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AntiMetaman

How to Play Duelists of the Roses Online?

duelists_of_the_roses_card_pack_by_seren

Tabletop Simulator is a game available on Steam for $20. A lot of people don't know this but this game is made in Unity similar to YGOPro 2. It has 3d graphics and is a manual simulator. It is designed to play virtually any board or card game on a 3d tabletop. There is in fact a Duelists of the Roses (DOR) mod that is available and can be downloaded from here: https://steamcommunity.com/sharedfiles/filedetails/?id=378869648 and a 4-player version here: http://steamcommunity.com/sharedfiles/filedetails/?id=800635471

An example demo of gameplay: (The person talking in this video is not me, but a person named NC Lord.)

Those that don't know anything about DOR, it's basically Chess + Yu-Gi-Oh. Instead of a 2x5 field on each Player's side like in TCG/OCG, in DOR, it's a 7x7 field that looks like this:

Spoiler

field4.png

I have created custom card pics using the DOR style here: http://serenade87.deviantart.com/art/Duelists-of-the-Roses-Card-Pack-624591718

 

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These card pics include the deck cost calculation based on the original formula from DOR. All the effects are from the original TCG/OCG game and nothing has been modified. (Other Players have created their own rules for adapting DOR gameplay that do change or rewrite card effect. I do not like this approach as it creates custom cards.) Instead, rules from DOR have been adapted so that they can work with the new summoning mechanics. Rules highlighted in red are official rules of DOR that need to be removed to adapt to current gameplay. Rules in green are the changed rules. These are the following official rules of DOR.

 

Limited Range and Full Range Trap Cards:

The criteria for selecting Full Range and Limited Trap Cards is based on "targeting". If a Trap Card has the words "target" or similar in its card text, it will be a "Limited Range" Trap Card. In addition, if a Trap Card states "a card", "1 card", "a monster", "a spell/trap card", etc, it will also be considered as a "Limited Range" Trap Card. This is based on the pattern of the Trap Cards in the original DOR. All other Trap Cards are treated as Full Range.

 

Deck Costs (Optional):

Deck costs are numbers that represent the "power" or "OPness" of a card. Hence, Players can decide the maximum Deck Cost for a duel so that both Player's decks must not exceed that total deck cost. Deck Cost was also calculated automatically based on the original formula: (ATK+DEF)x.01. This formula only worked for Monsters however. For Spells and Traps, all basic equip cards are 10 deck cost (some such as Megamorph and Invigoration being 15 perhaps due to balance reasons), all terrain / Field Spell cards are 30 deck cost, and the most powerful spells are tiered at 40 deck cost (Tremendous Fire; Solomon's Lawbook), 50 deck cost (Monster Reborn, Dragon Capture Jar, Copycat), 60 deck cost (Graverobber, Magic Drain), and 80 deck cost (Royal Decree, Mirror Force, Just Desserts), with the two highest deck cost cards in the game (Riryoku and Mirror Force) capping at 99 deck cost. An algorithm was used to automatically search through card text and determine what the deck cost would be based on these rules.

 

Generation Format (optional):

DM/GX Generation - No Synchro, Xyz, Pendulum, or Link monsters allowed.

5ds Generation - No Xyz, Pendulum, or Link monsters allowed.

Zexal Generation - No Pendulum or Link monsters allowed.

Arc-V Generation - No Link monsters allowed.

VRAINs Generation - Everything allowed.

The following three formats have been established - Classic, Alternate, and Modern. A Player may choose to play pure Classic, Alternate (Classic with rule alterations), or Modern (Classic+Modern or Alternate+Modern). A player may also choose a Generation within each format to exclude certain Summoning types.

 

Classic Format Rules:

 
  1. Each Player can only Set/Summon/Activate 1 card per turn. (This significantly slows down the gameplay and combos compared to TCG/OCG. Decks like Paleozoic or Trap heavy decks would be affected by this a lot, so I think in order to adapt it for current gameplay, Spell and Trap Cards should not have a limit of 1 card per turn.)
  2. Fusion Summon can be conducted without Polymerization if a Player has the correct Fusion Materials in their hand. (If this rule existed in TCG/OCG, it would break the game as it is even better than Contact Fusion. This rule was something unique to DOR. However, DOR was invented a very long time ago before Synchroes and before all of the different kinds of Fusion support we have today. Hence, to adapt it to current gameplay, we have to remove this rule.)
  3. Each turn, you get 3 Summoning stars which can be used to Normal Summon monsters that otherwise would require Tribute. (This rule was developed in 2001 because Tribute Summoning during that time was not easy. In the current game, we have sufficient support for Tribute Monsters such as the new Monarch support. Hence, this rule will be removed for the modern adaptation.)
  4. Players can discard as many cards as they want in their hand and draw cards until they have at least 5 cards in their hand each turn. (This rule had to be abandoned for obvious reasons.  A Magic Mallet each turn would make the game overpowered and give free pluses.)
  5. A Field Spell does not have its own Field Spell Card Zone. When a Field Spell is activated, it transforms all adjacent spaces to Terrain zones. (This rule is not feasible because there are many Field Spell Cards in the game that are not terrain cards and do not boost a monster's ATK/DEF.)
  6. Limited Range Trap Cards affect all adjacent Card Zones (not Card Zones that are diagonal to it).
    • oxo
      xTx
      oxo
      where 'T' is the location of where the Trap Card is set and 'x' are the Card Zones it affects.
  7. Full Range Trap Cards affect all Card Zones on the field.
  8. Each Player can only control up to 5 Monsters and 5 Spells/Traps (not including Pendulum Monsters activated as Spell Cards or Field Spell Cards) at any time. Monsters treated as Equip Cards are treated as face-up Continuous Spell Cards.
  9. You can change the battle position of a card on the same turn it is Set/Summoned (including Flip Summon). 
  10. Once per turn, during your Main Phase: You can move each card you control to an adjacent unused Card Zone (not Card Zones that are diagonal to it) and if you do, you cannot change that card's battle position. You cannot move a card that has already changed its battle position. Face-up Continuous Spell or Trap Cards cannot be moved.
  11. You can only Set/Summon/Activate a card in an unused Card Zone adjacent to your Deck Leader. All cards can be set in Defense or Attack position. (Ex. Interrupted Kaiju Slumber - The Player Special Summons a Kaiju monster in an unused Card Zone adjacent to each Player's Deck Leader.)
  12. Monsters Special Summoned using a non-Continuous Spell or Trap Card are Summoned in the Card Zone where the Spell or Trap Card was activated (ex. Monster Reborn). Monsters Special Summoned using their own effects or Field Spells that Special Summon are Summoned to an unused Card Zone adjacent to your Deck Leader (ex. Level Eater, Speedroid Terrortop, etc.). Monsters Special Summoned from a card effect (Monster, Spell, or Trap Card) that does not leave the field are Special Summoned in an unused Card Zone adjacent to the Monster(not including diagonal Card Zones) whose effect was activated (ex. Tin Goldfish) or in the same Card Zone that the Monster previously occupied (ex. Kaibaman).
  13. At the start of the Duel, each Player selects 1 Monster Card from their Deck; that Monster Card is treated as their Deck Leader and is placed in the bottom-most center Card Zone in face-up ATK position with 0 ATK. Deck Leaders cannot be Tributed or destroyed by battle. Deck Leaders are unaffected by all card effects (except placement of Summon Counters). The Main Deck must be at least 40 cards after selecting a Deck Leader.
  14. If a monster attacks an Equip Spell Card or if an Equip Spell card moves to a Card Zone occupied by a monster: Activate the effect of that Equip Spell Card and place it underneath that monster. (This does not count as an Xyz Material. An Xyz Monster cannot detach an Equip Spell Card. To differentiate this, one can optionally tap (put in Defense Position) the Equip Spell card when it is attached.)
  15. Monsters may only attack cards in adjacent Card Zones (not Card Zones that are diagonal to it). If a face-down Spell or Trap Card you control is targeted for an attack and is flipped face-up: Activate that Spell or Trap Card if its activation conditions are met. (Similar to the anime version of Magical Hats.)
  16. Monsters must be in adjacent Card Zones when used as materials for a Synchro, Xyz, Link, or Contact Fusion Summon. The Special Summoned Monster is Summoned in a Card Zone that a material previously occupied. Fusion and Ritual monsters are Special Summoned in the Card Zone where the Ritual Spell or Fusion Spell (ex. Polymerization) was activated.  (Contact Fusion is when monsters can be Fusion Summoned from sending the materials from the field alone (ex. Gladiator Beast, Ritual Beasts, etc.). In the original DOR, Ritual Summon could be done from sending materials from anywhere on the field and the Ritual Monster would be summoned on the Card Zone where the Ritual Spell was activated. Fusion Summon could happen without Polymerization directly from the hand. Even though each Player is only allowed a maximum of 5 monsters, it would not make sense to Synchro or Xyz Summon using monsters from anywhere on the field.)
  17. Effect Monsters whose effect states that they can attack directly can declare an attack against the Deck Leader only if that monster is in the same column or row as the Deck Leader.

 

Modern Format Rules (Including Link Summoning and Master Rule 4):

  1. To Link Summon, send the appropriate materials must in adjacent Card Zones and be sent from the field. The Link Summoned Monster is placed in one of the Card Zones that a material previously occupied.
  2. Each Player can initially control only 1 Extra Deck monster. Either Player can summon additional Extra Deck monsters in Card Zones that Link Markers point to. Link Markers from Link Monsters which are treated as Xyz materials or Equip Spell Cards, do not affect the Card Zones they point to.
  3. A Player can control up to a maximum of 5 non-Extra Deck monsters and 7 monsters total if including Extra Deck monsters. If a Player controls 7 monsters including Extra deck monsters, then the opponent can only control a maximum of 6 monsters including Extra deck monsters.
  4. Each Player can control a maximum of 5 Spell/Trap cards including Pendulum cards and excluding Field Spell cards. 
  5. Phases: Draw Phase, Standby Phase, Main Phase 1, Battle Phase, Main Phase 2, and End Phase are applied. Cards can move to unoccupied adjacent Card Zones during Main Phase 1 or Main Phase 2. Cards can only move in occupied adjacent Card Zones during the Battle Phase. (Introduction of Phases allows usage of cards that state specific Phases in the card text.)

 

Note: This above rules are not meant to be comprehensive and explain basics of what a Link Monster is but only how it can be adapted to DOR. To learn more about Link Summoning and Master Rule 4, read this: 

 

 

Alternate Format Rule Differences:

      6/7. All Trap Cards are Full Range. (i.e. they affect all cards on the field unless otherwise specified.)

      10. Continuous Spells and Trap Cards may be moved once per turn to adjacent unused Card Zones.

      12. Card effects that Special Summon monsters, may do so in all Card Zones adjacent to that card's activation including those diagonal to it.

      14. Equip Spell Cards have Full Range. (i.e. they can target any monster on the field.) 

      15. If a face-down Spell or Trap Card is targeted for an attack by an opponent's Monster card: The activation of that Spell or Trap card is optional. (This rule is optional.)

      New: Linked Zones (Card Zones that Link Markers point to) can only be used to Summon monsters from the Extra Deck once per turn.

      New: Players cannot lose the Duel due to being unable to Draw.

Ask @NC Lord for more questions about the Alternate Format Rules.

 

How to import a deck into TTS (Tabletop Simulator):

Spoiler

 

 

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