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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!
Object of 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:
  • Is the first to win 2 Duels in a Match OR
  • Has 1 win and 2 draws, is declared the WINNER.

    A DRAW

    If the Duel results are:
  • 1 win, 1 loss and 1 draw OR
  • 3 draws, the match is considered a DRAW.

Winning a Duel
The outcome of a Duel is decided according to the following Official Rules:
  • Each player begins a Duel with 8000 Life Points.

  • Life Points decrease as a result of damage calculation after battle (see Damage Step).

    You win a Duel if you reduce your opponent’s Life Points to 0. If your opponent reduces your Life Points to 0, YOU lose!

  • If you and your opponent both reach 0 Life Points at the same time, the Duel is declared a DRAW.

  • If either player’s Deck runs out of cards during a Duel, the first player unable to draw a card is declared the LOSER. Bearing this in mind, a good duelist should make every card count.

  • If at any time during the Duel you hold the following cards in your hand, you instantly win the Duel:

      • Right Leg of the Forbidden One
      • Left Leg of the Forbidden One
      • Right Arm of the Forbidden One
      • Left Arm of the Forbidden One
      • Exodia the Forbidden One

Getting Started
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:
  • The Deck used for dueling should contain a minimum of 40 cards. Aside from this minimum limit, your Deck can contain as many cards as you like.

  • In addition to your dueling Deck, you can also have 15 additional cards in a separate pile known as the Side Deck. The Side Deck allows you to modify your Deck to better suit your strategy during a Match.

  • Between Duels, you can exchange any card from your Side Deck with any card in your Deck - as long as you end up with the same number of cards that your Deck began the Match with.

  • The Side Deck you create must contain exactly 15 cards at the beginning of a Match. In other words, if you don't have enough cards to create a 15 card Side Deck, you cannot use one at all. NOTE: This Starter Deck contains 50 cards, so you will need 5 more cards to create a Side Deck.

  • In any Match, the Deck and Side Deck combined cannot contain more than 3 copies of the same card. Also, be aware of Forbidden and Limited Cards.

Gameplay

In accordance with the Official Rules, a Duel is conducted in the following manner:
  • Before you start a Duel, greet your opponent with a friendly handshake.

  • Both players shuffle their respective Decks and hand them to their opponent to shuffle (this is called Cutting the Deck). The Decks are then returned to their owners and placed face-down in their respective Deck Zones on the Game Mat, p.6.

  • When using Fusion Monster Card(s), place the card(s) face-down on the Fusion Deck Zone of the Game Mat. A Fusion Deck is a card or a group of cards consisting only of Fusion Monsters formed by fusing 2 or more monsters during a Duel (Fusion Monsters). NOTE: The cards of the Fusion Deck are NOT counted in the 40 cards minimum limit of the Deck.

  • Show your opponent that your Side Deck contains exactly 15 cards (the cards may be counted face-down). When your Side Deck cards are exchanged with those in your Deck, count the cards of your Side Deck with your opponent once again to verify that the Deck still contains the same number of cards.

  • For the first Duel in a Match, decide who starts first with a coin toss. For subsequent Duels in the Match, the loser of the previous Duel decides who starts first.

  • Finally, each player draws 5 cards from the top of their respective Decks. Once both players have 5 cards in their hand, the Duel begins, following the rules in Phases of Gameplay. Before you learn how a Yu-Gi-Oh! turn proceeds, it is important to fully understand the Game Mat and game cards. Understanding how each type of card works will help you plan strategies to ensure that you will emerge from the Match victorious!

Manners in Dueling

Remember the following codes of conduct when facing an opponent:

  • Always declare each move in a loud, clear voice before you execute any play.
  • Your opponent is entitled to know the contents of your Graveyard and the number of cards in your hand. If asked, you are obligated to answer truthfully.
  • Never touch an opponent's cards without asking permission.
  •  

     

    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, Spell, 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 Spell & 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.


    You can have up to 3 duplicates of the same card in your Deck. Cards included in your Side Deck count towards this 3 duplicate limit. Also, be aware of Forbidden and Limited Cards.


    B. Deck Construction Hints
      I. Keep the Monster Card to Spell/Trap Card ratio at 1 : 1

      The building blocks of your Deck are the Monster Cards. No matter how many powerful Spell or Trap Cards you have, no monsters on the field means you've got nothing to defend your Life Points. A general rule of thumb is that roughly half of your Deck should be made up of monsters. Therefore, if you've got a Deck of 40 cards, around 20 should be Monster Cards.

      II. Keep The Number of High Level Monsters To A Minimum

      In order to perform a Tribute Summon (required for a Level 5 or higher monster), you will have to offer monsters as a Tribute. If your Deck is filled with high-level monsters, summoning them to the field will be very costly. Instead, include lots of Level 4 or lower monsters in your Deck and keep the number of high-level monsters to a minimum.

      III. Make Good Use Of Your Effect Monsters

      Effect Monsters with Spell or Trap effects play an important strategic role in your Duels. You can create a powerful Deck if you take full advantage of these effects. For example, the "Hane-Hane" card forces your opponent to return one monster from the field to their hand. Using this card at the right moment could leave your opponent's Life Points wide open for an attack from a high-level monster.

      IV. Include Cards That Increase Opportunities To Draw

      In a Duel, the basic rule is that you can only draw 1 card during the Draw Phase. Therefore, it is strategically to your advantage to be able to draw more cards than your opponent. For example, cards like "Pot Of Greed" increase your chances of drawing vital cards from your deck.

      V. How To Create Your Side Deck

      In between Duels, you are allowed to use a Side Deck of 15 cards to adjust the contents of your Deck. Prepare your Side Deck with cards that help address the weaknesses in your Deck or have the power to neutralize specific cards.
            Spell Cards
            There are several types of Spell Cards. Spell Cards can only be played during a Main Phase (Phases of Gameplay, p.22). The only exception to this rule is a Quick-Play Spell Card. Spell Card types are identified by the card icons listed at the end of this section. Spell cards are color-coded GREEN.
            Spell diagram
            Normal Spell Cards

            Once their Spell is activated these cards are destroyed. Like the "Dark Hole" card, they are often very powerful.

                


            Continuous Spell Cards

            These cards remain on the field once they are played and their Spell effect continues until they are destroyed or removed. There is often a cost involved to maintain the effect of this type of Spell Card.

                view card


            Equip Spell 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 Spell Cards. In some cases, certain monsters cannot be equipped with these cards (refer to the individual card’s text). One monster can be equipped with several Equip Spell Cards.

            However, Equip Spell Cards count towards your 5-card Spell & Trap Card limit (even cards attached to an opponent’s monster), so be sure to use them wisely.

                view card


            Field Spell 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 Spell & 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 Spell Card on the field at any given time between both players. When a new Field Spell Card is activated, the previous active card is sent to the Graveyard. Also, if a Field Spell card is destroyed and there are no active Field Spell 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 Spell Card is Set when an active Field Spell Card is destroyed, the Set card does not automatically activate. Field Spell Cards can only be activated by a player, but never during an opponent’s turn.

                view card


            Quick-Play Spell 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.

                view card


            Ritual Spell Cards

            These card are needed to summon a Ritual Monster. After the Ritual Monster Summon, it is destroyed together with the required Tribute monster(s).



            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 at the end of this section. Trap Cards are color-coded PURPLE.
            Trap diagram
            Normal Trap Cards

            A normal Trap Card has no icon. Once activated, this type of card is destroyed.

                view card


            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.

                view card


            Counter Trap Cards

            These Trap Cards are activated in response to the Summon of monsters or to neutralize the effects of Spell or Trap Cards. Once activated, this type of card is destroyed.


          Deck Construction official rules...
          Page 34 of the rule book states: A deck must contain at least 40 cards. You will have a better chance of drawing certain cards if you keep you deck around 40 cards. You can also only have 3 of tyhe same cards in your deck, this includes your Side Deck.

          Construction hints....
          Keep you monster card and Magic/Trap card ratio at 1 : 1. If you don't draw any monsters, then you won't be able to defemnd yourself.

          Keep the number of high level creatures to a minimum...
          In my decks, I ussually never have above 5 high level monsters. It is harder to play higher level monsters due to their tribute costs.

          Don't forget about the effect monsters
          Effect monsters like Hane-hane can add to your strategies and can off-set your opponent!

          Include cards that increase you ability to draw
          In this game, the more cards you have the better you will do. Therefore, add cards like Pot of Greed which will allow to draw extra cards!

          Cards that will strengthen every deck....
          Raigeki
          Pot of Greed
          Monster Reborn
          Change of Heart
          Dark Hole

           

          Hint From Me:

          Try to keep the most dominating and effective cards in your main deck.


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