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iNSPIRATION Rules

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iNSPIRATION Rules Empty iNSPIRATION Rules

Post  Wayne Brady Mon Aug 24, 2009 7:03 pm

Normal Duels are All 4000 LP

Dungeon Duels Can only be commenced by a Spirit Reaper duel.

Dungeon Dice Duels:

Introduction
Dungeon Dice Monsters is the newest addition to the iNSPIRATION! universe. As featured in the Dungeon Dice Monsters story arc in the animated television series, players collect and fight with dice inscribed with mystical powers and magic in order to defeat their opponents.

Dungeon Dice Dueling Rules
When you start the duel before either player begins their turn one player MUST activate "Dungeon Dice" from their Side Deck.

Field Spell Rules
-While "Dungeon Dice" is on the field it is unaffected by any cards in the duel (including itself).
-While it is in play no new field spells may be activated

Dungeon Dice Damage Rules
-During the Duel both players have 30 "Heart Points" (30 LP)
-Players do not loose Heart Points unless it is a direct attack.
-Neither player may activate a card effect that will affect a players "Heart Points" (Gain / Reduce)
-Damage to the "Heart Points" is equal to the monsters level. For example Blue-Eyes White Dragon attacks Player 2, Player 2 will loose 8 "Heart Points" because Blue-Eyes White Dragon is a Level 8 monster.
-Monsters cannot attack a player directly unless that player does not control any monsters on their side of the field.
-Monsters that has in its text "cannot be destroyed in/by battle" cannot be in your deck while You are Dungeon Dice Dueling
-Any Effects that Affects Gain/Reduce attack or Defense Points Cannot Be Activated Expect by Dungeon Dice Field Spell.
-No Damage Inflicted Expect by Direct Attack


Synchro Monsters
Are allowed, Dark Synchros are Banned! Completely

Terminology and General Guidelines:
RP(ing), Roleplaying :: Roleplaying is to act as another individual, as if you were acting out a play. In this server, your character is a regular human with no extraordinary abilities who plays Duel Monsters. Everything else about your character is up to you. Their personality, appearance, mannerisms, history and of course, how they react to occurrences within the RP.

IC, In Character :: When acting as your character, you're IC. All IC interactions must use the Say verb under the Commands tab, including emotes, noted as *...*, -...- or some other distinguishable envelope except brackets. ViewSay and DuelSay are to be used when watching or participating in a Duel. Do not use the Emote verb for emote, as the range does not reach everyone on your screen which might cause some obvious actions to be missed.

OOC, Out Of Character :: When talking as a player, the puppeteer controlling your character, you are OOC. All OOC text must be indicated by (...), ((...)) or similar brackets. This is strictly enforced in Say, ViewSay and DuelSay, although slightly more lenient in WorldSay, since it may not be used for IC interactions. Sharing very specific and important IC knowledge over OOC posts may be punishable.



The Rules
The following rules must be obeyed. If an individual refuses to acknowledge and follow the rules, or is chronically ignorant of them, GMs may refuse them entry into the RP and/or remove them from the server if the individual persists (a.k.a. mute, boot or ban 'em, but not necessarily in that order).

1 :: Anyone asking for Duels or challenging in WorldSay, or in an OOC manner, or with no appropriate IC interactions may be booted. If this continues the individual may be Keybanned.

2 :: Anyone posting OOC text while not indicating it correctly (particularly while using Say, ViewSay and DuelSay verbs) are liable to removal from the server by boot or Keyban if they become a disruption, by either plain chronic ignorance, or deliberate actions to ignore the server rules.

3 :: Lurkers (someone not in the RP, but simply just watching) are encouraged to hang around and ask OOC questions if would help them get a better idea of how to roleplay, get a grasp on events, or for any other reason, as long as they are not disruptive. Constructive criticism is encouraged, however, sincere insults of any form to anyone in the RP and generally in the server are prohibited and may prompt a mute-boot-ban chain of punishment if a GM deems it necessary.

4 :: Anyone with sub-par spelling and grammar may be denied entry into the RP. This generally applies to individuals whose spelling requires noticeable effort to decipher and whose sentences simply don't make sense. Anyone who acts disruptively upon being denied entry may be booted and if they return and continue to be anarchistic, they may be Keybanned.

5 :: Nobody may roleplay as characters canon to any franchise, most strongly including Yu-Gi-Oh! series'. If an individual insists upon doing so, or insists upon being a character of higher power than a regular human to start off with (e.g. the spawn of an inappropriate fling between an angel and demon,) they may be removed in whatever way deemed appropriate, if they are considered a disruption by a GM.

6 :: No Godmodding or powergaming/powerplaying. This is controlling the actions, responses, speech, movements, boldily functions- anything, of any other player's character. It is also posting IC text which makes them appear nigh-on immune to the actions of any other character, without an established reason, that being whether the ability/etc had been featured and accept previously, or it has presently been agreed upon.

7 :: Begging for positions, roles and abilities of importance OOC will be ignored and may result in a mute-boot-ban punishment chain if an individual becomes disruptive. Also, roleplaying with abilities/etc that you explicitly cannot have without a mutually agreed reason will be considered powergaming and will invoke appropriate action.

8 :: All characters should generally stick to a single deck.

9 :: In the interest of interesting Duels, certain cards and decktypes are illegal on the RP server and others may proxy different effects with different copy-per-deck restrictions. Offenders will be warned, then Keybanned if they persist.
Banned cards:
NOTE: In addition to the DMU UCG restrictions, the following cards are banned and cannot be used.
- Brionac, Dragon of the Ice Barrier
- Dark Armed Dragon
- Secret Village of the Spellcasters
- Unity of Family
- All Blackwing/Black Feather cards (by name and by mentioned text)
- All Lightsworn cards (by name and by mentioned text)
- Morphtronic Boarden
- Orgoth the Relentless
- Dimension Dice

Limited Cards:
NOTE: In addition to the DMU UCG restrictions, the following cards are Limited to 1 per Deck.
- Fire Wagon
- Kuribon (Has RP-only Errata; is spelled "Kuribbon" in-game)
- Pitch-Black Zumwalt (All Dark Synchro monsters are also Special Restricted; see above)
- Clockwork Night (Has RP-only Errata)
- Command Silencer
- Nightmare Shuffle (Has RP-only Errata)
- Speed Spell - Graceful Baton
- Cosmic Fortress Gol'Gar
- Darkness NeoSphere
- Froggy Forcefield

Semi-Limited cards:
NOTE: In addition to the DMU UCG restrictions, the following cards are Semi-Limited to 2 per Deck.
- Card of Sanctity (Has RP-only Errata)

Special Restricted cards:
NOTE: These cards cannot be used unless permission has been gained from the moderators and/or creator of a specific Roleplay. These are moderated due to implications they may have in Roleplay. Specific RPs may have additional or lifted Special Restrictions.
- Cards with text mentioning the names of Special Restricted cards are also Special Restricted and have no # per Deck restrictions unless stated otherwise. Support cards of a Special Restricted card may be used if you have permission to use that Special Restricted card. Anti-Support requires different permission.
- Five-Headed Dragon/Five God Dragon
- Obelisk the Tormentor
- Slifer the Sky Dragon
- The Winged Dragon of Ra
- All cards with text mentioning DIVINE Attribute, Divine-Beast Type, or God cards.
- The Wicked Dreadroot
- The Wicked Eraser
- The Wicked Avatar
- Raviel, Lord of Phantasms
- Uria, Lord of Searing Flames
- Hamon, Lord of Striking Thunder
- Armitael, Phantom of Chaos
- *Salvation Dragon - Savior Dragon
- *Savior Star Dragon
- *Savior Fiend Dragon
- Spirit Reaper
- All DARKNESS cards (Darkness NeoSphere is also Limited in Roleplay; see Limited Cards)
- All Earthbound Immortal monsters
- All Dark Tuner monsters
- All Dark Synchro monsters (Pitch-Black Zumwalt is also officially Limited in Roleplay; see Limited Cards)
- All cards mentioning negative levels.

* These cards may be (much) more difficult to gain permission for and may require a strong, well-roleplayed reason, in-fitting with the scenario.

Deck Construction Rules:
NOTE: It's difficult to pinpoint what cards to restrict, so this is open to the interpretation of a GM who has the right to examine the deck. If the examination is refused, the GM may assume it is an illegal deck. A GM's decision is final. Also, a deck must be veto'd by TWO GMs, and the player has the right to appeal to a third if they believe they have received unjust treatment.
- Scrap-Iron Scarecrow, Totempole and any other attack negation cards which, on their own are reusable, many not exceed 3 per deck in combination.
- The permanent attack negation combo of Totempole and Customs of the Imperial Court cannot be contained in your deck.
- When Lonefire Blossom and Gigaplant are in the same deck, they are Limited to 1 each.
- Extra Decks should remain on-theme to an extent. e.g. While it would be possible to Synchro Summon Naturia Beast and Naturia Balkion in a Warrior deck, it doesn't really make any sense whatsoever. This is called the "Where the hell did that come from?!" Guideline. Additionally, if the theme is not readily apparent, you must have a strong reason for it.

Banned Deck-types:
- Blackwing/Black Feather (All Blackwing cards are Banned)
- Dark Armed Dragon-less DAD variants (Dark Armed Dragon is Banned)
- Gyzaurus-Farming Gladiator Beast
- Lightsworn (All Lightsworn cards are Banned)
- Synchro Cat
- Dedicated FTK
- Dedicated OTK (+ Decks capable of OTK'ing are frowned upon and may be deemed illegal if two or more GMs are in agreement)
- Dedicated Deckout Stall (+ any Stall decks are frowned upon and may be deemed illegal if two or more GMs are in agreement)
- Decks capable of any type of Lock (This includes unique Locks like The World Lock. Lock is also defined by rendering the opponent unable to use the effects of Spell cards; use the effects of Trap cards; use the effects of Effect Monsters; declare attacks with monsters, in any combination.)

RP-only Errata:
NOTE: The following text changes apply at all times during Roleplay.

- Clear Vice Dragon
[Lv8; DARK; Dragon/Effect; ATK?//DEF0; This card is not treated as a DARK monster while it is face-up on the field. If this card attacks, it gains ATK equal to twice the ATK of the monster it battles until the end of the Damage Step. At the end of a Battle Phase in which this card attacks, it is switched to Defense Position. By discarding 1 card, negate the activation of a card effect that would destroy this card. By discarding 1 card when this card would be destroyed by battle, it is not destroyed.]

- Elemental Hero Bubbleman
[Lv4; WATER; Warrior/Effect; ATK800//DEF1200; If this is the only card in your hand, you can Special Summon it. When this card is Summoned, you can draw 2 cards if there are no other cards on your side of the field.]

- Kuribon (Is spelled "Kuribbon" in-game)
[Lv1; LIGHT; Fairy/Effect; ATK300//DEF200; When your opponent's monster attacks you directly, you can reduce that Battle Damage to 0 and Special Summon this card from your hand after Damage Calculation. If your opponent's monster declares this card as an attack target, you can reduce all Battle Damage from that battle to 0 and return this card to your hand after the battle. The controller of the monster targeted by this card's effect gains Life Points equal to that monster's ATK.]

- Card of Sanctity
[Normal Spell; Both players draw until they both have 6 cards in their hands.]

- Clear World
[Field Spell; Apply the following effects to a player depending on the Attribute(s) of their monsters:
●LIGHT: Play with your hand revealed.
●DARK: You cannot declare an attack.
●EARTH: Destroy 1 monster you control during your End Phase.
●WATER: Discard one card from your hand during your End Phase.
●FIRE: During your End Phase, receive 1000 damage.
●WIND: If you do not pay 2000 Life Points, you cannot activate a Spell Card.]
(If you're wondering what's different, controlling a WIND monster doesn't block you from activating spell cards at all now; instead you have to pay a hefty cost.)

- Take Over 5
[Normal Spell; Send the top 5 cards from your Deck to your Graveyard. If this card exists in your Graveyard during your next Standby-Phase, you can remove this card from play to draw 1 card. While this card is in your Graveyard, negate the effects of your cards that send cards from your Deck to your Graveyard.]

- Clockwork Knight
[Continuous Spell; As long as this card remains face-up on the field, all face-up monsters your opponent controls become Machine-Type and reduce their ATK by 500. Increase the ATK of "Robotic Knight", "Machine King" or "Perfect Machine King" you control by 500.]

- Assault Mode Activate
[Normal Trap; Release 1 Synchro Monster. Special Summon 1 "/Assault Mode" monster whose name includes the Released monster's name from your Hand or Deck in Attack Position.]

- Power Balance
[Normal Trap; Activate only when there are no cards in your hand. Your opponent discards half the cards in their hand to the graveyard. If they have an odd number of cards in their hand, that number is rounded up. After this card resolves, draw 1 card from your deck for every card your opponent discarded this way.]

- Nightmare Shuffle
[Continuous Spell; Select 1 Spell or Trap card at random in your Graveyard and set it in one of your empty Spell & Trap Card Zones. During your next Standby Phase, switch that card with another random Spell or Trap card in your Graveyard. When you activate the card set by this effect, send this card to the Graveyard.]

RP-only Rulings:
NOTE: These Rulings apply at all times during Roleplay.
- Kuribon's first effect which reduces Battle Damage to 0 and Special Summons itself activates in the Damage Step and does not target.
- Kuribon's second effect which reduces Battle Damage to 0, returns itself to your hand and increases your opponent's Life Points does target.
- Clockwork Knight's first effect which changes the Type and ATK of the opponent's monsters is Continuous.

THE FOLLOWING RULES, LIMITATIONS, AND ETC. ARE PROPERTY OF THE SWORDFISH SERVER, AND HAVE THE RIGHTS TO ALL THE CREDIT.

Wayne Brady
Admin

Posts : 9
Join date : 2009-08-23

https://bridgecommand.board-directory.net

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