TCG Official Rules
I. 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.
II. 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effect is no longer active.
III. Cost Effect
You must discard your hand or pay Life Points in order
to activate this card. Costs vary from card to card so be sure to read the
instructions printed on each card.
IV. Trigger Effect
These cards are activated when you inflict Direct
Damage to an opponent's Life Points, or when you have fulfilled a specific
requirement indicated on the card itself.
V. Multi-Trigger Effect
These are special Effect Monster Cards that you
can activate even if it is your opponent's turn.
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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.
A. Normal Magic Cards
Once
their magic is activated these cards are destroyed.
B. 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.
C. Equip 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).
D. 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 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 the owner, but never during an opponent's turn.
E.
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.
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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. Trap Cards are color-coded PURPLE.
A. Normal Trap Cards
A Normal
Trap card has no icon. Once activated, this type of card is destroyed.
B.
Counter Trap Cards
These Trap Cards are activated in response to the Summon
of monsters or to neutralize the effect of a Magic or Trap Cards. Once
activated, this type of card is destroyed.
C. 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.
CHAINS
A. What Is A
Chain?
A Chain is a rule used to easily determine the outcome of a complex
battle resulting from a series Magic or Trap cards played by both players. Using
this method to deal with subsequent plays, the links are stacked from bottom to
top until both players have finished playing cards. The effects are then
resolved, starting at the top link and working down to the Chain Link 1 at the
bottom.
B. Opponent's Chance To Respond
The player whose Trap or Magic
card has been countered always has a chance to respond with another play - an
opportunity that could result in adding yet another link to the Chain. When
making a play on a Chain, you must always ask your opponent, "Do you wish to
continue?" The outcome is determined starting with the most recent card played
at the top of the Chain links, and proceeding down to Chain Link 1.
C. Spell
Speed
Magic, Trap and Effect Monster Cards all have different speeds. You
can only respond to a card and start a Chain by playing a card of equal or
greater speed. The exception to this rule are Spell Speed 1 cards, which CANNOT
be used against each other.
I. Spell Speed 1 This is the slowest of all the Spell Speeds.
- Normal
Magic, Equip Magic, Field Magic, Ritual Magic, Effect Monster.
III. Spell Speed 3 I. Set or Summon Monster Cards II. Set or Play Magic & Trap Cards I. Start Step II. Battle Step III. Damage Step IV. End Step
These cards can be used against a card with a spell
Speed of 1 or 2.
- Quick-Play Magic, Normal Trap, Continuous Trap, Effect
Monster.
This card can be used against any Spell Speed.
-
Counter Trap.
Phases of Gameplay
TERMINOLOGY
Turn - Gameplay
progresses in a series of alternating turns. Each player's turn consists of 6
phases in which a number of actions can be undertaken.
Phase - Phases define
the order in which actions can be undertaken by a player during their turn. Each
phase is limited to a specific set of actions.
Step - A sub-category of a
phase. This is only used in the Battle Phase.
A. 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.
B. Standby Phase
If there are any cards in play on the field that
specifically state that certain actions must be taken during this phase, there
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.
C. Main Phase 1
During this phase, you
may Set or play Monster, Magic, and/or Trap Cards. You may also change the
Attack or Defense position of cards already placed on your field. The position
of each card can be changed only once in a single turn, during either Main Phase
1 or 2. At the end of Main Phase 1, you can choose to enter the Battle Phase or
proceed to the End Phase; ending your turn.
During either Main Phase 1 or 2 of your
turn, you can play (Summon or Set) only 1 Monster Card on the field. To Set a
Monster Card, select it from your hand and place it face-down horizontally
(Defense Position) on an open space in the Monster Card Zone. To Summon a
Monster Card, select it from your hand and place it face-up vertically (Attack
Position) on an open Monster Card Zone space.
a. Normal Summon
Summon a
monster without the aid of magic or effects is called a Normal Summon. A Normal
Summon can only be conducted once in a single turn, during either Main Phase 1
or 2. When playing a Monster Card to the field, a player must choose to place it
face-down and horizontal (A set).
NOTE: It is important to remember that a
Monster Card played to the field in face-down Defense Position IS NOT considered
to be summoned. Instead, it has
simple been Set and can be summoned with a
Flip Summon.
Tribute Summon
When summoning a monster that is Level 5 or
higher, you must offer 1 or more of your Monster Cards on the field as a Tribute
by sending them to the Graveyard. If you are summoning a monster that is Level 5
or 6, you must offer 1 monster as a Tribute, and if you are summoning a monster
that is Level 5 or higher, you must offer 2 monsters. A Tribute Summon is
considered a Normal Summon. Therefore, a Tribute Summon and another Normal
Summon CANNOT be performed in the same turn.
b. Flip Summon
The act of
turning a card from face-down Defense Position to face-up Attack Position is
referred to as a flip. Intentionally flipping a card and positioning it for an
attack is termed Flip Summon. Remember that a Monster Card placed face-down on
the field is not considered as summoned - it is considered summon for the first
time when it is flipped face-up. However, when a face-down Monster Card is
flipped face-up as the result of an attack or an effect from another card, it is
not considered to be Flip Summoned. Its flip effect, however, is activated as
soon as it is flipped face-up. A Flip Summon card is not considered a Normal
Summon. Therefore, you can perform a Normal Summon and 1 or more Flip Summon(s)
in the same turn. If you have multiple face-down monsters you can Flip Summon as
many or as few as you wish.
c. Special Summon
A Special Summon is when
Fusion, Ritual, Magic, Traps or Monster Effects are used to place another
monster on the field. A Special Summon is different from a Normal Summon in that
it can be used repeatedly within the same turn to summon monsters onto the
field. Be sure to follow the specific instructions printed on the cards when
executing a Special Summon.
With the exception of Field Magic
Cards, a player can have only 5 Magic and/or Trap cards on the field at the same
time in the Magic & Trap Card Zone. This 5-card limitation also applies to
any Equip Cards the player may have attached to an opponent's Monster Card. A
Magic Card can either be played face-up or face-down on the field. When a Magic
Card is placed face-up, it is immediately activated. A Trap Card must always be
placed face-down on the field. For Magic or Trap Effects, follow the
instructions listed on each card.
D. Battle Phase
Once attack
preparations have been made in Main Phase 1, you enter the Battle Phase. If you
do not wish to conduct a Battle Phase, your turn proceeds to the End Phase. The
starting player cannot conduct a Battle Phase in their first turn, even if they
have placed a Monster Card on the field.
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Announce that you are going into Battle Phase. Quick-Play
Magic and/or Trap Cards can be played by either player at this time.
During their respective turns, players are allowed 1
attack for every monster on the field in face-up Attack Position. However, a
single monster can only attack once per turn. The attacking player chooses 1 of
their monsters and designates 1 of the opponent's monster as a target. Play then
proceeds immediately to the Damage Step, returning to the Battle Step if the
attacking player wishes to attack again with another monster. If the opposing
player has no monster on the field, the selected monster's attack will inflict
Direct Damage on the opposing player's Life Points. A monster in the Attack
Position does not have to attack. Depending on the situation, you can choose
weather or not a monster will participate in battle. Once a monster attacks, it
may not be changed to Defense Position in the same turn. In addition to monster
attacks, both players may use their Quick-Play Magic and Trap Cards during this
step.
In this step, the players calculate the damage from the
monster's attack. A monster destroyed as a result of battle is sent to the
owning player's Graveyard. The Damage Step is conducted in the manner described
in the following sections. During the Damage Step, only Magic or Trap Cards that
modify the Attack and/or Defense of a monster may be played. In addition, these
cards can only be played before the calculation of damage. Upon completion of
the Damage Step, return to the Battle Step if the attacking player wishes to
attack again with another monster.
DETERMINING DAMAGE
a. When the
Opponent's Monster is in Attack Position
When attacking a monster that is in
Attack Position (face-up and vertical), COMPARE THE ATK OF BOTH MONSTERS.
i.
Attacker's ATK Points > Opponent's ATK Points
Attack Results:
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.
ii. Attacker's ATK Points = Opponent's ATK Points
Attack Results
When the attacking monster's ATK points are equal to the ATK points of the
opponent's monster, the result is considered a draw, and both monsters are
destroyed.
Damage:
Neither player takes any damage. Their Life Points
remain the same.
iii. Attacker's ATK Points < Opponent's ATK Points
Attack Results:
When the attacking monster's ATK points are lower than
the ATK points of the opponent's monster, the attacking monster is destroyed.
Damage:
Subtract the ATK points of the attacking monster fro the ATK
points of the opponent's monster. This result is subtracted form that 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 THE ATK OF THE ATTACKING MONSTER WITH THE DEF OF THE OPPONENT'S MONSTER.
i. Attacker's ATK Points > Opponent's DEF Points
Attack Results:
When the attacking monster's ATK points are higher than the 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
Attack Results:
When the
attacking monster's ATK points 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
Attack Results
When the attacking monster's ATK
points are lower than the DEF points of the opponent's monster, neither monster
is destroyed.
Damage:
Subtract the ATK points of the attacking monster
from the DEF points of the opponent's monster. This result is subtracted from
the attacker's Life Points.
c. Direct Damage: When the 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 are
subtracted from the opponent's Life Points.
Once all battles have been resolved, the player enters the
End Step and announces the end of their Battle Phase.
E. 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 allowed to change the Attack or Defense position of each monster or perform
a Normal Summon or aSet only ONCE PER TURN.
F. End Phase
Announce the
end of your turn. if your hand contains more than 6 cards.