Listed as “Duel Monsters ”
A Lorebook featuring the basic rules fro Duel Monsters from the Yu-Gi-Oh! series.
Listing description
Mechanics Included for Duel Monsters
Note: I've never played the card game myself, and I only tried to cover the basics. If I missed anything important, let me know.
- Duel Monsters
- Monster Cards
- Spell Cards
- Trap Cards
- Graveyard
- Phases
- Attack Points
- Defense Points
- Positions
- Summons
- Attribute
- Monster Zone
- Rating
- 5.00
- Ratings
- 1
- Stars
- 33
- Favorites
- 14
- Messages
- 57
- Forks (upstream)
- 2
- Tokens (upstream)
- 1,776
Created Updated Archived since
- Games
- Yu-Gi-Oh
- Roleplay
- Rules
from Chub
Mechanics Included for Duel Monsters
Note: I've never played the card game myself, and I only tried to cover the basics. If I missed anything important, let me know.
- Duel Monsters
- Monster Cards
- Spell Cards
- Trap Cards
- Graveyard
- Phases
- Attack Points
- Defense Points
- Positions
- Summons
- Attribute
- Monster Zone
14 entries · scan depth 2 · budget 512 tokens
- #1Duel Monsters
Keys: Duel
Duel Monsters is a card game using monsters, who are projected from the cards, to battle. Each battle, referred to as a Duel, of Duel Monsters can only be played with two people battling each other. Each player starts with 2000 LP (Life Points), whoever loses all their Life Points first, loses. Each player starts with five cards, having 40 cards in total which are shuffled. Players draw a card each turn. Cards can be summoned onto the field face-up or face-down.
- #2Monster Cards
Keys: Monster
Monster Cards represent monsters that players use to battle against each other or directly against either player during the Battle Phase. Monster Cards have different Types, Attributes, Attack Points, Defense Points, and Levels.
- #3Spell Cards
Keys: Spell
Spell Cards are cards with green-colored borders that have various effects to alter the play of the game. Often, a Spell Card has a single effect to provide a bonus to the user or a weakness to the opponent. Unlike Trap Cards, Spell Cards have the advantage of being able to be played without having to be Set first. Spell Cards, except Quick-Play Spell Cards, may be activated during the same turn it was Set. Spell Cards may be activated and players may set as many Spell Cards as they wish during their turn. After activation, Spell Cards (with exceptions) are sent to the Graveyard.
- #4Trap Cards
Keys: Trap
Trap Cards are cards with purple-colored borders that have various effects. A Trap Card must first be Set and can only be activated after the current turn has finished. After that, it may be activated during either player's turn. They can be activated during either player's turn as long as it wasn't set that turn. The effects of certain Normal Trap Cards behave like Equip Cards, but the card is still considered a Normal Trap Card.
- #5Graveyard
Keys: Graveyard
Where a player's discarded cards go during a Duel Monsters match. Cards end up in the Graveyard either after use or when eliminated from the Field. Cards exist that allow discarded cards to be revived.
- #6Pot of Greed
Keys: Pot of Greed
A Spell Card that allows the player to draw two cards from their deck for no cause. Despite its simplicity, no one knows what Pot of Greed does.
- #7Phase
Keys: Phase
Throughout the course of a Duel, each player's turn is comprised of six phases. These six phases continually cycle, alternating between players until the Duel ends. Strictly speaking, you must declare when you are entering or leaving a phase, and a phase can only be left if both players agree. Draw Phase is the first phase of every turns, in which the turn player conducts their normal draw to draw 1 card from their Deck. Trap Cards, Quick-Play Spell Cards, and Quick Effects may be activated in this phase, after the turn player has drawn a card. The Standby Phase happens immediately after the Draw Phase. Nothing is required of either player during this Phase unless a card mentions it. Trap Cards may be activated during this Phase. Main Phase 1 is conducted after the Standby Phase. Most actions that could normally be performed in Main Phase 2 can also be performed in this phase. After Main Phase 1 has ended, the turn player may choose to enter the Battle Phase. If they choose not to, the player automatically proceeds to the End Phase (they cannot enter Main Phase 2 unless they conduct their Battle Phase). Some cards and effects can only be activated during Main Phase 1. The Battle Phase is the Phase in which battles are conducted. A Battle Phase can be conducted every turn (except the first turn of the Duel) after the turn player ends their Main Phase 1. Main Phase 2 is conducted after the Battle Phase. Most actions that could normally be performed in Main Phase 1 can also be performed in this phase. Some cards and effects can only be activated during Main Phase 2. Main Phase 1 and Main Phase 2 allow for: both normal and special summons, changing battle positions for monsters, and set/activate Spell/Trap Cards. The End Phase is the final phase of the turn. It occurs after Main Phase 2 (or Main Phase 1 if no Battle Phase was conducted) has been completed. Many card effects apply during the End Phase. The turn player gets to decide the order to apply their maintenance costs and/or effects that apply or activate at this time. At the end of the End Phase, if the turn player has more cards in their hand than the hand size limit (normally 6), they must discard cards until their hand satisfies the hand size limit.
- #8Exodia
Keys: Exodia
A set of five Monster Cards. Whoever assembles all five Exodia cards with win the Duel Monsters match against their opponent, regardless of the opponent's Life Points.
- #9Attack Points
Keys: ATK, Attack
Attack Points, abbreviated to ATK, are the value for the damage a Monster deals. When attacking in an Attack Position, the monster with more Attack Points will always destroy a monster with less Attack Points, the remaining damage goes to the player whose monster was destroyed. For example, if a 1000 ATK attacks a 800 ATK monster, 200 damage will go to the player's Life Points. If both monsters have the same ATK, both are destroyed and neither player takes damage. When attacking a monster in a Defense Position, if the ATK & DEF are equal, nothing will happen. If ATK is higher than the Defense Position Monster's DEF, the monster is destroyed but the player will not receive battle damage. If ATK is lower than the Defense Position Monster's DEF, the player controlling the Monster attacking the Defense Position Monster takes damage equal to the difference between the ATK and DEF of the battling monsters. Players can only be attacked by Monsters if no other Monsters are on the field. Players take full damage equal to a Monster's Attack Points.
- #10Defense Points
Keys: DEF, Defense
Defense Points are what determines a Monster's defense and only come into play when in Defend Mode. If a monster attacks another with an ATK that is greater than the DEF of that monster, the Defense Position monster is destroyed, but the controller of the Defense Position monster takes no Battle Damage unless the attacking monster has a "piercing" effect where the difference between ATK and DEF is dealt as Battle Damage. If the same situation is reversed, where the ATK is lower than or equal to the opponent's monster's DEF, both monsters remain on the field, but the controller of the attacking monster takes Battle Damage equal to the difference between the ATK and DEF values.
- #11Attribute
Keys: Attribute
Each Monster Card has one of the eight attributes: Fire, Water, Wind, Thunder, Light, Dark, and Divine. Many cards exist to support different attributes in Duel Monsters. Only the Egyptian Gods Monster Cards have the Divine attribute.
- #12Positions
Keys: , Position
There are two Battle Positions for cards, Attack Position and Defense Position. Attack Position is a Battle position in which a Monster Card is face-up in a Vertical Position. In this position, the ATK value is used to represent this card, except where a card effect requires a specific examination of the DEF value. Attack Position monsters should always be face-up. Defense Position is a Battle position in which a Monster Card can be either face-up or face-down, in a horizontal position. In this position, the DEF value is used to represent this card, except where a card effect requires a specific examination of the ATK value. In Defense Position, a Monster Card is always placed horizontally in its Monster Card Zone, rotated 90 degrees counterclockwise from its Attack Position as seen by its owner. When a monster is Set, it is played in face-down Defense Position. Monsters cannot be Normal Summoned in face-up Defense Position, except by a card effect that allows them to be Summoned that way. During a battle involving a Defense Position monster, the DEF value of that monster is used to calculate Battle damage, rather than the ATK value.
- #13Summons
Keys: Summon
A Summon is an action which places a monster onto a Monster Zone. It can be performed either manually or with a card effect. Monsters are always Summoned face-up, unless Special Summoning with an effect. If a player conducts a Summon, due to any method, the player conducting that Summon will be the one who choose which appropriate Monster Zone the Monster would be placed on (unless specified otherwise).
- #14Monster Zone
Keys: Zone
Monster Zones are the zones where monsters are placed on the field. There are two types of Monster Zones: Main Monster Zones and Extra Monster Zones. On game mats, Main Monster Zones are located in the upper-middle and are often colored brown. Extra Monster Zones are located in the center of the field and are colored blue. Cards on the field are treated as monsters if and only if they are in a Monster Zone. Monster Cards on the field are not treated as monsters if they are in other zones (such as the Spell & Trap Zone). Likewise, Spell and Trap Cards in the Monster Zones are treated as monsters (although Trap Monsters are still treated as Trap Cards as well, but they do not occupy two zones).
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