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.