YCG Island 2 - Discussion Thread

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PegasusJKaiba
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Location: YCG Island

YCG Island 2 - Discussion Thread

Post by PegasusJKaiba » Sat Oct 15, 2011 3:28 am

Welcome one and all to YCG Island 2! ^_^
This is the official discussion thread for YCG Island 2.

The following people are battling to become the Champion of YCG Island 2!
bighobbit
einstein
XYZ Dragon Cannon
dracostrike

If you have any questions or comments, feel free to ask them here at any point during the game.

You must PM me for all game functions.
DO NOT POST ANYTHING HERE!
Anything sent to MysticJhn's Inbox reguarding this game will be unread, deleted, and discounted!


Let us begin!

YCG Island 2 Rules

Each player starts with a Deck of 10 Monster Cards.
First come, first serve. Nobody has the same 10 cards.
You can use any legal OCG or TCG card, however you cannot use OCG and TCG versions of the same card.
To prevent this, all cards will be referred to as their TCG name unless it doesn't exist.
If a card is OCG exclusive, it will be referred to as the Wikia's English translation.

Monsters with a ? listed as their original ATK or DEF will have those values converted to usable numbers according to the formula:
Level 1-4 monsters - Level x 300
Level 5+ monsters - Level x 400
Any monster with BOTH 0 ATK and 0 DEF will be treated as ?/? monsters.
If a monster only has one stat as a zero, it stays a zero.
Just be smart enough to throw it in the right position.
If you use Relinquished or Thousand-Eyes Restrict, to be fair, they will absorb the Level, ATK, and DEF of their first opponent in battle. They will keep these stats until they are destroyed.
No monsters in the game will have effects.

Be wise with your Deck construction.
Certain monsters have advantages against others when bonuses are applied.
Just as well, the other monsters in your Deck may also give your thrown monster a bonus.
Bonuses will remain a secret throughout the game, however just as in the real game, you need to think about how your cards will work together.

The playing field is a rectangular map that is 30 spaces wide by 15 spaces tall.
When the game begins, all players will be dropped randomly on the island.
At no point during the game may any player see the map or even parts of it.
However, feel free to keep track of where you've been with your own map.

Rounds happen every 5 days unless all the players send in that round's moves sooner.
You can take your next turn immediatly after you recieve the results of your previous turn.
If you fail to take a turn, your turn will be skipped.
If you fail to take your turn 3 consecutive times in a row, you lose 1 random Monster Card.
If you fail to take your turn 5 consecutive times in a row, you lose 2 random Monster Cards.
Every consecutive turn after the 5th, you will lose 1 random Monster Card.
Monsters lost in this fashion will go into the Monster Pool.
If you collect 20 skipped turns total, you will be ejected outright.

Movement occurs in the 8 basic directions; north, south, east, west, northwest, northeast, southwest, southeast.
You move 1 square at a time unless other circumstances occur.
Players are provided with a D-Gazer, a radar that will tell you the general direction of the players.
D-Gazer results will be listed every turn you are not battling in order from closest player to most distant.
At best, the D-Gazer can see aproximately 1/3 of the entire island centered from your position.
If an opponent is listed as being in an "immediate" direction, that means the opponent is only 1 space in that direction.
If an opponent is listed as being "slightly" in a direction, that means they are only 1 row or column in that direction.
If you move into the same square as another player, this initializes a battle.
Both players will be forced to throw a Monster Card on their next turn.
In this game, the players that respond first take priority of movement.
Therefore, if a player moves into your space before you move out of it, you will not move and battle will be initiated.
After initial contact, you will be given the option to walk away or throw a Monster Card.
You may throw the same monster as often in a row as you like until it is destroyed.
Both players must throw Monster Cards for a battle to take place.
The Hit Points for any given monster is equal to it's Level x 100.
For Xyz Monsters, the Hit Points are equal to it's Rank x 150.
Example: Level 1 monster has 100 HP.
Level 5 monster has 500 HP.
Level 12 monster has 1200 HP.
Rank 3 monster has 450 HP.
Rank 6 monster has 900 HP.
Full battle procedures are to follow.
If you enter a square where 2 other players are already battling, you will observe their battle.
More than 2 players cannot battle at once.
You will be given the option to wait there or move along.
If you wait at a battle and one of those players leave, you will initiate a battle with the person who is left.

All players begin with 2 Monster Reborn items.
These can be used on any turn to revive a monster that has been destroyed and resides in the Monster Pool.
You may only use 1 Monster Reborn per turn.
You cannot have more than 10 cards at any point, so if you have a full Deck you cannot activate Monster Reborn.
Monster Reborns are also activated on a first come, first serve priority.
If you attempt to use Monster Reborn on a monster that was taken before you could take it, your Monster Reborn will be negated, however you will not lose it.
Monster Reborns can be used right before you throw a Monster Card in battle.
You can throw a monster in battle that was just brought back via Monster Reborn.
Please note that monsters with the Divine Attribute cannot be revived with Monster Reborn.

Finally, if at any point you have zero Monster Cards, you will be eliminated from the game, even if you still have Monster Reborn(s) left.
The winning player is the one who has the last Monster Card(s).

Battle Procedure
Select the Monster Card you wish to throw. (If it is a monster you revived with Monster Reborn, you must do that first).
Select to place it in Attack or Defense Position (threre is no face-down in this game).
If you do not specify Attack or Defense Position, your monster will be thrown in Attack Position by default.
Battle Counters are applied (see Battle Counter rules below).
The ATK or DEF value (depending on which position is selected) of that monster will be randomized from 0 to the maximum value by a computer.
The randomized values of both monsters will then be adjusted by any applicable bonuses.
Bonuses are applied in the following order: Attribute, Type, Field, Miscelaneous, Post-Damage.
In between each bonus, the decimal places will be dropped (not rounded) to keep all values used as whole numbers.
The winning monster is the one with the higher value.
Damage calculation occurs, subtracting the losing value from the winning value.
If the losing monster was in Attack Position, it loses HP equal to 25% of the Damage Calculation.
If the losing monster was in Defense Position, it loses HP equal to 10% of the Damage Calculation.
If a monster loses all it's HP, it is destroyed and sent to the Monster Pool.
Monsters that are not destroyed are returned to their owner's Deck.

Battle Counters
All players begin with 0 Battle Counters.
Battle Counters can be used to raise the minimum ATK or DEF value before randomization.
They are earned by being victorious in battle; 1 Battle Counter earned for winning a battle, 2 earned for destroying an opponent's monster by battle.
Players can only have a maximum of 12 Battle Counters.
If a player already has 12, they will not earn any more.
To use a battle counter, after you throw a monster and have picked Attack or Defense Position, declare any number of Battle Counters you wish to use up to the number of counters you have.
Each Battle Counter used will add 200 points to the minimal value used when randomizing ATK or DEF.
Battle Counters cannot raise the minimum value above the maximum value.
For example, if a monster only has 100 ATK, you cannot use battle counters to raise it's ATK to 400.
In this instance, 1 Battle Counter used will guarantee your 100 ATK monster to attack with it's full value.
Using Battle Counters increases a monster's odds of getting a higher randomized value.
Example: A player throws Blue-Eyes White Dragon in Attack with 5 Battle Counters spent.
Instead of the randomized ATK value being selected from 0 to 3000, it will now be selected from 1000 to 3000.
The Blue-Eyes White Dragon will not be able to have an ATK lower than 1000.


Orichalcos MysticJhn
Placed on YCG Island is a bot called Orichalcos MysticJhn.
This bot seeks out the closest player NOT battling and moves towards it.
Orichalcos MysticJhn does not appear on any player's D-Gazer.
You will never know where he is unless you are battling him.
Orichalcos MysticJhn's Deck constst of 10 "Orichalcos" versions of real monsters.
These monsters have 500 extra ATK and DEF points compared to their real counterparts.
When you encounter Orichalcos MysticJhn, you will be trapped within the Seal of Orichalcos.
You MUST keep battling Orichalcos MysticJhn until either your or his monster is destroyed.
At that point, you will be set free and Orichalcos MysticJhn will be teleported to a random point on the island.

Rules of Orichalcos MysticJhn
1) Orichalcos MysticJhn ALWAYS walks towards the closest non-battling player on his D-Gazer.
2) Orichalcos MysticJhn only moves after all the other players have moved.
3) Orichalcos MysticJhn will select a monster from his Deck at random to throw.
4) Orichalcos MysticJhn will always throw that monster in the position of it's highest value.
5) Orichalcos MysticJhn will always throw the same monster until the Seal of Orichalcos is broken.
6) Orichalcos MysticJhn's destroyed monsters will NOT be sent to the Monster Pool, they will be returned to his Deck after he teleports away from the winning player.
7) Orichalcos MysticJhn cannot win this game. If there are 3 or less players remaining, Orichalcos MysticJhn will be removed from the island.


YOUNGSTER
Scattered throughout YCG Island 2 is YOUNGSTER, a novice duelist with a Deck of 6 "Rattata" monsters.
These are "Rattata" versions of regular Yu-Gi-Oh! Monster Cards.
If you defeat all 6 of his monsters consecutively, you win a BIKE.
BIKE will allow you to travel 2 spaces at once if you so desire except in certain field types.
There are only 3 YOUNGSTERs available, so he may be busy.

Rules of YOUNGSTER
1) His monsters are never destroyed, they only faint.
2) He will throw a monster at random to start and will always throw it in it's best position.
3) He will keep throwing the same one until it faints, then select a new one at random.
4) You cannot leave battle with him until one of his monsters faint.
5) If you leave battle with him, then come back, all his monsters will return to 100% HP.
To defeat him, you must defeat all his "Rattatas" in a row.
6) Only 3 players at a time can battle YOUNGSTER.
7) He will not show up on your D-Gazer until you are 2 spaces away from him.
8 ) If you have already defeated YOUNGSTER you cannot battle him.
9) YOUNGSTER battles never reward you Battle Counters.


Turbo Duels
This is an alternate type of battling available.
On the island, there is a Turbo Duel track that covers the full length of the island and crosses through many different types of field.
To initiate a Turbo Duel, the battling players must first be standing on a space where the Turbo Duel track passes through and then BOTH agree to a Turbo Duel.
Players will be alerted to the possibility of a Turbo Duel in their turn results and offered the chance.
If either player fails to initiate a Turbo Duel or disagrees with it, a Turbo Duel will NOT occur.

Turbo Duels work like regular duels, except for the following;
1) Before each turn, both players will move down the track 3 spaces in the predetermined direction.
They will be told the results of this movement before the results of the battle.
2) Due to the track moving through different fields, the different field bonuses will be applied at appropriate times. The Turbo Duel track itself also has it's own Field Bonuses.
3) You CANNOT leave a Turbo Duel until a monster is destroyed.
4) When a monster is destroyed, players will be given the option to continue battling or leave the Turbo Duel.
5) If players BOTH continue dueling, they will be trapped inside the Turbo Duel again until another monster has been destroyed.
6) When the Turbo Duel ends, players will be dropped on a space on opposite sides of the last space the Turbo Duel was held. If the Turbo Duel Track was running horizontally when players decide to leave, one player will be placed 1 space north of the track and the other player will be placed 1 space south of the Turbo Duel Track. If the track was running vertically, the players will be placed east and west of the track in the same fashion.
7) If one of the players in the Turbo Duel fail to take a turn, the Turbo Duel will be forced to end and players will be dropped as in rule 6. Hopefully this does not happen as that ruins the fun of this dueling method.


Rival Duels
At any time during the game, you can select your Rival from the list of players.
Your Rival Duelist shall always appear on your D-Gazer, even when they are out of range.
When they are within range of your D-Gazer, they will be highlighted in your turn results.
When battling with your Rival, the battle cannot be left until a monster has been destroyed.
You cannot change Rivals once a Rival has been selected unless the current Rival has been eliminated/left the game.


Secret Protagonist Y-23
A hidden NPC, Y-23 will show up every 5 rounds at a random location.
Y-23 will have a Deck made up from famous cards from the 4 anime protagonists.
She will wait around in the random spot for 5 rounds or until someone crosses into her Duel Radius.
Players who cross her Duel Radius will be teleported to her standing spot and battle will be initiated.
After the initial battle, players will have the option to walk away as per normal user vs. user battle.

Rules of Secret Protagonist Y-23
1) Y-23 will throw a monster at random, however will randomly throw a new one each turn she battles.
2) Y-23's Duel Radius is only 2 spaces as compared to the 7 spaces of the standard D-Gazer.
3) If no player battles Y-23 after 5 rounds, she will dissapear for 5 more rounds.
4) After a player leaves battle with her, she immediatly dissapears for the next 5 rounds.
5) Y-23 will appear on the D-Gazer as a normal player.
6) Only defeating her monsters in battle gains you zero Battle Counters, however destroying her monsters gains you 5 Battle Counters.
7) The HP of Secret Protagonist Y-23's Monster Cards reset when she dissapears.
8 ) She will throw monsters in DEF when a Monster's HP is low (unless Monster's DEF is naturally higher).


Now for some terms you need to know to play.

Throw - This is the act of bringing out one of your Deck's monster each turn you battle. Example: "I throw Blue-Eyes White Dragon!" It is the game equivalent of Summoning, only your monster returns to you after each battle.

Monster Reborn - This is an in game item used to take 1 monster card from the Monster Pool and add it to your Deck.

Monster Pool - This will act similar to the Graveyard, however all players share the same Monster Pool. The list of destroyed monsters will be posted publically for everyone to see and chose from. It will be updated for every monster destroyed or removed via Monster Reborn.

Destroy(ed) - Pretty much exactly as it is in the normal card game, however, a monster in this game is only destroyed when it loses all it's HP instead of every time it loses a battle. Destroyed monsters are sent to the Monster Pool.

Bonus - This is a modifier of a monster's randomized ATK or DEF values depending on specific conditions at the time of battle. Some bonuses apply to both ATK and DEF, some only effect one or the other, or a couple other variables. They are mostly percentages of the randon values that get added or subtracted before Damage Calculation. You will never be told the specific details of what triggers a bonus (even though some are easily guessed), but they all have specifc names attached to them, so you'll know when a monster is recieving the same one over and over, helping you to adjust your strategy.

Damage Calculation - This is when the difference between the higher ATK/DEF in a battle and the lower ATK/DEF in a battle is figured. Unlike the card game, Damage Calcuation is applied to the randomized value +/- any applicaple bonuses. Odds are against your monster using it's full ATK/DEF in battle unless you are very lucky or a bonus pushes the ATK/DEF to a point equal to or greater than the original ATK/DEF. Please note, that in this game, a monster in Defense Position will still recieve damage. Just consider "piercing" to always be in effect.


That's all for now, kiddies!
Enjoy the island, see the sights, and enjoy pummeling everyone else's monsters to the ground.

Ciao! ^_^


Current Monster Pool
Gladiator Beast Bestiari - WIND Winged Beast - Level 4 - 400 HP - 1500/800
Spellbreaker of the Ice Barrier - WATER Spellcaster - Level 4 - 400 HP - 1200/2000
Doom Dozer - EARTH Insect - Level 8 - 800 HP - 2800/2600
Brionac, Dragon of the Ice Barrier - WATER Sea Serpent Synchro - Level 6 - 600 HP - 2300/1400
Gladiator Beast Gaiodiaz - DARK Dinosaur Fusion - Level 7 - 700 HP - 2600/1500
Reeze, Whirlwind of Gusto - WIND Psychic - Level 5 - 500 HP - 1900/1400
Gladiator Beast Laquari - FIRE Beast-Warrior - Level 4 - 400 HP - 1800/400
Gladiator Beast Spartacus - EARTH Dinosaur - Level 5 - 500 HP - 2200/1600
The Masked Beast - DARK Fiend Ritual - Level 8 - 800 HP - 3200/1800
Inzektor Giga-Mantis - DARK Insect - Level 6 - 600 HP - 2400/0
Gladiator Beast Darius - EARTH Beast-Warrior - Level 4 - 400 HP - 1700/300
General Gantala of the Ice Barrier - WATER Warrior - Level 7 - 700 HP - 2700/2000
Metal Armored Bug - EARTH Insect Normal - Level 8 - 800 HP - 2800/1500
Javelin Beetle - EARTH Insect Ritual - Level 8 - 800 HP - 2450/2550
Gladiator Beast Hoplomus - EARTH Rock - Level 4 - 400 HP - 700/2100
Labyrinth Wall - EARTH Rock Normal - Level 5 - 500 HP - 0/3000
Gaia Soul the Combustible Collective - FIRE Pyro - Level 4 - 400 HP - 2000/0
Strategist of the Ice Barrier - WATER Spellcaster - Level 4 - 400 HP - 1600/1600
The Creator - LIGHT Thunder - Level 8 - 800 HP - 2300/3000
Gladiator Beast Essedarii - EARTH Beast Fusion - Level 5 - 500 HP - 2500/1400
Naturia Spiderfang - EARTH Insect - Level 4 - 400 HP - 2100/400
Samurai of the Ice Barrier - WATER Warrior - Level 4 - 400 HP - 1800/1500
Black Luster Soldier - EARTH Warrior Ritual - Level 8 - 800 HP - 3000/2500
Earthbound Immortal Uru - DARK Insect - Level 10 - 1000 HP - 3000/3000
Volcanic Doomfire - FIRE Pyro - Level 8 - 800 HP - 3000/1800
Light and Darkness Dragon - LIGHT Dragon - Level 8 - 800 HP - 2800/2400
Gladiator Beast Gyzarus - DARK Winged Beast Fusion - Level 6 - 600 HP - 2400/1500
Saber Beetle - EARTH Insect - Level 6 - 600 HP - 2400/600
Ultimate Tyranno - EARTH Dinosaur - Level 8 - 800 HP - 3000/2200
Gladiator Beast Octavius - LIGHT Winged Beast - Level 7 - 700 HP - 2500/1200
Ultimate Insect LV7 - WIND Insect - Level 7 - 700 HP - 2600/1200
Gene-Warped Warwolf - EARTH Beast-Warrior Normal - Level 4 - 400 HP - 2000/100
Gladiator Beast Heraklinos - FIRE Beast-Warrior Fusion - Level 8 - 800 HP - 3000/2800
Chainsaw Insect - EARTH Insect - Level 4 - 400 HP - 2400/0
Masked Beast Des Gardius - DARK Fiend - Level 8 - 800 HP - 3300/2500
Ultimate Insect LV5 - WIND Insect - Level 5 - 500 HP - 2300/900
Super-Electromagnetic Voltech Dragon - LIGHT Thunder - Level 5 - 500 HP - 2400/1000
Chaos Goddess - LIGHT Fairy Synchro - Level 8 - 800 HP - 2500/1800
Deepsea Shark - WATER Fish Fusion - Level 5 - 500 HP - 1900/1600
Jellyfish - WATER Aqua Normal - Level 4 - 400 HP - 1200/1500
Number 12: Crimson Shadow Armor Ninja - EARTH Warrior Xyz - Rank 5 - 750 HP - 2400/1700
General Raiho of the Ice Barrier - WATER Warrior - Level 6 - 600 HP - 2100/2300
Malefic Cyber End Dragon - DARK Machine - Level 10 - 1000 HP - 4000/2800
Ninja Grandmaster Sasuke - LIGHT Warrior - Level 4 - 400 HP - 1800/1000
Senior Silver Ninja - EARTH Warrior - Level 6 - 600 HP - 2300/2200
Blaze Fenix, the Burning Bombardment Bird - FIRE Pyro Fusion - Level 8 - 800 HP - 2800/2300
Dewloren, Tiger King of the Ice Barrier - WATER Beast Synchro - Level 6 - 600 HP - 2000/1400
Jirai Gumo - EARTH Insect - Level 4 - 400 HP - 2200/100
Flame Armor Ninja - FIRE Warrior - Level 4 - 400 HP - 1700/1000
White Dragon Ninja - LIGHT Dragon - Level 7 - 700 HP - 2700/1200
Volcanic Hammerer - FIRE Pyro - Level 5 - 500 HP - 2400/1500
Blade Armor Ninja - WIND Warrior Xyz - Rank 4 - 600 HP - 2200/1000
White Ninja - LIGHT Warrior - Level 4 - 400 HP - 1500/800
Upstart Gold Ninja - LIGHT Warrior - Level 4 - 400 HP - 500/1800
Medium of the Ice Barrier - WATER Spellcaster - Level 7 - 700 HP - 2200/1600
Ninja Grandmaster Hanzo - DARK Warrior - Level 4 - 400 HP - 1800/1000
Strike Ninja - DARK Warrior - Level 4 - 400 HP - 1700/1200
Anteatereatingant - EARTH Insect - Level 5 - 500 HP - 2000/500
Defender, the Magical Knight - LIGHT Spellcaster - Level 4 - 400 HP - 1600/2000
Cockroach Knight - EARTH Insect - Level 3 - 300 HP - 800/900
Pinch Hopper - EARTH Insect - Level 4 - 400 HP - 1000/1200
Insect Queen - EARTH Insect - Level 7 - 700 HP - 2200/2400
Perfectly Ultimate Great Moth - EARTH Insect - Level 8 - 800 HP - 3500/3000
Infernity Archfiend - DARK Fiend - Level 4 - 400 HP - 1800/1200
Great Moth - EARTH Insect - Level 8 - 800 HP - 2600/2500
T.G. Blade Blaster - EARTH Machine Synchro - Level 10 - 1000 HP - 3300/2200
White Night Queen - LIGHT Fairy - Level 7 - 700 HP - 2100/800
Meklord Astro Mekanikle - LIGHT Machine - Level 12 - 1200 HP - 4000/4000
Submersible Carrier Aero Shark - WATER Fish Xyz - Rank 3 - 450 HP - 1900/1000
Octoberser - WATER Aqua Normal - Level 5 - 500 HP - 1600/1400
Armored Starfish - WATER Aqua Normal - Level 4 - 400 HP - 850/1400
Gigobyte - WATER Reptile Normal - Level 1 - 100 HP - 350/300
Man-Eating Black Shark - WATER Fish Fusion - Level 5 - 500 HP - 2100/1300
Stygian Street Patrol - DARK Fiend - Level 4 - 400 HP - 1600/1200
Thousand-Eyes Restrict - DARK Spellcaster Fusion - To Be Determined
Blizzard Princess - WATER Spellcaster - Level 8 - 800 HP - 2800/2100
Jinzo - DARK Machine - Level 6 - 600 HP - 2400/1500
Gagagigo - WATER Reptile Normal - Level 4 - 400 HP - 1850/1000
Evilswarm Bahamut - DARK Dragon Xyz - Rank 4 - 600 HP - 2350/1350
Puppet Master - DARK Fiend - Level 6 - 600 HP - 2400/2400
Vennominon the King of Poisonous Snakes - DARK Reptile - Level 8 - 800 HP - 3200/3200
Void Ogre Dragon - DARK Dragon Synchro - Level 8 - 800 HP - 3000/3000
Hundred Eyes Dragon - DARK Dragon Synchro - Level 8 - 800 HP - 3000/2500
Cyber Twin Dragon - LIGHT Machine Fusion - Level 8 - 800 HP - 2800/2100
Perfect Machine King - EARTH Machine - Level 8 - 800 HP - 2700/1500
Metalzoa - DARK Machine - Level 8 - 800 HP - 3000/2300
Ancient Gear Gadjiltron Dragon - EARTH Machine - Level 8 - 800 HP - 3000/2000
Infernity Doom Dragon - DARK Dragon Synchro - Level 8 - 800 HP - 3000/2400
Vennominaga the Deity of Poisonous Snakes - DARK Reptile - Level 10 - 1000 HP - 4000/4000
Last edited by PegasusJKaiba on Sun Jul 07, 2013 1:34 am, edited 74 times in total.
Pegasus J. Kaiba, Caretaker of YCG Island

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MysticJhn
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Re: YCG Island 2 - Sign-Ups

Post by MysticJhn » Sun Oct 16, 2011 1:39 pm

Wow... nobody so far even interested?

Did I make this version TOO complicated?
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bighobbit
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Re: YCG Island 2 - Sign-Ups

Post by bighobbit » Sun Oct 16, 2011 2:20 pm

It's a lot to take in, especially if people weren't involved the first time around.

I'm up for it, though, so expect my Decklist soon, PJ! :D

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Re: YCG Island 2 - Sign-Ups

Post by MysticJhn » Sun Oct 16, 2011 2:26 pm

The first one was a lot to take in as well, although, yeah, this one has a lot added.
If you think the new amount of rules are a lot, you should see all the stuff I don't allow be shown in public. :D

But that's more Pegasus' worry than anyone else's just because it's all the mechanics written down, bonuses and other stuff.

It IS an RPG, though, it's just the nature of the beast that there's a lot involved.
For the most part, though, it's not as complex to play as it looks.

The hardest part is probably figuring out strategies.

Anyway, I hope we have more players than NPCs. :lol:
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LewieGee
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Re: YCG Island 2 - Sign-Ups

Post by LewieGee » Sun Oct 16, 2011 3:52 pm

I'm in (again) :D
:oops:

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PegasusJKaiba
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Re: YCG Island 2 - Sign-Ups

Post by PegasusJKaiba » Sun Oct 16, 2011 6:09 pm

LewieGee wrote:I'm in (again) :D
Well then, Lewie-kun, you really ought to officially sign up and send me your monster choices, eh? ^_^
Pegasus J. Kaiba, Caretaker of YCG Island

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Re: YCG Island 2 - Sign-Ups

Post by dedoombringer » Sun Oct 16, 2011 7:14 pm

Question: Could this bee played from a smartphone cause I still have not got my computer up? *damn virus*

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MysticJhn
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Re: YCG Island 2 - Sign-Ups

Post by MysticJhn » Sun Oct 16, 2011 8:09 pm

I don't know, I've never owned a smart phone.
Or any cell phone for that matter. >.>

It's played 100% through PMs, so if you can access your PMs, you can play.
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Ooarai
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Re: YCG Island 2 - Sign-Ups

Post by Ooarai » Sun Oct 16, 2011 9:07 pm

how do synchro/exceeds/fusions work in this?

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Re: YCG Island 2 - Sign-Ups

Post by bighobbit » Sun Oct 16, 2011 9:15 pm

Ooarai wrote:how do synchro/exceeds/fusions work in this?
IIRC you just treat them same as your other Monsters - ie, kept in Main deck, no Summoning requirements.

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Re: YCG Island 2 - Sign-Ups

Post by Ooarai » Sun Oct 16, 2011 9:17 pm

If that is the case I'll join

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Re: YCG Island 2 - Sign-Ups

Post by MysticJhn » Sun Oct 16, 2011 9:50 pm

You can throw Fusion/Synchro/Xyz same as anything else.

However that doesn't mean you shouldn't consider Material monsters.
Material monsters are just not required to use them.
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Re: YCG Island 2 - Sign-Ups

Post by dedoombringer » Mon Oct 17, 2011 2:18 pm

Yeah I can get my pms and normal stuff I just can't get flash or movies cause I aint paying to do that yet

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MysticJhn
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Re: YCG Island 2 - Sign-Ups

Post by MysticJhn » Mon Oct 17, 2011 2:21 pm

Well then no worries, there's not even images.

Just reading and writing text.
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dedoombringer
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Re: YCG Island 2 - Sign-Ups

Post by dedoombringer » Mon Oct 17, 2011 10:13 pm

I am registered and waiting

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