With all the fun my local group has had with Ravnica: Clue over the past year, I was curious how things would work with other "classic" board games. I thought Risk might have the best chance of being a fun mashup with Magic. So, I drafted up some rules, bought a used Risk set on Vinted, and tried to organize a free draft playtest with students last week. That fell through, but I gave it another shot this week and we got enough people to play.
I made a number of miscalculations. I posted the rules to our school's club's discord. Here's a copy of those rules in case you want to look through them:
I will wait to address all the terrible ideas until they become relevant in the game.
The bulleted TL;DR of that is:
- Everyone has territory cards, some face up and some face down. Each creature can attack a territory. To do so, you have to flip one of your territory cards face up that is
- either in the same continent as the target territory, or
- on the border of that continent (e.g. Egypt can attack anywhere in Asia, but South Africa cannot),
- or, if the target territory borders another continent, you can attack that territory from anywhere in that continent (e.g. any territory in South America can attack Central America).
- The player who has that territory card must reveal it and then they are the defending player for that attacker.
- If a creature attacking a territory deals combat damage to the defending player (the player who has that territory card) then the attacking player takes that card from the defending player.
- At the end of your draw step, you get (tapped) tokens depending on the number of territories you control, with bonuses for controlling entire continents.
- You win the game normally: by being the last player standing.
I figured this would work best with 3-5 players. We initially had five, then one had to back out, then two people joined in, then a seventh person joined in. I thought it might be better to "stress test" it with more people, so I went along with it. We drafted with my free repacked cards with seven people.
I realized this was going to be messy. Many of the players were very new to Magic. I taught one of them with a half game between two duel decks right before we drafted. Drafting is a terrible way to learn to play Magic, but everyone was enthusiastic, so we just went ahead. My expectations were lowered even further when it was clear many people didn't realize we were going to be playing a Risk + Magic mashup. Thankfully, they were game to give it a go. Even more importantly, I decided not to take careful notes because I would be needed to explain rules to people. So, for those of you interested in the details of the game, my apologies! If you're interested in what I drafted, here were all my picks:
I built a majority-blue deck from this. I decided to keep the curve pretty low, which was a good idea:
I dealt out the Risk territory cards. There were 42 total, so each of the seven players each got six cards. The seventh player decided not to play during deckbuilding, so we redistributed their six Risk cards, one to each of us. For fans of the Huddle-Up-In-Australia plan, I was quite lucky. I had Southeast Asia, New Guinea, and Indonesia among my cards. I already knew what my strategy would be.
While looking at my cards, I thought I had made a grand mistake. With seven different territory cards, I could attack a lot of places using the adjacency rules described in the TL;DR above! As the game played out, though, I was glad we had those rules. I might have gotten one thing right!
The first round of turns went pretty standard: mostly lands and one player cast Triton Shorestalker (not me, though I cast mine on turn two). On their second turn, I realized Mistake #1: I should have spelled out the steps to combat better. It should go like this:
- The attacking player enters combat.
- The attacking player declares their attackers.
- For each attacking creature, the player decides whether that creature is attacking a territory or not. (If not, they can attack an opponent as normal, but then they don't win any territory by dealing combat damage.)
- For each creature attacking a territory, if that territory is face up on the board, then it must be legal for that creature to be attacking the player controlling that territory. (E.g. in case the defending player has Teferi's Moat or something like that.) If necessary, the attacking player may need to pay costs. If at this point a creature cannot legally attack that territory, they must be redeclared to a new territory or player without choosing a territory.
- For each creature attacking an unrevealed territory, if a player controls that territory, they must flip it face up. If no player controls it, then there must be a face down deck of uncontrolled territories. A creature in this case "gets lost" and will draw the player the top card of that deck (face down) if they have a positive power during the combat damage step.
- If a player does control the territory, then they reveal it, placing it face up in front of them, then they are the defending player for that creature. If for some reason the creature is not a legal attacker, then that creature "gets lost" instead and follows the process for that.
- Continue with all other steps of combat including blockers and damage.
- After combat damage has been resolved, any territories attacked by creatures where one or more of those creatures dealt combat damage to the defending player are claimed (face up) by the attacking player.
- Any creatures with power greater than zero that "got lost" each earn a territory card from the uncontrolled deck for the attacking player. (That player cannot earn more of those cards than there are in the deck.)
Nevertheless, we sorted out any confusion from attacking and the first Shorestalker claimed a land.
As the third round of turns started, the bonuses from holding territory cards kicked in. Very few territories had changed hands, so nearly everyone got a tapped Construct creature token. Mistake #2 was very glaring: I should have used Soldiers, not Constructs! This is Risk! At least that'll be an easy one to fix. I was also lucky that Mistake #3 didn't come into play, but: the Constructs Soldiers probably should not be artifacts. It just makes artifact strategies that much more unbalanced. I had a few artifact-synergy cards in my deck and it was probably good that I didn't get them.
Everyone kept choosing the Construct option. We had a ton of them on the board and I spent a lot of my time scribbling up Infinitokens and handing them out. Mistake #4 is that I need to have a bunch of the necessary tokens on hand ready to go. I already do this for my Ravnica: Clue kit where I keep a bunch of Treasure tokens. If I do this again, I need to have them ready to go.
During each player's turn, most players had between three and eight territories, which made them eligible for either a Food or Construct. When people went above, we had to consult the table from the document above, which I had on my phone. Mistake #5: I should have printed out the table so everyone could see it.
Players kept choosing Constructs (myself included). When people started attacking three territories at a time, it got pretty complicated. That leads me to Mistake #6: I need a second set of territory cards so people can put them in front of their creatures to show where they're attacking. Multiple times we had people get confused about what they or other people had said.
The player with the other Shorestalker had to leave but another person showed up nearly simultaneously, so they took over for them. (Lucky!) I did a good job of conquering Australia, then started into Asia.
The other Shorestalker player took Africa. Another took South America. Two other players were fighting over North America. The game quickly became a fight with everyone swinging in with most of their Constructs. On one hand that was good because it's kind of Risk-like. On the other hand, perhaps the Constructs were more powerful than the Treasure tokens and Clue tokens, despite those two options listed higher on the table. I genuinely don't know whether this is a mistake or not! Should I reorder the tokens in the table?
The other players attacked each other a bunch instead of me, so I continued to go after Asia. I took out the player to my right, claiming some of their territory in the process. When they died, all their other territory went into the unclaimed deck in the middle. Mistake #7: I didn't make that process clear. What should happen is that all players have a chance to see which cards are face up before putting them into the uncontrolled deck. That's really important because the next player can attack those places and know that their creatures will Get Lost and earn them territories without having to fight through blockers.
I conquered nearly all of Asia, but my opponents continued to fight over Africa and North America. No one else attacked the territories the dead player had had, so I took that advantage and named a bunch of their prior territories to gain a bunch. (I didn't make it clear exactly how good that was, but I was also surprised how easy it worked.) Sometimes it took us a bit of time to figure out who controlled which territories and we had to consult back and forth between the map and the cards everyone had. This is because of Mistake #8: we didn't use the army figures. If we each had a color, it would have been so easy to just put one army on each of our territories to show who owns what. I already had Retreat to Emeria out, so when I played a land I gave all my creatures +1/+1 and swung at players directly, leaving only one standing. I killed them on the next turn.
Here's what I learned:
- The mechanics of the game seem okay. It definitely promotes attacking, which is what you really want in any multiplayer format to help move the game along.
- I won because I knew best what was going on (either because of the rules of Magic or the rules of this Risky Magic). I think it would be more fun if people knew what was coming.
- I need to amend all eight mistakes above for things to run more smoothly!
- I don't know whether I need to update the token. Would it be better with fewer 1/1 tokens all over the place?
The hardest is of course going to be making another set of territory cards.
Hopefully I'll have better news when I try it again!
Happy Megalomaniacal Magicking!





























