These are the rules for the actual competition. (If anyone has gone to compete, don't forget to tell us about it.)
Monster Duel Rules
Warning...
* Made for the understanding of beginners. (Old hands can read)
* You should print it out to read. for the benefit of your eyes
* In the case of being unable to print and read
- Read a little every day.
- Save it on the device. Separated into sections to prevent dizziness.
* If you want to read Please read carefully.
* Read and understand correctly as well.
* Can ask or protest
1. Monster Cards
1. Normal monster (main deck)
* Can be posted by any method
* If posted normally
-Level 5-6 monsters must be sacrificed (put into the graveyard) from the field first.
-Level 7-8 monsters must be sacrificed (put into the graveyard) from 2 monsters on the field first.
- Monsters level 9 or higher must be sacrificed (put into the graveyard) from 3 monsters on the field first.
- Must be installed in main phase only.
2. Effect monsters or general special monsters (main deck)
* Everything is the same as normal monsters (Section 1.1)
* In the case that there are conditions for posting The condition must be successfully called first. So it can be summoned from the graveyard/outside the game.
* In the case where the duration of the effect is not specified Can be used only on the main page itself.
* In the case specified When.../If... Effects can be activated as soon as the conditions are met.
* In the case specified When this card is successfully installed... If we don't use that effect at all will not be available again
* When caught upside down and rise again You can use the new effect again.
* Conditions for using various general monster effects
-Monster Ritual Must have ritual magic on hand. So it can be called out.
-Monster Ritual When summoned, it is considered a special summon.
-Monster Union Can be placed on another monster's card on your field (to the Spell/Trap Zone).
-Monster Union Can be undressed and returned to the area (as a monster as before)
-Monster Spirit Cannot be Special Summoned under any circumstances unless specified by a card.
-Monster Spirit At the end of the summoned turn, it is immediately returned to the hand.
-Dual monsters When in the graveyard, it is treated as a normal monster.
-Dual monsters If it is not summoned a second time when face-up on the field, it is treated as a normal monster.
-Dual monsters Must be summoned normally a second time before the effect can take effect (first time summoned by any method)
3. Monster Fusion (Extra Deck)
* Cannot be posted normally.
* When called out It is considered a special calling.
* If summoned using a "Fusion" card, it is considered a Fusion Summon (special summon).
* When returned to the hand Instead, import an Extra Deck (Fusion Deck).
* When taken to the graveyard/outside the game cannot be called back on the field. In the case that the call according to the method is not successful
* Others not mentioned are the same as monster effects (Section 1.2)
4. Synchro Monsters (Extra Deck)
* Cannot be posted normally.
* When called out It is considered a special calling.
* If summoned using a "Tuner" monster, it is considered a Synchro Summon (Special Summon).
* When returned to the hand Instead, import an Extra Deck (Fusion Deck).
* When taken to the graveyard/outside the game will not be able to be called back on the field In the case that the call according to the method is not successful
* Others not mentioned are the same as monster effects (Section 1.2)
2. Magic card
1. Normal magic
*Can only be used in the main phase of your own turn. Except for card effects
* Can be used right from your hand or crouching on the field
* When used, it will not go to the graveyard.
2. Wear magic
* Can only be equipped with face-up cards.
* When used, it will not go to the graveyard. But will remain face up in the magic/trap zone.
* Will go to the graveyard only if destroyed. or the equipped card is removed from the field or being held captive
* Other things not mentioned are the same as normal magic (item 1).
3. Continuous Magic
* When used, it will not go to the graveyard. But will remain face up in the magic/trap zone.
* Will go to the graveyard only if destroyed.
* Other things not mentioned are the same as normal magic (item 1).
4. Field magic or space
* When used, it will not go to the graveyard. Instead, it will remain face-up on the field magic card slot.
* Both sides gain the effects of face-up Field Spell Cards on the field.
* Will go to the graveyard only if destroyed.
* Other things not mentioned are the same as normal magic (item 1).
5. Instant magic or quick casting
* Can be used from hand in main phase and Battle Phase myself only
* Cannot be used during the turn in which you cannot lie on the field.
* Can be used from crouching on the field, in the main phase and in Battle Feng yourself.
* In the case of crouching on the field Can be activated during your opponent's turn.
* Can use Trap Chain Cards
6. Ritual Magic
* Use in your own main phase only.
* Used only when summoning ritual monsters.
3. Trap Card
1. Normal trap
* Cannot be used from hand at all. Except for card effects
* Use only from addresses on the field.
* Cannot be used at all On the folding turn
* Can be used on anyone's turn. In case not specified
* Can use Magic Card Chains.
2. Continuous Trap
* When used, it will not go to the graveyard. But will remain face up in the magic/trap zone.
* Will go to the graveyard only if it is destroyed.
* Others not mentioned are the same as normal traps (item 1).
3. Counter trap or counter
* Once used, the chaining process will end immediately. If there is no further opening of the counter trap by either side.
* Others not mentioned are the same as normal traps (item 1).
4. Cards that don't actually exist (bootleg) or are forbidden to be used/used or made for collecting.
* Cannot be played in competitions.
* Used for fun only.
* Troll rules should be used in playing only.
Playing rules
* The main deck must contain no less than 40 cards and no more than 60 cards.
* Extra Deck (Fusion Deck) must have no more than 15 cards.
* Opponents can check your Extra Deck before, during and after the match.
* Let's start playing at
LP 8000 (
International/Adult) or start playing at
LP 4000 (
general/children)
* You should shuffle your cards (or not), then switch with the other person to shuffle. To prevent corruption
* Decide who starts first by
- Coin toss (fairness 50 %)
- Throw the dice (100% fairness)
- Measure the level of randomly revealed cards from the deck. (Justice 30%)
- Playing Paper Scissors (Justice 15 %)
* The person who started playing first can draw 1 additional card (draw phase).
* When entering various playing sessions You should ask the other party first if there is anything they can turn on or not.
* You should not look at the cards in your opponent's hand. For any reason Will be punished according to the rules provided. except as a result of a card
* You should not look at cards in your same team's hand. For any reason Will be punished according to the rules provided. except as a result of a card
* You should not reveal a lying card on your opponent's field arbitrarily or without asking permission. If you do, you will be punished according to the established rules.
* Cannot change card placement style Or what can you do with the card? If it's not their turn Except for card effects
* In the case of a winner-take-all round (knockout), the winner of the previous round. will start later
* In the case of winning the round (knockout), at the end of one round You can change cards in your side deck.
* In the case of changing cards in the side deck The remaining amount must be the same. and let the other party check for transparency
* Cards from other places cannot be exchanged for the deck. In the case of playing by winning the round (knockout)
Playing session
1. Draw phase or drawing period
* It is the period following the other party's end phase. And it is the first period of playing for beginners.
* This is the time when you can draw 1 card from your own deck.
* This is when both sides can reveal cards used in the Draw Phase.
2. Standby phase or preparation period or battle preparation period.
* This is the period after the draw phase.
* This is when both sides can reveal cards used in the Standby Phase.
* This is the period when both sides prepare to enter the main phase of one side.
3. Main phase 1 and 2 or planning period
* Main Phase 1 is the period following the Standby Phase.
* Main Phase 2 is the period after the Battle Phase.
* This is when both sides can activate cards used in the main phase.
* This is the normal/special monster posting period. Use magic/traps
4. Battle Phase or Battle Period
* This is the period after Main Phase 1.
* This is when both sides can activate cards used in the Battle Phase.
* This is the time for monsters to attack monsters. or monsters per player
5. End phase or end of turn
* This is the period that continues from Main Phase 2.
* This is when both sides can activate cards used in the Battle Phase.
* It is the period when the playing round ends in 1 round.
* This is the period before entering the other side's draw phase.
Taking down monsters
* Can be installed normally on main phase only.
* In the same turn If you go down normally Can't go down again. Except for card effects
* When using normal attack monsters will face up vertically
* When deployed normally, defensive monsters As long as it hasn't hit anything yet. It must be inverted horizontally only.
* When deploying special monsters of any type Must be face up only. Except for card effects
* A (almost normal) opposite or flip call can be done by
- Change the orientation of the facedown defensive monster cards on your field. It is a face-up attack in the main phase.
* The (special) ritual can be performed by
-Use a Ritual Spell Card and a monster card in your hand or face-up on the field. Combine stars equal to or greater than
Ritual Monster Then taken to the cemetery. Then you can call it down from your hand.
* (Special) Fusion application can be done by
-Use materials from your hand and on the field, combine them with Fusion Spell Cards, and place them in the Graveyard.
-There are other ways. As specified by the card.
* Synchro (special) installation can be done by
-Take 1 Tuner and 1 or more face-up non-Tuner monsters on the field. Combine stars to equal the number of Synchro monsters.
Then taken to the cemetery. Then Special Summon a Synchro Monster from the Extra Deck.
-There are other methods as specified in the card.
make by
Mukuro (Bakura_Thailand)