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 Campaign Handbook (Rules)

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PostSubject: Campaign Handbook (Rules)   Campaign Handbook (Rules) I_icon_minitimeSat Nov 14, 2009 5:36 pm

The following is a tenative list of gameplay mechanics. As the game progresses, new material will be added so please keep reviewing this thread for updates.

OVERVIEW: Planeswalker: Dominion Wars will be an on-going 1 vs 1, or 2HG (allied option) campaign sponsored by the Ebon Dawn. Each player who signs up for this campaign will represent themselves as a Planeswalker engaged in battle with other Planeswalkers (Clan Members) in an attempt to dominate a dominion (Ashen Isles).

The "Planeswalker" who ultimately ends up the victor will receive a unique medal and 5 Planeswalker cards from the Ebon Dawn. However, throughout the campaign players will receive free cards just for unlocking certain strategic territories, completing quests, and eradicating other Planeswalkers from the game.

Players will start the campaign with a 60 card deck, life total of 20 points, and all deck construction at least in the beginning must be all commons. As a player progresses through the campaign, he or she will unlock new deck building strategies with the addition of rares, uncommons and artifacts. Starting life totals will also be influenced by victories and defeats.


Registering: Players who are interested in this campaign must register prior to the start date. The start date will be announced on the Ebon Dawn main page and within the forums. Anyone attempting to sign up after the designated date will be rejected. This format is open only to clan members (Ebon Dawn I & II).

Rules: Please take the time to review the Ebon Dawn "Banned Card" listings which apply to this campaign as well. There may be exceptions to the rules during the campaign that will only be announced in the "Ashen Campaign" thread forum section.

Throughout the campaign there will be numerous formats played so it is a good idea to brush up on our complete event listings. We use the same rules that apply to the campaign as we do our regularly scheduled "Core" events. There may be times when an event within the campaign will change. An example would be the life total and number of cards a player starts with. Those two conditions fluctuate throughout the campaign as a player increases his territories, discovery of magical items, or powerful blessings bestowed unto a player by non-player (Game Master) characters or creatures.



Starting Positions: Before the game begins, players who registered will be given the choice of where he/she would like to start on the map. NOTE:

Players may choose 1 territory based on the order he/she registered. A players starting territory is also his/her capital (Losing your capital is bad, protect at all costs). It is up to a player afterwards to expand his territories either through war or diplomacy.

Choose a color: As you, the Planeswalker, entered the rift between inter-planetary dominions, you were stripped of your hybrid casting abilities. You must choose a primary magic color to employ as you begin your conquest of the "Ashen Isles."

Basically choose either white, black, blue, red, green or colorless as your starting point. You must construct all your decks with the chosen color until you unlock new colors. Players are not allowed to play any hybrid cards until he/she has unlocked the ability to do so, and that is through conquest alone.

Player "Starter" Decks: As you begin the campaign, you are limited to one of the six colors of magic (red, green, black, blue, white, colorless) to begin constructing your decks. Each starting deck must be 60 cards (no more, no less) of the color you chose during the "Choose Color" phase of the campaign. All cards at the beginning of the campaign must be common.

NOTE: As you progress through the campaign you will be able to unlock new spell colors, rarities, deck sizes, etc.

Warcry (Challenges): Once a player has chosen his starting territory and the color of magic he/she shall begin with, it is now time for WAR!!! Players are encouraged to visit the mainpage of the website (http://ebondawn.site90.com/) and click on the "Campaign" link that will take them to an overview of the territories and who controls them in the Ashen Isle's Campaign.

From the territorial map players should make tactical decisions on where they will attack. If a player has a territory adjacent to a non-controlled territory, he she can declare an attack. However, a player cannot declare an attack on a non-adjacent territory.

Players get 2 attacks each week. Once a territory has declared an attack, it cannot attack again until the following week, unless it is your initial territory. Newly controlled (Conquered) territories cannot attack until the following week.

Once a player has made a decision on what territory he/she wishes to attack, they must make the formal challenge. Players must post the territory he/she is attacking along with the territory he/she is attacking from in the "Warcry (Challenges)" thread in the "Ashen Isles Campaign" forum. The player being challenged (defender) has within a week to resolve the conflict or a proxy player will be assigned to resolve the conflict per the GM.

All challenges should be coordinated between the challenger and defender either via the forums private messages, e-mail, or in-game (MTGO). Once this is accomplished, a Game Master (Krossus Ebonsix) or an Inner Circle member must be contacted and a date/time setup so that the match can be witnessed.

Once the match has been decided, the territory in question will either retain the symbol (Players Flag: representation of his/her army) of the defending army, or it will be replaced with the winning armies symbol. This will be updated in the "Campaign" link from the mainpage. The "tactical map" will always be updated w/ the on-going battles ensued within the campaign to reflect losses/gains (territorial).

Territories (Capitals - Warcamps): Territories are either controlled by a player (denoted by his/her symbol) or a non-player (game master controlled). Depending on the territory, each one gives beneficial or non-beneficial bonuses to the owner (Defender). A complete listing of each territories bonuses are located here; or you can find it on the mainpage under the "Campaign" link, the "Territories" button.

Each players starting position is considered his/her Capital, or War Camp. A player's capital gives him/her a +10 starting life bonus when defending. NOTE: The player assaulting the capital does not receive the +10 starting life. A player's capital must also be defeated in a best 2 out of 3 match up before it can be conquered. Capital/War Camp battles will be played as "Gladiator" type events.

Quests: Quests are non-player ran events controlled by the Game Master (Krossus Ebonsix). Once a Quest is posted in the forums or via the "Campaign" link, a player can attempt to undertake the task or pass.

To accept a Quest, a player must "Reply" to the thread in the Quests forum. If more than one player wants to attempt the Quest, then the first person replying will get the first attempt. If that player fails, then the next player who replied will get a chance to complete the quest, and so on.

Once a player accepts a Quest, then he/she will receive a private message with details on how to complete the Quest. If a player has questions about the Quest, then he/she should private message the Game Master (Krossus Ebonsix) either via forums, in-game, or through an e-mail.

Quests will only remain in the forums for a short period of time. Usually after 72 hours if the Quest is not completed, then it will be unavailable. Once a Quest become unavailable, it cannot be attempted anymore.

If a Quest is in an adjacent territory to a player, then he/she simply has to play against a pre-determined deck that represents the Quest's Main boss. However, if the Quest is more than one space adjacent to the player who received the Quest, then he/she will not enter the battle with the same life total. For each space a player must travel to complete the Quest, he/she should deduct 1 life from their starting total.

Diplomacy: Any true strategist at one point in time uses diplomacy to ensure a favorable outcome for his/her kingdom. Whether it be a temporary alliance, truce, or mutual agreement to destroy a bigger threat, diplomacy can be a powerful weapon.

Players are encouraged to engage in either overt or covert talks w/ both the players and non-player characters during the Campaign. Useful knowledge that would otherwise not be available could "Unlock" to those who are willing to work with instead of against in the struggle to "Break the Curse" or the path of "Total Domination" of the Ashen Isles.

There are no restrictions on how you conduct a "Diplomatic" encounter. However, all final details must be relayed to the Game Master via a private message in the forums.

Examples of Diplomacy: (1) A player wishes to bribe another territory w/ a unique card from his/her collection to accomplish a goal. (2) A player turns over his/her territory to the control of another player for a pre-determined amount of cards or tickets. (3) A player places a bounty of another player or non-player's head which could be posted in the "Boar's Tusk" thread.

Factions: As players progress through the campaign, they may be asked to undertake a mission by certain factions. If a player decides to accept a factions proposal (Quest/Mission), then he/she is expected to carry out the task. If a player succeeds at the task, then he/she will be rewarded w/ powerful cards to assist their armies in pursuit of territorial supremacy and also gain "Faction Points" that strengthens his/her armies relations w/ that particular Faction.

However, if a player fails @ the task set forth by the Faction, then consequences could occur. Some of those consequences could be the Factions aiding your enemies. Sabotage of your supply lines (-5 starting life upon next battle), etc. A complete listing is in the "Assassin's Guild" link.

Services are paid in the form of cards or favors requested by the solicited Faction. For example, if player "A" decides to enlist the support of a particular "Faction," and the chosen Faction requests 3 Rares for payment, player "A" must give the Ebon_Campaign (Campaign Account) 3 rares in order to carry out the task.

The Game Master (Krossus) will have a seperate account named Ebon_Campaign that will collect all player donated cards and will also be the Master Account that will distribute rewards to players for unlocking new territories, battles, missions, etc.

NOTE: Any card given to the Ebon_Campaign for "Faction" services will be re-distributed throughout the campaign to other players for certain quest, battle, and miscellaneous victory conditions. Nothing given to the Ebon_Campaign will be sold or available for trade. This account is solely for the Ebon Dawn "Campaigns" (Present and Future).
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Campaign Handbook (Rules) Empty
PostSubject: Re: Campaign Handbook (Rules)   Campaign Handbook (Rules) I_icon_minitimeSun Jul 11, 2010 3:52 pm

The following is a continuation of a tenative list of gameplay mechanics. As the game progresses, new material will be added so please keep reviewing this thread for updates.
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Campaign Handbook (Rules)
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