How to Play

Yu-Gi-Oh is not a game for the faint of brain, so be prepared to:

1. be quickly tallying subtraction in the thousands in your head (although there are apps that do it for you)

2. have the money to buy a play mat and a 40-60 card deck. Play mats only come in structure decks, and that takes care of your deck too. For a structure deck + a few of you’re favorite cards off eBay, you will probably pay about 30-45$.

3. have someone to duel

4. have time and patience. Yu-Gi-Oh is not a fast paced game that takes 10 minutes. I’ve been in duels that lasted hours! Yu-Gi-Oh takes luck because you have to draw the right cards, but strategy because you have to figure out a way to play each card right.

If you can do all that (it’s not much really) than you can play Yu-Gi-Oh!

 

There are 14 types of cards:

 

Spell

 

 

 

Trap

 

 

 

Magic

 

 

Normal Monster

 

 

Effect Monster

 

 

Fusion (you will need polymerization)

 

 

Synchro

 

 

Tuner

 

 

Accel Synchro

 

 

Synchro Tuner

 

 

Self assemble fusion (no polymerization needed)

 

 

union self assemble fusions

 

 

Ritual Monster (require’s ritual spell)

 

 

Double tuners

 

 

XZ’s

 

What they do:

Spell: A spell card can be played from your hand our on the field. a spell card can be played on the same turn you draw it. they can do things like: block attacks, power up monsters, bring monsters sent to the graveyard back to the field, restore your life points, destroy you’re monsters, summon a ritual monster, and change the field to your advantage.

 

Trap: Trap cards are intended to back your opponent into a corner and help you. you can’t play traps from you’re hand, and you have to set them face down on the field and wait till your opponents turn to activate them. They do things like: block attacks, give monsters more attack points, destroy your monsters, destroy opponent face down traps and spells, and end the battle.

 

Magic: Magic cards are handy last minute cards. you cant play them from your hand, but you can play them the turn you set them. they can: give monsters power ups, restore life points, trade you’re monster’s with you’re foes, and destroy your monsters.

 

Normal monsters: A monster that can attack and defend, but has no special ability.

 

Effect monster: A monster that can attack, defend, and has an effect. effects can do so many things i’m not even going to give a list.

 

Fusion: A fusion monster is three monsters fused together to make a much more powerful and overwhelming monster. to do this you need the required monsters in your hand or on the field, and then you need to play polymerization (a spell card) to fuse them together. fusions don’t

 

Tuner: A tuner monster can be used to summon a synchro. a tuner plus one non tuner can summon a synchro.

 

(Quick Note): The stars on the very top of the card is the level. you can normal summon 1 monster per turn (synchro, ritual, and fusion are special monsters that go in the extra deck and are special summon) that is level 4 or lower. if it is level 5-7 than you have to have one monster on the field to tribute, and level 8-12 are 2 tributes. the only exception is when your dealing with a god card (see the wicked dreadroot above) which takes 3 tributes (the card will tell you that).

 

Synchro: A sychro monster is a monster that is made by one tuner (it may be a specific tuner or just any tuner) and one non tuner monster (this also may be specific or not). the level of the two monsters must add up to the level of the synchro monster. For instance, say i want to summon ******** (level 8) black-winged dragon, i would tune *** (level 3) tuner gale the whirlwind with ***** (level 5) sirroco the dawn to sychro summon ******** (level 8) black-winged dragon. since you can special summon as many times as possible on you’re turn, if you already had sirroco on the field, you’re normal summon could be gale the whirlwind, but then you could tune them and summon black-winged dragon. synchro’s go in you’re extra deck.

 

Accel Synchro: This is basically a very tough to pull off, synchro summoning. there is only one accel sychro at the moment (shooting star dragon) and only one Sychro Tuner: (formula sychron). first you have to summon the required synchro monster and required synchro tuner. then you’re tuning two synchro’s which is accel synchro summon. than you end up with you’re accel synchro monster which is always very strong. accel synchro’s go in you’re extra deck.

 

Self Assemble Fusion: this is the same as a fusion monster, except you don’t need polymerization. the name says it all.

 

XYZ: An XYZ monster combines and X monster, a Y monster, and a Z monster. they can also take V and W monsters. they don’t need a polymerization to be summoned. XYZ monsters belong in you’re extra deck.

 

Ritual Monsters: These are really special monsters that go in you’re extra deck. instead of sending monsters to the grave yard, you have to play a ritual spell that summons that ritual monster. they usually are extremely powerful.

 

Double Tuners: these are monsters where you tune a synchro with two tuners that add up to the level of the double tuner monster. double tuners are very similar to accel synchro’s.

 

XZ’s: by overlaying multiple monsters of the same required level, you can summon an XZ. They normally have abilities that activate when one of the overlay monsters is removed from play.

How to play:

1. A. You set up you’re play mat across from you’re opponents play mat.

1. B. You’re opponent and you trade decks and shuffle each others decks (to make sure they aren’t cheating)

1. C. Afterwords, you take back you’re deck and put it on you’re deck zone.

1. D. You place you’re extra deck on you’re extra deck zone.

1. E. You can have a side deck (you don’t use this deck in the duel) on the side. it can have up to 15 cards that you can switch in and out of you’re deck to mix things up.

1. F. The duel begins!

2. Then both players finish looking at there hands. This is called the standby phase.

3. Both you and you’re opponent draw 5 cards, then, whoever’s going first draws 1 more card. they than look at there hand. this is called the start phase.

4. Then you can summon monsters and place face downs. this is called the first main phase

5. On the first player’s first turn they may not attack since the guy who didn’t go first doesn’t even have all six cards, and has no defense, but this is called the battle phase because this is normally when you can attack.

6.Then you can place anymore facedown’s and if you haven’t already, normal summon. This is called the second main phase.

7. Then once this is all done, and there’s nothing left to do, you declare “I end my turn.” this is called the end phase.

How to win:

There are 3 ways:

1. When you go to you’re Main phase, there’s three ways you can summon a monster: Attack, Defense, and face down defense. The attack and defense are at the bottom off the card. Only Attack position monsters may attack. When a monster with more attack attacks a monster with less attack, you’re opponent takes the difference as battle damage and looses that many life points (you normally start the duel with each player having 4000 or 8000 life points) and there monster goes to the graveyard. Now, when 2 monsters of the same attack go into battle, both are destroyed and go to the graveyard, and no life points are lost. If a monster with less attack points attacks a monster with more, you take the battle damage and you’re monster is destroyed and sent to the graveyard! first player to run out of life points looses. so if you take out all you’re opponents life points, they loose. a great way to do this is to destroy all there monsters, so you can attack there life points directly.

 

2. you’re deck has 40-60 cards, right? well, when you run out of cards and you can’t draw anymore cards, you loose

 

3. There is a monster called Exodia. it has 5 pieces: left leg of the forbidden one, right leg of the forbidden one, left arm of the forbidden one right arm of the forbidden one, and Exodia the forbidden one. If you have all 5 on the field or in your hand, you’re opponent automatically looses, no matter the life point status.

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