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Yu-Gi-Oh! Trading Card Game
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===Card types=== Gameplay revolves around three types of cards: monster, spell, and trap cards. Monster cards are monsters used to attack and defend against the opposing player, mainly for the purpose of damaging an opponent's life points. Spells, which can either be played from the hand or set for later use, provide various effects such as altering a monster's strength, drawing additional cards, or removing an opponent's cards from the field. Traps are cards that are set on the field in advance and activated in later turns when certain conditions are met, such as when an opponent targets a player's monster. With some exceptions, a typical monster card possesses ATK and DEF points that determine its attack and defense power in battles, a level represented by stars, with more powerful monsters typically being of higher levels, an attribute that certain effects may react to, and a description listing the monster's types and any effects or summoning conditions they may have. Monsters are summoned to the field through three main categories of summoning: Normal, Tribute, and Special. Once during a player's main phase, they can choose to normal summon a level 4 or lower normal or effect monster from their hand, in face-up attack position or face-down defense position, or tribute summon a level 5 or higher monster by tributing one or more monsters already on the field. Special summons are performed by utilising card effects or fulfilling the conditions of other summoning methods, such as those used to summon cards from the extra deck, and may be performed as many times as desired if the conditions are met. The game currently features the following types of monster. * '''Normal''' (yellow): A monster with no effects of its own, instead simply having a description of the monster. Stored in the main deck and can be normal, tribute, or special summoned. Due to their lack of a effect, they are rarely played in the modern competitive game, unless there is an archetype (a series of thematically related cards that support each other) that centers on a particular normal monster or on normal monsters as a whole; an example would be the ''Dark Magician'' and ''Primite'' archetypes respectively. * '''Effect''' (orange): A monster that possesses at least one effect. Can be summoned in the same manner as normal monsters. * '''Ritual''' (blue): Stored in the main deck, these monsters can typically only be special summoned by using a ritual spell card and tributing required monsters listed in its instructions that meets the ritual monster level or is greater than its level. * '''Fusion''' (purple): Stored in the extra deck, these monsters are summoned by utilising cards with a "fusion" effect, such as the Spell ''Polymerization'', and Using monsters listed in the monster's description. Another mechanic Fusion monsters possess is the ability to fusion summon without a spell card, they are instead summoned by following the requirement for the monster materials written on the card. * '''Synchro''' (white): Stored in the extra deck, these monsters are summoned by using from the field a tuner-type monster and one or more non-tuner-type monsters whose levels equal the level of the synchro monster being summoned. * '''Xyz''' (black): Stored in the extra deck, these monsters possess ranks as opposed to levels, and require two or more monsters whose level is the same as the Xyz monster's rank. These monsters become the Xyz monster's "overlay units", which can then be sent to the GY by "detaching" them to activate effects. Besides the usual Xyz summon, some monsters can be summoned by using a '''Rank Up Magic'''/'''Rank Down Magic''' Spell card (which summons a Xyz monster of a higher or lower rank than the one that was Used) or by their effect, bypassing the usual summoning requirements. * '''Pendulum''' (green gradient): Variations of other monster types which, if sent from the field to the GY, are placed face up in the extra deck instead. Pendulum monsters can be placed in pendulum zones in the leftmost and rightmost spell/trap zones, where they can utilise pendulum effects. When both pendulum zones contain pendulum monsters with differently valued "pendulum scales", players can perform a pendulum summon during the main phase to summon multiple monsters from the hand and face-up pendulum monsters from the extra deck whose levels lie between the two pendulum scale values. * '''Link''' (dark blue): Stored in the extra deck, link monsters have link values instead of levels and can only be played in attack position. These are summoned by using one or more monsters on the field as link material that meets the summon requirements, with link monsters able to be used as multiple link material depending on its link value. Link monsters feature arrows which, when pointed towards other zones on the field, allows additional link monsters to be summoned outside of the extra monster zone to the zone those link monsters point to. Link monsters may also possess effects that can be used when another card is Co-linked. * '''Token''' (grey): A low-level monster that can only be summoned through card effects. These cards do not exist outside of the field and are removed from play upon leaving. While official token monster cards do exist, players can use other objects such as coins to represent token monsters. Also there are subtype monsters with special effects being; *'''Flip''': Flip monsters have the unique mechanic to use effects when they are turned face-up. *'''Union''': Union monsters have the unique mechanic to equip or unequip from a monster. *'''Gemini''': Gemini monsters have the unique mechanic to normal summon while on the field to gain additional effects. *'''Toon''': Toon monsters have the unique mechanic to attack directly if your opponent has no Toon monsters. *'''Spirit''': Spirit monsters return to their owner's hand during the End Phase of the turn they are summoned or flipped face-up. *'''Tuner monsters''': Tuner monsters are required to summon Synchro Monsters. Spell cards, green, are magical spells with a variety of effects, such as reviving destroyed monsters. They can be played from the hand during a player's turn or placed faced down for activation on a later turn. There are six types of Spell Card: *'''Normal''': A spell that can only be activated during the player's main phase. *'''Quick Play''': A spell that can be activated from the hand at any time during the player's turn, or can be set and activated during an opponent's turn. However, they cannot be activated the turn they are set. *'''Continuous''': A spell with a continuous effect that remains until conditions are met or it is destroyed. *'''Equip''': A spell that is equipped to a monster, providing it with support effects. It is removed if the monsters leaves the field or is set face-down, or the card is destroyed. *'''Field''': A spell that is placed in a player's field spell zone, which affects the entire field. Each player can only have one field spell in play at a time. *'''Ritual''': A spell that is required to summon a ritual monster. Trap cards, dark pink, have to be set on a player's field face-down and can only be activated after the turn they were set has passed, including the opponent's turn. (Quick play spells, when set, have the same rule.) They are generally used to stop or counter the opponent's moves, and come in three varieties. *'''Normal''': A standard trap that is discarded once its effect resolves. *'''Continuous''': A trap that remains on the field until destroyed or its conditions are met. *'''Counter''': A trap that is activated in response to the activation of other cards.<ref name=rulebook8/>
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