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 No rules part 1

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shawn1395
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Join date : 2009-06-08
Age : 28

No rules part 1 Empty
PostSubject: No rules part 1   No rules part 1 Icon_minitimeMon Jun 08, 2009 7:04 pm

1. 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).
2. TYPES OF CARDS:
Monster Cards
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.
Example:
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.
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 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.
Magic Cards
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.
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 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.
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