Yu-gi-oh! cards
For fairness and simplicity:
You may only have 2 of the same kind of magic and trap card in your deck.
You may only have 3 of the same kind of Yu-gi-oh! card for the rest of the Yu-gi-oh! cards.
You may not play any magic or trap cards that come out as permants in the regular Yu-gi-oh! TCG. That means that any magic or trap card that stays in play after your turn in the Yu-gi-oh! TCG may not be played in Madekeoh unless it only does something to one monster (or target creature). Example: 'Toon World', 'Defense Paralysis', 'Mirror Wall', and 'Castle of Dark Illusions' may not be played, but 'Dragon Capture Jar' and 'Book of Secret Arts' are permitted.
You may play the 'Sword and Shield' card no matter what any other rules in this game say.
You may not play any magic or trap cards that would cause your opponent (or one of your opponents) to skip their turn. Example: 'swords of revealing light' may not be played.
You may not play 'multiply'.
Anything else you may put in your deck. Example: Magic cards in the Yu-gi-oh! TCG that are played like the Trainer cards in Pokemon that do something for one turn and then are discarded, are permitted.
I expect that if you are playing with a magic or trap card from Yu-gi-oh! you know how it is played in the Yu-gi-oh! TCG. If for some reason you don't understand how a permitted card works with my game, then I suggest you either don't play with it, or reach an agreement with your opponent(s) on how the card works before you begin game play

if a Yu-gi-oh! card says monster or duel monster, it also applies to creatures, digimon, and pokemon
Yu-gi-oh!'s magic cards = trainer cards = sorcery cards =enchantments
trap cards = artifacts

Dealing damage in attack and defense modes
Yu-gi-oh! cards deal damage similar to how its done in the tv show and Yu-gi-oh! TCG
In defense mode (tapped) they defend using defense points against their opponents attack points, but they can't attack back and don't have trample in defense mode (like regular walls in Magic the Gathering with zero attack points). Tapped duel monsters count as walls.
In attack mode (untapped) the duel monster's attack points go against its opponent's attack points. It stays in attack mode (untapped) after attacking unless otherwise written on the card. All untapped Yu-gi-oh! cards have trample and all cards in Madikeoh that aren't Yu-gi-oh! cards gain trample temporarily when attacking or defending an untapped Yu-gi-oh! card(unless it's a Magic card that already has trample permanently).
Example: A Yu-gi-oh! card with 30 attack points like a Blue Eyes White Dragon (dropped the last two zeros) goes against a card with 28 attack points. 30 minus 28 equals 2, so 2 life points would be taken away from the opponent of the player with the Blue Eyes, and of course the opponent's monster would be sent to the graveyard (discard pile).
Example: A Yu-gi-oh! card with 13 attack points like a Feral Imp goes against a card with 20 attack points. The life points of the player who owns the Feral Imp go down 7 points. The Feral Imp is sent to the graveyard (discard pile).

Summoning
All magic and trap cards take 2 mana of any color to come out face up and 4 mana of any color face down.
Regardless of Yu-gi-oh! magic and trap cards you must pay by tapping the amount mana equal to the number of stars on the card to come out. If it says flip on the card and you want to play face down in defense mode, then it takes 4 mana of any color to summon instead. You must pay the cost that the card would normally have if it weren't face down inorder to flip a card face up.
Example: A Celtic Guardian would take 4 mana of any color to come out. Since most Yu-gi-oh! card take three or more mana to come out you may use any color of mana when using Yu-gi-oh! cards.
Example: A Man Eater Bug would normally cost 2 to come out, but it says flip on the card and I want to play it face down. Therefore, I would tap 4 mana of any color to summon it face down, and tap two mana of any color whenever I wanted to flip it face up. Once face up it stays face up as long as it is in play.
Yu-gi-oh! cards with 6 or more stars have summoning sickness the turn they are played.

When a duel monster comes out the player who owns it chooses which mode it is in. Players may switch their duel monsters from attack to defense mode and/or vice versa only during their turn unless other wise specified on the card.

Digimon Cards
general info: mostly have strong attack and weak defense with the exception of a some ultamates and megas.
Defense is where says defend.
Divide all numbers by 10 unless the number is less than or equal to 12.
Divide all attack and defense points by 2.
If there are no attack or defense points nothing can send the card to the graveyard, but it can't block or attack.
A D-Tector card's Digimon power divided in half is the number for both its attack and defence points. So a D-Tector card with a digimon power of 5 has 2.5 attack and 2.5 defense.

For digimon cards your attack is the one with the lowest attack points unless you tap mana equal to the number in the hundreds place of the highest attack literally on the card. Then your attack is the highestest atttack. You will have to tap any color mana each time you want to do its most powerful attack.

Summoning R= revised Dec.23,2008
Digimon cards are summoned untapped, unless another card in play says otherwise.
All rookies don't have summoning sickness
All rookies take 3 mana and 2 of the mana must be from its color.  R
If Green: Grass, Water, or Steel(if there is such a thing) Pokemon Energies, or Magic's Lake or Forest
If Red: Fire, Phychic, or Dark Pokemon Energies, or Magic's Swamp or Mountian
If Yellow: Electric, Fighting, or Colorless Pokemon Energies, or Magic's Plains or (card that if tapped is colorless mana)

Digivolving and Dedigivolving (exclusive to starting with rookie/ in-training digimon)
The rules in this section titled 'digivolving and dedigivolving' only apply if starting with a rookie (or in-training digimon if they make those cards)
Each time you digivolve you must meet the requirements as usual in the Digimon trading card game except that no digivice cards are needed.
If it says + digivice/d-tector/(name of digivice) you must tap 2 of any color mana if digivolving to champion, 3 for ultamate, and 4 for mega.
If it says offline that means you must discard that many number of cards from your hand to your graveyard.
You gain 1 life for each card you send offline.
You gain 2 life each time you dedigivolve.
You may not digivolve and dedigivolve on the same turn.
When dedigivolving the card(s) goes(go) back into your hand.
You may only dedigivolve a digimon by one level per turn, on your turn
You may only digivolve on your turn.
You may only digivolve a digimon by one level on your turn, but you may not digivolve a rookie on the same turn you summon it.
Remember that you must meet one of the requirements on the digivolvement card inorder to digivolve and each time you digivolve, so you have to send cards offline again if nessessary.

Rules for sending out a Digimon without starting with a rookie (or in-training if they exist)
You may automatically place a champion, ultamate, or mega digimon out if you pay the right mana cost.

The cost starts off with:
Champion: 2 mana of its color (see summoning) and 1 of any color
Ultamate: 3 mana of its color (see summoning) and 1 of any color  R
Mega: 3 mana of its color (see summoning) and 2 of any color

Look in in the area that normally has the digivolving requirements
Then you add 1 colorless mana to the cost if DNA is written
and also pay 1 more mana if either digivice is written or the name of a digivice is written
If the word offline is anywhere in that area you must discard one card from your hand and place it out of the game to summon that digimon. You do NOT gain life for sending the card offline.

They must have summoning sickness. They cannot be given haste in any way, so if a card that gives a creature haste is put on it, the digimon does not have haste.
Attacking with them may not do over 36 damage, so if it would do over 36 damage (with or without other cards to increase its attack) it will only do 36 damage.
The digimon may not digivolve or dedigivolve.
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