Before you learn
how a Yu-Gi-Oh! turn proceeds, it is important to fully understand the Duel
Fiend and game cards. Understanding how each type of card works will help you
plan strategies.
The Duel Field
Every card you
play or discard will be placed on the Duel Fiend.
A. Field
Card Zone: Field Magic cards are played here. Only 1 Field Magic Card can be
in play at any given time.
B.
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.
C. Fusion
Deck Zone: If you are playing with Fusion Monster Cards, put your Fusion
Deck face-down in this space.
D.
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.
E. Magic
& Trap Card Zone: Magic and Trap cards can be played (face-up) or Set
(face-down) to the 5 spaces of the Magic 7 Trap Card Zone following the rules in
Main Phase 1.
F. Deck
Zone: Place your Deck face-down in this space. Your Side Deck is not placed
on the Duel Field.
GAME CARDS
Three main card
types are used in Yu-Gi-Oh!: Monster Cards, Magic Cards, and Trap Cards.
Additionally, each type of card is divided into further sub-categories. For now,
just read the card descriptions. After familiarizing yourself with the
Phases of Gameplay, you will understand the special role of each of the cards.
A
Word on Game Text
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 s 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.
Monster Cards
A. Normal
Monster Cards
A Monster Card is the basic card used to attack your opponent. Monster Cards
categorized by Type and Attribute. There are 20 different Types and 6 different
Attributes. Type and Attribute affect each monster's ability to Attack and
Defend.
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.
B. Fusion
Monster Cards
"Fusion" means using 2 or more Monster Cards together with the
Magic Cared "Polymerization" to creature a new monster, represented by
a Fusion Monster Card. Each Fusion Monster Card also lists the monsters
necessary to creature it, and is further identified as "Fusion" next
to its Type. The color of a Fusion Monster Card is VIOLET.
GAMEPLAY
RULES 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.
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 Duel
Field. Remember that the cards of the Fusion Deck are NOT counted in the 40 card
minimum limit of the deck.
D. Effect
Monster Cards
Monster Cards that
possess magical effects are referred to as Effect Monster Cards. The broad range
of Effects are divided into the types listed. For details regarding the effects,
refer to the instructions printed on each individual card. Effect Monster Cards
are color-coded ORANGE.
I. Flip
The monster's effect is activated when the card is flipped from
face-down to face-up. The effect is also activated if the card is
flipped face-up as a result of a Magic or Trap card, or another
monster's attack.
II. Continuous
Effect
As long as this Monster Card is face-up on the field, its
effect remains active. When the monster is turned face-down, its
effect is no longer active.
III. Cost
Effect
You must discard your hand or pay Life Points in order to
activate this card. Costs vary from card to card so be sure to read
the instructions printed on each card.
IV. Trigger
Effect
These cards are activated when you inflict Direct Damage to an
opponent's Life Points, or when you have fulfilled a specific
requirement indicated on the card itself.
V. Multi-Trigger
Effect
These are special Effect Monster Cards that you can activate
even if it is your opponent's turn.
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MAGIC CARDS
There are several
types of Magic Cards. Magic Cards can only be played during a Main Phase. The
only exception to this rule is a Quick-Play Magic Card. Magic Card types are
identified by the card icons listed at the end of this section. magic cards are
color-coded green.
A. Normal Magic
Cards
Once their magic is activated these cards are destroyed.
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 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 your 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 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 Card 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 the owner, but never during an opponent's turn.
E. Quick-Play
Magic Cards
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.
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.
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 effect of a Magic or Trap Cards. Once activated, this type of
card is destroyed.
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.
CHAINS
A. What Is A
Chain?
A Chain is a rule used to easily determine the outcome of a complex battle
resulting from a series Magic or Trap cards played by both players. Using this
method to deal with subsequent plays, the links are stacked from bottom to top
until both players have finished playing cards. The effects are then resolved,
starting at the top link and working down to the Chain Link 1 at the bottom.
B. Opponent's
Chance To Respond
The player whose Trap or Magic card has been countered always has a chance
to respond with another play - an opportunity that could result in adding yet
another link to the Chain. When making a play on a Chain, you must always ask
your opponent, "Do you wish to continue?" The outcome is determined
starting with the most recent card played at the top of the Chain links, and
proceeding down to Chain Link 1.
C. Spell Speed
Magic, Trap and Effect Monster Cards all have different speeds. You can only
respond to a card and start a Chain by playing a card of equal or greater speed.
The exception to this rule are Spell Speed 1 cards, which CANNOT be used against
each other.
I. Spell Speed 1
This is the slowest of all the
Spell Speeds.
- Normal Magic, Equip Magic, Field Magic,
Ritual Magic, Effect Monster.
II. Spell Speed 2
These cards can be used against a card
with a spell Speed of 1 or 2.
- Quick-Play Magic, Normal Trap, Continuous
Trap, Effect Monster.
III. Spell Speed 3
This card can be used
against any Spell Speed.
- Counter Trap.
Phases of
Gameplay
TERMINOLOGY
Turn - Gameplay progresses in a series of alternating turns. Each player's
turn consists of 6 phases in which a number of actions can be undertaken.
Phase - Phases define the order in which actions can be undertaken by a
player during their turn. Each phase is limited to a specific set of actions.
Step - A sub-category of a phase. This is only used in the Battle Phase.
A. Draw Phase
During this phase, you are required to draw 1 card from the top of your
Deck. A player who is out of cards and unable to draw during this phase is
declared the loser.
B. Standby
Phase
If there are any cards in play on the field that specifically state that
certain actions must be taken during this phase, there must be dealt with prior
to entering the Main Phase. Refer to the cards for specific details regarding
the actions to be taken. if there are no such cards in play, proceed to Main
Phase 1.
C. Main Phase 1
During this phase, you may Set or play Monster, Magic, and/or Trap Cards.
You may also change the Attack or Defense position of cards already placed on
your field. The position of each card can be changed only once in a single turn,
during either Main Phase 1 or 2. At the end of Main Phase 1, you can choose to
enter the Battle Phase or proceed to the End Phase; ending your turn.
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I. Set
or Summon Monster Cards
During either Main Phase 1 or 2 of your turn, you can play (Summon
or Set) only 1 Monster Card on the field. To Set a Monster Card,
select it from your hand and place it face-down horizontally (Defense
Position) on an open space in the Monster Card Zone. To Summon a
Monster Card, select it from your hand and place it face-up vertically
(Attack Position) on an open Monster Card Zone space.
a. Normal Summon
Summon a monster without the aid of magic or effects is called a
Normal Summon. A Normal Summon can only be conducted once in a single
turn, during either Main Phase 1 or 2. When playing a Monster Card to
the field, a player must choose to place it face-down and horizontal
(A set).
NOTE:
It is important to remember that a Monster Card played to the field in
face-down Defense Position IS NOT considered to be summoned. Instead,
it has
simple been Set and can be summoned with a Flip Summon.
Tribute Summon
When summoning a monster that is Level 5 or higher, you must offer
1 or more of your Monster Cards on the field as a Tribute by sending
them to the Graveyard. If you are summoning a monster that is Level 5
or 6, you must offer 1 monster as a Tribute, and if you are summoning
a monster that is Level 5 or higher, you must offer 2 monsters. A
Tribute Summon is considered a Normal Summon. Therefore, a Tribute
Summon and another Normal Summon CANNOT be performed in the same turn.
b. Flip Summon
The act of turning a card from face-down Defense Position to
face-up Attack Position is referred to as a flip. Intentionally
flipping a card and positioning it for an attack is termed Flip
Summon. Remember that a Monster Card placed face-down on the field is
not considered as summoned - it is considered summon for the first
time when it is flipped face-up. However, when a face-down Monster
Card is flipped face-up as the result of an attack or an effect from
another card, it is not considered to be Flip Summoned. Its flip
effect, however, is activated as soon as it is flipped face-up. A Flip
Summon card is not considered a Normal Summon. Therefore, you can
perform a Normal Summon and 1 or more Flip Summon(s) in the same turn.
If you have multiple face-down monsters you can Flip Summon as many or
as few as you wish.
c. Special Summon
A Special Summon is when Fusion, Ritual, Magic, Traps or Monster
Effects are used to place another monster on the field. A Special
Summon is different from a Normal Summon in that it can be used
repeatedly within the same turn to summon monsters onto the field. Be
sure to follow the specific instructions printed on the cards when
executing a Special Summon.
II. Set or Play
Magic & Trap Cards
With the exception of Field Magic Cards, a player can have only 5
Magic and/or Trap cards on the field at the same time in the Magic
& Trap Card Zone. This 5-card limitation also applies to any Equip
Cards the player may have attached to an opponent's Monster Card. A
Magic Card can either be played face-up or face-down on the field.
When a Magic Card is placed face-up, it is immediately activated. A
Trap Card must always be placed face-down on the field. For Magic or
Trap Effects, follow the instructions listed on each card.
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D. Battle Phase
Once attack preparations have been made in Main Phase 1, you enter the
Battle Phase. If you do not wish to conduct a Battle Phase, your turn proceeds
to the End Phase. The starting player cannot conduct a Battle Phase in their
first turn, even if they have placed a Monster Card on the field.
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I.
Start Step
Announce that you are going into Battle Phase. Quick-Play Magic
and/or Trap Cards can be played by either player at this time.
II. Battle Step
During their respective turns, players are allowed 1 attack for
every monster on the field in face-up Attack Position. However, a
single monster can only attack once per turn. The attacking player
chooses 1 of their monsters and designates 1 of the opponent's monster
as a target. Play then proceeds immediately to the Damage Step,
returning to the Battle Step if the attacking player wishes to attack
again with another monster. If the opposing player has no monster on
the field, the selected monster's attack will inflict Direct Damage on
the opposing player's Life Points. A monster in the Attack Position
does not have to attack. Depending on the situation, you can choose
weather or not a monster will participate in battle. Once a monster
attacks, it may not be changed to Defense Position in the same turn.
In addition to monster attacks, both players may use their Quick-Play
Magic and Trap Cards during this step.
III. Damage Step
In this step, the players calculate the damage from the monster's
attack. A monster destroyed as a result of battle is sent to the
owning player's Graveyard. The Damage Step is conducted in the manner
described in the following sections. During the Damage Step, only
Magic or Trap Cards that modify the Attack and/or Defense of a monster
may be played. In addition, these cards can only be played before the
calculation of damage. Upon completion of the Damage Step, return to
the Battle Step if the attacking player wishes to attack again with
another monster.
DETERMINING DAMAGE
a.
When the Opponent's Monster is in Attack Position
When
attacking a monster that is in Attack Position (face-up and vertical),
COMPARE THE ATK OF BOTH MONSTERS.
i. Attacker's ATK
Points > Opponent's ATK Points
Attack Results:
When the attacking monster's ATK points are higher than the
ATK points of the opponent's monster, the opponent's monster is
destroyed.
Damage:
Subtract the ATK points of the opponent's monsters from the ATK
points of the Attacking Monster. This result is subtracted from the
opponent's Life Points.
ii. Attacker's ATK
Points = Opponent's ATK Points
Attack Results
When the attacking monster's ATK points are equal to the ATK
points of the opponent's monster, the result is considered a draw, and
both monsters are destroyed.
Damage:
Neither player takes any damage. Their Life Points remain the
same.
iii. Attacker's
ATK Points < Opponent's ATK Points
Attack Results:
When the attacking monster's ATK points are lower than the ATK points
of the opponent's monster, the attacking monster is destroyed.
Damage:
Subtract the ATK points of the attacking monster fro the ATK
points of the opponent's monster. This result is subtracted form that
attacker's Life Points.
b.
When the Opponent's Monster is in Defense Position
When
attacking a monster that is in Defense Position (face-down and
horizontal), COMPARE THE ATK OF THE ATTACKING MONSTER WITH THE DEF OF
THE OPPONENT'S MONSTER.
i. Attacker's ATK
Points > Opponent's DEF Points
Attack Results:
When the attacking monster's ATK points are higher than the
DEF points of the opponent's monster, the opponent's monster is
destroyed.
Damage:
Neither player takes any damage. Their Life Points remain the
same.
ii. Attacker's ATK
Points = Opponent's DEF Points
Attack Results:
When the attacking monster's ATK points are equal to the DEF
points of the opponent's monster, neither monster is destroyed.
Damage:
Neither player takes any damage. Their Life Points remain the
same.
iii. Attacker's
ATK Points < Opponent's DEF Points
Attack Results
When the attacking monster's ATK points are lower than the DEF
points of the opponent's monster, neither monster is destroyed.
Damage:
Subtract the ATK points of the attacking monster from the DEF
points of the opponent's monster. This result is subtracted from the
attacker's Life Points.
c. Direct
Damage: When the Opponent Has No Monsters
If your
opponent does not have any monsters on the field, they take Direct
Damage. The full amount of the attacking monster's ATK points are
subtracted from the opponent's Life Points.
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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 aSet only ONCE PER TURN.
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 beings his/her turn with the Draw Phase.