In order to keep things organized, we will have a set or rules for engaging someone in a Brain Burst battle. In a sense this will be a non negotiable battle, if someone challenges you, you must accept unless it is a Tag Match, much like a Trainer Battle in Pokemon. However there can be exceptions to this rule.

1. In order to challenge someone to a Duel, you must include the words 'Burst Link' in your post somewhere to enter the accelerated state. From there PM any of the Moderators to set up your Duel arena in the Battle Burst Stadium. You will have a few moments (posts) to get yourself ready before the match is officially started by a Moderator. Once the match is concluded, the topic will be locked and no further posts can be made. Spectators are allowed but cannot interfere or interact with the Duel.

2. Due to Burst Battles taking place in an accelerated state, no outside interactions from the real world can be made to those currently in a Duel. Meaning you cannot interact with people who are in a fight. If you see the words 'Burst Link' anywhere, you cannot interact with them in the real world, but you can drop into the Accelerated World to watch their match..

3. In the anime, each match is 1800 seconds, which is 30 minutes in the Accelerated world. Due to the time constraints (Unless you are in the Unlimited Neutral Field) you will have a maximum of 3 days to conclude your battle. If the two fighters still have HP remaining, the battle will be concluded as a draw. If a person loses all their HP the battle ends and they are declared as the loser.

4. Since we are using Burst Points, there is a system to determine how many Burst Points you gain from a match. In the anime if you lose all your Burst Points the game will be uninstalled, but this guild will be modified to change that rule. If you hit 0 Burst Points, you will lose 1 Level from your Duel Avatar and then be given 100 Burst Points to try and get back on your feet.
Equal Leveled Opponents ie Level 5 vs Level 5 will result in the winner gaining 10 Burst Points and the loser losing 10 Burst Points.
Different Leveled Opponents ie Level 3 vs Level 5 will result in the winner gaining 20 Burst Points and the loser losing 20 Burst Points. There is a change of 10 Point increments for every level discrepancy.
Battling a King of Pure Color ie Level 4 vs Level 9 will result in the loser losing all their Burst Points, and the winner gaining all the Points that the loser has. However you may not challenge a King of Pure Color to this sort of Duel unless you meet special requirements for a fair fight.

5. To keep things interesting, there will be several Duel modes, including some from the original anime. Below is a list of available Match Types.
1v1 - A typical Duel between two Burst Linkers, allowed to do whatever they please.
Tag Match - A 2v2 Duel wit your Tag Partner against another Tag Team. Burst Points are awarded based on combined Levels of both the Tag Fighters and the opposing Tag Team.
Battle Royale - There is no limit to the number of people partaking in this Duel Mode. Burst Linkers can choose to team up with other Burst Linkers in this free for all match. The winner gains Burst Points from each player they defeat, and the losers in turn lose Burst Points. The battle goes on until there is only one person/team left.
Sudden Death - A special mode where there can be fought with as many players possible. Each player must put all their Burst Points into a special device and the battle will go indefinitely until one person remains. The winner of Sudden Death Duels will receive the Burst Point winning pot.

Now down to the nitty gritty aspects of the Duels. During the Duel there are some rules to follow and some things you should know when going into a Duel to make everything run smoothly.

Environment - Moderators, having the power to choose the field you fight on can greatly impact a player's performance for the better or worst. There will be special attributes to each environment that will positively/negatively impact members of a certain color/type.

First Move (Speed) - The Burst Linker with the highest speed rating will make the first move in the Duel. If it is a tie, then random numbers/dice will have to be generated to see who gets the higher figure to make the first move. If the speed rating of one Burst Linker is twice as high as another, they can roll up to 3 numbers on their turn; 2 for attacking and 1 for defending.

Health Bar and Special Meter - Your Health Bar is determined by your level x 200 for example if you are a Level 1, your Health Bar will go up to a maximum of 200 Health Points, Level 2, your Health Bar will go up to a maximum of 400 Health Points and so on. You will start off with 10 Special Meter Points, and you can have a maximum of 100. You will gain Special Meter points based on damage you deal and receive.

Attack and Defense Numbers - During your turn, you will roll two 100 sided dice. The first number determines your basic attack damage and the second number determines damage reduction/counter attack. Rolling single digit numbers will automatically land you a critical hit for your attack or counter your opponent for defense, regardless of even or odd.

Attacking (Attack Stat) - Your Basic Attacks will be based upon your Attack/Dexterity rating (Based on if you are melee/ranged fighter respectively) x 10. For example an Attack rating of 5, your basic attacks will deal 50 damage. In order to land a hit you must roll a number between 1-100, and get an even number to land a hit. If you get a single digit number, you will land a critical strike and do double the damage. Upon landing a basic hit, you gain 10 Special Meter points.
Example: Attack Rating 5 = 50 Basic Attack Damage

Damage Reduction (Defense Stat) Damage Reduction is based on your Defense stat and is equal to your Defense rating x 5. For example a Defense rating of 3 will give you a 15 point damage reduction. You can only receive Damage Reduction in the form of a block, which like Attacking will be based on rolling a number between 1-100, and getting an odd number. If you roll a single digit number you will counter your opponent and deal the damage meant for you back at them and taking none. Upon receiving damage from a Basic Attack you gain 15 Special Meter points.
Example: Defense Rating 3 = 15 Damage Reduction.
This number would reduce the damage from the above to 35 instead of 50.

Killer Moves - Killer Moves are classified as either Damage or Buff/Debuff. The damage done by these Killer Moves is (should be if not) specifically stated in the Killer Move section, and hitting your opponent with a Killer Move that inflicts damage will reduce your Special Meter points while giving your opponent 20 Special Meter points. Damaging Killer Moves will inflict double your Basic Attack Damage, but you cannot perform a basic attack during that time. Indirect Killer Moves like Yellow Radio's Silly Go Round will affect the opponent's mental state but not otherwise damage them. Using a Killer Move of an Indirect nature will be an automatic dodge. If used correctly, they can be just as deadly as using a damage based Killer Move.