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 Trading Card Game Tips from fans

 


From: JohnnyBQuick@aol.com
Subject: Yu-Gi-Oh! Tag Team Rules (Phalanx) - Johnny Tek (A.K.A. The W.D.)



Some of you may recognize some of the titles of these rules from an earlier

submission under my former nickname "The Wandering Duelist". The earlier

submissions left a few problems unaddressed which are now taken care of in the

current versions. The Phalanx rules are an advanced version of the Unity rules,

inspired by the Atlantis saga, and works best with Decks constructed using Grand

Format.



Contact me at JohnnyBQuick@aol.com or find me at Neutral Ground gaming store

on West 26th Street in Manhattan (New York City) on Thursdays after 5 PM if

you have any questions or want to help out with the Dragon Cup tournament. (We

could use writers for articles on the web site and judges for the event itself.)



YuGiOh! Tag Team Rules (Phalanx)

Written By Johnny Tek



1. Each Tag Team (made up of two or more players) conducts a Duel with a

shared Life Point score and a shared Formation Point score. (Formation Points are

calculated like Life Points. See Rule #10 for further details.) (15,000 Life

Points and 3,000 Formation Points are recommended for a Duel.)

2. Victory Conditions include reducing an opposing Tag Team’s Life Point

score to 0 and/or reducing at least one opposing player’s Deck to 0 cards up to

the point when that player must draw a card (also known as "decking out").

3. The Tag Teams alternate turns between individual players: When Player A

from Team X finishes his turn, Player A from Team Y goes next and so on.

4. Players may not declare attacks until all Players have each begun a turn.

The last player to begin a turn may begin declaring attacks.

5. Every Tag Team shares a single Monster Card Zone and a single Spell and

Trap Card Zone. The Field Card Zones are kept separate. The Monster Card Zone is

made up of two sections, the Front Line and the Back Line. (The sum of both

sections are still treated as one Zone.) (Four is the recommended number of

card slots on each section of the Monster Card Zone. Six is the recommended

number of card slots on the Spell and Trap Card Zone.)

6. Monsters on the Back Line can not be targeted for battle if a monster

exists on the Front Line of the same Monster Card Zone.

7. Only monsters on the Front Line may attack.

8. Instead of changing a monster’s battle position as normal (not as the

result of a card effect), its controller may move the monster once during the turn

from the Front Line to the Back Line or vice versa.

9. A player may Normal Summon a Spell or Trap Card face-up on the Front Line

as a (ATK 0/ DEF 0) monster. (This is called a "rampart") The effect of the

Spell or Trap Card is negated, and it can not be moved to the Back Line. The

card is still treated as a Spell or Trap Card.

10. Battle Damage to Life Points as the result of battle between Front Line

monsters is instead subtracted from the Formation Points. If the Formation

Points of a Tag Team are reduced to 0, all cards on that team’s Front Line are

immediately destroyed. Afterwards, cards can no longer be placed on that team’s

Front Line.

11. Every player’s hand, Deck, Fusion Deck, Graveyard and cards removed from

play is kept separate from his/her teammate’s hand, Deck, Fusion Deck,

Graveyard and cards removed from play.

12. A player can not remove a card(s) from his/her teammate’s hand, Deck,

Fusion Deck, Graveyard or cards removed from play as a summoning or activation

requirement unless otherwise stated on a card effect.

13. A player can not summon or activate a card from his/her teammate’s hand,

Deck, Fusion Deck, Graveyard or cards removed from play as if it were his/her

own unless otherwise stated on a card effect.

14. Players do not control their teammates’ monsters unless otherwise stated

on a card effect. (This includes declaring attacks, changing battle positions,

and activating monster effects that can only be activated either by the

controller or owner of the monster.) Players do not control their teammates’ Spell

and Trap Cards unless otherwise stated on a card effect.

15. Players may use their teammates’ cards on the field as a cost for card

effects or summoning.

16. Players may use their teammates’ monsters on the field as Fusion Material

for a Fusion Summon. Control of the Fusion Monster goes to the player who

conducted the Fusion Summon.

17. If a card effect would affect all of the cards or all of a type of card

in one player’s hand, Deck, Fusion Deck, Graveyard or cards removed from play,

only the cards of one player would be affected. (either the controller of the

card effect or one opponent selected by the controller at the time of

activation) (ex. Fiend Comedian)

18. If a card effect would simultaneously affect one or more cards in both

players’ hands, Decks, Fusion Decks, Graveyards, or cards removed from play,

every player’s hand, Deck, Fusion Deck, Graveyard, or cards removed from play is

affected. (ex. Card Destruction) However, if the card effect requires both

players selecting one or more cards, only the controller of the card and one

player selected by the controller are affected. (ex. Exchange)

19. The effects of cards on the field that activate during a specific Phase

of a player’s turn will activate during the turns of both the controller and

his/her teammate or during the turns of both opponents. (ex. Cure Mermaid,

Snatch Steal) If the card effect is the kind that activates during a specific Phase

of both players’ turns, the effect activates during every individual

player’s turn. (ex. Dark Snake Syndrome)

20. If a card effect would affect one or more cards in a single player’s

hand, Deck, Fusion Deck, Graveyard, or cards removed from play, only one player

may be selected for the effect. (ex. Deck Devastation Virus – would affect only

one player’s hand at the time of activation even though it would affect the

cards drawn by both players during the duration of the effect.)

21. If a player controls a card with a maintenance cost, his/her teammate

must also pay the cost during his/her (the teammate’s) turn.

22. Card effects that resolve after a certain number of turns (i.e. Swords of

Revealing Light) count a turn for each individual affected player’s turn.


 


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