Rules My Group Uses:
My group uses these rules
for play and deck construction. I think you will find that they are very
different from current rules.
Deck Construction -
Deck size
can be between 55 cards (the standard) and 65 cards. Limitations on the
number of cards is still the same as it is in the base rules (8-15 realms,
no more than 90 champion levels, etc.). Even with dungeon cards, decks
can not be more than 65 cards. This changes the mix of cards ("I can now
have more cooler cards, but then it's harder to get champions and realms")
and the flow of the game only minorly (mostly having to do with events).
This also makes it easier to try out a deck in progress and tune it better.
Automatic Defeat Cards
Current
rules state you can avoid automatic defeats from champion cards by changing
the terms of the defeat (I.E. Chest of Many Things vs. Living Scroll).
Our set of rules say any card that would force an automatic defeat can
be defended against. This includes cards like Blamblowers, Hammer of Tyr,
and Dreaded Ghost. You get one card to react before the card power takes
effect (no using Good Fortunes to get a saving card) and you can destroy
the offending card (using cards like Halflings Inc., or Clay Golem) or
taking away it's power (this works on all auto-defeats in our games, so
Ring of Reversion and Though Eater are very valuable cards). This makes
battles last longer (fewer auto-defeats make levels MUCH more importaint)
and more thrilling. Also it allows the use a larger variety of cards
and more diverse themes. Fewer cards end up being useless and (THIS
IS THE MAIN REASON WE USE THESE RULES) beginning players have a better
chance when playing those of us with large collections. This rule
particularly gained us many new players of Spellfire when I was in Wheaton,
IL, and it may help when trying to attract players in your area.
Photo restriction
First of
all, this is not a rule, but more of a personal challenge. I have
seen many descouraged beginning players complain about not have the cards
and getting whipped of the face of the table due to very rare cards (especially
things like Cold Cup or Bell of Might). Therefore, except for my
Tournament Deck, few of my decks use chase cards. I'm not saying
Very Rare cards are the most powerful and this is a scaling down.
This shows that you can win without all the super rare cards (my winning
ratio is about 2:1). This does encourage the newbies I often play
with to tighten their themes and get better. I'm not saying you must
or even should do this. All I'm saying is this is what I do and it
appears to be fairly successful at getting new players.
Other New Ideas:
Communal Deck Play
One deck
with many players. This works very well. I saw this at the HMGS booth
at the National Hobby Show and loved the idea. This works at many
levels, as long as all the cards are even. From my own testing, both
first edition (specially made) and wizard wars (all phase 4 spells) work
very well in this scenario. This is especially good to break in newbie
players.
Here are
a few rules to help people wanting to make a communal "One Deck":
1. It should have at least 350 cards (for up to 8 players)
2. It should be 25% realms (fewer, and you have many mulligans)
3. It should be at least 25% champions (no one likes not drawing champions)
4. There should be no cards to raid the discard/abyss/void (lets everyone
just discard to the
"card hole" for speed)
As an example,
look at this deck, which is my current fun "One
Deck".
Submited Rules:
Yogi's
Response: Having played this, it is a fun varient, and very interesting
to see played. More decks were played with common realms, and more
razing (as opposed to discarding) was seen. It is fun, but can be
a major pain sometimes (I found it great that it put a major crimp of rebuilding
decks. Try it and enjoy!
Yogi's Response:
This is fun and it was also how we first thought it went. The Solid
Fog event suddenly became huge. It also isn't that big of an impact
in games I've found (but boy, it sucks even more to be the kicking boy
of the match sometimes), but shouldn't be used in really big games.
You'd be suprised at some of the combos this leads to :)
I currently have many decks posted using the optional rules listed as "Rules We Use". If you have comments, please feel free to write me here. I will post any new rules sent to me, and I just got word that they will not allow a reprinting of any TSR articals, so I highly recommend that you read "Defend the Realms!" in Dragon issue #208. It has rules for different formations and treasureries. They aren't the best optional rules I've ever seen, but they are very interesting. Hope to hear from many of you soon. Thanks!