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Yugioh General Play Notes








You cannot have more than six cards in your hand at the absolute end of your end phase. If you do, you must discard cards until you have only six. But during your turn or even your opponent's turn, you can hold as many cards as you want.

The first thing you do at the beginning of every turn is to draw one card. But you can only draw one card per turn, unless another card says that you can draw more, such as the Pot of Greed.

You are allowed to attack monsters and in some cases you can attack Life Points directly. But you cannot attack a spell card or a trap card.



To discard a card randomly, you should shuffle the cards in your hand and let your opponent, who can only view the cards from the back, pick one card to be discarded.

The Card Owner is the person who brought the card to the duel, and the Card Controller is the person who has the card on his side of the field or in his hand. In some cases only the Card Owner can make use of the card (for example, Suijin), otherwise the Card Controller can use the card if he has taken control of the card from its Owner. Sometimes the Owner will have the effect of the card even if he doesn't control it at the time, such as Mystic Tomato that has been destroyed in battle.

You cannot mix up your cards on the field unless a single card effect has allowed this or requires this. Cards that are face-up can be moved around to organize the field, but the movement should not be initiated to disturb your opponent.

If you accidentally reveal a card that is face-down, you cannot change the position in order to hide it. If the card is on the top of your deck, you opponent has the right to see it also, but it must be returned to the top of the deck. You are not allowed to reshuffled the deck.

There is no maximum limit to the number of Life Points that you are able to gain during the course of a duel.

The only time you are allowed to shuffle your deck is that when some effects of the game require that this be done. But anytime that you have to search for deck or your opponent's deck for a card, the deck is to be shuffled afterwards. Some Yugioh cards that cause a search of the deck include: Witch of the Black Forest and Shining Angel. But after the search, the deck must be shuffled in order to ensure that the deck maintains a state of randomness. If you have shuffled your deck, then your opponent is allowed to shuffle you deck afterwards, if he chooses to do this. This is not the same as the effect of some cards that have you look at some cards and then rearrange them, such as Big Eye. In this case the cards are not shuffled.

The graveyard is always placed face-up and is always available for inspection by your opponent, unless the card Question has just been played. You cannot shuffle your graveyard at any time and your opponent should always ask before handling your graveyard.

Your deck must be put back into its original form at the beginning of every match. It cannot be changed using your side deck before a match begins. Changes from the side deck can only be made between duels after the match begins.

If the match ends in a tie, there must be a sudden-death game, such that after the first change of Life Points, up or down, the match ends and the winner is the player with the most Life Points.

A card is destroyed if it is a monster that has been attacked and killed in battle. A card can also be destroyed if another card's effect says that a card is destroyed, such as with Dark Hole or Trap Hole. A card is not destroyed if it has been discarded or sent to the graveyard or given up in a tribute.

A replay occurs when you are allowed to repeat your Battle Step, which can occur when the number of monsters on the defender's side of the field changes and the change takes place during the battle step (but not later on in the damage step). This can occur when an attack is declared and the defender activates Call of the Haunted, in which case the attacker gets to call back his attack and pick another target as he wishes.

You can activate any trap or spell that is at least spell speed 2, unless another reason does not permit this. Normal spell cards that are spell speed 1 may only be activated during Main Phase 1 or Main Phase 2.

All of your monsters can attack one per turn under normal circumstances. A monster that has been turned face-up, cannot be turned face-down unless indicated by another card. When you are playing a monster, you are choosing its position for the remainder of the turn, so you cannot set it and then flip it up on the same turn. You cannot play a monster in face-down attack mode, although monster cards may sometimes end up in face-down attack mode because of the effect of other cards, such as Curse of Fiend.

A flip summon is what you can do to your own face-down card during your turn and results in the monster being in face-up attack position. This differs from being flipped face-up when your opponent attacks one of your face-down monsters and results in the monster being in face-up defensive position. In both cases the monsters would be activated. You cannot normal summon of flip summon a monster into face-up defense mode. You can either Set the monster into face-down defense mode or Summon it into face-up attack mode. You can, however, flip a monster to use its flip effect and then use it as a tribute. In the calculations, Damage calculation occurs first, after which flip effects occur.

Monsters cannot have negative statistics. The lowest values a monster can achieve are zero.

The "type" of monster is what is listed under the picture, such as a warrior. The attribute is listed at the top right corner, such as light or dark.

A monster token is a placeholder for a special type of monster, in which case anything can be used to symbolize a token such as coins or cards that are not in play. When removed from the field or returned to your hand, the token is simply removed. Tokens do not count as effect monsters; all monster tokens are normal monsters.

A counter is a placeholder. Anything like a coin can be used. They are symbols for an effect that has taken place or that may be about to take place.

When you summon a ritual monster, this is considered to be a special summons, so you cannot set them. If the monster was properly summoned in a previous time, then you can Reborn such a Ritual Monster.

Any combination of monsters in your hand or on the field can be involved in a fusion summons. You can Reborn a fusion monster only if it was first summon properly. In the case of fusion monsters, this means only if you used Polymerization or Fusion Gate on the fusion material monsters.

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