Yu-gi-oh! Official Rules
Object of the Game
The object of the Yu-gi-oh! Trading Card Game is to win a Match against your opponent. A single match consists
of 3 duels. Each card battle against an opponent in which a win, loss, or draw is determined is referred to as a duel.
The player who: Is the first to win 2 duels in a match or has 1 win and 2 draws is declared the WINNER
If the duel results are:
1 win, 1 loss and 1 draw or 3 draws, the match is considered a draw
Winning a Duel
The outcome of a duel is decided according to the following official 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
Life Points to 0. If you 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. Bearing this in mind, a good duelist should make every card count.
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
Preparing your Deck
This Starter Deck contains all the cards you'll need to challenge an opponent to a Duel. Following you'll find 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.
NOTE: This Starter Deck contains 50 cards, so you
will need 5 more cards to create a Side Deck.
- 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.
In accordance with the Official Rules, a Duel is conducted in the following manner:
- Before you start a Duel, greet your opponent with a friendly handshake.
- Both players shuffle their respective Decks and hand them to their opponent to shuffle (this is called Cutting the Deck).
The Decks are then returned to their owners and placed face-down in their respective Deck Zones on the Duel Field.
- When using Fusion Monster Card(s), place the card(s) face-down on the Fusion Deck Zone of the Duel Field. 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 (Fusion
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 starts first with a coin toss. For subsequent Duels in the Match, the loser
of the previous Duel decides who starts first.
- Finally, 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. Before you learn how a Yu-Gi-Oh! turn proceeds, it is important
to fully understand the Duel Field and game cards. Understanding how each type of card works will help you plan strategies
to ensure that you will emerge from the Match victorious!
Manners in Dueling
Remember the following codes of conduct when facing an opponent:
- Always declare each move in a loud, clear voice before you execute any play.
- 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 cards without asking permission.
The Duel Field
Every card you play or discard will be placed on the Duel Field. The example below shows where to
place Yu-Gi-Oh! Decks and the cards that are brought into play during a Match.
A. Field Card Zone:
Field Magic cards are played here. Only 1 Field Magic Card can be in play at any one time.
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.
C. Fusion Deck Zone:
If you are playing with Fusion Monster Cards, put your Fusion Deck face-down in this space.
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 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.
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.
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 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.
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 si 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.
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
- 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 and do not appear in this Starter Deck.
There are several types of Magic Cards. Magic Cards can only be played during a Main Phase (Phases
of Gameplay). 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
*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. 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. 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.
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
Spell Speed 3: This card can be used against any Spell Speed. Only another Spell Speed 3 card may be used against
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.
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.
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.
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.
Quick Reference Chart
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.
- 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
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
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
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.
Neither player takes any damage. Their Life Points remain the same.
iii. Attacker's ATK Points < Opponent's ATK
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
When the attacking monster's ATK points are equal to the DEF points of the opponent's monster, neither monster is destroyed.
Neither player takes any damage. Their Life Points remain the same.
iii. Attacker's ATK Points < Opponent's DEF
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
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.
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.
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:
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
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.
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
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 To Draw
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:
• 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