This search based on the March 17, 2008 release of the Rulings.
606 - Two-Headed Giant Variant
- 606.1 - Two-Headed Giant games are played with two teams of two players
each. [CompRules 2005/08/01]
- 606.2 - No other multiplayer options are used in Two-Headed Giant games.
[CompRules 2005/08/01]
- 606.3 - Each team sits together on one side of the table. Each team decides
the order in which its players sit. The player seated on the right within
each team is the primary player, and the player seated on the left is the
secondary player. [CompRules 2005/08/01]
- 606.4 - The Two-Headed Giant variant has two unique features.
[CompRules 2005/08/01]
- 606.4a - Each team has a shared life total, which starts at 30 life.
[CompRules 2007/05/01]
- 606.4b - Each team takes turns rather than each player.
[CompRules 2005/08/01]
- 606.5 - With the exception of life total, a team's resources (cards in hand,
mana, and so on) are not shared in the Two-Headed Giant variant.
Teammates may review each other's hands and discuss strategies at any
time. Teammates can't manipulate each other's cards or permanents.
[CompRules 2005/10/01]
- 606.6 - Timing of Team Turns [CompRules 2005/08/01]
- 606.6a - A player who is dissatisfied with his or her initial hand may
mulligan. First, the starting team takes any mulligans. For a team to
take a mulligan, each player on that team decides whether to shuffle his
or her hand back into the deck and then draw a new hand of seven
cards (see Rule 101.4a). All players on that team who chose to do so take
their mulligans at the same time. After each player on that team who took
a mulligan looks at his or her new hand, the team repeats the process,
resulting in a hand of one fewer card each time, until the hand size
reaches zero cards. Teammates may consult during this process, but a
player can't see the result of his or her teammate's mulligan before
deciding whether to take a mulligan at the same time. Once a player has
decided to keep a hand, those cards become his or her opening hand. That
player can't take any more mulligans, but his or her teammate may. Once
each player on the starting team decides to keep an opening hand, the
other team may take mulligans. [CompRules 2007/10/01]
- 606.6b - The team who plays first skips the draw step of their first turn.
[CompRules 2007/05/01]
- 606.6c - Teams have priority, not individual players. [CompRules 2006/10/01]
- 606.6d - The Active Player, Nonactive Player order rule (see Rule 103.4) is
modified for Two-Headed Giant play. The team whose turn it is is the
active team. The other team is the nonactive team. If both teams would
make choices and/or take actions at the same time, first the active team
makes any choices required, then the nonactive team makes any choices
required. Then the actions happen simultaneously. [CompRules 2006/10/01]
- 606.6e - A player may play a spell or activated ability, or take a special
action, only when his or her team has priority. If both players on a team
want to take an action at the same time, the primary player decides who
takes the action. Each player on a team draws a card during that team's
draw step. Each player on a team may play a land during each of that
team's turns. [CompRules 2006/10/01]
- 606.6f - If multiple triggered abilities have triggered since the last time
a team received priority, the members of the active team put all triggered
abilities either of them controls on the stack in any order they choose,
then the members of the nonactive team do the same.
[CompRules 2007/05/01]
- 606.6g - If a team has priority and neither player on that team wishes to do
anything, that team passes. If both teams pass in succession (that is, if
both teams pass without any player taking any actions in between passing),
the top object on the stack resolves, then the active team receives
priority. If the stack is empty when both teams pass in succession, the
phase or step ends and the next one begins. [CompRules 2007/05/01]
- 606.6h - If an effect gives a player an extra turn or adds a phase or step
to that player's turn, that player's team takes the extra turn, phase, or
step. If an effect causes a player to skip a step, phase, or turn, that
player's team does so. If a single effect causes both players on the same
team to add or skip the same step, phase, or turn, that team adds or skips
one that step, phase, or turn. If an effect causes a player to control
another player's turn, the controller of that effect controls the affected
player's team's turn. [CompRules 2007/05/01]
- 606.6i - If an effect instructs more than one player to draw cards in a
Two-Headed Giant game, first the primary player on the active team
performs all of his or her draws, then the secondary player on that team
performs all of his or her draws, then the nonactive team does the same.
[CompRules 2007/05/01]
- 606.7 - The Two-Headed Giant variant uses different combat rules than other
multiplayer variants. [CompRules 2005/08/01]
- 606.7a - Each team's creatures attack the other team as a group. During the
combat phase, the active team is the attacking team and each player on the
active team is an attacking player. Likewise, the nonactive team is the
defending team and each player on the nonactive team is a defending
player. [CompRules 2005/08/01]
Any one-shot effect or characteristic-defining ability that refers to
the "defending player" refers to one specific defending player, not to
both of the defending players. The controller of the effect or of the
object with the characteristic-defining ability chooses which one the
spell or ability refers to. The same is true for any one-shot effect that
refers to the "attacking player." [CompRules 2007/07/13]
All other cases in which the "defending player" is referred to actually
refer to both defending players. If the reference involves a positive
comparison (such as asking whether the defending player controls an
Island) or a relative comparison (such as asking whether you control more
creatures than the defending player), it gets only one answer. This
answer is "yes" if either defending player in the comparison would return
a "yes" answer if compared individually. If the reference involves a
negative comparison (such as asking whether the defending player controls
no black permanents), it also gets only one answer. This answer is "yes"
if performing the analogous positive comparison would return a "no"
answer. The same is true for all other cases that refer to the "attacking
player." [CompRules 2007/05/01]
- 606.7b - As the declare attackers step begins, the active team declares
attackers. If an effect of an object controlled by a defending player
prohibits a creature from attacking him or her, that creature can't attack
the defending team. The active team has one combined attack, and that set
of attacking creatures must be legal as a whole. [CompRules 2007/02/01]
Example: One player in a Two-Headed Giant game controls Teferi's Moat,
which says "As Teferi's Moat comes into play, choose a color."
and "Creatures of the chosen color without flying can't attack you."
Creatures of the chosen color without flying can't attack that player's
team. [CompRules 2007/02/01]
- 606.7c - As the declare blockers step begins, the defending team declares
blockers. Creatures controlled by the defending players can block any
attacking creatures. The defending team has one combined block, and that
set of blocking creatures must be legal as a whole. [CompRules 2005/08/01]
Example: If an attacking creature has forestwalk and either player on the
defending team controls a Forest, the creature can't be blocked.
[CompRules 2006/10/01]
- 606.7d - As the combat damage step begins, the active team announces how
each attacking creature will assign its combat damage. If an attacking
creature would assign combat damage to the defending team, the active team
chooses only one of the defending players for that creature to assign its
combat damage to. Then the defending team announces how each blocking
creature will assign its combat damage. [CompRules 2005/08/01]
- 606.8 - The Two-Headed Giant variant uses the normal rules for winning or
losing the game (see Rule 102), with the following additions.
[CompRules 2005/08/01]
- 606.8a - If a team's life total is 0 or less, the team loses the game the
next time a team would receive priority. (This is a state-based effect.
See Rule 420.) [CompRules 2005/08/01]
- 606.8b - Players win and lose the game only as a team, not as individuals.
If either player on a team loses the game, the team loses the game. If
either player on a team wins the game, the entire team wins the game. If
an effect would prevent a player from winning the game, that player's team
can't win the game. If an effect would prevent a player from losing the
game, that player's team can't lose the game. [CompRules 2005/08/01]
Example: In a Two-Headed Giant game, a player controls Transcendence,
which reads, in part, "You don't lose the game for having 0 or less life."
If that player's team's life total is 0 or less, that team doesn't lose
the game. [CompRules 2005/08/01]
Example: In a Two-Headed Giant game, a player attempts to draw a card
while there are no cards in that player's library. That player loses the
game, so that player's entire team loses the game. [CompRules 2005/08/01]
Example: In a Two-Headed Giant game, a player controls Platinum Angel,
which reads, "You can't lose the game and your opponents can't win the
game." Neither that player nor his or her teammate can lose the game
while Platinum Angel is in play, and neither player on the opposing team
can win the game. [CompRules 2005/08/01]
- 606.8c - If a player concedes, his or her team loses the game.
[CompRules 2005/08/01]
- 606.9 - Damage, loss of life, and gaining life happen to each player
individually. The result is applied to the team's shared life total.
[CompRules 2006/10/01]
Example: In a Two-Headed Giant game, a player plays Flame Rift, which
reads, "Flame Rift deals 4 damage to each player." Each team is dealt a
total of 8 damage. [CompRules 2005/08/01]
- 606.9a - If an effect needs to know the value of an individual player's life
total, that effect uses the team's life total divided by two, rounded up,
instead. [CompRules 2005/08/01]
Example: In a Two-Headed Giant game, a team is at 17 life when a player
activates Heartless Hidegtsugu's ability, which reads,
"Heartless Hidetsugu deals to each player damage equal to half that
player's life total, rounded down." For the purposes of this ability,
each player on that team is considered to be at 9 life.
Heartless Hidetsugu deals 4 damage to each of those players, for a total
of 8 damage. The team will end up at 9 life. [CompRules 2005/08/01]
Example: In a Two-Headed Giant game, a player controls
Test of Endurance, an enchantment that reads, "At the beginning of your
upkeep, if you have 50 or more life, you win the game." At the beginning
of your upkeep, the player's team wins the game only if his or her share
of the team's life total is 50 or more. The team's life total must be 99
or more for that to happen. [CompRules 2005/08/01]
Example: In a Two-Headed Giant game, a player controls Lurking Jackals,
which reads, "When an opponent has 10 life or less, if Lurking Jackals is
an enchantment, it becomes a 3/2 Hound creature." If the opposing team
has 22 life and 1 damage is dealt to a particular opponent,
Lurking Jackals won't become a creature. The opposing team's life total
must be 20 or less for that to happen. [CompRules 2007/05/01]
- 606.9b - If an effect would set the life total of each player on a team to a
number, the result is the sum of all the numbers. [CompRules 2005/08/01]
Example: In a Two-Headed Giant game, a player plays Biorhythm, which
reads, "Each player's life total becomes the number of creatures he or she
controls." If one member of a team that has 25 life controls three
creatures and the other member controls four creatures, that team's life
total becomes 7. The first player is considered to have lost 10
life (13 - 3), and the second player is considered to have lost 9
life (13 - 4), even though the team didn't lose a total of 19 life.
[CompRules 2007/05/01]
- 606.9c - If an effect would set a single player's life total to a number,
that player's individual life total becomes that number. The team's life
total is adjusted by the amount of life that player gained or lost.
[CompRules 2007/05/01]
Example: In a Two-Headed Giant game, a player on a team that has 25 life
plays a spell that reads, "Your life total becomes 20." That player's
life total is considered to be 13 for the purpose of the spell, so it
becomes 20 and the team's life total becomes 32 (25 + (20 - 13)).
[CompRules 2005/10/01]
- 606.10 - The Two-Headed Giant variant can also be played with equally sized
teams of more than two players. Each team's starting life total is equal
to 15 times the number of players on the team. (These variants are
unofficially called Three-Headed Giant, Four-Headed Giant, and so on.)
[CompRules 2007/05/01]
This search based on the March 17, 2008 release of the Rulings.
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