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ZeroWinning a Duel
The outcome of a Duel is decided according to the following Official english
Rules
Each player begins a Duel with 8000 Life Points.
Life Points decrease as a result of damage calculation after battle. You win a
Duel if you reduce your opponent's Points to 0. If your opponent reduces your
Life Points to 0, You lose!
If you and your opponent both reach 0 Life Points at the same time, the Duel is
declared a DRAW.
If either player's Deck runs out of cards during a Duel, the first player unable
to draw a card is declared the LOSER.
If at any time during the Duel you hold the following cards in your hand, you
instantly win the Duel:
Right Leg of the Forbidden One
Left Leg of the Forbidden One
Right Arm of the Forbidden One
Left Arm of the Forbidden One
Exodia the Forbidden One
Getting Started
Preparing Your Deck
Following you'll find the basic rules for preparing your deck.
The Deck used for dueling should contain a minimum of 40 cards. Aside from this
minimum limit, your Deck can contain as many cards as you like.
In addition to your dueling Deck, you can also have 15 additional cards in a
separate pile known as the Side Deck. The Side Deck allows you to modify your
Deck to better suit your strategy during a match.
Between Duels, you can exchange any card from your Side Deck with any card in
your Deck - as long as you end up with the same number of cards that your Deck
began the Match with. The Side Deck you create must contain exactly 15 cards at
the beginning of a Match. In other words, if you don't have enough cards to
create a 15 card Side Deck, you cannot use one at all. In any Match, the Deck
and Side Deck combined cannot contain more than 3 copies of the same card. Also,
be aware of Forbidden and Limited cards.
Gameplay
In accordance with the Official Rules, a Duel is conducted in the following
manner:
Both players shuffle their respective Decks and hand them to their opponent to
shuffle. The decks are then returned to their owners and placed face-down in
their respective Deck Zones on the Duel Fiend. When using a Fusion Monster
Card(s), place them face-down on the Fusion Deck Zone of the Duel Fiend. A
Fusion Deck is a card or a group of cards consisting only of Fusion Monsters
formed by fusing 2 or more monsters during a Duel. Note: The cards of the Fusion
Deck are NOT counted in the 40 cards minimum limit of the deck. Show your
opponent that your Side Deck contains exactly 15 cards (the cards may be counted
face-down). When your Side Deck cards are exchanged with those in your Deck,
count the cards of your Side Deck with your opponent once again to verify that
the Deck still contains the same number of cards.
For the first Duel in a Match, decide who tarts first with a coin toss. For
subsequent Duels in the Match, the loser of the previous Duel decides who starts
first. Each player draws 5 cards from the top of their respective Decks. Once
both players have 5 cards in their hand, the Duel begins, following the Rules in
Phases of Gameplay.
Remember the following codes of conduct when facing an opponent:
Your opponent is entitled to know the contents of your Graveyard and the number
of cards in your hand. If asked, you are obligated to answer truthfully.
Never touch an opponent's card without asking permission.
Before you learn how a Yu-Gi-Oh! turn proceeds, it is important to fully
understand the Duel Fiend and game cards. Understanding how each type of card
works will help you plan strategies.
The Duel Field
Every card you play or discard will be placed on the Duel Fiend.
A. Field Card Zone: Field Magic cards are played here. Only 1 Field Magic Card
can be in play at any given time.
B. Monster Card Zone: Monster cards can be played (face-up) or Set (face-down)
to the 5 spaces of the Monster Card Zone following the rules in Main Phase 1.
C. Fusion Deck Zone: If you are playing with Fusion Monster Cards, put your
Fusion Deck face-down in this space.
D. Graveyard: When cards are destroyed, they are discarded face-up to this
space. The contents of the Graveyard are public knowledge, and your opponent can
look through it at any time. Be sure to get your opponent's permission before
going through their Graveyard.
E. Magic & Trap Card Zone: Magic and Trap cards can be played (face-up) or Set
(face-down) to the 5 spaces of the Magic 7 Trap Card Zone following the rules in
Main Phase 1.
F. Deck Zone: Place your Deck face-down in this space. Your Side Deck is not
placed on the Duel Field.
GAME CARDS
Three main card types are used in Yu-Gi-Oh!: Monster Cards, Magic Cards, and
Trap Cards. Additionally, each type of card is divided into further
sub-categories. For now, just read the card descriptions. After familiarizing
yourself with the Phases of Gameplay, you will understand the special role of
each of the cards.
A Word on Game Text
Play - Whenever you use or activate the effects of a card, change the Attack/Defense
Position of a card, or place a card on the field, you are executing a "Play".
When you play a card, its effect is immediate.
Set - The act of placing a card face-down on the field is referred to as "Set".
A Set card's effect s not activated immediately. Also, a Set Monster Card is not
considered to be summoned until it is turned face-up. A set monster must be
placed HORIZONTALLY, in face-down Defense Position (monsters summoned normally
are placed VERTICALLY, in face-up Attack Position). Set Magic and Trap Cards are
placed vertically on the field.
The Field - Throughout these rules, and on the card text itself, the Monster
Card Zone, Magic & Trap Card Zone and Field Card Zone together will be referred
to as the field.
Destroyed - A card that is sent to the Graveyard is destroyed.
Removed from Play - A card that is removed from play is NOT sent to the
Graveyard. Instead, it is set aside and is not allowed to re-enter the current
Duel.
Monster Cards
A. Normal Monster Cards
A Monster Card is the basic card used to attack your opponent. Monster Cards
categorized by Type and Attribute. There are 20 different Types and 6 different
Attributes. Type and Attribute affect each monster's ability to Attack and
Defend.
GAMEPLAY RULES for NORMAL MONSTER CARDS
Normal Monster Cards are used primarily to Attack or Defend, although they can
also be used as Tributes to pay a cost, or as part of a Fusion.
B. Fusion Monster Cards
"Fusion" means using 2 or more Monster Cards together with the Magic Cared
"Polymerization" to creature a new monster, represented by a Fusion Monster
Card. Each Fusion Monster Card also lists the monsters necessary to creature it,
and is further identified as "Fusion" next to its Type. The color of a Fusion
Monster Card is VIOLET.
GAMEPLAY RULES for FUSION MONSTER CARDS
During your turn, if you have the Magic Card "Polymerization" and the Fusion
Material Monsters required to form a Fusion Monster, either on the field or in
your hand, you can perform a Fusion as a Special Summon by activating
"Polymerization". When Fusion is performed, select the appropriate Fusion
Monster Card from your Fusion Deck and place it face-up on an open Monster Card
Zone space in either Attack or Defense position. The 2 (or more) Fusion Material
Monster Cards that have been fused, as well as the Polymerization Magic Card
used to perform the Fusion, are destroyed. When a Fusion Monster is destroyed,
it is sent to the Graveyard. If a Fusion Monster Card is returned to your hand,
place it back in the Fusion Deck instead.
FUSION DECK
A Fusion Deck is a group of Fusion Monster Cards that result from a successful
Fusion. When a Fusion is performed, Fusion Monsters are not randomly drawn, but
selected from the Fusion Deck. The Fusion Deck should always be kept separate
from the Deck, and placed face-down in the Fusion Deck Zone of the Duel Field.
Remember that the cards of the Fusion Deck are NOT counted in the 40 card
minimum limit of the deck.
D. Effect Monster Cards
Monster Cards that possess magical effects are referred to as Effect Monster
Cards. The broad range of Effects are divided into the types listed. For details
regarding the effects, refer to the instructions printed on each individual
card. Effect Monster Cards are color-coded ORANGE.
I. Flip
The monster's effect is activated when the card is flipped from face-down to
face-up. The effect is also activated if the card is flipped face-up as a result
of a Magic or Trap card, or another monster's attack.
II. Continuous Effect
As long as this Monster Card is face-up on the field, its effect remains active.
When the monster is turned face-down, its effect is no longer active.
III. Cost Effect
You must discard your hand or pay Life Points in order to activate this card.
Costs vary from card to card so be sure to read the instructions printed on each
card.
IV. Trigger Effect
These cards are activated when you inflict Direct Damage to an opponent's Life
Points, or when you have fulfilled a specific requirement indicated on the card
itself.
V. Multi-Trigger Effect
These are special Effect Monster Cards that you can activate even if it is your
opponent's turn.
MAGIC CARDS
There are several types of Magic Cards. Magic Cards can only be played during a
Main Phase. The only exception to this rule is a Quick-Play Magic Card. Magic
Card types are identified by the card icons listed at the end of this section.
magic cards are color-coded green.
A. Normal Magic Cards
Once their magic is activated these cards are destroyed.
B. Continuous Magic Cards
These cards remain on the field once they are played and their magic effect
continues until they are destroyed or removed. There is often a cost involved to
maintain the effect of this type of Magic Card.
C. Equip Cards
These cards allow you to modify the strength of monsters. When playing this card
to the field, place it so that it overlaps with the Monster Card that you wish
to equip. Usually, this card can only be used with monsters that are face-up on
the field. However, you may equip either your own OR your opponent's Monster
Cards with Equip Magic Cards. In some cases, certain monsters cannot be equipped
with these cards (refer to the individual card's text).
D. Field Magic Cards
These cards are used to alter the conditions on the field and modify the Attack
and Defense capabilities of monsters. They are placed in the Field Card Zone and
NOT included in the Magic & Trap Zone's 5-card limit. They may be placed
face-down in the Field Card Zone, but will not be activated until flipped
face-up. There can only be 1 active Field Magic Card on the field at any given
time between both players. When a new Field Magic Card is activated, the
previous active card is sent to the Graveyard. Also, if a Field Magic card is
destroyed and there are no active Field Magic Card on the field, the field
returns to the original state that it was at the beginning of the game. If a
player's Field Magic card is Set when an active Field Magic Card is destroyed,
the Set card does not automatically activate. Field Magic Cards can only be
activated by the owner, but never during an opponent's turn.
E. Quick-Play Magic Cards
Aside from the Main Phase, this type of card can be activated during the Battle
Phase. Also, if you have this card Set on the field, you can activate it during
your opponent's turn.
TRAP CARDS
You can Set these cards on the field and activate them at any time after the
start of your opponent's next turn. Trap Card types are identified by the card
icons. Trap Cards are color-coded PURPLE.
A. Normal Trap Cards
A Normal Trap card has no icon. Once activated, this type of card is destroyed.
B. Counter Trap Cards
These Trap Cards are activated in response to the Summon of monsters or to
neutralize the effect of a Magic or Trap Cards. Once activated, this type of
card is destroyed.
C. Continuous Trap Cards
These cards remain on the field once they are activated and their effect
continues until they are destroyed or removed. There is often a cost involved to
maintain the effect of this type of Trap Card.
CHAINS
A. What Is A Chain?
A Chain is a rule used to easily determine the outcome of a complex battle
resulting from a series Magic or Trap cards played by both players. Using this
method to deal with subsequent plays, the links are stacked from bottom to top
until both players have finished playing cards. The effects are then resolved,
starting at the top link and working down to the Chain Link 1 at the bottom.
B. Opponent's Chance To Respond
The player whose Trap or Magic card has been countered always has a chance to
respond with another play - an opportunity that could result in adding yet
another link to the Chain. When making a play on a Chain, you must always ask
your opponent, "Do you wish to continue?" The outcome is determined starting
with the most recent card played at the top of the Chain links, and proceeding
down to Chain Link 1.
C. Spell Speed
Magic, Trap and Effect Monster Cards all have different speeds. You can only
respond to a card and start a Chain by playing a card of equal or greater speed.
The exception to this rule are Spell Speed 1 cards, which CANNOT be used against
each other.
I. Spell Speed 1
This is the slowest of all the Spell Speeds.
-Normal Magic, Equip Magic, Field Magic, Ritual Magic, Effect Monster.
II. Spell Speed 2
These cards can be used against a card with a spell Speed of 1 or 2.
Quick-Play Magic, Normal Trap, Continuous Trap, Effect Monster.
III. Spell Speed 3
This card can be used against any Spell Speed.
Counter Trap.
Phases of Gameplay
TERMINOLOGY
Turn - Gameplay progresses in a series of alternating turns. Each player's turn
consists of 6 phases in which a number of actions can be undertaken.
Phase - Phases define the order in which actions can be undertaken by a player
during their turn. Each phase is limited to a specific set of actions.
Step - A sub-category of a phase. This is only used in the Battle Phase.
A. Draw Phase
During this phase, you are required to draw 1 card from the top of your Deck. A
player who is out of cards and unable to draw during this phase is declared the
loser.
B. Standby Phase
If there are any cards in play on the field that specifically state that certain
actions must be taken during this phase, there must be dealt with prior to
entering the Main Phase. Refer to the cards for specific details regarding the
actions to be taken. if there are no such cards in play, proceed to Main Phase
1.
C. Main Phase 1
During this phase, you may Set or play Monster, Magic, and/or Trap Cards. You
may also change the Attack or Defense position of cards already placed on your
field. The position of each card can be changed only once in a single turn,
during either Main Phase 1 or 2. At the end of Main Phase 1, you can choose to
enter the Battle Phase or proceed to the End Phase; ending your turn.
I. Set or Summon Monster Cards
During either Main Phase 1 or 2 of your turn, you can play (Summon or Set) only
1 Monster Card on the field. To Set a Monster Card, select it from your hand and
place it face-down horizontally (Defense Position) on an open space in the
Monster Card Zone. To Summon a Monster Card, select it from your hand and place
it face-up vertically (Attack Position) on an open Monster Card Zone space.
a. Normal Summon
Summon a monster without the aid of magic or effects is called a Normal Summon.
A Normal Summon can only be conducted once in a single turn, during either Main
Phase 1 or 2. When playing a Monster Card to the field, a player must choose to
place it face-down and horizontal (A set).
NOTE: It is important to remember that a Monster Card played to the field in
face-down Defense Position IS NOT considered to be summoned. Instead, it has
simple been Set and can be summoned with a Flip Summon.
Tribute Summon
When summoning a monster that is Level 5 or higher, you must offer 1 or more of
your Monster Cards on the field as a Tribute by sending them to the Graveyard.
If you are summoning a monster that is Level 5 or 6, you must offer 1 monster as
a Tribute, and if you are summoning a monster that is Level 5 or higher, you
must offer 2 monsters. A Tribute Summon is considered a Normal Summon.
Therefore, a Tribute Summon and another Normal Summon CANNOT be performed in the
same turn.
b. Flip Summon
The act of turning a card from face-down Defense Position to face-up Attack
Position is referred to as a flip. Intentionally flipping a card and positioning
it for an attack is termed Flip Summon. Remember that a Monster Card placed
face-down on the field is not considered as summoned - it is considered summon
for the first time when it is flipped face-up. However, when a face-down Monster
Card is flipped face-up as the result of an attack or an effect from another
card, it is not considered to be Flip Summoned. Its flip effect, however, is
activated as soon as it is flipped face-up. A Flip Summon card is not considered
a Normal Summon. Therefore, you can perform a Normal Summon and 1 or more Flip
Summon(s) in the same turn. If you have multiple face-down monsters you can Flip
Summon as many or as few as you wish.
c. Special Summon
A Special Summon is when Fusion, Ritual, Magic, Traps or Monster Effects are
used to place another monster on the field. A Special Summon is different from a
Normal Summon in that it can be used repeatedly within the same turn to summon
monsters onto the field. Be sure to follow the specific instructions printed on
the cards when executing a Special Summon.
II. Set or Play Magic & Trap Cards
With the exception of Field Magic Cards, a player can have only 5 Magic and/or
Trap cards on the field at the same time in the Magic & Trap Card Zone. This
5-card limitation also applies to any Equip Cards the player may have attached
to an opponent's Monster Card. A Magic Card can either be played face-up or
face-down on the field. When a Magic Card is placed face-up, it is immediately
activated. A Trap Card must always be placed face-down on the field. For Magic
or Trap Effects, follow the instructions listed on each card.
D. Battle Phase
Once attack preparations have been made in Main Phase 1, you enter the Battle
Phase. If you do not wish to conduct a Battle Phase, your turn proceeds to the
End Phase. The starting player cannot conduct a Battle Phase in their first
turn, even if they have placed a Monster Card on the field.
I. Start Step
Announce that you are going into Battle Phase. Quick-Play Magic and/or Trap
Cards can be played by either player at this time.
II. Battle Step
During their respective turns, players are allowed 1 attack for every monster on
the field in face-up Attack Position. However, a single monster can only attack
once per turn. The attacking player chooses 1 of their monsters and designates 1
of the opponent's monster as a target. Play then proceeds immediately to the
Damage Step, returning to the Battle Step if the attacking player wishes to
attack again with another monster. If the opposing player has no monster on the
field, the selected monster's attack will inflict Direct Damage on the opposing
player's Life Points. A monster in the Attack Position does not have to attack.
Depending on the situation, you can choose weather or not a monster will
participate in battle. Once a monster attacks, it may not be changed to Defense
Position in the same turn. In addition to monster attacks, both players may use
their Quick-Play Magic and Trap Cards during this step.
III. Damage Step
In this step, the players calculate the damage from the monster's attack. A
monster destroyed as a result of battle is sent to the owning player's
Graveyard. The Damage Step is conducted in the manner described in the following
sections. During the Damage Step, only Magic or Trap Cards that modify the
Attack and/or Defense of a monster may be played. In addition, these cards can
only be played before the calculation of damage. Upon completion of the Damage
Step, return to the Battle Step if the attacking player wishes to attack again
with another monster.
DETERMINING DAMAGE
a. When the Opponent's Monster is in Attack Position
When attacking a monster that is in Attack Position (face-up and vertical),
COMPARE THE ATK OF BOTH MONSTERS.
i. Attacker's ATK Points > Opponent's ATK Points
Attack Results:
When the attacking monster's ATK points are higher than the ATK points of the
opponent's monster, the opponent's monster is destroyed.
Damage:
Subtract the ATK points of the opponent's monsters from the ATK points of the
Attacking Monster. This result is subtracted from the opponent's Life Points.
ii. Attacker's ATK Points = Opponent's ATK Points
Attack Results
When the attacking monster's ATK points are equal to the ATK points of the
opponent's monster, the result is considered a draw, and both monsters are
destroyed.
Damage:
Neither player takes any damage. Their Life Points remain the same.
iii. Attacker's ATK Points < Opponent's ATK Points
Attack Results:
When the attacking monster's ATK points are lower than the ATK points of the
opponent's monster, the attacking monster is destroyed.
Damage:
Subtract the ATK points of the attacking monster fro the ATK points of the
opponent's monster. This result is subtracted form that attacker's Life Points.
b. When the Opponent's Monster is in Defense Position
When attacking a monster that is in Defense Position (face-down and horizontal),
COMPARE THE ATK OF THE ATTACKING MONSTER WITH THE DEF OF THE OPPONENT'S MONSTER.
i. Attacker's ATK Points > Opponent's DEF Points
Attack Results:
When the attacking monster's ATK points are higher than the DEF points of the
opponent's monster, the opponent's monster is destroyed.
Damage:
Neither player takes any damage. Their Life Points remain the same.
ii. Attacker's ATK Points = Opponent's DEF Points
Attack Results:
When the attacking monster's ATK points are equal to the DEF points of the
opponent's monster, neither monster is destroyed.
Damage:
Neither player takes any damage. Their Life Points remain the same.
iii. Attacker's ATK Points < Opponent's DEF Points
Attack Results
When the attacking monster's ATK points are lower than the DEF points of the
opponent's monster, neither monster is destroyed.
Damage:
Subtract the ATK points of the attacking monster from the DEF points of the
opponent's monster. This result is subtracted from the attacker's Life Points.
c. Direct Damage: When the Opponent Has No Monsters
If your opponent does not have any monsters on the field, they take Direct
Damage. The full amount of the attacking monster's ATK points are subtracted
from the opponent's Life Points.
IV. End Step
Once all battles have been resolved, the player enters the End Step and
announces the end of their Battle Phase.
E. Main Phase 2
When the Battle Phase is over, the turn proceeds to Main Phase 2. As in Main
Phase 1, you may Set or play Monster, Magic and/or Trap Cards. Remember that you
are allowed to change the Attack or Defense position of each monster or perform
a Normal Summon or a Set only ONCE PER TURN.
F. End Phase
Announce the end of your turn. if your hand contains more than 6 cards, discard
to the Graveyard until only 6 cards remain in your hand. The opposing player
then beings his/her turn with the Draw Phase.