Malchia117 Posted July 15, 2010 Report Share Posted July 15, 2010 My friend, gits777, and I recently developed an RPG-style of playing Yu-Gi-Oh! and figured that we'd create a list of rules to go along with it. The rules are as follows. Yu-Gi-Oh! RPG Play Style Rules (V.1)Yu-Gi-Oh! RPG Play Style Rules (V.1)Setup-Decks must have a minimum of 40 cards, and are limited to a maximum of 60.-Banned cards follow the Advanced format.-2 player play area is 5 cards wide, 10 cards long.-3 player play area is T-Shaped, the unbroken side being 15 cards long, the 3rd player sits 5 cards in from both opponents, and 5 cards away from the side they are sitting.-4 player play area (free-for-all) is similar to the 3 player, but with the same set-up on both sides, forming a cross.-4 player play area (teams) is 10 cards wide, and 10 cards long, each player getting half of the first row as their starting area.-The hand size is a maximum of 10 cards, and the opening draw is 7 cards. The Field-The starting area is the first row in front of you.-A Secondary Zone for magic and trap cards that designate only ONE of YOUR monsters, and are not equip magic cards (ex. Interdimenstional Matter Transporter: "Select 1 face-up monster you control and remove it from play until the End Phase of this turn.") exists behind the border of your side of the field. It is equal to one row on the field (5 cards). Only cards that pertain to ONE of YOUR monsters may be played here.-The graveyard does not exist on the field, but is still accessable as in a standard duel.-The starting area is a safe zone, protected from all effect monster effects, magic card effects, and trap card effects. An opponent must destroy all monsters that lie within the safe zone, and have a monster within this zone in order to attack your life points. Monster Cards-Up to two monsters may be summoned per turn. However, monsters must be on the field for at least one turn before they can be tributed. (Cards such as Ultimate Offering: "You can pay 500 Life Points to Normal Summon or Set 1 extra monster. You can only activate this effect during your Main Phase or your opponent's Battle Phase." result in the negation of the tributing restriction. Also, if a monster must be special summoned and its effect calls for a tribute, the tributing restriction is also negated.)-Destroying monsters in attack position does not result in the loss of life. Monsters with the effect, "This monster may attack your oppents life points directly." may attack one space out of the safe zone.-A monsters range of movement is equal to half of its level, rounded up.-There is no limit to the amount of monsters, magic cards, or trap cards that can be on the field at one time, except the size of the playing field.-Effects of effect monsters affect the entire field, except for the safe zones (unless they reside in a safe zone themself, in which case they are affected as well).-Tribute summons and special summons (i.e. synchro and fusion monsters) are summoned as normal, but upon being summoned, they are placed within the safe zone. Magic Cards-Magic cards can be used in a 3x3 area around any of its controller's monsters, affecting everything designated by the magic card in that area. They may only be used on their controller's turn. The exception to that rule is quick-effect magic cards.-Cards such as Swords of Revealing Light (or cards with similar effects) go into the secondary zone, and, in addition to preventing attacks, also prevent movement. Cards in the safe zone may move one space out if such a card is affecting the field.-Equip magic cards are used as normal.-Only one field magic card can be in play at any time. If one is already on the field, and another is played, the current one is destroyed and replaced by the new one. Their effect pertains to the entire field.-Continous magic cards stay on the field after activation until destroyed, but they must go into the Secondary Zone. Trap Cards-Trap cards may be set to either side of a monster as it moves on the field, up to the length of half of the playing field. Traps are activated by their controller, only once the trap has been on the field for at least one turn. Trap cards affect the row on which they reside.-Trap cards may also be equipped to a monster, but will only activate if the monster is declared as an attack target. Traps equipped to a monster only affect the spaces adjacent to them.-Counter traps must be set on the field, and may not be equipped to a monster. The one exception to this rule is Trap Jammer. It's effect only applies during the battle phase, so it must be equipped to a monster.-If a trap (or counter trap) card (such as Divine Wrath) designates a monster to be destroyed upon summoning, it can be destroyed at any time that it comes into contact with the trap.-Continuous trap cards are like continuous magic cards in that stay on the field unless destroyed, but they go directly onto the field like a normal trap card and only affect the row upon which they reside. An exception to this would be a card such as Royal Decree: "While this card is face-up on the field, negate the effects of all Trap Cards on the field except this card." Royal Decree would go into the Secondary Zone. Continous trap cards can not be equipped to a monster. -------------- Go ahead and try it. If you have any questions about it, just let either me or gits777 know. :) Link to comment Share on other sites More sharing options...
Zimiri of the Muse Posted July 15, 2010 Report Share Posted July 15, 2010 this seems awesome Link to comment Share on other sites More sharing options...
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