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Dueling 101: How Do I Duel?


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Here I will be discussung dueling basics and what steps need to be followed for a duel to take place.

 

First you will need two people one large flat playing surface and one deck and/or side deck each.

 

1. How do I win a duel?

 

Each player starts off with 8000 Life Points you must use your cards to reduce your opponents life points to 0 If both you and your opponents life points drop to 0 the match is a draw.

 

If either player runs out of cards, the person unable to draw is declared the looser.

 

Certain cards have effects that you can use to win the duel after you fulfill the conditions on the card.

 

A single match consists of 3 duels the player who is first to 2 wins.

 

2. Your Deck

 

Your Main Deck must be a minimum of 40 cards, with a maximum of 60 cards.

 

Your Extra Deck can consist up to 15 cards, this contains your Fusion and Synchro Monsters.

 

Your Side Deck can consist up to 15 cards, this is used in between matches to modify your deck to suit the match.

 

3. Forbidden and Limited Cards

 

Advanced Format - The Advanced Format will be used at premier events, and the World Championship.

Traditional Format - The Traditional Format may be used for most tournaments except premier events and the World Championship.

 

4. Game Cards

 

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 affect 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.

 

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Monster Card Types:

Dragon ? Spellcaster? Zombie ? Warrior? Beast-Warrior ? Beast ? Winged Beast ? Fiend ? Fairy ? Insect ? Dinosaur ? Reptile ? Fish ? Sea Serpent ? Machine ? Thunder ? Aqua ? Pyro ? Rock ? Plant

 

Monster Card Attributes:

Earth ? Water ? Fire ? Wind ? Light ? Dark

 

Fusion Monster Cards

 

"Fusion" means using 2 or more Monster Cards together with the Spell 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 identified as "Fusion" next to its Type. The color of a Fusion Monster Card is VIOLET.

 

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. The cards of the Fusion Deck are NOT counted in the 40 card minimum limit of the Deck.

 

Ritual Monster Cards

 

A Ritual Monster Card is a special monster that can be summoned onto the field only when you have a designated Ritual Spell Card and the Monster Cards required to fulfill the conditions described on the Ritual Spell Card as a Tribute, either on the field or in your hand. Ritual Monster Cards are color-coded BLUE.

 

NOTE: Ritual Monster Cards are included in the Deck, NOT the Fusion Deck. Therefore, they are counted in the 40 card minimum limit of the Deck.

 

Effect Monster Cards

Monster Cards that possess magical effects are referred to as Effect Monster Cards. For details regarding the effects, refer to the instructions printed on each individual card. Effect Monster Cards are color-coded ORANGE

 

Monster Tokens

Monster Tokens are used IN PLACE of Monster Cards, the tokens represent monsters that appear on the field as a result of a card being activated. As they are not actual cards, these monsters are not included in a Deck.

 

Use coins or a similar marker (as long as it can be flipped to indicate Attack Position [heads] or Defense Position [tails]) as a Monster Token. When put into play, Monster Tokens are placed on the Monster Card Zone of the Game Mat. When destroyed, Monster Tokens are simply removed from the field.

 

Monster Tokens count toward the 5-card Monster Card Zone limit.

 

Spell Cards

There are several types of Spell Cards. Spell Cards can only be played during a Main Phase. The only exception to this rule is a Quick-Play Spell Card. Spell Card types are identified by the card icons listed at the end of this section. Spell cards are color-coded GREEN.

 

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Normal Spell Cards

 

Once their Spell is activated these cards are destroyed. Like the "Dark Hole" card, they are often very powerful.

 

Continuous Spell Cards

These cards remain on the field once they are played and their Spell effect continues until they are destroyed or removed. There is often a cost involved to maintain the effect of this type of Spell Card.

 

Equip Spell 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 your opponent?s Monster Cards with Equip Spell Cards. In some cases, certain monsters cannot be equipped with these cards (refer to the individual card?s text). One monster can be equipped with several Equip Spell Cards.

 

However, Equip Spell Cards count towards your 5-card Spell & Trap Card limit (even cards attached to an opponent?s monster), so be sure to use them wisely.

 

Field Spell 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 Spell & 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 Spell Card on the field at any given time between both players. When a new Field Spell Card is activated, the previous active card is sent to the Graveyard. Also, if a Field Spell card is destroyed and there are no active Field Spell Card on the field, the field returns to the original state that it was at the beginning of the game.

 

If a player?s Field Spell Card is Set when an active Field Spell Card is destroyed, the Set card does not automatically activate. Field Spell Cards can only be activated by a player, but never during an opponent?s turn.

 

Quick-Play Spell Cards

 

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.

 

Ritual Spell Cards

 

These card are needed to summon a Ritual Monster. After the Ritual Monster Summon, it is destroyed together with the required Tribute monster(s).

 

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 at the end of this section. Trap Cards are color-coded PURPLE.

 

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Normal Trap Cards

 

A normal Trap Card has no icon. Once activated, this type of card is destroyed.

 

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.

 

Counter Trap Cards

 

These Trap Cards are activated in response to the Summon of monsters or to neutralize the effects of Spell or Trap Cards. Once activated, this type of card is destroyed.

 

5. Phases of Gameplay

 

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.

 

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.

 

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 and 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 the 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).

 

1) Setting or Summoning Monster Cards

To set a monster card from your hand, place it face-down horizontally (defense position) on an open space in the Monster Card Zone. Same goes for Summoning a Monster Card.

 

a) Normal Summon

This is done without the aid of Magic Cards. You can only do this once per/turn, and only during your main phases. When you play a Monster Card from your hand, you can choose whether to put it in Defense (horizontal) or Attack (vertical) Position. When playing it at a Defense position, it is automatically Set.

 

b) Tribute Summon

When summoning a Monster level 5 or Higher, you must destroy 1 or more (specified) monster cards already on the field to Set the Tribute Monster. When you are summoning a monster level 5 or 6, you must destroy 1 monster. If you are summoning a monster level 7 or higher, you must destroy 2. A Tribute Summon is considered a Normal Summon.

 

c) Flip Summon

The act of turning the card over from it's face-down position to Attack or Defense position. A Monster Card is only considered Summoned when it's face-up on the table in a position, NOT when it's face-down but on the Monster Card Zone. A Flip Summon is not considered a Normal Summon, so you can perform it more than once.

 

d) Special Summon

The result of a Fusion, Ritual, Magic, Trap, or Monster Effect. It can be used multiple times in the Main Phases, just be sure to follow the instructions printed on the used cards.

 

2) Setting or Playing Magic And Trap Cards

You may play Magic and/or Trap Cards here. Keep in mind the limit you have with 5-cards at a time in the respectful zones.

 

 

Battle Phase

Once attack preparations have been made, you can enter the Battle Phase. If you do not wish to conduct a battle, your turn proceeds to the End Phase.

 

Start Step

Declare that you are entering the Battle Phase. Quick Spells can be played here.

 

Battle Step

Select the Monster you want to use in the battle, and declare a target. Quick Spells can also be played here.

 

Damage Step

Calculate the damage points of designated monsters. If a monster has a Flip Effect, apply it immediately after damage calculation. Flip effects do not effect monsters that have been destroyed as a result of this damage calculation.

 

End Step

Resolve all battle decisions and repeat any previous steps as necessary. Then, declare end of battle. Quick Spells can once again be played here.

 

 

1) Start Step

Announce that the battle phase is starting.

 

2) Battling

You must select a target that you wish to attack, flip target card face-up if face-down, calculate damage and apply it to your target, and if successful send target to it's respected graveyard. You are only allowed one attack per turn.

 

3) Damage Step

This is where you calculate damage dealt to your targets. A monster destroyed as a result of battle is sent to the owning player's Graveyard.

 

[Determining Damage]

 

a)When an opponent's Monster is in Attack Position.

When attacking a monster that is in attack position, compare the ATK (Attack) of both Monsters.

 

i)Attacker's ATK Points > Opponent's ATK Points

When the attacking monster's ATK points are higher than the ATK points of the opponent's monster, the opponent's monster is destroyed. (DAMAGE: Subtract the ATK points of the opponent's monsters from the ATK points of the Attacking monster. This result is subtracted from the opponent's Life Points (being 8000).

 

ii) Attacker's ATK Points = Opponent's ATK Points

When the attacking monster's ATK points are equal to the ATK points pf the opponent's monster, the result is considered a draw, and both monsters are destroyed. (NO DAMAGE)

 

iii) Attacker's ATK Points < Opponent's ATK Points

When the attacking monster's ATK points are lower than the ATK points of the opponent's monster, the attackign 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 ATK (attack) of the attacking monster with the DEF (defense) of the opponent's monster.

 

i) Attacker's ATK Points > Opponent's DEF Points

When the attacking monster's ATK points are higher than then 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 are equal to the DEF points of the opponent's monster, neither monster is destroyed. (DAMAGE: Neither player takes any damage. Their Life Points remain the same)

 

iii) Attacker's ATK Points < Opponent's DEF Points

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 monsters from the DEF points of the opponent's monster. The result is subtracted from the attacker's Life Points.

 

c) Direct Damage - When 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.

 

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 only 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 and Trap Card Zone.

 

End Phase

Announce the end of your turn. If your hand contains more than 6 cards, discard to your Graveyard until only 6 cards remain in your hand. The opposing player then begins his/her turn with the Draw Phase.

 

End of Duel

Repeat Phases 1-6 in alternating turns until a winner is decided.

 

Whew, well thats about everything.

 

If you have any questions, comments or suggestions please feel free to PM me.

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The limit in the side deck is 20. Japanese cards can be in a deck' date=' 5 in the deck, I think, and 1 in the side deck, I think.

[/quote']

In the most recent version of the rulebook, it says:

 

The side deck must contain 15 cards.

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I concur. A side deck MUST be 0 or 15. Nothing over. Nothing in between. Japanese cards are banned from legal duels. Only state facts or you end up looking stupid' date=' Cobra.

[/quote']

 

darn ive got a papaneese card and its the one where the opponents attack does damage to the opponent instead of u

and i have a non japaneese one but its fake

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