I thought I'd be fun and put this here. For anyone else who wants to play Duelist of the Roses-style duels like me.


A Card, a Card! My Kingdom for a Card!

If you are reading this, you are probably (or at least possibly) a Duelist who has played the Playstation 2 game "Yu-Gi-Oh! Duelist of the Roses". If you did and, like me, enjoyed that game, you may at least once have tried imitating it with your real cards only to find that the different playing style doesn't mesh too well with the actual cards.

Thus, I took it upon myself to create the Rose Board; a playing board allowing one to set up their own Duelist of the Roses-style games, and then the Rose Cards; specifically-made, modified Yu-Gi-Oh cards (proxies placed over real cards in sleeves) designed to specifically operate in a Rose Duel. Well then, let's get started...

The Rose Board and Rose Duels

The Playing Field of a Rose Duel consists of a 7x7 Grid of squares, each space large enough to house a standard-size Yu-Gi-Oh! card in both attack AND defense positions. Ideally, the board will also have each row and column numbered and lettered, akin to a Chess Board (though for the time being this is not necessary).

How you create the board is up to you. I went for making a 2ftX2ft board (with extra space on the edges) that, while difficult to carry, means the board is in one piece.

For game mechanics, consider how you will incorporate Terrain onto the board. I would recommend a form of laminated paper with either printed, drawn or written decals to state which terrain is occupying the square (more on this later).

A Duel, like those in the TCG/OCG, begins with both players having 8000 Life Points. A Duel is won when a player's Life Points are reduced to 0, a player surrenders, or when a player has fulfilled the Victory Condition of a specific card (such as "Exodia the Forbidden One").

Players can draw until they have 5 cards in their hand at any point during their turns, but only once per turn. Unless another specific card effect states otherwise, they can never have more than 5 cards in their hand.

Each player can play 1 card from their hand per turn (unless a card effect gives them another play). To play a card, one must pay a "Summon Cost". Each player begins with 0 "Summon Points" and gains 3 at the beginning of each turn, meaning on the first turn the turn player starts off with 3. The amount of Summon Points to play a monster is equal to its level, unless it has a SPECIAL effect stating otherwise. Spell, Trap and Virus cards do not have a Summon Cost.
A player can lessen the Summon Cost by "Tribute Summoning" - sending a monster in their "Summon Area" (the 3x3 area surrounding their Deck Leader, where their cards can be initially placed on the board) to the Graveyard to place the new monster in its space. When a player does this, the Summon Cost of the monster from their hand is reduced by the level of the monster on the field they are replacing. This means playing a lower-level monster by sacrificing a higher-level one gives you a free monster.

When playing a card, the player can also wilfully discard any number of cards to the Graveyard before playing the card they wish to play - but they can only discard so long as they WILL play a card from their hand. All cards are placed on the board face-down and are allowed to move 1 space by default. When a Spell Card finishes its move face up, it activates. And if its conditions are not met, it will fail to resolve and go to the Graveyard. A Trap Card flipped Face Up will be unable to move from that point on, but can still be activated by the trigger described on it.

When a player is playing a card, they must declare the amount of Summon Points they are required to pay. Failure to do so or lying can and likely will end to a premature end to the duel, broken trust, and worse.

When a card tries to interact with another card, several different things can happen. First, the turn players' opponent reveals their card first to show what it is, then if it is a monster card, the turn player flips up their monster and the battle is initiated. The rules for battle are generally the same as in the TCG/OCG, though with a slight change regarding attributes (explained later).
However, if the opponent's card is revealed to be a non-equip Spell Card or a Trap which does not trigger against the attack, the card is "run over" by the turn player's card and sent to the Graveyard, with the turn players' card taking over that space.
If the opponent's card is an Equip Spell which CAN equip to the turn player's card, it will do so.
If both cards belong to the same owner, then different things happen based on what cards they are;
If they are non-Equip Spell/Trap cards, the Spell/Trap is Run Over.
If it is an Equip Spell, it will equip to an eligible monster attempting to run it over, or be Run Over if the monster is not a monster or is ineligible for the effect.
If it is a monster, and those monsters are compatible for a fusion, the player can choose to fuse those monsters.
If it is a monster, and those monsters are not compatible, the one being moved onto is run over and sent to the Graveyard.

To perform a Rose Duel, both players require a deck of 41 cards (40 cards plus 1 "Deck Leader" to represent themselves). However, regular Yu-Gi-Oh! TCG cards (with the exception of Normal Monsters, unless they have a counterpart Rose Card) are guaranteed to be ineligible for a Rose Duel. As such, one must use created Rose Cards to duel.

Rose Cards
A Rose Card can differ greatly from its TCG/OCG/Anime counterpart in almost every way;

In this example, the Rose Card version of "Number 16: Crimson Shadow Ninja" has several distinct alterations; it is no longer a "Number", nor an Xyz, and its effects have greatly changed. This is mostly due to the style changes between a Rose Duel and a normal Duel.

Rose Card monsters have their effects preceeded by a capitalised word designating the type of effect it is, which are as follows;

FLIP: Effects that activate when the monster is flipped face up, either by battle, card effect or by the owner. Some card effects prevent these from activating.
BATTLE: Effects that activate before, during or after a battle with another monster.
NATURE: Effects that are always active so long as the monster is face-up and a certain condition stated on the card is met ("while face up in defense position", for example). These do not "Activate".
MOVEMENT: Effects which affect the card's ability to move on the board.
LEADER: Effects only active when the monster is your Deck Leader. Some of these "activate", others are passive.
TRANSFORM: If certain conditions are met, this effect allows the monster to be sent to the Graveyard and a "Transform Monster" (details later) to be summoned in its place.
DESTRUCTION: Activates when the card is destroyed in battle.
TRIGGER: Effects that are manually triggered by the player.
SPECIAL: Unique effects that do not necessarily fit in the above. These are usually effects revolving around their own Summon Costs.
UNIQUE: A limitation effect present only on "Unique Monsters". It always states that you can only control 1 copy of that card at a time.

Spell and Trap Cards do not use the above type designations, instead simply stating their effects.

Trap Cards do, however, come in two types and two subtypes, described as follows;

FULL-RANGE - Traps which can affect or be triggered anywhere on the board.
SHORT-RANGE - Traps which can only be triggered when a card enters an adjacent space (or attempts to attack a monster in an adjacent space), or attacks the card itself.

DISPOSABLE - Traps which go to the Graveyard after resolving.
PERMANENT - the equivalent of the TCG/OCG Continuous Traps, these stay on the field until destroyed or "run over" by an opponent's monster.

VIRUS cards are a special type of card, being half-trap and half-spell in appearance. These cards act in a unique way and must be used the way they specifically state in their effects. Some, such as Crush Card Virus, act as Equip Cards, while others such as Contagion of Madness act like Permanent Trap Cards. These still count towards the 5-Spell/Trap limit.

Equip Spells work differently to normal Spells by "attaching" themselves to the monster they are compatible with. The Equip Spell is placed face-down beneath the monster, and is flipped face-up with the monster.

Some Rose Cards also have a Limitation Text, where the card number would be on real TCG cards. If it has no such text, you can have a maximum of 3 copies of that card in your Deck. Cards with "LIMITED TO TWO" can only have 2 copies in your deck, and "LIMITED TO ONE" means you can only have 1 in your Deck. This is effectively a pre-emptive form of a Limited List.

Other Card Types

So far we've discussed Effect (and by extension Normal) monsters, Spell/Trap Cards and Virus Cards. So we shall now look at the other card types used in the game.

FUSION - Monsters summoned by fusing 2 monsters from the field, or your hand and the field, or both from your hand. The Summon Cost paid depends on how the fusion occurs. If the Fusion is of 2 monsters on the board interacting, no Summon Cost is required. If one of the monsters is in the hand (the process matching a Tribute Summon), only the Summon Cost of the hand material is paid. And if both materials are in the hand, the combined Summon Costs of both monsters must be paid, or 12 if their levels exceed that.

SYNCHRO - Monsters summoned by "Tuning" a Tuner subtype monster on the board with non-Tuner monsters, provided the levels of the monsters involved adds up to the level of the Synchro Monster. The Synchro Monster is placed in the same space as the Tuner Monster was. The Tuner and all Materials must be face-up to perform the summon. There is no Summon Cost.

XYZ - Monsters of the same level can be "Overlayed" if they are adjacent to each other and of the same level. Up to 5 monsters can be overlayed, and the Xyz Monster is always placed face-up in the same space as any of the materials. The Materials are attached in the same way an Equip Spell is attached to a monster.

PENDULUM - A subtype of monster, unlike the TCG/OCG. Pendulum Monsters can be treated as Spell Cards while in the Deck, hand and Graveyard, and some have no Summon Cost if certain conditions are met.

RITUAL - Monsters that can normally only be summoned through the effect of a Ritual Spell, usually involving Tributes of monsters under your control.

TRANSFORM - Monsters summoned through the TRANSFORM effect of another monster. These cards tend to be more powerful than their predecessors.

UNIQUE - Special blue cards which a player can only control one of at a time, only summonable through SPECIAL effects. These are few and far between.

With this out of the way, there is probably more to discuss. But for now, I am exhausted after typing all of this, so I'll leave the floor open for questions which I will probably respond to tomorrow and then continue expanding this first post.

So, any questions?
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