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We have a play group of 4-5 people, and usually play either sealed or drafts, with the game format being either Two-Headed Giant, Chaos, or "5 people star" (I don't remember the name, it's when you win the game when your two opponents are dead).

What are some other game formats you'd recommend for a group this size?

(One game format per answer please for voting)

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wow, I keep going back to this thread for new ideas, love it. – rif-raf May 20 at 8:08

12 Answers

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Well, If you ever get to 6 people you could play: -emperor: 3 people on each team, you can only attack or target the person in front of you untill he is defeated, then you can target and attack the player next to him. each player has a turn unlike 2 headed giant games. the players in the center are the emperors, they can't be attacked or targeted until one of their "sentry" is defeated, when the emporer loses the game is over.

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I've heard it's rather complex and long, and thus not enjoyable. Have you played it? – ripper234 Nov 3 at 11:35
i tried to have kids play it in the magic after school activity i do, it really didn't catch on though, it is a bit complex and long. – rif-raf Nov 3 at 18:49
It's a lot of fun, but it does take a while. It's not really any more complicated than the other multiplayer variants that use spheres on influence. – CodeSavvyGeek Jan 21 at 3:41
how long it takes depends on how you play, I've done themes (elves v. slivers), and I've been able to complete games rather quickly...though those games are generally pretty one sided :) – chris.gow Feb 19 at 18:40
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Type 4! (Rif-raf calls it 'limited affinity', I thought I'd share some more info about this fantastic format :D)

You make one deck which is shared by all players. It includes X cards, whatever cards you can find that would work great in them. You'll know what I mean later.

Each player draws 7 cards from the pile. Now, this is the catch: There is no mana. You can play cards with any converted mana cost, colour, or spell type. BUT, you can only play one card each turn!

So, the kind of deck that you'd want to build would have been by the following rules:

  • No lands whatsoever, you don't need it anyway. There's special lands, yes, but other cards are way better.

  • Get the most overpowered creatures in it. Lorthos, the Tidemaker, anyone?

  • Powerful spells. T4 is a game in which everyone has his instants ready to respond to anything that is played in an opponent's turn. You have one spell each turn, why not use it? alt text

A personal favorite

  • Abilities. It's a MUST. Cards with morph, "Tap: Do insane damage to whatever target", stuff like that. The heavier the better.

Try it out! It's great fun, especially with like 6 or more players. And it's not like you'd play those cards in standard normally... - Have enough cards. Try to use cards from a lot of editions. Whenever a new one is released, search for cards I've mentioned above. Decks can have any number of cards, the more you have, the less frequent some become.

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We'll try it next time. +1 for the big Urza's Rage image. BTW, did you know you can write [[Urza's Rage]] and we will transform it into a picture of the card? – ripper234 Nov 3 at 15:23
Oh, we play it as only one of each card in the deck and we split the deck between the players but yeah +1 for the more detalied and enthusiastic explanation, it is definetly a great format. – rif-raf Nov 3 at 18:47
For the [[Urza's Rage]] part, it didn't preview like it should with me, so I went safe and just did the oldskool way. I'll remember it for next time. – Ancarma Nov 3 at 21:13
From Zendikar, rite cycle is funny. – Calvin Nov 4 at 5:41
+1 for a fantastic idea. Did it originate with your playgroup? – LeftDraw3Cards May 5 at 14:59
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Five Headed Dragon (very popular in my area):

Essentially a more interesting version on 5 player FFA because the first player that loses comes back with a life total of 20. Excluding the player that 'lost', the other four players are paired onto teams with the person across from them. This play style forces players to use versatile decks, capable at participating in a team and in negotiating a large multiplayer game.

Often, it's advantageous to keep enemies alive. If one person has an overwhelming material lead for example, he might sacrifice the opportunity of having a partner in order to get 20 life back and take down everyone. For targeting purposes: Your opponents are the players adjascent to you unless you join a team (and your opponents become the other team).

That 5 person star thing is just Star Magic: A game for a circle of five players. In order to win, defeat the two opponents opposite you before anyone else wins. This is based on the color flavors, where red is usually at odds with blue and so on, but the representation of each player doesn't strictly have to be of a single color (try monocolored, 'ally' colored, 'enemy' colored, triple colored ally, or any decks for more mahem). The interactions between players are very unpredictable: 'Allies' (players sitting next to you) share the goal of knocking out one of your opponents. But they might protect that opponent to prevent you from winning!

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Hey, that looks really interesting. We'll try to try that next time we have 5 players (unless we do star again). – Avish Dec 10 at 7:03
We just tried it, and it was indeed different from star. Interesting varient. Are you only supposed to attack people near you, or can you attack everyone? – ripper234 Feb 19 at 1:03
You can attack anyone. But your 'opponents' for targeting purposes are left and right (until teams set). In general strategy, your left and right are always going to be your enemies whereas those opposite you are potential partners. It's safer to put the damage where you know it will count towards your win. – Shushoto Feb 19 at 4:12
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Fat Stack

You build a common deck out of interesting cards. Cards should include things that are more interesting in multiplayer. Lands should include a lot of non-basics that provide multiple colors of mana.

You split the stack into two piles: one for lands and one for nonlands. Whenever you would draw a card (including the starting 7 cards), you pick which pile you want to draw from. This cuts down on land-screw.

Each player just plays off of this common deck. We usually do "attack left", but other variants work well with this setup like 2-headed giant, emperor, and star.

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Respawn Magic

Kelly Digges brought out this format and I can say that it's really fun. Check out his article here.

Quoted from article:

  • Respawn is exactly like a normal Free-for-All multiplayer game,
    except:
  • You can join the game at any time, picking a deck and a chair.
  • If you've been eliminated, you can rejoin the game (usually in the same
    chair), with the same deck or a
    different deck, immediately or later.
  • When you join or rejoin the game, you resolve any mulligans and immediately take three turns. During those three turns, you're in a "new player bubble"—basically, a separate solitaire game of Magic. Nothing you do inside the bubble affects players outside the bubble (or in a different bubble), and vice versa. You fully enter the game when you start your fourth turn in regular turn order.

If you want to keep score, here's Abe's system:

  • Gain 1 point each time you kill an opponent.
  • Lose 1 point each time you die.
  • If you voluntarily leave the game, lose 1 point. The last player to
    damage you, if any, gains 1 point.
  • The player with the most points at the end of the night wins.

My friends and I actually played EDH+Planechase+Respawn. It was really really fun. The nice thing about Respawn is that nobody's ever sitting out during a game, you can incorporate new players at any time, and anyone can switch decks between respawns.

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-Sherif. each player is randomly assigned a secret job. each job has a diffrent winning objective. you draw out of a hat, the one who gets sherif wears the hat and his job is public. he needs to defeat all of the outlaws and the rouges. the outlaws only need to defeat the sherif. the rouge needs to be the last man standing so he needs to finish the sherif last. the deputies need the sherif to win, so they need to defeat the outlaws and rouges. if someone defeats an outlaw he draws 3 cards. if the sherif defeeats a deputy by mistake he looses all his permanents and hand (exiled). the sherif starts with 30 life. you could also add an angel player who wins if no one was defeated and your time ran out. no one can tell you what their job is, that spoils the game, you have to read into their actions and they have to decieve you. with 5 people you could do 1 sherif, 1 rouge two outlaws and a deputy i recon.

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This is essentially Bang! (boardgamegeek.com/boardgame/3955/bang) with magic cards. – CodeSavvyGeek Jan 21 at 3:37
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-shit-rare draft. I seem to be the only one who likes this foramt... you take all of your worst rares and draft just them, you need to shuffle them well and mix up the colours too of course.

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This is more, ah, printably known as Reject Rare Draft. It is awesome. See wizards.com/magic/magazine/Article.aspx?x=mtgcom/… and starcitygames.com/php/news/article/9649.html for more on Reject Rare Draft. – Alextfish Jun 22 at 14:37
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repack drafts are fun in my play group... either order them or everyone contributes, as is emperor... an older format i believe that uses 6 people

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repack drafts ? – ripper234 Dec 8 at 13:17
basically we "make our own packs" out of extras were not using. Its a vintage format and we pretty much all just use cheapo rares lol... ABUgames.com also sells "Repacked Boosters" we're a fan of. Although the more expensive rares arn't always there, when youve got a trillion cards already, you can't beat a thirty dollar booster box. – Mike1229 Dec 8 at 14:40
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Friends of mine introduced me to a 5-player format which they claim was known in olden times as a "gathering."

  • Each player brings a mono-colored deck such that all five colors are represented.
  • Seat yourselves in the order shown on the back of a MtG card (clockwise: white, blue, black, red, and green).
  • Each player can only attack non-allied colors, so basically you attack the two players sitting across from you and not the players on either side.
  • If at any point in the game both of your non-allied colors lose the game, then you win. Multiple victors are possible.

I've played this way a few times, particularly without the mono-colored restriction, and it's a lot of fun.

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That's developed into today's "Star" magic :) – Shushoto Feb 13 at 4:34
A rather chaotic and political format :) ripper234.com/p/multiplayer-magic-meta-strategy – ripper234 Feb 13 at 7:39
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-Limited infinity. you play with infinite mana but only one spell a turn. you shuffle up a great big pile of cards you chose for this (good cards that are not too good with endless mana, no firebreathing, shades, blaze, you get the point, and no cards that are pointless like basic lands). each player gets a random piece of the random bunch of cards and the fun ensues! we often played limited infinity sherif games. you could also draft this format.

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-cube draft. you draft the best lomited cards in magic. not many people have these so we just print proxy of them and put it all in protectors. here are too links to help build the cube: link text

link text

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Well, I have to add Archenemy - it's quiet a fun format. The assymetry of the format is refreshing, and I like both the feeling of being in a band of players trying to survive against impossible odds, and being the Archenemy with the big effects like My Crushing Masterstroke.

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Free [[[Insurrection]]]! – Shushoto Jul 30 at 13:04

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