The Yu-Gi-Oh! Trading Card Game is a collectible card game based on Duel Monsters, which is the main plot device in the popular Japanese manga Yu-Gi-Oh! series by , as well as the two animeToei and NAS. For information on the anime, see the articles Yu-Gi-Oh! (first series anime) and Yu-Gi-Oh! (second series anime)
Rules (how to play)
Each player starts with a set number of Life Points (LP). The objective of the game is to defeat the opponent by reducing his LP to 0, or to use the cards in your deck to satisfy a specific condition for an automatic victory (like gathering all five Exodia cards in your hand, for example).
Types of Cards
Creatures that can be put into play in three ways. A Normal Summon places the creature on the field in attack position, meaning it can declare an attack, but will inflict damage on the player if destroyed by a stronger monster. A Set monster is played facedown and sideways, in defense position. It cannot declare an attack, but will not damage the player if destroyed. A Special Summon can only be done with a card effect, and allows the player to place it face-up, even in defense position, activating any Effects it might have. Each monster has engraved in its card its name, attribute, type, attack points, defense points, and its description. Some cards cannot be Normal Summoned or Set, and must be Special Summoned in a specific fashion.
Monsters can be normal Summoned or Special Summoned by effect of an specific card. Each player can only perform one Normal Summon per turn, but can perform as many Special Summons as they wish. A monster of high level can only be Normal Summoned or Set by sending to the graveyard (Tributing) other monsters on his side of the field.
- Level 1-4: No Tributes needed.
- Level 5-6: One Tribute is needed.
- Level 7 and up: Two Tributes are needed.
Normal Monsters
Yellow faced cards. Each has no special effect in gameplay by itself.
Effect Monsters
Orange faced cards. Each one has one or more special effects in gameplay.
Some Fusion, Ritual and Synchro monsters also have special effects as well.
Ritual Monsters
Blue faced cards. Can only be Special Summoned by sending from hand or play area a number of monsters whose sum of levels are equal or higher than the Ritual Monster in question, by using a magic ritual card that allows the summoning of that monster.
Fusion Monsters
Violet faced cards. Can only be Special Summoned by sending from hand or play area the required monsters to playing it by the use of the "Polymerization" magic card, or by an effect that replaces it.
Synchro Monsters
White faced cards. So far exclusive to Japan. Just like fusion cards, they are placed in the fusion deck. When the sum of levels of a specific monster (tuner monster) and other monsters played in the field are the same as the Synchro monster, it can be Special Summoned by sending these monsters to the graveyard.
Spell Cards
Green faced Spell Cards adds special abilities to one's deck.
Normal Spell
The magic card is sent to the graveyard after its effect is resolved.
Equip Spell
Gives special attributes to one monster in the field.
Continuous Spell
The spell's effect continues while the card is placed on the field. This can last for a set number of turns or indefinitely, depending of the card.
Ritual Spell
Activated to summon Ritual monsters. Monsters from the field or in your hand must be offered as Tributes.
Field Spell
Activated to alter the properties of the field. Only one can be played on the field at once, and if another is played then the current one on the field is destroyed.
Quickplay Spell
Can be played at almost any time on your turn and even during your opponent's turn, given that you Set them face-down first.
Trap Cards
Just like magic cards, the purple faced Trap Cards adds special abilities to one's deck. The difference is that these cards must be first set face down in the field for at least 1 turn, then activated at the appropriate moment. They cannot however be activated in the same turn it is set, unless by a special effect.
Normal Traps
Can be activated anytime. Its effects only last once.
Continuous Traps
Its effects last while it's on the field.
Can be activated only in response to a specific action.
Turns
Each player alternates turns until the end of the duel. Each turn is composed of a sequence of phases.
Draw Phase
The player draws a card from his/her deck. Just like most trading card games, if there are no more cards in the deck for the player to draw in this phase, the opponent automatically wins.
Standby Phase
The player must wait until every card designed to activate between the Draw Phase and Main Phase 1 has resolved.
Main Phase 1
The player is allowed to Summon or Set monsters/spells/traps on the field before the Battle Phase.
[edit] Battle Phase
Only in this phase the player may use its monsters to attack the opponent. If there are monsters in the opponent's field, the player must attack them instead of attacking the opponent's LP directly, unless a special effect allows it. In the first turn of the duel, a player is prohibited from attacking the opponent, so that the opponent has a chance to establish defenses.
Main Phase 2
The player is allowed to Summon or Set monsters/spells/traps in the field before the End Phase.
End Phase
The players must wait until every card designed to activate after Main Phase 2 to resolve, before the turn is concluded.