Special Conditions
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AzureFire
Gadjiltron
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Team Azure :: The Void :: Gate to the Past :: Yu-Gi-Oh! :: Miscellanous
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Special Conditions
Somehwere down the line, I had an idea of setting self-imposed challenges, like normal Duels with special restrictions to make things different. Seeing that WC2010 has some of these already, I got to penning them down and seeing how it'd go.
Yeah, you're free to use them in casual Duels if you wish. Use at your own risk though
SELF-IMPOSED CHALLENGES
Yes, some Deck types will stand to gain under certain conditions, some will stand to lose. But it's all for the fun of it.
Ah, yes, you're free to suggest other special conditions too.
Yeah, you're free to use them in casual Duels if you wish. Use at your own risk though
SELF-IMPOSED CHALLENGES
- Time Limit - Time limit is decided by all players. Duel ends in a draw if it does not end before the time limit.
- Duelist Kingdom Deathmatch - All players begin with only 2000 LP.
- Anime Gameplay - All players begin with only 4000 LP.
- Over Nine Thousand - All players begin with 20000 LP.
- Reshef's a Bastard - You start with 8000 LP, the opponent starts with 20000 LP.
- Bonus Boss - You start with 8000 LP, the opponent starts with 60000 LP.
- David vs Goliath - You start with 2000 LP, the opponent starts with 60000 LP. Are you really serious about this?!
- Life Bar - LP count cannot exceed 10000.
- Darkness Neosphere - During each player's End Phase, the turn player's LP becomes 4000 if his LP is lower than that amount.
- Convulsion of Nature - All players play with their Decks upside down throughout the Duel.
- Respect Play - All players play with their hand revealed.
- Memory Game - Cards sent to the Graveyard are checked before being placed face-down. Players can only check their own Graveyard unless selecting opponent's Graveyard cards through a card effect.
- Summoning Sickness - Monsters cannot attack the turn they are Summoned.
- Infinite Cards - Hand size limit is removed.
- Shuffle - Each player shuffles his Deck before he draws during his Draw Phase.
- Reload - Each player adds his hand to his Deck, shuffles it, and redraws his hand before he draws during his Draw Phase.
- Needle Wall - Each player numbers off his monster zones (1-5), and during each Standby Phase the turn player rolls a die. He destroys the monster (if present) in the monster zone with the number of the die roll result. No monsters are destroyed if a 6 is rolled.
- Speed Run - Duel ends in 20 turns. Player with highest LP wins, equal LP = draw.
- Hyper Speed - Turn player draws 2 cards during their Draw Phase.
- Satisfaction - Both players start with no cards in hand.
- Freeze Field - Neither player can change Battle Positions of monsters they control except through card effects.
- Spirit Barrier - Neither player takes Battle Damage when their monsters battle. Hmm...
- Pikeru's Magic Circle - Neither player takes Effect Damage during the Main or Standby Phase. Hmm...
- Reficule's Curse - All Life Point increases inflict Effect Damage instead.
- Prime Material - All Effect Damage becomes Life Point increase.
- Lethal Loan - Player loses if LP count is lower than the required cost to pay for an effect.
- Mana Loss - No Spell cards can be used in the Duel.
- Defusal Team - No Trap cards can be used in the Duel.
- Out of Phase - Extra Deck cannot be used in the Duel.
- Final Destination - No Effect Monsters can be used in the Main Deck.
- Grave Rift Swap - Cards sent to the Graveyard from the field are removed from play. Cards removed from play from the field are sent to the Graveyard.
- First to 5 - Players take no Battle Damage. First player to make 5 successful direct attacks on the opponent wins.
- Open Wound - Each player loses 500 LP as each turn ends.
- Not Dead Yet - When a player's LP would hit 0 for the first time in a Duel, his LP becomes 1 instead.
- DS Game Bonus - Each player can use up to 1 Forbidden card in their Decks. Advanced Format is followed otherwise.
- Total Game Breaker - Banlist is disabled during the Duel.
Yes, some Deck types will stand to gain under certain conditions, some will stand to lose. But it's all for the fun of it.
Ah, yes, you're free to suggest other special conditions too.
Gadjiltron- Peasant
- Posts : 9
Join date : 2010-01-16
Re: Special Conditions
Hmm interesting.. can be use for our team tournaments..lolz
AzureFire- Pillar of Azure
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Age : 34
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Re: Special Conditions
- Speed Run - Duel ends in 20 turns. Player with highest LP wins, equal LP = draw.
what happens if final countdown also end at the same 20th turn?
Takoyaki- Team Member
- Posts : 47
Join date : 2009-12-31
Age : 28
Location : AMK
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Re: Special Conditions
doubt that would happen
AzureFire- Pillar of Azure
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Re: Special Conditions
i like your suggestion, especially the open wounds, freeze field and needle ceiling, gives a huge pressure on both sides.
genesis_warrior- Captain Commander
- Posts : 82
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Re: Special Conditions
@genesis_warrior: needle ceiling? i think u mean needle wall?
@fire: lols, can use for the pile deck duels too
@fire: lols, can use for the pile deck duels too
AzureIce- Captain
- Posts : 60
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Age : 32
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Re: Special Conditions
yes yes, needle wall.
genesis_warrior- Captain Commander
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Re: Special Conditions
pile deck..hmm yah .
AzureFire- Pillar of Azure
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Age : 34
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Re: Special Conditions
Pile deck play Satisfaction.
Satisfaction - Both players start with no cards in hand.
Satisfaction - Both players start with no cards in hand.
Maze- Pillar of Azure
- Posts : 140
Join date : 2009-12-29
Age : 29
Location : Ang Mo Kio
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Honor Points: 5
Re: Special Conditions
I suppose the special conditions count as game mechanics. So, if a win condition coincides with, say, Speed Run's end condition, the special win condition takes priority.
And, as I said, some will benefit, some will lose. Use at your own risk
And, as I said, some will benefit, some will lose. Use at your own risk
Gadjiltron- Peasant
- Posts : 9
Join date : 2010-01-16
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