Hello all, here's the gameplan for next year. We have three Ravnica sets, so that means three guildwars. I want to shake things up, so only the last oen will be a traditional, multi-ability, voting game. The first two are going to be a little different and hopefully will end within the 3 months before the next game begins.
Here's a skeleton of what the first Guildwars (New Ravnica) will look like:
* GW:NR will use a city block tally that's 15 by 15 blocks. This gives 255 tota, 22.5 per guild.
* Each guild will begin with a 3 by 3 square of blocks under thier control. The location of each is choosen at random. The center block will be each guild's "guildhall" I don't know if this will have any impact on the game.
* The guildhall will begin with more strength than the surrounding blocks.
* Each guild will have special abilities that will give each a unique play style.
* Guilds can only attack and conqure blocks next to them (this includes diagonally).
* When a guild loses all it's blocks (or possibly just it's guildhall) that guild loses. The players from that gulid can join a new guild (or possibly remain guildless).
* I'm thinking of including a "GAME CHANGER" which i'm going to call a Backlash. Which would happen whenever a guild is defeated. This would do terrible things to the surviving guilds. (either this would escalate over time, or each guild would have it's own Backlash).
* Backlashes would replace the end game.
Now onto the guilds:
Azorius Senate (Az): The Azorius senate keep the law. THey are masters to keeping anything from getting done. The Azorius's greatest strength is thier ability to make the laws.
House Dimir (Dm): The Dimir lurk in the shadows. They gain power through manipualtion and infiltration. The Dimir's strength is thier ability to strike anywhere.
* The Dimir can attack any block.
The Cult of Rakdos (Rk): The Cult of Rakdos are dangerous, hedonistic people. The Rakdos are aided by thier disregard for life. They are more than willing to kill anyone for any reason.
The Gruul Clans (Gr): The Gruul clans are a disorganized coalition of many different clans. The Gruul's main advantage is thier aggressive independence.
* The gruul are proficient in fighting when surrounded by enemies.
The Conclave (Sc): The Conclave is a collection of beings tied together through the life song. The Conclave's main advantage is thier ability to grow and spread. If left unpruned the Conclave would easily outgrow the other guilds.
* The conclave is strongest when surrounded by other conclave members. The Conclave spreads easily into other blocks.
The Orzhov (Oz): The Orzhov are a collection of powerful families that made thier power through wealth. The Orzhov are bankers, lawyers, and merchants. The Orzhov's main advantage is thier ability to extort and manipulate others.
The Magewrghts (Iz): The izzet are the inventors of Ravnica. Charged with maintaining the infastructure of Ravnica. having literally built the city from the ground up. In this game the izzet's main advantage is the fact that they can literally build and destroy city blocks.
The Golgari swarm (Gl): The Golgari dwell mostly in the dark places of Ravnica, the undercity. They build thier armies by reanimating the dead. The Goglari's main advantage is that death is not a stopping point for thier army. Any dead soliders can be reanimated to fight again.
* The Golgari should spread eaisly into new territories.
The Boros Legion (Bl): Tasked with defending the law on Ravnica the Boros Legion is the closed fist of the guildpact. The Boros's strength comes from thier military training and the backing of the guldpact.
The Simic Combine (Sc): The mad scentists of Ravnica, the Simic have cornered the market on everything biological. The Simic's main advantage is thier ability to adapt nature to suit thier needs.
Throwing random suggestions based on descriptions. I'm not recommending all, just brainstorming.
Azorius
Guildhall cannot be damaged by other guild abilties. Skip Attack and Reinforcement: 3 Blocks surrounding Guildhall get +1. Guildhall cannot be attacked if Az still control 4 or more blocks surrounding it.
Dimir
Dimir can attack any block. Skip Attack and Reinforcement: Switch a Dimir Block with a Block next to it. (Strengths remain the same in each block) Sacrifice all Dimir Blocks surrounding Guildhall: Move Guildhall to any unoccupied Block. It gains Dimir Blocks surrounding it with X strength (X undecided).
Rakdos
Rakdos deals 2 damage to blocks and 1 to itself. (Optional) Guildhall deals X damage to itself and X damage to each block around it. Blocks destroyed by Rakdos become unclaimable.
Gruul
Gruul deal 2 damage to blocks if its surrounded by 4 or more opposition blocks. Skip reinforcement: Gruul deals 1 damage additional (Stacks with other abilties) Skip attack and reinforcement: Gruul claims a block next to a opposition block.
Orzhov
When Orzhov destroys a block, it claims it immediately with X strength. Skip attack and choose a Guild who owns a block next to Orzhov. That guild cannot attack Orzhov this turn. You may offer +X Strength to another guild's guild block and choose another block they own. If they accept the offer, take over the chosen block.
Boros Legion Ability: The damage of a Boros attack is equal to the number of Boros blocks adjacent (including diagonally) to the targeted block Backlash: Chaos. For the rest of the game, each controlled block loses 1 strength for each uncontrolled block orthagonally adjacent to it as the mob assaults guild holdings
Golgari Swarm Ability: When the golgari reduce an enemy-controlled block to 0 strength, they claim it automatically. Backlash: Famine. For the rest of the game, each time a guild claims a block, it is claimed at 1 less strength than normal as the people starve.
Selesnya Conclave Ability: At the start of each day, each Selesnya block surrounded completley by Selesnya blocks gains 2 life Backlash: Gone to Seed. All uncontrolled blocks immediatley gain 3 strength that must be removed before they can be claimed.
House Dimir Ability: House Dimir has no Guildhall and can only be eliminated by taking all its blocks. Additionally, House Dimir can attack and claim blocks anywhere on the board. Backlash: All controlled blocks immediatley lose 1 strength as contingencies and sleeper agents are put into effect.
Orzhov Syndicate Ability: To attack an Orzhov block, choose a block that may legally attack it (So adjacent to the target block normally, or anywhere for the Dimir). Unless the chosen block has more allied blocks adjacent to it than Orzhov blocks, it has been bribed and cannot attack. (Equal is not enough) Backlash: All the blocks on the edge of the board and all blocks that were touching orzhov blocks become uncontrolled as the loss of faith causes people to abandon guild causes
Izzet League Ability: When an Izzet player attacks, they choose a block to be attacking from. They may attack every block adjacent to that one, but may only attack each Guild once (So if a block has three Azorius, Two Rakdos, and an Izzet block adjacent to it, the izzet player may attack any or all of the following: one of the Azorious blocks, one of the Rakdos blocks, and/or the Izzet block) Backlash: for the rest of the game, Each block that is not a guildhall loses 1 strength for each block orthagonally adjacent to it that is controlled by the same guild as the block in question as infrastructure crumbles.
Gruul Clans Ability: When a Gruul player attacks, they choose a block to be attacking from. They may attack every block adjacent to that one, but may only attack one guild in this way (So if a block has three Azorious, two Rakdos, and a Gruul block adjacent to it, the Gruul player may either attack all three Azorious blocks, both Rakdos blocks, or the Gruul block) Backlash: Every block that has more than three uncontrolled blocks adjacent to it becomes uncontrolled in the savage retrubution of the clans.
Azorius Senate Ability: When the Azorious attack, bold the attacked block. It doesn't count as belonging to its guild for the purposes determining what blocks may be attacked by its owning guild. Backlash: All players gain an extra attack (but not an extra reinforcement) each day
Simic Combine Ability: At the start of each day, each simic block gains 1 strength for each non-simic guild among the guilds adjacent to it Backlash: Replace the simic guildhall with Experiment Kraj, strength 10 [K10]. At the start of each day, kraj moves into (and replaces) an adjacent guild-controlled square, and its former block becomes uncontrolled. If there is more than one such block, Kraj always moves to the square closest to its starting location (mark that square when Kraj leaves it), counting only orthagonal steps. If there is a tie, Kraj prefers to move due north, or clockwise from the same with decending priority (and will thus never move northwest on a tiebreaker). Kraj may be attacked and reinforced like a guild controlled block. If Kraj is reduced to 0 strength, or if there is no guild-controlled block adjacent to Kraj at the start of the day, Kraj dies and becomes a normal uncontrolled block.
Cult of Rakdos Ability: Instead of claiming a block, the Rakdos may destroy it. mark it as dead [--]. Any block or group of blocks completley surrounded by dead blocks also dies. (no moats) Backlash: Starting with [1,1] and continuing clockwise, the first live block (controlled or not) dies at the start of the day. Naturally, if the entire playing field becomes surrounded by dead blocks in this manner, the game has gone on far too long and all guilds lose as the entire district dies.
"Enjoy your screams, Sarpadia - they will soon be muffled beneath snow and ice." THE COALITION WAR GAME -Phyrexian Praetor Round 1: (4-1-2, 1 kill) Round 2: (16-8-2, 4 kills) Round 3: (18-9-2, 1 kill) Round 4: (22-10-0, 2 kills) Round 5: (56-16-3, 9 kills) Round 6: (8-7-1) [current round]
Guildhall cannot be damaged by other guild abilties.
Skip Attack and Reinforcement: 3 Blocks surrounding Guildhall get +1.
Guildhall cannot be attacked if Az still control 4 or more blocks surrounding it.
When the Azorious attack, bold the attacked block. It doesn't count as belonging to its guild for the purposes determining what blocks may be attacked by its owning guild.
Backlash: All players gain an extra attack (but not an extra reinforcement) each day
* I like the idea that the Azorius are focused on their guildhall. The backlash looks good as well.
Dimir:
Dimir can attack any block.
Skip Attack and Reinforcement: Switch a Dimir Block with a Block next to it. (Strengths remain the same in each block)
Sacrifice all Dimir Blocks surrounding Guildhall: Move Guildhall to any unoccupied Block. It gains Dimir Blocks surrounding it with X strength (X undecided).
Ability: House Dimir has no Guildhall and can only be eliminated by taking all its blocks. Additionally, House Dimir can attack and claim blocks anywhere on the board.
Backlash: All controlled blocks immediatley lose 1 strength as contingencies and sleeper agents are put into effect.
* I really like the Guildhall moving ability, it would make the Dimir more dynamic than other guilds. I think the guildhall-less ability is sweet as well, but may be more fitting for the Gruul who don't have a centralized power base.
Rakdos:
Rakdos deals 2 damage to blocks and 1 to itself. (Optional)
Guildhall deals X damage to itself and X damage to each block around it.
Blocks destroyed by Rakdos become unclaimable.
Ability: Instead of claiming a block, the Rakdos may destroy it. mark it as dead [--]. Any block or group of blocks completley surrounded by dead blocks also dies. (no moats)
Backlash: Starting with [1,1] and continuing clockwise, the first live block (controlled or not) dies at the start of the day. Naturally, if the entire playing field becomes surrounded by dead blocks in this manner, the game has gone on far too long and all guilds lose as the entire district dies.
* I enjoy the idea of the Rakdos destroying blocks, and the blacklash is interesting. It gives the Rakdos a dynaimc playstyle.
Gruul:
Gruul deal 2 damage to blocks if its surrounded by 4 or more opposition blocks.
Skip reinforcement: Gruul deals 1 damage additional (Stacks with other abilties)
Skip attack and reinforcement: Gruul claims a block next to a opposition block.
Ability: When a Gruul player attacks, they choose a block to be attacking from. They may attack every block adjacent to that one, but may only attack one guild in this way (So if a block has three Azorious, two Rakdos, and a Gruul block adjacent to it, the Gruul player may either attack all three Azorious blocks, both Rakdos blocks, or the Gruul block)
Backlash: Every block that has more than three uncontrolled blocks adjacent to it becomes uncontrolled in the savage retrubution of the clans.
* THe Gruul are always tricky to give a distinct play style. Ideally they'd be scrappy, resourceful, and unattached from land.
Conclave:
Ability: At the start of each day, each Selesnya block surrounded completley by Selesnya blocks gains 2 life
Backlash: Gone to Seed. All uncontrolled blocks immediatley gain 3 strength that must be removed before they can be claimed.
* I like the ability, but i fear that the Conclave will have a wall of life even with a cap on block strength. I do like that backlash though.
Orzhov:
When Orzhov destroys a block, it claims it immediately with X strength.
Skip attack and choose a Guild who owns a block next to Orzhov. That guild cannot attack Orzhov this turn. You may offer +X Strength to another guild's guild block and choose another block they own. If they accept the offer, take over the chosen block.
Ability: To attack an Orzhov block, choose a block that may legally attack it (So adjacent to the target block normally, or anywhere for the Dimir). Unless the chosen block has more allied blocks adjacent to it than Orzhov blocks, it has been bribed and cannot attack. (Equal is not enough)
Backlash: All the blocks on the edge of the board and all blocks that were touching orzhov blocks become uncontrolled as the loss of faith causes people to abandon guild causes
* I think for this game when a guild lowers another guild's block to 0 strength, they'll automatically claim it. But i do like the idea of the Orzhov claiming blocks with more life than normal.
Izzet:
Ability: When an Izzet player attacks, they choose a block to be attacking from. They may attack every block adjacent to that one, but may only attack each Guild once (So if a block has three Azorius, Two Rakdos, and an Izzet block adjacent to it, the izzet player may attack any or all of the following: one of the Azorious blocks, one of the Rakdos blocks, and/or the Izzet block)
Backlash: for the rest of the game, Each block that is not a guildhall loses 1 strength for each block orthagonally adjacent to it that is controlled by the same guild as the block in question as infrastructure crumbles.
Golgari:
Ability: When the golgari reduce an enemy-controlled block to 0 strength, they claim it automatically.
Backlash: Famine. For the rest of the game, each time a guild claims a block, it is claimed at 1 less strength than normal as the people starve.
* I'm thinking of having that ability be automatic in this game, but maybe if they reduce the block to 0 they can make an extra attack or something. I like famine though.
Boros:
Ability: The damage of a Boros attack is equal to the number of Boros blocks adjacent (including diagonally) to the targeted block
Backlash: Chaos. For the rest of the game, each controlled block loses 1 strength for each uncontrolled block orthagonally adjacent to it as the mob assaults guild holdings
* I fear that Boros ability will make them the highest damage dealing guild in the game. Of course it is situational.
Simic:
Ability: At the start of each day, each simic block gains 1 strength for each non-simic guild among the guilds adjacent to it
Backlash: Replace the simic guildhall with Experiment Kraj, strength 10 [K10]. At the start of each day, kraj moves into (and replaces) an adjacent guild-controlled square, and its former block becomes uncontrolled. If there is more than one such block, Kraj always moves to the square closest to its starting location (mark that square when Kraj leaves it), counting only orthagonal steps. If there is a tie, Kraj prefers to move due north, or clockwise from the same with decending priority (and will thus never move northwest on a tiebreaker). Kraj may be attacked and reinforced like a guild controlled block. If Kraj is reduced to 0 strength, or if there is no guild-controlled block adjacent to Kraj at the start of the day, Kraj dies and becomes a normal uncontrolled block.
* KRAJ! Man, what would a guildwars be without a gaint Ooze roaming around?
I return from (another) 6 month's break from the forums and find a new Guildwars on its way...
In for brainstorming...
General: Skeleton looks great. I'm a big fan of the backlashes replacing the endgame.
So each guild gets a static or trigered ability, a replacement effect for attack(s)/reinforcment(s) and the backlash...or just one ability and the BL. If at all using "at the end/start of the day" effects, I think they would fit best in the BL abilities. And it would make the effects trackable in a tally, with counters and stuff...
Taking from what we allready have, I'd go for:
Azorius: -S- Guildhall can't be the target of other guild's abilities. -R- Skip attack or reinforcement for the day: A block surrounding the Guildhall gets +1, Bold target block. That block doesn't count as belonging to its guild for the purposes determining what blocks may be attacked by its owning guild and its strength can't change. -B- All players gain an extra attack (but not an extra reinforcement) for the (each) day.
I also like how Azorius focus on their Guildhall. I added the "It's strength can't change" to add to the "make sure that nothing's done"-momentum of the guild and to, well add something. Skipping an attack or a reinforcement for the ability should keep things interesting, because it makes room for more turn vaiety. Maybe the R-ability should give two blocks surrounding the GH +1. And maybe The other static effect stigma posted (Guildhall cannot be attacked if Az still control 4 or more blocks surrounding it.) could be added to the S-ability for more camper attitude.
Dimir: -S- The Dimir can attack any Block that's not completely surrounded by enemy guild turf. -R- Skip attack and reinforcement: Relocate the GH to a block with at least 6 Dimir blocks surrounding it. The block where the GH last was located gets -1 the new GH gets +1. -B- All controlled blocks get an immediate -1.
I thought the dimir might not reach anywhere, they should not be able to just strike for the GH. Maybe there would be room for and additional "Dimir attacks against GHs deal an additional -1" maybe even a "and attacks against the Dimir GH deal an adotional -1" to balance the moving ability. I like the flavor of this backlash, but as an immediate, one time effect it sould deal more damage. If it should be an "at the end/start of day" effect one seems fair to replace endgame.
Rakdos: -S- Instead of claiming a block, the Rakdos may destroy it. Mark it as dead [--]. (This allows moats, but if I get the concept right moats wouls also cut the rakdos from expansion. but wait for the rest) -R- Skip an attack or reinforcment: target block adjecent to Rakdos Turf gets -2, target Rakdos block adjecent to that block gets -1. -B- Any block or group of blocks completley surrounded by dead blocks also dies. (No more moats and maybe some global havoc as a big final party...)
I really like the Rakdos destroying terrain and the BL works well with the ability and enables those vengeful, desperate suicide missions the Rakdos like so much. For once I'd like to see a suicidal team Rakdos that has still a chance to win, or at least end, the game. The R-ability is somewhat classic and might work better in this setting.
Gruul: -S- Gruul has no Guildhall and can only be eliminated by taking all its blocks. Gruul attacks deal an addtional -1. -R- Skip a reinforcement: Claim a block adjecent to a Gruul block, if it has less strength than each of the Gruul blocks adjencent to it. (That Block gets -1, if this should set that block's strength to 0 destroy that block.) -B- Every block that has more than three uncontrolled blocks adjacent to it becomes uncontrolled in the savage retrubution of the clans.
I also like that Gruul has no Guildhall. The other static effect is just what the Guild does, while the R-ability helps them spread faster at the cost of strength. the BL could also be done as an End/start of day effect maybe it should deal damage to those blocks in that case. Becoming uncontrolled would be the bigger effect would feel more like endgame.
Selesnya: -S- Reinforcements to the Selesnyan GH, to blocks adjecent to the GH and green blocks add an addional +1. -R- Skip an attack: green a Selesnya block. -B- All uncontrolled blocks immediatley gain 3 strength that must be removed before they can be claimed.
S- and R-abilies are quite synergetic, might even be balanced. If the BL should become an ongoing effect it should add less strength.
"We have no need for military might. We wield two of the sharpest swords ever forged: Faith in our left hand, Wealth in our right."
Remembering the second and third guildwars from way back, I remember some cool abilities that were 'charged' by the players moves. The one that comes to mind most readily was a Dimir ability. If the person skipped thier attack, they could add a counter to a tally. When the tally had seven or more, the Dimir player could 'assassinate' with the counters that were built up. A cool ability to be sure. It basically saved up attacks, and delivered a weeks worth of attacks in one day. I am wondering, could we implement that on a little bit wider scale. Some guilds, it would be easy to duplicate, and others might be a little harder. Let's brainstorm.
Azorius: Stasis The Azorius cards are usually related to blue/white control, so we will roll with that. Instead of attacking, a Lawmage could add a token to the tally . When the tally had 5 or more, the lawmage could cast a large-scale lockdown spell, that would make it so some city blocks were in stasis for three days. This means that no one could attack or reinforce those blocks, and they would not contribute to other abilities that depended on adjacent blocks, they would be neutral. The number of tokens used is the number of blocks locked down in stasis. This ability may not be used on guildhalls, and the stasis blocks must be othagonally adjacent to each other (up, down, left, right).
Dimir: Grand Theft Ravnica The Dimir-watermarked cards are all about drawing cards and making others discard cards. We could turn this into a theft-like ability. Instead of attacking or reinforcing, they would add one intel token to the tally( ). Whenver a Dimir player wants to skip an attack, they can use any number of intel tokens to 'steal' up to three points from any one city block, and move the stolen goods to any Dimir controlled block. The distance doesn't matter, and only three tokens can be used on any block. If the Dimir have 9 tokens, they may target up to nine blocks, but only up to 3 can be used on any one block. No block can go up or down more than three points. This ability may be used on guildhalls, and can be stolen from anywhere, but must be moved to Dimir controlled blocks.
Rakdos: Block Party Rackdos players may skip an attack and reinforcement to add a powder keg token ( ) to the tally. When there are five tokens on the tally, a Rakdos player may throw a block party on any city block. That block, and each block adjacent (both diagonally and orthagonally) lose X points, where X is the number of rackdos controlled blocks divided by 2, rounded down. Any block reduced to zero this way is destroyed, and is now a [--]. All Rakdos owned blocks lose 1, as cultists abandon their posts to go to the block party. If there are ever more than five tokens on the tally, the block party happens on the Rakdos guildhall, except all blocks adjacent lose x, where x is the number of Rakdos controlled blocks. The cultists can't restrain themselves any longer and detonate the stored powder kegs, likely destroying their guildhall in the process.
Gruul: Raid Gruul players may skip an attack and reinforcement to add a raid token to the tally . At any time, a Gruul player may spend tokens from the tally to raid a territory adjacent to a block controlled by the guild. That enemy block takes X, where X is the number of raid tokens spent plus the number of adjacent Grull blocks. The Gruul player may then distribute X points among any of the adjacent Gruul territories in any way.
Selesnya: The Chorus Selesnya players may skip an attack and reinforcement to add a chorus counter ( ) to the tally. Any Selesnya player may spend 3 tokens to add 1 to all Selesnya blocks. They may spend 6 to add 2, 9 to add 3, etc.
Orzhov: The Deal Orzhov members may skip both attack and reinforcement to make a gold counter Any Orzhov player may use 3 gold to bribe another guild for two days. The bribed guild gets 3 points to distribute as it sees fit, but may not attack the orzhov for two days. The recieving guilds first active player may add 3 to any controlled blocks in any combination. (1 in 3 different blocks, 3 in 1 block, 2 in a block and 1 in another, etc)
Izzet: Time Warp Izzet players may skip their attack and reinforcement to add a time counter to the tally. Any player may turn in 3 time tallys to grant all Izzet players bonus moves that day. 3 tokens gives an extra attack and reinforcement, 6 tokens give 2 of both, 9 tokens gives 3 of both, etc. The Izzet players may not use the extra turns to make more time tokens. Once a player has activated time warp, no other player may add time counters to the tally that day.
Golgari: Zombie Swarms Whenever a Golgari takes a damage, they may add one Zombie token to the tally. A Golgari player may skip attack and reinforcement to use any number of tokens to attack or reinforce a territory like normal. If there are 9 zombie tokens, the Golgari may reinforce 9 of thier own territories, deal 9 attacks distributed to any neighboring terriotries, or any mix of the two.
Boros: Angel's Descent The Boros may skip an attack and reinforcement to place a Angel counter on the tally. When there are 5 or more Angel counters on the tally, the Boros may launch a Celestial Assault. The activationg Boros player choses a territory. For the next two days, any boros player may attack that territory as though it was adjacent to 3 Boros territories. If they conquer it, they may reinforce it as normal, and attack from there as normal. This ability may not be used on enemy guildhalls.
Simic: Genetic Research Any Simic player may skip attack and reinforcement to place a genetic research token on the tally. These tokens remain there until the Kraj is released. When Kraj awakens, he starts with 10 health plus one health for each token on the tally. He also gains health per day depending on the number of tokens the simic had when he woke up. for every 10 tokens, he has Regeneration 1. 20 tokens means 2 health a day, 30 tokens means 3 a day, etc.
Okay, so there is a pretty cool set of ideas. Some guilds are really defensive (Orzhov and Selesnya) and some are very offensive (Boros, Gruul, Dimir). The Simic have a huge beast gonna eat everyone's face, but the Boros, Golgari, and Dimir can counter it. Two Orzhov players means they can keep one guild constantly bribed. There's a lot going on here, but a lot more ways to interact, and even a guild with one player can still store up points and have an impact. What do you think?
-------------------------------------------------------------- "TAKE EVERYONE'S KEYS. Things are about to get awesome." -Steve Argyle
* Whenever a guildmage reduces another guild's block to 0 strength, they automatically claim that block with 3 strength. (I might chagne stregnth to Influence, control, power, or life)
* Guildhalls can't be effected by guild abilities or Kraj. Other backlashes will effect the guildhalls. The rakdos ability will destroy a guildhall if it happens to surround it.
* Any guildhall that begins the day with less than 5 life is reset to 5 life.
* I was toying around with the idea of having the map wrap around, so that guld mages on one side can attack the other side. But that doesn't make sense since the map is a city, not a cylinder. Then i thought, well if you are on the edge of the city, you can just send your army to any other block on the edge. Thus, any guild on the edge can attack and claim any other block on the edge. Those blocks are not considered next to the guild for the purposes of guild abilities. But god help you if Kraj reaches the edge of the map. (NO guildhall will be put on the edge of the map, all will be placed at least one block from the edge)
I think this will make for a more dynamic game, without cheap killing blows to the guildhalls.
Azorius Senate Stand united: If the Azorius Guildhall would be dealt damage, if there is an Azorius controlled block surrounding the guildhall, that damage source chooses a surrounding Azorius block and deals the damage to that block.
Assert Control: Blocks claimed by the Azorius senate start with 2 extra strength. (This includes blocks claimed through conquest)
Breakdown of Order: If the Azorius Senate has been defeated, each Guildmage gains an additional attack each day. This attack can't be traded for a guild ability.
*Backlashes in red.
Not going to lie, i stole the Azorius ability from Black & White. I like the idea of deflecting your damage to minions. I was going to extend it to any Azorius block, but then the Azorius would basically be better Gruul (since you'd need to elminate every other Azroius block before destroying the guildhall). I want each guild to have a proactive ability, which is why i didn't go with the skipping attack/reinforce to give 3 blocks 1 strength. While it would be more synergetic, it would also mean that the Azorius Guildmages are basically powerless until someone attacks thier guild-square (what i'm calling the guildhall and surrounding blocks).
Allowing the Azorius to claim blocks with more strength gives it some incentive to be aggressive in claiming blocks, or to take blocks from other guilds.
House Dimir
Infiltrate: Dimir Guildmages can attack any block except for Guildhalls. (They can't claim any block that isn't next to a guild the Dimir controls)
Evacuation plans: If a block surrounding the Dimir Guildhall is not under the Dimir's control, any Dimir Guildmage can skip his or her move to relocated the Dimir Guildhall blocks to another block. This other block can't be next to a guildhall, and can only be uncontrolled or Dimir controlled block. The original block and surrounding Dimir controlled block becomes unclaimed. The Dimir gain control of every block with 10 or less strength around the new guildhall.
Sowing Dissent: If House Dimir is defeated, no non-guildhall block can have more than 7 strength. (Blocks with more than 7 strength, remain whatever strength they have, but can't increase in strength)
I like infiltration, it's straight forward, and flavorful.
Evacuation plans is also great, but very clunky, I want it to only be triggerable if the Guildhall is in danger (SO it isn't just used to position the guildhall in a better location). I would like to get it down to three sentences.
I like the idea of the Dimir creating dissent in the remaining blocks, but i rather keep the "deal 1 damage per day" ability for other guilds. Decreasing the strength cap on all nonguildhall blocks seems like a great way to show dissent, while also helping speed the game to an end.
Cult of Rakdos
Overkill: A Rakdos guildmage can skip his or her reinforcement to gain an additonal attack. This addtional attack must be against a different block then the first attack.
Leave in ruins: If the Rakdos would claim a block through conquest, they can instead destroy it (indicate this by ----). If the Rakdos does, another Rakdos controlled block gains 3 strength.
Rakdos Unleashed: If the Cult of Rakdos is defeated, starting in the upper left hand corner and going clockwise, at the start of each day, the next undestroyed block along the edge of the map is destroyed. (This includes any controlled blocks)
I really like how the Rakdos developed. Leave in ruins allows for the Rakdos to be aggressive, while not losing any strength. I also like the idea of a Rakdos destroying a block simply to give a strength boost to another block.
Overkill is an oldey but goodey. And it allows the Rakdos to attack on several fronts. And i imagine an awesome move where a Rakdos overkills two blocks, destroying a guild through isolation, and then giving another block +6, cutting off an enemy attack.
With the changes to how edge blocks work, Rakdos unleashed is now stronger since the Rakdos can destroy alot of edge blocks to make the backlash more dangerous.
Gruul Clans
The Guild that isn't a Guild: The Gruul have no guildhall. All Guild controlled blocks must be defeated for it to be defeated.
Fighting Spirit: A Gruul guildmage can skip his or her move to attack every guild surrounding a Gruul territory. The Gruul can only attack blocks next to Gruul controlled blocks. (So if the Azorius control 4 guilds surrounding the Gruul territory, and the Izzet control 5, this ability would deal 1 damage to one Azorius block, and 1 damage to an izzet controlled block)
Savage Retribution: When the Gruul clans are defeated, each block with 3 or more unclaimed blocks surrounding it becomes unclaimed and gains 3 strength.
THe Gruul are had to design for. I extended Tevish's idea for attacking surrounding guilds, and i decided to make it every guild around the Gruul's territory. I don't think it will be too over powered given that they can only deal a maximum of 1 damage to any guild. I'm questioning whether to allow the Gruul to claim blocks through conquest this way though. That might be OP.
Selesnya Conclave
Growth: At the start of the day, each Conclave block with 4 or less strength gains 1 life.
Transfer Might: Whenever a Conclave guildmage claims a block, he or she may sacrifice any amount of a Conclave controlled block's strength. Add that much strength to the claimed block's strength.
Sudden Growth: When the Selesnya Conclave is defeated, each unclaimed block gains 3 strength.
Originally i was going to have each Conclave block that was compeltely surrounded get +2 strength each day, but that would create a wall of 13 strength blocks which would be really hard for other guilds to defeat. Growth allows for the Conclave to stabalize while not making them a wall of strength.
Transfer might came from the original idea of having walls of strength. Originally you'd have to transfer power from an adjecent conclave block into the claimed block, but i decided that giving Conclave guildmages more tatical options is better.
Orzhov Syndicate
Make deals: The Orzhov can claim any unclaimed block.
Twisted Justice: Whenever an Orzhov controlled block is claimed through conquest, each Orzhov controlled block surrounding that claimed block gain +3 strength.
Tax to death: When the Orzhov Syndicate is defeated, each guild controlled block loses 3 life.
The Orzhov are another tricky guild. I like the idea of mirroring the Dimir's ability to attack any block, in this case the Orzhov can claim any block anywhere. Twisted justice bolsters surrounding blocks when one falls. This gives the Orzhov a defensive mechanism.
Tax to death (A name that will strike fear into the heart of any GW III player) is a punch in the gut, and will contrast the Golgari's famine.
Magewrights
Deconstruction: Whenever an Izzet attack reduces an unbolded block's strength to a factor of 5, Bold it. That block loses 1 extra life and add to the end of the tally.
Breath of the Firemind: Any Izzet guildmage can skip his or her move and remove five from the tally. Choose any block on the map. The Izzet deals 20 damage to that block, 10 to all surrounding blocks, and 5 to all blocks surrounding those blocks. Prevent all damage this would deal to Guidlhalls. (Only blocks directly next to Izzet blocks will be claimed by them this way)
Fall into disrepair: When the Magewrights are defeated, each Izzet controlled block is destroyed.
I liked the idea of using a resource ability, but i didn't want to use the Dimir (because they have the blade ability in the next voting game). The Izzet are always a hard nut to crack, so i decided to give them the ability. but unlike the Dimir ability which is predictable, i wanted the Izzet ability to be random. Since it is uncertain i wanted the ability to be impessive, vaporizing a 5 by 5 square of blocks is rather impressive. Though unfortuantely, i can't allow the Izzet to drop this on a guildhall. (No matter how awesome that would be).
The backlash isn't the greatest. Though i do like the idea of cutting off a chunk of the map when the guild dies.
Golgari Swarm
Lingering taint: Whenever a Golgari block is claimed through conquest by another guild, add a next to that block's description. At the start of the day, if that there is at least one Golgari block surroudning it, that block loses 1 strength, otherwise remove the poison. (Blocks defeated through poison are not claimed by the Golgari)
The spreading swarm: Golgari guildmages can't claim unclaimed blocks. At the start of the day, each unclaimed block next to a Golgari block is claimed by the Goglari. It is claimed with 1 strength.
Famine: If the Golgari Swarm is defeated, at the start of the day, each guild controlled block loses 1 life.
I like the idea of the Golgari spread out and overrunning the map. To offset this, they can't claim blocks by anything other than conquest. The poison is a minor ability, but has some synergy with the spreading swarm.
I was debating whether spreading swarm should be 1 or 2 strength. 2 strength might be a bit much for players to overcome, while 1 strength makes it easier to claim a block taken by the golgari. (It is better to wait for the Golgari to take a block and then use your attack to claim it through conquest then it is to spend your move to claim it normally). I might make it 2 strength and have it only claim up to a radius away from the guldhall.
Boros Legion
Riot control: Whenever a Boros guildmage attacks a block with higher strength than any surrounding Boros block, that attack deals 2 damage, and one of those surrounding Boros blocks gains 1 strength.
Reinforcements: Any Boros Guildmage can skip his or her reinforcement and choose a Boros controlled Block. Transfer any amount of strength from that block to another block. The other block doesn't need to be Boros Aligned.
Walk the beat: If the Boros Legion loses its guildhall, the Boros are not defeated. They can no longer claim unclaimed blocks. Only when they lose all thier blocks do they lose.
The Boros are all about hitting hard and moving forces around. I like the social aspect of allowing the Boros to beef up enemy blocks. While there is potencial for greifing, i'm not too concerned.
The backlash comes from my love of Kos. I don't think Kos would stop doing his job even if the Boros were defeated. It is unlikely that the Boros would win the game after losing thier guildhalls (being unable to claim unclaimed blocks). It is more about the Boros being a disruptive force to the other gulids.
Simic Combine
Chameleonic: Any Simic guildmage can skip his or her move and choose a Simic controlled block. The strength of each block surrounding the choosen block becomes equal to the choosen block.
Graft: Whenever a Simic guildmage claims a block, he or she may transfer 1 strength from any number of surrounding Simic blocks to the claimed block.
Kraj Reborn: Replace the Simic Guildhall with Experiment Karaj with 10 strength "K10". At the start of the day, Kraj moves to the surrounding non-guildhall block with the highest strength (If Kraj is on the edge of the map, instead it looks for the surroudning block and any other block on the edge). It then moves to that block consuming it. Any block left by Kraj or the block left by Kraj's destruction is destroyed. Whenever Kraj consumed a block it gets +3 strength. If there is a tie between strength of the surrounding block, Kraj perfers moving due north, and going clockwise from there.
Graft is a direct translation of the actual Simic ability. Chameleonic is a fun ability taht can be used to bolster Simic blocks, or could be used to weaken enemy blocks. Though i don't know how useful it will be. I changed Kraj a bit to make it more dangerous, now it destroys the blocks it eats, and will continue until destroyed (and it grows).
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There are alot of abilities in this game that I think could be really fun, but alot that are scary.
I'm also thinking of either reviving Minnow, or creating a new district for this game to take place. As such i'lll need unique guildhalls for the district. I'm thinking of having a writing contest (or some other contest) to determine the nine guildhalls.
I'm unsure about adding the conquest default. Several abilities are based off uncontroled squares. Since a claimed block will never be unclaimed, save the Izzet's breath of the firemind or the golgari taint or the as is gruul ability, the gruul and selysnea backlashes will likely not do much of anything depending on when they die for example. But then you have the Orzhov claiming blocks anywhere. So any that end up unclaimed will be picked up by Orzhov almost immediately if not by other guilds, except some fo those taken out by the breath or the gruul (if they took out multiple at once).
If conquest is kept one of two things needs to happen: 1. More ways to create unclaimed blocks. 2. Remove guild abilities (especially backlashes) that are based off of unclaimed blocks.
I may be overestimating how fast the board will be full, but I do fully believe it will be fully claimed at some point.