If not a school, then where would the game take place? Why, what else than the wonderful and one-of-a-kind (with a Chinese imitation) Kaiba World™ resort?
The game will encompass a tournament that will probably devolve into something else as the game goes on and I inevitably start to lose players but also inevitably (but less so) start to gain newer players.
The game will be using Master Rule 4, which would be the ruleset for post-link summoning. This means that there will be two Extra Monster Zones situated between the two players’ fields above the players’ main zone 3 and 5 with the space between the Extra Monster Zones being blank. Monsters summoned from the Extra Deck by effect or mechanic are to be special summoned to the Extra Monster Zone, or a Main Monster Zone that is designated by a Link Monster’s Link Marker. Spell/Trap Zone 1 and 5 can be used as Pendulum Zones, but are treated as such only if a Pendulum Monster is placed in said zone.
There will be no ban-list save for cards that a normal person technically wouldn't be able to have access to, such as the Egyptian Gods which are all gone or the Sacred Beasts that are all locked up. Yes. This means you can use the fair and balanced film monsters of healthy removal.
This game will be using a multitude of dueling types and will likely feature fewer standard duels using the normal rules because I think those are boring.
Characters in the game are expected to be at least somewhat competent in the card game, picked out from the best of the best. This means the player should know a thing or two about the game; at the very least understanding the basics of deck building and how their deck works.
At this point already, I realize this won't be very casual or beginner friendly. I can teach newer players or returning players how to play the game as well as give tips for deck building, though I myself haven't really won any major events to be a complete expert on the topic.
Like the last one I did, duels will be, by default, fought free-form. This means you'll get to choose your draws. I understand most folks don't like this, but allow me to explain my reasoning. The first reason would be that bricking sucks, and that's no way to run a story-focused Roleplay. If you can control your draws, then that means you can also control when you brick, so it feels more appropriate to the story. The second reason is that it isn't really free-form. Because Yu-gi-oh itself has rules, the game rules limit the duel. A player still only draws once per turn, and each player is only allowed one normal summon per turn. The third reason would be so that players don't need to rely so heavily on cards that search to search, meaning they can do less searching and that combo oriented decks are much easier to play, partly mitigating poor deck building on part of a Billy-deck player. What does this ultimately mean? It means from a competitive stand point, it takes out the luck aspect and increases the skill aspect. Players will be required to know what combos their deck has to extend their plays so that they can compete with their opponent who may also have their strongest board. It creates a puzzle for both players to solve and makes the game less like Uno and more like Chess, with both players responding directly to one another, cleverly weaving their draws and selectively revealing the information they need in order to gain an advantage as they both try to one-up each other; instead of 1 player luck-sacking into something and the other player not having any responses whatsoever because they drew badly.
Now this means that the turn 1 player is 100% capable of pulling off an FTK using something like Cannon Soldier, having all 5 pieces of Exodia in their opening hand, or setting up enough flood gates that the opponent has no way of countering. I have an answer to that as well: A good-boy point system.
Players will be rewarded points for playing their characters and doing cool stuff in-character. Points will be deducted for breaking character. Accruing penalties will put a player’s point total in the negatives if they would go below 0. A player who goes beyond -15 points will be kicked from the game.
Players can gain 1 point each time they do the following: Participating in a duel, performing a summoning chant, monologuing, pulling off an unexpected play, using a combo to put themselves at an advantage from a losing position, any other thing the GM deems as being cool in-character, taking the penalty for an action spell/action trap, getting pushed out of the way by another player while trying to grab an action spell thus allowing the other player to use said action spell.
Players will lose 1 point each time they do the following: Poor use of grammar (run-on sentences, not capitalizing letters that should be capitalized, capitalizing every single word in a sentence in spite of not every word being a proper noun, etc), taking more than 1 week unexcused to reply to a post outside of a duel, every two cards your opponent controls that is negated by your card’s effect, using more than 1 action card per turn.
Players will lose 3 points each time they do the following: Spending more than 2 days to write a post during a duel, using Pot of Greed to draw 2 cards, winning on the 1st turn.
Players can spend points for:
1 point: Change their Speed Duel skill.
3 points: Change their deck.
10 points: Acquire a custom card outside of a duel.
15 points: Draw a card not listed in their deck list in the middle of a duel. The card will stay in the deck after the duel and will not be removed unless the player spends points to get rid of it. This cannot be purchased if the player is using a 60 card deck.
20 points: Summon a card from the Extra Deck not listed in their deck list. If the player has a full Extra Deck, they must choose which card to take out in place of the new card. The card will stay in the deck after the duel and will not be removed unless the player spends points to get rid of it.
30 points: Draw a custom card not listed in their deck list in the middle of a duel. The card will stay in the deck after the duel and will not be removed unless the player spends points to get rid of it. This cannot be purchased if the player is using a 60 card deck.
40 points: Summon a custom card from the Extra Deck not listed in their deck list. If the player has a full Extra Deck, they must choose which card to take out in place of the new card. The card will stay in the deck after the duel and will not be removed unless the player spends points to get rid of it.
This way, a player who is more focused on winning than actually playing the game will either lose points enough to get kicked out; get bored because they missed the whole point of the game; or are having the time of their lives because they're beating everybody, monologuing every other post, and using a summoning chant for every single monster of their deck each time a monster is summoned regardless of how minuscule and unimportant or unnecessary.
The game will encompass a tournament that will probably devolve into something else as the game goes on and I inevitably start to lose players but also inevitably (but less so) start to gain newer players.
The game will be using Master Rule 4, which would be the ruleset for post-link summoning. This means that there will be two Extra Monster Zones situated between the two players’ fields above the players’ main zone 3 and 5 with the space between the Extra Monster Zones being blank. Monsters summoned from the Extra Deck by effect or mechanic are to be special summoned to the Extra Monster Zone, or a Main Monster Zone that is designated by a Link Monster’s Link Marker. Spell/Trap Zone 1 and 5 can be used as Pendulum Zones, but are treated as such only if a Pendulum Monster is placed in said zone.
There will be no ban-list save for cards that a normal person technically wouldn't be able to have access to, such as the Egyptian Gods which are all gone or the Sacred Beasts that are all locked up. Yes. This means you can use the fair and balanced film monsters of healthy removal.
This game will be using a multitude of dueling types and will likely feature fewer standard duels using the normal rules because I think those are boring.
Characters in the game are expected to be at least somewhat competent in the card game, picked out from the best of the best. This means the player should know a thing or two about the game; at the very least understanding the basics of deck building and how their deck works.
At this point already, I realize this won't be very casual or beginner friendly. I can teach newer players or returning players how to play the game as well as give tips for deck building, though I myself haven't really won any major events to be a complete expert on the topic.
Like the last one I did, duels will be, by default, fought free-form. This means you'll get to choose your draws. I understand most folks don't like this, but allow me to explain my reasoning. The first reason would be that bricking sucks, and that's no way to run a story-focused Roleplay. If you can control your draws, then that means you can also control when you brick, so it feels more appropriate to the story. The second reason is that it isn't really free-form. Because Yu-gi-oh itself has rules, the game rules limit the duel. A player still only draws once per turn, and each player is only allowed one normal summon per turn. The third reason would be so that players don't need to rely so heavily on cards that search to search, meaning they can do less searching and that combo oriented decks are much easier to play, partly mitigating poor deck building on part of a Billy-deck player. What does this ultimately mean? It means from a competitive stand point, it takes out the luck aspect and increases the skill aspect. Players will be required to know what combos their deck has to extend their plays so that they can compete with their opponent who may also have their strongest board. It creates a puzzle for both players to solve and makes the game less like Uno and more like Chess, with both players responding directly to one another, cleverly weaving their draws and selectively revealing the information they need in order to gain an advantage as they both try to one-up each other; instead of 1 player luck-sacking into something and the other player not having any responses whatsoever because they drew badly.
Now this means that the turn 1 player is 100% capable of pulling off an FTK using something like Cannon Soldier, having all 5 pieces of Exodia in their opening hand, or setting up enough flood gates that the opponent has no way of countering. I have an answer to that as well: A good-boy point system.
Players can gain 1 point each time they do the following: Participating in a duel, performing a summoning chant, monologuing, pulling off an unexpected play, using a combo to put themselves at an advantage from a losing position, any other thing the GM deems as being cool in-character, taking the penalty for an action spell/action trap, getting pushed out of the way by another player while trying to grab an action spell thus allowing the other player to use said action spell.
Players will lose 1 point each time they do the following: Poor use of grammar (run-on sentences, not capitalizing letters that should be capitalized, capitalizing every single word in a sentence in spite of not every word being a proper noun, etc), taking more than 1 week unexcused to reply to a post outside of a duel, every two cards your opponent controls that is negated by your card’s effect, using more than 1 action card per turn.
Players will lose 3 points each time they do the following: Spending more than 2 days to write a post during a duel, using Pot of Greed to draw 2 cards, winning on the 1st turn.
Players can spend points for:
1 point: Change their Speed Duel skill.
3 points: Change their deck.
10 points: Acquire a custom card outside of a duel.
15 points: Draw a card not listed in their deck list in the middle of a duel. The card will stay in the deck after the duel and will not be removed unless the player spends points to get rid of it. This cannot be purchased if the player is using a 60 card deck.
20 points: Summon a card from the Extra Deck not listed in their deck list. If the player has a full Extra Deck, they must choose which card to take out in place of the new card. The card will stay in the deck after the duel and will not be removed unless the player spends points to get rid of it.
30 points: Draw a custom card not listed in their deck list in the middle of a duel. The card will stay in the deck after the duel and will not be removed unless the player spends points to get rid of it. This cannot be purchased if the player is using a 60 card deck.
40 points: Summon a custom card from the Extra Deck not listed in their deck list. If the player has a full Extra Deck, they must choose which card to take out in place of the new card. The card will stay in the deck after the duel and will not be removed unless the player spends points to get rid of it.
This way, a player who is more focused on winning than actually playing the game will either lose points enough to get kicked out; get bored because they missed the whole point of the game; or are having the time of their lives because they're beating everybody, monologuing every other post, and using a summoning chant for every single monster of their deck each time a monster is summoned regardless of how minuscule and unimportant or unnecessary.