Headcanons

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I'll be adding more to these as I come up with them and as the story goes on. Some of these may have spoilers, so be forewarned. I'll try to be as vague as I can, but I'll probably set up more headcanon pages past certain points of the story for anything that revolves around whatever was revealed in the previous section and will apply to future chapters. (for example, if I reveal a plot point in the last chapter, I set up a headcanons chapter to explain the situation a bit better, then move on with the story and expand upon it as I go.)

[PLEASE SKIP THIS CHAPTER!!! I may put in spoilers in here the more I update the fic. There is nothing of value in here until you finish reading the story.]

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Turbo Duels:

Turbo Duels will have the rules acting a little bit differently in my fic. Because I think it's stupid that Equip and Continuous Spells are completely disallowed in Turbo Duels, I've come up with some rules to bring them back.

First of all, all canon rules from the anime apply to turbo duels. This means, for the original Speed World, all nuances with Speed Counters exist: everyone gets a Speed Counter per each Draw Phase unless an ability (like Gate Blocker's) says no. It also means, for every multiple of 1000 LP taken in a single effect or attack, the hit player loses a Speed Counter.

HOOOOOWEVER! Now, we have a twist. Continuous and Equip Spells ARE allowed, so long as they are Speed Spells. They have their own requirement/cost of activation like any other Speed Spell. They do, however, work differently. Unlike Continuous Traps, Continuous Speed Spells can only linger for three turns. After the third End Phase has passed, if you want to keep your Continuous Speed Spell on the field, you must sacrifice one Speed Counter, thus losing momentum. The same applies for Equip Cards. Otherwise, if you have no more Speed Counters or choose not to pay for them, they are destroyed and sent to the graveyard.

In other words, Sylvia could activate a Speed Spell - The Weather Snowy Canvas and have it active on the field for three free turns, but if she doesn't pay a Speed Counter during the next Standby Phase, then it goes. And yes, if you have multiple Continuous Speed Spells on the field, the Speed Counters do accumulate. So if she has Speed Spell - The Weather Snowy Canvas and Speed Spell - The Weather Cloudy Canvas on the field, she'll have to pay two Speed Counters instead. This means if you really want, you could summon Hamon, Lord of Thunder. You could also employ all the usual strategies you want to with almost any other archetype, so long as it doesn't require a Field Spell card.

And no, I'm not fixing the Field Spell issue, because Speed World is a Field Spell, and it may defeat the whole purpose of a turbo duel.

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Equestrian Duels:

This is a very niche thing, and absolutely not something just anyone can do. But if you have access to a horse and a duel disk, you can probably Equestrian Duel. An equestrian duel follows the same rules as a turbo duel, but instead of on a Runner, you ride a horse. Horses only have four speeds, and most of the time, they won't be galloping at full speed because you don't want your horse to exhaust itself. Instead, the speed of the horse is as follows:

0-3 Speed Counters: Walk
4-7 Speed Counters: Trot
8-11 Speed Counters: Canter
12 Speed Counters: Gallop

Equestrian duels are slow, and to someone inexperienced with horses, the duel will seem highly underwhelming. After all, Duel Runners are fast and adrenaline-filled. But horses get tired, and the duelists are riding horseback, which means the horses have to carry the weight of a human being while walking and running at various speeds. Part of the name of the game here is to ensure your horse doesn't lose energy, so actually, having less Speed Counters is sort of better in the long run, so your horse has energy to finish the game.

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