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Game Play Rules

A. Deck
B. Cards
C. Winning the Duel
D. Playing Sequence
E. Attack/Defend
F. Guardian Stars
 
A. Deck
1. Player starts off with 40 cards RANDOMLY.
2.

Only 1 piece is allowed in the DECK for the following cards: -

  • Left Arm of the Forbidden One
  • Right Arm of the Forbidden One
  • Left Leg of the Forbidden One
  • Right Leg of the Forbidden One
  • Exodia the Forbidden
3. Only 3 pieces are allowed in the DECK for each of other cards.
 
B. Cards

There are four (4) main types of cards available in the game: -

Monster Cards

Monster cards are cards that having Attack and Defend statistics indicated on the cards itself with abbreviation of ATK and DEF. Monster cards can be placed in ATTACK mode and DEFEND mode using the L1 and R1 button. You also have an option to play the card FACE UP or FACE DOWN.

Monster cards will stay on the playing field until it is destroyed by a stronger MONSTER card in a head-to-head challenge, by MAGIC card or by TRAP card.

Monster cards can be categorized into Aqua, Beast, Beast Warrior, Dinosaur, Dragon, Fairy, Fiend, Fish, Insect, Machine, Plant, Pyro, Reptile, Rock, Sea Serpent, Spellcaster, Thunder, Warrior, Winged Beast and Zombie.

You can maximum have five (5) Monster Cards on the playing field at any time.

 
Magic Cards

There are four (4) types of magic cards available in the game, which are Equip Magic, Terrain Magic, Card-Affected (Card Destruction) Magic and Player-Affected (Direct) Magic.

Equip Magic – These cards are power-ups for Monster Cards. There is Equip Magic that power-up certain types of Monster Cards and there are Equip Magic that can power-up all types of Monster Cards.

Terrain Magic – These cards basically changing the playing field to a specific terrain. Monster Cards, depending on their type, can gain Terrain Advantage that give a 500 raise on both attack and defend statistics.

Card-Affected (Card Destruction) Magic – These cards, once activated, will destroy card (s) on the playing field. There are cards that affect only Monster Cards, only Magic Cards and there are cards that affect ALL cards.

Player-Affected (Direct) Magic – These cards can due damage to player’s Life Point (LP) or recover lost Life Point to player irregardless of the Monster Cards on the playing field.

Magic Card would be removed from the field once it is used. You can play a Magic Card FACE UP to activate it’s effect immediately, or you can choose to play a Magic Card FACE DOWN, where it will be placed at the 2nd line for later usage.

You can maximum have five (5) Magic/Trap/Ritual Cards on the playing field at any time.

 
Trap Cards

Trap Cards are cards that activated when certain action took place. Some Trap Cards destroy attacking Monster Card, where some reversing the positive effect into negative effect.

You can maximum have five (5) Magic/Trap/Ritual Cards on the playing field at any time.

 
Ritual Cards

Ritual Cards are used to summon high-level Monster Card when the three (3) correct sacrifices are on the playing field. The summoned card will appear and the three sacrificed cards will be removed from the playing field.

You can maximum have five (5) Magic/Trap/Ritual Cards on the playing field at any time.

 
C. Winning the Duel

Player and the AI player will start with 8000 Life Point. To win the duel, you need to deplete the AI player’s Life Point to zero (0). You can do so by: -

  • Attacking the AI’s Monster Card in Attack mode, AI’s LP will take the exceeded damage.
  • Attacking the AI’s playing field when there is no Monster Card, AI’s LP will take full damage.

Attacking AI’s Monster Card in Defend mode will destroy the card but AI’s LP will not be affected.

 
D. Playing Sequence
1. Player will start the round by drawing 5 cards from the DECK.
2. Player will place a card on the playing field.
3. Player cannot attack the AI on the starting round.
4. AI player will place a card on the playing field.
5. AI player will have the privilege to start the attack.
6. The DUEL go on until either side of the LP depleted to zero (0).
 
E. Attack/Defend
After you've played a Monster Card, you can specify whether this card is to be in Attacking Mode or Defending Mode by using the L1 and R1 button.
 
  Attacking Mode
 
  • Card can be used to initiate a attack.
  • ATK value will be used in a card-to-card battle when challenged.
  • The card with higher ATK value win the battle.
  • If you win the battle, opponent's card destroyed and opponent's LP will take the exceed damage.
  • If you lose the battle, your card destroyed and your LP will take the exceed damage.
  • Cards will automatically be in Attacking Mode after you initiate an attack with the card.
  Defending Mode
 
  • DEF value will be used in a card-to-card battle when challenged.
  • The card with the higher value win the battle.
  • If you win attacking, your opponent's card destroyed but LP does not take damage.
  • If you lose attacking, your LP take (Opponent's DEF - Your ATK) damage.
  • If you win defending, opponent's LP take (Your DEF - Opponent's  ATK) damage.
  • If you lose defending, your card destroyed but you take no LP damage.
 
F. Guardian Stars
Each Monster Card will have 2 Guardian Star for you to choose when you are playing the card on the field. Once Guardian Star is set, you would not be able to change it throughout the duel (in some occasion you can but I'm not going to talk about it here).

Example 1
You opponent have a Boo Koo (650/500) played in SUN and you have your Mystical Lamp (400/300) played in MERCURY, you can actually take the +500 advantage and take out his card... (400 + 500) - 650 = + 250 You Win!

Example 2
You played a Millennium Shield (0/3000) in URANUS, defend mode, and your opponent played a Gaia the Dragon Champion (2600/2100) in SATURN. Your opponent can destroy your Millennium Shield with the +500 Guardian Star advantage.

Proper use of Guardian Star will gain you 500 bonus point in both ATK and DEF value during battles. There are 2 sets of Guardian Star relationship: -

  • Sun beat Moon beat Venus beat Mercury beat Sun
  • Mars beat Jupiter beat Saturn beat Uranus beat Pluto beat Neptune beat Mars
   
Sun  Moon  Venus  Mercury       
             
Mars  Jupiter  Saturn  Uranus  Pluto  Neptune 
   

 

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