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HOW-TO GUIDE

A guide to break down how the game works on sim. 

Examples will be given for a visual understanding.

⚰︎ Some Things to Know:

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Once you have received a card, you can start playing. 

Even if you don't have a card, your appearance in post range (20m) can make a difference to those playing the cards.

The games are always 1v1. 

RiP is built around chaos, so why can't RiPMtG have their own version of chaos? 

Proxies can be played, but not by the players, only from those in the crowd. So, be careful what is at stake when you play a public RiPMtG game, especially if proxy holders are amongst the scene.

Want to get into RiPMtG but don't know where to start? 

Want to watch a scene before you jump into it? 

Want to get more hands on experience yourself?

Tag @RiPMtGJudge in #ripmtg-general.

⚰︎ Card Types:

These are the only currently offered RiPMtG card types. If any new type gets added, this list will be updated.

Some cards do offer alternative art styles.

⚰︎ Color Key:

Anomaly:

 

Location:

The Lost Lands | DyMnNo-γ | Io Dagda | Aelthaz | Zan'notic​

Resident:

Resource:

Proxies:

⚰︎ Types:

RiPMtG only uses four card types.

Anomaly:

RiPMtG's​ version of a Planeswalker.

The only difference is you have two options to choose from when you play the card, and it must be declared when the card enters.

Location:

RiPMtG's​ version of a land card.

Resident:

RiPMtG's​ version of a creature card.

Resource:

RiPMtG's​ version of a artifact card.

There are also Proxies that can be found, but are more of a rare sighting. A proxy can only be played from the crowd. Their design change and replicate the other four types, but have a different color to be able to make it out as a proxy.

⚰︎ Bonuses:

Even if you don't have a card, being within post range (20m) effects the way the game is played. 

This can be used to either help your friends, hurt your opponents, or cause chaos from within the crowd.

Bonuses will stack.

⚰︎ Autograph:

This applies to only Resident cards. Simple as that, if they're autographed you get an addition to your roll.

The bonus will always be a +2.

⚰︎ Reading the Card:

Reading the Card, Explains the Card.

No one likes that phrase, let's be honest, but in RiPMtG it's a straight forward for every card. All the cards are made for easy understanding, but if you need to ask - that's okay!

⚰︎ Post Range (20m):

Resident: +2

If you are playing a card, and actively in the scene the same character is involved, you get a bonus. This counts if you ICly play your own card, or if you play the card of your opponent, etc.

Location: +1

If you are in a scene at the location on the card, that counts as a bonus. You will have to physically be at the location, not within sight of the location.

⚰︎ Proxies:

Proxies in RiPMtG are a little different than they are in our world. 

Proxies are cards that get played outside of the game, that effect the current game, depending on what the card says.

Proxies are harder to come across, but if you happen to get your hands on them, you can use it for your own doings or trade it off to another player.

⚰︎ How to Get:

I want proxies! How do I get them?

Proxies are typically handed out to players ICly, and cannot be bought with RPC. Hang out around RiPMtG scenes, and there's a chance for a drop to happen!

⚰︎ How to Play:

I got my proxy, how do I play it?

Easy, you linger in the audience of an RiPMtG game. You will have to be actively in the scene, posting around the game itself.

When you plan on playing the card, you IM the Judge that's monitoring the game, and inform them you have a proxy you will be playing. Make sure that the Judge confirms with you before you post the card, because the Judge is the one declaring winners for each round. Once they confirm, you will post your play for the card!

⚰︎ How-To Play:

[1.] The number of rounds are agreed upon by all parties, and declared by the Judge. The cards chosen are reflected by the number of rounds. 

  • The​ cards will be IM'd to the Judge to keep things fair between players. This allows no room for a player to play their card first and the second player being able to choose based upon what they see.

    • Simply IMing the Judge the card name will be enough, and it doesn't have to be in the order that the cards will be played.​

[2.] The rounds will be two phases. So, once the first round starts, the players will attach their cards and react ICly. 

  • ICly, there will be dice that are rolled, so you're able to RP the actual dice rolls you'll be doing on your HUD.​

    • When you roll, it will be a flat d20 every time. Typically you roll after you post, but for RiPMtG, you will be rolling before you post. 

  • You'd roll for two rounds, with the same card. The highest number wins.​

    • If there happens to be a tie during the round, you will have three phases. ​

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[3.] The process is repeated for the remainder of the rounds, until the game is resolved. 

  • If the original set number of the rounds have been played, and you fall into a tie, you will do an additional round with only one phase. 

    • You will be able to select one of the previous cards done before the last card that was played. 

⚰︎ Mock Game:

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Two players are set up at Coin Quest. With the Judge calling the winners and game progression. They decided to do only three rounds. After IMing the Judge their cards, they add their card. 

For RiPMtG, you will roll before you posted. You will roll a d20 and the Judge is the one who adds the totals for you.

Snapshot_2025-07-30_211824_001.png

[18:39] Crow rolled a normal roll (d20), and rolled a 12!

Crow posted his roll, and is now writing his post as his reaction to his dice. ICly, the characters are rolling dice as well, so you're able to react naturally ICly to the dice roll. 

At this location, Crow doesn't get the bonus to the Location card, due to not being at Bye Way. So, for his roll, is a straight 12 for the total.

After he's done posting, the Judge will post a narrative post about the total and declare it Tahari's turn.​ 

 

[19:06] Crow did not have any bonuses for their turn.

Crow got a total of 12 for their turn!

It's now Tahari's turn!

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[18:49] Tahari rolled a normal roll (d20), and rolled a 16!​

Tahari played Crow's own card against him, a dirty move, but a legal one! He's able to get the +2 for Crow being within post range. 

Tahari will make his post about his roll. 

The Judge will add the +2 in their post, after Tahari finished.

[19:06] Tahari had a +2 bonus for their turn due to Crow being in post range!

Tahari got a total of 18 (16+2) for their turn!

Tahari wins phase 1. 

It's now Crow's turn!

The same cards will be used for another phase, and whoever wins out of the two phases will win. If Crow happens to win phase two, then phase three will be the tiebreaker.

After this round, the next round will begin, and the players will select their next cards. The rounds play the same, posting then reacting, and the Judge's narrative.

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