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Monster Duel Rules
@Yugi
2024-07-01
Suitable for beginners (even old hands can read) Duel Rules Duelist

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)

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