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Post by the_stellar on Jun 30, 2015 13:16:24 GMT
Team A, Team B
Right before the start of the match, each team sends 1 player to roll a dice. Let's name these players: 1A and 1B and we shall
assume 1A won so he is starting.During the game the distribution should be 1A, 1B, 2A, 2B and so on, because if 2 or more
players from the team which starts are having their rounds consequently, the match would probably have some issues
in terms of balance.
During the game
Each player makes his moves, but one's card might have a global or private effect and they should be aware of it
Global cards influence all players. Ex.: alcadeias, ballom,blizzard of spears, etc while private cards allows you to choose a player and
have that card's effect happen. Ex.: holy awe, crimson hammer, etc. Also, when you want to attack or block, you can choose any player/creature.You can attack any shield and block any attack, no matter if it's dirrected to you or your teammates.
Once one player is defeated, the order stays at it is, but that player is out of the game.
Hall of fame: the regular hall of fame+apocalypse day, cloned nightmare
My suggestions: judgement of flame's spear
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Post by Light on Jun 30, 2015 15:27:03 GMT
The rulings you described are basically alright to start with. As discussed before, co-op is still an experimental format and many more revisions might have to be made in the future. We can't enforce any formal rules for co-op or free-for-all duels right away because of this. Rather, They can be kept as guidelines for friendly duels in this format.
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Post by Rashaskool on Jun 30, 2015 16:05:12 GMT
What I would say is that if these rules are properly tried and tested then we can look into properly formatting them and stickying them as a recommended ruleset. As it is, it seems too early days to define anything as "the done thing"
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Post by trickster on Jun 30, 2015 16:46:44 GMT
eh stellar i know what you did here ... xD
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Post by Steel on Jun 30, 2015 17:54:09 GMT
Ah 1 doubt.. suppose i send Quick into the battle zone will it keep on getting +3000 power for each creature each player puts ? or it will be a 2 turn regulation ?
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Post by Rashaskool on Jun 30, 2015 18:39:08 GMT
Quixotic's ruling states that the power lasts until the end of the turn. Each player gets a turn but the power is reset at the end of it.
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Post by Light on Jul 2, 2015 19:58:43 GMT
We need to properly decide who is affected by Ice Vapor, Time Tripper, Luna Trident Tower etc.
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Post by Rashaskool on Jul 2, 2015 21:06:15 GMT
everyone on your opposing team.
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Post by nitrox on Jul 3, 2015 5:48:02 GMT
Time tripper's ok for everyone in the opposite team, but Luna and Ice vapor should only apply to the person who cast the spell D:
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Post by Steel on Jul 3, 2015 7:18:31 GMT
JAm dude.. that's not what light said.. i know its from The Conquerors Vs Over Duel last night ..
He means to say that like when i send ice vapor do i have to like select an opponent and only when he casts a spell the effect triggers or i don't have to.. making it any player from opponent team .. and also ask if player A from opponent team casts a spell can we target player B ..
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Post by the_stellar on Jul 3, 2015 8:02:22 GMT
well, my point of view: you select 1 opponent and the effect of ice vapor applies only on that player. same story with cursed totem or time tripper. but this is just my suggestion
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