Fluffypizza wrote:
This is a variant that I thought up and occasionally use to mix things up. Here's how it works:
Each player chooses two factions, and builds a deck for each of them, following standard deck building rules. Each player then chooses one of their factions and places that faction's starting set up on the battlefield, as normal. The other faction is set off to the side. The game is now ready to begin.
At the beginning of a players turn, before the draw phase, that player may choose to switch factions, or 'tag out.' If they choose to do so, they replace their current summoner with the summoner of their other faction. All wounds from the old summoner carry over onto the switched in summoner. The player also switches decks, putting the old deck off to the side with the old summoner. The player then draws up to five cards as per normal, but with their new deck, and their turn continues.
When a summoner dies, it is out of the game. That summoner and the remainder of its corresponding deck are returned to the game box. The player's other summoner is then immediately placed onto the battlefield in its starting position as marked on its reference card. If the starting position of the arriving summoner is occupied, the player controlling that summoner may place it anywhere on their side of the battlefield. The new summoner starts fully healed. Note that the player who controlled the deceased summoner retains control of any units, walls, and cards in hand of the deceased summoner's faction.If a player defeats both of their opponent's summoners, that player wins the game.
It is possible that when a summoner is switched in at the start of a player's turn, the wounds carried over from the other summoner may be sufficient to kill it. If this happens, follow the rules above for summoner death.
Each player chooses two factions, and builds a deck for each of them, following standard deck building rules. Each player then chooses one of their factions and places that faction's starting set up on the battlefield, as normal. The other faction is set off to the side. The game is now ready to begin.
At the beginning of a players turn, before the draw phase, that player may choose to switch factions, or 'tag out.' If they choose to do so, they replace their current summoner with the summoner of their other faction. All wounds from the old summoner carry over onto the switched in summoner. The player also switches decks, putting the old deck off to the side with the old summoner. The player then draws up to five cards as per normal, but with their new deck, and their turn continues.
When a summoner dies, it is out of the game. That summoner and the remainder of its corresponding deck are returned to the game box. The player's other summoner is then immediately placed onto the battlefield in its starting position as marked on its reference card. If the starting position of the arriving summoner is occupied, the player controlling that summoner may place it anywhere on their side of the battlefield. The new summoner starts fully healed. Note that the player who controlled the deceased summoner retains control of any units, walls, and cards in hand of the deceased summoner's faction.If a player defeats both of their opponent's summoners, that player wins the game.
It is possible that when a summoner is switched in at the start of a player's turn, the wounds carried over from the other summoner may be sufficient to kill it. If this happens, follow the rules above for summoner death.
Interesting idea, but I suggest removing one wall from each deck so that you can only have a max of 4 walls. Excess walls will really slow the game down.