This cube is my take on a "battler", a format inspired by the autobattler game genre first formed by Ryan Saxe q. v. Magic: the Battling.
It is designed for any even number of players (best with 2 and 4) and it takes approximately 2 hours to play.
The way the game works, like an autobattler, is a loop between drafting cards and using those cards to play a short game of Magic (a "battle"). After each short game, the loser gets poison counters. Then all players draft again. This loop continues until only one player remains as the winner.
Game PiecesGenerally required
Each player needs
Each player starts the game with some initial resources:
The players keep their resources in the stash as long as they are not on the battlefield.
In general, the game will have up to five STAGES, each consisting of three ROUNDS. Each round consists of a DRAFT and PLAY phase. In order to track everything easily:
Then, you may enter the PLAY phase of the first round.
PlayEach of the following happens in order:
Then, as long as at least two players have less than 10 poison, begin the DRAFT phase of the next round.
DRAFTAt the start of each draft phase, do the following:
During the draft, a player can take any of the following actions any number of times:
When everybody is done with those actions, do the following:
When the draft is complete, players enter the PLAY phase of the same round.
The Round LoopSTAGE 1 | STAGE 1 | STAGE 1 | STAGE 2 | STAGE 2 | STAGE 2 | etc. |
---|---|---|---|---|---|---|
ROUND 1 | ROUND 2 | ROUND 3 | ROUND 1 | ROUND 2 | ROUND 3 | etc. |
SETUP → PLAY | DRAFT → PLAY | DRAFT → PLAY | DRAFT → PLAY | DRAFT → PLAY | DRAFT → PLAY | etc. |
Repeat until one player is left as the winner!
Additional Rules Poison Counter ProgressionThe amount of poison counters a player gets when they lose depends on the STAGE. Currently we play with the following progression:
1: 1 poison
2: 1 poison
3: 2 poison
4: 3 poison
5: 5 poison
Yes, this is the Fibonacci sequence.
NOTE: You can also play where every loss just gives 2 poison counters. This leads to a slightly faster game with different pacing.
Resource OverviewSTAGE | ROUND | Starting Hand | Card Pool | Extra Treasures | Poison per Loss |
---|---|---|---|---|---|
1 | 1 | 3 | 5 | 1 | 1 |
1 | 2 | 3 | 6 | 1 | 1 |
1 | 3 | 3 | 7 | 1 | 1 |
2 | 1 | 4 | 8 | 1 | 1 |
2 | 2 | 4 | 9 | 1 | 1 |
2 | 3 | 4 | 10 | 1 | 1 |
3 | 1 | 5 | 11 | 1 | 2 |
3 | 2 | 5 | 12 | 1 | 2 |
3 | 3 | 5 | 13 | 1 | 2 |
4 | 1 | 6 | 14 | 1 | 3 |
4 | 2 | 6 | 15 | 1 | 3 |
4 | 3 | 6 | 15 | 2 | 3 |
5 | 1 | 7 | 15 | 2 | 5 |
5 | 2 | 7 | 15 | 2 | 5 |
5 | 3 | 7 | 15 | 2 | 5 |
It can be fun to let the opponent's visible basic lands affect the selection of starting hand cards, but it's also unfun to play against the same person a few times in a row.
Ryan Saxe recommends a quite elegant way of pairing with a single D20 die roll:
This yields 10% to replay your last opponent and 45% to replay each other player. It also doesn't have any randomness issues with using a spin down!
Lastly, if it's the first mini-game, just play the person sitting across from you.
Mini-Game ConcessionsMini-games determine access to treasures, and a player conceding can ruin their opponents economy. To discourage this, players who concede do not get an extra treasure in the subsequent draft phase. Play it out!
Determining a Draw via ZugzwangSince there is a rule not to lose due to being unable to draw from an empty library, there is no inherent zugzwang in the mini-games. This causes some games to end in a stalemate because any player who takes an action would be at a disadvantage. To prevent this, there is the following rule:
When the first player dies, they are now "The Ghost". They continue to play as normal until a second player dies. Once two players are dead, the game should be played just with the final two players.
Some extra rules with the purpose of guaranteeing there is a top2:
If you've gotten this far, thanks for reading!
I reworked several of Ryan's ideas to my liking and I when I have the time I will try to list the most significant changes. Until then, this section is still mostly copied from Ryan's overview with some important notes, e.g.:
If you like what this cube is about, and want to help us smooth out the rules or build your own, feel free to join the discord dedicated to this new form of magic!
Why are the Mini-Games not "auto"There are a few reasons for this:
You can play with whatever cards you want. For me, I wanted to exclude all cards that had text that didn't really work with the game. So anything that has to do with drawing a card or mentions the library, I excluded.
Some cards like these would be incredible inclusions. For example Endurance would be fantastic since it would almost play as a mass-eternal-witness. Or Elixir of Immortality, Seasons Past or Nexus of Fate would infinitely loop. However, I excluded any card that would give a player a library to keep things simple and avoid games drawing on via non-deterministic-loops. But if you want to play with them, go for it! (You just might need to create rules for ending games that won’t end, such as by allowing concessions in certain circumstances or forcing draws.)
Additionally, we found that the following types of cards were problematic:
Honestly, some of the hardest parts of this weren't figuring out game mechanics, but rather how to design a game like an autobattler that could logistically work in person.
Below are explanations of choices and how they solve certain issues we ran into.
Advice For Playing In PaperTechnically, the game can work for any number of players, but the cleanest numbers are 4 players or 8 players.
The current recommendation is to divide players into groups of four. With more than 4 players, players have to change seats every mini-game to find their opponents if they aren't divided into groups. With just 4, everybody can stay at a small table and jam without moving.
If you have multiple groups of four, there are two ways for how you can choose to run the game:
In an ideal world, cards that are not taken out of packs get shuffled back into the cube after every mini-game. If you can manage this, it would lead to the best gameplay, since if everybody tries to draft Green, then Green will start to feel dry.
However, shuffling sucks, and so I'd recommend doing this only as often as your group sees fit. Probably at least once per stage.
On top of the game rules listed so far, some people have had awesome ideas for extra complexities and modifications. Here are a few that you could choose to play with.
Extra Economic RewardsMany autobattlers have additional rewards to gain economic advantage. The two most common ones are interest and streaks. Below are possible ways of implementing those. However, it's important to note that this game really cannot have incentives to lose. This is because, unlike a true autobattler, players have agency in the games. So the games can just become very unfun if a player is trying to lose.
Most autobattlers have an extra mechanic that makes individual boards powerful and unique. In TFT, these are called Augments. My proposed implementation of augments would be:
You can repurpose Aura's and Equipment in a way that binds them to permanents. Not sure the clean way of implementing this in terms of actual game mechanics, but the card types are ripe for it. Probably something like:
when drafting an Aura/Equipment, you may pay treasures equal to its mana value. If you do, that card becomes an "item" and is placed in the command zone.
items have the following text: "when a permanent enters the battlefield under your control, you may put this card onto the battlefield and attach it to that permanent".
UpgradesYou could design "upgrades" as a way to introduce duplicates in a singleton environment. On some condition that is unlikely (and you can strive for via rolling), you can generate a second copy of the card you upgrade. This way the game is still like magic.
If you build a version of this cube that is not singleton, you could create the following mechanic:
If you draft 3x of the same card, exile those cards and receive an upgraded version of the card. It's still up to debate what an "upgraded" version would look like.
CarouselIn order to make the game feel more like it has clear phases, there is the option to add a carousel draft at certain points. If you do this, you either should require players to put cards from their pool back into the carousel, or remove the "every player gets a random card from the packpile" at the beginning of a draft phase. This way pools do not change in size by adding a carousel.
I'd recommend to do this do this carousel either
Then you have two further options of where to draft the cards from the carousel from:
If you do the carousel at the end of each round, every player drafts 1 card;
if you do the carousel at the end of each stage, every player drafts 3 cards.
The player with the least poison counters has the first pick; the one with the most picks last.
If each player drafts more than 1 card it's possible snake-draft the cards until each player has drafted their cards.
I am currently trying to keep complexity low, but I'm sure there are tons of other things you could let players do with their economy. One example could be "Pay 6 treasures to permanently add an additional basic land on the battlefield".
Anything Else?If you have any other ideas, feel free to bring them up in the discord! I'd be happy to add them here.