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 Breaking Yu-Gi-Oh

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KnightZilla
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PokéPartner : Breaking Yu-Gi-Oh Garchomp_mega_by_creepyjellyfish-d7a49ma
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Location : Somewhere North. Or Possibly very very far South. Either way, not in Strong Badia.

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PostSubject: Breaking Yu-Gi-Oh   Breaking Yu-Gi-Oh Icon_minitimeSun Jan 11, 2015 9:52 pm

Okay, so I've had Yu-Gi-Oh on my mind as of late, and after thinking about both the show and the card game, and thought "I wonder if there's a legit way of applying the anime's logic into this thing?" So I thought I'd share a couple of additional house rules for whenever you decide to play with friends, wherever applicable.

1. Duelist Kingdom
As a sort of callback to the Duelist Kingdom arc, and taking advantage of the both players can have a field spell active rule that's now part of the game, both players select a field spell that's NOT a part of their deck and have it active from the get go. They can't be destroyed by effects unleased the card specifies destruction of Field Spells, and are removed from the game if they are destroyed. If a new Field is played while a base field spell is in play, it is temporally removed from the game until the next duel (if it's a best out of three) or until the new one is destroyed.

2. The Return of Dungeon Dice Monsters
Remember the Dungeon Dice Monsters arc? Remember the ACTUAL GAME that was released, and then got cancelled after a while? Ever wondered how it would play out if all you had to carry was just your cards and some dice? Ever wanted to try your friends patience and attempt to destroy friendships in this card game? WELL HERE'S HOW YOU DO IT!

First, materials.


  • 12 six-sided dice
  • masking tape
  • 4 different colored markers/pencils/pens


After covering all sides with the masking tape, draw the appropriate symbols/crests on the dice, with three dice for reserved for each level (1-4). For accuracy, there should be a reference to what each die looks like for their level.

How to play:
Either before the draw phase or during the standby phase, roll any 3 dice. Depending on the combined level stars, you are allowed to normal summon or set any monster of that level. Any sort of Special Summons or Flip Summons do not need to rely on rolls. Any additional crests can be stored in the crest pool for later use (caps at 10 per crest). These crests can then be spent in following ways:

  • Movement - Draw 1 card per crest spent. Can only be used during your turn.
  • Attack - Any monster you choose gains 100 ATK per crest spent until the end phase. Can be used during either player's turn.
  • Defense - Any face-up defense monster gains 100 DEF per crest spent until the end phase. Can be used during either player's turn.
  • Magic - Can only be used during your turn. Inflict 100 points of damage to your opponent per crest spent. Cannot activate any Spell cards until your next turn.
  • Trap - Can only be used during your turn. Destroy one card on the field per crest spent. Cannot activate traps until your next turn.


And that's what I got for right now. Any special House Rules that you have when you want to play with friends you would like to share? Have you actually figured out how the hell deck masters would even work? What've you got?
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