OFFICIAL RULEBOOK Version 9.0 - Yugioh

OFFICIAL RULEBOOK Version 9.0 - Yugioh
OFFICIAL RULEBOOK
Version 9.0
Table of Contents
l About the Game .......................................................................... 1
1
Getting Started
l Things you need to Duel ............................................................ 2
l The Game Mat............................................................................. 4
2
Game Cards
l Monster Cards .......................................................................... 6
l Effect Monsters ........................................................................ 9
l Pendulum Monsters ................................................................ 12
l Xyz Monsters ........................................................................... 14
l Synchro Monsters ................................................................... 16
l Fusion Monsters ...................................................................... 18
l Ritual Monsters ...................................................................... 19
l Summoning Monster Cards ..................................................... 20
l Spell & Trap Cards ................................................................... 22
3
How to Play
l Let the Duel Begin! ................................................................... 28
l Preparing to Duel ................................................................... 29
l Turn Structure ........................................................................ 30
i
Table of Contents
4
Battles and Chains
l Monster Battle Rules ............................................................. 37
l Chains and Spell Speed ............................................................ 40
5
Other Rules
l Other Rules .............................................................................. 45
l Glossary ................................................................................... 48
ii
What is the Yu-Gi-Oh! TRADING CARD GAME?
With the Yu-Gi-Oh! TRADING CARD GAME you can take part in the
exciting card game action seen in the family of Yu-Gi-Oh! TV and
comic mega-hits.
In this game, two players Duel each other using a variety of Monster,
Spell, and Trap Cards to defeat their opponent’s monsters and be the
first to drop the other’s LP (Life Points) to 0.
Everything you need to start playing is in this Deck, but there are
thousands more cards to choose from, so collecting additional cards
in Booster Packs will let you customize your Deck and increase your
chances of winning!
This is the official Yu-Gi-Oh! TRADING CARD GAME rulebook. It is
important to learn how to play correctly, so you should read this
rulebook before playing if you are new to the game. Understanding
the rules will help you make the best use of your cards, so keep
the rulebook handy during your first few games. You can also visit
www.yugioh-card.com for more information.
iii
ABOUT THE GAME
CREATE YOUR OWN DECK
With thousands of cards to choose from, you can create and
customize your own Deck with your favorite cards. Every Duelist
will have their own unique Deck, completely different from every
other Duelist’s Deck, which makes it really exciting to play!
BATTLE WITH FANTASTIC MONSTERS & GREAT COMBOS
Even if a card does not have enough power on its own,
it may become powerful when combined
Typhoon
with other cards. It is fun to collect all the Mystical Space
different cards available and create your
own combos, then unleash them in a Duel.
Timegazer Mag
ician
DARK
SPELL
ARD
[ S[ PELL
SPELLCCARD
SPELL
]]
8
You must control
no
Monster you control monsters to activate this
card. If a Pendulum
activate Trap Cards attacks or is attacked, your
opponent cannot
a “Magician” card until the end of the Damage Step.
or
Unless you have
card’s Pendulum “Odd-Eyes” card in your other
Pendulum Zone,
Scale becomes
4.
this
8
[S
Each turn, the TER / PENDULUM / E
first card(s) in
FFECT ]
would be destroyed
your Pendulum
by an opponent’s
Zone
destroyed.
card effect, is that
not
ATK /
DEF /
PELLCAS
YS14-EN010
ATK /1200 DEF/
600
YS14-EN024
Target 1 Spell/Trap
POWER UP YOUR DECK WITH BOOSTER PACKS
Booster Packs are released every few months,
bringing new cards and new combos to add new
strength to your Deck. Duels evolve every time
a new Booster Pack is released, keeping your
Duels cool and exciting.
1
Card on the field;
destroy that target.
Getting Started
1
Getting Started
Things you need to Duel
Deck ................................................(40 to 60 cards)
Assemble your favorite cards into a Deck that follows these rules:
lThe Deck must be 40 to 60 cards.
lYou can only have up to 3 copies of the same card in your Deck,
Extra Deck and Side Deck combined.
Also, some cards are Forbidden, Limited or Semi-Limited in official
tournaments. (See page 45 for details.)
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. This Deck is called your Main Deck.
Extra Deck ..........................................(0 to 15 cards)
This Deck consists of Xyz Monsters, Synchro Monsters and Fusion
Monsters, which can be used during the game if you meet certain
requirements. The rules for Extra Decks are:
lYou can have up to 15 cards in the Extra Deck.
lThe Extra Deck can contain Xyz Monsters, Synchro Monsters and
Fusion Monsters, in any combination.
lThese cards are not counted towards the 40-card minimum limit \
of your Main Deck.
Side Deck ...........................................(0 to 15 cards)
This is a separate Deck of cards you can use to change your Deck during
a Match. After each Duel in a Match, you can swap any card from
your Side Deck with a card from your side Deck and/or Extra Deck to
customize your strategy against your opponent. The number of cards in
your Side Decks must not exceed 15. The number of cards in your Side
Deck before and after you swap any cards must be exactly the same.
2
Coin
Dice
Some cards require a coin toss. If you
play with these, have a coin ready to
flip.
Just like the coin, there are some
cards that need a die roll. If you play
with these, have a standard die ready
with numbers 1 through 6.
Counters
Monster Tokens
Some cards will require markers
(called counters) to keep track of
things like the number of turns, or a
card’s power level. You can use small
objects like glass beads, paper clips,
or pennies for the counters, which are
then placed on these face-up cards.
Tokens are used to represent
monsters that can be created by card
effects. Any object used for a Token
needs to have two distinct ways to
place it that can clearly indicate the
monster’s battle position. (See page
45 for details.)
Items which can help during a Duel
Calculator
Card Sleeves
LP changes quickly during a Duel. It is
smart to use a calculator to keep track
of your LP. During important Duels,
you should track your LP on paper as
well to be extra-careful.
Plastic sleeves can prevent your
cards from getting bent or scratched.
If you use card sleeves, they all have
to be the same so your cards are not
marked.
3
Getting Started
Additional items you may need
5
Getting Started
The Game Mat
The Game Mat helps you organize your cards
during a Duel. When you use your cards you
place them on the Game Mat. Different kinds of
cards are placed in different Zones.
Each Duelist needs their own Game Mat; place
them together while Dueling. This combined
space is known as “the field.” The Game Mat
contained in this product is just for your half of
the field. The cards you “control” are the cards
on your side of the field.
7
6
You can also Duel without using the Game Mat as
long as you remember where to place the cards.
1
Monster
Zone
2
Spell & Trap
Zone
3
Graveyard
This is where you put your monsters when they are played. You
can have up to 5 cards here. 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.
This is where you put Spell and Trap Cards. You can have up to
5 cards here. You place them here face-up to activate them, or
place them face-down. Because a Spell Card is placed in this
zone when it is activated, no further Spell Cards can be used if all
5 spaces are occupied already.
When Monster Cards are destroyed, and when Spell & Trap Cards
are used, they are 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.
4
3
Getting Started
1
7
4
2
4
Deck Zone
5
Field Zone
6
Extra Deck
Zone
7
Pendulum
Zone
Your Deck is placed face-down in this space. 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.
Special Spell Cards called Field Spell Cards are played here. Each
player can have 1 Field Spell Card on their own side of the field. To
use another Field Spell, send your previous one to the Graveyard.
Field Spell Cards do not count towards the 5-card limit of your
Spell & Trap Zone.
Place your Extra Deck face-down in this space. You can look at
the cards in your own Extra Deck during the game. This area was
formerly for the Fusion Deck. Any card effects applied to the
Fusion Deck are now applied to the Extra Deck.
When you activate a Pendulum Monster Card as a Spell Card, you
place it face-up in this space. Pendulum Monster Cards played as
Spell Cards do not count towards the 5-card limit of your Spell &
Trap Zone or Monster Zone. (See page 12 for details on Pendulum
Monster Cards.)
5
2
Game Cards
Monster Cards
HOW TO READ A CARD
Game Cards
1 Card Name
Blue Dragon Summoner
WIND
3 Attribute
2 Level
7 Card
5 Card Number
Description
4 Type
YS14-EN017
[ SPELLCASTER / EFFECT ]
If this card is sent from the field to the Graveyard: You
can add 1 Dragon, Warrior, or Spellcaster-Type Normal
Monster from your Deck to your hand.
ATK /
DEF /
6 ATK (Attack Points)
DEF (Defense Points)
ATK /1500 DEF/ 600
1 Card Name
This is the card’s name. When 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.
2 Level
Count the number of stars here
to find out the monster’s Level.
For Xyz Monsters, the number
of stars is the Rank of the
monster, and is on left.
6
3 Attribute
Every monster has an Attribute.
This Attribute is sometimes
important for card effects.
DARK
EARTH
FIRE
LIGHT
WATER
WIND
5 Card Number
A card’s identification number is found here. This number is useful
for collecting, and for sorting your collection.
6 ATK (Attack Points) / DEF (Defense Points)
ATK is a monster’s Attack Points and DEF is a monster’s Defense
Points. High Attack and Defense Points are good when battling!
7 Card Description
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 Set face-down on the field. Yellow
Normal Monster Cards do not have effects, and have a description
of them written here that does not affect the game.
ATK /
7
DEF /
Game Cards
4 Type
Monsters are divided into various Types. Some monsters with
specific abilities will have additional information here too, next to
their Type.
WHAT IS A MONSTER CARD?
Monster Cards are used to battle and defeat your opponent. Battles
between Monster Cards are the foundation of any Duel.
Game Cards
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 ATK and DEF points are low. Therefore, your
success in a Duel depends on how skillfully you can make use of the
different kinds of cards. Let us take a look at the different kinds of
monsters.
Wattaildragon
<<< Normal Monsters
LIGHT
These are basic Monster Cards
without special abilities. Many
Normal Monsters have higher
Attack Points and Defense
Points than Effect Monsters,
instead of having special
abilities.
YS14-EN001
[ DRAGON ]
Capable of indefinite flight. Attacks by wrapping its body with
electricity and ramming into opponents.
IMPORTANT: Capturing the “Wattaildragon” is forbidden
by the Ancient Rules and is a Level 6 offense, the minimum
ATK
sentence for which is imprisonment
for/ no less DEF
than/ 2500
heliocycles.
ATK /2500 DEF/1000
8
Blue Dragon Summoner
WIND
<<< Effect Monsters
An Effect Monster is a monster
that has special abilities.
The effects of these monsters
are split into four categories:
YS14-EN017
[ SPELLCASTER / EFFECT ]
If this card is sent from the field to the Graveyard: You
can add 1 Dragon, Warrior, or Spellcaster-Type Normal
Monster from your Deck to your hand.
ATK /
DEF /
ATK /1500 DEF/ 600
Continuous Effect
This effect is active while the Effect Monster Card is face-up on
the field. The effect starts when the face-up monster appears
on the field, and ends once that monster is gone or is no longer
face-up; there is no trigger for its activation. These monsters
are most useful if you have a strategy to protect them while
they are on the field.
Monsters with 2000 or less ATK cannot declare
Example an attack.
9
Game Cards
• Continuous Effect
• Ignition Effect
• Quick Effect
• Trigger Effect (including Flip)
Ignition Effect
Game Cards
You use this type of effect just by declaring its activation during
your Main Phase. (See Turn Structure, page 30.) There are some
Ignition Effects that have a cost to activate, like discarding cards
from your hand, Tributing a monster, or paying LP. Because you
can choose when to activate this type of effect, it is easy to
create combos with them.
You can Tribute this card, then target 1 monster
Example on the field; destroy that target.
Quick Effect
These are special monster effects that you can activate even
during your opponent’s turn. These types of effects have a Spell
Speed of 2, even though all other monster effects have a Spell
Speed of 1. (See Spell Speed, page 41.) Since it is difficult for
your opponent to predict these cards, they can give them an
unexpected surprise.
(Formerly called Multi-Trigger Effects.)
During either player’s turn, when an effect is activated:
Example You can target 1 card in your Graveyard; Special Summon it.
10
Trigger Effect
These effects are activated at specific times, such as “during
the Standby Phase” or “when this monster is destroyed”. These
cards can make for some great combos, but it is easier for your
opponent to predict what will happen, so they might try to stop
you.
Game Cards
When this card is destroyed by battle and sent to the
Example Graveyard: Target 1 card on the field; destroy that target.
Flip Effect
Flip effect is a part of the Trigger Effect.
This is an effect that is activated when a face-down card is
flipped face-up. This can happen when it is Flip Summoned,
attacked while face-down, or flipped face-up by a card effect.
These effects start with the word “FLIP:” on the card. When
you have a face-down monster, your opponent must be wary
because they do not know if it has a Flip effect or not.
Example
FLIP: Draw 1 card.
11
Stargazer Magician
Game Cards
1
If a Pendulum Monster you control attacks or is attacked, your
opponent cannot activate Spell Cards until the end of the Damage Step.
Unless you have a “Magician” card or “Odd-Eyes” card in your other
Pendulum Zone, this card’s Pendulum Scale becomes 4.
DARK
<<< Pendulum Monster Cards
Pendulum Monster Cards are
a new kind of card that blurs
the line between Monsters
and Spells! They can be
Summoned as monsters to
attack or defend, or you can
activate them as Spell Cards
in your Pendulum Zones to
activate extra special abilities
and allow you to Pendulum
Summon!
1
[ SPELLCASTER / PENDULUM / EFFECT ]
Once per turn, when exactly 1 other Pendulum Monster
you control (and no other cards) is returned to your hand
by an opponent’s card effect (except during the Damage
Step): You can Special Summon 1 ATK
monster
your/ hand
/ fromDEF
with the same name as that returned to the hand.
YS14-EN009
ATK /1200 DEF/2400
Pendulum Effect - When you play this card
as a Spell Card in your Pendulum Zone, this is
its effect. Some Pendulum Monster Cards may
not have Pendulum Effects.
Stargazer Magician
Pendulum Scale - Pendulum Scale is a
number that determines which monsters
you can Special Summon during a Pendulum
Summon. The Pendulum Scale of this card is 1.
1
Monster Effect - When you play this card
as a regular Monster Card, this is its effect.
Some Pendulum Monster Cards may not have
monster effects.
12
If a Pendulum Monster you control attacks or is attacked, your
opponent cannot activate Spell Cards until the end of the Damage Step.
Unless you have a “Magician” card or “Odd-Eyes” card in your other
Pendulum Zone, this card’s Pendulum Scale becomes 4.
DARK
1
[ SPELLCASTER / PENDULUM / EFFECT ]
Once per turn, when exactly 1 other Pendulum Monster
you control (and no other cards) is returned to your hand
by an opponent’s card effect (except during the Damage
Step): You can Special Summon 1 ATK
monster
your/ hand
/ fromDEF
with the same name as that returned to the hand.
YS14-EN009
ATK /1200 DEF/2400
How to Pendulum Summon
During your Main Phase, you can activate Pendulum Monster Cards
as Spell Cards in your Pendulum Zones. After you have one in each
Pendulum Zone, you can Pendulum Summon a horde of monsters!
Once per turn, during your Main Phase, declare that you are
Pendulum Summoning.
1
Game Cards
Check the Pendulum Scales on the sides of your 2 Pendulum
Monster Cards, then Special Summon as many monsters as
you want from your hand and Extra Deck whose Levels are in
between those Pendulum Scales.
2
Wattaildragon
LIGHT
YS14-EN001
Stargazer Magician
DARK
[ DRAGON ]
Capable of indefinite flight. Attacks by wrapping its body with
electricity and ramming into opponents.
IMPORTANT: Capturing the “Wattaildragon” is forbidden
by the Ancient Rules and is a Level 6 offense, the minimum
ATK
sentence for which is imprisonment
for/ no less DEF
than/ 2500
heliocycles.
ATK /2500 DEF/1000
1
If a Pendulum Monster you control attacks or is attacked, your
opponent cannot activate Spell Cards until the end of the Damage Step.
Unless you have a “Magician” card or “Odd-Eyes” card in your other
Pendulum Zone, this card’s Pendulum Scale becomes 4.
Ventdra, the Empowered Warrior
WIND
Golden Dragon Summoner
YS14-EN012
LIGHT
YS14-EN016
Ventdra, the Empowered Warrior
WIND
Green Turtle Summoner
YS14-EN012
YS14-EN020
[ WARRIOR / EFFECT ]
This card can attack your opponent directly. If this card
is sent from the field to the Graveyard: You can target
1 Dragon, Warrior, or Spellcaster-Type Normal Monster
in your Graveyard; add it to yourATK
hand.
/
DEF /
[ SPELLCASTER / EFFECT ]
You can Tribute 1 monster, then target 1 monster on the
field; return it to the hand. You can only use this effect of
“Golden Dragon Summoner” once per turn.
ATK /
DEF /
[ WARRIOR / EFFECT ]
This card can attack your opponent directly. If this card
is sent from the field to the Graveyard: You can target
1 Dragon, Warrior, or Spellcaster-Type Normal Monster
in your Graveyard; add it to yourATK
hand.
/
DEF /
[ SPELLCASTER / FLIP / EFFECT ]
FLIP: Target 1 monster your opponent controls; destroy
it.
ATK /2000 DEF/ 800
ATK /1000 DEF/1000
ATK /2000 DEF/ 800
ATK / 400 DEF/1500
1
ATK /
Timegazer Magician
DARK
DEF /
8
[ SPELLCASTER / PENDULUM / EFFECT ]
Once per turn, when exactly 1 other Pendulum Monster
you control (and no other cards) is returned to your hand
by an opponent’s card effect (except during the Damage
Step): You can Special Summon 1 ATK
monster
your/ hand
/ fromDEF
with the same name as that returned to the hand.
YS14-EN009
WATER
You must control no monsters to activate this card. If a Pendulum
Monster you control attacks or is attacked, your opponent cannot
activate Trap Cards until the end of the Damage Step. Unless you have
a “Magician” card or “Odd-Eyes” card in your other Pendulum Zone, this
card’s Pendulum Scale becomes 4.
8
[ SPELLCASTER / PENDULUM / EFFECT ]
Each turn, the first card(s) in your Pendulum Zone that
would be destroyed by an opponent’s card effect, is not
destroyed.
ATK /
DEF /
ATK /1200 DEF/2400
YS14-EN010
ATK /1200 DEF/ 600
You can Special Summon monsters with
Levels 2, 3, 4, 5, 6 and 7.
Whenever one of your Pendulum Monster Cards on the field (regardless
of which Zone it is in, or even if it is a monster or not) would be sent
to the Graveyard, place it face-up on your Extra Deck instead. You can
Pendulum Summon it back to the field later!
13
Number 39: Utopia
<<< Xyz Monsters
LIGHT
Game Cards
Xyz Monsters (pronounced
“ik-seez”) are a powerful kind
of monster! You can Summon
an Xyz Monster whenever you
control monsters that are the
same Level. Xyz Monsters start
in your Extra Deck, not in your
Main Deck, and wait for you to
call them into action.
YS13-EN041
[ WARRIOR / XYZ / EFFECT ]
2 Level 4 monsters
When any player’s monster declares an attack: You can
detach 1 Xyz Material from this card; negate the attack.
When this card is targeted for an attack, while it has no
Xyz Materials: Destroy this card.
ATK//2500 DEF/
DEF /2000
ATK
Materials needed for an Xyz Summon
Xyz Monster’s Rank This is the Rank of your Xyz
Monster. Xyz Monsters have
Ranks instead of Levels.
Stronger Xyz Monsters have
higher Ranks. This is a Rank 4
Xyz Monster.
Number 39: Utopia
Xyz Materials These are the Xyz Materials you
need to Summon this monster.
You use 2 Level 4 Monsters as the
Xyz Materials to Summon this
monster. Xyz Materials must be
face-up before you can use them.
14
LIGHT
YS13-EN041
[ WARRIOR / XYZ / EFFECT ]
2 Level 4 monsters
When any player’s monster declares an attack: You can
detach 1 Xyz Material from this card; negate the attack.
When this card is targeted for an attack, while it has no
Xyz Materials: Destroy this card.
ATK//2500 DEF/
DEF /2000
ATK
How to Xyz Summon
Xyz Summoning is your cool and easy way to Special Summon
Xyz Monsters from your Extra Deck. Here is how to do it!
1
3
Game Cards
2
Choose an Xyz Monster from your Extra Deck that you
have the right Xyz Materials for. The Xyz Materials
should be face-up on your side of the field.
Stack the Xyz Materials on top of each other.
Take the Xyz Monster from your Extra Deck and put it
on top of the stacked Xyz Materials:
WIND
Speed Bird
Ganbara Knight
LIGHT
YS13-EN013
YS11-EN008
[ WINGED BEAST/ EFFECT ]
When this card is destroyed by battle and sent to the Graveyard:
You can target 2 Level 2 monsters in your Graveyard; Special
Summon them, but their effects are negated.
ATK//1200 DEF/
DEF /1000
ATK
LEVEL 4
[ WARRIOR / EFFECT ]
When this face-up Attack Position card is targeted for
an attack: You can change it to Defense Position.
ATK//
ATK
DEF /1800
0 DEF/
LEVEL 4
Number 39: Utopia
LIGHT
YS13-EN041
[ WARRIOR / XYZ / EFFECT ]
2 Level 4 monsters
When any player’s monster declares an attack: You can
detach 1 Xyz Material from this card; negate the attack.
When this card is targeted for an attack, while it has no
Xyz Materials: Destroy this card.
ATK//2500 DEF/
DEF /2000
ATK
Xyz Summon!
When an Xyz Monster tells you to “detach” an Xyz Material, take one
of the stacked Xyz Material cards beneath your Xyz Monster and put
it in the Graveyard.
15
Junk Warrior
<<< Synchro Monsters
DARK
Game Cards
Synchro Monsters are placed in the
Extra Deck, separate from the Main
Deck. You can Special Summon a
powerful Synchro Monster to the
field in an instant just by using the
Levels of your monsters. They can
be Synchro Summoned from the
Extra Deck 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.
LC5D-EN029
[ WARRIOR / SYNCHRO / EFFECT ]
“Junk Synchron” + 1 or more non-Tuner monsters
If this card is Synchro Summoned: It gains ATK equal
to the total ATK of all Level 2 or lower monsters you
currently control.
ATK /
DEF /
ATK /2300 DEF/1300
Junk Synchron
<<< Tuner Monsters
for Synchro Summon
DARK
In order to Synchro Summon
a Synchro Monster, you need
1 Tuner (look for “Tuner” next
to its Type). The Tuner monster
and other face-up monsters
you use for the Synchro
Summon are called Synchro
Materials. The sum of their
Levels is the Level of Synchro
Monster you can Summon.
LC5D-EN002
[ WARRIOR / TUNER / EFFECT ]
When this card is Normal Summoned: You can target
1 Level 2 or lower monster in your Graveyard; Special
Summon that target in Defense Position, but its effects
are negated.
ATK /
DEF /
ATK /1300 DEF/ 500
16
How to Synchro Summon
1
During your Main Phase, you can declare a Synchro Summon when the
combined total Levels of 1 face-up Tuner monster and any number of
other face-up monsters you control are equal to the Level of the Synchro
Monster you want to Synchro Summon.
3
After sending the Synchro Materials from the field to the Graveyard, take
the Synchro Monster from your Extra Deck and play it onto the field in
face-up Attack Position or face-up Defense Position.
Level 3
Junk Synchron
Level 2
DARK
LC5D-EN002
[ WARRIOR / TUNER / EFFECT ]
When this card is Normal Summoned: You can target
1 Level 2 or lower monster in your Graveyard; Special
Summon that target in Defense Position, but its effects
are negated.
ATK /
DEF /
ATK /1300 DEF/ 500
Tuner
+
Speed Warrior
Level 5
WIND
LC5D-EN003
[ WARRIOR / EFFECT ]
Once per Battle Phase, if this card was Normal Summoned
this turn (except during the Damage Step): You can make
its ATK become double its original ATK, until the end of
the Battle Phase.
ATK /
DEF /
ATK / 900 DEF/ 400
Non-Tuner Monster
17
=
Junk Warrior
DARK
LC5D-EN029
[ WARRIOR / SYNCHRO / EFFECT ]
“Junk Synchron” + 1 or more non-Tuner monsters
If this card is Synchro Summoned: It gains ATK equal
to the total ATK of all Level 2 or lower monsters you
currently control.
ATK /
DEF /
ATK /2300 DEF/1300
Synchro Summon!
Game Cards
After double-checking the Level of the Synchro Monster you want, send
2 the face-up Synchro Materials from your side of the field to the Graveyard.
Game Cards
Game Cards
Multiple Piece Golem
<<< Fusion Monsters
EARTH
Fusion Monsters are also
placed in your Extra Deck
(not in your Main Deck). They
are Summoned by using the
specific monsters listed on the
card (called Fusion Materials)
combined with a Summoning
card like “Polymerization.”
They usually have special
abilities and very high Attack
Points as well.
TDGS-EN038
[ ROCK / FUSION / EFFECT ]
“Big Piece Golem” + “Medium Piece Golem”
At the end of the Battle Phase, if this card attacked or was
attacked, you can return it to the Extra Deck. Then, if all of the
Fusion Material Monsters that were used for the Fusion Summon
of this card are in your Graveyard, you can Special Summon them.
ATK /2600 DEF /1300
TDGS-EN038 — Ultimate Rare
How to Fusion Summon
1
If you have all the Fusion Materials listed on the
Fusion Monster Card, in the places specified on your
Summoning card, you can activate your Summoning
card by placing it in your Spell & Trap Zone.
2
Send the Fusion Materials to the Graveyard, then take
the appropriate Fusion Monster from your Extra Deck
and play it onto the field in either face-up Attack or
Defense Position. Finally, place your Summoning card
in the Graveyard. (If another card effect causes your
Fusion Materials to be sent to a place other than the
Graveyard when your Summoning card resolves, send
them to that other place, but the Fusion Summon still
happens anyway.)
3
SPELL
SPELL
Polymerization
[[ S
SPELL
PELL C
CARD
ARD ]]
LCJW-EN059
Fusion Summon 1 Fusion Monster from your Extra Deck,
using monsters from your hand or your side of the field
as Fusion Materials.
Polymerization
Remember that in order to use a Fusion Monster during a Duel it needs to be in
your Extra Deck. Since Fusion Summons require specific cards, be sure and include
those necessary cards in your Main Deck!
18
Demise, King of Armageddon
<<< Ritual Monsters
DARK
SOI-EN035
[ FIEND / RITUAL / EFFECT ]
This card can only be Ritual Summoned with the Ritual Spell
Card, “End of the World”. By paying 2000 Life Points, destroy
all cards on the field, except this card.
ATK /2400 DEF /2000
How to Ritual Summon
1
When you have a Ritual Spell Card, along with the matching Ritual Monster
Card, in your hand, along with the required Tribute (as listed on the Ritual
Spell Card), you can activate the Ritual Spell Card, placing it in the Spell &
Trap Zone.
2
If the activation of the Ritual Spell Card is successful,
Tribute monsters by sending them from your hand or the
field to the Graveyard. The Ritual Spell Card will list the
required amount to Tribute.
3
After sending the Tributed monsters to the Graveyard, play
the Ritual Monster Card onto the field in either face-up
Attack or Defense Position. Finally, place the Ritual Spell
Card in the Graveyard.
Ritual Spell Card
End of the World
[ SPELL CARD
SPELL
]
SOI-EN046
This card can be used to Ritual Summon “Ruin, Queen of
Oblivion” or “Demise, King of Armageddon”. You must also
Tribute monsters from the field or your hand whose total
Levels equal the Level of the Ritual Monster you are attempting
to Ritual Summon.
19
Game Cards
Ritual Monsters are special
monsters that are Special
Summoned with a specific Ritual
Spell Card, along with a required
Tribute. Ritual Monster Cards
are placed in the Main Deck and
cannot be Summoned unless you
have all the proper cards together
in your hand or on the field. Ritual
Monsters generally have high ATK
and DEF and some have special
abilities, just like Fusion Monsters.
Summoning Monster Cards
There are several ways to play monsters onto the field. These ways
can be categorized into 2 groups: actions that can be done only once
per turn, and actions that can be done multiple times per turn.
You can do one of these once per turn
Game Cards
n Normal Summon (and Tribute Summon)
This is the most common way to Summon a monster. Simply
play a Monster Card from your hand onto the field in face-up
Attack Position. All Normal Monsters, and most Effect Monsters
(unless they have a specific restriction), can be Summoned in
this way.
However, for monsters that are Level 5 or higher, you must
Tribute at least 1 monster you control before the Normal
Summon. This is called a Tribute Summon. Monsters that are
Level 5 or 6 require 1 Tribute and Monsters that are Level 7 or
higher require 2 Tributes.
Level 5, 6
Level 7 or higher
1 Tribute
2 Tributes
n Set
To play a Monster Card from your hand in face-down Defense Position
is called a Set. In order to Set monsters that are Level 5 or higher, you
still need to Tribute.
It is 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.
Note: You cannot play a monster from your hand onto the field in
face‑up Defense Position.
20
You can do as many of these during a turn as you want
n Special Summon
Some monsters can be played onto the field without being
Normal Summoned or Set. This is called a Special Summon.
Pendulum Summons, Xyz Summons, Synchro Summons, Fusion
Summons and Ritual Summons are all Special Summons. Some
Effect Monsters also have specific conditions that allow you to
Special Summon them. Unless otherwise specified, a Special
Summoned monster is played onto the field in your choice of
face-up Attack Position or face-up Defense Position.
n Special Summon with a Card’s Effect
Monsters can also be Special Summoned onto the field through
the effect of another card. This is different from “Special
Summon Monsters.” You cannot use a card effect to Special
Summon those monsters from your hand, Deck, or the Graveyard
unless it was properly Special Summoned first. For example, if a
Synchro Monster is sent from your Extra Deck to the Graveyard
without being Synchro Summoned, you cannot use a Spell Card
to Special Summon it from the Graveyard, because Synchro
Monsters have to be properly Special Summoned first, before
they can be Special Summoned by another card’s effect.
21
Game Cards
n Flip Summon
You can change a face-down Defense Position monster into
face-up Attack Position, without using a card effect. This is
called a Flip Summon. When you Flip Summon, you cannot
change the monster to face-up Defense Position, only to
face-up Attack Position. A Monster Card cannot be Flip
Summoned in the same turn that it was Set onto the field. You
cannot use most monsters’ effects until they are face-up.
Spell & Trap Cards
HOW TO READ A CARD
Mystical Space Typhoon
Spell Card
SPELL
SPELL
2 Type
[ S[ PELL
SPELLCCARD
ARD ]]
Game Cards
3 Icon
5 Card Number
YS14-EN024
Target 1 Spell/Trap Card on the field; destroy that target.
Shadow Spell
TRAP
TRAP
[T
RAP
ARD
[T
RAPCC
ARD ]]
1 Card Name
YS14-EN035
Activate this card by targeting 1 face-up monster your
opponent controls; it loses 700 ATK, also it cannot attack
or change its battle position. When it leaves the field,
destroy this card.
4 Card Description
Trap Card
22
1 Card Name
Remember, cards with the same
name are considered to be the
same card, and you can only
have up to 3 copies of the same
card in your Main Deck and Side
Deck combined.
2 Type
Instead of having an Attribute
symbol like Monster Cards, a
Spell Card has the “SPELL 魔”
symbol and a Trap Card has the
“TRAP 罠” symbol.
Equip
Field
Quick-Play
Ritual
Continuous
Counter
4 Card Description
Each
card’s
activation
conditions and effects are
provided here. Read the card
description carefully and follow
the instructions.
5 Card Number
A card’s identification number is
found here. This number is useful
for collecting, and for sorting
your collection.
23
Game Cards
3 Icon
There are 6 types of icons that represent special properties a Spell or
Trap Card may have. Spell and Trap Cards without an icon are called
Normal Spell Cards or Normal Trap Cards.
Lightning Vortex
SPELL
SPELL
[S
PELL
[S
PELLCCARD
ARD]]
Game Cards
YS14-EN023
Discard 1 card; destroy all face-up monsters your
opponent controls.
<<< Spell Cards
Spell Cards can normally be
activated only during your Main
Phase, and help you out with
different effects. Spell Cards
have many powerful effects,
like destroying other cards or
strengthening monsters. Save
these cards in your hand until
you can get the best results out
of them.
Normal Spell Cards
Normal Spell Cards have single-use effects. To use a Normal Spell Card,
announce its activation to your opponent, placing it face-up on the field.
If the activation succeeds, then you resolve the effect written on the card.
After resolving the effect, send the card to the Graveyard.
Ritual Spell Cards
These Spell Cards are used to perform Ritual Summons. Use these cards
in the same way as you would use Normal Spell Cards.
24
Continuous Spell Cards
These cards remain on the field once they are activated, and their effect
continues while the card stays face-up on the field. By using Continuous Spell
Cards, you can create lasting positive effects with a single card, which is great
but there is the chance that the opponent will remove it from the field before
you benefit from the effect.
Field Spell Cards
These cards 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 Zones. If possible,
place it in the zone directly behind
the equipped monster to help you
remember. If the equipped monster
is destroyed, flipped face-down, or
removed from the field, its Equip
Cards are destroyed.
These cards go in your Field Zone
and stay there. Each player can have
1 Field Spell Card on their own side
of the field. To use another Field
Spell, send your previous one to the
Graveyard. Many Field Spell effects
apply to BOTH players.
These cards may be placed facedown in the Field Zone, but are not
active until flipped face-up.
Quick-Play Spell Cards
These are 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, but then you cannot
activate the card in the same turn you Set it.
25
Game Cards
Equip Spell Cards
Trap Hole
TRAP
TRAP
<<< Trap Cards
[T
RAP
[T
RAPCCARD
ARD]]
Game Cards
Trap Cards will 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.
YS14-EN031
When your opponent Normal or Flip Summons 1 monster
with 1000 or more ATK: Target that monster; destroy that
target.
Normal Trap Cards
Before you can activate a Trap Card, you must Set it on the field first.
You cannot activate a Trap in the same turn that you Set it, but you
can activate it at any time after that—starting from the beginning of
the next turn.
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 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.
26
Continuous Trap Cards
Just like Continuous Spell Cards, Continuous Trap Cards remain on the field
once they are activated and their effects continue while they are face-up on the
field. Some Continuous Trap Cards have abilities similar to the Ignition Effects or
Trigger Effects that can be found on Effect Monster Cards.
Continuous Trap Cards can have effects that limit your opponent’s options, or
that slowly damage your opponent’s LP.
Game Cards
Counter Trap Cards
These Trap Cards are normally activated in response to the activation of other
cards, and may have abilities like negating 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.
n The Difference between Set Spell Cards and Set Trap Cards
Spell Cards can be Set face-down on the field like Trap Cards.
However, the rules for the two types of cards are different.
Spell Cards can be activated during the Main Phases even in the
same turn that you Set them (except for Quick-Play Spell Cards).
Setting them does not allow you to use them on your opponent’s
turn; they still can only be activated during your Main Phase.
You can Set a Spell Card face-down on the field to bluff your
opponent into thinking you have a powerful Trap.
27
3
How to Play
Let the Duel Begin!
n How to Duel and How to Win
A single game is called a Duel, and a Duel ends when one player wins
or the game ends in a draw. Duels are played in sets of 3 called a
Match, and the winner of best 2-out-of-3 wins the Match.
How To Play
n Winning a Duel
Each player starts a Duel with 8000 LP (Life Points). You win a Duel
if: you reduce your opponent’s LP to 0; if your opponent is unable
to draw a card; or if a card’s special effect says you win. If you and
your opponent both reach 0 LP at the same time, the Duel is declared
a draw.
Victory Conditions
• Reduce your opponent’s LP to 0.
• Your opponent is unable to draw a card when they are supposed
to draw.
• Win with a card’s special effect.
28
Preparing to Duel
Before starting a Duel, follow these 4 steps. Also, make sure you
have all your extra items that your Deck might need, like a coin or
counters.
2
After cutting, place the Decks face-down in the proper Deck Zones on the field.
If using an Extra Deck with Xyz Monsters, Synchro Monsters or Fusion Monsters,
place it face-down in the Extra Deck Zone.
3
Both players show each other their Side Decks, and record the number of cards in
it, also confirming that they have 15 or fewer cards (the cards should be counted
face-down). If you exchange cards between your Side and Main Decks after a
Duel, count the cards of your Side Deck for your opponent again to show that the
number of your cards remain the same.
4
Play rock-paper-scissors or flip a coin. The winner decides to go first or second
in the Duel. For your next Duels, the loser of the previous Duel decides who goes
first. If the previous Duel ended in a tie, determine who starts first in the next
Duel with another coin toss, etc.
Finally, draw 5 cards from the top of your Deck; this is your starting hand.
Starting with the first player, it is time to Duel!
29
How To Play
1
After greeting your opponent, shuffle your Deck thoroughly. Then you may
shuffle and cut your opponent’s Deck (be careful when touching your opponent’s
cards).
Turn Structure
A Duel progresses in a series of turns which are divided into phases.
Prepare to Duel
1st Player’s turn
Draw Phase
Standby Phase
How To Play
Main Phase 1
Main Phase 2
End Phase
2nd Player’s turn
30
If no battles are conducted
Battle Phase
Draw Phase
This is the first phase. The player whose turn it is (the “turn player”)
draws 1 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 or Quick-Play Spell Cards can be activated before proceeding
to the Standby Phase.
IMPORTANT: The player who goes first cannot draw during the
Draw Phase of their first turn.
Main Action in this Phase
Standby 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.
Main Action in this Phase
Possible Other Actions
Resolve card effects that happen
in this phase
Activate Trap Cards, Quick-Play
Spell Cards, etc.
31
How To Play
Possible Other Actions
Draw 1 Card (except for the very
1st turn of the Duel).
Activate Trap Cards, Quick-Play
Spell Cards, etc.
Main Phase 1
This is when you play most of your cards: you can Normal Summon,
Set, or change the battle position of a monster, activate a card’s
effect, and Set Spell and Trap Cards. These actions can be done in
any order you want, but some actions have restrictions.
Possible Actions in this Phase
Summon or Set a Monster
How To Play
There is no limit to the number of times you can Flip Summon or
Special Summon during a turn, but you can only Normal Summon
or Set a monster (including a Tribute Summon) once per turn.
Change Your Monsters’ Battle Positions
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. 1. You cannot change the battle position of a monster
that was played onto the field this turn. 2. You cannot change it
in Main Phase 2 if the monster attacked during the Battle Phase.
3. You cannot change it if you have already changed its battle
position once this turn.
Active a Card or Effect
You can activate Spell 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 costs involved.
Set Spell Cards and Trap Cards
You can Set Spell and Trap Cards face-down in your Spell & Trap
Zone during this phase, as long as you have space.
32
Battle Phase
Now it is time to battle with your Monster Cards! This phase is divided
into steps.
You do not have to conduct a Battle Phase every turn, even if you
have a monster on the field.
IMPORTANT: The player who goes first cannot conduct their
Battle Phase on their first turn.
Possible Actions in
this Phase
Battle with monsters
Activate Trap Cards and QuickPlay Spell Cards
Flow of the
Battle Phase
Battle Step
Damage Step
The Battle Phase is split into
4 steps and is conducted in the
order shown in the diagram. The
Battle Step and Damage Step are
repeated each time you attack
with a monster.
End Step
33
How To Play
Start step
Start Step
This step starts the Battle Phase. The turn player should
announce “I am entering the Battle Phase.” Remember, the player
who goes first cannot conduct a Battle Phase in their very first
turn.
Battle Step
How To Play
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 do not want to.
Damage Step
In this step, the players calculate the result of the battle and
whatever damage is done. (See “Monster Battle Rules”, page 37.)
After finishing the Damage Step, return to the Battle Step.
End Step
After you have resolved all your battles by repeating the Battle
and Damage Steps, and you have no more monsters you want to
attack with, announce to your opponent that you are ending your
Battle Phase.
34
n Replay Rules during the Battle Step
Declare your attacking
monster and your attack
target monster.
The
monsters
your opponent
controls change
before the Damage
Step.
A replay happens!
Re-select a target monster.
35
How To Play
After you have 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 to a card’s
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 that 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.
Main Phase 2
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, 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 did not do that
in Main Phase 1) based on your situation after the Battle Phase. Use this
phase to prepare for the opponent’s turn.
Possible Actions in this Phase
How To Play
Summon or Set a monster
Change your monsters’ battle positions
Active a card or effect
Set Spell Cards and Trap Cards
End Phase
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.
Actions in this Phase
Resolve card effects which
activate in this phase
Discard if you have more than
6 cards in hand
Possible Other Actions Activate Trap Cards and Quick-Play
Spell Cards
in this Phase
36
4
Battles and Chains
Monster Battle Rules
DAMAGE STEP RULES
During the Damage Step, there are limits on what cards you can
activate. Also, during the Damage Step, Flip effects resolve a bit
differently than they normally do.
37
Battles and Chains
nLimitations on Activating Cards
During the Damage Step, you can only activate Counter Trap Cards,
or cards with effects that directly change a monster’s ATK or DEF.
Also, these cards can only be activated up until the start of damage
calculation.
nAttacking a Face-Down Card
If you attack a face-down Defense Position monster, flip the card to
face-up Defense Position in the Damage Step. Now you can see the
monster’s DEF and then calculate damage.
nActivation of a Flip Effect
When an attacked monster is flipped face-up, any Flip effects are
activated and resolved after damage calculation. If you need to select
a monster for the Flip effect to target, you cannot target a monster
that has already been destroyed during damage calculation.
DETERMINING DAMAGE
You calculate battle damage based on the battle position of the
monster you are attacking. If you attack an Attack Position monster,
compare ATK vs. ATK. If you attack a Defense Position monster,
compare your monster’s ATK vs. the attacked monster’s DEF.
When You Attack an Attack Position Monster
Battles and Chains
WIN
ATK of Opponent’s
Monster
When your attacking monster’s ATK is higher than the ATK of
the opponent’s monster, the attacking monster destroys the
opponent’s monster and sends it to the Graveyard.
The amount that your attacking monster’s ATK exceeds the
ATK of your opponent’s monster is subtracted from your
opponent’s LP as battle damage.
TIE
VS.
When your attacking monster’s ATK is equal to the ATK of the
opponent’s monster, the result is considered a tie, and both
monsters are destroyed.
Neither player takes any battle damage.
LOSE
ATK of Attacking
Monster
When your attacking monster’s ATK is lower than the ATK of
the opponent’s monster, the attacking monster is destroyed
and sent to the Graveyard.
The amount that the opponent’s monster’s ATK exceeds the
ATK of your attacking monster is subtracted from your LP as
battle damage.
38
When You Attack a Defense Position Monster
VS.
DEF of Opponent’s
Monster
When your attacking monster’s ATK is higher than the DEF of
the opponent’s monster, the attacking monster destroys the
opponent’s monster and sends it to the Graveyard.
Neither player takes any battle damage.
When your attacking monster’s ATK is equal to the DEF of the
opponent’s monster, neither monster is destroyed.
Neither player takes any battle damage.
When your attacking monster’s ATK is lower than the DEF of
the opponent’s monster, neither monster is destroyed.
The amount that the opponent’s monster’s DEF exceeds the
ATK of your attacking monster is subtracted from your LP as
battle damage.
If Your Opponent Has No Monsters
If there are no monsters on your opponent’s side of the field, you
can attack directly. The full amount of your attacking monster’s ATK
is subtracted from the opponent’s LP as battle damage.
39
Battles and Chains
LOSE
TIE
WIN
ATK of Attacking
Monster
Chains and Spell Speed
WHAT IS A CHAIN?
Battles and Chains
Chains 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 (see page 46), 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.
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 to the 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.
SPELL SPEED
Every type of card effect has a Spell Speed between 1 and 3. If you
want to respond to 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. Please see page 41 for an
introduction to each type of card’s Spell Speed.
40
Spell Speeds
Spell, Trap, and Effect Monster effects have different Spell Speeds.
There are Spell Speeds from 1 to 3. You can only respond with an
effect if it is Spell Speed 2 or higher, and has an equal or greater Spell
Speed than the effect on the Chain Link before it.
nSpell Speed 1
Spells (Normal, Equip, Continuous, Field, Ritual),
Effect Monster’s effects (Ignition, Trigger, and Flip)
This is the slowest of all Spell Speeds. These cards cannot be
activated in response to any other effect. Typically, these effects
cannot be Chain Link 2 or higher, unless multiple Spell Speed 1
effects are activated simultaneously.
nSpell Speed 2
Traps (Normal, Continuous), Quick-Play Spells,
Effect Monster’s Quick Effects
nSpell Speed 3
Counter Trap
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.
41
Battles and Chains
These cards can be used to respond to a Spell Speed 1 or 2 effects,
and can typically be activated during any phase.
How a Chain Works
[Chain Link 4]
Spell Speed 2 or 3 card used
against Chain Link 3
Order of resolution
[Chain Complete]
[Chain Link 3]
Battles and Chains
Order of activation
Spell Speed 2 or 3 card used
against Chain Link 2
[Chain Link 2]
Spell Speed 2 or 3 card used
against Chain Link 1
[Chain Link 1]
Spell Speed 1 or 2 card that
is used
As shown in the diagram above, the first effect activated is Chain
Link 1. The next effect is Chain Link 2, and so on. Every time a new
Chain Link is made, they are stacked up in the order that the cards
are activated. Once the Chain is completed, the outcome is resolved
starting with the most recent card to be activated at the top of the
Chain and proceeding down to Chain Link 1.
42
EXAMPLE OF A CHAIN
Player A plays “Heavy Storm” and Player B responds by activating
their Set “Threatening Roar.” Then, Player A responds to that by
activating “Seven Tools of the Bandit.”
In this case, Chain Links are stacked up as seen below.
Chain Link “Seven Tools of the Bandit”
Spell Speed 3
Negates the effect of “Threatening Roar”
3
Chain Link “Threatening Roar”
Spell Speed 2
Prevents the opponent from declaring attacks this turn.
2
Chain Link “Heavy Storm”
Spell Speed 1
Destroys all Spell and Trap Cards on the field.
1
43
Battles and Chains
”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.
TURN PLAYER’S PRIORITY
The turn player always starts with Priority, or the choice to
activate a card first, in each phase or step of their turn. As long as
the turn player has Priority, the opponent cannot activate cards
or effects, except for effects that activate automatically, like
Trigger or Flip effects.
The turn player can either:
• Use Priority to play a card or activate an effect OR
• Pass Priority to the opponent so they can activate an effect.
Battles and Chains
A player must pass Priority to the opponent when moving on to
the next phase or step. Strictly speaking, you would always declare
that you are passing Priority before the end of every phase and
step, and ask your opponent if they wish to play a card. However,
for ease of play, announcing the end of your phases or steps
implies giving up Priority. Therefore, when announcing the end of
a phase, your opponent can just say “Before the end of your phase,
I activate this card” and use a card.
• The turn player starts with Priority to activate a card or effect
first.
• After a card’s activation, and at the end of each phase or step,
Priority passes to the opponent.
44
5
Other Rules
nForbidden & Limited Cards
Normally, your Deck (including Extra Deck and Side Deck) can
contain up to 3 copies of a card that has the same name. However,
certain cards have specific quantity restrictions that further limit the
number that can be included in a Deck.
There are 3 types of restrictions: Limited cards are restricted to
1 copy in a Deck, while Semi-Limited cards are restricted to 2 copies
in a Deck. Forbidden cards are not allowed to be included at all.
The list of Forbidden and Limited cards is updated regularly and is
posted on the Yu-Gi-Oh! TCG Official Website.
This list is applied to official tournaments so please check it before
participating.
Official Website: www.yugioh-card.com
45
Other Rules
nMonster Tokens
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 official Token cards or 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 Zones. Each Monster Token takes up
1 of your 5 Monster Zones. Their battle position is
always either face-up Attack Position or face-up
Defense Position. Tokens cannot be used as an
Xyz Material.
n Public Knowledge
The number of cards in a player’s hand and Decks, the cards in their
Graveyards, and each player’s current LP are all public knowledge
and both players can verify these things at any time. If asked, you
must answer these things to your opponent truthfully. You are
allowed to pick up and verify the cards in your opponent’s Graveyard
but you must ask their permission first. Also, you may not change the
order of the cards when verifying their Graveyard.
n If both players conduct actions simultaneously
For cases like “Each player targets 1 monster,” where both players
resolve an effect simultaneously, the turn player resolves the effect
first. In this example, after the turn player makes their selection, the
other player makes theirs.
n When multiple cards are activated simultaneously
If effects of Spell Speed 1 cards (like Trigger Effects) are activated at the
same time, they will be resolved in a special Chain.
This Chain is made starting with the turn player’s effects. If there is
only 1 effect, that will be Chain Link 1. If there are 2 or more effects, the
turn player builds the Chain with their card effects, selecting the order
in which they go on the Chain. Then the opponent continues the Chain
with their effects. Therefore, the effects will be resolved starting with
those of the opponent.
n 0 ATK monsters
Monsters with 0 ATK cannot destroy anything by battle. If two Attack
Position monsters with 0 ATK battle each other, neither monster is
destroyed.
Other Rules
n Rules vs. Card Effects
If there is a discrepancy between the basic rules and a card’s effect, the
card effect takes precedence. For example, a monster can only attack
once per turn, but with a card effect, it is possible to attack twice.
46
n Counters
You may need to place these on cards for some card effects. You
cannot place counters unless a card effect allows it. Cards may have
effects that change with the number of counters on them, or require
you to remove counters as a cost. Some counters have specific
names, such as “Spell Counter” or “Clock Counter.” Other than their
names, each individual counter itself does not have any effects.
n Actions which cannot be Chained to
You can only create a Chain by responding to the activation of a card
or effect. Summoning a monster, Tributing, changing a monster’s
battle position and paying costs are not effect activations and
therefore you cannot respond to those actions using a Chain.
n Xyz Materials
Monsters that are used to Xyz Summon are called “Xyz Materials”,
and are placed underneath the Xyz Monster, to show that they are
attached to it. Monsters that have become Xyz Materials are not
treated as cards on the field. When an Xyz Monster leaves the field,
all of the Xyz Materials attached to it are sent to the Graveyard. If
an Xyz Monster is flipped face-down, or becomes controlled by the
opponent, the Xyz Materials are not sent to the Graveyard. They
remain attached to the Xyz Monster.
47
Other Rules
n Leaves the Field
Some monsters have effects that activate when they “leave the field”.
For example, these effects activate when the monster is sent to
the Graveyard, or is banished, or is returned to the hand or Extra
Deck. When a monster on the field is shuffled into the Main Deck, or
becomes an Xyz Material, it is no longer a card on the field, however
its effects that activate when it “leaves the field” will not activate.
Glossary
l Attack Directly
Attacking directly means that a monster attacks a player instead
of attacking a monster. In this case, the damage to the player will
be equal to the monster’s ATK. Some monsters have an effect that
allows them to attack directly even if the opponent controls a
monster.
l Banished Cards (Previously Remove from Play)
Although a card that has been used is normally sent to the
Graveyard, a card which is banished is separated from the field
instead. You must return your banished cards so you can use them
for the next Duel.
l Battle Damage
Battle damage is damage inflicted to a player by an attacking
monster, or by a battle between two monsters. This is different
from damage from the effect of an Effect Monster, Spell Card or
Trap Card.
l Cards on the Field
When “cards on the field” is written in card text, it means all the
cards on the Game Mat other than the Graveyard, Deck, and Extra
Deck.
Other Rules
l Control
A card you control is a card on your side of the field. You are
the player that gets to make decisions regarding that card. Your
opponent can take control of a card away from you with a card
effect. In that case the card is moved to your opponent’s side of the
field. However, if your card that is controlled by your opponent is
sent to the Graveyard, or returned to the hand or Deck, it is always
returned to the hand or Deck of the card’s owner.
48
l Destroy
A card is destroyed when it is sent to the Graveyard due to battle
between monsters or by an effect that destroys a card. A card that
is returned from the field to the hand or Deck, or, that is sent to
the Graveyard as a cost or Tribute, is NOT considered “destroyed.”
l Discard
Discard means to send a card from your hand to the Graveyard.
This can happen because of a card effect or by adjusting the
number of cards in your hand during the End Phase.
l Effects of Cards
The effect of a card is the special ability written on it, like the effect
of a Spell, Trap, or Effect Monster. Costs that are needed to activate
an ability are not part of the effect. The conditions that describe
how to play a “Special Summon Monster” are also not an effect.
l Equip Cards
In addition to Equip Spell Cards, sometimes Trap Cards or Monster
Cards can become equipped to a monster. Equipped Traps remain Trap
Cards, but equipped monsters are considered to be Equip Spells. The
term “Equip Card” includes all 3 kinds (standard Equip Spells, equipped
Traps, and monsters equipped to other monsters). If a Monster Card is
equipped to another monster, it remains equipped to that monster and
cannot be moved to a different target, even by card effects that would
normally be able to do so.
EXCEPTION: Union monsters equipped by their own effects can be
moved by appropriate card effects.
49
Other Rules
l Equipped Monster
A monster that is equipped with an Equip Card is an “equipped
monster.” When this monster is destroyed or flipped face-down,
the equipped card loses its target, and is destroyed and sent to
the Graveyard.
l Excavate
When a card says to “excavate” cards from your Deck, you reveal those
cards to both players. Then, before you do anything else, apply the
instructions from the card effect that excavated them. Cards that are
being excavated are still treated as being in the Deck until sent elsewhere
by the card instructions.
l Original ATK (or DEF)
The Original ATK (or DEF) is the number of ATK (or DEF) points printed on
the Monster Card. This does not include an increase from an Equip Spell
Card or other card effect.
l Pay a Cost
To pay a cost is an action required by a player in order to activate a card,
an effect, or to Summon a monster. Tributing to Tribute Summon a Level
5 monster is an example of a cost. Other common costs are discarding,
paying LP, or banishing cards. You have to pay any costs before you
declare the activation of the card. Even if the activation of the card is
negated, you cannot get a refund of the cost that you have paid.
l Piercing Battle Damage
Some monsters can inflict piercing battle damage when they attack a
Defense Position monster. This means that you inflict damage to your
opponent’s LP equal to the difference between the attacking monster’s
ATK and the defending monster’s DEF.
l Random
When a card effect says to choose a card randomly, there is no official
way of doing so, it is fine as long as neither player has a way of knowing
which card is being chosen.
Other Rules
l Reveal
When an effect says to reveal a card, you show it to both players. You
may have to reveal a face-down card, a card from your hand, or from the
top of your Deck. Revealing a card does not activate the card or its Flip
effect. Normally, revealed cards are returned to their original position
after being looked at by both players.
50
l Search your Deck
Whenever an effect instructs you to add a card from your Deck to your
hand, or to Special Summon a monster from your Deck, you can pick
up your Deck and search through it for the appropriate card. You must
shuffle your Deck after any time you search it and let your opponent
shuffle or cut. You cannot activate an effect to search your Deck for a
card if there are no cards that meet the requirements in your Deck.
l Send to the Graveyard
A card can be sent to the Graveyard in various ways. Destroying a card,
discarding, and Tributing a monster are all actions that send a card to
the Graveyard, and will normally activate “When this card is sent to the
Graveyard…” Trigger Effects.
EXCEPTION: When a banished card is moved to the Graveyard, it is not
considered to be “sent to the Graveyard”.
l Set
Playing a card face-down is called a Set. For Monster Cards, playing it in
face-down Defense Position is called a Set. Any card that is face-down
on the field is a Set card.
l Shuffle
There is no rule for how to shuffle, but while shuffling you cannot look at
the cards you are shuffling, or arrange the cards and then shuffle them.
l Tribute
Tributing is sending a monster you control to the Graveyard. You can
Tribute a face-up or face-down monster, unless otherwise specified.
Tributing a monster is one possible cost for Summoning a monster or
activating an effect. A monster sent to the Graveyard by Tributing is not
treated as “destroyed.”
Other Rules
51
For further information on
the Yu-Gi-Oh! TRADING CARD GAME,
please visit
www.yugioh-card.com
To watch the Pendulum Summoning
Tutorial, visit
www.yugioh-card.com/en/pendulum
For questions please email us at:
yugioh@konami-europe.net
Set content subject to change. No specific card rarity is guaranteed to exist within an
individual pack, box or case unless otherwise indicated. Manufactured and distributed by
Konami Digital Entertainment BV, Leworth House, 14 - 16 Sheet Street, Windsor, Berkshire,
SL4 1BG, United Kingdom. Made in Belgium.
For questions please email us at: yugioh@konami-europe.net
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