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Special Summoning A (Special Summoning Monsters) is a special summon of monsters that specify the summoning conditions, and monsters that can be specially summoned if certain conditions are met, with the effect specified by themselves. This type of special summoning does not enter the chain, and can be invalidated by effects such as "God's Declaration", but cannot be invalidated by "Heavenly Punishment". Conditionally summoned monsters are specially summoned from the graveyard, please follow the "Revival Restrictions". Instructions on the limitations can be found in the sticky link sticker. (e.g., Electro Dragon, Chaos Warrior Pioneer Emissary, etc.)

Special Summoning B (based on the effect of the card)

Summons monsters with the effects of other cards or their own effects that meet certain conditions (the difference with A is that the essence of A is to summon directly, while B is activated by the declaration effect, and then specially summoned according to its effect). When a monster is specially summoned from within the Graveyard, please follow the "Resurrection Restriction". Monsters that are conditionally summoned generally cannot be summoned from their hands and decks by effects other than those described in their descriptions. (e.g., the resurrection of the dead, the phoenix god)

Folded magic cards

Fold trap cards

A pink card is a trap card that usually includes the following information: A description of each area of the arena

Monster area

Monster cards are usually placed in this area after playing. Up to 5 monster cards can be placed on the field at the same time. The basic forms of representation are divided into: frontal attack indication, frontal defensive indication, and backside defensive indication. (Due to the effect of some cards, there may be a backside attack representation, but it is not a basic representation) The monster card of the attack representation is placed vertically on the field. Monster cards for defensive representations are placed horizontally on the field (see instructions later for details)

Magic Trap area

Magic Trap Cards are placed on this area when activated. If it is not activated, it can also be covered in this area. A maximum of 5 tickets can be placed at the same time. Magic cards are placed in this area first, so if you already have 5 magic trap cards on the field, you can't activate magic again.

cemetery

Monster cards that have been destroyed, sacrificed, sent to the graveyard, etc., as well as magic trap cards that have ended their use are placed in this area as indicated by the front. You can check with each other at any time during a duel. The order in which the cards are placed in the cemetery must not be changed at will.

Deck area

PLACE THE BACK OF YOUR OWN DECK UPWARDS IN THIS AREA. Players draw the top card as their hand, and the order of the cards cannot be changed at will. If a card in the deck is confirmed due to the effect of the card, the effect is processed and the card is shuffled again before being put back in this area.

Terrain card area

The "Terrain Magic" from the Magic Card is placed in this area (both on the front and back). This card is not counted in the 5 cards in the Magic Trap area. Each side can have 1 terrain magic table on each side to indicate the presence. (If the opponent activates terrain magic, the terrain magic that has been shown on the surface of the field will not be sent to the graveyard.) Also, if you have terrain magic on your field, and you want to activate or override a new terrain spell, the old terrain magic will be sent to the graveyard according to the rules, and it will no longer be considered destruction (it will not trigger "Tooth Car Street").

Additional deck area

"Fusion Monsters", "Harmony Monsters", and "Excess Monsters" are placed in this area instead of in the DECK as special monster cards to form an "extra deck", up to a maximum of 15 cards. As with DECK, you can only put up to 3 cards with the same name. THE NUMBER OF CARDS IN THE EXTRA DECK IS ALSO NOT COUNTED IN THE MAINDECK COUNT.

Different Dimension (Except Regions)

The area where the excluded card is placed is a conceptual area. Cards in the excluded areas are placed according to the exclusion effect, and can be checked with each other (effects such as the Time Capsule and the Light Seal Sword cannot be checked by the other party because they are on the inside).

Battle methods and victory conditions

How to fight

A win or loss of one game is called a duel. However, in order to be accurate in winning or losing, there are generally three "duels", and such battles are called "matches".

In a match, the winner is considered the winner if he wins the first 2 duels. (Therefore, it is not established to rely on the "victory dragon" to turn the tables after losing 2 games) 1 win and 2 draws are regarded as 1 winner wins. 1 win, 1 draw and 1 loss are considered a draw

Duel Victory Conditions:

1 player starts the duel with 8000LP (or 4000LP, 2000LP, which one is agreed by both parties before the duel begins), and the opponent's LP drops to 0.

2. The opponent must draw a card (the card drawing stage, the effect of the card) and the deck has no cards to draw.

3 WIN BECAUSE OF THE EFFECTS OF VARIOUS CARDS (EMISSARY OF EGYPT, DEATH, ETC.)

Preparations before the battle

1. Shuffle and cut each other's decks and hand them to their opponents to "cut cards"

2. After cutting the cards, change back to your own DECK and place them in the DECK area. Players who use the extra deck place the extra deck in the extra deck area

3CHECK WHETHER YOUR OPPONENT'S SIDEDECK IS LESS THAN OR EQUAL TO 15 SHEETS. PLACE THE SIDEDECK ON THE BACK SIDE UPWARDS, AND CHECK WHETHER THE NUMBER OF SWAPS IS EQUAL WHEN SWAPPING THE SIDEDECK CARDS AND DECKS BETWEEN DUELING.

4. After guessing the fist (guessing the coin, etc.), the winner will decide the order of attack. However, in MATCH, the loser of the previous duel has the right to determine the order of the duel. Finally, draw 5 cards from each other to enter the duel.

The duel was conducted

The flow of duels is divided into "rounds" and "stages". The basic one round consists of 6 stages.

Gacha Phase:

In the initial phase, in which the turn-turned, players can draw the top card of their deck to join their hand, and if there are no more cards left in the deck, the duel will be lost. After drawing a card, it automatically moves to the next stage, where you can activate Rush Magic and Traps.

The gacha phase must be carried out: 1 card is drawn

The gacha phase can be carried out: rush spells, trap activation

Preparation stage

Handles the effects of cards that occur during the preparation phase, and when there are multiple effects, the order of the effects is determined by the player in turn. After that, it moves on to the next stage.

The preparation phase must be carried out: the effect of the card that takes effect during the preparation phase is processed

The preparation phase can be carried out: rush spells, traps are activated

Main Phase 1

Card name: The name of the card is the basis for judging whether it is the same card in the rules, and cards with the same card name are regarded as "cards with the same name" and enjoy the same treatment in the rules.

Types of Cards: Trap Cards Unified as "Tsuni"

Effect Flag: Indicates the type of trap card, as detailed below. Representations without this flag are "usual traps"

Effect Description: Illustrative text that indicates the effect of the trap

Card number: The number on the card is marked according to the PACK of the card, etc., so that it is easy to search and organize the card.

Classification of trap cards

Normal Trap Card: Card Speed 2, must be placed on the field first, and then can be activated at the beginning of the next turn. There are also some exceptions: the trap card Triangle Raven - Anti-Ambush is supported by an effect or the card effect Executioner - Moshuro makes it possible for a trap card to be activated directly from your hand.

Perpetual Trap Card: Card Speed 2, must be placed on the field first, and then can be activated at the beginning of the next turn. Once activated, as long as the conditions stated on the card are met, they can remain on the field without being destroyed. The effect of the (and some unconditionally perpetual) perpetual cards expires when the card leaves the market

Counter Trap Card: Card speed 3, be sure to cover the field first, and then activate it when the conditions are met at the beginning of the next turn. This kind of trap usually corresponds to an instant effect, such as when the opponent uses magic cards, attacks, launches traps, or summons monster cards in his hand. In this case, the opponent's action can be forcibly canceled (but the price paid will not be invalidated).

Collapse and edit the gameplay flow of this paragraph

Prepare for battle

Necessary for the battle:

1DECK MASTER DECK .................................... More than 40 sheets, less than 60 sheets

Self-formed decks according to the following rules:

· The number of cards on DECK is more than 40 and less than 60, and only a maximum of 3 cards with the same name can be placed

In addition, when using the OCG formulaic rules, there are forbidden cards, restricted cards, and quasi-restricted cards.

Advice: The more cards you have, the less likely you are to get what you want.

2SIDEDECK SUBDECK.............................. 15 sheets

It is not used in a duel, and in a match match where there is a win of 3 rounds, you can exchange the duel and the duel with the cards in the deck one-to-one as needed. WHEN GROUPING A SIDEDECK, PLEASE FOLLOW THESE RULES:

· THE NUMBER OF CARDS ON SIDEDECK MUST BE LESS THAN 15

· A maximum of 3 cards with the same name can be placed in the DECK (0 forbidden cards, 1 restricted card, and 2 quasi-restricted cards in the case of formulaic rules)

· SIDEDECK CAN BE LEFT UNSET

3 Extra Decks.................................... 15 sheets or less

Extra decks are decks of fusion, co-tune, and overabundance monsters that can be summoned in a special way

The number of cards in the extra deck must be less than 15

Things to use on the occasions necessary:

1 coin

2 dice

3 Counters (can be represented by small items such as coins)

4Tokens (can be represented by small items such as coins)

Something to be used for convenience

1 calculator

2 card holders

When OCG (Japanese) and TCG (US) cards are mixed in a deck, it is important to use a card sleeve with an opaque back to prevent fraud.

3. The latest chapter of "League of Legends: Delevingne: Return of the Claw Book House" is free to read for the first time.