Monster, Spell or Trap Game Version 2

How to play: Both players start like any normal duel except that neither player may look at their hands except when needed to discard and all Fusion Monsters are placed into the deck. The hand is then shuffled face down. During each player's turn, he or she draws 1 card (unless forbidden to do so) without looking then randomly Normal Summons 1 card in their hand in face up Attack Position in your Monster Card Zone (or Spell and Trap Card Zone if your MCZ is full.) If all zones on your side of the field are occupied, do not play a card. The card stays on the field regardless of summoning conditions (Spell and Trap Cards are treated as Monster Cards with 0 ATK and DEF while face up on the field whose effects activate when destroyed by battle and sent to the Graveyard .) Regardless of whether or not your opponent controls monsters, you cannot attack your opponent directly. During your turn, if you control a monster, you may change it to Defense Position but not if you already summoned it first. Monsters with Flip-Effects activate when they are destroyed by battle if their timing is correct. If the monster you summoned has an effect (except a Flip-Effect), you may activate it provided that the conditions are right. During your Battle Phase, you can attack with a monster If a Spell Card is destroyed by battle and sent to the Graveyard, the controller takes 100 damage and its effect will activate if the timing is correct. If a Trap Card is destroyed by battle and sent to the Graveyard, it's controller takes 200 damage and its effect will activate if the timing is correct.  Spell and Trap Cards that activate (except Normal Spell and Trap Cards) are considered activated in your Spell and Trap Card Zone in which case you cannot play a card in that zone during your turn. If there are no open Spell and Trap Card Zones on your side of the field, any Continuous Spell or Trap Card destroyed by battle will not activate.

 

 

 

 

 

Card Rulings

Arcana Force I - The Magician:

- His ATK will still double if a Spell Card is destroyed in battle unless a "Spell Negater" is face up on the field.

 

Chimeratech Overdragon:

- If you summon him without any Machine-Type monsters and a Cyber Dragon in your Graveyard, his ATK and DEF become 0.

 

Counter Trap Cards:

- If a Counter Trap Card and a Spell Card are destroyed by battle and sent to the Graveyard, you CAN use the Counter Trap Card's effect to negate the Spell Card.

 

Destiny Board:

- This card must be sent to the Graveyard first for the "instant win" condition to resolve.

- Its effect to place the Spirit Message cards onto the field will not activate but will still cause the instant win condition to resolve after the last Spirit Message card is sent to the Graveyard by battle.

 

Destiny Hero - Dogma:

- His effect of halving your opponent's Life Points will NOT activate since he was not Special Summoned by his effect.

 

Exodia:

- If all 5 pieces of Exodia exist in your Graveyard, you win the duel.

- The Exodia pieces must be destroyed by battle for Exodia's head's effect to activate.

- Even if the other Exodia pieces are destroyed by battle and sent to your Graveyard after the Head is, Exodia's effect will NOT activate since none of the Exodia pieces were in the Graveyard when Exodia the Forbidden One was destroyed and sent to the Graveyard.

 

Interfering Card Effects:

- Card effects that conflict with this game's rules are considered negated.

 

Jinzo:

- If he is face up on your side of the field, All Trap Cards destroyed by battle are negated yet if they are continuous, they stay face up on the field meaninglessly.

- He does not negate Trap Cards destroyed by battle that are not Continuous.

 

Just Desserts:

- If all of your opponent's card zones are full when this card is destroyed by battle and sent to the Graveyard, inflict 5000 damage to your opponent.

 

Megarock Dragon:

- His ATK and DEF will be equal to the number of your Rock-Type monsters out of play when you summon him.

 

Phantom Skyblaster:

- If 1 monster you control destroys Skill Drain by battle while there is no "Trap Card Negater" on the field and you have already used Phantom Skyblaster's effect, you CAN attack with Phantom Skyblaster because Skill Drain is now active and thus negates PS's effect.

 

Reload:

- If this card is destroyed by battle, you return your hand to your deck without looking and redraw that same number and place it face down off the field without looking.

 

Revealing Cards from Deck:

- Players whose top cards in the deck are revealed by a card effect must shuffle their hand after drawing the card(s).

 

Sangan:

- You can add a Fusion Monster to your hand as long as it has 1500 ATK points or less.  You then shuffle your hand face down afterwards.

 

Spell and Trap Cards:

- Their effects do NOT activate if they are destroyed by battle but not sent to the Graveyard.

- Spell Cards are treated as WIND monsters while Trap Cards are treated as DARK monsters while their Level is treated as 1.

 

Spell Canceller:

- If a Continuous Spell Card is destroyed by battle, it is placed in the Spell and Trap Card Zone (unless those Zones are full) meaninglessly.

 

The Winged Dragon of Ra:

- When you summon him, his ATK and DEF are equal to the ATK and DEF of the first 3 monsters in your Graveyard.

 

Trample Effect:

- Even if a monster with the Trample Effect destroys a Spell or Trap Card by battle, it will NOT inflict the difference between their ATK and the Spell or Trap Card's DEF.

 

 

 

 

*If you know rulings for certain cards that I don't have on here, feel free to let me know*