Garthfunkle Vii Backwards Posted June 9, 2012 Report Share Posted June 9, 2012 the object of the game is reduce you opponnent health points down to 0, during your opponent's draw pase when your opponent has no cards in their main army and their mana reserve or a other win victory conition thats been fullfilled on a card you win there is a 3 card rule there will be 60-75 cards in your main army deck (seems alot buts its not) 20-25 in your general deck 20 terra cards in your terra deck you are allowed 30 in your match deck in case of you want switch out cards in matches you can put any card in your match deck now then you got your regular monsters (there a reason to conisder to have these guy in your main army more on that later) the regular ones go in your main army deck sp monsters (yes special effect) the regual sp go in your main army deck Note that SP Monsters cannot also be Regular Monsters but they can be Ritual Monsters, Fusion Monsters, Retlag Monsters, Zirfaust Monsters or, Duobbos. Also note that Ritual Monsters, Fusion Monsters, Retlag Monsters and Zirfaust Monsters can lack effects, making them unable to be SP Monsters, but they are not considered Regular Normal Monsters. Ritual Monsters (they go in your general deck they use a ritual spell that is in your main army deck which will be like poly will be for all gerenal use of ritual but there can be special exception (do i really need to explain this all Gishiki fans know play ritual ritual material from hand field or graveyard go boom then pops in a fusion monster nuff said i putting a new spin on this) Fusion Monsters (they go in your general deck they use a fusion spell that is in your main army deck which will be like poly will be for all gerenal use of fusionbut there can be special exception (do i really need to explain this all HERO fans know play fusion fusion material go boom then pops in a fusion monster nuff said) Retlag Monsters (they go in your general deck a explantion of these will happen later down the road) Zerfaust Monsters (they go in your general deck a explantion of these will happen later down the road) Duobbos Monsters (they go in your general deck a explantion of these will happen later down the road) Sobboud Monsters (they go in your general deck a explantion of these will happen later down the road) Icon Monsters (they repensent monsters and they are special summon by a card effect) now then all monsters have these points wich are called stats AP GP HP VP MP TP if you are unfimilair to the classic "pp" system lets go though em ap attack points gp guard points hp health points (peoople should shoot you for not knowing this one) vp vitaity points (during each recovery phase your monster and the caster regains hp mp and tp equal to this stat) mp mana points duh again tp now this is one i came up with its tatics points allows you pull off crazy tatics combo etc regular monster will have way higher one or more stats which makes equal grounds on the other monsters the caster (duelist if you willl) has hp vp mp and tp all 10,000hp 500vp 500mp 500 tp when the caster has 0hp he/she loses the many phases in order[list] [*]Mana Phase [*]Draw Phase [*]Recovery Phase [*]Start Phase [*]First Phase [/list] Battle Phase[list] [*]Starting Step [*]Battle Step [*]Damage Step [*]End Step [/list] Second Phase[list] [*]End Phase [*] [/list] mana phase you send the top 4 cards in your main army deck to your mana reserve draw phase: happens immediately after the mana phase During the draw phase, the Turn Player draws 1 card from his/her main army deck. This is the very first thing that happens during the Draw Phase, which means an opponent cannot activate a card before the Turn Player draws a card. Some card effects, however has a effect thats states "before they draw" will activate during the Draw Phase, before the Turn Player can draw a card. If the Turn Player's main army deck and mana reverse contains no cards when he/she enters the Draw Phase, and if he/she is required to draw a card, then he/she loses the game.Tatics Cards and Quick-Play Spell Cards may be activated in this Phase, after the Turn Player has drawn a card recovery phase happens immediately after the draw phase phase this when all face-up monsters the turn player controls recovers hp mp tp equal to their vp respectively (their stats can not go over what is printed on the card so if the current vp is higher than the other stat then the stat is full and does not go over) Start Phase happens immediately after the recovery phase. Some cards state that certain actions are to take place in this Phase, as well as the Maintenance Costs for other cards, The Turn Player may decide in which order any of these actions are performed. There are some cards that can only be activated in the Standby Phase, Tatics Cards, Quick-Play Spell Cards and monster Quick Special Effects may be activated in this Phase. Infirst phase the Turn Player may:[list] [*]Normal Summon, Tribute Summon, or Set a monster. [*]Special Summon a monster(s). [*]Manually change the Battle Position or perform a Flip Summon on a Monster Card, provided it was not Set or Summoned this turn. [*]Activate special effects monsters or the effects of tatics card and or spell cards, [*]Activate or Set Spell and/or Tatic Card. Quick-Play Spell Cards and Tatics Cards cannot be activated in the turn they are set. [/list] tif a particular monster was summon this turn, the Turn Player can flip it face-down using a card effect its own effeect or anthor card effect and then perform a manual Flip Summon on it, since the rules state that only one manual Battle Position change may be performed per turn; Battle Position changes by effects do not count towards this. After First Phase has ended, the Turn Player may choose to enter the Battle Phase. If he/she chooses not to, the player automatically proceeds to enter the second phase then choose to end their turn by entering the End Phase The battle phase is the Phase in which Battles are conducted. a battle phase can be conducted every turn except the first two turns of the game, after the Turn Player's first phase. It is split into four main areas:[list] [*]Start Step [*]Battle Step [*]Damage Step (includes Damage calculation) [*]End Step [/list] In the start step the Turn Player declares that he/she is entering the Battle Phase. Either player may activate Tatics Cards and/or Quick-Play Spell Cards at this time. In the battle step of the Battle Phase the Turn Player selects, and announces 1 monster he/she wishes to attack with, and either targets 1 of the opponent's monsters he/she wishes to attack, or, if he/she is able to, announces that he/she wishes to attack the opponent's Health Points directly. When an attack is declared, the Turn Player retains Priority to activate effects. At this time he/she is free to activate cards that perform an action when a monster attacks or any other effect with timing he/she can meet. If the Turn Player decides that he/she will pass, the opponent is given a chance to activate effects that respond to the attack or any other effects with timing he/she can meet. If the Turn Player passes, and the opponent passes as well, the chance to activate any more cards that activate in response to an attack is GONE. During the damage step of the Battle Phase, the damage is calculated from the declared attack. If the defending monster is face-down, it is flipped face-up first during this Phase. If the defending monster has a Flip Effect, it is applied after Damage calculation, but still within the Damage Step. The Flip Effect does not affect monsters that have already been destroyed as a result of Damage Calculation. This includes the monster itself, so a flipped monster that was destroyed in battle cannot select itself as a target since it has already been destroyed. This is because, even though the monster has not left the field, it has already been decided that the monster in question will be sent to the graveyard. In the Damage Step, only certain cards and effects may be activated. These include:[list] [*]Counter Tatics Cards [*]Normal Tratics Cards, Continuous Tatics Cards, Quick-Play Spell Cards, and Quick Effect Monster Cards that alter the AP and/or GP of one or more monsters on the field The card must DIRECTLY affect AP/GP to be valid; [*]Mandatory Trigger Effects. [*]Flip Monster Effects (which are mandatory by nature) [*]Quick Special Effect Monster Cards that negate the activation of other cards or effects [*]Any card whose text specifically says it may be activated during the Damage Step [*]Cards that do not meet the activation criteria, [/list] Cards that Special Summon monsters when destroyed in battle, all Special Summon monsters during the Damage Step, At the end of the Damage Step, the Monster Card(s) destroyed as a result of battle are sent to the Discard, unless a card effect specifies that they go elsewhere, is active. Once all battles have been resolved by repeating the Battle Step and Damage Step Sub-Phases, the Turn Player may declare an end to the Battle Phase, resulting in the end step Either player may activate Tatics Cards, monsters' special effects Quick-Play Spell Cards at this time. After the first phase or Battle Phase, the Turn Player enters second. In this Phase, any action that could normally be performed in First Phase can occur, as long as the requirements are met (i.e. no more than 1 Normal Summon or Set). In second phase the Turn Player may:[list] [*]Normal Summon, Tribute Summon, or Set a monster f you have not allready done so in first phase [*]Special Summon a monster(s). [*]Manually change the Battle Position of a monster, provided that monster did not declare an attack during the Battle Phase, and provided that it was not Set, Normal Summoned, Flip Summoned, or Special Summoned this turn. [*]Perform a Flip Summon on a Monster Card, provided it was not Set or Summoned in First Phase. [*]Activate effects, such as those of special effect monster if they have not been activated in first phase. [*]Activate or Set Spell and/or Tatics Cards. Quick-Play Spell Cards and Tatics cannot be activated in the turn they are Set. [/list] if a particular monster wasnt summoned this turn the Turn Player can flip it face-downusing a card effect its own or anthor card effect and then perform a manual Flip Summon on it, since the rules state that one manual Battle Position change may be performed per turn. Once Second Phase (or the Battle Phase if it was conducted) has been completed,the player proceeds to the end phase Any card effects that resolve in this Phase now take effect, The Turn Player gets to decide in which order any effect resolves. In addition, the Turn Player may also have to pay maintenance costs for cards If the Turn Player has eight or more cards in his hand at this time, he/she must discard cards to the discard pile until they have only seven cards in their hand. This action is the very last thing to happen in any End Phase. If an action is to be taken "at the end of the End Phase", such as the wear-off of the temporary 3000 AP boost, it is, predictably, the very last thing to happen in this Phase before the Hand Limit Discard occurs. Trivia: The End Phase is the only phase that cannot be skipped by a card effect, unless the entire turn gets skipped. you can only activate your top terra card (by flipping it face up on top of your terra deck during your start phase first phase battle phase second phase during the end phase the top card of your terra deck wither its face up or not goes to bottom of your deck) A normal summon can be conducted once per turn. Setting a monster will also take up your Normal Summon for the turn. You can only Normal Summon a monster in face-up Attack Position. You cannot Normal Summon a monster in face-up Defense Position, unless forced to by a card effect Some cards can change the Normal Summoning rules. If a Normal Summon is negated it is still considered that the Normal Summon is conducted once per turn. your normal summon not setting by the way cost mana from you mana reserve so you start the duel you put the four top cards in your main army deck to the mana reserve you have 4 mana meaning you can normal summon a monster with the skill of 4 or less the more mana you have the stronger monster you can normal summon without tribute Any monster of skilled 5 or higher requires a tribute summon tribute summon Monsters that are skilled 5, 6 and, 7 require 1 monster to be Tributed while monsters of Level 8, 9 and 10 require 2 monster to be Tributed skill 11, 12 and 13 require 3 monster to be Tributed skill 14 and 15 require 4 monster to be Tributed Some high-level monsters requires more monsters to be Tributed in order to activate an effect. Even if the monster is Tribute Set instead of Tribute Summoned, the correct number of Tributes must be offered. So you cannot Set a monster in order to avoid offering a Tribute. A Tribute Summon is treated exactly as Normal Summon, except a some cards refer specifically to whether or not the card was Tribute Summoned (Normally only one Normal Summon (including Tribute Summons) can be conducted in the same turn This means you cannot Normal Summon or Set a low Level monster and then Tribute it immediately to Tribute Summon a high Level monster. Tributing a monster for a Tribute Summon is a cost. Therefore, if the Tribute Summon of the new monster is negated, the Tributed monster(s) will not return to the field, but its effect will activate (if it has one that cannot miss the timing) When you Set a Monster Card, you place it on a Monster Card Zone face-down in Guard Position. A Set can be conducted once per turn, just as you can only Normal Summon once per turn. A Normal Summon of a monster will take up your Set for the turn, and vice-versa. If the monster you want to Set is skill 5 or more, you must Tribute another monster(s) from your side of the field first and then Tribute Set the monster (you do not show your opponent the monster you Set). If you want to Flip Summon a monster after Setting it, you must wait until your next turn's First Phase A flip summon occurs when you manually flip a face-down guard position monster into face-up Attack Position. A player must Flip Summon to flip his/her own monsters face-up without a card effect. Flip Summons are not considered Normal Summons or Special Summons. A player can Flip Summon as many times as he/she wishes to, as long as he/she has the ability to do so. However, you cannot manually change the battle position or Flip Summon a monster on the turn that it was summoned or set. When a flip effect Monster is Flip Summoned its Flip Effect will activate. Flip Effects will also activate if the monster is flipped face-up in the Damage Step or if flipped face-up by an effect that does not negate Flip Effects, However, Flip Summon Trigger Effects must be triggered by a proper Flip Summon, not by the card being flipped in any other way. With monster cards you can Flip Summon it and use its own effect to flip it face-down again in the same turn. This is possible because flipping a monster face-down is not a manual position change. A monster flipped face-up by a card effect or as a result of battle is not considered a Flip Summon. Only flipping a Set monster manually is considered a Flip Summon. However, because the monster was flipped face-up, any Flip Effects will activate. special summon are monsters summons that occur due to a card effect (as opposed to Normal Summons and Sets, which can be performed without the use of any specific card effect). Special Summons do not use up your 1 Normal Summon or Set for the turn, and they can be conducted as many times as possible in a turn (that is, as many times as you can activate effects that Special Summon monsters). Also note that Special Summoning requires no Tributes unless indicated by the card effect. A Special Summoned monster is placed in face up Attack Position or face-up Defense Position, unless the card effect indicates otherwise. The card effect will specify from where the monster can be Special Summoned (from the hand, main army deck, discard pile, or void zone). If no location is specified, then the monster is usually Special Summoned from the hand. Special Summons can be conducted in 2 ways:[list] [*]built in special summon These happen when the monster has an effect that Special Summons itself without starting a chain In this way, Built-In Special Summons behave similarly to Normal Summons or Flip Summons Retlag Summons Zirfaust Summons and Duobbos Summons are considered Built-In Special Summons because they do not start a chain. Cards that do not specify the location from where they are Special Summoned are always Special Summoned from the hand. Built-In Special Summons are important because they can be negated by any card that negates Summons [/list][list] [*]effect that special summmons All Spell, Tatics, and monster effects activates and resolves. Therefore, any Special Summon that results from a card effect will occur at the resolution of that effect. Fusion Summons and Ritual Summons occur during the resolution of a Spell Card. Additionally, some monsters have effects that Special Summon themselves but are not considered Built-In Special Summons such an effect will start a Chain, and the Special Summon will occur when the effect resolves. Recall that cards can only be [i]chained to the activation[/i] of effects and [i]not to the resolution[/i]. Effects that Special Summon are important because they can only be negated by effects that can negate the Spell, Trap, or monster effect that causes the Special Summon. Cards can not negate Special Summons due to card effects because these Special Summons occur during resolution. [/list] Note that effects that activate after a monster has been Special Summoned, Some monsters have conditions to whether or not they can be Special Summon and from where For any monster that '[i]must first[/i] by Special Summon by fulfilling its normal Summoning conditions and that conditions are negated, or Retlag, Fusion, Ritual, Zirfaust or Duobbos monsters that are not Special Summon through the normal methods, those monsters are not considered to be "Summoned Correctly", thus preventing them from being Special Summoned from the discard pile. card layout card Description[list] [*]Card type [*]Card name [*]Attribute symbol [*]Monster skill set / etc [*]Spell/Trap type and type symbol [*]Card image [list] [*]Card image border [/list][*]Edition text [*]Set number [*]Card text box [list] [*]Card text box border [/list][*]Monster type [*]Effect or flavor/lore text [*]AP GP HP VP MP TP [*]Card number or limitation text [*]Copyright text [/list] MONSTERS Monster Cards are differentiated by their names, Type, Attribute, AP, GP HP VP MP TP and skil. some have effect and regular do not have effects spell cards there are 2 major types of spells monsters spell and caster spell with the cost of mana of the selected type ie monster spell used up a selected face up monster mana as well a caster spell used up the caster mana that have various effects to alter the play of the game. Often, a Spell Card has a single effect to provide a bonus to the user or a weakness to the opponent. You may play as many Spell Cards as you would like per turn. Although Spell Cards are as powerful as Tatics Cards, they have the advantage that they may be played the turn they are drawn without having to Set them first. A Set Spell Card may be activated the turn it is Set as well (with the exception of Quick-Play Spell Cards). Used properly, a single Spell Card can significantly alter the game in the user's favor. It isn't uncommon for a player to win a game with the use of a single Spell Card. A Spell Card's Type is designated by a symbol to the right of the words "Spell Card". The various Spell Card Types are:[list] [*]Normal Spell: regular spell card. [*]Continuous Spell, symbolized with a ifinite symbol [*]Equip Spell, equips on monsters. [*]Quick-Play Spell you can set them then play em like tatics card [*]Ritual Spell allows you to special summon a ritual monster [*]Fusion Spell allows you to special summon a fusion monster [/list][list] [*]tatic cards there are 2 major types of Tatics card types monsters tatics cards and caster tatics card with the cost of mana of the selected type ie monster tatics card used up a selected face up monster tatics points as well a caster tatics cards used up the caster tatics points [*]that have various effects to make things difficult for your opponent or easier for you in a game. A Tatic Card must be Set and can only be activated after the current turn has finished, after it may be activated during either player's turn. Normal Tatics Cards. They can be activated during either player's turn as long as it wasn't set that turn. [*] Continuous Tatics Cards Their effect stays in play until destroyed. Counter Tatics Cards No cards or effects except other Counter Tatics Cards can be chained to a Counter Tatics Card. Tatics Cards may be chained to Spell Cards, other Tatics Cards, or to the effects of Special Effect Monsters. list of the differnet kinds of Tatics cards types [*]Normal Tatics: regular spell Tatics. [*]Continuous Tatics, symbolized with a ifinite symbol [*]Equip Tatics, equips on monsters. [*]Quick-Play Tatics you can play these from your hand like spell cards [*]Ritual Tatics allows you to special summon a ritual monster [*]Fusion Tatics allows you to special summon a fusion\ [*] [*]Attributes [*]DARK • EARTH • FIRE • LIGHT • WATER • WIND • DIVINE DEMONIC [*] [*]monster types [*]Angel Aqua •Beast • Beast-Warrior • Demon Dinosaur Divine-Being • Dragon • Fairy • Fiend • Fish Human• •Immortal • Insect • Machine • Plant • Psychic • Pyro • Reptile • Rock • Sea Serpent • Spellcaster • Thunder • Warrior •Winged Beast Warrior Winged Beast • Zombie • [*] [*]the field [*]there the front row of 3 monster zones the back row of 3 monster zones (you must summon monster to your back row then onced filled you can summon monster to your front row) (you can move monsters from you back row to your front and vice versa during your first and seond you can not move 2 times a turn and can only move to the spot that adjencent directly forward or behind it) the 2 rows of 3 spells and tatics zones your void zone (banish) your discard pile (graveyard) your main army deck (deck) your general deck (extra deck) your terra deck your mana reserve (when you run out of cards in your main army deck you shuffle your mana reserve deck and it becomes your main army deck) [/list] Link to comment
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