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.