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Posted: Fri Jan 07, 2011 8:05 pm
Ok the name in parenthesis is the username you put in to connect
UnHolyFudge(UnHolyFudge) Im Windspirit(Windy_TheWingedOne) Toan(The_Sadistic_Toan) <- EVIL BloodyShinobiOokami(BloodyShinobiOokami) Zadoc_the_27th(zadoc the 27th) Wulfie(wulfboy15) Lief_7(Lief_7) -InsertEgoHere- Liger(RajiLiger) Edit this if you know others, and because I am way to lazy to put up dueling rules someone else do it(please)
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Posted: Sun Jan 16, 2011 2:55 pm
Basic Dueling rules:
At the start of the duel, each person draw five (5) cards and then decides who goes first by flipping a coin (control F). The winner of the coin flip goes first and enters their Draw Phase (the first phase of a person's turn where they draw their guaranteed one card per turn). Afterwords, they enter their Standby Phase (which normally nothing happens except for effects of cards like Gold Sarcophagus, Future Fusion, Weapon Change, etc.) and go directly to their Main Phase 1. In the Main Phase 1, a person can do several things. They can: Normal Summon a Monster in face up Attack mode OR Set a monster in face down Defense mode. Activate Spell Cards. Set Trap Cards and/or Spell Cards. Use Monster Card's effects (if they allow it)
Afterwords, a player may enter their Attack (Battle) Phase UNLESS they went first in the duel in which case the Attack Phase is skipped. Normally during an Attack Phase, a duelist may attack their opponent's monsters OR attack them directly if they don't have any monster cards out or if they have a card effect which allows them to do so. If a monster is attacked, then the Damage Calculation applies. Damage is applied as such: If your Monster has more attack points, the opponent's monster is destroyed (unless card effect prevents it) and typically goes to the graveyard. Then damage is applied based on how much attack points your Monster has compared to theirs. If both monsters have the same attack points, both cards get destroyed and neither played takes damage (unless an effect applies). If your monster has less attack then your opponent's monster, then your monster is destroyed and you take damage equal to the difference. Now, if you attacked a Set or a Defense Position Monster, things apply differently. If your attack is higher than the opponent's monster's defense, the defending monster is destroyed and no damage is taken (unless effect applies). If your monster's attack equals the opponent's monster's defense, then it's a stalemate and nothing happens (unless an effect applies). If your monster's attack is less than the opponent's monster's defense, then your take damage equal to the difference and neither Monster is destroyed.
After the attack phase, a Duelist enters their Main Phase 2 which acts exactly like Main Phase 1 except if you've already Normal summoned a monster (Set, put in Face up attack, Tribute Summoned) then you can't do so here without a card effect.
Play continues like this until one person wins through Card Effect or has taken all of the opponent's Life Points away.
Card guide:
Normal Monster cards: These guys just have Attack and Defense. Always have a Yellow Border and don't do anything extra.
Effect Monster cards: These guys have an effect that comes with them as well as Attack/Defense. Always have an Orange Border.
Types of Monster effects- Continuous: Cards that say, "As long as this card remains face up on the field" Trigger: Cards that need something to happen first like a Summoning of a monster or an attack. Flip: Happens when a card is flipped face up whether by attack, card effect, or the duelist's choosing (unless a card effect prevents it)
Tuner Monster cards: These guys can be Normal or Effect monsters. They're needed for a form of Special Summoning known as Synchro summoning.
Synchro Monster cards: These guys can typically only be summoned by placing at least one Tuner monster and however many more non-Tuner monster cards it takes for you to equal the Synchro monster's level (those little yellow stars in red circles on a Monster card) This summon counts as a Special Summon which can happen as many times as you like during your turn as long as you have the correct cards unless an effect prevents you from doing so. All Synchro Monsters have a White Border.
Fusion Monster cards: These guys can typically only be summoned by send various cards from your hand and/or your side of the field to the graveyard. MOST Fusion monsters can only be fused by a card called Polymerization but there are a few exceptions. All Fusion Monsters have a Purple Border.
Ritual Monster cards: These guys can only be summoned by using the required Ritual Spell card and doing what the Ritual spell says. These cards have a Blue Border.
Normal Spell: a Light green card that you can typically only activate during your Main Phase. Sometimes classified with a N in a circle.
Continuous Spell: These spell cards stay up on the field until they're destroyed or until their effects wear out. Has the infinity symbol on it (sideways 8.)
Quick-Play Spell: These cards can be activated at almost any time. They have a Lightning bolt on them.
Field Spell: These guys stay on the field like Continuous spells do, but only one may be face up at any given time. They have a 4 point star on them.
Equip Spell: A card that can be equipped to a monster for varying effects. These guys stay up until destroyed and have a little cross on them
Ritual Spell: The spell cards needed for a Ritual Summon. These cards have a Torch on them.
Normal Trap: These cards are purple (though it's a lighter shade than Fusion Monsters) and have to be Set face down for at least one turn before they can be activated unless a card effect allows you to activate it right away. They can be activated during your opponent's turn.
Continuous Trap: These cards need to be Set one turn before activation (like all Traps do) and stay up on the field until destroyed. Like Continuous Spells, they have the infinity sign on them.
Counter Trap: They activate in response to things like a Summon, Spell Card, or Trap Card. Need to be Set for one turn at least and have an Arrow curving to the left.
Token: These cards have a Gray Border and can only be summoned by card effect.
Yu-Gi-Oh Virtual Desktop options: Drawing card: Control D OR left click deck zone Discarding top card from deck: Control T Coin Flip: Control F Dice Roll: Control R Search Deck: Control K Playing a card (with options): Right click card in hand or field Summoning Tokens: Right Click field and select token(s) in the Token submenu RFG View: Control O Graveyard View: Control G Shuffle Deck: Control S Anything Else: More than likely in the Gameplay menu Taking Damage: /sub (insert number here) (I.E. /sub 200 would take 200 Life Points away from you) Adding Life Points: /add (insert number here) (I.E. /add 200 would add 200 Life Points to you)
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wild wulfie of the forest Crew
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wild wulfie of the forest Crew
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Posted: Mon Jan 17, 2011 6:07 am
O_O Forgot somethings...
Summons:
Normal Summon: When you put a monster from your hand onto the field in either Face-up Attack position or Set it in Face-down Defense position.
Tribute Summon: It counts as a Normal Summon, but this summon requires you to sacrifice monsters to get stronger monsters. Level 1-4 monsters require no tribute, level 5-6 monsters require 1 tribute, and level 7 and higher require 2 tributes.
Flip Summon: When you take a Set monster and flip it into Face-up Attack Position during your turn. Note: Like anything that gets Set, the monster must remain Set for one turn before you can Flip Summon. This does NOT count as your Normal Summon for your turn.
Special Summon: Some cards can only be Special Summoned. A Special Summon can happen only through card effect and you may do as many of these as you want/can during a turn (both yours or your opponents unless a card effect applies)
Ritual Summon: These can only happen if you meet the requirements on the Ritual Spell. Counts as a Special Summon.
Fusion Summon: This counts as a Special Summon and can only happen through a card effect. You MUST meet the requirements on the Fusion Monster card AS WELL AS the effect you're using to Fusion Summon with.
Synchro Summon: Unlike Fusion Summon, this doesn't need a spell or effect to be used. However, you still need to meet the requirements on the Synchro Monster card AND the monsters you're using for the Synchro summon MUST add up to the level of the Synchro Monster. This counts as a Special Summon.
Other stuff you need to know: Your field: The area where all your active/set cards are put. Consists of a Deck Zone, Graveyard Zone, 5 Monster Zones, 5 Spell/Trap Zones, an Extra Deck Zone, and a Field Spell Zone.
Deck Zone: Where your deck goes.
Graveyard Zone: Where cards you've used/tributed/been destroyed go.
Monster Zone: Where a Monster card gets played (as well as Tokens and a select few Continuous Traps)
Spell/Trap Zone: Where any Spell/Trap card can be played or Set (Excluding Field Spells).
Extra Deck Zone: Where your Extra Deck goes.
Field Spell Zone: Where the active Field Spell gets placed. Note: Only ONE Field Spell may be activate at one time. However, One Field Spell MAY be active with another Field Spell Set.
RFG: Stands for Removed From Game. Card here have been removed by card effects and typically can't be used again.
Extra Deck: The little Deck that holds all your Fusion and Synchro Monsters. Note: Cards in here don't count towards your Actual Deck.
Side Deck: Another little deck that holds cards that you can swap out INBETWEEN matches, NOT during. Note: You can only swap cards, meaning you can put all your Side Deck into your regular Deck because that would just be cheating.
Deck: Where you draw from! Must contain no more than 3 copies of any 1 card (unless the card is banned, Limited, or Semi-Limited), must contain at least 40 cards, can't contain more than 60, and must have at least 1 Monster.
Banned: This card may NOT be in any decks under any circumstances.
Limited: You may only have up to one copy of this card in your Deck/Side Deck.
Semi-Limited: You may only have up to two copies of this card in your Deck/Side Deck.
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