The Gaming Resource Library
Go To: Home Page - Magic - Rules - Search - General 608
New Search - General Rulings Table of Contents
This search based on the March 17, 2008 release of the Rulings.

608 - Grand Melee Variant
  • 608.1 - The Grand Melee variant is a modification of the Free-for-All variant, in which a group of players compete against each other as individuals. Grand Melee is normally used only in games begun with ten or more players. [CompRules 2007/10/01]
  • 608.2 - Any multiplayer options used are decided before play begins. The Grand Melee variant uses the following default options. [CompRules 2005/08/01]
  • 608.2a - Each player has a range of influence of 1 (see Rule 601). [CompRules 2005/08/01]
  • 608.2b - The attack left option is used (see Rule 604). [CompRules 2005/08/01]
  • 608.2c - The attack multiple players and deploy creatures options aren't used in the Grand Melee variant. [CompRules 2005/08/01]
  • 608.3 - The players are seated at random. [CompRules 2005/08/01]
  • 608.4 - The Grand Melee variant allows multiple players to take turns at the same time. Moving turn markers keep track of which players are currently taking turns. Each turn marker represents an active player's turn. [CompRules 2005/08/01]
  • 608.4a - There is one turn marker for each full four players in the game. [CompRules 2005/08/01]
    Example: A Grand Melee game with sixteen players has four turn markers. A game with fifteen players has three turn markers. [CompRules 2005/08/01]
  • 608.4b - The starting player in the game gets the first turn marker. The player four seats to that player's left (the fifth player) takes the second turn marker, and so on until all the turn markers have been handed out. Each turn marker is assigned a number in this way. Then all players with turn markers start their turns at the same time. [CompRules 2007/10/01]
  • 608.4c - When a player ends his or her turn, that player passes the turn marker to the player on his or her left. A player can't receive a turn marker if any player in the three seats to his or her left has a turn marker. If this is the case, wait until the player four seats to his or her left takes the other turn marker. [CompRules 2007/10/01]
  • 608.4d - If an effect causes a player with a turn marker to take an extra turn after the current one, that player keeps the turn marker and starts his or her next turn after the current turn ends, unless another turn marker is too close on either side at that time. If a turn marker is within three seats on the player's left, the extra turn waits to begin until the player four seats to his or her left takes the other turn marker. If a turn marker is within three seats on the player's right, the player passes the turn marker to his or her left when the turn ends rather than keeping it, and the player will take the extra turn immediately before his or her next turn. [CompRules 2007/10/01]
  • 608.4e - If a player leaves the game and that player leaving the game would reduce the number of turn markers in the game, a turn marker is removed. Turn markers are removed only between turns. Remove the turn marker immediately to the departed player's right. If more than one player has left the game and there are multiple turn markers that could be removed, remove the marker with the lower number. [CompRules 2007/10/01]
  • 608.4f - If an effect would cause a player to take an extra turn after the current turn, but that player wouldn't have a turn marker at the start of that turn, that player will take the extra turn immediately before his or her next turn instead. [CompRules 2007/10/01]
    Example: During Alex's turn, he plays Time Walk, which causes him to get an extra turn after this one. During the same turn, the player to Alex's left leaves the game, which causes the number of turn markers to be reduced. After Alex's current turn ends, his turn marker is removed. He won't take the extra turn from Time Walk until just before his normal turn the next time he receives a turn marker. [CompRules 2007/10/01]
  • 608.5 - Rather than having a single stack, Grand Melee games contain multiple stacks. Each turn marker represents its own stack. [CompRules 2007/10/01]
  • 608.5a - A player gets priority for a particular turn marker's stack only if the turn marker is within his or her range of influence or an object on that stack is controlled by a player within his or her range of influence. [CompRules 2007/10/01]
  • 608.5b - If a player has priority for multiple stacks and plays a spell or ability, or a triggered ability he or she controls triggers, the player must specify which one of those stacks the spell or ability is put on. If an object on one of those stacks caused the triggered ability to trigger, the player must put it on that stack. If a resolving spell or ability on one of those stacks causes a player to play a spell or create a copy of a spell, the new spell must be put on the same stack. If a spell or ability targets an object on one of those stacks, it must be put on the same stack as its target; it can't target objects on multiple stacks. [CompRules 2007/10/01]
  • 608.6 - The Grand Melee variant uses the normal rules for winning and losing the game. [CompRules 2007/10/01]
    New Search
    This search based on the March 17, 2008 release of the Rulings.


Copyright 1994-2008, Crystal Keep (The Fine Print)