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Battle area => Tournaments => Topic started by: Moe Shinkō on November 12, 2016, 05:28:15 PM

Title: StarFight Tournament: Starfight Rules & Suggestion
Post by: Moe Shinkō on November 12, 2016, 05:28:15 PM
Since the first tournament was a success and people enjoyed it, This following thread's primary purpose is to suggest more rules for future tournaments, so feel free to go ahead and suggest.

(http://i.imgur.com/VpOuma4.png)

Template
Rule Name: (Be creative~)
What Rule Does: (Make sure to be thorough and detailed as possible.)
Additional Notes: (In case certain units abilities conflict or interact with this rule in a particular way, use this as a way to clear up any misunderstandings. For examples, click below.)

Starfight's Special Rules Bank
Rule Name: Generation Breaker!
Your Grade 3 or greater Vanguard gets "[ACT] [1/T] [Choose a face down card in your G zone and bind it face up]: Choose one of your units' Generation Break abilities for each face up G Unit in the bind zone, until the end of your opponents next turn, that ability may be used."

Rule Name: Golden Card!
At the beginning of the fight: after placing your starter and before you mulligan, take one card from your deck and RFG it. At any point throughout the game, at the beginning of your turn, you may add that card instead of conducting your draw.
Additional Notes: If you forget your "Golden Card" at the start of the game and if neither player began their first draw, you may put your entire hand back, RFG the card, then shuffle, redraw 5. Mulligan is also restored using this method. You may not use this method at any point beyond the turn player's draw.

Rule Name: 3 Man Army!
At the start of each of turn, during you Stand Phase, you may only stand 3 of your rear guards. Your other rears may stand via effects of stand triggers or abilities during your turn. In addition, units previously stood at the start of your turn are not rested and remain standing (meaning they're able to attack).

Rule Name: Yin/Yang Damage!
At the end of your turn, if you have a G3 Vanguard, you may either Countercharge 1 or choose a face-up card from your opponents damage and flip it face-down. You may NOT do both at the same turn.

Rule Name: Card Roulette!
At the beginning of your turn, during your draw phase, you may draw 2 cards and put any card from your hand to the bottom of your deck.

Rule Name: Call Limiter!
You may only call up to 3 units a turn but you may only normal call or superior call up to 2 units respectively. (You may normal call 2 and superior call 1 or normal call 1 and superior call 2. You may not superior call or normal call 3.)
Additional Notes: Units called from the bind zone back to the field due to "Time Leap" abilities, during the end phase, is the only exception to this rule and may be called back at the end phase.

Rule Name: Nullification (created by Misaka)
Your Grade 3 Vanguards' get "[ACT] (VC) [1/Turn] Generation Break 1:[Discard a card] During either player's turn, you may pay the cost. If you do, choose one of your opponent's units of the same grade as your discarded unit, and the chosen unit loses all of its ability text until the end of turn."

Name: Trigger Roulette (created by Patrickzzz
Rule: When any player checks a trigger the trigger effect will be decided by two consecutive coin flips:
Heal: Heads/Heads
Draw: Heads/Tails
Stand: Tails/Heads
Critical Tails/Tails

This will only decide the effect of the trigger when you check it, for all other intents and purposes the trigger is what the card says, for instance only actual heal triggers may be used for G-Guarding regardless of the effect they had when you checked it.

Name: Call me back!
Rule: At the start of your ride phase, choose one of your rear guards and add it back to hand. You cannot use the rear-guard circle of the unit returned by the effect of this rule, for the rest of the turn.

Name: True Generation Break
Rule: You can only activate Generation Break 2 skills when you have 4 or more damage, and you can only activate Generation Break 3 and greater skills if you have 5 damage or more damage. (The normal GB requirement still counts).

6th Wonder Card
Before placing your Forerunner, choose up to six cards from your deck and removes them from the game (either RFG or Bind zone works). Once per turn, when one of your units attack hits the vanguard, choose up to one of those six cards and add it to your hand.

Persona Guard
All cards in your hand get "AUTO: During the battle when your unit is attacked by your opponents vanguard, when this unit is placed on the Guardian Circle, choose one (VG) or (RG) with the same name as this unit and until the end of turn, that unit cannot be hit."

Rank-Up Stride Force
[AUTO] (VC) [Choose one face up card from your G zone and remove it from game]At the start of your main phase, you may pay the cost. If you do, choose this units' Stride Bonus and activate it. Then, until the end of the turn, this unit gets Power+5000 and "[AUTO] (VC) When this unit attacks a vanguard, if this unit did not previously attack during this turn, this unit gets Drive+1 until the end of battle."
Title: Re: StarFight Tournament Suggestions
Post by: MaXtreme on November 12, 2016, 06:41:01 PM
Rule Name: Attack guidance
What Rule Does: Every attack both players flip a coin, the turn player flips to decide whether that unit gets to attack (if it fails the unit is put to rest, on boost and on attack skills won't apply), the attacked player flips to decide the target (if it fails the turn player gets to pick his target, in case of only 1 target available this step shall be ignored)

Exceptions: The player will not flip multiple coins for the following cards that allow attacks against multiple units at once
- Dragonic Kaiser Vermillion
- Dragonic Kaiser Vermillion "THE BLOOD"
- Conquering Supreme Dragon, Dragonic Kaiser Warning
- Brawler, Big Bang Knuckle Dragon
- Brawler, Big Bang Knuckle Buster
- True Brawler, Big Bang Knuckle Turbo
- Conquering Supreme Dragon, Dragonic Vanquisher "VMAX"
- Using Trainee Monk Dragon's skill
- Djinn of Twofold Striking
- Exculpate The Blaster


Any suggestions may change this rule for the better.
Title: Re: StarFight Tournament Suggestions
Post by: Azuki Frappé on November 12, 2016, 08:16:45 PM
Name: Damage Reversal
Both players start with 6 face-up card in their damage. Each time a damage is taken, heal the damage instead and damage triggers activate when they are healed (heal triggers places a card from the top of your deck into the damage). Once your damage reaches 0, you lose the game.

Name: Trigger Reversal
Trigger effects reverse during Drive checks and Damage checks but the power gained is doubled.(Triggers will activate normally when checked via Rescue).
 - Stand Triggers gives 10000 power and Rest one rear-guard instead.
 - Critical Triggers gives 10000 power and Critical -1 instead.
 - Draw Triggers gives 10000 power and discard one instead. (Draws will act as 10000 shield)
 - Heal Triggers gives 10000 power and take one damage instead. (Heals cannot deal 6th damage)

Name: Fair Play
During the start of the game, each player must reveal their hand to each other. Then match the grades to each other and discard cards until both players have exactly the same number of cards with the same grades in hand. (For example if the opponent had 2 G1s and 3 G2s and you have 1 G1, 2 G2s and 2 G3s, the opponent must discard a G1 and G2 and you must discard 2 G3s.)
You may use this effect once more when both players have 5 damage.

Name: Aggro
Both players can only attack the Vanguard. Both players get "Generation Break 1: Once per turn during your turn you may discard a card from your hand. If you do, retire an opponent's rear guard with the same grade as the discarded unit."
Title: Re: StarFight Tournament Suggestions
Post by: Kisaragi Zane on November 12, 2016, 09:13:47 PM
Name: Heavenly Hell!
Rule: During your end phase, if you dealt 0 damage your opponent this turn, choose one of your vanguards and deal it one damage. If you dealt two or more damage to your opponent this turn, you may heal one damage. Both players must have Grade 3 vanguards and can only be applied if you have four or less damage. (Italics part is tweaked for any damage modified rules ex. 8 damage to win).

Name: Grasp your nth Future!
Rule: If the number of face up cards in your G-zone is less than n, you may Stride or Generation Guard, normally.

Name: Call me back!
Rule: Once per turn, at the start of your ride phase, you may select one of your rear guards and add it back to hand. You cannot use the rear-guard circle of the unit returned by the effect of this rule, for the rest of the turn.

Name: Unlimited Break!
Rule: All Limit Break 4, Limit Break 5, and Generation Break # are also active from rear guard circle. All costs and effects are to be resolved accordingly. (I was gonna suggest Legion too but it's kinda difficult to put a Legion'd unit on 1 rear circle, plus Legion doesn't have the word "Break" in it, so....)
Title: Re: StarFight Tournament Suggestions
Post by: [ER] Patrickzzz on November 13, 2016, 02:37:47 PM
Name: True Generation Break
Rule: You can only activate Generation Break 2 skills when you have 4 or more damage, and you can only activate Generation Break 3 and greater skills if you have 5 damage(The normal GB requirement still counts).

Name: Trigger Roulette
Rule: When any player checks a trigger the trigger effect will be decided by two consecutive coin flips:
Heal: Heads/Heads
Draw: Heads/Tails
Stand: Tails/Heads
Critical Tails/Tails

This will only decide the effect of the trigger when you check it, for all other intents and purposes the trigger is what the card says, for instance only actual heal triggers may be used for G-Guarding regardless of the effect they had when you checked it.
Title: Re: StarFight Tournament Suggestions
Post by: ryujiknight on November 13, 2016, 05:22:49 PM
Name: True Skill
Rule: All costs and effects are negated until the end of the game.

Basically no skills aloud just pure skill one wrong move and you are dead.

Name: God Hand
Rule: Each player chooses their hand at the start of the game.

Both players should have chosen a good to hand for a fair game.

Name: New Generation
Rule: Before the start of the game both players do the following...
(1) Choose a grade 3 from your deck and place it on (VG)
(2) Choose a grade 0 with the "Forerunner" ability from your deck and call it to rearguard.
(3) Soul Charge 2
(4) Continue the game as usual

Name: Miracles
Rule: Heals are useless
-Can't use them for G-Guards
-When placed in the trigger zone , its trigger skill is negated
Title: Re: StarFight Tournament Suggestions
Post by: lord2022 on November 18, 2016, 08:26:43 AM
wild war
rule : all RG get CONT: [R] this unit can atk the back row

deal with devil
rule : [once per turn] before starting the battle phase u can choose card from you opponent damage zone if u do choose one of these effect

- retire 2 rg from your opponent
- counter charge 2
- draw 2 cards
- choose one of your RG this RG get  1 drive check when attack until the end of this turn and



Rise my avatar

At the beginning of the fight: after placing your starter and before you mulligan, take one card from your deck and RFG it.Once per battle when card with the same taken card name placed on VG circle heal 1 damage and draw 1 card




chess move
in your main phase u can move your RGs between the rows and columns
Title: Re: StarFight Tournament Suggestions
Post by: Mana on November 26, 2016, 05:53:38 AM
Shelter
Rule: You can only drop 10k and above shields on the guardian circle

Welcome to Planet Brandt
Rule: The moment you ride a grade 3, that card immediately gets deleted and can only be undeleted once you discard 1 sentinel or stride fodder.
Title: Re: StarFight Tournament: Starfight Rules & Suggestion
Post by: Rank Up on December 17, 2016, 03:59:10 AM
Rule Name: "In Soviet Russia we had not gradelocks"
What Rule Does: [Skip your draw phase] At the end of your stand phase, if your vanguard is not g3 yet and if you have no card in your hand, that is one grade higher than your unit with highest grade on VC, you may pay the cost. If you do search your deck for one card, that is one grade higher than your unit with highest grade on VC, reveal it to your opponent, take it to your hand and shuffle your deck. Then at the beginning of your ride phase you must ride the card, that you added to your hand through this effect.
Additional Notes: Atleast we can play the game now... Oh and this rule should be used together with the next one.

Rule Name: "I will not tolarate cowardice!"
What Rule Does: At the end of your turn, If your vanguard is not g3 and you havent rode any card on your VC, that is one grade higher, then your unit with highest grade on VC, dicard 2 cards. If you havent discarded 2 cards, choose 2 of your rear guards and banish them from the game.
Additional Notes: Muahahaha! Why would you even stop at g1-2 if it's no fun at all. Play like a man! Oh, and you better use this rule with the previous one as it punishes missrides very hard.


Not related to others at all.

Rule Name: "Japanise pie"
What Rule Does: At the end of your turn, if no cards was placed in your damage zone due to effect of enemy units or due to attack from enemy unit, you may heal one damage.
Additional Notes: "Just come and TRY to take me out lel" (c) any OTT player.
Title: Re: StarFight Tournament: Starfight Rules & Suggestion
Post by: Moe Shinkō on December 17, 2016, 04:53:37 AM
>any OTT player.

pls you mean Great Nature.

Not fan of the gradelock ones since sibreeze and stuff are a thing so it's eh, no one even does it anymore.
Title: Re: StarFight Tournament: Starfight Rules & Suggestion
Post by: Hazzry on December 24, 2016, 04:53:00 PM
i know i have late for it... i am now big fan of starfighter, and i looking forward for next tournement :D

Name : Broke Stride gate
Rule: When you going to do stride, cost of stride become Grade4.(normal one is Grade3)

Name : Wrong Stride
Rule: Before game, player must edit deck, choose 1 clan other then your main clan, and you only can use G-unit from picked clan. (Like i use Royal, and but use Kagero G-unit)
-at end game change back to old deck.
-all G-unit with heart limited will useless
Title: Re: StarFight Tournament: Starfight Rules & Suggestion
Post by: Moe Shinkō on December 24, 2016, 07:07:03 PM
I don't understand the first one and I'd prefer not having players edit decks, like making them remove crits and stuff on certain rounds etc. Makes it more of a hassle.
Title: Re: StarFight Tournament: Starfight Rules & Suggestion
Post by: Nezuko on December 25, 2016, 02:21:31 PM
Highest Damage: You have a certain amount of turns for the game and after the certain amount of turns the person with the highest amount of damage loses
Title: Re: StarFight Tournament: Starfight Rules & Suggestion
Post by: NinjaproRkos on December 26, 2016, 06:44:52 AM
Name: Take a chance!

Rule: Once per game, each player can flip a coin and call it. If they call it right, they will be able to heal a point of damage, regardless if they have more damage or not. If they called it wrong, then they must take 1 damage. Trigger effects will not be activated and effects that activate when damage is placed in damage zone will not go off.(Ex. Freeze ray dragon, Gabriel, etc)
They may only get to flip this coin at the beginning of their own turn.

Name: Stride Guessing Trivia

(prob best for round 1)

Rule: At the beginning of the match, before revealing their starting vanguards, both players declare the clan they are using, they then declares 1 grade 4 for their opponent, they are allowed to say g-guardians too. From that point on, players cannot use the stride that was declared from their opponent for the rest of game.

Name: Your "Perfect" Future

Rule: After the mulligan and deciding who goes first, both players choose 20 cards from their deck, place them on top in any order
Title: Re: StarFight Tournament: Starfight Rules & Suggestion
Post by: Hazzry on December 26, 2016, 01:34:05 PM
okey.. true what i post on 2nd one is bad ideal...
for first ideal.. you know... to stride we must discard sum of 3grade from hand... so that rule changed to sum of 4grade. (like discard 2 grade2 card = 4grade)
well here new ideal :3

Name: Old Stride Zone
Rule: At start game player choose up to 8card in card G-zone to keep it, and other will put to RFG.
tips: G-guardian still can be used.

Name: Changed timeline
Rule: At start game player changed G-zone with opp. then during batte, all G-unit got "AUTO: (discard 1 card from hand) when this unit placed on VC or GC, you may play a cost. If you do, all this unit skill can be used without need Heart resist.".
tips: RFG all card in G-zone, then pick all opp card and put to your G-zone.

Name: Riding is fun
Rule: Player have this skill "AUTO:At start of your main phase, if your VG not Grade3 or greater, and no card have be placed VG during this turn, rest your VG." and "Auto: when you have add card into you hand by eff of G-assist, draw 1.".
Title: Re: StarFight Tournament: Starfight Rules & Suggestion
Post by: CooperXTR on December 26, 2016, 02:22:50 PM
What is this Starfight the youngsters are talking about?I guess I'll try

Rule Name: OBJECTION!
What Rule Does: You can discard 3 cards to negate an oponent's card effect (you can negate the effect of cards anywhere,GC,RC,VC,etc)
Additional Notes:Those cards you discarded can't activate their effect but still counts for other effect (for example the "Ritual" effect  ;D )

Rule Name:Feed the volcano
What Rule Does:Every Vanguard gets the effect ([Cont]Overburn:If you have less Rearguards than your oponent this card gets crit+1) and ([Cont]Underburn:If you have more Rearguards than your oponent this card gets crit -1)
Additional Notes:If you both have the same number of rearguards nothing happens and effects that count on you hitting the oponents vanguard can still activate dispite not dealing damage.

Rule Name:Greedy Needs
What Rule Does:To activate any effect exept [Cont] effects you need to draw 3 cards as well
Additional Notes:Don't deck out  ;)
Title: Re: StarFight Tournament: Starfight Rules & Suggestion
Post by: Aster Byakuya on December 30, 2016, 06:23:13 AM
Rule Name: Turnout Revelation
What Rule Does: Each turn you get to draw two cards instead of one, and the first to deck out would be the loser. The damage doesn't matter, even if it reaches six you are still able to continue, both players would have to depend their wins on their decks.
Additional Note: This doesn't affect the start of the game. Each player would still draw 5 before the start of the game, but draws 2 cards per turn.

Rule Name: Fatal Guarding
What Rule Does: You're only allowed to guard with the maximum of 50,000 shield. If your shield power goes beyond - then it's no longer acceptable.
Additional Notes: If for example your shield power is 55,000, then you would have to remove that additional 5k shield power to be able to guard.

This one is actually just like "Fatal Guarding", but with a twist..

Rule Name: Danger Guard
What Rule Does: You're only allowed to guard with the maximum of 50,000 shield. If you have guarded more than the maximum shield power, you would have to discard/bind 2 cards from your hand.

This "Danger Guard" rule could be an advantage to some decks, and could be challenging too.

Rule Name: Control Targetting
What Rule Does: Your Vanguard is not allowed to attack an opponent's Rearguard, and your Rearguard is not allowed to attack an opponent's Vanguard.
Additional Note: However, your Vanguard is allowed to attack an opponent's Vanguard, and your Rearguard can attack an opponent's Rearguard, and your Rearguard can still attack to nothing.

This rule could be difficult to decks which calls comrades to deal damage, and it affects the way of attacking your opponent.(Come to think of it, "Control Targetting" is pretty hard - it might be the inability of activating a skill.)


These has been my ideas about suggesting a new rule for the Starfight Tournament, it has been fun.