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Yu-Gi-Oh Monster, Spell or Trap Game Version 3

Gameplay
1. Before the Duel, players choose any number of Extra Deck monsters to place in their Main Deck
2. Players initially follow regular Dueling rules, drawing 5 cards, but the cards are kept face-down at all times so neither player can see them.
3. The turn player then draws and randomly Summons or Sets 1 card in their hand as a Monster Card.
4. Then it's the next player's turn to do the same.
5. If a player views their hand by accident or applies an effect that adds a card(s) from their Deck or Graveyard to the hand, or returns a card from the field to the hand, they shuffle all cards in their hand.
6. Once all players have Set their first "monster", the first player draws again, then reveals their Set "monster". If it s an actual Monster Card, it stays and (should any of its effects not impact the game's rules, they can be applied). Otherwise, the card is sent to the Graveyard without being activated.
7. If the player has a Monster Card that can attack on their field, they may enter their Battle Phase and attack their opponent's Set "monster". If their intended player has no monsters out, the current player cannot attack directly.
8. If a player runs out of Monster Card Zones to Set thier "monster", they Set it in the Spell & Trap Card Zone as a Monster Card instead (treat it as being in Defense Mode until after it is revealed)
9. If a player's Spell or Trap Card is destroyed by battle and sent to the Grave, the opponent takes 100 damage for a Spell Card and 200 damage for a Trap Card. Then, the owner activates that card's effect, if able and places it face-up on the field if it is a Continuous Spell or Trap.
10. Spell or Trap Cards that are Monster Cards in this game can attack, but only if the regular Monster Card Zone directly in front of them are unoccupied.
 
General Gameplay Rules
1. You cannot use Monster Cards in your Graveyard as Xyz Materials for face-up Xyz Monsters.
2. Do NOT apply card effects that inflict piercing damage unless your attack target is an actual Monster Card.
3. You can apply effects that activate in the hand only when you're aware it's in your hand, such as being added from the Deck to the hand with Sangan's effect.
4. You do not apply the ATK and DEF of a Trap Monster like "Metal Reflect Slime" until after their effect has been activated.
5. 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. Link Monsters that are Set, then later attacked are automatically destroyed once revealed as they lack DEF.
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 Inkbunny Account.
Individual Card Rulings
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.
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 Set "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.
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
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.
Fissure
1. You can destroy a Spell or Trap Card that is treated as a Monster Card by game rules with its effect.
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.
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.
Panther Warrior
1. You can Tribute a Spell or Trap Card being treated as a Monster Card by gameplay rules to attack with it.
Reload
1. You shuffle your number of cards into your Deck and re-draw that same amount.
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 only negates the effects of Continuous Spell Cards that can successfully activate on the field after being sent to the Graveyard in battle.
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.
The Winged Dragon of Ra (illegal)
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.
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.
Witch of the Black Forest
1. You can add any monster 1500 or less DEF from your Deck to your hand, including an Extra Deck Monster, except a Link Monster.
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.