Cards
Three main card types are used in Yu-Gi-Oh!: Monster Cards,
MagicCards, and Trap Cards. Additionally, each type of card is
divided into further sub-categories. For now, just read the card
descriptions. After familiarizing yourself with the Phases of
Gameplay (p.22 in the rulebook), you will understand the special
role of each of the cards
Important In all cases where the rules in this rulebook conflict with the rules on a
Yu-Gi-Oh! game card, follow the rules on the card.
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.
Normal Monster Cards
TYPES: Dragon • Spellcaster• Zombie • Warrior• Beast-Warrior
• Beast • Winged Beast • Fiend • Fairy • Insect • Dinosaur
• Reptile • Fish • Sea Serpent • Machine • Thunder • Aqua
• Pyro • Rock • Plant
ATTRIBUTES: • Earth • Light • Water • Fire • Wind • Dark
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 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 of the Duel
Field. Remember that the cards of the Fusion Deck are NOT
counted in the 40 card minimum limit of the Deck.
Ritual Monster Cards
Ritual Monster Cards are an exciting twist to Yu-Gi-Oh! gameplay
that will be included in future releases. Ritual Monsters Cards
ARE NOT included in this Starter Deck. A Ritual Monster Card is
a special monster that can be summoned onto the field only when
you have a designated Ritual Magic Card and the Monster Cards
required to fulfill the conditions described on the Ritual Magic
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 will come into play in future releases, and 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 (Deck Construction, p. 34).
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 Duel Field. When destroyed, Monster Tokens are simply removed from the field.
Monster Tokens count toward the 5-card Monster Card Zone limit.
Magic Cards
There are several types of Magic Cards. Magic Cards can only be
played during a Main Phase (Phases of Gameplay, p.22). 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.
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).
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.