Multiplayer
Two Versus Two at the Table
Use a four-player table to understand invitations, personal control, shared points and the team Final Point restriction.
Guide overview
What you’ll learn
- Use invitations without confusing who makes the choices and pays.
- Separate friendly cards from cards you control.
- Apply the controlled-versus-occupied scoring distinction.
Guide content
Understand the concept
In Magma ChamberThe two-versus-two mode. Teams share points, win or lose together, and use a Victory Score of 11. Players keep separate control of their cards and separate XP.View in Glossary , the two-versus-two format, two TeammateA player on your team. Their cards count as friendly to yours, but you do not share control of cards or XP.View in Glossary s share a score and win or lose together. A card’s ControllerThe player who currently controls a game object and makes the choices assigned to that controller. Control is established differently for battlefields and other objects, and need not match ownership.View in Glossary is the player who makes its decisions; teammates still control their own cards separately. Seat A and C on one team and B and D on the other. This example follows A → B → C → D and uses three battlefields.
Set up alternating teams
A takes the first turn and contributes no battlefield. B, C and D each randomly select one of their three; reveal those three together. Teammates bring different Champion Legends and cannot bring the same battlefields as each other. A skips only the card draw in the first Draw Phase; D channels one extra Rune in the first Channel Phase only.
The team Victory Score is 11. Both teammates gain or lose points together, and both win or lose together. XPA personal resource a player gains and spends as instructed. Keep the total visible; teammates do not share XP.View in Glossary (experience points used by certain cards) remains personal. These shared points do not combine hands, available energy and power or card control.
An invitation uses the turn player’s Priority
During A’s turn, A may invite C to play a spell or activate an ability using A’s PriorityThe right to take a legal action now. Only one player can have Priority at a time, and having it does not remove a card or ability's timing restrictions.View in Glossary , the opportunity to play or activate at an allowed time. C performs that play or activation, makes its choices and pays its costs. C’s card or ability remains C’s; the invitation does not transfer control to A. Ordinary restrictions still apply to the timing of the action.
Example - Help during the Main Phase In a neutral open state (no Showdown or combat, and no chain of spells or abilities waiting to resolve), A invites C to activate an ordinary ability. The invitation permits that action on A’s turn. During a closed chain, however, an invitation does not make an ordinary ability a ReactionA timing keyword that includes Action's permissions and also permits a card or activated ability while a Chain is waiting. You still need the proper opportunity, normally Priority; it does not allow an interruption halfway through resolution.View in Glossary (permission to use it even while a spell or ability is waiting to resolve). This team permission is not blanket permission for C to play units on A’s turn.
Friendly is broader than you control
A can choose C’s unit for a spell that says “FriendlyDescribes something controlled by you or a teammate, from the perspective of the card or ability referring to it.View in Glossary unit,” but not for one restricted to “a unit you control.” A cannot issue a Standard MoveA Standard Move is the normal way a unit moves between its Base and a Battlefield.View in Glossary to C’s unit or hide a card at C’s controlled battlefield. A’s units cannot move to a battlefield occupied by C’s units, even if a spell supplies the move. An instructed move to that invalid destination becomes a RecallRecall means moving a permanent back to its controller's Base.View in Glossary instead.
You may voluntarily show private hand information to a teammate, but this is not the RevealAn instructed action that shows cards from private or secret information to all players. The cards stay in their zone unless an instruction moves them. Voluntarily showing private information is not the Reveal action.View in Glossary game action. Cooperation does not change who controls a card or whose actions a card tracks.
Record teammate-controlled fields before scoring
At the scoring step of A’s Beginning Phase, record which battlefields C controls. Those battlefields cannot be scored by your team during A’s turn. Having C leave and then A ConquerConquer means taking control of a Battlefield you did not already control and Scoring it for the turn.View in Glossary one does not generate an extra team point from that battlefield.
Example - No handoff point C controls the left battlefield at that scoring step. Later C withdraws, and A establishes control there. The change can matter to control, but your team cannot score that battlefield this turn. The scoring exclusion is tied to the control recorded at that earlier step, not to who controls it now.
For the Final Point, record occupation too
Conquer has an extra requirement when your team is at 10 or more: score every required battlefield that turn, or draw instead of gaining the point. In 2v2, exclude battlefields occupied by your teammate during that turn’s Beginning Phase scoring step. Occupied means their units are present; it is not a synonym for controlled. A teammate can occupy a contested field (where control is being contested) without controlling it.
Example - Two required battlefields Your team starts at 9. C occupied and controlled the left battlefield at A’s scoring step; A already holds the middle one. A scores the middle through HoldHold means Scoring a Battlefield you already control during the Beginning Phase of your turn.View in Glossary , reaching 10. Later A conquers the right. Middle and right have both been scored, and left is exempt from the Final Point requirement, so the Conquer can gain point 11. A could not instead score the left through a teammate handoff. Other Final Point rules still apply, and winning requires a Cleanup check (the game’s checks after actions and between steps) with your team ahead.
Check whose turn it is
The teammate-occupation exemption for a Final Point from Conquer applies during your turn or your teammate’s turn. If your team conquers during an opponent’s turn, that exemption does not apply: use the normal requirement to score every battlefield that turn. The team still has only one score from each battlefield per turn.
Keep in mind
Key points
- Invitations allow teammate spells or abilities using your Priority at legal timing.
- Shared score does not mean shared control or XP.
- Teammate-controlled fields cannot score; teammate-occupied fields are exempt from Final Point Conquer requirements.
