This game will have lots of mechanics, the game set up will be similar to the dc game is made a while back but because that game set up was inspired by my yugioh game set up this will make more sense and more consistent than that game.
Every role has a deckmaster, these are your ace monsters and your actual role Ability.
For ex: Yami Yugi Deckmaster is Dark Magician (Jack of All Trades) You have a one shot role blocker, one shot cop, one shot Vigilante
As you can see nothing to crazy yet, just simple role madness game role but yugioh is more than just monster cards, this is where the SRM aspect comes into play. Besides your deckmaster ability players are given a Deck of 10 one shot abilities. Split in 2 Categories Magic and Trap Cards. Your deck will be shuffled and each cycle you will draw 2 cards. 1 magic and 1 trap card. Once all cards are drawn, your deck will be reshuffled to restart your role
Magic Cards can be used as soon as you obtain them. These cards come in 4 categories
Base: one shot abilities that can be activated. Ex: Polymerization and Ritual Magic Cards are under this category
Equip Magic Card: These magic cards equip to your deckmaster base abilities given the player additional status ailment abilities for players they target with their base abilities. Last 3 phases
Field Magic Cards: Magic Cards that have a passive ability that effects the entire game when activated. Lasts 3 phases
Continious Magic Cards: These are two shot Magic card abilities. These types of magic cards last 2 cycles
Sub category: Token Magic Cards: These are magic cards that summon a token deckmaster on the field. These stay on the game until their ability is used. These come in 3 flavors.
-Defense Tokens: Protect you from 1 ability that targets you
- Attack Tokens: Allows you to reuse your deckmaster ability
-Mystery Token: Gives you a random one shot ability or amp
Trap Cards: These are conditional abilities that you must wait a cycle to be able to activate or wait a cycle plus a condition to use. One you gain a trap card it is automatically set on the field. Trap cards come in 2 types
Base Trap Cards: One shot abilities that can be activated when a condition is met
Continious Trap Cards: These are two shot abilities that can be activated once a condition is met. Lasts 2 cycles
Now the final piece of the puzzle, the thing that takes this game to the next level and completes your role as a whole. The final evolution to your deckmaster, your ace in the hole. Each player has one of the following 2 Ace deckmaster. Fusion and Ritual Summoned Deckmaster.
Ritual Deckmaster: These can only be summoned with a Ritual Magic Card. You are given 3 one shot abilities that replace your base deckmaster role for a cycle.
Fusion Deckmaster: These can only be summoned via Polymerization Magic Cards. Like the Ritual Deckmaster you are given 3 one shot abilities that replace your deckmaster ability. The only difference between the two is that while a Ritual deckmaster only lasts one cycle. A Fusion Summoned one lasts depending on the roll of a dice. They can last one phase, one cycle or up to 3 phases on the field. (If roll a 3 you can reuse on of your one shot abilities a second time during the 3rd dayphase)
Divine Beast Deckmaster: These are the strongest deckmaster in the game. Few power roles have one while the other divine deckmasters can be unlocked in game via the other game mechanics in this game. Ex: The Egyptian God Cards