by Hensonempire
What could make Mage Wars even more exciting? Adding an 11th School of Magic -- Booze!Here's how its done:
== SET UP ==
Each mage will need a representative alcohol.
Apprentice Mode suggestions (easy/cheap):
• Warlock: Guiness (black)
• Priestess: Corona (golden)
• Beastmaster: Red Dog (amber)
• Wizard: Wine (purple) or Blue Hawaii wine cooler (blue)
If you really want to play it up, here's some more flavorful/wildly alcoholic suggestions:
• Warlock: Hot Damn (cinnamon schnapps), Blavod Black Vodka, or Crystal Head Vodka (just pouring from a skull bottle is cool)
• Priestess: Goldschlager, Champagne, Tequila
• Beastmaster: Wild Turkey, any brown liqueur (whiskey, rum, etc.)
• Wizard: Purple Passion, Curcao, blueberry schnapps, Mage's Fire (http://mixthatdrink.com/mages-fire/)
Each mage will also need a shot glass. I recommend making them as distinctive as the mages and their respective brews -- an evil looking shot glass for the warlock, a golden one for the Priestess, etc.
== WHEN TO DRINK ==
When these events happen, pour a shot of your mage's specified alcohol into your opponent's shot glass and make HIM/HER drink:
• You damage an opponent mage (in melee or by cast spell)
• You destroy an opponent creature
• You Dissolve or Explode a piece of equipment
• Your opponent reveals your Nullify or Block
• You Force Push your opponent through any wall.
• You Dispel or Seeking Dispel any creature
When these events happen, the PLAYER WHO DOES THIS ACTION must pour a shot of his own alcohol and drink:
• Whenever he/she plays a "class-only" card
• Whenever his mana supply reaches "0"
• Casts a Mana Crystal or Mana Flower
• Triggers a zone trap
• Does not play both of his/her chosen spell cards by the end of the turn.
• Gets his/her mage "Stunned" or "Burning"
When these events happen, EACH mage must pour a shot of their own specified alcohol into their shot glass and drink
• When Gate to Hell is played
• When a Bloodreaper, Pet, scantily clad angel, or Hyrda is first played
• A mage moves into the zone with the "MageWars" logo in it.
• A Decoy spell is revealed
• The game moves into its second hour of play
When these events happen, both players must drink a shot of their alcohol, followed by a shot of their opponents alcohol:
• All zones are occupied by Zone Exclusive conjurations
• Both players have more than 30 mana
• At the end of any turn, if no damage has been done to any creature in the arena.
• The game has moved into its third hour of play
The Loser of the game must take two shots of the winner Mage's alcohol.
Happy battles!


