The COOLEST Games Ever Made
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| THE GAME | |
| In Yu-Gi-Oh! Duel Monsters, two players face off in an all-out battle, engaging in a Match consisting of three duels. It will take skill, practice, strategy and luck to emerge victorious from the match, as there are many factors players can manipulate to vanquish their foe. The main battles are waged between incredible monsters split into an amazing 20 types, each with their own unique skills and fighting styles. In addition, players can use Spell, set traps, change the battlefield itself, and even fuse two monsters together to form a monster of immense power! | |
| SUBJECT THE GAME | |
| The object of the Yu-Gi-Oh! TRADING CARD GAME is to win a Match against your opponent. A single Match consists of 3 Duels. Each card battle against an opponent in which a win, loss, or draw is determined is referred to as a Duel. A WIN The player who:
A DRAW If the Duel results are:
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The outcome of a Duel is decided according to the following Official Rules:
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| Preparing Your Deck The Starter Deck contains all the cards you'll need to challenge an opponent to a Duel. Following you'll find basic rules for preparing your Deck:
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| Gameplay In accordance with the Official Rules, a Duel is conducted in the following manner:
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Remember the following codes of conduct when facing an opponent: |
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Every card you play or discard will be placed on the Game Mat. The example above shows where to place Yu-Gi-Oh! Decks and the cards that are brought into play during a Match.![]() | |
| A. Field Card Zone: Field Spell cards are played here. Only 1 Field Spell Card can be in play at any one time (Field Spell Cards). 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. 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. C. Fusion Deck Zone: If you are playing with Fusion Monster Cards, put your Fusion Deck face-down in this space (Fusion Monsters). 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. Spell & Trap Card Zone: Spell and Trap Cards can be played (face-up) or Set (face-down) to the 5 spaces of the Spell & Trap Card Zone following the rules in Main Phase 1. Important! The Spell & Trap Card Zone has a 5-CARD LIMIT. Once all 5 spaces in the Spell & Trap Card Zone are occupied, no further Spell (except Field Spell Cards) OR Trap Cards can be played or Set until there is an open Spell & Trap Card space in the Spell & Trap Card Zone. This 5-CARD LIMIT includes any of your own Equip Spell Cards used to equip your opponent's Monster Card. F. Deck Zone: Place your Deck face-down in this space. Your Side Deck is not placed on the Game Mat. You can also play Yu-Gi-Oh! without a Game Mat. Just be sure to place the cards and Decks in the indicated positions. | |
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Activate - Whenever you use the effects of a Spell Card, Trap Card, and Effect Monster card, you "activate" the card's effect. When you activate a card's effect, it 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 Spell and Trap Cards are placed vertically on the field. The Field - Throughout these rules, and on the card text itself, the Monster Card Zone, Spell & 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. |
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| Fusion Monster Cards During your turn, if you have the Spell 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"(Special Summon). 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" Spell 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 Spell & 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. | |
| Ritual Monster Cards During your turn, if you have a Ritual Monster Card in your hand, and the specific Ritual Spell 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 Spell Card. Follow the instructions printed on the Ritual Spell Card. The Ritual Monster Card is then placed face-up on an open Monster Zone space on the field in either Attack or Defense Position. The Tribute monsters and the Ritual Spell Card used to perform the Ritual Summon are destroyed. When a Ritual Monster is destroyed it is sent to the Graveyard. If a Ritual Monster Card is returned to your hand, you cannot place it on the field again without performing another Ritual Summon. 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. | |
| Effect Monster Cards The broad range of Effect Monster Cards are divided into the following types:
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| A. What is a Chain? A "Chain" is a rule used to easily determine the outcome of a complex battle resulting from a series Spell or Trap cards played by both players. For example, let's say that a player uses a Spell Card. That Spell Card is placed in a hypothetical link called Chain Link 1. If the player's opponent responds by playing one of their own Spell or Trap Cards, a Chain has been started, with this card placed in Chain Link 2. 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 Spell 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?". If you continue play without asking your opponent, they may raise an objection that will lead to a Replay (Replay Rules). Example: This is an example of a Chain: ![]() 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 Spell, 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.
Spell Speed 2: These cards can be used against a card with a Spell Speed of 1 or 2. Spell Speed 2 or 3 cards can be used against them. Spell Speed 3: This card can be used against any Spell Speed. Only another Spell Speed 3 card may be used against it. | |
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Play - 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. Phases - Phases define the order in which actions can be undertake by a player during their turn. Each phase is limited to a specific set of actions. |
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Repeat these phases for each subsequent turn.![]() | |
| 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, these 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, Spell, and/or Trap Cards. Keep in mind that you may not exceed the 5-card limit for the Monster Card Zone or the Spell & Trap Card Zone. During this phase, you may also change the Attack or Defense Position of cards already placed on the field. The position of each card can be changed only once in a single turn, during either Main Phase 1 or 2. The Damage Step details how this position effects the outcome of a Duel. At the end of Main Phase 1, you can choose to enter the Battle Phase or proceed to the End Phase (the starting player cannot conduct a Battle Phase in their first turn). Video Demonstration: Main PhaseWindows Media: small ~0.70MB | large ~2.10MB | |
I.Set or Summon Monster Cards: During either Main Phase 1 0r 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.
When playing a Monster Card to the field, a player must choose to place the card in 1 of 2 positions: Attack Position or Defense Position. For Attack Position, place the card face-up and vertical (a Summon). For Defense Position, place it face-down and horizontal (a Set). A Monster Card on the field in face-down Defense Position IS NOT considered to be summoned. Instead, it has simply been Set and can be summoned with a Flip Summon (Flip Summon). The Attack or Defense Position of a Monster Card already placed on the field may only be changed once in a single turn, during either Main Phase 1 or 2. With the exception of special conditions, once the position of a Monster Card has been changed, the card must remain in the changed position throughout the turn in progress.
A Tribute Summon is considered a Normal Summon. Therefore, a Tribute Summon and another Normal Summon CANNOT be performed in the same turn. Aside from a Normal Summon, there are 2 additional ways to summon a monster: Flip Summon and Special Summon. Video Demonstration: Tribute SummonWindows Media: small ~0.60MB | large ~1.70MB
Remember that a Monster Card placed face-down on the field (a Set) is not considered as summoned - it is considered summoned 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, but keep in mind that you can only change the position of a Monster Card once during any given turn. Video Demonstration: Flip SummonWindows Media: small ~0.56MB | large ~2.00MB
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. Video Demonstration: Special SummonWindows Media: small ~0.26MB | large ~0.73MB A Spell Card can either be Played (face-up) or Set (face-down) on the field. When a Spell Card is placed face-up, it is immediately activated. A Trap Card must always be placed face-down on the field (Set). For Spell or Trap effects, follow the instructions listed on each card. Video Demonstration: Spell or Trap CardsWindows Media: small ~0.67MB | large ~2.00MB | |
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Summary |
Once a Spell Card is placed face-up on the field, it is activated immediately and is then destroyed. Equip and Field Spell Cards (generally used to modify the strength of a Monster Card) and Spell Cards with a "Continuous" icon remain on the field. Trap Cards are usually destroyed immediately after being activated unless they have a "Continuous" icon. |
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Controlling an Opponent's Monster |
Certain Spell and Trap Cards have the effect of giving you control over an opponent's monster. When this occurs, use the following rules: |
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Video Demonstration: Controlling an Opponent's MonsterWindows Media: small ~0.48MB | large ~1.30MB |
| 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. Keep in mind that 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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Start step - Declare that you are entering the Battle Phase. You and your opponent may both play Quick-Play Spell and/or Trap Cards. Battle step - Select and announce 1 monster to attack with, and declare 1 of your opponent's monsters your target (the monster you wish to attack). You and your opponent may both play Quick-Play Spell damage. Damage step - Calculate the damage points of the designated monsters. If a monster has a Flip Effect, apply it immediately after damage calculation. However, a Flip Effect does not affect monsters that have already been destroyed as a result of damage calculation. End step - Resolve all battles by repeating the Battle and Damage Steps as many times as necessary, then declare an end to your Battle Phase. You and your opponent may both play Quick-Play Spell and/or Trap Cards. |
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| I. Start Step Announce that you are going into Battle Phase. Quick-Play Spell 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 monsters on the field, the selected monster's attack will inflict Direct Damage on the opposing player's Life Points (Direct Damage). A monster in the Attack Position does not have to attack. Depending on the situation, you can choose whether 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 Spell and Trap Cards during this step. ![]() |
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Returning gameplay to a previous step and playing that step over again is known as a "Replay". For Example, if the number of your opponent's monsters on the field change due to the effect of Trap or Quick-Play Spell Cards during your Battle Step, a Replay is triggered. When this occurs, play returns to the beginning of the Battle Step with the attacker choosing a new attacking monster and target. Replays can only be triggered by the effects of Trap or Quick-Play Spell Cards. Example: During your Battle Step, you have declared an attacking monster and designated an opponent's monster as a target. Your opponent then activates their "Ultimate Offering" Trap Card, allowing them to summon another monster to the field. Since your opponent now has a different number of monsters on the field than they did when the Battle Step began, a Replay is triggered and you may again choose a monster to attack and designate a target for the attack. Because a Replay returns play to the beginning of the current Battle Step only, monsters destroyed in previous Battle Steps are unaffected. |
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| 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 pages. During the Damage Step, only Spell 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
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. Video Demonstration: Attacking 1Windows Media: small ~0.31MB | large ~0.92MB 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. Video Demonstration: Attacking 2Windows Media: small ~0.25MB | large ~0.67MB 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 from the ATK points of the opponent's monster. This result is subtracted from the attacker's Life Points. Video Demonstration: Attacking 3Windows Media: small ~0.40MB | large ~1.10MB
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. Video Demonstration: Defense 1Windows Media: small ~0.29MB | large ~0.74MB 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. Video Demonstration: Defense 2Windows Media: small ~0.26MB | large ~0.74MB iii. Attacker's ATK Points < Opponent's DEF Points Attack Results: When the attacking monster's ATK points are lower than 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. Video Demonstration: Defense 3Windows Media: small ~0.35MB | large ~1.00MB
Following the Damage Step, the attacking player can return to the Battle Step, choose another monster, and engage in another battle. Keep in mind that each Attack Position monster may only attack once per turn. The player can repeat these steps as many times as they have monsters available to attack. Video Demonstration: Direct DamageWindows Media: small ~0.28MB | large ~0.74MB | |
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(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 Spell 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 Spell 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. |
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IV. End Step
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Limited Cards / Batas kartu dalam deck
| Forbidden / Limited Card List for Traditional Format (Effective April 1st, 2005) |
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Forbidden Cards List Announcement Upper Deck Entertainment will now offer the choice to stores and tournament organizers to run tournaments using the Forbidden List in North America, Europe, Latin America, and Oceana. They realize that some players and stores will not want to use a format with a Forbidden List. So they will be offering TWO formats. Stores and Tournament Organizers will have the choice of which types of tournaments to run. Also, they are not locked into one format or the other. A store can run a tournament with the Forbidden List on one day and a tournament without the Forbidden List on the next day. You, the player, can participate in any tournaments you want, no matter what the format. Both tournament formats will count toward the same player ranking. There will not be separate rankings for the two formats. The Forbidden List will be used at regional and national events, and the World Championship. I. Forbidden Cards There are no Forbidden Cards in Traditional Format. II. Limited Cards: You can ONLY use one of the following cards in the Deck & Side Deck combined: Black Luster Soldier - Envoy of the Beginning III. Semi-Limited Cards: You can ONLY use two of the following cards in the Deck & Side Deck combined: Abyss Soldier |
| Forbidden / Limited Card List for Advanced Format (Effective April 1st, 2005) |
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Forbidden Cards List Announcement Upper Deck Entertainment will now offer the choice to stores and tournament organizers to run tournaments using the Forbidden List in North America, Europe, Latin America, and Oceana. They realize that some players and stores will not want to use a format with a Forbidden List. So they will be offering TWO formats. Stores and Tournament Organizers will have the choice of which types of tournaments to run. Also, they are not locked into one format or the other. A store can run a tournament with the Forbidden List on one day and a tournament without the Forbidden List on the next day. You, the player, can participate in any tournaments you want, no matter what the format. Both tournament formats will count toward the same player ranking. There will not be separate rankings for the two formats. The Forbidden List will be used at regional and national events, and the World Championship. I. Forbidden Cards: NEW! You cannot use these cards in your Deck or Side Deck: Butterfly Dagger - Elma II. Limited Cards You can ONLY use one of the following cards in the Deck & Side Deck combined: Black Luster Soldier - Envoy of the Beginning III. Semi-Limited Cards You can ONLY use two of the following cards in the Deck & Side Deck combined: Abyss Soldier |
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Video Demonstration: Main Phase
Video Demonstration: Tribute Summon
Video Demonstration: Flip Summon
Video Demonstration: Special Summon
Video Demonstration: Spell or Trap Cards
Video Demonstration: Controlling an Opponent's Monster
Video Demonstration: Attacking 1
Video Demonstration: Attacking 2
Video Demonstration: Attacking 3
Video Demonstration: Defense 1
Video Demonstration: Defense 2
Video Demonstration: Defense 3
Video Demonstration: Direct Damage