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Yu-Gi-Oh is a card game that comes from Japan using characters and monsters to destroy your opponent. The aim of the game is to beat your opponent by either damaging your opponent by 8000 or more life points, having your opponent run out of cards, or have the following cards in your hand at anytime during the game: Right and Left Leg of the Forbidden One, Right and Left Arm of the Forbidden One and Exodia the Forbidden One.
Each player must have a deck that consists of at least 40 cards. You can have a side deck that consists of 15 and ONLY 15 cards. This side deck can contain cards that can go against certain decks you have played against, and can be replaced for cards already in your deck ONLY after the first round unless otherwise stated. You can only use 3 copies of one type of card as well. Anymore of one type of card in your deck can get you disqualified in a match (there are some cards that you can only have one or none of in your deck. Refer to our banned/restricted list for more details).
Every play must have a game mat to play the game. The game mat looks like the following:
1) Field Card Zone:
Field Magic cards are played here. Only 1 Field Magic Card can be in play at any one time.
2) 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. Important! The Monster Card Zone has a 5-CARD LIMIT. Once all 5 spaces in the Monster Card Zone are occupied, no further Monster Cards can be played or set until there is an open Monster Card space in the Monster Card Zone.
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.
4) Fusion Deck Zone:
If you are playing with Fusion Monster Cards, put your Fusion Deck face-down in this space.
5) Magic and Trap Card Zone:
Magic and Trap Cards can be played (face-up) or Set (face-down) to the 5 spaces of the Magic & Trap Card Zone following the rules in Main Phase 1.
Important! The Magic & Trap Card Zone has a 5-CARD LIMIT. Once all 5 spaces in the Magic & Trap Card Zone are occupied, no further Magic (except Field Magic Cards) OR Trap Cards can be played or Set until there is an open Magic & Trap Card space in the Magic & Trap Card Zone. This 5-CARD LIMIT includes any of your own Equip Magic Cards used to equip your opponent's Monster Card.
6) Deck Zone:
Place your Deck face-down in this space. Your Side Deck is not placed on the Duel Field. You can also play Yu-Gi-Oh! without a Duel Field. Just be sure to place the cards and Decks in the indicated positions.
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 is 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
A. Normal Monster Cards
A Monster Card is the basic card used to attack your opponent. Monster Cards are categorized by Type and Attribute. There are 20 different Types and 6 different Attributes. Type and Attribute effect each monster's ability to attack and defend.
The overall strength of a monster is indicated by its level (the number of stars at the upper right of the Monster card). A monster card is color-coded YELLOW
Types of Monster Cards: Dragon, Spellcaster, Zombie, Warrior, Beast-Warrior, Beast, Winged Beast, Fiend, Fairy, Insect, Dinosaur, Reptile, Fish, Sea Serpent, Machine, Thunder, Aqua, Pyro, Rock and Plant
Attributes of Monster Cards: Earth, Water, Fire, Wind, Light and Dark
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. See Main Phase 1 for details on introducing Monster Cards into play.
B. Fusion Monster Cards
"Fusion" means using 2 or more Monster Cards together with the Magic Card "Polymerization" to create a new monster, represented by a Fusion Monster Card.
Each Fusion Monster Card also lists the monsters necessary to create it (Fusion-Material Monsters), and is further indentified as "Fusion" next to its Type. The color of a Fusion Monster Card is VIOLET.
Gameplay rule 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. NOTE: Since a "Fusion" is considered a Special Summon, the card will be immune to cards such as a "Trap Hole". Also, since it is a Special Summon you can conduct a Normal Summon or Set another monster in the same turn.
The Fusion-Material Monsters for "Darkfire Dragon" ("Firegrass" and "Petit Dragon") are on the field and in your hand, AND you have "Polymerization" in your hand. Declare that you are performing a Fusion and place "Polymerization" on the Magic & Trap Zone.
Select "Darkfire Dragon" from your Fusion Monster Deck and place it in an open Monster Card Zone. Remember that a monster summoned to the field in this manner is considered a Special Summon, and allows the player to conduct a Normal Summon or a Set in the same turn.
The cards used - "Firegrass", "Petit Dragon", and "Polymerization" - are all placed in the Graveyard when the Fusion is complete.
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 Game Mat. Remember that the cards of the Fusion Deck are NOT-counted in the 40 card minimum limit of the Deck.
GAMEPLAY RULES for RITUAL CARDS
During your turn, if you have a Ritual Monster Card in your hand, and the specific Ritual Magic Card mentioned on the Ritual Monster Card (either on the field or in your hand), as well as the Monster Cards required as a Tribute, you can perform a Ritual summon by activating the Ritual Magic Card. Follow the instructions printed on the Ritual Magic Card.
The Ritual Monster Card is then placed face-up on an open Monster Zone space on the field in either Attack or Defense Position. The Tribute monsters and the Ritual Magic Card used to perform the Ritual Summon are destroyed.
When a Ritual Monster is destroyed it is sent to the Graveyard. If a Ritual Monster Card is returned to your hand, you cannot place it on the field again without performing another Ritual Summon. A monster summoned to the field in this manner is considered a Special Summon, and allows the player to conduct a Normal Summon or a Set in the same turn.
GAMEPLAY RULES for Effect Monster Cards
The broad range of Effect Monster Cards are divided into the following types:
* 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.
* 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.
* COST EFFECT * - Costs vary from card to card so be sure to read the instructions printed on each card.
* 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.
* MULTI-TRIGGER EFFECT * - These are special Effect Monster Cards that you can activate even if it is your opponent's turn.
*These types of Effect Monsters will be included in future Yu-Gi-Oh! releases.
There are several types of Magic Cards. Magic Cards can only be played during a Main Phase (Phases of Game play). The only exception to this rule is a Quick-Play Magic Card.
Magic Card types are identified by the card icons listed below. Magic cards are color-coded GREEN
A. Normal Magic Cards
Once their magic is activated these cards are destroyed. Like the "Dark Hole" card, they are often very powerful.
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 Magic 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 you 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 are 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 Cards 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 a player, but never during and opponent's turn.
E. Quick-Play Magic Card*
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.
F. Ritual Magic Cards*
These cards are needed to summon a Ritual Monster. After the Ritual Monster Summon, it is destroyed together with the required Tribute monster (s).
*These types of Magic Cards will be included in future Yu-Gi-Oh! releases.
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 listed below. 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 effects of Magic or Trap Cards. Once activated, this type of card is destroyed. This type of Trap Card will be included in future Yu-gi-oh! releases.
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.
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. For example, let's say that a player uses a Magic Card. That Magic Card is placed in a hypothetical link called Chain Link 1. If the player's opponent responds by playing one of their own Magic or Trap Cards, a Chain has been started, with this card placed in Chain Link 2. 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?". If you continue play without asking your opponent, they may raise an objection that will lead to a Replay.
An example of a Chain:
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.
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.
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.
Phases of Gameplay
Repeat these phases for each subsequent turn.
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, 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.
C. Main Phase 1
During this phase, you may Set or play Monster, Magic, and/or Trap Cards. Keep in mind that you may not exceed the 5-card limit for the Monster Card Zone or the Magic & Trap Card Zone.
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).
I.Set or Summon Monster Cards: During either Main Phase 1 0r 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
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).
A Monster Card on the field in face-down Defense Position IS NOT considered to be summoned. Instead, it has simply been Set and can be summoned with a Flip Summon.
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.
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. Therefore, a Tribute Summon and another Normal Summon CANNOT be performed in the same turn.
Aside from a Normal Summon, there are 2 additional ways to summon a monster: Flip Summon and Special Summon.
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 (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.
c. Special Summon
A Special Summon is when Fusion, Ritual, Magic, Traps or Monster Effects 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 opponentÍs Monster Card.
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.
Once a Magic Card is placed face-up on the field, it is activated immediately and is then destroyed. Equip and Field Magic Cards (generally used to modify the strength of a Monster Card) and Magic Cards with a "Continuous" icon remain on the field. 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.
* Equip Magic Cards attached to a Monster Card always stay in the Magic & Trap Card Zone of the person who played the card and count toward the 5-card Magic & Trap Card Zone limit for that player. The Equip Magic Cards effects don't change, even if the Monster and Equip Magic Cards are on different player's fields.
* 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.
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.
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.
Start step - Declare that you are entering the Battle Phase. You and your opponent may both play Quick-Play Magic and/or Trap Cards.
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.
Damage step - Calculate the damage points of the designated monsters. If a monster has a Flip Effect, apply it immediately after damage calculation. However, a Flip Effect does not affect monsters that have already been destroyed as a result of damage calculation.
End step - Resolve all battles by repeating the Battle and Damage Steps as many times as necessary, then declare an end to your Battle Phase. You and your opponent may both play Quick-Play Magic and/or Trap Cards.
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 monsters on the field, the selected monster's attack will inflict Direct Damage on the opposing player's Life Points (Direct Damage).
A monster in the Attack Position does not have to attack. Depending on the situation, you can choose whether 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.
Returning gameplay to a previous step and playing that step over again is known as a "Replay". For Example, if the number of your opponent's monsters on the field change due to the effect of Trap or Quick-Play Magic Cards during your Battle Step, a Replay is triggered. When this occurs, play returns to the beginning of the Battle Step with the attacker choosing a new attacking monster and target. Replays can only be triggered by the effects of Trap or Quick-Play Magic Cards.
Example: During your Battle Step, you have declared an attacking monster and designated an opponent's monster as a target. Your opponent then activates their "Ultimate Offering" Trap Card, allowing them to summon another monster to the field. Since your opponent now has a different number of monsters on the field than they did when the Battle Step began, a Replay is triggered and you may again choose a monster to attack and designate a target for the attack. Because a Replay returns play to the beginning of the current Battle Step only, monsters destroyed in previous Battle Steps are unaffected.
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 pages. 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.
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 (ATTACK) 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
from the ATK points of the opponent's monster. This result is subtracted
from the 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 (ATTACK) OF THE ATTACKING MONSTER WITH THE DEF (DEFENSE) 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 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 is subtracted from the opponent's Life Points.
Following the Damage Step, the attacking player can return to the Battle Step, choose another monster, and engage in another battle. Keep in mind that each Attack Position monster may only attack once per turn. The player can repeat these steps as many times as they have monsters available to attack.
Examples of Battle & Damage Steps
1. The Target Monster is Attacked:
The attacking player selects one of their own monsters for the attack and designates the opponent's monster as a target. Both players can play Quick-Play Magic or Trap Cards.
2. Determine Attack Results:
If the target monster is in face-up Attack Position, compare the ATK points of both monsters. If the target monster is in face-down Defense Position, the card is flipped face-up. Compare the attacking monster's ATK points with the target monster's DEF points. Quick-Play Magic or Trap Cards that modify the ATK and/or DEF of a monster may be played here.
3. Calculate Damage:
Calculate and apply damage from the battle.
4. Apply the Effects of Effect Monsters:
If the target monster has a Flip Effect, it is applied here. Review the instructions on the flipped card and apply it. Do not apply effects to monsters that are already destroyed. If there are monsters with effects other than Flip Effects, these should be applied here as well.
5. Send to the Graveyard:
Monsters destroyed in battle are sent to the Graveyard now. If a monster has an effect stating "When this card is sent from the field to the Graveyard...", the effect is applied during this step.
6. Determine Whether to Attack Again
If other monsters can attack, choose to return to the Battle Step or proceed to the End Step.
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. Also keep in mind that you may not exceed the 5-card limit for the Monster Card Zone or the Magic & Trap Card Zone.
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 begins his/her turn with the Draw Phase.
G. End of the Duel
Repeat Phases 1 through 6 in alternating turns until a winner is decided.
Once you have mastered the basic rules of Yu-Gi-Oh!, the next step is to create your own Deck. This is known as Deck Construction. The rules for constructing a Deck are simple, but it takes skill to put together a strong Deck. We'll also give you some hints on putting together your Deck in this section.
A. Deck Construction Rules
A Deck must contain at least 40 cards. Keep in mind
that Decks with too many cards mean you will have a smaller chance of drawing
the cards you need, so its best to limit your cards to around 40.
You can have up to 3 duplicates of the same card in your Deck. Cards included in your Side Deck count towards this 3 duplicate limit. Also, be aware of Forbidden and Limited cards
B. Deck Construction Hints
I. Keep the Monster Card to Magic/Trap Card
ratio at 1 : 1
The building blocks of your Deck are the Monster Cards. No matter how many powerful Magic or Trap Cards you have, no monsters on the field means you've got nothing to defend your Life Points. A general rule of thumb is that roughly half of your Deck should be made up of monsters. Therefore, if you've got a Deck of 40 cards, around 20 should be Monster Cards.
II. Keep The Number of High Level Monsters
To A Minimum
In order to perform a Tribute Summon (required for a Level 5 or higher monster), you will have to offer monsters as a Tribute. If your Deck is filled with high-level monsters, summoning them to the field will be very costly. Instead, include lots of Level 4 or lower monsters in your Deck and keep the number of high-level monsters to a minimum.
III. Make Good Use Of Your Effect Monsters
Effect Monsters with Magic or Trap effects play an important strategic role in your Duels. You can create a powerful Deck if you take full advantage of these effects. For example, the "Hane-Hane" card forces your opponent to return one monster from the field to their hand. Using this card at the right moment could leave your opponent's Life Points wide open for an attack from a high-level monster.
IV. Include Cards That Increase Opportunities
In a Duel, the basic rule is that you can only draw 1 card during the Draw Phase. Therefore, it is strategically to your advantage to be able to draw more cards than your opponent. For example, cards like "Pot Of Greed" increase your chances of drawing vital cards from your deck.
V. How To Create Your Side Deck
In between Duels, you are allowed to use a Side Deck of 15 cards to adjust the contents of your Deck. Prepare your Side Deck with cards that help address the weaknesses in your Deck or have the power to neutralize specific cards.
The following cards will help strengthen anyone's Deck:
• Raigeki • Monster Reborn • Dark Hole
• Pot of Greed •Change of Heart
C. Forbidden And Limited Cards
According to the Official Rules, certain cards have specific quantity restrictions that limit the number that can be included in a Deck. These limited cards are annouced at Official Tournaments, and should be taken into account when customizing your Deck.
Japanese, Asian-English and Counterfeit cards are not legal for use in Official Tournaments. The English print God cards are also not legal tournament play.
I. Forbidden Cards
There are currently no cards on the Forbidden List.
II. Limited Cards
You can ONLY use one of the following cards in the Deck & Side Deck combined:
Breaker the Magical Warrior
Butterfly Dagger - Elma
Call of the Haunted
Change of Heart
Exodia the Forbidden One
Harpie’s Feather Duster
Injection Fairy Lily
Left Leg of the Forbidden One
Left Arm of the Forbidden One
Mirage of Nightmare
Pot of Greed
Right Arm of the Forbidden One
Right Leg of the Forbidden One
Ring of Destruction
Swords of Revealing Light
The Forceful Sentry
United We Stand
Witch of the Black Forest
NEW: "Butterfly Dagger - Elma", "Magical Scientist", "Reflect Bounder", and "Vampire Lord" are now Limited Cards. "Morphing Jar" is now Semi-Limited instead of Limited.
III. Semi-Limited Cards
You can ONLY use two of the following cards in the Deck & Side Deck combined:
Morphing Jar #2
Nobleman of Crossout
Reinforcement of the Army
NOTE: "Backup Soldier" & "Limiter Removal" are no longer limited
all rules above taken from the Official Yu-Gi-Oh! Rulebook Version 3.0 (copyright Konami 2003)