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How To Play!

Okay so you're new to playing the Game Yu-Gi-Oh! First off to get started you'll need to make a deck composed of at least 40 cards and no more than 60 cards. If you're planning to play in official tournaments your deck must comply with the 'Advanced Format List' up on The Yu-Gi-Oh Website -here's the link:  http://www.yugioh-card.com/en/limited/index.html


Now below is what the field will ALWAYS look like.

  1. This is where you'll place any of your field spells -we'll talk about those in a little
  2. These 5 spaces is where you'll place your monster cards
  3. This area is called 'The Graveyard' and it gets its name 'cause once either your monster(s), Trap(s) , and/or spell(s) have either served their purpose for your strategy or have been destroyed by your opponent. Most of the cards that go to the graveyard probably wont be used much for the remainder of the duel. Now along with the graveyard there is a thing called 'being removed from play' now this only happens with certain cards/decks and once a card is removed from play, there isn't much you can do for the card that's been removed from play. Now there are cards that benefit from removed from play cards, or cards to bring back removed from play cards, but they normally don't always plug in with most mainstream decks.
  4. This is the 'Extra Deck Zone' this deck is separate from your deck of 40- 60 cards. This deck is limited to being only 15 cards at max and only consists of  Fusion and Synchro cards -we'll also go over these cards in a little.
  5. These 5 spaces are where you set or play both your spell and trap cards.
  6. This is the 'Deck Zone' this is where you put your 40- 60 card deck.
Okay, now that you now the basic layout of the field let's get into the types of cards:

First we'll start out with discussing the different types of monsters:

Normal Monsters:
 These cards have no effects, and are the basic monsters in the game. Each one has an attack value, and a defense value.

Effect Monsters:  

 These cards have a variety of different effects; each cards having its own unique ability! There are 5 different types of effect monsters -Flip effect, Continuous effect, Ignition effect, Trigger effect, and Quick effect. They can be identified as being an orange color.

 Flip Effect Monsters: These effects only apply if the flip effect monster is in a set position -face down in defense mode. The effect will only activate either by flip summoning the monster -turning the monster from a set position to face up attack position- or while being flipped face up by being attacked by one of your opponents monsters. The way to identify these cards is that they all start their effect with "Flip:"

  Continuous Effect Monsters: The monsters with these kind of effects start once they hit the field and end once that monster is either destroyed or the effect is negated. The cards can be identified by not having something to trigger their effect.
 
  Ignition Effect Monsters: These effects are used during your main phases and normally require something in order to use the effect -like lifepoints, discarding a card, or tributing a monster- these cards can open up a whole range of possibilities for decks that have them. Another benefit to these types of effect monsters is that you get to control when -or at all- if the card's effect takes place!

  Trigger Effect Monsters: These card effects specify exactly when the card effect takes place -like your draw phase, standby phase, when the monster is destroyed, ect.- so if your opponent knows the cards on the field then they could try and stop the effect from happening; the card's effect will be easy to predict.

  Quick Effect Monsters: The effects of these monsters with this kind effects can throw a curve ball at your opponent. These effects can occur during any of your phases of your turn, and even during your opponents turn!!!



Fusion Monsters:
These cards are stored in the extra deck. These cards require more effort to bring out than other monster cards; in MOST cases you'll need to have a polymerization card in order to fusion summon -or special summon- these cards. Also MOST need specific monsters -fusion material monsters- in order to be brought out as well. There are some fusion cards that don't need polymerization in order to bring it out, these are called -contact fusion- probably the 2 most popular decks with this ability are Neo Spacians and Gladiator Beasts.
Ritual Monsters:
These cards go in your main deck and are harder to bring out, but if successful you're rewards for doing so will most likely be rewarded rather quickly. These monsters must be in your hand along with their ritual spell card that summons them, and along with that you'll have to tribute and/or discard monsters so that their stars either equal or exceed the ritual monster's level.

Synchro Monsters and Tuner Monsters:

  Synchro Monsters will always be stored in your extra deck, and can be identified by being a white card. The cards -for the most part- require 1tuner and 1 non-tuner. Tuners can be identified by saying "Tuner" next to their card-type. Also the total levels of both the tuner and non-tuner must add up exactly to the synchro monster's level. If they do then send them off to the graveyard and "Synchro Summon" the Synchro-type moster. Some synchro-type monsters -like fusion monsters- do require at least 1 specific card in order to summon them.

More Coming Soon!