----------------------------------------------------------------- Yu-Gi-Oh! Summary Volume 16: D-D-D !! v1.0, By Edo (hrzic@hawaii.edu) This file is a summary of the sixteenth issue of the Yu-Gi-Oh! tankoubon (i.e. "graphics novel"). This is meant for your own, personal enjoyment. No, you may not use this on personal, nor public, sites. Yu-Gi-Oh! (c) Kazuki Takahashi and Studio Dice. This summary (c) 2000 by Edward T. Hrzic III http://www.geocities.com/TimesSquare/Alley/2247/Yugioh.htm ----------------------------------------------------------------- Battle 134: New Game NOTE: This begins the "Dragon, Dice and Dungeons" Story Arc Anzu stops by Yugi's house to walk to school with him. There, she finds out that Yugi's grandfather is depressed: a game shop, "The Black Clown" is opening soon across the street. A short clown is handing out balloons in front of the store. It offers Anzu one, but she is so creeped out that she doesn't accept. Here, Otogi is introduced, realizing that the kid he saw was Yugi. At school, Otogi is showing off to the girls with a trick using cup and dice. Jounouchi is being loud-mouthed when Otogi challenges him to a game with the dice. Otogi throws a die into the cup and inverts it on the table. If Jounouchi loses, he isn't to saying anything for a week. Yugi realizes that there's no way that Jounouchi can lose, but with a bit of mind games, Otogi wins. Battle 135: Planned Trap Jounouchi challenges Otogi to another game, one of cards. Four Aces are used, and two are chosen. To win, Jounouchi must choose two of the same color. Jounouchi loses twice, and Otogi shoots a die at him, knocking him to the floor. Yugi changes, and challenges Otogi to a game, using the same cards. However, Yugi's stipulation is that a Joker is used. The player that draws the Joker loses. Otogi loses twice. Even though Otogi has won the other games through a "Bar Bet" (a game in which the odds of winning get progressively lower and lower), Yugi has beaten Otogi through a "fair" game. Otogi says to himself that the next game will be D-D-D. Battle 136: D-D-D!! There are lots of people in front of the Black Clown store, waiting for it to open, including Yugi's group. Inside the store, Otogi and his father (the clown), are preparing a trap for Yugi. It is explained here that Otogi's father's face was horribly burned because of Sugoroku. Otogi's father is going to take his revenge out on Yugi. The store finally opens, and along with the huge crowd, Yugi's group buys some D-D-D packs (including Yugi's grandfather). However, two security cards put some packs into Yugi's pocket, then take him away for shoplifting. The Millennium Puzzle is taken away from him, then he is placed in a back room where Otogi is waiting for him. It is time to play D-D-D. Otogi explains the basic rules to Yugi: each player rolls three dice during his or her turn. Monster are summoned and effects are used with the dice. Dice that are not used for summoning become Crests in the player's Crest Pool. Each player has a Dungeon Master, and when a Dungeon Master has been attacked three times, that player loses. They both choose their dice from Otogi's collection, placing them into the dice shooter. Otogi rolls his three dice, places one of them onto the field, and it opens. When it does, it summons a Wizard Dragon. Battle 137: The Path Of Darkness The "Wizard Dragon" (2/300/200) has been summoned. Yugi rolls but can't summon. In order to summon, two of the dice rolled must have the summon symbol on them. The more summon symbols on the dice, the weaker the monster that can be summoned. Yugi's dice only have one summon symbol on them each. Otogi rolls and summons another monster. Yugi rolls, but can't summon. Jounouchi and company try to find out where Yugi is, but they can't find him. Bakura takes one last look at hte Black Clown shop as they walk away. Otogi has just summoned another monster. Yugi rolls again, but cannot summon. Otogi rolls and summons another monster, this time it's right in front of Yugi's Dungeon Master, "Twin-Headed Griffin" (2/300/250). Yugi rolls and is finally able to summon "Little Wizard" (4/500/600), close to the Griffin. Yugi uses its ability to attack the monster two spaces away, and destroys it. Battle 138: Dungeon Crisis Otogi rolls and summon "Grenadier" (2/300/250). Yugi rolls and is able to summon "Crocozaurus" (4/600/500). Otogi rolls, and uses his Grenadier's ability to destroy the Crocozaurus. Yugi rolls but can't do anything. Otogi rolls and summons yet another monster, "Girafoosu" (2/200/150). Here, Otogi reveals that the Millennium Puzzle should have been his, but that his father lost the puzzle to Yugi's grandfather in a game. In that game, Sugoroku and Otogi's father played a board game. The loser would be burned. Yugi rolls and is able to summon. He places his die on the field, but does not open it. Otogi rolls enough to move and attack, so he moves two of his monsters up, and attacks Yugi's Dungeon Master (Y's LP: 2). Yugi then opens up his die, "Iron Demon Gorugon" (3/450/400). He uses its effect, and it rolls across the field, destroying Otogi's Griffin and Grenadier. Battle 139: Rare vs. Rare! Yugi rolls, and is able to summon "Duker Twin Swords" (3/360/200). Otogi rolls and summons "Flame Armor Dragon" (3/400/380). It attacks Yugi's Twin Swords, but he uses its effect to double its Attack and defeats the Dragon instead. Yugi is doing well, but Otogi tells him to look at the field. All of the sides of Yugi's placed dice are blocked off, so he cannot summon any more creatures. Otogi rolls, and one of his dice is a Rare Black die. He summons "Dark Eye Stalker" (2/200/250). The die also has a "Warp Point" on it. It can warp to another Rare Black die that has a Warp Point on it. However, Yugi also has a Rare Black die, and he summons a monster that jumps through the warp and destroys the Stalker. Battle 140: Broken Puzzle The monster was the "Black Ninja" (3/350/220). Otogi rolls but can't summon. Yugi rolls, and is enough to move and attack. The Ninja's high amount of movement allows it to move in front of Otogi's DM and attack it (O's LP: 2). Otogi rolls another Rare Black, and summons "God Ogre" (4/500/420). However, he has enough Crests to use its ability to increase its attack to 2000 (2000/420). It attacks the Ninja, but Yugi uses its ability to become transparent for one turn, and avoid the attack. Yugi rolls again and attacks Otogi's DM (O's LP: 1). Otogi's father sees that he is losing, enters the room and pulls the Millennium Puzzle apart. Yugi screams. Outside of the Black Clown, the changed Bakura's Millennium Ring homes in on the building for the source of a Millennium Item: Yugi's Puzzle. Battle 141: The Power To Call Bakura enters the Black Clown, and promptly disposes of the security guards that had caught Yugi. Otogi takes the puzzle from his father, and helps Yugi pick up the puzzles. The winner of the game will get the puzzle. Otogi rolls and is enough to attack and destroy the Black Ninja. Yugi rolls and moves the Twin Swords near his DM. Otogi rolls and moves his Ogre through the Warp Point. Yugi rolls and moves his monsters to protect his DM. Otogi rolls and destroys the Gorugon. Yugi roll and attacks with his Wizard and is enough to destroy the Ogre, but Otogi uses the Ogre's ability to deflect the attack for 1 turn. Otogi's turn comes, and he destroys the Little Wizard. Otogi's father gloats when Bakura comes in, telling him that his son can't handle the Millennium Puzzle. Yugi is shocked to find that Bakura has been possessed by the Millennium Ring. Bakura takes a short look at the field and sees that Yugi will win. Battle 142: Solving the Puzzle Yugi uses enough to multiply his Twin Sword's attack by 6 (2160) to defeat the Ogre, but one of Otogi's monsters jumps on the way. Otogi rolls and destroys the Twin Swords. Yugi rolls and moves his DM. Otogi rolls and moves his Ogre attacking Yugi's DM (Y's LP: 1). Otogi starts to put together the puzzle, but Bakura still says that Yugi will win. Yugi's group wonders where he is, and they rush to the Black Clown after hearing that Bakura went in. Yugi has a few dice left. Otogi tries to put the puzzle together, but something is stopping him. Bakura says that the puzzle has chosen Yugi, and there is no way for someone else to put it together. Yugi gets a burst of inspiration, and places a die on the field to summon. Otogi has that Yugi's crazy, but the die opens correctly onto the field, and a monster is summoned. However, the monster is weak (Attack 0). ----------------------------------------------------------------- Fin.