preface
The following is the text of the novel (Author: Love Dream Stay) provided for you, please enjoy!
Although I've been playing Yu-Gi-Oh for a few years.,But in the past few years, it's basically a wrong understanding of Yu-Gi-Oh.,What kind of quick-attack magic card is launched in the opponent's turn.,Monster summoning round as a sacrifice.,Basically, it's bad enough to play.,So for friends who read this book, they may have the same misunderstanding as I have about Yu-Gi-Oh.,So this article is mainly to introduce the rules of Yu-Gi-Oh.。 If you are familiar with the rules, you don't need to read them, and if you feel that you don't understand something, you can look at it. By the way, to emphasize one point, that is, this book has a ban on cards, so there are generally no banned cards. This book is not how to use self-created cards.,Because I'm too lazy.,Usually it takes a lot of brain cells to think about the duel duel plot when you usually code words.,So in general, you won't create your own card.,If you want to develop the plot, you may create your own card.,If it's really self-created, it's going to be noted on the back of the card.。 Well, here are the rules of Yu-Gi-Oh. (Actually, I also got it from the Internet, please forgive me)
Basic Rules: Basic Battle RulesDecks: Card decks are divided into primary and secondary decks. The main deck has a minimum of 40 cards and a maximum of 80 cards; 15 secondary decks and 15 additional decks. The main deck is used for PvP purposes; The secondary deck is a one-on-one exchange with certain cards from the main deck if you feel that the main deck is not strong enough for the opponent between two games, so as to achieve the best state against different types of opponents.
Restricted, Quasi-Restricted, and Forbidden Cards: The combination of decks follows these rules. The limit is that each deck (including sub-decks) can only hold 1 card; Quasi-restricted cards are cards that can only hold 2 cards per group; A forbidden card is a card that cannot be used in an official OCG tournament. In addition, there can be no more than 3 cards of the same type in the deck for cards that are not within this range.
For the current restricted card situation, please refer to the restricted card table in this area.
LP deduction rule: When you attack the opponent or the opponent attacks you, the broken card must be put into the graveyard. Attacks are divided into cards that are represented by attack attacks and cards that are represented by attack guards. When attacking the card represented by the attack, the side with low attack power is broken, and the difference in attack power of both sides is deducted from the LP of the losing side, if the attack power is equal, both sides are broken, but the LP is not deducted; When attacking a card represented by a garrison, if the attacker's attack power is above the defender's garrison, the garrison card will be sent to the graveyard, but the LP value will not be deducted, and if the attacker's attack power is lower than the defender's garrison, the difference will be deducted from the attacker's LP, but the attacking monster card does not have to be sent to the graveyard. In these two cases, the LP deducted is called combat damage. There are also some magic trap cards and effect monster cards that can directly deduct the opponent's LP.
Winning conditions: 1. The opponent's LP is deducted (8000LP per person); 2. If you have to draw a card and there is no card to draw, you will be judged to lose; 3. If the winner is determined due to special effects (such as Egyptian messenger, death plate) 4 Both sides meet the victory conditions at the same time, and the battlefield introduction of the judgment game: 5 squares in the monster area, which is used to place monster cards, the monster cards represented by the attack are placed vertically, and the monster cards represented by the garrison are placed horizontally. The magic trap area has 5 squares, and it must be placed on the side of the table when the magic is activated. You can also place it in this area as shown on the back first, and then start it when the time comes. 1 square of the terrain card area, which is used to place the terrain card that has been activated, and only one terrain card on the side of the table can exist at the same time in the whole field (when the opponent has activated the terrain magic, we can put a terrain magic into the area of our own terrain card without affecting the opponent's terrain magic). Fusion card area 1 square, the back of the fusion monster is placed in this grid, and the other party cannot confirm it. 1 slot in the exclusion area, where cards that are excluded by various effects are placed. Deck area, where decks are placed. The secondary deck area, where the secondary deck is placed.
Duel process: Before the duel, decide who will start first, usually by the method of coin toss. The two players shuffle the cards and each draw the first five cards from their deck. The order of card drawing starts with the first card on the face.
drawphase: Draws a card from the deck.
standbyphase: Deals with the effects of some special magic or effect monster cards.
mainphase(1): You can do the following: put the magic and trap cards in your hand on the field (there is no limit to the number); Place a monster card on the field; Use magic cards on your hand (there is no limit to the number of cards); Changed the way monster cards are represented on the field (monster cards with flip effect can activate their effects at this time, such as man-eating insects).
BattlePhase: The monster card represented by all attacks selects the target to attack or chooses to abandon the attack; The effects of some effect monster cards will be activated at this time (usually written as being sent to the graveyard for battle, such as archangels).
mainphase(2): If you don't have a normal summon monster card at mainphase(1), you can now summon a normal monster card. You can also use magic, traps, and effects on monster cards. If the monster card has not changed its representation this turn, it can be changed at this time.
endphase: Declare the end of the round, at this time count the cards in the hand, and put the rest in the graveyard if there are more than 6 cards (the discarded cards can be selected by yourself).
Monster Cards: Generally used as the main force in battles.
Types and characteristics: Monster cards are divided into ordinary monster cards, ritual monster cards, homonomic monster cards, fusion monster cards, and effect monster cards.
Normal Monster Card: A monster card with a light yellow face and no additional effects. (e.g. Magic Lamp Spirits or Demon Summons) is only used as a pure attack or defense. Among them, 4 stars or less can be directly summoned to play; If you have more than 4 stars, you need to use an appropriate number of monster cards on the field as a sacrifice (5~6 stars need one, and 7 stars or more need two).
Ritual Monster Cards: The card is blue, and it is a monster card that can be summoned after the use of animal sacrifices and ritual magic. (e.g. Chaos Warrior or Chaos Dark Wizard)
Homotonous Monster Card: The card face is white, and it is a monster card that needs to be summoned only after the adjustment of the monster on the field and the total level of a monster other than the adjustment on the field and the same as the same monster can be summoned in a special way. (e.g. Stardust Dragon or True Red Dragon)
Fusion Monster Card: The card face is purple, and it is a monster card that needs to be fused through fusion magic to fuse the fusion materials required by the fusion monster before it can be summoned. (such as the ultimate blue-eyed white dragon or e-hero flame wingman) some monsters have effect effects, and the monster cards are divided into the following types: Flip effect: The effect of this card is activated when it is turned over. If the description of the card does not emphasize that it cannot be activated in Battlephase, it can be activated when the opponent attacks this card (Invader of the Throne states that it cannot be activated in Battlephase). If the summon is already flipped over when it comes on, the effect will not work. If the effects of magic cards (such as Beckon to the Dead or Black Holes) or monster cards (such as Maneaters or Penguin Soldiers) are removed during the cover, the effect will not be played. When summoned from the graveyard with cards such as the resurrection of the dead, the effect cannot be played because the rules are opened. Example: Future pot, penguin soldier activation effect: your turn can be activated when you have a positive indication of existence on your own field, and the timing of the activation has different instructions on each card, and the default is the main phase 1 and 2 if there is no explanation. The effect speed is 1 example: Magic Scientist, the same race is infected with the virus Lasting effect: The effect is played when it exists on the front, and this kind of effect cannot be chained, so there is no concept of speed Example: Command Knight, Black Witch Induce Effect: Fight, give damage, send to the graveyard, summon success and other conditions when the effect is activated, the effect speed is 1 example: Witch of the Black Forest, Killer Tomato Instant Induce Effect: When the activation conditions are met, it can be activated even in the opponent's turn, the speed is 2, and it can be used for magic, The activation of traps and the like is chained (my understanding is similar to the counterattack trap in the trap, the activation conditions are harsh, but there is a faster speed and chain than similar effects) Example: Chestnut Ball, Dragon Warrior Rule Effect: The effect that directly involves the change of the game rules (such as the choice of summoning method, for example: Thunder Sword Master, this kind of effect does not belong to the summoning condition, so it is not subject to the restriction of Su Sheng. There are also fusion material substitutes, Caesar seahorses, etc.)
Special Effect Monsters: Generally effects that have become part of a series, such as cartoons, souls, alliances, etc.
Summoning Condition: A monster that can only be summoned if the condition is met or a special cost is paid. Example: Divine Souls, Diablo Nikolov Ya 3 Yu-Gi-Oh Rules Detailed Explanation Representation: Gaifu Garrison Representation: The card Gaifu is placed horizontally on the field. You can't equip any magic cards, and when you are attacked by the opponent or sealed by the Sword of Light, you have to open the card to open the guard. When the card is opened by itself, it must be turned into an attack indication, i.e., "Reverse Summon". But there are also special cards that can be changed directly from this representation to turn over the garrison representation, which is the Absolute Defense General.
Flipping over the guard means that the cards are flipped horizontally on the field. This representation is the indication that when the cover is ambushed, it means that when the opponent is attacked, or when the card is opened, such as the Guardian of Light, the Sword of Light, etc., is opened. Or by flipping an attack that means being affected by some specific effect. It can also be changed from a flip attack to this form on its own.
Flip Attack Sign: The card is flipped vertically on the field. Only this representation can attack the opponent in battlephase.
Cover Attack Sign: The card is placed vertically and the cover is lying on the field. This is a special representation that only turns over the card of the attack representation when the opponent uses a dark visit. You can't participate in the battlephase and you can't equip magic cards, and when you are attacked by the opponent, it will become an attack sign.
Summon: The action of summoning cards from your hand, deck, graveyard, etc. into play. There are regular summons, reverse summons, and special summons.
Normal Summon: A summon that can only be performed once per turn. Monster cards with 4 stars or less can be summoned directly to the field; If you want to summon monster cards with more than 4 stars, you need to use an appropriate number of monster cards on the field as sacrifices (1 for 5~6 stars and 2 for 7 stars or more). Normally, the only card that can be summoned can be a cover ambush guard or an open attack sign.
Reverse Summoning: Refers to the main phase of the monster stuck on your side from the cover and ambush guard to the flip attack. There is no limit to the number of times this summon can be made in the same turn. The effect of the Flip Effect: The effect of the monster card is activated at this time. Note that it is not possible to play with a cover on mainphase(1) and then reverse the summon on mainphase(2). Because the reversal summon is also a change of representation, the monster card that was just summoned in mainphase(1) cannot change the representation in mainphase(2) of the same turn, that is, it cannot be reversed summoned. There is also a special example of a reversal summon, which is the Absolute Defense General. The effect of this card shows that after reversing the summoning, it can be changed to turn over the garrison representation. In other words, this card can be directly changed from a cover to a guard representation.
Special Summoning: Refers to the monster card summoned to the field in the hand, card deck, and graveyard under the effect of magic, traps, and effect monster cards. There is no limit to the number of such summons in the same turn. If there is no special indication of the form in which the game is played, it must be played with the opening of the expression.
Special summoning is also subdivided into the following four types: Summoning Ritual Monster Cards: Ritual Monster Cards are a special type of monster cards. In order to summon this type of card, you must collect all the ritual monster cards and the corresponding ritual cards in your hand, and then use the monster cards on your field or hand that meet the required number of stars on the ritual card as a sacrifice, and finally use the corresponding ritual card to summon the game. Sacrifices can be made with one card on the field and one on the hand. When summoning a Ritual Monster Card, the sacrifice is only offered when the ritual effect is cleared, so you don't have to pay the sacrifice if the ritual is invalidated.
Summon Fusion Monster Card: The Fusion Monster Card is also a special type of Monster Card. First of all, these cards are not counted in the main or secondary decks, and are initially placed in a dedicated slot for Fusion Monster Cards, and there is no limit to the number of cards. The method of summoning is to use the magic card "Fusion" after collecting all the fusion materials in your hand or on the field, and send the fusion materials to the graveyard, and then you can summon the corresponding fusion monster card. Fusion materials are sent to the Graveyard when the fusion card clears the effect, so you don't need to send the material to the Graveyard if the fusion is invalidated. When merging, you don't have to use several specific monster cards written on the fusion monster card as a sacrifice, and you can also use fusion substitutes instead of one of them. The above is the basic fusion summoning method, in fact, the fusion gate can achieve fusion summoning without the need for fusion cards. There are many ways to summon fusion monsters if you meet certain conditions and pay a certain cost. However, only monsters that have been summoned in the fusion way (including the Fusion Gate, because its existence makes the fusion summon do not need to use the fusion card, and its essence is still the fusion summoning) will meet the normal way of summoning the restriction that the fusion substitute can be revived from the graveyard: the fusion substitute that appears in Boosterr3 (Booster6) is used in place of a fusion material card. Such cards are: Goddess of the Heart Eye, Fantasy Thief, God of Destruction Vishagao, Monster King of the Swamp, etc. How to use for example: True Red-Eyed Black Dragon + Heart-Eye Goddess = Black Magic Dragon or Meteor Black Dragon. However, only one substitution can be used in a fusion, and the other one or two must be formal fusion materials. For example: Blue-Eyed White Dragon + Monster King of the Swamp + Monster King of the Swamp = Blue-Eyed Dragon is not valid.
4 Yu-Gi-Oh Rules Detailed Explanation Effect Summoning: It refers to the effect of specific magic trap cards and effect monster cards to make monster cards in the hand, deck or graveyard play. Special cases of this calling are: Last Words, Blood Compensation, Archangels.
Susheng Summon: Actually, this kind of summoning is included in the effect summoning, but it is subdivided into more special ones. This refers to bringing the Graveyard's monster cards back to the field through the effects of specific magic trap cards and effect monster cards. This special summoning must follow the restrictions of Su Sheng: 1. If the monster card that can be summoned after special procedures has entered the graveyard directly from the hand or deck without being summoned through normal procedures, it cannot be resurrected; If you have already been summoned to the battlefield through normal procedures and then enter the graveyard, you will be able to resurrect. (Conditionally summoned monsters include fusion monsters and ritual monsters)
2. Some conditions must be met when summoning monsters in the case of condition 1, and the summoning conditions must also be met when the special summon is met, and if there is no cartoon world on the field, even if the cartoon monster card in the graveyard has been summoned by normal procedures and is destroyed, it cannot be resurrected. If it is used on the field, it can be resurrected. Monster cards that enter the graveyard outside of the restrictions of the resurrection rules can be resurrected. (refers to the cartoon monsters with summoning conditions before PE) and for example, when the Guardian is born, there must be a corresponding equipment card on the field, etc. The effect is noted.
3. Note that there are a few cards that are limited by the effect, even after a successful summon, they still cannot be summoned from the Graveyard (e.g., Super Wizard Swordsman, Black Paladin, Ultimate Dragon Knight), while some can be summoned from the Graveyard but must be summoned with the specified effect (Black Wizard Knight)
The following is a description of each area of the dueling arena 1 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)
2 Magic Trap Zone: 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.
3 Graveyard: Monster cards that are destroyed, sacrificed, sent into the graveyard, etc., as well as magic trap cards that end of use are placed in this area by the front representation. 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.
4 deck area: Place the back of your 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 card should be reshuffled after the effect is processed, and then put back in this area.
5 Terrain Card Area: The "Terrain Magic" in the Magic Card is placed in this area (regardless of whether it is represented on the front or back). This card is not counted in the 5 cards in the Magic Trap area. In addition, only one frontal terrain card is allowed in the entire field, and when a new terrain card is activated, the original terrain card will be automatically destroyed.
6. Extra Deck Area: "Fusion Monsters" and "Synchrony Monsters" are placed in this area instead of in the deck as special monster cards that form their own "Extra Decks". As with the Deck, you can only put up to 3 cards with the same name. Extra decks with 15 cards do not count towards the maindeck count.
* Areas that do not belong to the Arena: Excluded Zone: The area where the excluded cards are placed is a conceptual area. Cards in the excluded areas are placed according to the exclusion effect, and can be checked for each other (effects such as the Time Capsule and the Light Seal Sword cannot be checked because they are not on the inside)
2. Types of cards and how to use them 1 Monster card 1 Basic monster card includes the following information: Card name: The name of the card is the basis for judging whether it is the same card in the rules, and the card with the same card name is regarded as a "card with the same name" and enjoys the same treatment in the rules.
level: The level of the monster represented by the number of stars, and monsters above lv5 need to liberate the monster when summoning.
Attributes: Monster cards are endowed with: light, dark, earth, wind, water, and fire 6 attributes. The effects of certain cards will have an effect on cards with certain attributes. However, there is no such thing as a situation where the attributes are mutually restrictive and affect the outcome of the battle between monsters.
Race: Monster cards are classified as: Dragon, Demon, Machine, Magician, Angel, Thunder, Undead, Insect, Water, Warrior, Dinosaur, Flame, Beast Warrior, Rock, Reptilian, Beast, Fish, Plant, Bird and Beast, Sea Dragon, Telekinesis (??? These 21 races. As with attributes, the effects of certain cards will affect the cards of a certain race, but there is also no such thing as a race that affects the outcome of a battle between monsters.
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.
Attack and Defense: Monster cards with high stats will be advantageous in battles between monsters. See the instructions below.
2OCG rule monster card information:Usually when the monster is this column is the descriptive text of the monster.,And when the effect monster is the explanation of the monster's special ability.。 When fusing monsters, this column also indicates the fusion material of the fused monster. Ritual monsters are marked with the corresponding ritual.
Classification of monster cards: Usually monsters: cards with yellow card faces, no special abilities, and are used according to basic rules.
Fusion Monster: A card with a purple face. It is not placed in the deck but forms an "additional deck" on its own, and the specific monsters marked in the information column and the "fusion" magic card "fusion summon", and the marked monsters are called "fusion materials". Some of them come with a special ability, Fusion Monster Summoning: 1 Fusion Materials, activate the "Fusion" card when the cards in your hand and on the field are collected. The "Fusion" card after the announcement is activated is placed in the area of the magic trap. 2After confirming that the activation and effect of "Fusion" are effective, after sending the fusion material to the graveyard, find the corresponding fusion monster frontal attack indication or frontal defense indication in the fusion deck. Finally, the "fusion" is sent to the cemetery. Fusion summoning ends.
3. If you want to use a fusion monster, place the back of the fusion deck upwards in the fusion area before the duel begins, and do not check each other.
Ceremonial Monsters: Cards with blue faces. Ritual monsters are monsters that are specially summoned after a specific ritual magic is activated and sacrificed to a sacrifice.
Ritual monsters are placed in the deck. Ritual Magic or Ritual Monsters alone cannot specifically summon Ritual Monsters. Some come with special abilities.
Ritual Monster Summoning: 1 hand has a ritual monster, and there is a monster in the hand or field that needs to be sacrificed as stated in the ritual magic. Unleash the corresponding ritual magic. Place the announced ritual magic in the Magic Trap area. 2After confirming that the ritual magic is activated and the effect is valid, send the monsters that need to be sacrificed on the field or in the hand to the graveyard as sacrifices. 3. After the sacrificial monster is sent to the graveyard, the ritual monster in the hand indicates a frontal attack or a frontal defense indicates that it is playing. Finally, send ritual magic to the graveyard. The ritual call ends.
Homotonous Monsters: The card surface is white, and it is not placed in the deck and constitutes an "extra deck" on its own, and when there is a corresponding adjustment monster on the field, if the total level of the monster on the field is the same as that of the same monster, it can be specially summoned.
Effect Monsters: Orange cards with special effects that transcend the rules.
Effect monster effects can be divided into the following 5 basic types: Flip Effect: An effect that automatically and forcibly activates when a card changes from a reverse to a positive one. The process of the player reversing and summoning a monster, and the process of the monster represented on the back in the calculation of combat damage and the process of changing to a positive representation due to the card effect are called "flipping", and the conditions for the flip effect to be activated are met. Effect speed 1. Example: Holy Magician, Man-Eating Insect Activation Effect: Your turn can be activated when you have a positive indication of your presence on the field, and the timing of the activation has different instructions on each card, and if there is no explanation, the default is the main phase 1 and 2. When using such effects, the declaration is activated after paying the cost specified in the effect. Effect Speed 1 Case: Magic Scientist, Homogeneous Infection Virus Persistence Effect: This card indicates its existence on the front of the field, and the effect lasts for a long time. There is no concept of "activation" and "timing of activation" of this effect, and the effect is applied when the monster appears on the front side of the field, and the effect is lost when it leaves the field or becomes the reverse representation. Example: Black Wizard Girl, Dragon Slayer Warrior Inducing Effect: Fighting, Dealing Damage, Sending to the Graveyard, Summoning Success, etc. But compared with similar effects, there is a faster speed and chaining) Example: Chestnut Ball, Dragon Warrior The following 2 are types of effects that are not in the official rule book, and they are 2 effects artificially summarized in practice for the convenience of communication, for reference only, rule effects: effects that directly involve changes in the rules of the game (such as the choice of summoning methods, for example: Thunder Juggernaut, this kind of effect does not belong to the summoning conditions, so it is not subject to the restrictions of Su Sheng. There are also fusion material substitutes, Caesar seahorses, etc.)
Special Effect Monsters: Generally effects that have become part of a series, such as cartoons, souls, alliances, etc.
Summoning conditions: Monsters that can only be summoned if they meet the conditions or pay a special cost. Example: Divine Souls, Dark NikorovyaNote: Some monsters may have 2 or more types of effects at the same time.
Monster Summoning:Can only be done once per turn:Summon (Sacrifice Summoning)
A monster card in your hand is put on the field when you attack it head-on. Summoning monsters above lv5 requires sacrificing monsters: you can't summon another monster on the field without sacrificing yourself before summoning. The call at this time is also known as the "call of the sacrifice." 1 monster is sacrificed when summoning monsters at lv5-lv6, and 2 monsters when summoning monsters at lv7 or higher.
3OCG rules cover the basic rules and summon,It's just that the monster is put on the field by the back guard representation.,Set (cover、place) monsters above lv5 need to sacrifice monsters.。
Summoning and overriding are collectively referred to as "Usual Summoning" in the Rules.
There is no limit to the number of times a turn: the reverse defense on the summoning field represents the monster, and the process of changing it to a frontal attack representation by the player himself is called "reverse summoning". It is important to note that although there is no limit to the number of times a reversal summon can be made in a turn, it is also a "representation change". So monsters can't perform reverse summons on covered turns. It is also not possible to change the monster with the back defense representation to the front defense representation.
Special Summons (Special Summon Monsters)
The process by which a monster with a specified method of summoning a monster with a prescribed method is called "special summoning". And such monsters are called "special summoned monsters" or "conditional summoned monsters". When these monsters are specially summoned from the Graveyard, please follow the "Resurrection Restriction". Instructions on the limitations can be found in the sticky link sticker.
Special summons (based on the effect of the card)
The process of summoning monsters based on the effect of the card is also called "special summoning", but it is essentially different from the special summoning of "conditional summoning monsters", so it is handled separately here. When a monster is specially summoned from within the Graveyard, please follow the "Resurrection Restriction".
A magic card with a green card usually includes the following information: Card name: The name of the card is the basis for judging whether it is the same card in the rules, and the card with the same name is regarded as a "card with the same name" and enjoys the same treatment in the rules.
Types of Cards: Magic Cards are unified into "Magic"
Effect Symbol: Indicates the type of magic card, as detailed below. Expressions without this sign are "usually magical"
Effect Description: An illustrative text card number indicating the effect of the magic: A number that is placed on the card according to the pack, etc., of the card, making it easy to search and organize the card.
Classification of Magic Cards: Usually Magic: Spell Speed 1, can only be activated in your own mainphase (1 or 2). It can also be activated on the same turn as the cover. This magic card is used to enter the graveyard immediately, but there are exceptions. For example, the Shield of Light is a normal magic card, but it can stay on the field for 3 turns. (Another: Evil Rituals.) To perform an evil ritual, you can only use the evil ritual that covers the field during the preparation phase)
Equip Magic: Spell Speed 1, can only be activated in your mainphase (1 or 2). It can also be activated on the same turn as the cover. Once equipped, as long as the conditions stated on the card are met, it can continue to be equipped on the target monster card without being destroyed (most equipment magic does not have this condition). After equipping a magic card, the effects of some magic trap cards cannot be transferred to another monster card without passing them. If the description of the card does not specify which monster card it is equipped on, you can choose to equip it on your own or the opponent's monster card (occupying your own magic trap slot). The equipment card that is turned into by the Dark Demon occupies the magic trap slot of the Dark Demon card holder. A special equipment card (changed from a monster card) that is absorbed by a monster card with the effect of the Demon of Sacrifice or Sword Hunter will return to the holder's hand if it encounters an effect that returns the card to the hand. (Note that equipment cards that are turned into monsters are considered magic equipment, and equipment cards that are turned into trap cards that are changed from trap cards are considered trap cards with equipment characteristics.)
Terrain Magic: Spell speed 1, can only be activated on your own mainphase (1 or 2). It can also be activated on the same turn as the cover. Terrain magic works on all monster cards on both sides. When the cover is placed on the field, it is placed in the terrain grid, and does not occupy the magic trap square. The effects of terrain magic also affect magic trap cards that require monster cards with specific abilities, such as viruses, caves, and chain destruction. If either team uses another terrain card when they already have a terrain card on the field, the original terrain card is destroyed and replaced with a new terrain card.
Perpetual Magic: Spell speed 1, can only be activated in your mainphase (1 or 2). It can also be activated on the same turn as the cover. 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 is deactivated: Spell Speed 1, which can only be activated in your mainphase (1 or 2). It can also be activated on the same turn as the cover. Necessary magic cards to summon ritual monster cards.
Rush Magic: Spell Speed 2, which can be used on your hand at any time when you have the right time to activate it; You can also place it on the field first and activate it on your own or opponent's turn in the next turn. It cannot be activated on the same turn as the cover is placed. Cards that involve the Shift of Attack and Defense can be activated during the damage calculation phase, which can affect the outcome of the battle (e.g. Dash).
4OCG rules trap card card face is a red card, a trap card usually includes the following information: card name: the name of the card, is the basis for judging whether it is the same card in the rules, the card with the same name is regarded as a "card with the same name" and enjoys 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: An illustrative text card number indicating the effect of the trap: A number on the card based on the pack, etc., of the card, making it easy to search and organize the card.
Classification of Trap Cards: Normal Trap Cards: Spell Speed 2, which must be placed on the field first, and then can only be activated at the beginning of the next turn.
Perpetual Trap Card: Spell Speed 2, which must be placed on the field first and then 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 unconditional perpetual) perpetual cards expires when the card leaves the game, and the Counter (Counters) Trap Card: Spell Speed 3, must be placed on the field first, and then activated 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. At this point, you can force the other party to cancel the action.
3. How to play the game, how to fight and how to win, and how to win: If you win or lose 1 round, it is called "duel". However, in order to be accurate in victory, there are usually three "duels", and such battles are called "matches".
In matches, the winner is considered the winner if he wins 2 duels first. (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 to be the winning conditions for a tie duel: 1 player starts the duel with 8000 LP, 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 (Egyptian Emissary, death)
Preparation before the battle: 1. Wash and cut each other's decks and hand them to the opponent to "cut the cards"
2. After cutting the card, change back to your own deck and put it in the deck area. If you are using a fusion deck, place the fusion deck in the fusion deck area 3 to see if your opponent's sidedeck is exactly 15. Place the sidedeck on the back side upwards, and check whether the number of swaps is equal when the cards of the sidedeck and the deck are exchanged between dueling.
4. After guessing the fist (guessing the coin, etc.), the winner will decide the order of attack. However, in a 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.
Conduct of the duel: The flow of the duel is divided into "rounds" and "stages". The basic one round consists of 6 stages.
Gacha Phase: The initial phase, in which the player can draw the top card of their deck to join their hand, and if there are no more cards to draw 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:Draw 1 card gacha phase can be carried out:Rush Magic、Preparation stage for the activation of traps:Deal with the effects of the cards that occur in the preparation phase,When there are multiple effects, the order of the effects is determined by the turn player。 After that, it moves on to the next stage.
The preparation phase must be carried out:Deal with the effects of the cards that have an effect in the preparation phaseThe preparation stage can be carried out:Rush Magic、Activation of trapsMain stage 1: The main stage is the stage where the player can freely dispose of the turn,The summoning of monsters,The use of effects,The placement of cards,Changes in the representation of monsters can all be carried out in this stage。
The main stage can be carried out:Monster summoning:Usually summon 1 time (and the main stage 2 total),There is no limit to the number of times you can reverse summon and special summons。
Monster Representation Change: Basically, a monster can only change its representation once per turn. The representation of Monster Summoning and Special Summoning rounds cannot be changed.
Activation of various card effects: Monsters (most of the activation effects), magic, and trap effects can be activated at this time during the main phase. As long as the conditions are met, there is no limit to the number of activations.
Cover Magic Trap Cards: Cover the field with Magic Trap Cards as long as you don't exceed the upper limit (5).
Battle Phase: The stage where the monsters on the field fight, and the whole stage is divided into several "steps". The combat phase is not a phase that has to be passed. When there are monsters on the field, players can decide for themselves whether to enter the battle phase or directly enter the end phase (about that, forget about it, forget about those who know, and those who don't know can take a rough look, and those who don't want to see it.) Anyway, you will know it slowly after reading this book. I hope you can be patient with this book, because I will never be a eunuch, please rest assured. )
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