Dueling Rules
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Time Warp Role Play :: Business :: Rules
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Dueling Rules
For Time Warp RP we will mostly use three types of duels: Single, Tag, and Riding. The type of duel is decided between the duelists.
Dueling will mostly take place on Dueling Network. If you have another way to duel and both players agree, that is fine. But if it's for an RPG, the plays must be spoken in a way that can be posted by whoever is next in the queue.
Dueling will mostly take place on Dueling Network. If you have another way to duel and both players agree, that is fine. But if it's for an RPG, the plays must be spoken in a way that can be posted by whoever is next in the queue.
- Riding Duels:
- In the event that players want to use D-Wheels to duel, each player must place "The Seal of Orichalcos" in their deck and activate it at the beginning of the duel to replace "Speed World 3". This means your deck will be devoid of any other Field Spells and must contain at least 41 cards in the Main Deck.
» At the start of the game, BOTH players search out that ONE "The Seal of Orichalcos" and play it on the fieldSpeed World 3 wrote:This card is activated at the beginning of duel and cannot be removed from the field. During each Standby Phase (except the first) each player will place 1 Speed Counter on this card (Max. 15). During their Main Phase, the turn player can remove Speed Counters from this card and reveal one (1) Spell card in their hand to activate the corresponding effect:
4: Increase their Life Points by 700.
7: Draw 1 card.
10: Inflict 1000 damage to their opponent.
15: Destroy up to 2 cards on the field.
» If it is in your starting hand then you may play it and draw one card
» The field card CANNOT be affected by ANY card
» Most spells have a cost and you must pay the cost before activating it
Speed Counters
» Dark Hole, Heavy Storm, Monster Reborn, and Pot of Avarice: 3
» Pot of Duality: 2
» Quick-Play Spells: 2
» Archetype-specific spells: 3
» Equip and Continuous Spells: 1
Forbidden List
» If all duelists agree, the duel can be played in Traditional Format.
» In such a case, Forbidden Spells will cost Speed Counters as follows:- Normal Spells: 2
- Continuous Spells: 1
- Quick-Play Spells: 2
- Normal Spells: 2
- Tag Duels:
- For those that wish to duel in teams, they will be slightly different than the Tag Duels from Duel Monsters, Duel Monsters GX, ZeXal, or from the actual TCG. They're closer to the Team Duels from 5Ds.
In this scenario, 1-2 determines that Team B wins the Match. With more than two members on each team, the next duelist in the queue will duel the winner of the last, the winner retaining their LP. The victor must use the same deck. The next duelist starts with 8000LP and a new hand. When a duelist loses, the next duelist setting up is considered the remainder of the turn. Ergo, the turn player (winner OR loser) forfeits any remaining attacks/phases.Team Duel Order wrote:Team A vs Team B
D1 - 8000LP vs D1 - 8000LP (Let's say D1 wins w/ 3550LP)
D2 - 8000LP vs D1 - 3550LP (Let's say D2 barely wins w/ 1000LP)
D2 - 1000LP vs D2 - 8000LP (Let's say D2 had an easy victory and only lost 300LP)
Last edited by Charles Xaqairy on Mon Dec 03, 2012 1:42 am; edited 4 times in total
Re: Dueling Rules
What is a tag duel?
Zane Ignoctis- Forum Member
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