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descriptionRules and Guide lines EmptyRules and Guide lines

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Hello Everyone
Welcome to turbo duels..This idea belongs to neji hyuuga and edited by jin

Each player gains 1 speed counter during their standby phase.(MAX 6)

By Removing one speed counter,in his main phase he can look at one facedown card on his opponents phase(Then the counter goes away and must be gained again during SP)
by removing 2 speed counters would be he can add one level 3 or lower monster from his grave to his hand.
by removing 3 speed counters would move a monster from deck to hand
by removing 4speed counters would be he can destroy an opponents monsters
by removing 5 speed counters would be draw a card
by removing 6 speed counters would destroy two spell and traps

By removing the number of stated counters above...you can activate the effect written infront of it

Some rules I should say
1- First of all you should state you're using Turbo duels at this duel
2- You're following KCVDS Banlist
3- You can duel at any field (DMU/YVD/KCVDS/JP)

I hope you understood how it goes...Any question post below

descriptionRules and Guide lines EmptyRe: Rules and Guide lines

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if i have 6 counters can i use speed counter 2 and 4 ?

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You can use your speed counters anyway you want
example:if you have 5 you can use 4 and 1 or 3 and 2.
Question:Where should we post the duels? make a new thread for each?

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ok one problem these turbo duels have no relation with THE turbo duels
well in turbo duels u cant use field spell cards you havent mention it
and MAX is not 6 i think there are no maximum on real one and u said i
can use DMU for turbo duels well there is already a turbo dueling
system on DMU plus counters go with -1000 decrease so i guess u gotta
change the name anyways here are my suggs for improving this system:
1)field spell cards cannot be used in turbo battles.
2)for every 1000 points decrease u lose a counter and vice versa
i.e if u lost exactly 1000 LP then u lose 1 counter if u lost 2000 u
lose 2 if u lost 1900 u still lose 1 and if u gain 1000LP u gain a
counter and if u gain 2000LP u gain 2 counters and if u gained 2900 u
still get 2 counters i think u got it.
3)well maximum points whats that for i think it will be better without maximum at least we will see turbo decks for healing.
btw i liked the idea except it can be used for DMU cuz theres already a
turbo duel systm WITH spell speed spell cards and support monsters.

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Defenetily
Your ideas are great and all but i'd like to keep rules like that for a while to avoid confusion..i liked your ideas but except for removing limits for counters

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okay, srry if this is SPAM. i just wanted to state the real Turbo Dueling Rules and Ways so you guys can compare, edit or even just look at it. This is taken from Yu-Gi-Oh! World Championship 2009 5D's Stardust Accelerate, which is mainly about turbo dueling.

Turbo Duels

Genre: Rule

Unlike Normal Duels, the Field Spell "Speed World" is automatically activated, Non-Speed Spells cannot be used due to "Speed World's" effect. Since No spells other than Speed Spells can be used you'll have to contruct a deck specially for Turbo Duels.

List of Speed Spells:

Accelerator
Draw


Angel Baton

Dash Pilfer

Final Attack

Gap Storm

Harpie's Feather Duster

Spell Speed-Over Boost

Raigeki

Rapid Shot Wing

Reactor Pod

Shift Down

Silver Contrail

Sonic Buster

Speed Fusion

Speed Jammer

Summon Speeder

Synchro Return

The End of Storm

Vision Wind

Wheelie Breaker

Zero Rebirth

well, there be more but those are the only ones i know of. And thank you for reading!!

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it's already known what's turbo duels...meh we made these turbo duels to be used IN KCVDS

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