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::Lo Que Será, Sea:: :: Rules :: Rules & Regulations :: Dueling Rules
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 AuthorTopic: Dueling Rules (Read 110 times)
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 Dueling Rules
« Thread Started on Jun 16, 2008, 1:09am »

OBJECT OF THE GAME:The object of the card game is to win a Match against your opponent.

A single Match consists of 3 Duels. Each card battle against an opponent in which a win, loss, or draw is determined is referred to as a Duel.

A WIN:

The player who:
Is the first to win 2 Duels in a Match OR
Has 1 win and 2 draws, is declared the WINNER.

A DRAW:

If the Duel results are:
1 win, 1 loss and 1 draw OR
3 draws, the match is considered a DRAW.




The outcome of a Duel is decided according to the following Official Rules:

Each player begins a Duel with 8000 (or 4000) Life Points.

Life Points decrease as a result of damage calculation after battle.
You win a Duel if you reduce your opponent’s Life Points to 0. If your opponent reduces your Life Points to 0, YOU lose!

If you and your opponent both reach 0 Life Points at the same time, the Duel is declared a DRAW.

If either player’s Deck runs out of cards during a Duel, the first player unable to draw a card is declared the LOSER. Bearing this in mind, a good duelist should make every card count.

If at any time during the Duel you hold the following cards in your hand, you instantly win the Duel:




  • Right Leg of the Forbidden One
  • Left Leg of the Forbidden One
  • Right Arm of the Forbidden One
  • Left Arm of the Forbidden One
  • Exodia The Forbidden One




Manners in Dueling:


  • Remember the following codes of conduct when facing an opponent:
  • Always declare each move in a loud, clear voice before you execute any play.
  • Your opponent is entitled to know the contents of your Graveyard and the number of cards in your hand. If asked, you are obligated to answer truthfully.
  • Never touch an opponent's cards without asking permission.



Rules Of Duel Monsters
II. I. Rules
Deck-Building Rules

  • Your Deck must consists of at least 40 cards.
  • You may have a Side-Deck* consisting of exactly 15 cards.
  • You may only have up to 3 of the same card in your Deck (including your Side-Deck).
  • For a list of restricted cards, refer to the Official Banned & Restricted Cards list.


Side Deck

  • The 15-card Side-Deck is not used during the game, but you may substitute cards between your Deck and Side-Deck in a 1-for-1 exchange in between duels.


[Victory Conditions]
A Player is immediately declared the Winner when either one of the following conditions are met:

  • The Player reduces his opponent's Life Points (LP) to zero.
  • The Opponent do not have cards to draw from his Deck when he is required to (ie. deck-out).
  • The Player collects all 5 parts of the "Sealed Exodia" set in his Hand.
  • The Player completes all 5 parts of the "Ouija Board" on the Field.


[Field Layout]

  • Monster Card Zone: These slots are for placing Monsters cards which you summon into play. (Max: 5)
  • Magic/Trap Zone: These slots are for playing/setting Magic & Trap cards. (Max: 5)
  • Field Card Zone: Any Field Magic played will be placed in this slot.
  • Fusion Deck: If your deck contain Fusion Monsters, place them faced-down here for use during the game.
  • Deck: Your draw Deck.
  • Graveyard: All discards, belonging to the player, are sent to his own Graveyard.


II. Game Play
Starting the Game

  • Both players determine who goes first.
  • Both players draw a starting hand of 5 cards and begin with either 4000 or 8000 Life Points (LP).
  • The starting player begins the game with his Draw Phase.


III. Turn Flow Chart
1. Draw Phase

  • Draw 1 card from your Deck.


2. Standby Phase

  • The effects of certain cards are activated during the Standby Phase.


Be sure to take note of such cards & resolve their abilities during this phase.

3. Main Phase (1)
During this Phase, you may perform the following actions in any order as you like.

  • Summon 1 Monster into play. *Only once per Turn*
  • Change the modes of your Monsters (from Attack to Defense & vice versa). *Only once per Turn for each Monster.*
  • Play Magic/Trap cards.
  • Set Magic/Trap cards on the field.


4. Battle Phase

  • During this Phase, each Monster in Attack Mode can attack once.
  • The player gets to assign a target for each attacking Monster.
  • If the opponent does not have any Monsters, the player may attack him & inflict direct damage.
  • Refer to below for more details on the Battle Phase.


*Note: The player who goes first cannot attack on his first Turn.

5. Main Phase (2)
After the Battle Phase, you return to the Main Phase again.

  • You may perform all the same actions as described previously in Main Phase (1).


The only thing to take note here is that Monsters that has attacked during the Battle Phase cannot change mode, even if they have not done so for the current Turn.

6. End Phase

  • The player declares that he has finished with his turn and reaches the End Phase.
  • During this Phase, if the player has a hand size of more than 6 cards, he has to discard his cards down to 6 cards or less.
  • Once everything is done, the player's turn is over and his opponent gets to take his turn (beginning with the Draw Phase).


*This process will repeat itself until one player defeats the other.*

IV. Battle Phase (Battle Steps)
1. Start Step

  • The player declares to enter the Battle Phase.


2. Battle Step

  • Select a Monster to attack with.
  • Select a target for the attack.


*If at anytime during this Step, there is a change in the number of Monsters that your opponent controls or new Monsters are brought into play (due to Magic/Trap or other effects), this interruption will cause the Battle Step to reset (ie. return to the beginning of the Battle Step). This means that you get to select an attacker (which hasn't attacked yet, or it can be the one that was interrupted) and assign its target again.

3. Damage Step

  • If target is in reverse, flip it face-up.
  • Resolve the damage.
  • Resolve any Effects.


*Note: During this Step, no Effects/Magic/Traps can be activated unless otherwise stated.

4. End Step

  • The player declares the end of his Battle Phase.
  • After this, he proceeds on to Main Phase (2).



The rules are easy to follow. Be friendly in your duels and have a clean and honest match. No cheating or I will automatically end the duel by locking it.


Magic Cards
I. RULINGS

  • Magic Cards can be played straight from your Hand during your Main Phase.
  • However, you cannot play any Magic cards from your Hand if all 5 of your Magic/Trap slots are filled.
  • A Magic Card can also be placed face down the Field (thereby taking up one of your Magic/Trap slots) before usage. (*You may use a Magic Card on the same turn it was set on the Field.)
  • Magic Cards can only be played during your Turn (with the exception of Instant Magic).
  • Magic Cards are discarded after use (unless otherwise specified).
  • Various types of Magic Cards have their own Spell Speeds and they follow the Chain Rule when used to intercept other Magic/Trap Cards.

II. TYPES
The different types of Magic Cards are identified by special icons which appear below the card's name.
Normal Magic
Spell Speed: 1


  • These are regular Magic Cards.
    # Examples: Thunder Bolt (Starter), Fusion (Starter,V6), Earth Crack (V1)

Equipment Magic
Spell Speed: 1


  • When Equipment Magic is played, it is 'attached' (ie. equipped) to a Monster on the Field (thereby taking up 1 Magic/Trap slot of the Player who played it).
    # Examples: Vengeful Sword (V6), Demon's Axe (MR), Theft (MR)
  • When the Monster is removed from the Field, any Equipment Card attached to it is sent to the Graveyard.
  • In the case where you play an Equipment Magic on your opponent's Monster, the Equipment Magic is placed in your own Magic/Trap slots.
  • Any number of Equipment Cards may be attached to one Monster (up to the maximum number of Magic/Trap slots).

Field Magic
Spell Speed: 1


  • This is a special type of Magic Card that is placed on the "Field Card" Slot when played.
  • The effects of a Field Card are active all the time and affects every card on the Field.
  • There can only be one Field Card in play at any one time.
  • Field Cards remain in play until they are destroyed, or replaced by another Field Card.
    # Examples: Forest, Plains, Gaia Power (PS), Dark Zone (PS)

Permanent Magic
Spell Speed: 1


  • When played, Permanent Magic remain on the Field (thereby taking up one Magic/Trap slot) until their effect ends or when they are destroyed.
    # Examples: Sealing Swords of Light (V3), Graveyard Familiar (MR)
    Instant Magic
    Spell Speed: 2
  • This is a special type of Magic.
  • Instant Magic may be played any time (from your Hand) during your Turn, including your Battle Phase.
  • It may also be played during your opponent's turn. In order to do so, set the Instant Magic face down on the Field first before activating it during your opponent's turn (ie. as though it were a Trap card).
    # Examples: Breakthrough (MR), Reliable Defender (MR), Cyclone (MR)

Ritual Magic
Spell Speed: 1


  • Ritual Cards are used for summoning Ritual Monsters.
  • Each Ritual Monster requires its own unique Ritual Card to be summoned into play.
  • Ritual Magic is played during your Main Phase.

I. Monsters
Summoning Monsters

  • You can summon 1 Monster per turn during your Main Phase.
  • This is also referred to as a "Normal Summon".
  • This does not include Fusion, Ritual, and other Special Summons, of which there is no limit to the number of times you can summon per Turn.

Sacrificial Summoning Rule

  • When summoning a Monster, its Level must be taken note of.
    A Level 1-4 Monster can be played onto the Field straight-away, but Monsters Level 5 & above require the player to sacrifice a number of Monsters in order to summon it into play.
    *Level 5-6 Monster:
  • Sacrifice 1 Monster on the Field in order to summon a Level 5-6 Monster into play.
    *Level 7 & Above:
  • Sacrifice 2 Monsters on the Field in order to summon a Level 7-&-above Monster into play.
    Battle Modes
  • Whenever you summon a new Monster onto the Field, you'll have to determine the position (or 'mode') it'll assume when it is put onto the Field.

The Monster can either assume:

  • Attack Mode
  • Reverse Defense Mode

(*Note: Once you have chosen the Monster's mode, it cannot be changed until your next Turn.)
When you play a Monster in Attack Mode, this is simply known as "summoning a Monster".
But when you play a Monster in Reverse Defense Mode, this is referred to as "setting a Monster".
Reverse Summon

  • When you manually change a Monster's mode from Reverse (card face down) to Attack (card face up), this action is known as a "Reverse Summon".
    *Keep this in mind.*

Monster Modes

  • The Monster Card is placed faced-up vertically.
  • Able to attack during the Battle Phase.
  • The Monster Card is placed faced-up horizontally.
  • Unable to attack during the Battle Phase.

Reverse Defense Mode

  • The Monster Card is placed faced-down horizontally.
  • This position is only available when a Monster first comes into play.
  • Unable to attack during the Battle Phase.
  • When attacked by another Monster during the Battle Phase, the Monster card will be turned face-up (thereby assuming 'Defense Mode') for damage resolving purposes.
  • When affected by certain Magic (eg. "Sealing Swords of Light"), the Monster Card will be flipped over, thereby assuming 'Defense Mode'.

Changing Modes
You are allowed to manually change the modes of your Monsters once per Turn during your Main Phase if your Monster has not attacked for the Turn yet.
You can change a Monster's position from...

  • Defense/Reverse Defense Mode to Attack Mode.
  • Attack Mode to Defense Mode.

However, you cannot manually change a Monster's position from...

  • Reverse Defense to Defense Mode.
    (*This only occurs when a Monster assuming Reverse Defense gets attacked or affected by Magic; see section above.)
    (*Note: A 'Reverse Attack Mode' exists, but it is not applicable under normal circumstances, and therefore not covered in detail here.)

II. Special Monster Summon.
Fusion Monster Cards are purple in color and they require the combination of 2 (or more) Monster Cards, together with the use of the "Fusion" Magic, in order to be brought into play.

  • When playing with Fusion Monsters, the Fusion Monster Cards are not part of your Deck.
  • Fusion Monster Cards are placed faced-down in the Fusion Deck Zone on the Field.
  • Once you have the "Fusion" Magic Card together with the required component Monster Cards, you are ready to summon the Fusion Monster.
  • Play the "Fusion" Card and send the component Monsters to the Grave.
    (*Note: The component Monsters can either be in your Hand and/or on the Field.)
  • Take the specific Fusion Monster from your Fusion Deck and put it onto the Field.
  • Summoning a Fusion Monster counts as a Special Summon (ie. does not use up your 1-per-Turn regular summon).

Rulings:

  • Special Summon Monsters come into play face-up (Attack or Defense).
  • When a Fusion Monster is destroyed, send it to your Graveyard. (It can now be the target of revival cards.)
  • When a Fusion Monster is required to be "returned to Hand" or "shuffled into deck", return it to your Fusion Deck.
    Ritual Monster Cards are blue in color and require an accompanying Ritual Magic Card in order for it to be summoned into play. A Ritual Monster requires the player to sacrifice a number of Monsters (from Hand/Field) to summon it onto the Field.
  • When playing with Ritual Monsters, both the Ritual Monster and its accompanying Ritual Card are to be included in your Deck.
  • Once you have both the Ritual Monster and its Ritual Card in your Hand, you are ready to summon it.
  • Play the Ritual Card and sacrifice the required number of Monsters (whether if they are in your Hand or on the Field), sending them to your Graveyard.
  • You have to sacrifice Monsters whose Level add up to either the required number of 'Stars' stated on the Ritual Monster/Magic card.
  • Summon the Ritual Monster into play(counts as a Special Summon).

Rulings:

  • Special Summon Monsters come into play face-up (Attack or Defense).
  • You can only use revival cards on a Ritual Monster in your Graveyard if it had been legally summoned onto the Field before it was destroyed. (*You cannot revive a Ritual Monster which was merely discarded .)
    This generally refers to any Monster that cannot be summoned normally and has to go through some sort of special procedure in order to be brought into play. The way in which they are summoned differs with each Monster, so you will need to read the Monster card itself for instructions.
    Some examples of Special Summon Monsters are: Magnet Valkyrion, Dark Necrophia, Metal Devil Zoa.

Rulings:

  • Special Summon Monsters come into play face-up (Attack or Defense).
  • You can only use revival cards on a Special Summon Monsters in your Graveyard if it had been legally summoned onto the Field before it was destroyed. (*You cannot revive a Special Summon Monster which was merely discarded .)

III. Effect Monsters

  • Effect Monster Cards are dark brown in color and possess special abilities which are written where the flavor text normally would be.
  • Most Effect Monsters have different requirements for activating their effects. Refer to the card text itself for each given Monster.
  • Some effects may be activated when the Monster is "summoned into play", "sent to Grave", etc.
  • Others are permanently active so long as the Monster card is in play (ie. face-up).
  • The abilities of all Effect Monsters can only be activated during the Main Phase of your Turn, unless otherwise stated.
    (Effects are considered to have a Spell Speed of 1.)
  • This is a special class of Effect Monsters whose abilities can only be activated when the Monster card is flipped over from face-down to face-up (Hence, the term "Reverse" effect.)
    There are several ways in which Reverse Effects can be activated:

1. Reverse Summoning

  • In order to activate the special ability of a Reverse Effect Monster, you must first set the Monster in Reverse Defense Mode when you first summon it into play.
  • During your next Turn, flip the Monster's mode from Reverse Defense to Attack Mode.
    (*This is known as "Reverse Summoning".)
  • The Monster's special ability is now successfully activated.
    (*If you let the Monster assume Attack Mode right from the start, its special ability can never be activated.)

2. Result of an Attack

  • When your opponent attacks your Rev-Eff Monster while it is in
    Reverse Defense Mode, its special ability is also activated because it is flipped over during the Damage Step.
  • When this happens, damage is resolved first, followed by the Reverse Monster's ability (even if the Monster is destroyed during battle).
    Example:
    Player A's "Demon's Summon" attacks Player B's "Man-eating Bug" (which is in Reverse Defense Mode).
    Step 1 [Card is flipped over]: Man-eating Bug is flipped over, thereby activating its Reverse Effect.
    Step 2 [Resolve the Damage]: The Man-eating Bug is destroyed.
    Step 3 [Activate Special Ability]: Man-eating Bug's Effect is activated; destroys target Monster in play.

3. Other Means

  • Some Magic/Trap Effects may cause Monster cards in Reverse Defense to flip over (eg. Sealing Swords of Light).
    In such cases, any Reverse Effects will also be activated.
    *Take note of certain cards which may cause the Monster to flip over but disable its effect.*

Toon Monsters

  • Another type of Effect Monsters; "Toon Monsters" have the word "Toon" written next to their Class name.
  • All Toon Monsters have the following ruling:

[Toon Monster Ruling]

  • Toon Monsters can only be summoned when their controller has Toon World already in play.
  • Summoning Toon Monsters count as a Special Summon.
  • Toon Monsters cannot attack on the Turn they are summoned into play.
  • When the Player's Toon World is leaves play, destroy all Toon Monsters.
  • The Player has to pay 500 LP in order for a Toon Monster to attack.
  • Toon Monsters may choose to attack the opposing player directly, irregardless if the opponent has a Monster in play..
  • If your opponent also controls a Toon Monster, your Toon Monster is unable to attack the opponent directly.

Spirit Monsters

  • This is the newly-introduced type of Monsters in Mythological Age.
  • "Spirit Monsters" have the word "Spirit" written next to their Class name.
  • All Spirit Monsters have the following ruling:

[Spirit Monster Ruling]

  • Spirit Monsters CANNOT be Special-Summoned into play.
  • When a Spirit Monster is summoned into play or when it is flipped over, it will return to its owner's Hand during the End Phase of the current Turn.
    Notes:
  • You can only summon them as your 1-per-Turn; once they are sent to Grave, you cannot revive them.

IV. Resolving Combat

  • During the Battle Phase, each Monster in Attack Mode may attack only once.
  • When a Monster attacks another Monster, the following scenarios may occur...

[Attack Vs. Attack]

  • When a Monster attacks an opposing Monster (also in Attack Mode), their Attack ratings are compared.
  • The Monster with the lower Attack rating is defeated and sent to it's owner's Graveyard. The difference between both Monster's Attack rating is the damage dealt to the losing Player.
    Example:
    Player A's "Blue Eyes White Dragon" (Attack 3000) Vs. Player B's "Black Magician" (Attack 2500)
    Result: Black Magician is defeated and Player B receives 500 damage
    (3000 - 2500 = 500).

[Attack Vs. Defense]

  • When a Monster attacks an opposing Monster (in Defense Mode), the attacker's Attack rating is compared to the defender's Defense rating.
  • If the attacker's Attack rating is greater than that of defender's Defense rating, the defender is defeated and sent to its owner's Graveyard. No damage is dealt to the losing Player this way.
    Example:
    Player A's "Black Magician" (Attack 2500) Vs. Player B's "Black Knight Gaia" (Defense 2100)
    Result: Black Knigth Gaia is defeated and sent to its owner's Graveyard. No changes occur in Player B's LP.
  • If the attacker's Attack rating is lower than that of defender's Defense rating, the attacking Player receives damage which is equal to the difference between both Monster's Attack/Defense rating. (Neither Monster is destroyed.)
    Example:
    Player A's "Flame Swordsman" (Attack 1800) Vs. Player B's "Holy Elf" (Defense 2000)
    Result: Player A receives 200 damage (2000 - 1800 = 200). Neither Monster is affected.
  • If the attacker's Attack rating is the same as that of defender's Defense rating, nothing happens.
    (Neither Player receives any damage and neither Monster is destroyed.)
    Example:
    Player A's "Curse of Dragon" (Attack 2000) Vs. Player B's "Holy Elf" (Defense 2000)
    Result: Nothing happens.
    [No Monsters in Play]
  • If the opponent has no Monsters in play, the player may attack him directly for Direct Damage.
  • The damage dealt is equal to that of the Attacking Monster's Attack rating.
    Example:
    Player A has "Red Eyes Black Dragon" in play, but Player B has no Monsters left on the Field.
    "Red Eyes Black Dragon" (Attack 2400) attackes Player B for Direct Damage.
    Result: Player B loses 2400 LP.

I.Trap Cards

  • They have to be placed face down on the Field (thereby taking up one of your Magic/Trap slots) during the Main Phase before they can be used (or 'activated').
  • A Trap Card has to remain on the Field for at least one turn before it can be activated.
    (*You cannot activate a Trap Card on the turn it was set on the Field.)
  • Trap Cards can be activated during your opponent's turn.
  • Trap Cards are discarded after use (unless otherwise specified).
  • Various types of Trap Cards have their own Spell Speeds and they follow the Chain Rule when used to intercept other Magic/Trap Cards.

II. TYPES
The different types of Trap Cards are identified by special icons which appear below the card's name.
Normal Trap
Spell Speed: 2


  • These are regular Traps.
    Examples: Drop Hole (V1), Holy Barrier -Mirror Force- (V7)
    Permanent Trap
    Spell Speed: 2
  • When activated, Permanent Traps remain on the Field (thereby taking up one Magic/Trap slot) until their effect ends or when they are destroyed.
    Examples: Thieving Goblin (V7), Pentagram Curse (V7)
    Counter Trap
    Spell Speed: 3
  • This is a special class of Trap Cards which can be used to counter the effects of other Magic/Trap Cards.
    # Examples: Magic Jammer (V6), Rising Horn (V6), Thieve's Seven Tools (V6), God's Declaration (V6)

I. Chain Rule
The Chain Rule is a system devised to resolve the effects of multiple Magic/Traps/Effects being played in a simple manner.
When you play a Magic/Trap, it can be chained with another card if the Spell Speed requirements are legal.

Each type of Magic/Trap is assigned a Spell Speed, as follows:
When a Magic/Trap is played, it may be chained by another card (following the above rules).

This 2nd card can in turn be chained with a 3rd card, and so long as the Speed Speeds is adhered to, it can go on & on.
Once the Chain has ended, the effects of the cards are resolved backwards.

An easy way to remember this is “first in, last out”.
Here is an example of a simple Chain.
Player 1 (P1) is dueling with Player 2 (P2).
P1 plays “Thunder Bolt” in an attempt to destroy P2’s Monsters.
P2 expresses that he wishes to chain, and activates “Lightning Rod”.
P1 activates “God’s Declaration” to chain P2’s card.
Both Players agree that they have nothing more to add to the Chain.
Hence, the Chain resolves backwards.
The resulting chain would look like this…
Chain 1: [P1: Thunder Bolt] Sp 1
Chain 2: [P2: Lightning Rod] Sp 2
Chain 3: [P1: God’s Declaration] Sp 3

The Chain resolves backwards, so God’s Declaration will counter Lightning Rod. Thunder Bolt will resolve successfully.
Here are some rules to take note of when checking chains:

1. A Chain begins with the start of an action (attacking, summoning, etc) or a M/T being played.
2. If a M/T being played into the Chain is required to target another M/T, it can only affect the card before it in the Chain.
Example:
Magic Jammer is being used to counter Harpy’s Feather, as seen in the following Chain.
Chain 1 [P1: Harpy’s Feather] Sp 1
[P2: Magic Jammer] Sp 3
(End)
However, the following Chain is illegal, as Magic Jammer can only affect the card in front of it. In this case, Harpy’s Feather is 1 block away from it, so it is not possible.
Chain 1: [P1: Harpy’s Feather] Sp 1
Chain 2: [P2: Destruction Ring] Sp 2
Chain 3: [P2: Magic Jammer] Sp 3
(Illegal!)
*This Chain is wrong!*
3. You or your opponent may chain as many M/T (even chaining your own) as you like, so long as you adhere to the rules of Spell Speeds.
Example:
P1 sees that P2 has three cards set down on his M/T slots.
P1 plays Big Storm, but P2 activates all 3 of his cards.
Chain 1 [P1: Big Storm] Sp 1
Chain 2 [P2: Destruction Ring] Sp 2
Chain 3 [P2: Missionary of Harmony] Sp 2
Chain 4 [P2: Desert Cyclone] Sp 2
(End)
4. All card effects on the chain are ignored until the Chain has ended.
Example:
The following Chain is possible.
Chain 1 [P1: Thunder Bolt] Sp 1
Chain 2 [P2: Imperial Rebellion] Sp 2
Chain 3 [P1: Cyclone] Sp 2
(End)
Even though “Imperial Rebellion” is supposed to negate all Magic, its effect is ignored first since we are resolving the chain backwards.
5. When both players agree that there is no more cards to play, the Chain is said to be ended.
Once a Chain ends no more cards may be played after it.
The Chain resolves backwards, all the way to the first action that was played.
This action cannot be chained or re-started again.
Example:
Action: P1’s Monster Attack
Chain 1: [P2: Mirror Force] Sp 2
Chain 2: [P1: Thief’s Pocket Knife] Sp 3
(End)

For such an example, the Chain has ended.
Player 2 (P2) cannot ‘wait’ for the Chain to resolve (ie. Pocket Knife counters Mirror Force) until back to the first Action: P1’s Monster Attack, then ‘start a new chain’ by activating another Trap.



RULE CHANGES FOR THE Yu-Gi-Oh! TRADING CARD GAME
1. Your Main Deck must be between 40 and 60 cards.

In addition to the 40 card minimum, your Main Deck now has a maximum size limit of 60 cards. Remember, it’s usually best to stay close to the 40 card minimum so you can draw and use your strongest and favorite cards more reliably.

2. The Fusion Deck is now called the Extra Deck. It can be between 0 and 15 cards.

Not just for Fusion Monsters anymore, you can also include the new white-framed Synchro Monster Cards in this Deck. The Extra Deck still uses all the same rules as the Fusion Deck. You can include up to 3 copies of a card in your Extra Deck.

There is now a maximum size limit of 15 cards so you need to choose carefully which Synchro and Fusion Monsters to use.

3. Your Side Deck can be between 0 and 15 cards. It no longer has to be exactly one or the other.

After each Duel in a Match, you can swap any card from your Side Deck with a card from your Main Deck to customize your strategy against your opponent. The number of cards in your Side Deck before and after you swap any cards must be exactly the same.

4. “Multi-Trigger” Effect Monster effects are now called “Quick Effects.”

This is a change in terminology to help players better identify and understand this category of monster effects. There are no rules changes to how any cards are played.

The term “Multi-Trigger” was confusing to many players. The new term, Quick Effect, better describes the defining characteristic of these monster effects.


ADDED RULE:

I am imposing a new rule that all duelists must follow before being allowed to duel. You must post each of your character's deck before that character duels. The reason for this new rule is to stop anyone from making it so they have the cards they need on the spot when facing a any opponent. Not saying that anyone has done that yet but I just want to make sure that no one cheats.
« Last Edit: Oct 27, 2009, 8:50am by Setsuna Meiou »Link to Post - Back to Top  IP: Logged

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