people wanted to do an 4 player FFA type game mode so I did some thinkin and this is what I decided would work the best
you can do any size deck you want as usual but I recommend 6v6 for a more classic game or 3v3 for a faster game (since more players means longer gameplay)
I don't really wanna look through a banlist right now Hive unsung would be there for sure because that combo is dumb and probably najarin since he scales real scary in multiplayer. you could also put the usual cards people aren't fond of on there too, zamool, melody of the meek, bodal ect. however I feel the banlist can be pretty small because having just the best cards can sometimes just paint a target on your head and this a format where you can't really win a 3v1 even if you have what in 1v1 would be considered an OP deck.
the biggest change to the rules are with how movement and beginning of combat work.
first randomly decide who goes first as usual that player reveals a location.
in order to get 4 creature in to battle at once though instead of moving after beginning of turn effect finish players proceed directly to combat.
each player selects 2 creatures they control with the following limits: creatures on your opponents board are chosen first if possible followed in your front row if possible followed by the 2nd row and only choosing a creature your back row if you have no other options. if you control rothar FN he must be chosen if able regardless of the row creatures who cannot move cannot be chosen a creature with swift can be chosen regardless of what row its on. the player who's turn it is selects first then the selection goes clockwise.
each player then must determines randomly which of the 2 creatures will enter combat. if one of the creature has defender and could defend the other (ex:a somnort and another creature with water) you may choose to have the defender enter without random selection. once each creature is chosen combat begins.
each player does innative as usual deterime an order all the way down (1st-4th) if any creatures have a tie choose randomly which creature is above the other.
each player then draws and chooses and attack card to play face down.
once each player has chosen there attacks starting with the player who is 4th and going up each player puts there attack on the burst and chooses a target for the attack. if an attacks effects would effect a player in ways beyond the engaged creature such as supercooled rain or heptagon hail they effect only the player who's creature is attacked.
the burst resolves in reverse as usual meaning the player who's 1st will have there attack resolve 1st, remember an attack will still resolve even if the creature who played it is killed first.
players may not play other effects until all attacks are put on the burst.
for playing mugic an abilies the player who's turn it is has the first chance to play mugic and abilies, it then goes to that players left. whenever a player plays an effect the player on there left gets the first chance to respond and so on around. when all four players pass without playing an effect the burst resolves as normal.
during combat all creatures are considered to be on the space they were on before being chosen for combat.
if any effect would designate doing something to an opponent but does not target (ex hearing tainted) you must choose which opponent to use the effect on when it resolves.
once 1 or fewer creatures are left combat ends and players proceed to the movement phase.
starting with the active and going left each player gets to move 1 creature, all spaces on the front row of battleboards are considered adjacent to all other spaces on the front of other battleboards. after each player moves one creature the first player may move a 2nd creature and so on, until every player is done moving creatures. the turn then passes to the next player to the left.
the game ends when all players except one have no creatures remaining or if a win the game effect resolves.
so that's what I got 4 player FFA chaotic that's technically functional (I think) idk what sort of weird card problems this creates but if you think of any I'll be happy to answer them on a card for card basis and any other questions too. any improvements to the format would also be welcome.
you can do any size deck you want as usual but I recommend 6v6 for a more classic game or 3v3 for a faster game (since more players means longer gameplay)
I don't really wanna look through a banlist right now Hive unsung would be there for sure because that combo is dumb and probably najarin since he scales real scary in multiplayer. you could also put the usual cards people aren't fond of on there too, zamool, melody of the meek, bodal ect. however I feel the banlist can be pretty small because having just the best cards can sometimes just paint a target on your head and this a format where you can't really win a 3v1 even if you have what in 1v1 would be considered an OP deck.
the biggest change to the rules are with how movement and beginning of combat work.
first randomly decide who goes first as usual that player reveals a location.
in order to get 4 creature in to battle at once though instead of moving after beginning of turn effect finish players proceed directly to combat.
each player selects 2 creatures they control with the following limits: creatures on your opponents board are chosen first if possible followed in your front row if possible followed by the 2nd row and only choosing a creature your back row if you have no other options. if you control rothar FN he must be chosen if able regardless of the row creatures who cannot move cannot be chosen a creature with swift can be chosen regardless of what row its on. the player who's turn it is selects first then the selection goes clockwise.
each player then must determines randomly which of the 2 creatures will enter combat. if one of the creature has defender and could defend the other (ex:a somnort and another creature with water) you may choose to have the defender enter without random selection. once each creature is chosen combat begins.
each player does innative as usual deterime an order all the way down (1st-4th) if any creatures have a tie choose randomly which creature is above the other.
each player then draws and chooses and attack card to play face down.
once each player has chosen there attacks starting with the player who is 4th and going up each player puts there attack on the burst and chooses a target for the attack. if an attacks effects would effect a player in ways beyond the engaged creature such as supercooled rain or heptagon hail they effect only the player who's creature is attacked.
the burst resolves in reverse as usual meaning the player who's 1st will have there attack resolve 1st, remember an attack will still resolve even if the creature who played it is killed first.
players may not play other effects until all attacks are put on the burst.
for playing mugic an abilies the player who's turn it is has the first chance to play mugic and abilies, it then goes to that players left. whenever a player plays an effect the player on there left gets the first chance to respond and so on around. when all four players pass without playing an effect the burst resolves as normal.
during combat all creatures are considered to be on the space they were on before being chosen for combat.
if any effect would designate doing something to an opponent but does not target (ex hearing tainted) you must choose which opponent to use the effect on when it resolves.
once 1 or fewer creatures are left combat ends and players proceed to the movement phase.
starting with the active and going left each player gets to move 1 creature, all spaces on the front row of battleboards are considered adjacent to all other spaces on the front of other battleboards. after each player moves one creature the first player may move a 2nd creature and so on, until every player is done moving creatures. the turn then passes to the next player to the left.
the game ends when all players except one have no creatures remaining or if a win the game effect resolves.
so that's what I got 4 player FFA chaotic that's technically functional (I think) idk what sort of weird card problems this creates but if you think of any I'll be happy to answer them on a card for card basis and any other questions too. any improvements to the format would also be welcome.