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Sleepy

Labyrinth Duel

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Rough drawing of the map:

Spoiler

iIWQkq1.jpg

(Loosely) Based on the Labyrinth Duel between Yugi & Joey and the Paradox Brothers. Updated to allow as much of the current IRL game to be played in it as possible.

Rules:

Spoiler

-The red and blue corners in the map are the "spawn zones", and each is assigned to a player. Cards must usually be player from there and then move gradually into the map.
-Your opponent cannot move cards into your "spawn zone" (and I mean pursuing from the Labyrinth).
-A monster can move up to 1 Zone for each of its Levels/Ranks (Links cannot move on their own).
-Face-down monsters move a default amount of 4 spaces, but still this is their movement for the turn, so don't expect something like Des Lacooda to move 3 (Level) and flip face-down and still be able to move 4. It is one or the other.
-To battle, both monsters need to be next to each other with no walls between them (being at a corner with a monster in a diagonally adjacent zone is acceptable).
-Monsters cannot jump over each other.
-To gain control of a monster, you don't move it to a different zone but just turn it upside down so it is in the correct orientation of the new controller (indicated by the top/bottom arrows outside the map... or IDK if I need to elaborate xD )

Bumping~
-Monsters you control can "bump" into each each other and have the pushed monster move up to the number of spaces that the pushing monster would have been able to. For example, if you are moving a Blue-Eyes (Level 8 ) and after 3 zones a Kuriboh is on the way (Level 1 ), that Kuriboh can be pushed up to the remaining 5 zones that the Blue-Eyes could have moved if it hadn't had an obstacle.
-You cannot bump in a chain reaction (as in, monster A bumps into monster B and pushes it, but monster B meeting a monster C on the way as well, that will NOT push monster C).
-You can move a monster and then have it be bumped/pushed, but you cannot bump/push a monster and then have it move on its own afterwards that same turn.

Spells & Traps~
-Spells & Traps don't interfere with the movements of monsters.
-Spells & Traps don't move on their own, but if a monster controlled by the Spell/Trap's controller goes through that zone, the Spell/Trap can become carried by the monster as "Loot". Monsters can pick-up and/or drop the Loot without needing to stop (just pass on top).
-If 2 of your monsters are right next to each other, you can pass on Loot from one to the other, or if both are carrying it, you can even have them exchange Loot.
-Spells & Traps DO get in the way of other Spells & Traps being able to pass through, so keep it in mind that your monster might be forced to drop loot that cannot go through in certain situations.
-Each monster can only carry 1 Spell/Trap at a time, but don't worry, Spells/Traps are live and are capable of being activated even if they are laying around on the floor (so long as their activation timing is appropriate).
-You can have more than 1 Field Spell at a time since there's no definite "Field Zone". Same with Pendulum Zones, you can have more than 2 Scales on the map at a time, but Pendulum's details will come in later (keep reading).

Affected Areas~
-Card Effects cannot affect cards on the field that are beyond walls. This is part of why it is important to move your Spells/Traps around. Even something as powerful as a Black Rose Dragon's "destroy all cards on the field" will only blow up in all directions until the effect gets stopped by a wall(s). Equip Spells can lose their effectiveness and cards like Fiendish Chain can stop affecting the monster.
-Monsters that affect columns will (as usual) only affect the column they are on up until walls stop the effect.
-Effects such as Skill Drain, Jinzo, Imperial Order or Macro Cosmos/Dark Law only affect cards when there is not a wall on the way.
-Effects like Domain of the True Monarchs or Fossil Dyna/Barrier Statues, same thing, but cards being restricted (such as Special Summons in this case) cannot enter the area of effect of these cards (However, the floodgate cards can move towards their floodgate target).

-Normally, your effects that affect anything of yours outside of the field are going to be live. Card Destruction, Foolish Burial, Dian Ketto, etc. However, affecting the opponent when it doesn't necessarily refer to what they have on the field is different. When it comes to:
    * Causing Effect Damage or LP gain to an opponent's LP.
    *Affecting your opponent's hand/Main Deck/Extra Deck/GY/Banished cards via effects.
    *Being able to make use of effects that attack directly (I repeat, only via effects)
    *Making a victory condition live.
There is a special requirement otherwise you can still use your effect at no effect in these above areas. Each player owns 4 special Zones faintly colored in the same color as the spawns but with a small spiral pattern. If your opponent controls a monster on such a zone of yours, it doesn't matter where on the Labyrinth your other cards are, they can now make all the above bullets live. You can start attacking directly with Toons or performing one of those degenerate hand loops or deck-out combos, or maybe you just want your Magic Cylinder to also burn or to D.D. Crow something. It is a "protect the castle" tactic.

Playing cards directly inside the Labyrinth~
-Tribute Summon/Set and Fusion/ Synchro/ Xyz/ Link  Summons can be made directly into the Labyrinth (no spawn area needed), but the entirety of your materials/Tributes used must be next to each other (no walls in the way), and the newly Summoned monster must come out at a zone where either of its Tributes/Materials were.
-The above is for inherent Summon. Ritual Spells, Polymerization, and such cards can grab materials that aren't stuck together (but not beyond walls from where this effect is).
-Card effects that Summon/Set cards, such as Instant Fusion, Scapegoats, Monster Reborn, etc. will Summon/Set their cards/Tokens at an adjacent zone to them. In the case of something like Scapegoats or Soul Charge, you need enough Adjacent zones (cannot bring these out from across walls). 
-Cards like Soul Exchange or Monarch Stormforth are capable of affecting monsters (not across walls) and the Summoned Monster will have to be right next to this effect. 
-Cards like Train Signal Red or Ghostrick Jackfrost can be Summoned by their own effect so long as there is an adjacent zone to have them Summoned so battle can take place via Labyrinth Rules.
-Cards like Ghost Ogre and such effects that from outside the field affect opponent's cards on the field: These are live so long as one of your cards on the field is in the same "area of effect" (general area of the map with no walls in-between). This can be a monster or even dropped loot.

Pendulums and Links~
-Once per turn, you can move 1 of your monsters from 1 of your Linked Zones to any other 1 of your Linked Zones on the map. This cannot be done in-between a movement (such as moving a Blue-Eyes 4 spaces, warping, and then moving the other 4 spaces). Your warped monster can however, be bumped/pushed afterwards.
-Link's warp is the one thing that can work even if the Linked Zones are behind a wall.
-You can only do this from YOUR Links. You cannot take advantage of zones linked by your opponent's cards this way.
-Pendulums treated as Scales are Spell Cards, so they cannot move on their own and must be carried as Loot.
-To Pendulum Summon, you must have 2 Scales aligned on a straight line from each other (no walls in-between). You'll be able to Pendulum Summon into any empty zones between both scales.
-Only 1 Pendulum Summoned monster from the Extra Deck at a time however. Though any Linked Zones in the alignment will be able to expand this.

Numbered Zones on the map~
-Each player starts the game by owning cards already on the field. These cards are located at the zones numbered on the map (1 to 4).
-These cards cannot be used as a Tribute or Material, and cards 1 to 3 cannot move outside of the stripped 3x3 areas of the map they are designated to. These are the Labyrinth Guardians.
    # 1 is Kazejin
    # 2 is Suijin
    # 3 is Sanga of the Thunder
-Your mission is to defeat the 3 opponent's Labyrinth Guardians and drag their bodies to their respective # 4 zone at the center.
-After you defeat an opponent's Labyrinth Guardian by having it leave the field in any way, it becomes a special Loot for you to carry around. It is unaffected by other effects and 1 time only between the time the Guardian was defeated and the time it gets to the center, a monster carrying it can activate the guardian's effect as if it was its own.
-When all 3 pieces collect at the center, Gate Guardian awakes. Gate Guardian does not have a restricted area of movement. If you defeat your opponent's Gate Guardian that you released, you win the game (though other methods like depleting your opponent's LP still are a thing so this is not the only way to win).
-Defeating the guardians also gives you a bonus:
    * Defeat Kazejin and you can ignore the green walls.
    * Defeat Suijin and you can ignore the blue walls.
    * Defeat Sanga and you can ignore the red walls.
-Guardians may carry Loot, which you can pass around to them to aid them in surviving.
-Guardians also can help you "bump" other cards around.
-Guardians themselves also can ignore their own color walls (though only Suijin cares)

Problem Effects:
-Cyber Dragon Summon clauses, Megafleet Dragon, Astral Barrier, Mekknights and Tiamaton's ability to get Summoned anywhere....
IDK how to deal with these yet.




- - - -

I don't know what else I might be forgetting to add, but that's the gist of it. If you have any doubts/comments/thoughts/suggestions/etc please post them.
This is the last thread I created before the old forum crashed.

I actually made the board IRL (12 x 12 zones) and tested a couple duels. It takes up the surface of the top of a 2 person bed xD
Also, it demands a lot of concentration eventually from how much one needs to keep up with in the game-state.... My test resulted in a 2 hour single duel.....

 

Edited by Sleepy

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