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Monster, Spell or Trap Game Version 2
Gameplay: Players shuffle any desired Extra Deck Monsters into their Main Deck. Both players then draw 5 cards without looking. Once the player going first has been decided, that player randomly Normal Summons 1 card from their hand in face up Attack Position. Any effects of that card are applied if possible. 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. This cycle continues each turn until a player is out of card zones or LP. If a player runs out of room in their Monster Card Zones, they Normal Summon their next card in the Spell and Trap Card Zone if possible. The other player does the same.

If a Spell Card is destroyed by battle and sent to the Graveyard, its controller takes 100 damage and activates 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 activates the card's effect if possible. Apply all Battle Damage between regular monsters like you would normally. 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. If at the end of the turn you have more than 6 cards in your hand, you may then look at your hand to discard cards until you meat the handsize limit.
 
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 or Graveyard to your hand that are known, 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 a card that forces you to discard as a cost such as "Lightning Vortex" is destroyed by battle and sent to the Graveyard, look at your hand, pay the cost, then follow the rest of the card's text.
 
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 Normal Summon for gameplay to the Graveyard to activate the "Heads" effect because they are only Monster Cards while in the Graveyard during the time their effects resolve.
Ally of Justice Catastor 1. If it battles a Spell or Trap Card, its effect to destroy the other monster is not applied since Spell and Trap Cards treated as Monster Cards in this game have no Attribute.
B    
C Chimeratech Overdragon 1. Its ATK and DEF will become the number of Machine-Type monsters in your Graveyard upon you Normal Summoning him x 800.
Cloudian - Eye of the Typhoon 1. If it attacks a Spell or Trap Card that is being treated as a Monster Card by gameplay rules, 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 must have prior knowledge that you have a Zombie-Type monster in your hand to Special Summon to use this effect.
D Destiny Board 1. The automatic win condition is activated if it is destroyed by battle and sent to the Graveyard first. After that, follow the card's text and place the next Spirit Message card on the field each turn, but you'll need prior knowledge to place the Spirit Message cards from your hand.
E Exodia the Forbidden One 1. The automatic win condition is achieved when all 5 pieces are in the Graveyard.
Effect Veiler 1. You can discard it to negate the activation of a Spell or Trap Card that was destroyed by battle and sent to the Graveyard and is activating its effect.
F Fissure 1. You can destroy a Spell or Trap Card 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. You inflict 500 damage to your opponent for each face up monster they control, including any Spell and Trap Cards that are Monster Cards by gameplay rules.
Jam Breeding Machine 1. You still Special Summon Slime Tokens during each of your Standby Phases.
K Karakuri Showdown Castle 1. The effect will resolve once when it is destroyed by battle as a Monster Card and again as a Field Spell.
L Limit Reverse 1. You cannot Special Summon itself when its effect resolves.
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 Night Express Knight 1. If you Normal Summon it without Tribute by gameplay rules, its ATK does NOT become 0 by its effect.
O Obelisk the Tormentor
(either version)
1. You can Tribute Spell or Trap Cards being treated as Monster Cards by gameplay rules to activate its effect.
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.
Reptillianne Vaskii 1. You can destroy a Spell or Trap Card with its effect that is being treated as a Monster Card by gameplay rules.
Relinquished 1. You can equip it with a Spell or Trap Card that is being treated as a Monster Card for gameplay.
S Sangan 1. You can add a Ritual, Synchro, Fusion, Xyz, or Link Monster with 1500 or less ATK from your Deck to your hand.
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 effect having the opponent gain 1000 Life Points if they have a Spell Card in their hand only activates when both players know the opponent has a Spell Card in their hand.
Tower of Babel 1. The player that activated the 4th Spell Card face-up on the field will take the 3000 damage.
Thousand-Eyes Restrict 1. You can equip it with a Spell or Trap Card that is being treated as a Monster Card for gameplay.
U    
V Valhalla, Hall of the Fallen 1. You must have prior knowledge 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 a Ritual, Synchro, Fusion or Xyz Monster with 1500 or less DEF from your Deck to your hand.
X    
Y    
Z