How To Play Yugioh Cards
OBJECTIVE OF YU-GI-OH!:Defeat opponent's monsters and reduce their life points to 0.
NUMBER OF PLAYERS: 2 Players
MATERIALS:Each actor uses their custom deck
Type OF GAME: Strategy
Audition:All Ages
INTRODUCTION TO YU-GI-OH!
Yu-Gi-Oh!is a trading card game based on the action anime from TV. The goal of the game is to use the various types of cards within the game to defeat your opponent'southward monsters and reduce their life points or LP to nix. Similar many trading card games, there is a basic deck that is customizable by ownership boosted "Booster Packs." Understanding the rules is paramount if you wish to play the game properly, go on these rules easily accessible if you are a new actor.
GEARING UP
Things needed to Duel
- Deck.A deck consists of forty to 60 cards. Yous may have no more than than three copies of ane particular card in your deck, this includes the actress and side deck. A carefully curated deck of around 40 cards is optimum for being able to play your all-time cards.
- Extra Deck.This deck is 0 to 15 cards and has Xyz Monsters, Fusion Monsters, and Synchro Monsters in them. These can be used in gameplay if you are able to fulfill their requirements.
- Side Deck.Side decks are too made of 0 to 15 cards. This is a separate deck that can be used if you wish to change your deck in the middle of a Match. Afterward duels, you may switch any carte from the side deck and the extra deck in order to respond to your opponent. The amount of cards in the side deck must remain constant.
- You may also demand acoinor adie.Some cards require these items for play.
- CountersandMoster Tokensmay also exist required. Counters proceed track of turns or power levels. These may be anything small, like a bead or a paperclip. Monster tokens represent the monsters that may be formed due to the effect of a card. The object may be anything, but must be able to be placed in two distinct ways- this indicates the battle position of the monster.
Mayhap useful items during Duels
- Estimator.LP (life points) can apace change amidst a duel. Using a calculator is an effective way to rail your LP throughout the game. Tracking LP on paper is okay, but requires more attention.
- Plastic Sleeves.These prevent your cards from bending or scratching.
- Game mat.Game mats organize cards while dueling. Unlike zones are labeled where cards different types are cards should be placed. Each histrion should have their own mat which makes upwards "the field."
Zones
- Monster Zone.This is where monsters are placed. You may accept a maximum of 5 cards hither. Monster cards can be placed in three unlike positions: face-upwards attack, face-upwards defense, and face-down defense force. Cards are placed vertically to betoken attack and horizontally to indicate a defense force position.
- Spell & Trap Zone.This surface area can business firm up to five cards. Cards are placed face-up for activation, or face-down.
- Graveyard.After a Monster is destroyed or a Spell & Trap carte has been used, they are placed here face up-upward. Opponents may examine one some other's graveyard anytime during a duel. The order of these cards are not allowed to exist changed.
- Deck.The deck is put face-down here. This is where players draw cards for their manus.
- Field.There are special spell cards calledField Spell Cardswhich are put here. Players tin only have 1 Field Spell card on their side. Send sometime Field Spell Cards to the graveyard to replace them.
- Actress Deck.You lot may await through the cards in your extra deck while playing. This area was one time called Fusion Deck, whatsoever effects to Fusion Deck at present affect the Extra Deck.
- Pendulum.Pendulum Monster Cards activated every bit Spell Cards are put face-upward here.
Card Parts
- Thecarte proper nounis located across the tiptop of each trading card. If a bill of fare is referenced on another card, that card'south proper name will announced in quotes.
- Below the name of the card and to the right are ruby-red circles with stars that bespeaklevel.The number of stars corresponds to the monster'due south level. However, for Xyz monster stars represent the rank of the monster and tin can be establish on the left.
- Right beside the card name is theaspect.This is a colored symbol that is significant to the bill of fare's effect. There are six attributes: Dark, World, Fire, Light, Water, and Current of air.
- At the tiptop of the text box, below the photo on the card, the typeof card is in bolded text. Monster cards take a variety of Types. You lot can also discover additional information abreast their blazon.
- The carte numberis located below the motion picture and to a higher place the text box with the carte du jour description. This is a useful tool for collecting and organizing cards.
- Below the grayness line in the text box is the ATK (Attack Points) and DEF (Defense Points). High points in these areas are great for battle.
- In the light brown text box below the photo is thecarte description.The effects of the cards, special abilities and how to utilise them are written here. Monster'southward effects can't exist employed while they are face-down on the field. Yellow Normal Monster Cards have no furnishings.
Card Types
Monster Card
This blazon of bill of fare is used during boxing to defeat an opponent. The battle between Monster cards is the ground of the duel.
There is a large variety of Monster Cards. Monsters may have high forcefulness and defense points merely others may accept powerful special effects, the game is nigh more than than brawn. Winning a duel is about strategically using these dissimilar cards.
- Normal Monsters.No special abilities, high ATK and DFE.
- Effect Monsters.Have three categories of special abilities: continuous, ignition, quick, and trigger.
- Continous Effectis 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. If a Monster has<2000 ATK it cannot declare attacks.
- Ignition Eventis activated via proclamation during the Main Phase. Some accept costs in guild to actuate them. These tin be used in combination with other effects due to the ability to activate them when you wish.
- Quick Issuetin can activate fifty-fifty on your opponent's plow. Different 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 Effectactivates when a card that is confront-down is flipped over and vice versa. These are part of Trigger Effects. The word FLIP on the carte initiates the effect.
- Pendulum Monsters.These are a mix of Spells and Monsters. They may operate every bit one or the other. For case, placing i of these in the Pendulum Zone makes it act as a Spell Card. In that location is a calibration (below the photograph and to the right) that defines the number of monsters that can be summoned. Read the cards carefully to empathize the monster effects and spell effects.
- How to Pendulum Summon. In one case, in the heart of the Main Phase, you may make a announcement of Pendulum Summoning. Check the scales on your cards and follow the directions in the description as they suit your needs (i.eastward. summoning monsters from your hand of the Extra Deck.)
- Yous tin can summon these cards to field even from the graveyard.
- Xyz Monsters.Xyz (ik-seez) Monsters are very powerful. You lot may summon these if you are in control of monsters at the same level. Their rank is indicated below the bill of fare name and to the left, with stars in black circles. These rest in the actress deck, not the main deck, pending the call to action.
- Summoning XYZ Monsters. The materials needed to summon are located in the card clarification. It may read something similar this: "Use 2 Level 4 Monsters." Materials need to be confront-up earlier they can exist used. One time you have the necessary materials face-upward, pick the monster from the Extra Deck you wish to summon. Stack the materials and put the monster on top. If the card demands you 'disassemble' a fabric, motion it to the Graveyard.
- Synchro Monsters.Similar Xyz Monsters, these monsters residual in the Actress Deck. If y'all employ the levels of the monsters y'all control, you can summon these monsters to the field instantly. A face-up Tuner monster and any corporeality of face up-up monsters that are non tuners placed in the graveyard, whose sum of levels equal the Synchro monster's, tin exist used to Synchro Summon.
- 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 identify the Syncro Monster in Assail or face-upward 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. In one case you have the required Fusion materials, place the summoning card in the Spell & Trap Zone to activate it. After, put the Fusion Material in the Graveyard and grab your Fusion Monster. Y'all may identify it either in Assail or Defense force Position. Put the summoning carte in the Graveyard.
- Ritual Monsters.These are summoned with certain Ritual Spell Cards and a Tribute. These rest in the main deck. Yous must have the necessary cards in your hand or on the field to summon Ritual Monsters. These monsters are similar to Fusion Monsters with their high ATK and DEF, as well as their special abilities.
- How to Ritual Summon. You lot need the Ritual Spell Card, matching Ritual Monster, and the Tribute (specified on the Ritual Spell Bill of fare). Identify the Spell menu in the Spell & Trap Zone. Tribute monsters caput to the graveyard if activation is successful. Later, play the Ritual Monster on the field in either Assault or Defense position. Place the spell card in the Graveyard.
Summoning
The typical summoning of a Monster is done by playing it on the field, face-upward, in Attack position. Monsters level five and 6 crave a Tribute and follow the tribute summoning procedure. Level 7 & up need two tributes. Defense position is not considered summoning, use a flip summon to actuate it past flipping the card over.
Spell & Trap Cards
The name of the spell carte du jour is typed across the meridian in white messages, beside it is the blazon of card. Below the proper noun is the spell card's icon, these represent properties of that card. Spell cards without these icons are called Normal Spell/Trap Cards. The six icons are Equip (cross), Field (compass), Quick play (lightning commodities), Ritual (burn down), Continuous (infinity), Counter (pointer).
Spell Cards can only exist activated during the Main Phase. They possess powerful effects that can destroy other cards and make monsters stronger.
- Normal Spell Cardshave i-time use effects. Announce that you are using them and identify them face up-up in the field. After the card resolves, put the bill of fare in the Graveyard.
- Ritual Spell Cardsare used in Ritual Summons. Use them like a Normal Spell Card.
- Continuous Spell Cardsremain in the field later activation. Their event continues as long as the card is face-upward and in the field.
- Equip Spell Cardsrequite extra effects to whatever single face-up monster, you or your opponent'southward, depending on the description. They stay in the field later activation.
- Field Spell Cards.These cards remain in the Field Zone. Each role player is allotted i Field Spell Card. If you wish to use a new ane, send the one in the field to the Graveyard. These cards affect both players.
Trap Cardsare similar to Spell Cards in their furnishings help yous advance in the game. However, Trap Cards can exist activated on an opponent's turn and typically harness the element of surprise.
- Normal Trap Cardsmust exist put on the field before activation. They cannot exist activated in the same turn it is fix out. These cards have one-time use furnishings, that in one case resolve, force the card to be sent to the Graveyard. Like Normal Spell Cards, one time they are activated their effects cannot be hindered. Still, your opponent tin can destroy it prior to activation.
- Continuous Trap Cardsare similar to Continuous Spell Cards. They remain in the field and their effects are continuous while they are face-upwards. Typically, the slowly destroy your opponent's Life Points.
- Counter Trap Cardstypically activate in response to other cards activating. They are used in defense of other Trap cards and Spell cards.
PLAYING THE GAME
Dueling
One game is referred to as a Duel, it ends when a player with wins or information technology is a draw. At that place are 3 Matches in a Duel, win 2/three to win the Duel.
Each player begins with 8000 LP. You win by reducing the LP to 0, if your opponent's deck is exhausted and they need to depict, or if you are fortunate that a special result declares you lot the winner. If both players happen to reach 0 LP simultaneously, the Duel is a describe.
Starting the Duel
Follow these steps before starting to Duel. Take all the materials you lot may possibly need in manus.
- Greet your opponent and shuffle your deck. Y'all can shuffle and/or cut your opponent's deck.
- Place the decks, confront-down, in their zones. Place the actress deck in its zone.
- Display your Side Decks and itemize the number of cards in each. They should accept no more than fifteen cards and the amount must remain abiding.
- Either use stone-paper-pair of scissors or flip a coin, whoever wins picks who goes first. In Duels that follow, the loser picks who goes first at the outset. Draw v cards from the deck to make full your paw.
Taking Turns
- Depict Phase.This is the initial phase. Draw 1 carte from the superlative of your deck. Trap cards and Quick-Play Spell cards may be activated earlier preceding to the side by side phase.
- Standby Phase.Pay for activation costs during this phase. Yous still take the opportunity to activate trap cards and Quick-Play cards.
- Master Stage 1.This stage is when you lot take the opportunity to play most cards you have. Y'all may summon, change positions of monsters, activate cards, and ready spells and traps. Changing positions includes Flip Summoning.
- Boxing Phase.Use your monsters for battle. This phase has steps.
- Starting time.Announce you are entering the boxing phase. Yous cannot start battle stage in your very first turn.
- Boxing.Choose a monster to attack with and declare the attack. Y'all may directly attack if they have no monsters and motion to the damage footstep and repeats. Each face-up Assault position monster tin set on once per turn, however, you are not required to attack with a monster in position.
- Damage.Calculate the damage as a result of the boxing.
- Stop.Declare you have finished the Boxing Phase.
- Primary Phase two.Afterwards the battle phase you can movement to Main Phase 2. You lot accept the aforementioned options for action as Main Phase 1. All the same, ane-fourth dimension actions done in Chief Phase 1 cannot be repeated. Choose your actions in response to the boxing.
- End Phase.You can finish your plough by announcing so. Some cards may take directions for finish stage that should be resolved if they are in the field. If your paw exceeds vi cards, discard the backlog to the Graveyard.
Battles & Chains
Damage Step
- Limitations.You are only allowed to activate Counter Trap cards or cards that direct affect a monster'due south DEF and ATK. You can activate cards until beginning damage calculations.
- Face-downwards.Flip a face-downwards defense force monster you are attacking so that information technology is face up-up. Now y'all can calculate damage from the DEF.
- Activation.Flip effects activate when a monster is flipped face-up. Their furnishings are resolved once the harm is calculated.
Determining Damage
Summate damage using ATK five. ATK (if you attack a monster in set on position) or ATK v. DEF (if you attack a monster in a defense position.
ATK five. ATK
- Win.If your ATK is greater than your opponent'southward monster, that monster is destroyed and put in the Graveyard. The difference between the monster's ATKs are subtracted from your opponent'southward LP.
- Tie.If ATKs are equal it is a tie. Both monsters become destroyed and there is no sustained damage.
- Lose.If your ATK if less than your opponent'southward monster, your monster is destroyed and put in the Graveyard. The difference between the monster'southward ATKs are subtracted from your LP.
ATK 5. DEF
- Win.If your ATK exceeds your opponent'southward DEF, that monster is destroyed and put in the Graveyard. Neither player sustains harm.
- Tie.If the ATK and DEF are equal neither monster is destroyed and neither role player sustains damage.
- Lose.If your ATK is less than the DEF neither are destroyed. The difference between your opponent's DEF and your ATK is subtracted from your LP.
You lot may set on your opponent directly if they have no monsters. The total ATK of your monster is subtracted from their LP.
Chains
A chain lodge multiple effects from a single carte du jour or multiple active cards. Opponents can create their ain chains in response. You lot can add more furnishings in response to their chain equally well. Both can repeat this until each actor is satisfied. Do not resolve cards in the chain without asking your opponent if they want to make one.
Spell Speed
Each Spell carte du jour has a speed between 1 and 3. In response to a chain, you must utilise Spell Speed ii or greater, yous cannot use a Spell Speed that is lower.
- Spell Speed 1:
- Normal Spells, Equip Spells, Continuous Spells, Field Spells, Ritual Spells.
- Ignition Effect, Trigger Consequence, Flip Effect
- Spell Speed ii:
- Normal Traps, Continuous Traps
- Quick Play Spells
- Quick Effect
- Spell Speed 3:
- Counter Trap
REFERENCES:
http://www.yugioh-bill of fare.com/tw/howto/master_rule_3.php?lang=en
How To Play Yugioh Cards,
Source: https://gamerules.com/rules/yu-gi-oh-trading-card-game/
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