The Let's Play Archive

Yu-Gi-Oh: The Sacred Cards

by Missile Waster

Part 5: Part BONUS!: Dungeon Dice Monsters!

Momomo posted:

So, does the game tell you anywhere what the elemental advantages are? I remember having to play Russian Roulette every time a duelist had a deck theme.

No, it's in the instruction booklet.

~* BONUS UPDATE! *~

Part BONUS!: Dungeon Dice Monsters!



That's right folks, we've just gotten an Egyptian God Card, so now we're taking a break to play a different game! Released February 11th, 2003, this is based off of the game Dungeon Dice Monsters, which was created (in the context of the show) by Duke Devlin. He then played a game of it against Yugi because he thought Yugi cheated to beat Pegasus. Duke got his ass handed to him and then became another background character for the rest of the show. He also competed with Tristan to hit on Joey's sister.

Anyways, let's just jump right on in, shall we?



Title screen, the explosion means it's awesome.







This game just has you playing in a bunch of tournaments with no plot, not unlike MegaMan Battle Network 4

The Lunch Selects Tournament is easy, it's got a bunch of kids from Yugi's school.



This is all of the participants. Those of you who read the original series manga will recognize many of them as Yugi's friends who are completely ignored after their chapter is done, or as the people Yami Yugi tortures until the end of their chapter. For example, top-middle is the TV producer guy who paid some thugs to beat up Yugi for a bit, the woman second from the right on the bottom row was a teacher who was a bitch and was going to expel Tristan, guy to the right of Tristan claimed to be psychic and then kidnapped Tea to rape her or something, etc.









Our first opponent forced Yugi to go watch his karaoke thing and told him to bring a bunch of people (mostly chicks). When Yugi didn't deliver (but still showed up!), this guy forced him to listen to his awful karaoke. Then Yami Yugi made him go insane by making him constantly have to listen to his deafeningly loud heartbeat.

The game lets us edit our Dice Pool, but since I don't have anything other than the starting dice it would be useless.



There are two Die Masters on the field, one for us and one for our opponent. They have 3 Heart Points, and any attack, no matter how strong, will only remove one from the Die Master.



So on my first turn, I'd like to start things off right by having a monster with good defense in front of me. Since it's easier to summon a level 1 monster, I choose these three. I'd like to get Mystical Elf since it has 20 defense instead of 10 like the others.



And I get a summon! In order to summon a monster, you need to get two Level Crests of the same level on your roll. In this case we got 3, so we get to pick one of the three monsters to summon. I choose Mystical Elf.





This is a good way to summon your first monster. This way, it is directly in front of you, and it makes it difficult/impossible for your opponent to get to your Die Master from the sides.

On his turn, he still doesn't summon anything. I roll again and again get 3 Level 1 crests, so I summon Baby Dragon.



Trying to get my area over towards him.



He manages a Level 2 summon and chooses that trap. He then activates its effect which is to make it so any monster movement requires double the number of Movement Crests which is bullshit



I manage a level 2 summon but forgot what I summoned, Mystic Horseman I think. Also you see I got some crests. I'll explain now what the crests do;

Summon Crests show what level monster it is, you need to get two on a roll to summon something. You choose which of the two/three you summon. Pretty basic.

Movement Crests. This is at the top of the list. They let you move. One lets a monster move unless it is a "flying" monster (like Baby Dragon), in which case it takes two. Like I said before, this bastard used a trap to make it so monsters take double to move.

Attack Crests. They let you attack. One crest to attack. Each monster has a different Attack value, but it still only requires one crest.

Guard Crests. These let you guard an attack, which basically makes it so the game takes your monsters defense into account.

Magic Crests. These allow you to activate a monsters ability.

Trap Crests. These are used if your monster has an ability that activates when it is attacked.



He summoned a few more things in the meantime.



While I try upping the number of crests I have.



As you can see here, he's branching out so I can't keep him contained. Smart move, AI. Also I summoned another monster you can kinda see towards the bottom there.



I begin hitting his other side to prevent any outward expansion in this direction.



Another monster accidentally summoned while fishing for crests. Oh well, he basically can't summon anything on this side now.



My monster kills his Jirai Gumo after he attempted to attack mine. Defense Crest, bitch, learn to use em!



And he still continues to try summoning shit. It's pointless dude, I've got this game won already.



And I take out Mammoth Graveyard for good measure.



So close, yet so far. Fuck that trap he activated, seriously.



FINALLY.







As you can see on the left, I had just enough room to summon another monster over there







Sweet, we get a new die for winning!

Well, that's all I really need to show for this game, every battle is basically the same, and every tournament is basically the same. Tomorrow we should be back to our regularly scheduled game (maybe, I just got Kirby's Epic Yarn, but I'll try to get some work done for the thread!).