This is a strategy board game that I invented to play with my brother awhile back that utilized YuGiOh cards to add a bit of extra depth to the game. So give it a good ol' try if you're interested! There will be free internet muffins if you do.
The Rules (For easy copying and pasting):
First, make sure to familiarize yourself with the real rules of YuGiOh, such as phases and the like. Then I guess you'll have to make the board yourself, modeling it after the picture below. Your goal is to get into your opponents base and attack the blue line (which can't be moved onto) lowering their life points every time you do. It may seem complicated, but just like anything, you can learn it in time and it's actually relatively simple. There's no limit to the amount of monsters on the field so go wild.
- Each monster card can move horizontally, vertically, and diagonally once per turn.
- Movement is in main phase 1 or 2. If a monster moves in main phase 1 it cannot move again in main phase 2.
- Levels 1-4 can move up to 3 spaces per turn.
- Levels 5-6 can move up to 2 spaces per turn.
- Levels 7 and above move 1 space per turn.
- Face down defense position monsters can move 1 space per turn.
- Face up defense position monsters cannot move.
- Cannot move on each player's 1st turn.
- Only 1 card may occupy 1 space at a time.
- Cannot move through those lines that look like railways, the fences.
- Cannot move onto any magic or trap cards.
- Cannot move onto an opponents monster.
- Your monster can jump over your own monster similar to checkers. That jump counts as a move.
- Level 5 or above normal summons or synchro summons cannot move on 1st turn they are summoned.
- Special summons cannot move on the 1st turn it's summoned if soummoned outside the base.
- You begin the game with 3 magic or trap zones. These are yours forever.
- The purple Magic/Trap outposts need to be “captured” for you to use them. To capture a Magic/Trap outpost you must move a monster onto it and end your movement on that spot.
- If you have no magic or trap cards on an outpost you control and your opponent stops on it: They can capture it from you.
Random Effect Zones:
- As soon as a monster moves over or stops on a random effect card, it is flipped face up. It's effect may then be used by anyone.
- To attack your card must be in an adjacent slot to the card your attacking.
- Can only attack horizontally or vertically.
- Cannot attack through those lines that look like railways, the fences.
- Can move and then attack, or attack and then move.
- Magic and Trap cards have 3 hit points. If attacked 3 times they are destroyed and their effects are not activated. You can attack your own traps/magic cards.
- In the base monster effects are not active, with the exception of invincibilty or immunity effects and summoning effects.
- Monsters that have an effect that allows them to attack directly must be over the center line.
- Monsters that have an effect that force your opponent to only attack it: that only applies to monsters in adjacents slots to it.
- Since monster effects are so complicated, I guess you'll have to improvise sometimes.
- Normal summons must be placed in base area.
- Special summons are placed on a slot adjacent to the monster summoning it, or in the base if summoned by magic or trap.
- Tribute summons are the same as in normal YuGiOh: Level 5 and 6 require one Tribute, while Level 7 and higher require two Tributes.
- To sacrifice for a tribute summon you do it one of two ways: 1) all monsters used must be in the base. Summon the monster anywhere in the base if you do it this way. 2) All monsters used must be touching each other in adjacent slots to one another. Place the new monster on any of the spots that the monster used to summon it used to be.
- To synchro summon all monsters must be must be touching each other in adjacent slots to one another, including the tuner. The synchro monster is summoned where the tuner used to be.