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How To Play Yu-Gi-Oh Card Game

When you have free time in your daily activities, what will you do? Have you ever thought of playing card games? If you like, I recommend you to play YuGi-Oh. Yu-Gi-Oh is some kind of trading card game which you play with your own cards and battles with your opponent cards. With the Yu-Gi-Oh CARD GAME you can take part in an exciting card game action seen in the Yu-Gi-Oh anime. To win this game there are three ways either make your opponent life point become zero, your opponent deck has run out, or win because of card effect. In this game, two players fight each other using a variety of Monster Cards, Spell Cards, and Trap Cards that were placed in deck to defeat their opponent. Its important to learn how to play correctly, so you should know the rules if youre new to the game. Understanding the rules will help you make the best use of your cards. The important things that we must know about this game are preparation before game, game cards, how to play, battle and chains, removed from game, and clash between rules and card effect. Now, before you play, you have to prepare something that needed in this game. The preparation contains building deck, preparing additional item and preparing Game Mat. The first that you must to do is create your deck. The deck you build consist of Main Deck and Extra Deck. First, build your Main Deck. Main Deck contains Monster Cards, Spell Cards, and Trap Cards. The Deck must be at least 40 cards and maximum 60 cards. You can only have up to 3 copies of the same card in your Main Deck and Extra Deck. Also, some cards are Forbidden, Limited or Semi-Limited in official tournaments and Yu-Gi-Oh video games. The details about Forbidden, Limited and Semi-Limited will be explained later at paragraph below. Try to keep your Deck close to the 40-card minimum. Having a Deck with too many cards makes it hard to draw your best cards when you need them and play your combo. This Deck is called your Main Deck. After you finish build your main deck, create your Extra Deck. This Deck consists of Xyz Monsters, Synchro Monsters and Fusion Monsters, which can be used during the game if you meet certain requirements. Explanation about Xyz Monsters, Synchro Monsters and/or Fusion Monsters will be discussed in the paragraph below. You can have up to 15 cards in the Extra Deck. The Extra Deck

can only contain Xyz Monsters, Synchro Monsters and/or Fusion Monsters. If you do not have Xyz Monsters, Synchro Monsters and/or Fusion Monsters in your deck, then you do not need to build Extra Deck. After finishing build your deck, you need some additional item. Those additional items are coin, dice, counters, and some marker for Monster Tokens. You need dice because some cards require a coin toss for its effect. If you play with these, have a coin ready to flip. Just like the coin, there are some cards that need a dice roll. If you play with these, have a standard dice ready with numbers 1 through 6. Some cards will require markers (called counters) to keep track of things like the number of turns, or a card power level. You can use small objects like glass beads, paper clips, or pennies for the counters, which are placed on face up cards. Monster Tokens are monsters that appear on the field as the result of a cards effect. They are not included in the Deck, and cannot be sent anywhere other than the field, such as the hand or Graveyard. When a Token is destroyed or returned to the hand or deck, they are simply removed from the field instead. You can use coins, card sleeves, or any similar marker (as long as it can indicate Attack Position or Defense Position) as Monster Tokens and play them in Monster Card Zones. Each Monster Token takes up 1 of your 5 Monster Card Zones. The last preparation is Game Mat. You need Game Mat or Duel Field. This Game Mat consists of Field Card Zone, Monster Card Zone, Graveyard Zone, Extra Deck Zone, Spell and Trap Zone, and Deck Zone. Now I will explain each zone in Yu-Gi-Oh Duel Field. First, I will explain about Field Card Zone. Field Card Zone located at the upper left. Special Spell Cards called Field Spell Cards are played here. Only one Field Spell Card can be active at a time. Whenever a new Field Spell Card is activated, the previous active one is automatically destroyed. Field Spell Card does not count towards the 5-card limit of your Spell and Trap Zone. Now, I will explain about Monster Card Zone. Monster Card Zone located at the right of Field Card Zone. Monster Card Zone contains 5 spaces. This is where you put your monsters when theyre played. There are 3 main ways to position your Monster Cards: face-up Attack Position, face-up Defense Position, and face-down Defense Position. Place the card vertically for Attack Position, and horizontally for Defense Position. Next is, Graveyard Zone. Graveyard Zone located at the upper right and next of Monster Card Zone. Function of Graveyard Zone is when card is destroyed on

the field, or discarded from hand, or when Spell card/ Trap Card are used, theyre sent face-up to this space. The contents of both players Graveyards are public knowledge, and your opponent can look through yours at any time during the Duel. The order of the cards in the Graveyard should not be changed. Next is Extra Deck Zone. Extra Deck Zone located below Field Card Zone. Place your Extra Deck face-down in this space. You can look at the cards in your own Extra Deck during the game. Next is Spell and Trap Zone. Spell and Trap Zone located on the right of Extra Deck Zone. Spell and Trap Zone contain 5 spaces. This is zone where you put Spell Cards and Trap Cards. You place them here face-up to activate them, or place them face-down. Because a Spell Card or Trap Card is placed in this zone when it is activated, no further Spell Cards can be used if all 5 spaces are occupied already. The last Zone is Deck Zone. Deck Zone located on the right of Spell and Trap Zone. Place your Deck face-down in this space. Players draw cards from here to their hands. If a card effect requires you to reveal cards from your Deck, or look through it, shuffle it and put it back in this space after resolving the effect. For Game Mat, you can use official Yu-Gi-Oh Duel Field, or simply use the floor, as long as you remember where to place the cards. The Game Mat helps you organize your cards during a Duel. The picture below is one example of official Yu-Gi-Oh Duel Field.

Field Card Zone Monster Card Zone

Graveyard

Deck Zone Spell and Trap Zone

Extra Deck Zone

When you finished building deck, preparing additional items, and preparing Game Mat, that means you have completed the preparation Yu-Gi-Oh CARD GAME before playing game. Now, I will tell you about game cards. What is this game about? This game contains Monster Cards, Spell Cards, and Trap Cards. Monster Cards are used to battle and defeat your opponent. Battles between Monster Cards are the foundation of any Duel. There are many kinds of Monster Cards. This game is more than a simple slugfest, so monsters with high Attack and Defense Points will not be enough. There are also monsters with strong special effects even though their attack point and defense points are low. Therefore, your success in a Duel depends on how skillfully you can make use of the different kinds of cards. Now I will explain different kinds of Monster Card, how to read Monster Card, and variety Monster Cards. Monster Cards divided into two kinds: Normal Monster and Effect Monster. Normal Monster is a Monster Cards that does not have special abilities. Most Normal Monsters have higher Attack Points and Defense Points than Effect Monsters, instead of having special abilities. Effect Monsters is monster that has special abilities. The effect of Monster Card can be read in the text of respective card. If you already understand different kind of monster, I will teach you how to read Monster Card. Monster Card consists of Card name, Attribute, Level, Type, Card Effect, also Attack and Defense point. First, I will explain about card name. A card name is mentioned in card text it appears in quotations. If cards have the same name, they are considered to be the same card. Second I will explain about Attribute. Attribute are essentially the "Elemental" groups for each Monster Card. There are different cards made to support each "element", and there are popular monsters of each kind. It is possible for a monster to be considered part of multiple attributes via a card effect. There are 6 different Attributes a monster can have and those are Dark, Earth, Fire, Light, Water, and Wind. This Attribute is sometimes important for card effects. For example, Field Spell Card Rising Air Current, whose increase Wind attack power 500 point. Next is Level. To know level of Monster Card, count the number of stars to find out. In order to Normal Summon a monster that is Level 5 or higher, you must Tribute monsters you have on the field. For Xyz Monsters, the number of stars is the Rank of the monster, also is not treated as level. Then, I will explain about type. A type is a means to split monsters into groups in order to enable Support Cards granting various

effects, to a specific order of monsters. Each monster has one Type. There are 22 different legal Types in the Yu-Gi-Oh CARD GAME. Those type are Aqua, Beast, Beast-Warrior, Dinosaur, Dragon, Fairy (Angel), Fiend, Fish, Insect, Machine, Plant, Psychic, Pyro, Reptile, Rock, Sea Serpent, Spellcaster, Thunder, Warrior, Winged Beast, and Zombie. Each of those type has their own characteristic. For example, Zombie monsters are known for having many cards that revive other zombies, or spellcaster, which majority of these creatures contain effects and can be very versatile Monsters, used often with support of Spell Cards. Next about card effect. Card effects are written here, describing the monsters special abilities and how to use them. Normally, the effects of monsters cannot be used while they are face-down on the field. Normal Monster Cards do not have effects, and have a description of them written here that does not affect the game. The last is attack and defense point. Attack is a monsters ATK and DEF is a monsters Defense Points. Attack points that determine a Monster Card's "strength" when attacking the opponent's Monster Cards while Defense point are points that determine a monster's defense when defending against your opponent's Monster Cards. High Attack and Defense Points are good when battling! To understand better about reading Monster Cards, you can see the picture below it. Attribute Card Name Level

Effect Monster

Type Card Effect Attack Point and Defense Point

Attribute Card Name Level

Normal Monster

Type

Card Effect

Attack Point and Defense Point

This time, I will let you know about Monster Cards variation. Monster Cards variation consist of Fusion Monster, Ritual Monster, Synchro Monster, and Xyz Monster (pronounced as Exceed Monster). First, I will explain about Fusion Monster. Fusion Monsters colored violet, are cards representing a combination of two or more monsters. They are summoned by using the specific monsters listed on the card combined with the Spell Card "Polymerization. Fusion Monsters may only be included in the Extra Deck, and cannot exist in the hand or Main Deck. If a Fusion Monster is returned to its owner's hand or Deck, it is instead sent back to the Extra Deck. However, they may be sent to the Graveyard when destroyed. Second is Ritual Monster. Ritual Monsters, colored blue, are Monsters that can only be Special Summoned with their corresponding Ritual Spell Card. When a Ritual Spell Card is activated, Tributes must be offered either from your side of the field or from your hand whose combined Level is equal to or greater than the Level of the Ritual Monster. Ritual Monster Cards are placed in the Main Deck. Third, I will explain about Synchro Monster.

Synchro Monster colored white, are monsters that can only be Special Summoned by sending 1 face-up Tuner monster and any number of face-up non-Tuner monsters from your side of the field to the Graveyard, when the sum of all their Levels is exactly equal to the Level of the Synchro Monster. Some Synchro Monsters require a specific Tuner monster in order to be Summoned, while the others require specific materials depend on the card description. Remember, only 1 can be a Tuner Monster. Now the last, but not least I will explain Xyz Monster. Xyz Monster is a type of Monster Card that is colored black. They are stored in the Extra Deck. Instead of a Level, Xyz Monsters have a Rank. This Rank determines the required Levels of the Xyz Materials needed in order to Summoned. A Xyz Monsters Rank is depicted by a row of yellow stars in black orbs that extend outwards from the left-hand side of the card. In order to summon a Xyz Monster, you need 2 or more(depending on the card) monsters of a level equal to that of the Xyz monster from field. When you summon the Xyz monster, instead of going to the grave, the monsters used to summon it are instead placed behind the Xyz monster for the use its effects. However, unlike Synchro Monsters, a Xyz Monsters Rank is not the total sum of the monsters' Levels used to Summon it; thus, if 2 Level 3 monsters are required, then the Xyz Monster would be Rank 3, not Level 6. If you already understand about Monster Cards, I will explain about Spell Cards. Spell Cards are cards with green-colored borders that have various effects to alter the play of the game. Usually, a Spell Card has a single effect to provide a bonus to the user or a weakness to the opponent. Spell Cards contains six types. Those types of Spell Card are normal Spell Card, Continuous Spell Card, Equip Spell Card, Quick-Play Spell Card, Field Spell Card, and Ritual Spell Card. Normal Spell Cards symbolized with nothing. Normal Spell Cards have single-use effects. To use a Normal Spell Card, announce its activation to your opponent. For example: From my hand, I active my spell card Lightning Vortex. Placing it face-up on the field. If the activation succeeds, then you resolve the effect written on the card. After resolving the effect, send the card to the Graveyard. Continuous Spell Card symbolized with a infinity . Continuous Spell Card remains on the field once they are activated, and their effect continues while the card stays face-up on the field. To get rid this card, you or your opponent

must destroy this card using some card effect. Equip Spell Card symbolized with cross . Equip Spell Card give an extra effect to 1 face-up monster of your choice (either your own or your opponents, depending on the card). They remain on the field after they are activated. The Equip Spell Card affects only 1 monster (called the equipped monster), but still occupies one of your Spell & Trap Card Zones. If possible, place it in the zone directly behind the equipped monster to help you remember. If the equipped monster is destroyed, flipped facedown, or removed from the field, its Equip Spell Cards are destroyed. Field Spell Card symbolized with a compass rose , Field Spell Card is placed in the Field Card Zone and remain on the field after they are activated. There can only be 1 face-up Field Spell Card on the field at any given time between both players. When a new Field Spell Card is activated, the previous active Field Spell Card is destroyed automatically. These cards may be placed facedown in the Field Card Zone, but are not active until flipped face-up. Quick-Play Spell Card symbolized with a lightning bolt . Quick-Play Spell Card is special Spell Cards that can be activated during any Phase of your turn, not just your Main Phase. You can also activate them during your opponents turn if you Set the card face-down first. Ritual Spell Card symbolized with a flaming chalice . Ritual Spell Cards are used to perform Ritual Summons. Use these cards in the same way as you would use Normal Spell Cards. Continuous Trap Card symbolized with a infinity .

Card Name

Type

Icon

Card Effect

After Spell Cards description, I will explain about Trap Cards. Trap Cards are cards with purple-colored borders and help you out with different effects, just like Spell Cards. The big difference between them is that you can activate Trap Cards during your opponents turn. Many Spell Cards have effects useful for offense, but Trap Cards have the ability to surprise the opponent by disrupting their attacks and strategies. Using Trap Cards can sometimes be tricky, since your opponent might have to do certain things before you can unleash them. Just like Spell Cards, Trap Cards has different types. Trap Cards divided into three different types. Those types are Normal Trap Card, Continuous Trap Card, and Counter Trap Card. Normal Trap Cards symbolized with nothing. Normal Trap Cards have single-use effects and once their effects are resolved, they will be sent to the Graveyard, just like Normal Spell Cards. They are also similar to Normal Spell Cards because once activated, their effects are not likely to be stopped. However, your opponent can destroy your face-down Trap Cards

on the turn they were Set, or before the time is right to activate them. Because of this, you must be smart about how you use your Trap Cards. Continuous Trap Card symbolized with a infinity . Just like Continuous Spell Cards, Continuous Trap Cards remain on the field once they are activated and their effects continue while they are face-up on the field. Counter Trap, symbolized by a curved arrow . These Trap Cards are normally activated in response to the activation of other cards, and may have abilities like negate the effects of those cards. These types of Traps are effective against Normal Spell Cards or Normal Trap Cards, which are otherwise hard to stop. However, many Counter Trap Cards require a cost to activate them, like discard 1 card from your hand. Card Name Type

Icon

Card Effect

Now, you are already understand about game card, this turn I will tell you about how to play Yu-Gi-Oh CARD GAME. Just like I tell you before, you will be declare a winner if you Reduce your opponents Life Points to 0, Your opponent is unable to draw a card when they are supposed to draw, or Win with a cards special effect. At start, each player starts a fight with 8000 Life Points. Then, decide who will get first turn. You can decide by playing rock-paper-scissors or flipping a coin. Starting with the first player, its time to get your game on! The most important thing is to understand turn structure. Each player, have same turn structure, except at turn 1, which Standby Phase and Battle phase are skipped. A Duel progresses in a series of turns which are divided into six phases: Draw Phase, Standby Phase, Main Phase 1, Battle phase, Main Phase 2, End phase. To be more specific, you can see picture below. I will explain each phases

Draw Phase is the first phase. Player draw/ pick one card from the top of their Deck. A player with no cards left in their Deck and unable to draw loses the Duel. After you draw, Trap Cards who already sets on the field or Quick-Play Spell Cards can be activated from your hand or field before proceeding to the Standby Phase. It applies also for opponent, but your opponent cannot active Quick-Play Spell Cards from his hand. Main action in this Phase is Draw 1 Card, and possible other actions are activating Trap Cards, Quick-Play Spell Cards, or execute some card effect that active in Draw Phase. Standby Phase happens immediately after the Draw Phase. Some cards have effects that activate, or costs you must pay, in the Standby Phase. If you do not have any of these cards on the field, you can still activate Trap Cards or Quick-Play Spell Cards before moving on to your Main Phase 1. Now, I will explain Main Phase 1. This is when you play most of your cards: you can Normal Summon, Set monster, change the battle position of a monster, activating a card effect, and Set either Spell Cards, Trap Cards, or both. These actions can be done in any order you want. Normal Summon is the most common way to Summon monsters. Place your monster card from your hand whose level is 4 or lower to field in attack position (place it vertical). A Normal Summon can only be conducted once per turn, even if it was negated by a card effect. However, for monsters that are Level 5 or higher, you must Tribute at least 1 monster you control before the Normal Summon. This is called a Tribute Summon, but still treated as Normal Summon. Monsters that are Level 5 or 6 require 1 Tribute and Monsters that are Level 7 or higher require 2 Tributes. To play a Monster Card from your hand in face-down Defense Position is called a Set (place it horizontal). In order to Set Monsters that are Level 5 or higher, you still need to Tribute. Its important to remember that a monster Set on the field in face-down Defense Position is not considered Summoned. It has been Set and can be Summoned with a Flip Summon or flipped face-up by an attack or card effect. Remember, you can only Normal Summon or Set once per turn, so if you Set a monster you cannot Normal Summon a monster that turn. In Main Phase 1, you can also change the battle position of a monster. This includes Flip Summoning a monster, or changing the position of a face-up monster to face-up Attack or Defense Position. You can change the position of each monster you control, except in three cases. First, you cannot change the battle position of a monster that was

played onto the field this turn. Second, you cannot change it in Main Phase 2 if the monster attacked during the Battle Phase. Last, you cannot change it if you have already changed its battle position once this turn. You can activate Spell Cards and Trap Cards, or the effects of Spell, Trap, or Effect Monster Cards as many times as you want during this phase, as long as you can keep paying any costs involved. You can Set Spell Cards and Trap Cards face-down in your Spell and Trap Card Zone during this phase as many as possible, as long as you have space. Battle Phase is the Phase in which battles are conducted. Now its time to battle with your Monster Cards! You do not have to conduct a Battle Phase every turn, even if you have a monster on the field. This phase is divided into steps: Start Step, Battle Step, Damage Step, End Step. You need to pay attention on replay rules during the Battle Step too. First is Start Step. This step starts the Battle Phase. The turn player should announce Im entering the Battle Phase." Important: The player who goes first cannot conduct a Battle Phase in their very first turn. Now I will explain Battle Step. Select 1 monster on your side of the field to attack with, and 1 of your opponents monsters as your attack targ et, and then declare the attack. If your opponent does not have any monsters on the field, you can attack directly. Play then proceeds to the Damage Step. Afterwards, the attacking player returns to the Battle Step, and repeats this procedure. Each faceup Attack Position monster you control is allowed 1 attack per turn. You do not have to attack with a monster if you dont want to. Next is Damage Step. In this step, the players calculate the result of the battle and whatever damage is done. If you attack a face-down Defense Position monster, flip the card to face-up Defense Position in the Damage Step. Now you can see the monsters defense point and then calculate damage. When an attacked monster is flipped face-up, any Flip Effects are activated and resolved after damage calculation. After finishing the Damage Step, return to the Battle Step. After youve resolved all your battles by repeating the Battle and Damage Steps, and you have no more monsters you want to attack with, proceed to next step. Announce to your opponent that you are ending your Battle Phase. This step called End Step. If you already understand those steps, you need to learn about replay rules during the Battle Step. After youve announced your attacking monster and the attack target monster during a Battle Step, the attack target might be removed from the field, or a new monster may be played onto the opponents side of the field before the Damage Step, due

to a card effect. This causes a Replay. When this occurs, you can choose to attack with the same monster again, or choose to attack with a different monster, or choose not to attack at all. Note: if you attack with a different monster, the first monster is still considered to have declared an attack, and it cannot attack again this turn. If you conducted your Battle Phase, your turn moves to Main Phase 2 afterwards. The actions a player can perform in this phase are the same as in Main Phase 1. However, if the player already did something in Main Phase 1 that has a limit to the number of times it can be done (for example Normal Summon), the player cannot do it again in Main Phase 2. Consider if you want to activate and Set Spell & Trap Cards, or Summon or Set a monster (if you didnt do that in Main Phase 1) based on your situation after the Battle Phase. Use this phase to prepare for the opponents turn. End Phase is end of your turn then proceed to your opponent next turn. Announce the end of your turn, and if there are any cards on the field which say during the End Phase in their text, resolve those effects in this phase. If you have more than 6 cards in your hand at the end of this phase, select and discard cards to the Graveyard until you only have 6 cards in your hand. You can also activating Trap Cards and Quick- Play Spell Cards during this phase. This turn, I will describe Battle and chains. First, I will explain about monster battle rules. You calculate Battle Damage based on the battle position of the monster you are attacking. If you attack an Attack Position monster, compare Attack point vs. Attack point. If you attack a Defense Position monster, compare your monsters Attack point vs. the attacked monsters Defense point. When your attacking monster has attack point higher than the attack point of the opponents monster, the attacking monster destroys the opponent monster and sends it to the Graveyard Zone. The amount that your attacking monsters Attack point exceeds the attack point of your opponents monster is subtracted from your opponents Life Points as Battle Damage. When your attacking monster attack point is equal to the attack point of the opponent monster, the result is considered a tie, and both monsters are destroyed and sent to the Graveyard Zone. Neither player takes any Battle Damage. When your attacking monster attack point is lower than the attack point of the opponents monster, the attacking monster is destroyed and sent to the

Graveyard Zone. The amount that the opponent monster attack point exceeds the attack point of your attacking monster is subtracted from your Life Points as Battle Damage. When your attacking monster attack point is higher than the defense point of the opponent monster, the attacking monster destroys the opponents monster and sends it to the Graveyard Zone. Neither player takes any Battle Damage. When your attacking monster attack point is equal to the defense point of the opponents monster, neither monster is destroyed. Neither player takes any Battle Damage. When your attacking monster attack point is lower than the defense point of the opponents monster, neither monster is destroyed. The amount that the opponents monsters DEF exceeds the attack point of your attacking monster is subtracted from your Life Points as Battle Damage. If there are no monsters on your opponents side of the field, you can attack directly. The full amount of your attacking monster attack point is subtracted from the opponent Life Points as Battle Damage. Now, its turn to explain Chain. Chain are a way to order the resolution of multiple card effects. They are used when the effects of more than 1 card are activated at once, or when a player wants to use an effect after a card has been played, but before that card has an effect on the game. In other word, intercepting a card effect. If a cards effect is activated, the opponent is always given a chance to respond with a card effect of their own, creating a Chain. If your opponent responds with an effect, then you can choose to respond and add another effect to the Chain. If your opponent does not respond, you may activate a second effect and create a Chain to your own cards activation. Both players continue to add effects to the Chain until they both wish to add nothing else, then you resolve the outcome in reverse order, starting with the last card that was activated. You must always be careful not to resolve the effects of your cards before asking your opponent if they wish to make a Chain. To understand chain, you must also understand Spell Speed. Every type of card effect has a Spell Speed between 1 and 3. If you want to respond / intercept a card effect in a Chain, you have to use an effect with Spell Speed 2 or higher, and it cannot have a lower Spell Speed than the effect you are responding to. Spell Speed 1 contains Normal Spell Card, Field Spell Card, Ritual Spell Card, Equip Spell Card, Continuous Spell Cards, and some effect monster (Ignition, Trigger, and Flip). These cards cannot be activated in response to any other effects.

Typically, these effects cannot be Chain Link 2 or higher. Spell Speed 2 consist of Normal Trap Card, Continuous Trap Card, Quick- Play Spell Cards, and Effect Monster Quick Effect. These cards can be used to respond to a Spell Speed 1 or Spell Speed 2 effect, and can typically be activated during any phase. Spell Speed 3 contain only Counter Trap Card. This is the fastest of all Spell Speeds and can be used to respond to a card of any Spell Speed. Only another Spell Speed 3 card may be used to respond to these cards. Due the complicated of Chain and Spell Speed rules, I will give you an example and you can see picture below for more details. For example I say: From my hand, I active my spell card, Heavy Storm, which enables me to destroy all Spell Cards and Trap Cards on the field. But, my opponent responds my Heavy Storm and says: Before Heavy Storm executed, from my field, I active my trap card, Threatening Roar, which prevents my opponent from declaring attacks this turn. Therefore, you cannot attack me this turn. In order to prevent Threatening Roar activation, I respond with my Counter Trap Card and says: If that so, From my field, I active my Counter Trap Card, Seven Tools of the Bandit, which enables me to negate trap card by paying 1000 life point. In this case, Seven Tools of the Bandit (Chain Link 3) is resolved first and negates the activation of Threatening Roar. Threatening Roar (Chain Link 2) would then be resolved, but the effect of Seven Tools of the Bandit stops its activation. The turn player will still be able to declare attacks. Then the effect of Heavy Storm (Chain Link 1) is resolved successfully, destroying all Spell and Trap Cards on the field, allowing the turn player to attack without interference from Spell or Trap Cards.

Now, I will tell you about Banish (Previously Remove from Play). Banish is a term used to describe when a card is removed from the Duel by another card's effect. Once a card is banished, it cannot re-enter the current Duel, except by a card that specifically allows it. It has nearly same function as graveyard, but placed in different zone. You can put banished card everywhere as long as not in Game Mat. Finally, I will tell you about Card Effects that contradict against rules. Some card effect has the effect that contrast with rules. In this case, the card effect takes precedence. For example, Darkness Destroyer, who has effect attacking twice during each Battle Phase and when this card attacks a Defense Position monster, inflict Battle Damage to your opponent. Because of card effect, this card can attack twice, which normally monster card only allowed to attack only once per turn, and

when this card attack defense position monster, inflict battle damage, which normally when a monster attacking defense position monster, your opponent did not take battle damage. So, what do you think about Yu-Gi-Oh CARD GAME? Complicated isnt it? But, when you try to play this game, actually it is fun. This game help us expanding our imagination and increase your ability to calculate number. The most important to play this game are knowing about preparation before game, game cards, how to play, battle and chains, removed from game, and clash between rules and card effect.

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