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From: JohnnyBQuick@aol.com
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. Shadow Dice is a much improved version of an earlier submission under a different name. This is a great supplement for casual game play that can be used with any Format in almost any kind of Duel.
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.)
Shadow Dice Written by Johnny Tek
A Shadow Dice Duel is a Duel in which each player must roll dice at the beginning of each of his/her turns. (before the Draw Phase) When the dice are rolled, a numbered game effect from a list of Shadow Dice Effects is activated. Once rolled, the numbers resulting on the dice reveal the number of the effect that is activated from the list. Two ten-sided dice are rolled to determine which Shadow Dice Effect is activated. Each ten-sided die represents a number digit. A roll of "0" on both dice represents the number 100. A roll of "0" on one die and a "1" on the other die would represent the number "1"or "10" depending on which number digit each die represents. Shadow Dice Effects must be resolved upon activation unless otherwise stated on the Shadow Dice Effect. For purposes of Chaining, Shadow Dice Effects are treated as Spell Speed 1 effects. For Shadow Dice Effects that allow a player to Special Summon a monster, summoning conditions are not ignored for the Special Summon. Shadow Dice may be used in One-on-One, Tag Team, and Multi-Player Duels.
Shadow Dice Effects List
1. You may Special Summon a monster from your hand. 2. You may move a Monster Card from your Deck to your hand. The Deck is shuffled afterwards. 3. You may designate a face-up monster on the field. The designated monster is returned to its owner’s hand. 4. During this turn, increase the ATK and DEF of all LIGHT monsters on the field by 500 points. 5. All monsters on the field are returned to their owners’ hands. 6. You may designate a face-up Spell or Trap Card on the field. The designated card is returned to its owner’s hand. 7. You may draw 1 card. 8. During this turn, decrease the ATK and DEF of all LIGHT monsters on the field by 500 points. 9. You may designate a face-up card on the field. The designated card is returned to its owner’s hand. 10. Return all Monster Cards in your Graveyard to the Deck. The Deck is shuffled afterwards. 11. You may Special Summon a monster from your Deck. The Deck is shuffled afterwards. 12. You may move a Spell Card from your Deck to your hand. The Deck is shuffled afterwards. 13. You may designate a face-up monster on the field. The designated monster is destroyed. 14. During this turn, increase the ATK and DEF of all EARTH monsters on the field by 500 points. 15. All monsters on the field are destroyed. 16. You may designate a face-up Spell or Trap Card on the field. The designated card is destroyed. 17. You may draw 2 cards. 18. During this turn, decrease the ATK and DEF of all EARTH monsters on the field by 500 points. 19. You may designate a face-up card on the field. The designated card is destroyed. 20. Return all Spell Cards in your Graveyard to the Deck. The Deck is shuffled afterwards. 21. You may Special Summon a monster from your Graveyard. 22. You may move a Trap Card from your Deck to your hand. The Deck is shuffled afterwards. 23. You may designate a face-up monster on the field. The designated monster is removed from play. 24. During this turn, increase the ATK and DEF of all WIND monsters on the field by 500 points. 25. All monsters on the field are removed from play. 26. You may designate a face-up Spell or Trap Card on the field. The designated card is removed from play. 27. You may draw 1 card from the bottom of your Deck. 28. During this turn, decrease the ATK and DEF of all WIND monsters on the field by 500 points. 29. You may designate a face-up card on the field. The designated card is removed from play. 30. Return all Trap Cards in your Graveyard to the Deck. The Deck is shuffled afterwards. 31. You may Special Summon a monster from your cards removed from play. 32. You may move a Monster Card from your Graveyard to your hand. 33. You may designate a face-up monster on the field. The designated monster is sent to the top of its owner’s Deck. 34. During this turn, increase the ATK and DEF of all WATER monsters on the field by 500 points. 35. All monsters on the field are returned to their owners’ Decks. The Decks are shuffled afterwards. 36. You may designate a face-up Spell or Trap Card on the field. The designated card is sent to the top of its owner’s Deck. 37. You may draw 2 cards from the bottom of your Deck. 38. During this turn, decrease the ATK and DEF of all WATER monsters on the field by 500 points. 39. You may designate a face-up card on the field. The designated card is sent to the top of its owner’s Deck. 40. Return all cards in your Graveyard to the Deck. The Deck is shuffled afterwards. 41. You may Special Summon a monster from your Fusion Deck. 42. You may move a Spell Card from your Graveyard to your hand. 43. You may designate a face-up monster on the field. The designated monster is sent to the bottom of its owner’s Deck. 44. During this turn, increase the ATK and DEF of all FIRE monsters on the field by 500 points. 45. All face-up monsters on the field are flipped to face-down Defense Position. 46. You may designate a face-up Spell or Trap Card on the field. The designated card is sent to the bottom of its owner’s Deck. 47. You may select 1 card randomly from your Deck and move the card to your hand. 48. During this turn, decrease the ATK and DEF of all FIRE monsters on the field by 500 points. 49. You may designate a face-up card on the field. The designated card is sent to the bottom of its owner’s Deck. 50. Return all Monster Cards in your cards removed from play to the Deck. The Deck is shuffled afterwards. 51. You may Special Summon a monster from your hand in face-down Defense Position. 52. You may move a Trap Card from your Graveyard to your hand. 53. You may designate a face-down monster on the field. The designated monster is returned to its owner’s hand. 54. During this turn, increase the ATK and DEF of all DARK monsters on the field by 500 points. 55. All face-down monsters on the field are flipped face-up. (Flip Effects are activated at this time.) 56. You may designate a face-down Spell or Trap Card on the field. The designated card is returned to its owner’s hand. 57. Every player may draw 1 card. 58. During this turn, decrease the ATK and DEF of all DARK monsters on the field by 500 points. 59. You may designate a face-down card on the field. The designated card is returned to its owner’s hand. 60. Return all Spell Cards in your cards removed from play to the Deck. The Deck is shuffled afterwards. 61. You may Special Summon a monster from your Deck in face-down Defense Position. The Deck is shuffled afterwards. 62. You may move a card from your Graveyard to your hand. 63. You may designate a face-down monster on the field. The designated monster is destroyed. 64. During this turn, increase the ATK and DEF of all Effect Monsters on the field by 500 points. 65. All Spell and Trap Cards on the field are returned to their owners’ hands. 66. You may designate a face-down Spell or Trap Card on the field. The designated card is destroyed. 67. Every player may draw 2 cards. 68. During this turn, decrease the ATK and DEF of all Effect Monsters on the field by 500 points. 69. You may designate a face-down card on the field. The designated card is destroyed. 70. Return all Trap Cards in your cards removed from play to the Deck. The Deck is shuffled afterwards. 71. You may Special Summon a monster from your Graveyard in face-down Defense Position. 72. You may move a Monster Card from your cards removed from play to your hand. 73. You may designate a face-down monster on the field. The designated monster is removed from play. 74. During this turn, increase the ATK and DEF of all non-Effect Monsters on the field by 500 points. 75. All Spell and Trap Cards on the field are destroyed. 76. You may designate a face-down Spell or Trap Card on the field. The designated card is removed from play. 77. Every player may draw 1 card from the bottom of his/her Deck. 78. During this turn, decrease the ATK and DEF of all non-Effect Monsters on the field by 500 points. 79. You may designate a face-down card on the field. The designated card is removed from play. 80. Return all cards in your cards removed from play to the Deck. The Deck is shuffled afterwards. 81. You may Special Summon a monster from your cards removed from play in face-down Defense Position. 82. You may move a Spell Card from your cards removed from play to your hand. 83. You may designate a face-down monster on the field. The designated monster is sent to the top of its owner’s Deck. 84. During this turn, reduce the original ATK and DEF of all monsters on the field to 0. 85. All Spell and Trap Cards on the field are removed from play. 86. You may designate a face-down Spell or Trap Card on the field. The designated card is sent to the top of its owner’s Deck. 87. Every player may draw 2 cards from the bottom of his/her Deck. 88. All face-up monsters on the field are switched from Attack Position to Defense Position and vice versa. 89. You may designate a face-down card on the field. The designated card is sent to the top of its owner’s Deck. 90. You may pick up cards (not draw) from the top of your Deck until you pick up a Monster Card or until there are no other cards left to pick up. The Monster Card is then moved to your hand. All other cards picked up are returned to the Deck. The Deck is shuffled afterwards. 91. You may Special Summon a monster from your Fusion Deck in face-down Defense Position. 92. You may declare the name of a card. Afterwards, pick up the top card of your Deck. If it is the card you named, then it is moved to your hand. If it is not the card you named, then it is sent to the bottom of the Deck. 93. You may designate a face-down monster on the field. The designated monster is sent to the bottom of its owner’s Deck. 94. You may discard any number of cards from your hand to draw the same number of cards. 95. All Spell and Trap Cards on the field are returned to their owners’ Decks. The Decks are shuffled afterwards. 96. You may designate a face-down Spell or Trap Card on the field. The designated card is sent to the bottom of its owner’s Deck. 97. Every player may select 1 card randomly from his/her Deck and move the card to his/her hand. 98. During this turn, switch the original ATK of all monsters on the field with their original DEF. 99. You may designate a face-down card on the field. The designated card is sent to the bottom of its owner’s Deck. 100. You may pick up cards (not draw) from the top of your Deck until you pick up a Spell or Trap Card or until there are no other cards left to pick up. The Spell or Trap Card is then moved to your hand. All other cards picked up are returned to the Deck. The Deck is shuffled afterwards.
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