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 Trading Card Game Tips from fans

 

 
From: JohnnyBQuick@aol.com
Subject: Yu-Gi-Oh! Tag Team Rules (Synergy) - 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 Synergy rules are pretty much the same as the Conflict rules

except all players on the same team share a single Life Point score.



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 (Synergy)

Written By Johnny Tek



1. Each Tag Team (made up of two or more players) conducts a Duel with a

shared Life Point score. (15,000 Life 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 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 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.


 


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