Rules for playing yu gi uh game


















If you continue play without asking your opponent, they may raise an objection that will lead to a Replay. 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.

You can only respond to a card and start a Chain by playing a card of equal or greater speed. Spell Speed 1: This is the slowest of all the Spell Speeds. Spell Speed 1 cards cannot be played against each other. Spell Speed 2: These cards can be used against a card with a Spell Speed of 1 or 2. Spell Speed 2 or 3 cards can be used against them. Spell Speed 3: This card can be used against any Spell Speed.

Only another Spell Speed 3 card may be used against it. Gameplay Terminology Play - 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. Phases - Phases define the order in which actions can be undertake by a player during their turn. Each phase is limited to a specific set of actions. Repeat these phases for each subsequent turn.

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.

Standby Phase If there are any cards in play on the field that specifically state that certain actions must be taken during this phase, these 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. During this phase, you may also change the Attack or Defense Position of cards already placed on the field. The position of each card can be changed only once in a single turn, during either Main Phase 1 or 2.

The Damage Step details how this position effects the outcome of a Duel. At the end of Main Phase 1, you can choose to enter the Battle Phase or proceed to the End Phase the starting player cannot conduct a Battle Phase in their first turn. Normal Summon Summoning 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 keep in mind that only 5 Monster Cards are allowed in the Monster Card Zone at any given time.

When playing a Monster Card to the field, a player must choose to place the card in 1 of 2 positions: Attack Position or Defense Position. For Attack Position, place the card face-up and vertical a Summon.

For Defense Position, place it face-down and horizontal a Set. The Attack or Defense Position of a Monster Card already placed on the field may only be changed once in a single turn, during either Main Phase 1 or 2. With the exception of special conditions, once the position of a Monster Card has been changed, the card must remain in the changed position throughout the turn in progress.

Tribute Summon When summoning a monster that is Level 5 or higher indicated by the number of stars that appear on the upper right of a Monster Card , 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 7 or higher, you must offer 2 monsters.

A Tribute Summon is considered a Normal Summon. 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 a Set is not considered as summoned - it is considered summoned 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, but keep in mind that you can only change the position of a Monster Card once during any given turn. 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.

A Magic Card can either be Played face-up or Set 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 Set. For Magic or Trap effects, follow the instructions listed on each card. Summary Once a Magic Card is placed face-up on the field, it is activated immediately and is then destroyed.

Trap Cards are usually destroyed immediately after being activated unless they have a "Continuous" icon. Controlling an Opponent's Monster Certain Magic and Trap Cards have the effect of giving you control over an opponent's monster. When this occurs, use the following rules: When you take control of an opponent's monster, move the Monster Card to your own Monster Card Zone. A monster you control counts towards your 5-card Monster Card Zone limit.

Therefore, you cannot take control of an opponent's monster if your Monster Card Zone is filled. Monster Cards under your control can be used in the same way as your own Monster Cards: to attack, defend, or to use as a Tribute. Controlled Monster Cards that are destroyed or offered as a Tribute are sent to your opponent's Graveyard.

If you do not wish to conduct a Battle Phase, your turn proceeds to the End Phase. Keep in mind that the starting player cannot conduct a Battle Phase in their first turn, even if they have placed a Monster Card on the field. Battle step - Select and announce 1 monster to attack with, and declare 1 of your opponent's monsters your target the monster you wish to attack.

You and your opponent may both play Quick-Play Magic damage. The deck is put face-down here. This is where players draw cards for their hand. There are special spell cards called Field Spell Cards which are put here. Players can only have 1 Field Spell card on their side.

Send old Field Spell Cards to the graveyard to replace them. You may look through the cards in your extra deck while playing. Pendulum Monster Cards activated as Spell Cards are put face-up here. Card Parts The card name is located across the top of each trading card.

Below the name of the card and to the right are red circles with stars that indicate level. However, for Xyz monster stars represent the rank of the monster and can be found on the left. Right beside the card name is the attribute. At the top of the text box, below the photo on the card, the type of card is in bolded text. Monster cards have a variety of Types. You can also find additional information beside their type.

The card number is located below the picture and above the text box with the card description. This is a useful tool for collecting and organizing cards. High points in these areas are great for battle. In the light brown text box below the photo is the card description. The effects of the cards, special abilities and how to employ them are written here.

Yellow Normal Monster Cards have no effects. Card Types Monster Card This type of card is used during battle to defeat an opponent. Normal Monsters. Effect Monsters. Have three categories of special abilities: continuous, ignition, quick, and trigger.

Continous Effect is activated by placing the card face-up in the field. The effect resolves when the monster is either gone or face-down. If you are able to protect them while they are on the field, they are very useful in battle. Ignition Effect is activated via declaration during the Main Phase. Some have costs in order to activate them.

These can be used in combination with other effects due to the ability to activate them when you wish. Unlike most monster effects which have a Spell Speed of 1, these have a Spell Speed of 2. These were once called Multi-Trigger Effects. Trigger Effect. The effects of these cards are activated at certain times described on the card. Flip Effect activates when a card that is face-down is flipped over and vice versa. These are part of Trigger Effects.

The word FLIP on the card initiates the effect. Pendulum Monsters. These are a mix of Spells and Monsters. They may operate as one or the other. For example, placing one of these in the Pendulum Zone makes it act as a Spell Card.

There is a scale below the photo and to the right that defines the number of monsters that can be summoned. Read the cards carefully to understand the monster effects and spell effects. How to Pendulum Summon. Once, in the middle of the Main Phase, you may make a declaration of Pendulum Summoning. Check the scales on your cards and follow the directions in the description as they suit your needs i. You can summon these cards to field even from the graveyard. Xyz Monsters.

Xyz ik-seez Monsters are very powerful. You may summon these if you are in control of monsters at the same level. Their rank is indicated below the card name and to the left, with stars in black circles.

These rest in the extra deck, not the main deck, awaiting the call to action. Summoning XYZ Monsters. The materials needed to summon are located in the card description.

Once you have the necessary materials face-up, pick the monster from the Extra Deck you wish to summon. Stack the materials and put the monster on top. Synchro Monsters. Like Xyz Monsters, these monsters rest in the Extra Deck.

If you use the levels of the monsters you control, you can summon these monsters to the field instantly. How to Synchro Summon. In your Main Phase, you may announce a Synchro Summon if you have the required monsters. Send the required monsters to the Graveyard and place the Syncro Monster in Attack or face-up Defense position.

Fusion Monsters. These Monsters are in the Extra Deck. The Fusion Materials are used to summon Fusion Monster. Fusion Materials are specific monsters listed on the card. They possess both special abilities and high ATK. How to Fusion Summon. You may place it either in Attack or Defense Position. Put the summoning card in the Graveyard.

Ritual Monsters. The player going first cannot draw or attack. Decks that like to set up a field early or use effects that prevent themselves from battling will find it more advantageous to go first, while decks that need extra hand advantage to start their plays or respond to what the opponent does will prefer to go second. Both players start the game with Life Points. Place your cards in the right positions.

Place your Extra deck at the left of the bottom row, and your deck at the right, with space for five cards in between. Above your deck and extra deck will be your left and right Pendulum zones. The top row will contain the Field Spell zone on the left and the Graveyard on the right.

The five spaces in between these will be your monster zones. The banish zone is usually to the right of the graveyard. Draw your starting hand. Both players draw 5 cards at the beginning of the game as their starting hand.

Your hand is revealed to you and not your opponent. They can only look at your hand through a card effect. It is important to keep your opponent from seeing your hand and learning about your strategies. During the End Phase, if you have more than 6 cards in your hand, you must discard until you have 6. Draw a card. You draw a card from your deck at the beginning of your turn, during the Draw Phase. The player who goes first can't draw. Enter the Standby Phase. Certain effects activate during the Standby Phase.

Otherwise, just ignore it. Move on to the Main Phase. The Main Phase is the most important part of the turn, being the phase in which you will take most of your actions. You can attack using Attack Position monsters you control during the Battle Phase. Entering the Battle Phase is optional. The player who goes first cannot conduct the Battle Phase.

Conduct your second Main Phase. After Battle Phase, you enter Main Phase 2. In this phase, the same actions as in Main Phase 1 can be performed, except you cannot change the battle position of a card that attacked during the Battle Phase. You cannot enter this phase if you have not entered the Battle Phase. End your turn. The End Phase is the end of your turn. Certain effects may activate in this phase. Play until someone loses.

If a player would draw a card but cannot because they have no more cards in their deck, they also lose the duel. Players can also win or lose by card effect. Stores like Target or Walmart will carry them. Lastly, you can always buy them online.

Not Helpful 20 Helpful Not Helpful 18 Helpful I do not understand -- apparently I have all god cards and the five headed dragon. I get teased at school because I have good cards but do not know how to play.

Now you have a good reason to learn the rules if you want : Once you practice, you'll be able to play against, and maybe even beat, the people who are teasing you. However, don't rely on the power of your god cards or the five headed dragon.

Remember that you have to special summon them or tribute. Try to improve without them, and then when you're ready to add them to your deck, you'll be even better. Not Helpful 28 Helpful An easy way to play Yu-Gi-Oh! This is a costless way to test decks and play people worldwide. Helpful 5 Not Helpful 0. Duel Links, a mobile app, is a free and easy way to play Yu-Gi-Oh. It isn't modern Yu-Gi-Oh, but more of a light version of the game, which may appeal to some people.

Helpful 5 Not Helpful 1. Helpful 6 Not Helpful 0. Helpful 7 Not Helpful 0. Buy card sleeves for your cards to prevent them from being damaged. A playing mat also helps out if you want to keep things tidy. Helpful 4 Not Helpful 1. Switch your cards up a little bit to keep your opponent on edge.

This way your strategy will not become generic and your weaknesses will be kept a secret. Helpful 3 Not Helpful 2. If there is a specific card you need, it will usually be cheaper to buy it off the internet than purchasing tons of booster packs hoping to get it.

A good way to get started is by buying a theme deck. These contain 40 cards that work fairly well together, as well as a rulebook and play mat. Helpful 3 Not Helpful 0. Helpful 1 Not Helpful 0. Always have as close to 40 cards in your deck as possible. The reason for this is that you will usually only draw into around of the cards in your deck during the course of a duel, and having fewer cards makes it easier to get what you need.

Pretty much every deck should have a full Extra Deck. Basically every deck that can summon multiple monsters can run Links. Xyz monsters should be included if your deck has three or more easily summoned monsters of the necessary level. Synchros can be included if you have at least one Tuner. Fusions are more specialized. Helpful 2 Not Helpful 0. All Trap effects are Spell Speed 2, including Graveyard and hand effects. If your opponent activates a non-continuous spell or trap card, don't use Mystical Space Typhoon on it.

MST's effect destroys a spell or trap, but normal spells and traps are going to the graveyard anyway, and their effects will still happen. For more in-depth explanations and up-to-date information, see the Yu-Gi-Oh Wiki or the official website. Submit a Tip All tip submissions are carefully reviewed before being published. This game can become very expensive, especially if you are playing it competitively. Helpful Not Helpful In duels, refrain from "stacking". Stacking is a form of cheating in which you arrange your cards in a way that you will draw what you want, when you want them.

Plus, when facing an experienced duelist, it will rarely work. Helpful 4 Not Helpful 0. You Might Also Like How to. How to. Co-authors: Updated: September 3, Categories: Yu Gi Oh!

Italiano: Giocare a Yu Gi Oh!



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