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.

The 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.




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"(Special Summon).



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.

Ritual Monster 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.

Effect Monster Cards

The broad range of Effect Monster Cards are divided into the following types:

FLIP - The monster's effect is activated when the card is flipped from face-down to face-up. The effect is also activated if the card is flipped face-up as a result of a Magic or Trap card, or another monster's attack.

CONTINUOUS EFFECT - As long as this Monster Card is face-up on the field, its effect remains active. When the monster is turned face-down, its effect is no longer active.

COST EFFECT * - Costs vary from card to card so be sure to read the instructions printed on each card.

TRIGGER EFFECT - These cards are activated when you inflict Direct Damage to an opponent's Life Points (Direct Damage), 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.


Magic Cards



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



Normal Magic Cards

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

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.

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 your 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). One monster can be equipped with several Equip Magic Cards.

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



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 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 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 an opponent�s turn.



Quick-Play Magic 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.

* These types of Magic Cards will be included in future Yu-Gi-Oh! releases and do not appear in this Starter Deck.

Ritual Magic 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).

* These types of Magic Cards will be included in future Yu-Gi-Oh! releases and do not appear in this Starter Deck.






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.



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 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 and does not appear in this Starter Deck.

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