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 Custom Rulebook

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PostSubject: Custom Rulebook   Thu Aug 23, 2012 8:24 am

Custom Rulebook
Welcome to my "Custom Rulebook!" As the name suggest, it's an original document that goes more in depth than the actually Rulebook when it comes to some Game Mechanics. It will even cover some of the Mechanics Konami doesn't teach you in the Rulebook and some never/rarely mentioned by Konami. I expect you do know the basics and have standard ruling knowledge when writing this.

The Six Phases
In the Game Yu-Gi-Oh, there are a Total of Six Different Phases in each player's turn. Those Phases are the Draw Phase, Standby Phase, Main Phase 1, Battle Phase, Main Phase 2, and the End Phase. In turn goes in that order, or take the alternate route if they choose not to battle. Here is an example of how the Phases may go.

Draw Phase --> Standby Phase --> Main Phase 1 --> Battle Phase --> Main Phase 2 --> End Phase.

That is a Basic Turn in which all the phases are used.

Draw Phase --> Standby Phase --> Main Phase 1 --> End Phase

That is a turn in which the players does not conduct the Battle Phase. If the Battle Phase is skipped, then the player must proceed to the End Phase. This kind of turn is mandatory for the Player that goes first as they cannot conduct their Battle Phase.

Draw Phase --> Standby Phase --> Main Phase 1 --> Battle Phase (No Battle) --> Main Phase 2 --> End Phase

As you can see, I marked down "No Battle," this is because you can enter the Battle Phase and declare no attack, you then proceed to the Main Phase 2.

Those are just Basic Turns. But each Phase has it's own rules to them.

Draw Phase
The Draw is the first Phase. In this Phase, turn player will draw a Card, that is always the first thing to happen, no cards can be activated until the Card is Drawn, there are only a few exceptions to this Hino-Kagu-Tsuchi is one of them, as he says in his card effect that it happens before the player draws.

Once the card is drawn, Players may now respond to the action. With Turn Player going first as an Act of Priority

Another thing about the Draw Phase is that it contains a way of Winning. If the Turn Player has no card to draw, they lose.

Standby Phase
The Standby Phase is where certain cards take affect. Cards like Treeborn Frog activate here. Most Cards with a Maintenance Cost are also paid in the Standy Phase.

In the chances of having more than one card that can activate in the Standby Phase, Turn Player chooses which one to do first.

-Note: Cards like Treeborn Frog can use there effect again if destroyed, tributed, or used as Synchro Material in the Standby Phase

Main Phase 1

The Main Phase 1 is called Main Phase 1 because there are 2 Main Phases. It is called the main phase because this is the Phase where most things happen. It is the Phase the Turn Player can Summon and use Ignition Effect. Use Normal Spell Cards, Synchro/Xyz/Fusion/Ritual Summon, and Contact Fusion.

Most of those can only happen in the Main Phase because they either have no spell speed or have a spell speed of 1.

Turn Player may also manually change the battle position of monsters.

With every move, Turn Player has Priority, so He/She will always be the first one to respond/chain to an action.

Battle Phase

Now, the Battle Phase is full of lots of possible things. Many things can happen in the Battle Phase and it's broken up into 4 Main Steps to make it easier to understand when and what happens.

Start Step

The Start Step is first thing to happen in the Battle Phase. Not much else happens here, players can respond here, but not much else.

Battle Step

The Battle Step is where Turn Player declares an Attack on either a Monster, or if able to, a Direct Attack. Once the attack is declared, players respond to it with effects, with the opponent given the chance to respond with effects like Mirror Force or Dimensional Prison.

After the time to respond to the attack is over, Cards that need to be activated when an attacked is declared cannot be played any further in the battle step. Players do however, continue with responses until there are none, and then proceeds to the damage step.

-Turn Player may use a Card Effect before declaring an attack

Damage Step

The Damage Step has the most rules and restrictions of any other Phase/Step, as it limits the use of cards to those that:
Are Counter Trap Cards
Alter the ATK/DEF of a Monster(s)
Quick Effects that negate a card/effect
Have a Mandatory Trigger Effect
Have a Flip Effect
Effect that activates in the Damage Step
Konami has Ruled to be able to Activate in the Damage Step

The Damage Step has been broken down to 7 Substeps in the TCG, and 8 in the OCG for a better understanding of the Damage Step.

Substep 1 (Start of the Damage Step)

First things first, we apply Continuous Effects of monsters that alter ATK/DEF.

Ex: Jain, Lightsworn Paladin, Crystal Beast Topaz Tiger

After applying all the Continuous Effects, Trigger Effects that can activate at the start of the Damage Step used here.

Ex: Neo-Spacian Grand Mole, Ally of Justice Catastor

Substep 2 (Flipping a Face-Down Monster)

If you attack a Face Down Monster, it is now flipped face up. Apply any Continuous Effects the monster may have. If the monster has a Trigger Effect when flipped, it is not activated at this point unless stated in the card.

- Facedown Monsters that can prevent Themselves/Others from being targeted for an attack cannot apply their effect when flipped since they have already been selected. While Face Up Monsters that can prevent a specific type of monster from being targeted for an Attack cannot apply it to Face Down monsters.

Ex: Command Knight, Magician's Valkyria

- If a Monster with a Continuous Effect that will end up destroying it when it is flipped faced up, Damage Calculations is still done. If destroyed by Battle, the effect will not destroy it, if it survives, it is destroyed due to it's effect.

Ex: Giant Kozaky, Thunder Nyan Nyan

Substep 3 (Before Damage Calculations

Monsters with effects like Ehren, Lightsworn Monk activate here, with some stating that Damage Calculation is not applied. However, the other Substeps after Damage Calculations will continue normally.

Cards with effects that trigger when flipped face up due to an attack activate here as well:

Ex. Blast Sphere, Ancient Lamp

Burn Damage from the effects of Reflect Bounder and Yubel series are done here as well.

Substep 4 (Damage Calculations)

This is the most restricting part of the Damage Step, as it only allows effects that activate "During Damage Calculations" and those that can negate them.

Ex: Injection Fairy Lily, Divine Wrath

- Substep 4 only allows for only 1 Chain, so make the most of it

Substep 5 (Battle Damage)

- In the example with Giant Kozaky and Thunder Nyan Nyan, they are destroyed here and now.

The Battle takes place and Life Points may be taken off. Effects like Kycoo the Ghost Destroyer, Spirit Reaper, Red Dragon Archfiend, and Flashbang can be activated here.

-Flashbang can be used as soon as Battle Damage is inflicted and before any other effect, and if able to resolve, other cards like Spirit Reaper will not activate.

Substep 6 (Resolving Effects)

Monsters with flip effects or trigger effects when flipped resolve here.

Ex: Man-Eater Bug, Penguin Soldier

-Monsters destroyed in battle cannot be targeted by the effect of those monsters.

Cards like D.D. Warrior Lady and Wall of Illusion activate at this point if they were attacked.

Monsters with continuous effects that were destroyed are no longer applied.

Substep 7 (End of the Damage Step)

Cards that were destroyed in Battle are now sent to the graveyard.

-Macro Cosmos or Dimensional Fissure can change that.

Effects that requires a monster to be "Destroyed by Battle" and sent to the grave activates here and starts a Chain.

-Some monsters doesn't require them to be sent to the graveyard.

Ex: Apprentice Magician

Monsters that requires them to destroy a monster by battle activate here.

And Finally, the point the Damage is where effects like The Six Samurai - Zanji and Ancient Gear Engineer activate.

After the Damage Step is complete, if you have another monster, you may proceed back to the Battle Step.

End Step
The End Step is simply the End of the Battle Phase, it happens when the turn players has declared no more attacks. Players are given one final chance to respond here before proceeding to Main Phase 2.

Now, the Battle Phase repeats itself because more than one monster can attack.

It can go like this:
Start Step --> Battle Step --> Damage Step --> Battle Step --> Damage Step --> Battle Step --> Damage Step --> End Step

That is an average Battle Phase, as most will have a lot of monsters to attack with. However, it can simply go like this:

Start Step --> End Step --> Main Phase 2


Main Phase 2

After the Battle Phase, entering the Main Phase 2 is Mandatory. Here, the Turn Player can make moves identical to Main Phase 1 and is mostly used for finishing strategies before ending the Turn.

End Phase

The End Phase is where player passes the turn, but not without players giving out there last responses before the Next Player's Turn Starts.

The End Phase is also where most effects end as well:
Ex: Effect Veiler, Mind Control, and Lightsworns.
[You must be registered and logged in to see this link.]

------------------
Summoning Mechanics

Once per turn, you get to normal summon or set a monster. Using 1 set takes away your normal summon and vice versa. Now, sometimes people will try to comparison to different mechanics to try and plead their case when they don't understand something. That usually involves the "Summon Negation Window." When you summon a monster, you usually respond to the summon with cards like Bottomless Trap Hole, but those cards respond to the summon, meaning it's successful. To negate the summon means the summon never went through, so you wouldn't be responding to the summon, you'd be using the effect to negate a summon at an earlier point where the summon is trying to be made.

Example: Player A summons Thunder King Rai-Oh and Player B uses Solemn Warning (-2000). Player A uses Dark Bribe. Chain resolves and Thunder King Rai-Oh is successfully summoned, but that was just the summon negation window. Players can now respond to the successful summon of Thunder King Rai-Oh. Player A has no fast effects he wants to use, but Player B had a response, and it's Bottomless Trap Hole. Thunder King Rai-Oh is destroyed and banished.
-------------------------------

Negating a summon is not the same thing as negating the activation of a spell card. A player that has his normal summon negated cannot normal summon another monster, the limit for one normal summon is gone, negated or not. That are both very different mechanics, so you cannot compare a summon to playing a spell card.

Example: Player A controls Shi En and Great Shogun. Player B plays monster reborn, Player A negates it with Shi En. Great Shogun limits Player B to activating one spell/trap a turn. Shi En negated the activation, so it's like it never activated. Player B now uses Dark Hole, and it's a legal move.

Example 2: Player A summons Rescue Rabbit, Player B uses Solemn Warning. Player A cannot normal summon another monster.

------------------------------
Monster Effects

Ignition:
Ignition Effects are the most common effects for Monsters. You have to manually activate them and can only be used during the main phase. They are spell speed 1, so they can only be used on your turn and cannot chain to anything. Some Ignition Effects can only be used on your Main Phase 1 and not Main Phase 2.

Example: Elemental Hero Ice Edge can only use his effect when it's possible to attack, since Main Phase 2 is after the battle phase, you cannot use his effect on the Main phase 2.
--------------------

Trigger Effects:
Trigger Effects are effects you don't activate, they do exactly what the names suggest, they trigger and are Spell Speed 1. The card will tell you what makes it trigger, then it's up to you to activate the effect or not. That isn't always the case though, some trigger effects are mandatory and you don't have a say so when it comes to activating it.

Example: When you summon Tour Guide from the Underworld, she triggers, but it's up to you to activate her effect. If Sangan is destroy by Dark Hole, he triggers and activates regardless, you don't have choice in the matter.

Now trigger effects can be triggered on any turn as long as its possible.

Miss the Timing:
Trigger Effects trigger when you fulfill whatever the card states, but whatever it states must be the last thing to happen otherwise it won't trigger. That is called "Missing the Timing," and it occurs if a card triggers with multiple effects and it doesn't resolve last.

Example: Player A tributes Naturis Cliff for Luster Dragon 2, Naturis Cliff's trigger effect will miss the timing since it being sent to the graveyard wasn't the last thing to happen, the summon of Luster Dragon 2 was.

Example 2: Player A flips Ryko and destroy Player B's Light pulsar Dragon. Last thing to happen is not Pulsar being destroyed, it Ryko milling the 3 cards, so Pulsar misses the timing.

Now, if the trigger effect is mandatory, then it will trigger and activate like I already stated. So it will never miss the timing.

Example: Player A tributes Sangan for Luster Dragon 2. Lasting to happen is Luster Dragon 2 being summoned, but Sangan is mandatory and will activate. It will start its own chain link after the summon is successful.

Example 2: Player A flips Ryko and destroys Player B's Sangan. Last thing to happen is Ryko milling, but like already stated, Sangan is mandatory and will activate with its own chain link.
--------------------------
"When," "Can," and "If"

Sangan: When this card is sent from the field to the Graveyard: Add 1 monster with 1500 or less ATK from your Deck to your hand.

As you can see, Sangan has "When" in it's trigger effect text. However, it doesn't say you "can," which shows you that it's a mandatory effect. It's going to activate, you don't have a choice.

Lightpulsar Dragon: When this card is sent from the field to the graveyard: You can target 1 level 5 or higher Dark Dragon-Type monster in your graveyard; Special Summon that target.

This card includes "When" and "Can." It's a trigger effect, but it's an optional one as given by "can." You decide if you want to use it or not, but since it isn't mandatory, it can also suffer from "missing the timing."

Inzektor Dragonfly: If an Equip Card(s) is sent to your graveyard while equipped to this card (except during the damage step): You can special summon 1 "Inzektor" monster from your deck, except "Inzektor Dragonfly."

This card includes "if" and "can." We already know that "can" is a sign of an optional trigger effect and can "miss the timing." However, we never got to a card with "if" in it's text. "If" is very different from "when," a card with "if" can never "miss the timing." So by having "if" and "can," this is an optional mandatory effect.

When = Mandatory Effect (Never misses the timing and will activate)
When + Can = Optional Effect (Can miss the timing and you have a choice to use it)
If + Can = Optional Mandatory Effect (Can never miss the timing and you have a choice to use it)
------------------------------
Continuous Effect:
Continuous effects are monsters whose effects applies as soon as it's successfully summoned. They do not activate and therefore do not start chain links. Cards that negate the activation of effects cannot be used on them since they do not activate and only apply. Also keep in mind that there are some monsters whose Continuous Effect only applies at a certain time.

Example: Spell Canceller is summoned and Divine Wrath is activated, but Spell Canceller is a continuous effect and therefore does not activate or start chain links, so Divine Wrath cannot be used.
-------------------------------
Flip Effect:
Flip effects are activated when a flip effect monster is flipped face up (doesn't matter how). Some cards can flip a monster face up without activating the flip effect. Also, in the case that a flip effect monster is attacked face down and flips, if it's destroyed in battle, the effect still activates and resolves properly. It will activate during Substep 6 of the Damage Step, therefore cards like Penguin Soldier cannot target itself since it will be destroyed.

Example: Penguin Soldier is manually flipped summons. The effect activates and the player returns his own Penguin Soldier and 1 of his opponent's monsters to hand. He then sets the penguin soldier.

Penguin Soldier is attacked by and would be destroyed, the player cannot return his Penguin Soldier because it's destroyed by battle since the flip effect will activate during Substep 6 of the Damage Step. He is forced to choose other monsters.
-------------------------------
Quick Effect:
Quick Effect is the only monster effect type that is spell speed 2, and therefore can be used during your opponent's turn as well. Some Quick Effects (like ones that can negate) can be used multiple times during a chain (if no restrictions), and some can only be used once during a chain. The term for quick effects that can be used multiple times during a chain is called "Multi-Trigger Effects," and was the first name for Quick Effects.

-Light and Darkness Dragon is just a Quick Effect monster while Evolzar Dolkka is a Multi-Trigger Effect monster.
-There is no point is using the two terms, they are both Quick Effects and the majority without restrictions is Multi-Trigger unless it's mandatory therefore can cause an infinite loop.

*Shi En is a quick effect with a restriction of once per turn.
*Light and Darkness Dragon can only use it's effect one time in a chain
*Horus can use his effect as many times as it wants in a chain
---------------------------------
Spell Speed

When a card effect is activated, it starts a chain. Other cards can chain to the other card as long as it's of the same speed or higher. There are 3 Spell Speeds, 1, 2, and 3 with 3 being the fastest and therefore no other speed besides itself can chain to it.

Spell Speed 1 cards consist of nearly all monster effects (with Quick Effect being the only excpetion), and nearly all spell cards (exception is Quick Play). Spell Speed 1 card effects cannot chain to any spell speed, not even itself without situation of SEGOC (Simultaneous Effects going on Chain).

Spell Speed 2 cards consist of Quick Effect monsters and Quick Play spell cards. Trap cards by default are spell speed 2, with the only exception being Counter Traps. Spell Speed 2 cards are capable of chaining to Spell Speed 1 and 2 card effects, and can even be used on your opponent's turn.

Spell Speed 3 cards only consist of Counter Traps, and no other spell speed besides 3 may chain to Counter Traps. Counter Traps generally never target, with an exception being Negate Attack.

Some card effects do not allow other effects to respond to it, like Super Polymerization for example. Even though it's spell speed 2, even spell speed 3 cards cannot be used since it does not allow for any cards to respond to it. Many use a fan made term "Spell Speed 4."
---------------------------------


*Credit to AntiTcb for the Flowchart during the End Phase
*Credit to Buzz for giving all named monsters a link to the wikia for easy access.
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