Règles complètes de Magic: The Gathering

Règles US [30/09/2011] Règles FR [04/02/2011]

Sommaire

0. Introduction

1. Game Concepts

2. Parts of a Card

3. Card Types

4. Zones

5. Turn Structure

6. Spells, Abilities and Effets

7. Additional Rules

8. Multiplayer Rules

9. Casual Variants

810. Multiplayer Rules : Two-Headed Giant Variant



810.1.

Two-Headed Giant games are played with two teams of two players each.

810.2.

The Two-Headed Giant variant uses the shared team turns option. (See rule 805.)

810.3.

Each team sits together on one side of the table. Each team decides the order in which its players sit.

810.4.

Each team has a shared life total, which starts at 30 life.

810.5.

With the exception of life total and poison counters, 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.

810.6.

The team who plays first skips the draw step of its first turn.

810.7.

The Two-Headed Giant variant uses different combat rules than other multiplayer variants.

810.7a

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.

810.7b

Any one-shot effect that refers to the «defending player» refers to one specific defending player, not to both of the defending players. The controller of the effect chooses which one the spell or ability refers to at the time the effect is applied. The same is true for any one-shot effect that refers to the «attacking player.» Any 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 object with the characteristic-defining ability chooses which one the ability refers to at the time the nonactive players become defending players. 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.»

810.7c

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. See rule 508.1. Example: One player in a Two-Headed Giant game controls Teferi?s Moat, which says “As Teferi?s Moat enters the battlefield, 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.

810.7d

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. See rule 509.1. Example: If an attacking creature has forestwalk and either player on the defending team controls a Forest, the creature can?t be blocked.

810.7e

Once blockers have been declared, for each attacking creature that‘s become blocked by multiple creatures, the active team announces the damage assignment order among the blocking creatures. Then, for each creature that‘s blocking multiple creatures, the defending team announces the damage assignment order among the attacking creatures.

810.7f

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. See rule 510.1.

810.8.

The Two-Headed Giant variant uses the normal rules for winning or losing the game (see rule 104), with the following additions and specifications.

810.8a

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. 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. 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. 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 on the battlefield, and neither player on the opposing team can win the game.

810.8b

If a player concedes, his or her team leaves the game immediately. That team loses the game.

810.8c

If a team‘s life total is 0 or less, the team loses the game. (This is a state-based action. See rule 704.)

810.8d

If a team has fifteen or more poison counters, that team loses the game. (This is a state-based action. See rule 704.)

810.9.

Damage, loss of life, and gaining life happen to each player individually. The result is applied to the team‘s shared life total. Example: In a Two-Headed Giant game, a player casts Flame Rift, which reads, “Flame Rift deals 4 damage to each player.” Each team is dealt a total of 8 damage.

810.9a

If a cost or effect needs to know the value of an individual player‘s life total, that cost or effect uses the team‘s life total instead. Example: In a Two-Headed Giant game, a player on a team that has 17 life is targeted by Beacon of Immortality, which reads, in part, “Double target player?s life total.” That player gains 17 life, so the team winds up at 34 life. 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 that player?s upkeep, the player?s team wins the game if his or her team?s life total is 50 or more. Example: In a Two-Headed Giant game, a player on a team that has 11 life controls Lurking Evil, an enchantment that reads, “Pay half your life, rounded up: Lurking Evil becomes a 4/4 Horror creature with flying.” To activate the ability, that player must pay 6 life. The team winds up at 5 life.

810.9b

If a cost or effect allows both members of a team to pay life simultaneously, the total amount of life they pay may not exceed their team‘s life total. (Players can always pay 0 life.)

810.9c

If an effect sets a single player‘s life total to a specific number, the player gains or loses the necessary amount of life to end up with the new total. The team‘s life total is adjusted by the amount of life that player gained or lost. Example: In a Two-Headed Giant game, a player on a team that has 25 life is targeted by an ability that reads, “Target player?s life total becomes 10.” That player?s life total is considered to be 25, so that player loses 15 life. The team winds up at 10 life.

810.9d

If an effect would set the life total of each player on a team to a number, that team chooses one of its members. On that team, only that player is affected. Example: In a Two-Headed Giant game, one team has 7 life and the other team has 13 life. A player casts Repay in Kind, which reads, “Each player?s life total becomes the lowest life total among all players.” Each team chooses one if its members to be affected. The result is that the chosen player on the team that has 13 life loses 6 life, so that team?s life total winds up at 7.

810.9e

A player can‘t exchange life totals with his or her teammate. If an effect would cause that to occur, the exchange won‘t happen.

810.9f

If an effect instructs a player to redistribute any number of players‘ life totals, that player may not affect more than one member of each team this way.

810.9g

If an effect says that a player can‘t gain life, no player on that player‘s team can gain life.

810.9h

If an effect says that a player can‘t lose life, no player on that player‘s team can lose life or pay any amount of life other than 0.

810.10.

Effects that cause players to get poison counters happen to each player individually. The poison counters are shared by the team.

810.10a

If an effect needs to know how many poison counters an individual player has, that effect uses the number of poison counters that player‘s team has.

810.10b

If an effect says that a player loses poison counters, that player‘s team loses that many poison counters.

810.10c

If an effect says that a player can‘t get poison counters, no player on that player‘s team can get poison counters.

810.10d

A player is «poisoned» if his or her team has one or more poison counters.

810.11.

The Two-Headed Giant variant can also be played with equally sized teams of more than two players. For each player a team has beyond the second, that team‘s starting life total is increased by 15 and the number of poison counters required for the team to lose is increased by five. (These variants are called Three-Headed Giant, Four-Headed Giant, and so on.)