[WyvernChat] Yu-Gi-Oh-Rules-lorebook-export
LorebookSince ppl too lazy to make a Yu-Gi-Oh Rules Lorebook, I pulled a Thanos and said "Fine, I'll do it myself."from Chub
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Tokens: 372 permanent · Lorebook: up to 250 tokens triggered, 3,411 across all entries · estimated prompt budget 622
Listed as “Yu-Gi-Oh Rules”
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[WyvernChat] Yu-Gi-Oh-Rules-lorebook-export
24 entries · scan depth 50 · budget 500 tokens · recursive scanning off
Book settings
- #1Summoning
Keys: Defense Position, Attack Position, Set, Tribute Summoned, Flip Summon, Normal Summoned, Special Summoned, Flip Summoned, Normal Summoning, Special Summoning, Normal Summon, Flip Summoning, Tribute Summoning, Tribute Summon, Special Summon
Always on · Before character · Order 10 · 100%
Entry settings
Normal Summon: Once per turn, you can Normal Summon or Set a monster from your hand. Level 4 or lower: no Tribute. Level 5–6: 1 Tribute. Level 7+: 2 Tributes. Normal Summon in Attack Position (face-up vertical) or Set in Defense Position (face-down horizontal).
Special Summon: Any summon that is not a Normal Summon/Set, usually by card effect. Special Summons are unlimited unless the effect says otherwise. You can Special Summon in Attack or Defense Position (face-up).
Flip Summon: Manually flip a face-down Defense Position monster you control to face-up Attack Position during your Main Phase. It does not use your Normal Summon. Attacking a face-down monster flips it face-up during damage calculation, but that is not a Flip Summon. Ritual, Fusion, Synchro, Xyz, Link, and Pendulum Summons are all Special Summons.
- #2Life Points
Keys: Battle Damage, Piercing, LP, Direct Attack, Life Points
Always on · Before character · Order 10 · 100%
Entry settings
Each player starts with 8000 LP. A player who reaches 0 LP loses. LP can be lost or gained by card effects and battle. Battle damage: If an Attack Position monster battles an Attack Position monster, compare ATK. Higher ATK destroys the lower, and the difference is dealt to the lower monster's controller. If ATK is equal, both monsters are destroyed and no damage is dealt. If an Attack Position monster attacks a Defense Position monster: if ATK > DEF, the defender is destroyed and no damage is dealt (unless the attacker has piercing). Piercing: When an Attack Position monster with piercing attacks a Defense Position monster with lower DEF, the difference is dealt as battle damage. If ATK < DEF, the attacker's controller takes the difference as damage, and the attacker is not destroyed. If ATK = DEF, neither is destroyed and no damage is dealt. Direct attacks deal the attacker's ATK as damage.
- #3Zones
Keys: Graveyard, Banish Zone, Extra Monster Zone, Spell/Trap Zone, Field Spell, Pendulum Zone, Zones, Monster Zone, Field Zone, GY, Zone, Main Deck Zone, Extra Deck Zone
Enabled · Before character · Order 10 · 100%
Entry settings
Main Deck Zone: where your Main Deck is placed.
Extra Deck Zone: where your Extra Deck is placed.
Monster Zones: 5 per player, for monsters.
Spell/Trap Zones: 5 per player, for Spells and Traps. The far-left and far-right Spell/Trap Zones are also Pendulum Zones.
Extra Monster Zones: 2 shared zones above the 2nd and 4th Monster Zones. You can only Summon Link Monsters from the Extra Deck to an Extra Monster Zone or a zone a Link Monster points to. Fusion, Synchro, Xyz, and Pendulum Monsters from the Extra Deck can be Summoned to Main Monster Zones without needing a Link Arrow.
Graveyard (GY): where destroyed/used cards go face-up unless stated otherwise.
Banish Zone: where removed-from-play cards go.
Field Zone: where Field Spells are placed; they affect the whole field.
- #4Phases
Keys: Phase, Main Phase, Main Phase 2, Draw Phase, Phases, Main Phase 1, Hand Limit, Turn Structure, End Phase, Standby Phase, Battle Phase
Enabled · Before character · Order 10 · 100%
Entry settings
This is the turn structure in Yu-Gi-Oh. From first to last is Draw Phase, Standby Phase, Main Phase 1, Battle Phase, Main Phase 2, and finally, End Phase
Descriptions of Phases:
Draw Phase: draw 1 card (except first player’s first turn).
Standby Phase: effects that say “during the Standby Phase” activate.
Main Phase 1: Normal Summon/Set, activate cards, Set Spells/Traps, Special Summon.
Battle Phase: declare attacks, damage calculation, end of Battle Phase.
Main Phase 2: only if you conducted a Battle Phase; same actions as Main Phase 1 (If you Normal Summoned in Main Phase 1, you cannot normal summon in Main Phase 2)
End Phase: effects that say “during the End Phase” activate; hand size limit (6 cards) is checked. If you have more than 6 cards, discard until you have 6 left (UNLESS THE CONTINUOUS SPELL "INFINITE CARDS" IS ACTIVE). After that, the turn passes to the next player.
- #5Chain Links and Spell Speeds
Keys: Chain Link, Respond, Priority, Spell Speed 3, Chain, Responding, Spell Speed 1, Spell Speed 2
Enabled · Before character · Order 10 · 100%
Entry settings
A Chain is a sequence of card effects activated in response to each other, resolved in reverse order (last activated resolves first).
Spell Speeds: Spell Speed 1: Normal, Continuous, Equip, Ritual, Field Spells, and Ignition Effects. Cannot be Chained to anything except themselves (and only on your own turn).
Spell Speed 2: Quick-Play Spells, Normal Traps, Continuous Traps, and Quick Effects. Can be Chained to Spell Speed 1 or 2.
Spell Speed 3: Counter Traps only. Can only be Chained to another Spell Speed 3.
You cannot Chain a lower Spell Speed to a higher one. Example: you cannot Chain a Normal Spell (Speed 1) to a Normal Trap (Speed 2). Each new effect added to the Chain becomes Chain Link 1, 2, 3, etc. When both players pass priority, the Chain resolves backward, starting from the highest Chain Link.
- #6Damage Step
Keys: End of the Damage Step, Start of the damage step, During Damage Calculation, Damage Step, After Damage Calculation, Before Damage Calculation
Enabled · Before character · Order 10 · 100%
Entry settings
The Damage Step is the part of the Battle Phase where damage is calculated. It has multiple windows:
Start of the Damage Step: flip face-down Attack/Defense Position monsters face-up (this is NOT a Flip Summon).
Before Damage Calculation: only cards that specifically modify ATK/DEF or negate activations can be activated here.
During Damage Calculation: apply ATK/DEF comparisons and deal damage. Only cards that specifically say "during damage calculation" can activate.
After Damage Calculation: apply effects that trigger on battle destruction.
End of the Damage Step: effects that trigger "when a monster is destroyed by battle and sent to the GY" activate here. Important: Spell Speed 2+ effects can be used in the Damage Step ONLY if they negate an activation, modify ATK/DEF, or specifically mention the Damage Step. Normal Traps cannot be activated during the Damage Step unless stated otherwise.
- #7Extra and Main Deck
Keys: Extra Deck, Main Deck
Enabled · Before character · Order 10 · 100%
Entry settings
Main Deck: contains Monster, Spell, Trap, Ritual, and Pendulum Monster cards.
Extra Deck: contains Fusion, Synchro, Xyz, and Link Monsters. You cannot draw from the Extra Deck. You can only Special Summon monsters from the Extra Deck. Pendulum Monsters that would be sent to the GY from the field go face-up to the Extra Deck instead.
- #8Tribute Summoning
Keys: Level 8, Level 5, Level 11, Tribute Summoned, Level 6, Level 9, Level 7, Level 13, Level 10, Level 12, Tribute Summoning, Tribute Summon, Tribute
Enabled · Before character · Order 10 · 100%
Entry settings
Tribute Summoning is a type of Normal Summon. Level 5–6 monsters require 1 Tribute. Level 7-13 monsters require 2 Tributes. You must Tribute monsters you control. Face-down monsters can be Tributed. Tribute Summoning uses your one Normal Summon/Set for the turn. Some monsters have alternative summoning conditions or require specific Tributes.
- #9Spell and Trap Types
Keys: Normal Trap, Counter Trap, Continuous Spell, Field Spell, Quick-Play Spell, Normal Spell, Hand Trap, Continuous Trap, Equip Spell, Ritual Spell, Spell Speed
Enabled · Before character · Order 10 · 100%
Entry settings
Spell Cards are divided into types that determine how they are activated and how long their effects last.
Normal Spell: Activate, resolve, then send to the GY.
Normal Trap: Must be set first, cannot be activated until the turn you set it has passed. Can activate during your opponent's turn.
Continuous Spell: Remains on the field. Its effect persists while it is face-up. Trap cards can have this type
Equip Spell: Equips to a monster and grants an effect. If the equipped monster leaves the field, the Equip Spell is destroyed. Traps cannot have this type, but can have effects that cause it to be treated as one
Quick-Play Spell: Can be activated from your hand during your turn. If Set, it cannot be activated the turn it is Set, but can then be activated during either player's turn, like a Trap.
Hand Traps: Names for monster effects that can allow them to be activated from the hand during either opponent's turn, effectively making them Quick-Play Traps.
Ritual Spell: Used to Ritual Summon a Ritual Monster.
Field Spell: Placed in the Field Zone. It affects the entire field, including your opponent's side.
- #10Targeting, Cost, Effect, Condition
Keys: Effect, Cost, Target, Condition
Enabled · Before character · Order 10 · 100%
Entry settings
Target: Some card effects choose a specific card(s) when activated. This is called targeting and is written as "target 1 ..." If a card cannot be targeted, the effect cannot choose it.
Cost: A cost is paid at activation, before the effect resolves. Costs are written as "pay X" or "send X to the GY" before a semicolon (;). Costs cannot be negated by negating the effect (the cost is already paid), and the card is sent to its destination even if the effect is negated.
Effect: What happens when the card resolves. Written after the semicolon (;).
Condition: Restrictions on the card that must be true to activate or use it, but are not costs or effects. Example: "Once per turn" is a condition.
Format: [Cost] ; [Effect]. Example: "Discard 1 card; draw 2 cards." The discard is the cost; drawing is the effect.
- #11Negation
Keys: Negated, Effect Negation, Negate, Activation Negation, Summon Negation
Enabled · Before character · Order 10 · 100%
Entry settings
Negation cancels a card, effect, or Summon before it resolves.
Types:
Effect Negation: Negates the effect of a card, but the card remains on the field (unless it is a Normal Spell/Trap, which goes to the GY after negated activation).
Activation Negation: Negates the activation of a card/effect, sending it to the GY (or returning it to its original location if it is a monster effect on the field). The effect does not resolve.
Summon Negation: Negates the Summon itself. Used mainly by Counter Traps like "Solemn Judgment" or "Solemn Warning". If a Summon is negated, the monster is sent to the GY (or banished, depending on the effect) and is NOT treated as having been Summoned. Important: A Summon that has been negated does NOT count as a proper Special Summon, so the monster cannot be revived from the GY later.
- #12Monster Types
Keys: Fusion Monster, Link Monster, Effect Monster, Normal Monster, Toon Monster, Xyz Monster, Flip Monster, Tuner, Synchro Monster, Spirit Monster, Pendulum Monster, Gemini Monster, Tuner Monster, Union Monster, Ritual Monster
Enabled · Before character · Order 10 · 100%
Entry settings
Normal Monster: no effect. Yellow card. Can be Normal Summoned.
Effect Monster: has an effect. Orange card.
Ritual Monster: blue card, Summoned by Ritual Spell.
Fusion Monster: purple card, from Extra Deck.
Synchro Monster: white card, from Extra Deck. Requires Tuner + non-Tuner(s).
Xyz Monster: black card, from Extra Deck. Has Ranks, not Levels.
Link Monster: dark blue card, from Extra Deck. Has Link Rating and Link Arrows.
Pendulum Monster: half monster, half Spell. Can be Summoned to Monster Zone or placed in Pendulum Zone.
Tuner: Synchro Material monster. Usually has "Tuner" in its type line.
Sub-types:
Flip Monster: has a Flip effect that activates when flipped face-up.
Gemini Monster: Normal Monster on the field, but can be Normal Summoned again on the field to gain its effect.
Spirit Monster: returns to the hand during the End Phase.
Union Monster: can equip itself to a monster and protect it.
Toon Monster: cannot attack the turn it is Summoned (usually) and requires "Toon World" to Summon.
- #13Battle Position Changes
Keys: Position Change, Set Position, Face-Down Defense, Change to Attack, Change to Defense, Battle Position, Face-Up Defense
Enabled · Before character · Order 10 · 100%
Entry settings
A monster's battle position can be Attack Position (face-up vertical) or Defense Position (face-up or face-down horizontal).
Changing position: You can change a monster's battle position once per turn by manually changing it during your Main Phase. However, you cannot change the position of a monster the turn it was Normal Summoned/Set, unless a card effect says otherwise.
Face-down Defense Position: Set face-down. Cannot be used as a monster for attacks or effects until flipped face-up.
Face-up Defense Position: Usable for Defense, but Flip effects do not activate. Can be changed to Attack Position next turn (if it was not Set this turn).
Special Summoned monsters: When a monster is Special Summoned, it must be in Attack Position or face-up Defense Position (depending on the effect). On the turn it is Special Summoned, it cannot be manually position-changed unless an effect allows it.
- #14Win Conditions
Keys: Exodia, Alternate Win Condition, Cannot Draw, Destiny Board, Draw Limit, Deck Out, Last Turn, Win Condition
Enabled · Before character · Order 10 · 100%
Entry settings
Ways to win a duel:
-
Reduce opponent's LP to 0.
-
Your opponent cannot draw a card when required (Deck Out); the player who cannot draw loses.
Special win conditions via card effects:
Exodia the Forbidden One: Have all 5 pieces in hand.
Destiny Board: complete the message "FINAL" on the field.
Last Turn: This card can only be activated during your opponent's turn when your Life Points are 1000 or less. Select 1 monster on your side of the field and send all other cards on the field and in their respective owner's hands to their respective Graveyards. After that, your opponent selects and Special Summons 1 monster from their Deck in face-up Attack Position and attacks your selected monster. (Any Battle Damage from this battle is treated as 0.) The player whose monster remains alone on the field at the End Phase of this turn wins the Duel. Any other case results in a DRAW.
Some effects say "you win the duel". Resolve as written.
- Draw limits: If a card effect would cause you to draw more cards than are in your Deck, you lose by Deck Out. You lose immediately upon being unable to draw, before any other effect resolves.
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- #15Proper Summoning
Keys: Nomi Monster, Special Summon from Graveyard, Properly Summoned, Semi-Nomi, Semi-Nomi Monster, Cannot be Special Summoned, Nomi
Enabled · Before character · Order 10 · 100%
Entry settings
Some monsters must be Special Summoned in a specific way first, before they can be revived from the GY or Banish Zone.
Types:
Nomi Monster: "Must be Special Summoned by [method] and cannot be Special Summoned by other means." Cannot be revived AT ALL if not summoned properly, and even then, only by the listed method.
Semi-Nomi Monster: "Must first be Special Summoned by [method]." Cannot be Special Summoned by other means the first time, but CAN be revived from the GY/Banished later once properly Summoned.
Extra Deck monsters (Fusion, Synchro, Xyz, Link) follow this rule: they MUST be properly Summoned (by their own summoning method) before they can be revived from the GY or Banished. If a Fusion Monster was Summoned by a card effect that was not a proper Fusion Summon, it cannot be revived. A monster whose Summon was negated is NOT considered properly Summoned.
- #16Ritual Summoning
Keys: Ritual Summoned, Ritual Summoning, Ritual Summon, Ritual Spell
Enabled · Before character · Order 10 · 100%
Entry settings
Special Summon a Ritual Monster using its specific Ritual Spell. You must have the Ritual Monster in your hand (unless a card effect says otherwise). The Ritual Spell will specify the required materials, usually monsters from your hand or field whose total Levels equal or exceed the Ritual Monster's Level. Ritual Summons are Special Summons. The monsters used for a Ritual Summon are considered to be Tributed.
- #17Fusion Summoning
Keys: Fusion Summoned, Fusion Material, Fusion Summon, Fusion Spell, Fusion Summoning, Polymerization
Enabled · Before character · Order 10 · 100%
Entry settings
Special Summon a Fusion Monster from the Extra Deck using a Fusion Spell or card effect (e.g., Polymerization). Send the Fusion Materials listed on the Fusion Monster from your hand or field to the GY (or as specified). Some Fusion Monsters have alternative summoning conditions (e.g., Contact Fusion). Fusion Summons are Special Summons.
- #18Xyz Summoning
Keys: Xyz Material, Xyz Summon, Xyz Summoned, Xyz Rank, Detach, Xyz Summoning
Enabled · Before character · Order 10 · 100%
Entry settings
Special Summon an Xyz Monster from the Extra Deck by stacking 2 or more monsters of the same Level (usually) on top of each other. The Xyz Monster is placed on top of the stack. The stacked monsters become Xyz Materials. Xyz Monsters have Ranks, not Levels. You can detach Xyz Materials to activate effects. Xyz Summons are Special Summons. Xyz Materials are NOT treated as being on the field.
- #19Synchro Summon
Keys: Synchro Summoning, Synchro Summoned, Tuner, Non-Tuner, Synchro Material, Synchro Summon
Enabled · Before character · Order 10 · 100%
Entry settings
Special Summon a Synchro Monster from the Extra Deck by sending 1 Tuner and 1 or more non-Tuner monsters you control to the GY. The total Levels of the materials must exactly equal the Synchro Monster's Level. Synchro Summons are Special Summons.
- #20Link Summoning
Keys: Link Summoned, Link Summoning, Link Rating, Link Summon, Link Arrow, Link Material
Enabled · Before character · Order 10 · 100%
Entry settings
Special Summon a Link Monster from the Extra Deck by sending monsters you control to the GY, where the amount you sent to the GY equals the Link Monster’s Link Rating. Non-Link monsters count as 1 material; Link Monsters can be treated as their Link Rating or as 1 material. Link Monsters have Link Ratings from 1–6, and Link Arrows, no DEF or Level. They are Summoned to an Extra Monster Zone or a zone a Link Monster points to. Link Summons are Special Summons. Some effects of Link Monsters only activate when two Link Monsters have their Link Arrows point at each other.
- #21The First Turn
Keys: First Player, The First Turn, First Turn
Enabled · Before character · Order 10 · 100%
Entry settings
The player going first cannot attack with monsters during their first turn. They also do not draw during their first Draw Phase. They can still Normal Summon/Set, activate cards, and Set Spells/Traps.
- #22Deck Construction Rules
Keys: Deck Building, Side Deck, Deck Limit, Main Deck Size, Extra Deck Size
Enabled · Before character · Order 10 · 100%
Entry settings
Deck construction rules for a standard duel:
Main Deck: 40 to 60 cards. Can contain Monster, Spell, and Trap cards (Ritual/Pendulum Monsters optional).
Extra Deck: 0 to 15 cards. Contains Fusion, Synchro, Xyz, and Link Monsters.
Side Deck: 0 to 15 cards. Used in matches (best 2 of 3) to swap cards between duels. The Main and Side Deck must have the same total size after swapping. You can only have up to 3 copies of a card with the same name in your Main, Extra, and Side Decks combined, unless the card is Limited or Semi-Limited (1 or 2 copies).
Forbidden cards cannot be used at all (in official play). If a card is Limited: max 1 copy. Semi-Limited: max 2 copies.
- #23Tokens and Counters
Keys: Counters, Tokens
Enabled · Before character · Order 10 · 100%
Entry settings
Tokens are special cards created by card effects that represent monsters.
Tokens: Cannot exist in the hand or Deck. Cannot be used as Xyz Material (unless they are treated as a specific Level). Are removed from the field if they leave it (they do not go to the GY or Banished Zone; they simply cease to exist). Have no original ATK/DEF; they use whatever the card effect specifies. Count as monsters for Tributes, Synchro Materials, and Link Materials (unless stated otherwise).
Counters: Markers placed on cards by effects. Common types: Spell Counter: on cards like Breaker the Magical Warrior or Magical Citadel of Endymion. A-Counter: on Alien monsters. Venom Counter: on Venom monsters. Bushido Counter: on Six Samurai cards. Predator Counter: on Predaplant cards. Counters do nothing by themselves; a card effect must specify what they do. A card with a Counter on it is not destroyed or removed just because it has a Counter, unless the effect says so.
- #24Pendulum Summoning
Keys: Pendulum Summon, Pendulum Summoned, Pendulum Scale, Pendulum Summoning, Pendulum Effect
Enabled · Before character · Order 10 · 100%
Entry settings
Once per turn, if you have Pendulum Scales set in your Pendulum Zones (far-left and far-right Spell/Trap Zones), you can Special Summon any number of monsters from your hand whose Levels are between the two Scales (exclusive), and any face-up Pendulum Monsters from your Extra Deck whose Levels are between the Scales. This is a Special Summon. Pendulum Monsters have two effects: one as a monster, one as a Pendulum Scale. You can only use one at a time.
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