The rules very simple.  This is probley the best card game I have played.  It is a MAGIC: THE GATHERING with heavy artillary!  You got ATTACK/DEFENSE numbers that start in the hundreds, and you got to pit your power and skills in a high tech arena where the terrain will choose what power bonus you get, and the terrain cards switch it around to hinder your constant use of skill.

Let me start with the main terminology and how it all works:
LP: Life Points; the life points are the keyu point to your survival, no cards have been made yet to heal your LP, and you start off with a certain amount, so make sure you got something to protect it.

Monster Cards:  The Monster cards are the main use in this game.  You may play 5 monster cards out at a time.  Some cards may not do anything when it first comes out, but it may defend.

Magic Cards:  The magic cards are from specail terrain cards, to global cards.  They boost your powr in the playing field, it may help you or hinder your opponent.  Some even hurt you.  IT'S ALL ABOUT STRATEGY!
MODE CHANGES
Attack/Defend:  When it is your turn, you may decide to defend with your card, or attack with it.  Defending raises your defense by 25%.  so defense of 100 becomes 125.  It does more with the more defense you have.  When you attack you use your Attack stat, and any mod cards around the playing field.  This will be explained more under Combat.  Also defense doesn't let damage cross to LP.

Reverse Defense:  When you send out a card, send it out face down and under defense.  This makes it so your card may not be able to attack yet so send it out so your opponent won't know what it is and may be psyched out not to attack it.

Deck rules:  You must have at least 30 cards in your deck, and right now there is a 110 card limit, it will be lowered in time.
**You can only have 3 of the same cards in your deck
***Some cards are restricted in game play and others you may only have 1 of.
*****Also power cards, such as thousand dragon card acts like an evolution card and doesn't mix in your deck, it is brought only with the magic card.

VICTORY:
**Your life points are lowered to 0 or lower
***Player doesn't have any more cards in his deck
****Under the Contruction Game:  Construct all five parts of exodia

Ok That's your lay out on your side.  The only part missed is your hand which consists of 5 cards.  Now even though the traps are behind the monster cards, some do in act as a fore ground trap, but will remain in the back face down.
The fusion deck is what we call "side deck".  You ULTIMATE BLUE EYES WHITE DRAGON, or EXODIA.
Field Card is the main terrain card that was the purpose of the terrain used.  And your deck of course is the power of your fight.  Once you run out you lose.
5 monsters may be out at a time, and only one may be laid out at a time.
Their is nothing in the middle playing field.  If you have 5 cards in your hand, you do not get anymore until another space is opened in your hand.

6-Step Rule:
* Resolving Phase- Any crads in play that do anything during the switch over does it.
** Draw Phase- This is the first thing you do, you draw a card if you can.
*** Magic Phase (start)- Use any magic cards
**** Monster Phase- Lay down any monster into play
***** Battle Phase- You start Combat
****** Magic Phase (end)- now you may not play any magic cards unless they are interrupts.

Combat Phase- Combat starts when you activate any monster into using it's own magic card on it, defending, or attacking.  When you attack, you attack any card in play, even if it is reverse defense.  You declare all attackers and the targets.  Resolve all damage done to the monsters, any short or long term effects, then find out the remainder damage to the opponents/players LP.  Remove any non global or living monster cards from board to graveyard.

Using Magic Cards:  You can play magic cards all over as you like.  Remember some can effect you also.  Equipment cards only last for one turn ussaully, and other cards can turn the whole playing field around.
Battle Cards:  Cards that do damage such as lightning Bolt remain the damage done to the card till the end of your turn.  So a battle card that does 600 to a monster, and it hits a 1200 defense, then that monster has 600 defense to spare, only battle cards do this, not attacks from monsters.

Resolving Damage:  Any cards that have a higher attack then defense and you're the attacker, then the defender dies and any remainder damage (unless the killed monster was defending) goes to the LP of the opponent.  Any attack that equals to the defnder, then both die, damage obviously is not delt to LP.  If the defense is higher then the attack, then the remaining Defense goes to the attackers LP.

LP: Most of the time you get 8000LP to start with, in some tournys only 2000!  Remember, some games are long and others are pure blood shed short!  If you lose, don't sweat it cause everyone loses.  Sento was the best and lost, I just hope you don't get as F'D up as him.
MAGIC CARDS

Magic Cards are a big part in this Card Game, perhaps bigger then monsters.  Do not let that episode of YuGiOh where the girl was beat easily because she based it around powerful Magic Cards.  You can have a magic based deck, because Magic Cards do vital damage your opponent(s).  Their are  types of Magic Cards:

Field Card
*Specail Terrain Card
*Permenant Field Card

Attach card
*Power up/Weapons/Armor
*Manipulate Card

Instant/Interrupt Card
*Attack Effect
*Block/reflect/barrier cards
*Any card that is used then dies

Trap Card
*Field Card
*Monster Attached Card

Ritual Card
*Single Fusion Card
*Multiple Combo Cards
OK CLASS, LETS GO DOWN THE LIST WITH A QUICK FIX ON WHAT YOU NEED TO KNOW WITH THESE CARDS!
FIELD MAGIC CARDS:

Specail Terrain is basic, and only one may be out at a time.  The person who played the effect has that card on his Field Card part of the Board.  The destroyed Field card (From either magic or an after played Terrain) goes to your graveyard.
Permenant cards are a little bit more wide spread.  They go under the catagory of any card that stays in play for at least one turn, and it may be a trap card or attatchment card.

ATTACH CARDS:
Attachment cards are basic, they go onto a monster and take up a trap spot for the turn(s) it is in play.  Some last for only one turn, others until it is used in combat, and others have to be taken out with a specail attack or card!
They are used to help you in battle some how.  Some cards also attach themselves to terrain cards they are called MANIPULATION GLOBALS, or just Manipulation in terms, and in combat terms Global.  All it does is change the wide spread battle field, either maximizing the power of a terrain card (so a Fire Valley now boosts monster 70%!)  These are rare and very tactical cards that you must use wisely
INSTANT/INTERRUPT CARDS
These are the cards that make you say YES! or DAMN YOU!  Instant is the term that is used when it is played during your term at any time, or during your opponents turn before and after combat.  They ussaully never stay on the field, the ones that do are rare!  They go from obstructing trap cards, countering another card or instant, and killing your monsters!  Instants are also known as Spells.  The INTERRUPT is the main cards you wanna make sure you're not gonna have to face, these are the ultimate instants, they can delve into the battle field.  This stops your attack, reflects back at your monsters, powers up instantly monsters (like Giant Growth) and their is no limits to when it can be played, only when a ritual process is beggining can an interrupt may not be used (some may be used, but they have not been created.)

TRAP CARDS
The infamous Trap is deadly to anyone even your own monsters at time.  Trap cards work on three levels. *Field/Monster/and Counter, trust me when in a tourny you want plenty of counter cards.  Only Trap counters can stop a trap, after that it's all down hill.  Most trap cards are field or attached to a monster, either way it must take up 1-5 spots on your trap slots.  So no attachment or field cards can be in the way when placing/using a trap card.
Trap cards are 2nd most complictaed to use, Ritual Magic Cards are a bug up the ass to use.  To play a trap you must play it on the field from your hand onto the given slots it takes up and any other coordinatioon placed on the cards info.  You play it faced down so only you know what it does.  Counter Traps may be attached to a monster or part of field, they are placed in a trap slot also.  When any trap may be switched, if the coorisponding trap slot is triggered, let the two trap cards sling out, the counter always wins and whatever that counter does, then continue with it.

RITUAL CARDS
Ritual cards are the most powerful cards, and as luck may have it, they are the most pesky.  Ritual decks are based around these rare cards.  In fact ritual cards are deck limiters themselves.  With each ritual set they have a rule book that limits any monsters you have, which means you may have 3 super galactic monsters you have to build up from your deck, but you got starter and weak 1000/1200 monsters to hold off the forces.  Ritual cards come from 3 cards to 5.  Some also need another card already in play to be activated, but once summoned upon the monster instantly unleashes hell, or heaven as you may have it.  the ritual monsters are the only ones that reach over 4600/4600.  They reach over 6000 sometimes, sojme times ritual cards are banned from tourny's and ussaully the fights are RITUAL VS. SUPER POWER DECKS (super powers being like 1800-2900 monsters.
(Example ofmRitual Monsters: Exodia the Forbidden One, Buck Eye the Cyclops, GiaEden, and much more hidden ones, but they aren't always rare either...
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Introduction |
STARTING THE GAME

The person who goes first may play only one monster card (as usaul) and goes about her playing, but may not attack, but may be in attack mode.  That first turn is called the Warm up phase.  The second player's first turn does that same, but may attack.  As you can see being 2nd player is usaully best for a game with out magic cards in it.

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