A little under 2 weeks, and I realized that the Double Dragon thread in GenDiscussion was kinda buried, so I'm posting them here and on the main post for this thread. This is a general guildline, so don't feel like you have to read and memorize all of these rules; it's mainly for a reference in regards to the special interactions with Double Dragon.
However, I would strongly advise going over the Deck Constraints. Might be important;
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Double Dragon Rules (Original posting by GraveLord; modified slighty by Nubian_God):
1. Each player has and control their own zones (deck, stage, momentum, etc) and vitality.
2. The team whose players are both knocked and/or decked out loses.
3. No tag-in required. Any player may attack any of the opposing players. A player can block for their teammate. Either team member can play a Reversal after their team blocks an attack. An attack target must be declared each time an attack is played and Reversals must target the player who's attack was blocked.
4. Card effect that affects all cards in play will affect team member as well.
5. Cards and abilities must pass in order from and to all players. Example: Team1Player1 plays an attack, t1p1 gets 1st enhance, then t2p1 gets an enhance, then t1p2 gets an enhance, and then t2p2 gets an enhance and then the enhance proceeds back to the attacking player (t1p1). Same goes for responses... yeah, responses will be crazy complicated.
6. The controlling player must choose a target opponent for abilities that states "opponent" in it's effect. Example: If a player plays Infiltrating, then he must choose which opponent's SA he is targeting, but keep in mind that the target opponent's teammate may intervene to disrupt or negate the ability.
7. Players may only play or activate abilities on cards they control.
8. Turns alternate between teams and the 1st two players start off committed and their Ready Phase skipped.. so the 1st player from each team start off committed and etc.
9. If a player is knocked out and his teammate is able to hold it off for 3 of his own turns, then his teammate may "recover" at 1/2 of his max vitality (rounded down) during the end of the 3th turn. The recovering player draws his handsize and commits his entire staging area.. doesn't ready until his turn.
Clarifications to game mechanics in regards to Double Dragon (As provided by ARMed_Pirate)
10. As a player plays an attack (before any costs have been paid or any control check has been made), that player must choose and declare a target for that attack.
11. If you play an E ability, or if you play an R ability in response to an attack (being played, reaching a particular step, being blocked, dealing damage, resolving, etc.) and that ability refers to "your opponent", then:
--1a. if you played the attack, "your opponent" refers to the target of the attack.
--1b. if an opponent played the attack, "your opponent" refers to the opponent who played the attack.
12. If an F ability is played, or if an R ability is played NOT in response to an attack (being played, etc., as in rule 11), and that ability refers to "your opponent", then the player of the ability must, when declaring the ability, choose which opponent (target) the ability refers to.
13. If an ability refers to "your opponent" multiple times, it always refers to the same opponent.
14. If you play an E ability, or if you play an R ability in response to an attack (being played, etc., as in rule 11), and that ability refers to "both players" or "you and your opponent", then:
--14a. if you played the attack, the ability affects only you and the target of the attack.
--14b. if an opponent played the attack, the ability affects only you and the player who played the attack.
15. If an F ability is played, or if an R ability is played NOT in response to an attack (being played, etc., as in rule 4), and that ability refers to "both players" or "you and your opponent", then that ability affects ALL players.
--15a. Responses of this kind that respond to a "Form" being played (notably Order & Law) affect all players, even if the form being played is an attack.
16. During your attack (or in response to your attack, as in rule 11), when you generate or play another attack (the kick played from Koshu To's E, copies generated by Multiple, any attack Chicanery'd in, etc.), that new attack MUST be directed at the same target as the original attack.
(It's all stemming off one attack, so it's going in the same direction.)
17. During your attack (or in response to your attack, as in rule 11), when your opponent generates or plays another attack (card named "Reversal," cards played as reversals, etc.), that attack MUST be directed at you.
(They're responding to your attack, and that means they're responding AT YOU.)
18. When a trigger comes up, all players take turns playing Responses to that trigger, starting with the player whose turn it is, and moving in a clockwise direction. When all players have passed in succession on playing a response, no more responses to that trigger may be played.
Deck Constraints :
- Each individuals deck must comply to the standard deckbuilding rules of UFS.
- Teammates may not share copies of any cards in their deck or sideboard. Ex: If t1p1 is using any number of copies of Infiltrating, then t1p2 cannot have it.
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