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Post by ChaosLacky on Aug 14, 2011 1:00:44 GMT -5
1.) Any fanmade, anime, manga, or video game card must be approved before it can be used. A mod will determine if it is fair. And if it will be treated as Forbidden, Limited, or Semi-Limited.
2.) Use Forbidden cards sparingly. At no point should you use more then one Forbidden card in a duel.
3.) Real tournament Limited and Semi-Limited restrictions apply.
4.) While I won't make people post their entire decks, please do avoid using cards that wouldn't feasibly be in your deck theme.
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Post by ChaosLacky on Aug 14, 2011 1:47:45 GMT -5
Tag Team Rules:
Unless negotiated differently (in or out of character), use these rules. They are modeled lightly after the anime rules:
1.) The last player to get a turn will be the first to be able to enter his or her Battle Phase.
2.) Each player will have a separate Life Points and fields. So if you have no monsters you can be attacked directly even if your teammate has monsters.
3.) If any part of a card affects your opponent's hand, Deck, Extra Deck, Graveyard, or Banished Zone, then the player activating the card effect must choose 1 of their opponents to apply the entire effect of the card to.
If a card affects only your opponent's side of the field, it affects the entire side, or both your opponents.
You cannot attack with your monsters your teammate controls, but they are treated as "your monsters" as far as effects are concerned.
You may activate Spell Speed 2 or higher effects during your teammate's turn.
(Note: You cannot use your teammate as "your opponent" in a card effect.)
4.) When Card Effects in response to an action taken by a player or by interaction with a players monster the effect must be used against that player. "Memory Crusher"'s effect must target the player it attacked directly. "Mirror Force" must be used against the player who's monster attacked. "Dark Room of Nightmare" will inflict damage to whichever opponent took effect damage.
5.) Card effects that would effect both you and your opponent will effect both players (ex Dark Hole, Clear World, Respect Play, ect).
6.) If a player loses that player's turn is skipped (putting his teammate a disadvantage). So is player B loses the turns will go A -> C-> D.
7.) You may tribute your teammate's cards for card effects if they consent.
8.) In uneven duels the disadvantaged player usually gets his or her Life Points multiplied by the amount of extra opponents. So in a two vs one duel the disadvantaged player gets twice the amount of initial Life Points as the other two players. (In the anime this occurred during during the Big Five's (In Tristan\Honda's body) vs Yugi and Joey\Jounouchi duel. Then again with Rex Goodwin\Godwin vs Yusei, Jack and Crow.)
An alternative to this is for the disadvantaged player to multiply the number of cards he or she draws during his or her opening hand by the number of extra opponents. (Like Lawton\Lotten vs Yusei and Kalin\Kiryu.)
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Post by ChaosLacky on Aug 14, 2011 1:52:34 GMT -5
Free-For-All Duels (called Triangle Duels if three players):
1.) In a free for all duel there are no teammates. So other players and their cards are treated as opponents.
2.) Card effects that would target an opponent only target one opponent. Card effects must target a specific opponent if in response to something that player did (same as rules 3 and 4 for Tag-Team duels, keeping in mind there are no teammates.)
3.) Card effects that would effect both you and your opponent effect all players (same as rule 5 for Tag-Team duel).
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Post by ChaosLacky on Aug 14, 2011 2:03:09 GMT -5
Team Rules:
1.) One player from each team plays at a time. (In the anime there are three players in a team).
2.)When a player is defeated the current turn proceeds to the End Phase. Any cards in the defeated player's field, Graveyard, and Banished (removed from play) zones are transferred to their next teammates respective zones. (Note: Damage does not carry over. The new player will always start with full Life Points.)
3.) The duel continues until one team loses all three players.
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Post by ChaosLacky on Aug 14, 2011 2:30:45 GMT -5
Turbo Duel (or Riding Duel):
Turbo Duels are duels conducted on motorcycle-like Duel Runners\D-Wheels (or skateboard-like Duel Boards for those under 16). Note that some of the rules will apply to story-line events rather then game mechanics. Note that these rules can also be combined with any of the above dueling rule sets.
1.) Both players start with the 'virtual' Field Spell Cards "Speed World" or "Speed World 2" in play. These cards cannot be removed from the field or have it's effect negated. Field Spell Cards cannot be played at all because "Speed World" and "Speed World 2" cannot be removed to make way for them. You both must decide on which one to use at the start of the duel.
2.) For both "Speed World" and "Speed World 2": a.) If a player activates a Spell Card that does not have "Speed Spell" in it's name that player received 2000 Effect Damage. b.) During each players Standby Phase he or she places a "Speed Counter" on his or her copy of "Speed World" or "Speed World 2" (to a maximum of 12).
3.) For "Speed World" only: When a player takes damage 1000 or more damage, that player remove "Speed Counters" from his or her copy of "Speed World" for each multiple of 1000 damage that player has taken.
4.) For "Speed World 2" only: During either of a player's Main Phases the turn player can remove the following number of "Speed Counter"s to activate the following effects: 4 = Inflict 800 damage to your opponent for each "Speed Spell" Spell Card in your hand. 7 = Draw a card. 10 = Select and destroy one card on the field.
5.) If a players Duel Runner\D-Wheel or Duel Board are disabled or blocked from following the opponent that player loses the duel.
These following rules apply to Team Turbo Duels only:
6.) If a player returns to the pit stop that player loses all "Speed Counter(s)" on his or her "Speed World" or "Speed World 2".
7.) When a player is defeats an opponent he or she makes laps around the racing track. He or she gains a "Speed Counter" on his or her "Speed World" or "Speed World 2" for each lap he or she makes. If he or she already has 12 "Speed Counters" the opponent's team will lose "Speed Counters" instead. If the opponent team's "Speed Counters" are reduced to 0 (of if the you complete a lap with 12 "Speed Counters" and your opponent has none) your team wins the duel.
8.) If a players Duel Runner\D-Wheel is destroyed that player's team loses. Also if a team aids a player in returning to the pit stop that team is disqualified. However if the Duel Runner\D-Wheel is intact but not running the player can push it into the pit stop.
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