Darj Posted September 14, 2014 Report Share Posted September 14, 2014 To be honest, I had this idea after last night's dream where I was playing some sort of "Boss Rush" but from other game (I can't recall which one exactly). But right after waking up, it ocurred to me that it could very well be translated in Yu-Gi-Oh. I will keep things simple for now but will elaborate if needed. How would it work? Objective Basically, a player (the challenger) must fight and defeat multiple opponents before his/her LP reaches 0. [spoiler=Rules] 1. The challenger starts with a lot more LP than usual to survive the multiple encounters. The higher the number of opponents he/she challenges, the higher his/her starting LP will be. (I have yet to determine this, but I'm thinking about 16000 against 3 opponents, and +8000 for every 2 additional opponents). 2. The opponents start with 8000 LP as usual. 3. After the challenger defeats an opponent, he/she stops from doing anything, while the opponent leaves the seat/table/etc. and allows the following opponent to set its deck and game up. After that, the game continues. IMPORTANT: The challenger's field, deck, graveyard etc. are not moved in any way. For instance, if the challenger controlled any monsters when he defeated the oppponent, those monsters remain on the field and the the new opponent continues the game facing those monsters. 4. After the challenger defeats an opponent, it immediately ends his/her turn and the game resumes at the next opponent's turn (allowing him/her to draw the 6th card and continue the game as normal). If the previous game ended during the opponent's turn, the game also resumes at the new opponent's turn. 5. If the challenger decks out, it doesn't lose the duel, but instead its graveyard and banished cards are shuffled back into the deck and the game continues as normal. 6. Alternate win conditions (Exodia, Burn, stall, etc.) are not allowed. EXCEPTION: The challenger can request to fight any of those decks is he/she desires so. 7. Side-Decks are disabled in this game mode. Also, opponents cannot maindeck any cards that would normally be placed in the Side-Deck to counter the challenger's deck. 8. Cards that abuse from high LP, or a high difference between the player's LP are banned (e.g. Ancient Sacred Wyvern, Endless Decay, Meklord Emperor Granel, Hope for Escape, Life Equalizer, Ancient Leaf). 9. Other cards that are restricted in this game mode (incomplete): Limited Judgment Dragon[/spoiler] [spoiler=Strategies] Cards that raise LP may become staples in this mode. The challenger can take advantage from milling without the fear of losing by deckout. Meanwhile, opponents are not recommended to run mill/deckout decks. (Now that I think about this, decks such as LS may need to be limited somehow it order to not, let's say, just JD your way out through the opponents.)[/spoiler] [spoiler=Other things to consider] Expanding the Extra Deck may be necessary in order to allow the challenger to count with enough outs to face multiple opponents. HARD MODE When the challenger decks out, Extra Deck monsters in the grave or banished are not returned to the Extra Deck. LUNATIC MODE When the challenger decks out, Extra Deck monsters in the grave are not returned to the Extra Deck. When the challenger decks out, banished cards are not returned to the Extra Deck. Cards such as Macro or D.Fissure would be banned, but other banisher cards such as Caius would still be allowed. Cards that recover banished cards (e.g. Burial from a D.D.) may be necessary in this mode.[/spoiler] Thoughts? I would certainly love to try this but obviously it canot be emulated on duel simulators such DN, etc. and I don't play IRL so it is not an option for me. Link to comment Share on other sites More sharing options...
goddamnit names are a pain Posted September 14, 2014 Report Share Posted September 14, 2014 You may have added an extra zero in "16000" because it says "160000". I hope it's 16000, lol. I feel Lightsworns could abuse this format. Certainly has potential, and makes that first duel really count. You have to both set up a presence on the field, maintain LP, and either burn through your deck so it shuffles or conserve staples wisely. Seems like it could be fun. Link to comment Share on other sites More sharing options...
Darj Posted September 14, 2014 Author Report Share Posted September 14, 2014 You are right, I added a zero by mistake, haha. And I agree: LS would become a problem deck. And I currently have no idea what else could be abused as well. Link to comment Share on other sites More sharing options...
JessicaMuddy Posted September 14, 2014 Report Share Posted September 14, 2014 Sounds like a very interesting and cool idea that I would like to play sometime. But did you mean to have 4 zeroes in 160000? Also, why aren't burn decks allowed? It could be hard to win just through battle. Link to comment Share on other sites More sharing options...
Darj Posted September 14, 2014 Author Report Share Posted September 14, 2014 Nope, I meant 16000. I feel like allowing Burn Decks woud be opening a can of worms because I suspect they can potentially burn more than 8000 LP, so a single Burn deck could take about half the chalenger's LP, which would be unfair. Then, it gets worse if there are more than 1 opponent with a burn deck... Actually, I might add a rule that forbids the opponents from running similar, if not the same, decks, to ensure deck diversity. Also I have not adressed the side-Deck yet. Most likely wouldn't be allowed because it would be too complicated to side-in cards at the middle of the challenge. I should also disable the opponents from siding cards or intentionally maining hate-cards against the challenger's deck. Link to comment Share on other sites More sharing options...
.Rooster Posted September 14, 2014 Report Share Posted September 14, 2014 You want to ban Meklord Granel, it can get bosses in a real pickle with LP. Link to comment Share on other sites More sharing options...
Trebuchet MS Posted September 14, 2014 Report Share Posted September 14, 2014 Say, this reminds me of something... The WRGP. You even get to experience it in Over the Nexus. And to its full extent when you face all 3 members of Yliaster (and total 24000 LP) with only 8000 initial LP. Once you set up a good field presence and establish the first win, it becomes very difficult for the opponent to turn it around, especially since they start from scratch rather than using the leftovers in their teammates' Graveyard and field. Conversely, for explosive Decks like Chain Burn it becomes difficult to keep the advantage as most of your one-use resources would have gone to defeating the first opponent. At least having no fear of Deckout means that they regain their resources eventually. Also, if the opponent dies mid-Chain, negate all other unresolved effects and end the Chain immediately, sending all involved non-Continuous cards to the Graveyard. I've had the misfortune of seeing my Magic Cylinder clog up a S/T Zone during the WRGP. Link to comment Share on other sites More sharing options...
Premier Alexander Romanov Posted September 14, 2014 Report Share Posted September 14, 2014 Don't we already have something similar to this with Boss Duels? Link to comment Share on other sites More sharing options...
Trebuchet MS Posted September 14, 2014 Report Share Posted September 14, 2014 Don't we already have something similar to this with Boss Duels? Boss Duels have a fixed progression, also multiple players teaming up to take on the boss at once. Here, things are actually shuffled, and it's multiple duels in succession. Link to comment Share on other sites More sharing options...
Toffee. Posted September 14, 2014 Report Share Posted September 14, 2014 Pretty sure you could do this on DMG Link to comment Share on other sites More sharing options...
Neutrality Man Posted September 14, 2014 Report Share Posted September 14, 2014 Suggestion for a 3rd and 4th upgraded difficulty modes: Millennium Master Mode: Removes the anti-Deckout clauses entirely. Challenger decks out, they lose. Bosses may not use deck destruction strategies. Chosen Duelist mode: Millennium Master, but with 8000 challenger LP. [spoiler='Card Of The Format for these modes']http://yugioh.wikia.com/wiki/Localized_Tornado[/spoiler] Link to comment Share on other sites More sharing options...
Darj Posted September 15, 2014 Author Report Share Posted September 15, 2014 Well, to be honest I have not played the games nor watched the series so I didn't know it was already a thing. It doesn't matter anyways, since its not like of a revolutionary idea and I wouldn't have been surprised if someone else, somewhere else, had come up with something similar. Even better, we could take a couple of rules or mechanics from those official game modes to polish what we got here. Anyways Once you set up a good field presence and establish the first win, it becomes very difficult for the opponent to turn it around, especially since they start from scratch rather than using the leftovers in their teammates' Graveyard and field. Conversely, for explosive Decks like Chain Burn it becomes difficult to keep the advantage as most of your one-use resources would have gone to defeating the first opponent. At least having no fear of Deckout means that they regain their resources eventually. It occurred to me that to address the issue of the new opponent being at disadvantage when facing a challenger's established board, the following rules could be added: 1. The new opponent keeps the cards that were on the previous opponent's field when he/she was defeated. After those cards are removed from the field, the are removed from the game (not banished) and returned to its original owner. 2. The graveyards and banished cards of the defeated opponents remain in the game, and the following opponents are able to use it for resources (e.g. revive with Call of Haunted, banish for the Summon of BLS), fulfilling summoning conditions (e.g. Dark Armed Dragon, Lightray Diabolos), etc. To avoid confusion, graveyards and banished cards from each opponent will be stacked separately (also to avoid building towers of 80+ cards). In addition, cards that involve # of cards in the grave or banished (e.g. Cemetary Bomb, D.D. Dynamite) will only consider the graveyard or "banished pile" of the current opponent. Needless to say, if both are accepted, then cards remaining on the field from the previous opponent's wouldn't be removed from the game, but rather sent to their respective graveyard and "banished pile". Link to comment Share on other sites More sharing options...
Neutrality Man Posted September 15, 2014 Report Share Posted September 15, 2014 Well, to be honest I have not played the games nor watched the series so I didn't know it was already a thing. It doesn't matter anyways, since its not like of a revolutionary idea and I wouldn't have been surprised if someone else, somewhere else, had come up with something similar. Even better, we could take a couple of rules or mechanics from those official game modes to polish what we got here. Anyways It occurred to me that to address the issue of the new opponent being at disadvantage when facing a challenger's established board, the following rules could be added: 1. The new opponent keeps the cards that were on the previous opponent's field when he/she was defeated. After those cards are removed from the field, the are removed from the game (not banished) and returned to its original owner. 2. The graveyards and banished cards of the defeated opponents remain in the game, and the following opponents are able to use it for resources (e.g. revive with Call of Haunted, banish for the Summon of BLS), fulfilling summoning conditions (e.g. Dark Armed Dragon, Lightray Diabolos), etc. To avoid confusion, graveyards and banished cards from each opponent will be stacked separately (also to avoid building towers of 80+ cards). In addition, cards that involve # of cards in the grave or banished (e.g. Cemetary Bomb, D.D. Dynamite) will only consider the graveyard or "banished pile" of the current opponent. Needless to say, if both are accepted, then cards remaining on the field from the previous opponent's wouldn't be removed from the game, but rather sent to their respective graveyard and "banished pile". This is another thing that was implemented in the WRGP for WC 2k11 Over the Nexus. In the aforementioned final bout where you face all of Yliaster in a row, you are the last man on you team (Yusei, Jack, Player) the duel state starts with Jack Atlas's Red Nova Dragon absorbed by Meklord Emperor Wisel ∞, and a face-down Synchro Material Trap Card on your side. Because that's the state Jack left the field in when he was demolished. The graveyard and banish pile were emptied, however. Link to comment Share on other sites More sharing options...
Darj Posted September 15, 2014 Author Report Share Posted September 15, 2014 I see. And yeah, the first rule is what I meant with implementing rules from the games in the thread. Anyways, the first rule should be fair enough, and actually interesting because it will encourage opponents to place on the field as many cards as possible right before being defeated. It's the 2nd rule I'm not sure about, since the opponents will potentially keep getting stronger with each additional graveyard; well, it will depend on the cards the previous opponent's leaves in the graveyard or banished (e.g. Breakthrough Skill, Necro Gardna, etc.), and if the current opponent can use them (e.g. Mezuki). By the way, I think the additional difficulty modes you suggest are not bad: they look like quite a challenge, and resorting to cards such as Localized Tornado in order to survive would be amusing. However, I wouldn't give them such gimmicky names; personally I would go for something like: Hard Mode -> Master Mode -> Lunatic Mode -> Millennium Mode Link to comment Share on other sites More sharing options...
Neutrality Man Posted September 15, 2014 Report Share Posted September 15, 2014 Gimmicky? Yes. Exactly what Konami would call such challenges at official events? Absolutely. Another thing is that that Red Nova and Synchro Material would go to the Graveyard as normal during the game progression. And the Red Nova is considered properly Synchro Summoned so you can CotH it. Link to comment Share on other sites More sharing options...
werewolfjedi Posted September 20, 2014 Report Share Posted September 20, 2014 world championship 2007 actually does something like this mode, it wasn't a boss mode, though, it was a endurance mode. the field and deck reset after every fight, so you don't get to abuse a preset field, but you keep whatever life points you had. it also had a burn Gorz deck at level 6, if you came into level 6 with less than 5000 lp, there was a very high chance she would one shot you. and if you had more, you had to work on rebuilding your LP before you go on because some decks where very cheep poke styled, like the gadget monarch deck you ran through the duel spirits for the first 6, then you flip back and forth between level 5 and level 6 while the actual duelists pop in and challange you smash bros style, with big !! in red right before the duel starts.since it as back then, I did a life gain St. joan deck, and sat at max carry over of 10k lp every game. my longest run was a 26 duel run, got future fusion OTK'd by the chimericatech over dragon Link to comment Share on other sites More sharing options...
The15thWing Posted September 20, 2014 Report Share Posted September 20, 2014 Like others have said, YCS "Over The Nexus" did a similar thing; Except it was cheap: You fought 3-4 Full-Powered Enemies, and had to keep 8000 LP that carries from match to match. (Talking about the rematch comps here, not story mode.) This is actually something I would really love to play. It gives YGO more than just Tags/Matches for truly alternate Play, and it's really well done the way you've constructed it. My only gripe is maybe allowing the opponent's to have 8000. I know the challenger has advantage after defeating the first, but maybe 6000 feels a bit better? Ah, it's fine as it is. I'll have to try it sometime. Anyways, cool idea, and I think it has great potential, but LS is totally a problem there. Not so much that they cannot deck out, but rather don't need to fear over-milling. Lavals could have the same, I guess, but are nowhere near as threatening. Maybe you could make it so cards milled replace cards in Grave? IDK. Maybe if you have 20-Something cards in Grave, and would mill, you return the bottom card of the Graveyard to the bottom of your deck before milling? Probably not a very good solution, but I can't think of any others. Link to comment Share on other sites More sharing options...
Darj Posted September 23, 2014 Author Report Share Posted September 23, 2014 Hmm, that last suggestion looks too complicated. I would rather just Limit/ban the cards that abuse milling, namely Judgment Dragon. Besides, in theory, without Judgment Dragon LS can still do stuff with Michael, Lumina, Felice and whatnot. Link to comment Share on other sites More sharing options...
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