Post by Deleted on Apr 29, 2013 6:52:43 GMT -8
Duel Beasts by Ragnok Traevis
RULES:
1. Deck
2. Card Types
3. Play Area
4. Playing The Game
FOREWORD BY RAGNOK
Duel Beasts is a game to be enjoyed in a leisurely setting by people of all ages, races and cultures.
After years spent on the professional gambling card playing tour, I have seen lives ruined by a loss, and a win. Even years later, As I sit down to put these rules to paper and set about creating this game, my wins still look to haunt me. But this game is designed to be for leisure and not a profession.
When designing the rules and cards, I drew heavy inspiration for this game from my years on the circuit and from my travels to various planets where in some cultures beasts do fight, some men are specially equipped for war, traps are laid for unsuspecting targets and sorcerers use spells against one another. Duel Beasts also follows the passage of life with fallen soldiers and used up items being discarded to the grave. But just like war, the field can change to give the advantage to one side over the other.
Regards,
Ragnok
Your deck is like your military, It consists of a mix of Beasts, Equipment, Spells and Traps. But that is not the only way in which a Deck can be constructed, for instance you may prefer to not use any equipment or even spells. There is no real set way to construct a Deck, for there are many different strategies out there and many different ways to win.
But be aware that the larger your deck is, the harder it will be to draw the cards that you will prefer for your strategy. With this in mind, the absolute limit on the number of cards in a deck is 60.
Cards in Duel Beasts fall into 4 distinct categories: Beasts, Equipment, Spells and Traps. The following explains each card type further in detail.
They are your front line and assigned a rank based on their attack power. Some Beasts also have special effects to help boost their power or the power of other Beasts on the field, other effects can help you get more cards or damage your opponent. Beasts come in a range of different Elements and Sub-Types which can affect how you use your Beasts and how well you can do against your opponents Beasts, usually through the power of Spells that affect the field or equipment that powers up your Beast.
Your Beasts will have a Name, Element, Rank, Sub-type, and Attack and Defence points, Cards with effects will also have them listed on the card as well, just below the Sub-Type.
When soldiers need that little boost, they look to their equipment, and so to will your Beasts. You may come across an opponent who's attack is just slightly stronger than yours and so you can use Equipment to boost your Beasts Attack or Defence to either weather the attack to bring forth a stronger Beast or to wipe out your opponent's Beast. But be aware that your opponent can also add Equipment to their monsters as well to increase their own stats. Equipment will usually raise either Attack or Defence, however some rare cards will boost both. But be weary, for some Equipment only works on certain Elements or Beast Sub-Types.
In my years of travel I have experienced many things, but nothing fascinated me more than what those with the power of the force could accomplish. They could use their powers to block attacks, heal their allies and sometimes even change their environment around them.
Which is exactly what Spells do, they give you the ability to shield your Beasts or even heal yourself after an attack, other Spells can incapacitate the enemy or change the field to boost your Beasts attack and even decrease your opponents attack. Some of the more powerful Spells can even require certain Beasts to be on the field to activate, but their effects are well worth it. You can also use some Spell cards to counter your opponents, just as they can counter yours.
Hunters set traps to capture their foe, just as you will use Traps to ensnare your opponents Beasts. There is a variety of Trap cards, each designed to fulfill a different role. Some will decrease your opponents attack, some will Trap them for a number of turns, others will reflect attacks right back. But be aware, for some Traps can cost you to upkeep them depending upon what they do, so always choose wisely when to activate a Trap.
Below is an image of the Standard play area of a Duel Beasts game:
REVISION NOTE (by Obadiah):
When my father created this game, I was a young boy and so the play area's were simple mats, But a few years ago I managed to put together the technology to make high-tech, portable playing fields as shown in the image. Your deck sits as shown, then the cards are placed on the blade, with a slot extending from the end of the blade for field cards. The graveyard is situated where the arm for the blade extends from the wrist mechanism.
REVISION END.
So now you have a deck and a playing field, so you are all set to duel against your fiend, but how does each turn work? How does one win a game? how am i meant to play these cards? well the following section answers these questions.
A players turn consists of several phases, as illustrated below
Draw Phase: This is the opening phase of a players turn. You Draw 1 card during this phase each turn.
Set Phase: During this phase you can only set Spell and Trap cards on the field.
Summon Phase: It is during this phase that you can activate Spell cards, Set or Summon Beasts and add Equipment to your Beasts. You can also activate Field cards during this phase.
Attack Phase: During this phase you can do battle between your Beasts and your opponents Beasts, or attack directly if your opponent has no beasts on the field. This phase is skipped until each player has had their draw phase.
Set Phase 2: This is your final chance to set any Spell or Trap cards.
End Phase: Generally consists only of a player stating that they end their turn.
The next player then has their turn and the process is repeated until a winner is declared through a condition of Victory (see 4.4).
So far I have briefly mentioned these topics, but here in this section I will explain how each one works.
Summoning - The act of bringing a Beast to the field so that they can attack, is called summoning. To summon a Beast, you place the card face up on the field vertically, allowing everyone to see it. For Beasts up to Rank 4, you can summon without tributing. Beasts Ranked 5-6 require 1 tribute, while Beasts ranked 7 and above require 2 tributes, unless otherwise stated on their card (some of the most powerful beasts can require 3 tributes). To perform what is known as a tribute summon, you must have enough Beasts on the field first, then send to the graveyard the beast/s you are tributing and then place on the field the Beast you are summoning. You can also flip summon a Beast, by flipping them from a face-down set position to a face-up attack position. You can only perform 1 summoning per turn (by either placing a Beast in attack, setting it face-down, or tributing)
Setting - There is a couple of instances in which Setting is used, they are:
Activating - The act of flipping a Spell or Trap card face-up as a reaction to an opponent's action, or placing a Spell card face-up on the field during the summoning phase. When a Spell or Trap card is face-up on the field, it's effect is said to be activated, whereby what ever actions the card states, happens. It should be noted that Spell cards can be activated straight from your hand or can be set face-down until their activation criteria are met, whereas a Trap card must first be set and only activated during your opponents turn when they trigger the Trap.
Equipping - The act of placing an Equipment card face-up underneath a face-up Beast (at a right angle to however the Beast is positioned), is known as Equipping. Equipment cards can only be equipped to face-up Beasts and cannot be placed face-down. A Beast can only have up to two Equipment cards Equipped to it.
Beasts can be in one of two modes: Attack or Defence. This mode can be changed only during the Summon Phase, or by a card effect during any Phase.
A Beast is said to be in Attack when face-up and vertically placed on the field. While in attack, your Beast can attack, but should your Beast be attacked while in Attack mode you will receive damage. While in Attack mode, you work off the Beasts Attack points.
A Beast is said to be in Defence when either face-up or face-down and horizontally placed on the field. While in defence, your monsters cannot attack, however should they be attacked and destroyed, you will receive no damage (unless otherwise stated by an effect). While in Defence mode, you work off the Beasts Defence points.
Now there is a number of results that can come about as a result of attacking another Beast. These outcomes are explained below:
2. Attack vs Defence
So you have learnt nearly all there is to know as far as basic strategy goes, but just how do you win a game of Duel Beasts? When damage is inflicted, where is it subtracted from? both very valid questions.
Let's start off with where damage is inflicted. At the start of a duel, both players agree upon a set amount of Energy Points, usually it will be either 2000, 4000 or 8000. Any time you take damage, it is inflicted to your Energy Points decreasing them.
Thus bringing us to the next question, How do you win. Well there is a number of ways to win a Duel Beasts game, but here are the 3 most basic ways:
REVISION NOTE (by Obadiah):
That is all there is to know about playing and winning a Duel Beasts game. Although my Father originally intended the game to be for me, he knew that as it gained popularity in our home town that he had found something truly amazing and one day wished to share it with all the galaxy. But with his passing, that burden now falls onto me, and so I have compiled his original rule book with one minor revision by myself. Everything else is as he originally wrote it, his words now immortalized by this books publication.
We both hope that you enjoy the game of Duel Beasts.
REVISION END.
----------------------------------------------------------------------------------------------------------
Please refrain from posting here unless otherwise given permission to. This is a work in progress, as such future edits may happen, requiring me to post edits here. Please note this game is not for use yet (as of 5/05/2013)
Thanks,
Obadiah
RULES:
1. Deck
2. Card Types
3. Play Area
4. Playing The Game
FOREWORD BY RAGNOK
Duel Beasts is a game to be enjoyed in a leisurely setting by people of all ages, races and cultures.
After years spent on the professional gambling card playing tour, I have seen lives ruined by a loss, and a win. Even years later, As I sit down to put these rules to paper and set about creating this game, my wins still look to haunt me. But this game is designed to be for leisure and not a profession.
When designing the rules and cards, I drew heavy inspiration for this game from my years on the circuit and from my travels to various planets where in some cultures beasts do fight, some men are specially equipped for war, traps are laid for unsuspecting targets and sorcerers use spells against one another. Duel Beasts also follows the passage of life with fallen soldiers and used up items being discarded to the grave. But just like war, the field can change to give the advantage to one side over the other.
Regards,
Ragnok
Your deck is like your military, It consists of a mix of Beasts, Equipment, Spells and Traps. But that is not the only way in which a Deck can be constructed, for instance you may prefer to not use any equipment or even spells. There is no real set way to construct a Deck, for there are many different strategies out there and many different ways to win.
But be aware that the larger your deck is, the harder it will be to draw the cards that you will prefer for your strategy. With this in mind, the absolute limit on the number of cards in a deck is 60.
Cards in Duel Beasts fall into 4 distinct categories: Beasts, Equipment, Spells and Traps. The following explains each card type further in detail.
They are your front line and assigned a rank based on their attack power. Some Beasts also have special effects to help boost their power or the power of other Beasts on the field, other effects can help you get more cards or damage your opponent. Beasts come in a range of different Elements and Sub-Types which can affect how you use your Beasts and how well you can do against your opponents Beasts, usually through the power of Spells that affect the field or equipment that powers up your Beast.
Your Beasts will have a Name, Element, Rank, Sub-type, and Attack and Defence points, Cards with effects will also have them listed on the card as well, just below the Sub-Type.
When soldiers need that little boost, they look to their equipment, and so to will your Beasts. You may come across an opponent who's attack is just slightly stronger than yours and so you can use Equipment to boost your Beasts Attack or Defence to either weather the attack to bring forth a stronger Beast or to wipe out your opponent's Beast. But be aware that your opponent can also add Equipment to their monsters as well to increase their own stats. Equipment will usually raise either Attack or Defence, however some rare cards will boost both. But be weary, for some Equipment only works on certain Elements or Beast Sub-Types.
In my years of travel I have experienced many things, but nothing fascinated me more than what those with the power of the force could accomplish. They could use their powers to block attacks, heal their allies and sometimes even change their environment around them.
Which is exactly what Spells do, they give you the ability to shield your Beasts or even heal yourself after an attack, other Spells can incapacitate the enemy or change the field to boost your Beasts attack and even decrease your opponents attack. Some of the more powerful Spells can even require certain Beasts to be on the field to activate, but their effects are well worth it. You can also use some Spell cards to counter your opponents, just as they can counter yours.
Hunters set traps to capture their foe, just as you will use Traps to ensnare your opponents Beasts. There is a variety of Trap cards, each designed to fulfill a different role. Some will decrease your opponents attack, some will Trap them for a number of turns, others will reflect attacks right back. But be aware, for some Traps can cost you to upkeep them depending upon what they do, so always choose wisely when to activate a Trap.
Below is an image of the Standard play area of a Duel Beasts game:
REVISION NOTE (by Obadiah):
When my father created this game, I was a young boy and so the play area's were simple mats, But a few years ago I managed to put together the technology to make high-tech, portable playing fields as shown in the image. Your deck sits as shown, then the cards are placed on the blade, with a slot extending from the end of the blade for field cards. The graveyard is situated where the arm for the blade extends from the wrist mechanism.
REVISION END.
So now you have a deck and a playing field, so you are all set to duel against your fiend, but how does each turn work? How does one win a game? how am i meant to play these cards? well the following section answers these questions.
A players turn consists of several phases, as illustrated below
Draw Phase: This is the opening phase of a players turn. You Draw 1 card during this phase each turn.
Set Phase: During this phase you can only set Spell and Trap cards on the field.
Summon Phase: It is during this phase that you can activate Spell cards, Set or Summon Beasts and add Equipment to your Beasts. You can also activate Field cards during this phase.
Attack Phase: During this phase you can do battle between your Beasts and your opponents Beasts, or attack directly if your opponent has no beasts on the field. This phase is skipped until each player has had their draw phase.
Set Phase 2: This is your final chance to set any Spell or Trap cards.
End Phase: Generally consists only of a player stating that they end their turn.
The next player then has their turn and the process is repeated until a winner is declared through a condition of Victory (see 4.4).
So far I have briefly mentioned these topics, but here in this section I will explain how each one works.
Summoning - The act of bringing a Beast to the field so that they can attack, is called summoning. To summon a Beast, you place the card face up on the field vertically, allowing everyone to see it. For Beasts up to Rank 4, you can summon without tributing. Beasts Ranked 5-6 require 1 tribute, while Beasts ranked 7 and above require 2 tributes, unless otherwise stated on their card (some of the most powerful beasts can require 3 tributes). To perform what is known as a tribute summon, you must have enough Beasts on the field first, then send to the graveyard the beast/s you are tributing and then place on the field the Beast you are summoning. You can also flip summon a Beast, by flipping them from a face-down set position to a face-up attack position. You can only perform 1 summoning per turn (by either placing a Beast in attack, setting it face-down, or tributing)
Setting - There is a couple of instances in which Setting is used, they are:
Activating - The act of flipping a Spell or Trap card face-up as a reaction to an opponent's action, or placing a Spell card face-up on the field during the summoning phase. When a Spell or Trap card is face-up on the field, it's effect is said to be activated, whereby what ever actions the card states, happens. It should be noted that Spell cards can be activated straight from your hand or can be set face-down until their activation criteria are met, whereas a Trap card must first be set and only activated during your opponents turn when they trigger the Trap.
Equipping - The act of placing an Equipment card face-up underneath a face-up Beast (at a right angle to however the Beast is positioned), is known as Equipping. Equipment cards can only be equipped to face-up Beasts and cannot be placed face-down. A Beast can only have up to two Equipment cards Equipped to it.
Beasts can be in one of two modes: Attack or Defence. This mode can be changed only during the Summon Phase, or by a card effect during any Phase.
A Beast is said to be in Attack when face-up and vertically placed on the field. While in attack, your Beast can attack, but should your Beast be attacked while in Attack mode you will receive damage. While in Attack mode, you work off the Beasts Attack points.
A Beast is said to be in Defence when either face-up or face-down and horizontally placed on the field. While in defence, your monsters cannot attack, however should they be attacked and destroyed, you will receive no damage (unless otherwise stated by an effect). While in Defence mode, you work off the Beasts Defence points.
Now there is a number of results that can come about as a result of attacking another Beast. These outcomes are explained below:
2. Attack vs Defence
So you have learnt nearly all there is to know as far as basic strategy goes, but just how do you win a game of Duel Beasts? When damage is inflicted, where is it subtracted from? both very valid questions.
Let's start off with where damage is inflicted. At the start of a duel, both players agree upon a set amount of Energy Points, usually it will be either 2000, 4000 or 8000. Any time you take damage, it is inflicted to your Energy Points decreasing them.
Thus bringing us to the next question, How do you win. Well there is a number of ways to win a Duel Beasts game, but here are the 3 most basic ways:
REVISION NOTE (by Obadiah):
That is all there is to know about playing and winning a Duel Beasts game. Although my Father originally intended the game to be for me, he knew that as it gained popularity in our home town that he had found something truly amazing and one day wished to share it with all the galaxy. But with his passing, that burden now falls onto me, and so I have compiled his original rule book with one minor revision by myself. Everything else is as he originally wrote it, his words now immortalized by this books publication.
We both hope that you enjoy the game of Duel Beasts.
REVISION END.
----------------------------------------------------------------------------------------------------------
Please refrain from posting here unless otherwise given permission to. This is a work in progress, as such future edits may happen, requiring me to post edits here. Please note this game is not for use yet (as of 5/05/2013)
Thanks,
Obadiah