Each player must have a deck that consists of at least 40 cards. You can have a side deck that consists of 15 and ONLY 15 cards. This side deck can contain cards that can go against certain decks you have played against, and can be replaced for cards already in your deck ONLY after the first round unless otherwise stated. You can only use 3 copies of one type of card as well. Anymore of one type of card in your deck can get you disqualified in a match (there are some cards that you can only have one or none of in your deck. Refer to our banned/restricted list for more details).
| Every play must have a game mat to play the game. The game mat looks like the following: |
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| 1) Field Card Zone: Field Magic cards are played here. Only 1 Field Magic Card can be in play at any one time. 2) Monster Card Zone: Monster Cards can be played (face-up) or Set (face-down) to the 5 spaces of the Monster Card Zone following the rules in Main Phase 1. Important! The Monster Card Zone has a 5-CARD LIMIT. Once all 5 spaces in the Monster Card Zone are occupied, no further Monster Cards can be played or set until there is an open Monster Card space in the Monster Card Zone. 3) Graveyard: When cards are destroyed, they are discarded face-up to this space. The contents of the Graveyard are public knowledge, and your opponent can look through it at any time. Be sure to get your opponent's permission before going through their Graveyard. 4) Fusion Deck Zone: If you are playing with Fusion Monster Cards, put your Fusion Deck face-down in this space. 5) Magic and Trap Card Zone: Magic and Trap Cards can be played (face-up) or Set (face-down) to the 5 spaces of the Magic & Trap Card Zone following the rules in Main Phase 1. Important! The Magic & Trap Card Zone has a 5-CARD LIMIT. Once all 5 spaces in the Magic & Trap Card Zone are occupied, no further Magic (except Field Magic Cards) OR Trap Cards can be played or Set until there is an open Magic & Trap Card space in the Magic & Trap Card Zone. This 5-CARD LIMIT includes any of your own Equip Magic Cards used to equip your opponent's Monster Card. 6) Deck Zone: Place your Deck face-down in this space. Your Side Deck is not placed on the Duel Field. You can also play Yu-Gi-Oh! without a Duel Field. Just be sure to place the cards and Decks in the indicated positions. |
| TERMS: Play - Whenever you use or activate the effects of a card, change the Attack/Defense Position of a card, or place a card on the field, you are executing a "Play". When you play a card, its effect is immediate. Set - The act of placing a card face-down on the field is referred to as "Set". A Set card's effect is not activated immediately. Also, a Set Monster Card is not considered to be summoned until it is turned face-up. A Set monster must be placed HORIZONTALLY, in face-down Defense Position (monsters summoned normally are placed VERTICALLY, in face-up Attack Position). Set Magic and Trap Cards are placed vertically on the field. The Field - Throughout these rules, and on the card text itself, the Monster Card Zone, Magic & Trap Card Zone and Field Card Zone together will be referred to as the field. Destroyed - A card that is sent to the Graveyard is destroyed. Removed from Play - A card that is removed from play is NOT sent to the Graveyard. Instead, it is set aside and is not allowed to re-enter the current Duel |
| TYPES OF CARDS: Monster Cards A. Normal Monster Cards A Monster Card is the basic card used to attack your opponent. Monster Cards are categorized by Type and Attribute. There are 20 different Types and 6 different Attributes. Type and Attribute effect each monster's ability to attack and defend. The overall strength of a monster is indicated by its level (the number of stars at the upper right of the Monster card). A monster card is color-coded YELLOW Types of Monster Cards: Dragon, Spellcaster, Zombie, Warrior, Beast-Warrior, Beast, Winged Beast, Fiend, Fairy, Insect, Dinosaur, Reptile, Fish, Sea Serpent, Machine, Thunder, Aqua, Pyro, Rock and Plant Attributes of Monster Cards: Earth, Water, Fire, Wind, Light and Dark Gameplay rules for NORMAL MONSTER CARDS Normal Monster Cards are used primarily to Attack or Defend, although they can also be used as Tributes, to pay a cost, or as part of a Fusion. See Main Phase 1 for details on introducing Monster Cards into play. B. Fusion Monster Cards "Fusion" means using 2 or more Monster Cards together with the Magic Card "Polymerization" to create a new monster, represented by a Fusion Monster Card. Each Fusion Monster Card also lists the monsters necessary to create it (Fusion-Material Monsters), and is further indentified as "Fusion" next to its Type. The color of a Fusion Monster Card is VIOLET. Gameplay rule for FUSION MONSTER CARDS During your turn, if you have the Magic card "Polymerization" and the Fusion-Material Monsters required to form a Fusion Monster, either on the field or in your hand, you can perform a Fusion as a Special Summon by activating "Polymerization". When Fusion is performed, select the appropriate Fusion Monster Card from your Fusion Deck and place it face-up on an open Monster Card Zone space in either Attack or Defense Position. The 2 (or more) Fusion-Material Monster Cards that have been fused, as well as the "Polymerization" Magic Card used to perform the Fusion, are destroyed. When a Fusion Monster is destroyed, it is sent to the Graveyard. If a Fusion Monster Card is returned to your hand, place it back in the Fusion Deck instead. NOTE: Since a "Fusion" is considered a Special Summon, the card will be immune to cards such as a "Trap Hole". Also, since it is a Special Summon you can conduct a Normal Summon or Set another monster in the same turn. Example: The Fusion-Material Monsters for "Darkfire Dragon" ("Firegrass" and "Petit Dragon") are on the field and in your hand, AND you have "Polymerization" in your hand. Declare that you are performing a Fusion and place "Polymerization" on the Magic & Trap Zone. Select "Darkfire Dragon" from your Fusion Monster Deck and place it in an open Monster Card Zone. Remember that a monster summoned to the field in this manner is considered a Special Summon, and allows the player to conduct a Normal Summon or a Set in the same turn. The cards used - "Firegrass", "Petit Dragon", and "Polymerization" - are all placed in the Graveyard when the Fusion is complete. Fusion Deck A Fusion Deck is a group of Fusion Monster Cards that result from a successful Fusion. When a Fusion is performed, Fusion Monsters are not randomly drawn, but selected from the Fusion Deck. The Fusion Deck should always be kept separate from the Deck, and placed face-down in the Fusion Deck Zone of the Game Mat. Remember that the cards of the Fusion Deck are NOT-counted in the 40 card minimum limit of the Deck. GAMEPLAY RULES for RITUAL CARDS During your turn, if you have a Ritual Monster Card in your hand, and the specific Ritual Magic Card mentioned on the Ritual Monster Card (either on the field or in your hand), as well as the Monster Cards required as a Tribute, you can perform a Ritual summon by activating the Ritual Magic Card. Follow the instructions printed on the Ritual Magic Card. GAMEPLAY RULES for Effect Monster Cards The broad range of Effect Monster Cards are divided into the following types:
* These types of Effect Monsters will be included in future Yu-Gi-Oh! releases.Magic Cards There are several types of Magic Cards. Magic Cards can only be played during a Main Phase (Phases of Game play). The only exception to this rule is a Quick-Play Magic Card. Magic Card types are identified by the card icons listed below. Magic cards are color-coded GREEN |
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A. Normal Magic Cards
Once their magic is activated these cards are destroyed. Like the "Dark Hole" card, they are often very powerful. B. Continuous Magic Cards* These cards remain on the field once they are played and their magic effect continues until they are destroyed or removed. There is often a cost involved to maintain the effect of this type of Magic Card. C. Equip Magic Cards These cards allow you to modify the strength of monsters. When playing this card to the field, place it so that it overlaps with the Monster Card that you wish to equip. Usually, this card can only be used with monsters that are face-up on the field. However, you may equip either your own OR you opponent's Monster Cards with Equip Magic Cards. In some cases, certain monsters cannot be equipped with these cards (refer to the individual card's text) D. Field Magic Cards These cards are used to alter the conditions on the field and modify the Attack and Defense capabilities of monsters. They are placed in the Field Card Zone and are NOT included in the Magic & Trap Zone's 5-card limit. They may be placed face-down in the Field Card Zone, but will not be activated until flipped face-up. There can only be 1 active Field Magic Card on the field at any given time between both players. When a new Field Magic Card is activated, the previous active card is sent to the Graveyard. Also, if a Field Magic card is destroyed and there are no active Field Magic Cards on the field, the field returns to the original state that it was at the beginning of the game. If a player's Field Magic Card is Set when an active Field Magic Card is destroyed, the Set card does not automatically activate. Field Magic Cards can only be activated by a player, but never during and opponent's turn. E. Quick-Play Magic Card* Aside from the Main Phase, this type of card can be activated during the Battle Phase. Also, if you have this card Set on the field, you can activate it during your opponent's turn. F. Ritual Magic Cards* These cards are needed to summon a Ritual Monster. After the Ritual Monster Summon, it is destroyed together with the required Tribute monster (s). *These types of Magic Cards will be included in future Yu-Gi-Oh! releases. Trap Cards You can Set these cards on the field and activate them at any time after the start of your opponent's next turn. Trap Card types are identified by the card icons listed below. Trap Cards are color-coded PURPLE. |
A. Normal Trap Cards A Normal Trap Card has no icon. Once activated, this type of card is destroyed. B. Counter Trap Cards These Trap Cards are activated in response to the Summon of monsters or to neutralize the effects of Magic or Trap Cards. Once activated, this type of card is destroyed. This type of Trap Card will be included in future Yu-gi-oh! releases. C. Continuous Trap Cards These cards remain on the field once they are activated and their effect continues until they are destroyed or removed. There is often a cost involved to maintain the effect of this type of Trap Card. |
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| Determining Damage
a. When the Opponent's Monster is in Attack Position Examples of Battle & Damage Steps (Battle Step) 1. The Target Monster is Attacked: The attacking player selects one of their own monsters for the attack and designates the opponent's monster as a target. Both players can play Quick-Play Magic or Trap Cards. (Damage Step) 2. Determine Attack Results: If the target monster is in face-up Attack Position, compare the ATK points of both monsters. If the target monster is in face-down Defense Position, the card is flipped face-up. Compare the attacking monster's ATK points with the target monster's DEF points. Quick-Play Magic or Trap Cards that modify the ATK and/or DEF of a monster may be played here. 3. Calculate Damage: Calculate and apply damage from the battle. 4. Apply the Effects of Effect Monsters: If the target monster has a Flip Effect, it is applied here. Review the instructions on the flipped card and apply it. Do not apply effects to monsters that are already destroyed. If there are monsters with effects other than Flip Effects, these should be applied here as well. 5. Send to the Graveyard: Monsters destroyed in battle are sent to the Graveyard now. If a monster has an effect stating "When this card is sent from the field to the Graveyard...", the effect is applied during this step. 6. Determine Whether to Attack Again If other monsters can attack, choose to return to the Battle Step or proceed to the End Step. IV. End Step Once all battles have been resolved, the player enters the End Step and announces the end of their Battle Phase.E. Main Phase 2 When the Battle Phase is over, the turn proceeds to Main Phase 2. As in Main Phase 1, you may Set or play Monster, Magic, and/or Trap Cards. Remember that you are allowed to change the Attack or Defense Position of each monster or perform a Normal Summon or a Set only ONCE PER TURN. Also keep in mind that you may not exceed the 5-card limit for the Monster Card Zone or the Magic & Trap Card Zone. F. End Phase Announce the end of your turn. If your hand contains more than 6 cards, discard to the Graveyard until only 6 cards remain in your hand. The opposing player then begins his/her turn with the Draw Phase. G. End of the Duel Repeat Phases 1 through 6 in alternating turns until a winner is decided. Deck Construction Once you have mastered the basic rules of Yu-Gi-Oh!, the next step is to create your own Deck. This is known as Deck Construction. The rules for constructing a Deck are simple, but it takes skill to put together a strong Deck. We'll also give you some hints on putting together your Deck in this section. A. Deck Construction Rules A Deck must contain at least 40 cards. Keep in mind that Decks with too many cards mean you will have a smaller chance of drawing the cards you need, so its best to limit your cards to around 40. B. Deck Construction Hints Powerful Cards C. Forbidden And Limited Cards |
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