Just Crouton Posted August 22, 2010 Report Share Posted August 22, 2010 [quote name='PikaPerson01' timestamp='1282445267' post='4552145'] Sounds like Dungeon Dice monsters, only the whole dice thing is replaced by a board. [/quote] More like Duelist of the Roses without the Deck Leader and different rules...and this sounds interesting. Link to comment Share on other sites More sharing options...
Darkest Hour Posted August 22, 2010 Report Share Posted August 22, 2010 i've already seen something like this last christmas. and before that. and before that. and before that... Yugioh will never be an RTS, it's too effect-heavy now. otherwise, you run high level beatsticks. Link to comment Share on other sites More sharing options...
Sleepy Posted August 22, 2010 Report Share Posted August 22, 2010 [quote name='Darkest Hour' timestamp='1282458825' post='4552817'] i've already seen something like this last christmas. and before that. and before that. and before that... Yugioh will never be an RTS, it's too effect-heavy now. otherwise, you run high level beatsticks. [/quote] Yeah its been done before. Although it still looks fun effect heavy =[color=red](Translated to)[/color] more to the game than just moving pieces and overpowering beatsticks along the way. If it'll have its own banlist, then there'll be balance (probably). I personally drew that laberinth and printed 2 copies of each the pieces of that game impressed inside the yugioh manga. Took 1 of my giant papers (from sketchbooks) and 2 regular sheets of paper for the pieces. Its fun. This thread's game can be tested, but the playmat will be humongous because of the regular sized cards. Link to comment Share on other sites More sharing options...
-Griffin Posted August 22, 2010 Report Share Posted August 22, 2010 You could probably do this on YVD, using sticky notes for the board, so that you an write card positions on them and they'd still fit - just put the on-board cards in the RFG, for reference, when they're on the field. Link to comment Share on other sites More sharing options...
BulletMan Posted August 22, 2010 Author Report Share Posted August 22, 2010 Instead of a board, you could always use 100 cards you're not using on a table. problem solved. Link to comment Share on other sites More sharing options...
.Nu-13 Posted August 22, 2010 Report Share Posted August 22, 2010 Seems interesting... must play today with brother But what with Synchros? You can add rule like, that you can Synchro only when Tuner and non-Tuner(s) are next to each one? It will make Synchros less abusable @-Griffin - maybe we'll test? Link to comment Share on other sites More sharing options...
RAEGING D0GKING Posted August 22, 2010 Report Share Posted August 22, 2010 I was actually having a kinda same idea. Lightning Vortex MST Dark Hole Raigeki That sort of stuff would be banned. Also moving it by its stars isnt a good idea. Link to comment Share on other sites More sharing options...
RAEGING D0GKING Posted August 22, 2010 Report Share Posted August 22, 2010 I was actually having a kinda same idea. Lightning Vortex MST Dark Hole Raigeki That sort of stuff would be banned. Also moving it by its stars isnt a good idea. Link to comment Share on other sites More sharing options...
Dr. Cakey Posted August 22, 2010 Report Share Posted August 22, 2010 Hm. The game would need testing. It's just that I feel like in this slower, more tactical situation, it would make more sense for a field nuker to only have a certain "blast radius". Moving by stars seems reasonable to me, but once more I suppose it should be tested. In fact, I think I shalt. Link to comment Share on other sites More sharing options...
BulletMan Posted August 22, 2010 Author Report Share Posted August 22, 2010 Tests will indeed need to be made in order to see how things play out. More rules will be apllied, or unapllied, until the game is balanced enough. Then it will have its own banlist. Link to comment Share on other sites More sharing options...
BulletMan Posted August 23, 2010 Author Report Share Posted August 23, 2010 I wonder if anyone has tested this, and bump. Link to comment Share on other sites More sharing options...
.Nu-13 Posted August 23, 2010 Report Share Posted August 23, 2010 I tested Feel free to ask for everything. And IMO, Final Countdown will be banned here. I played this 10 times, each duel lasted like 30-40 turns, the longest one 83 to be exact (Stall Decks here = lulz) Link to comment Share on other sites More sharing options...
BulletMan Posted August 23, 2010 Author Report Share Posted August 23, 2010 That's long...I might have to change a rule or two, rather than have a banlist that bans many stall cards. Probably should be as many of your monsters can attack your opponent, rather than one. Don't know what I was thinking thre, but I wasn't using stall then. Link to comment Share on other sites More sharing options...
.Nu-13 Posted August 23, 2010 Report Share Posted August 23, 2010 Yeah, make that every monster can attack if able, like in normal YGO Link to comment Share on other sites More sharing options...
Darkest Hour Posted August 23, 2010 Report Share Posted August 23, 2010 Level 1s are totally irrelevant in this format. Move one space, with a maximum of like, 900 atk or so. Unless they have a good effect, their mobility, offensive/defensive capabilities and usefulness will be put to the test. Obscenely strong drop-frees like Gorz, CyDra and Tragoedia, where do they go? How would cards like Necro Gardna and Shiny Black C work? EDIT: I just thought of something, would Thousand Eyes Restrict be banned in this format? Link to comment Share on other sites More sharing options...
BulletMan Posted August 23, 2010 Author Report Share Posted August 23, 2010 Okay, a rule was edited. And for nuking, I'm thinking about it being more like not destroy the entire field, but rather (In example of JD) destroy monsters within a certain radius. This has yet to be determined. So I need an idea for field nukers.. Link to comment Share on other sites More sharing options...
.Nu-13 Posted August 23, 2010 Report Share Posted August 23, 2010 Really, this game needs custom banlist. And Level 1's... HOLY EPIC IDEA! Because it's easy to stall here, and keep your Level 1 on field for 20 turns... [size="7"]SLEEPING GIANT THUD MUST BE BANNED![/size] Link to comment Share on other sites More sharing options...
BulletMan Posted August 23, 2010 Author Report Share Posted August 23, 2010 Level ones are quite weak here... I had a new idea. You can combine Levels with other monster by forfiting their movement their turn. So I have a Level 1 and Level 4. I give my LV4s stars to the Level 1. The Level 4 cannot move, but the Level 1 can move up to 5 spaces this turn. Whatcha think? More tests are needed for a banlist. Not expecting this to become some great yugioh fad or something. But I do know which card is going to be banned: Final Countdown. Link to comment Share on other sites More sharing options...
.Nu-13 Posted August 23, 2010 Report Share Posted August 23, 2010 Yeah, will be good. And keep field nukers as they're now. It's good idea Link to comment Share on other sites More sharing options...
Dr. Cakey Posted August 23, 2010 Report Share Posted August 23, 2010 [quote name='Darkest Hour' timestamp='1282591329' post='4557858'] Level 1s are totally irrelevant in this format. Move one space, with a maximum of like, 900 atk or so. Unless they have a good effect, their mobility, offensive/defensive capabilities and usefulness will be put to the test. Obscenely strong drop-frees like Gorz, CyDra and Tragoedia, where do they go? How would cards like Necro Gardna and Shiny Black C work? EDIT: I just thought of something, would Thousand Eyes Restrict be banned in this format? [/quote] Why would you move with Level 1s anyway? All of those would be dropped into your backrow Probably, since it would still stall, even if it could only rarely grab monsters. After thinking a bit, it seems to me that attacking should work more like the Labyrinth game, where a monster can attack anything directly adjacent to it, rather than having differing attack radii based on Level. Then of course monsters would be able to attack in the same turn they moved. EDIT: Let's see, that movement pass ability seems good, especially to get a strong monster toward your opponent's Life Points. Since targeting abilities are limited by space, it seems like non-targeting ones should be limited in some way, too. Probably we could test effect based on Level and see how it holds up. I'll test this in a few hours, I think. Link to comment Share on other sites More sharing options...
-Griffin Posted August 23, 2010 Report Share Posted August 23, 2010 Here's how I'd do stuff. X by Y board, probably 10x10 Normal Summons and Sets are done on the closest row to you unless they're Tribute Summons. To tribute Summon, tribute 1 monster, or more than 1. If you tribute more than 1, they must all touch another monster being tributed. The Tribute Summoned monster is placed on any square that a monster tributed was. Movement is done in either main phase, once per turn, according to level stars. Exact directions could vary from castle-like movement to moving anywhere up to that number of spaces. Attacking could go two ways. First, attacking adjacent. Second, attacking the same as movement. Test'd show which is best. Direct attacks would either have to 'hit' the backrow, 'hit' behind the backrow, or be declared from the backrow, depending on which tests best and which above system is used. Probably no movement on turn of Summon, but attack is fine. Synchros must have all materials touching, and can appear on any space a material was on. Monster effects that affect on-field cards only affect in a radius of their level. If a card effect Summons something, it can be Summoned adjacent to the card that Summoned it. Otherwise, backrow. Things affecting Graveyard/Deck/RFG/Hand work as normal. Spells or Traps that target can only do so if touching the card they target. s/ts would probably have a move of about 3. This would lead to a lot more setting s/ts. Fusions appear where the Fusion Card was activated, or where 1 material was if it was a contract fuse. If it was Fusion Gate, it appears on the backrow. S/ts that don't target work as normal, with 'side of the field' referring now to how far along the board a card is. That good? Link to comment Share on other sites More sharing options...
Zauls Posted August 23, 2010 Report Share Posted August 23, 2010 How do you Synchro/Fuse? What happens if you want to tag Glads out? If something recruits something, where does the monster go? Leave field nukers as they are, and nuke the entire game field. BRD would suck otherwise. Other than those small things, this game seems epic. Me and -Smeagol should try this out sometime (like when he gets back from his hol in America). Link to comment Share on other sites More sharing options...
BulletMan Posted August 23, 2010 Author Report Share Posted August 23, 2010 Alright. I had at one point thought about giving nukers a radius, but you could always move JD 8 steps, nuke opponents field, keep your cards...which makes him ever more broken. Still thinking. GBs...when they tag, the new monster appears in the same place. Synchros have to touch, Fusion, maybe the same, but I'd rather have them have an advantage over Synchros by not having to touch. Moving S/Ts sounds nice. Link to comment Share on other sites More sharing options...
Dr. Cakey Posted August 23, 2010 Report Share Posted August 23, 2010 [quote name='-Griffin' timestamp='1282592041' post='4557894'] Here's how I'd do stuff. X by Y board, probably 10x10 Normal Summons and Sets are done on the closest row to you unless they're Tribute Summons. To tribute Summon, tribute 1 monster, or more than 1. If you tribute more than 1, they must all touch another monster being tributed. The Tribute Summoned monster is placed on any square that a monster tributed was. Movement is done in either main phase, once per turn, according to level stars. Exact directions could vary from castle-like movement to moving anywhere up to that number of spaces. Attacking could go two ways. First, attacking adjacent. Second, attacking the same as movement. Test'd show which is best. Direct attacks would either have to 'hit' the backrow, 'hit' behind the backrow, or be declared from the backrow, depending on which tests best and which above system is used. Probably no movement on turn of Summon, but attack is fine. Synchros must have all materials touching, and can appear on any space a material was on. Monster effects that affect on-field cards only affect in a radius of their level. If a card effect Summons something, it can be Summoned adjacent to the card that Summoned it. Otherwise, backrow. Things affecting Graveyard/Deck/RFG/Hand work as normal. Spells or Traps that target can only do so if touching the card they target. s/ts would probably have a move of about 3. This would lead to a lot more setting s/ts. S/ts that don't target work as normal, with 'side of the field' referring now to how far along the board a card is. That good? [/quote] I like these rules, although I think moving on summon is reasonable. Except for Glad tag-outs, since that was just mentioned. We could BKSS that any tag-out effect doesn't allow a move-on-summon. EDIT: Well, since this has (or will have) its own banlist, we might as well take the opportunity and BAN JUDGMENT DRAGON. Link to comment Share on other sites More sharing options...
BulletMan Posted August 23, 2010 Author Report Share Posted August 23, 2010 Banlist...well, for interesting results, let's play this entire game in Traditional for a day or so. Then when we decide which is broken, which is not, bans and limits will be made. Only 1 card is banned currently: Final Countdown. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.