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Old 01-27-2014, 12:57 PM   #1
star reaper
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Default Magic/Yugio cross over battle

Okay, so I was bored, and I had some yugioh cards from years back. I had a friend come over and he had a bunch of magic cards. So I decided to try and combine the games.

So far we managed an actual match between the two games.

The rules are kind complex to combine them but they aren't complete yet. I am posting this to get some comments and tips that might help the crossover game.

The way it works is you roll a dice to see how many rotations you get to prepare with. (Each rotation is a preparation turn for the individual player) After the rotation turns are over. you place what you have put together in your field based off of your games rules, and place them in what I call a dimensional rift. An area to allow the creatures to duke it out.

When the cards are placed inside the rift and combat each other. the systems that you use to fight change between magic and back to yugioh based on the rotations you roll.

As for some more rules for the rift, if I were to use an effect or card to bring a monster to the field. That monster would be brought to the prepping field that you originally make your first playing field with. You have three field areas and while you do battle in the rift, you can do one turn in the rift, and one turn in the prep area. Cards can be traded from one pile to another of yours, and wind elemental creatures are considered flying in yugioh once magic comes into play.

When battling a conversion is made. 500 points in yugioh would be carried over to 1 point in magic and defense is switched with toughness.

When battling with magic/Yugioh, my friend and I discovered a problem. It was the position switch between games. So, we decided that creatures who were tapped in magic would be placed in attack position once yugioh rules took over, and creatures not tapped would be in defense. As for yugioh, all creatures would who would carry over were not considered tapped. Also, any card faced down with an effect stayed face down during the magic switch until it was flipped.
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Old 01-27-2014, 01:17 PM   #2
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Default Re: Magic/Yugio cross over battle

I've tried this before. Something always winds up being hilariously broken no matter what ruleset you decide, but it's a lot of fun trying to figure out all the "what if..." cases with friends.

We used a more lenient attack/defense point -> attack/toughness conversion, then had each star on the Yugioh card correspond to mana.

It sounds like you are doing more of a "Magic cards but with the Yugioh battle system" approach, and we tried the opposite.
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Old 01-27-2014, 01:30 PM   #3
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Default Re: Magic/Yugio cross over battle

Quote:
Originally Posted by hi19hi19 View Post
I've tried this before. Something always winds up being hilariously broken no matter what ruleset you decide, but it's a lot of fun trying to figure out all the "what if..." cases with friends.

We used a more lenient attack/defense point -> attack/toughness conversion, then had each star on the Yugioh card correspond to mana.

It sounds like you are doing more of a "Magic cards but with the Yugioh battle system" approach, and we tried the opposite.
Well, it's actually a bit of both since the battle system switches after the amount of turns determined from a dice roll. You will have yugioh rules for several cycles ( Once cycle is equal to a turn between you and your opponent) and then the rules would switch to magic rules. The beginning set up phase allows a player to also stick to their deck logic when making a set up to enter the battle. Almost forgot to put this in there. When the cycles are over and the rules switch, you are able to enter your cards you built from the outside into the battling rift.
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