Guest JoshIcy Posted June 18, 2008 Report Share Posted June 18, 2008 [align=center]I'm sure alot of you have played "Yu-Gi-Oh: Duelists of the Roses". Well, I've decided to see if I can make this concept work for the actual TCG. This will completely change the way you play, (literally). The game will be played first using this card>Afterwards, the game will follow as such. But still remain the standard TCG game you remember with a few twists, and shall be called a "Rose Duel". Please read the following Spoiler, and due to the nature all rulings shall be placed in the Spoiler. Rose CardsAll "Rose Spells" can only be activated during a 'Rose Duel'. And have a Spell Speed of 1. All Rose Monsters will have 2 versions, 1 that can be used in a normal TCG Duel and 1 for Rose Duels.[/align][spoiler=Rose Duel Rulings]Gamplay Changes-Cards will be played on a 7x7 gameplay board, which can be marked with scrap cards and your cards are to be placed on that, (or anything you have handy as long as your know your spaces).-Each player may have up to 10 cards on the field, excluding active Field Spells (Field Spell Rulings come later). This may be Monster or S/T, it does not matter. If you have more than 10 cards on the field, the card most recently played is destroyed and sent to the "Negative Pile", (Cards sent to the 'Negative Pile' cannot be retrieved by any means this is to prevent abuse).-Your Deck shall act as the hub of how you play your cards and can only be played in a 3x3 square around it.-The standard card may only move in 1 direction horizontal or vertical each turn, (unless stated otherwise).-Your Deck will be placed in the 4th Zone on the bottom of your end of the playing field, and cannot be moved. (This is to prevent abuse of summoning a monster close for a direct attack).-When 2 cards are close to each other it is considered a Battle, (more on this later as it varies per type of card).-No card may move off the 7x7 grid. Monster Rulings-Monsters may only be played in a 3x3 area around your Deck.-When using monsters for Tribute the monster summoned must be place around the deck in a 3x3 area. Any monsters used for Tribute may be tributed from anywhere on the field.-If a Monster gains anything Beneficial from a Field Spell, they may move up to twice, each step being within a new 3x3 area.-When Special summoning, a monster that is Special Summoned takes place of the card that summoned it. If the card summoned it remains on the field, that card acts as the 'Spawn Point' for the Monster and may only be summoned in a 3x3 area around it, and should the monsters exceed 8 destroy all Monsters summoned except for the monster located at the 'Spawn Point'.-A monster may only attack directly if they are near the opponents Deck 2 spaces away and have a clear horizontal/vertical sight of it.-When a monster battles a Spell or Trap Card, if the card cannot be activated it is destroyed. -When a monster activates an effect it is considered to affect the entire Field, pending Special Summon effects as stated above. If the effect requires a specific card as a target, your opponent must inform you which of their cards are valid targets if they are face-down. (This is to insure that you always target the correct card). Spell and Trap Card Rulings-If a Spell or Trap Card should battle each other, if that cannot activate the card that attack would destroy the opposing Spell/Trap. -If there would be a Spell or Trap Card that inflicts direct damage it must have a clear horizontal or vertical view of your opponents deck or cannot be activated.-A Field Spell when activated it benefits everything in a 3x3 square around it. Anything outside of that 3x3 square will not gain the benefit. In addition the center of the Field Spell shall not be considered the field spell itself and as such can have a card placed upon its center. Due to this you may have more than 1 field Spell activated at a time. Also, if a monster would require this Field Spell to be summoned, it will act as a Spawn Point and can be summoned anywhere inside that 3x3 grid.-When a Spell or Trap Card is moved you may flip it face-up as you move it to gain any bonus within the grid.-Counter Traps and Quick-Play Spells can affect the whole field, pending the Direct Damage rule.-All Continuous Spells shall affect the entire field. This also includes Normal Spells that would stay on the field after activation.-Equip Spells can only be activated when moved onto a monster. If the monster is incorrect, the Equip Spell is destroyed.. Special Terrains- Field Spell Rulings(Updated as Seen Fit)-Forest Terrain: Increase the ATK and DEF of all Insect, Beast, Plant, and Winged Beast Monsters by 400. In addition they may move up to 2 squares in any direction but may not move over another card. This movement may exceed outside the Panels, but once outside cannot perform the same movement. more coming soon.... "This Thread will be updated as I progress through the Idea and will add cards and rulings per specific cards. TCG Players/Experts help will be appreciated for individual card rulings as they come to help balance. Also due to the graphic experimentality of this concept, if you do have an idea etc that you would like seen do not hesitate to PM. I will be more than happy to make this a Forum-Wide concept ^_^... (Should it kick off)..." Link to comment Share on other sites More sharing options...
Death's Seduction Posted June 18, 2008 Report Share Posted June 18, 2008 don't really understand but great idea Link to comment Share on other sites More sharing options...
Guest JoshIcy Posted June 18, 2008 Report Share Posted June 18, 2008 don't really understand but great idea Lol, not all of it is intended to be understandable... yet... But, I will do my best to answer questions.... Link to comment Share on other sites More sharing options...
Wyhe Posted June 18, 2008 Report Share Posted June 18, 2008 reminds me of the Labyrinth Duel in Duelist Kingdom.Its activation is somewhat similar to Speed World. I'm not too certain about this idea,but I'm open to see how it goes along with more cards. Post Count:This is my 2600th post. Link to comment Share on other sites More sharing options...
Guest JoshIcy Posted June 18, 2008 Report Share Posted June 18, 2008 Lol, at least your open to it ^_^. Ooh and I updated the Spoiler using the Spell Icon that I intend to use for Specific Cards, should they arise.... (Again, the icon itself is still in the experimental stages).... Link to comment Share on other sites More sharing options...
ShadowKyogre Posted June 18, 2008 Report Share Posted June 18, 2008 Obviously, there will be specialized cards to work with this. I wants to see more of it soon! :) Link to comment Share on other sites More sharing options...
bury the year Posted June 18, 2008 Report Share Posted June 18, 2008 Captialize "Deck"... I've tried doing funky cards like this before; they're fun to think about. 8/10 Link to comment Share on other sites More sharing options...
╬「Selatcia」╬ Posted June 18, 2008 Report Share Posted June 18, 2008 Pretty good Idea. Link to comment Share on other sites More sharing options...
Guest JoshIcy Posted June 18, 2008 Report Share Posted June 18, 2008 Thanks lol, and its early morning for me right now.... So i'll get the Monster Rulings down and then call it for a while..... -Monster Rulings Added- Link to comment Share on other sites More sharing options...
Huntar! Posted June 18, 2008 Report Share Posted June 18, 2008 Brilliant my friend. I never played that game, cause it had too many rules, now, I never will. :P What would happen if a monster moves off the 7x7 zone? o_O Very brilliant. I like the idea. It comletely re-complicates the TCG as it is. :D I dont do this often anymore, but your IDEA gets a 10/10 Your card, though will get a 9/10 cause of its few errors in the OCG.. nice. :D Link to comment Share on other sites More sharing options...
Parting Shot Posted June 18, 2008 Report Share Posted June 18, 2008 Wow, this is a really neat idea! Can't wait to see how you progress with it ^_^ Link to comment Share on other sites More sharing options...
13s unlucky 1 Posted June 18, 2008 Report Share Posted June 18, 2008 clever idea............ ive tried ideas on the same plain but this is more solid then anything ive ever seen..... Link to comment Share on other sites More sharing options...
Chain Posted June 18, 2008 Report Share Posted June 18, 2008 wow this is really cool what happens to monsters effects? Link to comment Share on other sites More sharing options...
Guest JoshIcy Posted June 18, 2008 Report Share Posted June 18, 2008 ^:THANK YOU!... see now you know why I ask for help >_< I know all the complexities that I want, but remembering them all at once is gonna be a pain lol. Link to comment Share on other sites More sharing options...
Careless Whisper Posted June 18, 2008 Report Share Posted June 18, 2008 I understand it completely...Basicly it is like a Labrynth Duel like the one Yugi and Joey played against the Paradox Bros. Except without the maze. Perfect Idea Icyblue...I loved the game...I owned people with Aqua Dragon in that game. Sense his effect in that game was changing the square he was on to a water field so he automatically gained 500 points to own people with. lol Link to comment Share on other sites More sharing options...
Oxys Posted June 18, 2008 Report Share Posted June 18, 2008 Kind of reminds me of a Shadow Game or so, I likes it. And the rules add to the fun. Link to comment Share on other sites More sharing options...
Guest JoshIcy Posted June 18, 2008 Report Share Posted June 18, 2008 lol, thanks both of you.... When I come back from a small break, I'll write the Spell and Trap Card rules then follow up with some Rose Duel specific cards... Link to comment Share on other sites More sharing options...
Guest JoshIcy Posted June 18, 2008 Report Share Posted June 18, 2008 umm yeah, most S/T rulings are written. Dont hesitate to ask any questions about it :) Ooh and the first "Rose Spell" has been added... Link to comment Share on other sites More sharing options...
Noble Legend Posted June 18, 2008 Report Share Posted June 18, 2008 Woah, cool idea. Though I'm very confuzzled from it, it still does make A BIT of sense, which is also why I don't play "Duelist of the Roses" :P. But anyway, I want to see this worked on and become something great. And Icy my friend, you can do that. 10/10, cannot wait to see further development :) Link to comment Share on other sites More sharing options...
Junk Raver Posted June 18, 2008 Report Share Posted June 18, 2008 Moved to R-Cards what you have to remember Icyblue, is that R-Cards is for 2 types. Cards which fit in the current Metagame etc. and Cards which have new concepts / new way to play. The only exceptions to that rule is new monster types. Link to comment Share on other sites More sharing options...
Guest JoshIcy Posted June 18, 2008 Report Share Posted June 18, 2008 Ooh... I was thinking that this didnt belong here due to that it changes most of the game into a Board Game, but since I intend to keep most of the TCG itself intact "Hunter The Legend" had suggested that I have it moved here... Which would make sense and why I asked for your input/permission to have it in RC... Link to comment Share on other sites More sharing options...
Wyhe Posted June 18, 2008 Report Share Posted June 18, 2008 cool,new cards.Now they resemble Speed World concept more & morecan't wait to see more Link to comment Share on other sites More sharing options...
Huntar! Posted June 19, 2008 Report Share Posted June 19, 2008 Like I said before, the new one is nice. :P ;) Link to comment Share on other sites More sharing options...
Bloodrun Posted June 19, 2008 Report Share Posted June 19, 2008 hmm, what this thread seems to be lacking, is an actual effort of a post conducted by un aware members of this forum..i am here to change that, not often do i go in depth with my posts, but i shall in this ocassion, i read at the bottom of your thread, that you would like any extra help, well i have an idea for your rose monsters, first, here is the example: [spoiler=Omega Rose Dragon] Now with this, you can tell right off the bat, that there is something totally different about this card, (no kidding sherlock, is what our thinking, i know), now let me explain, the regular level of the monster, is shown on the left isde of the card. The Rose Level of the Monster, is shown on your right. What is a Rose Level you ask? A Rose Level, or power, in this case, is simple, depending on the level ( Rose Level) the monster has, is how many times it can use it "Special Attack", that being the big shiny letters spelling "Omega Dragon Blast, or what ever the power may be), Flip Turn 2, (there are Flip Turn 1, 2, 3, and 4) is, quite simple realy, two cards on your side of the field must be flipped before you can use the special power, what do i mean by that? say a card is face-down, all you have to do, is flip it face-up.Now, how the effect works is simple, there are only 5 different effects, that all Rose monsters can have, ill start with the one on the example, "Omega Dragon Blast" this one, allows you to remove two cards on your opponents side of the field, but also costs you to increase one face-up monster on your opponents side of the field, by 500 for each card. (the effects are simple really, but effective)[spoiler=List of the 4 remaining specials]Omega Iron Skull - You may Special Summon 1 monster from your Deck, this monster may either attack your opponent, or you may offer it to destroy 1 card on your opponent's side of the field. During the End Phase of the turn this monster is brought out, it is removed from play. Omega Relief Cannon- Offer 1 monster on your side of the field, to increase your Life Points by 1000 for each monster in your Graveyard. (this effect can only be used once, no matter what the Rose Level of the monster it is assigned to, has) Omega Ultra Spear- Select two monsters, 1 on your side of the field, and one on your opponents side of the field. These two monsters must attack, but there attack target is chosen by there current level, 1,3,6,9,11,12 must attack your opponent. 2,4,5,7,8,10 must attack yourself, directly. Omega Thunder Destruction- By offering all monsters on your side of the field, you may destroy all cards your opponent controls, hand and field, and inflict 300 points of direct damage, for each card sent to the graveyard. Also inflict 500 points of direct damage, to your Life Points, for each of your monsters offered by this effect. So, as this concludes my post, i hope i have offered an astounding (yes yes yes, i know, spelling error) amount of help, and i hope i have some how triggered a learning fascet (yes spelling again) of your own, and i hope you use this idea =) Link to comment Share on other sites More sharing options...
Spire Posted June 19, 2008 Report Share Posted June 19, 2008 Pretty good. I would like to see more. Link to comment Share on other sites More sharing options...
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