July 28, 2017, 11:46:04 AM

Author Topic: Formats and Variants worthy of organized play  (Read 3492 times)

Sailor Vulcan

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Formats and Variants worthy of organized play
« on: August 19, 2014, 05:29:38 PM »
The criteria for a format to be on this list:

1. The variant rules themselves should not give an unfair advantage or disadvantage to particular mages or general playstyles. No "aggro only" or "control only" variants here. Creative strategizing must be encouraged for a diverse and balanced metagame.

2. Must have a well-thought rules set. It must be different enough from the base game that it's interesting and people might want to play it, but not so different that players who already know how to play the base game get lost. Also, the quality of the rules set is more important than the quantity of rules.

3. The bulk of the competition should be between players. It's ok if there's some environments or non-player opponents added in for some more excitement. However, ultimately you should be competing with your human opponent(s). Even if it's a boss fight or something, it should still have the winner be the player who did the most damage to the boss or lasted the longest against it or something like that.

4. Other reasons that I haven't thought of yet which I will likely post later.

Many of the variants on this list can be combined. You could have a Team Domination game, or a game of Grand Mental Mage Wars. There are so many possibilities!

Note: Some of these formats are party formats, meant for less serious organized play, while others are going to be more competitive. Additionally, while all of these formats are worthy or organized play, some are more worthy than others. If you want a more compact list that includes my top-rated organized play-worthy formats, skip to the bottom.

I also attempted to make a nifty little chart of all the non-party formats worthy of organized play, but the formatting got messed up. I'll see about fixing that later.


Arena



Standard Arena

Standard Arena is the base game format. It can be played with any number of players, though 1v1, 2v2, and 1v1v1 are most recommended. Standard team play rules were released in the first expansion of domination.

Mental Arena

In Mental Arena, whenever you plan a spell it can transform into another spell with the same spellbook cost for your mage.

http://forum.arcanewonders.com/index.php?topic=14253

Grand Arena

Massive Free For All! The winners are the first player to defeat an enemy mage, the player who defeats the most mages, and the player whose mage is the last one standing! It's kind of arguable whether this really counts as its own format or whether it just feels like it because of the sheer number of players that can play at a time.

http://forum.arcanewonders.com/index.php?topic=14539

Capture the Flag! (theDOMINATOR)*

Capture the Flag introduces an alternate win condition: You must capture all of the enemy's flags! Arcane Wonders is planning on releasing their own official version later.

http://forum.arcanewonders.com/index.php?topic=13164

Dignitaries and Diplomats

Dignitaries and Diplomats is a team format where victory is only achieved by defeating all of the enemy dignitary mages. The Diplomats are expendable though. Each team must have at least one dignitary and one diplomat. Recommended for 2v2 or 3v3.

http://forum.arcanewonders.com/index.php?topic=14514


Endless Boss Battle (Punchbag Sid mode)
In Endless Boss Battle mode, one player has infinite life and is the boss. The other player tries to do as much damage as possible, gain as much v'tar as possible (if you combine this with Domination), or last as long as possible. The boss is trying to defeat their opponent as fast as possible.

Try to get a high score!

http://forum.arcanewonders.com/index.php?topic=14523.0


Twitch plays Arena (but without Twitch)

Whenever a spectator enters the room, they must declare their allegiance to one player or the other. Friendly spectators control all friendly non-mage creatures.

http://forum.arcanewonders.com/index.php?topic=13920.0


Mage Wars Arena: the Drinking game v2

Exactly what it says. Only those of the legal age to drink are allowed to play, for obvious reasons.

http://forum.arcanewonders.com/index.php?topic=14550.0


Domination

Gain control of the v'tar orbs in order to gain victory points called "v'tar" and dominate the arena! This variant was released in the first arena battlegrounds expansion. By Arcane Wonders.

Arena Blocks
Basically exactly what it sounds like. Limited cardpool formats. You can learn more about them here:

http://forum.arcanewonders.com/index.php?topic=15270


Apprentice Mode

Most people should know what this is. If not, find a local experienced mage wars player or ambassador to do a demo for you, or you can find the instructions for setting one up in the resources and downloads page of this website.


Academy


Standard Academy

This is the base game format. Can be played with any number of players, though 1v1 and 2v2 are most recommended. Not sure about 3v3.


Mental Academy

In Mental Academy, whenever you are about to cast a spell, before the casting step it can transform into another spell with the same spellbook cost for your mage.


Academy Blocks

Basically exactly what it sounds like. Limited cardpool formats.


Grand Academy

Massive free for all! Players to your left and right are considered to be in the same zone as you. Everyone else is not. The winners are the first player to defeat an enemy mage, the player who defeats the most mages, and the player whose mage is the last one standing!


Transfers and Mentors

Transfers and Mentors is the Academy version of Dignitaries and Diplomats. It is a team format where victory is only achieved by defeating all of the enemy transfer student mages. The mentors are expendable though. Each team must have at least one transfer and one mentor. Recommended for 2v2 or 3v3.


Nonstop Training Regimen (Punchbag Bob mode)

The academy version of Endless Boss Battle mode. One player has infinite life. The other player is trying to last as long as possible or do as much damage to the enemy mage as possible. Try to get a high score!


Other

Roleplaying* (original idea by Tokata)

Mage Wars RPG! Level up your mages, learn new spells, improve your stats, and live the life of an Etherian Mage.

http://forum.arcanewonders.com/index.php?topic=12602.0




*An official version of this format could be in the works. Rules might be subject to updates and improvements

the Worthiest of the Worthy

Arena

the competitive ones

Standard
-with any number of players or teams.
Spellbooks: preset or custom.
Card pool restrictions: custom
Map: preset or custom

Domination
-with any number of players or teams.
Spell books: Custom.
Card pool restrictions: custom
Map: custom

Apprentice
-best with 1v1 and 2v2.
Spellbooks: preset
Map: 2x3 apprentice map

the Party ones

Twitch Plays Arena (but without twitch)

Arena: the Drinking game v2

Gambling Arena (aka Penny mages)

Endless Boss Battle (Punchbag Sid mode)

Academy

the competitive ones

Standard
-with any number of players or teams.
Spellbooks: custom.
Cardpool restrictions: custom.

Transfers and Mentors
-with any number of teams. Best if each team has 1 transfer and 1-2 mentors.
Spellbooks: custom.
Cardpool restrictions: custom.

Preconstructed
-with any number of players or teams.
Spellbooks: Preconstructed.

the Party ones

Twitch Plays Academy (but without twitch)

Nonstop Training Regimen

Gambling Academy

Academy: the Drinking game v2

 

I'm not sure whether to put Mental Mage Wars formats in competitive or party sections.
« Last Edit: June 13, 2017, 08:50:22 AM by Sailor Vulcan »
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Schwenkgott

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Re: Tournament-worthy variants
« Reply #1 on: August 20, 2014, 03:39:09 AM »
The 2on2 variant (Double-Headed Mages) is a fun thing and can be very challenging. With some teleport restrictions it's balanced too.
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