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How to Play Yu-Gi-Oh

USA,North America
by

Jared Jarvis

on 13 April 2013

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Transcript of How to Play Yu-Gi-Oh

How To Play Yu-Gi-Oh By Jared J. Info. Konami What You Need To Play A Yu-Gi-Oh Game play Mat A Deck A Deck has between 40-60 Yu-Gi-Oh cards in it. It can also have a side deck up to 15 cards and an extra deck up to 15 cards. Sleeves (optional) Sleeves are plastic slips that you can put on your cards to protect them from damage. Monster Cards Card name Card Picture Attribute Level (count stars to find level) Monster Type Attack and Defense points Card Description What is a Monster card? Monster Cards are used to battle and defeat your opponent. Battle between monsters is the foundation of all duels. There are many kinds of monster cards. This game is more than a slug fest, so monsters with high attack and defense won't always be enough. There also monsters with strong special effects even though their ATK and DEF points are low. Therefore your success in a Duel depends on how skillfully you can make use of the different kinds of cards. Now lets take a look at some types of effects. Normal Monsters This is a normal monster, normal monsters don't have special abilities instead they have higher ATK and DEF points. Effect Monsters An Effect Monster is a monster with has special abilities. The effects of these monsters split into five categories.
Flip Effect
Continuous Effect
Ignition Effect
Trigger Effect
Quick Effect Flip Effect Flip effects activate when the card flips over, the could be from a flip summon, being attacked while face down, or by a card effect. When you set a monster face-down this could "scare" your opponent because he/she may not now if it is a flip effect or not. Continuous effect This effect is active while that monster is face-up on the field. The effect starts when the face-up monster appears on the field and ends when it is removed from the field or flipped face-down. These monsters are most effective if you have a way to protct them once there on the feild. Ignition Effects You use this effect just by declaring its activation during your main phase, There are some ignition effects that have a cost to activate like discarding a card, tributing a monster, or paying life points. Because you chose when to activate this type of effect it is easy to create combos with them. Trigger Effect These effects are activated at specific times such as "during the stand by phase" or "When this monster is destroyed." These cards can make for great combos, but it's easier for your opponent to predict what will happen, so they might try to stop you. Quick Effect These are special monster effects that you can even activate during your opponent's turn. These types of effects have a spell speed of 2, Where all other monster effects have a spell speed of 1. Since it's difficult for your opponent to predict these cards, they give them a unsuspected surprise. Synchro Monsters During your main phase you can synchro summon by have the combined levels of tuner monster (look next to it's type) and any number of non-tuner monsters. Fusion Monsters Synchro Monsters don't go in the regular deck instead they go into the extra deck Fusion Monster Like Synchros go in the Extra Deck, But are summoned by fusing to or more monsters. Ritual Monsters Unlike Synchros and fusions, Ritual Monsters stay in your regular deck, however each one has a specific ritual spell, so summoning can be difficult. XYZ Monsters XYZ monsters are the newest monsters yet, and like Fusion and Synchro monsters they start in your extra deck. You can summon them anytime you have two or more monsters with the same level. Note: XYZ monsters have ranks instead of levels and after you have "created the overlay network," the monsters stick around as overlay units. End Of Chapter 1 Chapter 2: Summoning Monsters Summoning Monsters is in two categories, What you can do once per turn, and what you can do more than once per turn Once Per Turn Normal Summon (tribute Summon) You can "Normal Summon" a level 4 or lower monster in face-up attack position once per turn or you can "Tribute Summon" in face-up attack position by sending one or more monster on your side of the feild to the graveyard (level five and six monsters need one tribute, wheres level 7 and higher monsters need 2 tributes to summon.) Set monsters If you want to play defense you can set the monster face down in defense position, once per turn. More than once per turn Flip Summon
Special Summon
Special Summon with card's effect Flip Summon A flip summon is when you flip a face-down defense monsters into face-up attack position. (Note: Monsters can not be flip summoned the same turn it's set) Special Summon This type of special summon involves Synchro, fusion, and ritual monsters are all special summons. Some effect monster also have specific conditions that let you special summon them, when you special summon monsters you chose which position (attack or defense) Special Summon with cards effect This just means you can't special summon monsters from the graveyard that have to be special summoned (ex. If a synchro monster is sent from the extra deck to the graveyard, it can't be special summoned from the graveyard.) End of chapter 2 Start of chapter 3 Spells and Traps Type Card Name Card Description Icon Note: Magic is another name for spell, however this can be used as loop hole to some effects. That's mostly with older cards. Spells Spell Card can be normally be activated during your main phase, and help you out with different effects. Spells Cards have many powerful effects, like destroying other cards or strengthening monsters. Save these cards in your hand until you need them to get the best results out of them. Traps Traps Cards will help you out with different effects, just like spell cards. The big difference between them is that you can activate trap cards during your opponent's turn. Many spells cards have effects useful for offense, but trap cards have the ability to surprise the opponents by disrupting their attacks and strategies. Using trap cards can sometimes be tricky, since your opponent might have to do certain things before you can unleash them. Set down before they can be activated, and can't be activated until the end of the turn it was set.
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