Keep 2024 Game Booklet
Keep 2024 Game Booklet
Recently, after the multiversal war with the Phyrexians, portals known as omenpathes
have opened the routes between planes, for anyone, for the first time in existence. The guilds of
Ravnica are in a constant state of flux, always vying for control of the guilds at large. Niv’Mizzet,
the living guildpact, has dictated that instead of the continued conflicts between the guilds
continuing on Ravnica, that all guilds may vie for control over each plane, their trade, and their
omenpathes. However, each must be won through strife and struggle by engaging in
competition.
Game Time:
● Run time: 1 hour
(Max)
● Scoring time: Every 5
minutes
● Refresh at 30 min
Spawn time:
● Respawn will be in
waves of 10 or 60
seconds at base.
○ 2 people per
10 for the
wave, 10 for
50 people per
team.
Game Mechanic:
● Teams move across the field on bridges, utilizing the lines on the football field for ranges.
● Capturing the nodes by raising your team's colors to control the point during score tally.
● Armor over 3 pts can’t cross the water, armor 3 pts or less and slow walk across.
● Can Teleport/Blink across water.
Win Scenario: At the end of the allotted time the team that achieved the most points wins.
Rending of the Planes
Thursday 1:30 pm Paint & Krieg [Football-Old Kamigawa/Lorowyn] (Militia/Class Ring the Bell)
Objective
● Objective is to be the 1st team to ring the bell on both
sides of the field enough to destroy BOTH the other
team’s “Planes”.
Mechanics
● "Ring the Bell & Bomb” game where the field will be
cut in half. Half the field will play militia rules and the
other half will play a full class game.
○ This is a "Ring the bell" and a "Bomb" game
on each side of the field. When the bell is rung
on one side it moves the bomb in the other
plane.
■ Reeves will move the bomb until it
reaches the finish but players must win BOTH sides of the field to be the
winner.
■ If a “Plane” is destroyed, the team that lost that plane can still stay to
destroy the other team’s objective.
● Destroyed objectives CAN NOT be fixed.
● 30 Second Death Count from Death
● If a point scorer/bellringer, you become “lost” upon scoring.
○ Report to the bomb mover, while lost to move the objective.
● If no winner at time out, the team that has moved the bombs the most wins.
Special Rules
● Passing into another plan suppresses ALL magic for terms of effects and enchantments.
○ Aka you still have all active effects, positive and negative, and will resume to have them if
you go back to the magic realm… Unless you die.
■ This does not affect “persist” effects.
● All players must wear a class sash.
○ Even if they intend to only play militia. Just in case.
● Players can come alive or start on either side.
○ They can switch sides, while alive, by going through the portal near the bases.
■ They must recite “I return to the physical world x2”. This is ambulant and must be
done within the 1st step and can’t stall. You will be called Dead and lose all
enchants.
● Players can move freely between planes but must play by that side's rules set AND their sashed
class, if on the class game side.
○ Abilities can not be transferred between planes.
○ If wearing armor, armor values can change based on the plane.
■ Ex: A paladin wearing 6 pt armor can only claim 4 on the class side but it will
count as 6 pt on the militia side.
■ Ex: A healer wearing armor will lose all armor when on the class game side.
● Missing Armor will remain missing between realms, unless mended.
Conquering of the Tribes
Thursday 4 pm Daggrak & Bremen [Castle-Ravnica] (Militia, Capture the flag/Team Gather.)
Pre-game Setup
1. Set Base/Respawn time for five teams
2. Five reeves needed minimum
3. Set 30 minutes timer
4. Each base location must have 4 game objects or “Relics”
a. 20 relic items
5. Lay out walls to nudge players and fighting towards the middle
a. Player can go around the field and behind the walls
b. Mark a hard edge of the field
Gameplay
● No life limit
○ Respawn will be in waves of 10 or 60 seconds at base
● The team with the most relics at their base at the end wins.
● Relic’s can be re-stolen
○ If a team has no relics at their base they are still in the game.
● Only 1 relic can be carried at a time
○ Requires 1 open hand to carry
○ Must be walking while holding a relic
The Claiming of Ixalan
Friday 11 am Daggrak & Nameless [Woods-Ixalan] (Capture the Flag)
Pre-game Setup
1. Set Base/Respawn at the end of designated path
2. Three reeves needed minimum
3. Mark 5 checkpoints
a. Mark respawns for each team near checkpoints
4. Place a sled at each team base and put a reeve or weights in it if no reeves are willing.
Gameplay
● Objective is for each team to take their sled to the opposing team’s final checkpoint.
● 60 second death count, from respawn or Golem caster/HotS
● Players may NOT move through or play off the trails. (Site rules)
● If the sled hasn’t been touched by a player in 60 seconds the reeve MAY move it back
20 feet.
● Once a team sled passes a checkpoint they may use their respawn tied to the
checkpoint.
○ If the sled regresses past the checkpoint. The respawn cannot be used until the
checkpoint is reached again.
● The sled can only move forwards and backwards, only moved backwards by a reeve and
cannot be hidden. Aka The sled can NOT be taken off the path.
● Refresh at 30 min
● If when the 1 hour time limit is over no one has won, whichever team has moved their
sled the furthest will win.
Legend
Cataclysm at the Guild Gates
Saturday 3 pm Paint & Broton [Castle-Ravnica] (Siege)
Mechanics
● Objective is to be the 1st team to destroy all three objectives
○ The objective inside the castle is only destroyable AFTER the two side ones are
destroyed
● 60 second death count, from respawn or Golem caster/HotS
● Players may start either as an attacker or defender in the designated areas
○ When a player dies, they may choose to respawn in as an attacker or defender
■ It does not matter what they started as
● If a player is switching roles, they need to walk around the outside
of the game area in the green zone
○ Refresh at 30 min
● If when the 1 hour time limit is over no one has won, whichever team has destroyed the
most objectives will win.
○ If a tie, whichever team has destroyed the gate or the most objectives wins
Special Rules
● Opposing team cannot teleport/blink into the castle until the two objectives outside of it
are destroyed 1st OR the door is burst open with the ram. The walls for the castle are
impassable
● Players may not go over the hay bales in the middle. All others are fair game
● Battering ram MUST be manned by at least 4 people
Legend
Yellow=Team 1 Defender Respawn Zone
Purple=Team 2 Defender Respawn Zone
Blue=Team 1 Attacker Respawn Zone
Orange=Team 2 Attacker Respawn Zone
Green=Boundary/Can move around here
if dead
Red & Blue=Objectives to Break
Rams=Battering Ram
Hay Bales=Hay Bales/Barriers/Cover
**Can climb