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 CONDITIONAL RP BRAWLING RULES

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M_D
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PostSubject: CONDITIONAL RP BRAWLING RULES   CONDITIONAL RP BRAWLING RULES Icon_minitimeMon Aug 01, 2011 6:51 pm

The following must be noted during any battles you wage here on Gundalian Invaders Practice.

1. When on the attack, a maximum of three moves can be made per round for any player in any brawl. When on the defensive, a maximum of only one move can be made per round for any player in any brawl. The following is considered one move each:
  • Activating an Ability Card (Double Abilities are considered two moves, and Triple Abilities - which can only be done with Fusion Abilities - three).
  • Opening a Gate Card, if the player has one in play.
  • Equipping Battle Gear
  • Activating a Battle Gear Ability.
  • Launching a basic attack.
  • Launching a Special Attack.
  • Launching a Special Defense.
  • Mounting a Mobile Assault Vehicle, if the player possesses one in their Brawling Profile (These are not available in practice).
  • Activating a Bakugan's special effect.

NOTE: All Ability Cards that prevent the opponent from activating any Abilities themselves are locked until the second round of the brawl. This means you must withstand a round without them before you can implement the effects of such powerful cards.

2. Interceptions can still be made, but the overall Health of the opponent's Bakugan during the interception must exceed 50% of its base level.

3. Five-way, six-way, and massive tag-team (3-on-3) brawls are available in practice. Warring battles are also possible, allowing as many players as desired to confront a team following the same concept. However, the majority of these players must be Castle Guards and Gundalian Soldiers.

4. This practice session does not take place specifically in Bakugan Interspace, so each player's Life Gauge must begin at the standard 500 points. No exceptions.

5. Capturing Bakugan cannot be done in practice. And anything that causes the Bakugan permanent harm or death cannot be played.

6. Consecutive Ability Cards can no longer be activated.

7. Neathian Resistance and Gundalian Forces may not brawl members of the Twelve Orders in practice.

8. You must stay in character at all times.

9. Don't cause confusion by speaking of the next Bakugan season "Mechtanium Surge". It takes place during a future time, and no brawler here should be able to comprehend it if they are to remain in character.

10. Cussing, cheating, and threatening outside of roleplay is NOT permitted.

Have fun and enjoy the practice session. Smile With this, you'll all have a head start of how to operate the new brawling system before the site is officially made public.
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PostSubject: Re: CONDITIONAL RP BRAWLING RULES   CONDITIONAL RP BRAWLING RULES Icon_minitimeMon Mar 19, 2012 10:07 pm

_________________________________________________________

BRAWLING AGAINST 2 OR MORE OPPONENTS
_________________________________________________________

Now that you've all gotten a taste of the conventional brawling that will take place in GI, it's time I elaborated a little on the fundamentals of a tag-team scenario and expanding the number of opponents and/or allies in a game.

Very little actually changes in a situation where you have more than one opponent or even an ally(ies) brawling alongside you. However, what does change plays a key role in how the brawl will ensue.

Now, the only way to demonstrate this properly is via a series of examples. We'll start with the "3-way Brawl". These are the three Bakugan pitted against each other for the example.

P1 HELIX DRAGONOID
Health Bar @ 100% (500/500)
Power Level: 900
Attack Force: 3
Defense: 7
Strength: 17
Agility: 14
Intelligence: 18
Will: 16


Vs.

P2 ARANAUT
Health Bar @ 100% (500/500)
Power Level: 900
Attack Force: 3
Defense: 6
Strength: 17
Agility: 19
Intelligence: 16
Will: 14
Special Shot: +105
Special Effect: Able to increase the Health stat of an ally’s Bakugan by 20% of its base Health during a Tag-Team Battle. This effect is only usable once per game.


Vs.

P3 AKWIMOS
Health Bar @ 100% (500/500)
Power Level: 900
Attack Force: 2
Defense: 5
Strength: 15
Agility: 17
Intelligence: 17
Will: 14
Special Shot: +93
Special Effect: Allows the next Gate Card you open to provide an additional +200 points to all Aquos Bakugan present on the battlefield. This effect is only usable once per game.


HELIX DRAGONOID (900 points) Vs. ARANAUT (900 points) Vs. AKWIMOS (900 points)

In the case where you have more than one opponent to choose from, you simply select one of them as an attack target and calculate damage using the 5-step formula as normal. There is a set queue for Attackers and Defenders. The turn order for Attackers is identical to the result of the Gate Card deciding rolls... The turn order for Defenders, however, varies according to whether the player being attacked chooses to fend for themselves, or the partner steps in to protect the one being attacked. Here is a visual representation that depicts how these two categories play out. The character owners of the specified Guardian Bakugan will be considered as the players in the diagram.

ATTACKER
DEFENDER
Result
Dan
Princess Fabia
Marucho

As mentioned above, the Defender for each attack will vary according to who the Attacker selects as an attack target. I will regularly update that visual aid as the brawl progresses to give a clearer picture of how this Attacker/Defender brawling system functions.

PLAYER 1'S TURN (ATTACKER)

For example, I activate the Firim Tornado Ability Card. Follow the instructions on the card EXACTLY. Notice how it says "Transfers 400 points from an opponent's Bakugan's Power Level total to Helix Drago's total." This means you take power from only ONE target, you do not divide it among the number of opponent Bakugan.

NOTE: In anything other than a 1-on-1 brawl, you may not use Double Ability or Triple Ability Cards. Each player serving as an Attacker or a Defender may only activate one "Ability Card" per turn during any brawl where there is more than one opponent. If a player just served as a Defender and is next in line to be the Attacker, that is considered to be two turns, and would therefore validate the use of two Ability Cards. These two turns should be separated in posts however, since there is no pressure in immediately getting the attack in when there is no way another player can steal your attack opportunity in the fixed queue. The only exception to this rule is when a player has power in numbers over the opponent, such as a 2 Vs. 1 brawl. If you are a member of the two-person team, you are still limited to activating only one Ability Card at any given time during either an Attacker or Defender's turn, while the single opponent is not restricted by this limitation and may activate two Abilities during a turn as either an Attacker or a Defender.

Firim Tornado:
Class: Attack
Effect:
- Transfers 400 points from an opponent’s Bakugan's Power Level total to your Helix Dragonoid's total.
- Increases your Helix Dragonoid's Attack Force by 3 points.

P1 HELIX DRAGONOID
Health Bar @ 100% (500/500)
Power Level: 900 + 400 = 1300
Attack Force: 3 + 3 = 6
Defense: 7
Strength: 17
Agility: 14
Intelligence: 18
Will: 16


Vs.

P2 ARANAUT
Health Bar @ 100% (500/500)
Power Level: 900
Attack Force: 3
Defense: 6
Strength: 17
Agility: 19
Intelligence: 16
Will: 14
Special Shot: +105
Special Effect: Able to increase the Health stat of an ally’s Bakugan by 20% of its base Health during a Tag-Team Battle. This effect is only usable once per game.


Vs.

P3 AKWIMOS
Health Bar @ 100% (500/500)
Power Level: 900 - 400 = 500
Attack Force: 2
Defense: 5
Strength: 15
Agility: 17
Intelligence: 17
Will: 14
Special Shot: +93
Special Effect: Allows the next Gate Card you open to provide an additional +200 points to all Aquos Bakugan present on the battlefield. This effect is only usable once per game.


HELIX DRAGONOID (1300 points) Vs. ARANAUT (900 points) Vs. AKWIMOS (500 points)

As you probably suspected, you would then launch an attack against one of the two opposing Bakugan. However, you do not necessarily need to select the Bakugan whose stats were just decreased as your attack target. It's the sensible thing to do, but it's not a mandatory requirement.

You also have the option of attacking both or all opposing Bakugan at once, however you must halve the final amount of damage that would be sent their way as a result of the attack. For this example, I'll be selecting the most complicated method and attack both players simultaneously, simply by calculating both separate attacks, and adding a sixth step to the 5-step formula for each attack: cutting the total damage in half.

Attack Launched!

ARANAUT
Step 1: 1300 - 900 = 400
Step 2: 6 - 3 = 3
Step 3: 400*3 = 1200
Step 4: 1200*3 = 3600
Step 5: 3600 / 6 = 600

Step 6: 600 / 2 = 300

Incoming, 300 points of damage for Aranaut.
_____________________

AKWIMOS
Step 1: 1300 - 500 = 800
Step 2: 6 - 2 = 4
Step 3: 800*4 = 3200
Step 4: 3200*3 = 9600
Step 5: 9600 / 5 = 1920

Step 6: 1920 / 2 = 960

Incoming, 960 points of damage for Akwimos.

FINAL RESULT:

1. Incoming, 300 points of damage for Aranaut.
2. Incoming, 960 points of damage for Akwimos.

In this particular situation, the first Defender of the multiple targets is whoever's next turn is closest to arrival in the Attacker turn order. The visual representation is now updated to read this.

ATTACKER
DEFENDER
Result
Dan
1. Princess Fabia
2. Marucho
1.
2.
Princess Fabia
Marucho

PLAYER 2'S TURN (DEFENDER)

Now the player wielding Aranaut has the opportunity to counter. In a free-for-all battle, Aranaut would only be able to increase his own power and/or decrease either Drago's or Akwimos' powers. However, under no circumstances may Aranaut use any moves to assist either Bakugan in any way (unless a Gate Card specifically states otherwise).

So for this example, Aranaut can defend against Drago's attack from Firim Tornado, which weakens or even neutralizes the attack that would have otherwise inflicted damage onto Aranaut. However, if Aranaut were to do this, Drago's attack on Akwimos is still in effect, and would not be voided from Aranaut's defensive measure. If Aranaut were to CLASH the attack with one of his own, there is a chance that he can turn the tables and inflict damage onto Drago. If this were to happen, the attack that cut off course from Aranaut and heading toward Akwimos would still be left unaffected and would still be Akwimos' problem to deal with.

Basically, if the same attack is about to reach two or more players in a free-for-all battle, all players must save their own skins by countering the attack in their own way, which does not interfere with the attack sent the other player's way, even if the attacker's stats were to be changed.

As an example, I'll have Aranaut defend the incoming attack with the Mirage Jet Ability Card.

Mirage Jet:
Class: Attack/Defense
Effect:
- Allows your Aranaut Bakugan to decrease each of your opponent's Bakugan's Power Levels by 300 points.
- Increases your Aranaut's Attack Force by 2 points.
- Increases your Aranaut's Defense by 3 points.
- Increases your Aranaut's Strength by 2 points.
- Increases your Aranaut's Agility by 2 points.

P1 HELIX DRAGONOID
Health Bar @ 100% (500/500)
Power Level: 1300 - 300 = 1000
Attack Force: 6
Defense: 7
Strength: 17
Agility: 14
Intelligence: 18
Will: 16


Vs.

P2 ARANAUT
Health Bar @ 100% (500/500)
Power Level: 900
Attack Force: 3 + 2 = 5
Defense: 6 + 3 = 9
Strength: 17 + 2 = 19
Agility: 19 + 2 = 21
Intelligence: 16
Will: 14
Special Shot: +105
Special Effect: Able to increase the Health stat of an ally’s Bakugan by 20% of its base Health during a Tag-Team Battle. This effect is only usable once per game.


Vs.

P3 AKWIMOS
Health Bar @ 100% (500/500)
Power Level: 500 - 300 = 200
Attack Force: 2
Defense: 5
Strength: 15
Agility: 17
Intelligence: 17
Will: 14
Special Shot: +93
Special Effect: Allows the next Gate Card you open to provide an additional +200 points to all Aquos Bakugan present on the battlefield. This effect is only usable once per game.


HELIX DRAGONOID (1000 points) Vs. ARANAUT (900 points) Vs. AKWIMOS (200 points)

This recalculates Drago's attack dealt to Aranaut, but does not recalculate the attack dealt to Akwimos until the player using Akwimos decides to counter on his own.

Defense Formed!

ARANAUT
Step 1: 1000 - 900 = 100
Step 2: 6 - 5 = 1
Step 3: 100*1 = 100
Step 4: 100*3 = 300
Step 5: 300 / 9 = 33.3 = 30

Step 6: 30 / 2 = 15 = 20

20 points of damage dealt to Aranaut.
_____________________

AKWIMOS
Step 1: 1300 - 500 = 800
Step 2: 6 - 2 = 4
Step 3: 800*4 = 3200
Step 4: 3200*3 = 9600
Step 5: 9600 / 5 = 1920

Step 6: 1920 / 2 = 960

Still incoming, 960 points of damage for Akwimos.

P1 HELIX DRAGONOID
Health Bar @ 100% (500/500)
Power Level: 1000
Attack Force: 6
Defense: 7
Strength: 17
Agility: 14
Intelligence: 18
Will: 16


Vs.

P2 ARANAUT
Health Bar @ 90% (480/500)
Power Level: 900
Attack Force: 5
Defense: 9
Strength: 19
Agility: 21
Intelligence: 16
Will: 14
Special Shot: +105
Special Effect: Able to increase the Health stat of an ally’s Bakugan by 20% of its base Health during a Tag-Team Battle. This effect is only usable once per game.


Vs.

P3 AKWIMOS
Health Bar @ 100% (500/500)
Power Level: 200
Attack Force: 2
Defense: 5
Strength: 15
Agility: 17
Intelligence: 17
Will: 14
Special Shot: +93
Special Effect: Allows the next Gate Card you open to provide an additional +200 points to all Aquos Bakugan present on the battlefield. This effect is only usable once per game.


HELIX DRAGONOID (1000 points) Vs. ARANAUT (900 points) Vs. AKWIMOS (200 points)

Now, Princess Fabia has managed to play as the Defender against Dan, the Attacker. This is the conclusion of the three-step process known as the "result."

ATTACKER
DEFENDER
Result
Dan
1. Princess Fabia
2. Marucho
1. Princess Fabia defends herself.
2.
Princess Fabia
Marucho

PLAYER 3'S TURN (DEFENDER)

Now, before Aranaut's Mirage Jet launches its attack, the player using Akwimos must first make a move as the Defender in order to weaken Drago's previous attack. All prior attacks must be clear from the battlefield before a new one is launched, hence the Defender turn order. Once he gets in the game by playing a valid move, the changes that Aranaut made to the score will finally enact and recalculate the damage being dealt to Akwimos.

For this example, I'll use Akwimos' Healblue Ability Card. I'm using it on Player 1 as my opponent, negating his most recent Attack-Class Ability Card, which happens to be none other than Firim Tornado.

Healblue:
Class: Defense
Effect:
- Allows your Akwimos Bakugan to negate an opponent's most recent Attack-Class Ability Card played. In addition, increases the Power Levels of each Bakugan on that Akwimos' side of the battlefield by 300 points.
- Increase your Akwimos' Defense by 2 points.
- Increases your Akwimos' Intelligence by 2 points.

P1 HELIX DRAGONOID
Health Bar @ 100% (500/500)
Power Level: 1000 - 400 = 600
Attack Force: 6 - 3 = 3
Defense: 7
Strength: 17
Agility: 14
Intelligence: 18
Will: 16


Vs.

P2 ARANAUT
Health Bar @ 90% (480/500)
Power Level: 900
Attack Force: 5
Defense: 9
Strength: 19
Agility: 21
Intelligence: 16
Will: 14
Special Shot: +105
Special Effect: Able to increase the Health stat of an ally’s Bakugan by 20% of its base Health during a Tag-Team Battle. This effect is only usable once per game.


Vs.

P3 AKWIMOS
Health Bar @ 100% (500/500)
Power Level: 200 + 400 + 300 = 900
Attack Force: 2
Defense: 5 + 2 = 7
Strength: 15
Agility: 17
Intelligence: 17 + 2 = 19
Will: 14
Special Shot: +93
Special Effect: Allows the next Gate Card you open to provide an additional +200 points to all Aquos Bakugan present on the battlefield. This effect is only usable once per game.


HELIX DRAGONOID (600 points) Vs. ARANAUT (900 points) Vs. AKWIMOS (900 points)

Defense Formed!

Step 1: 600 - 900 = -300
Step 2: 3 - 7 = -4 = 1
Step 3: -300*1 = -300
Step 4: -300*3 = -900
Step 5: -900 / 7 = -128.6 = -130

Step 6: -130 / 2 = -65 = -70 = 0

Attack negated.

This completes the first instance of the three-step process, and now the cycle repeats.

ATTACKER
DEFENDER
Result
Dan
1. Princess Fabia
2. Marucho
1. Princess Fabia defends herself.
2. Marucho defends himself.
Princess Fabia
Marucho

PLAYER 2'S TURN (ATTACKER)

Now that the attack from Drago has been completely wiped out, it's time for Aranaut's Mirage Jet attack to take route. Aranaut selects either one opponent to deal full damage to, or selects all opponents to deal damage divided by 2. For this example, Aranaut targets Drago with all of his might. In addition to this, Princess Fabia also activates another Ability Card, since the Mirage Jet Ability was activated in a turn prior to this one, and therefore doesn't count toward the Ability Card limit for this turn.

Fist Alley:
Class: Attack
Effect:
- Increases your Aranaut's Power Level by 400 points.
- Increases your Aranaut's Attack Force by 3 points.
- Increases your Aranaut's Strength by 2 points.
- Increases your Aranaut's Intelligence by 2 points.

P1 HELIX DRAGONOID
Health Bar @ 100% (500/500)
Power Level: 600
Attack Force: 3
Defense: 7
Strength: 17
Agility: 14
Intelligence: 18
Will: 16


Vs.

P2 ARANAUT
Health Bar @ 90% (480/500)
Power Level: 900 + 400 = 1300
Attack Force: 5 + 3 = 8
Defense: 9
Strength: 19 + 2 = 21
Agility: 21
Intelligence: 16 + 2 = 18
Will: 14
Special Shot: +105
Special Effect: Able to increase the Health stat of an ally’s Bakugan by 20% of its base Health during a Tag-Team Battle. This effect is only usable once per game.


Vs.

P3 AKWIMOS
Health Bar @ 100% (500/500)
Power Level: 900
Attack Force: 2
Defense: 7
Strength: 15
Agility: 17
Intelligence: 19
Will: 14
Special Shot: +93
Special Effect: Allows the next Gate Card you open to provide an additional +200 points to all Aquos Bakugan present on the battlefield. This effect is only usable once per game.


HELIX DRAGONOID (600 points) Vs. ARANAUT (1300 points) Vs. AKWIMOS (900 points)

Step 1: 1300 - 600 = 700
Step 2: 8 - 3 = 5
Step 3: 700*5 = 3500
Step 4: 3500*3 = 10500
Step 5: 10500 / 7 = 1500

Incoming, 1500 points of damage for Helix Dragonoid.

ATTACKER
DEFENDER
Result
Dan
1. Princess Fabia
2. Marucho
1. Princess Fabia defends herself.
2. Marucho defends himself.
Princess Fabia
Dan
Marucho

PLAYER 1'S TURN (DEFENDER)

Repeat the process. Now it's Player 1's turn to counter the attack caused by an enemy brawler, in this case Princess Fabia's Aranaut. Dan chooses to have Drago CLASH the attack with his Strike Tornado Ability Card.

Strike Tornado:
Class: Attack
Effect:
- Increases your Helix Dragonoid's Power Level by 400 points. In addition, allows that Helix Dragonoid to decrease each of your opponent's Bakugan's Power Levels by 400 points.
- Increases your Helix Dragonoid's Attack Force by 2 points.
- Increases your Helix Dragonoid's Agility by 2 points.

P1 HELIX DRAGONOID
Health Bar @ 100% (500/500)
Power Level: 600 + 400 = 1000
Attack Force: 3 + 2 = 5
Defense: 7
Strength: 17
Agility: 14 + 2 = 16
Intelligence: 18
Will: 16


Vs.

P2 ARANAUT
Health Bar @ 90% (480/500)
Power Level: 1300 - 400 = 900
Attack Force: 8
Defense: 9
Strength: 21
Agility: 21
Intelligence: 18
Will: 14
Special Shot: +105
Special Effect: Able to increase the Health stat of an ally’s Bakugan by 20% of its base Health during a Tag-Team Battle. This effect is only usable once per game.


Vs.

P3 AKWIMOS
Health Bar @ 100% (500/500)
Power Level: 900 - 400 = 500
Attack Force: 2
Defense: 7
Strength: 15
Agility: 17
Intelligence: 19
Will: 14
Special Shot: +93
Special Effect: Allows the next Gate Card you open to provide an additional +200 points to all Aquos Bakugan present on the battlefield. This effect is only usable once per game.


HELIX DRAGONOID (1000 points) Vs. ARANAUT (900 points) Vs. AKWIMOS (500 points)

Despite being affected by the Ability Card, Akwimos remains at the bystander during the clash between Drago and Aranaut and is left out of the damage calculation.

Step 1: 1000 - 900 = 100
Step 2: 5 - 8 = -3 = 1
Step 3: 100*1 = 100
Step 4: 100*3 = 300
Step 5: 300 / 9 = 33.3 = 30

30 points of damage dealt to Aranaut.

P1 HELIX DRAGONOID
Health Bar @ 100% (500/500)
Power Level: 1000
Attack Force: 5
Defense: 7
Strength: 17
Agility: 16
Intelligence: 18
Will: 16


Vs.

P2 ARANAUT
Health Bar @ 90% (450/500)
Power Level: 900
Attack Force: 8
Defense: 9
Strength: 21
Agility: 21
Intelligence: 18
Will: 14
Special Shot: +105
Special Effect: Able to increase the Health stat of an ally’s Bakugan by 20% of its base Health during a Tag-Team Battle. This effect is only usable once per game.


Vs.

P3 AKWIMOS
Health Bar @ 100% (500/500)
Power Level: 500
Attack Force: 2
Defense: 7
Strength: 15
Agility: 17
Intelligence: 19
Will: 14
Special Shot: +93
Special Effect: Allows the next Gate Card you open to provide an additional +200 points to all Aquos Bakugan present on the battlefield. This effect is only usable once per game.


HELIX DRAGONOID (1000 points) Vs. ARANAUT (900 points) Vs. AKWIMOS (500 points)

Now that the result has been decided, the next in line of Attackers is Marucho, as seen here.

ATTACKER
DEFENDER
Result
Dan
1. Princess Fabia
2. Marucho
1. Princess Fabia defends herself.
2. Marucho defends himself.
Princess Fabia
Dan
Dan defends himself.
Marucho
_________________________________________________________________________________________





Hopefully, by now you get the gist of it all. Basically, only one Ability Card can be activated per turn, regardless if you're an Attacker or a Defender at the time. If you follow up from a Defender to an immediate Attacker, then you may activate one more Ability Card to launch your own. This is not considered a Double Ability activation. Also, you may select either one opponent Bakugan as an attack target with all of the damage intact, or select all of your opponents as multiple targets and divide the total damage dealt to each of them by 2.

Finally, should a player counter an attack that is also being sent toward another Bakugan, the portion of the attack that the enemy Bakugan receives is unaffected by any move you make to counter your own portion of the attack, even if stats and Power Levels are changed. This rule only applies to free-for-all brawling, NOT tag-team battles.


Last edited by M_D on Thu Jun 28, 2012 3:15 am; edited 2 times in total
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CONDITIONAL RP BRAWLING RULES Empty
PostSubject: Re: CONDITIONAL RP BRAWLING RULES   CONDITIONAL RP BRAWLING RULES Icon_minitimeTue Mar 20, 2012 11:40 am

_______________________________________

BRAWLING IN TAG-TEAMS
_______________________________________

Now that the mechanics behind "free-for-all" brawling have been explained, it's time to go over the rulings for the ever-popular Tag-Team Brawling.

Just like free-for-all brawling, in tag-teams, players alternate turns between Attackers and Defenders, but in a way that ensures each team only gets one turn before a member of the next team is able to take his/her turn, while also being able to defend against an attack immediately after it's been executed. When launching an attack, a player has the option of either targeting one opponent Bakugan with full power behind the attack, or target all opposing Bakugan, but cut the total damage calculated for each Bakugan by half.

Also akin to free-for-all brawling, in tag-teams, players may only activate one Ability Card at a time. No Double or Triple Abilities may be activated under any circumstances, unless of course, the teams are uneven and a single player is up against two or more opponents. During that circumstance only may that player activate Double and Triple Abilities in a Tag-Team Brawl.

Here is an example of what one should expect from an authentic Tag-Team Brawl.

P1 HELIX DRAGONOID
Health Bar @ 100% (500/500)
Power Level: 900
Attack Force: 3
Defense: 7
Strength: 17
Agility: 14
Intelligence: 18
Will: 16
Special Shot: +87
Special Effect: Able to return an opponent’s Battle Gear in the battle attached to his/her Bakugan to his/her hand until the end of that opponent's 3rd turn after this card's activation. No damage is inflicted on the opponent's Life Gauge for the returning of the Battle Gear. The Battle Gear returned with this effect is re-attached to the corresponding Bakugan when this effect expires. This effect is only usable once per game.


&

P2 ARANAUT
Health Bar @ 100% (500/500)
Power Level: 900
Attack Force: 3
Defense: 6
Strength: 17
Agility: 19
Intelligence: 16
Will: 14
Special Shot: +105
Special Effect: Able to increase the Health stat of an ally’s Bakugan by 20% of its base Health during a Tag-Team Battle. This effect is only usable once per game.


Vs.

P3 AVIOR
Health Bar @ 100% (400/400)
Power Level: 900
Attack Force: 3
Defense: 8
Strength: 17
Agility: 17
Intelligence: 14
Will: 11
Special Shot: +86
Battle Form Extension: When an Ability is played that allows his effect to be activated, Avior elongates his neck and reveals his wings as he automatically initiates the “Close Combat” Special Attack at half the regular power. This effect is usable twice per game, counts as a move during your turn, and does not occupy the single Special Attack chance that is permitted per round. Once the two chances have been used, the Ability neglects the Battle Form Extension entirely.


&

P4 LINEHALT
Health Bar @ 100% (500/500)
Power Level: 900
Attack Force: 3
Defense: 6
Strength: 16
Agility: 17
Intelligence: 18
Will: 12
Special Shot: +94
Special Effect: Able to sacrifice 100 points of his own Health stat in order to activate one additional Fusion Ability Card during the brawl. This effect is only usable once per game.


HELIX DRAGONOID (900 points) & ARANAUT (900 points) Vs. AVIOR (900 points) & LINEHALT (900 points)

For Tag-Team brawls, the turn order is shifted slightly so that each team may only have one turn sequence at any given time. It should be completely impossible in even odds for a single team to be able to make two turns in a row.

ATTACKER
DEFENDER
Result
Dan
Mason
Princess Fabia
Ren

PLAYER 1'S TURN (ATTACKER)

Player 1 activates the Galactic Dragon Ability Card.

Galactic Dragon:
Class: Attack
Effect:
- Increases your Helix Dragonoid's Power Level by 500 points.
- Increases your Helix Dragonoid's Attack Force by 4 points.
- Increases your Helix Dragonoid's Strength by 2 points.

P1 HELIX DRAGONOID
Health Bar @ 100% (500/500)
Power Level: 900 + 500 = 1400
Attack Force: 3 + 4 = 7
Defense: 7
Strength: 17 + 2 = 19
Agility: 14
Intelligence: 18
Will: 16
Special Shot: +87
Special Effect: Able to return an opponent’s Battle Gear in the battle attached to his/her Bakugan to his/her hand until the end of that opponent's 3rd turn after this card's activation. No damage is inflicted on the opponent's Life Gauge for the returning of the Battle Gear. The Battle Gear returned with this effect is re-attached to the corresponding Bakugan when this effect expires. This effect is only usable once per game.


&

P2 ARANAUT
Health Bar @ 100% (500/500)
Power Level: 900
Attack Force: 3
Defense: 6
Strength: 17
Agility: 19
Intelligence: 16
Will: 14
Special Shot: +105
Special Effect: Able to increase the Health stat of an ally’s Bakugan by 20% of its base Health during a Tag-Team Battle. This effect is only usable once per game.


Vs.

P3 AVIOR
Health Bar @ 100% (400/400)
Power Level: 900
Attack Force: 3
Defense: 8
Strength: 17
Agility: 17
Intelligence: 14
Will: 11
Special Shot: +86
Battle Form Extension: When an Ability is played that allows his effect to be activated, Avior elongates his neck and reveals his wings as he automatically initiates the “Close Combat” Special Attack at half the regular power. This effect is usable twice per game, counts as a move during your turn, and does not occupy the single Special Attack chance that is permitted per round. Once the two chances have been used, the Ability neglects the Battle Form Extension entirely.


&

P4 LINEHALT
Health Bar @ 100% (500/500)
Power Level: 900
Attack Force: 3
Defense: 6
Strength: 16
Agility: 17
Intelligence: 18
Will: 12
Special Shot: +94
Special Effect: Able to sacrifice 100 points of his own Health stat in order to activate one additional Fusion Ability Card during the brawl. This effect is only usable once per game.


HELIX DRAGONOID (1400 points) & ARANAUT (900 points) Vs. AVIOR (900 points) & LINEHALT (900 points)

Player 1 selects Linehalt as the attack target.

Attack Launched!

Step 1: 1400 - 900 = 500
Step 2: 7 - 3 = 4
Step 3: 500*4 = 2000
Step 4: 2000*3 = 6000
Step 5: 6000 / 6 = 1000

Incoming, 1000 points of damage for Linehalt.

ATTACKER
DEFENDER
Result
Dan
Ren
Mason
Princess Fabia
Ren

PLAYER 4'S TURN (DEFENDER)

Turns alternate between teams, but the turn for a Defender is a special case. Now unlike free-for-all brawling, a team member IS able to interfere with the attack being dealt to his teammate. Any stat or Power Level changes that have been made will recalculate each attack sent toward the opponent(s). Meaning, the Defender may defend themselves against the Attacker, or may call in the tag-team partner to defend on their behalf. Player 3 decides to defend for Ren and activate Avior's Offering Armour Ability.

Offering Armour:
Class: Defense
Effect:
- Allows your Avior Bakugan to negate an opponent's most recent Ability Card activated. In addition, increases that Avior's Power Level by 300 points.
- Increases your Avior's Defense by 3 points.

P1 HELIX DRAGONOID
Health Bar @ 100% (500/500)
Power Level: 1400 - 500 = 900
Attack Force: 7 - 4 = 3
Defense: 7
Strength: 19 - 2 = 17
Agility: 14
Intelligence: 18
Will: 16
Special Shot: +87
Special Effect: Able to return an opponent’s Battle Gear in the battle attached to his/her Bakugan to his/her hand until the end of that opponent's 3rd turn after this card's activation. No damage is inflicted on the opponent's Life Gauge for the returning of the Battle Gear. The Battle Gear returned with this effect is re-attached to the corresponding Bakugan when this effect expires. This effect is only usable once per game.


&

P2 ARANAUT
Health Bar @ 100% (500/500)
Power Level: 900
Attack Force: 3
Defense: 6
Strength: 17
Agility: 19
Intelligence: 16
Will: 14
Special Shot: +105
Special Effect: Able to increase the Health stat of an ally’s Bakugan by 20% of its base Health during a Tag-Team Battle. This effect is only usable once per game.


Vs.

P3 AVIOR
Health Bar @ 100% (400/400)
Power Level: 900 + 300 = 1200
Attack Force: 3
Defense: 8 + 3 = 11
Strength: 17
Agility: 17
Intelligence: 14
Will: 11
Special Shot: +86
Battle Form Extension: When an Ability is played that allows his effect to be activated, Avior elongates his neck and reveals his wings as he automatically initiates the “Close Combat” Special Attack at half the regular power. This effect is usable twice per game, counts as a move during your turn, and does not occupy the single Special Attack chance that is permitted per round. Once the two chances have been used, the Ability neglects the Battle Form Extension entirely.


&

P4 LINEHALT
Health Bar @ 100% (500/500)
Power Level: 900
Attack Force: 3
Defense: 6
Strength: 16
Agility: 17
Intelligence: 18
Will: 12
Special Shot: +94
Special Effect: Able to sacrifice 100 points of his own Health stat in order to activate one additional Fusion Ability Card during the brawl. This effect is only usable once per game.


HELIX DRAGONOID (900 points) & ARANAUT (900 points) Vs. AVIOR (1200 points) & LINEHALT (900 points)

Recalculating attack.

Step 1: 900 - 900 = 0
Step 2: 3 - 3 = 0 = 1
Step 3: 0*1 = 0
Step 4: 0*3 = 0
Step 5: 0 / 6 = 0

Attack toward Linehalt is negated.

ATTACKER
DEFENDER
Result
Dan
Ren
Mason defends on behalf of Ren.
Mason
Princess Fabia
Ren

PLAYER 2'S TURN (ATTACKER)

Now that the field is clear of attacks and Player 3 has activated an Ability Card as a Defender, he may activate another as an Attacker, such as Bolting Chain.

Bolting Chain:
Class: Attack
Effect:
- Allows your Avior Bakugan to decrease each of your opponent's Bakugan's Power Levels by 300 points.
- Increases your Avior's Attack Force by 3 points.
- Increases your Avior's Strength by 2 points.
- Increases your Avior's Agility by 1 point.
- Increases your Avior's Intelligence by 1 point.

P1 HELIX DRAGONOID
Health Bar @ 100% (500/500)
Power Level: 900 - 300 = 600
Attack Force: 3
Defense: 7
Strength: 17
Agility: 14
Intelligence: 18
Will: 16
Special Shot: +87
Special Effect: Able to return an opponent’s Battle Gear in the battle attached to his/her Bakugan to his/her hand until the end of that opponent's 3rd turn after this card's activation. No damage is inflicted on the opponent's Life Gauge for the returning of the Battle Gear. The Battle Gear returned with this effect is re-attached to the corresponding Bakugan when this effect expires. This effect is only usable once per game.


&

P2 ARANAUT
Health Bar @ 100% (500/500)
Power Level: 900 - 300 = 600
Attack Force: 3
Defense: 6
Strength: 17
Agility: 19
Intelligence: 16
Will: 14
Special Shot: +105
Special Effect: Able to increase the Health stat of an ally’s Bakugan by 20% of its base Health during a Tag-Team Battle. This effect is only usable once per game.


Vs.

P3 AVIOR
Health Bar @ 100% (400/400)
Power Level: 1200
Attack Force: 3 + 3 = 6
Defense: 11
Strength: 17 + 2 = 19
Agility: 17 + 1 = 18
Intelligence: 14 + 1 = 15
Will: 11
Special Shot: +86
Battle Form Extension: When an Ability is played that allows his effect to be activated, Avior elongates his neck and reveals his wings as he automatically initiates the “Close Combat” Special Attack at half the regular power. This effect is usable twice per game, counts as a move during your turn, and does not occupy the single Special Attack chance that is permitted per round. Once the two chances have been used, the Ability neglects the Battle Form Extension entirely.


&

P4 LINEHALT
Health Bar @ 100% (500/500)
Power Level: 900
Attack Force: 3
Defense: 6
Strength: 16
Agility: 17
Intelligence: 18
Will: 12
Special Shot: +94
Special Effect: Able to sacrifice 100 points of his own Health stat in order to activate one additional Fusion Ability Card during the brawl. This effect is only usable once per game.


HELIX DRAGONOID (600 points) & ARANAUT (600 points) Vs. AVIOR (1200 points) & LINEHALT (900 points)

Avior selects both Drago and Aranaut as his attack targets.

Attack Launched!

HELIX DRAGONOID
Step 1: 1200 - 600 = 600
Step 2: 6 - 3 = 3
Step 3: 600*3 = 1800
Step 4: 1800*3 = 5400
Step 5: 5400 / 7 = 771.4 = 770

Step 6: 770 / 2 = 385 = 390

Incoming, 390 points of damage for Helix Dragonoid.
_____________________

ARANAUT
Step 1: 1200 - 600 = 600
Step 2: 6 - 3 = 3
Step 3: 600*3 = 1800
Step 4: 1800*3 = 5400
Step 5: 5400 / 6 = 900

Step 6: 900 / 2 = 450

Incoming, 450 points of damage for Aranaut.

FINAL RESULT:

1. Incoming, 390 points of damage for Helix Dragonoid.
2. Incoming, 450 points of damage for Aranaut.

ATTACKER
DEFENDER
Result
Dan
Ren
Mason defends on behalf of Ren.
Mason
1. Princess Fabia
2. Dan
1.
2.
Princess Fabia
Ren

PLAYER 3'S TURN (DEFENDER)

It's now Player 3's turn to counter the incoming attack as a Defender. Player 3 decides to fend for herself and perform a Power Clash with Avior using the Aurora Impact Ability.

Aurora Impact:
Class: Attack
Effect:
- Allows your Aranaut Bakugan to decrease each of your opponent's Bakugan's Power Levels by 400 points.
- Increases your Aranaut's Attack Force by 4 points.
- Increases your Aranaut's Strength by 3 points.

P1 HELIX DRAGONOID
Health Bar @ 100% (500/500)
Power Level: 600
Attack Force: 3
Defense: 7
Strength: 17
Agility: 14
Intelligence: 18
Will: 16
Special Shot: +87
Special Effect: Able to return an opponent’s Battle Gear in the battle attached to his/her Bakugan to his/her hand until the end of that opponent's 3rd turn after this card's activation. No damage is inflicted on the opponent's Life Gauge for the returning of the Battle Gear. The Battle Gear returned with this effect is re-attached to the corresponding Bakugan when this effect expires. This effect is only usable once per game.


&

P2 ARANAUT
Health Bar @ 100% (500/500)
Power Level: 600
Attack Force: 3 + 4 = 7
Defense: 6
Strength: 17 + 3 = 20
Agility: 19
Intelligence: 16
Will: 14
Special Shot: +105
Special Effect: Able to increase the Health stat of an ally’s Bakugan by 20% of its base Health during a Tag-Team Battle. This effect is only usable once per game.


Vs.

P3 AVIOR
Health Bar @ 100% (400/400)
Power Level: 1200 - 400 = 800
Attack Force: 6
Defense: 11
Strength: 19
Agility: 18
Intelligence: 15
Will: 11
Special Shot: +86
Battle Form Extension: When an Ability is played that allows his effect to be activated, Avior elongates his neck and reveals his wings as he automatically initiates the “Close Combat” Special Attack at half the regular power. This effect is usable twice per game, counts as a move during your turn, and does not occupy the single Special Attack chance that is permitted per round. Once the two chances have been used, the Ability neglects the Battle Form Extension entirely.


&

P4 LINEHALT
Health Bar @ 100% (500/500)
Power Level: 900 - 400 = 500
Attack Force: 3
Defense: 6
Strength: 16
Agility: 17
Intelligence: 18
Will: 12
Special Shot: +94
Special Effect: Able to sacrifice 100 points of his own Health stat in order to activate one additional Fusion Ability Card during the brawl. This effect is only usable once per game.


HELIX DRAGONOID (600 points) & ARANAUT (600 points) Vs. AVIOR (800 points) & LINEHALT (500 points)

When clashing an attack, the one who caused the clash must attack only the Bakugan involved with the attack being clashed.

Attack Launched!

ARANAUT
Step 1: 800 - 600 = 200
Step 2: 6 - 7 = -1 = 1
Step 3: 200*1 = 200
Step 4: 200*3 = 600
Step 5: 600 / 6 = 100

100 points of damage dealt to Aranaut.
_____________________

HELIX DRAGONOID
Step 1: 800 - 600 = 200
Step 2: 6 - 3 = 3
Step 3: 200*3 = 600
Step 4: 600*3 = 1800
Step 5: 1800 / 7 = 257.1 = 260

Still incoming, 260 points of damage for Helix Dragonoid.

P1 HELIX DRAGONOID
Health Bar @ 100% (500/500)
Power Level: 600
Attack Force: 3
Defense: 7
Strength: 17
Agility: 14
Intelligence: 18
Will: 16
Special Shot: +87
Special Effect: Able to return an opponent’s Battle Gear in the battle attached to his/her Bakugan to his/her hand until the end of that opponent's 3rd turn after this card's activation. No damage is inflicted on the opponent's Life Gauge for the returning of the Battle Gear. The Battle Gear returned with this effect is re-attached to the corresponding Bakugan when this effect expires. This effect is only usable once per game.


&

P2 ARANAUT
Health Bar @ 80% (400/500)
Power Level: 600
Attack Force: 7
Defense: 6
Strength: 20
Agility: 19
Intelligence: 16
Will: 14
Special Shot: +105
Special Effect: Able to increase the Health stat of an ally’s Bakugan by 20% of its base Health during a Tag-Team Battle. This effect is only usable once per game.


Vs.

P3 AVIOR
Health Bar @ 100% (400/400)
Power Level: 800
Attack Force: 6
Defense: 11
Strength: 19
Agility: 18
Intelligence: 15
Will: 11
Special Shot: +86
Battle Form Extension: When an Ability is played that allows his effect to be activated, Avior elongates his neck and reveals his wings as he automatically initiates the “Close Combat” Special Attack at half the regular power. This effect is usable twice per game, counts as a move during your turn, and does not occupy the single Special Attack chance that is permitted per round. Once the two chances have been used, the Ability neglects the Battle Form Extension entirely.


&

P4 LINEHALT
Health Bar @ 100% (500/500)
Power Level: 500
Attack Force: 3
Defense: 6
Strength: 16
Agility: 17
Intelligence: 18
Will: 12
Special Shot: +94
Special Effect: Able to sacrifice 100 points of his own Health stat in order to activate one additional Fusion Ability Card during the brawl. This effect is only usable once per game.


HELIX DRAGONOID (600 points) & ARANAUT (600 points) Vs. AVIOR (800 points) & LINEHALT (500 points)

ATTACKER
DEFENDER
Result
Dan
Ren
Mason defends on behalf of Ren.
Mason
1. Princess Fabia
2. Dan
1. Princess Fabia defends herself.
2.
Princess Fabia
Ren

PLAYER 1'S TURN (DEFENDER)

In terms of Defenders, it's Player 1's turn next. Dan must respond to the attack made by Mason by either defending himself, or allowing Princess Fabia to defend for him. Dan chooses to fend for himself and activate the Burning Reflector Ability Card on Mason.

Burning Reflector:
Class: Defense
Effect:
- Allows your Helix Dragonoid Bakugan to negate an opponent's most recent Attack-Class Ability Card activated.
- Increases your Helix Dragonoid's Defense by 2 points.

P1 HELIX DRAGONOID
Health Bar @ 100% (500/500)
Power Level: 600 + 300 = 900
Attack Force: 3
Defense: 7 + 2 = 9
Strength: 17
Agility: 14
Intelligence: 18
Will: 16
Special Shot: +87
Special Effect: Able to return an opponent’s Battle Gear in the battle attached to his/her Bakugan to his/her hand until the end of that opponent's 3rd turn after this card's activation. No damage is inflicted on the opponent's Life Gauge for the returning of the Battle Gear. The Battle Gear returned with this effect is re-attached to the corresponding Bakugan when this effect expires. This effect is only usable once per game.


&

P2 ARANAUT
Health Bar @ 80% (400/500)
Power Level: 600 + 300 = 900
Attack Force: 7
Defense: 6
Strength: 20
Agility: 19
Intelligence: 16
Will: 14
Special Shot: +105
Special Effect: Able to increase the Health stat of an ally’s Bakugan by 20% of its base Health during a Tag-Team Battle. This effect is only usable once per game.


Vs.

P3 AVIOR
Health Bar @ 100% (400/400)
Power Level: 800
Attack Force: 6 - 3 = 3
Defense: 11
Strength: 19 - 2 = 17
Agility: 18 - 1 = 17
Intelligence: 15 - 1 = 14
Will: 11
Special Shot: +86
Battle Form Extension: When an Ability is played that allows his effect to be activated, Avior elongates his neck and reveals his wings as he automatically initiates the “Close Combat” Special Attack at half the regular power. This effect is usable twice per game, counts as a move during your turn, and does not occupy the single Special Attack chance that is permitted per round. Once the two chances have been used, the Ability neglects the Battle Form Extension entirely.


&

P4 LINEHALT
Health Bar @ 100% (500/500)
Power Level: 500
Attack Force: 3
Defense: 6
Strength: 16
Agility: 17
Intelligence: 18
Will: 12
Special Shot: +94
Special Effect: Able to sacrifice 100 points of his own Health stat in order to activate one additional Fusion Ability Card during the brawl. This effect is only usable once per game.


HELIX DRAGONOID (900 points) & ARANAUT (900 points) Vs. AVIOR (800 points) & LINEHALT (500 points)

Defense Formed!

HELIX DRAGONOID
Step 1: 800 - 900 = -100
Step 2: 3 - 3 = 0 = 1
Step 3: -100*1 = -100
Step 4: -100*3 = -300
Step 5: -300 / 9 = -33.3 = 0

Avior's attack has been successfully negated.

ATTACKER
DEFENDER
Result
Dan
Ren
Mason defends on behalf of Ren.
Mason
1. Princess Fabia
2. Dan
1. Princess Fabia defends herself.
2. Dan defends himself.
Princess Fabia
Ren

PLAYER 3'S TURN (ATTACKER)

Princess Fabia has now entered her turn as an Attacker. She chooses to activate the Vector Fist Ability Card and launch an attack on Linehalt.

Vector Fist:
Class: Attack
Effect:
- Increases your Aranaut's Power Level by 400 points.
- Increases your Aranaut's Attack Force by 3 points.
- Increases your Aranaut's Strength by 2 points.
- Increases your Aranaut's Agility by 2 points.

P1 HELIX DRAGONOID
Health Bar @ 100% (500/500)
Power Level: 900
Attack Force: 3
Defense: 9
Strength: 17
Agility: 14
Intelligence: 18
Will: 16
Special Shot: +87
Special Effect: Able to return an opponent’s Battle Gear in the battle attached to his/her Bakugan to his/her hand until the end of that opponent's 3rd turn after this card's activation. No damage is inflicted on the opponent's Life Gauge for the returning of the Battle Gear. The Battle Gear returned with this effect is re-attached to the corresponding Bakugan when this effect expires. This effect is only usable once per game.


&

P2 ARANAUT
Health Bar @ 80% (400/500)
Power Level: 900 + 400 = 1300
Attack Force: 7 + 3 = 10
Defense: 6
Strength: 20 + 2 = 22
Agility: 19 + 2 = 21
Intelligence: 16
Will: 14
Special Shot: +105
Special Effect: Able to increase the Health stat of an ally’s Bakugan by 20% of its base Health during a Tag-Team Battle. This effect is only usable once per game.


Vs.

P3 AVIOR
Health Bar @ 100% (400/400)
Power Level: 800
Attack Force: 3
Defense: 11
Strength: 17
Agility: 17
Intelligence: 14
Will: 11
Special Shot: +86
Battle Form Extension: When an Ability is played that allows his effect to be activated, Avior elongates his neck and reveals his wings as he automatically initiates the “Close Combat” Special Attack at half the regular power. This effect is usable twice per game, counts as a move during your turn, and does not occupy the single Special Attack chance that is permitted per round. Once the two chances have been used, the Ability neglects the Battle Form Extension entirely.


&

P4 LINEHALT
Health Bar @ 100% (500/500)
Power Level: 500
Attack Force: 3
Defense: 6
Strength: 16
Agility: 17
Intelligence: 18
Will: 12
Special Shot: +94
Special Effect: Able to sacrifice 100 points of his own Health stat in order to activate one additional Fusion Ability Card during the brawl. This effect is only usable once per game.


HELIX DRAGONOID (900 points) & ARANAUT (1300 points) Vs. AVIOR (800 points) & LINEHALT (500 points)

Attack Launched!

LINEHALT
Step 1: 1300 - 500 = 800
Step 2: 10 - 3 = 7
Step 3: 800*7 = 5600
Step 4: 5600*3 = 16800
Step 5: 16800 / 6 = 2800

Incoming, 2800 points of damage for Linehalt.

ATTACKER
DEFENDER
Result
Dan
Ren
Mason defends on behalf of Ren.
Mason
1. Princess Fabia
2. Dan
1. Princess Fabia defends herself.
2. Dan defends himself.
Princess Fabia
Ren
Ren
_________________________________________________________________________________________



And repeat, as the rest follows suit. One final important rule extension you should remember about Tag-Team Brawling is that when one Bakugan is defeated, the losing player does NOT apply Life Gauge damage. Life Gauge damage is only applied when both players of the same team have lost the round. To calculate this damage, combine the overkill between both losing players and then divide it by 2. Apply the resulting damage to both player's Life Gauges. Tag-Team Battles are a more complicated form of brawling, and should only be attempted by those who really feel they've come to understand the new revolutionized brawling system for GI. If you have any questions about this or Free-For-All Brawling, don't hesitate to ask in the Q&A Forum. Thanks in advance and enjoy the practice session. Smile


Last edited by M_D on Thu Jun 28, 2012 4:01 am; edited 2 times in total
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PostSubject: Re: CONDITIONAL RP BRAWLING RULES   CONDITIONAL RP BRAWLING RULES Icon_minitimeWed Jun 20, 2012 3:36 pm

After careful observation, I've decided that an amendment will be added to brawls consisting of three or more players.

From now on, if an attack is launched against multiple opponents simultaneously, and an Ability Card played by the attacker is negated or reversed by one opponent, the executed attack may NOT be clashed. This is a kink in the system that needs to be worked out, as it's far too easy to blindside a single player and even wipe out his/her Life Gauge in one shot.

So, just to be clear, no attack can be clashed if the opponent negates or reverses the attacker's Ability Card(s) before the next player performs a reaction move. If you have any questions about this new rule, don't hesitate to ask in the Q&A forum. Thanks in advance, and enjoy the practice session. Smile
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PostSubject: Re: CONDITIONAL RP BRAWLING RULES   CONDITIONAL RP BRAWLING RULES Icon_minitimeThu Jun 28, 2012 4:05 am

MAJOR revisions have been made to both the free-for-all brawling and tag-team brawling guidelines. I highly recommend that you completely reread the entire example brawls for both sections, because both have been altered to a game-changing extent.

Once you've learned how to alternate turns between Attackers and Defenders, and have grasped the standard rules for Attackers, and special rules for the Defenders, you'll have everything you need to know to participate in the more advanced brawls such as these.
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PostSubject: Re: CONDITIONAL RP BRAWLING RULES   CONDITIONAL RP BRAWLING RULES Icon_minitime

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