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Sticky: Link for Newest Rules
3 years ago  ::  Jun 21, 2010 - 11:39PM #1
Optimus21
Date Joined: Oct 21, 2007
Posts: 126
Planeswalker 2nd Edition Rules Download Here
Character Sheet Download (Excel) Here

I have released the 2nd edition rules but they still need more playtesting. Let me know your thoughts!



OLD LINKS BELOW (1st Edition)

Planeswalker 1st Edition Rules Download (Updated 8-14-11) Here


Character Sheet Download (Excel) Here (Updated 8-14-11)
ALPHA TEST
- Warlord (Planeswalker Expansion for EDH) Here (Updated 7-24-11)

Archenemy Decks:

Kithkin Soldiers 8-14-11 Here

Enchanted Forest 4-12-11 Here
Goblin Assault 8-14-11 Here
Zombieland 8-14-11 Here
Blue Steel 4-12-11 Here
Eldrazi Awakening 4-13-11 Here
Defenders of Zendikar 4-23-11 Here
Izzet Magocracy 4-28-11 Here
Orzhov Haunting 4-29-11 Here

Misc:
Archenemy Tokens and Reference Cards 4-12-11 Here
Legendary Magic Items 8-14-11 Here
Archenemy Specific Planes 4-29-11 Here


Update 8-14-11
-Modified Zombie Racial
-Changed cost and affect of Controller Trait
-Updated Kithkin Soldiers Archenemy Deck
-Updated Zombieland Archenemy Deck
-Updated Goblin Assault Archenemy Deck
-Updated Legendary Magic Items


Update 8-13-11

-Large overhaul of the races, now select 2 Racial bonus of 3 possible instead of 4 to make them 'matter more'
-Added some new races and overhauled a number of old ones, now up to 32 races
-Most races have updated attribute bonuses
-Added all traits to the Magic Item generator
-Upgraded Assassin trait
-Made the Land Link trait cost 0 points but require 2 ranks in Mana Adaption to make the Mana Adaption attribute on more even-footing and more desirable compared to other attributes

Update 7-29-11
-Changed Giant racial trait
-Changed Stalwart trait
-Fixed/clarified wording on many traits

Update 7-28-11
-Added 20+ Traits
-Adjusted old traits
-Added Spell Conversion ability regarding treasure
-Adjusted Planeswalker ArchEnemy rules

Update 7-17-11
-Adjusted Armament Master to 3 points and improved ability.
-Other minor changes, unfortunately lost the list

Update 6-8-11
-Updated Spell Infusion Cost to 18
-Made Assassin up the cost of re-casting a General to 2 instead of 1

Update 5-18-11
-Added Espionage Trait
-Changed Item creation tables
-Updated gem descriptions
-Changed experience rewards for duels

Update 5-9-11
-Spell Infusion now costs 14 (I would love feedback on this, it might still be too low, just seems *really* good)
-Lichborn now costs 6
-Raised Merfolk racial activation from 2 to 3
-Raised Loxodon racial activation from 1 to 2
-Merfolk gained Leadership bonus and lost Beast Mastery
-Loxodon gained Beast Mastery and lost Leadership
-AE draws 1 card a turn vs. 4 players (down from 2)
-AE gets 1.5 lands a turn against 4 and 5 players (Up .5 for 4 players, down .5 for 5 players)
-Adjusted Thrifty trait to be more beneficial: Per a visit at the Magic Shop, you receive a 50% discount on the first card you buy. The first card sold gives you an additional 20 gold. The first gem you sell gets an additional +5 gold variance.
-Changed official 'Value' definition:
A card’s CMC plus current CPAT. If a creature is enchanted with a beneficial enchantment or has beneficial equipment equipped, add it’s CMC as well.

-Adjusted table for Adventuring, slightly more likely to get an opposing planeswalker and general
-Added AE Library Rule: If the archenemy is unable to draw from his library, he takes 20 damage and shuffles his graveyard which becomes his new library.
-Added Gem rules

Update 4-29-11
-Added Orzhov Haunting Archenemy Deck
-Adjusted Specter racial ability
-Added experience bonus for defeating the AE with Planechase rules

Update 4-28-11
-Added Defenders of Zendikar Archenemy deck
-Added Izzet Magocracy Archenemy deck

Update 4-14-11
-Added Eldrazi Awakening Archenemy Deck
-Changed Merfolk racial ability
-Changed Tactician trait

Update 4-12-11
-Updated all Archenemy decks
-Updated Tactician trait
-Updated Archenemy Logic
-Updated tokens/reference cards
-Added specific planes for 4 archenemy decks

Update 4-7-11
-Fixed archenemy decks
-Added Legendary Magic Item Download
-Added Token and Reference card download
-Changed skill points per a level to 6
-Updated character sheet
-Updated racial wording/abilities
-Clarified Archenemy rules

Update 4-4-11

-Fixed/adjsuted various traits (point cost and wording)
-Fixed/adjusted various racial abilities (And wording)
-Changed format of attributes and traits
-Added new Archenemy deck (Kithkin Soldiers)

Updated 4-1-11

-Changed attribute point system, no longer a 'rolling' cost for attributes.
-Adjusted points to start and costs for attributes and traits
-Added additional racial choices for bonuses (Can select 2 of 4 choices)
-Added new racial layout/fluff
-New character sheet layout to utilize the new rules


Also, check out the first expansion for Planeswalker: Warlord!

Old

-Completely overhauled how the archenemy works with new logic
-Added Archenemy decks with the logic built in!

-Updated treasure table
-Added a new kind of treasure, gems
-Updated various logic
-Updated starting creation points (100) and per level (15)
-Added a new trait (Focus) and to item table
-Updated character sheet with point calculations and trait

Updated 9-13-10

-Updated Adventuring table and adventuring rules. Now different options to fight an an archenemy deck as well as with a general or planeswalker.
-Added enemy planeswalker rules and a planeswalker for every sample deck (as well as logic)
-Adjusted treasure rewards for adventuring as well as made the 'Special' roll more likely upon request.
-Added table for random Archenemy decks
-Added table to determine if Planechase rules are used or not


Updated 9-10-10

-Updated all archenemy decklists examples to 60 card format (Now 10 deck examples!)
-Updated archenemy decklist logic
-Updated Zendikar Adventure
-Added section on Legendary Magic Items (No list yet although it is made, will put it in after next play-test to ensure 'surprise')

9-8-10


 


-Adjusted Archenemy rules (reduced toughness slightly)

-Adjusted Adventure Example, Adjusted 'Hibala' Planeswalker example

-Removed Trait limit

-Added rules so players get cards automatically of player's choice when leveling up

-Adjusted how artifact creatures are governed. Still need Artifact ranks to cast them, but also Manifestation ranks (This is due to artifact/artifact creature double-dipping which will be further exaggerated by Scars of Mirrodin).

-Added new Traits including Field General, Cunning, Channeling, Pathfinder (previously Planar Mastery)

-Adjusted some existing trait/trait costs

-Adjusted random Item Creation tables

-Adjusted random treasure tables (rolls will result in more treasure/cards than previous, took out possibility of going 'down' a table)

-Added Legendary Items option to Item Creation tables (Not putting in examples yet although I have it built)

-Adjusted various Racial Bonuses to fit changed artifact creatures governance although others were changed as well to compensate

-Adjusted character sheet with new racials and traits

(re-download!)



9-2-10

-Added Adventure Sample

8-25-10

-Added 'Eldrazi Awakening' deck example
-Added Scheme deck lists
-Modified Archenemy Land logic

8-24-10

-Added 'Goblin Assault' deck example
-Added Scheme decks for Zombieland and Goblin Assault
-Added Scheme logic and Evasion logic to the Archenemy logic rules

8-23-10
-Modified Adventuring table and results
-Modified Archenemy rules, gameplay, and logic
-Added 'Planar Mastery' trait
-Added 'Zombieland' Archenemy deck example (Legal with new construction rules, need to update the other examples)


-Modified numerous racial abilities (Human, Angel, etc.)
-Also updated character sheet to reflect changes (Added points to reflect new human trait)
-Cleaned up wording on some traits

-Added numerous traits
-Changed deck building rules (2 more uncommons to start for initial deck construction)
-Also updated character sheet to reflect changes

-Added DM Rules and Suggestions
-Changed minimum deck size
-Give precise rules on what sets to use for a cardpool when making decks
-Changed amount of uncommons allowed
-Changed format so the the 'Menace' deck is automated to enhance teamplay
-Tweaked logic, traits, and adventuring based on recent playtest


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2 years ago  ::  Aug 05, 2011 - 7:29PM #2
thoughttrauma
Date Joined: Aug 5, 2011
Posts: 3

i am wondering if there are to be other races? oozes perhaps?

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2 years ago  ::  Aug 06, 2011 - 6:46PM #3
Madfellow
Date Joined: Jul 8, 2011
Posts: 101
Hey, I think there's a problem with the download button on the Mediafire page for the game rules.  Every time I click it, instead of starting a download, it just refreshes the page.
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2 years ago  ::  Aug 13, 2011 - 1:45AM #4
Optimus21
Date Joined: Oct 21, 2007
Posts: 126

Aug 6, 2011 -- 6:46PM, Madfellow wrote:

Hey, I think there's a problem with the download button on the Mediafire page for the game rules.  Every time I click it, instead of starting a download, it just refreshes the page.


I updated the links, let me know if it is still giving you issues, thanks for your interest!

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1 year ago  ::  Jan 05, 2012 - 12:53PM #5
teamfireyleader
Date Joined: Nov 12, 2007
Posts: 464
A group of friends and myself are going to be running a campaign based on this system. I'll be GMing probably, so I was wondering if any of this is still being updated. It really looks like amazing work, although you can end up with quite ridiculous combos even at level 1. Also I suggest you update your rules with the new banlist.

But in all seriousness, this is the best adaption to RPG of mtg I've ever seen. The rules here make the MTGS system appear ridiculously convoluted. I really hope this gets continued and improved; the start here is a real gem.

Suggestions:
Possibly doing something resembling social aspects, for GMed games
Both Follower and Tinkerer need to bring the artifact/creature into play during your first upkeep, otherwise you can do silly silly things with the Vedalken racial trait on turn one and two. As it is, they effectively have haste, since you control them from the start of your untap step.

Over all, a superbly done system. Kudos to you!

TFL

My Venommaster:

http://community.wizards.com/go/thread/view/75882/25729341/
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12 months ago  ::  Jun 21, 2012 - 4:11PM #6
delta.n9ne
Date Joined: Jun 21, 2012
Posts: 3
I am interested in continued development of this system.

I am currently starting a project to create an RCC/OCC for Rifts/Heroes Unlimited/Palladium system, in which I'll run a campaign based on the characters rising to the level of powerful and reknowned Planeswalkers.

My goal is to incorporate the RPG system in the players running original, individual characters.  They would be designed to represent a person playing a magic deck.  The roleplaying elements will run along the storyline of the Rise of the Eldrazi, while combat elements will feature the cards (spells) as learned/innate abilities.  I want to find a way to represent turn-based combat, in which mana pools get larger and more powerful spells become available later, as well as the eventual position of players and their characters as 'generals' of their 'armies' and 'spells'. (deck).

Those who may be able to contribute conceptually to this are encouraged to email me at delta.n9ne@gmail.com.

Meanwhile, thanks to the creator of this system in a similar enterprise, I look forward to checking it out... 
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10 months ago  ::  Aug 09, 2012 - 1:14PM #7
teamfireyleader
Date Joined: Nov 12, 2007
Posts: 464
Elf, Demon, Flamekin, Rhox, Vedalken abilities are FAR stronger than other races.

Elf: The extra mana permanently imbalances the elves and makes them ridiculously powerful. They can just put their points towards powering out large creatures imeadiately that end the game too soon.

Demon: This one is significantly more broken as long as Tinkerer, Follower and Elite Follower exist. I've seen several early Infect kills with them and Demon, which is just unfun.

Flamekin: Similar to the elves, but able to just turn one pretty ridiculous combos.

Rhox: Sublime Archangel is ridiculously powerful, said to be the most powerful M13 cards. Rhox doesn't even need to wait till turn 4. WAY too powerful.



Gifted Healer is in the wrong position on the table

Follower, Tinkerer and Elite Follower are still hideously broken. Turn 0 permanent fetching is broken. Just broken.

Espionage should be fateseal not scry and could read "At the beginning of your upkeep fateseal 1" and needs to cost more for balance reasons. Remember, Jace, the Mind Sculptor's most powerful ability was his fateseal ability.

I like how you fixed focus

Mentor's Gift should cost more. The power level a rare adds is more than 3 points worth. Especially when it can be taken multiple times

Signature Spell still needs to cost more, as it is currently by far and away more powerful than both Lich and Spell Infustion, while being easier to use, and less fun for all participating.

Spell Infustion could actually come down in point cost with the new mana cost



A quick question: why so many "prevents attacks" cards banned?



Overall, I like the improvements made, there are just some imbalance issues that need to be sorted out. I especially like the new "how many cards of each rarity" rules.
My Venommaster:

http://community.wizards.com/go/thread/view/75882/25729341/
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10 months ago  ::  Aug 19, 2012 - 11:29PM #8
Optimus21
Date Joined: Oct 21, 2007
Posts: 126

Aug 9, 2012 -- 1:14PM, teamfireyleader wrote:

Elf, Demon, Flamekin, Rhox, Vedalken abilities are FAR stronger than other races.

Elf: The extra mana permanently imbalances the elves and makes them ridiculously powerful. They can just put their points towards powering out large creatures imeadiately that end the game too soon.

Demon: This one is significantly more broken as long as Tinkerer, Follower and Elite Follower exist. I've seen several early Infect kills with them and Demon, which is just unfun.

Flamekin: Similar to the elves, but able to just turn one pretty ridiculous combos.

Rhox: Sublime Archangel is ridiculously powerful, said to be the most powerful M13 cards. Rhox doesn't even need to wait till turn 4. WAY too powerful.



Gifted Healer is in the wrong position on the table

Follower, Tinkerer and Elite Follower are still hideously broken. Turn 0 permanent fetching is broken. Just broken.

Espionage should be fateseal not scry and could read "At the beginning of your upkeep fateseal 1" and needs to cost more for balance reasons. Remember, Jace, the Mind Sculptor's most powerful ability was his fateseal ability.

I like how you fixed focus

Mentor's Gift should cost more. The power level a rare adds is more than 3 points worth. Especially when it can be taken multiple times

Signature Spell still needs to cost more, as it is currently by far and away more powerful than both Lich and Spell Infustion, while being easier to use, and less fun for all participating.

Spell Infustion could actually come down in point cost with the new mana cost



A quick question: why so many "prevents attacks" cards banned?



Overall, I like the improvements made, there are just some imbalance issues that need to be sorted out. I especially like the new "how many cards of each rarity" rules.




Thank you VERY much for your insightful feedback. Out of curiousity, do you play against the automated 'Archenemy' or are you playing the Archenemy/Big Bad Guy? The reason I ask is I can see how some rules might be 'out of whack' based on which way you play. For example, there are a lot of 'prevent attacks' cards banned just on how the automated enemy deck plays (basically like a 'Horde' deck if you are familiar with the format).

That being said, do you have any suggestions on changes? I don't disagree with many of your points, but would love to hear how you would balance them or thoughts you have as far as solutions. Some of them could be just fixed by 'cost' of course. But how about the racial abilities? Would love to hear your (and others) thoughts, thanks!

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10 months ago  ::  Aug 26, 2012 - 3:46PM #9
teamfireyleader
Date Joined: Nov 12, 2007
Posts: 464
Playing as an old fashioned RPG with me as DM.

Suggestions:

Elf: Having too much mana is a serious problem in a game with limited resources like this one. I would suggest making it so that they can have one creature have that ability at a time or just change the ability completely. The problem is that elves are known for their mana abilities, but it also what makes them broken. Perhaps have an ability that lets them have one extra card in hand in exchange for one lower mana cost cards available. This is one of the hardest abilities to balance.

Demon: Make the ability cost mana (1 probably) to activate. That stops people being able to abuse the ability.

Flamekin: On second thoughts this isn't inherently broken as long a Follower and co. don't exist.

Rhox: Reverting the rhox ability to the previous edition's version seems like the simplist fix. Others could include "1: target creature you control gains exalted until end of turn."

Vedalken: make it only able to pay for the abilities of artifacts rather than artifact spells. One of the most powerful decks for the RPG was a vedalken that just spammed artifacts everywhere and it was basically unstoppable due to the combination of too much mana to spend on an artifact base and beign able to keep back land mana to be only used for counter spells. 

Follower, Elite Follower and Tinkerer...... I'm not sure how to fix these. They are just ridiculously broken. Every single time some stupid combo deck has come up in the RPG it has been because of these. This is a format where there is a great deal of randomness and variety imposed by the deck building restrictions. Being able to circumvent that for free every game is just ridiculously powerful. Upping the costs past that of spell infusion wouldn't even stop it. They are just inherently broken in this game. My call would be something along the lines of "removed unless the DM thinks that they can implement it in a non-broken way". For instance, I can imagine granting a player this ability as a reward for a long quest, for instance. But I'd be able to choose which player had it to prevent the broken combo decks.  Otherwise just make them cost 10, 5 (for the upgrade) and 7 respectively to discourage them. I'd consider the extra T1 drop to be more powerful than lich in some instances.

Espionage is something that just needs to cost slightly more. At 6 or 7 it would be much more balanced. The ability to control the archenemies' draws is very powerful. Against more numerous enemies it loses some of its lustre.

Mentor's Gift: bring up to 5 or 6 points

Signature Spell: You know how I said beign able to bypass variance and randomness is very powerful? Yeah, this is the worst offender. This needs a separate section from the other three. At 18 points I'd still consider it too powerful. Really just adds too much to a character. This one I am certain of the answer to; remove it.

Spell infustion: I like the mana cost, but currently it is too weak. I'd bring it down to 8 points. Compare to lich, who is only losing life. The mana cost is effectively puttign the player behind a turn for an extra draw now. Seems fairly balanced at lower cost.


And again, I must say: I really like the changes to Focus and the deck construction. They work very well.

Also, sorry for answering so slowly. I have been away for a week or so.
My Venommaster:

http://community.wizards.com/go/thread/view/75882/25729341/
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7 months ago  ::  Nov 02, 2012 - 3:35PM #10
Excalibr23
Date Joined: May 18, 2008
Posts: 5
Hey guys, just found this and I think it's totally awesome.  Although I've found that the rules and the decks don't make sense together.  Probably because the decks were made for the old version.  I really like the new version better and love the ideas of the decks you've already made for it (it much better job than I could do myself).  Is there a plan to update the decks?

Also, in the rules you mention 4 scheme decks that are downloadable, but I don't see them anywhere.  Are you talking about the actual Archenemy decks made by wizards?  If not, where do I find these decks specifically for Planeswalker?

Also looking for the Gem Deck.  Where is this?

Thanks ahead of time and I love this! 
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