Before I write, I must apologize to everyone for not submitting for my RPs or my sprites, but my computer has been terrible lately. :dead:
I have a tendency to lose interest in things after a while, and sadly, the time for Yu-Gi-Oh has come. After a while, I decided to make up a new ruleset so that players can casually take on a new perspective of the game. This one I affectionately titled "Thunder-Strike Coliseum". You'll soon see why. Below is a cut-and-paste of the Word document I originally typed it on.
Thunder-Strike Coliseum
-Addition to classic Yu-Gi-Oh Duel Monsters ruleset-
The Thunder-Strike Coliseum ruleset is for the Yu-Gi-Oh trading card game, and it applies as an addition to the rules in the booklets that appear in most decks. If a rule is read, and a rule already applies in the booklet, ignore that rule and play with what?s written here.
As a final note before I go into the statistics and confusing rules- this is a ruleset meant for casual, fun play. To use it in a normal ruleset tournament would be suicidal, and the kinks are still being worked out of the entire thing. Play for fun, not for prizes with Thunder-Strike Coliseum.
-There can only be 3 monsters on your side of the field at once. Tributes are not needed to summon monsters higher than Lv4. You may send one of your own monsters to the graveyard to make room for another when you have the maximum three on the field. Be warned, though, that you killed your own monster, no effects from destructions are activated, you are helping your opponent win, you can only do this when you have max 3 and only once per turn.
-The stars on the monsters indicate the monster?s health. They are counted in increments of 500. Whenever a monster is attacked, its health is decreased by that many stars (per damage applied), rounded down.
-The health-and-attack math is rounded up if the opposing monster is a type that affects the other. For my example below, I will use the monster 1 for the attacker, and monster 2 for the health-depleted.
Water > Fire
Fire > Air
Air > Earth
Earth > Water
Dark = Light
(Dark and light are always at each other?s necks, and always hurt extra at each other.)
-Life points do not exist. Any card or effect that recovers or damages life points is directed at one monster (chosen by the user of the card, in attack or effect) and counted towards its health. A monster cannot have more health than its stars indicate. To use a Dian Keto, you will recover two stars of health on one monster. Indicators of some sort (coins, counters) are always a good idea.
-The monsters are destroyed and sent to the graveyard with their health reset.
-Any card that requires a payment of life points must have the life points taken by a monster on your side of the field, and it must be that many (damage in stars), rounding up the stars. If the amount is less than written on the card, and you cannot pay the price, the card is not activated. The amount must be precise. This somewhat compensates for the no-tribute rule.
-To defeat an opponent and win (the previous duel, still considered as a duel), you must have destroyed monsters of your opponent?s that equal, or are more than, 25 level stars (they must be in the graveyard or away from the field at the time, and the win is calculated at the end of the turn). This amount, like the previous life points, can be changed if the players both agree to the amount. It does not have to be the same for both players, and handicaps can be placed this way. A little advice, though- don?t bring the number below 10 or above 40, because you will have a very long or very short duel.
-Spell and trap cards still have their activation rules (traps must be set, spells can be played). Nothing about them has been changed, if you don?t count the life point change or the tribute rule (any tributes on the spell/trap cards must now refer to the effects of other cards, because regular summoning tributes don?t exist).
-Any card that affects the number of total monster zones must apply to the available three. A player must have at least one monster zone on his/her field (this overwrites the effects of those cards).
-Defense position monsters are protected from any rounding up of attacks, and they only half-damaged when the attack of the attacker is higher, rounded up. For example, if a Blue-Eyes (3000 Atk) attacked a defense position Mystical Elf (2000 Def), the mystical elf would be damaged 500 points (one star) because 3000-2000=1000, and defense position means 1000/2=500. Eventually, the Blue-Eyes could destroy the Elf after 3 more turns.
-Trampling (defense position monsters attacked with normal damage) is used in much the same way it was before, only the equation above is not divided by 2 after the subtraction.
Rate, and give advice as to what should be added/removed!
I'll answer questions if anyone asks about the rules.
I have a tendency to lose interest in things after a while, and sadly, the time for Yu-Gi-Oh has come. After a while, I decided to make up a new ruleset so that players can casually take on a new perspective of the game. This one I affectionately titled "Thunder-Strike Coliseum". You'll soon see why. Below is a cut-and-paste of the Word document I originally typed it on.
Thunder-Strike Coliseum
-Addition to classic Yu-Gi-Oh Duel Monsters ruleset-
The Thunder-Strike Coliseum ruleset is for the Yu-Gi-Oh trading card game, and it applies as an addition to the rules in the booklets that appear in most decks. If a rule is read, and a rule already applies in the booklet, ignore that rule and play with what?s written here.
As a final note before I go into the statistics and confusing rules- this is a ruleset meant for casual, fun play. To use it in a normal ruleset tournament would be suicidal, and the kinks are still being worked out of the entire thing. Play for fun, not for prizes with Thunder-Strike Coliseum.
-There can only be 3 monsters on your side of the field at once. Tributes are not needed to summon monsters higher than Lv4. You may send one of your own monsters to the graveyard to make room for another when you have the maximum three on the field. Be warned, though, that you killed your own monster, no effects from destructions are activated, you are helping your opponent win, you can only do this when you have max 3 and only once per turn.
-The stars on the monsters indicate the monster?s health. They are counted in increments of 500. Whenever a monster is attacked, its health is decreased by that many stars (per damage applied), rounded down.
-The health-and-attack math is rounded up if the opposing monster is a type that affects the other. For my example below, I will use the monster 1 for the attacker, and monster 2 for the health-depleted.
Water > Fire
Fire > Air
Air > Earth
Earth > Water
Dark = Light
-(If any of those words above are hard to read, highlight it all)-
(Dark and light are always at each other?s necks, and always hurt extra at each other.)
-Life points do not exist. Any card or effect that recovers or damages life points is directed at one monster (chosen by the user of the card, in attack or effect) and counted towards its health. A monster cannot have more health than its stars indicate. To use a Dian Keto, you will recover two stars of health on one monster. Indicators of some sort (coins, counters) are always a good idea.
-The monsters are destroyed and sent to the graveyard with their health reset.
-Any card that requires a payment of life points must have the life points taken by a monster on your side of the field, and it must be that many (damage in stars), rounding up the stars. If the amount is less than written on the card, and you cannot pay the price, the card is not activated. The amount must be precise. This somewhat compensates for the no-tribute rule.
-To defeat an opponent and win (the previous duel, still considered as a duel), you must have destroyed monsters of your opponent?s that equal, or are more than, 25 level stars (they must be in the graveyard or away from the field at the time, and the win is calculated at the end of the turn). This amount, like the previous life points, can be changed if the players both agree to the amount. It does not have to be the same for both players, and handicaps can be placed this way. A little advice, though- don?t bring the number below 10 or above 40, because you will have a very long or very short duel.
-Spell and trap cards still have their activation rules (traps must be set, spells can be played). Nothing about them has been changed, if you don?t count the life point change or the tribute rule (any tributes on the spell/trap cards must now refer to the effects of other cards, because regular summoning tributes don?t exist).
-Any card that affects the number of total monster zones must apply to the available three. A player must have at least one monster zone on his/her field (this overwrites the effects of those cards).
-Defense position monsters are protected from any rounding up of attacks, and they only half-damaged when the attack of the attacker is higher, rounded up. For example, if a Blue-Eyes (3000 Atk) attacked a defense position Mystical Elf (2000 Def), the mystical elf would be damaged 500 points (one star) because 3000-2000=1000, and defense position means 1000/2=500. Eventually, the Blue-Eyes could destroy the Elf after 3 more turns.
-Trampling (defense position monsters attacked with normal damage) is used in much the same way it was before, only the equation above is not divided by 2 after the subtraction.
Rate, and give advice as to what should be added/removed!
I'll answer questions if anyone asks about the rules.
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