Object of the Game
The object of the Yu-Gi-Oh! TRADING CARD GAME is to win a Match against your opponent.

Cards
Three main card types are used in Yu-Gi-Oh! Monster Cards, Magic Cards, 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 Game play (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:
Fire            Water
Earth          Wind
Light           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 Token

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.

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. he 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.

Continues 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.
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