Commander Royale Rules
Game Overview
Commander Royale is a strategic meta-game that combines the deck-building and battle mechanics of Magic: The Gathering's Commander format with territorial conquest similar to Risk. Players use their Commander decks to battle for control of territories on a fantasy map.
Setup
- Each player must have a legal Commander format deck (100 cards including commander)
- Players join a game lobby and select their starting territories
- The map is divided into territories that players will compete to control
- Turn order is randomly determined at the start of each game
Gameplay
Turn Structure
On your turn, you may:
- Challenge an adjacent territory controlled by another player
- Fortify your existing territories
- Form alliances with other players
Battles
When challenging a territory, players engage in a Commander game. The winner of the Commander game gains control of the contested territory. Games follow standard Commander rules with the following modifications:
- Games are 1v1 for territory battles
- Starting life total: 40
- Commander damage is 21
Victory Conditions
A player wins the Commander Royale game when they:
- Control the majority of territories on the map, OR
- Are the last player remaining (all others eliminated), OR
- Achieve a special victory condition (if enabled in game settings)
Territories
Territories provide strategic advantages and are the key to victory. Each territory on the map is connected to adjacent territories. You can only attack territories that are adjacent to ones you control. Controlling more territories may provide additional benefits such as card draw or resource bonuses (game variant dependent).
Strategy Tips
- Build your Commander deck with both combat prowess and consistency in mind
- Form temporary alliances to weaken dominant players
- Control chokepoints on the map to limit opponent expansion
- Balance between expanding your territory and defending what you have
- Consider deck archetypes that can win quickly in 1v1 scenarios