fusion card). This will be explained later.
3) Blue colored monster card -Special ritual monster card- Can only be summoned with special "ritual" spell card (will be explain later).
Monster cards have attack and defense power. The number on the left state their attack power while the number on the right state their defense power. Attack power is use when your monster card is in attack position (stand), while defense power is use when your monster card is in defense position (sleep).
2. Spell Card All spell cards are green in color. All spell cards can be played/activated right from your hand, but you have to have some free spell cards square the (bottommost row) in order to play them. They can also be "set".
They are divided into 4 section:
1) Ordinary spell card Doesn't have any sign under it name. (It only say "spell card") Once played, gone in one use.
2) Quick play spell card Have a lightning symbol under it name. This card can be activated during your opponent turn. You don't need to set it. It can be played right from your hand. Once played, gone in one use.
3) Equip spell card Have a circle-with-cross-in-it symbol under it name. This card is use to "equip" monster card. That's is what we call pairing a monster card with a spell card. One equip spell card can equip one monster. But also note that one monster card can be equipped with many spell card. Once activated stay on the field until destroyed or the monster it is equipped with is destroyed.
4) Continous Spell Card Have a continous symbol (horizontal 8) under it name. This card once activated have a continous effect. It stayed in the field until it is destroyed.
An exception is for a special type of spell card called the "Field Spell" card. When played, this card go directly to the field spell square (the 4 bricks) and is a continous spell card. Only 1 field spell card can be played in the field at a time. It stays there until it is destroyed or someone play another field spell card. When played, Field Spell card will paint the field with a different background (not grey anymore).
3. Trap Card All trap cards are reddish-purple in color. The main difference between trap and spell cards is that you MUST "set" a trap card first in order to activate it. You can't play it directly from your hand. Just like spell cards, there are ordinary, equip, and continous trap card, but no quick play and field trap card.
That's all about the cards. Not hard to understand huh? Well, the only thing you must remember is that you can only have up to 11 cards in the field at a time. 5 monster cards + 5 spell/trap cards + 1 field spell card. ------------------------------------------------------------------------------- 2.5 Summoning a Monster lun25 ------------------------------------------------------------------------------- Another thing to learn before we go to turn is HOW to summon a monster.
There are 4 ways of summoning a monster:
1. Normal Summon Summon monster directly from your hand. Only 1 summon per turn is normally allowed, unless you have set a trap card that grants you unlimited summon. You can either summon a monster in face up attack position (the card stand) or in face down "set" defense position (the card sleep). Yes, you CAN'T summon a monster in face down attack position or in face up defense position.
2. Flip Summon Flip a previously summoned monster from face down defense position to face up attack position (but not vice versa). If you summon a monster in face down defense position (set), and it's still set in your next turn, you can "flip" summon it. Flip summon is not limited. You can flip summon all 5 monster together. If a monster has a FLIP effect, than that effect is active the moment you flip summon it.
3. Special Summon Summon monster by the effect of card. In short, everything that you don't summon from your hand during your main phase and everything that you don't flip summon. Special summon is unlimited through the effect of monster, spell, or trap card.
4. Tribute Summon Summon high level monster with a "tribute" A monster with 5 stars or more need to be tribute summon. What's a tribute? What you call a tribute is offering monster/monsters in the field (destroy that monster you're offering). Tribute summon is a normal summon and allowed only once during a turn. For example, you now summon a 4 stars monster to the field. In the next turn you want to summon a 6 stars monster. You offer that 4 stars monster you have in the field right now (by clicking on it). The 4 stars monster is destroyed (go to the graveyard) and the 6 stars monster is summoned to the field.
Remember that once you summon a monster (any way) you can't change it's position in the same turn. You will have to wait till your next turn in order to change it's position (except for some monster card with special effect). ------------------------------------------------------------------------------- 2.6 Set lun26 ------------------------------------------------------------------------------- Last thing you need to know before we go to turn. The rules of SET-ting card. Generally, "setting" a card means you're placing a card in the field in face down position. Here is an explanation for each type of card.
Monster card -Setting a card in your hand means you're summoning it in face down defense position. -You can flip that monster in the next turn, but that doesn't mean you have to. You can wait till next-next-next turn until you want to flip it.
Spell card -Setting a spell card means you're PLACING it in the field WITHOUT activating it. -You can set up many card in 1 turn. -You can activate it in YOUR next turn (unless it is a quick play spell card). -But that doesn't mean you have to activate it. You can wait.
Trap card -Setting a trap card is a MUST in order to activate it in the next turn. -You can but you don't have to activate it in the next turn. -Some trap card can only be activated when the conditions (for that trap card to be activated) is met, even if you have set it in the field for a very long time. ------------------------------------------------------------------------------- 2.7 The Turn lun27 ------------------------------------------------------------------------------- Finally, we come to this. You have learn everything you need to know about the game. Now we will learn the turn and after this we will go straight to the duel.
First, let me explain. There are 6 phase in a turn. They are:
1. Draw phase Draw 1 card from your deck. This is the first phase in a turn. You (or Joey) can activate a trap card if you (or Joey) have set it before. Draw is a must and automaticly. If you can't draw any card (meaning you run out of card), you lose the duel.
2. Standby phase Or ready phase. You can't do anything in this phase. Just sit back and relax Some trap and spell card take effect during this phase, and there is nothing you can do about it.
3. Main phase 1 You're given control starting from this phase. you can do everything in this phase. Summoning a monster, setting a trap card/activating it, set/activate a spell card. You can also surrender (heh heh) by clicking at your deck. Remember, only 1 normal summon a turn, but unlimited flip and special summon but doesn't mean you HAVE TO summon a monster.
4. Battle Phase If you have a monster in attack position, you can attack Joey or his monster An exception is when you get the very first turn, you can't attack because Joey hasn't got a turn yet (this will be explain later). You can also activate some trap cards (which you have set at least a turn before) and some quick play spell cards. If you have no monster in attack position, you will skip this phase.
5. Main phase 2 Just like main phase 2, you can normal summon a monster (if you haven't do so in main phase 1), activate/set spells/traps card, unlimited flip and special summon. And of course... surrender.
6. End phase The last phase of your turn. After this is Joey's turn. For the last time you will be asked if you want to activate a trap card (if you have set it at least a turn before). During this phase, if you have more than 6 card in your hand, you will be asked to discard the cards in your hand until the number of cards in your hand is 6.
The turn is shown by the "turn bar" in the left side of the field. Your turn is blue and Joey's turn is red. It starts from the top to the bottom. The phase you're at will be flashing.
Well, that's it. Now you're ready for the duel.
=============================================================================== 3. The Duel lun3 =============================================================================== I will tell you everything you need to know about the duel. Yes, EVERYTHING. I will start from the very basic and ascending to a more complex gameplay. Don't worry, it's not that hard. If you follow it right, you will master it in no time. ------------------------------------------------------------------------------- 3.1 Basic Control lun31 ------------------------------------------------------------------------------- First I need you to learn the basic control for the game:
Mouse -left click for selecting cards, choosing option, attacking, and answer yes -right click for setting card, and answer no or canceling option -right click in a free space anywhere to bring in game menu
Keyboard -directional arrow or numpad (8,4,2,6) to move around -enter for the same effect as left mouse click -tab for setting a card -escape for in-game menu, and answering no or canceling option
You actually just need a mouse to play the whole game. You don't need to remember this completely since all you need to do is just hover the hand (with your mouse to a card or anything) and there will be a balloon explanation of what you can do with that object, such as SUMMON, SET, ACTIVATE, etc. ------------------------------------------------------------------------------- 3.2 Objective lun32 ------------------------------------------------------------------------------- The objective : Finishing your rival by reducing his battle point (BP) to 0 or by making him out of cards.
You lose the game if: -Your BP is reduce to 0 -You have no more cards to draw from your deck ------------------------------------------------------------------------------- 3.3 Monster Position lun33 ------------------------------------------------------------------------------- FUAP : Face Up Attack Position FDDP : Face Down Defense Position FUDP : Face Up Defense Position
>>[Note]: This is an example of what happen when monster collide with each other NORMALLY. Special effect is excluded.
If FUAP x FUAP -the monster with lower ATK is destroyed -the difference of ATK power is calculated and reduce the destroyed player BP -if both ATK equal (same) than both is destroyed. Damage is not calculated.
If FUAP x FUDP -if FUAP ATK > FUDP DEF than FUDP is destroyed. Damage is not calculated -if FUAP ATK < FUDP DEF than FUAP takes damage from the difference of FUAP ATK and FUDP DEF but FUAP is not destroyed. -if FUAP ATK = FUDP DEF than both takes no damage and none are destroyed
If FUAP x FUDP -same as above -in addition, the FDDP is "flip" to FUDP and any flip or special effect that card has will be activated
If FUDP x FUDP -NO WAY. Defending monster CANNOT attack! ------------------------------------------------------------------------------- 3.4 Damage Calculation lun34
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