mieru_mienai: (Default)
Yuugi Mutou ([personal profile] mieru_mienai) wrote2020-09-01 11:17 am

Duel Monsters Info!

Duel Monsters Super Expert Rules

NOTE: Much of this is copied right out of the Viz translation of the manga. I am not claiming all of this writing as my own. Likewise, the info for the 'Phases' portion came from the YGO Wiki, condensed by me.
   ☆Starting the Game☆
  • Each player starts with 4000 life points
  • Each player's deck must contain a minimum of 40 cards.
  • Order of play is determined randomly. When the game begins, player must draw five cards from their deck. (A player's hand may have a maximum of seven cards at the End phase of their turn. If they have more than seven, they will be forced to discard.)

   ☆Conditions of Victory☆
  • When a player's life points reach zero, that player loses.
  • When a player cannot draw a card on their turn, the player loses.
  • A player can surrender by placing his or her hand overtop their deck.

   ☆Monster Card Battle☆
  • Monster cards may be played in either Attack or Defense Mode.
  • Attack mode is indicated by the card being face-up and vertical.
  • Defense mode is indicated by the card being face-down and horizontal. When the card is attacked by an opponent, or switches to Attack Mode, it is turned face-up and vertical.
  • Players cannot attack on the first turn of a duel, or on the first turn a monster is special summoned.
    • Attack vs. Attack
    • The monster with higher ATK wins. The losing monster is destroyed and the difference in points is subtracted from the losing player's life points.

    • Attack vs. Defense
    • If the monster's ATK is higher than the defender's DEF, the defending monster is destroyed. The defending player's life points are unaffected.
    • If the monster's ATK is lower than the defender's DEF, the attacking monster is destroyed. The difference in points is subtracted from the attacking player's life points.
  • Monsters may directly attack the enemy player's life points if the player has no monsters to defend with.
  • Monsters with five or more stars may only be summoned by sacrificing one of the player's other monsters.
  • Monsters with seven or more stars may only be summoned by sacrificing two of the player's other monsters.
  • The limit on the number of monsters a player may have on the field at one time is five.

   ☆Spells and Traps☆
  • Spell cards may be played face-down or kept in the player's hand. If played face-down, they may be activated at any time. If kept in the player's hand, they may only be used on the player's turn.
  • Trap cards must be played face-down before activation. The trigger for activation is indicated on the card.
  • The limit on the number of Spell or Trap cards a player may have on the field at one time is five.

   ☆Phases☆
Each turn is divided into phases as follows:
  • Draw Phase: The phase in which a player draws a card. This phase cannot be skipped unless a card has been played which has the effect of doing so.
  • Standby Phase: The phase immediately following the Draw Phase. This phase is irrelevant unless there is a card on the field that requires certain action to happen at this time. This phase cannot be skipped unless a card has been played which has the effect of doing so.
  • Main Phase 1: The time during which a player may summon a monster and/or set Traps and/or Spells from their hand. They may also change positions of monsters that were set prior to this turn. They may activate effects of monsters and/or Spell and/or Trap cards. This phase can be voluntarily skipped by the player.
  • Battle Phase: The four-step phase in which players do battle. This phase can be voluntarily skipped, but if the player decides to do so they will move directly to their End phase. They will not get a second Main phase.
    • Start Step: A player decides to enter their Battle phase. Trap and Spell cards may be activated by the player at this time.
    • Battle Step: The player announces their attack(s). They can at this time activate previously set Spell or Trap cards relating to the attack. The opponent can at this time activate previously set Spell or Trap cards relating to the attack.
    • Damage Step: Damage from the Battle Step is calculated and applied to players' life points.
    • End Step: The player declares the end of their Battle phase.
  • Main Phase 2: The time during which a player may summon a monster if they have not already done so in their first Main phase. They may also set Spell or Trap cards, and change the field position of monsters which have NOT attacked or been played this turn.
  • End Phase: The phase just before the player ends their turn. Like the Standby phase, the End phase is mostly irrelevant unless there is a card on the field that requires certain action to happen at this time.


Yuugi's Deck

NOTE: As with the Duel Monsters rules above, much of this (description of effects, etc.) is copied from another source, specifically the YGO Wiki. Some info has been re-written to make it true to the manga version of the game, rather than the RL version. Also, I'll be using the (more-or-less) direct translations of the Japanese for the card names, as will Yuugi in-game.
   ☆Monster Cards☆
Name
Type
ATK/DEF
# of stars
Effect (if applicable)
Saint Dragon, The God of Osiris[Divine Beast]X000/X000★★★★★★★★★★ATK and DEF are determined by the number of cards in the controlling player's hand. When a monster is summoned to the opponent's side of the field, Osiris automatically deals 2000 points of damage to that monsters ATK or DEF points, depending on the position of the monster. If the monster's points are reduced to zero as a result, it is destroyed. Additionally, the effect of a Spell used on this card lasts only one turn.
Black Magician[Spellcaster]2500/2100★★★★★★★
Buster Blader[Warrior]2600/2300★★★★★★★This card gains 500 ATK for each Dragon-type monster your opponent controls or is in their Graveyard
Red Eyes Black Dragon[Dragon]2400/2000★★★★★★★
Black Magician Girl[Spellcaster]2000/1700★★★★★★This card gains 300 ATK for every Black Magician card in any Graveyard.
Gilfer Demon[Fiend]2200/2500★★★★★★When this card is sent to the Graveyard, you can select one monster on the field and equip it with this card. The equipped card loses 500 ATK.
Jack's Knight[Warrior]1900/1000★★★★★ When both King and Queen's Knight are on the field, Jack's Knight can be Special Summoned from the deck.
King's Knight[Warrior]1600/1400★★★★ When both King and Queen's Knight are on the field, Jack's Knight can be Special Summoned from the deck.
Queen's Knight[Warrior]1500/1600★★★★ When both King and Queen's Knight are on the field, Jack's Knight can be Special Summoned from the deck.
Phantom Beast King Gazelle[Beast]1500/1200★★★★
Baphomet[Fiend]1400/1800★★★★
Magnet Warrior Alpha[Rock]1400/1700★★★★When all three Magnet Warriors are on the field, Magnet Warrior Valkyrion can be special summoned.
Magnet Warrior Beta[Rock]1700/1800★★★★When all three Magnet Warriors are on the field, Magnet Warrior Valkyrion can be special summoned.
Magnet Warrior Gamma[Rock]1500/1800★★★★When all three Magnet Warriors are on the field, Magnet Warrior Valkyrion can be special summoned.
Gremlin[Fiend]1300/1400★★★★
Big Shield Guardna[Warrior]100/2600★★★★
Kuriboh[Fiend]300/200★★

   ☆Special Summon☆
Name
Type
ATK/DEF
Method of Summon/Effect
Winged Phantom Beast, Chimera[Beast/Fusion]2100/1800Method of summon: Player uses Fusion to combine Phantom Beast King Gazelle and Baphomet.
Magnet Warrior Valkyrion[Rock]3500/3850Method of summon: Appears when Alpha, Beta, and Gamma Magnet Warriors are gathered together on the field. The Magnet Warriors fuse together to create it.
Ultimate Magical Swordman Black Paladin[Spellcaster]2900/2400Method of summon: Player uses Fusion to combine Buster Blader and the Black Magician.
Effect: This card gains 500 ATK for each Dragon-type monster on the field and in either player's Graveyard.

   ☆Spell Cards☆
Name
Effect
FusionFuses two normal summon monsters together to form a new special summon monster.
Sealing Sword of LightRandomly select one card from the opponent's hand and remove it from play until the End Phase of the opponent's 4th turn.
Fusion CancellationDe-fuses monsters that have been joined together by Fusion or special effect.
Magic CylinderNegate the attack of an opponent's monster and inflict damage equal to that monster's ATK to your opponent's life points.
Magical Silk HatFour 'hats' appear on the field, hiding the player's monster(s). Hats can be attacked. Spell and Trap cards can also be placed under the hats; Traps will be activated by the opponent's attack.
In a game not played with virtual enhancements, the hat to be attacked would be determined at random, perhaps with a dice.
Raise DeadSpecial Summon one monster from either Graveyard to your field.
Brain ControlSelect one face-up monster on your opponent's side of the field. Take control of the selected monster until the End Phase of the turn this card is activated.
MultiplyCreates copies of a monster on the player's side of the field that has less than 500 ATK.
Hand ObliterationEach player must discard their entire hand, then draw the same number of cards they discarded.
ExchangeEach player looks at their opponent's hand, chooses one card, and adds that card to their own hand.
Book of Black MagicA Spellcaster-Type monster equipped with this card increases its ATK by 500 points.
Monster RecallReturns all monsters on the player's side of the field to the player's hand.
[NOTE: Can't find this one on the YGO wiki and I don't think it exists at all in the RL game but since it appears in the manga (specifically, this awkwardly translated page), I'm counting it.]
Double MagicThe player may use any Spell Card(s) used by the opponent on this turn.
Diffusion Wave-MotionPay 1000 life points. Select one level 7 or higher Spellcaster on your side of the field. During this turn, only the selected monster can attack and it attacks all monsters on your opponent's side of the field.
Soul TakerSacrifice on enemy monster. The opposing player gains 1000 life points.
Dimension MagicWhen a Spellcaster-type monster is on the field, sacrifice two other monsters to Special Summon another monster from your deck. The two Spellcasters can combine their attack to destroy any monster. Both Spellcasters are discarded at the end of the turn.

   ☆Trap Cards☆
Name
Effect
Chain DestructionActivated when the opponent declares an attack with one of their monsters. This card is equipped to that monster, reducing its ATK by 700 points.
Spirit's MirrorActivated when the opponent uses a Spell Card, allowing the player to choose the target of that card.
Magic Arm ShieldActivated when the opponent declares an attack on one of your monsters. Switch the target of the attack to one of their monsters instead.
Life ShaverActivated by the player. The opponent must discard 1 card from their hand for each turn this card was face-down on the field.
Soul RopeActivated when one of your monsters is destroyed as a result of battle. Pay 1000 life points to Special Summon a 4-star monster from your deck.
Pot of GreedActivated by the player, allowing the player to draw 2 more cards.


Ba☆Ku☆Ke☆Ro ATTAKU!


For this game which is totally nothing like Duel Monsters, Yuugi has a candy deck supplemented with weapon-themed cards. His key monsters are the Marshmallow King and the Marshmallow Prince--watch out for their special combo! I might put some more thought into this later because it's ridiculous and adorable and I love it. :P

Post a comment in response:

If you don't have an account you can create one now.
HTML doesn't work in the subject.
More info about formatting