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Author Topic: Official Tag Team Dueling Rules  (Read 15393 times)
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« on: January 12, 2009, 07:36:57 PM »

Mad for Miniatures has been asked by UDE to run  Tag Team Events. I have therefore decided to post the Official Rules for you to peruse. Any questions are welcome!
Team Dueling

I. Basic Rules

The match is between two teams of two players each (designated player A and player B). Teammates are seated next to each other with the other team on the opposite side of the table. For a tournament, each player’s designation (A or B) is chosen at the start of the tournament and never changes.

Each player has five Monster Card Zones and each player has five Spell & Trap Card Zones. The zones from both players on a team create one large side of the field, so there are two sides of the field: Team One’s side of the field and Team Two’s side of the field.

Each player uses their own Deck (two Decks per team). Each player has their own Graveyard (you cannot use your teammate’s Graveyard as if it was your own).

Each team has one Life Point total of 8000 (if it reaches zero, the team loses). Each team has two Extra Decks (you cannot use your teammate’s Extra Deck for your Fusion or Synchro Summons or card effects). Each player has their own Side Deck to use only with their Deck.

There can only be one Field Spell Card in play at a time, just like a 1-on-1 Duel.

Limited Cards are counted per player, not per team. So, for any given Limited Card, each player on a team could include one copy in their Deck, making a total of two copies that team can use. However, one player cannot include two copies of a Limited Card, even if the other player doesn’t include any.

Teammates may talk, compare hands, and share information freely with each other. Communication between teammates does not have to be public or understood by opponents (teammates may whisper, for example), as long as it does not unreasonably delay the match. Teammates must come to an agreement before making plays involving each other’s cards. They should make their decisions in a timely manner as to not delay the game.

A team loses if either player on that team cannot draw a card from the player’s Deck when required to.

II. Turn Procedure

Players on the same team sit next to each other. The seating order is determined by MANTIS and must be followed. Team 1 is players 1A & 1B and Team 2 is players 2A & 2B. The turn order starts with player A of the team that is chosen to go first and then alternates between teams.

The first player who can make an attack is the player who goes fourth. (In the example below, player 2B)

Turn Turn Player
----------------------------------------------------
1: Team 1 Player 1A
2: Team 2 Player 2A
3: Team 1 Player 1B
4: Team 2 Player 2B
  5: Team 1 Player 1A
 
Continue until one team wins.

III. Card Effects

If any part of a card affects your opponent’s hand, Deck, Extra Deck, Graveyard, or Removed Zone, then the player activating the card effect must choose one of their opponents to apply the entire effect of the card to.

Examples: “Confiscation”, “Memory Crusher”, “Soul Release”, “Secret Barrel”, “Crush Card Virus”

If a card affects only your opponent’s side of the field, it affects the entire side, or both your opponents.

Example: Player 2A activates “Lightning Vortex”. It destroys player 1A and player 1B’s face-up monsters.

If a card affects “both players”, all four players are affected.

Example: “Dark World Dealings” is activated. All four players will each draw a card, then each discard a card.

If a card references another card that “you control,” it counts cards in your teammate’s Zones as well as your own. In the same way, cards that reference a card “your opponent controls” count both opponent’s sides of the field.

Example: Player 1A has “The Six Samurai – Zanji” on the field and Player 1B has “The Six Samurai – Irou” on the field. Player 1A can Special Summon “Great Shogun Shien” from his hand, because he (his team) controls 2 or more “Six Samurai” monsters.

A player can allow their teammate to use monsters in their Monster Card Zones as Tributes, Synchro or Fusion Materials or for other appropriate card effects.

Example: It is player 1A’s turn, and player 1B controls a “Gravekeeper’s Spy”. With his teammate’s permission, player 1A Tributes that “Gravekeeper’s Spy” to Tribute Summon his “Jinzo”.

Cards Set by a player can be viewed by the teammate, but they must be activated by the player who Set them.

“Owner” means the same thing as a standard Duel. The “owner” is the player who’s Deck the card started in.

IV. Attacking

You can only attack with monsters in your 5 zones during your turn. You cannot attack with your teammate’s Attack Position monsters. If there is a monster on the opponents’ side of the field (in either player’s Monster Card Zones) then you must attack it before attacking their Life Points directly.

Example: Player A has “Elemental Hero Sparkman” in Attack Position. Player C has no monsters, but Player D has “Dark Magician” in Attack Position.

Player A cannot attack directly, because the opponents have “Dark Magician” on the field.

V. Additional Rules

During a player’s turn, either opponent may activate Spell Speed 2 or higher effects (just as they could in a standard Duel). The teammate may also activate Spell Speed 2 or higher effects (as if it was an opponent’s turn).

When a player activates an effect, each other player must be given the opportunity to add an effect to the chain before it is resolved (starting with an opponent and then alternating between teams).

If multiple trigger effects activate at the same time, the turn player’s effects will be added to the chain first, followed by their teammate’s effects, and finally the opponents’ effects (in an order of their choosing).

Card effects that count turns count all appropriate turns.

Example: “Swords of Revealing Light” is activated by Player A of Team 1. Team 2 cannot attack on Player C’s next turn (1 turn), Player D’s next turn (2 turns), and Player C’s turn after that (3 turns).

“Swords of Revealing Light” will be destroyed at the end of that turn, because three opponents’ turns have passed.

VI. End of Match Procedure

When time is up at the end of a round, complete the current turn of each game that is still in progress. If a winner is not determined by the end of that turn, play continues for three additional turns. After the three additional turns, if a winner still has not been determined, play stops and the match winner is determined using the following process:

The team with greater Life Points wins the game. If both teams’ Life Points are equal, continue playing until the first change in Life Points. If Life Points change during a resolving chain, always resolve all effects on that chain before comparing the teams’ Life Points.

After the winner of the game in progress is determined, a team wins the match if it has more game wins than the opposing team. If both teams have an equal number of game wins, they will start a new game. This game will last for a maximum of eight turns, two for each player. Side Decks may not be used before starting this game. At the end of the eight turn, the team with greater Life Points wins the match. If Life Points are equal, continue playing until the first change in Life Points. If Life Points change during a resolving chain, always resolve all effects on that chain before comparing the teams’ Life Points.

If players are between games when time is called, and one team has a greater number of game wins, that team wins the match.
Logged

Vini: Clone Shell is amazing!
Jake: No it's not it's rubbish!
Vini: What are you talking about it's great with Eldrazi, Emrakul turn 5 blamo!
Jake: Don't be silly you couldn't even win a fnm with it!
Vini: Right next week I'll play Clone Shell deck then ........ and the rest is history
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