I was thinking, we can also make this really different from the war:
Each player plays for his own (however, you could always work together with some others, but only one player can win: backstabbing
)
Each player starts with a deck size of 60, that means, his deck has to contain exactly 60 cards.
When you lose, your decksize is lowered with 5, and when you get below 30, you're out of the game.
We could make a secret map, where each player can only see the hexagon he stands, and the 6 hexagon's (or other shapes) around him, meaning you will have to explore the world.
There would be certain places that give you bonuses, like 5 extra decksize (= 1 life), a certain amount of upgraded cards or rare cards to play with, etc.
To prevent grinding, a player only recives a bonus once, the other times he passes that place, he won't get a reward.
The idea of making a variable decksize is from a friend of me and me. The idea is that, unlike war, your decks will become better when you lose more, meaning losing the first round wouldn't place you behind the others. In the war, life has expressed that, when losing the first round to much, you lose to much cards to be able to make competitive decks the following rounds.
Also, you could give each player a secret mission, like:
Kill of <player name> (you have to give the final strike)
Visit all elements
etc.
So:
Each player is on his own.
He has 60 life points, each time he loses, he loses 5.
His life points are also the decksize for that round (you could also do 45 life point, losing 3 at a loss, to make decks not to hudge).
The will be bonuses place around the map, but as a player only knows a small place around him, he has to explore the map to find them all.
Players might be given a secret mission, and recieve a bonus when it's accomplished.
This way, we have 2 different multiplayer games, that could even run at the same time.
The dictator