Zeppeli Gyro Supreme Posted August 21, 2008 Report Share Posted August 21, 2008 This is kinda like the idea of the Riding Duels, except in this case there are multiple types of cards that can be used. The players would decide on which type of duel they wanted, and if they both had the correct Rule Card, they would begin the match. Each Rule Card would come with cards that can be used in a duel under that type of duel. Here's my first idea for a Rule Card: Time RealmRule CardPlayers may only use this card in a Time Duel. At the beginning of a Time Duel, both players activate their "Time Realm" card. While this card is activated, players only has 3 Monster Zones, 3 Spell/Trap Zones, and their Life Points start at 6000. A player’s turn ends if they do not finish it within 1 minute of it being started (judging and opponent’s responses not counting). During each player’s End Phase, place 1 Time Counter of this card. When a player has 30 or more Time Counters on their “Time Realm”, they lose the duel. [spoiler=Time Duel Support Cards]Time RevertNormal Spell CardActivate only during a Time Duel. Remove 1 Time Counter from a face-up "Time Realm" and place the top or bottom card from your Graveyard on top of your deck. Suicidal AccelerationNormal Spell CardActivate only during a Time Duel. Increase the Time Counters on both player's "Time Realm" by 4. In addition, each player's next turn can only take half as long. Time HealNormal Spell CardActivate only during a Time Duel. Remove 2 Time Counters from a face-up "Time Realm". Increase your Life Points by 800. Time ShifterNormal Spell CardActivate only during a Time Duel while you have 10 or more Time Counters on your "Time Realm". Remove 3 Time Counters from your "Time Realm" and place them on your opponent's. Time BurstNormal Trap CardActivate only during a Time Duel. Place 5 Time Counters on your "Time Realm". Draw 2 cards, and reveal them to your opponent. If both of the cards drawn were Spell or Trap Cards, you cannot draw during your next turn. Time DragonEarth/Dragon/4/1800/1000Only usable during a Time Duel: If you complete your turn in under 30 seconds, your opponent must finish their next turn within 30 seconds also. Black Hole MagicianLight/Spellcaster/4/1600/1600Only usable during a Time Duel: Once per turn, by placing 6 Time Counters on your "Time Realm", destroy 1 monster on your opponent's side of the field. Time SlowContinuous Trap CardActivate only during a Time Duel. While this card is face-up on your side of the field, your turns may time 30 seconds more to be completed. Time SpeedContinuous Trap CardActivate only during a Time Duel. While this card is face-up on your side of the field, your opponent's turns must be made in 30 seconds less. NEW!! Handicap MatchRule CardPlayers may only use this card in a Handicap Duel. At the beginning of a Handicap Duel, the two challengers activate their "Handicap Match" card, and the single opponent does not. While this card is activated, your Life Points start at 4000 (but cannot be increased to over 8000), and you must share a total of 5 Monster Zones and 5 Spell and Trap Zones with your partner. Only 1 partner may declare attacks with their monsters per turn. If a partner loses the duel by a card effect instead of their Life Points becoming 0, add the remaining Life Points of that player to their partner's. When a partner loses, their cards on the field become under control of their partner. Card effects that would cause two players to lose a duel at once cannot be activated. [spoiler="Handicap Match Support Cards]Handicapped HammerNormal Spell CardActivate only during a Handicap Match while your opponents have more monsters on the field than you. Destroy 1 monster on the field. Uneven BarrierContinuous Spell CardActivate only during a Handicap Match while you are the only player on your side. Negate the first attack of your opponents' monsters each turn. This effect cannot be activated if your opponents have only 1 monster on their field. Broken ShareContinuous Spell CardActivate only during a Handicap match. The partners in the duel lose 200 Life Points during each of their End Phases, and the player with no partner loses 400 Life Points during each of their End Phases. Each time a player's Life Points are increased, select 1 player. That player does not lose Life Points during their next End Phase due to this card's effect. Mercenary Dark/Warrior/6/2400/1000Usable only during a Handicap Match: When this card is Summoned to the field of a player with a partner, the controller of this card selects 1 of the partners and this card is treated as being under that player's control. Link to comment
OnSlaUghT Posted August 21, 2008 Report Share Posted August 21, 2008 how do you plan to use this? Link to comment
Zeppeli Gyro Supreme Posted August 21, 2008 Author Report Share Posted August 21, 2008 What do you mean? o.O Link to comment
OnSlaUghT Posted August 21, 2008 Report Share Posted August 21, 2008 how do you use it? Link to comment
ShadowKyogre Posted August 21, 2008 Report Share Posted August 21, 2008 Like create supplemental cards for it. Ex: one allows you more time for your turn. Link to comment
Zeppeli Gyro Supreme Posted August 21, 2008 Author Report Share Posted August 21, 2008 I was actually working on that. I just wanted to see what people thought of the cards, first. Link to comment
Holy R. Enigma Posted August 21, 2008 Report Share Posted August 21, 2008 Erm.. So that means the Person who goes first loses more or less. >.> It's a pretty cool card. Can't wait to see more. :D Link to comment
Zeppeli Gyro Supreme Posted August 21, 2008 Author Report Share Posted August 21, 2008 Erm.. So that means the Person who goes first loses more or less. >.> It's a pretty cool card. Can't wait to see more. :DNo, duels usually don't last 30 turns. And there would be cards that take away Time Counters. Link to comment
Holy R. Enigma Posted August 21, 2008 Report Share Posted August 21, 2008 If a duel lasted 30 turns. That would be pretty strange. I know certain duels don't last 20 turns to use Final Countdown, unless your using a Stall Deck with Final Countdown. Link to comment
Guest xbon Posted August 21, 2008 Report Share Posted August 21, 2008 If a duel lasted 30 turns. That would be pretty strange. I know certain duels don't last 20 turns to use Final Countdown' date=' unless your using a Stall Deck with Final Countdown.[/quote'] I've had a duel last 50 turns before... The only reason it ended was cus of final countdown. Link to comment
ShadowKyogre Posted August 21, 2008 Report Share Posted August 21, 2008 I dragged out a duel further than that, torturing my opponent by Recycling my cards. Anyway, continue w/the Time Duel stuffs! Link to comment
Zeppeli Gyro Supreme Posted August 21, 2008 Author Report Share Posted August 21, 2008 I'm going to add some support cards for the Time Duels in just a minute. Link to comment
Wyhe Posted August 21, 2008 Report Share Posted August 21, 2008 pretty good, but is the auto-losing effect really necessary Link to comment
Zeppeli Gyro Supreme Posted August 21, 2008 Author Report Share Posted August 21, 2008 It's to make the duel actually timed as well, and not just have your turns timed. Kinda like "if I can't beat my opponent in time I end up falling off of a cliff" xD Link to comment
Wyhe Posted August 21, 2008 Report Share Posted August 21, 2008 It's to make the duel actually timed as well' date=' and not just have your turns timed. Kinda like "if I can't beat my opponent in time I end up falling off of a cliff" xD[/quote']so this "time duel" is timed in all aspects. maybe you should make a card that changes the time of turns Link to comment
Zeppeli Gyro Supreme Posted August 21, 2008 Author Report Share Posted August 21, 2008 Added two, and I also added Handicap Match cards. Link to comment
Sander Posted August 21, 2008 Report Share Posted August 21, 2008 Sweet cards man ^_^ I would totally see this as a real TCG xD Link to comment
ShadowKyogre Posted August 22, 2008 Report Share Posted August 22, 2008 I can see that also as well! Link to comment
Silent Member Posted August 23, 2008 Report Share Posted August 23, 2008 Is there a reason that a Handicap Duel can only be in a time duel? Good set. Link to comment
Zeppeli Gyro Supreme Posted August 23, 2008 Author Report Share Posted August 23, 2008 lol. Thanks for catching that mistake. Link to comment
Kizzi Posted August 25, 2008 Report Share Posted August 25, 2008 Time Duel (and support) seem really awesome, and the idea's unique as well. However, I don't really like the idea behind the handicap cards... Link to comment
Zeppeli Gyro Supreme Posted August 25, 2008 Author Report Share Posted August 25, 2008 It was supposed to be like when Yugi and Kaiba dueled Dartz, except more balanced. Because if both players could keep attacking, then the person dueling all by themself would eventually get overpowered (since they can Summon twice in a turn). Or maybe I should make it so that they take turns? Like one partner takes a turn, the single player, then the other partner? Link to comment
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