| 
        
          | 
  
  | 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]
    
    
    This search based on the March 17, 2008 release of the Rulings.
     |  |  |  |