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Author Topic: solitaire magic rules I came up with, request for comments, please  (Read 2056 times)
irdu
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« on: September 21, 2008, 06:26:45 pm »

(repeated formatted more clearly)take seventy five to one hundred cards and shuffle them, face down deal the top seventy five to play deck, no sleeves from here on, shuffle these seventy five cards, deal yourself an opening seven card hand(do not skip your draw step your first turn,) all creatures in play must attack each turn and for damage done to your opponent you gain one point, no graveyard viewing below the top card, for each point of damage done to yourself you must destroy a permanent in play and remove the bottom card in your graveyard from the game or remove three random cards in your graveyard from the game(the top card in your graveyard cannot be considered as one of the random cards,) when you reach more than eighty points the game is complete. (For this first discussion I'll only list what a win or other is:)to win you must have scored exactly eighty one points, (two is not a prime number and four is)achieved a unique prime number for all the types following in play or your graveyard; creatures in play and lands in play, artifacts and enchantments in graveyard or play, instants in graveyard and sorceries in graveyard.
Thank you for considering this concept.
Take seventy five to one hundred cards and shuffle them.
Face down deal the top seventy five to play deck.
No sleeves from here on.
Shuffle these seventy five cards.
Deal yourself an opening seven card hand(do not skip your draw step your first turn.)
Al creatures in play must attack each turn and for damage done to your opponent you gain one point.
No graveyard viewing below the top card.
For each point of damage done to yourself you must destroy a permanent in play and remove the bottom card in your graveyard From the game or remove three random cards in your graveyard from the game(the top card in your graveyard cannot be considered as one of the random cards.)
When you reach more than eighty points the game is complete.
(For this first discussion I'll only list what a win or other is:)to win you must have scored exactly eighty one points.
(Two is not a prime number and four is)achieved a unique prime number for all the types following in play or your graveyard: creatures in play, lands in play, instants in graveyard, sorceries in graveyard, artifacts and enchantments in graveyard or play.
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Demonic Attorney
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ravingderelict17
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« Reply #1 on: September 21, 2008, 10:08:08 pm »

Moved from Vintage Open to Casual.
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Mr. Type 4
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« Reply #2 on: September 22, 2008, 02:43:49 pm »

i cant say that I really understand the "game" here.  it's kind of a math thing?  Once I get the right number of creatures in play, shouldn't I easily win?  How can you screw it up?  like I'm not going to just cast creatures until I figure the math out.  here's how i would play it:

play a 1/1
next turn attack and play another 1/1. 

go 40 more turns.  win "game".

Quote
For each point of damage done to yourself you must destroy a permanent in play and remove the bottom card in your graveyard From the game or remove three random cards in your graveyard from the game(the top card in your graveyard cannot be considered as one of the random cards.)
if I'm playing this by myself, why would I take damage?  in case of orcish artilery or something?

Is there a list of cards you use to play this with that would actually create fun/interesting puzzle situations?  like lots of things that will deal me damage or something?


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« Reply #3 on: September 23, 2008, 09:24:22 am »

I ~think~ the goal of the game is to get each of these groups to be a -unique- number from the list:
3, 4, 5, 7, 11, 13, 17, 19, 23, 29, 31, 37, 41, 43, 47, 53, 59, 61, 67, 71, 73 (List of Odd Primes & 4)

Groups:
- Creatures in Play
- Lands in Play
- Instants in the Yard
- Sorceries in the Yard
- Sum of: Artifacts in Play and Yard, Enchantments in Play and Yard.

So for your example, you would have:

A-- Creatures in Play = 2
B-- Lands in Play = 1?
C-- Instants in the Yard = 0
D-- Sorceries in the Yard = 0
E-- Sum of: Artifacts in Play and Yard, Enchantments in Play and Yard. = 0

And therefor would have lost. As you have no numbers from the list.

I think the idea is mostly one of memory, because you can't look at your graveyard other than the top card.  Because C, D, and E are not numbers you can check.  So you would have to track them mentally.

That also explains the "dealing damage to yourself" thing, in that you RFG cards in your GY to get them down to prime numbers. I don't really like the at random part.  So there appears to be actual stratigy in dealing yourself damage (so like bolting yourself could be a good thing). 

I think it's kinda a cool memory and problem solving game.  The only problem is that you couldn't really play with just a stack of random cards.  You would need to make sure there are a proportional amount of lands, and a good smattering of each card type.

Here's my best attempt to re-write the rules.  I also changed them around a little bit to make them less arbitrary.
=================================================================================
GOAL: The game ends immediatly when you've killed a dummy opponent with 80 life.  Then you count your score, these catagories.  In order to win, the totals for each catagory must be a unique number from the list of primes and squares and zero:

A: Total life lost by the opponent (so it has to be more than 80 so: 81, 83, 89 etc).
B: Cards in your hand
C: Creatures in Play
D: Lands in Play
E: Non-creature, non-land cards in play
F: Instants + Sorceries in the Graveyard
G: Non-Instant, Non-Sorceries in the Graveyard

(Here's the list of numbers: 0, 1, 2, 3, 4, 5, 7, 9, 11, 13, 16, 17, 19, 23, 25, 29, 31, 36, 37, 41, 43, 47, 49, 53, 59, 61, 64, 67, 71, 73, 79, 81, 83, 89, 97, 100)

Play --
Play has all normal rules of magic.  With a few additinal rules:

Your Graveyard is face down, accept for the top card.  Only the top card is considered "in your graveyard" by other cards (like animate dead or regrowth). 

There are 3 "Set-up" Turns to start the game.  Durring the upkeep of each set-up turn, you put basic lands from outside the game and put them into play.  For turn 1, you put 1 basic into play and for turns 2 and 3 you put 2 basic lands into play (ending turn 3 with 5 "free" basic lands).   These lands do not count as land drops for turn.

After the Set-up turns are over, you lose the game if you fail to cause life loss to your opponent every turn (damage counts as life loss).

You make all choices for both you and your dummy opponent they have no hand, no library and no turn (imagine that at the begining of turn0 you cast timewalk 1,000 times).  If they have to make a choice about a card (gifts, intuition, browbeat, etc), you choose for them.  If a card puts permenants into play under thier control, you decide how those permenants behave (but remember they don't have a turn).  So for example if you give them spirits with a Forbidden Orchard, you decide if and how the tokens block.  Remeber that these tokens count as creatures for the totals at the end.

Replacement Actions:

Replacement Actions are special actions that you can opt to take to replace the following actions:

- Any Time you take damage (not life loss), you can replace the entire effect with 1 Action.
- If an opponent would discard or draw a card, you can replace -each- card drawn or discarded with an action.

Replacements:
"Harrow" - Sacrifice a land, and put two basic lands from outside the game into play.
"Decompose" - Choose up to 3 face down cards in your graveyard and remove them from the game.
"Winds of Change" - Shuffle your hand into your library and draw that many cards.
« Last Edit: September 23, 2008, 10:18:20 am by Harlequin » Logged

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