From: JohnnyBQuick@aol.com
Subject: Yu-Gi-Oh! Tag Team Rules (Conflict) -
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 Conflict rules are a
reproduction of the mechanics of Yugi
and Kaiba's Tag Team Battle during Battle City, with
a few tweaks to fit it into
real life game play.
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 (Conflict)
Written By Johnny Tek
1. Each player on a Tag Team (made up of two or more
players) conducts a Duel
with his/her own Life Point score separate from
his/her teammates’ Life
Points.
2. Victory Conditions include reducing every
opponent’s Life Point score to 0
and/or reducing every opponent’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 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. Every
player’s Game Mat (or equivalent there
of) is kept separate from his/her teammates’ Game
Mats.
6. 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.
7. 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.
8. Players may not use their teammates’ cards on the
field as a cost for card
effects or summoning.
9. 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.
10. 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)
11. 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, Nobleman of
Crossout) 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)
12. If a card effect would affect all of the cards
or all of a type of card
on the controller’s or an opponent’s side of the
field, only the controller’s
cards or the cards of one opponent selected by the
controller at the time of
activation would be affected. (ex. Raigeki)
13. If a card effect would affect all of the cards
or all of a type of card
on the field, every player’s cards are affected.
(ex. Dark Hole, Heavy Storm)
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. Share the Pain)
14. The effects of cards on the field that activate
during a specific Phase
of a player’s turn will activate during the turns of
only the controller of the
card(s) or during the turn of one opponent selected
by the controller at the
time of activation. (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)
15. 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. Confiscation,
Forceful Sentry)
16. If a player controls a card with a maintenance
cost, his/her teammate
does not pay the cost during his/her (the
teammate’s) turn.
17. 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.
18. If any player on a Tag Team is eliminated from
the Duel during his/her
own turn, the next player on his/her team begins
his/her turn. Afterwards, the
order of turns must be readjusted so that no Tag
Team conducts consecutive
turns. (ex. Player A on Team X with originally two
members has been eliminated so
Player B on Team X begins his/her turn. Afterwards,
Player B on Team X, Player
A on Team Y, Player B on Team X, Player B on Team Y
would become the order of
turns.)
19. If a player on a Tag Team is attacked directly
other than as the result
of a card effect, then one of his/her teammates may
choose to change the target
of the attack to a monster on his/her (the
teammate’s) side of the field.