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Jevan R. H. Divinitive
Crew

PostPosted: Mon Jan 14, 2008 3:52 am


Here are YDoG's own rulebooks to help you understand Yu-Gi-Oh! If you find any mistakes or gaps please send me a pm.

BEGINNERS GUIDE
COMPLETE RULEBOOK
PostPosted: Thu Feb 07, 2008 3:42 am


BEGINNER'S GUIDE

If you are new to dueling or just don't understand how to play yet then you've come to the right place. These are the basic rules for dueling.

STARTING A DUEL

Each player starts with 8000 Life Points. If your opponent runs out of Life Points, you win!

To start you need to decide who goes first. You could flip a coin, roll a dice or even play Rock-Paper-Scissors. The winner gets to choose wether they go first or second.

Now, you and you're opponent have to shuffle both decks. Then you both draw your opening hands of five cards from the top of your deck - this is your opening hand.

MONSTER CARDS

Yellow Normal Monsters just have a description of the monster in the lower box. (This description is just for fun, and doesn't affect the game.) Orange Effect Monsters have special abilities written here.

Monster's Name is written in bold at the top of the card.

Monster's Attribute is shown in a circle in the top-right corner of the card.

Monster's Level is shown by the number of stars under the monster's name.

Monster's Type is written in bold at the top of the box underneath the monster's picture.

Monster's Text is written inside of the box underneath the monster's picture. Yellow Normal Monsters just have a description of the monster. Orange Effect Monsters have special abilities written here.

Monster's Attack Points (ATK) and Defense Points (DEF) are written at the bottom-right corner of the card.

PLAY YOUR MONSTERS

During your turn you can Normal Summon or Set ONE monster from your hand.

Normal Summon Put the monster face-up on the field and upright. Upright means the monster is in Attack Position. Attack Position monsters can attack your opponent! There is another way to Normal Summon a monster.

Tribute Summon or Set is a type of Normal Summon or Set and counts towards that 1 summon.

You tribute by sending a monster you already have on the field to the graveyard. If a monster is Level 5 or 6 it needs 1 Tribute. If a monster is Level 7 or higher it needs 2 Tributes. After you put the Tributed monsters in the Graveyard, put the high-Level monster into play in their place. High Level Monsters have stronger ATK and DEF, and can have powerful effects.

Set Put the monster face-down and sideways. Sideways means the monster is in Defense Position. Defense Position monsters protect your Life Points from attacks!

Flip Summon If your monster is in face-down Defence Position, changing its Battle Position has a special name - it's called a Flip Summon. This is not a Normal Summon so it doesn't count towards the 1 summon per turn.

You can flip a face-down Defense Position monster into face-up Attack Position. If your monster has a Flip Effect, you get to use that effect when you Flip Summon the monster.

Special Summon A Special Summon uses the effect of a Spell, Trap, or Effect Monster Card to Summon a Monster.

There's no limit to the number of monsters you can Special Summon in a turn. Even if you Special Summon or Flip Summon a monster, you still get 1 Normal Summon or Set. So Special Summons are like a bonus! If a card effect doesn't tell you which Battle Position to Special Summon a monster in, you can choose face-up Attack Position or face-up Defense Position.

SPELL & TRAP CARDS

Monsters can't win a Duel alone. You need to master the use of Spell & Trap Cards. They have powerful effects to help your monsters and hinder your opponent.

Spell Cards can be played from your hand or your field but only during your turn. Follow the instructions on the card then put the card into the Graveyard after use. Spell Cards activate on the field so you need an empty space to activate one from your hand.

Trap Cards are set face-down on the field during your turn. Activate it by flipping it face-up on any turn after that, even your opponent's turn! Put the card in the Graveyard after use.

HOW A TURN WORKS

During a Duel, you and your opponent alternate turns. Each turn has 6 Phases.

Draw Phase
Draw 1 card from your Deck and put it in your hand.
Standby Phase
This phase is used when a card mentions it.
Main Phase 1
This is when you can Summon or Set your Monsters! You can also play your Spell and Trap cards in this phase.
Battle Phase
This is when you make all your attacks.
Main Phase 2
You can play more Spell & Trap Cards after you attack. And if you haven't Summoned a monster yet this turn, you can do that too.
End Phase
Your turn is over. Now it's your opponent's turn, starting with their Draw Phase.

The player who goes first cannot attack on the first turn.

BATTLE WITH YOUR MONSTERS

Attacking is the main way you destroy your opponent's monsters and damage their Life Points. Understanding how battles work is the key to your success.

Each of your Attack Position monsters can attack once during each of your turns. When it's time to attack, attack with your monsters one at a time, not all at once.

Pick 1 monster to attack with, and use it to attack an opponent's monster of your choosing. If you attack a face-down monster, it is flipped face-up. If it has a FLIP effect, read the card and do what it says after the battle.

If you attack and your opponent had monsters on the field, you have to attack one of those monsters. If your opponent doesn't have any monsters, you can attack your opponent directly! They lose Life Points equal to your attacking monster's ATK.

ATTACK POSITION vs. ATTACK POSITION

If your ATK is bigger than the opponent's ATK: Your opponent's monster is destroyed. Your opponent loses Life Points equal to the difference between the 2 monsters' ATKs.

A destroyed monster is placed face-up in its owner's Graveyard. Losing Life Points during battle is called "Battle Damage".

If your ATK is smaller than the opponent's ATK: Your attacking monster is destroyed! You take Battle Damage equal to the difference between the 2 monsters' ATKs.

If your ATK is the same as the opponent's ATK: Both monsters are destroyed. Neither player takes any Battle Damage.

ATTACK POSITION vs. DEFENSE POSITION

If your ATK is bigger than the opponent's DEF: Your opponent's monster is destroyed. But since their monster was in Defense Position, your opponent doesn't lose any Life Points, no matter how small the monster's DEF was.

If your ATK is smaller than the opponent's ATK: You take Battle Damage equal to the difference. Both monsters survive.

If your ATK is the same as the opponent's ATK: Nothing happens. Both monsters survive.

BATTLE POSITION CHANGES

The leader in a Duel can change quickly, so sometimes you'll want to change your monsters' Battle Positions. You can change your monster's Battle Position during your Main Phase 1 or 2.

There are 3 times when you CAN'T change your monster's Battle Positon.

You can't change it if you Summoned or Set the monster this turn.

You can't change it if you already changed that same card's position this turn.

You can't change it if that monster attacked this turn.

Jevan R. H. Divinitive
Crew


Jevan R. H. Divinitive
Crew

PostPosted: Thu Feb 07, 2008 3:43 am


Complete Rulebook Version 1.0


Game Cards
In Yu-Gi-Oh! there are three different types of card used to duel. They are Monster Cards, Spell Cards (Green) and Trap Cards (Purple).
Monster Cards
Monster Cards are the base of any deck and are used to battle your opponent. There are many different types of Monster Cards, Normal Monsters (Yellow), Fusion Monsters (Purple), Ritual Monsters (Blue) and Effect Monsters (Orange unless also a Fusion or Ritual Monster). They are played by summoning them.
How to Read a Monster Card
1. Card Name

This is located at the top of the card in the box. This is the name of the card. Even if two cards have different pictures, if they have the same name they are considered the same card.
2. Level

This is located under the box with the card’s name. The amount of stars equals the Level.
3. Attribute

This is the circle located to the right of the card’s name. There are 6 different Attributes; Dark, Earth, Fire, Light, Water, Wind.
4. Type

This is the bold text in the top of the box at the bottom of the card. There are twenty different Types of monsters; Aqua, Beast, Beast-Warrior, Dinosaur, Dragon, Fairy, Fiend, Fish, Insect, Machine, Plant, Pyro, Reptile, Rock, Sea Serpent, Spellcaster, Thunder, Warrior, Winged Beast, Zombie. Some monsters will have additional information here too, next to their Type.
5. Card Number

A card’s Booster Pack and identification number are listed under the card’s picture, to the right. These are only to do with collecting and nothing to do with the game.
6. ATK / DEF

ATK is a monster’s Attack Points and DEF is a monster’s Defense Points. They are located in the bottom of the box that is under the card’s picture. The ATK and DEF written on the card are the card’s original ATK and DEF. If it is “?” then the original ATK/DEF is treated as 0.
7. Card Description

This is inside the box, under the Monsters Type. For Normal Monsters, a description of the monster is written here and has nothing to do with the game. Other monsters have their effects written here or instructions on how to use the monster.
8. Password

This is located at the very bottom left corner. This is similar to the Card Number. It has nothing to do with the game. Cards with different names have different numbers.
Normal Monsters
These are the basic Monster Cards that have no effects. They have a yellow background.
Fusion Monsters
Fusion Monsters are special monsters that go in your “Fusion Deck” instead of your Main Deck and are played by Fusion Summon. They have a purple background and have Fusion written next to their Type on the card.
Ritual Monsters
Ritual Monsters are special monsters that are summoned by Ritual Summon. They have a blue background and have Ritual written next to their Type on the card.
Effect Monsters
An Effect Monster is a monster that has a special effect. If it isn’t a Fusion or Ritual Monster it has an orange background and they all have Effect written next to their Type on the card.
There are five different types of effects an Effect Monster can have; Flip Effect, Continuous Effect, Ignition Effect, Trigger Effect, Multi-Trigger Effect. Monster effects cannot be used unless they are face-up on the field or they state otherwise.
Flip Effect [Spell Speed 1]
This is an effect that is activated when a face-down card is flipped face-up. This can happen when it is Flip Summoned, attacked while face-down, or flipped face-up by a card effect. These effects start with the word “FLIP:” on the card.
Continuous Effect [Spell Speed 1]
This effect is active while the Effect Monster Card is face-up on the field. The effect starts when the face-up monster appears on the field, and ends once that monster is gone or is no longer face-up; there is no trigger for its activation.
Ignition Effect [Spell Speed 1]
You can use this type of effect just by declaring its activation. You can normally activate this type of effect only during your Main Phases. There are some Ignition Effects that have a cost to activate, like discarding cards from your hand or Tributing your monster. When a monster is summoned during one of your Main Phases, you can use Priority to activate this effect.
Trigger Effect [Spell Speed 1]
These effects state that they are activated at specific times, such as “during the Standby Phase” or “when this monster is destroyed”.
Multi-Trigger Effect [Spell Speed 2]
These are special monster effects that you can activate even during your opponent’s turn, as long as the specific requirements are met. They can be chained to a Spell Speed 1 or Spell Speed 2 card or effect.
Monster Tokens
Monster Tokens are treated as monsters, taking up a Monster Zone, and are summoned by another cards effect. Tokens aren’t physical cards so you need to use a coin or something to represent the Token. (You need to be able to tell whether it is in Attack or Defense Position) They are always face-up and if they are removed from the field in any way they simply disappear.
Summoning Monster Cards
There are several ways to play a Monster Card. These ways can be categorized into a group of Summons that only one of can be done once per turn and Summons that can be done multiple times a turn. Monsters are summoned into a Monster Card Zone.
Normal Summon (and Tribute Summon) Once Per Turn
Normal Summon is the basic way to play a Monster Card. You place a Monster Card from your hand onto the field in face-up Attack Potion. (Vertical) All Normal Monsters and Effect Monsters, unless they have special restrictions written on the card, can be summoned this way.
However, Monster Cards that are Level 5 or above need to be Tribute Summoned. To Tribute Summon a Level 5 or 6 Monster Card, you need to Tribute (Send to the Graveyard) 1 monster on the field. To Tribute Summon a Level 7 or higher Monster Card you need to Tribute 2 monsters on the field.
Set Once Per Turn
You place a Monster Card from your hand onto the field in face-down Defense Position. (Sideways) You still need to Tribute the correct amount of Monsters to Set a Level 5 or higher Monster Card.
This counts as your Normal Summon for the turn though the Monster isn’t considered Summoned; it is set ready to be Flip Summoned later.
Flip Summon Multiple Times Each Turn
Any turn after a face-down Monster Card was summoned it can be Flip Summoned. You flip the card face-up and change it into Attack Position. This counts as changing a monster’s Battle Position, unless the monster was in face-down Attack Position due to a cards effect.
Special Summon Multiple Times Each Turn
Placing a monster on the field using any special procedure is called a “Special Summon”. Fusion Monsters, Ritual Monsters, and Effect Monsters that say “This “This card cannot be Normal Summoned or Set” are “Special Summon Monsters” and can only be Special Summoned. Unless otherwise specified, you can choose whether to “Special Summon” the monster in face-up Attack Position or face-up Defense Position.
Special Summon with a Card’s Effect Multiple Times Each Turn
Monsters can also be Special Summoned onto the field through the effect of another card. This Special Summon is different from that of a “Special Summon Monster” like a Fusion Monster or Ritual Monster.
You cannot use a cards effect to Special Summon a “Special Summon Monster” unless from the Graveyard or removed from play after it was Special Summoned properly first.
Fusion Summon Multiple Times Each Turn
This is a Special Summon and follows all Special Summon rules. If you have all the Fusion Material Monsters, either in your hand or on your field, listed on a Fusion Monster Card, in your Fusion Deck, you can activate “Polymerization”. When “Polymerization” resolves, send the Fusion Material Monsters to the Graveyard and the appropriate Fusion Monster is Fusion Summoned from your Fusion Deck.
Ritual Summon Multiple Times Each Turn
This is a Special Summon and follows all Special Summon rules. When you have a Ritual Monster, the appropriate Ritual Spell Card for that monster, along with the required Tribute, as listed on the Ritual Spell Card, you can activate the Ritual Spell Card. When the Ritual Spell Card resolves, send the required Tribute to the Graveyard and the Ritual Monster is Ritual Summoned from your hand.
Spell & Trap Cards
How to Read a Spell or Trap Card
1. Card Name

This is located at the top of the card in the box. This is the name of the card. Even if two cards have different pictures, if they have the same name they are considered the same card.
2. Type

This is the circle located to the right of the card’s name and the bold text under that box. It shows if it’s a Spell or Trap Card.
3. Icon

Under the card’s Spell or Trap symbol and next to the bold text is the card’s Icon if it is a special type of card. The 6 symbols are Equip, Field, Quick-Play, Ritual, Continuous and Counter. If the card doesn’t have a symbol it is a “Normal Spell Card” or “Normal Trap Card”.
4. Card Description

This is inside the box under the card’s picture. This is where the card’s effect is written.
5. Card Number

A card’s Booster Pack and identification number are listed under the card’s picture, to the right. These are only to do with collecting and nothing to do with the game.
6. Password

This is located at the very bottom left corner. This is similar to the Card Number. It has nothing to do with the game. Cards with different names have different numbers.
Spell Cards
Spell Cards have a green background. You use these mainly during your turn and they have powerful effects that change the game. They are activated by placing them face-up in a “Spell & Trap Card Zone”, from your hand or by flipping them from face-down to face-up, or they can be “Set” face-down in a Spell & Trap Card Zone. Spell Cards can be activated on the turn you “Set” them except “Quick-Play Spell Cards”.
Normal Spell Cards Spell Speed 1
Normal Spell Cards have a single-use effect. Send it to the Graveyard after it has been activated and the effect has resolved.
Ritual Spell Cards Spell Speed 1
These are used to Ritual Summon a Ritual Monster and work the same way Normal Spell Cards do.
Continuous Spell Cards Spell Speed 1
These stay on the field once they are activated and their effect continues while the card remains face-up on the field.
Some have Ignition, Trigger or Multi-Trigger Effects similar to Effect Monster Cards.
Equip Spell Cards Spell Speed 1
These target 1 Monster Card on the field. These cards remain on the field once activated. If the targeted Monster Card is no longer face-up on the field, the Equip Spell Card is destroyed.
Some have Ignition, Trigger or Multi-Trigger Effects similar to Effect Monster Cards.
Field Spell Cards Spell Speed 1
These cards are played in the Field Card Zone and remain on the field once activated. There can only be 1 face-up Field Spell Card on the field at any given time between both players. When a new Field Spell Card is activated the previous active Field Spell Card is destroyed automatically.
Some have Ignition, Trigger or Multi-Trigger Effects similar to Effect Monster Cards.
Quick-Play Spell Cards Spell Speed 2
These are special Spell Cards that can be activated during any Phase of your turn, from your hand. If you Set it you cannot activate it during that turn but you can activate it during any following turn at any time, including your opponent’s turn. They can be chained to a Spell Speed 1 or Spell Speed 2 card or effect.
Trap Cards
Trap Cards have an indigo background. They have powerful effects that can damage your opponent in someway. Trap Cards cannot be activated from your hand. Trap Cards are Set in a Spell & Trap Card Zone and can be activated during any following turn at any time, including your opponent’s turn, by flipping them face-up.
Normal Trap Cards Spell Speed 2
Normal Trap Cards have a single-use effect. Send it to the Graveyard after it has been activated and the effect has resolved. They can be chained to a Spell Speed 1 or Spell Speed 2 card or effect.
Continuous Trap Cards Spell Speed 2
These stay on the field once they are activated and their effect continues while the card remains face-up on the field. They can be chained to a Spell Speed 1 or Spell Speed 2 card or effect.
Some have Ignition, Trigger or Multi-Trigger Effects similar to Effect Monster Cards.
Counter Trap Cards Spell Speed 3
Counter Trap Cards have a single-use effect. Send it to the Graveyard after it has been activated and the effect has resolved. Most Counter Trap Cards cannot be activated unless chained directly after a certain type of card. They can be chained to a Spell Speed 1, Spell Speed 2 or Spell Speed 3 card or effect.
Card Mechanics
Costs
Some cards have costs, such as discarding cards, paying Life Points, or tributing monsters, to Summon a monster or activate a card or effect. The cost must be paid before the card is activated and is still paid even if the activation is negated.
Target
If an effect targets a card, you select the target before you activate the effect. Effects that affect cards in general, or that target a card when you resolve the effect, doesn’t target.
Discard
Discarding is when you send a card from your hand to the Graveyard.
Chains
When several cards or effects are activated at the same time, they form a chain. Cards or effects can also be chained to another card or effect. Once a card or effect has been activated, before the effect resolves, another card or effect can be chained to it. Once a player activates a card or effect, their opponent is given the chance to chain to that card or effect. The last card in the chain resolves its effects first, continuing until the first card or effect in the chain resolves last.
If an effect occurs where both players have to do something at the same time, the turn player resolves the effect first.
You cannot chain to a cost, summon, or a tribute as they don’t have Spell Speeds.
Spell Speeds
Spell Speed 1 cards and effects cannot normally be chained to another card or effect. They can be chained to another Spell Speed 1 card or effect if an event forces it such as two monsters that have an effect that activates when it’s destroyed and they are both destroyed at the same time. In this case, the turn player’s effects are put onto the chain first in any order he chooses, followed by all of your opponent’s effects in any order they choose.
Spell Speed 2 cards and effects can be chained to a Spell Speed 1 or 2 card or effect. They cannot be chained to a Spell Speed 3 card or effect.
Spell Speed 3 cards and effects can be chained to a Spell Speed 1, 2 or 3.
Things Needed to Duel
There are several things you may need while dueling, these are the main things you will need. You may also need paper, a pen, a coin, dice, a calculator and card sleeves.
Deck Needed
This is the only real essential item for dueling. You can use any cards to make a deck as long as they follow all of these rules:
• It must contain at least 40 cards.
• You can only have up to 3 copies of the same card in your Deck.
• It must follow the Format for the types of duels you want. Go to www.wannaduel.com to check the Formats. The Advanced Format is the main one people use and is recommended.
Try to keep your deck down to 40 cards to increase the chance of drawing the cards you want and have around as many Monster Cards as Spells & Trap Cards.
Side Deck Optional
This is a separate deck of cards used to alter your Main Deck between duels. In a Match, after each Duel you can swap cards in your deck for an equal amount of cards from your Side Deck. You must return your Deck back to the way it was after each Match.
Your Side Deck must follow these rules:
• It must contain exactly 15 cards.
• You cannot have more than 3 of the same card in your Deck and Side Deck combined.
• Your Deck and Side Deck combined must follow the Format you are using.
Game Mat Actual Game Mat optional
The Game Mat is your half of the field and shows were all the cards go, except for cards that are removed from play.
1. Monster Card Zone

This is where you put your monsters when they’re played. Up to 5 Monster Cards can be played here at a time. There are 3 main ways to position your Monster Cards: face-up Attack Position, face-up Defense Position, and face-down Defense Position. Place the card vertically for Attack Position, and horizontally for Defense Position.
2. Spell & Trap Card Zone

This is where you put Spell and Trap Cards when they’re activated. You can also place them face-down here. You can have up to 5 cards in this zone. Because a Spell Card is placed in this zone when it is activated, no further Spell Cards can be used if all 5 spaces are occupied already.
3. Graveyard

When Monster Cards are destroyed, and when Spell & Trap Cards are used, they’re sent face-up to this space. The contents of both players’ Graveyards are public knowledge, and your opponent can look through yours at any time during the Duel. The order of the cards in the Graveyard should not be changed.
4. Deck Zone

Your Deck is placed face-down in this space. Players draw cards from here to their hands. Normally, if the contents of the Deck are revealed by a card effect, shuffle the Deck and put it back in this space after resolving the effect. The number of cards left in your Deck is public knowledge.
5. Field Card Zone

Special Spell Cards called “Field Spell Cards” are played here and are NOT counted towards the 5-card limit of the Spell & Trap Card Zone. However, only 1 Field Card can be active at a time, and whenever a new Field Spell Card is activated, the previous active one is automatically destroyed.
6. Fusion Deck Zone

All of your “Fusion Monsters” go in a separate Fusion Deck. Put it face-down in this space. You can only have up to 3 copies of the same card in your Fusion Deck, but there is no limit to the size of your Fusion Deck, and the cards in your Fusion Deck are NOT counted in the 40 card minimum limit of your Main Deck. Your Fusion Deck must follow the Format you are using to duel.
• Removed From Play

Any card removed from play is removed from the field into a separate space. Most duelist place removed from play cards to the right of their Graveyard.
• Hand

All the cards you draw go into your hand. This is the collection of cards that you hold and use to play. The number of cards in your hand is public knowledge but the cards in your hand are secret and only you are allowed to see them.
Owner
You are the owner of the cards which you actually own.
Control
You control all the cards on your side of the field.
Counters
Certain effects give Counters to cards. Certain effects count the Counters on a card to do some effect. Anything can be used as a Counter, coins or dice are good examples of way’s to count the Counters on a card.
How to Play
How to Win
Winning a Match
A single game is called a “Duel” which ends when a player wins or it ends in a draw. Duels are played best 2-out-of-3 which is called a “Match”. In a tournament a Match is won by the first person to win 2 Duels.
Winning a Duel
Each player starts a Duel with 8000 Life Points. You win a Duel if: you reduce your opponent’s Life Points to 0; if your opponent is unable to draw a card; or if a card’s special effect says you win. If you and your opponent both obtain a victory condition at the same time, the Duel is declared a DRAW.
Preparing to Duel
1. After greeting your opponent you must shuffle your deck. To guarantee fairness, each player must ensure that his or her deck is thoroughly randomized before presenting it to an opponent at the start of any game. Players are encouraged to mix several different shuffling methods, such as pile shuffling and riffle shuffling, as they randomize their decks.
Once a player thoroughly randomizes his or her deck, he or she must present it to the opponent. The opponent may either shuffle the deck for at least ten seconds to further randomize it, or to make one cut. If the opponent shuffles the player's deck, then each of the players, first the player and then the opponent, must cut the deck. If the opponent chooses to just cut, without shuffling, then the deck is randomized and the players may not perform any additional shuffling or cutting.
Presenting your deck to your opponent implicitly states that you have thoroughly randomized your deck. Players may not pre-set or sort their decks in any specific order before shuffling. Stacking a deck or illegally manipulating the order of the cards while shuffling is considered cheating.
Players are expected to shuffle quickly. Players are limited to 30 seconds of shuffling during a game and two minutes of shuffling between games.
Players are expected to shuffle carefully. Players must shuffle in a manner such that they cannot see the bottom of the deck while shuffling. Players must ensure that no cards are damaged while shuffling their opponent’s deck.
2. After cutting, place the Decks face-down in the proper Deck Zones on the field. If using Fusion Monster Cards, place them face-down on the Fusion Deck Zone.
3. Both players show each other that their Side Decks, if they have them, contain exactly 15 cards (the cards should be counted face-down). If you exchange cards between your Side and Main Decks after a Duel, count the cards of your Side Deck for your opponent again to show that there are still 15 cards in it.
4. Before the start of the first game in a match, a random method is used to determine who chooses which player plays first. In a best-of-three match, the player who lost the previous game decides who will play first in the next game. If the previous game was a draw, the player who chose in the previous game decides who will play first in the next game.
5. Draw 5 cards from the top of your Deck; this is your starting hand. Both players Life Points start at 8000. Life Points are always Public knowledge. Then you start the duel with the first duelists turn.
Turn Structure
The turn player always has priority to activate a card first in each phase or step of their turn. This is called the turn player’s “Priority”.
As long as the Turn player has Priority, the opponent cannot activate cards first, except for effects that activate automatically, like Trigger or Flip effects. When the Turn player “uses Priority to activate a card” or “passes Priority”, Priority is automatically passed to the opponent. A player must pass Priority when moving on to the next phase or step.
Obeyed strictly, you would always declare that you’re giving up Priority before the end of every phase and step, and ask your opponent if they wish to play a card. However, for ease of play, announcing the end of your phases or steps implies giving up priority. Therefore, when announcing the end of a phase, your opponent can just say “Before the end of your phase, I activate this card” and use a card. This means the opponent used the priority you (implicitly) gave up.
Draw Phase
The turn player draws 1 card from the top of their deck before anything else can happen. If you cannot draw because there are no cards left in your Deck, you lose the Duel. Both players can then activate Spell Speed 2 or higher cards or effects.
Standby Phase
You can activate Spell Speed 2 or higher cards or effects.
Main Phase 1
This in the main phase in your turn in which you can do the most actions in any order.
Summon or Set a Monster
You can Normal Summon or Set 1 Monster during a turn. There is no limit on Flip Summons and Special Summons. After this Phase you can either enter the Battle Phase or skip to the End Phase. The first player skips to the End Phase on his first turn.
Change Your Monsters’ Battle Positions
You can change a face-up monster’s Battle Position between Attack Position and Defense Position once per turn. You cannot change a monster’s Battle Position on the turn it was summoned or after it has declared an attack. This is called manually changing a monster’s Battle Position and doesn’t affect a cards effect that allows you to change a monster’s Battle Position.
Activate a Card or Effect
You can activate Spell Cards and Trap Cards, or the effects of Spell, Trap, or Effect Monsters as many times as you want as long as you can continue to pay any costs involved. If you activate a Spell Card from your hand you must place it in an empty Spell & Trap Card Zone.
Set Spell Cards & Trap Cards
You can set Spell & Trap Cards from your hand into an empty Spell & Trap Card Zone.
Battle Phase
Start Step

This starts the Battle Phase. You should announce that you are entering the Battle Phase. Both players can activate Spell Speed 2 or higher cards or effects.
Battle Step
Select 1 monster you control to attack with, and 1 of your opponent’s monsters as your attack target, declaring the attack. If your opponent has no monsters on the field you can attack directly. Monsters can only attack once each turn.
Whenever a player declares an attack with a monster, the game sets up a brief period in which players can activate effects used when a monster “declares an attack,” “a monster attacks,” or any other variation of the same. This opportunity equates to a single chain with effects typically activated in response to an attack, and after it resolves the timing to activate these types of cards, it passes. It isn’t possible to start a new chain with these types of effects afterward.
Multiple cards can be placed onto this chain and any one of them can be a card that activates when a monster attacks. Just because an unrelated effect is chained doesn’t mean that these specific timing effects “miss their timing.” The “monster attacks” timing is true for the entire chain.
Not every effect in this chain needs to have the “activate because a monster attacked” timing requirement. It is possible to activate effects in this chain that don’t really have anything to do with the attack, but seem useful at the time. Sometimes these types of effects can start the chain or simply respond to another effect on the chain.
Spell Speed 2 or higher cards or effects can still be activated after the chain.
If the monsters on your opponents side of the field changed after declaring an attack you get a Replay. You can either continue attacking with the selected monster and then chose the same or a different target or you can give-up that monsters attack and attack with a different monster. The monster that gave-up the attack is considered to of attacked and cannot attack again this turn.
The attack continues into the Damage Step.
Damage Step
Face-Down Monsters
If you attacked a face-down monster it is flipped face-up now. If the face-down monster has a continuous effect it is applied immediately but all other effects activate later.
Damage Calculation – ATK/DEF Effects
Once this event begins all Continuous, Trigger, and Multi-Trigger effects that activate “during damage calculation” will form a chain, starting with any Trigger effects the battling monsters have. Counter Trap Cards, or Spell Speed 2 cards or effects that directly alter that directly change a monster’s ATK or DEF can also be chained. There is only one chain and once it resolves this event is over.
Damage Calculation – Calculating Damage
This is when the monsters actually battle. Monsters destroyed aren’t sent to the Graveyard until later.
Attacked Attack Position Monster
Compare your monster’s ATK to your opponent’s monster’s ATK.
If your ATK is higher, your opponent’s monster is destroyed and your opponent takes damage equal to the difference between your monsters ATK and their monsters ATK.
If your ATK is equal, both monsters are destroyed and no damage is dealt.
If your ATK is lower your monster is destroyed and you take damage equal to the difference between your monsters ATK and their monsters ATK.
Attacked Defense Position Monster
Compare your monster’s ATK to your opponent’s monster’s DEF.
If your ATK is higher, your opponent’s monster is destroyed and no damage is dealt.
If your ATK is equal, nothing happens.
If your ATK is lower you take damage equal to the different between your monster’s ATK and your opponent’s monster’s DEF.
Direct Attack
Damage is dealt to your opponent equal to your monster’s ATK.
Damage Calculation – When Damage Has Been Inflicted
Cards and effects that activate when damage is inflicted are now/can now be activated and form a chain. There is only one chain and once it resolves this event is over.
Flip and after Battle Effects
After Damage Calculation, effects that activate due to a monster being flipped face-up or a monster having battled activate now, forming chains. Certain Spell Speed 2 or higher cards and effects can also be chained if they state they activate now. The turn players cards and effects activate first, chained by the opponents cards and effects.
Destroyed In Battle
Monsters destroyed in battle are now sent to the Graveyard. Monster effects that activate “when destroyed in battle” and other card effects that activate “when a monster is destroyed by battle” activate now, forming a chain. The turn players cards and effects activate first, chained by the opponents cards and effects.
End of the Damage Step
Effects that activate at the end of the Damage Step activate now. Once the Damage Step is over you can decide to go back to the Battle Step or continue to the End Step.
End Step
You announce that you are ending your Battle Phase. Spell Speed 2 or higher cards or effects can be activated.
Main Phase 2
This is the same as Main Phase 1. Remember that certain actions can only be preformed once per turn.
End Phase
Announce the end of your turn. You can activate Spell Speed 2 or higher cards or effects. At the end of this phase, if you have more than 6 cards in your hand, discard cards to the Graveyard until you only have 6 cards in your hand. It is now your opponent’s turn.
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