Hello, Imaginator. Thanks for sharing your thoughts. I hadn't read your thread prior to posting mine, but I looked at it earlier today and I think it's a pretty interesting idea.
I like a lot of your suggestions. I agree that any creature should be able to capture the flag, not just legendary creatures. I also agree that the flag and two "bluff" cards is probably too few, but I feel that seven might be too excessive; I feel like your opponent should have a slightly better idea of where you flag is so that winning the game is less dependent on luck. I think my girlfriend and I will play test with the flag plus four bluff cards. Agreed also that giving each person 30 additional spell points for the match might be too much, but I still feel that 120 would be too restrictive for this type of match, so we'll play test with the 120 point max +20 extra and go from there.
I think that entering the zone with one of the face-down bluffs or flag should automatically trigger it to turn face-up, but you're required to spend a quick action to capture the flag. I like that suggestion. I stand by my thought in giving the flag the "Heavy" trait though; I find it very thematic, and it would be interesting to see how the mechanic works in the game.
So, here are the rules so far, a little more fleshed out:
To play Mage Wars: Capture the Flag-Two game boards are put together long-ways to make one massive arena. Each mage starts spell book creation with their original 120 point limitation plus an additional 20 points.
-Both players choose five cards each that do not count against your spell point total: a flag (a spell mutually agreed upon that doesn't see much use anyway) and four "bluff cards," the only requirement for these being that they must be able to target a zone. These cards are to be placed in any zone of your choosing within your half of the mega-arena.
-The flag is
not considered an object, creature, or any type of spell and does not have a level for all purposes in the game. And it possess the following three traits:
--Heavy. Any creature that holds Flag acquires the Slow trait and cannot gain the Fast trait or normal speed. Flying creatures lose the Flying trait while in possession of Flag.
--Mysterious Immunity. Friendly creatures can never pick up Flag. Spells such as incantations or enchantments cannot target Flag in any way from any source.
--Self Preservation. (This was my girlfriend's idea earlier today.) If a creature who is carrying Flag is destroyed, the owner of Flag may choose to teleport Flag up to 3 zones away immediately as a free action.
-You win the game by capturing the opponent's flag and returning it to your mage's original starting zone.
Regarding the flag's last trait, I do agree with Imaginator that the flag shouldn't automatically teleport back to its original starting zone, as that would make the game way too tedious and long and dependent on having a TON of creatures. But I don't necessarily think it should drop where the creature who was holding it is destroyed either. I think allowing the flag's owner to teleport it up to three zones away provides just enough flexibility and buys the owner just enough time to recover if they play smart. If the flag didn't teleport at all, say the opponent had gotten it within one or two zones away from their starting zone - you'd be screwed anyway.
One last note, I don't think you should be able to pick up your own flag with a friendly creature because a lot of unfair scenarios could come into play. What if I killed my opponent's Grizzly or Angel or whatever who had just captured the flag and I quickly pick it up with the Lord of Fire buffed with Vampirism, Bear Strength, and some Bull Endurance, and simply decided to just hang onto it with him and keep moving around the board with it? That wouldn't exactly be fair, or much fun really I don't think.
Anyone else have anymore feedback out there?
Can't wait to try this out.