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  1. KH2man13
  2. KH2man13
  3. KH2man13
    Profile Post

    OK. No problem. =)

    OK. No problem. =)
    Profile Post by KH2man13 for Hitokiri Shinigami Shinta, Apr 27, 2011
  4. KH2man13
    East Side 5eva, broski. You?

    It's raining... And it's sunny. WHAT THE FU- *boom*
    Post by: KH2man13, Apr 27, 2011 in forum: The Spam Zone
  5. KH2man13
  6. KH2man13
    LP: 8000
    Customs: No
    Anime Exclusives: You decide
    Video Game Exclusives: You decide
    God Cards: No
    Hand Refill: No
    First Player: You decide
    Number of Cards per Deck: 60
    Other conditions(luck based cards, handicaps, etc.): None
    Post by: KH2man13, Apr 27, 2011 in forum: The Playground
  7. KH2man13
  8. KH2man13
    Same here.
    Post by: KH2man13, Apr 27, 2011 in forum: The Spam Zone
  9. KH2man13
  10. KH2man13
    No, THIS is the manual:

    [​IMG]
    Post by: KH2man13, Apr 27, 2011 in forum: The Spam Zone
  11. KH2man13
    Sorry, I misread something you said. I'll go edit that.

    Now, then; does anyone want to test out their knowledge in a practice duel?
    Post by: KH2man13, Apr 27, 2011 in forum: The Playground
  12. KH2man13
  13. KH2man13
  14. KH2man13
    Some people actually do it Under?
    Post by: KH2man13, Apr 26, 2011 in forum: The Spam Zone
  15. KH2man13
  16. KH2man13
  17. KH2man13
    The only thing that really makes the game worthwhile for me is the KHV minigame. That's pretty much ALL I've done.
    Post by: KH2man13, Apr 26, 2011 in forum: The Spam Zone
  18. KH2man13
    Here's a less wordy version of what Jaden said about Spells and Traps (some is still copied/pasted, though):

    Spells, Traps, and Monster effects all have a Spell Speed.

    * Spell Speed 1
    * Spell Speed 2
    * Spell Speed 3

    When chaining to a card, you must chain with a card of a equal or higher Spell Speed, unless you're chaining to Spell Speed 1, in which you must chain with a higher Spell Speed.

    The following are all Spell Speed 1:

    * Normal/Field/Continuous/Equip & Ritual Spell Cards
    * Continuous/Ignition/Trigger & Flip Monster Effects
    * The only case in which Spell Speed 1 effects can be chained against each other, is when they activate simultaneously i.e. 2 Mystic Tomatoes attacking each other, or 2 Sangans attacking each other, with each effect activating in the Graveyard.

    The following are all Spell Speed 2:

    * Quick-Play Spell Cards
    * Normal & Continuous Trap Cards
    * Quick Monster Effects
    * Accel Synchro Summons

    The only cards that are Spell Speed 3 are Counter Traps.

    Traps MUST be set first, and they CANNOT be activated in the same turn that they are set. A Spell can be set OR played from the hand. If you set a Spell, unless it is a Quick-Play, it CAN be activated on the same turn it is set.

    A Spell Card's type is designated by a symbol to the right of the words "Spell Card". The various Spell Card Types are:

    1, Normal Spell: No Symbol, however some media give them a capital N symbol.
    2. Continuous Spell, symbolized with an "infinity" symbol.[​IMG]
    3, Equip Spell, symbolized with a "plus" symbol.[​IMG]
    4. Quick-Play Spell, symbolized with a lightning bolt.[​IMG]
    5. Field Spell, symbolized with a compass.[​IMG]
    6. Ritual Spell, symbolized with a torch symbol.[​IMG]

    Normal Spells, when activated, start a chain. When the chain resolves, the card goes to the graveyard (exceptions include Swords of Revealing Light, Timidity, Nightmare Steel Cage, etc., in which case, they go to the graveyard after the amount of turns the cards says are up.)

    Continuous Spells stay on the field after activation, but they can be removed by cards such as Harpie's Feather Duster, Giant Trunade, etc.
    You can only chain to the ACTIVATION of a Continuous Spell. You CANNOT chain to a Continuous Spell's effect.

    Equip Spells are cards that can, to put it shortly, be equipped to a monster. The Equip Spell only affects the monster it is equipped to.

    Quick-Play Spells are the ONLY Spell Cards that are Spell Speed 2. They can be chained from the hand at any time during YOUR TURN. To activate one during your opponent's turn, you MUST set it beforehand.

    YOU CANNOT ACTIVATE A QUICK-PLAY SPELL ON THE SAME TURN IT IS SET.

    Field Spells are Spells that, when activated, move to the Field Spell Zone. These are Spell Speed 1 usually affect the entire field. If you set a Field Spell face-down, it is placed in the Spell/Trap Card Zone until it is flipped face-up. There can only be one (lol Highlander) Field Spell face-up on the field. If your opponent has a Field Spell face-up and you activate one, your opponent's Field Spell goes to the graveyard, and vice-versa. Setting a Field Spell does NOT start a chain. Activating or flipping a Field Spell does.

    Ritual Spell Cards are used to Ritual Summon Ritual Monsters to the field, and require the following conditions to be met in order to be activated:

    * The correct Ritual Spell Card in your hand.
    * The corresponding Ritual Monster in your hand.
    * Enough monsters in your hand, on your side of the field, or both, that satisfy the Ritual Monster's Level Requirements, to be used as Tributes. (The exception being Advanced Ritual Art, where you must have enough Normal Monsters to satisfy the Level requirements of the Ritual Monster in the Deck)
    * 1 free Monster Card Zone to Special Summon the Ritual Monster to.

    --------------------------

    That's all I have time to paraphrase for right now. But, I think Jaden did a pretty good job explaining Traps and Monster Effects.
    Post by: KH2man13, Apr 26, 2011 in forum: The Playground
  19. KH2man13
  20. KH2man13
    Profile Post

    No prob!

    No prob!
    Profile Post by KH2man13 for Terra254, Apr 25, 2011