Rose Duel Intro

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 Rulings for Gamplay Rules..

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 Rulings for Gamplay Rules..
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..
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)..."
        

