If you deal damage to the horde, mill that much from the horde instead of it having a life total. the game is over and players win when the horde has no more cards left and no creatures on the field. Adding house rules can really screw over the players but alsomake Iit more harrowing if they can survive.
Cube draft- a predetermined pack of cards are used and drafted from instesd of regular boosters. This allows for interactions that otherwise would be impossible and allows the organizer to shift how the games go by adding and removing cards between drafts
archenemy and planechase
EDH versions of all of these are great to try as well
What else do you play with your playgroup?
A big group free for all is always fun...as long as you have time for it, cuz they generally can take quite a long time to finish. But they can be really fun.
What is star?
What is horde
Cube drafting. Folks don't even need their own cards or to spend any money.
Planeschase, Horde and EDH are fun.
Quote from: adventus on May 31, 2013, 07:15:06 AM
Cube drafting. Folks don't even need their own cards or to spend any money.
This. proxied cubes cost almost no money
Modified to explain some of them and add cube, if I was wrong please let me know, but what else do y'all play
Me and my buddies play King of the Hill, you must attack the player with the highest health.
Taken from the rules thread about attacking/blocking multiple players in multiplayer, which devolved into a chat about multiplayer formats :P
Quote from: Gorzo on May 30, 2013, 08:38:20 PM
Another fun multiplayer casual format is "Assassin." Write each player's name on a scrap, toss em in a hat, and hand them out. These are your assassin contracts. Keep the names hidden from others, but see who you have drawn. That person is your target. If you kill a player, you take their contracts. If you obtain your own contract, you are free to attack anyone at your whim.
You can attack anyone at anytime, but whenever someone attacks a player, or targets a player or their permanents, the defending player can call out the attacker to the public. The attacker must reveal his contract. If the contract is indeed the defending player (or is the attacker's own contract), the defending player loses the game. If the contract is neither on the defending player nor does the attacker have his own contract, the attacker loses the game.
Assassin is fun, I played it a couple times. star was probably a bit more fun, but assassin is a good option if you have 6 or more players, which is too many for a pentagram game.
Dude! Master and Commander!!!!
Quote from: Wackaman9001 on May 31, 2013, 10:14:47 AM
Modified to explain some of them and add cube, if I was wrong please let me know, but what else do y'all play
Thanks
Quote from: Gorzo on May 31, 2013, 03:33:41 PM
Taken from the rules thread about attacking/blocking multiple players in multiplayer, which devolved into a chat about multiplayer formats :P
Added!
Quote from: Wackaman9001 on May 31, 2013, 04:28:18 PM
Quote from: InfinitiveDivinity on May 31, 2013, 03:34:57 PM
Dude! Master and Commander!!!!
What is this?
It's a really cool variant of Emperor. It's like EDH meets Modern meets Emperor.
So it's a 4 player game, (you can make it 6 just like Emperor) and the Master, has a minimum 60 card deck, no singleton exclusions, and instead of a normal general, they have a Planeswalker. Like EDH, the Planeswalker determines the deck's color identity. As for the Commander(s), their deck will also be a minimum 60, no singleton exclusions, with a general just like EDH, where it's a Legendary creature and it determines the decks color identity. One final twist, the format is Modern. The cards included are Modern only. Although I do not believe that you must follow the Modern or EDH ban list. I'm going to have to double check that one. But yeah! This format seems sweet! If you make a Master & a Commander deck though, and your opponent also has one of each, you can even make it a two player game. It does follow Emperor rules though. You must kill the Commander before you can attack the Master.
How about insanity
Basicly. All cards on the field and in graveyards at the end of the game are removed from the game. If a card is put directly from the library to the graveyard, or a card is discarded from hand, its put in a seprate graveyard that's shuffled into the owners library at the end of the game. You can only have two copies of each card in your library and play with a 45 card library.
Just made it up off the spot
Nevermind...just realized aggro might be king here...
Edit: although a control or combo deck that could thrive in this format would be interesting...
I'd like to get my LGS into ante for decks priced under $25 with all cards
Seems a good use of pauper/cheap cards
Plus I want to use my revised ante cards :)
Quote from: InfinitiveDivinity on May 31, 2013, 05:21:39 PM
Quote from: Wackaman9001 on May 31, 2013, 04:28:18 PM
Quote from: InfinitiveDivinity on May 31, 2013, 03:34:57 PM
Dude! Master and Commander!!!!
What is this?
It's a really cool variant of Emperor. It's like EDH meets Modern meets Emperor.
So it's a 4 player game, (you can make it 6 just like Emperor) and the Master, has a minimum 60 card deck, no singleton exclusions, and instead of a normal general, they have a Planeswalker. Like EDH, the Planeswalker determines the deck's color identity. As for the Commander(s), their deck will also be a minimum 60, no singleton exclusions, with a general just like EDH, where it's a Legendary creature and it determines the decks color identity. One final twist, the format is Modern. The cards included are Modern only. Although I do not believe that you must follow the Modern or EDH ban list. I'm going to have to double check that one. But yeah! This format seems sweet! If you make a Master & a Commander deck though, and your opponent also has one of each, you can even make it a two player game. It does follow Emperor rules though. You must kill the Commander before you can attack the Master.
So its modern with commanders? An odd idea if the. Ever was one
Quote from: Wackaman9001 on May 31, 2013, 10:35:49 PM
Quote from: InfinitiveDivinity on May 31, 2013, 05:21:39 PM
Quote from: Wackaman9001 on May 31, 2013, 04:28:18 PM
Quote from: InfinitiveDivinity on May 31, 2013, 03:34:57 PM
Dude! Master and Commander!!!!
What is this?
It's a really cool variant of Emperor. It's like EDH meets Modern meets Emperor.
So it's a 4 player game, (you can make it 6 just like Emperor) and the Master, has a minimum 60 card deck, no singleton exclusions, and instead of a normal general, they have a Planeswalker. Like EDH, the Planeswalker determines the deck's color identity. As for the Commander(s), their deck will also be a minimum 60, no singleton exclusions, with a general just like EDH, where it's a Legendary creature and it determines the decks color identity. One final twist, the format is Modern. The cards included are Modern only. Although I do not believe that you must follow the Modern or EDH ban list. I'm going to have to double check that one. But yeah! This format seems sweet! If you make a Master & a Commander deck though, and your opponent also has one of each, you can even make it a two player game. It does follow Emperor rules though. You must kill the Commander before you can attack the Master.
So its modern with commanders? An odd idea if the. Ever was one
Yep, and the Master gets a Planeswalker for a General. It's pretty sweet. Also I guess the ban list is Modern.
Capture the flag: 6 players 3 on each team. One of the players on each team is the commander (he/she plays with a EDH deck) the other 2 are the troops (the troop's decks consist of 70 token cards but he/she can only have 5 different ones) on your teams turn the commander can
1. play his turn as normal (regular turn as if if your team mates didn't exist)
2. Tell a troop to attack the opponents troops or general.
3. Pass the turn to one of his troops.
On a troops turn he/she can
1 put the top 4 cards of your deck onto the battle field
2 roll a d8 and put a number of cards from the top of your deck = to the roll onto the battle field.
3. Pass turn.
Each troops have 40 life the commander has 50 the troops CAN die by. Being milled and there is only one battle field that all the players share (as if one team is just one person playing regular magic) but you still are the only one controlling creatures you have put onto the battle field and thus are the only one that can attack with them.
O and in your troops deck you can only have tokens with power/toughness 1, 2, 3, 4, and the can't have any abilities that arnt keywords.
Now the flag: it is a slip of paper that says "flag" hiddin in the sleeve of 4 token cards in the flag gives the ability "when this card is leaves the game it's controller loses the game"
When ever there is more than 1 flagged token under the same teams control that team chooses a number = to the number of them -1 they choose that many and unflag them the sacrifice theme.
You can also win if all your opponents team members are dead.
The troops don't get turns unless the commander uses action 3.
Quote from: Iandtormentor on June 01, 2013, 07:30:51 AM
Capture the flag: 6 players 3 on each team. One of the players on each team is the commander (he/she plays with a EDH deck) the other 2 are the troops (the troop's decks consist of 70 token cards but he/she can only have 5 different ones) on your teams turn the commander can
1. play his turn as normal (regular turn as if if your team mates didn't exist)
2. Tell a troop to attack the opponents troops or general.
3. Pass the turn to one of his troops.
On a troops turn he/she can
1 put the top 4 cards of your deck onto the battle field
2 roll a d8 and put a number of cards from the top of your deck = to the roll onto the battle field.
3. Pass turn.
Each troops have 40 life the commander has 50 the troops CAN die by. Being milled and there is only one battle field that all the players share (as if one team is just one person playing regular magic) but you still are the only one controlling creatures you have put onto the battle field and thus are the only one that can attack with them.
O and in your troops deck you can only have tokens with power/toughness 1, 2, 3, 4, and the can't have any abilities that arnt keywords.
Now the flag: it is a slip of paper that says "flag" hiddin in the sleeve of 4 token cards in the flag gives the ability "when this card is leaves the game it's controller loses the game"
When ever there is more than 1 flagged token under the same teams control that team chooses a number = to the number of them -1 they choose that many and unflag them the sacrifice theme.
You can also win if all your opponents team members are dead.
The troops don't get turns unless the commander uses action 3.
any comment?
I made a horde deck but no one wants to play with me... Something about "let's play a real format" :(
The grand melee variant is pretty cool in multiplayer as well, you can only attack the player to your immediate left and cannot attack multiple players at once. You also have a range of influence of up to two players(if it is a large group) in either direction(meaning you can only target those players and their permanents). Even applied to existing formats, this can greatly change the way the game is played