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Tournaments / StarFight Tournament: Starfight Rules & Suggestion
« 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.
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.)
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."
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."