The Kanteran War
Starts March 1st-2nd
Building a Deck
Decks can be built out of cards from any set except Special Sets (like Unhinged). The number and type of lands you can include in your deck depends on what hexes you control. Each hex represents a type of land. If you control a hex you can include two of the represented type of land in your deck. So, if you control 4 mountain hexes you can include up to 8 mountain land cards in your deck. Non-basic lands including colourless lands, multi-colour lands, and legendary lands can only be included if you control the correct special hex.
Special Hexes
1 - +2 lands. These lands can be of any colour and each land can be a different colour. These lands can be legendary lands
2 - +4 lands. These lands can be of any colour and each land can be a different colour, including multi-colour.
3 - +4 lands. These lands can be of any colour and each land can be a different colour, including multi-colour.
4 - +4 lands. These lands can be of any colour and each land can be a different colour, including colourless.
5 - +4 lands. These lands can be of any colour and each land can be a different colour, including colourless.
Setting Up
Each player must roll a d20. The player who rolled highest gets to pick any
hex to be his/her capitol. The player who rolled next highest then gets to pick
a hex to be his/her capitol. Continue in this manner until every player has
a capitol. Then the player who rolled lowest gets to pick a second hex, which
can be anywhere on the map. Then the next highest player gets to pick a second
hex. Continue from lowest to highest, then highest to lowest, until every player
controls 10 hexes. Only uncontrolled hexes can be choen. Players can't chose
hexes that are already under the control of another player.
Playing the Campaign
At the start of each campaign turn all players secretly write down one move. This move must be made from a hex the player controls into any hex adjacent to the chosen hex. Once all the players have written down their moves the moves are given to the judge who will update the campaign map accordingly. If a move is made into an uncontrolled hex the player automatically takes control of the hex. If a move is made into a controlled hex the moving player and the owner of the hex being moved into must fight a Magic duel. The winner will take control of the hex. Duels must be completed before the start of the next campaign turn (one week). If a player is unable or unwilling to fight a duel he will automatically lose. If both players can't fight the duel then the duel is called off and the hex remain under the control of it's current owner.
Winning and Prizes
The Kanteran War will continue for 3 months. The final turn must be completed by May 3-4th. Once the final turn has been completed the player with the most hexes under his/her control will be declared the winner. The winner will get 10 booster packs from the latest Magic set (currently Morningtide) and a victory penant will be hung at Gamer's Guild in his/her honour. The player with the second-most haxes under his/her control will get 6 booster packs of the latest Magic set and the player with the third most hexes under his/her control will get 3 packs of the latest Magic set.