Rules of the Road: A Guide to Turbo Duels

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PostPosted: Thu Mar 25, 2010 6:21 am
Rules of the Road: A Guide to Turbo Duels

Welcome, Duelists, to Turbo Dueling! Turbo Duels are a new way to duel, with high-speed Duel Runners and a new set of rules! When the Field Spell Card "Speed World" or "Speed World 2" is on the field, the game changes entirely!


Different Roads

As I mentioned, there are two different Field Spell Cards that can be used in Turbo Duels: "Speed World" and "Speed World 2". Let's look at them.

Image

Speed World
SPELL
Field Spell Card
If a player activates a Spell Card, other than a "Speed Spell", they take 2000 damage. During each player's Standby Phase, both players place 1 Speed Counter on this card (max. 12 for each player). When a player takes damage, they lose 1 Speed Counter every 1000 points of damage taken.


Image

Speed World 2
SPELL
Field Spell Card
If a player activates a Spell Card, other than a "Speed Spell", they take 2000 damage. During each player's Standby Phase, both players place 1 Speed Counter on this card (max. 12 for each player). You can remove any number of Speed Counters from this card to activate 1 of the following effects:
● 4: Inflict 800 damage to your opponent for each "Speed Spell" card in your hand.
● 7: Draw 1 card.
● 10: Destroy 1 card on the field.


Basic Handling

The fact that there are two different "Speed World" cards makes a huge difference in how you duel. They have drastically different effects, and these differences are what determine how you should handle the race. But you may have noticed that the two cards do have two of the same effects.

No matter what sort of Turbo Duel you're in, activating Spell Cards isn't always a great idea. If you do use a Spell Card, you automatically take 2000 points of damage (the game takes care of this for you). You'll instead be relying on "Speed Spells" and Trap Cards a lot more than you normally would. Your monsters will also play a larger role since you'll be using the Battle Phase a lot more.

Both players also gain "Speed Counters" during each Standby Phase.


Speed Counters

Speed Counters (also known as "SPC") basically tell you how fast you are going. Both players begin the duel with no Speed Counters, but they increase in speed each turn. During every Standby Phase, a Speed Counter is placed on "Speed World" or "Speed World 2" for each player. The game does this automatically, but you have to click on the Standby Phase button to make it do this.

Speed Counters are important because they let you use "Speed Spell" cards. The more Speed Counters you have, the more powerful a "Speed Spell" you can cast. Having twelve Speed Counters is known as "Max Speed", and it means you can activate any "Speed Spell".


What are Speed Spells?

"Speed Spell" cards are simply Spell Cards with "Speed Spell" in their names, and they work exactly the same way as regular Spell Cards. You'll be using this in Turbo Duels a lot. Let's look at one.

Image

Speed Spell - The End of the Storm
SPELL
Spell Card
Activate only while you have 10 or more Speed Counters. Destroy all monsters on the field and inflict 300 damage to each player for each monster they controlled that was destroyed by this effect.

This is one of the most powerful Speed Spells in the game. In order to play it, you have to have at least 10 Speed Counters, which can take a while to get to since you only gain 1 Speed Counter each turn. But it can be well worth the wait. Don't worry, though, not all Speed Spells have this high a price. For instance, to play the "Vision Wind" Speed Spell, you only need at least 2 Speed Counters.

A helpful Speed Spell is "Overboost" which not only doesn't require ANY Speed Counters, but will also speed you up by 4 Speed Counters! However, this card can be tricky because once your turn is over, you lose that speed boost and the number of Speed Counters you have becomes 1.


Two Worlds: What's the difference?

We've seen how the two "Speed World" cards are similar. Now lets look at how they're different.

In the original "Speed World", getting hurt can mess up your game. If you take damage, you'll slow down and lose Speed Counters: 1 for every 1000 points of damage you took. If you got hit by a direct attack from "Power Invader" (ATK/2200), then you would lose 2 Speed Counters.

Don't worry too much, though. Different amounts of damage don't add up. If you took a direct attack from "Masked Sorcerer" (ATK/900) right after "Power Invader"'s attack, you wouldn't lose another Speed Counter.

Because of this little quirk, it can be difficult to activate your Speed Spells if you keep taking damage. You may end up relying a lot on your Trap Cards. Some people don't run Speed Spells at all in "Speed World"!

"Speed World 2" is a completely different card, and is much more powerful. Most players prefer this card because you don't lose Speed Counters if you take damage, and its three effects are also very helpful. These effects can be activated by paying your Speed Counters.

If you pay 4 Speed Counters, then you can show every "Speed Spell" you have in your hand to your opponent. Then they'll take 800 points of damage for each "Speed Spell" you're holding!

If you play 7 "Speed Counters", then you can draw a card. This can be really helpful in a tight spot.

Paying 10 Speed Counters activates the most powerful effect of "Speed World 2". With it, you can destroy 1 card on either side of the field! But the price is hefty, so use this effect wisely.

Also, these effects are now completely automatic! I'll tell you how to activate them later.


What's in a name?

While we're on the subject of automated effects, I would like to introduce you to three cards whose effects are fully automated by the game when dueling in "Speed World".

Gate Blocker
- "Gate Blocker" is a Level 4 monster with 2000 Defense Points. It's effect prevents your opponent from gaining Speed Counters with the effect of "Speed World".

Gate Blocker 2
- "Gate Blocker 2" is a Level 6 monster with 3000 Defense Points. It can be Normal Summoned, but it can also be Special Summoned by Tributing the original "Gate Blocker". It's second effect is exactly the same as the original "Gate Blocker".

Full Throttle
- "Full Throttle" is a Continuous Trap Card that increases the number of Speed Counters that you gain through the effect of "Speed World".

Now, I said these cards are automated in "Speed World". They are not, however, automated at all in "Speed World 2". The reason is that all three of these cards refer to "Speed World" specifically. Since "Speed World 2" is a different name, these cards don't work with it at all. There is no card effect, condition, or game rule that treats "Speed World 2" as the original "Speed World". They are two different cards.

However, this same ruling has made one specific card VERY powerful indeed. What is it? Well, that cat's pretty much out of the bag now, so I'll tell you: Accel Zone!


So how do they work?

Now that you know the effects of the two Speed Worlds and what Speed Counters and Speed Spells are, you're probably wondering how all of this works.

When the duel starts one of the two Field Spells is activated. Simply go up to the Tools menu and select "Activate Speed World". This will bring up a menu that lets you choose which card to use.

WARNING: If you activate EITHER "Speed World" card before the both of you have drawn your hands, you won't get to draw all 5 cards at once. Instead, you'll have to draw those 5 cards one at a time, so wait until ALL PLAYERS have drawn their opening hands. However, there IS a way around this: Simply hit CTRL and D on your keyboard to activate the built-in Card Draw macro command. Doing so will let you type in the number of cards you wish to draw. Simply type in 5 and you're good to go.

1) Image


2) Image


During the duel, don't forget to enter your Standby Phase! Doing so automatically increases both players' Speed Counters by 1.
Image


If you need to change your Speed Counters with a card effect, such as the Trap Card "Acceleration Zone", you can change your Speed Counters yourself by clicking on the SPC Counter in the top-left corner of the World Screen. If you're dueling in "Speed World 2", you can also activate its effects.
Image


A New World: Speed World 2

As I mentioned earlier, the effects of "Speed World 2" are now fully automatic. To activate them, simply click on the "Speed World 2" in your Field Spell Zone, or click on your SPC Counter in the corner of your screen.
Image

After that, just choose one of the effects and the game takes care of the rest. If you pick the first effect, the game will automatically reveal every "Speed Spell" in your hand, remove the necessary 4 SPC, and deal the damage to your opponent.

If you choose the 2nd effect, the game will automatically remove 7 SPC and draw a card for you.

If you choose the third effect, first it will bring up a window asking you to pick a player. If the card you want to destroy is on a certain player's field, then pick that player. After you've chosen, the game will bring up another window that shows each card on that player's field. Pick one and the game will automatically destroy that card and remove the 10 SPC.


Advanced Handling: Rules and Regulations

This new section updates the guide with the necessary card rulings for "Speed World" and "Speed World 2". Pay close attention.

"Speed World"/"Speed World 2" General Rulings
  • Inflicting 2000 damage is an effect, but it does not start a Chain.
  • Cards like "Des Wombat" can reduce the 2000 damage inflicted by these cards to 0.
  • The effect to increase both players Speed Counters during the Standby Phase starts a Chain.

"Speed World" Specific Rulings
  • The effect to reduce a player's Speed Counters does not start a Chain.

"Speed World 2" Specific Rulings
  • Reducing Speed Counters for the three effects of this card is a Cost.
  • All three of these effects can be Chained to.


Additional Rules

Well, now you know how to begin a Turbo Duel and how to use the commands. But there are still some other rules that we have to cover. Remember, these rules apply to both "Speed World" AND "Speed World 2". Remember, these are NOT effects or mechanics of the Field Spells. These are rules inherent to Riding Duels, just like drawing 5 cards for your opening hand is a rule of any duel.

1) No one gains Speed Counters on the first turn of the duel, so don't enter your Standby Phase if you are going first; the game automatically adds Speed Counters when entering the Standby Phase. When your opponent's turn comes, both players will have 1 Speed Counter, but they still won't be able to use most Speed Spells. However, you can still gain Speed Counters through other effects on the first turn, such as "Speed Spell - Count Up". If you or your opponent really feel like the Standby Phase should be entered on the first turn, then have the starting player say, "I'm entering my Standby Phase," and leave it at that.

2) A "Speed World" card cannot be removed from the field, flipped face-down, targeted, or continuously negated (i.e. Spell Canceller will not negate the effects of these cards). However, other effects can still affect what they do. For example, the effect of "Energy-Absorbing Monolith" can be used when your opponent uses the effect of "Speed World 2" to inflict 800 damage for each "Speed Spell" in your hand. One-time negation effects can also be used. For example, you could use "Stardust Dragon" to negate the third effect of "Speed World 2" which destroys a card on the field. "Speed World 2" will not be destroyed, but the effect will be stopped.

3) No one controls "Speed World" or "Speed World 2". This is because it is a single card that exists in everyone's Field Spell Card Zone at the same time, just like how the Trap Monster "Embodiment of Apophis" is in a Monster Card Zone and a Spell & Trap Card Zone at the same time. This is probably the most complicated rule, but once you think about Apophis, it's not complicated at all. Plus, since no one "controls" these Field Spells, it means you can use cards like "Treeborn Frog" in Turbo Duels!

4) While nobody controls the card itself, whoever activates the last three effects of "Speed World 2" is treated as the controller of that effect. So if your opponent activates the destruction effect of "Speed World 2" and targets your "Red Nova Dragon", then it will not be destroyed. You could also activate "Appropriate" when your opponent uses the draw effect of "Speed World 2".

If you're new to Turbo Duels, I recommend dueling in "Speed World 2" to get the hang of it.


And that's it. I hope you found this guide helpful. Have fun, and good dueling!

Riding Duel!
Acceleration!!
Last edited by Wolfgang DelaSangre on Fri Dec 16, 2011 3:15 pm, edited 10 times in total.
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PostPosted: Fri Mar 26, 2010 3:28 am
Same as at the top, requesting a sticky for this guide. It's got the what-is-it, it's got the how-to, and it's got the rules. I personally think that this would be immensely helpful since I'm seeing more requests for Turbo Duels than ever before. None of them from me.
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PostPosted: Fri Mar 26, 2010 4:25 am
Gonna pop in here and say that automation on SPC10 needs to be removed. Yusei proved that you can chain to that effect by using Dragonequites's effect, copying Stardust Dragon, to negate it, even though it didn't destroy Speed World 2. Of course, he also proved it earlier by using Damage Eater against the otherwise fatal SPC4 effect.
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PostPosted: Fri Mar 26, 2010 11:14 pm
darkblade986 wrote:Gonna pop in here and say that automation on SPC10 needs to be removed. Yusei proved that you can chain to that effect by using Dragonequites's effect, copying Stardust Dragon, to negate it, even though it didn't destroy Speed World 2. Of course, he also proved it earlier by using Damage Eater against the otherwise fatal SPC4 effect.


I'll be darned. So he did.

Okay, I've updated that rule.
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PostPosted: Sat Mar 27, 2010 1:19 am
You mind keeping your pointless spam out of my threads? Thank you.
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PostPosted: Sat Mar 27, 2010 3:58 am
I think the automation should still be in the game.
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PostPosted: Sat Mar 27, 2010 4:48 am
A: "I remove 10 SPC to destroy Stardust Dragon"
*game kills Stardust Dragon
B: "HEY! I was going to tribute Stardust Dragon to negate that effect!"


^ SPC10 does not need automation. For that matter, none of the effects really need it. They just need specialized Effect Activation messages, with maybe SPC4 getting an extra option to actually apply the effect, or maybe an extra option in the Hand menu for "Reveal Speed Spells."

SPC4: Player A removes 4 Speed Counters to activate the effect of Speed World 2. [line break] 800 damage is inflicted for each Speed Spell in his hand.
SPC7: Player A removes 7 Speed Counters to activate the effect of Speed World 2. [line break] Player A draws 1 card.
SPC10: Player A removes 10 Speed Counters to activate the effect of Speed World 2. [line break] 1 card on the field is destroyed.

That would allow the opponent to know precisely what is going on, while giving time for both players to activate effects in response to each action.
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PostPosted: Sat Mar 27, 2010 5:27 am
The game DOES announce that you're activating the effect of Speed World 2, since you have to use the "activate effect" command to do so. If your opponent is paying attention to your SPC, and they should, they'll have the sense to ask if you're going to use the destruction effect. And heck, if you're gonna destroy Stardust Dragon, what's the point?
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PostPosted: Sun Mar 28, 2010 3:06 am
Because they could also have targeted your face-down card that wasn't appropriate to use just yet that Stardust Dragon would've saved. For example.


Opponent controls 3 Ally of Justice Decisive Arms (just for the sake of it). You control Stardust Dragon and a face-down Mirror Force. Opponent uses SPC10 to destroy Mirror Force. You were going to negate it, but now they already know that it was Mirror Force, and obviously they won't attack.
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PostPosted: Sun Mar 28, 2010 3:28 am
I suppose EDS should add the Cancel option to each screen then.
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