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 Trading Card Game Tips from fans

 


From: JohnnyBQuick
Subject: Yu-Gi-Oh! Battle Zone Rules - Johnny Tek

With certain cards in Cyberdark Impact based upon the ancient Egyptian game of "Senet" where placement of pieces is important, I was inspired to develop a new way of playing the card game that introduces monster movement and placement strategy. Most monsters will now have to make a fateful journey across the Battle Zone to strike at the opponent's Life Points and many card effects will have new uses depending on the locations of monsters on the field...

This can be used with Traditional, Advanced and Grand Formats. Make sure to get this to your local store owner or tournament organizer and for those organizing a tournament using these rules, don't forget to make a slight adjusment to the card restrictions if you're using Traditional or Advanced for certain

cards such as Ceasefire and Needle Ceiling. I can still be contacted at JohnnyBQuick@aol.com if there are any questions.

YuGiOh! Battle Zone Rules
Written By Johnny Tek

1. A Battle Zone Duel is a Duel in which monster placement and movement are important factors towards achieving victory. This type of Duel often takes longer than a regular Duel so players and tournament organizers should keep that in mind when deciding starting Life Point scores, special card restrictions,

and/or minimum number of cards per Deck.
2. Between both players' Game Mats is the Battle Zone, a 15-Card Space grid that lines up with the Game Mats. (5 Spaces across parallel to the Game Mats

and 3 Spaces distance perpendicular to the Game Mats, assuming the Game Mats are parallel to each other.) The Battle Zone is divided into three sections parallel to the Game Mats. (3 sections that are 5 Card Spaces in length.) The section that is adjacent to a player's Game Mat is considered part of his/her side of the field. The middle section is called the Neutral Zone and is not considered part of either player's side of the field. This means that cards whose effects affect monsters on a side of the field do not affect monsters in the

Neutral Zone. (ex. Fissure, Smashing Ground, Lightning Vortex) This also means that if a player activates a card whose effect would affect or is dependent on monsters on his/her own side of the field, an opponent's monsters on his/her

side of the field will also be counted or affected. (ex. Generation Shift, Thunder Crash, Last Warrior from another Planet, Desert Sunlight, Solar Ray) 3. A monster may be moved a distance of one Card Space per turn. The move can be sideways along its controller's Monster Card Zone, forward from the Monster Card Zone to the Battle Zone, backward from the Battle Zone to the Monster Card Zone, and forward, backward, or sideways on the Battle Zone. A monster can not normally move onto an opponent's Game Mat Monster Card Zone. If a monster is moved normally, it can not attack during the same turn unless a card effect would allow it. A monster must be face up in order to be moved.
4. Monsters can be placed on the field only on the Monster Card Zones. (ex.
The effect of a "Cyber Stein" in the Neutral Zone is activated, Special Summoning a "Blue Eyes Ultimate Dragon". The "Blue Eyes Ultimate Dragon" is Special Summoned all the way back on its controller's Game Mat, so the "Cyber Stein"

would have to move backward and/or the "Blue Eyes Ultimate Dragon" would have to move forward for both monsters to be next to each other.) 5. When attacking another monster, the monster that is designated for battle

must normally be on a Card Space non-diagonally adjacent to the attacking monster. (forward, backward, or sideways of the attacking monster) 6. In order to attack an opponent's Life Points directly, the attacking monster must normally be on a Battle Zone Card Space adjacent to an empty Card Space on the opponent's Monster Card Zone. (no monster between the attacking

monster and the opponent)
7. If a card effect would force a monster to attack, the monster still can not attack unless it is in an appropriate Card Space or if a card effect allows it to attack without having to be on an appropriate Card Space. (ex. Drillago,
Inaba White Rabbit, Shooting Star Bow - Ceal) 8. A player can only offer monsters on his/her side of the field as Tribute or Fusion Material unless a card effect allows it. (Meaning that once a player's monster moves onto the Neutral Zone or further away, the player can not normally offer that monster as Tribute or Fusion Material.) A player can not offer an opponent's monster(s) on his/her side of the field as Tribute or Fusion Material unless the player controls the opponent's monster(s) or a card effect allows it. A player can not use an opponent's monsters on his/her side of the field as a cost for card effects or summoning conditions unless a card effect allows it.
9. Whenever control of a monster switches to another player, the monster is moved to a Card Space on the new controller's Monster Card Zone. (The controller selects the Card Slot.) 10. The recommended maximum number of monsters a player can control at any given time on the field is 5. (Not including monsters that have been moved to the Spell/Trap Card Zone.) 11. OPTIONAL: The Battle Zone's shape and size can be altered to create different types of situations. Also, certain Card Space locations on the Battle Zone can be made to have special effects that activate whenever a monster moves on top of the Card Space or when a special condition is fulfilled while a monster is on the Card Space. The effects could even be made to change during the Duel. The possibilities are endless.

 


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