
The latest issue of V Jump reveals Yu-Gi-Oh! GX Tag Force 4 is currently in the works for PSP. Not much info is shared at this point but the game will features stages and characters from Yu-Gi-Oh! 5D’s.
Rather than following the standard Yugioh card game, 'Wheelie Breakers' is a racing title based on the card game. Players race along a track picking up cards and earning action points, which are required to put the cards into play and attack. Monster cards are used to attack opponents and protect from direct attacks. When summoned, a monster has a life gauge which, when depleted from enemy attacks, causes them to be destroyed. Monsters require action points to attack, with more powerful monsters require a larger number of action points to attack. Spell cards are used as power-ups, often speeding up the player or hindering other opponents, and can be activated depending on the situation (for example, some cards may only be used when you are behind an opponent). Trap cards can be set, and are activated under certain conditions, such as receiving a direct attack. When players are attacked, they lose life points. Unlike the card game, where losing all your life points results in a loss, you simply spin out for a short time when your life points hit zero.
The player is guided by Rally Dawson through to the Wheelie Breakers Championship, dueling against people across a virtual network before reaching the championship and eventually facing Yusei Fudo. Characters ride their signature Duel Runners (D-Wheels in Japanese versions), whilst those who don't normally drive Duel Runners (such as Leo and Akiza), use virtual simulators.
IGN gave the game 7.5 out of 10, citing while the game is rather complex, it comes together as a fun experience.
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QUICK REFERENCE
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DRAW PHASE
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STANDBY PHASE
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MAIN PHASE 1
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BATTLE PHASE
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MAIN PHASE 2
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END PHASE
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QUICK REFERENCE
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CHAINS
Activate | A chain begins anytime a player activates a Spell, Trap, or Effect Monster. This may include playing a card face-up on the field OR activating a Trigger or Multi-Trigger effect of a card that is already face-up on the field, but may not include the resolution of a Continuous effect (a Continuous Spell or Trap Card with a Trigger effect must already be face-up on the field before its effect can be activated). When a card or card effect is activated, the card or card effect becomes Chain Link 1 in a series of card effects. Once a card or card effect has been activated, priority passes to the opposing player who may choose to respond by activating a Quick-Play Spell, Trap, or Multi-Trigger effect (any cost of activation will be paid immediately). The opposing player may choose to pass priority back to the originating player without activating a card or card effect. The originating player receives priority and may choose to respond with a Quick-Play Spell or Trap Card (any cost of activation will be paid immediately). The originating player may choose to pass priority back to the opposing player without activating a card or card effect. As each card effect is activated, it will become Chain Link 2, Chain Link 3, and so on. Adding links to the chain will continue until both players choose not to activate anymore card or card effects. Keep in mind that Counter Trap Cards can only be activated in response to the most recent card or card effect added to the chain.
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Resolve | Once both players have completed adding links to the chain, the chain will resolve in the reverse order starting with the highest link in the chain and resolving backwards to Chain Link 1. Any card that is not removed from the field by the effect of another card in the chain will remain on the field until the entire chain has resolved. There are other considerations to make when resolving the chain as follows: Continuous Effect - A card with a Continuous effect must remain face-up on the field to resolve. If this card is removed from the field or flipped face-down by another card effect in the chain, this card will no longer be able to resolve. Cost Effect - When a card offers itself as a cost for activation, its effect will still resolve in the chain even if another card effect in the chain would negate this card's effect. Trigger, Multi-Trigger, Flip Effect - Any one of these card effects will still resolve in the chain even if they are removed from the field or flipped face-down by another card effect in the chain. However, because these cards remain face-up on the field when they are activated, their effect can be negated by another card effect in the chain. Targeting Effect - When a targeting effect is activated, the target must be declared at the time of activation. If the target no longer exists when this card resolves, this card will resolve with no effect (the controller may not select a new target). Equip Spell Cards - An Equip Spell Card is not considered to be equipped until the entire chain resolves. If another card effect in the chain removes this card from the field, this card would not be considered equipped to a monster at the time this card is removed from the field. During the resolution of the chain, additional card effects may be triggered due to a condition placed upon them. For example, a card may have an effect that activates once it is placed in the Graveyard. When this occurs, that card's effect will begin a new chain as Chain Link 1 only after the current chain has resolved. If multiple effects are triggered during the resolution of the current chain, each effect will be placed on the new chain according to the rules of priority. |