This is a map layout for the board before the game starts, the key is on the left.
This is relatively stable and consistent, is has moves just like the original map as well as similar pressure.
What is a pressure? Well I made it up, it is basically anywhere you can possibly attack next turn.
Player 1 moves (These are all of the possible things that player 1 on team 1 could do, being reasonabe)
Player 1 pressures (These are all the places that you could possibly attack turn 2 for the same player, showing that pressure is equivalent and balanced)(all areas possible to attack are lined in red with a vertical line)
Player 2 moves (pretty much the same as the player 1 moves, but for player 2):
Player 2 pressures (same thing for the pressures, except its for player 2):
New Procedures:
Step 1: Load into game, choose partner or queue op for partner. However with this naturally you need a text box for your partner, which can lead to mean people Q_Q.
Step 2: Each player does their replace thing and you see each others hands after replacing NOT BEFORE, AND YOU CANNOT TALK BEFORE, this would create allot of preplanning stuff that isn’t a real game (i.e. telling your opponent to hold on to two saberspine seal , because you have a dragonlark ready to fly over and deal 8 damage turn two.)
Step 3: Each player can now see each other’s hands, and choose one of each other to start the match (it is a player 1 for blue turn > player 1 for red turn > player 2 for blue > player 2 for red turn sort of thing)
Step 4: Begin the game like a normal duelyst game.
SOME THINGS THAT NEED TO CHANGE BEFORE 2V2 IS ALLOWED:
Rule change 1: All cards designating general are now player specific (four winds magi doesn’t heal both and damage both enemies) (This might not be a rule change but oh well)
Rule change 2: Shorter time per turn, as there will be 4 players, you are only playing 1/4 of the time. But this means you have 3/4 of the time to think about your turn so… yeah don’t want these minute long round 1’s.
Rule change 3: After player 1 from blue (or red) goes the next time player 2 would go, would be considered a “next turn” so man aand effects would apply respectively.
Alright guys I’ve got zero clue if this was already planned or almost built and finished but here you go anyway, tell me if it is so I can delete it
Ty for reading.
Keep in mind there are going to be changes like double obelisks taking over the map, but you also have double the manpower and resources to combat it.
Tell me if I did something wrong to edit this, thank you.









Or a double 2 drop from both P2. The chances for P1 to get a mana tile are pretty low.