Alternatively a side quest in the castle about an ancient sorcerer maybe leading to another area to find their mystic tome with alchemy and random contraptions leading to the discovery of time wizard as an automoton
Time Machine is a card that existed in the Anime, so I believe that could also be used for the task.... Bandit Keith could have completed the quest unironically
It's simple, while Joey having it helped automatically acquire the flying machine, there would just be a side quest to acquire the time wizard card, or possibly find a mage like the sage created from the Dark magician and the time wizard who could manipulate time and bring about the flying machine.
Or, alternatively, the game’s code contains many possible puzzles the players would need to overcome at this stage of the game, but only one is presented on any given play through, and the one the game chooses is based on what cards the players have.
About Rules 7 and 8. How about Monsters that are destroyed have a "Recharge" period depending on their Level. A Lv 1 monster takes about 5 minutes to recharge and become summonable again while a Level 6 monster takes 30 minutes and so on. Also, Spells and Traps have a cooldown period after usage and a "Pseudo-Level" which affects how long it takes for them to come off cooldown. If you visit a town with an Inn or some kind of resting spot in a dungeon, you can automatically recharge your monsters, spells and traps.
Another option could be to instead have the perma-death but periodically throughout the game you can find ritual circles where you can pay to have your monsters revived using in game currency. Maybe 100 gold per level for an Easy mode, 500 gold per level for a normal mode, and a whopping 1000 gold per level for a hard mode. Any kind of competition or speed run for the game would require the player to be on hard mode.
If it was my choice, I'd make it so the players have a slowly recharging energy bar. Spells used immediately eats however much it costs Traps used eats the cost immediately and the energy will not start to recover until after the trap's effect is gone Continuous spells that are already on the field eats a maintenance cost with set interval, which would be mentioned on the card Monsters don't have a summon cost, but does have a removal cost, if a monster is removed from the field while in combat then the cost gets eaten and the energy recovers at half the normal speed
In the event of the flying machine I think it might b like the desert, where if you don't already have time wizard you need to buy it or do a side quest
Also I just thought of this, dark hole definitely needs to be banned in that game. Cuz otherwise 1 copy can just let you walk past any boss. If we add the "only once" rule it does mean only 3 times but still feels kinda op in a game where you don't have to draw
@@ryuudraco592 The black hole spawned might be too small for boss monster or something. When we see trap hole activated it didn't actually catch a monster, so it might now have the exact same effect as the spell.
@@VanishEclipse4867 true, but as we haven't seen anything that says they are we can only go off card effects, and the end boss isn't immune to spells, infact most early monsters aren't. And while trap hole could be argued since "flying creatures can fly over it" dark hole assuming it works like a black hole would destroy any monster, npc, or non indestructible object, thus as is dark hole makes the whole game nearly trivial, and if we implement the 1 spell 1 use patch that's still 3 encounters, which while better no game should have a free kill button
me too but legendary heroes was the best part of it to me. it was soo good to get more mai and kaiba screen time before things got crazy in battle city.
Kaiba and Gozaburo both build a virtual world, Gozaburo made it for Noah , Kaiba created a princess that looks like Mokuba to rule over his world. Damn every DM episode in a virtual world felt like a fever dream.
Suggestions for rules: 17.1- Zombies ONLY gain the resurrection ability while in the graveyard. 30- Like Duelist Kingdom, certain monster types will gain an ATK/DEF boost while in certain locations. (Example: Insects will gain a 10% boost while in the forest but no boost in the castle) 31- Vice versa certain types can lose ATK/DEF if in an incompatible environment. (Example: A Fish monster can receive a 50% loss in ATK/DEF while in the desert.) I think it'd make it more strategic when it comes to deck building for this type of game.
17.2 If you use a field card to turn an area into a graveyard then the resurrection ability will last as long as the field card is on the field. 32- All field cards effect only the duel arena not the whole level. 33- All field cards can be used only once per level.
Personally, the "pay to win" aspect should just be in game currency you obtain throughout the game. Yes, if this was an online game, there would be an incentive to cheat out buying gold, but I doubt Kaiba would allow anyone to pay their way digitally and not with their own cards they bought using real money.
Well, this version of Duel Monster Quest wasn't actually released by Kaiba Corp, so if it was released after battle city, perhaps it was tweaked. Sure we never saw it released, but Kaiba Corp has been busy offscreen. By Yu-Gi-Oh GX we get the implication that Kaiba Corp owns the internet somehow. I interpreted this to mean they owned all the physical DNS servers and most people on reddit agreed that was probably the case when I brought up that possibility, but another interpretation is that they owned every site. A third interpretation is that the internet in YGO is a walled garden with multiple content creators but Kaiba Corp controlling who can put stuff up. That's just one example of his company being busy while not showing us any progress of how they got there, presumably because none of them involve playing Duel Monsters (or even games of any kind). So while we never see Duel Monster Quest released, it is possible Seto Kaiba tweaked it and then released it between the seasons.
At this point in the story Kaiba Corp didn't own Dual Monsters, so people paying for digital cards would create a profit that buying real cards wouldn't.
@@sheridanroad2001 They don't own Duel Monsters even in GX. Industrial Illusions was still around doing business. They seem to have a partnership with Kaiba Corp though given that Kaibaman by then was an official TCG card both out of universe and _in-universe_ too. My guess it's similar to when Konami partners up with some other Japanese companies to produce a card, although for Konami this so far has been limited to individual cards and never an archetype.
It seems like a fun way for a yugioh ttrpg. Would love to see an actual ruleset based on this, maybe even with some starting decks to pick from. I especially like the patch notes you added to make it way more playable.
It sounds like a super fun idea. I'm sure there are some super cheesey decks you could bring like madolche to recycle everything forever, or just sit on Cauldron of the Old Man to slowly regen a massive amount of LP. but, that's for the DM to curate. It'd be neat to see a group of friends build their decks together to solve certain "niche" in the party. Like an Aromage deck to regen lost LP between the party, and Crusadia or Photons to put down big number to beat the "Probably a Towers" boss. The "Once a Card is Gone, It's Gone" clause makes it real interesting, as he said, it's now about conserving your resources until you need them so you don't risk your powerful finishers. DMing for it will be a nightmare though, as once some dumb shit gets on the field, it's will be a pain in the ass to get off of the field. like C101. or Floo anything. And should the players start running out of stuff in the dungeon, it begs the question do you let them go back to restock? Also, getting Flanked is gonna be weird.
There are _various_ attempts to create a Yugioh TTRPG. Some are simply using some traits in already existent systems: There are homebrew classes for a Duelist in D&D, as well as those videos like "how to play as Yugi/Kaiba in D&D"; there are anime-based TTRPGs which make a duelist easier to make, such as "Big Eyes, Small Mouth" and "Defenders of Tokyo"; there are even TTRPGs focused on the Card Battle genre itself, such as "Card Games in Dangerous Places" and "Hyperdimensional Card Battle RPG Card Ranker".
Didn't see anybody mention it but I just noticed at 8:55 when Time Wizard is doing his Time Magic we can see Earthbound Immortal Rasca's lines Edit: When you activate Time Magic Earthbound Immortal Rasca should appear as a boss if you destroy Rasca add it and all cards previously destroyed to the deck. I feel like that's a solid rule
Thats more the Nazca Lines of the Condor, which is mainly served as a hint. Remember, this is DM, not 5D's. Rasca hasn't came out yet at that time Though it would be funny to just summon an Earthbound immortal to 1v1 against a goddamn Boss and have a whole Kaiju fight set up
@@GamerXYZ1009 I believe one card was called Earthbound Spirit, but that's about not being able to pass on. Lore-wise they existed, but weren't cards yet. A retcon of sorts. In this case, Kaiba saw Rascal's lines and thought it'd fit. Though, it's likely tied to the machine, not Time Wizard.
Seeing this makes me think you might plan to do either Was Noah about to beat Kaiba/Yugi or Was The Big 5 about to beat Yugi/Joey. Appropriate as both duels and this mini arc are set in a virtual world.
There really needs to be a fully fleshed out Yu-Gi-Oh rpg where the classes could be represented by a simple deck first that has some rank up options, like a mage would start with a spellcaster deck which you could later specialize into either a Silent Magician or Dark Magician deck, or a dragonmaster class which could go into either a Red-Eyes or Blue-Eyes deck
I like to think that every card that was a roadblock could be obtained either via a sidequest like Niwatori or be bought, like same thing happens with Sword and Shield if they have to get past the zombies, Yugi and Joey just ended up having all the cards they needed already except Niwatori which makes me chuckle that Joey outsmarted Kaiba's microtransaction which probably really pissed him off, it is an RPG after all they just basically did the grind-free speedrun route
If they could do an Anthology series where we get the backstories for some sets & series of cards, then that would be SICK!!!!!!! Like how they designed the Cyber Dragons, or the origin of the Elemental HEROs, etc.
I'd like to point out that you should probably also have the ability to "rest", thus your deck can be replenished. However, that would raise the question of why your Lifeponts don't reset too. Or perhaps (what was in the original rules) you get back a destroyed monster (maybe even spells and traps) AFTER you advance to the next "level".
Kinda curious if Takahashi actually referenced this arc years later. The prequel to DSOD involved Kaiba working on a virual world in which players also could roughly duel each other. Combined with DSOD also giving Obelisk it's anime only second ability it seems like Takahashi must've been going through the anime and working ideas he liked
The only DM movie before DSOD is Pyramid of Light, and I'm thinking you're talking about his duel simulator at the start of the movie. That isn't in any way cannon and it's not a prequel. it's just a movie that came out in 2004, and that's the movie that Obelisk's infinite attack effect is showcased
@@XXMatt0040XX Naw I'm not talking about pyramid of light; I'm talking about Transcend Game which is a manga prequel to DSOD. Kaiba makes a virtual world called Duel Links there and towards the end of it he sees Atem sees Atem in that world and believes the Atem he saw was real (obviously setting up his motivation in the film). Also Obelisk's infinite attack ability was always there in the manga; the test duel hinted at it in both the manga and anime and Yami using it against Marik is in both as well (how Ra tanks it is different.) The damage dealing effect was anime only originally but DSOD debuted it for the manga continuity.
Since it’s D&D basically, maybe also have it where if you can do that, then you’re able to (like the Summoned Skull and his lightning attack against the Great Moth while wet from the rain). This will ensure that some people may be a better value on certain mechanics like crossing the dessert or having special abilities to do and complete certain task because that player’s deck has the answer
Honestly, if I played D&D I would love to set up a campaign using some of these ideas. Give each of the players a random deck of cards and simply go from there.
To make the game more manageable and interesting I propose for there to be a way to regain your spells and traps through special NPCs that are fully fleshed out as autonomous characters and by completing ever changing quests for them. For example any card that summons some kind of contraption would likely have some kind of mechanic or archeologist that could repair those cards. A powerful wizard, fairy, or spirit could restore your spells depending on the card itself, and you could go to the Traptrix to possibly fix your trap hole cards. This could help make the world feel even more alive. It would also be greatly appreciated if you could physically fight alongside your summons or battle these creatures yourself. It would be nice to be able to do something yourself and not be wholly reliant on summoning. Maybe if you do well enough you could get a card based off of you and your adventure.
That sounds pretty cool honestly. I can imagine a side quest where the goblin attack force is struggling to kill invading zombie monsters so you and your party have to assist them. And as a reward you get goblin attack force as a one time summon
I think maybe a difficulty setting would be interesting for the whole "revived monsters" thing. So easy would let you bring them back indefinitely, medium would only let you bring them back at the completion of each level, and hard would make it permadeath. But yeah. This is basically YGO DnD. It seems fun, and I would be down to at least see an official rulebook printed and some reprinted cards for people to just have fun with the game.
Here is an idea Level 4 and below: can revive as many times as needed Level 5-6: revive once only Level 7+: permadeath unless specific spell or effect monster is used Spell and trap cards would be on a cooldown cycle depending on how good they are. Idea: add a revive mechanic in the game but it costs in game currency and rises depending on how many stars the monster is or it’s effect
I would replace rules 5 and 6 with a single rule that a player is limited in the number of total levels they can use in a particular situation. That limit could be increased over the course of the game to allow bigger monsters or more versatile combinations. I like the kind of deckbuilder games where you have to play with the half-finished deck, so a form of progress that encourages you to include cards to help you survive the early game appeals to me. Combine that with situational bonuses for certain monsters (and maybe randomise which levels are in play for different runs through the game) and there are some interesting decisions to make about what cards you take with you.
While it does force players to do a side quest, having multiple options on story progression only makes sense. Like you could use a Niwatori to cross the desert, or you could use various cards with a signifier of a "desert offroad traversing monster" like Overdrive. They could be linked to different side quests but also be forced to be certain monsters that you likely wouldn't see in a deck (unless they're speedrunning) if you really wanted to have a player do a side quest. This would make multiple playthroughs more fun.
If I remember correctly there was a monster that was creating the sand tornadoes, so if you have a strong enough wind monster in your deck you should be able to pass by destroying the monsters.
Actually I think you should be able to refresh your deck and life points in town for an increasing price at an inn. First there’s only one town so if you get ran out the town then you lose your ability to refresh but at the same time you have to pay a certain amount to refresh yourself
I always wanted that this arc was a real game, It could be like a mix of Legend of Zelda and Pokemon (collecting all the monsters) I can imagine side quests like going to the mausoleum of white, where the npc's are blue-eyes human cards (like sage with eyes of blue), and you need to rescue Maiden with eyes of blue of something and the reward is a Blue-eyes white dragon and stuff like that
I’d think it would be interesting if certain types of monsters had type effects like how zombies could revive like only winged beasts and dragon monsters could be able to attack in the air, spell casters could copy spell cards, machine monsters could be extremely resistant to physical damage, stuff like that so that each type of monster made it feel like picking a class in an rpg. Also another cool rule to add is a sort of rest mechanic like if you stay at an inn you could recover some lp or a card used in the previous day. Just thinking that a yugioh style role playing game would be more interesting if it had more rpg elements
The Duel Monster Quest is based on an actual RPG Game so I'd structure the rules as such: FIELD RULES. 1.Each Player starts with a weak premade deck. 2.Each Player starts a new game with 4000LP. 3. The Player can use the Monsters/Spells/Traps in your Deck to clear obstacles(Depends on factors). 4. LP scores return to 4000 and all GY and Banished cards return to the deck when interacting with Save Spots found only in towns(they look like resting places). 5.Players can buy Spells/Traps and *Capture Cards from stores(they can also buy Monsters, but they're much more expensive). WILD MONSTER BATTLE RULES: 1. The Player always start with 5 Cards in their hand at the start of the battle. 2.The CPU opponent starts with 0LP and a preset Board of Monsters/Spells/Traps with the Face-Down ones of the latter being invisible to the Player's eyes(The Player can still see a counter of how many Face-Downs their are though). 3. Opponent's Field Spells cannot be removed from the Field by any means(even by rules). 4. Opponent is unaffected by Battle/Effect Damage. 5. The Player can use *Capture Cards to add Opponent's Monsters to their inventory(Any use causes a Turn End)(Capture Rate is based on Dice and Monster LV: 🎲 》✨️=Success)(depending on Story plot, Capture Cards cannot be used). 6. The Player loses if LP drops to 0 or from Deck Out. 7. Opponent loses if all Monsters in Opponent's Monster Zones are removed. 8. The Player gets Gold based on the combined LVs of Monsters destroyed in Battle while only getting a very tiny margins for all cards destroyed by Card Effects. MISCELLANEOUS: 1. Battle between Players runs on the Yugioh OCG/TCG Format. 2. The Player can gain Items, Gold and Cards by completing Side Quests or winning in Tournament Arenas (Cards obtained from Side Quests cannot be sold at shops).
For rule 9: I wouldn't add that as a permanent feature. Maybe Players can increase their LP but only under certain areas or have a LP cap on how many you can gain per effect/use. Maybe like there is a 'class' system like a healer deck or maybe rest at an inn. BUT if the game detect that if some player are slacking off, a certain monster will appear and punish them for not playing the game. Also if they want to buy card they can do some side-quests for gold or whatever currency in game.
For Point 27. Just put the Time Wizard as an buyable card in the shops for these Players who found out about the flying machine so that they can buy and use it.
…As much as I hate how much Kaiba hates on Joey… he probably did… though Yugi was the original owner of Time Wizard, and is the only one who has Magical Hats as far as I know… so, maybe he looked at both of theirs?
Patch notes: Monsters gain exp and level up as you use them. When a monster increases in level they can either increase in stats or gain new abilities based on the players decisions. Also each type should get their own unique effects not just the zombie monsters.
Patch note: supplemental. All level 5+ monsters are turned into equivalent level 4 or lower monsters and must be leveled up. IE REBD would become red eyes chick. Dark Magician girl would become a apple magical girl ect and must level up?
For the Time Wizard thing... it could be like Niwatori where there is a "side quest" of sorts to either get the card, or convince a Time Wizard NPC to help you out.
Hmm since you mentioned nuzlock, that gave me an idea for an additional rule. This rule is for the meta rather than the anime since the anime hardly uses this rule. They are: For beginners you're life points will be 8000 For moderate players you're life points will b 4000 And for veterans/ experienced players, you're lifepoints will be 2000 That way the game can be harder/easier for the players who want different experiences. You can even use the 8000 life points to just dick around todo all of the side quests without doing the main story. Like a traditional RPG lol
Yugi had both Dark Magician (carried by harpy lady) and the Dragon of Winged Fortress (flying the crew) out during the sky battle when the ship went down.
I think other cards that involve 'time' effects can be used for the flying machine. Like the Time Machine Trap card, Timelords, Or maybe cards could be used as a gateway or Portal to the Dark Castle, Like Gateway to the Dark World, and Different Dimension Portal Just a thought
A rule that I would add is that every duelist has an extra deck for cards that are need to progress in the game, the extra begins the game empty but it will fill as you obtain the cards however to ensure that they aren't used before they are needed to progress they can't be used in battle until they after they have served their function.
The only thing, I would add on and wasn't mention (so far) is: To implement more levels. 8 Levels + 1 secret Level is a bit low. Maybe some sort of a fetch quest, where you have to visit different terrains (with villages/citys), to obtain a permission to participate in the arena.
I imagine the thing about the flying machine is that there is a Time wizard you could earn through a side quest. Likewise, if a player entered the game with niwatori in their deck, they can skip that side quest and immediately cross the desert
Since I saw it as an RPG I would add a Player level and they can only summon monsters relative to their level. Like a Player level 1 can only summon a single level 1 monster. But a player level 10 could summon either one level 10 monster, two level 5 monsters, or any combination that doesn't exceed their level
Difficulty settings Beginner-certain effects like zombie revival isn’t a thing side quests are easier and cards can be used once per level Standard- mostly what we see in the show aside from the idea that cards now function the way you stated once per game Hard- deck size is limited as are the legal cards and enemies are also stronger As for Time Wizard odds are there’s probably some side quest that would allow you to get it that was unnecessary same for the zombies a speed run could be very interesting
So my things about this game is you'd have to make it winable. Now depending on the length your deck may last the whole time or it may not. To make it fair they need to implement a timer.on cards. Or make only a few cards available then after a certain amount of time you get more. Any cards used can be used after a certain amount of time has passedm stronger cards will take longer. And gimmicks like the ancient flying machine needs an in game way to get them to work not require a card like the time wizard. And if those cards are required, put them in the shop to buy with in game currency
In regards to the whole 'you can spam your best monsters' thing, there seems to be an easy 2-step solution to the issue. 1) Include some sort of resource that isn't easily replenishable that you need to summon monsters. This way high level monsters can cost more of said resource. You can call out your Blue Eyes to destroy some measily level 2, but it's drastic overkill and will cost you a lot if you try to spam it. Plus, as the game progresses, your resources will likely expand meaning later levels with harder monsters will have you able to call out your own monsters more often. 2) When a monster is destroyed it can't be used again until you reach a rest/save point and/or use a resurrection-type spell on it. This is early enough that they wouldn't have a problem with the massive amount of ways to get cards back from the GY. More to the point you're going to fight monsters that you're going to lose against; so losing your best monsters with little to no way to get them back would mean an end to your run (and likely a PO'ed gamer never playing again). Remember, Nuzlock's are completely optional and done for fun; not a style of play forced upon the player. This way there's a cost for losing a monster beyond LP; but it's not a game over if you lose your stronger monsters to either cheap tricks or a strong foe.
I would assume that since Niwatori is a required card, and it can be won in a side quest, there likely is some other quest that could earn a player the Time Wizard. So I guess an added rule would be that if any cards needed for game completion are already in your deck and can still be utilized, then the player can circumvent the side quests.
I have an idea as to how things would be altered for a real version. 1. Nobody is getting trapped in the game. They just go back to the last town or save point they were at as if time rewinded, meaning they have their cards and gold from the last time they entered a town/saved. 2. Cards and LP can be restored at specific areas, many of which are found in towns. Basically, Pokemon Centers for cards. However, there is a cool down period for these restoration areas. This allows players to use their deck's cards with some leisure and take hits without panicking, but they will still need to think carefully. 3. In pvp, your monster can attack directly if your opponent doesn't have a monster out. 4. Main quest areas will not force specific deck requirements. You can go into the end game with your favorite Lunalight cards without fear of getting kicked right out. 5. It's an MMORPG, so you and some friends can enjoy this quest simultaneously. (Be on the lookout for Chazz's#1Fan, that'll be me!)
Taking actions in-game to win in-game currency and using said currency to improve your character isn’t micro-transactions, isn’t unusual, and isn’t bad. It’s an RPG mainstay in everything from Dungeons and Dragons to Mega Man.
You could really push the archetype stuff from just zombies, Like machines are unaffected by spells and traps, insects can swarm the field and let you have multiple Monsters, you can ride dragons etc etc But what else would be cool would be a monster ace affinity system! You could nominate a pseudo deck master to be your ‘character’ it’s always summoned and is the leader of your deck. You can level up your monster ace and have it learn abilities and with enough affinity- can let you combo with your other cards! Like for example, if dark magician was your ace he can learn dark magic attack as an ability (you don’t need the card anymore) maybe learn magical hats, get artifacts like the magicians rod and robe, and maybe even dark magician girl as a free summon when your ace has enough affinity. It could be cool to have like maybe 2-3 monsters you can swap and sub to be your ‘ace’ like a party system
The zombie monsters ruling was because of call of the haunted being the field spell in the anime it was shown to count as a magic card even tho a trap color (bones brings it up
Konami really needs to get on some of these alternate game styles. There's a goldmine of experimentation right there for them. Cross Duel is *neat* , but a full on RPG version of the card game or a real life version of Dice Monsters has been kinda long coming
The whole thing of not needing to tribute came from the First Version of the Game in Japan where Stars were used to Calculate Victory points. Played more like Modified Poker Deck War. Every turn each player draws until they have five cards in Hand. Each player could Choose to lay One Monster in Attack or Defense Position and Character Card. The person Whose Attack or Defense Power (Depending on position monster was laid) with Character Modifier was highest Won that Round. The player who won the round put their card Face up in Discard Pile and Losers Face down. After Decks One players deck was depleted, the Stars of the Face up cards in each Players' Discard pile were added then Stars of Face Down Cards in Discard pile were subtracted from the Face up Total. Character card effects such as Force Opponent's Monster into Attack/Defense Position; Force Opposite Position declared by Opponent; Automatically win the Round (Yugi Card, what Else); etc
Always thought the idea of cards doing what they show on the card outside of duels really cool. Trap Hole here and Bakura using Chain Energy against Pegasus goons
Funny enough in the subs the game was made by the big 5 and used it to challenge Kaiba that "if Kaiba wins then the big five are fired from Kaiba corp."
The game was set up in a way were the duelist had the power of recycling the cards they essentially had the power of monster reborn and trap and spell recovery. The reason why you can summon monsters without sacrificing is because you can’t protect yourself from wild monsters. Limited resources as decks usually have a 40 to 60 cards and no loss by deck out essentially means you have to duel until someone runs out of life points. So you can use the monster and traps in your grave. Since you are only allowed one normal summon per turn either from your grave or hand you can probably use monster reborn to get an extra special summon during your turn. Because being able to summon monsters from your grave kinda makes it useless to have monster reborn unless you’re allowed to use it for an extra summon during your turn by maybe taking your opponent monster.
If I were given a copy of the rulebook and allowed to do whatever I wanted with it, I'd do the following: -Due to the limitation of only one card on the field at a time, I'd allow bouncing cards at the end of "combat", but limit cards to one use per level, i.e., if you lose a bunch of monsters during your trek through the graveyard, you can't use them again until you reach the Market Town, basically a soft-core version of your nuzlocke rule. I'd imagine you could still do a nuzlocke manually, which is part of the fun is doing it intentionally imo, so yeah. -Card shops would sell crappier versions of the cards needed to do certain things during the game, i.e., you could buy a camel-type monster card from the shop to skip the side-quest, but its a lot slower or has a chance to fail, requiring you to buy another one. For the graveyard, maybe sell Fairy Box or something similar? Forcing the player to rely on luck or do a side quest to get a Sword and Shield or similar effect that would work without gambling. Can't really think of many cards with effects similar to Time Wizard. Maybe Time Machine as a card that costs life-points to do the same thing as Time Wizard in this case? and of course Time Wizard being a quest reward. I'd also probably divvy up some of those required cards in areas that don't include the puzzle they're used in, i.e., the quest for Shield and Sword could be in the Forest, since you're not likely to bump into an NPC while trekking through the graveyard. -Maybe a lives system, since it seems like it could have been a fairly long game for a virtual reality shtick, bouncing you back to the previous "save point" which would be the Market Town, the Castle or the Ancient Flying Machine's position once you get it. Seems a bit harsh to repeat the whole game for getting dinged and chipped the whole way. On that note, could do a Final Fantasy thing where the flying machine opens up some overworld areas you could explore and side-quest in before going to the final boss.
This is somehow like a mix of Yu-Gi-Oh and Final Fantasy. Niwatori resembles a Chocobo and of course... That's right, Yugi somehow resembles Cloud Strife from Final Fantasy 7, a spikey-headed dude with split personality and also the ancient ship is also similar to FF7's Highwind or FF8's Ragnarok.
Not only that, but Mai also shares her last name with Vincent, a former member of the Turks. Plus, Kaiba's first name, Seto, is also the name of the father of Red XIII a.k.a. Nanaki that got turned to stone at the top of Cosmo Canyon due to having a lot of poisoned lances poking out of him from an attack by the GI tribe.
I can still remember being a kid and wanting this version of Yu-Gi-Oh to be made into a game so impossibly much. Hell, I still kinda wanna see this concept become a real game
The only two things I would add is #1: Banishing or returning to deck or hand only works for a very short time like 30 seconds thus forcing people to build more old school decks. #2: Limit the amount of omni negate cards in the game
1 More discrepancy regarding the last few rules. The Big 5 Also hacked the game so that you can ONLY use Dragon Monsters against it. Pretty sure in the actual game, you'd be able to use other monsters, but the Big 5 REALLY wanted Kaiba to just Go Away, so they had to bend the rules a bit to ensure such is the case
Begs the question, how did their bodies die IRL when they hacked the game in a DESPERATE attempt to end Kaiba in the game? I thought they hacked on a computer from the sidelines and stuff...
I could a version where 1. before a encounter, you have your opening six cards and a minute to decide what you are going to use in that encounter. 2. one time use cards and destroyed monsters are sent to the graveyard 3. you can use other cards during and outside an encounter but without that one minute pause 4. after an encounter, monsters that aren't destroyed and equip spells go back to your hand and your hand reloads to six 5. the environment matters so a monster that realistically can only swim is useless in a forest or something like that. 6. you could physically ride certain monsters. That's what I got so far.
I can just imagine the real life version of this game having Fire Emblem job classes and I would like to have the modern setting such as casual mode that first appeared in New Mystery, Awakening, and all the way through Engage. Plus, I would like to have the concept of returning to the last area that you saved your game if your life points hit 0, like a church or something like what happens in the Dragon Quest franchise.
I have a feeling that if none of the players started with Time Wizard in their deck, they could probably buy the card
Alternatively a side quest in the castle about an ancient sorcerer maybe leading to another area to find their mystic tome with alchemy and random contraptions leading to the discovery of time wizard as an automoton
Time Machine is a card that existed in the Anime, so I believe that could also be used for the task.... Bandit Keith could have completed the quest unironically
@@BrandonLee365 a problem for that might be bringing the flying machine to the present
I would say you probably have to go on a side quest to get it. There's also the trap card time machine.
or gain through sidequest
It's simple, while Joey having it helped automatically acquire the flying machine, there would just be a side quest to acquire the time wizard card, or possibly find a mage like the sage created from the Dark magician and the time wizard who could manipulate time and bring about the flying machine.
Or, alternatively, the game’s code contains many possible puzzles the players would need to overcome at this stage of the game, but only one is presented on any given play through, and the one the game chooses is based on what cards the players have.
About Rules 7 and 8. How about Monsters that are destroyed have a "Recharge" period depending on their Level. A Lv 1 monster takes about 5 minutes to recharge and become summonable again while a Level 6 monster takes 30 minutes and so on. Also, Spells and Traps have a cooldown period after usage and a "Pseudo-Level" which affects how long it takes for them to come off cooldown. If you visit a town with an Inn or some kind of resting spot in a dungeon, you can automatically recharge your monsters, spells and traps.
But Joey lost his flame swordsman and went to a vendor to purchase a new one and it was very over priced
Another option could be to instead have the perma-death but periodically throughout the game you can find ritual circles where you can pay to have your monsters revived using in game currency. Maybe 100 gold per level for an Easy mode, 500 gold per level for a normal mode, and a whopping 1000 gold per level for a hard mode. Any kind of competition or speed run for the game would require the player to be on hard mode.
@@yugi67 I would dedicate all my money to keeping my beloved blue eyes white dragon active on the field
I agree then there should be a recharge for how long until you can reuse your cards
If it was my choice, I'd make it so the players have a slowly recharging energy bar.
Spells used immediately eats however much it costs
Traps used eats the cost immediately and the energy will not start to recover until after the trap's effect is gone
Continuous spells that are already on the field eats a maintenance cost with set interval, which would be mentioned on the card
Monsters don't have a summon cost, but does have a removal cost, if a monster is removed from the field while in combat then the cost gets eaten and the energy recovers at half the normal speed
In the event of the flying machine I think it might b like the desert, where if you don't already have time wizard you need to buy it or do a side quest
Also I just thought of this, dark hole definitely needs to be banned in that game. Cuz otherwise 1 copy can just let you walk past any boss. If we add the "only once" rule it does mean only 3 times but still feels kinda op in a game where you don't have to draw
@@ryuudraco592 The black hole spawned might be too small for boss monster or something. When we see trap hole activated it didn't actually catch a monster, so it might now have the exact same effect as the spell.
@@jobhunter5090
Yeah like in the Dragon Quest games Kamikazee can't be used on most bosses.
@@ryuudraco592 Dark Hole doesn't need to be banned if bosses are immune to these kinds of cards.
@@VanishEclipse4867 true, but as we haven't seen anything that says they are we can only go off card effects, and the end boss isn't immune to spells, infact most early monsters aren't. And while trap hole could be argued since "flying creatures can fly over it" dark hole assuming it works like a black hole would destroy any monster, npc, or non indestructible object, thus as is dark hole makes the whole game nearly trivial, and if we implement the 1 spell 1 use patch that's still 3 encounters, which while better no game should have a free kill button
Love that arc! it's got everything: the debuts of Rebecca+Duke and the precursor to S3's "Virtual World" Arc!
me too but legendary heroes was the best part of it to me. it was soo good to get more mai and kaiba screen time before things got crazy in battle city.
Kaiba and Gozaburo both build a virtual world, Gozaburo made it for Noah , Kaiba created a princess that looks like Mokuba to rule over his world. Damn every DM episode in a virtual world felt like a fever dream.
Suggestions for rules:
17.1- Zombies ONLY gain the resurrection ability while in the graveyard.
30- Like Duelist Kingdom, certain monster types will gain an ATK/DEF boost while in certain locations. (Example: Insects will gain a 10% boost while in the forest but no boost in the castle)
31- Vice versa certain types can lose ATK/DEF if in an incompatible environment. (Example: A Fish monster can receive a 50% loss in ATK/DEF while in the desert.)
I think it'd make it more strategic when it comes to deck building for this type of game.
17.2 If you use a field card to turn an area into a graveyard then the resurrection ability will last as long as the field card is on the field.
32- All field cards effect only the duel arena not the whole level.
33- All field cards can be used only once per level.
Filler in the Yu-Gi-Oh anime was pretty wild now that I think about it. 😂
Season 1 especially.
@@RedDragonForce2 Season 01 was a rollercoaster.
Except most of season 1 was adapted from the Yugioh duelist manga while virtual, doma and KC grand championship was filler
@@JaimeD. I especially like the filler in seasons 3 and 4.
Personally, the "pay to win" aspect should just be in game currency you obtain throughout the game. Yes, if this was an online game, there would be an incentive to cheat out buying gold, but I doubt Kaiba would allow anyone to pay their way digitally and not with their own cards they bought using real money.
Well, this version of Duel Monster Quest wasn't actually released by Kaiba Corp, so if it was released after battle city, perhaps it was tweaked. Sure we never saw it released, but Kaiba Corp has been busy offscreen. By Yu-Gi-Oh GX we get the implication that Kaiba Corp owns the internet somehow. I interpreted this to mean they owned all the physical DNS servers and most people on reddit agreed that was probably the case when I brought up that possibility, but another interpretation is that they owned every site. A third interpretation is that the internet in YGO is a walled garden with multiple content creators but Kaiba Corp controlling who can put stuff up. That's just one example of his company being busy while not showing us any progress of how they got there, presumably because none of them involve playing Duel Monsters (or even games of any kind). So while we never see Duel Monster Quest released, it is possible Seto Kaiba tweaked it and then released it between the seasons.
At this point in the story Kaiba Corp didn't own Dual Monsters, so people paying for digital cards would create a profit that buying real cards wouldn't.
@@sheridanroad2001 They don't own Duel Monsters even in GX. Industrial Illusions was still around doing business. They seem to have a partnership with Kaiba Corp though given that Kaibaman by then was an official TCG card both out of universe and _in-universe_ too. My guess it's similar to when Konami partners up with some other Japanese companies to produce a card, although for Konami this so far has been limited to individual cards and never an archetype.
It seems like a fun way for a yugioh ttrpg. Would love to see an actual ruleset based on this, maybe even with some starting decks to pick from. I especially like the patch notes you added to make it way more playable.
It sounds like a super fun idea. I'm sure there are some super cheesey decks you could bring like madolche to recycle everything forever, or just sit on Cauldron of the Old Man to slowly regen a massive amount of LP. but, that's for the DM to curate.
It'd be neat to see a group of friends build their decks together to solve certain "niche" in the party. Like an Aromage deck to regen lost LP between the party, and Crusadia or Photons to put down big number to beat the "Probably a Towers" boss. The "Once a Card is Gone, It's Gone" clause makes it real interesting, as he said, it's now about conserving your resources until you need them so you don't risk your powerful finishers.
DMing for it will be a nightmare though, as once some dumb shit gets on the field, it's will be a pain in the ass to get off of the field. like C101. or Floo anything. And should the players start running out of stuff in the dungeon, it begs the question do you let them go back to restock? Also, getting Flanked is gonna be weird.
Or you know they could make a vr game like this.
There are _various_ attempts to create a Yugioh TTRPG. Some are simply using some traits in already existent systems: There are homebrew classes for a Duelist in D&D, as well as those videos like "how to play as Yugi/Kaiba in D&D"; there are anime-based TTRPGs which make a duelist easier to make, such as "Big Eyes, Small Mouth" and "Defenders of Tokyo"; there are even TTRPGs focused on the Card Battle genre itself, such as "Card Games in Dangerous Places" and "Hyperdimensional Card Battle RPG Card Ranker".
@@tiozuradasexatas6754 Those last two ttrpgs sound sick but I'm having a bit of trouble finding them through google
I like how our protagonists defeated zombies by basically taking advantage of an “And if you do” clause in the effect, feels oddly realistic
6:33 I think you mean all the first effect must resolve for the second to activate
The original appearance of 5 headed dragon and they haven't stop using it as a boss monster ever since
I only remember one other time when they used it
@@sithlordbeerus503 I think it's something like 4 total appearances, all in filler lmao. But it's nothing to Shunoros
Ikr right remember at the end of ARC-V when Yuya turned into a giant Five Headed Dragon??
@@wyomingptt Dawg I'll be honest, I'm an old fart and fell off after GX.
@@wyomingptt but I've seen clips in different YT videos. Crazy how much staying power FGD has had over the years
Didn't see anybody mention it but I just noticed at 8:55 when Time Wizard is doing his Time Magic we can see Earthbound Immortal Rasca's lines
Edit: When you activate Time Magic Earthbound Immortal Rasca should appear as a boss if you destroy Rasca add it and all cards previously destroyed to the deck. I feel like that's a solid rule
i was thinking
"RIDE ON THE BACK OF THE INCAN BIRB"
Thats more the Nazca Lines of the Condor, which is mainly served as a hint.
Remember, this is DM, not 5D's. Rasca hasn't came out yet at that time
Though it would be funny to just summon an Earthbound immortal to 1v1 against a goddamn Boss and have a whole Kaiju fight set up
@@Set2Seth Didn't Earthbound Immortals exist beforehand?
Edit: Nevermind I remember what you are talking about lol
@@GamerXYZ1009 I believe one card was called Earthbound Spirit, but that's about not being able to pass on.
Lore-wise they existed, but weren't cards yet. A retcon of sorts. In this case, Kaiba saw Rascal's lines and thought it'd fit. Though, it's likely tied to the machine, not Time Wizard.
Joey was a Dark Signer this entire time.
Seeing this makes me think you might plan to do either Was Noah about to beat Kaiba/Yugi or Was The Big 5 about to beat Yugi/Joey. Appropriate as both duels and this mini arc are set in a virtual world.
There really needs to be a fully fleshed out Yu-Gi-Oh rpg where the classes could be represented by a simple deck first that has some rank up options, like a mage would start with a spellcaster deck which you could later specialize into either a Silent Magician or Dark Magician deck, or a dragonmaster class which could go into either a Red-Eyes or Blue-Eyes deck
The closest I've seen was Falsebound Kingdom which is an RPG in the loosest sense. I still played it a ton, though.
And then skills could be the perks u get when u level up
I would gleefully buy this game without hesitation.
Silent Waifu deck. Hell yes.
Add in romance option and I'll totally play KaibaQuest
@@CoffeeSuccubus yes we need a romance option. Tag force GX was a glorified dating sim, we need a fully fleshed out one
I like to think that every card that was a roadblock could be obtained either via a sidequest like Niwatori or be bought, like same thing happens with Sword and Shield if they have to get past the zombies, Yugi and Joey just ended up having all the cards they needed already except Niwatori which makes me chuckle that Joey outsmarted Kaiba's microtransaction which probably really pissed him off, it is an RPG after all they just basically did the grind-free speedrun route
Alternatively, you can rob all the NPCs and wreck shit.
Konami needs to make anime set entirely in the monster world of Yugioh.
Imagine badass anime fights like Buster Blader vs True Draco.
they could animate the duel terminal Story lines
Some new falsebound kingdom game
I think that's Capsule Monsters.
Im hoping they would do the Albaz one. I hear good things about it
If they could do an Anthology series where we get the backstories for some sets & series of cards, then that would be SICK!!!!!!! Like how they designed the Cyber Dragons, or the origin of the Elemental HEROs, etc.
I'd love to see Yuya in this world. I feel like the digital quests would combine well with Action Duels.
I'd like to point out that you should probably also have the ability to "rest", thus your deck can be replenished. However, that would raise the question of why your Lifeponts don't reset too. Or perhaps (what was in the original rules) you get back a destroyed monster (maybe even spells and traps) AFTER you advance to the next "level".
They should make it so that you can restore it with spell cards.
Kinda curious if Takahashi actually referenced this arc years later. The prequel to DSOD involved Kaiba working on a virual world in which players also could roughly duel each other. Combined with DSOD also giving Obelisk it's anime only second ability it seems like Takahashi must've been going through the anime and working ideas he liked
The only DM movie before DSOD is Pyramid of Light, and I'm thinking you're talking about his duel simulator at the start of the movie. That isn't in any way cannon and it's not a prequel. it's just a movie that came out in 2004, and that's the movie that Obelisk's infinite attack effect is showcased
@@XXMatt0040XX Naw I'm not talking about pyramid of light; I'm talking about Transcend Game which is a manga prequel to DSOD. Kaiba makes a virtual world called Duel Links there and towards the end of it he sees Atem sees Atem in that world and believes the Atem he saw was real (obviously setting up his motivation in the film). Also Obelisk's infinite attack ability was always there in the manga; the test duel hinted at it in both the manga and anime and Yami using it against Marik is in both as well (how Ra tanks it is different.) The damage dealing effect was anime only originally but DSOD debuted it for the manga continuity.
8:50 they could have used the time machine trap card to still time travel to get the machine.
Since it’s D&D basically, maybe also have it where if you can do that, then you’re able to (like the Summoned Skull and his lightning attack against the Great Moth while wet from the rain). This will ensure that some people may be a better value on certain mechanics like crossing the dessert or having special abilities to do and complete certain task because that player’s deck has the answer
Honestly, if I played D&D I would love to set up a campaign using some of these ideas. Give each of the players a random deck of cards and simply go from there.
To make the game more manageable and interesting I propose for there to be a way to regain your spells and traps through special NPCs that are fully fleshed out as autonomous characters and by completing ever changing quests for them. For example any card that summons some kind of contraption would likely have some kind of mechanic or archeologist that could repair those cards. A powerful wizard, fairy, or spirit could restore your spells depending on the card itself, and you could go to the Traptrix to possibly fix your trap hole cards. This could help make the world feel even more alive.
It would also be greatly appreciated if you could physically fight alongside your summons or battle these creatures yourself. It would be nice to be able to do something yourself and not be wholly reliant on summoning. Maybe if you do well enough you could get a card based off of you and your adventure.
That sounds pretty cool honestly. I can imagine a side quest where the goblin attack force is struggling to kill invading zombie monsters so you and your party have to assist them. And as a reward you get goblin attack force as a one time summon
Konami could do cool things with Yugioh there's only one problem there Konami
Equip equip spells and equip monsters to yourself.
I think maybe a difficulty setting would be interesting for the whole "revived monsters" thing. So easy would let you bring them back indefinitely, medium would only let you bring them back at the completion of each level, and hard would make it permadeath.
But yeah. This is basically YGO DnD. It seems fun, and I would be down to at least see an official rulebook printed and some reprinted cards for people to just have fun with the game.
Here is an idea
Level 4 and below: can revive as many times as needed
Level 5-6: revive once only
Level 7+: permadeath unless specific spell or effect monster is used
Spell and trap cards would be on a cooldown cycle depending on how good they are.
Idea: add a revive mechanic in the game but it costs in game currency and rises depending on how many stars the monster is or it’s effect
YGO D&D? No, this is as the name and sprite work implies, YGO x Dragon Quest, the OG console JRPG that also inspired Final Fantasy.
@@destinyshand2049 YGO Dragon Quest is also awesome. Still needs to be made.
“How would you use the time wizard if you dont have it?”
The same way they used niwatoti
The fact I can’t edit the comment to fix spelling niwatori bugs me
Seems that the monsters were summoned once each during each level. I'd say that's a fair rule.
I would replace rules 5 and 6 with a single rule that a player is limited in the number of total levels they can use in a particular situation. That limit could be increased over the course of the game to allow bigger monsters or more versatile combinations.
I like the kind of deckbuilder games where you have to play with the half-finished deck, so a form of progress that encourages you to include cards to help you survive the early game appeals to me.
Combine that with situational bonuses for certain monsters (and maybe randomise which levels are in play for different runs through the game) and there are some interesting decisions to make about what cards you take with you.
While it does force players to do a side quest, having multiple options on story progression only makes sense. Like you could use a Niwatori to cross the desert, or you could use various cards with a signifier of a "desert offroad traversing monster" like Overdrive. They could be linked to different side quests but also be forced to be certain monsters that you likely wouldn't see in a deck (unless they're speedrunning) if you really wanted to have a player do a side quest. This would make multiple playthroughs more fun.
If I remember correctly there was a monster that was creating the sand tornadoes, so if you have a strong enough wind monster in your deck you should be able to pass by destroying the monsters.
I summon shooting quasar dragon to deal with it,
Actually I think you should be able to refresh your deck and life points in town for an increasing price at an inn. First there’s only one town so if you get ran out the town then you lose your ability to refresh but at the same time you have to pay a certain amount to refresh yourself
The game Yugioh the Falsebound Kingdom, which these episodes reminds me of, is IMO the best Yugioh game there is.
Every time I think you've covered every type of duel rules, you come up with something else.
I always wanted that this arc was a real game, It could be like a mix of Legend of Zelda and Pokemon (collecting all the monsters)
I can imagine side quests like going to the mausoleum of white, where the npc's are blue-eyes human cards (like sage with eyes of blue), and you need to rescue Maiden with eyes of blue of something and the reward is a Blue-eyes white dragon and stuff like that
I’d think it would be interesting if certain types of monsters had type effects like how zombies could revive like only winged beasts and dragon monsters could be able to attack in the air, spell casters could copy spell cards, machine monsters could be extremely resistant to physical damage, stuff like that so that each type of monster made it feel like picking a class in an rpg. Also another cool rule to add is a sort of rest mechanic like if you stay at an inn you could recover some lp or a card used in the previous day. Just thinking that a yugioh style role playing game would be more interesting if it had more rpg elements
The Duel Monster Quest is based on an actual RPG Game so I'd structure the rules as such:
FIELD RULES.
1.Each Player starts with a weak premade deck.
2.Each Player starts a new game with 4000LP.
3. The Player can use the Monsters/Spells/Traps in your Deck to clear obstacles(Depends on factors).
4. LP scores return to 4000 and all GY and Banished cards return to the deck when interacting with Save Spots found only in towns(they look like resting places).
5.Players can buy Spells/Traps and *Capture Cards from stores(they can also buy Monsters, but they're much more expensive).
WILD MONSTER BATTLE RULES:
1. The Player always start with 5 Cards in their hand at the start of the battle.
2.The CPU opponent starts with 0LP and a preset Board of Monsters/Spells/Traps with the Face-Down ones of the latter being invisible to the Player's eyes(The Player can still see a counter of how many Face-Downs their are though).
3. Opponent's Field Spells cannot be removed from the Field by any means(even by rules).
4. Opponent is unaffected by Battle/Effect Damage.
5. The Player can use *Capture Cards to add Opponent's Monsters to their inventory(Any use causes a Turn End)(Capture Rate is based on Dice and Monster LV: 🎲 》✨️=Success)(depending on Story plot, Capture Cards cannot be used).
6. The Player loses if LP drops to 0 or from Deck Out.
7. Opponent loses if all Monsters in Opponent's Monster Zones are removed.
8. The Player gets Gold based on the combined LVs of Monsters destroyed in Battle while only getting a very tiny margins for all cards destroyed by Card Effects.
MISCELLANEOUS:
1. Battle between Players runs on the Yugioh OCG/TCG Format.
2. The Player can gain Items, Gold and Cards by completing Side Quests or winning in Tournament Arenas (Cards obtained from Side Quests cannot be sold at shops).
For rule 9: I wouldn't add that as a permanent feature. Maybe Players can increase their LP but only under certain areas or have a LP cap on how many you can gain per effect/use. Maybe like there is a 'class' system like a healer deck or maybe rest at an inn. BUT if the game detect that if some player are slacking off, a certain monster will appear and punish them for not playing the game.
Also if they want to buy card they can do some side-quests for gold or whatever currency in game.
Those smaller arcs with their weird games remind me of the 'Duelist of the Roses' game, that was a pretty fun take on the Yu Gi Oh formula IMO.
For Point 27. Just put the Time Wizard as an buyable card in the shops for these Players who found out about the flying machine so that they can buy and use it.
Either that or a Side-Quest… though, I would think a speed runner would wanna have Time Wizard, just to be on the safe side…
I think Kaiba made the game by looking at Joey’s deck so anyone could beat it
…As much as I hate how much Kaiba hates on Joey… he probably did… though Yugi was the original owner of Time Wizard, and is the only one who has Magical Hats as far as I know… so, maybe he looked at both of theirs?
Patch notes: Monsters gain exp and level up as you use them. When a monster increases in level they can either increase in stats or gain new abilities based on the players decisions. Also each type should get their own unique effects not just the zombie monsters.
Patch note: supplemental. All level 5+ monsters are turned into equivalent level 4 or lower monsters and must be leveled up.
IE REBD would become red eyes chick. Dark Magician girl would become a apple magical girl ect and must level up?
Monster quest vaguely reminds me of the greed island arc of hunter x hunter. I love that arc.
For the Time Wizard thing... it could be like Niwatori where there is a "side quest" of sorts to either get the card, or convince a Time Wizard NPC to help you out.
Hmm since you mentioned nuzlock, that gave me an idea for an additional rule. This rule is for the meta rather than the anime since the anime hardly uses this rule. They are:
For beginners you're life points will be 8000
For moderate players you're life points will b 4000
And for veterans/ experienced players, you're lifepoints will be 2000
That way the game can be harder/easier for the players who want different experiences. You can even use the 8000 life points to just dick around todo all of the side quests without doing the main story. Like a traditional RPG lol
I would love this to be a real game with modifications like a side quest where you can get Time Wizard.
Duel Quest, AKA,Seto Kaiba has a weird concept of his brother and programmed him as a princess
0:28 which is true btw. Man first season was a crazy train.
Flying Machine could be in a really hidden place in the present but everywhere in the past.
Yugi had both Dark Magician (carried by harpy lady) and the Dragon of Winged Fortress (flying the crew) out during the sky battle when the ship went down.
I think other cards that involve 'time' effects can be used for the flying machine.
Like the Time Machine Trap card, Timelords,
Or maybe cards could be used as a gateway or Portal to the Dark Castle,
Like Gateway to the Dark World, and Different Dimension Portal
Just a thought
Maybe there’s a cooldown between how often you can use each card in your deck so you don’t get soft locked if you don’t play as well.
A rule that I would add is that every duelist has an extra deck for cards that are need to progress in the game, the extra begins the game empty but it will fill as you obtain the cards however to ensure that they aren't used before they are needed to progress they can't be used in battle until they after they have served their function.
The only thing, I would add on and wasn't mention (so far) is: To implement more levels. 8 Levels + 1 secret Level is a bit low. Maybe some sort of a fetch quest, where you have to visit different terrains (with villages/citys), to obtain a permission to participate in the arena.
I imagine the thing about the flying machine is that there is a Time wizard you could earn through a side quest. Likewise, if a player entered the game with niwatori in their deck, they can skip that side quest and immediately cross the desert
Since I saw it as an RPG I would add a Player level and they can only summon monsters relative to their level. Like a Player level 1 can only summon a single level 1 monster. But a player level 10 could summon either one level 10 monster, two level 5 monsters, or any combination that doesn't exceed their level
Difficulty settings
Beginner-certain effects like zombie revival isn’t a thing side quests are easier and cards can be used once per level
Standard- mostly what we see in the show aside from the idea that cards now function the way you stated once per game
Hard- deck size is limited as are the legal cards and enemies are also stronger
As for Time Wizard odds are there’s probably some side quest that would allow you to get it that was unnecessary same for the zombies a speed run could be very interesting
So my things about this game is you'd have to make it winable. Now depending on the length your deck may last the whole time or it may not. To make it fair they need to implement a timer.on cards. Or make only a few cards available then after a certain amount of time you get more. Any cards used can be used after a certain amount of time has passedm stronger cards will take longer. And gimmicks like the ancient flying machine needs an in game way to get them to work not require a card like the time wizard. And if those cards are required, put them in the shop to buy with in game currency
In regards to the whole 'you can spam your best monsters' thing, there seems to be an easy 2-step solution to the issue.
1) Include some sort of resource that isn't easily replenishable that you need to summon monsters. This way high level monsters can cost more of said resource. You can call out your Blue Eyes to destroy some measily level 2, but it's drastic overkill and will cost you a lot if you try to spam it. Plus, as the game progresses, your resources will likely expand meaning later levels with harder monsters will have you able to call out your own monsters more often.
2) When a monster is destroyed it can't be used again until you reach a rest/save point and/or use a resurrection-type spell on it. This is early enough that they wouldn't have a problem with the massive amount of ways to get cards back from the GY. More to the point you're going to fight monsters that you're going to lose against; so losing your best monsters with little to no way to get them back would mean an end to your run (and likely a PO'ed gamer never playing again). Remember, Nuzlock's are completely optional and done for fun; not a style of play forced upon the player. This way there's a cost for losing a monster beyond LP; but it's not a game over if you lose your stronger monsters to either cheap tricks or a strong foe.
I would say, given the variety of archetypes in the game currently, it would be fun if there were specific side quests or DLC for these archetypes.
this seems amazing, imagine this in modern yugioh
I would assume that since Niwatori is a required card, and it can be won in a side quest, there likely is some other quest that could earn a player the Time Wizard. So I guess an added rule would be that if any cards needed for game completion are already in your deck and can still be utilized, then the player can circumvent the side quests.
This seems like a great concept for a real yugioh rpg
I have an idea as to how things would be altered for a real version.
1. Nobody is getting trapped in the game. They just go back to the last town or save point they were at as if time rewinded, meaning they have their cards and gold from the last time they entered a town/saved.
2. Cards and LP can be restored at specific areas, many of which are found in towns. Basically, Pokemon Centers for cards. However, there is a cool down period for these restoration areas. This allows players to use their deck's cards with some leisure and take hits without panicking, but they will still need to think carefully.
3. In pvp, your monster can attack directly if your opponent doesn't have a monster out.
4. Main quest areas will not force specific deck requirements. You can go into the end game with your favorite Lunalight cards without fear of getting kicked right out.
5. It's an MMORPG, so you and some friends can enjoy this quest simultaneously. (Be on the lookout for Chazz's#1Fan, that'll be me!)
Taking actions in-game to win in-game currency and using said currency to improve your character isn’t micro-transactions, isn’t unusual, and isn’t bad. It’s an RPG mainstay in everything from Dungeons and Dragons to Mega Man.
When you think about it, the Duel Monsters Quest technology probably eventually lead to VRAINS technology.
You could really push the archetype stuff from just zombies,
Like machines are unaffected by spells and traps, insects can swarm the field and let you have multiple
Monsters, you can ride dragons etc etc
But what else would be cool would be a monster ace affinity system!
You could nominate a pseudo deck master to be your ‘character’ it’s always summoned and is the leader of your deck. You can level up your monster ace and have it learn abilities and with enough affinity- can let you combo with your other cards!
Like for example, if dark magician was your ace he can learn dark magic attack as an ability (you don’t need the card anymore) maybe learn magical hats, get artifacts like the magicians rod and robe, and maybe even dark magician girl as a free summon when your ace has enough affinity.
It could be cool to have like maybe 2-3 monsters you can swap and sub to be your ‘ace’ like a party system
This arc is so cool. I hope you do the True Rules for Capsule Monsters next
The flying machine was based on Nazca Line, which means Yugi and crew were the original Dark Signers.
The zombie monsters ruling was because of call of the haunted being the field spell in the anime it was shown to count as a magic card even tho a trap color (bones brings it up
Konami really needs to get on some of these alternate game styles. There's a goldmine of experimentation right there for them.
Cross Duel is *neat* , but a full on RPG version of the card game or a real life version of Dice Monsters has been kinda long coming
The whole thing of not needing to tribute came from the First Version of the Game in Japan where Stars were used to Calculate Victory points. Played more like Modified Poker Deck War. Every turn each player draws until they have five cards in Hand. Each player could Choose to lay One Monster in Attack or Defense Position and Character Card. The person Whose Attack or Defense Power (Depending on position monster was laid) with Character Modifier was highest Won that Round. The player who won the round put their card Face up in Discard Pile and Losers Face down. After Decks One players deck was depleted, the Stars of the Face up cards in each Players' Discard pile were added then Stars of Face Down Cards in Discard pile were subtracted from the Face up Total. Character card effects such as Force Opponent's Monster into Attack/Defense Position; Force Opposite Position declared by Opponent; Automatically win the Round (Yugi Card, what Else); etc
It's the falsebound kingdom all over again :') such memories
Too bad FGD wasn’t in the game.
Always thought the idea of cards doing what they show on the card outside of duels really cool. Trap Hole here and Bakura using Chain Energy against Pegasus goons
A counter to the one time use is the tornado card that recycles the whole grave and hand to the deck
I really love this series i’m going to miss it when it’s gone.
Sup, I forgot this part of og YGO. Thx 4 reminding me
Now we await the true rules of Capsule Monsters. That’ll be a fun one.
Funny enough in the subs the game was made by the big 5 and used it to challenge Kaiba that "if Kaiba wins then the big five are fired from Kaiba corp."
Yeah, first patch note would be, all cards are available. Forbidden or not, and ya can buy them at shops for slightly higher gold prices.
My favorite mini arc in Yugioh
it was great as it felt like a feelgood team effort by everyone and the payoff at the end was incredible.
The game was set up in a way were the duelist had the power of recycling the cards they essentially had the power of monster reborn and trap and spell recovery. The reason why you can summon monsters without sacrificing is because you can’t protect yourself from wild monsters. Limited resources as decks usually have a 40 to 60 cards and no loss by deck out essentially means you have to duel until someone runs out of life points. So you can use the monster and traps in your grave. Since you are only allowed one normal summon per turn either from your grave or hand you can probably use monster reborn to get an extra special summon during your turn. Because being able to summon monsters from your grave kinda makes it useless to have monster reborn unless you’re allowed to use it for an extra summon during your turn by maybe taking your opponent monster.
Maybe they could get a Time Machine trap card and use it to go to when the machine was
Square enix:i smell an homage...or a lawsuit
So many references to early Final Fantasy games
If I were given a copy of the rulebook and allowed to do whatever I wanted with it, I'd do the following:
-Due to the limitation of only one card on the field at a time, I'd allow bouncing cards at the end of "combat", but limit cards to one use per level, i.e., if you lose a bunch of monsters during your trek through the graveyard, you can't use them again until you reach the Market Town, basically a soft-core version of your nuzlocke rule. I'd imagine you could still do a nuzlocke manually, which is part of the fun is doing it intentionally imo, so yeah.
-Card shops would sell crappier versions of the cards needed to do certain things during the game, i.e., you could buy a camel-type monster card from the shop to skip the side-quest, but its a lot slower or has a chance to fail, requiring you to buy another one. For the graveyard, maybe sell Fairy Box or something similar? Forcing the player to rely on luck or do a side quest to get a Sword and Shield or similar effect that would work without gambling. Can't really think of many cards with effects similar to Time Wizard. Maybe Time Machine as a card that costs life-points to do the same thing as Time Wizard in this case? and of course Time Wizard being a quest reward. I'd also probably divvy up some of those required cards in areas that don't include the puzzle they're used in, i.e., the quest for Shield and Sword could be in the Forest, since you're not likely to bump into an NPC while trekking through the graveyard.
-Maybe a lives system, since it seems like it could have been a fairly long game for a virtual reality shtick, bouncing you back to the previous "save point" which would be the Market Town, the Castle or the Ancient Flying Machine's position once you get it. Seems a bit harsh to repeat the whole game for getting dinged and chipped the whole way. On that note, could do a Final Fantasy thing where the flying machine opens up some overworld areas you could explore and side-quest in before going to the final boss.
This is somehow like a mix of Yu-Gi-Oh and Final Fantasy.
Niwatori resembles a Chocobo and of course...
That's right, Yugi somehow resembles Cloud Strife from Final Fantasy 7, a spikey-headed dude with split personality and also the ancient ship is also similar to FF7's Highwind or FF8's Ragnarok.
Not only that, but Mai also shares her last name with Vincent, a former member of the Turks. Plus, Kaiba's first name, Seto, is also the name of the father of Red XIII a.k.a. Nanaki that got turned to stone at the top of Cosmo Canyon due to having a lot of poisoned lances poking out of him from an attack by the GI tribe.
I can still remember being a kid and wanting this version of Yu-Gi-Oh to be made into a game so impossibly much. Hell, I still kinda wanna see this concept become a real game
The only two things I would add is #1: Banishing or returning to deck or hand only works for a very short time like 30 seconds thus forcing people to build more old school decks. #2: Limit the amount of omni negate cards in the game
for rule 27 why not use the time machine trap card?
Falsebound Kingdom is probably the closest thing we have.
Would love to see rules of the beta duel disk Kaiba creates in season one (the one that he beats Jonouchi and YuGi with)
1 More discrepancy regarding the last few rules.
The Big 5 Also hacked the game so that you can ONLY use Dragon Monsters against it. Pretty sure in the actual game, you'd be able to use other monsters, but the Big 5 REALLY wanted Kaiba to just Go Away, so they had to bend the rules a bit to ensure such is the case
They did keep the Light Attribute part, though… which is weird cause that's LITERALLY the attribute Blue-Eyes IS…
Begs the question, how did their bodies die IRL when they hacked the game in a DESPERATE attempt to end Kaiba in the game? I thought they hacked on a computer from the sidelines and stuff...
You missed one "Summoned monsters can be recalled" Mai does this
Honestly that looks so cool and i hope it to be a real game even if it's VR
Dice monsters was honestly so icon. I’d love to play an updated version of the ADV game today
I could a version where
1. before a encounter, you have your opening six cards and a minute to decide what you are going to use in that encounter. 2. one time use cards and destroyed monsters are sent to the graveyard
3. you can use other cards during and outside an encounter but without that one minute pause
4. after an encounter, monsters that aren't destroyed and equip spells go back to your hand and your hand reloads to six
5. the environment matters so a monster that realistically can only swim is useless in a forest or something like that.
6. you could physically ride certain monsters.
That's what I got so far.
I can just imagine the real life version of this game having Fire Emblem job classes and I would like to have the modern setting such as casual mode that first appeared in New Mystery, Awakening, and all the way through Engage.
Plus, I would like to have the concept of returning to the last area that you saved your game if your life points hit 0, like a church or something like what happens in the Dragon Quest franchise.
Thats It ,Imma run a dnd campain using the duel quest idea ,but im gonna change some of the rules ,and also add some stuff
rest in peace creator of yugi
A patch note: side quests to obtain bls, time wizard, and the Blue-Eyes stuff
He used a pokemon reference in yugioh! Absolutely genius, loved your video keep it up