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 Gundalian Invaders Official Rulebook

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ShadowOfYourGuardian
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PostSubject: Gundalian Invaders Official Rulebook   Thu Sep 20, 2012 12:13 am

OFFICIAL GUNDALIAN INVADERS HANDBOOK

Table of Contents

01. The Bakugan
02. Battle Gear
03. Gate Cards
04. Ability Cards
05. Fusion Ability Cards
06. The Life Gauge
07. Life Gauge Rules
08. Bakugan Rules
09. Battle Gear Rules
10. Throwing Rules
11. Gate Card Rules
12. Ability Card Rules
13. Fusion Ability Card Rules
14. The Bakugan Brawl
14.1 The First Turn
15. The New Brawling System
15.1 Stat Powers
15.2 Basic Attacks
15.3 Power Clashes
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01. THE BAKUGAN

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"Bakugan" is a game where two players combat each other with battling beasts in order to wipe out the opponent's 500 Life Points on their Life Gauge. The player who wipes out all of the opponent's Life Points first wins.

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Bakugan are sentient, powerful creatures in Gundalian Invaders. Through a universal phenomenon, these creatures take the form of marble-like spheres that pop open and transform into miniature battling beasts. This transformation is considered a Bakugan transforming into "Battle Mode". The only way for the Bakugan to reveal its figurine form is to land on special "Gate Cards" which contain metal and attract to a magnet located at the underside of each Bakugan. Once the magnet is attracted to the metal, a spring-loaded propulsion system pops the Bakugan ball open into a battling beast.

When a player begins a Bakugan battle, one player must first set a "Gate Card" and throw a Bakugan on top of it, the Bakugan assumes Battle Mode, but will also transform into its true form, a large and powerful creature. These creatures will then do battle with each other until a winner is decided and the game has ended. Once the game ends, the Bakugan will return to ball form, until it is sent into battle once again.

Bakugan always have at least 8 stats. They are:

Power Level: The original amount of power a Bakugan has during a game. It is also referred to as the "base power level", this number increases and decreases with the activation and negation of “Abilities”. This stat is crucial in dealing damage to an enemy.
Health: The amount of stamina and energy the Bakugan has left in the current round. When this number falls to zero, the Bakugan loses the round due to too much damage and physical exhaustion.

Attack Force: The stat where the build-up of Attack-Class Abilities that are still in effect gives the Bakugan a stronger overall attack power. In basic terms, it is the force behind an attack in combination with all previous Abilities activated upon the given Bakugan.

Defense: This stat informs the player of how much damage an attack on the Bakugan will reduce by. The attack damage amount is divided by the amount of Defense a Bakugan, inside a simple 4 step calculation, has in order to determine the true amount of Health lost.

Strength: The physical presence of the Bakugan on the battlefield. How devastating their melee is at base level; how strong their most basic form is and how well the hold up against blocking an attack.

Agility: The speed at which a Bakugan can move and evade an attack.

Intelligence: The level of "smarts" a Bakugan possesses. How well they are able to react to an oncoming attack, and the level of effectiveness that they achieve when countering an attack.

Will: The unpredictable stat. When a Bakugan is low in health or power, the pure will of the Bakugan can have a huge effect on the battle's outcome.
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And some Bakugan even possess the following stat:

Special Effect: This is the unique power of the Bakugan. Most Special Effects are only usable once per game, so use them wisely.
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Now that you're aware of the Bakugan and where they come from, it's time you learned about the Battle Gear.
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02. THE BATTLE GEAR
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Somewhat similar to Bakugan, only completely dependent upon the Brawler and Bakugan; possessing a wide variety of shapes for each Battle Gear. Battle Gear can be played at any time at all in the game during your turn, but only one can be used per round, per player. Battle Gear automatically stand and synchronize with a Bakugan in a battle, and don't require any special requirements (other than Level compatibility) to be used. Because of this, Battle Gear always results in a successful merging with a Bakugan whenever played.

Some Battle Gear can only combine with a Bakugan on the battlefield that has the same "attribute", or color scheme as itself. Battle Gear have their own innate power to use an Ability Card outside of the card limit boundaries, but their own limit still persists. That limit is dependent upon one thing; Energy Meter. If the Energy Meter to support a Level II Class Battle Gear Ability activation is not sufficient, the attack is not possible and fails. Therefore, you need a Level I Class Battle Gear Ability to charge the Energy Meter of the Battle Gear for a stronger attack that can possibly reach as mighty as Level III Class.
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You now have a basic understanding of the Bakugan and the new Battle Gear.
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03. GATE CARDS
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Gate Cards are the metallic cards used to open the Bakugan and transform it into its true form. Gate Cards are metallic cards which are set face-down on the battlefield.

At the beginning of each game, one player selects one Gate Card from his/her deck and exclaims "Gate Card Set!" as he/she throws it onto the battlefield. The Gate Card will then enlarge to cover the entire field in the dimensional structure and vanish from sight.

Immediately after setting a Gate Card, one player takes one Bakugan from their arsenal and throws it onto the Gate Card on the battlefield. Once the Bakugan stands, it transforms into Battle Mode, then into its creature-like state.

When two Bakugan land on a Gate Card, and they are both on opposing sides, a Bakugan Battle will take place, where the player who set the Gate Card will have the option of activating it by exclaiming "Gate Card Open!". Once this is accomplished, the Gate Card will activate either a boost in power for a specific attribute or a special and often powerful effect similar to that of an "Ability Card". This effect is designed to assist or restrain one or more players' Bakugan in the battle. However, there are counter moves which can sometimes alter the effect of the Gate Card, or cancel it altogether.
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04. ABILITY CARDS
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Ability Cards are various cards which players activate in order to assist their Bakugan in the battle. Ability Cards have a very wide range of effects and can do almost anything in a battle to help you. Unlike Gate Cards, however, Ability Cards are rather conditional and are often played on specific Bakugan in the battle, whereas Gate Cards are more about affecting any type of Bakugan in the game. Ability Cards are usually played during a Bakugan battle. However, Ability Cards can only be activated during your turns, never the opponent's.

Ability Cards have a classification, as to when they can be used and how they affect the battle.

Classifications for Ability Cards:

Attack-Class: This Ability-class increases the stats or G-power of the activator and/or decreases the opponent’s G-power, or has another type of large impact on the battle.

Defense-Class: This Ability-class is used to defend the activator against the opponent by increasing its own stats or by negating the opponent's Abilities.

Attack/Defense-Class (or Defense/Attack): This Ability type is a combo of Defense and Attack type Abilities. It has an effect that will increase Defense as well as causing an effect on stats or the score. However, a card that negates a Defense-Class Ability WILL work on the Attack/Defense-Class Abilities, and the same goes for a card that negates an Attack-Class Ability. Any card that negates any Ability at all will work on Attack/Defense-Class Abilities. This is the weakness of an otherwise dually effective Ability type.
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05. FUSION ABILITY CARDS
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In some cases, Bakugan have the requirements to activate powerful "Fusion Ability Cards". They function a lot like Ability Cards in the battle, but since there are so few of them, it is usually considered an advantage over most opponents. Think of it as having the power to activate an extra Ability Card for the battle. Now do you see what I mean by "advantage"? However, since only two known Bakugan in Gundalian Invaders are capable of activating these special cards, the new rule is that each player may only activate one Fusion Ability per brawl, so make it count.
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06. THE LIFE GAUGE
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The Life Gauge is the source of health for the corresponding player and the only thing keeping you alive in the battle. All Life Gauges begin at 500 points, and once the results from battle drain it to 0, the player whose Life Gauge has been depleted entirely loses the game.
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07. LIFE GAUGE RULES
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All Life Gauges start off at 500 points, and can never be raised past that number. A player's Life Gauge is his/her most important tool. As you've read above, once the Life Gauge reaches 0, the player whose Life Gauge it belonged to loses the game. The most common and effective method to drain an opponent's Life Gauge is to increase the difference in power between both sides' power level totals during a battle, and dealing significant damage to the opposing player's Bakugan. The Life Gauge is set to decrease by as many points as the overkill is between two players' power levels whenever a round is completed. The overkill is then subtracted from the losing player's Life Gauge in order to determine the true Life Gauge damage that’s dealt to the user. Other methods to decrease or even raise a Life Gauge can be found using special effects, or Special Shots.
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08. BAKUGAN RULES
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You have learned what Bakugan are and what they do, but not necessarily when and how to use them. In Bakugan, it is crucial to know these rules about all Bakugan in the game.

1. Only THREE Bakugan are allowed per game, and only one Bakugan can be thrown per round. Once you land on the Gate Card successfully, the Bakugan remains there until a battle is engaged and has been completed.

2. Defeated Bakugan may be reused in battle. Once a Bakugan has been bested by the other player in any way and is considered defeated, it is possible to return it into battle as long as your Life Gauge is still fueled by even the smallest amount.

3. Attributes: All Bakugan come in specific colors and symbols which indicate what attribute it belongs to. There are six known Bakugan attributes: Pyrus, SubTerra, Haos, Darkus, Aquos, and Ventus. Make sure that when you activate cards or effects for these Bakugan, they match the attribute and/or type of said Bakugan.

4. Power Levels: The power level of a Bakugan is only revealed when a Bakugan opens up and stands on the battlefield. Power levels are the power points which Bakugan harbor and use to defeat their opponents. Normally, the Bakugan with the higher power level total at the end of the battle is declared the winner of said battle. Some cards make exceptions to this rule.

5. When a Guardian Bakugan, with or without Battle Gear, is defeated in battle by an opponent’s Bakugan’s attack that has resulted in 500-point Life Gauge damage or more (final rounding off of the damage included), after calculation, that Guardian Bakugan and/or Battle Gear that were defeated in the round are then transferred to the winner's Brawling Profile. In order to return the Guardian Bakugan back to your own Brawling Profile, you must find the player who captured it last and defeat him/her by dealing 500+ points of Life Gauge damage in one attack in order to reclaim it. Finally, players on opposing teams must capture the other player's Guardian Bakugan if he/she has wiped out an opponent’s Life Gauge by at least 500 points in one go. Players on the same team may capture the opposing ally's Guardian Bakugan, but can choose not to.

When a non-Guardian Bakugan (or just "Bakugan"), with or without Battle Gear, is defeated in battle by an opponent's Bakugan's attack that has resulted in 500-point Life Gauge damage or more (final rounding off of the damage included), after damage calculation, that Bakugan and/or Battle Gear that were defeated in the round are unable to be sent back into battle for one hour for every 100 points over 400 that were depleted from the losing player's Life Gauge. Once this time has expired, the Bakugan and/or Battle Gear may be reused in battle once more.
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09. BATTLE GEAR RULES
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You have learned what Battle Gear are and what they do, but not necessarily when and how to use them. In Bakugan, it is crucial to know these rules about all Battle Gear in the game.

The following pertains to all types of Battle Gear.

1. Only THREE Battle Gear are allowed per game, and only one Battle Gear can be launched per round. Battle Gear are special Bakugan equipment that automatically result in a regular stand whenever thrown. In order for a move that a Battle Gear has been equipped to be valid, players must post it as if they were throwing a Bakugan. Players can equip a Battle Gear to one Bakugan in the game during mid-battle only once per round. When you equip the Battle Gear successfully, the Battle Gear remains attached to the corresponding Bakugan until a card or effect is activated to return it back to your hand, or a battle is engaged and has been completed.

2. Battle Gear equipped to Bakugan that have been defeated may be reused in battle. Once a Bakugan equipped with a Battle Gear has been bested by the other player in any way and is considered defeated, it is possible to return that Battle Gear into battle as long as your Life Gauge is still fueled by even the smallest amount.

3. Attributes: All Battle Gear come in specific colors and symbols which indicate what class it belongs to. There are three known Battle Gear classes: Silver, Copper, and Gold. You can generally get a good idea of what powers the Battle Gear holds by the class it pertains to. And due to these unique classes, it means Battle Gear do NOT need to match the color of the Bakugan you choose to equip it to.

4. Power Level Boosts: The boost in power level of a Battle Gear is only revealed when a Battle Gear opens up and stands on the battlefield. Power level boosts are the power points which Battle Gear harbor and use to transfer to the Bakugan it’s synchronized to in order to defeat their opponents. Normally, the standard boost in power level for most Battle Gear is +100 points. Some Battle Gear make exceptions of this rule. Battle Gear are capable of combining with the power levels of the other Bakugan the owner has in the battle, hence the merging, and an opponent can do nothing to attack a Battle Gear separately, as they are not Bakugan, but Bakugan equipment and cannot receive damage to Health that they do not possess. Some Special Effects and/or card effects make exceptions to this rule, but by no means are Battle Gear to EVER be attacked individually. Once a Battle Gear has been equipped to the synchronized Bakugan, the merging cannot be undone until the round is completed. Again, some Special Effects and/or card effects make exceptions of this rule.

5. When a Bakugan, with or without Battle Gear, is defeated in battle by an opponent’s Bakugan’s attack that has resulted in 500-point Life Gauge damage or more (final rounding off of the damage included), after calculation, all of the Bakugan and/or Battle Gear defeated in the round are then transferred to the winner's Brawling Profile. In order to return the Bakugan back to your own Brawling Profile, you must find the player who captured it last and defeat him/her by dealing 500+ points of Life Gauge damage in one attack in order to reclaim it. Finally, players on opposing teams must capture the other player's Bakugan if he/she has wiped out an opponent’s Life Gauge by at least 500 points in one go. Players on the same team may capture the opposing ally's Bakugan, but can choose not to.

When a Battle Gear equipped to a non-Guardian Bakugan (or just "Bakugan"), is defeated in battle by an opponent's Bakugan's attack that has resulted in 500-point Life Gauge damage or more (final rounding off of the damage included), after damage calculation, that Bakugan and/or Battle Gear that were defeated in the round are unable to be sent back into battle for one hour for every 100 points over 400 that were depleted from the losing player's Life Gauge. Once this time has expired, the Bakuga and/or Battle Gear may be reused in battle once more.
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10. THROWING RULES
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There are 3 possible results a Bakugan can display after it has been thrown into the battle.

1. Stand: The animated image portraying a Bakugan ball opening and transforming into the battling beast within. Stands basically tell you that your Bakugan has landed on the Gate Card, but nothing special results from it.

2. Power Stand: The animated image portraying Bakugan ball standing, followed by a number that appears on the screen. Power Stands mean that the Bakugan thrown in the battle gains a little boost in Power Level upon its reveal. If there aren't any Bakugan belonging to your opponent on the battlefield, the Power Stand is still considered to be successful and the number on screen is added to your Bakugan's Power Level.

3. Critical K.O. The animated image portraying Bakugan balls wreathed in flames upon standing. When you attack an opponent's Bakugan with a Critical K.O. shot, it immediately erases all Power Stand increments belonging to the opponent’s Bakugan that are currently active upon the Critical K.O.’s impact. However, if there aren't any Bakugan belonging to your opponent on the battlefield, the Critical K.O. is considered to be a regular Stand instead.

Sphere Attacks are now a thing of the past. Instead of decreasing an opponent’s Bakugan’s power level, you will instead raise yours by a much more powerful amount if you receive a Power Stand upon standing your Bakugan on the Gate Card. Also, missing the Bakugan has become impossible in this advanced stage of brawling. To some this may take away half the fun of brawling, but to most, this is a great relief of frustration. Stand Success percentages no longer exist, and never again will the sheer luck of throwing the Bakugan make or break you in the brawling situation. Finally, Critical K.O.s have also been changed in order to lessen their power. In fact, ending up with a Critical K.O. will basically level the playing field.

NOTE: Consecutive Throws have been -CENSORED-. You will know what they are if you participated in Bakugan Hyperspace (New Vestroia), but in Gundalian Invaders, they cannot be made. Once you choose a Bakugan for the round, it fights alone.
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11. GATE CARD RULES
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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, and only one Gate Card can be set per turn. At the beginning of any game, one player sets down ONE Gate Card and begins the brawl.

2. Used Gate Cards may NOT be reused in the game. Once your Gate Card is used up or is nullified, it is not to be used again for the duration of the brawl. There are no exceptions to this rule.

3. Opening Gate Cards: Gate Cards can only be opened when two or more Bakugan are standing on them. Gate Cards can be opened only when the current battlefield is clear of any launched attacks, unless a card or effect states otherwise. Gate Cards may NOT be opened until at least one full turn-cycle has concluded for all players involved. When a Gate Card opens, its boost in power or special effect is revealed and takes place immediately. Players may not open their opponent's Gate Cards under any circumstances.
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12. ABILITY CARD RULES
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Gate Cards and Bakugan have been explained, now for the Ability Cards. Follow these rules carefully, as Ability Cards are the one of the most difficult aspects of Bakugan to play properly.

1. An infinite number of Ability Cards are allowed per game, but maximum of only five normal Ability Cards may be activated per round (3 Abilities for Levels 1 and 2, and 4 Abilities for Level 3 and 4). Ability Cards can be activated before, or during a battle, but both uses drain the player’s Ability Card chances. Every Ability Card activated must have the Bakugan which it is activated for already present on the battlefield before its activation.

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. Some cards actually do make exceptions to this rule. The signature Ability Cards belonging to Guardian Bakugan may have multiple copies of those cards which can technically override this rule and be used twice per round. This is indicated by a "(2x)" being included before the -CENSORED- of the Ability Card that has been identified as a signature Ability for Guardian Bakugan.

3. When a player has a Battle Gear in the battle, it is capable of activating Ability Cards for itself only. This total is determined on Energy Meters granted by the Abilities themselves. In order to activate a Level II Class Battle Gear Ability, the Level I Class Battle Gear Ability must have been activated and still be in effect fully. Some cards can be used to escalate the Battle Gear’s Energy Meter without the use of an active lower Level Class Battle Gear Ability.

Each Battle Gear Ability grants the Bakugan equipped with the Battle Gear the power needed to charge the Battle Gear for a stronger attack. If the power to support a Level II or higher Class Battle Gear Ability activation is not accumulated, the attack is not possible and fails. Therefore, you need at least an Energy Meter of 100 in order for the Battle Gear to charge a stronger attack.

NOTE: To balance out the powers of certain Bakugan and their abilities, the new rule in Gundalian Invaders is that when an Ability Card is negated, negating the Ability Card that was used to neutralize it will NOT reactivate the lost Ability Card. If you use an Ability in GI Hyperspace, be prepared to fortify it somehow if you want it to last.
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13. FUSION ABILITY CARD RULES
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With Bakugan, Gate Cards, Ability Cards, and Battle Gear Ability Cards explained, there is only two more aspects to look over before we're ready to get involved in a game. First out of the two: The Fusion Ability Cards.

1. Since, Fusion Abilities are rare in Gundalian Invaders, only one Fusion Ability Card can be played per game, per player. Fusion Ability Cards are activated in the same manner as regular Ability Cards. The Fusion Ability Card does not count for the overall total of normal Abilities able to be used per round. All Fusion Ability Cards are activated during a battle, however.

You now know standard knowledge of all Bakugan, Gate, Ability, Battle Gear Ability, and Fusion Ability Cards available in the game. You are finally ready to begin the brawl.
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14. THE BAKUGAN BRAWL
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To begin a brawl, the players decide who starts by selecting a mutual Bakugan to throw. Then, one player chooses one Gate Card from his/her deck and exclaims "Gate Card Set" as he/she throws it down. In Bakugan: Gundalian Invaders, players roll for initiative to decide who will make the first move. That is, two players will roll the same Bakugan ONCE. The player with the higher roll has the honor of going first. If the result was a draw, roll again to break the tie.

A Regular Stand beats nothing.
A Power Stand beats a Normal stand. The higher numeric value of the Power Stand beats a Power Stand value that is less than itself.
A Critical K.O. beats everything and is the highest possible outcome from a roll.

When your turn arrives, you must always choose one Bakugan and exclaim "Bakugan Brawl!" as you toss it onto a Gate Card. When the Bakugan stands on the card, it remains there and your turn ends.

Your opponent's turn is next. When he/she stands his/her Bakugan onto the card where your own is currently standing, a battle ensues. Calculate power levels, and activate an Ability or Abilities if you so desire. Even launch Battle Gear if you have one. When the player decides to, and the field is clear of attacks, the player whose Gate Card the Bakugan are battling on opens it up and brings either a boost in power or a whole new effect into the battle. Stats of both Bakugan are calculated and once a Bakugan's Health drops to zero, the round ends. The overkill of the victor is then subtracted from the losing player's Life Gauge in order to determine the true Life Gauge damage that’s dealt to the user. Again, if you lose the battle, your Bakugan may be used again during any future rounds, but you subtract points from your Life Gauge equal to the amount of power that the opponent's Bakugan overkill, and subtract that total damage from the losing player's Life Gauge.

Repeat the process until the opponent's Life Gauge has been completely depleted one way or another. Once this happens, you win the game.
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14.1 THE FIRST TURN
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Naturally, if a Bakugan is under attack with all of its stats currently at their base levels (regardless of Power Stands), and the attacker has had their own stats enhanced drastically in the single turn alone, then the defending Bakugan at base level will be at a severe disadvantage, more often than not guaranteeing assured damage to itself after an attacker unleashed a total of three moves in the first turn of the round. Because of this, during the first turn of any round in a 1-on-1 brawl, regardless of the player, a maximum of two moves may be executed, instead of the standard three. This rule applies to all situations unless a card effect states otherwise.
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15. THE NEW BRAWLING SYSTEM
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With the gameplay of Bakugan evolving as it has been, it's finally time to bring that enhanced brawling system to Hyperspace. This brand new brawling system is a mixture of the system you've come to know, and the popular Bakugan Dimensions online game with a small bit of Bakugan Battle Brawlers: Defenders of the Core thrown in as well. As you've learned in sections 01. The Bakugan, and 04. The Ability Cards, things have changed dramatically.

From now on, rather than depleting Ability Card chances to decide a round, you must instead drain your opponent's Bakugan's Health bar down to 0. This new revolutionized brawling system will spare no expense in revealing the true powers of the Bakugan you hold. You will have at your disposal not only the Power Levels, but the amount of physical strength, energy power, level of smarts, and so much more. With this new system, you will also be able to determine exactly how much damage a Bakugan's single attack can inflict!

Read this all parts of this particular section carefully, because the new brawling rules, combined with the several new stats each Bakugan now has, can be very complicated for someone who's just learning about them.

As you know, whenever two Bakugan stand on a Gate Card, a battle ensues. The object of the game itself hasn't changed - drain your opponent's Life Gauge down to 0 through battle. However, the new twist is that Bakugan must use their Abilities or basic powers to attack and diminish the Health bar of the opponent's Bakugan. Once the Health bar reaches 0, the round ends and the difference between power levels, divided by the Defense of the losing Bakugan is dealt to your opponent's Life Gauge as the damage they take.

The only way to drain a Bakugan's Health bar down to 0 is to attack with your own Bakugan. In this new brawling system, it is crucial to build your stats up past that of your opponent's Bakugan's DURING the battle itself. The higher the difference in those stats, the more damage you can deal to an opposing Bakugan's Health bar.

In this new brawling system, players are able to do the following once per round:

  • Activate a maximum of five Ability Cards (Attack, Defense, and Attack/Defense alike.) (for Levels 1 and 2, the maximum is 3. And for Levels 3 and 4, the limit is 4.)
  • Activate a total of three "basic attacks."
  • Activate a total of one "special attack."
  • Activate a total of one "special defense."
  • Equip a total of one Battle Gear, if possible.
  • Activate as many Battle Gear Abilities as possible, as long as the card requirements are met.
  • Open one Gate Card if possible, and if the player has one in play.
  • Mount one Mobile Assault vehicle, if possible.
  • Use your in-play Bakugan's special effect. Most Special Effects can only be usable once per game, but some make exceptions to this rule.
  • Activate the hidden power of your Bakugan's Will stat once if your Will stat total exceeds that of your opponent's Bakugan's Will stat total.


The following can only be done once per brawl:

  • Activate a total of one Fusion Ability Card.
  • Use your in-play Bakugan's special effect. Most Special Effects can only be usable once per game, but some make exceptions to this rule.


It's especially important to remember that Bakugan attacks are executed in a simple 5-step calculation.

1. *Your Bakugan's Power Level* - *Your opponent's Bakugan's Power Level* = *Damage Part 1*
2. *Your Bakugan's Attack Force* - *Your opponent's Bakugan's Attack Force* = *Damage Part 2*
3. *Damage Part 1* multiplied by *Damage Part 2* = *Standard Damage*
4. *Standard Damage* multiplied by 3 = *Total Damage*
5. *Total Damage* divided by *Defending Bakugan's Defense* = *Total Damage Dealt*

NOTE: All negative numbers and the number "0" are rounded to the number "1" for math's sake regarding step 2. All negative numbers are rounded to the number "0" regarding the result of step 5. Finally, all numbers are rounded to the nearest tens place regarding the result of step 5 to prevent confusion from calculating numbers too exact during damage.

The Total Damage dealt is the final amount of damage that you will subtract from the defending Bakugan's Health bar. A Bakugan that defends executes a similar 5-step calculation, but does not attack back unless the defense Ability is an "Attack/Defense Class".

1. *Your opponent's Bakugan's Power Level* - *Your Bakugan's Power Level* = *Defended Damage Part 1*
2. *Your opponent's Bakugan's Attack Force* - *Your Bakugan's Attack Force* = *Defended Damage Part 2*
3. *Defended Damage Part 1* multiplied by *Defended Damage Part 2* = *Standard Damage Defended Against*
4. *Standard Damage Defended Against* multiplied by 3 = *Total Damage Defended Against*
5. *Total Damage Defended Against* divided by *Defending Bakugan's Defense* = *Remaining Total Damage Dealt*

NOTE: All negative numbers and the number "0" are rounded to the number "1" for math's sake regarding step 2. All negative numbers are rounded to the number "0" regarding the result of step 4. Finally, all numbers are rounded to the nearest tens place regarding the result of step 4 to prevent confusion from calculating numbers too exact during damage.

All "Attack Class" Ability Cards launch attacks on their own. All "Attack/Defense Class" Ability Cards first activate a Defense against an oncoming attack, then launch an attack of their own. You must ALWAYS follow the information on the card immediately before launching the attack or defense.

Now that you have a basic understanding of how to launch attacks and defend against attacks in Bakugan: Gundalian Invaders, it's time I explained the significance of each Bakugan stat.
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15.1 STAT POWERS
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Taking the time and effort to increase the stats of your Bakugan in battle is well worth it, because all stats have a huge impact on the game in some way.

Power Level: As you know, increasing the Power Level of your Bakugan is key to winning any battle. Your power level must surpass your opponent's if you're to inflict any damage at all from a Bakugan's attack.

Health: Few things can achieve this, but raising the Health stat of your Bakugan is something you should always strive to accomplish if you have the necessary tools to do so. The more Health your Bakugan has, the better resistance it will put up against the opponent's attacks.

Attack Force: The higher the number for this stat, the stronger your Bakugan's attack and defensive power will be. This stat shares a strong relationship with the Power Level stat. Combining them to surpass the opponent's will allow you to release some incredibly destructive power from your Bakugan. This is because any attack that is launched against an opponent's Bakugan will take the difference in power level and multiply that difference by how many more Attack Force points you have than your opponent's Bakugan does. The resulting total is the true force of power behind the attack.

Defense: Recycled from the original brawling system, this stat serves many more purposes than it once had. This is the level of protection that the Bakugan has against an enemy Bakugan's attacks. All successfully registered attacks are first divided by the Bakugan's current Defense before the true damage is dealt to that Bakugan's Health bar. On top of that, the Defense stat will even protect the Brawler's Life Gauge from harm by defending against the blast once its Health bar is depleted. Raising the Defense stat in battle is ideal for survival from even the mightiest of Bakugan.

Strength: Another brand new aspect to the game, the Strength stat shares a very strong similarity with the Agility stat and the Intelligence stat.

When on the attack, a Bakugan that has a higher Strength stat than the opponent's Bakugan:

- Can execute the Special Attack "Close Combat."

Close Combat gives the Bakugan with the higher Strength a chance to use that might to basically steam roll over the opponent head on and deal some extra damage.

Close Combat will take the difference in Strength stats of the opponent's Bakugan and your own Bakugan. For the current attack, for each point of Strength you have higher than the opponent's, add 100 points to your power level, and deal an attack to the opponent's Bakugan. The attack is still multiplied by "Attack Force" difference, and divided by the opponent's Defense. The attack can be defended against, regardless of how strong it is. This power level increase only remains active for this one attack dealt.

When on the defensive, a Bakugan that has a higher Strength stat than the opponent's Bakugan:

- Can execute the Special Defense "Block" to defend against an attack once per round.

Blocking causes the attacker to decrease the Power Level increase of the last Attack-Class Ability it played. (Any increase to stats remains active.)

Blocking costs the Strength of the defending Bakugan to decrease by 2 points for each 100 points of damage the Bakugan blocked. Blocking can still be done to lessen the damage even if you do not have enough of a Strength stat advantage to nullify it completely.

Agility: When on the attack, a Bakugan that has a higher Agility stat than the opponent's Bakugan:

- Can execute the Special Attack "Speeding Strike."

Speeding Strike gives the Bakugan with the higher Agility a chance use that long-range movement to perform a calculated attack from a distance.

Similar to the Close Combat Special Attack, Speeding Strike will take difference in Agility stats of the opponent and your Bakugan. For the current attack, for each point of Agility you have higher than the opponent's, add 100 points to your Power Level, and deal an attack to the opponent's Bakugan. The attack is still multiplied by the "Attack Force" difference and divided by the opponent's Bakugan's Defense. The attack can be defended against, regardless of how strong. This power level increase only remains active for this one attack dealt.

When on the defensive, a Bakugan that has a higher Agility than the opponent's Bakugan:

- Can execute the Special Defense "Dodge" to evade an attack once per round.

Dodging causes the attacker to erase the stat increase or Ability negation and/or prevention it gained from its last attack move it played. (Any increase made to G-Power remains active.)

Dodging costs the Agility of the defending Bakugan to decrease by 2 points for each 100 points of damage the Bakugan dodged.

Intelligence: When on the attack, a Bakugan that has a higher Intelligence stat than the opponent's Bakugan:

- Can execute the Special Attack "Astute Ambush."

Astute Ambush gives the Bakugan with the higher Intelligence a chance to use that knowledge to devise a plan to deliver an attack with little to no resistance.

Similar to the Close Combat and Speeding Strike Special Attacks, Astute Ambush will take the difference in Intelligence stats of the opponent and your Bakugan. For the current attack, for each point of Intelligence you have higher than the opponent's Bakugan, add 100 points to your power level and deal an attack to the opponent. The attack is still multiplied by the "Attack Force" difference and divided by the opponent's Bakugan's Defense. The attack can be defended against, regardless of how strong. This power level increase only remains active for this one attack dealt.

When on the defensive against an attack dealing a total of 500 points of damage or less, a Bakugan that has a higher Intelligence than the opponent's Bakugan:

- Can execute the Special Defense "Counter" to retaliate against an attack once per round.

Countering causes the attacker to subtract 50% of the last attack dealt from its own Health bar. (The Ability's effect remains active.)

Countering costs the Intelligence of the defending Bakugan to decrease by 2 points for each 100 points of damage countered.

Will: When a Bakugan's current Health bar is lower than 15% at any time in the brawl:

- The Bakugan may do one of three things once per brawl:

  • Heal its own Health stat by replenishing its life factor, so long as it doesn't refresh more than 30% of the base Health total. The amount replenished is determined by taking the total Health left and multiplying it by the Will stat, and finally adding it to the remaining Health of the Bakugan with the higher Will stat.
  • Boost one supporter stat (Strength, Agility, Intelligence only) of its base number for the remainder of the round.
  • Boost its own current Power Level by 25% of its base power level for the remainder of the round.

Stat Sacrifice: Finally, there is also the last-resort move known as "Stat Sacrifice", which allows a player to reduce their own Bakugan's Strength, Intelligence, or Agility stat (whichever number is highest) to 0, in order to negate an opponent's Bakugan's special effect. This move can only be used once per round, per player. It's a brand new, optional addition to the move-set, not unlike attacking Bakugan Traps individually in Bakugan Hyperspace (New Vestroia). The "Stat Sacrifice" tactic is designed specifically for countering the special effects of Bakugan which have been, until now, irreversible.
____________________________________

15.2 BASIC ATTACKS
____________________________________

Usually, an attack is performed by activating an Attack or Attack/Defense Class Ability Card, which perform attacks on their own. However, the old strategic method of "accepting difference in damage" works in reverse here. Players can use their higher power level in order to execute a maximum of three "basic attacks" per round. These attacks can be melee or an energy blast. For roleplaying purposes, players must specify which whenever they use a basic attack.

Basic attacks are simply performed attacks with the current standings between the Power Level and Attack Force of two opposing Bakugan, without the enhancements that other more valuable moves would grant. Basic attacks are invented in order to conserve the more useful moves of the player while still giving the opponent something to keep them busy. Instead of allowing the difference in power level to harm you by enough points that you can afford to spare, basic attacks allow the player ahead of the game to keep up their onslaught if the defending player decides to just take the attacks head on. Basic attacks are the most unimportant assets in brawling, and are considered highly expendable. To some more strategic players, this may not be the case.
____________________________________

15.3 POWER CLASHES
____________________________________

Normally, a player that uses an Attack-class Ability will then find that the opponent counters the attack with a Defense-class or Attack/Defense-class Ability. However, it is possible to counter an Attack-class Ability with another Attack-class Ability. This is called a "clash."

During a clash, the player whose Bakugan has the higher power level will be the one dealing damage to the opponent. This 5-step calculation is used to determine the results of the clash (NOTE: Stronger Bakugan and weaker Bakugan refer to Power Levels only):

1. *Stronger Bakugan's Power Level* - *Weaker Bakugan's Power Level* = *Damage Part 1*
2. *Stronger Bakugan's Attack Force* - *Weaker Bakugan's Attack Force* = *Damage Part 2*
3. *Damage Part 1* multiplied by *Damage Part 2* = *Standard Damage*
4. *Standard Damage* multiplied by 3 = *Total Damage*
5. *Total Damage* divided by *Defending Bakugan's Defense* = *Total Damage Dealt to the player with the weaker Bakugan*

NOTE: All negative numbers and the number "0" are rounded to the number "1" for math's sake regarding step 2. All negative numbers are rounded to the number "0" regarding the result of step 4. Finally, all numbers are rounded to the nearest tens place regarding the result of step 4 to prevent confusion from calculating numbers too exact during damage.

Due to the powerful rebound made possible by power clashes, they are limited to only two per round, per player. So, use them wisely.

And I believe that's everything you need to know in order to get started with this brand new brawling style. Have fun practicing, and remember, the more you brawl, the more items you unlock for your Brawling Profile.
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PostSubject: Re: Gundalian Invaders Official Rulebook   Sat Sep 22, 2012 3:49 pm

The following must be noted during any battles you wage here on Bakugan Interspace.

1. When on the attack, a maximum of three moves can be made per round for any player in any brawl. When on the defensive, a maximum of only one move can be made per round for any player in any brawl. The following is considered one move each:
  • Activating an Ability Card (Double Abilities are considered two moves, and Triple Abilities - which can only be done with Fusion Abilities - three).
  • Opening a Gate Card, if the player has one in play.
  • Equipping Battle Gear
  • Activating a Battle Gear Ability.
  • Launching a basic attack.
  • Launching a Special Attack.
  • Launching a Special Defense.
  • Mounting a Mobile Assault Vehicle, if the player possesses one in their Brawling Profile (These are not available in Bakugan Interspace).

NOTE: All Ability Cards that prevent the opponent from activating any Abilities themselves are locked until the second round of the brawl. This means you must withstand a round without them before you can implement the effects of such powerful cards.

2. Interceptions can still be made, but are excluded in Bakugan Interspace. To execute the interception, the overall Health of the opponent's Bakugan with the lowest current Health in the brawl must exceed 50% of its base level.

3. Five-way, six-way, and massive tag-team (3-on-3) brawls are available on Bakugan Interspace.

4. Each player's Life Gauge must begin at the standard 500 points. No exceptions.

5. Life Force does not exist in Bakugan Interspace, therefore no harm can be done to any player inside.

6. Consecutive Ability Cards can no longer be activated.

7. Don't cause confusion by speaking of the next Bakugan season "Mechtanium Surge". It takes place during a future time, and no brawler here should be able to comprehend it if they are to remain in character.

8. Cussing, cheating, and threatening outside of roleplay is NOT permitted.

Have fun and enjoy our brand new virtual environment. Smile
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PostSubject: Re: Gundalian Invaders Official Rulebook   Sat Sep 22, 2012 3:59 pm

_________________________________________________________

BRAWLING AGAINST 2 OR MORE OPPONENTS
_________________________________________________________

Please allow me to elaborate a little on the fundamentals of a tag-team scenario and expanding the number of opponents and/or allies in a game.

Very little actually changes in a situation where you have more than one opponent or even an ally(ies) brawling alongside you. However, what does change plays a key role in how the brawl will ensue.

Now, the only way to demonstrate this properly is via a series of examples. We'll start with the "3-way Brawl". These are the three Bakugan pitted against each other for the example.

P1 HELIX DRAGONOID
Health Bar @ 100% (500/500)
Power Level: 900
Attack Force: 3
Defense: 7
Strength: 17
Agility: 14
Intelligence: 18
Will: 16


Vs.

P2 ARANAUT
Health Bar @ 100% (500/500)
Power Level: 900
Attack Force: 3
Defense: 6
Strength: 17
Agility: 19
Intelligence: 16
Will: 14
Special Shot: +105
Special Effect: Able to increase the Health stat of an ally’s Bakugan by 20% of its base Health during a Tag-Team Battle. This effect is only usable once per game.


Vs.

P3 AKWIMOS
Health Bar @ 100% (500/500)
Power Level: 900
Attack Force: 2
Defense: 5
Strength: 15
Agility: 17
Intelligence: 17
Will: 14
Special Shot: +93
Special Effect: Allows the next Gate Card you open to provide an additional +200 points to all Aquos Bakugan present on the battlefield. This effect is only usable once per game.


HELIX DRAGONOID (900 points) Vs. ARANAUT (900 points) Vs. AKWIMOS (900 points)

In the case where you have more than one opponent to choose from, you simply select one of them as an attack target and calculate damage using the 5-step formula as normal. There is a set queue for Attackers and Defenders. The turn order for Attackers is identical to the result of the Gate Card deciding rolls... The turn order for Defenders, however, varies according to whether the player being attacked chooses to fend for themselves, or the partner steps in to protect the one being attacked. Here is a visual representation that depicts how these two categories play out. The character owners of the specified Guardian Bakugan will be considered as the players in the diagram.

ATTACKER
DEFENDER
Result
Dan
Princess Fabia
Marucho

As mentioned above, the Defender for each attack will vary according to who the Attacker selects as an attack target. I will regularly update that visual aid as the brawl progresses to give a clearer picture of how this Attacker/Defender brawling system functions.

PLAYER 1'S TURN (ATTACKER)

For example, I activate the Firim Tornado Ability Card. Follow the instructions on the card EXACTLY. Notice how it says "Transfers 400 points from an opponent's Bakugan's Power Level total to Helix Drago's total." This means you take power from only ONE target, you do not divide it among the number of opponent Bakugan.

NOTE: In anything other than a 1-on-1 brawl, you may not use Double Ability or Triple Ability Cards. Each player serving as an Attacker or a Defender may only activate one "Ability Card" per turn during any brawl where there is more than one opponent. If a player just served as a Defender and is next in line to be the Attacker, that is considered to be two turns, and would therefore validate the use of two Ability Cards. These two turns should be separated in posts however, since there is no pressure in immediately getting the attack in when there is no way another player can steal your attack opportunity in the fixed queue. The only exception to this rule is when a player has power in numbers over a single opponent, such as a 2 Vs. 1 brawl. If you are a member of the two-person team, you are still limited to activating only one Ability Card at any given time during either an Attacker or Defender's turn, while the single opponent is not restricted by this limitation and may activate two Abilities during a turn as either an Attacker or a Defender.

Firim Tornado:
Class: Attack
Effect:
- Transfers 400 points from an opponent’s Bakugan's Power Level total to your Helix Dragonoid's total.
- Increases your Helix Dragonoid's Attack Force by 3 points.

P1 HELIX DRAGONOID
Health Bar @ 100% (500/500)
Power Level: 900 + 400 = 1300
Attack Force: 3 + 3 = 6
Defense: 7
Strength: 17
Agility: 14
Intelligence: 18
Will: 16


Vs.

P2 ARANAUT
Health Bar @ 100% (500/500)
Power Level: 900
Attack Force: 3
Defense: 6
Strength: 17
Agility: 19
Intelligence: 16
Will: 14
Special Shot: +105
Special Effect: Able to increase the Health stat of an ally’s Bakugan by 20% of its base Health during a Tag-Team Battle. This effect is only usable once per game.


Vs.

P3 AKWIMOS
Health Bar @ 100% (500/500)
Power Level: 900 - 400 = 500
Attack Force: 2
Defense: 5
Strength: 15
Agility: 17
Intelligence: 17
Will: 14
Special Shot: +93
Special Effect: Allows the next Gate Card you open to provide an additional +200 points to all Aquos Bakugan present on the battlefield. This effect is only usable once per game.


HELIX DRAGONOID (1300 points) Vs. ARANAUT (900 points) Vs. AKWIMOS (500 points)

As you probably suspected, you would then launch an attack against one of the two opposing Bakugan. However, you do not necessarily need to select the Bakugan whose stats were just decreased as your attack target. It's the sensible thing to do, but it's not a mandatory requirement.

You also have the option of attacking both or all opposing Bakugan at once, however you must halve the final amount of damage that would be sent their way as a result of the attack. For this example, I'll be selecting the most complicated method and attack both players simultaneously, simply by calculating both separate attacks, and adding a sixth step to the 5-step formula for each attack: cutting the total damage in half.

Attack Launched!

ARANAUT
Step 1: 1300 - 900 = 400
Step 2: 6 - 3 = 3
Step 3: 400*3 = 1200
Step 4: 1200*3 = 3600
Step 5: 3600 / 6 = 600

Step 6: 600 / 2 = 300

Incoming, 300 points of damage for Aranaut.
_____________________

AKWIMOS
Step 1: 1300 - 500 = 800
Step 2: 6 - 2 = 4
Step 3: 800*4 = 3200
Step 4: 3200*3 = 9600
Step 5: 9600 / 5 = 1920

Step 6: 1920 / 2 = 960

Incoming, 960 points of damage for Akwimos.

FINAL RESULT:

1. Incoming, 300 points of damage for Aranaut.
2. Incoming, 960 points of damage for Akwimos.

In this particular situation, the first Defender of the multiple targets is whoever's next turn is closest to arrival in the Attacker turn order. The visual representation is now updated to read this.

ATTACKER
DEFENDER
Result
Dan
1. Princess Fabia
2. Marucho
1.
2.
Princess Fabia
Marucho

PLAYER 2'S TURN (DEFENDER)

Now the player wielding Aranaut has the opportunity to counter. In a free-for-all battle, Aranaut would only be able to increase his own power and/or decrease either Drago's or Akwimos' powers. However, under no circumstances may Aranaut use any moves to assist either Bakugan in any way (unless a Gate Card specifically states otherwise).

So for this example, Aranaut can defend against Drago's attack from Firim Tornado, which weakens or even neutralizes the attack that would have otherwise inflicted damage onto Aranaut. However, if Aranaut were to do this, Drago's attack on Akwimos is still in effect, and would not be voided from Aranaut's defensive measure. If Aranaut were to CLASH the attack with one of his own, there is a chance that he can turn the tables and inflict damage onto Drago. If this were to happen, the attack that cut off course from Aranaut and heading toward Akwimos would still be left unaffected and would still be Akwimos' problem to deal with.

Basically, if the same attack is about to reach two or more players in a free-for-all battle, all players must save their own skins by countering the attack in their own way, which does not interfere with the attack sent the other player's way, even if the attacker's stats were to be changed.

As an example, I'll have Aranaut defend the incoming attack with the Mirage Jet Ability Card.

Mirage Jet:
Class: Attack/Defense
Effect:
- Allows your Aranaut Bakugan to decrease each of your opponent's Bakugan's Power Levels by 300 points.
- Increases your Aranaut's Attack Force by 2 points.
- Increases your Aranaut's Defense by 3 points.
- Increases your Aranaut's Strength by 2 points.
- Increases your Aranaut's Agility by 2 points.

P1 HELIX DRAGONOID
Health Bar @ 100% (500/500)
Power Level: 1300 - 300 = 1000
Attack Force: 6
Defense: 7
Strength: 17
Agility: 14
Intelligence: 18
Will: 16


Vs.

P2 ARANAUT
Health Bar @ 100% (500/500)
Power Level: 900
Attack Force: 3 + 2 = 5
Defense: 6 + 3 = 9
Strength: 17 + 2 = 19
Agility: 19 + 2 = 21
Intelligence: 16
Will: 14
Special Shot: +105
Special Effect: Able to increase the Health stat of an ally’s Bakugan by 20% of its base Health during a Tag-Team Battle. This effect is only usable once per game.


Vs.

P3 AKWIMOS
Health Bar @ 100% (500/500)
Power Level: 500 - 300 = 200
Attack Force: 2
Defense: 5
Strength: 15
Agility: 17
Intelligence: 17
Will: 14
Special Shot: +93
Special Effect: Allows the next Gate Card you open to provide an additional +200 points to all Aquos Bakugan present on the battlefield. This effect is only usable once per game.


HELIX DRAGONOID (1000 points) Vs. ARANAUT (900 points) Vs. AKWIMOS (200 points)

This recalculates Drago's attack dealt to Aranaut, but does not recalculate the attack dealt to Akwimos until the player using Akwimos decides to counter on his own.

Defense Formed!

ARANAUT
Step 1: 1000 - 900 = 100
Step 2: 6 - 5 = 1
Step 3: 100*1 = 100
Step 4: 100*3 = 300
Step 5: 300 / 9 = 33.3 = 30

Step 6: 30 / 2 = 15 = 20

20 points of damage dealt to Aranaut.
_____________________

AKWIMOS
Step 1: 1300 - 500 = 800
Step 2: 6 - 2 = 4
Step 3: 800*4 = 3200
Step 4: 3200*3 = 9600
Step 5: 9600 / 5 = 1920

Step 6: 1920 / 2 = 960

Still incoming, 960 points of damage for Akwimos.

P1 HELIX DRAGONOID
Health Bar @ 100% (500/500)
Power Level: 1000
Attack Force: 6
Defense: 7
Strength: 17
Agility: 14
Intelligence: 18
Will: 16


Vs.

P2 ARANAUT
Health Bar @ 90% (480/500)
Power Level: 900
Attack Force: 5
Defense: 9
Strength: 19
Agility: 21
Intelligence: 16
Will: 14
Special Shot: +105
Special Effect: Able to increase the Health stat of an ally’s Bakugan by 20% of its base Health during a Tag-Team Battle. This effect is only usable once per game.


Vs.

P3 AKWIMOS
Health Bar @ 100% (500/500)
Power Level: 200
Attack Force: 2
Defense: 5
Strength: 15
Agility: 17
Intelligence: 17
Will: 14
Special Shot: +93
Special Effect: Allows the next Gate Card you open to provide an additional +200 points to all Aquos Bakugan present on the battlefield. This effect is only usable once per game.


HELIX DRAGONOID (1000 points) Vs. ARANAUT (900 points) Vs. AKWIMOS (200 points)

Now, Princess Fabia has managed to play as the Defender against Dan, the Attacker. This is the conclusion of the three-step process known as the "result."

ATTACKER
DEFENDER
Result
Dan
1. Princess Fabia
2. Marucho
1. Princess Fabia defends herself.
2.
Princess Fabia
Marucho

PLAYER 3'S TURN (DEFENDER)

Now, before Aranaut's Mirage Jet launches its attack, the player using Akwimos must first make a move as the Defender in order to weaken Drago's previous attack. All prior attacks must be clear from the battlefield before a new one is launched, hence the Defender turn order. Once he gets in the game by playing a valid move, the changes that Aranaut made to the score will finally enact and recalculate the damage being dealt to Akwimos.

For this example, I'll use Akwimos' Healblue Ability Card. I'm using it on Player 1 as my opponent, negating his most recent Attack-Class Ability Card, which happens to be none other than Firim Tornado.

Healblue:
Class: Defense
Effect:
- Allows your Akwimos Bakugan to negate an opponent's most recent Attack-Class Ability Card played. In addition, increases the Power Levels of each Bakugan on that Akwimos' side of the battlefield by 300 points.
- Increase your Akwimos' Defense by 2 points.
- Increases your Akwimos' Intelligence by 2 points.

P1 HELIX DRAGONOID
Health Bar @ 100% (500/500)
Power Level: 1000 - 400 = 600
Attack Force: 6 - 3 = 3
Defense: 7
Strength: 17
Agility: 14
Intelligence: 18
Will: 16


Vs.

P2 ARANAUT
Health Bar @ 90% (480/500)
Power Level: 900
Attack Force: 5
Defense: 9
Strength: 19
Agility: 21
Intelligence: 16
Will: 14
Special Shot: +105
Special Effect: Able to increase the Health stat of an ally’s Bakugan by 20% of its base Health during a Tag-Team Battle. This effect is only usable once per game.


Vs.

P3 AKWIMOS
Health Bar @ 100% (500/500)
Power Level: 200 + 400 + 300 = 900
Attack Force: 2
Defense: 5 + 2 = 7
Strength: 15
Agility: 17
Intelligence: 17 + 2 = 19
Will: 14
Special Shot: +93
Special Effect: Allows the next Gate Card you open to provide an additional +200 points to all Aquos Bakugan present on the battlefield. This effect is only usable once per game.


HELIX DRAGONOID (600 points) Vs. ARANAUT (900 points) Vs. AKWIMOS (900 points)

Defense Formed!

Step 1: 600 - 900 = -300
Step 2: 3 - 7 = -4 = 1
Step 3: -300*1 = -300
Step 4: -300*3 = -900
Step 5: -900 / 7 = -128.6 = -130

Step 6: -130 / 2 = -65 = -70 = 0

Attack negated.

This completes the first instance of the three-step process, and now the cycle repeats.

ATTACKER
DEFENDER
Result
Dan
1. Princess Fabia
2. Marucho
1. Princess Fabia defends herself.
2. Marucho defends himself.
Princess Fabia
Marucho

PLAYER 2'S TURN (ATTACKER)

Now that the attack from Drago has been completely wiped out, it's time for Aranaut's Mirage Jet attack to take route. Aranaut selects either one opponent to deal full damage to, or selects all opponents to deal damage divided by 2. For this example, Aranaut targets Drago with all of his might. In addition to this, Princess Fabia also activates another Ability Card, since the Mirage Jet Ability was activated in a turn prior to this one, and therefore doesn't count toward the Ability Card limit for this turn.

Fist Alley:
Class: Attack
Effect:
- Increases your Aranaut's Power Level by 400 points.
- Increases your Aranaut's Attack Force by 3 points.
- Increases your Aranaut's Strength by 2 points.
- Increases your Aranaut's Intelligence by 2 points.

P1 HELIX DRAGONOID
Health Bar @ 100% (500/500)
Power Level: 600
Attack Force: 3
Defense: 7
Strength: 17
Agility: 14
Intelligence: 18
Will: 16


Vs.

P2 ARANAUT
Health Bar @ 90% (480/500)
Power Level: 900 + 400 = 1300
Attack Force: 5 + 3 = 8
Defense: 9
Strength: 19 + 2 = 21
Agility: 21
Intelligence: 16 + 2 = 18
Will: 14
Special Shot: +105
Special Effect: Able to increase the Health stat of an ally’s Bakugan by 20% of its base Health during a Tag-Team Battle. This effect is only usable once per game.


Vs.

P3 AKWIMOS
Health Bar @ 100% (500/500)
Power Level: 900
Attack Force: 2
Defense: 7
Strength: 15
Agility: 17
Intelligence: 19
Will: 14
Special Shot: +93
Special Effect: Allows the next Gate Card you open to provide an additional +200 points to all Aquos Bakugan present on the battlefield. This effect is only usable once per game.


HELIX DRAGONOID (600 points) Vs. ARANAUT (1300 points) Vs. AKWIMOS (900 points)

Step 1: 1300 - 600 = 700
Step 2: 8 - 3 = 5
Step 3: 700*5 = 3500
Step 4: 3500*3 = 10500
Step 5: 10500 / 7 = 1500

Incoming, 1500 points of damage for Helix Dragonoid.

ATTACKER
DEFENDER
Result
Dan
1. Princess Fabia
2. Marucho
1. Princess Fabia defends herself.
2. Marucho defends himself.
Princess Fabia
Dan
Marucho

PLAYER 1'S TURN (DEFENDER)

Repeat the process. Now it's Player 1's turn to counter the attack caused by an enemy brawler, in this case Princess Fabia's Aranaut. Dan chooses to have Drago CLASH the attack with his Strike Tornado Ability Card.

Strike Tornado:
Class: Attack
Effect:
- Increases your Helix Dragonoid's Power Level by 400 points. In addition, allows that Helix Dragonoid to decrease each of your opponent's Bakugan's Power Levels by 400 points.
- Increases your Helix Dragonoid's Attack Force by 2 points.
- Increases your Helix Dragonoid's Agility by 2 points.

P1 HELIX DRAGONOID
Health Bar @ 100% (500/500)
Power Level: 600 + 400 = 1000
Attack Force: 3 + 2 = 5
Defense: 7
Strength: 17
Agility: 14 + 2 = 16
Intelligence: 18
Will: 16


Vs.

P2 ARANAUT
Health Bar @ 90% (480/500)
Power Level: 1300 - 400 = 900
Attack Force: 8
Defense: 9
Strength: 21
Agility: 21
Intelligence: 18
Will: 14
Special Shot: +105
Special Effect: Able to increase the Health stat of an ally’s Bakugan by 20% of its base Health during a Tag-Team Battle. This effect is only usable once per game.


Vs.

P3 AKWIMOS
Health Bar @ 100% (500/500)
Power Level: 900 - 400 = 500
Attack Force: 2
Defense: 7
Strength: 15
Agility: 17
Intelligence: 19
Will: 14
Special Shot: +93
Special Effect: Allows the next Gate Card you open to provide an additional +200 points to all Aquos Bakugan present on the battlefield. This effect is only usable once per game.


HELIX DRAGONOID (1000 points) Vs. ARANAUT (900 points) Vs. AKWIMOS (500 points)

Despite being affected by the Ability Card, Akwimos remains at the bystander during the clash between Drago and Aranaut and is left out of the damage calculation.

Step 1: 1000 - 900 = 100
Step 2: 5 - 8 = -3 = 1
Step 3: 100*1 = 100
Step 4: 100*3 = 300
Step 5: 300 / 9 = 33.3 = 30

30 points of damage dealt to Aranaut.

P1 HELIX DRAGONOID
Health Bar @ 100% (500/500)
Power Level: 1000
Attack Force: 5
Defense: 7
Strength: 17
Agility: 16
Intelligence: 18
Will: 16


Vs.

P2 ARANAUT
Health Bar @ 90% (450/500)
Power Level: 900
Attack Force: 8
Defense: 9
Strength: 21
Agility: 21
Intelligence: 18
Will: 14
Special Shot: +105
Special Effect: Able to increase the Health stat of an ally’s Bakugan by 20% of its base Health during a Tag-Team Battle. This effect is only usable once per game.


Vs.

P3 AKWIMOS
Health Bar @ 100% (500/500)
Power Level: 500
Attack Force: 2
Defense: 7
Strength: 15
Agility: 17
Intelligence: 19
Will: 14
Special Shot: +93
Special Effect: Allows the next Gate Card you open to provide an additional +200 points to all Aquos Bakugan present on the battlefield. This effect is only usable once per game.


HELIX DRAGONOID (1000 points) Vs. ARANAUT (900 points) Vs. AKWIMOS (500 points)

Now that the result has been decided, the next in line of Attackers is Marucho, as seen here.

ATTACKER
DEFENDER
Result
Dan
1. Princess Fabia
2. Marucho
1. Princess Fabia defends herself.
2. Marucho defends himself.
Princess Fabia
Dan
Dan defends himself.
Marucho
_________________________________________________________________________________________





Hopefully, by now you get the gist of it all. Basically, only one Ability Card can be activated per turn, regardless if you're an Attacker or a Defender at the time. If you follow up from a Defender to an immediate Attacker, then you may activate one more Ability Card to launch your own. This is not considered a Double Ability activation. Also, you may select either one opponent Bakugan as an attack target with all of the damage intact, or select all of your opponents as multiple targets and divide the total damage dealt to each of them by 2.

Finally, should a player counter an attack that is also being sent toward another Bakugan, the portion of the attack that the enemy Bakugan receives is unaffected by any move you make to counter your own portion of the attack, even if stats and Power Levels are changed. This rule only applies to free-for-all brawling, NOT tag-team battles.
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PostSubject: Re: Gundalian Invaders Official Rulebook   Sat Sep 22, 2012 4:01 pm

_______________________________________

BRAWLING IN TAG-TEAMS
_______________________________________

Now that the mechanics behind "free-for-all" brawling have been explained, it's time to go over the rulings for the ever-popular Tag-Team Brawling.

Just like free-for-all brawling, in tag-teams, players alternate turns between Attackers and Defenders, but in a way that ensures each team only gets one turn before a member of the next team is able to take his/her turn, while also being able to defend against an attack immediately after it's been executed. When launching an attack, a player has the option of either targeting one opponent Bakugan with full power behind the attack, or target all opposing Bakugan, but cut the total damage calculated for each Bakugan by half.

Also akin to free-for-all brawling, in tag-teams, players may only activate one Ability Card at a time. No Double or Triple Abilities may be activated under any circumstances, unless of course, the teams are uneven and a single player is up against two or more opponents. During that circumstance only may that player activate Double and Triple Abilities in a Tag-Team Brawl.

Here is an example of what one should expect from an authentic Tag-Team Brawl.

P1 HELIX DRAGONOID
Health Bar @ 100% (500/500)
Power Level: 900
Attack Force: 3
Defense: 7
Strength: 17
Agility: 14
Intelligence: 18
Will: 16
Special Shot: +87
Special Effect: Able to return an opponent’s Battle Gear in the battle attached to his/her Bakugan to his/her hand until the end of that opponent's 3rd turn after this card's activation. No damage is inflicted on the opponent's Life Gauge for the returning of the Battle Gear. The Battle Gear returned with this effect is re-attached to the corresponding Bakugan when this effect expires. This effect is only usable once per game.


&

P2 ARANAUT
Health Bar @ 100% (500/500)
Power Level: 900
Attack Force: 3
Defense: 6
Strength: 17
Agility: 19
Intelligence: 16
Will: 14
Special Shot: +105
Special Effect: Able to increase the Health stat of an ally’s Bakugan by 20% of its base Health during a Tag-Team Battle. This effect is only usable once per game.


Vs.

P3 AVIOR
Health Bar @ 100% (400/400)
Power Level: 900
Attack Force: 3
Defense: 8
Strength: 17
Agility: 17
Intelligence: 14
Will: 11
Special Shot: +86
Battle Form Extension: When an Ability is played that allows his effect to be activated, Avior elongates his neck and reveals his wings as he automatically initiates the “Close Combat” Special Attack at half the regular power. This effect is usable twice per game, counts as a move during your turn, and does not occupy the single Special Attack chance that is permitted per round. Once the two chances have been used, the Ability neglects the Battle Form Extension entirely.


&

P4 LINEHALT
Health Bar @ 100% (500/500)
Power Level: 900
Attack Force: 3
Defense: 6
Strength: 16
Agility: 17
Intelligence: 18
Will: 12
Special Shot: +94
Special Effect: Able to sacrifice 100 points of his own Health stat in order to activate one additional Fusion Ability Card during the brawl. This effect is only usable once per game.


HELIX DRAGONOID (900 points) & ARANAUT (900 points) Vs. AVIOR (900 points) & LINEHALT (900 points)

For Tag-Team brawls, the turn order is shifted slightly so that each team may only have one turn sequence at any given time. It should be completely impossible in even odds for a single team to be able to make two turns in a row.

ATTACKER
DEFENDER
Result
Dan
Mason
Princess Fabia
Ren

PLAYER 1'S TURN (ATTACKER)

Player 1 activates the Galactic Dragon Ability Card.

Galactic Dragon:
Class: Attack
Effect:
- Increases your Helix Dragonoid's Power Level by 500 points.
- Increases your Helix Dragonoid's Attack Force by 4 points.
- Increases your Helix Dragonoid's Strength by 2 points.

P1 HELIX DRAGONOID
Health Bar @ 100% (500/500)
Power Level: 900 + 500 = 1400
Attack Force: 3 + 4 = 7
Defense: 7
Strength: 17 + 2 = 19
Agility: 14
Intelligence: 18
Will: 16
Special Shot: +87
Special Effect: Able to return an opponent’s Battle Gear in the battle attached to his/her Bakugan to his/her hand until the end of that opponent's 3rd turn after this card's activation. No damage is inflicted on the opponent's Life Gauge for the returning of the Battle Gear. The Battle Gear returned with this effect is re-attached to the corresponding Bakugan when this effect expires. This effect is only usable once per game.


&

P2 ARANAUT
Health Bar @ 100% (500/500)
Power Level: 900
Attack Force: 3
Defense: 6
Strength: 17
Agility: 19
Intelligence: 16
Will: 14
Special Shot: +105
Special Effect: Able to increase the Health stat of an ally’s Bakugan by 20% of its base Health during a Tag-Team Battle. This effect is only usable once per game.


Vs.

P3 AVIOR
Health Bar @ 100% (400/400)
Power Level: 900
Attack Force: 3
Defense: 8
Strength: 17
Agility: 17
Intelligence: 14
Will: 11
Special Shot: +86
Battle Form Extension: When an Ability is played that allows his effect to be activated, Avior elongates his neck and reveals his wings as he automatically initiates the “Close Combat” Special Attack at half the regular power. This effect is usable twice per game, counts as a move during your turn, and does not occupy the single Special Attack chance that is permitted per round. Once the two chances have been used, the Ability neglects the Battle Form Extension entirely.


&

P4 LINEHALT
Health Bar @ 100% (500/500)
Power Level: 900
Attack Force: 3
Defense: 6
Strength: 16
Agility: 17
Intelligence: 18
Will: 12
Special Shot: +94
Special Effect: Able to sacrifice 100 points of his own Health stat in order to activate one additional Fusion Ability Card during the brawl. This effect is only usable once per game.


HELIX DRAGONOID (1400 points) & ARANAUT (900 points) Vs. AVIOR (900 points) & LINEHALT (900 points)

Player 1 selects Linehalt as the attack target.

Attack Launched!

Step 1: 1400 - 900 = 500
Step 2: 7 - 3 = 4
Step 3: 500*4 = 2000
Step 4: 2000*3 = 6000
Step 5: 6000 / 6 = 1000

Incoming, 1000 points of damage for Linehalt.

ATTACKER
DEFENDER
Result
Dan
Ren
Mason
Princess Fabia
Ren

PLAYER 4'S TURN (DEFENDER)

Turns alternate between teams, but the turn for a Defender is a special case. Now unlike free-for-all brawling, a team member IS able to interfere with the attack being dealt to his teammate. Any stat or Power Level changes that have been made will recalculate each attack sent toward the opponent(s). Meaning, the Defender may defend themselves against the Attacker, or may call in the tag-team partner to defend on their behalf. Player 3 decides to defend for Ren and activate Avior's Offering Armour Ability.

Offering Armour:
Class: Defense
Effect:
- Allows your Avior Bakugan to negate an opponent's most recent Ability Card activated. In addition, increases that Avior's Power Level by 300 points.
- Increases your Avior's Defense by 3 points.

P1 HELIX DRAGONOID
Health Bar @ 100% (500/500)
Power Level: 1400 - 500 = 900
Attack Force: 7 - 4 = 3
Defense: 7
Strength: 19 - 2 = 17
Agility: 14
Intelligence: 18
Will: 16
Special Shot: +87
Special Effect: Able to return an opponent’s Battle Gear in the battle attached to his/her Bakugan to his/her hand until the end of that opponent's 3rd turn after this card's activation. No damage is inflicted on the opponent's Life Gauge for the returning of the Battle Gear. The Battle Gear returned with this effect is re-attached to the corresponding Bakugan when this effect expires. This effect is only usable once per game.


&

P2 ARANAUT
Health Bar @ 100% (500/500)
Power Level: 900
Attack Force: 3
Defense: 6
Strength: 17
Agility: 19
Intelligence: 16
Will: 14
Special Shot: +105
Special Effect: Able to increase the Health stat of an ally’s Bakugan by 20% of its base Health during a Tag-Team Battle. This effect is only usable once per game.


Vs.

P3 AVIOR
Health Bar @ 100% (400/400)
Power Level: 900 + 300 = 1200
Attack Force: 3
Defense: 8 + 3 = 11
Strength: 17
Agility: 17
Intelligence: 14
Will: 11
Special Shot: +86
Battle Form Extension: When an Ability is played that allows his effect to be activated, Avior elongates his neck and reveals his wings as he automatically initiates the “Close Combat” Special Attack at half the regular power. This effect is usable twice per game, counts as a move during your turn, and does not occupy the single Special Attack chance that is permitted per round. Once the two chances have been used, the Ability neglects the Battle Form Extension entirely.


&

P4 LINEHALT
Health Bar @ 100% (500/500)
Power Level: 900
Attack Force: 3
Defense: 6
Strength: 16
Agility: 17
Intelligence: 18
Will: 12
Special Shot: +94
Special Effect: Able to sacrifice 100 points of his own Health stat in order to activate one additional Fusion Ability Card during the brawl. This effect is only usable once per game.


HELIX DRAGONOID (900 points) & ARANAUT (900 points) Vs. AVIOR (1200 points) & LINEHALT (900 points)

Recalculating attack.

Step 1: 900 - 900 = 0
Step 2: 3 - 3 = 0 = 1
Step 3: 0*1 = 0
Step 4: 0*3 = 0
Step 5: 0 / 6 = 0

Attack toward Linehalt is negated.

ATTACKER
DEFENDER
Result
Dan
Ren
Mason defends on behalf of Ren.
Mason
Princess Fabia
Ren

PLAYER 2'S TURN (ATTACKER)

Now that the field is clear of attacks and Player 3 has activated an Ability Card as a Defender, he may activate another as an Attacker, such as Bolting Chain.

Bolting Chain:
Class: Attack
Effect:
- Allows your Avior Bakugan to decrease each of your opponent's Bakugan's Power Levels by 300 points.
- Increases your Avior's Attack Force by 3 points.
- Increases your Avior's Strength by 2 points.
- Increases your Avior's Agility by 1 point.
- Increases your Avior's Intelligence by 1 point.

P1 HELIX DRAGONOID
Health Bar @ 100% (500/500)
Power Level: 900 - 300 = 600
Attack Force: 3
Defense: 7
Strength: 17
Agility: 14
Intelligence: 18
Will: 16
Special Shot: +87
Special Effect: Able to return an opponent’s Battle Gear in the battle attached to his/her Bakugan to his/her hand until the end of that opponent's 3rd turn after this card's activation. No damage is inflicted on the opponent's Life Gauge for the returning of the Battle Gear. The Battle Gear returned with this effect is re-attached to the corresponding Bakugan when this effect expires. This effect is only usable once per game.


&

P2 ARANAUT
Health Bar @ 100% (500/500)
Power Level: 900 - 300 = 600
Attack Force: 3
Defense: 6
Strength: 17
Agility: 19
Intelligence: 16
Will: 14
Special Shot: +105
Special Effect: Able to increase the Health stat of an ally’s Bakugan by 20% of its base Health during a Tag-Team Battle. This effect is only usable once per game.


Vs.

P3 AVIOR
Health Bar @ 100% (400/400)
Power Level: 1200
Attack Force: 3 + 3 = 6
Defense: 11
Strength: 17 + 2 = 19
Agility: 17 + 1 = 18
Intelligence: 14 + 1 = 15
Will: 11
Special Shot: +86
Battle Form Extension: When an Ability is played that allows his effect to be activated, Avior elongates his neck and reveals his wings as he automatically initiates the “Close Combat” Special Attack at half the regular power. This effect is usable twice per game, counts as a move during your turn, and does not occupy the single Special Attack chance that is permitted per round. Once the two chances have been used, the Ability neglects the Battle Form Extension entirely.


&

P4 LINEHALT
Health Bar @ 100% (500/500)
Power Level: 900
Attack Force: 3
Defense: 6
Strength: 16
Agility: 17
Intelligence: 18
Will: 12
Special Shot: +94
Special Effect: Able to sacrifice 100 points of his own Health stat in order to activate one additional Fusion Ability Card during the brawl. This effect is only usable once per game.


HELIX DRAGONOID (600 points) & ARANAUT (600 points) Vs. AVIOR (1200 points) & LINEHALT (900 points)

Avior selects both Drago and Aranaut as his attack targets.

Attack Launched!

HELIX DRAGONOID
Step 1: 1200 - 600 = 600
Step 2: 6 - 3 = 3
Step 3: 600*3 = 1800
Step 4: 1800*3 = 5400
Step 5: 5400 / 7 = 771.4 = 770

Step 6: 770 / 2 = 385 = 390

Incoming, 390 points of damage for Helix Dragonoid.
_____________________

ARANAUT
Step 1: 1200 - 600 = 600
Step 2: 6 - 3 = 3
Step 3: 600*3 = 1800
Step 4: 1800*3 = 5400
Step 5: 5400 / 6 = 900

Step 6: 900 / 2 = 450

Incoming, 450 points of damage for Aranaut.

FINAL RESULT:

1. Incoming, 390 points of damage for Helix Dragonoid.
2. Incoming, 450 points of damage for Aranaut.

ATTACKER
DEFENDER
Result
Dan
Ren
Mason defends on behalf of Ren.
Mason
1. Princess Fabia
2. Dan
1.
2.
Princess Fabia
Ren

PLAYER 3'S TURN (DEFENDER)

It's now Player 3's turn to counter the incoming attack as a Defender. Player 3 decides to fend for herself and perform a Power Clash with Avior using the Aurora Impact Ability.

Aurora Impact:
Class: Attack
Effect:
- Allows your Aranaut Bakugan to decrease each of your opponent's Bakugan's Power Levels by 400 points.
- Increases your Aranaut's Attack Force by 4 points.
- Increases your Aranaut's Strength by 3 points.

P1 HELIX DRAGONOID
Health Bar @ 100% (500/500)
Power Level: 600
Attack Force: 3
Defense: 7
Strength: 17
Agility: 14
Intelligence: 18
Will: 16
Special Shot: +87
Special Effect: Able to return an opponent’s Battle Gear in the battle attached to his/her Bakugan to his/her hand until the end of that opponent's 3rd turn after this card's activation. No damage is inflicted on the opponent's Life Gauge for the returning of the Battle Gear. The Battle Gear returned with this effect is re-attached to the corresponding Bakugan when this effect expires. This effect is only usable once per game.


&

P2 ARANAUT
Health Bar @ 100% (500/500)
Power Level: 600
Attack Force: 3 + 4 = 7
Defense: 6
Strength: 17 + 3 = 20
Agility: 19
Intelligence: 16
Will: 14
Special Shot: +105
Special Effect: Able to increase the Health stat of an ally’s Bakugan by 20% of its base Health during a Tag-Team Battle. This effect is only usable once per game.


Vs.

P3 AVIOR
Health Bar @ 100% (400/400)
Power Level: 1200 - 400 = 800
Attack Force: 6
Defense: 11
Strength: 19
Agility: 18
Intelligence: 15
Will: 11
Special Shot: +86
Battle Form Extension: When an Ability is played that allows his effect to be activated, Avior elongates his neck and reveals his wings as he automatically initiates the “Close Combat” Special Attack at half the regular power. This effect is usable twice per game, counts as a move during your turn, and does not occupy the single Special Attack chance that is permitted per round. Once the two chances have been used, the Ability neglects the Battle Form Extension entirely.


&

P4 LINEHALT
Health Bar @ 100% (500/500)
Power Level: 900 - 400 = 500
Attack Force: 3
Defense: 6
Strength: 16
Agility: 17
Intelligence: 18
Will: 12
Special Shot: +94
Special Effect: Able to sacrifice 100 points of his own Health stat in order to activate one additional Fusion Ability Card during the brawl. This effect is only usable once per game.


HELIX DRAGONOID (600 points) & ARANAUT (600 points) Vs. AVIOR (800 points) & LINEHALT (500 points)

When clashing an attack, the one who caused the clash must attack only the Bakugan involved with the attack being clashed.

Attack Launched!

ARANAUT
Step 1: 800 - 600 = 200
Step 2: 6 - 7 = -1 = 1
Step 3: 200*1 = 200
Step 4: 200*3 = 600
Step 5: 600 / 6 = 100

100 points of damage dealt to Aranaut.
_____________________

HELIX DRAGONOID
Step 1: 800 - 600 = 200
Step 2: 6 - 3 = 3
Step 3: 200*3 = 600
Step 4: 600*3 = 1800
Step 5: 1800 / 7 = 257.1 = 260

Still incoming, 260 points of damage for Helix Dragonoid.

P1 HELIX DRAGONOID
Health Bar @ 100% (500/500)
Power Level: 600
Attack Force: 3
Defense: 7
Strength: 17
Agility: 14
Intelligence: 18
Will: 16
Special Shot: +87
Special Effect: Able to return an opponent’s Battle Gear in the battle attached to his/her Bakugan to his/her hand until the end of that opponent's 3rd turn after this card's activation. No damage is inflicted on the opponent's Life Gauge for the returning of the Battle Gear. The Battle Gear returned with this effect is re-attached to the corresponding Bakugan when this effect expires. This effect is only usable once per game.


&

P2 ARANAUT
Health Bar @ 80% (400/500)
Power Level: 600
Attack Force: 7
Defense: 6
Strength: 20
Agility: 19
Intelligence: 16
Will: 14
Special Shot: +105
Special Effect: Able to increase the Health stat of an ally’s Bakugan by 20% of its base Health during a Tag-Team Battle. This effect is only usable once per game.


Vs.

P3 AVIOR
Health Bar @ 100% (400/400)
Power Level: 800
Attack Force: 6
Defense: 11
Strength: 19
Agility: 18
Intelligence: 15
Will: 11
Special Shot: +86
Battle Form Extension: When an Ability is played that allows his effect to be activated, Avior elongates his neck and reveals his wings as he automatically initiates the “Close Combat” Special Attack at half the regular power. This effect is usable twice per game, counts as a move during your turn, and does not occupy the single Special Attack chance that is permitted per round. Once the two chances have been used, the Ability neglects the Battle Form Extension entirely.


&

P4 LINEHALT
Health Bar @ 100% (500/500)
Power Level: 500
Attack Force: 3
Defense: 6
Strength: 16
Agility: 17
Intelligence: 18
Will: 12
Special Shot: +94
Special Effect: Able to sacrifice 100 points of his own Health stat in order to activate one additional Fusion Ability Card during the brawl. This effect is only usable once per game.


HELIX DRAGONOID (600 points) & ARANAUT (600 points) Vs. AVIOR (800 points) & LINEHALT (500 points)

ATTACKER
DEFENDER
Result
Dan
Ren
Mason defends on behalf of Ren.
Mason
1. Princess Fabia
2. Dan
1. Princess Fabia defends herself.
2.
Princess Fabia
Ren

PLAYER 1'S TURN (DEFENDER)

In terms of Defenders, it's Player 1's turn next. Dan must respond to the attack made by Mason by either defending himself, or allowing Princess Fabia to defend for him. Dan chooses to fend for himself and activate the Burning Reflector Ability Card on Mason.

Burning Reflector:
Class: Defense
Effect:
- Allows your Helix Dragonoid Bakugan to negate an opponent's most recent Attack-Class Ability Card activated.
- Increases your Helix Dragonoid's Defense by 2 points.

P1 HELIX DRAGONOID
Health Bar @ 100% (500/500)
Power Level: 600 + 300 = 900
Attack Force: 3
Defense: 7 + 2 = 9
Strength: 17
Agility: 14
Intelligence: 18
Will: 16
Special Shot: +87
Special Effect: Able to return an opponent’s Battle Gear in the battle attached to his/her Bakugan to his/her hand until the end of that opponent's 3rd turn after this card's activation. No damage is inflicted on the opponent's Life Gauge for the returning of the Battle Gear. The Battle Gear returned with this effect is re-attached to the corresponding Bakugan when this effect expires. This effect is only usable once per game.


&

P2 ARANAUT
Health Bar @ 80% (400/500)
Power Level: 600 + 300 = 900
Attack Force: 7
Defense: 6
Strength: 20
Agility: 19
Intelligence: 16
Will: 14
Special Shot: +105
Special Effect: Able to increase the Health stat of an ally’s Bakugan by 20% of its base Health during a Tag-Team Battle. This effect is only usable once per game.


Vs.

P3 AVIOR
Health Bar @ 100% (400/400)
Power Level: 800
Attack Force: 6 - 3 = 3
Defense: 11
Strength: 19 - 2 = 17
Agility: 18 - 1 = 17
Intelligence: 15 - 1 = 14
Will: 11
Special Shot: +86
Battle Form Extension: When an Ability is played that allows his effect to be activated, Avior elongates his neck and reveals his wings as he automatically initiates the “Close Combat” Special Attack at half the regular power. This effect is usable twice per game, counts as a move during your turn, and does not occupy the single Special Attack chance that is permitted per round. Once the two chances have been used, the Ability neglects the Battle Form Extension entirely.


&

P4 LINEHALT
Health Bar @ 100% (500/500)
Power Level: 500
Attack Force: 3
Defense: 6
Strength: 16
Agility: 17
Intelligence: 18
Will: 12
Special Shot: +94
Special Effect: Able to sacrifice 100 points of his own Health stat in order to activate one additional Fusion Ability Card during the brawl. This effect is only usable once per game.


HELIX DRAGONOID (900 points) & ARANAUT (900 points) Vs. AVIOR (800 points) & LINEHALT (500 points)

Defense Formed!

HELIX DRAGONOID
Step 1: 800 - 900 = -100
Step 2: 3 - 3 = 0 = 1
Step 3: -100*1 = -100
Step 4: -100*3 = -300
Step 5: -300 / 9 = -33.3 = 0

Avior's attack has been successfully negated.

ATTACKER
DEFENDER
Result
Dan
Ren
Mason defends on behalf of Ren.
Mason
1. Princess Fabia
2. Dan
1. Princess Fabia defends herself.
2. Dan defends himself.
Princess Fabia
Ren

PLAYER 3'S TURN (ATTACKER)

Princess Fabia has now entered her turn as an Attacker. She chooses to activate the Vector Fist Ability Card and launch an attack on Linehalt.

Vector Fist:
Class: Attack
Effect:
- Increases your Aranaut's Power Level by 400 points.
- Increases your Aranaut's Attack Force by 3 points.
- Increases your Aranaut's Strength by 2 points.
- Increases your Aranaut's Agility by 2 points.

P1 HELIX DRAGONOID
Health Bar @ 100% (500/500)
Power Level: 900
Attack Force: 3
Defense: 9
Strength: 17
Agility: 14
Intelligence: 18
Will: 16
Special Shot: +87
Special Effect: Able to return an opponent’s Battle Gear in the battle attached to his/her Bakugan to his/her hand until the end of that opponent's 3rd turn after this card's activation. No damage is inflicted on the opponent's Life Gauge for the returning of the Battle Gear. The Battle Gear returned with this effect is re-attached to the corresponding Bakugan when this effect expires. This effect is only usable once per game.


&

P2 ARANAUT
Health Bar @ 80% (400/500)
Power Level: 900 + 400 = 1300
Attack Force: 7 + 3 = 10
Defense: 6
Strength: 20 + 2 = 22
Agility: 19 + 2 = 21
Intelligence: 16
Will: 14
Special Shot: +105
Special Effect: Able to increase the Health stat of an ally’s Bakugan by 20% of its base Health during a Tag-Team Battle. This effect is only usable once per game.


Vs.

P3 AVIOR
Health Bar @ 100% (400/400)
Power Level: 800
Attack Force: 3
Defense: 11
Strength: 17
Agility: 17
Intelligence: 14
Will: 11
Special Shot: +86
Battle Form Extension: When an Ability is played that allows his effect to be activated, Avior elongates his neck and reveals his wings as he automatically initiates the “Close Combat” Special Attack at half the regular power. This effect is usable twice per game, counts as a move during your turn, and does not occupy the single Special Attack chance that is permitted per round. Once the two chances have been used, the Ability neglects the Battle Form Extension entirely.


&

P4 LINEHALT
Health Bar @ 100% (500/500)
Power Level: 500
Attack Force: 3
Defense: 6
Strength: 16
Agility: 17
Intelligence: 18
Will: 12
Special Shot: +94
Special Effect: Able to sacrifice 100 points of his own Health stat in order to activate one additional Fusion Ability Card during the brawl. This effect is only usable once per game.


HELIX DRAGONOID (900 points) & ARANAUT (1300 points) Vs. AVIOR (800 points) & LINEHALT (500 points)

Attack Launched!

LINEHALT
Step 1: 1300 - 500 = 800
Step 2: 10 - 3 = 7
Step 3: 800*7 = 5600
Step 4: 5600*3 = 16800
Step 5: 16800 / 6 = 2800

Incoming, 2800 points of damage for Linehalt.

ATTACKER
DEFENDER
Result
Dan
Ren
Mason defends on behalf of Ren.
Mason
1. Princess Fabia
2. Dan
1. Princess Fabia defends herself.
2. Dan defends himself.
Princess Fabia
Ren
Ren
_________________________________________________________________________________________



And repeat, as the rest follows suit. One final important rule extension you should remember about Tag-Team Brawling is that when one Bakugan is defeated, the losing player does NOT apply Life Gauge damage. Life Gauge damage is only applied when both players of the same team have lost the round. To calculate this damage, combine the overkill between both losing players and then divide it by 2. Apply the resulting damage to both player's Life Gauges. Tag-Team Battles are a more complicated form of brawling, and should only be attempted by those who really feel they've come to understand the new revolutionized brawling system for GI. If you have any questions about this or Free-For-All Brawling, don't hesitate to ask in the Q&A Forum. Thanks in advance and enjoy our virtual world. Smile
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PostSubject: Re: Gundalian Invaders Official Rulebook   

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Gundalian Invaders Official Rulebook
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