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Hello everyone - However, it does not end there. UDE will be backing up Team Dueling with support throughout its current Organized Play structure of Yu-Gi-Oh! events. You will soon be able to play in Team Dueling matches to win prizes in your local hobby league, and also as side events at Regionals and Shonen Jump Championships. All of these events - local hobby league, Regionals side events and SJC side events - will qualify the top teams for a "Yu-Gi-Oh! Team Dueling National Championship" event to be held at US Yu-Gi-Oh! Nationals as well. There will be some prizes at that event as well, but keep in mind that Team Dueling is meant first and foremost as a fun, alternative way to play Yu-Gi-Oh!, so don't expect that the Team Dueling Championship prizes will be on par with the Individual Nationals prizes. We will make an announcement when this part of the program is ready to get under way, likely sometime in early 2008. However, you can still play in Team Dueling tournaments for fun in your local stores and maybe even as side events at some Regionals and Shonen Jump Championships until then, although there will be no "nationals qualification" until then. Team Dueling events can already be run easily using MANTIS. When you choose the option to Create New Tournament, go to the Advanced Settings tab and you can set the "Team Structure" to "Two players per team". You will then be able to assign players to teams and pair the teams up, run the event using MANTIS, and upload the results as you normally would a regular tournament. And now, without further adieu, The Team Dueling Rules A-28 Team Dueling Each player has five Monster Card Zones and each player has five Spell & Trap Card Zones. The zones from both players on a team create one large side of the field, so there are two sides of the field: Team One’s side of the field and Team Two’s side of the field. Each player uses their own Deck (two Decks per team). Each player has their own Graveyard (you cannot use your teammate’s Graveyard as if it was your own). Each team has one Life Point total of 8000 (if it reaches zero, the team loses). Each team has two Fusion Decks (you cannot use your teammate’s Fusion Deck for your Fusion Summons or card effects). Each player has their own Side Deck to use only with their Deck. There can only be one Field Spell Card in play at a time, just like a 1-on-1 Duel. Limited Cards are counted per player, not per team. So, for any given Limited Card, each player on a team could include one copy in their Deck, making a total of two copies that team can use. However, one player cannot include two copies of a Limited Card, even if the other player doesn’t include any. During a turn, a player only can control his or her cards, not his or her teammate’s. Teammates may talk, compare hands, and share information freely with each other. They should make their decisions in a timely manner as to not delay the game. A team loses if either player on that team cannot draw a card from the player’s Deck when required to. II. Turn Procedure The first player who can make an attack is the player who goes fourth. (In the example below, player 2B) Turn Turn Player Continue until one team wins. III. Card Effects If a card affects only your opponent’s side of the field, it affects the entire side, or both your opponents. If a card affects “both players”, all four players are affected. Cards Set by a player can be viewed by the teammate, but they must be activated by the player who Set them. A player can allow their teammate to use monsters they control as Tributes, Fusion Materials, or to pay the cost of a card or effect. “Owner” and “controller” mean the same thing as a standard Duel. The “owner” is the player who’s Deck the card started in. “Controller” is the player who currently has the card in one of their zones. IV. Attacking V. Additional Rules When a player activates an effect, each other player must be given the opportunity to add an effect to the chain before it is resolved (starting with an opponent and then alternating between teams). If multiple trigger effects activate at the same time, the turn player’s effects will be added to the chain first, followed by their teammate’s effects, and finally the opponents’ effects (in an order of their choosing). Card effects that count turns count all appropriate turns. VI. End of Match Procedure 1. The team with greater Life Points wins the game. If both teams’ Life Points are equal, continue playing until the first change in Life Points. If Life Points change during a resolving chain, always resolve all effects on that chain before comparing the teams’ Life Points. 2. After the winner of the game in progress is determined, a team wins the match if it has more game wins than the opposing team. If both teams have an equal number of game wins, they will start a new game. This game will last for a maximum of eight turns, two for each player. Side Decks may not be used before starting this game. At the end of the eight turn, the team with greater Life Points wins the match. If Life Points are equal, continue playing until the first change in Life Points. If Life Points change during a resolving chain, always resolve all effects on that chain before comparing the teams’ Life Points. 3. If players are between games when time is called, and one team has a greater number of game wins, that team wins the match. |