SHANDALAR draft 6

Rules

Three players against a continent. Card lists live under DECKS; scale and grid live under MAP.

Components

Per player

Shared

The Mark System

Cards move constantly — Uncommons get handed to other players, Commons get drafted, everything gets re-sorted at the end of a session. Every physical Magic card carries one mark saying which pool it goes home to.

Marks go on the front bottom-left corner of the outer sleeve, as a 6 mm vinyl sticker. Not on the card, and not on the back — backs must stay uniform. Sleeve fronts are clear, so the sticker sits over the card's own border where there is nothing but art.

PoolMarkColour
Starter — White● circlewhite
Starter — Blue● circleblue
Starter — Black● circleblack
Starter — Red● circlered
Starter — Green● circlegreen
Common⚒ anvilgrey
Uncommon★ starpurple
Rare♛ chalicegold

Four shapes; colour does the rest. Circle = you started with it. Anvil = you dug it out of a village. Star = someone gave it to you. Chalice = you earned it in a dungeon. Sorting is a four-pile split by shape, then the circles split five ways. Village, Unique Town, Trial, Scheme and Castle cards should use a different back and ideally a different size, so they can never be shuffled into a Magic pool.

Card pools

The round

1 · Dawn

Each player rolls 2d4 — 2 to 8 road points for the round. No terrain penalty.

2 · Travel & Visit

A party travels by road, and may ride as far as its points reach in one move: each road costs what is printed on it — 1, 2 or 3 — and a journey costs the sum of the roads taken. Open ground is not crossed at all: if no road joins two towns, there is no journey between them. Towns on the way are ridden past — you stop only where you choose to, and only a stop turns a card over. Move in any order and split up freely.

Visiting is free — you pay for the road, not the town at the end of it. A blacked-out town can still be ridden through; it simply offers nothing. So can a town you have no stops left for, so nobody is ever stranded by a dead end.

3 · The Hunter

Once all three players have moved, the game master rolls 1d6 and moves the Hunter along the roads for that many points. It draws nothing and blacks out nothing — it is not adventuring. If it ends its move in a town a player occupies, or a player walks into it, the player is caught and the game master applies the penalty. A catch takes the Hunter off the board; it returns only once a castle has fallen, and it comes back as far from the party as the roads allow.

4 · Castle Watch

At the end of Travel, at least one player must be touching a castle. Any castle counts. If nobody is, the party loses one party life. That player has spent the whole round travelling and visited nothing — this is the sacrifice, and it is the engine of the game.

A castle is blacked out only when it is defeated, and a fallen castle no longer satisfies the Watch. As castles drop, the remaining ones get further apart and the Watch drags the party across the map.

4 · Dusk

Every T1–T4 site visited this round is blacked out permanently.

Visiting

TierSitesWhat happensCan it cost a party life?
1 Common Towns102 Draw a Village card — a look-and-pick off the Common deck. No dice.No
2 Special Towns16 Draw a Unique Town card — Mana Links, a Boon to hold, or an Uncommon to assign.No
3 Dungeons & Lairs18 Draw a Riddle and hand it to the player on your left; they read the question and check the answer printed along its foot. One guess, said aloud, and no partial credit — the answer is right or the door stays shut. You may decline after seeing it — the site blacks out, nothing gained or lost. Failure costs Mana Links and anted cards, never a party life.No
4 Stolen Towns5 Draw any one of five Stolen Town trials — the trial is not tied to the town's colour. Winning takes the Seal of the town you are standing in, which strips the ward from the matching castle.Yes
5 Castles5 A 3 v 1 game of Magic against the Dungeon Master.Yes

The tier number printed in front of every label on the map is the tier. Full card text for all four decks is on the DECKS page.

The castles

Not visited — assaulted, after all three players finish movement that round. A real game of Magic, 3 versus 1: three player decks (starter plus every mod collected) against one Dungeon Master castle deck.

Two levers make 3 v 1 work: the DM begins with a starting board already on the battlefield, and flips an Archenemy-style Scheme at the start of each of its turns — so one deck generates three players' worth of pressure without taking three turns. The level table is on the DECKS page.

Party lives

Three, shared, never restored — the game is built to end. Lost when:

At 0 lives the party loses. Tier 3 can no longer kill you — it can only strip your Mana Links and Boons, which weakens you for the castles. Death comes from the castles and the stolen towns.

Open questions