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 Curious Yu-Gi-Oh Game variants

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Cloudburst7
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PostSubject: Curious Yu-Gi-Oh Game variants   Sun Mar 24, 2013 4:55 am

So, a friend and I frequent two card games: Yu-Gi-Oh, (obviously) and Magic: The Gathering. Both are fun and interesting in their own unique ways.

What we decided to do, what to splice them together haphazardly, and see what comes out!

So anyways, what we did, more specifically anyways, was take the cards of Yu-Gi-Oh, and apply completely new rules to how they, and their effects are governed.

I came up with a rough list not too long ago; and I expect there to be some issues with certain summoning mechanisms or plays later down the road as this variant is continually refined and tested. BUT, I felt it would be nice to share with all of you, so that you might have some input yourself.

Who knows? Maybe this'll turn out to be a big hit here in the Academy. Given enough popularity, we could make a forum section for it!

P.S. this thread is open to ALL dorms, so don't be shy! Also, I will be trimming the fat if spam and off topic comments become too excessive.


Here is the initial, and still growing list of rules which differ from Yu-Gi-Oh as we know it.

Feel free to test them out, say how duels went; make suggestions and whatnot. This is here for fun, so your goal is to try and make this variation just that!

Without further ado

THE LIST:



-When the game begins; each player starts with 20 Life Points



-A monster now has health. This health is equal to the number of stars it has(or its rank, if XYZ)

Example: Summoned skull is a 6 star monster, therefor it has 6 health.



-A monster's attack divided by 1000 is how much damage it deals to another monster, rounded.

Example: A monster with 2400 ATK will deal 2 damage. A monster with 2500 ATK will deal 3 damage.

Note: An exception to this, is a monster with less than 1400 atk: if below this threshold, all monsters will do 1 damage, regardless of what their attack is.



-When a monster attacks, or uses an effect, it becomes tapped. (Def mode)



-When a monster is tapped, it loses the ability to do the following things:
1.) attack
2.) use it's effect, if any




-When tapped, and subsequently placed into defense mode, a monster's defense replaces its attack until untapped.

Example: Summoned Skull will now have an ATK of 1200; and will deal only 1 damage, rather than the usual 3 that 2500 would do.



-The Standby Phase becomes the "Untap Phase", where the turn player may choose whether or not to untap monster cards in his/her control. The option to not untap cards is given so that monsters may be used more creatively.



-A card effect which negates a summon, does as usual: the monster is destroyed--or banished, put into the deck, whatever the card says you do with the monster. This ruling only applies to effects that negate a summon.



-If you would to pay lifepoints to activate a card effect, Solemn Warning for example, you will pay points equal to the cost divided by 1000, rounded up. This ruling also extends to cards which deal damage to players.

Example: You would pay 2 points for warning, 1 point for anything less than 1000

Note: Solemn Judgement, and any other card requiring you pay half of your Life Points is unchanged: you still must pay half.



-Any damage dealt to a monster in battle is rounded up.



-Any damage dealt to a monster is permanent while it remains on the field.



-Any damage dealt to a player is rounded down.



-Damage can only be dealt to a player by direct attack, or by card effect.



-Monsters cannot be face-down. Effects that would flip a monster face-down make it become tapped instead.



-Monsters may be summoned to the field tapped, if a player chooses to do so. A flip effect monster, or any other monster which has its effect activated by first being face-down will be activated when it is either next attacked, or untapped. If destroyed by a card effect, the effect does not go off unless otherwise stated.



[b]-Any card effect that prevents an enemy player from declaring an attack, to some extent extends to the player activating the effect.


To clarify: if a player uses Swords of Revealing Light, their foe cannot declare an attack for its duration. Inversely, the player who activates it can only declare an attack with one of their monsters while Swords of Revealing Light is face-up on the field.



-When two monsters battle, both take damage from the other.



-If a monster attacks, or uses its effect, and either are negated, the monster remains untapped--assuming it remains on the field.



-Summoning sickness! A monster summoned cannot declare an attack that same turn, but it can still activate its effect, if any.



-If a card effect is activated by one player, which banishes or otherwise destroys the other player's monster(s), they instead lose half of their remaining life, rounded down. An effect which sends cards to the hand does not fall under this ruling.

Note: in the case of Mirror Force, or any card like it, such as Dark Hole, this damage extends to all monsters that the effect is applicable to.



-When the duel begins, either player may declare whether or not they wish to take a mulligan. Each player receives one "free" mulligan, where the first mulligan for each player during each game does not require them to draw one fewer card.

Note: what is a mulligan? A "mulligan" is a decision made by a player to return his hand to his deck for an opportunity to draw a new one after shuffling. When taking a mulligan, the number of cards drawn is one fewer than the number of cards in hand previously.



-----------------------------------------------------------------------------------------------------------------------------------------

That encompasses most all of the rule changes made thus far. Try it out, comment what you think!

Feel free to post screenshots of duels using these rulings. Also, try the game out with meta decks so we might find a way to balance the game with additional rules if need be. I feel this is a very interesting game variant, as it promotes being more creative with a deck style, as the most powerful of monsters are no longer invincible, and lesser creatures can have their chance to shine.

I might add some rules for archetypes that switch out from the deck a lot; AHEM, Gladiator Beasts--as when a new monster is brought out, it generally has all damage from it removed.

I may also limit the amount of special summons which can be conducted during one turn as well.
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