Forum:Fight or Flight Game

Fight or Flight is a more strategic twist on the Yugioh game. This game is intended to be played between 2 players, each with a legal Yugioh deck. All rules not mentioned in this rulebook stay the same as in the current Yugioh rules. Important: This game is be compatible with most deck strategies, but some decks (for instance any deck with a strategy based around Banishing your own cards) might need to be revised for gameplay; reviewing all the rules before starting is advised. 1) Game Cards -Fight Cards (Spells):

Fight Cards can be activated anytime during either player’s turn, but must be set on your turn to be activated during an opponent’s turn. When a Fight Card is activated, its written effect is negated. Instead: “You can target one monster: if that monster is in defense position, it is changed to attack, and cannot be changed to defense position for the rest of this turn.” Once per duel, you can activate a Fight Card and use the effect written on the card instead of the usual effect. There are 6 types of Fight Cards:

-Normal Fight Cards:

Normal Fight Cards have single-use effects. To use this type of card during your turn, either set it to be used later, or activate it immediately from the hand. During an opponent’s turn, this type of card cannot be set and can only be activated if it is set on the field. After the activation of a Normal Fight Card resolves, this card is sent to the graveyard.

-Ritual Fight Cards:

Ritual Monsters do not require these to be summoned. Instead, they are special summoned by sending any number of monsters from your side of the field and/or hand to the graveyard, when the sum of all their levels is exactly equal to the level of the Ritual Monster. This type of card is treated as a Normal Fight Card.

-Continuous Fight Cards:

This type of card is treated as a Normal Fight Card, but can be Banished from the Graveyard to activate its effect.

-Equip Fight Cards:

This type of card can be treated as Normal Fight Card, otherwise, it has this effect: “Target one monster card on the field; equip this to that card. That card gains this effect: ‘Once per turn, you can target one monster: if that monster is in defense position, it is changed to attack, and cannot be changed to defense position for the rest of this turn.’ This effect cannot be activated on your next turn.” An equip card stay in a Fight or Flight Card zone until the equipped monster leaves the field, and then is sent to the Graveyard.

-Field Fight Cards:

This type of card is treated as a Normal Fight Card.

-Quick-Play Fight Cards:

This type of card is treated as a Normal Fight Card, but can be played from the hand during an opponent’s turn. -Flight Cards (Traps):

Fight Cards can be activated anytime during an opponent’s turn, and only on an opponent's turn. When a Fight Card is activated, its written effect is negated. Instead: “You can target one monster: that monster is immediately sent to the Graveyard” or “When an opponent summons a monster, that monster is immediately Banished.” Once per duel, you can activate a Flight Card and use the effect written on the card instead of the usual effect. There are 3 types of Fight Cards:

-Normal Flight Cards:

Normal Flight Cards have single-use effects. To use this type of card, set it during your turn. During an opponent’s turn, this type of card cannot be set and can only be activated if it is set on the field. After the activation of a Normal Flight Card resolves, this card is sent to the graveyard.

-Continuous Flight Cards:

This type of card is treated as a Normal Flight Card, but can be Banished from the Graveyard to activate its effect.

-Counter Flight Cards:

This type of card is treated as a Normal Flight Card, but can be played from the hand during an opponent’s turn. 2) How to Play -Winning:

Each player starts a duel with 4000 Life Points. You win a duel if:

-You reduce an opponent’s LP to 0

-Your opponent has 20 Banished cards

-An opponent is unable to draw

-A card’s effect says you win

-Preparing to Duel:

-Each player rolls a die; highest roll goes first.

-Players draw 7 cards, this is your starting hand. (9 is holding max.)

-Turn Structure:

During each of your turns (from your Main Phase 1 to your Main Phase 2), you are allowed 9 total actions, and you may use as many of one action as you like. (For instance, you can Summon a Monster, activate a Fight Card, then Attack 7 times.) The actions you can use during your turn are:

-Summoning Monster Cards (MP only)

-Setting Monster, Fight, or Flight Cards (MP only)

-Changing your Monsters’ battle positions (MP only)

-Attacking (BP only)

-Activating your Monster’s Quick or Ignition Effect

-Activating a Fight Card

During each of your opponent's turns, you are allowed 3 total actions, and you may use as many of one action as you like. (For instance, you can activate your Monster’s Quick Effect, then 2 Flight cards.) The actions you can use during your opponent’s turn are:

-Activating your Monster’s Quick Effect

-Activating a Fight or Flight Card

-Defending: When an opponent’s Monster declares an attack, you can change the battle position of your Attack position monster to Defense. 3) Determining Damage ATK of your Attacking Monster VS. ATK of Opponent’s Monster

-Win:

When your Monster’s ATK is higher than that of your opponent’s Monster, the opponent’s Monster is Banished. The ATK of the Banished Monster is subtracted from the ATK of your Monster, and the difference is Battle Damage to your opponent’s LP

-Tie:

When both Monsters have the same ATK, both monsters are Banished; neither player takes Battle Damage.

-Loss:

When your Monster’s ATK is lower than that of your opponent’s Monster, your Monster is Banished. The ATK of your Banished Monster is subtracted from the ATK of your opponent’s Monster, and the difference is Battle Damage to your LP. ATK of your Attacking Monster VS. DEF of Opponent’s Monster

-Win:

The opponent’s Monster is sent to the Graveyard; neither player takes Battle Damage. ATK of your Attacking Monster VS. DEF of Opponent’s Set Monster

-Win:

When your Monster’s ATK is higher than the DEF of your opponent’s Monster, the opponent’s Monster is sent to the Graveyard. Neither player takes Battle Damage.

-Tie:

When your Monster’s ATK is equal to the DEF of your opponent’s Monster, neither Monster is destroyed; neither player takes Battle Damage.

-Loss:

When your Monster’s ATK is lower than the DEF of your opponent’s Monster, the ATK of your Monster is subtracted from the DEF of your opponent’s Monster, and the difference is Battle Damage to your LP.

4) Other Rules -Attacking:

-Level 1 to 4 Monsters: can Attack as many times as possible on your turn.

-Level 5 and higher Monsters: can Attack as many times as possible on your turn if Tribute summoned, otherwise can only Attack once per turn unless 1 Monster is Tributed from your hand or field for each extra Attack (after its first).

-A Set Monster is always flipped when Attacked, Flip Summon Effects activated in this manner do not count as actions.

-D2D:

-At any time during a duel, a player is allowed to discard 2 cards from his hand in order to place one card from his Graveyard back in his hand.

-At any time during a duel, a player is allowed to Banish 2 cards from his Graveyard in order to place one card from his Banished Zone back in his hand.

-Tributing:

Unless a monster’s effect says otherwise, any Normal or Effect monster can be summoned without Tributing.