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Yu-Gi-Oh! Trading Card Game
Transcript of Yu-Gi-Oh! Trading Card Game
The Deck must be 40 to 60 cards.
You can only have up to 3 copies of the same card in your Deck, Extra Deck, and Side Deck combined. Also, some cards are Forbidden, Limited, or Semi-Limited in official tournaments. You can check this list at www.yugioh.com. Try to keep your Deck close to the 40-card minimum. Having a Deck with too many cards makes it hard to draw your best cards when you need them. The Deck is called your Main Deck Extra Deck......................(0 to 15 cards) This Deck consists of Xyz Monsters, Synchro Monsters, and Fusion Monsters, which can be used during the game if you meet certain requirements. The rules for Extra Decks are:
You can have up to 15 cards in the Extra Deck. The Extra Deck can only contain Xyz Monsters, Synchro Monsters, and Fusion Monsters.
These cards are not counted toward the 40-card minimum limit of your Main Deck. Side Deck........................(0 to 15 cards) This is a separate Deck of cards you can use to change your Deck during a Match. After each Duel in a Match, you can swap any card from your Side Deck with a card from you Deck and/or Extra Deck to customize your strategy against your opponent. The number of cards in your Side Decks must not exceed 15. The number of cards in your Side Deck before and after you swap cards must be exactly the same. Additional Items You May Need Coin
Card Sleeves Some cards will require markers (called counters) to keep track of things like the number of turns, or a card’s power level. You can use small objects like glass beads, paper clips, or pennies for the counters, which are then placed on these faceup cards. Tokens are used to represent monsters that can be created by card effects. Any object used for a Token needs to have two distinct ways to place it that can clearly indicate the monster’s Battle Position. 1 3 4 2 6 5 1 Monster Card Zone This is where you put your monsters when they’re played. You can have up to 5 cards here. There are 3 main ways to position your Monster Cards: face-up Attack Position, face-up Defense Position, and face down Defense Position. Place the card vertically for Attack Position, and horizontally for Defense Position. 2 Spell & Trap Zone This is where you put Spell and Trap Cards. You can have up to 5 cards here. You place them here face up to activate them, or place them face-down. Because a Spell Card is placed in this zone when it is activated,no further Spell Cards can be used if all 5 spaces are occupied already. 3 Graveyard When Monster Cards are destroyed, and when Spell & Trap Cards are used, they’re sent face-up to this space. The contents of both players’ Graveyards are public knowledge, and your opponent can look through yours at any time during the Duel. The order of the cards in the Graveyard should not be changed. 4 Deck Zone Your Deck is placed face-down in this space. Players draw cards from here to their hands. If a card effect requires you to reveal cards from your Deck, or look through it, shuffle it and put it back in this space after resolving the effect. 5 Field Card Zone Special Spell Cards called Field Spell Cards are played here. Only 1 Field Card can be active at a time. Whenever a new Field Spell Card is activated, the previous active one is automatically destroyed. Field Spell Cards do not count towards the 5 card limit of your Spell & Trap Zone. 6 Extra Deck Zone Place your Extra Deck face-down in this space. You can look at the cards in your own Extra Deck during the game. This area was formerly for the Fusion Deck. Any card effects applied to the Fusion Deck are now applied to the Extra Deck. Monster Cards How To Read A Card 1. Card Name 2. Level 3. Attribute 5. Card Number 6. ATK (Attack Points)
DEF (Defense Points) 7. Card Description 4. Type 1. Card Name - This is the card’s name. When a
card name is mentioned in card text it appears in quotations. If cards have the same name, they are considered to be the same card.
2. Level - Count the number of stars here to find out the monster’s Level. In order to Normal Summon a monster that is Level 5 or higher, you must Tribute monsters you have on the field.
3. Attribute - There are 6 different Attributes a monster can have. This Attribute is sometimes important for card effects.
4. Type - Monsters are divided into various Types. Some monsters with specific abilities will have additional information here too, next to their Type.
5. Card Number - A card’s identification number is found here. This number is useful for collecting, and for sorting your collection.
6. ATK (Attack Points) / DEF (Defense Points) - ATK is a monster’s Attack Points and DEF is a monster’s Defense Points. High Attack and Defense points are good when battling!
7. Card Description - Card effects are written here, describing the monster’s special abilities and how to use them. Normally, the effects of monsters cannot be used while they are Set face-down on the field. Yellow Normal Monster Cards donot have effects, and have a description of them written here that does not affect the game. What is a Monster Card? Monster Cards are used to battle and defeat your opponent. Battles between Monster Cards are the foundation of any Duel.There are many kinds of Monster Cards. This game is more than a simple slugfest, so monsters with high Attack and Defense Points will not be enough. There are 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. Let’s take a look at the different kinds of monsters. Normal Monsters These are basic Monsters. Cards without special abilities. Many Normal Monsters have higher Attack Points and Defense Points than Effect Monsters, instead of having special abilities. Effect Monsters An Effect Monster is a monster that has special abilities.The effects of these monsters are split into five categories: •Flip Effect
•Quick Effect Flip Effect This is an effect that is activated when a face-down card is flipped face-up. This can happen when it is Flip Summoned, attacked while face-down, or flipped face-up by a card effect. These effects start with the word “FLIP:” on the card. When you have a face-down monster, your opponent must be wary because they don’t know if it has a Flip Effect or not. Example FLIP: Destroy 1 monster your opponent controls. Continuous Effect This effect is active while the Effect Monster Card is face-up on the field. The effect starts when the face-up monster appears on the field, and ends once that monster is gone or is no longer face-up; there is no trigger for its activation. These monsters are most useful if you have a strategy to protect them while they are on the field. Example Monsters with 2000 or less ATK cannont
declare an attack. Ignition Effect You use this type of effect just by declaring its activation during your Main Phase. There are some Ignition Effects that have a cost to activate, like discarding cards from your hand, Tributing a monster, or paying Life Points. Because you can choose when to activate this type of effect, it’s easy to create combos with them. Example You can Tribute this card to destroy
1 monster on the field. Trigger Effect These effects are activated at specific times, such as “during the Standby Phase” or “when this monster is destroyed.” These cards can make for some great combos, but it’s easier for your opponent to predict what will happen, so they might try to stop you. Example When this card is destroyed by battle and sent
to the Graveyard, destroy 1 card on the field. Quick Effect These are special monster effects that you can activate even during your opponent's turn. These types of effects have a Spell Speed of 2, even though all other monster effects have a Spell Speed of 1. Since it’s difficult for your opponent to predict these cards, they can give them an unexpected surprise.
(Formerly called Multi-Trigger Effects.) Example You can activate this effect during either
player's turn. There are also Synchro Monsters, Fusion Monsters, Ritual Monsters, and Xyz Monsters. Spell and Trap Cards Spell Card Trap Card 3. Icon 2. Type 5. Card Number 1. Card Name 4. Card Description 1. Card Name - Remember, cards with the same name are considered to be the same card, and you can only have up to 3 copies of the same card in your Main Deck and Side Deck combined.
2. Type - Instead of having an Attribute symbol like Monster Cards, a Spell Card has the SPELL
symbol and a Trap Card has the TRAP symbol.
3. Icon - There are 6 types of icons that represent special properties a Spell or Trap Card may have. Spell and Trap Cards without an icon are called Normal Spell Cards or Normal Trap Cards.
4. Card Description - Each card's activation conditions and effects are provided here. Read the card description carefully and follow the instructions.
5. Card Number - A card’s identification number is found here. This number is useful
for collecting, and for sorting your collection. Spell Cards Spell Cards can normally be activated only during your Main Phase, and help you out with different effects. Spell Cards have many powerful effects, like destroying other cards or strengthening monsters. Save these cards in your hand until you can get the best results out of them. 1. Normal - Normal Spell Cards have single-use effects. To use a Normal Spell Card, announce its activation to your opponent, placing it face-up on the field. If the activation succeeds, then you resolve the effect written on the card. After resolving the effect, send the card to the Graveyard.
2. Ritual - These Spell Cards are used to perform Ritual Summons. Use these cards in the same way as you would use Normal Spell Cards.
3. Continuous - These cards remain on the field once they are activated, and their effect continues while the card stays face-up on the field. By using Continuous Spell Cards, you can create lasting positive effects with a single card, which is great but there’s the chance that the opponent will remove it from the field before you benefit from the effect.
4. Equip - These cards give an extra effect to 1 face-up monster of your choice (either your own or your opponent’s, depending on the card). They remain on the field after they are activated. The Equip Spell Card affects only 1 monster (called the equipped monster), but still occupies one of your Spell & Trap Card Zones. If possible, place it in the zone directly behind the equipped monster to help you remember. If the equipped monster is destroyed, flipped facedown, or removed from the field, its Equip Cards are destroyed.
5. Field - These cards are placed in the Field Card Zone and remain on the field after they are activated. There can only be 1 face-up Field Spell Card on the field at any given time between both players. When a new Field Spell Card is activated, the previous active Field Spell Card is destroyed automatically.These cards may be placed facedown in the Field Card Zone, but are not active until flipped face-up.
6. Quick-Play - These are special Spell Cards that can be activated during any Phase of your turn, not just your Main Phase. You can also activate them during your opponent’s turn if you Set the card face-down first, but then you cannot activate the card in the same turn you Set it. Trap Cards Trap 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 Spell Cards have effects useful for offense, but Trap Cards have the ability to surprise the opponent 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. 1. Normal - Before you can activate a Trap Card, you must Set it on the field first. You cannot activate a Trap in the same turn that you Set it, but you can activate it at any time after that—starting from the beginning of the next turn.Normal Trap Cards have single-use effects and once their effects are resolved, they will be sent to the Graveyard, just like Normal Spell Cards. They are also similar to Normal Spell Cards because once activated, their effects are not likely to be stopped. However, your opponent can destroy your face-down Trap Cards on the turn they were Set, or before the time is right to activate them. Because of this, you must be smart about how you use your Trap Cards.
2. Continuous - Just like Continuous Spell Cards, Continuous Trap Cards remain on the field once they are activated and their effects continue while they are face-up on the field. Some Continuous Trap Cards have abilities similar to the Ignition Effects or Trigger Effects that can be found on Effect Monster Cards. Continuous Trap Cards can have effects that limit your opponent’s options, or that slowly damage your opponent’s Life Points.
3. Counter - These Trap Cards are normally activated in response to the activation of other cards, and may have abilities like negating the effects of those cards. These types of Traps are effective against Normal Spell Cards or Normal Trap Cards, which are otherwise hard to stop, however many Counter Trap Cards require a cost to activate them. The Difference Between Set Spell Cards and Set Trap Cards Spell Cards can be Set face-down on the field like Trap Cards. However, the rules for the two types of cards are different. Spell Cards can be activated during the Main Phases even in the same turn that you Set them (except for Quick-Play Spell Cards). Setting them does not allow you to use them on your opponent’s turn; they still can only be activated during your Main Phase.You can Set a Spell Card face-down on the field to bluff your opponent into thinking you have a powerful Trap. Whew, did you get all that? I know it's a lot of information but the game has evolved so much over the years.
Just one more thing to look at: how to actually play the game. Let the Duel Begin! A single game is called a Duel, and a Duel ends when one player wins or the game ends in a draw. Duels are played in sets of 3 called a Match, and the winner of best 2-out-of-3 wins the Match. Each player starts a Duel with 8000 Life Points. You win a Duel if: you reduce your opponent’s Life Points to 0; if your opponent is unable to draw a card; or if a card’s special effect says you win. If you and your opponent both reach 0 Life Points at the same time, the Duel is declared a draw. Victory Conditions • Reduce your opponent’s Life Points to 0.
• Your opponent is unable to draw a card when they are supposed to draw.
• Win with a card’s special effect. Preparing to Duel Before starting a Duel, follow these 4 steps. Also, make sure you have all your extra items that your Deck might need, like a coin or counters. 1. After greeting your opponent, shuffle your Deck thoroughly. Then you may shuffle and cut your opponent’s Deck (be careful when touching your opponent’s cards).
2. After cutting, place the Decks face-down in the proper Deck Zones on the field. If using an Extra Deck with Synchro Monsters or Fusion Monsters, place it face-down in the Extra Deck Zone.
3. Both players show each other their Side Decks, and record the number of cards in it, also confirming that they have 15 or fewer cards (the cards should be counted face-down). If you exchange cards between your Side and Main Decks after a Duel, count the cards of your Side Deck for your opponent again to show that the number of your cards remain the same.
4. Play rock-paper-scissors or flip a coin. The winner decides to go first or second in the Duel. For your next Duels, the loser of the previous Duel decides who goes first. If the previous Duel ended in a tie, determine who starts first in the next Duel with another coin toss, etc.Finally, draw 5 cards from the top of your Deck; this is your starting hand. Turn Structure During a Duel, players alternate taking turns. Each player’s turn consists of up to six phases. PhasesYou move through the phases of your turn in the order shown on the right. You can only do certain things during each phase. 1'st Players Turn Draw Phase
Main Phase 1
Main Phase 2
End Phase If no battles are conducted 2'nd Players Turn 1. Draw Phase - This is the first phase. The player whose turn it is (the “turn player”) draws 1 card from the top of their Deck. A player with no cards left in their Deck and unable to draw loses the Duel. After you draw, Trap Cards or Quick-Play Spell Cards can be activated before proceeding to the Standby Phase.
2. Standby Phase - Some cards have effects that activate, or costs you must pay, in the Standby Phase. If you do not have any of these cards on the field, you can still activate Trap Cards or Quick-Play Spell Cards before moving on to your Main Phase 1.
3. Main Phase 1 - This is when you play most of your cards: you can Normal Summon, Set, or change the battle position of a monster, activate a card’s effect, and Set Spell and Trap Cards. These actions can be done in any order you want, but some actions have restrictions.
4. Battle Phase - This phase is divided into steps. You do not have to conduct a Battle Phase every turn. Even if you have a monster on the field, you can choose to either enter the Battle Phase, or to proceed to the End Phase.
5. Main Phase 2 - If you conducted your Battle Phase, your turn moves to Main Phase 2 afterwards. The actions a player can perform in this phase are the same as in Main Phase 1. However, if the player already did something in Main Phase 1 that has a limit to the number of times it can be done, the player cannot do it again in Main Phase 2. Consider if you want to activate and Set Spell & Trap Cards, or Summon or Set a monster (if you didn’t do that in Main Phase 1) based on your situation after the Battle Phase. Use this phase to prepare for the opponent’s turn
6. End Phase - Announce the end of your turn, and if there are any cards on the field which say “…during the End Phase…” in their text, resolve those effects in this phase. If you have more than 6 cards in your hand at the end of this phase, select and discard cards to the Graveyard until you only have 6 cards in your hand. Determining Damage You calculate Battle Damage based on the battle position of the monster you are attacking. If you attack an Attack Position monster, compare ATK vs. ATK. If you attack a Defense Position monster, compare your monster’s ATK vs. the attackedmonster’s DEF. When your attacking monster’s ATK is higher than the ATK of the opponent’s monster, the attacking monsterdestroys the opponent’s monster and sends it to the Graveyard. The amount that your attacking monster’s ATK exceeds the ATK of your opponent’s monster is subtracted from your opponent’s Life Points as Battle Damage.
When your attacking monster’s ATK is equal to the ATK of the opponent’s monster, the result is considered a tie, and both monsters are destroyed. Neither player takes any Battle Damage.
When your attacking monster’s ATK is lower than the ATK of the opponent’s monster, the attacking monster is destroyed and sent to the Graveyard.The amount that the opponent’s monster’s ATK exceeds the ATK of your attacking monster is subtracted from your Life Points as Battle Damage. WIN TIE LOSE When You Attack an Attack Position Monster When You Attack a Defense Position Monster WIN TIE LOSE When your attacking monster’s ATK is higher than the DEF of the opponent’s monster, the attacking monster destroys the opponent’s monster and sends it to the Graveyard. Neither player takes any Battle Damage. When your attacking monster’s ATK is equal to the DEF of the opponent’s monster, neither monster is destroyed. Neither player takes any Battle Damage. When your attacking monster’s ATK is lower than the DEF of the opponent’s monster, neither monster is destroyed. The amount that the opponent’s monster’s DEF exceeds the ATK of your attacking monster is subtracted from your Life Points as Battle Damage. So, now you kind of know how to play. Of course, there are many more subjects to cover in the world of Yu-Gi-Oh! but this presentation is already long enough! So, enjoy this quick duel and have a good day...