Certain effects may depend on this! Each Type have their unique strength and weaknesses! Higher ATK means stronger in battle! Read it carefully! You can have up to 5 monsters here! Set Spells and Traps. Spells and Trap cards can be set from the hand during the Main Phase. If you set a Trap or Quick-Play Spell, it can't be activated until the next turn.
Prepare your monster for Battle: If your monster is in Attack Position during your Battle Phase, you can attack an opposing monster with it. If your opponent controls no monsters, you can attack directly.
Each monster can only declare an attack once per turn. If the monster it battles with is face-down, it is flipped face-up just before damage calculation.
Calculate damage. If both are in Attack position, the one with less ATK is destroyed, and its controller takes damage equal to the difference. If they have equal ATK, both are destroyed.
In a direct attack, the opponent takes the ATK of the monster as damage. Trigger a replay: If, during your attack, the number of monsters your opponent controls is changed, a replay is triggered in which you can choose to attack with the same monster, attack with a different monster, or not attack. You can also choose a different attack target.
If you attack with a different monster, the first monster is considered to have already attacked, and cannot attack again for the rest of the turn. The position they are in determines which of their stats are used for damage calculation; therefore, monsters with high attack should be in attack position, and monsters with low attack should be in defense position. Battle position can be changed manually once per turn for each monster, during your Main Phase. You cannot change its battle position if it was summoned, was set, or had attacked during that turn.
Link cards with chains: To Chain a card or effect is to activate it before another effect has a chance to resolve be applied. The activation of a card or effect will start a Chain Link. After it is activated, the other player can choose to chain a card to it, which will then become Chain Link 2. This continues until neither player responds to the chain, after which it resolves, starting with the most recent Chain Link.
While a Chain is resolving, cards and effects cannot be activated. He pays the LP now because that is a cost to activate the card, and happens during the activation and not the resolution. Player A passes on chaining more cards, and so does Player B, so now the chain resolves.
Resolution begins with the most recent Chain Link - "Seven Tools". Spell speed. An effect must be either Spell Speed 2 or higher or a Trigger effect in order to activate outside of your Main Phase. In order to do this, you need Link monsters that are co-linked to each other both point to each other leading from your Extra Monster Zone to the opponent's. Once you have that, you can summon the final Link monster in your opponent's Extra Monster Zone, co-linked to your monster, and that zone's yours while the Link monster sits there.
The Links can be summoned in a 'u-shape' or diagonally, in a v-shape. You can also use monsters your opponent controls to complete an Extra Link - if your opponent has 3 co-linked monsters in a row in their Main Monster Zones, summoning 2 Links to the Extra Monster Zones co-linked to those 3 will allow you to complete the Extra Link.
Part 3. Build a deck. To play Yu-Gi-Oh, you must have a deck. The number of cards in a deck must be greater than or equal to 40 cards and less than or equal to 60 cards. It is usually better to have closer to 40 cards in your deck. Your deck should have a good balance of spells, traps, and monsters. A good ratio is monsters, around spells, and around traps.
This ratio is not a requirement and does not need to be followed if you already know about deckbuilding. It actually means nothing in practical play. Of course, these numbers are not absolute and will vary depending on your deck, so use what works for you. Your deck will be more consistent if it focuses around a single central archetype or theme. An Extra Deck is not necessary for a duel, but is recommended for most decks.
You can look through your Extra Deck at any time during the duel, and you can special summon monsters from it during your turn. There is a maximum of 15 cards that can be in the Extra Deck.
Your opponent cannot view your Extra Deck, except with an effect. The Side Deck is also limited to 15 cards. It is optional, and is good for matches in tournaments. A match is a set of three duels, in which the player who wins two out of three is the winner.
A Side Deck contains cards to be used against specific decks that are common or pose a major threat to your deck, but are too situational to put into your main deck. After siding, the number of cards in your Side deck must be the same as what you started with. You can only have three copies of a single card in your Main, Extra, and Side decks combined. Certain cards are banned or limited for use in tournaments, so make sure your deck is legal if you are going to participate in them.
Start a duel. To start a duel, find someone else to duel with. This can be done by playing rock-paper-scissors, flipping a coin, or some other suitable method. The player going first cannot draw or attack. Decks that like to set up a field early or use effects that prevent themselves from battling will find it more advantageous to go first, while decks that need extra hand advantage to start their plays or respond to what the opponent does will prefer to go second.
Both players start the game with Life Points. Place your cards in the right positions. Place your Extra deck at the left of the bottom row, and your deck at the right, with space for five cards in between.
Above your deck and extra deck will be your left and right Pendulum zones. The top row will contain the Field Spell zone on the left and the Graveyard on the right. The five spaces in between these will be your monster zones. The banish zone is usually to the right of the graveyard. Draw your starting hand. Main article: Master Rules.
Duel " To the Death!! Duelist Duel 1: " Challenge!! Duelist Duel 3: " Countdown!! Duelist Duel " Toons Attack! Duelist Duel " The Trap in the Temple! Duelist Duel " A Close Fight! Duelist Duel 6: " Let the Duel Begin! Duelist Duel " Duel of Vengeance! Manga games.
Paper Crash! Duels Games Ka battles. Toei anime games. In the Yu-Gi-Oh! Of course, life always finds a way, and even banished cards might find their way back into play. Some cards in the Yu-Gi-Oh! TCG can be activated in response to something happening, and may even be responded to themselves with another card. This event is called a Chain. As the chain builds, card effects do not resolve until both players agree they are done adding to it, at which point each effect in the chain resolves in backwards order, so the last card played is the first to resolve.
Cards may only respond to another card if it has an equal or greater Spell Speed. That should be enough tutorial to get you started on your own journey to becoming a duelist and learning how to play the Yu-Gi-Oh! Trading Card Game. Catan digital is coming to Playstation and Xbox consoles. If you click on a link and make a purchase we may receive a small commission.
Read our editorial policy. How to play Yu-Gi-Oh! Leaning how to play the Yu-Gi-Oh! TCG comes down to learning the different types of cards and how to use them to claim victory. How do you attack in Yu-Gi-Oh! Attacking a monster in attack position You attack a weaker monster in attack position: You destroy the monster and do damage directly to the opponent equal to the difference. You attack a monster of an equal strength in attack position: Both monsters are destroyed.
You attack a stronger monster in attack position: Your monster is destroyed and you take damage equal to the difference.
Attacking a monster in defence position You attack a weaker monster in defence position: You destroy their monster. You attack a monster of an equal strength in defence position: Nothing happens.
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