Seven Kings Highlander (SKH)

Seven Kings Highlander aka SKH is an unofficial, multi-player format for Force of Will. Created by FoWHub founders Ruben Sanchez and George Broyer, the format takes the popular, social highlander style of game play and applies the concept to Force of Will. This page will feature the rules, game play strategy, deck building ideas and more for the Seven Kings Highlander format. So, read on and find out what SKH is all about!

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Seven Kings Highlander Rules

Seven Kings Highlander Rules


SKH Concept

The concept of Seven Kings Highlander is to provide a social environment for Force of Will game play. SKH is a multi-player format and is meant to be played with 3-4 players each game for the optimum game play experience. It allows players to include J/Rulers and other spells that might not be as prevalent in the competitive meta. The aim of the format is to expand player’s card bases by restricting the number of each card that can be present in the deck, increasing the size of the deck and widening the number of players to allow for more interactive games. SKH is not officially supported by Force of Will and is designed to be played casually at your LGS or ktichen table with a group of friends.

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Deck Construction

Seven Kings Highlander follows Highlander deck construction rules. Highlander is a singleton format meaning that decks can only contain a single instance of any particular card, meaning there cannot be two cards with the same full English name. The only exception to this rule is the inclusion of basic magic stones in your stone deck. So, you may not include two cards both named Lancelot, the Knight of Mad Demon. You may include two cards that are named Pricia, Beast Queen in Hiding and Pricia, Pursuant of Exploding Flame as each features a different full name, even though Pricia is present in both.

  • Each deck must contain 1 J/Ruler card, a Stone Deck of exactly 15 cards and a Main Deck of exactly 64 cards for a total of 80 cards.
  • The J/Ruler can be any card from the legal applicable sets available. In SKH, the choice of J/Ruler determines the Color Identity for the SKH deck. The J/Ruler's colors can be found by the Will Symbols located at the bottom right of the card as well as any Will Symbols located on either the Ruler or J-Ruler side.
    • Some J/Rulers have only one color identity like Grimm, the Fairy Tale Prince (Light) or Falltgold, the Dragoon / Bahamut, the Dragon King (Fire).
    • Other J/Rulers have multiple colors in their identity such as Sylvia Gill Palarilias (Fire/Wind) or Friend from Another World, Kaguya / Kaguya, the Moonlit Savior (Light/Wind)
    • J/Rulers with Void as part of their Color Identity can use any Will as Void can be paid with any Will.
    • Moon is a characteristic of Will and does not count towards Color Identity.
  • The Stone Deck must consist of 15 stones total. Each Magic Stone must be able to produce at least one Will of the J/Ruler's Color Identity. If a Magic Stone is called that cannot produce the Will matching the Color Identity, the stone must be banished. There cannot be any Special Magic Stones or True Magic Stones that share the same full English name with another Magic Stone in the Stone Deck. There may be any number of basic Magic Stones included as long as the Stone Deck does not contain more than 15 cards total.
    • If Bahamut is your J/Ruler, each Magic Stone must be able to produce Fire. If Little Red, the Pure Stone is called into play, the player must choose Fire to match Bahamut's Color Identity or banish the Magic Stone.
    • If Sylvia is your J/Ruler, each Magic Stone must be able to produce Wind or Fire. If Little Red, the Pure Stone is called into play, the player can choose Wind or Fire to match Sylvia's Color Identity or banish the Magic Stone.
  • The Main Deck must contain 64 cards total. The cards in the Main Deck do not have to match the Color Identity of the J/Ruler. Cards of any Will can be included as long as no two cards share the same full English name.
  • There is no sideboard in SKH.

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Game Play

Due to the multiplayer format of Seven Kings Highlander, there are several changes to the game play to accommodate the increase in the number of players in the game.

  • Each player begins with 8000 life.
  • Each player begins with 6 cards in hand and each player will draw a card during his or her first draw phase, even the player that goes first. Mulligan rules apply as normal.
  • At any time if a player has been dealt 4100 damage by a particular J-Ruler, then that player loses the game. J-Ruler Damage is specific to each J-Ruler and does not combine from damage done from other J-Rulers in play.
  • Astral Rulers may be played again as a J-Ruler by paying the judgment cost plus 3 additional Will. The additional Will is cumulative for each time it is cast (3, 6, 9, 12, etc.) and can be paid by Will of any attribute. If there are conditions that must be met as part of the Judgement cost, then those conditions must still be met plus paying the additional Will to bring the additional Will to bring the Astral Ruler back into play. Rulers without a J-Ruler side cannot be replayed if somehow destroyed.
  • If a spell or ability would go on the chase and references "opponent" as part of the text, the player controlling the spell or ability must choose a target opponent. If there is a continuous ability or spell that creates a blanket or replacement effect, then it applies to all opponents.
    • Examples of cards that must target one opponent: Spiral of Despair; Tunnel Vison; Mozart; Zero, the Magus of Null; Sign to the Future; Fetal Movement in Outer World; and Flame King's Shout.
    • Examples of cards that have continuous effects that apply to all opponents: Barrier of Shadows; Arthur, Pendragon, King of the Round Table; Realm of Pure Spirits; Deathscythe, the Life Reaper; and Conqueror of the Black Moon, Gill Lapis.
  • If at any time two players have no stones remaining  in their Stone Deck, NIGHTMARE is triggered. When NIGHTMARE is in effect, all damage done by spells, abilities, effects and J/Resonators is doubled. This effect remains in play until the SKH game is over.
  • All other rules are applied to the game as defined in the Force of Will Comprehensive Rules.

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Ban List

All cards are legal with the exception of any cards from the Valhalla Cluster. This includes the following sets: The Dawn of Valhalla; The War of Valhalla; and The Shaft of Light of Valhalla. Failure to meet this requirement will automatically disqualify the player from the game.

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