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To change things up a bit [Three Part Combo Duel]


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A bit slower version of Yugioh that I thought of the other day.

 

Duel starts out with both players having 3 cards in hand. 8000 LP.

There is no Draw Phase. Effects that activate in the draw phase activate when a player draws, which occurs during the Main Phase.

During your Standby Phase, your Combo Points become 3. Combo Points are essentially what allow you to make most of the moves in the game. You can represent Combo Points as coins or die. Combo Points never go over 3.

 

During your Main Phase, you can:

 

*Decrease your Combo Points by 1 to draw 1 card.

 

*Decrease your Combo Points by 1 to Normal Summon or Set.

 

*Decrease your Combo Points by 1 to activate a Spell or Trap that would start a chain. This means you don't have to use Combo Points to chain cards to a previously activated Spell or Trap. You can also spend Combo Points to activate set Spells or Traps on your opponent's turn, provided they were Quickplay Spells or any Trap.

Ex: You spend 1 Combo Point to Normal Summon Dark Rabbit. Your opponent spends 1 Combo Point to chain Trap Hole, you chain Book of Moon from your hand and don't spend any Combo Points.

 

EDIT: You don't need to spend Combo Points to set.

 

Rest of the duel is like a regular duel.

 

In a game like this, you're given many opportunities.

You can draw 3, summon 3, or set 3. Or any combination of the sort.

Gadget -> Gadget -> Gadget

 

 

Anyways, discuss.

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Why don't we just start on 0 LP and when you deal damage to the opponent they gain LP equal to the amount of damage that would be taken' date=' and first to 8000 LP WINS THE UNIVERSE!!! /sarcasm.

[/quote']

 

Speaking of which, they should make an Instant Win card that activates when you have 20,000 or more Life Points

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