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 LEVEL 7+ REPLACEMENT RULEBOOK

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Professor Clay
NEW VESTROIA SCIENTIST
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Posts : 929
Join date : 2010-03-09

PostSubject: LEVEL 7+ REPLACEMENT RULEBOOK   Fri Nov 26, 2010 9:27 pm

A new rule book has been composed for anyone levels 7 and up. If your Brawler Level is 7 or higher, then please apply this new gameplay style and revised rulings in any and all future battles that you wage. I thank you for your co-operation to this change.

OFFICIAL NEW VESTROIA HANDBOOK

Table of Contents

01. The Bakugan
02. The Bakugan Traps
03. The Mechanical Bakugan
04. Field Cards
05. Gate Cards
06. Ability Cards
07. Fusion Ability Cards
08. Chaos Ability Cards
09. The Life Gauge
10. Life Gauge Rules
11. Bakugan Rules
12. Bakugan Trap Rules
13. Mechanical Bakugan Rules
14. Throwing Rules
15. Combination Rules
16. Gate Card Rules
17. Ability Card Rules
18. Fusion Ability Card Rules
19. Chaos Ability Card Rules
20. The Bakugan Brawl
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01. THE BAKUGAN

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This information doesn't change from The Bakugan found in the original handbook as seen here.
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02. THE BAKUGAN TRAPS
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This information doesn't change from The Bakugan Traps found in the original handbook as seen here.
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03. THE MECHANICAL BAKUGAN
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This information doesn't change from The Mechanical Bakugan found in the original handbook as seen here.
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04. FIELD CARDS
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This information doesn't change from Field Cards found in the original handbook as seen here.
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05. GATE CARDS
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This information doesn't change from Gate Cards found in the original handbook as seen here.
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06. ABILITY CARDS
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This information doesn't change from Ability Cards found in the original handbook as seen here.
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07. FUSION ABILITY CARDS
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This information doesn't change from Fusion Ability Cards found in the original handbook as seen here.
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08. CHAOS ABILITY CARDS
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Chaos Ability Cards are practically abolished at this point and are nearly impossible to find anywhere on these forums.

The rest of this information doesn't change from Chaos Ability Cards found in the original handbook as seen here.
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09. THE LIFE GAUGE
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This information doesn't change from The Life Gauge found in the original handbook as seen here.
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10. LIFE GAUGE RULES
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This information doesn't change from Life Gauge Rules found in the original handbook as seen here.
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11. BAKUGAN RULES
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This information doesn't change from Bakugan Rules found in the original handbook as seen here.
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12. BAKUGAN TRAP RULES
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This information doesn't change from Bakugan Trap Rules found in the original handbook as seen here.
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13. MECHANICAL BAKUGAN RULES
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This information doesn't change from Mechanical Bakugan Rules found in the original handbook as seen here.
____________________________________

14. THROWING RULES
____________________________________

The first piece of this information doesn't change from Throwing Rules found in the original handbook as seen here.
___

Now that the possible results have been explained, let's talk about the new found ability to throw extra Bakugan into a battle without the need for a card.

Consecutive Throws: At a varying cost of Life Points, players can throw CERTAIN additional Bakugan in mid-battle and combine power levels with their first. This does not work for Bakugan Traps. Follow this legend in order to determine how many Life Points must be sacrificed per extra specific Bakugan thrown. They go based on the power level of the Bakugan thrown.

*NOTE: These power level intervals have changed from the ones as seen in the previous handbook.*

250 - 300: 50 LP
350 - 400: 100 LP
450 - 500: 150 LP
550 - 600: 200 LP
650 - 700: 250 LP
750 - 800: 300 LP
850 - 900: 350 LP

Only certain Bakugan are now able to be thrown into mid battle under these new rules. Those Bakugan are the following:

1. Aquos Minx Elfin
2. Aquos Preyas
3. Ventus Shadow Wing

These Bakugan may be used by sacrificing the appropriate amount of points from your Life Gauge. However, in order to utilize Bakugan that are not listed above as a consecutive throw, you must sacrifice 300 Life Force from their totals instead for each time you throw them as additional Bakugan in the battle. Mechanical Bakugan cannot be consecutively thrown, unless they are models V.2 or higher.

Only ONE consecutive throw can be made per player now, per round.

*Remember, these revised rules only apply to Level 7 Brawlers and up.*
____________________________________

15. COMBINATION RULES
____________________________________

This information doesn't change from the Combination Rules found in the original handbook as seen here.
____________________________________

16. GATE CARD RULES
____________________________________

Now that the Bakugan have been explained thoroughly, here are the steps to ensure proper use of the Gate Cards in Bakugan.

1. Only THREE Gate Cards are allowed per game, per player, and only one Gate Card can be set per round. At the beginning of any game, one player sets down ONE Gate Card and begins the brawl.

Steps 2 and 3 don't change from the Gate Card Rules found in the original handbook as seen here.
____________________________________

17. ABILITY CARD RULES
____________________________________

Gate Cards and Bakugan have been explained, now for the Ability Cards. Follow these rules carefully, as Ability Cards are the most difficult aspect of Bakugan to play properly.

1. An infinite number of Ability Cards is allowed per game, but only TEN Ability Cards may be activated per round. Ability Cards can be activated before, or during a battle. Every Ability Card activated must have the Bakugan which it is activated for already present on the battlefield before activation.

Since this is a very broad range of Ability Cards, and some Bakugan may not even have ten moves of their own, the way a Mechanical Bakugan uses Abilities doesn't change, however the cards activated by organic/living Bakugan are broken down depending solely on the power of the card used, like so.

___________

1. Ability that raises power levels = 1 card count (rises by 1 for every 500 points gained from the card)

2. Ability that decreases power levels = 1 card count (rises by 1 for every 500 points lost from the card)

3. Ability that transfers power = 1 card count (rises by 1 for every 500 points transferred from the card)

4. Ability that nullifies Gate Cards = 1 card count

5. Ability that negates an opponent's Ability = 1 card count

6. Ability that reverses an opponent's Ability = 1 card count (rises by 1 for every 500 additional points lost by the opponent's total this way)

7. Ability that negates more than one of the opponent's Abilities = 2 card counts (rises by 1 if it negates all Abilities the opponent has used in the game by far) *If the card that achieves this is a system with an acronym, then reduce the card count by 1.*

8. Ability that mimics an opponent's previous Ability = 2 card counts

9. Ability that protects oneself from an opponent's attack = 2 card counts (rises by 1 for every additional Bakugan protected by this card)

10. Ability that prevents the opponent from activating any more Abilities = 3 card counts

*Cards that equalize power levels would be equivalent to rising power levels, and cards that decrease an opponent's Life Gauge are double the equivalent cost of reducing power levels.*

*Any Ability Cards that do more than one of the effects listed above raises the card count by 1 for each added effect stated above.*


___________

This legend will be pasted into every Level 7+ brawler's brawling profile for easy access when using it.

For example, if I were to start out with 10 card counts as my limit for Abilities to play, and I were to use an organic Bakugan such as Pyrus Cross Dragonoid, then if I activated an Ability Card like "Shooting Dragon", it would cost two card counts.

195. Shooting Dragon: Increases your Cross Dragonoid's power level by 500 points.

This brings my limit down to 8 card counts remaining. If the "Shooting Dragon" card had instead raise Cross Dragonoid's power level by 1000 points, then it would have instead cost me a total of 3 card counts, bringing my remaining limit down to 7. Finally, if the card had raised Cross Dragonoid by anything lower than 500 points, then it would have only cost a single card count. And my remaining total would be 9 card counts left to use.

Now, with the what-if scenario aside, I've activated "Shooting Dragon" for the Cross Dragonoid, and I now have 8 card counts left.

Next, if I chose to activate another Ability such as "Superior Shield", then it would also cost me two more card counts.

191. Superior Shield: Allows your Cross Dragonoid Bakugan to negate your opponent's Ability Card played during this round. In addition, increase Cross Dragonoid's power level by 200 points.

If this is still an unfamiliar change of system to you, then you may be asking yourself why an Ability that only negated a single card, which would normally cost 1 card count, had instead cost me two. If you notice the additional effect on this particular card, it states that it will also increase the Cross Dragonoid's power level after the Ability negation. This is considered a secondary effect within the text, and automatically requires 1 more card count to use. My total of remaining card counts is now 6.

Finally, after activating both "Shooting Dragon" and "Superior Shield", say I decided to activate another Ability Card, this time one named "Dragon Shield". The amount of card counts this would cost me actually depends on the current situation it is used in.

198. Dragon Shield: Allows your Cross Dragonoid Bakugan to negate your opponent's most recent Ability Card played during this round. In addition, increase Cross Dragonoid's power level by 300 points and increase all of your other standing Bakugan by 200 points apiece.

This card also has a secondary effect. Let's analyze them.

1st effect: Negates Ability Card = 1 card count

2nd effect: Increases Cross Dragonoid by 300 points AND increase all of your other standing Bakugan by 200 points apiece. = 1 card count if the Cross Dragonoid is alone, OR 2 card counts if it is fighting alongside another Bakugan, because the increase of 300 would change to 500, requiring an extra card count. You would not need to pay another card count until the 500 boost has exceeded 1000 (rising by another 500, thus requiring another card count), which would require at least five Bakugan in total on your side of the battlefield, somehow.

Our analysis is complete, and we can now tally up the amount of card counts we will need to pay for this Ability Card.
1 from the first effect + (if I had one other Bakugan on my side of the battlefield) 2 for the secondary effect = 3 card counts total.

The price would be 3 from my remaining 6, leaving me with a total of 3 card counts to use for the duration of the round.
___


2. Used Ability Cards may be reused in the game. However, the same Ability Card cannot be used in the same round they were activated.

3. Consecutive Activation of Abilities: At the cost of Life Force from the Bakugan, players may use more than ten Ability Cards during the battle. These occasions are very rare, however, since doing so is fatal for the Bakugan using it. Here is the legend.

+1 Ability = ۞100۞
+2 Abilities = ۞130۞
+3 Abilities = ۞220۞
+4 Abilities = ۞274۞
+5 Abilities = ۞350۞
+6 Abilities = ۞380۞
+7 Abilities = ۞427۞
+8 Abilities = ۞483۞
+9 Abilities = ۞526۞
+10 Abilities = ۞584۞

Consecutive Ability Activation is a cruel and callous way to power up your Bakugan. Only the most desperate and cold-hearted people would ever resort to this tactic. Mechanical Bakugan technically already use consecutive Abilities customarily, but their Energy Levels replenish at the end of each round.

4. When a player has a Bakugan Trap in the battle, that Bakugan Trap is capable of activating one more Ability Card for itself only. If the Bakugan Trap merges with another Bakugan, now that entire Bakugan is able to use the Ability Card that the Bakugan Trap would have used.

5. Ability Cards that prevent your opponent from playing any more Ability Cards themselves may ONLY be activated after said opponent has already used half of his or her Ability Card counts available to them, meaning 5. There are no exceptions to this rule, it's meant to make the fight fair for all brawlers.
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18. FUSION ABILITY CARD RULES
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This information doesn't change from the Fusion Ability Card Rules found in the original handbook as seen here.
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19. CHAOS ABILITY CARD RULES
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This information doesn't change from the Chaos Ability Card Rules found in the original handbook as seen here.

Regardless, Chaos Ability Cards are too sparse to become a concern to anyone.
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20. THE BAKUGAN BRAWL
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With the exception of "two" Ability Cards now being "ten", this information doesn't change from The Bakugan Brawl found in the original handbook as seen here.
__________________________________




There you have it. That should inform you on everything you'll need to know about Bakugan. If you still have any questions or queries about any possible scenarios in the game, don't hesitate to ask them in the "Question and Answer" forum. Especially if you have questions about the new Ability Card Rules, I understand that it is a very complex system compared to what you're used to. I will provide an answer for you in due time.
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