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This is to the members that are new to Yugioh TCG


daxinator

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I was bored so I'm doing this for the members that barely know how to play or don't know how to play. In some reasons my little brother doesn't know how to play and probably some members don't know how to play so I'll just start!

 

Basic Gameplay

 

Monsters Cards

Monster Cards are your essential cards used while dueling.

 

When you play a Monster Card, you can play it in one of two ways. Either face-up Attack Position or face-down Defense Position. Contrary to the anime, you cannot summon monsters in face-up Defense Position, unless it specifically says you can on the card text.

 

Monster Cards have two numbers that usually matter. ATK and DEF. ATK only applies when in Attack Position, and DEF only applies when in Defense Position when attacking, but certain cards may still call upon either of these values no matter what position the monster is in. Monsters also have an Attribute, and a Type. Skilled Manipulation of these further variables will allow you to distort ATK and DEF to your advantage.

 

When a card's text reads a word or phrase in quotation marks followed by monster, it means a monster with the word or phrase in its name. eg. an "Elemental Hero" monster is a monster with "Elemental Hero" in its card name.

Spell Cards

Spell Cards (formerly known as Magic Cards) are green-colored cards 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. All Spells are Spell Speed 1 (with the exception of Quick-Play Spells (Spell Speed 2). You may play as many Spell Cards as you would like per turn.

 

Although Spell Cards are often not as powerful as a Trap Card, they have the advantage that they may be played the turn they're drawn without having to Set them first. A Set Spell Card may be activated the turn it is Set as well (with the exception of Quick-Play Spell Cards).

 

In a typical Deck, Spell Cards occupy a little less than half of the total deck size (around 12-15 cards) and collectively with Trap Cards often have a 1:1 ratio to Monster Cards.

 

Some very powerful Spell Cards have been banned from tournament play, like "Raigeki". Upper Deck has released new, less-powerful replacements for some of these cards. For instance, "Raigeki" has been replaced in Advanced Format by "Lightning Vortex", which requires a discard and only destroys face-up monsters.

 

Used properly, a single Spell Card can significantly alter the game in the user's favour.It isn't uncommon for a player to win a Duel with the use of a single Spell Card. Snatch Steal is a common example of a Spell Card that is capable of winning a Duel.

A Spell Card's type is designated by a symbol to the right of the words "Spell Card". The various Spell Card Types are:

 

Normal Spell; No Symbol

Continuous Spell, symbolized with an "infinity" symbol.

Equip Spell, symbolized with a "plus" symbol.

Quick-Play Spell, symbolized with a lightning bolt.

Field Spell, symbolized with a compass.

Ritual Spell, symbolized with a torch.

Here's a small picture of all these symbols you'll need to know about:

aetgyx.jpg

Here's an example of what a Spell Card looks like:

10oe1ok.jpg

Trap Cards

Trap Cards are violet-coloured cards that have various effects to make things difficult for your opponent or easier for you in a Duel. A Trap Card must be Set and can only be activated after the current turn has finished, with a few exceptions. Trap Cards are Spell Speed 2, with the exception of Counter Trap Cards, which are Spell Speed 3. Trap Cards may be activated during your opponent's turn.

 

Trap Cards may be Chained to Spell Cards, other Trap Cards, or to the effects of Effect Monsters.

 

In Turbo Duels during Yu-Gi-Oh! 5D's, Trap Cards are very common since the use of non Speed Spells is negated, so Trap Cards seem to replace them.

A Trap Card's type is designated by a symbol to the right of the words "Trap Card". The Trap Card types are:

 

Normal Trap; No symbol

Continuous Trap, symbolized with an "infinity" sign.

Counter Trap, symbolized by an arrow.

Here's the symbols:

2upx0d1.jpg

Here's example of what a Trap Card looks like:

2nk7urm.jpg

Token Cards

Token Monsters are used as representations of Monster Cards. The Tokens represent monsters that appear on the field as part of a card effect. These monsters are not included in the Main Deck.

 

A Monster Token can be represented by a coin (Heads is treated as Attack Position and Tails is treated as Defense Position), a die, or other such acceptable marker. Fan-made cards are often used as markers in Tournament Duels by experienced players. Also, Fluff Tokens, Ojama Tokens, and Sheep Tokens have been made into official cards. These cards have a grey background to differentiate them from other Monster Cards and also lack any kind of text, instead being all named the more general "Token" and with the effect text "This card can be treated as any token".

 

While in play, Token Monsters are placed in the Monster Card Zones. When destroyed, Token Monsters are simply removed from the field. Similarly, if Token Monsters are returned to a player's hand or removed from play, they are just removed from the field. Token Monsters cannot be face-down, and a Token Monster cannot be sent to the Graveyard, back to the hand, Deck, or removed from play. They count towards the 5-card Monster Card Zone limit, however.

 

Token Monsters can be Tributed (where applicable), and can be the legal targets of effects that return cards to the hand or Main Deck as part of an effect, but not as part of a cost. Token Monsters are also useful for Synchro Summons as they still have Levels. Similarly, they can also be used for Ritual Summons and even Fusion Summons.

Example of a Token:

212vlht.jpg

Types of Monster Cards

Effect Monsters

Effect Monsters are Monster Cards with an orange color border. Similar to Normal Monsters, these monsters have an effect, which is demonstrated clearly by the fact that they have the Type 'Effect' beside their regular sub-type (Reptile, Spellcaster, etc.). Effects vary greatly, and are classed in five different types:

 

Continuous

Ignition

Trigger

Flip

Quick

There is also a sub-effect Type, Psuedo-Flip Effects, which is essentially a Flip, without the printed word 'FLIP:', and with the effect treated as a Trigger Monster Effect.

 

Some Fusion, Synchro and Ritual Monsters have effects, and are therefore also treated as Effect Monsters. Toon, Union, Gemini and Spirit Monsters are all still types of Effect Monsters.

 

An Effect Monster's effect, if particularly powerful, may be balanced out by the monster itself being weak in ATK and DEF for its level (such as cards like Ancient Gear Engineer or Needle Burrower). Conversely, some cards with ATK that is too high for a monster of its Level may have negative effects detrimental to their use (such as cards like Giant Kozaky or Giant Orc).

Example: sphg6g.jpg

Fusion Cards

Fusion Monsters, colored violet, are cards representing a combination of two or more monsters. Fusion Monsters may only be included in the Extra Deck, and cannot exist in the hand or Main Deck. If a Fusion Monster is returned to its owner's hand or Deck, it is instead sent back to the Extra Deck. However, they may be sent to the Graveyard when destroyed, as well as removed from play.

 

Originally, the only way to properly summon a Fusion Monster was through a Fusion Summon involving the required cards as well as Polymerization. Monsters used with Polymerization are called Fusion Material Monsters.

 

If a Fusion Monster is Special Summoned to the field via a card such as Metamorphosis, and then sent to the Graveyard, it cannot be Special Summoned to the field from the Graveyard with cards such as Premature Burial, Call of the Haunted, or Monster Reborn. In order for a Fusion Monster to be returned from the Graveyard to the field, it must be Fusion Summoned properly.

 

There are some Fusion Monsters that have special Summoning Conditions. For example, the Elemental Hero Fusion Monsters have a clause stipulating that they may not be Special Summoned unless they are being Fusion Summoned. This also rules them out from being Special Summoned either from the Graveyard or when removed from play. Others may disallow the use of Fusion Substitute Material Monsters, and in even rarer cases, both of these conditions may be applied, such as in Rainbow Neos or Destiny End Dragoon.

 

Fusion Monsters even have their own Equip Spell Card: Fusion Weapon

 

There are a few ways to properly Fusion Summon a Fusion Monster:

 

Cyberdark Impact!

Dragon's Mirror

Dark Fusion

Dark Calling

Fusion Gate

Future Fusion

Instant Fusion

Miracle Fusion

Overload Fusion

Polymerization

Power Bond

Super Polymerization

Vehicroid Connection Zone

Fossil Fusion

Miracle Contact

Speed Spell - Speed Fusion

Double Fusion

Scrap Fusion

 

And a few ways to Special Summon a Fusion monster:

 

Cyber-Stein

Magical Scientist

Metamorphosis

Re-Fusion

NEX

Summoner of Illusions

The VWXYZ Series and Armitael, Phantasm of Chaos "Union Fusion"

The Elemental Hero Neos and Gladiator Beast also Chimeratech Fortress Dragon Fusions "Contact Fusion"

The "Hex-Sealed Fusion" Monster Cards (The Earth - Hex-Sealed Fusion, The Dark - Hex-Sealed Fusion, The Light - Hex-Sealed Fusion)

Fusion Support:

 

Revoke Fusion

Gale Dogra

Chain Material

Cathedral of Nobles

Cybernetic Fusion Support

Fusion Guard

Fusion Weapon

Dimension Explosion

Fusion Sage

King of the Swamp

Elemental Hero Woodsman

Elemental Hero Prisma

De-Fusion

Cybernetic Zone

Monster Eye

Wroughtweiler

 

 

 

Cards designed to counter Fusions

 

Non-Fusion Area

Chthonian Polymer

Anti-Fusion Device

Mispolymerization

Success Probability 0%

De-Fusion

Fusion Devourer

1 Fusion Material Monster can be replaced by Fusion Substitute Monsters in Fusion Summons with cards that either do not specifically state the monster to be used as a Fusion Material Monster, or do not have a summon condition that limits either what monsters may be used for the Fusion Summon, or in what way it may be summoned.

 

Most Fusion Monsters need two Fusion Material monsters, and then the Polymerization card. However, certain Fusion Monsters can be summoned out of the Extra Deck via a process known as Contact Fusion, which requires no Polymerization.

Example: 34h9ixt.jpg

Normal Cards

Normal Monsters, colored yellow, are primarily used to protect your Life Points from Direct Damage, and to offer high ATK for use against your opponent, in exchange for having no effect. They usually possess basic stats; ATK, DEF, Level, Attribute, Type, and more often than not, one value is sacrificed to benefit another. High ATK and low DEF Normal Monsters are often associated with Beatdown Decks, while low ATK high DEF Normal Monsters are frequently associated with Stall Decks. Normal Monsters are popularly called Vanilla Monsters, both as a reference to how they are "plain" with no effects, as well as to the creamy yellow color of their cards.

 

Though they do not have inherent effects, there are often Spell, Trap or Effect Monster effects associated with specific Normal Monsters. For example, "Dark Magic Attack" can only be used with "Dark Magician", and "X-Head Cannon" and "Dark Blade" are the only legal targets for two specific Union Monsters. Normal Monsters have received some very powerful support cards for general use, such as "Birthright", "Silent Doom", "Ancient Rules", "Symbols of Duty", "Justi-Break" and "Dark Factory of Mass Production". In general, Normal Monsters have many more legal options for being Summoned back to the field from the Graveyard than Effect Monsters ("Call of the Haunted", "Premature Burial" and "Monster Reborn" being the most popular, with "Soul Resurrection" and "Birthright" being two specific options). Gemini Monsters take advantage of the more varied options for Summoning Normal Monsters back to the field.

 

A subset of Normal Monster support is devoted to that of Normal Monsters that are low in Level (typically Level 3 or lower), allowing them to be Summoned from the Deck en masse, to flood the field with cards like "Human-Wave Tactics" or "Enchanting Fitting Room", to then be powered up with cards like "Triangle Power", "Amulet of Ambition", or "Sword of the Soul-Eater", or used to get rid of your opponent's cards in their hand and on their side of the field with "The Law of the Normal".

 

The card text (or flavor text) on Normal Monsters is for illustrative purposes only, and has no effect on gameplay, since these cards have no effects.

 

Normal Monster Decks are also known as Vanilla Decks. The most popular cards in Vanilla Decks are cards like "Non-Spellcasting Area", "Heart of the Underdog", and "Skill Drain". If playing a Beatdown Vanilla Deck, the use of power-up cards such as "Mage Power" and "United We Stand" are recommended, as well as backup cards like "Ultimate Offering" or "Double Summon", letting you Normal Summon more than one monster per turn, which works well with "Heart of the Underdog", or "Cold Wave", the later letting you attack without fear of surprise Spell & Trap Cards for a turn.

2vcudlg.jpg


I'll be posting Intermediate Gameplay, Advance, and Expert Gameplay tommorow!

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most of these seem like they were copied from yugioh wikia(i recognize the fusion part)

and if players play yugioh TCG,shouldn't they already know this?because if they don;t play yugioh then they shouldn't know about this site.,unless they don't play but a friend does.

the sections also look like they are in the official website or yugioh wikia.

 

but quite a nice tut for those who don't know how to play.

 

and i don't recommend you use your own custom cards as examples and rather use real ones because those don't look so good(no offense)

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well,if you actually took the time to read it,i said that unless you have a friend that does or somehow came to this site(

and why did you have to say that Blood Rose doesn't play?

do you think i am blind and can't read what Blood Rose said?

why did you have to repeat what Blood Rose said,i don't need 2 people to say something for me to know what they are going to say.

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