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Yu-Gi-Oh! The Duelists of the Roses Gameplay

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This page describes the gameplay of Yu-Gi-Oh! The Duelists of the Roses.

Gameplay[edit]

Before giving the player an Initial Deck, Simon McMooran explains that the Duels in the War of the Roses differ from modern times. Here, they operate under what is called the "Perfect Rule."

Card Movement[edit]

πŸ‘ Image
A Duel in The Duelists of the Roses.

Perhaps the largest difference of the Perfect Rule is the field layout. All Duels are set in a 7x7 grid of squares, as opposed to the standard 5 slots for Monster cards and 5 slots for Spells/Traps - however the rule is carried over that only 5 of your Monsters and up to 5 of your Spell/Trap cards can be present on the field at any given time. Cards can move once per turn - this can involve flipping the card face-up or face-down, changing to attack or defense position, or moving to another square. Cards cannot move in defense mode, and doing so automatically switches them to attack mode.

Cards can attack by moving into each other. Monster cards follow traditional TCG rules of ATK and DEF exchanges. When two Monsters fight, a 3D animation plays of them attacking each other, changing depending on the outcome of the battle. Spell and Trap cards can move over each other, erasing the other card; Monster cards can move over them to erase them too. However, Spell cards activate instantly if moved while face-up, while Trap cards cannot move at all once flipped face-up.

Deck Leader[edit]

πŸ‘ Image
A Deck Leader in The Duelists of the Roses.

Another major difference is the Deck Leader system. A deck must be assigned a Deck Leader, a specific Monster card that is essentially the duelist's "avatar" on the field. Any Monster can become a Deck Leader once its Rank has been promoted at least once, by participating in Duels. A Deck Leader is allowed one move per turn, but instead of attacking, it can summon other cards into Summoning Areas around itself. The Deck Leader also represents the duelist's Life Points, and any attack against it is a direct attack on their LP. Additionally, if the Deck Leader is unable to move or Summon due to enemy cards or LABYRINTH terrain blocking all their surroundings, the duelist automatically loses after one turn, akin to checkmate in chess. Thus, the Deck Leader must be defended and positioned strategically.

As Deck Leaders are promoted, they gain Leader Abilities based on their Rank. These passive abilities differ depending on the Level and type of the Monster, and are often used to compliment the type.

Summoning[edit]

πŸ‘ Image
A hand in The Duelists of the Roses.

Cards can only be summoned in the Deck Leader's surrounding Summoning Areas. They are automatically placed in face-down attack position.

All Monster cards have a Level, represented by the number of stars on their card. However, instead of the Tribute system, the duelist starts the Duel with 4 Summoning Points. They gain 3 SP at the start of every turn, for up to a maximum of 12 SP. These SP are used to Summon Monsters, the cost of which corresponds with the Monster card's level. If the duelist is able to Summon, the πŸ‘ Summon
icon will appear on the display when selecting the Deck Leader. Spell and Trap cards have no SP cost.

Like in the previous game, Yu-Gi-Oh! Forbidden Memories, duelists can tag multiple cards in their hand to combine and play at once. Incompatible cards will knock away other cards to the Graveyard, while compatible cards will result in Fusion or activate Power Up (Equip) Spells. This depends on the numerical order in which they were tagged. The final card remaining is played normally, costing the SP of the card with the highest SP in the combo.

Spellbinding[edit]

Under certain circumstances, cards can become Spellbound. When this happens, the card cannot be moved and its battle position cannot be changed. Spellbound cards can be identified by the πŸ‘ Spellbind
icon, as well as the card's inverted colors. Near the "Sb" icon is the duration of the Spellbinding, which is the number of turns remaining until it deactivates. The number of turns is counted starting at the card owner's next turn after the card was Spellbound. Some effects can Spellbind the card forever, which is known as Eternal Spellbinding, and is indicated by the "∞" icon.

Cards can be Spellbound by two conditions. The first is by card effects, such as "Phantom Dewan", "Gravity Bind", or the Deck Leader Ability Spellbind Specific Enemy Type. The second is known as Attribute Spellbinding, which occurs after two monsters of certain Attributes battle, regardless of the battle's outcome. It follows this order:

Attribute 1 Rule Attribute 2
πŸ‘ LIGHT
LIGHT
is
πŸ‘ Spellbound

Spellbound
by
πŸ‘ DARK
DARK
πŸ‘ DARK
DARK
πŸ‘ WIND
WIND
πŸ‘ WIND
WIND
πŸ‘ EARTH
EARTH
πŸ‘ EARTH
EARTH
πŸ‘ FIRE
FIRE
πŸ‘ FIRE
FIRE
πŸ‘ WATER
WATER
πŸ‘ WATER
WATER
πŸ‘ LIGHT
LIGHT

Terrain[edit]

Each space on a Duel's grid is occupied with a Terrain, which can have different Terrain Effects on certain Types of Monsters. Those of a favorable Type receive a bonus, which increases their ATK/DEF by 500 πŸ‘ Terrain Up
and allows them to move up to 2 spaces while face-up πŸ‘ Movement Bonus
. Those of an unfavorable Type receive a penalty, which decreases their ATK/DEF by 500 πŸ‘ Terrain Down
but does not affect their movement. Notably, REPTILE is the only Type to not have advantage nor disadvantage in any terrain (with the exception of TOON Terrain, which deficits all non-supported cards).

The ten types of Terrain are:

Terrain Tile Effect
NORMAL No effect.
FOREST Advantage for PLANT, BEAST, BEAST-WARRIOR, INSECT, and PYRO monsters.
Disadvantage for FIEND monsters.
WASTELAND Advantage for ROCK, DINOSAUR, ZOMBIE, and MACHINE monsters.
Disadvantage for AQUA, PLANT, SEA SERPENT, and FISH monsters.
MOUNTAIN Advantage for FAIRY, DRAGON, THUNDER, and WINGED BEAST monsters.
Disadvantage for ZOMBIE type monsters.
MEADOW Advantage for WARRIOR and BEAST-WARRIOR monsters.
Disadvantage for SPELLCASTER monsters.
SEA Advantage for AQUA, THUNDER, FISH, and SEA SERPENT monsters.
Disadvantage for PYRO and MACHINE monsters.
DARK Advantage for SPELLCASTER, FIEND, and ZOMBIE monsters.
Disadvantage for FAIRY monsters
TOON Advantage for Comic-type monsters.
Disadvantage for all other monsters.
LABYRINTH Cards cannot be moved or placed into this Terrain, except those with a Movement Effect that allows them to move in this square (e.g., "Labyrinth Tank", "Wall Shadow"). Cards are allowed to leave if they are currently in a LABYRINTH square, and they can attack cards that are in a LABYRINTH square, although if you destroy the monster on the LABYRINTH terrain, your monster will be returned to the last square it was on before attacking.
CRUSH Advantage for IMMORTAL monsters.
Monsters from other Types with 1500 or more ATK are instantly destroyed when they move onto this space.

Immortal Type[edit]

There is a unique Monster card Type only appearing in this game, called Immortal. These Monsters are very rare and have powerful abilities, including the capacity to freely move onto Crush terrain and even gain Terrain Effects from it.

Deck Cost[edit]

πŸ‘ Image
The map in The Duelists of the Roses.

Every card in the game is assigned a Deck Cost πŸ‘ Deck Cost
, a number which represents the general power or effectiveness of the card. A deck's DC is the total of every card in the deck, not including the Deck Leader. In Campaign Mode, the player cannot enter a Duel with an opponent who has a lower total DC; this restriction helps balance the strength of the cards in both decks.

Destiny Draw[edit]

A Destiny Draw may occur while dueling, when a Duelist is in a poor situation regarding cards and Life Points. They are temporarily given a powerful card that is not normally included in their Deck, depending on the nature of their situation. Due to the nature of these cards effects, the Destiny Draw system will attempt to give you the most helpful card at the given time. The duelist's Deck Leader rank also effects the probability values of the Destiny Draw system.

Slots[edit]

After a victory over an enemy duelist, the player will be prompted with the Graveyard Slot Machine, which contains cards that were in the opponent's Graveyard at the end of the Duel. By hitting these cards in the Slots, they will be awarded to the player. Getting three-in-a-rows can also award secret cards not present in the slots.

Reincarnation[edit]

Cards can also be obtained via Reincarnation. After 5 Duels, a flashing "Reincarnation" message will appear at the bottom of the player's Card Chest, which allows them to take one of their owned cards and exchange it for 3 new ones of similar Deck Cost.

Passwords[edit]

The Duelists of the Roses uses unique eight-character alphanumeric passwords for cards; these passwords have never been used by other media. All 854 playable cards in the game have a password, but 120 of these are marked as unusable.

Only 34 passwords are known to have been officially published, the remaining 820 passwords were discovered by data mining in 2017.[1][2]

Three cards (#042: "Fairy's Gift", #058: "Exodia the Forbidden One", and #814: "Goblin Fan") can only be obtained by using their password. Eleven more cards can additionally be temporarily obtained by stealing them from the AI opponent. All fourteen of these cards are among those whose passwords were officially distributed.

Officially published passwords
Card Password Source Password-only?
001 "Seiyaryu" 2H4D85J7 2001-10-21 V Jump December 2001 Stealable
019 "Meteor Dragon" 86985631 1999-12-09 Forbidden Memories credits No
042 "Fairy's Gift" NVE7A3EZ 2001-09-06 Awarded on completion of the Red Rose Chapter in The Duelists of the Roses Yes
043 "Magician of Faith" GME1S3UM 2001-10-21 V Jump December 2001 Stealable
057 "Left Arm of the Forbidden One" A5CF6HSH 2001-09-21 V Jump November 2001 Stealable
058 "Exodia the Forbidden One" 37689434 1999-12-09 Forbidden Memories credits Yes
146 "Swordstalker" AH0PSHEB 2001-10-21 V Jump December 2001 No
149 "Greenkappa" YBJMCD6Z Konami website No
152 "Tactical Warrior" 054TC727 2001-09-21 V Jump November 2001 No
191 "Swordsman from a Foreign Land" CZ81UVGR 2001-10-21 V Jump December 2001 No
291 "Birdface" N54T4TY5 2001-10-21 V Jump December 2001 No
348 "Dragon Seeker" 81EZCH8B 2001-09-21 V Jump November 2001 No
372 "Mystical Capture Chain" N1NDJMQ3 Konami website No
458 "Serpentine Princess" UMQ3WZUZ 2001-10-21 V Jump December 2001 No
478 "Aqua Dragon" JXCB6FU7 2001-09-21 V Jump November 2001 Stealable
502 "Barrel Dragon" GTJXSBJ7 2001-09-21 V Jump November 2001 No
506 "Blast Sphere" CZN5GD2X 2001-09-21 V Jump November 2001 No
510 "Robotic Knight" S5S7NKNH 2001-10-21 V Jump December 2001 No
567 "Beastking of the Swamps" QXNTQPAX Konami website No
655 "Ancient Tree of Enlightenment" EKJHQ109 2001-10-21 V Jump December 2001 No
670 "Fairy King Truesdale" YF07QVEZ 2001-09-21 V Jump November 2001 No
674 "Slate Warrior" 73153736 1999-12-09 Forbidden Memories credits No
687 "Mimicat" 69YDQM85 2001-10-21 V Jump December 2001 Stealable
699 "Dark Hole" UMJ10MQB Konami website No
702 "Harpie's Feather Duster" 8HJHQPNP Konami website No
732 "Change of Heart" SBYDQM8B 2001-10-06 Weekly Shōnen Jump 2001 #45 Stealable
750 "Earthshaker" Y34PN1SV 2001-09-06 Awarded on completion of the White Rose Chapter of The Duelists of the Roses Stealable
758 "Elf's Light" E5G3NRAD Konami website No
765 "Horn of the Unicorn" S14FGKQ1 Konami website No
794 "Crush Card" SRA7L5YR 2001-10-06 Weekly Shōnen Jump 2001 #45 Stealable
806 "Gravity Bind" 0HNFG9WX 2001-10-06 Weekly Shōnen Jump 2001 #45 Stealable
814 "Goblin Fan" 92886423 1999-12-09 Forbidden Memories credits Yes
825 "Royal Decree" 8TETQHE1 2001-10-06 Weekly Shōnen Jump 2001 #45 Stealable
829 "Mirror Wall" 53297534 1999-12-09 Forbidden Memories credits Stealable

Custom Duel[edit]

The player can enter Custom Duel to play a single duel with customizable options, such as Life Points, Summoning Points, and turn count. If there is another PlayStation 2 Memory Card with Duelists of the Roses save data inserted, the player can duel against those decks - this allows for two-player duels using a second controller.

If there is no other Duelists of the Roses save data, they may face one of four original decks. This depends on what is inserted to the Memory Card slot: Deck Master S if there is a PlayStation 2 Memory Card with no Duelists of the Roses save data, Deck Master T if there is a PlayStation 1 Memory Card, Deck Master K if it is empty, and Deck Master I if there is a PocketStation (a Japan-only add-on).

After completing both the Lancastrian and Yorkist campaigns, the player can edit the terrain of their very own fields to duel on in Custom Duel.

Trade[edit]

By inserting two PlayStation 2 Memory Cards that both have save data of Yu-Gi-Oh! The Duelists of the Roses, players can trade cards between the two Chests.

References[edit]

  1. ↑ GenericMadScientist (June 2, 2017). "Duelists of the Roses passwords". Retrieved May 6, 2018.
  2. ↑ GenericMadScientist (May 21, 2017). "Yu-Gi-Oh! The Duelists of the Roses - Various things". Retrieved December 10, 2018.

See also[edit]

Retrieved from "https://yugipedia.com/index.php?title=Yu-Gi-Oh!_The_Duelists_of_the_Roses_Gameplay&oldid=5721910#Spellbinding"

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