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Monster, Spell or Trap Game | ||
Gameplay |
Players
begin like any normal duel, drawing 5 cards without looking and putting
all Extra Deck monsters into their Main Deck. Once the player going
first has been decided, that person takes their normal Draw Phase, then
randomly Sets 1 card from their hand in face down Defense Position. The
other player will then follow suit on their turn. If either player looks
at their hand by accident, they must shuffle all cards in their hands.
During the first player's next turn, they first flip up the hidden
"monster". If it is an actual Monster Card, leave it on the field,
resolving effects if possible but if not, send it to the Graveyard
without activating its effect(s). After that, they set a new card from
their hand, also in face down Defense Position. If either player runs
out of room in their Monster Card Zones, they Set their next card in the
Spell and Trap Card Zone if possible. The other player does the same. If
either player has a face up Monster Card during their turn, they may
perform their Battle Phase. If a Spell Card is destroyed by battle and sent to the Graveyard, its controller takes 100 damage and must activate the card's effect if possible. If a Trap Card is destroyed by battle and sent to the Graveyard, its controller takes 200 damage and must activate the card's effect if possible. If a Monster Card with "piercing Battle Damage" attacks a face down "monster" that turns out to be a Spell or Trap Card, the difference is not inflicted to the opponent as Battle Damage. If the destroyed Spell or Trap Card is a Continuous or Equip Card that can be activated, it is placed on your side of the field face up in your Spell and Trap Card Zone (or as Xyz Material for Xyz Monsters). If you have any face up monsters in your Spell and Trap Card Zone, they are still treated as Monster Cards and cannot attack unless no Monster Card exists in the Monster Card Zone directly in front of it. |
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General Rulings |
1. Card effects that interfere with the rules above such as "Prime Material Dragon's effect to make Effect Damage become Life Point gain are negated but any other effects the card has that can be used are allowed to be used but otherwise remain in the Graveyard. | |
2. You cannot use Monster Cards in your Graveyard as Xyz Materials for face up Xyz Monsters. | ||
3. Monster effects that resolve when Summoned a certain way such as Tribute or Synchro Summon can't be activated. | ||
4. If you know you have a Monster Card whose effect activates by discarding itself from the hand like "Effect Veiler" you can view your hand and use the effect but must shuffle your hand afterwards. | ||
5. If you add a card(s) from your Deck to your hand that are revealed (either from being on top of the Deck or simply added to your hand with an effect like "Sangan", or returned from the Graveyard to your hand, shuffle your hand afterwards. | ||
6. You do not apply the ATK and DEF of a Trap Monster like "Metal Reflect Slime" until after their effect has been activated. | ||
7. If you activate a card that forces you to discard as a cost such as "Lightning Vortex", you discard 1 random card from your hand. | ||
8. If a Link Monster is Set during gameplay and later attacked, it is automatically destroyed by game rules. | ||
Ruling Questions | *If you have questions about how certain cards would work in this game that I don't have rulings for on here, feel free to let me know (though read the gameplay rules first) via my Yu-Gi-Oh Wikia Account. | |
Card Name | Rulings | |
A | Arcana Force I - The Magician | 1. If his "Heads" effect is applied, his ATK is doubled if a Spell Card is destroyed by battle and sent to the Graveyard. |
Arcana Force XXI - The World | 1. You cannot send Spell or Trap Cards you control that you Set for game play to the Graveyard to activate the "Heads" effect because they are only Monster Cards while in the Graveyard during the time their effects resolve. | |
B | ||
C | Chimeratech
Overdragon |
1. Its ATK and DEF will become the number of Machine-Type monsters in your Graveyard x 800. |
Cloudian - Eye of the Typhoon | 1. If it attacks a face down "monster" that turns out to be a Spell or Trap Card, the Spell or Trap Card(s) are not destroyed this way because they weren't flipped up by game rules. | |
Call of the Mummy | 1. You can only use the effect if you have knowledge that a Zombie-Type monster is in your hand. | |
D | Destiny Board | 1. "Spirit Message" cards are
placed on the field as per the effect once this card is destroyed by
battle and sent to the Graveyard. 2. You can place "Spirit Message" cards you have knowledge of being in your hand as per the effect |
E | Exodia the Forbidden One | 1. This card must be the first Exodia piece to be in the Graveyard after being destroyed by battle in order for you to gain the automatic win by its effect. |
Effect Veiler | 1. You can discard it to negate the activation of a Spell or Trap Card that has been destroyed by battle and sent to the Graveyard if its effect is activated. | |
F | Fissure | 1. You can destroy a Spell or Trap Card that is treated as a Monster Card by game rules with its effect. |
G | ||
H | ||
I | ||
J | Jinzo | 1. While face up on the field, his effect negates the effects of face-up Continuous Trap Cards but not Normal Trap Cards in the Graveyard activating their effects. |
Just Desserts | 1. Your opponent takes 500 damage for each Monster Card they control, including any Spell/Trap Cards treated as Monster Cards by game rules. | |
Jam Breeding Machine | 1. You still Special Summon Slime Tokens during each of your Standby Phases. | |
K | ||
L | ||
M | Megarock Dragon | 1. His ATK and DEF become the number of your banished Rock-Type monsters when Normal Summoned x 700. |
Michizure | 1. Its effect will activate only if itself is destroyed by battle and sent to the Graveyard. | |
N | ||
O | ||
P | Panther Warrior | 1. You can Tribute a Spell or Trap Card being treated as a Monster Card by gameplay rules to attack with it. |
Q | ||
R | Reload | 1. You shuffle your number of cards into your Deck and re-draw that same amount. |
S | Sangan | 1. You can add any monster with 1500 or less ATK from your Deck to your hand, including any Extra Deck Monsters. |
Spell Canceller | 1. While face up on the field, his effect negates the effects of face up Continuous Spell Cards but not Normal Spell Cards in the Graveyard activating their effects. | |
Spell Absorption | 1. You will only gain 500 LP when a Spell Card becomes face-up on the field such as with "Swords of Revealing Light" or any other Continuous Spell, except the "Spirit Message" cards. | |
T | The Winged Dragon of
Ra (illegal version) |
1. His ATK and DEF become the total ATK and DEF of the first three monsters in your Graveyard. |
The Eye of Truth | 1. The opponent only gains 1000 LP if both players are aware of a Spell Card being present in the opponent's hand. | |
Tower of Babel | 1. The player that activated the 4th Spell Card face-up on the field will take the 3000 damage. | |
U | ||
V | Valhalla, Hall of the Fallen | 1. You must know that you have a Fairy-Type monster in your hand to Special Summon to use this effect. |
W | Witch of the Black Forest | 1. You can add any monster 1500 or less DEF from your Deck to your hand, including any Extra Deck Monster, except a Link Monster. |
X | ||
Y | Yubel - Terror Incarnate | 1. As the effect that destroys all other monsters on the field during the End Phase interferres with game rules, it is not applied. |
Z |