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Yu-Gi-Oh! - The Neo Rules


Would you like to play using the Neo Rules?  

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  1. 1. Would you like to play using the Neo Rules?

    • Yes
      1
    • Only some of the rules
      3
    • No
      7


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The following is a set of rules, or changes to the game I've created, called the Neo Rules. You may add-on any or all of them to the game of Yu-Gi-Oh! for casual duels if you wish. The rules make hard to play cards more playable, make certain game mechanics make more sense, and make situations of having a hand of unusable monsters less likely to occur. Just make sure your opponent agrees to using them. Have fun. =D

 

I've been constantly updating these rules and adding new ones as I test them out. If you know of any really hard to use cards that you'd like to be more playable, post them here and I might make a rule for them.

 

Yu-Gi-Oh! Neo Rules

 

Major Changes:

 

  • RULE 1 (LEVEL POINTS) -
    Standby Phase - Gain 4 Level Points (max 12).
    Main Phase - To Normal Summon a monster you must pay Level Points equal to the level of the monster you wish to summon (tributes are not required for monsters level 5 or higher). When Normal Summoning, you may tribute a monster(s) that you control to gain 2 Level Points for each monster you tributed (counts as a Tribute Summon). To set a level 5 or higher monster, pay Level Points equal to its level, otherwise pay 4 Level Points. Note that you can still only Normal Summon or set one monster per turn, no matter how many level points you have.
    End Phase - If you did not Normal Summon or Set a monster this turn, you lose 2 Level Points.
     
     

    • Pros: You can still normal summon only one monster per turn and play as if nothing has changed, but you are also allowed chances of bringing out more powerful monsters easier. The level points can easily be kept track of with 2 6-sided dice for each player.
      Cons: You'll need to watch out because your opponent may be able to normal summon strong monsters without needing to tribute.
      Specifics: To summon a Gemini Monster for the second time, you need to pay 4 level points. "Double Summon" and "Ultimate Offering" ignore level points but still require tributes for levels 5 or higher.

 

  • RULE 2 (RULE 4 REVIVAL) - All monsters listed on Rule 4 that were properly summoned to the field before can be special summoned from the graveyard or removed from play via card effects. For example, if you properly summon "Armed Dragon LV7" and it is sent to the graveyard, someone can play "Monster Reborn" to special summon it back to the field because it has been properly summoned before.
     
     

    • Pros: You could already do this with Fusion Monsters, so now you can with others too.
      Cons: Powerful monsters in the graveyard or removed from play will need to be watched more carefully.

 

  • RULE 3 (UNLIMITED NORMAL) - You may have an unlimited amount of the same card in your deck if it is not on the forbidden, limited, or semi-limited list and is a Normal Monster Card. This rule does not apply to "Skull Servant".
     
     

    • Pros: Normal Monsters have no effects and so having a deck full of "Archfiend Soldiers" won't be very dangerous compared to effect monsters.
      Cons: Normal Monsters with support will be more powerful and you'll have to watch out for them, such as "Red-Eyes Black Dragon".

 

Minor Changes:

 

  • RULE 4 (EXTRA IN EXTRA) - The following cards may be put into the Extra Deck:

    • Any "Assault Mode" Nomi monster
      Any "LV" Nomi monster (other than "Armed Dragon LV10")
      Any Ritual monster
       
      Cyber Barrier Dragon
      Cyber Laser Dragon
      Dark Magician Knight
      Dark Sage
      Elemental Hero Neo Bubbleman
      Elemental Hero Poison Rose
      Exodia Necross
      Flying Fortress SKY FIRE
      Gearfried The Swordmaster
      Great Moth
      Harpie Lady Sisters
      Larvae Moth
      Mirage Knight
      Perfectly Ultimate Great Moth
      Princess Pikeru
      Red-Eyes Black Metal Dragon
      Theinen The Great Sphinx
      Valkyrion The Magna Warrior
      Vennominaga The Deity Of Poisonous Snakes
      Wall Shadow
      Water Dragon
      Winged Kuriboh LV10
      Yubel - Terror Incarnate
      Yubel - The Ultimate Nightmare
       
      The following cards may also be placed in the Extra Deck, but can only be summoned during your Main Phase by discarding 1 card from your hand or during your Standby Phase at no cost:
       
      Armed Dragon LV10
      Blue-Eyes Shining Dragon
      Dark Eradicator Warlock
      Exxod, Master Of The Guard
      Jinzo - Lord
      Master Monk
      Ocean Dragon Lord - Neo-Daedalus
      Red-Eyes Darkness Dragon
      Thousand-Eyes Jellyfish
      Vampire Genesis
       
      Pros: This allows easier use of monsters that are useless in your hand and deck, and allows other cards to be put in your deck.
      Cons: None.

 

  • RULE 5 (CLONING BAN) - Fusion Material Monsters used for fusions are permanently removed from the game, in a separate pile from Removed From Play cards. This means they have no affect whatsoever in the game and cannot be brought back except by cards like "De-Fusion" (You could simply stack the Fusion Monster on top of the Fusion Material Monsters instead if you wish and put them in the removed pile when the Fusion Monster is removed from the field). This rule also applies to monsters that change into effect monsters placed in the extra deck such as the LV Monsters such as "Armed Dragon LV7", "Red-Eyes Darkness Dragon", "Water Dragon", and "Valkyrion the Magna Warrior". If a Fusion Monster or Effect Monster is returned to the hand or deck while it is on the field, the Material Monsters that were removed are returned to your hand.
     
     

    • Pros: Makes more sense. You shouldn't be able to summon a monster to the field that is already a part of something else.
      Cons: Once you fuse or level up into a new monster, the previous monsters used for the new one are lost forever, unless cards such as "De-Fusion" or "Level Down?!" are used.

 

  • RULE 6 (RELEASE BAN + NEGATE EFFECTS) - All cards on the Forbidden List are Unlimited (you can have up to 3 in your deck), but their effects are negated (all effects written on the card, including summoning requirements).
     
     

    • Pros: You can feel free to use any banned card, but it will have its effects negated. Cards such as "Dark Magician of Chaos" and "Victory Dragon" can now be used without any harm to the game.
      Cons: The spell and trap cards released from the Forbidden list will be pretty much useless because their effects are negated.

 

  • RULE 7 (FREE MOVEMENT) - Face-up Monsters can move one space horizontally once per turn.
     
     

    • Pros: Just makes sense, though very few uses.
      Cons: None.

 

Specific Changes:

 

  • RULE 8 (GATE GUARDIAN) - "Gate Guardian" is a fusion monster.
     
     

    • Pros: "Gate Guardian" is now actually playable if you wish to play it.
      Cons: None.

 

  • RULE 9 (GUARDIAN MONSTERS) - The "Guardian" monsters: "Baou", "Ceal", "Elma", "Grarl", "Kay'est", and "Tryce", have their first effects changed from "This card can only be Normal Summoned, Flip Summoned, or Special Summoned when there is a '(specific equip card)' on your side of the field" to "This card cannot declare an attack unless it is equipped with '(specific equip card)'."
     
     

    • Pros: This rule makes the "Guardian" monsters more playable.
      Cons: "Guardian Grarl" may become slightly abused.

 

  • RULE 10 (WATER DRAGON) - "Bonding - H2O"'s effect reads: "Tribute 2 "Hydrogeddons" and 1 "Oxygeddon" from your hand or field. Special Summon 1 "Water Dragon" from your hand, Deck, or Graveyard."
     
     

    • Pros: This rule makes "Water Dragon" easier to summon.
      Cons: None.

 

  • RULE 11 (VWXYZ) - "V-Tiger Jet", "W-Wing Catapult", "X-Head Cannon", "Y-Dragon Head", and "Z-Metal Tank" can fuse together from either your hand or field as long as one of the monsters that will be fused is on your field (you do not use "Polymerization"). During your Main Phase, if you control a Fusion Monster that lists any of the monsters listed above as Fusion Material Monsters and it wasn't Summoned this turn, you may return it to your Extra Deck to Special Summon the Fusion Material Monsters to your field. If the Fusion Monster would be removed from the field, it is returned to the Extra Deck and the Fusion Material Monsters used to summon it go to the place it would go instead.
     
     

    • Pros: This rule makes the 'V', 'W', 'X', 'Y', and 'Z' Fusion Monsters easier to summon and handle.
      Cons: They may be too flexible and become abused.

 

  • RULE 12 (VENOM SWAMP + COUNTERS) - Monsters lose 500 ATK for each Venom Counter on them. Destroy a monster if its ATK is reduced to 0 or below by this effect. "Venom" monsters, "Vennominon the King of Poisonous Snakes", and "Vennominaga the Deity of Poisonous Snakes" cannot have Venom Counters placed on them. "Venom Swamps" effect reads: "During each player's End Phase, place 1 Venom Counter on each face-up monster, except "Venom" monsters."
     
     

    • Pros: This rule makes Venom Counters actually do something even without "Venom Swamp" on the field, which makes more sense. It also makes the 'Venom' monsters immune to Venom Counters.
      Cons: 'Venom' monsters may become too powerful.

 

  • RULE 13 (MOTHS) - "Petit Moth" equipped with "Cocoon of Evolution" can be tributed during either Standby Phase, during your turn, or when it is destroyed, to Special Summon the following monsters if the required amount of Standby Phases have passed since it was equipped with "Cocoon of Evolution":
    o "Larvae Moth" - 1 Standby Phase
    o "Great Moth" - 2 Standby Phases
    o "Perfectly Ultimate Great Moth" - 3 Standby Phases
     
     

    • Pros: "Larvae Moth", "Great Moth", and "Perfectly Ultimate Great Moth" are now much easier to summon.
      Cons: None.

 

[*]RULE 14 (REACTORS) - "Trap Reactor-Y FI" and "Spell Reactor-RE" can be sent from the hand or field for the effect of "Summon Reactor-SK" to Special Summon "Flying Fortress SKY FIRE".

 

 

Pros: This rule makes "Flying Fortress SKY FIRE" easier to summon.

Cons: None.

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Umm' date='do Monarch still gain their effects when summoned?

[/quote']

 

If you tribute a monster to summon a Monarch then it will still get its effect. But, if you summon it by simply using the level points, it won't get its effect.

 

Also:Skull Servant Turbo Mill OTK FTW

 

Haha... Yeah' date=' that might be a problem...

 

EDIT:why am i the only one who isn't joking around >_>

 

Idk, apparently people think its n00bish. I'm not trying to start a revolution, I'm just saying these could be fun to play with. If you like them, good, if not, oh well.

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ima try to make a tl;dr version:

 

Rule 1:Level 6 monsters need 6 level points to summon,etc. You can tribute a monster to gain level points equal to that level x2. Cards giving extra summons give you 4 level points instead

 

Rule 2:Nomis are in the extra deck and are summoned when the condition is met. Ritual included

 

Rule 3:A properly summoned nomi can be summoned with any revival card that can target it

 

Rule 4:You can have an infinite amount of vanillas in your deck excluding the faces of evil limbs of exodia

 

Rule 5:Fusion Materials are super-removed and only Link can defeat ganon De-fusion can bring it back

 

Rule 6:Forbidden cards are unlimited with no effects

 

Rule 7:Senet Switch

 

Rule 8:Can't really make this shorter...

 

Rule 9:Guardian monster can only be summoned while their equip cards are on the field and can only attack while equipped with it

 

Rule 10:Bonding - H2O now works in the hand

 

Rule 11:VWXYZs can fuse from hand as long as one of the materials are on the field. Multi-piece golem esque effect. When destroyed,you can return it to the extra deck and substitute with the materials

 

Rule 12:Venom Swamp is a passive effect

 

Rule 13:The moths can be tributed either standby phase and time is shortened to 1,2,and 3

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Rule 1:Level 6 monsters need 6 level points to summon' date='etc. You can tribute a monster to gain level points equal to that level x2. Cards giving extra summons give you 4 level points instead

[/quote']

Basically yes, just as level 7 would require 7 level points and level 8 would require 8.

 

Rule 5:Fusion Materials are super-removed and only Link can defeat ganon De-fusion can bring it back

This also applies to cards that level up or change into other cards.

 

Rule 9:Guardian monster can only be summoned while their equip cards are on the field and can only attack while equipped with it

Close' date=' but the first part is gone. They [b']can[/b] be summoned even without the equip cards on the field, they just can't attack without being equipped with the equip card.

 

Rule 11:VWXYZs can fuse from hand as long as one of the materials are on the field. Multi-piece golem esque effect. When destroyed' date='you can return it to the extra deck and substitute with the materials

[/quote']

There is a bit more to this, like being able to "de-fuse" them.

 

Rule 13:The moths can be tributed either standby phase and time is shortened to 1' date='2,and 3

[/quote']

They also can come out when the petit moth in the cocoon is destroyed.

 

Overall, you got it. =D

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Rule 11:VWXYZs can fuse from hand as long as one of the materials are on the field. Multi-piece golem esque effect. When destroyed' date='you can return it to the extra deck and substitute with the materials

[/quote']

There is a bit more to this, like being able to "de-fuse" them.

 

That's what i meant by a Multi-piece golem-esque effect,it can summon it's materials by returning itself to the deck

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Rule 11:VWXYZs can fuse from hand as long as one of the materials are on the field. Multi-piece golem esque effect. When destroyed' date='you can return it to the extra deck and substitute with the materials

[/quote']

There is a bit more to this, like being able to "de-fuse" them.

 

That's what i meant by a Multi-piece golem-esque effect,it can summon it's materials by returning itself to the deck

 

Oh, oops.. lol..

 

Well, the Neo Rules are great and fun to use. The only problem I've run into is with Rule 2, with the monsters that are special summoned by removing cards in your graveyard. Chaos Sorcerer pops out real easily and is pretty annoying.

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Rule 11:VWXYZs can fuse from hand as long as one of the materials are on the field. Multi-piece golem esque effect. When destroyed' date='you can return it to the extra deck and substitute with the materials

[/quote']

There is a bit more to this, like being able to "de-fuse" them.

 

That's what i meant by a Multi-piece golem-esque effect,it can summon it's materials by returning itself to the deck

 

Oh, oops.. lol..

 

Well, the Neo Rules are great and fun to use. The only problem I've run into is with Rule 2, with the monsters that are special summoned by removing cards in your graveyard. Chaos Sorcerer pops out real easily and is pretty annoying.

 

*cough*JD/DAD

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Rule 11:VWXYZs can fuse from hand as long as one of the materials are on the field. Multi-piece golem esque effect. When destroyed' date='you can return it to the extra deck and substitute with the materials

[/quote']

There is a bit more to this, like being able to "de-fuse" them.

 

That's what i meant by a Multi-piece golem-esque effect,it can summon it's materials by returning itself to the deck

 

Oh, oops.. lol..

 

Well, the Neo Rules are great and fun to use. The only problem I've run into is with Rule 2, with the monsters that are special summoned by removing cards in your graveyard. Chaos Sorcerer pops out real easily and is pretty annoying.

 

*cough*JD/DAD

 

Lol, yeah. I haven't faced anyone using those with these rules, but I'm sure they could be a problem. Of course they can still only be summoned on their turn, but it's like having them in your hand all the time. Other cards aren't so bad, like "Gearfried the Swordmaster". However, I'm not sure what to do about cards like "Dark Armed Dragon" other than just force them back in the regular deck.

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How about create a "Banlist" Of cards taht must in your main deck?

 

That could work' date=' but it could also be a very large list. Hm...[hr']

I read Rule 1' date=' noted that you can now Normal Summon LADD Turn 2 for free, and stopped there.

[/quote']

 

Not entirely for free. If you wanted to summon LADD turn 2, then you'd have to skip all normal summons on the previous turn, which could leave you without a defending monster. I'll admit, even then, it is rather easy to summon him.

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Turn 1 - Double summon' date=' level eight monster.

 

Pro?

[/quote']

 

I actually haven't tested the "Ultimate Offering" or "Double Summon" parts, I just recently added those.

I could just make it to where they give 2 level points instead of 4.


Wow' date=' how many hours did u wrote this rules

[/quote']

 

Well, it's been a work in progress. I'm constantly updating them.


 

 

HEY. Would making Rule 2 not work for cards that are on the limited or semi-limited list be better? This would force "Dark Armed Dragon", "Judgment Dragon", and "Chaos Sorcerer" in the normal deck. Though there are other cards that could become powerful other than those on the list.. What do you guys think?

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I read more, and found more things to complain about.

 

Rule 2: So incredibly abusable with so many monsters. It doesn't even need to be DAD-calibre, either; even something as basic as Jinzo instantly turning into Jinzo - Lord regardless of the circumstances, or Future Fusion being able to generate a 2800 ATK beatstick from nowhere (hint: think Doom Dozer and Raptinus), or Crystal Beasts having a lolbeatstick answer to anything available if they ever need it, or Rainbow Dark Dragon being an easy finisher in any deck with a decent number of DARKs, or Montage Dragon turning a deck of 40x big monsters into an OTK with 100% consistency... basically, the best-case scenario is that the game becomes a contest to see who can pull the greatest number of giant beatsticks out of nowhere in the most absurdly short span of time and push for game. (Actually, come to think of it, replace "becomes" with "remains". >_>)

 

Rule 3: You turned all the Nomis into Semi-Nomis, abolishing a category of cards because you didn't think Monster Reborn was sufficiently broken yet.

 

Rule 4: Shenanigans with cards like Skull Servant are bad enough, but when you also consider that Vanilla support is full of cards like The League of Uniform Nomenclature and Triangle Power... eh, your other changes have made this game broken enough that this is largely irrelevant, though - why bother with Vanillas when you can go for a quick triple Doom Dozer or something similarly stupid?

 

Rule 5: You're making changes based on what "feels right" in the non-existent context of a game world that represents absolutely nothing (as opposed to, say, Magic, where the deck represents memories and you and your opponent are planeswalking wizards or something), and want to make a "removed from the game even more than the removed from the game cards normally are" area. This is stupid.

 

Rule 6: Konami prints a Level 4 Vanilla with 8000 ATK. We ban it - wait, put it back to unlimited, and we'll just remove its effects! Brilliant! ...owait, this is stupid.

 

Rule 7: This is pointless except in a very few cases - and in those cases (such as that of that one Alien card whose name I am too lazy to look up - Alien Infiltrator, perhaps?), the opponent's newfound ability to counter the already-weak effect senselessly kills off another strategy for no reason other than that you thought it would be kinda neat.

 

Rule 12: Your rule stacks with Venom Swamp, which means that, with Venom Swamp, everyone loses 1000 ATK per counter and still gets a counter each End Phase. It wouldn't break the game in the same way that punching a window won't break it if the window has already had a tank driven through it, but I'm guessing you overlooked the stacking business.

 

So yeah. In short, your rules make the game even worse than it already is.

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I read more' date=' and found more things to complain about.

[/quote']

 

Yay for complaining! =D

 

Rule 2: So incredibly abusable with so many monsters. It doesn't even need to be DAD-calibre' date=' either; even something as basic as Jinzo instantly turning into Jinzo - Lord regardless of the circumstances, or Future Fusion being able to generate a 2800 ATK beatstick from nowhere (hint: think Doom Dozer and Raptinus), or Crystal Beasts having a lolbeatstick answer to anything available if they ever need it, or Rainbow Dark Dragon being an easy finisher in any deck with a decent number of DARKs, or Montage Dragon turning a deck of 40x big monsters into an OTK with 100% consistency... basically, the [i']best-case[/i] scenario is that the game becomes a contest to see who can pull the greatest number of giant beatsticks out of nowhere in the most absurdly short span of time and push for game. (Actually, come to think of it, replace "becomes" with "remains". >_>)

 

Well, I can't think of everything at once, I'm not omniscient.

 

Rule 3: You turned all the Nomis into Semi-Nomis' date=' abolishing a category of cards because you didn't think Monster Reborn was sufficiently broken yet.

[/quote']

 

Oops... Did I do that? :p

 

Rule 4: Shenanigans with cards like Skull Servant are bad enough' date=' but when you also consider that Vanilla support is full of cards like The League of Uniform Nomenclature and Triangle Power... eh, your other changes have made this game broken enough that this is largely irrelevant, though - why bother with Vanillas when you can go for a quick triple Doom Dozer or something similarly stupid?

[/quote']

 

I already admitted that I forgot about Skull Servant.

 

Rule 5: You're making changes based on what "feels right" in the non-existent context of a game world that represents absolutely nothing (as opposed to' date=' say, Magic, where the deck represents memories and you and your opponent are planeswalking wizards or something), and want to make a "removed from the game even more than the removed from the game cards normally are" area. This is stupid.

[/quote']

 

Oh I'm sorry if I believe in physics. Just thought I'd add it in.

 

Rule 6: Konami prints a Level 4 Vanilla with 8000 ATK. We ban it - wait' date=' put it back to unlimited, and we'll just remove its effects! Brilliant! ...owait, this is stupid.

[/quote']

 

Hahaha! Oh you're a funny one. You are obviously running out of good points.

 

Rule 7: This is pointless except in a very few cases - and in those cases (such as that of that one Alien card whose name I am too lazy to look up - Alien Infiltrator' date=' perhaps?), the opponent's newfound ability to counter the already-weak effect senselessly kills off another strategy for no reason other than that you thought it would be kinda neat.

[/quote']

 

And so what if it's pretty much pointless? ;p

 

Rule 12: Your rule stacks with Venom Swamp' date=' which means that, with Venom Swamp, everyone loses 1000 ATK per counter and still gets a counter each End Phase. It wouldn't break the game in the same way that punching a window won't break it if the window has already had a tank driven through it, but I'm guessing you overlooked the stacking business.

[/quote']

 

Well I didn't think someone will actually think they stacked. I guess I gotta go edit that.. Thanks for pointing it out! =D

 

So yeah. In short' date=' your rules make the game even worse than it already is.

[/quote']

 

Hm... I don't suppose you read the part where this is simply for fun, it's only if you want to use them, and that it is a work in progress and constantly updating? Details are everything, haha. Well if you're done with your complaining, I bid you a happy day. =)

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dude u crazy lol this kinda reminds when somebody tried to make actual rules for deck masters

sides' date=' whats wrong with how yugioh is already played this seems to complicate it more

[/quote']

 

If you can understand the crazy infinitely complex rules of yugioh already, then you'll be able to understand a few more, it's not as hard as you think.

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[*]RULE 12 (VENOM SWAMP + COUNTERS) - Monsters lose 500 ATK for each Venom Counter on them. Destroy a monster if its ATK is reduced to 0 or below by this effect. "Venom" monsters, "Vennominon the King of Poisonous Snakes", and "Vennominaga the Deity of Poisonous Snakes" cannot have Venom Counters placed on them. "Venom Swamps" effect reads: "During each player's End Phase, place 1 Venom Counter on each face-up monster, except "Venom" monsters."

 

venom monsters already cant have counters lol

venominon's effect already said its unafected

venominaga's effect is its unaffected by anything sooo

I dont get rule 12

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