Yu-Gi-Oh!
Trading Card Game Rules
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here for restrictions list
Here
are the rules for the English Yu-Gi-Oh! card game.
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.
You win a Duel if you reduce your opponent's 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.
-
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
Following you'll find the 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. 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:
Both
players shuffle their respective Decks and hand them to their
opponent to shuffle. The decks are then returned to their owners and
placed face-down in their respective Deck Zones on the Duel Fiend. When
using a Fusion Monster Card(s), place them face-down on the Fusion
Deck Zone of the Duel Fiend. 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. 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 tarts first with a coin toss.
For subsequent Duels in the Match, the loser of the previous Duel
decides who starts first. 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.
Remember
the following codes of conduct when facing an opponent:
-
Your
opponent is entitled to know the contents of your Gaveyard
and the number of cards in your hand. If asked, you are
obligated to answer truthfully.
-
Never
touch an opponent's card without asking permission.
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. |
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.
| - |
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. |
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.
-
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. |
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.
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