(Rules of Dueling In the Naruto World)

Naruto World Dueling: The World of Naruto's style of dueling is similar to normal dueling but with some variations one of those being the inclusion of Chakra Counters, Jutsu's, and the effect to take from life.

Chakra Counters are special counters a duelist receives during each of their stand by phases, the more chakra counters one possesses the higher the Jutsu they can cast during a duel.

Jutsu are special skills that can be activated during a duel, Jutsu can be activated when a player has enough Chakra Counters to activate it which grant certain effects. Common effects are Bushin No Jutsu grants the player the ability to summon Tokens of a monster they control, Substitution allows a conceal their cards in a manner similar to Magical Hats these are effects granted to all Players of any level. However some Jutsu have unique granted to certain duelist's classified by level or Kekei Genkai a unique skill granted only to that clan. Some Jutsu can be activated multiple times others once per duel.

Kage Bushin Users, Naruto/Kakashi/Jonin Level Duelists: You are able to special as many copies of a monster you control from your hand, deck, or graveyard while paying 500 Life points per summoned monster.

Ice Mirror, User Haku For each Chakra Counter you possess you can negate an attack from your opponents monsters.

Byakugan, Hyuga Clan: Allows a player to look at their opponents hand.

Kaiten, Hyugan Clan: Deflects attacks and ends the battle phase.

Shadow Possession, Nara Clan: Select on monster your opponent controls and a monster you control your monsters Atk/Def becomes that of your opponents monsters if your monster is destroyed your opponent receives damage equal to its original Atk.

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Taking from the Life, another ability players are allowed is the ability to take from their life. When an opponent declares an attack, players can redirect that as a direct attack on the player instead receiving damage equal to that monsters level multiplied by 100.

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Monster Effects: Certain Monsters and attributes are granted unique abilities exclusive to that type an element.

Wind Attribute monsters are comprised of Winged Beasts, Beast, and Insects monsters and posses the ability Swift which enables a player to activate effects during the battles as well as increasing a players Chakra Points.

Light Attribute Monsters, primarily Fairy, Spellcaster, Beasts, and Warrior Monsters protect monsters, The mechanics include increase Life Points, reducing Atk/Def, banishing cards and controlling the battle phase, and increasing effect damage.

Water and Earth Attribute primarily Warrior, Rock, and Machine type monsters share a common effect is deck destruction milling the opponents deck. The mechanics include deck reduction dealing effect damage, nullifying card effects supposing Field, and Continuous Spells.

Machine, and Cyberse Type monsters play on heavy defense and high level Attack. The mechanics include increasing Atk/Def, stopping Attacks, reducing damage, and protecting cards

Fire Attributes, primarily Dragons, Dinosaur, Beast, and Beast Warriors are all centred around beatdown strategies. The mechanics include Gaining Atk, Destroying possessing monsters under a certain Atk/Def amount, Destroying Spell/Trap cards, Increasing the hand.

Dark Attribute primarily, Fiend, Zombie, and Yokai monsters includes swarming, and control, Increasing the hand, and monster destruction, and depleting an opponents monsters strength. The mechanics include Atk/Def/OU Depletion, Card Draws, Negating Attacks, Return Cards, decrease opponents Life Points.

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Depending on a Duelist Levels their are some restrictions, Genin and Academy Students Play under rules similar to Speed Dueling this is a safety feature that Jonin can deactivate if need be. Starting with 2000 Life Points, 20 to 30 cards, Each Player has three monster Zones and 3 Spell/Trap Zones and 1 Field Zone. All Higher Ranks play by the standard rules.