View Full Version : My rules for team duels
Echoes prime
08-11-2010, 06:05 PM
Hey guys can some one go over my rules for team duels.
First of i got idea from 5Ds i just think its better then tag with new cards etc
Right so here we go:
1st thing to note is this is a one shot duel no side deck no best of 3, u have 3 decks 120 cards, if you pick 3 lightsworn decks and vs player 1 with macro haha to u.
ok so heres the basics
each team has 3 players each player needs 1 deck 1 extra deck.
each player has there own 4000 lp so a team has 12000lp total
the duling takes place like this
team 1 is xx-inferity
john - x-sabers
bob - x-sabers
rob - inferity
team 2 is froggy force
kyo - wetland frogs
brad - frogarch
david - blue-eyes
the duel starts with first to playersa
kyo vs john
john wins by 400 life points
kyo leaves plying table with his deck but leaves grave/RFP and any cards left on table.
kale steps in to face john who remains on 400 lp
kale gos first as he is the NEW player.
this continues until a team has no players left.
Rules ive added to make it balanced
1) Any spell trap or monster effect that does burn based damge that is set in stone is banned.
cards like, Sparks, Mass Driver meator of D, wave motion cannon.
this to stop FTK and burn decks
but cards like caius, Yubel, gorz are fine who have added effects.
2) exodia - if a player draws all five parts or sets up Destiny Board, you must place them all back into deck to claim the auto win.
3) gorz/trag - you may drop these when you hit 0 lp for your team mates
4) if for example you removed a Drill Warrior then lost your team mate can use the removed moster as he/she removed it
5) when a player is beat you go straight to the end of turn. and the NEW players begins
If you have any more ideas plz let me know
thanks dav x
VinylTurn
08-11-2010, 08:17 PM
seems good. I don't think they left the grave in 5ds, but it makes things more interesting. I like the rulings on exodia. I think they should make tourneys like this, only problem is if one player gets the other team into a lock...
Echoes prime
08-12-2010, 04:31 AM
well in testing i think, 8000 lp is needed lol
otks happen often
VinylTurn
08-12-2010, 01:17 PM
oh, yeah, definitely 8000 per person. It makes the duels more fair in the actual game...
Darkness98
08-12-2010, 06:03 PM
I dont Get it,So if We do Team duels we do it with 120 card deck?
ssjEasterBunny
01-27-2011, 09:02 AM
Interesting; it could really be done with any number of players.
I'm curious about the leaving of cards on the field between duelist-switches. Does this significantly influence the duels? It sounds interesting.
Future Dragon
01-27-2011, 06:27 PM
Cool Rules
They could work for any teams, but having to set up exodia or Destiny Board and then get it back into the deck? That seems mean.
Strike Noir
02-03-2011, 12:16 PM
Leaving the grave intact would be broken. A team of three plant players would autowin. I don't think that the backrow should remain. All that has to be done is each person set a bunch of Solemns and the last person just clean house.
4orr4ever
04-18-2011, 10:07 AM
4000 lp not enough
Raida
04-28-2011, 05:59 AM
i dont think you should leave the graveyard behind. what happens if a player play PoA and wanna shuffle his team mate's card back?
Oracle_Fefe
05-18-2011, 04:24 PM
Actually something like this is done in DMG.
i dont think you should leave the graveyard behind. what happens if a player play PoA and wanna shuffle his team mate's card back?
That is a viable strategy. When I was doing a 3v3 duel, my opponent used Assult mode monsters but wasnt able to get out what he needed, so he setted Assault Mode Activate, milled SD/AM and suicided with the opponent so that me and the other opponent goes next. I managed to second turn Stardust, used Pot of Avarice, and then played his facedown AMA to get SD/AM which later died from a suicide attack.
Also, add this ruling:
-Cards that are considered "once per duel" can only be used one time throughout the entire duel. I.E: You can use Spore's effect when it hasn't activated its effect, but none of your teammates are allowed to use it or their own Spore's effect.
Additional Comment:
Also, I believe that burn cards SHOULD be allowed, but with a limit on ALL cards to prevent people going with 3 mirror decks.
You can not have more then 6 of the same UNLIMITED card in all three decks that share the same name.
You can not have more then 4 of the same SEMI-LIMITED card in all three decks that share the same name.
You can not have more then 2 of the same LIMITED card in all three decks that share the same name.
That makes LSS more balanced, as people can just leave 3 Gateways or each of them have 3 Dojos in their deck, allowing them all the crap they need. It also allows you to think about your deck being a "main starter" that doesnt run staples to take on the opponents cards but fueld the field.
Okay so here is the basics:
Each team has 3 players, each with their own deck.
Each player has 8000 life points (4000 is just too little.)
Example:
Team 1 is Infernity Sabers
John - x-sabers
Bob - x-sabers
Rob - inferity
Team 2 is Froggy Force
Kyo - Wetland Frogs
Brad - D.E3.S Frog OTK
David - Formula Monarch
The duel starts with first two Player A's.
Kyo vs John.
John manages to defeat Kyo, John is at 400 life points.
Kyo stands up from the playing table, and takes his deck with him. But he leaves his field, RFG cards, and graveyard intact.
Brad steps in to face John who remains on 400 lp. He shuffles his deck and draws 5 cards
Because his teammate lost, Brad starts first on his turn. (If both players lost at the same time, the one who activated the card that takes them both out of the game goes second.)
This continues until one team runs out of player.
Rules ive added to make it balanced
1) Any spell trap or monster effect that does burn based damge that is set in stone is banned.
cards like, Sparks, Mass Driver meator of D, wave motion cannon.
this to stop FTK and burn decks
but cards like caius, Yubel, Gorz are fine who have added effects.
2) Exodia - if a player draws all five parts or sets up Destiny Board, you must place them all back into deck to claim the auto win.
3) Gorz/Trag - you may drop these when you hit 0 lp for your team mates
4) Cards that have a timer that activates which provides a benefit to the player are still active (Not Final Countdown.) For example, if I activate Gold Sarcophogus then lose, in two turns my opponent will get the card I removed. Drill Warrior comes back, etc.
5) When a player is beat you go straight to the end phase of the turn. and the NEW player starts his turn.
If you have any more ideas please let me know.
thanks Dav x.
FIXED.
Raida
05-18-2011, 05:34 PM
Actually something like this is done in DMG.
That is a viable strategy. When I was doing a 3v3 duel, my opponent used Assult mode monsters but wasnt able to get out what he needed, so he setted Assault Mode Activate, milled SD/AM and suicided with the opponent so that me and the other opponent goes next. I managed to second turn Stardust, used Pot of Avarice, and then played his facedown AMA to get SD/AM which later died from a suicide attack.
no what i mean is, what if they are using different sleeves?
and the limited rule is way complicated, it works ok if it's casual, but it'd be impossible to count the number in a proper tournament.
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