Duel Monsters Sengoku!
This is an original Yu-Gi-Oh Fanfic. It is set in the same canon as the original Duel Monsters and Duel Monsters GX, but incorporates elements of 5D's, Zexal, and Arc-V, specifically Tuner and Synchro, Xyz, and Pendulum Monsters. Rules are based on the official TCG rules, with cards using their TCG names and text, except for OCG-only cards. As a non-professional Duelist, I tried my best to follow the official rules, however there may be moments where an error in timing occurs, or a specific card rule is broken. I apologize for this, but as it is a fictional story, such minor rule breaks can be viewed as this universe having different rulings on certain cards.
There are many cards debuting in this story; I attempted to make their text more or less match up to how their text would be written by Konami, but generally I use the story to explain their effects, and I hope they are easy enough to understand. I will eventually provide 'Deck Lists' for each Duel, explaining the effects more in-depth. Some effects won't be given out right away, since they'll be saved for later in the story. If you have a question about a card, please feel free to ask. Although I use existing TCG cards, and I use my own cards, I have decided to not use Anime-only cards, except for rare occasions I decide to take an Anime-exclusive archetype and expand on it. There are simply too many of them with unclear effects to bother with.
During each Duel, every time a card is first named it is bolded, with monsters having their level, ATK, and DEF appearing in brackets. Furthermore, after each turn, the 'Duel Status' graph appears to help keep the Duel easy to understand.
Player 2 - XXXX Lifepoints
 <- P2 Spell/Trap
 <- P2 Monsters
 <- P1 Spell/Trap
 <- P1 Monsters
Player 1 - XXXX Lifepoints
S - Set Card.
A - Monster in Attack
D - Monster in Defense
M - Spell (Magic) Card
T - Trap Card
I - Imperial Monster
* Turn 1: All Aboard for Sengoku Academy! Summon Expressha - Hot Line
* Turn 2: One-Eyed Duelist, One-Eyed Dragon! Impress Summon, [Patch-Eye Dragon]!
* Turn 3: Conquer the Ogre Stairs!
Sengoku Academy. Located on Sengoku Island, right off the coast of Japan.
Founded by Maxwell Freedom in 2035, Sengoku Academy is an elite Duel Academy, its mission to train Duelists in the way of 'Bushido' and hone their skills through increasing their physical and mental capabilities to their limits.
The main feature of Sengoku Academy are the 'Warring Houses': Zaborg House, Raiza House, Thestalos House, and Mobius House. Every year, 400 students enroll at Sengoku Academy, and are divided among the Houses. Only one House can graduate each year, based on their combined scores in dueling, academics, and physical events. Therefore, it is a constant competition, a war between the Houses with only one winner.
Sengoku Academy is exclusively male, and predominantly Japanese, but students of all nationalities and economic backgrounds are welcome. Many students are graduates of 'Duel Academy' or Professional Duelists looking to improve their game even further, but amateur Duelists, and even a few newcomers, are able to apply. Students are chosen from among hundreds of applicants, with the Admission Office using a complex, and secretive, process of selection.
Students only enroll at Sengoku Academy for one year, and are not guaranteed admission if they decide to return the next year if they fail to graduate. Due to the intensity of the school, and the 1-in-4 chance of graduating no matter how hard one individually works, most students do not attempt a second try, at least not immediately. Graduating Sengoku Academy does not guarantee further success in the Dueling World, but it is a reward on its own, and even those who do not graduate consider attending the school a life-changing experience.
It is 2045, ten years after Sengoku Academy opened...
The story follows Yuto Masamune, a member of Zaborg House who will learn what it means to be a man.
All his life Yuto Masamune, a carefree and simple country boy, has never left his village, training his skills at a local Dueling Dojo. That all changes when he decides to follow his best friend and greatest rival towards Sengoku Academy.
With an eye-patch strapped across his right-eye, and an infectiously fun-loving personality, Yuto quickly earns the attention of the other Sengoku Academy students. Furthermore, he also holds the exceedingly rare and unheard of 'Imperial Monster' Patch-Eye Dragon. What is the true nature of the 'Imperial Monsters', and how did Yuto get his hands on such a card? And where is his friend Nobuharu, who is nowhere to be seen at Sengoku Academy? And what exactly is under that eye-patch of his...
Duelists, Raise Your Flags!
The newest Extra Deck Monster, 'Imperial Monsters' are gold-plated cards with a centered ATK Score, and no DEF.
When a certain amount of monsters are on each side of the field during a player's Main Phase, they can special summon an Imperial Monster from their Extra Deck with the equivalent summoning conditions. This is called an 'Impress Summon'. Only one Imperial Monster can exist on a player's side of the field, thus at max only two Imperial Monsters will ever be out.
A typical Imperial Monster's summoning condition is written like this:
"3 monsters on your field + 4 monsters on opponent's field"
Any card, face-down or face-up, in the Monster Card Zone is counted as a 'monster' for the requirement. Stacked monsters, such as Xyz material, do not count---only the top-most card of a stack is considered. Monsters that are in the Spell and Trap Zone, such as Union Monsters, do not count. Some Imperial Monsters have stricter conditions---like having a specific monster among the monster's on the field, or even a certain amount of Spell and Trap Cards.
Imperial Monsters are special summoned to your opponent's side of the field in face-up Attack Mode, but remain facing you, and are still considered under your control. They cannot be switched to Defense Mode. Imperial Monsters cannot attack other monsters, instead they can attack your opponent directly, breaking right through their defenses. Only other Imperial Monsters can target Imperial Monsters.
Imperial Monsters exist in a special 'space' where they are under your control, but are on the opponent's side. Therefore, they are immune to any effect that effects the monsters on one side of the field, such as Raigeki. They can only be effected by cards that effect the entire field, such as Dark Hole, or cards that target, like Raigeki Break.
Imperial Monsters cannot be used as a Tribute, or Fusion/Synchro/Xyz Material by either player. When they are sent to the Graveyard, they are treated as regular monsters, and can thus be added back to your hand through a card effect, or special summoned to the field. They lose any effects of theirs that specify "Imperial Monster", however, and are subject to the normal monster rules. Their DEF is treated as 0.
Their are more specific rules about Imperial Monsters that will be explained as the story progresses.
Duels at Sengoku Academy set each player's Life Points at 4000, and follow the authentic Duel Monsters rules bar two special exceptions, the Sengoku 'House Rules':
* 'Quick Draw': The player to go first is decided by both players inserting their Sengoku Academy I.D. Card into their Duel Disk, the quickest hand wins. Unlike in regular Duels, at Sengoku Academy Player A can enter the Battle Phase in their first turn, making it possible to achieve a true One Turn Kill. However, if they choose to do so, Player B can active Trap and Quick-Play Spell cards without setting them directly from their hand for that turn. Furthermore, during the End Phase, Player A if they entered their Battle Phase must banish one of their monsters, or, if they have no monsters on the field, lose 500 Life Points. Both effects are mandatory, and ignore any and all card effects that would normally activate in response or prevent it from occurring.
* 'Decisive Draw': If either player's Life Points fall below 500, during their Draw Phase they can perform a 'Decisive Draw', and draw two cards instead of one in order to turn the tide in their favor. However, if they are unable to win by the end of their turn, they instantly lose.