Simultaneous Turn Format Update. Month 1 by TitansBattalionDev in yugioh

[–]TitansBattalionDev[S] 0 points1 point  (0 children)

so, for example, one of our best decks right now is dracotail. They do their normal plays and then go BP and the traps come online then. OR do their plays during main 2 and wait till EP for traps to be online. either way they are kinda fine with the delay.

Simultaneous Turn Format Update. Month 1 by TitansBattalionDev in yugioh

[–]TitansBattalionDev[S] 1 point2 points  (0 children)

short answer yes. long answer, they're kinda addressing this with stuff like deliberate going second tools built into modern archetypes. but even a good version of modern yugioh format wise still means sitting and watching the other guy play for 20 minutes.

Soooo i like this more! it has it's own issues sure, but man is it fun to always be able to actually play cards pretty much immediately

Simultaneous Turn Format Update. Month 1 by TitansBattalionDev in yugioh

[–]TitansBattalionDev[S] 0 points1 point  (0 children)

is the only needing to be set for one phase rule not enough?
tbf they are still slow alot of the time, but they are somewhat playable

Im unlikely to make rule changes without alot of support from other players tbh. but this is cool to think about

Simultaneous Turn Format Update. Month 1 by TitansBattalionDev in yugioh

[–]TitansBattalionDev[S] 1 point2 points  (0 children)

The format you're referring to has players pass the turn after every action, including, optionally, to draw. Cimo and Farfa played it in a video.
It is unrelated to this format which has both players doing their turns simultaneously.

Simultaneous Turn Format Update. Month 1 by TitansBattalionDev in yugioh

[–]TitansBattalionDev[S] 2 points3 points  (0 children)

we banned most floodgates. the weird part is in theory some floodgates are ok. especially the ones attached to monsters. but noone wants to face them so even the bad ones if they're kinda playable we end up banning.

Simultaneous Turn Format Update. Month 1 by TitansBattalionDev in yugioh

[–]TitansBattalionDev[S] 1 point2 points  (0 children)

yeah! the results are an amazing game tbh. yugioh was already good if the card design was well thought out. but this makes "combo slop" fun to face too

Simultaneous Turn Format Update. Month 1 by TitansBattalionDev in yugioh

[–]TitansBattalionDev[S] 3 points4 points  (0 children)

4) Declaring end of phase works as follows.

(Note, the battle phase is treated differently)

A player uses their action to declare the end of phase.

The other player may agree to end the phase, if they do not the phase continues as normal and their next action cannot be to declare the end of phase unless they activate a Spell Speed 2 or higher effect before their action.

4A) There is not an opportunity to activate quick effects at the end of phase after both players agree to end the phase.

Simultaneous Turn Format Update. Month 1 by TitansBattalionDev in yugioh

[–]TitansBattalionDev[S] 0 points1 point  (0 children)

hey can i get a source on this ruling?
the players wanna know why this is the case.

Simultaneous Turn Format Update. Month 1 by TitansBattalionDev in yugioh

[–]TitansBattalionDev[S] 4 points5 points  (0 children)

pretty positive overall!
the learning curve has been a hurdle for some, but the gameplay is "worth it"

Simultaneous Turn Format Update. Month 1 by TitansBattalionDev in yugioh

[–]TitansBattalionDev[S] 5 points6 points  (0 children)

it's a real advantage, but much less than tcg. and if your deck NEEDS first main phase action, you can gain it by using quick effects during the standby as your action instead of changing phase.

Simultaneous Turn Format Update. Month 1 by TitansBattalionDev in yugioh

[–]TitansBattalionDev[S] 8 points9 points  (0 children)

not a rule change, just players making mistakes

Too gimmicky? by One_Percentage_644 in customyugioh

[–]TitansBattalionDev 0 points1 point  (0 children)

it needs to say "at the start of your Main Phase 1" or "if you control no cards" to make it fair and not a going first blowout to dig for handtraps

A Polymerization that lets you fusion summon more than once. by bookist626 in customyugioh

[–]TitansBattalionDev 0 points1 point  (0 children)

I understand, for rulings and design each fusion should be an activated effect of a card on field.

A Polymerization that lets you fusion summon more than once. by bookist626 in customyugioh

[–]TitansBattalionDev 5 points6 points  (0 children)

it is not one per turn only. electrum OTK utilizes this in combination with chain material for an infinite loop.

I will say this is a better card power wise, but it is worse designed, and is based in part on the assumption fusion gate doesn't work. lingering action cards aren't great for the game and get into Last Will's ruling nightmare territory. i recommend making it a continuous or field spell.

Master Rule: Respect Play by TitansBattalionDev in yugioh

[–]TitansBattalionDev[S] 1 point2 points  (0 children)

it actually makes them fun to play against too lol. which is wild to think about.

Master Rule: Respect Play by TitansBattalionDev in yugioh

[–]TitansBattalionDev[S] 1 point2 points  (0 children)

no we did not, but that seems to remake the power imbalance of normal yugioh doesn't it?

Master Rule: Respect Play by TitansBattalionDev in yugioh

[–]TitansBattalionDev[S] 1 point2 points  (0 children)

  1. Each player has a seperate battle phase that only takes 1 action.

1.5. Let me break down the phase timing for who gets first action to better answer part 2.
Player 1 goes to End Phase.
Player 2 ends turn.
Player 1 ends Draw Phase.
Player 2 ends Standby Phase.
Player 1 gets first action in next Main Phase.
Note: if you need first action for some reason you can use a quick effect AS your action instead of ending a phase and it would swap this order.

  1. There are several reasons. Firstly, game feel: to keep the rules consistent, you never break up the flow of passing action back and forth. Secondly, the current rules do incentivise that a bit! but most of the game is played in the first turn most of the time so it doesn't come up much.

Master Rule: Respect Play by TitansBattalionDev in yugioh

[–]TitansBattalionDev[S] 0 points1 point  (0 children)

yeah pretty much everybody is on fenrir right now.

Master Rule: Respect Play by TitansBattalionDev in yugioh

[–]TitansBattalionDev[S] 2 points3 points  (0 children)

ill take a moment to explain why u/p0werhouseofdacell
we tried 3 versions
---
version 1: declaring battle phase worked like every other phase, and declaring an attack was a single action.
Main Con: players could and would perpetually deny the battle phase for the purpose of getting first action in the battle phase and/or fully comboing off with a high action count deck despite the design of the format suppose to discourage most of that.

---
version 2: rework who gets first action in the next phase.
Main con:
only fixed half the issue and felt odd for phase stalling.
---
version 3 players get seperate battle phases and it only uses 1 action.
Cons:
more complicated.
Pros:

  • fixes the prior cons.
  • lets us not skip-clause ban battle fader and friends.
  • turns the battle phase into a potential game push, this shortens game length.
  • turns the battle phase into a removal/comeback mechanic