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- Wail of A Tale
- Arcade Spell
- If you control a WATER monster: Target 1 Set card your opponent controls, or 2 if your "Arcade World" has more Quarter Counters than your opponent's; destroy them. You can only activate 1 "Wail of A Tale" per turn.
- Whaling Banshee
- Level 7 WATER Zombie/Effect
- 1700/2500
- You can discard 1 WATER monster; Special Summon this card from your hand. During your opponent's Main Phase (Quick Effect): You can target 1 Arcade Trap in either GY; Set that target to your field, then banish this face-up card until the End Phase. You can only use each effect of "Whaling Banshee" once per turn.
- Dark Scorpion Kingpin
- Level 4 DARK Warrior/Effect
- 1400/1500
- (This card's name is always treated as "Don Zaloog".)
- If you control another "Dark Scorpion" monster, this card can attack directly. When this card inflicts battle damage to your opponent: You can activate 1 of these effects;
- ● Discard 1 random card from their hand.
- ● Remove up to 2 Quarter Counters from their "Arcade World".
- Dark Scorpion Infighting
- Arcade Spell
- If you control a face-up "Don Zaloog": You can Special Summon any number of "Dark Scorpion" monsters from your hand, but only 1 copy of each, then place Quarter Counters in your "Arcade World" for each monster Special Summoned this way.
- Dance of the Red Ghoul
- Arcade Trap
- After this card's activation, it remains on the field, but you must destroy it during the End Phase of your opponent's 3rd turn. Your opponent's monsters cannot attack, unless your opponent removes 1 Quarter Counter from their "Arcade World".
- Bolero Bullfighter
- Level 4 EARTH Beast-Warrior/Effect
- 2000/1000
- If you have 5 or more Quarter Counters in your "Arcade World", this card cannot attack.
- Biomechanical Chaser
- Level 4 DARK Machine/Effect
- 1850/800
- If you have 5 or more Quarter Counters in your "Arcade World", this card gains 500 ATK/DEF.
- Telessault Fighter
- Level 7 DARK Psychic/Ritual/Effect
- 2600/2500
- You can Ritual Summon this card with "Psychokinetic Sparring Ritual". If this card is Ritual Summoned and your LP is less than your opponent's: Place Quarter Counters in your "Arcade World" for each 1000 LP your opponent has.
- Psychokinetic Sparring Ritual
- Arcade Spell
- This card can be used to Ritual Summon any Psychic Ritual Monster. You must also pay LP equal to the Level of the Ritual Summoned monster x 300 (when this card resolves).
- Penalty Shot
- Arcade Spell
- Special Summon any number of "U.A." monsters with different names from your hand. If you Special Summoned 3 or more monsters with this effect, they gain 500 ATK/DEF. During the End Phase of the turn you activated this card, return all monsters you control to your hand.
- Power Play
- Arcade Spell
- Target 1 "U.A." monster you control; if that target battles an opponent's monster this turn, you can send 1 card your opponent controls to the GY. You can activate this card from your hand or while Set during either player's turn.
- =====
- Arcade Duel is a duel format that uses Arcade World, a field spell that accumulates Quarter Counters through Arcade Spells/Traps.
- Rules
- -All players must control Arcade World on the field and cannot activate other Field Spells.
- -All players can only use Arcade Spells/Traps and no other Spells/Traps.
- -While Arcade World is on the field, during each player's standby phase, they gain 1 Quarter Counter.
- -In order to normal summon monsters, they had to have the required Quarter Counters equal to the Level of the monster they summon.
- Differences
- -Unlike Speed Duel and Rush Duel, each player has 5 Main Monster Zones and Spell & Trap Zones but do not have Extra Monster Zones and no Extra Deck. Also, there are no Pendulum Zones
- -Like Master Duel, each player starts with 8000 LP and 5 cards as a starting hand.
- -The player that goes first can draw a card but cannot attack.
- -Each player has a Arcade World Zone which is where the Field Zone is at.
- -Like Master Duel, the Deck Count is 40-60.
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