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~British Soul~

~British Soul~

Member Since 30 Jan 2008
Member ID: 19,497
Currently Not online
Offline Last Active Yesterday, 09:02 PM
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[TCG] Updated End of Match Procedure

17 May 2018 - 05:03 PM

https://ygorganizati...atch-procedure/

 

 

Starting in June.
The FAQ for YCS Secaucus has been updated to include an update for the End of Match Procedure. The tl;dr version is “you don’t count turns”, but since that only raises further questions, read the whole FAQ to see what to do depending on whether you are on swiss or single-elimination rounds.

Q: What happens if I am not done with my Match after 40 minutes? UPDATED!
A: Starting on June 1st, 2018, all Yu-Gi-Oh! TCG Organised Play will use brand-new End of Match procedures. Duelists should familiarise themselves with the new End of Match procedures prior to attending any event.

Sometimes a Match will not be finished when the time ends for a round. If this happens, it is both Duelists’ responsibility to note whose turn it is when time is called. Duelists who require assistance with the End of Match procedures should raise their hand and call for a judge. The judge should be notified that the Match is ongoing and whose turn it is. The judge may or may not stay to supervise the End of Match procedure, but should ensure that both Duelists understand the following procedures.

End of Match procedures should follow these three (3) rules:

Rule #1: If time is called while Duelists are in the middle of a Game, the current Game must have a decision (Win, Loss, or Draw)

Rule #2: Once the current Game has concluded with a decision, determine the winner of the Match by determining the number of Game Wins (or Game Losses) each Duelist has for the current Match. The Duelist with the most Game Wins will win the Match.
Swiss Rounds: If both Duelists have the same number of Game Wins, or if time was called in between games of a Match when both Duelists had the same number of Game Wins, then the Match is a Draw.

Single-Elimination Rounds: If both Duelists have the same number of Game Wins, or if time is called in between Games of a Match while both Duelists have the same number of Game Wins, they will begin a new Duel with specific guidelines.
Neither Duelist may use his or her Side Deck. If time was called in between Games of a Match and at least one Duelist has already accessed his or her Side Deck, then both Duelists may use their Side Deck.
Duelists must use a random method (die roll, coin flip, etc.) to determine who will go first.
The Duel will continue for a total of four (4) turns, two (2) turns for each Duelist, unless a Duelist manages to win the Duel before the four (4) turns have concluded.

A “turn” is defined as the start of the Draw Phase until the end of the End Phase for a single Duelist.
Once the four (4) turns are completed, Life Point totals are compared and the Duelist with the highest Life Point total wins the Match.
If both Duelists’ Life Points are the same after the four (4) turns are completed, then play will continue on a turn-by-turn basis, with the Duelist with the most Life Points at the end of a turn being declared the winner of that Game.

Rule #3: If a win condition occurs during End of Match Procedures, that Duelist wins the current Game.
Keeping these three (3) rules in mind, please follow these instructions when proceeding to End of Match procedures:
Continue with the current Phase of the Game. Once the Phase is over, stop the game.
Determine a Game Winner at this point, with the Duelist with the most Life Points winning the Game.
During Swiss Rounds, if both Duelists’ Life Points are the same, the Game is a Draw. Compare Game Wins with the Duelist with the most Game Wins winning the Match. If the Game Win totals are the same, the Match is a Draw.
During Single-Elimination, if both Duelists’ Life Points are the same at the end of the current Phase (Step 1 above), finish the current turn. If both Duelists’ Life Points are the same at the end of the turn, then play will continue on a turn-by-turn basis, with the Duelist with the most Life Points at the end of a turn being declared the winner of that Game.
Match Draws cannot occur during Single-Elimination Rounds.

Source: FAQ for the first YCS since June.

Four Scrapped Gen I Pokemon Designs Revealed for the First Time!

16 May 2018 - 08:38 PM

Big pic

 

Four scrapped Pokemon designs from Pokemon Red & Green have been revealed in a manga releasing today in Japan about the life of Pokemon creator Satoshi Tajiri!

 

James Turner of Game Freak, who designed Pokemon like Golurk and Buzzwole, posted a photo of one of the pages. It reveals some old Pokemon designs and names.

The scrapped Pokemon designs are…
#56 Diaa (“Deer”)
#62 Kurokki (“Crocky,” as in crocodile)
#67 Kakutasu (“Cactus”)
#68 Jaggu (As in “jag,” like the jagged spear protruding from its shark head)

 

The design of “Deer” may have been recycled into Stantler, though it looks more like a moose. And of course we got completely different crocodile, cactus, and shark designs in later games with Krookodile and Feraligatr, Cacnea and Cacturne, and Sharpedo. They probably thought “these designs aren’t good, we can probably turn their base concepts into something better.” And of course they did!
The sprites of the other known Pokemon match their Pokemon Red & Green sprites. The numbers in the upper lefthand corner seem to roughly correspond to the Pokemon’s index number in the game. Some, such as Diglett and Venonat have the exact number, while others are transposed (Blastoise and Tangela are 28 and 30 in the game, as opposed to 35 and 37 in the image.) Some of the Pokemon have the same Japanese names as they do now, but the names for Farfetch’d, Blastoise, Rhydon, and Spearow are different.
There are also some unused Pokemon names on the ticket to the left of the image, like “Boo,” but it’s hard to determine if they were scrapped Pokemon or early names for Gen I Pokemon (for example, could “Boo” be Haunter or Gengar?). Some of the names are obvious prototypes.


(TCG) May 21st Banlist

14 May 2018 - 11:28 AM

http://www.yugioh-ca...ail.php?id=1155

 

Banned:

Master Peace

Astrograph Sorceror

Phoenixian Cluster Amaryllis

Supreme King Dragon Starving Venom

Ancient Fairy Dragon

RUM Argent Chaos Force

That Grass

 

Limited:

Dinomight Knight

Gem-Knight Master Diamond

Chain Strike

 

Semi:

Apoqliphort Towers

Ring of Destruction

 

Unlimited:

Atlantean Dragoons

Ignis Heat

Grandsoil

Mathmetician

Grand Mole

Compulsory Evacuation Device  


Blue Mountain Butterspy

08 May 2018 - 02:01 PM

51HHnNYHCOL._SY450_.jpg

 

Warrior/Effect

Cannot be Normal Summoned/Set. When you Normal Summon a Warrior-Type monster: You can Special Summon this card from your hand. This card cannot be used as a Synchro Material Monster.

 

So this has recently been seeing play with the advent of Gouki Knightmare in TCG as a means of getting Isolde out quicky to advance plays, and I suppose it's a popular choice as it has also been bought out (Good thing I found a playset in my jank), discuss?


[TCG] New Set – Shadows over Valhalla

03 May 2018 - 12:41 PM

https://ygorganizati...m/zeroturnkill/

 

Shados_over_Valhalla.jpg?resize=800%2C44

 

Shadows over Valhalla, available Friday, August 17, will bring Duelists the opportunity to change their own fate and wield the incomparable Mischief of the Time Goddess! The classic Spell Card from the original Yu-Gi-Oh! anime skips the opponent’s turn completely and moves the game to the Duelist’s next Battle Phase.

 

Sound the horns of battle and prepare to Duel! In the twilight of Summer 2018, Shadows over Valhalla will bring Duelists the opportunity to change their own fate and wield the incomparable Mischief of the Time Goddess! Once thought to be too powerful to ever be printed in real life, this classic Spell Card from the original Yu-Gi-Oh! anime skips your opponent’s turn completely and moves the game to your next Battle Phase. But that’s just the tip of the iceberg in this 60-card all-foil booster set!

 

Hot off the heels of his brother, Leon’s, fairytale inspired cards from Battles of Legend – Relentless Revenge, Zigfried von Schroeder’s Valkyries are set to make their debut in Shadows over Valhalla! The Valkyries retain their abilities from the anime, but each card is boosted to be more compatible with the current game environment. This strategy aims to Summon 1 of each Valkyrie from the hand with Ride of the Valkyries, use their abilities to destroy your opponent’s best monster and copy its’ ATK, then win the Duel by attacking with all your Valkyries twice without giving your opponent a turn in between, courtesy of Mischief of the Time Goddess!

 

When you aren’t busy skipping your opponent’s turn with Mischief of the Time Goddess, you can dictate their fate with Zigfried’s nornir Spell Cards, which also retain their anime abilities plus a boost to help them fit with the rest of your Valkyrie strategy.

 

Shadows over Valhalla also reignites the Ninja strategy! Ninja Decks combine powerful Warrior-Type “Ninja” monsters with “Ninjitsu Art” Spell and Trap Cards. You need a steady supply of Ninjitsu Arts to outwit and confound your opponent, so this set includes a “Ninja” Link Monster that Sets a Ninjitsu Art directly from your Deck every turn, and a new Ninjitsu Art card that lets you disguise your Ninja as your opponent’s monsters! If you don’t have any “Ninja” or “Ninjitsu Art” cards, don’t worry, because some of the basic cards you’ll need to build this Deck also appear in Shadows over Valhalla.

 

The Shadows over Valhalla booster set contains 60 cards:
40 Super Rares
20 Secret Rares
5 cards per pack. Name and contents subject to change.

 

I like how this product confirms stuff about Battles of Legend (specifically Leon's stuff). Also, cool that we're getting Zigfried's stuff and more Ninjas.