Team Tag Rules

Duelmaster

New Member
I hate Team-Tag Rules because evrybody has other rules. Now my idea is make good Team-Tag Rules that are fair. And maybe if the are really good we could put it on the Netrepâ„¢site (if Bishop/Mike Palmer wants to do it) or maybe even send it to Konami/UDE. And than we haven't got people that complain about Team-Tag Rules.


So take a piece of paper and make some good Team-Tag Rules that are fair and post it. Do it for the Yu-Gi-Oh TCG (because Konami/UDE doesn't want it :p)

Edit: Make it so that people can good read it with , and . etc.. And give some examples.
 
My first suggestion would be to ditch the "tag" part completely. All 4 player sit down at a table and the partners play opposite each other. No knowledge of what each other is holding like euchre, or well every 4 player partnered card game. (well bridge you get to see your partners hand)
 
actaully i think konami did release something about tag duels.

but actually in all reality the cards arnt meant for team play, they are for 1 on 1 games than multi player games.

its the reason why Vs system is really good with Multiplayer games the cards are written so you can also use them in Multi player format.

8 man free for all are great.

but if you want the basic thing for tag is basically.

own graveyard, Own Deck, Shared Field and Spell trap card zone.

monster like Cyber Jar, if you flip it you can choose who is doing the jar with you.

if it gets attacked then its attacked monster owner and the owner of Cyber Jar.

you by all means cannot attack a person directly. Its the reason why you share the field. [example: i have 2 monsters my opponent 0]

you cant attack my opponent untill all monsters are cleared from the field, this provied fairness in the game, because people to try and go after the one with no monster alot often.

also you share LP you start at 16,000.

thats preaty much the basic of it.

Heavy does the whole field. Swords only last the same 3 turns. etc...
 
but what about something like a 3 way ffa how would that work??

say a player plays ceasefire then what happens does he choose 1 player to do the effect on or does the effect work for everyone? and does the damage split or do they both take the total of there monsters and yours or everyones? its very confusing
 
i would say it would be optional to put the life points together or not between the team


Cyber Jar so would Gravity Bind level limit Jinzo and cards like thos would effect everyone

hmm cant play Waboku Draining Shield or other such cards to protect your teammate

TIV would effect all

Ceasefire thats a real toss up im guessing everyone would have to flip thier monsters

but only take the damage of the player that played the card and thier own


so if player a uses Ceasefire and has 1 effect monster his teamate player b would have to flip but nothing else for him

player c has 2 effect mosters a + c = 1500
player d has 1 effect monster a + d= 1000

if the life points are together then 2000 if they arent together they take thier damage

burn cards like Ookazi or just cannon soilder you would have to pick who you are using them on

cards like Hayabusa Knight and envo of the begining with a second attack would have to take some serious thinking
 
thats no longer team up, its more free for all.

because if both players take their own life points.

that would mean that when 1 team member looses their LP they would be knocked out.

but when its teamed as 1 lump sum, then its perfect because not 1 member gets teamed on.

DT is the first thing people look into when they both have seperate lp.

im being honest.

i would.
 
I like the idea of tag teams. You could base the rules of the anime. You can block for your partner with traps and magics. But cards like Fiber Jar Cyber Jar and ceasefire should target one person from the opposing team. For the lifepoints there are 3 ways I can think off doing it.

1 Share Points
2 All Have 8000 First Team Member to be beaten Loses and so does partner
2 Elimination Last one standing wins it.

All have good and bad qualitys.
 
There are tag team rules at www.pastimes.net. I am using these rules to run a weekly tournament at the store I judge for. Everyone seems to like them, especially since they are written out and everyone has to abide by them. I use the same card rulings as in single competition. The main difference is in reference to the players. If the card says"destroy all monsters on the field" then that means everyones monsters. If the card refers to "your opponent" then you pick one of the two. How to refer to the players are in the rules along with some helpful examples(cyber jar resolution, etc). Also there is team defending and team spellcasting. These written rules allow for quite alot of new stratagies. On a side note, these rules were written by and UDE employ but they are quite unofficial.

Chris
 
turn base:

1 3

2 4

1+3=team one
2+4=team two

-each individual player gets 5 s/t card zones and 5 monster zone
-cards on the field, in the hand, in the deck, in the grave, and in the RFP zone are considered owned by the person who... owns them (this means you can not tribute your partner's monsters or use your partner's card effects during your turn)
-you can show your partner what is in your hand and set on the field
-in terms of card texts both players on a team are considered the same person (think delinquent duo, cyber jar, morphing jar, creature swap, lightning vortex, swords of concealing light, etc.)
-each team starts with 16,000 life points
-the field is shared, this means that if one opponent has no monsters you can not attack directly if your other opponent does. This also means that card effects like command knight and marauding capitan are applied to your teamate's monsters as well
-final countdown is banned in tag-team
-wave-motion cannon is limited to one per deck

I've found that with these rules I have yet to discover a situation I can't give a ruling for. If one arises I add a rule to the list posted above.
 
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