Post by Battle City on Aug 8, 2010 18:09:31 GMT -6
In the Battle City arc of the Yu-Gi-Oh! Duelist manga, the Magic and Wizards card game used a set of rules known as Super Expert Rules. This rule-set is why cards and plays varied so much from the actual TCG. These rules, however, are the rules by which roleplay duels will be played. All of the normal TCG rules apply to roleplay duels, but with these modifications:
Magic and Wizards Super Expert Rules:
Deck:
* All Duelists must play using a Magic & Wizards deck made up of 40 or more cards of their choosing.
Life Points:
* Both players Life Points start out at 4000.
Turn Player:
* The challenged Duelist takes the first turn of the Duel. The challenger shall take the second turn.
Monster and Magic / Trap Zones:
* Only five Card Zones exist. These zones may be used for Monster, Magic or Trap cards, and Field Magic cards.
Face Down Defense mode eliminated:
* Monsters may only be summoned in Face Up Attack or Face Up Defense Position.
* Flip Effect Monsters have their Flip Effects triggered when switched from Defense to Attack Position, or when they become the target of a successful attack.
* Cards which would flip a Monster from Face Down Defense Position will switch Defense Position monsters to Attack Position.
* Cards which would flip a Monster Face Down will change a monster to Face Up Defense Position.
* Cards which would target a Face Down monster instead target a Defense Position monster.
Magic Card Activation:
* Non-Instant Magic Cards (except Field Magics) once set face down may be activated as if they were Instant Magics with a Spell Speed of 2 after the end of the turn in which they were set.
Special Summons:
*Monsters may not attack the same turn they are Special Summoned.
* Fusion Monsters may not attack the same turn they are Fusion Summoned or Special Summoned.
Tributes:
* Level 4 or lower Monster Cards may be Normal Summoned without tribute.
* Level 5 or 6 Monster Cards require 1 Tribute to be Tribute Summoned.
* Level 7 or higher Monster Cards require 2 Tributes to be Tribute Summoned.
* When sacrificed for a Tribute Summon, Fusion Monsters can count for up to as many tributes as Fusion Material Monsters are listed on the card.
Token Monsters:
* Token Monsters do not take up Monster / Magic & Trap Card Zones.
Ritual Monsters:
* Ritual Monster cards are placed in the Extra Deck rather than the main deck. To Ritual Summon a monster from the Extra Deck, the player must play the Ritual Magic card and tribute or discard monster(s) whose combined level(s) are equal to or greater than the star level of the Ritual Monster, then Special Summon the Ritual Monster from the Extra Deck.
Turn Phases:
* 1. Draw Phase: The turn player draws one card during the Draw Phase.
* 2. Standby Phase: The Standby Phase conducts as normal; card effects activated during this phase activate normally.
* 3. Main Phase: During the Main Phase, the turn player may do any of the following things once each:
* Normal Summon a monster card in either Attack or Defense Position.
* Set, or activate, one Magic Card from the their hand.
* Set one Trap Card from their hand.
* 4. Battle Phase: The Battle Phase conducts as normal.
* 5. End Phase: During the End Phase, the turn player may perform any of the actions they did not perform during their Main Phase before ending their turn.
Battle:
* During the Battle Phase, if a monster currently targeted by an attack is removed from the field by other means than the attack upon it, a Replay does not occur, and the attack upon the removed monster is canceled; the attacking monster may not attack again during the current Battle Phase (unless allowed an additional attack by a card effect).
* During the Battle Phase, if the defending player summons a new monster to the field in response to an opponent's attack, the addition of a new monster to the defending player's field does not cause a Replay, and the turn player's attack continues against its original target unless stopped by a card effect. If the attack was a Direct Attack, the attack is re-directed at the newly summoned monster.
Damage:
* All Effect Damage from cards which is not calculated by the Attack Points of a monster is halved.
Restrictions:
* Super Expert Rules follow the Limited / Semi Limited list. All cards "Forbidden" in TCG or OCG are considered limited to 1 per Deck.
*Cards which only deal Effect Damage to the opposing player and do not have any form of cost are prohibited from use.
* Synchro monsters are currently considered to not be in existence, and thus may not be used yet.
Some changes may be made to this rule-set as the roleplay progresses depending on the rules' influence on the games.
Magic and Wizards Super Expert Rules:
Deck:
* All Duelists must play using a Magic & Wizards deck made up of 40 or more cards of their choosing.
Life Points:
* Both players Life Points start out at 4000.
Turn Player:
* The challenged Duelist takes the first turn of the Duel. The challenger shall take the second turn.
Monster and Magic / Trap Zones:
* Only five Card Zones exist. These zones may be used for Monster, Magic or Trap cards, and Field Magic cards.
Face Down Defense mode eliminated:
* Monsters may only be summoned in Face Up Attack or Face Up Defense Position.
* Flip Effect Monsters have their Flip Effects triggered when switched from Defense to Attack Position, or when they become the target of a successful attack.
* Cards which would flip a Monster from Face Down Defense Position will switch Defense Position monsters to Attack Position.
* Cards which would flip a Monster Face Down will change a monster to Face Up Defense Position.
* Cards which would target a Face Down monster instead target a Defense Position monster.
Magic Card Activation:
* Non-Instant Magic Cards (except Field Magics) once set face down may be activated as if they were Instant Magics with a Spell Speed of 2 after the end of the turn in which they were set.
Special Summons:
*
* Fusion Monsters may not attack the same turn they are Fusion Summoned or Special Summoned.
Tributes:
* Level 4 or lower Monster Cards may be Normal Summoned without tribute.
* Level 5 or 6 Monster Cards require 1 Tribute to be Tribute Summoned.
* Level 7 or higher Monster Cards require 2 Tributes to be Tribute Summoned.
* When sacrificed for a Tribute Summon, Fusion Monsters can count for up to as many tributes as Fusion Material Monsters are listed on the card.
Token Monsters:
* Token Monsters do not take up Monster / Magic & Trap Card Zones.
Ritual Monsters:
* Ritual Monster cards are placed in the Extra Deck rather than the main deck. To Ritual Summon a monster from the Extra Deck, the player must play the Ritual Magic card and tribute or discard monster(s) whose combined level(s) are equal to or greater than the star level of the Ritual Monster, then Special Summon the Ritual Monster from the Extra Deck.
Turn Phases:
* 1. Draw Phase: The turn player draws one card during the Draw Phase.
* 2. Standby Phase: The Standby Phase conducts as normal; card effects activated during this phase activate normally.
* 3. Main Phase: During the Main Phase, the turn player may do any of the following things once each:
* Normal Summon a monster card in either Attack or Defense Position.
* Set, or activate, one Magic Card from the their hand.
* Set one Trap Card from their hand.
* 4. Battle Phase: The Battle Phase conducts as normal.
* 5. End Phase: During the End Phase, the turn player may perform any of the actions they did not perform during their Main Phase before ending their turn.
Battle:
* During the Battle Phase, if a monster currently targeted by an attack is removed from the field by other means than the attack upon it, a Replay does not occur, and the attack upon the removed monster is canceled; the attacking monster may not attack again during the current Battle Phase (unless allowed an additional attack by a card effect).
* During the Battle Phase, if the defending player summons a new monster to the field in response to an opponent's attack, the addition of a new monster to the defending player's field does not cause a Replay, and the turn player's attack continues against its original target unless stopped by a card effect. If the attack was a Direct Attack, the attack is re-directed at the newly summoned monster.
Damage:
* All Effect Damage from cards which is not calculated by the Attack Points of a monster is halved.
Restrictions:
* Super Expert Rules follow the Limited / Semi Limited list. All cards "Forbidden" in TCG or OCG are considered limited to 1 per Deck.
*
* Synchro monsters are currently considered to not be in existence, and thus may not be used yet.
Some changes may be made to this rule-set as the roleplay progresses depending on the rules' influence on the games.