Post by Vyt: Down, but Not Out on Jan 22, 2009 16:06:18 GMT -5
We've all known that the NTWF TCG's card game system heavily relies on one particularly famous card game, and have found out that there is something more that this card game can give out. That's why we have come up with new alternate gameplays that everyone can enjoy!
This thread is for the discussion of the NTWF TCG alternate games, including but not limited to suggestions and even newer gameplays.
This thread is for the discussion of the NTWF TCG alternate games, including but not limited to suggestions and even newer gameplays.
- Swap Deck: Unofficially started waaaay earlier, this straightforward house rule is now an official alternative! The rule is simple: the two duelists exchange decks and play using their opponent's deck! Whoever beats their own deck wins! A great way to see how others play your deck and an opportunity to try out other deck styles.
Shinies:50/20 - Sudden Death: A simple alternative gameplay where a duelist only needs one KO to win. If you're looking for a short game, try this get-lucky play!
Shinies: 30/10 - N-T-W-Foh!: Duelists have 10 LP (Life Points) themselves. To reduce his/her opponent's LP, a duelist can directly attack his/her opponent (that has no Active Fighter during that turn) using his/her Fighters on the field (Event cards that can inflict damage to or heal a Fighter can also be applied to duelists as well). A duelist can also reduce his/her opponent's LP by leaving "carry-over damage" (the excess damage from an attack that KO's the Fighter) on the opponent's Fighter. A duelist wins if s/he reduces his/her opponent's LP to 0. "No More Fighter" victory is disabled in this type of battle. Duelists are considered Fighters themselves and can be targeted by most Event Cards and attack conditions/effects, but are immune to Special Statuses (poison, paralysis etc), Special Abilities and "insta-KO" or "Fighter discards" such as 'Bloidal Explosion and more. Attacks are launched one at a time, not simultaneously, and if a Fighter is KO'd by an attack that is preceded by another attack, the next attack must be targetted at another Fighter. Fighters can be "Benched" into defense position by returning two Energy cards on the deck. Fighters in Defense position cannot attack, but do not give the duelist carry-over damage whenever they are KO'd.
Shinies: 50/20 - Magic-type: Duelists have three hitpoints by themselves. Duelists can have as many Active Fighters as they can in the field, but are still only allowed to play one Fighter Card per turn. The Energy Cards they play are separated from the Fighters and put into an "energy disposal pot". For a Fighter to attack or an Event Card to be used, the duelist must "tap" the necessary amount and type of Energy Cards. In tapping Energy Cards for Event Cards, the rarity will show the amount of cards (2 for Common, 3 for Uncommon and 4 for Rare) but the type of energy is Colorless. Fighters that have been issued an attack are tapped afterwards. A direct attack can be issued to an opponent duelist if s/he has no Active Fighter in his/her field, but it can only remove one hitpoint irregardless of the damage it can do. Before his/her next turn can begin, a duelist must untap up to ten cards in his/her field. The winner is the first duelist to have his opponent run out of hitpoints. Take note that in every turn, an attack does NOT signify the end of turn, and thus duelist must verbally speak out in order to end their turn officially.
Shinies:50/20