Duel Monsters ~Abandoned~

i dont think chess or myself give a shit about this game anymore

I’d yell at you guys, but it’s not just you.

I was prodded and I plan on trying but the game has 2 things I hate now which is complicated mechanics and nobody playing it

makes it hard for me to pay attention to it, sorry

Yeah this game should probably have been ended rather than me taking over as backup mod as it clearly hasn’t recovered so we’re gonna kill it, hold tight.

@yugioh

If you want to PM me and guess who the scumteam is that’s cool, you have 24 hours

I’ll post the guesses along with closing the game off

Also feel free to fuck up each other’s fields I guess maybe I’ll respond to cards being played

Wow nobody did anything

Yeah I’ll end the game fine

Scum

Red-Eyes

Hello Srceenplay, you are the Red-Eyes Black Dragon representing Red-Eyes.
You are aligned with the Wolves.

FACTIONAL
Your buddies are Erika Furudo (who is Magical Scientist representing the Magical Scientist FTK) and Frozen Angel (who is High Priestest of Prophecy representing Prophecy and Spellbooks)
You have daytalk here you can make a discord sure idc as long as all wolves are okay with it
You have a factional kill blah blah blah
You also have access to the following cards. These cards can only be played once per game and cannot be recycled.

  • Dark Hole (Spell): Destroy all monsters on the everyone’s field. This resolves instantly. This can be played at any time.
  • Heavy Storm (Spell): Destroy all spells and traps that are on everyone’s field. This resolves instantly. This can be played at any time.
  • Change of Heart (Spell): Target one monster on the field. Your faction will control that monster for the rest of that phase. This resolves instantly.

Off-Field Abilities
You are in the Season 1 Hood with Guccy who is the Dark Magician representing Dark Magicians and Beeboy who is Blue-Eyes White Dragon representing Blue-Eyes
You cannot draw cards.
Once per game, you can send 2 Red-Eyes Black Dragons to the graveyard do special summon any cards from the following pool. Once per day, you can send 2 Red-Eyes Black Dragons from your field to the graveyard to special summon any of the cards from the following pool. You can only special cards from this pool once per cycle.

  • Red-Eyes Slash Dragon (Monster | DARK): When this card is summoned you can target 1 monster on the field and equip it to this card. Once per phase you can target 1 card equip it to this card. If this card were to be destroyed, banish one of the cards equipped to it. If you ever have 3 cards equipped, during the night, you can target someone. Any actions they performed during the night will fail.
  • Archfiend Black Skull Dragon (Monster | DARK): Once per night, target 1 player and destroy their field
  • Meteor Comet Black Dragon (Monster | DARK): During the night you can target a player. You will learn if their off-field ability can kill, block, or investigate someone during the night (You get your result in “they can kill, block, or investigate during the night” “no they cannot perform any of those actions during the night” or “no result”)
  • Red-Eyes Flare Metal Dragon (Monster | DARK): Twice per game you can target 1 player. As long as this card is on the field, that player cannot play cards.

Deck
Red-Eyes Black Dragon (Monster | DARK): To normally summon this card you must tribute 2 monsters on your side of the field. This card has no other special effects.

Red-Eyes Darkness Metal Dragon (Monster | DARK): This card can only be summoned by banishing one monster you control. During the day, you can target a monster in anyone’s graveyard: Special summon it.

Black Stone of Legend (Monster | DARK): When this card is normal summoned, you can tribute this card to special summon one “Red-Eyes Black Dragon” from your deck.

Red-Eyes Baby Dragon (Monster | DARK): If this card ever leaves the field, you can special summon one Red-Eyes card from your graveyard or deck.

You win when your faction controls 50% of the town or nothing can stop this from happening.

Spellbooks

Hello Frozen Angel, you are the High Priestest of Prophecy representing Spellbooks and Prophecy.
You are aligned with the Wolves.

FACTIONAL
Your buddies are Erika Furudo (who is Magical Scientist representing the Magical Scientist FTK) and Srceenplay (who is Red-Eyes Black Dragon representing Red-Eyes)
You have daytalk here you can make a discord sure idc as long as all wolves are okay with it
You have a factional kill blah blah blah
You also have access to the following cards. These cards can only be played once per game and cannot be recycled.

  • Dark Hole (Spell): Destroy all monsters on the everyone’s field. This resolves instantly. This can be played at any time.
  • Heavy Storm (Spell): Destroy all spells and traps that are on everyone’s field. This resolves instantly. This can be played at any time.
  • Change of Heart (Spell): Target one monster on the field. Your faction will control that monster for the rest of that phase. This resolves instantly.

Off-Field Abilities
You cannot summon monsters normally except for Spellbook Magician of Prophecy.
In your deck you have access to several “Spellbook” cards.
You can only play 1 “Spellbook” card per day unless stated otherwise.
During twilight, depending on the amount of “Spellbook” cards you have played during the day, you can special summon 1 monster from your deck equal or less to the total amount of “Spellbook” cards you played (for clearification, these cards are in fact in your deck).

  • 2 Spellbooks
    • Spellbook Magician of Prophecy (Monster | WATER): During the day, if this card is on the field, you can play an additional spellbook card.
  • 4 Spellbooks
    • Jowgen the Spiritualist (Monster | LIGHT): When this is summoned, you can target a player. All monsters they played that day phase will be destroyed. That player can only summon one monster as long as this card is on the field.
    • Kycoo the Ghost Destroyer (Monster | DARK): While this card is on the field, cards in the graveyard cannot be moved out of the graveyard.
  • 6 Spellbooks
    • High Priestest of Prophecy (Monster | LIGHT): During the day, you can target one monster: Destroy it.
      During the day, you can target one spell or trap card. Destroy it.
      During the night, you may target a player and a monster. You will protect that player during that night, and that monster during the night and following day.
  • 9 Spellooks
    • World of Prophecy (Monster | LIGHT): During twilight, if you have played at least 4 “spellbook” cards, you can destroy all cards on everyone’s fields.

During night, depending on the amount of “Spellbook” cards you have played during the day, you can special summon 1 monster from your deck equal or less to the total amount of “Spellbook” cards you played (for clearification, these cards are in fact in your deck).

  • 2 Spellbooks
    • During the night, you can target someone. Any cards they recieve at the start of the day will be discarded.
  • 4 Spellbooks
    • During the night, you can target someone. You will investigate them, learning their alignment. However you will not actually learn the result, instead you may target a 2nd player. That 2nd player will be told the following no matter what: “You have recieved the following investigation report from a cop: The person that was investigated is aligned with the town.”
  • 6 Spellbooks
    • If anyone in your faction were to die during the night, instead they will survive.
  • 9 Spellooks
    • All abilities your faction perform cannot fail or be redirected, and the factional kill will go through protection. Also, your faction may chose to have certain actions be seen and certain actions be unseen.

Also, you share a hood with Guccy who is the Dark Magician representing Dark Magicians. You know that they have access to all of your Spellbook cards as well as the Spellbook Magician of Prophecy (Monster | WATER)

Deck
The Grand Spellbook Tower (Field Spell): This card cannot leave the field unless it is destroyed. At the start of every day phase, if this card is on the field, you can play an additional spellbook card. During the day, you may target a spellbook card you played this phase. Add it to your hand and immediately replay it. This card is uneffected by card effects as long as you have a monster on your side of the field.

Spellbook of Fate (Spell): Gain only 1 of the following effects depending on the amount of spellbooks you played this phase.

  • 1 Spellbook: Target 1 spell or trap card on a player’s field: Send it back to their deck. That card cannot be played until the next cycle.
  • 2 Spellbooks: Target 1 monster: That monster’s abilities cannot be used until the next cycle.
  • 3 Spellbooks: Target 1 card on the field: Banish it.

Spellbook of Secrets (Spell): You may play an additional spellbook card this turn. You can only play this card once.

Spellbook of the Master (Spell): You may target a spellbook card you played this phase that is not “Spellbook of Secrets”. Reuse it.

Spellbook of Power (Spell): Target a monster on the field. If that monster uses its abilities during the current day phase, you may play an additional spellbook card. If it uses its abilities during the night, at the start of the next day you may play an additional spellbook card.

Spellbook of Wisdom (Spell): Target a monster. That monster is unneffected by either Traps or Spell (you have to declare which when you play the card) for the rest of the cycle.

Spellbook Library of the Crescent (Spell): Target a player and 3 spellbook cards. That player will pick what card that is added to your hand.

Spellbook of Judgment (Spell): If you play 5 or more Spellbooks during this turn, you may special summon a monster from your deck. If you are the High Priestest of Prophecy, instead you may summon 2 monsters instead of 1 from your Off-Field Ability and use 2 Off-Field Abilities instead of 1. (NOTE: this does not count your summon)

Spellbook Star Hall (Continuous Spell): This card cannot leave the field unless it is destroyed. Monsters you control cannot be destroyed by other monsters.

Spellbook of Life (Equip Spell): Target one monster in your graveyard. Special Summon it. If this card leaves the field destroy the equipped monster. If the equipped monster leaves the field, destroy this card.

You win when your faction controls 50% of the town or nothing can stop this from happening.

Draw pool:
Blue Boy (This took me a while. Apparently this is a nickname for spellbook magician of prophecy. I should have googled it.)
Spellbook of Judgment
Spellbook of Eternity (Spell): Target one of your banished spellbook cards and add it to your hand. You can play an additional spellbook card this turn.
High Priestess of Prophecy
Burial from a different dimension (Spell): Target 3 banished cards and return them to the deck or graveyard, your choice.

Magical Scientist

Hello Erika Furudo, you are the Magical Scientist representing the Magical Scientist FTK.
You are aligned with the Wolves.

FACTIONAL
Your buddies are Frozen Angel (who is the High Preistest of Prophecy representing Prophecy and Spellbooks) and Srceenplay (who is Red-Eyes Black Dragon representing Red-Eyes)
You have daytalk here you can make a discord sure idc as long as all wolves are okay with it
You have a factional kill blah blah blah
You also have access to the following cards. These cards can only be played once per game and cannot be recycled.

  • Dark Hole (Spell): Destroy all monsters on the everyone’s field. This resolves instantly. This can be played at any time.
  • Heavy Storm (Spell): Destroy all spells and traps that are on everyone’s field. This resolves instantly. This can be played at any time.
  • Change of Heart (Spell): Target one monster on the field. Your faction will control that monster for the rest of that phase. This resolves instantly.

Off-Field Abilities
While you are alive, instead of drawing cards for yourself, your faction will gain an additional factional card. These cards can only be played once per game and cannot be recycled.
You can only control 1 fusion monster on the field at a time.
Depending on the number of Fusion Monsters summoned, you will gain the following abilities. You can only use each ability once.

  • 1 Fusion Monster
    • Target 1 Spell or Trap card and 1 Monster card: Negate their effects and during Twilight destroy them.
  • 2 Fusion Monsters
    • You will gain a 1-shot Strongman
  • 3 Fusion Monsters
    • Target 1 player: You will recieve a copy of their role pm immediately.
  • 4 Fusion Monsters
    • Target 1 player: You will recieve a copy of their role pm immediately.
  • 5 Fusion Monsters
    • Target 1 player. Any actions that are preformed on them will be performed on you, and any actions that are performed on you will be performed on them.
  • 6 Fusion Monsters
    • Destroy all cards on all fields.
  • 7 Fusion Monsters
    • Target a player. You will kill them.
  • 8 Fusion Monsters
    • Reset everyone’s boards completely. Cards cannot be played for the rest of the cycle.

Also you share a neighbourhood with Lady Lambdadelta, who is Yata Garasu representing the Yata Lock. They are informed of your flavor.

Deck
Gilasaurus (Monster | EARTH): If this is the first card you play during the day, everyone may chose to summon an additional monster during the day, including yourself.

Catapult Turtle (Monster | WATER): During the day, and as many times as you wish, you may tribute one card on your side of the field to destroy one card on anyone’s field.

Magical Scientist (Monster | DARK): During the day, and as many times as you wish, you may summon any of the following fusion monsters. These cards can only be summoned by this effect. You can only summon 8 fusion monsters max by this effect. Any fusion monsters special summoned by this card will leave the field during twilight.

  • Roaring Ocean Snake (Monster | WATER): If this card is tributed, you can target another spell or trap card: destroy it.
  • Punished Eagle (Monster | WIND): If this card is tributed, you can target another monster card: destroy it.
  • Empress Judge (Monster | EARTH): If this card is tributed, you can target a player. You will learn if they have access to any private topics, and you will learn their flavor.
  • Dark Batler the Terrible (Monster | DARK): If this card is tributed, you can target a card on the field. It will be uneffected by other spell cards pernamently.
  • Fiend Skull Dragon (Monster | WIND): If this card is tributed, you can target a card on the field. It will be uneffected by other monster cards pernamently.
  • Ryu Senji (Monster | EARTH): If this card is tributed, you can target a card on the field. It will be uneffected by other trap cards pernamently.
  • Thousand-Eyes Restrict (Monster | DARK): While this card is on the field, other cards cannot be played. During the day, and once per game, you may target a monster. Equip it to this card. If this card were to be destroyed, the equipped monster will be destroyed instead.

You win when your faction controls 50% of the town or nothing can stop this from happening.

Wolf Factional Draw Pool

Ojama Trio (Spell): Target a player, they cannot summon anymore monsters as long as whoever drew this card is alive.
The Forceful Sentry (Spell): This resolves instantly. Privately target a player. They may either show their role pm to your faction or be vanillalized for the rest of the game.
Giant Trunade (Spell): Return all cards on the field to the deck.
Cold Wave (Spell): Target 2 players: Cards cannot be played by them for the rest of the game.
Blank Spell Card (Spell): Target any factional spell card you used previously, use that card again.

Town

Traptrix

Hello Maxwell Puckett, you are Traptrix Rafflesia representing Traptrix.
You are aligned with the Town.

Off-Field Abilities
You can play trap cards from your hand.
You can only set 2 traps per day.

Deck
Traptrix Myrmello (Monster | EARTH): If this card is summoned from the deck you can target 1 of your set spell or trap cards: Send it back to the deck and if you do change it with a different spell or trap card instead. If this card is special summoned from the graveyard you can target 1 card on the field: destroy it.

Traptrix Atrax (Monster | EARTH): Trap cards cannot be negated and their activation cannot be stopped. Also spell and trap cards you control cannot be targetted by card effects.

Traptrix Dionea (Monster | EARTH): If this card is summoned from the deck you can target 1 Traptrix monster in your graveyard and summon it onto your side of the field. If this card is specila usmmoned from the graveyard you can target 1 trap card in anyone’s graveyard and set it to your side of the field.

Traptrix Mantis (Monster | EARTH): When this card is normal summoned, special summon 1 traptrix card and resolve all of its effects.

Traptrix Rafflesia (Monster | EARTH): This card can only be special summon by tributing 2 monsters on your side of the field. This card cannot be summoned by other ways. Traptrix cards you control are uneffected by card effects. Twice per game and once per night, you may target someone. If they perform an action, their field will be destroyed.

Trap Hole (Trap): Target 1 monster on the field that was summoned this phase and destroy it

Bottomless Trap Hole (Trap): This card can only be played once per game. Target 1 player who summoned a monster this phase; banish any monsters they summoned this phase that are on their field and that player cannot perform any more actions during the rest of this cycle.

Floodgate Trap Hole (Trap): All monsters except yours that were summoned this phase are flipped face down and cannot be flipped face up until the end of the next cycle.

Time-Space Trap Hole (Trap): Send all special summoned monsters that were summoned last cycle and this cycle to their respective decks.

Traptrix Trap Hole (Trap): Banish all monsters face down who have activated their effects this cycle and last cycle.

Treacherous Trap Hole (Trap): If you have no other trap cards in your graveyard, destroy all cards on the field except your own.

You will win the game when all threats to the town have been eliminated.

Draw Pool:
Traptrix
Drop off (Trap): Target 1 player: they will discard the next card they draw.
Fire Hand (Monster | FIRE): You can tribute this card to target 1 monster on the field: Destroy it. If this card ever leaves the field, you can special summon the following card, and if you do return this card to the deck.
Ice Hand (Monster | WATER): You can tribute this card to target 1 spell or trap on the field: Destroy it. If this card ever leaves the field, you can special summon Fire Hand, and if you do return this card to the deck. From this point on, all Hand Fire Hand and Ice Hands are special summoned from the deck.
Artifact Moralltech (Monster | LIGHT): you can set this card on your spell and trap zone. If this card is destroyed while it is in your spell and trap zone: special summon it. If this card was special summoned, you can target 1 player: Destroy their field and target 1 of the destroyed cards: put it on your side of the field face down.
Vanity’s Emptiness (Continuous Trap): While this card is on the field monsters cannot be summoned.

Toon

Hello Cutie Pie, you are Toon World representing Toons.
You are aligned with the Town.

Off-Field Abilities
At the start of the game, your flavor will be publicly confirmed along with this ability: Only toon cards can be played by Cutie Pie.
During the night, you may target someone. You will make all of their monsters Toon monsters for the next cycle only.
You get to draw a card at the start of the game.
However you can draw cards from the following card pool (in fact, picking the card you want to start with out of these is how I need you to confirm)
Day 1 you can pick 2 cards from this pool, all other days you only get to pick 1 card.

  • Comic Hand (Equip Spell): Target 1 monster on anyone’s field that is not your side of the field and gain control of it. If this card were to leave the field, return the monster to its owner if possible. If the equipped monster leaves the field, destroy this card.
  • Mimicat (Spell): Target 1 card in anyone’s graveyard. If it is a monster summon it to your side of the field. If its a Spell or Trap card you can set it on your side of the field.
  • Toon Briefcase (Trap): Everyone else sends all monsters they control back to their decks
  • Toon Kingdom (Field Spell): While you control this card, all of your cards are uneffected by other card effects. If this card were to be destroyed, you can send one card from your field to the graveyard instead.
  • Toon Rollback (Spell): Target 1 “Toon” monster you control. It can use its effect twice during that cycle.
  • Toon Table of Contents (Spell): You can summon an additional toon monster this turn.

Deck
Toon Mermaid (Monster | WATER): This card can be summoned without using your normal summon.

Toon Masked Sorceror (Monster | DARK): Once per day you can add 1 card from your draw pool to your hand.

Toon Dark Magician (Monster | DARK): To normally summon this card you must tribute 2 monsters from your side of the field. You may activate one of the following effects during the day:

    • Banish all cards on the field
    • Add 2 cards from your draw pool to your hand
    • Special Summon one Toon monster from your deck.

Toon Cyber Dragon (Monster | LIGHT): If you control no other monsters you can summon this card without using your normal summon.

Red-Eyes Toon Dragon (Monster | DARK): To summon this card normally you must tribute 2 monsters on your side of the field. Once per day, you can target 1 toon monster in your graveyard: Special Summon it.

Blue-Eyes Toon Dragon (Monster | LIGHT): To summon this card normally you must tribute 2 monsters on your side of the field. Once per day, you can target a player: Destroy their field.

You will win the game when all threats to the town have been eliminated.

HERO

Hello SoundsofSilence, you are Elemental Hero Stratos representing Elemental Heroes.
You are aligned with the Town.

Off-Field Abilities
You can fusion summon monsters! On Days 1 and 2, you can fusion summon 1 monster max, and on Day 3 and Future days, you can fusion summon 2 monsters max.
To fusion summon a monster, you can send the required fusion materials from your deck to the graveyard or/and on your field to banished.
You can fusion summon during the night phase.
You can fusion summon any of the following

  • Elemental Hero Absolute Zero [1 HERO monster and 1 WATER monster] (Monster | WATER): When this card is summoned, you can target a player: That player cannot play cards until the end of the next day phase. If this card ever leaves the field, that player’s field will be destroyed.
  • Elemental Hero Escuridao [1 HERO monster and 1 DARK monster] (Monster | DARK): Target one monster on the field: This card will gain its effect. Also any cards that would leave the field are banished instead. If this card leaves the field, gain control of the targetted monster.
  • Elemental Hero Gaia [1 HERO monster and 1 EARTH monster] (Monster | EARTH): Target two cards on the field: those effects cannot be activated as long as this card is on the field. If this card leaves the field, target two cards on the field: those effects cannot be activated until the end of the cycle.
  • Elemental Hero Tornado [1 HERO monster and 1 WIND monster] (Monster | WIND): Target a player: that player will gain an additional summon for that phase only. If this card leaves the field, target a player: that player will gain an additional summon for that phase only.
  • Elemental Hero Nova Master [1 HERO monster and 1 FIRE monster] (Monster | FIRE): Target a player: destroy their field. If this card leaves the field, target a player: destroy their field.
  • Elemental Hero The Shining [1 HERO monster and 1 LIGHT monster] (Monster | LIGHT): Cards on your side of the field are uneffected by other card effects. If this card ever leaves the field: target 2 banished “Elemental HERO” monsters; summon them to your side of the field. Those monsters are uneffected by other card effects until the end of the cycle.

Deck
Elemental Hero Shadow Mist (Monster | DARK): Target 1 card on the field: flip it face down. If this card is used as a fusion material, you can fusion summon an additional monster this cycle. Only one of these efects can be activated per phase.

Elemental Hero Stratos (Monster | WIND): You can destroy any number of cards on anyone’s field up to the amount of HERO cards you control. If this card is used as a fusion material, you can destroy any number of cards on anyone’s field up to the amount of HERO cards you control.

Elemental Hero Knospe (Monster | EARTH): If you control another HERO monster, HERO cards you control cannot be destroyed except for this card. If this card is used as a fusion material, you can target 1 player: form a neighbourhood with them. Any future players you hood with this effect will join that hood. This effect can only be activated once per cycle.

Elemental Hero Blazeman (Monster | FIRE): When this card is summoned, target one HERO monster in your graveyard: summon it to your side of the field. Fusion monsters cannot be summoned this way. If this card is used as a fusion material, you can summon 1 HERO monster from your deck.

Elemental Hero Voltic (Monster | LIGHT): Whenever you destroy a card, you can target one of your banished HERO monsters: Summon it to your side of the field. If this card is used as a fusion material, you can special summon this card.

Elemental Hero Bubbleman (Monster | WATER): If you control no cards on your field, you can special summon this card and draw 1 card. If this card is used as a fusion material, you can target one player. That player will be publicly machoized for the rest of the cycle.

You will win the game when all threats to the town have been eliminated.

Draw Pool:
Miracle Fusion (Continuous Spell): As long as this card is face-up, cards in your graveyard can be used as fusion materials. If cards in your graveyard are used as fusion materials, they are banished.
A Hero Lives (Spell): Special Summon one HERO fusion monster for free.
Super Polymerization (Continuous Spell): As long as this card is face-up, you can use all monsters on all player’s fields as fusion material.
Metamorphasis (Spell): Target one Fusion monster you control, send it back to the location it was summoned from and if you do summon another Fusion monster that does not have the same atribute as it.
Fusion Gate (Field Spell): As long as this card is face-up, cards in anyone’s graveyard can be used as fusion materials. If cards in the graveyard are used as fusion materials, they are banished.

Frogs

Hello catspurr, you are Substitoad representing Frogs.
You are aligned with the Town.

Off-Field Abilities
Instead of drawing cards, during the night you can target a player. They will recieve an additional card from you. You will not know what the card is, but you know that you gave them this card and that it can carry potentially powerful effects.
You start the game with the following card on your field:

  • Mass Driver (Continuous Spell): This card cannot leave your field no matter what. Everytime you tribute a monster, put 1 counter on this card. Once this card gains 20 counters, you can remove all of the counters on this card to target a player. They will be machoized and vanillalized pernamently, and their field will be nuked. No cards can be placed onto their field. This effect can only be used twice per game.

Deck
Substitoad (Monster | WATER): During the day and as many times as you want, you can tribute one card on your side of the field to summon one “Frog” monster from your deck.

Dupe Frog (Monster | WATER): As long as this card is on the field all WATER monsters you control are uneffected by card effects.

Swap Frog (Monster | WATER): Once per game and during the day, you can send 1 WATER monster from the deck to the graveyard to summon this card in addition to your normal summon. When this card is summoned, you can send 1 WATER monster from your deck to your graveyard. Once per day you can send 1 WATER monster back from your field to your deck to immediately normal summon one Frog monster that is not “Swap Frog.”

Ronintoadin (Monster | WATER): During the day, if this card is in your graveyard you can banish 1 Frog monster in your graveyard to special summon this card.

Des Frog (Monster | WATER): Once per day you can target 1 card on the field: destroy it.

Beelze Frog (Monster | WATER): If this card is tributed you can target a player: That player will not draw any cards at the start of the next day.

Flip Flop Frog (Monster | WATER): If this card is tributed, you can target a player: All cards on the field will go back into their deck.

Unifrog (Monster | WATER): If this card is tributed, you can target a card: Negate its effects for the rest of the day.

Poison Draw Frog (Monster | WATER): If this card is tributed you may draw an additional card at the start of the next day. This effect can only be used once per cycle.

Treeborn Frog (Monster | WATER): If this card is in your graveyard you can special summon it. This effect can only be used once per cycle.

You will win the game when all threats to the town have been eliminated.

Draw pool:
Graceful Charity (Spell): Draw 3 cards. During twilight, send 2 cards you control the graveyard or banish your hand.
One Day of Peace (Spell): Skip the next night phase.
Giant Trunade (Spell): Return all cards on the field to the deck.
Dimension Fusion (Spell): All players play as much Banished cards onto their field as possible.
Cold Wave (Spell): Target 2 players: Cards cannot be played by them for the rest of the game.

Mirror Trap

Hello Katsuki, you are Mirror Force Dragon representing Mirror Trap.
You are aligned with the Town.

Off-Field Abilities
Once per cycle, you can swap one of your set traps for a different set trap.
You can play trap cards from your hand.
Instead of drawing a card, you may add 1 Mirror Trap from your deck to your hand.
If you have 3 Mirror Traps cards set on your side of the field, you can special summon the following card:
Mirror Force Dragon (Dragon | LIGHT): In response to a card effect, you can either send one Mirror Trap from your Deck to your Graveyard or from your Graveyard to your Deck. Use the sent Mirror Trap’s effect in response to that card. This card cannot be destroyed.

Deck
Mirror Force (Trap): If cards were to be destroyed, you can activate this card(s): instead of destroying that card(s), destroy all of the destroyer’s cards (basically if A tried to destroy B’s card, you would destroy all of A’s cards). Also. if you were to be shot, you can send this card to the graveyard to survive the shot.

Dark Mirror Force (Trap): If cards were to be destroyed by a DARK monster, you can activate this card(s): instead of destroying that card(s), gain control of all of the destroyer’s cards pernamently.

Quaking Mirror Force (Trap): If cards were to be destroyed by an EARTH monster, you can activate this card(s): instead of destroying that card(s), flip all of the cards they control facedown. They cannot be flipped face-up or leave the field.

Blazing Mirror Force (Trap): If cards were to be destroyed by a FIRE monster, you can activate this card(s): instead of destroying that card(s), kill the destroyer.

Radiant Mirror Force (Trap): If cards were to be destroyed by a LIGHT monster, you can activate this card(s): Turn all cards your opponent controls into the following card
30,000 - Year Old White Turtle (Monster | NO ATRIBUTE): This card has no effect.

Drowning Mirror Force (Trap): If cards were to be destroyed by a WATER monster, you can activate this card(s): instead of destroying that card(s), send all of the destroyer’s cards to the deck.

Storming Mirror Force (Trap): If cards were to be destroyed by a WIND monster, you can activate this card(s): instead of destroying that card(s), banish all cards except yours on the field. This effect will always effect other cards.

You will win the game when all threats to the town have been eliminated.

Harpies

Hello GreyICE, you are Harpie Lady Sisters representing Harpies.
You are aligned with the Town.

Off-Field Abilities
You cannot be protected.
For each Harpie monster you control, gain the following ability. You can only use one per cycle.
On Day 1 only, you can summon 2 Harpie monsters.

  • 1 Harpie
    • During the night, you can target a player: You will learn who they visit if anyone.
  • 2 Harpies
    • During the night, you can target a player. You will learn how many people visited them, if any, but not who visited them.
  • 3 Harpies
    • Actions you perform (not your cards) cannot fail.
  • 4 Harpies
    • During the night, you can target a player or a card: Any killing actions they perform will be blocked.
  • 5 Harpies
    • During the night, you can target a player: You will learn their alignment.

Deck
Harpie Lady 1 (Monster | WIND): You can only have 1 of these in your deck. You can use the following abilities up to the number of Harpies you control.

  • 1 Harpie
    • Target 1 card on the field: Destroy it
  • 2 Harpies
    • Target 2 cards on the field: Destroy them
  • 3 Harpies
    • Target 1 card on the field: destroy it, and as long as this card is on the field, cards with that name cannot be played.
  • 4 Harpies
    • Target a player: destroy their field.
  • 5 Harpies
    • At the start of the night phase, you can destroy everyone’s field except your own.

Harpie Lady 2 (Monster | WIND): You can only have 1 of these in your deck. You can use the following abilities up to the number of Harpies you control.

  • 1 Harpie
    • Target 1 card you control except this card. The first card to target that card will have its effects negated until twilight.
  • 2 Harpies
    • Target 1 card on the field except this card: It cannot be targetted by card effects.
  • 3 Harpies
    • Target 1 card on the field. As long as this card is on the field, that card cannot be removed from the field and its effects are negated.
  • 4 Harpies
    • Target one Harpie card in your graveyard and summon it.
  • 5 Harpies
    • All Harpie cards you control are unaffected by card effects.

Harpie Lady 3 (Monster | WIND): You can only have 1 of these in your deck. You can use the following abilities up to the number of Harpies you control.

  • 1 Harpie
    • Target 1 player: 1 card that player has in their deck will be revealed publicly.
  • 2 Harpies
    • If any Harpie Lady 1, 2, or 3 would be targetted by a card effect, you can send it back to the deck to special summon a different Harpie Lady 1, 2, or 3.
  • 3 Harpies
    • You can summon an additional harpie as long as this card is on the field.
  • 4 Harpies
    • Target 1 monster on the field: If it has used its effects already, it can use its effects again.
  • 5 Harpies
    • Target one player who can have a monster on their field. They will recieve the following monster.
      Harpies’ Pet Dragon (Monster | WIND): This card is uneffected by other card effects as long as GreyICE controls 5 harpie monsters. During the night, you can target someone. You will learn who they visit, if they visited anyone.
      Only one copy of this card can be on the field at a time, and during the day, and as many times as you want, you may move Harpie’s Pet Dragon from one player’s field to another.

Harpie Queen (Monster | WIND): Everytime a Harpie monster is summoned, use the following effect: Target one card on the field: destroy it.

Harpie Harpist (Monster | WIND): If this card is destroyed, at the start of your next turn you can summon an additional harpie monster.

Harpie Bouncer (Monster | WIND): Target one Harpie you control; send it back to the deck, and if you do, you may summon an additional harpie monster this day or during the night.

Harpie Channeler (Monster | WIND): During the day, you can summon a harpie card from your deck. At the very end of the night, it will return to your deck.

You will win the game when all threats to the town have been eliminated.

Draw pool:

Harpie’s Feather Duster (Spell): Destroy all other spell and trap cards on the field.
Elegant Egotist (Spell): If “Harpie Lady 1”, “Harpie Lady 2”, and “Harpie Lady 3” are on your side of the field, send those cards back to the deck and special summon the following card.
Harpie Lady Sisters (Monster | WIND): This card has the effects of “Harpie Lady 1”, “Harpie Lady 2”, and “Harpie Lady 3” while it is on the field.
Harpie Lady 1 (Monster | WIND): You can only have 1 of these in your deck. You can use the following abilities up to the number of Harpies you control.
1 Harpie
Target 1 card on the field: Destroy it
2 Harpies
Target 2 cards on the field: Destroy them
3 Harpies
Target 1 card on the field: destroy it, and as long as this card is on the field, cards with that name cannot be played.
4 Harpies
Target a player: destroy their field.
5 Harpies
At the start of the night phase, you can destroy everyone’s field except your own.
Harpie Lady 2 (Monster | WIND): You can only have 1 of these in your deck. You can use the following abilities up to the number of Harpies you control.
1 Harpie
Target 1 card you control except this card. The first card to target that card will have its effects negated until twilight.
2 Harpies
Target 1 card on the field except this card: It cannot be targetted by card effects.
3 Harpies
Target 1 card on the field. As long as this card is on the field, that card cannot be removed from the field and its effects are negated.
4 Harpies
Target one Harpie card in your graveyard and summon it.
5 Harpies
All Harpie cards you control are unaffected by card effects.
Harpie Lady 3 (Monster | WIND): You can only have 1 of these in your deck. You can use the following abilities up to the number of Harpies you control.
1 Harpie
Target 1 player: 1 card that player has in their deck will be revealed publicly.
2 Harpies
If any Harpie Lady 1, 2, or 3 would be targetted by a card effect, you can send it back to the deck to special summon a different Harpie Lady 1, 2, or 3.
3 Harpies
You can summon an additional harpie as long as this card is on the field.
4 Harpies
Target 1 monster on the field: If it has used its effects already, it can use its effects again.
5 Harpies
Target one player who can have a monster on their field. They will recieve the following monster.
Harpies’ Pet Dragon (Monster | WIND): This card is uneffected by other card effects as long as GreyICE controls 5 harpie monsters. During the night, you can target someone. You will learn who they visit, if they visited anyone.
Only one copy of this card can be on the field at a time, and during the day, and as many times as you want, you may move Harpie’s Pet Dragon from one player’s field to another.
Hysteric Sign (Spell): If this card leaves the field due to a card effect, special summon one harpie monster from your deck.
Triangle Escatcy Spark (Spell): If you control 5 Harpie cards: Destroy all cards on the field.
Hysteric Party (Continuous Trap): Special Summon as many harpies from your graveyard as possible.

Blue-Eyes

Hello Beeboy, you are Blue-Eyes White Dragon representing Blue-Eyes.
You are aligned with the Town.

Off-Field Abilities
You are in the Season 1 Hood with Guccy who is the Dark Magician representing Dark Magicians and Srceenplay who is Red-Eyes Black Dragon representing Red-Eyes
During the night, you may target someone. If they have made less then 25 posts during the day phase, you will kill them. If you control 3 Blue-Eyes White Dragons or a Blue-Eyes Ulitmate Dragon, the number of posts required is increased to 50.

Deck
Blue-Eyes White Dragon (Normal | LIGHT): To normally summon this card you must tribute 2 monsters on your side of the field. This card has no other special effects.

Blue-Eyes Alternative White Dragon (Monster | LIGHT): This card cannot be normally summoned. If you control a Blue-Eyes White Dragon, you may send it back to the deck: special summon this card. This card cannot be targetted by card effects. This card’s name becomes “Blue-Eyes White Dragon” while it is on the field. Once per day you can target a player: destroy their field.

Sage with Eyes of Blue (Monster | LIGHT): When this card is normal summoned, you can send this card to the graveyard and send one monster from your deck to your graveyard. If you do, special summon a Blue-Eyes White Dragon.

White Stone of the Ancients (Monster | LIGHT): If this card is sent to the graveyard, at start of the next cycle all cards you control are uneffected by card effects.

You will win the game when all threats to the town have been eliminated.

Draw pool:

Maiden with the Eyes of Blue (Monster | LIGHT): If this card is ever targetted by a card effect, negate the activation of the card and summon a Blue-Eyes White Dragon from your deck. If this card would ever be destroyed, return this card to your hand, and if you do, summon a Blue-Eyes White Dragon from your deck.
Blue-Eyes Ultimate Dragon (Monster | LIGHT): You can send 3 Blue-Eyes White Dragons from your field to your deck to summon this card. This is the only method this card can be summoned by. While this card is on the field, you can target a player: that player will be protected during the night but destroy their field.
Monster Reborn (Spell): Target 1 monster in anyone’s graveyard and special summon it to your side of the field.
Blue-Eyes Spirit Dragon (Monster | Light): To summon this card, you must send to the deck from your field one “Blue-Eyes White Dragon” and one other monster that is not a “Blue-Eyes White Dragon”. While this card is face-up, you can summon Blue-Eyes White Dragons from your deck normally without tributing monsters.
Lord of D (Monster | Dark): All other cards you control are uneffected by card effects. This card cannot be destroyed as long as you control other monsters.

Yata lock

Hello Lady Lambdadelta, you are Yata Garasu representing the Yata Lock.
You are aligned with the Town.

Off-Field Abilities
Instead of 5 cards you have 3 cards in your draw pool.
During twilight, all monsters you control will go back to your deck. Yata Garasu, if played, will go back to your hand.
You can play Yata Garasu in addition to your normal summon.
You may play monsters during the night phase.
Also you share a neighbourhood with Erika Furudo, who is Magcial Scientist representing the Magical Scientist FTK. You do not know their alignment but they are informed of your flavor.

Deck
Yata Garasu (Monster | WIND): This card cannot be played on Day 1 until 4 real life days into Day 1. When this card is played, target a player. That player cannot draw or play cards during the next day phase and for the rest of the current day phase. At the end of the day, if this card is on the field, return it to it’s owners hand. This card is uneffected by other card effects.

Chaos Emperor Dragon - Envoy of the End (Monster | DARK): To special summon this monster, you must banish a Light and a Dark monster from your field or graveyard. This cannot be special summoned in any other way. During the day, you can destroy all cards on the field and discard cards in all player’s hands. You cannot play any other cards after using this effect. This card can only be played once per game.

Chaos Sorceror (Monster | DARK): To special summon this monster, you must banish a Light and a Dark monster from your field or graveyard. During the day, target a monster on the field: banish it.

Black Luster Soldier - Envoy of the Beginning (Monster | LIGHT): To special summon this monster, you must banish a Light and a Dark monster from your field or graveyard. This cannot be special summoned in any other way. During the day, you may either destroy 2 cards on the field OR target a card on the field: Banish it. This card can only be played once per day.

Dark Magician of Chaos (Monster | DARK): Upon summoing this card, target a spell card in any player’s graveyard. That spellcard will return to it’s owner’s hand AND you will gain a copy of it.

D.D. Warrior Lady (Monster | LIGHT): Once per day, target 1 monster on the field. Banish both this and that card. Both this and that card will return to their owner’s fields at the start of the next day phase.

Sangan (Monster | DARK): Once per day, target 1 monster on the field: Destroy this card and the target. If this card is destroyed, you can special summon one monster from your deck.

Magician of Faith (Monster | LIGHT): Upon summoning this card, you may target a spellcard in any player’s graveyard. Return that spellcard to that player’s hand. They may play that card again during the phase. You can play an additional monster the turn this is played, including Magician of Faith.

You will win the game when all threats to the town have been eliminated.

Draw pool:
Card Destruction (Spell): Everyone discards all cards in their hand.
Kaiser Coloseum (Continuous Spell): Players cannot have more monsters then you. If they have more monsters on the field by the time this card is played, they may keep them but they cannot summon additional monsters.
Fiber Jar (Monster | EARTH): All players must send all cards they control including their banished cards and cards in their graveyards back into their decks. Cards that originated from their draw pool are deleted.

Dark Magician

Hello Guccy, you are Dark Magician representing Dark Magicians.
You are aligned with the Town.

Off-Field Abilities
You cannot draw or recieve cards no matter what.
You are in the Season 1 Hood with Beeboy who is Blue-Eyes White Dragon representing Blue-Eyes and Srceenplay who is Red-Eyes Black Dragon representing Red-Eyes
Also, you share a hood with Frozen Angel who is the High Priestest of Prophecy representing Spellbooks and Prophecy. You know that you have access to all of their Spellbook cards as well as the following card (aka these cards are in your deck). You can only play one Spellbook Spell card per day.

  • Spellbook Magician of Prophecy (Monster | WATER): During the day, if this card is on the field, you can play an additional spellbook card.
  • The Grand Spellbook Tower (Field Spell): This card cannot leave the field unless it is destroyed. At the start of every day phase, if this card is on the field, you can play an additional spellbook card. During the day, you may target a spellbook card you played this phase. Add it to your hand and immediately replay it. This card is uneffected by card effects as long as you have a monster on your side of the field.
  • Spellbook of Fate (Spell): Gain only 1 of the following effects depending on the amount of spellbooks you played this phase.
    • 1 Spellbook: Target 1 spell or trap card on a player’s field: Send it back to their deck. That card cannot be played until the next cycle.
    • 2 Spellbooks: Target 1 monster: That monster’s abilities cannot be used until the next cycle.
    • 3 Spellbooks: Target 1 card on the field: Banish it.
  • Spellbook of Secrets (Spell): You may play an additional spellbook card this turn. You can only play this card once.
  • Spellbook of the Master (Spell): You may target a spellbook card you played this phase that is not “Spellbook of Secrets”. Reuse it.
  • Spellbook of Power (Spell): Target a monster on the field. If that monster uses its abilities during the current day phase, you may play an additional spellbook card. If it uses its abilities during the night, at the start of the next day you may play an additional spellbook card.
  • Spellbook of Wisdom (Spell): Target a monster. That monster is unneffected by either Traps or Spell (you have to declare which when you play the card) for the rest of the cycle.
  • Spellbook Library of the Crescent (Spell): Target a player and 3 spellbook cards. That player will pick what card that is added to your hand.
  • Spellbook of Judgment (Spell): If you play 5 or more Spellbooks during this turn, you may special summon a monster from your deck. If you are the High Priestest of Prophecy, instead you may summon 2 monsters instead of 1 from your Off-Field Ability and use 2 Off-Field Abilities instead of 1. (NOTE: this does not count your summon)
  • Spellbook Star Hall (Continuous Spell): This card cannot leave the field unless it is destroyed. Monsters you control cannot be destroyed by other monsters.
  • Spellbook of Life (Equip Spell): Target one monster in your graveyard. Special Summon it. If this card leaves the field destroy the equipped monster. If the equipped monster leaves the field, destroy this card.

These cards are ALSO apart of your deck. For each “Dark Magician” you summon you can play any of the following cards immediately:

  • Dark Magic Circle (Continuous Spell): When this card is played, you can add any Spell or Trap from your deck to your hand. Whenever you summon a Dark Magician you can target one card on anyone’s field: banish it. Also once per day, you may target a spell card in anyone’s graveyard and add that to your hand.
  • Dark Magic Attack (Spell): Target a player: Destroy all cards on their field.
  • Illusion Magic (Spell): Tribute one monster on your field to summon 2 monsters from your deck and add a Dark Magician to your hand.
  • Eternal Soul (Continuous Trap): While this card is on the field all monsters you control are uneffected by card effects. If this face-up card leaves the field: Destroy all monsters you control. Once during the cycle you can special summon a Dark Magician from your deck, hand, or graveyard.
  • Magician’s Navigation (Trap): Special Summon 1 Dark Magician from your hand or deck, then Special Summon 1 DARK monster from your Deck. If you control a Dark Magician, you can banish this card from your graveyard to target a player: Spells and Traps they play this cycle have their effects negated.

Deck
Dark Magician (Monster | DARK): To summon this card normally you must tribute two monsters on your side of the field. Once during the night, you can target a player. You will learn the type of actions that were performed on that player, if any.

Apprentice Illusion Magician (Monster | DARK): Once per day, you can send this card from your deck or field to your graveyard to target a Dark Magician. That Dark Magician gains the following effect

  • Whenever a Dark Magician is summoned, you can target 1 Spell card in your graveyard: add it to your hand.

When this card is summoned, add a Dark Magician to your hand.

Magician of Dark Illusion (Monster | DARK): To summon this card normally you must tribute two monsters on your side of the field. This card’s name becomes “Dark Magician” while it is on the field. If you activate a Spell card, you can target a Dark Magician in your graveyard and special summon it. Once per cycle, if a spell card is ever activated during the cycle, you can special summon this card from the deck.

Magician’s Rod (Monster | DARK): Add any spellcard that is in your deck to your hand.

You will win the game when all threats to the town have been eliminated.

Synchro

Hello wguerts, you are Stardust Dragon representing a bunch of fucking syncros.
You are aligned with the Town.

Off-Field Abilities
Instead of 5 cards, you have 4 cards in your draw pool.
You cannot summon monsters normally.
To summon a monster, you must destroy two monsters on anyone’s field.
Also you have the following card you can play at any time, but once per game.
Assault Mode Activate (Spell): Target 1 Stardust Dragon you control. Summon the following monster.

  • Stardust Dragon/Assault Mode (Monster | WIND): During the day target a player and a card. If any of those cards were to be destroyed/players were to be killed, send this card to the graveyard. If this card was sent to the graveyard by its own effect, you can special summon this card from your graveyard. If this card is destroyed, special summon one “Stardust Dragon” from your graveyard.

Deck
Stardust Dragon (Monster | WIND): During the day target a player and a card. If any of those cards were to be destroyed/players were to be killed, send this card to the graveyard. If this card was sent to the graveyard by its own effect, you can special summon this card from your graveyard.

Scrap Dragon (Monster | DARK): During the day, you can target one card you control and one card on anyone else’s field. Destroy those two cards.

Crimson Blader (Monster | FIRE): During the day, you can destroy one monster anywhere on the field. That player cannot summon monsters for the rest of the turn.

Quasar Shooting Dragon (Monster | WIND): This card can only be summoned by tributing 2 syncro monsters or more you control.
For tributing an additional syncro, this card becomes untargettable by card effects.
Once per night and once per game, target a player. You may kill that player. For each additional syncro you tribute, add an additional shot to this ability.

Black Rose Dragon (Monster | FIRE): Upon summoning this card, destroy all cards on the field.

T.G. Hyper Librarian (Monster | DARK): As long as this card is on the field, you may summon multiple syncros during the day.

Trishula, Dragon of the Ice Barrier (Monster | WATER): Upon summoning this card, banish 1 card from everyone’s field.

Clear Wing Synchro Dragon (Monster | WIND): This card is uneffected by monster effects. During the night, you may target a player. You will learn who they visited, if anyone.

You will win the game when all threats to the town have been eliminated.

Draw pool:

Starlight Road (Trap): If two cards or more cards on your field were destroyed including this one, special summon one Stardust Dragon to your field.
Dandylion (Monster): You can send this card from your hand to the graveyard to special summon 2 Dandylion tokens to anyone’s field.
De-Syncro (Spell): Target one monster you control and send it back to the deck. If you do, you can special summon the two monsters you used as materials to summon it to your side of the field.
Monster Reborn (Spell): Target 1 monster in anyone’s graveyard and special summon it to your side of the field.

Katsuki’s face-downs:
Mirror Force (Trap): If cards were to be destroyed, you can activate this card(s): instead of destroying that card(s), destroy all of the destroyer’s cards (basically if A tried to destroy B’s card, you would destroy all of A’s cards). Also. if you were to be shot, you can send this card to the graveyard to survive the shot.

Blazing Mirror Force (Trap): If cards were to be destroyed by a FIRE monster, you can activate this card(s): instead of destroying that card(s), kill the destroyer.

Quaking Mirror Force (Trap): If cards were to be destroyed by an EARTH monster, you can activate this card(s): instead of destroying that card(s), flip all of the cards they control facedown. They cannot be flipped face-up or leave the field.

Drowning Mirror Force (Trap): If cards were to be destroyed by a WATER monster, you can activate this card(s): instead of destroying that card(s), send all of the destroyer’s cards to the deck.

Radiant Mirror Force (Trap): If cards were to be destroyed by a LIGHT monster, you can activate this card(s): Turn all cards your opponent controls into the following card
30,000 - Year Old White Turtle (Monster | NO ATRIBUTE): This card has no effect.

Guccy’s face-down:
Magician’s Navigation (Trap): Special Summon 1 Dark Magician from your hand or deck, then Special Summon 1 DARK monster from your Deck. If you control a Dark Magician, you can banish this card from your graveyard to target a player: Spells and Traps they play this cycle have their effects negated.

Night actions:

Chesskid uses dark magician on firebringer:
Dark Magician (Monster | DARK): To summon this card normally you must tribute two monsters on your side of the field. Once during the night, you can target a player. You will learn the type of actions that were performed on that player, if any.
-Investigative

Srceen checks Firebringer with Meteor Comet Black Dragon:
Meteor Comet Black Dragon (Monster | DARK): During the night you can target a player. You will learn if their off-field ability can kill, block, or investigate someone during the night (You get your result in “they can kill, block, or investigate during the night” “no they cannot perform any of those actions during the night” or “no result”)
-No they cannot perform any of those actions in the night

Srceen uses the factional kill on LLD who was replaced by momrangal
-momrangal is sent to the shadow realm

Cutie Pie toonifies LLD who was replaced by momrangal
-I guess it works but ded

Sheep kills worst
-the worst is sent to the shadow realm

Oh yeah and in day 2 SoundofSilence neighbourised erika furudo (and machoised guccy, but you already knew that.)

IDK how to open PTs so they’re staying closed till I find out. Have fun!

Invite fferyllt to the PTs and I’ll make them public.

Also, the day 2 neighborize and machoize were our actions, not beep’s.

Oh yeah mb

I knew it was one of the hydras and I didn’t keep a very good record of who did what

No worries. This game looked insanely complicated to mod. You dun good!

I completely blame the game getting abandoned on myself and nobody else.
Sorry I couldn’t mod it to completion, it was a blast to design but yeah…

Also I’m like retiring, so I probably won’t be modding again for awhile nevertheless playing.

not to mention thanks JJH
literally a legend for continuing this

I knew screen was scum but no fun JJH wouldn’t let me blow up his board

You probably could have blown up his board but you weren’t good enough at yugioh