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How To Play Yu-Gi-Oh Card Game
When you have free time in your daily activities, what will you do? Have
you ever thought of playing card games? If you like, I recommend you to play Yu-
Gi-Oh. Yu-Gi-Oh is some kind of trading card game which you play with your own
cards and battles with your opponent cards. With the Yu-Gi-Oh CARD GAME you
can take part in an exciting card game action seen in the Yu-Gi-Oh anime. To win
this game there are three ways either make your opponent life point become zero,
your opponent deck has run out, or win because of card effect. In this game, two
players fight each other using a variety of Monster Cards, Spell Cards, and Trap
Cards that were placed in deck to defeat their opponent. It’s important to learn
how to play correctly, so you should know the rules if you’re new to the game.
Understanding the rules will help you make the best use of your cards. The
important things that we must know about this game are preparation before game,
game cards, how to play, battle and chains, removed from game, and clash between
rules and card effect.
Now, before you play, you have to prepare something that needed in this
game. The preparation contains building deck, preparing additional item and
preparing Game Mat. The first that you must to do is create your deck. The deck
you build consist of Main Deck and Extra Deck . First, build your Main Deck .
Main Deck contains Monster Cards, Spell Cards, and Trap Cards. The Deck
must be at least 40 cards and maximum 60 cards. You can only have up to 3 copies
of the same card in your Main Deck and Extra Deck . Also, some cards are
Forbidden, Limited or Semi-Limited in official tournaments and Yu-Gi-Oh video
games. The details about Forbidden, Limited and Semi-Limited will be explained
later at paragraph below. Try to keep your Deck close to the 40-card minimum.
Having a Deck with too many cards makes it hard to draw your best cards when
you need them and play your combo. This Deck is called your Main Deck . After
you finish build your main deck, create your Extra Deck . This Deck consists of
Xyz Monsters, Synchro Monsters and Fusion Monsters, which can be used
during the game if you meet certain requirements. Explanation about Xyz
Monsters, Synchro Monsters and/or Fusion Monsters will be discussed in the
paragraph below. You can have up to 15 cards in the Extra Deck . The Extra Deck
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can only contain Xyz Monsters, Synchro Monsters and/or Fusion Monsters. If
you do not have Xyz Monsters, Synchro Monsters and/or Fusion Monsters in
your deck, then you do not need to build Extra Deck.
After finishing build your deck, you need some additional item. Thoseadditional items are coin, dice, counters, and some marker for Monster Tokens.
You need dice because some cards require a coin toss for its effect. If you play
with these, have a coin ready to flip. Just like the coin, there are some cards that
need a dice roll. If you play with these, have a standard dice ready with numbers 1
through 6. Some cards will require markers (called counters) to keep track of
things like the number of turns, or a card power level. You can use small objects
like glass beads, paper clips, or pennies for the counters, which are placed on face
up cards. Monster Tokens are monsters that appear on the field as the result of a
card’s effect. They are not included in the Deck, and cannot be sent anywhere
other than the field, such as the hand or Graveyard. When a Token is destroyed or
returned to the hand or deck, they are simply removed from the field instead. You
can use coins, card sleeves, or any similar marker (as long as it can indicate Attack
Position or Defense Position) as Monster Tokens and play them in Monster Card
Zones. Each Monster Token takes up 1 of your 5 Monster Card Zones.
The last preparation is Game Mat. You need Game Mat or Duel Field. This
Game Mat consists of Field Card Zone, Monster Card Zone, Graveyard Zone,Extra Deck Zone, Spell and Trap Zone, and Deck Zone. Now I will explain
each zone in Yu-Gi-Oh Duel Field. First, I will explain about Field Card Zone.
Field Card Zone located at the upper left. Special Spell Cards called Field Spell
Cards are played here. Only one Field Spell Card can be active at a time.
Whenever a new Field Spell Card is activated, the previous active one is
automatically destroyed. Field Spell Card does not count towards the 5-card limit
of your Spell and Trap Zone. Now, I will explain about Monster Card Zone.
Monster Card Zone located at the right of Field Card Zone. Monster Card
Zone contains 5 spaces. This is where you put your monsters when they’re played.
There are 3 main ways to position your Monster Cards: face-up Attack Position,
face-up Defense Position, and face-down Defense Position. Place the card
vertically for Attack Position, and horizontally for Defense Position. Next is,
Graveyard Zone. Graveyard Zone located at the upper right and next of
Monster Card Zone. Function of Graveyard Zone is when card is destroyed on
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the field, or discarded from hand, or when Spell card/ Trap Card are used,
they’re sent face-up to this space. The contents of both players Graveyards are
public knowledge, and your opponent can look through yours at any time during
the Duel. The order of the cards in the Graveyard should not be changed. Next is
Extra Deck Zone. Extra Deck Zone located below Field Card Zone. Place yourExtra Deck face-down in this space. You can look at the cards in your own Extra
Deck during the game. Next is Spell and Trap Zone. Spell and Trap Zone
located on the right of Extra Deck Zone. Spell and Trap Zone contain 5 spaces.
This is zone where you put Spell Cards and Trap Cards. You place them here
face-up to activate them, or place them face-down. Because a Spell Card or Trap
Card is placed in this zone when it is activated, no further Spell Cards can be used
if all 5 spaces are occupied already. The last Zone is Deck Zone. Deck Zone
located on the right of Spell and Trap Zone. Place your Deck face-down in thisspace. Players draw cards from here to their hands. If a card effect requires you to
reveal cards from your Deck, or look through it, shuffle it and put it back in this
space after resolving the effect. For Game Mat, you can use official Yu-Gi-Oh Duel
Field, or simply use the floor, as long as you remember where to place the cards.
The Game Mat helps you organize your cards during a Duel. The picture below is
one example of official Yu-Gi-Oh Duel Field.
eld Card Zone
onster Card Zone
Graveya
Deck
a Deck Zone
Spell and Trap Zo
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When you finished building deck, preparing additional items, and preparing
Game Mat, that means you have completed the preparation Yu-Gi-Oh CARD
GAME before playing game. Now, I will tell you about game cards. What is this
game about? This game contains Monster Cards, Spell Cards, and Trap Cards.
Monster Cards are used to battle and defeat your opponent. Battles between
Monster Cards are the foundation of any Duel. There are many kinds of Monster
Cards. This game is more than a simple slugfest, so monsters with high Attack and
Defense Points will not be enough. There are also monsters with strong special
effects even though their attack point and defense points are low. Therefore, your
success in a Duel depends on how skillfully you can make use of the different
kinds of cards. Now I will explain different kinds of Monster Card, how to read
Monster Card, and variety Monster Cards. Monster Cards divided into two
kinds: Normal Monster and Effect Monster. Normal Monster is a Monster
Cards that does not have special abilities. Most Normal Monsters have higher
Attack Points and Defense Points than Effect Monsters, instead of having special
abilities. Effect Monsters is monster that has special abilities. The effect of
Monster Card can be read in the text of respective card.
If you already understand different kind of monster, I will teach you how to
read Monster Card. Monster Card consists of Card name, Attribute, Level,
Type, Card Effect, also Attack and Defense point. First, I will explain about cardname. A card name is mentioned in card text it appears in quotations. If cards have
the same name, they are considered to be the same card. Second I will explain
about Attribute. Attribute are essentially the "Elemental" groups for each Monster
Card. There are different cards made to support each "element", and there are
popular monsters of each kind. It is possible for a monster to be considered part of
multiple attributes via a card effect. There are 6 different Attributes a monster can
have and those are Dark, Earth, Fire, Light, Water, and Wind. This Attribute is
sometimes important for card effects. For example, Field Spell Card “ Rising Air
Current ”, whose increase Wind attack power 500 point. Next is Level. To know
level of Monster Card, count the number of stars to find out. In order to Normal
Summon a monster that is Level 5 or higher, you must Tribute monsters you have
on the field. For Xyz Monsters, the number of stars is the Rank of the monster,
also is not treated as level. Then, I will explain about type. A type is a means to
split monsters into groups in order to enable Support Cards granting various
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effects, to a specific order of monsters. Each monster has one Type. There are 22
different legal Types in the Yu-Gi-Oh CARD GAME. Those type are Aqua, Beast,
Beast-Warrior, Dinosaur, Dragon, Fairy (Angel), Fiend, Fish, Insect, Machine,
Plant, Psychic, Pyro, Reptile, Rock, Sea Serpent, Spellcaster, Thunder, Warrior,
Winged Beast, and Zombie. Each of those type has their own characteristic. Forexample, Zombie monsters are known for having many cards that revive other
zombies, or spellcaster, which majority of these creatures contain effects and can
be very versatile Monsters, used often with support of Spell Cards. Next about card
effect. Card effects are written here, describing the monster’s special abilities and
how to use them. Normally, the effects of monsters cannot be used while they are
face-down on the field. Normal Monster Cards do not have effects, and have a
description of them written here that does not affect the game. The last is attack
and defense point. Attack is a monster’s ATK and DEF is a monster’s DefensePoints. Attack points that determine a Monster Card's "strength" when attacking
the opponent's Monster Cards while Defense point are points that determine a
monster's defense when defending against your opponent's Monster Cards. High
Attack and Defense Points are good when battling! To understand better about
reading Monster Cards, you can see the picture below it.
Card Name
Attribute
Level
Type
Attack Point and
Defense PointCard Effect
Effect Monster
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This time, I will let you know about Monster Cards variation. Monster
Cards variation consist of Fusion Monster, Ritual Monster, Synchro Monster,
and Xyz Monster ( pronounced as Exceed Monster). First, I will explain about
Fusion Monster. Fusion Monsters colored violet, are cards representing a
combination of two or more monsters. They are summoned by using the specific
monsters listed on the card combined with the Spell Card " Polymerization”.
Fusion Monsters may only be included in the Extra Deck , and cannot exist in the
hand or Main Deck . If a Fusion Monster is returned to its owner's hand or Deck,
it is instead sent back to the Extra Deck . However, they may be sent to the
Graveyard when destroyed. Second is Ritual Monster. Ritual Monsters, colored
blue, are Monsters that can only be Special Summoned with their corresponding
Ritual Spell Card. When a Ritual Spell Card is activated, Tributes must be
offered either from your side of the field or from your hand whose combined Level
is equal to or greater than the Level of the Ritual Monster. Ritual Monster Cards
are placed in the Main Deck. Third, I will explain about Synchro Monster.
Card Name
Type
Card Effect Attack Point and
Defense Point
Level
Attribute
Normal Monster
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Synchro Monster colored white, are monsters that can only be Special Summoned
by sending 1 face-up “Tuner ” monster and any number of face-up non-Tuner
monsters from your side of the field to the Graveyard, when the sum of all their
Levels is exactly equal to the Level of the Synchro Monster. Some Synchro
Monsters require a specific Tuner monster in order to be Summoned, while theothers require specific materials depend on the card description. Remember, only 1
can be a Tuner Monster. Now the last, but not least I will explain Xyz Monster.
Xyz Monster is a type of Monster Card that is colored black. They are stored in
the Extra Deck . Instead of a Level, Xyz Monsters have a Rank. This Rank
determines the required Levels of the Xyz Materials needed in order to
Summoned. A Xyz Monsters Rank is depicted by a row of yellow stars in black
orbs that extend outwards from the left-hand side of the card. In order to summon a
Xyz Monster, you need 2 or more(depending on the card) monsters of a levelequal to that of the Xyz monster from field. When you summon the Xyz monster,
instead of going to the grave, the monsters used to summon it are instead placed
behind the Xyz monster for the use its effects. However, unlike Synchro
Monsters, a Xyz Monsters Rank is not the total sum of the monsters' Levels used
to Summon it; thus, if 2 Level 3 monsters are required, then the Xyz Monster
would be Rank 3, not Level 6.
If you already understand about Monster Cards, I will explain about Spell
Cards. Spell Cards are cards with green-colored borders that have various effectsto alter the play of the game. Usually, a Spell Card has a single effect to provide a
bonus to the user or a weakness to the opponent. Spell Cards contains six types.
Those types of Spell Card are normal Spell Card, Continuous Spell Card,
Equip Spell Card, Quick-Play Spell Card, Field Spell Card, and Ritual Spell
Card. Normal Spell Cards symbolized with nothing. Normal Spell Cards have
single-use effects. To use a Normal Spell Card, announce its activation to your
opponent. For example: “From my hand, I active my spell card Lightning Vortex.”
Placing it face-up on the field. If the activation succeeds, then you resolve theeffect written on the card. After resolving the effect, send the card to the
Graveyard. Continuous Spell Card symbolized with a infinity . Continuous
Spell Card remains on the field once they are activated, and their effect continues
while the card stays face-up on the field. To get rid this card, you or your opponent
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must destroy this card using some card effect. Equip Spell Card symbolized with
cross . Equip Spell Card give an extra effect to 1 face-up monster of your
choice (either your own or your opponent’s, depending on the card). They remain
on the field after they are activated. The Equip Spell Card affects only 1 monster(called the equipped monster), but still occupies one of your Spell & Trap Card
Zones. If possible, place it in the zone directly behind the equipped monster to help
you remember. If the equipped monster is destroyed, flipped facedown, or
removed from the field, its Equip Spell Cards are destroyed. Field Spell Card
symbolized with a compass rose , Field Spell Card is placed in the Field
Card Zone and remain on the field after they are activated. There can only be 1
face-up Field Spell Card on the field at any given time between both players.
When a new Field Spell Card is activated, the previous active Field Spell Card is
destroyed automatically. These cards may be placed facedown in the Field Card
Zone, but are not active until flipped face-up. Quick-Play Spell Card symbolized
with a lightning bolt . Quick-Play Spell Card is special Spell Cards that can
be activated during any Phase of your turn, not just your Main Phase. You can also
activate them during your opponent’s turn if you Set the card face-down first.
Ritual Spell Card symbolized with a flaming chalice . Ritual Spell Cards
are used to perform Ritual Summons. Use these cards in the same way as you
would use Normal Spell Cards. Continuous Trap Card symbolized with a
infinity .
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After Spell Cards description, I will explain about Trap Cards. Trap
Cards are cards with purple-colored borders and help you out with different
effects, just like Spell Cards. The big difference between them is that you can
activate Trap Cards during your opponent’s turn. Many Spell Cards have effects
useful for offense, but Trap Cards have the ability to surprise the opponent by
disrupting their attacks and strategies. Using Trap Cards can sometimes be tricky,
since your opponent might have to do certain things before you can unleash them.
Just like Spell Cards, Trap Cards has different types. Trap Cards divided into
three different types. Those types are Normal Trap Card, Continuous Trap
Card, and Counter Trap Card. Normal Trap Cards symbolized with nothing.
Normal Trap Cards have single-use effects and once their effects are resolved,
they will be sent to the Graveyard, just like Normal Spell Cards. They are also
similar to Normal Spell Cards because once activated, their effects are not likely
to be stopped. However, your opponent can destroy your face-down Trap Cards
Card Name Type
Icon
Card Effect
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on the turn they were Set, or before the time is right to activate them. Because of
this, you must be smart about how you use your Trap Cards. Continuous Trap
Card symbolized with a infinity . Just like Continuous Spell Cards,
Continuous Trap Cards remain on the field once they are activated and theireffects continue while they are face-up on the field. Counter Trap, symbolized by
a curved arrow . These Trap Cards are normally activated in response to the
activation of other cards, and may have abilities like negate the effects of those
cards. These types of Traps are effective against Normal Spell Cards or Normal
Trap Cards, which are otherwise hard to stop. However, many Counter Trap
Cards require a cost to activate them, like discard 1 card from your hand.
Card Name Type
Icon
Card Effect
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Now, you are already understand about game card, this turn I will tell you
about how to play Yu-Gi-Oh CARD GAME. Just like I tell you before, you will be
declare a winner if you Reduce your opponent’s Life Points to 0, Your opponent is
unable to draw a card when they are supposed to draw, or Win with a card’s
special effect. At start, each player starts a fight with 8000 Life Points. Then,decide who will get first turn. You can decide by playing rock-paper-scissors or
flipping a coin. Starting with the first player, it’s time to get your game on! The
most important thing is to understand turn structure. Each player, have same turn
structure, except at turn 1, which Standby Phase and Battle phase are skipped. A
Duel progresses in a series of turns which are divided into six phases: Draw
Phase, Standby Phase, Main Phase 1, Battle phase, Main Phase 2, End phase.
To be more specific, you can see picture below. I will explain each phases
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Draw Phase is the first phase. Player draw/ pick one card from the top of
their Deck. A player with no cards left in their Deck and unable to draw loses the
Duel. After you draw, Trap Cards who already sets on the field or Quick-Play
Spell Cards can be activated from your hand or field before proceeding to the
Standby Phase. It applies also for opponent, but your opponent cannot activeQuick-Play Spell Cards from his hand. Main action in this Phase is Draw 1 Card,
and possible other actions are activating Trap Cards, Quick-Play Spell Cards, or
execute some card effect that active in Draw Phase.
Standby Phase happens immediately after the Draw Phase. Some cards
have effects that activate, or costs you must pay, in the Standby Phase. If you do
not have any of these cards on the field, you can still activate Trap Cards or
Quick-Play Spell Cards before moving on to your Main Phase 1.
Now, I will explain Main Phase 1. This is when you play most of your
cards: you can Normal Summon, Set monster, change the battle position of a
monster, activating a card effect, and Set either Spell Cards, Trap Cards, or both.
These actions can be done in any order you want. Normal Summon is the most
common way to Summon monsters. Place your monster card from your hand
whose level is 4 or lower to field in attack position (place it vertical). A Normal
Summon can only be conducted once per turn, even if it was negated by a card
effect. However, for monsters that are Level 5 or higher, you must Tribute at least1 monster you control before the Normal Summon. This is called a Tribute
Summon, but still treated as Normal Summon. Monsters that are Level 5 or 6
require 1 Tribute and Monsters that are Level 7 or higher require 2 Tributes. To
play a Monster Card from your hand in face-down Defense Position is called a
Set (place it horizontal). In order to Set Monsters that are Level 5 or higher, you
still need to Tribute. It’s important to remember that a monster Set on the field in
face-down Defense Position is not considered Summoned. It has been Set and can
be Summoned with a Flip Summon or flipped face-up by an attack or card effect.
Remember, you can only Normal Summon or Set once per turn, so if you Set a
monster you cannot Normal Summon a monster that turn. In Main Phase 1, you
can also change the battle position of a monster. This includes Flip Summoning a
monster, or changing the position of a face-up monster to face-up Attack or
Defense Position. You can change the position of each monster you control, except
in three cases. First, you cannot change the battle position of a monster that was
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played onto the field this turn. Second, you cannot change it in Main Phase 2 if the
monster attacked during the Battle Phase. Last, you cannot change it if you have
already changed its battle position once this turn. You can activate Spell Cards
and Trap Cards, or the effects of Spell, Trap, or Effect Monster Cards as many
times as you want during this phase, as long as you can keep paying any costsinvolved. You can Set Spell Cards and Trap Cards face-down in your Spell and
Trap Card Zone during this phase as many as possible, as long as you have space.
Battle Phase is the Phase in which battles are conducted. Now it’s time to
battle with your Monster Cards! You do not have to conduct a Battle Phase every
turn, even if you have a monster on the field. This phase is divided into steps:
Start Step, Battle Step, Damage Step, End Step. You need to pay attention on
replay rules during the Battle Step too. First is Start Step. This step starts the
Battle Phase. The turn player should announce “I’m entering the Battle Phase."
Important: The player who goes first cannot conduct a Battle Phase in their very
first turn. Now I will explain Battle Step. Select 1 monster on your side of the
field to attack with, and 1 of your opponent’s monsters as your attack target, and
then declare the attack. If your opponent does not have any monsters on the field,
you can attack directly. Play then proceeds to the Damage Step. Afterwards, the
attacking player returns to the Battle Step, and repeats this procedure. Each face-
up Attack Position monster you control is allowed 1 attack per turn. You do not
have to attack with a monster if you don’t want to. Next is Damage Step. In thisstep, the players calculate the result of the battle and whatever damage is done. If
you attack a face-down Defense Position monster, flip the card to face-up Defense
Position in the Damage Ste p. Now you can see the monsters defense point and
then calculate damage. When an attacked monster is flipped face-up, any Flip
Effects are activated and resolved after damage calculation. After finishing the
Damage Step, return to the Battle Step. After you’ve resolved all your battles by
repeating the Battle and Damage Steps, and you have no more monsters you want
to attack with, proceed to next step. Announce to your opponent that you areending your Battle Phase. This step called End Step. If you already understand
those steps, you need to learn about replay rules during the Battle Step. After
you’ve announced your attacking monster and the attack target monster during a
Battle Step, the attack target might be removed from the field, or a new monster
may be played onto the opponent’s side of the field before the Damage Step, due
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to a card effect. This causes a “Replay.” When this occurs, you can choose to
attack with the same monster again, or choose to attack with a different monster, or
choose not to attack at all. Note: if you attack with a different monster, the first
monster is still considered to have declared an attack, and it cannot attack again
this turn.
If you conducted your Battle Phase, your turn moves to Main Phase 2
afterwards. The actions a player can perform in this phase are the same as in Main
Phase 1. However, if the player already did something in Main Phase 1 that has a
limit to the number of times it can be done (for example Normal Summon), the
player cannot do it again in Main Phase 2. Consider if you want to activate and Set
Spell & Trap Cards, or Summon or Set a monster (if you didn’t do that in Main
Phase 1) based on your situation after the Battle Phase. Use this phase to prepare
for the opponent’s turn.
End Phase is end of your turn then proceed to your opponent next turn.
Announce the end of your turn, and if there are any cards on the field which say
“…during the End Phase…” in their text, resolve those effects in this phase. If
you have more than 6 cards in your hand at the end of this phase, select and discard
cards to the Graveyard until you only have 6 cards in your hand. You can also
activating Trap Cards and Quick- Play Spell Cards during this phase.
This turn, I will describe Battle and chains. First, I will explain about
monster battle rules. You calculate Battle Damage based on the battle position of
the monster you are attacking. If you attack an Attack Position monster, compare
Attack point vs. Attack point. If you attack a Defense Position monster, compare
your monster’s Attack point vs. the attacked monsters Defense point. When your
attacking monster has attack point higher than the attack point of the opponent’s
monster, the attacking monster destroys the opponent monster and sends it to the
Graveyard Zone. The amount that your attacking monster’s Attack point exceeds
the attack point of your opponent’s monster is subtracted from your opponent’sLife Points as Battle Damage. When your attacking monster attack point is equal to
the attack point of the opponent monster, the result is considered a tie, and both
monsters are destroyed and sent to the Graveyard Zone. Neither player takes any
Battle Damage. When your attacking monster attack point is lower than the attack
point of the opponent’s monster, the attacking monster is destroyed and sent to the
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Graveyard Zone. The amount that the opponent monster attack point exceeds the
attack point of your attacking monster is subtracted from your Life Points as Battle
Damage. When your attacking monster attack point is higher than the defense point
of the opponent monster, the attacking monster destroys the opponent’s monster
and sends it to the Graveyard Zone. Neither player takes any Battle Damage.When your attacking monster attack point is equal to the defense point of the
opponent’s monster, neither monster is destroyed. Neither player takes any Battle
Damage. When your attacking monster attack point is lower than the defense point
of the opponent’s monster, neither monster is destroyed. The amount that the
opponent’s monster’s DEF exceeds the attack point of your attacking monster is
subtracted from your Life Points as Battle Damage. If there are no monsters on
your opponent’s side of the field, you can attack directly. The full amount of your
attacking monster attack point is subtracted from the opponent Life Points as BattleDamage.
Now, it’s turn to explain Chain. Chain are a way to order the resolution of
multiple card effects. They are used when the effects of more than 1 card are
activated at once, or when a player wants to use an effect after a card has been
played, but before that card has an effect on the game. In other word, intercepting a
card effect. If a card’s effect is activated, the opponent is always given a chance to
respond with a card effect of their own, creating a Chain. If your opponent
responds with an effect, then you can choose to respond and add another effect tothe Chain. If your opponent does not respond, you may activate a second effect
and create a Chain to your own card’s activation. Both players continue to add
effects to the Chain until they both wish to add nothing else, then you resolve the
outcome in reverse order, starting with the last card that was activated. You must
always be careful not to resolve the effects of your cards before asking your
opponent if they wish to make a Chain.
To understand chain, you must also understand Spell Speed. Every type of
card effect has a Spell Speed between 1 and 3. If you want to respond / intercept a
card effect in a Chain, you have to use an effect with Spell Speed 2 or higher, and
it cannot have a lower Spell Speed than the effect you are responding to. Spell
Speed 1 contains Normal Spell Card, Field Spell Card, Ritual Spell Card,
Equip Spell Card, Continuous Spell Cards, and some effect monster (Ignition,
Trigger, and Flip). These cards cannot be activated in response to any other effects.
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Typically, these effects cannot be Chain Link 2 or higher. Spell Speed 2 consist
of Normal Trap Card, Continuous Trap Card, Quick- Play Spell Cards, and
Effect Monster Quick Effect. These cards can be used to respond to a Spell Speed
1 or Spell Speed 2 effect, and can typically be activated during any phase. Spell
Speed 3 contain only Counter Trap Card. This is the fastest of all Spell Speeds and can be used to respond to a card of any Spell Speed. Only another Spell Speed
3 card may be used to respond to these cards. Due the complicated of Chain and
Spell Speed rules, I will give you an example and you can see picture below for
more details. For example I say: “From my hand, I active my spell card, “ Heavy
Storm”, which enables me to destroy all Spell Cards and Trap Cards on the
field.” But, my opponent responds my “ Heavy Storm” and says: “Before “ Heavy
Storm” executed, from my field, I active my trap card, “Threatening Roar ”, which
prevents my opponent from declaring attacks this turn. Therefore, you cannotattack me this turn”. In order to prevent “Threatening Roar ” activation, I respond
with my Counter Trap Card and says: “If that so, From my field, I active my
Counter Trap Card, “Seven Tools of the Bandit ”, which enables me to negate trap
card by paying 1000 life point.” In this case, “Seven Tools of the Bandit ” (Chain
Link 3) is resolved first and negates the activation of “Threatening Roar .”
“Threatening Roar ” (Chain Link 2) would then be resolved, but the effect of
“Seven Tools of the Bandit ” stops its activation. The turn player will still be able to
declare attacks. Then the effect of “ Heavy Storm” (Chain Link 1) is resolved
successfully, destroying all Spell and Trap Cards on the field, allowing the turn
player to attack without interference from Spell or Trap Cards.
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Now, I will tell you about Banish (Previously Remove from Play). Banish is
a term used to describe when a card is removed from the Duel by another card's
effect. Once a card is banished, it cannot re-enter the current Duel, except by a card
that specifically allows it. It has nearly same function as graveyard, but placed in
different zone. You can put banished card everywhere as long as not in Game
Mat.
Finally, I will tell you about Card Effects that contradict against rules. Some
card effect has the effect that contrast with rules. In this case, the card effect takes
precedence. For example, “ Darkness Destroyer ”, who has effect attacking twice
during each Battle Phase and when this card attacks a Defense Position monster,
inflict Battle Damage to your opponent. Because of card effect, this card can attack
twice, which normally monster card only allowed to attack only once per turn, and
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when this card attack defense position monster, inflict battle damage, which
normally when a monster attacking defense position monster, your opponent did
not take battle damage.
So, what do you think about Yu-Gi-Oh CARD GAME? Complicated isn’t it?But, when you try to play this game, actually it is fun. This game help us
expanding our imagination and increase your ability to calculate number. The most
important to play this game are knowing about preparation before game, game
cards, how to play, battle and chains, removed from game, and clash between rules
and card effect.