User blog comment:Buddyfight Unified Universe/Contest Over, Close on Absolute Sword for Many/@comment-4764137-20160122074656/@comment-27697921-20160122103246

This is part of why you would like a comprehensive rule book. BTW, on that front, I've found an interesting way to proceed.

I have my own ideas about the Lethal Formations, but since my first Tutorial is on Auto Abilities (5 Auto Abilities will Activate in one battle, and it'll show what a queue is, and the essentials that are possibilities and or mandatory), right now I'm going to go over a Comprehensive view of Automatic Abilities in written form as well. I have a program that I think I can leverage into an interactive Rulebook. Basically, as you read through, when options appear or are stated, you would click on what you would do and it would show how to proceed. Then if there was a Tutorial Video for that as well, there would either be an embedded version, a link or both.

Bushiroad knows they have a problem with the language and they've been incredibly helpful and are now surprisingly also supportive of the project. They want to see it make their game clearer to an English speaking audience.

So, as for the Lethal Formations, even though I've had extensive back and forth on Continuous Abilities, as a Judge, I want their Official Yes, No, or Other before I put it down as fact. Which, btw, was part of my last email I sent last night.

I'm so particular, because I don't want the official things I do to make someone build a deck poorly, pay good money for cards that don't work the way they think, and because I like to help my kids and others build, and be a good Judge. In fact, when Burning Bow was out as the first weapon that allowed you to attack even with a Monster in the middle, the official Q&A said a Weapon could not link attack. It was from January 2014, right when the game came out.

In tournaments, once other weapons like Magic Arm, Burning Fist came out, there were arguments because of the Q&A. So, I didn't definitively say a Weapon/Item that had that ability could link attack until I emailed them with a copy of their Q&A and got their word in writing.

It isn't necessary for everything, but for a lot so far. Play TImings are actually the most misunderstood part of the game I've found, so I will go over that next. There are a lot of bright people who do a lot of good that have the wrong concept of what they do. A lot of that has to do with Bushiroad not Publishing what Every Phase Looks like.

That's actually how the Tutorial idea started. I asked for an Official listing of every Play Timing for every Phase. They said that while they don't have one published, they would send one to me. And from that, we've gone back and forth over processing everything.

Once I saw that there were 4 Play Timings in the Start Phase and 1 in the Main, after a bit, I finally realized that there is really no way to get any card on the board without using a Play Timing. Everyone would just Draw, Charge and Draw until someone ran out of cards. But most of the best minds think Calling Monsters, Casting Spells, etc... are not Play Timings, and because of the language of the Advanced Rules, I can see why. But everything you do in a Main Phase, after the initial Beginning of Main Phase effects kick in etc.. and excepting the end of Main Phase effect processing, is done in that One Play Timing.

And even those Beginning and Ending effects wouldn't happen on a 1st turn, unless someone used a Play Timing in the first place during the Start Phase, like a Counter Call. It's pretty funny. The Start Phase has 4 Play Timings and there are good strategies to use with them as well. Only Standing your Monsters and Items don't kick one in.

It starts with the "Start of Turn automatic effects. Either player may only cast Counters in response to each opponent's automatic ability that triggers here" which can be a mess if not done right, yet must be done before other things can happen, they are what I have deemed an "Automatic Play Timing" (not Bushiroad's words), then:

(Play Timing)

Draw

(Play Timing)

Charge and Draw

(Play Timing).

(No end of phase processing "yet" because no cards are out that would kick it in)

Main Phase looks like this:

-Start of main phase effects. Either player may only cast Counters in response to each opponent's automatic ability that triggers here.

(Play Timing)

-End of main phase effects. Either player may only cast Counters in response to each opponent's automatic ability that triggers here. During this timing, activated effects can no longer be used.

Which works, of course, because all but the Play Timing after an Attack, are Looped until the player(s) have used their cards and abilities they want to use.

The more I get into all of it, and the more I discuss with intelligent thoughtfull, which so many are, the more I see the need for a Comprehensive Rule Book to really unleash the creativity in people and give everyone a standard to count on. They are going to update the Advanced Rules with the Impact Monsters shortly, he said, so maybe they will update other things as well.

Geesh. That was a late night long long post.

Hope you're thinking about cards you want. You can either post ideas here, and really, do not hold back because of rarity or price, or email me. It's just my username buddyfight100@gmail.com.