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QUOTE said:Now I'll explain the battle rules, note that my explanations are based on the way I play the game so it's not perfect.
When the duel start, the two players are placed on each end of the field as Die Master. To win, one must take out all 3 of his opponent's Heart Points. Here's how to proceed on each turn:
1- Choose 3 dices from your set and roll them. You'll see 5 empty grids on the screen as well as a set grid and a roll grid. The 3 bottom empty grids are where you must place your dices for the roll, the 2 top empty grids are where you can make your choice on which monster or crest you want. If you select one or two dices on those grids then press the set grid, the computer will then select the 3 dices that will give the best chances of obtaining your choice. You can also manually select your dices directly and put them on the bottom grids. Once 3 dices are set, press the roll grid for a dice roll which leads to step 2.
2- Summoning a dice. To begin with, you want to summon a monster on the field, the only way to do that is to roll at least 2 summon crests (star symbols) out of the 3 dices. Also, the 2 summon crests must be at the same level (same number) or it won't works. Notice that monsters with lower level have more summon crests on their dice than those with higher level. Level 1 monsters are the weakest in the game but also the easiest to summon while level 4 monsters are the strongest and the hardest to summon. If you roll 2 summon crests then you can dimension a dice on the field as a 6-squares cross; you can however change the shape of your dice before placing them by pressing SELECT and rotate them with the R button. Once the dice is dimensioned, the monster will appears on it, allowing you to control it. Note that you only dimension a dice by placing it with one square next to your field grid (when you start, your Die Master is the only field grid available) so you'll have to build a path toward your opponent's Die Master, also, you cannot overlap a dice's dimension over another making it a bit tricky. How you will control your monsters will depends on the crests you have on the Crest Pool which will be explained on my next post.QUOTEOkay, now for the last and hardest part of Yu-gi-oh Dungeon Dice Monster rules lessons. I'll try my best in making this easy to understand for those who still don't know how to play it.
In my last post, I explained how to use the dice's summon crests to call out a monster on the field. I'll now explain how to control them with your dices.
3- The monster's movement. After the monster is summoned, you can move it across the grid but you need to spend 1 movement crest for each square crossed. The movement crest is an arrow symbol. For each dice roll, you accumulate the crests you got into the Crest Pool which is shown on the left of the screen when you select your dices. The pool also shows when you giving a command to a monster.
4- The monster's commands. When you select a monster, 4 commands shows up: Move, Attack, Ability and Detail; the move command is already explained so. The attack command have your monster attacks an enemy next to it, this time, you must use up one attack crest (double swords symbol). I'll be getting to the battle later. The ability command allows you to use a monster's special abilities, however, not all monsters have abilities. Abilities vary from monster to monster, you can use the detail command to see what they are. You can also access monster's detail screen by selecting them and press the L button.
5- Battle. When you attack an opponent's monster, a battle scene occurs showing you the results. This is where the monster's stats come into play. For example, we'll use a Kuriboh monster with it's stats: 10 HP, 10 AT, 10 DF. When a Kuriboh attack, it inflicts 10 AT (Attack points) to it's opponent's HP, if the HP drops to zero, the monster is destroyed. Losing a monster does not affect the player's Heart points at all. However, if the opponent attack the Kuriboh, you then have the choice to guard your monster by using it's DF (Defence points), reducing the attack power by 10. One defence crest (shield symbol) is needed to guard. Special abilities can also be used to defend yourself depending on the monster. Some abilities requires you to use a set number of magic crests (blue star in circle symbol). As for the trap crests (green circle symbol), I still haven't used them so I'm not sure what use they have yet.
6- Defeat your opponent. After building a path and getting past those monsters, you finally reach your opponent's Die Master. All you have to do now is to take out all 3 of it's Heart points. No matter how high your monster's attack power is, your attacks will always take out 1 Heart point at a time. Once you defeat the Die Master, you win the game.
Well, that it! Sorry about the trap crest, perhaps someone else can explain what it does. I hope my lecture on the game's rules helps somehow. If you got any questions, feel free to ask.